Any chance you guys added an "Attach All" button to the army attachment screen? Or at least streamlined it in some other way?
By getting railroaded into one specific unity path and one specific civic.Efficient Bureaucracy civic also gives +2 Core Systems, so it's still possible to start with five.
By getting railroaded into one specific unity path and one specific civic.
# Components
* Missile cooldown reduced from 2.0-3.0 to 0.2-2.5
* Missile armor penetration changed to 0/15/30%
* Missile speed increased from 5 to 6
* Missiles now deal +10% damage vs. shields
* Missile HP have been adjusted slightly
What is this for ??* Added game launch option -bajen
I'd be curious to know the thinking behind these changes. It seems like it would put more missiles in space, but not address the overkill issue.
Well, that's a nerf if I've ever seen one.* Only a single Pop can now be migrating to a planet at any given time
Didn't you say you wanted to prevent FE from declaring war on players in first place because of some 'oh noes, restricts playstyles' reasons? Or did you mean to write AFE?Xenophobic Fallen Empires are now angered specifically by encroaching colonies and frontier outposts, instead of from border friction, meaning they won't declare war just over natural border growth
Interesting change that might just make governeurs more viable.Ruler skill now reduces edict influence cost and increase unity output
Supposedly done to avoid players cheesing the AI even further by using ethos-switches to grab those techs & uniques.Everyone can now research and build Research Institute, Symbol of Unity, Ministry of Benevolence and Galactic Stock Exchange as rare technologies
Either that's a typo, a 900% buff or I have no idea what that value actually states.Missile cooldown reduced from 2.0-3.0 to 0.2-2.5
* The Liberate wargoal can no longer be used against Fallen Empires, Awakened Empires and Hive Minds
* Countries that cannot normally conquer planets are now able to conquer Fallen Empires, Awakened Empires and Hive Minds
No more cheesy and stupid Wars in the Heaven, hurray!* Planets belonging to subjects are now worth less warscore to occupy
* Planets belonging to subjects of Awakened Empires are worth far less warscore to occupy
* Removed warscore gain from blockades
* Planets that are part of the wargoals are now worth significantly more warscore
* The maximum number of armies garrisoned on a planet now depends on planet size, with 1 garrison slot per planet size
* The amount of non-defensive armies you can build from a species is now limited to the number of Pops of that species that are in your empire
* Added game launch option -bajen
# Components
* Psionic Shields component has been added to the game
Sweet, I was worried habitats were going to be hardcoded station type planets. very glad they are a planet class!* Added pc_habitat planet class
Was this done to counter the really convoluted way to count titan armies? My spider armies are done the same so this might make counting max armies a lot easier. Thanks!Added any_planet_army and count_planet_army triggers
* Added any_owned_army and count_owned_army triggers
Sorry about thatAll auto generated "resource_x_add" modifier types have been renamed to "tile_resource_x_add" as they were only applied to tiles
Sweeeet! Finally <3The "planet_resource_x_add" modifier now works for all resource types, not just food
Yeey <3 Cheers for listeningShip costs can no longer be negative
Does this fix the ship designer from auto-equipping restricted components? For example; I make a battleship only component; but an auto-generated corvette would put in the battleship only components despite the player/ai not being able to do that manually. It's why my component mod cannot currently have defence station only components..Fix ship designer sometimes trying to equip a component for the wrong slot size
Fixed anomaly generation chance from scientist trait or ship components never getting applied
* Fixed Curator Archeology Lab's anomaly fail risk and research speed effects not working correctly
* Fixed Curator Archeology Lab's Anomaly Research Speed bonus effects not working correctly
* Fixed Curator Explorer Lab's survey speed effect not working correctly
Manifest Destiny technology has been removed from the game