* Added a war demand to dismantle Frontier Outposts
Why not just destroy them in the war?
* Most event-generated ships can no longer be upgraded
I hope we can upgrade at least the FTL? Having one outdated ship slowing down the whole fleet is not fun.
* Doubled likelihood of triggering Horizon Signal event chain when a science ship enters a black hole system
This still keeps the gamey micro-management to increase trigger chance by constantly moving between a black hole and the neighbouring system. I wish it would have a trigger which is either completely random or reliable.
* 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
I really like this, so you are actually want to grow a battle thrall population. If army damage would just be a meaningful modifier...
* Fleets that are violating border access rights now instantly go MIA instead of trying to find a path home
* Ships that are forced out of a system due to hostiles will now try to resume their remaining orders
Weird that these cases are handled differently.
Spiritualist
* Unrest is now reduced by -10
Fanatic Spiritualist
* Unrest is now reduced by -20
So the (reworked) Ethics Divergence modifer (10% / 30%) stays for Spiritualists?
* Frontier Clinic now reduces growth time by -5% instead of increasing habitability by +5%
* Frontier Hospital now reduces growth time by -10% instead of increasing habitability by +10%
I hope the AI's understanding of special buildings is now good enough that they build these on a new colony but eventually replace them once the planet is full?
* Ruler skill now reduces edict influence cost and increase unity output
So how does ruler skill work? Does the leader skill from elected leaders carry over? Do they level up over time?
* Countries that cannot normally conquer planets are now able to conquer Fallen Empires, Awakened Empires and Hive Minds
I guess this doesn't apply for Defensive War Philosophy of Fanatic Pacifists?