• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
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.
 
By getting railroaded into one specific unity path and one specific civic.

Having lots of core systems is something you're going to have to focus on now, yes, instead of everyone just getting the same amount. It's a strategy, with tradeoffs. That's kind of the whole point.
 
# 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

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.
 
* Added game launch option -bajen
What is this for ??
Does it enable some kind of galactic football teams ? ;)
 
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.

It's a stopgap measure to give them some utility while we fix the more fundamental issues like retargeting and how PD works.
 
I didn't notice anything about the ai rebellion's not building fleets in the bug fix's.
Also didn't notice anything about robot being instantaneously purged if the robots are banned.
Patch notes look pretty intresting, kinda sad i can't make super high tech vassal's anymore (makes sense since it's kinda op)
 
* Only a single Pop can now be migrating to a planet at any given time
Well, that's a nerf if I've ever seen one.
Arguably though, colonies jumping from to 2 to 25 pops after a fixed amount of time WAS rather weird.

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
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?
I mean, I'm innately against making FE's sitting ducks.

Ruler skill now reduces edict influence cost and increase unity output
Interesting change that might just make governeurs more viable.

Everyone can now research and build Research Institute, Symbol of Unity, Ministry of Benevolence and Galactic Stock Exchange as rare technologies
Supposedly done to avoid players cheesing the AI even further by using ethos-switches to grab those techs & uniques.

Missile cooldown reduced from 2.0-3.0 to 0.2-2.5
Either that's a typo, a 900% buff or I have no idea what that value actually states.

In any case, hoping missiles can into relevance again.

* The Liberate wargoal can no longer be used against Fallen Empires, Awakened Empires and Hive Minds

Awwwwww.
I mean, yes, vassals with all techs were technically a research pact abused. But awwwwwww.

* Countries that cannot normally conquer planets are now able to conquer Fallen Empires, Awakened Empires and Hive Minds

This is a bandaid fix, I would wager.
>Remove ability to liberate FE's.
>Keep getting DoWd by micro-FE without fleet because HURDUR MY BORDERS.
>Is pacifist and can't do anything about them.
>Enables conquering of planets instead of adding the FE's AI to be able to make proper decisions / change after being beaten in a war.

* 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
No more cheesy and stupid Wars in the Heaven, hurray!
Just an overall good change.
 
* 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

Wow! That's big! It's going to change war big time, with size becoming a major factor.
 
Last edited:
# Components
* Psionic Shields component has been added to the game

I see you like my modules mod :p

* Added pc_habitat planet class
Sweet, I was worried habitats were going to be hardcoded station type planets. very glad they are a planet class!

Added any_planet_army and count_planet_army triggers
* Added any_owned_army and count_owned_army triggers
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!

All auto generated "resource_x_add" modifier types have been renamed to "tile_resource_x_add" as they were only applied to tiles
Sorry about that :p

The "planet_resource_x_add" modifier now works for all resource types, not just food
Sweeeet! Finally <3

Ship costs can no longer be negative
Yeey <3 Cheers for listening :)

Fix ship designer sometimes trying to equip a component for the wrong slot size
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.. :(

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

I knew it! They didn't work (so didn't my science labs it looks like). Finally great to confirm there were issues. Thanks for looking into this and fixing it :)


<3 The patch and expansion looks top notch.

Now I need to start planning and preparing to update my mods. This is going to be a wild ride as I want to play asap too <.<
 
Manifest Destiny technology has been removed from the game

The American Space Empire dose not approve of this!