Balance · 67
Research Retreats now gives 2 Science per Anomaly, down from 5.
balanceScientific-Military Complex now provides +10% Damage and Health on Ships built on this System.
manpower reworkAntimatter critical hit chance material bonus has been reduced from 15% to 10%.
critical hit chance material bonuPatriotic Duty now provides +200 Manpower from Draft and Deployment Limit, and +15% Deployment Limit.
manpower reworkOrbital Bombardment & Rally damage has been reduced by 30%.
orbital bombardment & rally damageSystem Battery now provides +400 Citadel Garrison Capacity.
manpower reworkCitadels now provide +200 Citadel Garrison Capacity, +10% Troop Health and Troop Damage (which previously did not work), and +50 Citadel Garrison Capacity per Population.
manpower reworkImpervious Bunkers now provides +250 Garrison Capacity and +200 Deployment Limit.
manpower reworkAdvanced System Battery now requires System Battery to be built.
manpower reworkBody Language Institute now gives 25% influence, up from 5%.
balanceSublime University now loses 1 Science per Population but gains +5% Science.
balanceHull weakness on small ships has been increased from 100 to 120, which should reduce their durability overall.
hull weaknessMinor Faction Population Collection Bonus thresholds have been reduced from 10-20-50 to 5-10-20.
minor faction population collection bonuDust upkeep on trade buildings has been removed or reduced.
dust upkeep on trade buildingFlak damage against squadrons has been reduced by 50%.; Flak damage has been reduced by 20%.
flak damageMinistry of Truth no longer provides +40 Manpower per Turn, but now provides +50 Manpower per Turn per Population.
manpower reworkConscription Complex no longer provides Garrison Capacity, but now provides +50 Manpower per Turn per Population.
manpower reworkMarket prices will no longer repeatedly crash to the minimum price.
market priceReanimator no longer provides flat garrison capacity, but now provides +20 Manpower per Population, +20 Manpower per Population on Large Planets, and +40 Manpower per Turn on Huge Planets.
manpower reworkExotic Rats no longer provides Garrison Capacity, but now provides +25% Troop Health and +25% Troop Damage.
manpower reworkSlumbering Ruins now only gives 3 relics instead of 5.
relicThe victory requirement scaling of conquest victory for alliances has been reduced, so that the required systems can no longer exceed the size of the galaxy.
conquest victory requirement scalingProtect System (Umbral Choir) now provides -75% Bombardment Damage Taken.
manpower reworkArks anchored to a system can no longer contribute manpower to ground battles.
manpower contributionSlumbering Ruins no longer get Sustainable Farms and Epigenetic Crop Seeding upon colonization, and instead get “Holistic Defenses”.; Slumbering Ruins colonization bonus has been nerfed from 10 relics, 300 dust to 5 relics.
colonization bonuPlanetary Guard no longer provides Garrison Capacity or +500 Deployment limit, but now provides +25% deployment limit, +15% troop health, -35% bombardment damage taken, and -30% improvement and population destroyed.
manpower reworkHolistic Defenses now provides +250 Garrison Capacity and +200 Deployment Limit.
manpower reworkBlitz now provides +25% Improvement and Population Destruction Chance.
manpower reworkIntegrated Weaponry no longer provides Deployment Limit or +500 Garrison Capacity, but now provides +60 Garrison Capacity per Population and +350 Bombardment Damage.
manpower reworkTractable Armaments no longer provides Deployment Limit or +250 Garrison Capacity, but now provides +40 Garrison Capacity per Population and +600 Bombardment Damage.
manpower reworkSiege Module siege power has been reduced by 25%.
siege powerFlak Damage on the following weapons has been buffed: Improved Ultradense Slugs (120 -> 150), Improved High-I Slugs (90 -> 120), AGN Slugs (150 -> 180).
flak damageSacred Ground (center of effect) now provides +20% Troop Health, -50% Improvement and Population Destruction Chance, with damage changed from 500-800 to 1500, and -60% Bombardment Damage Taken.; Sacred Ground (radial effect) now provides +10% Troop Health, -40% Population Destruction Chance, +750 Bombardment Damage, and -50% Bombardment Damage Taken.
manpower reworkAdvanced System Battery now gives +2 Vision Range and an additional +10% Health Regeneration Rate on Orbiting Fleets.
bonuseProtect System now provides -25% Improvement and Population Destruction Chance and -50% Bombardment Damage Taken.
manpower reworkHunter damage bonus has been increased from 20% to 25%.
damage bonuMulti-Mind Combat no longer provides +1500 Garrison Capacity, +150 Garrison Capacity per Population, +650 Deployment Limit, or +10% Deployment Limit.
manpower reworkSim Camp has been nerfed from 10% Industry per Manpower to 8%.
manpower reworkGuerilla now provides -50% Improvement and Population Destruction Chance and -85% Bombardment Damage Taken.
manpower reworkProjectile health now scales with module multiplier.
projectile healthNakalim no longer start with a Colonizer.
starting unitDraft now provides +125 Manpower from Draft and Deployment Limit, and +15% Deployment Limit.
manpower reworkAcademy “Request Fleet” action cost has been nerfed from 20 to 35.
request fleet action costDraft (Umbral Choir) now provides +450 Manpower from Draft and Deployment Limit, and +15% Deployment Limit.
manpower reworkObliterator Shield now provides -50% Bombardment Damage received.
manpower reworkMilitant Defense now provides -25% Improvement and Population Destruction Chance, with damage changed from 500-800 to 1000, and -50% Bombardment Damage Taken.
manpower reworkSophonic Rampart now provides +125 Garrison Capacity, +100 Deployment Limit, and +15% Troop Damage.
manpower reworkCoordinated Bunkers has been buffed from +100 Deployment Limit to +500.
deployment limitCoordinated Bunkers now provides +40 Citadel Garrison Capacity per Population.
manpower reworkThe strategic resource requirement of wonder victory has been reduced from 125 to 100 Titanium/Hyperium and from 80 to 60 Antimatter/Adamantian.
strategic resource requirementPatriotic Pills Plant now has -10% Food to Manpower and provides +50 Manpower per Turn.
manpower reworkAnarchy now takes 4 turns, down from 5.
durationThe base economic victory threshold has been increased by 28% (from 700k to 900k) to be in-line with the timing of the other victory types.
economic victory thresholdSlumbering Ruins now only gives 1 population instead of 2.
populationTitanium Slugs bonus has been changed from improved flak damage to reduced medium range penalty.
bonuSonic Disruption Net now provides +100 Garrison Capacity and +100 Deployment Limit.
manpower reworkCivilian Emergency Center now provides +200 Garrison Capacity and +200 Deployment Limit.
manpower reworkWell Founded now only reveals systems up to 30 parsecs away, rather than the entire constellation.
reveal rangeWeaponized System no longer has Food or Dust penalties, no longer provides garrison capacity, but now provides +200 Manpower per Turn and +5% Industry per Manpower.
manpower reworkBudakai Bunkers now provides +300 Garrison Capacity and +400 Deployment Limit.
manpower reworkSlumbering Ruins awakening bonus has been changed from 100 FIDS, 20 Influence to 20 Food, 20 Dust, -100% Food Consumption.
awakening bonuSwarm Assault now provides +25% Improvement and Population Destruction Chance.
manpower reworkNanohaze Defenses now provides +15% Deployment Limit.
manpower reworkNakalim now receive approximately 50% less relics from quests.
relics from questElectromagnetic Shield no longer provides Garrison Capacity or +100 Deployment limit, but now provides +15% deployment limit, +15% troop health, -25% bombardment damage taken, and -20% improvement and population destroyed.
manpower reworkSpiritual Elucidation Foundation now gives -5 Science per Relic, down from -10.
balanceNakalim Diplomacy Relic influence gain is now capped at 100%.
influence gain
UI · 61
Flak Damage is now correctly displayed on weapon cards.
flak damage displaySystem Development now has the correct improvement subcategory.
system development subcategoryTooltip effect notes have been added for some planet-based constructible prerequisites.
tooltip effect noteThe error message for not having enough relics for a Temple now has a string.
error message for relicA [citadelDefenseColored] Icon has been added.
iconOrbital Bombardment Damage now shows up in tooltips.
orbital bombardment damage tooltipMissing UI elements on the Nakalim Political Relic have been added.
ui elementApproval effects from luxuries are no longer hidden from the Hissho.
approval effects from luxuryAn “infinite improvement” filter category has been added in the system constructibles panel.
improvement filter categorySeveral typos have been fixed.
typoThe Academy Diplomacy “Request System” action now has an error message for not having vision over the desired system.
error messageThe tooltip of Endless Augmentation Factory no longer shows up twice.
tooltipAn “Infinite Improvement” system improvement category has been added to differentiate infinite improvements in the tech tree.
system improvement categoryThe tooltip of the Low-Quality Foundations anomaly has been fixed.
tooltipThe save game button now enables on non-steam platforms in some instances.
save game button enablementResources that the AI wants to trade are now properly shown with a “+” symbol in the diplomacy screen.
ai trade resources displayUnstable Isotopes and Focused Plasma icons have been swapped.
iconInfluence gained from Gossamer is now displayed on the system influence breakdown.
influence gained from gossamerXirmisala “Dust Dowsing” law now displays properly.
displayThe trade evaluation bar in diplomacy now rounds accurately.
trade evaluation barThe Tier 3 Strategic Fighter / Bomber has been renamed to match the naming convention of the other bombers.
tier 3 strategic fighter / bomber namingThe tooltip of some fleet damage / critical chance modules no longer incorrectly states they affected flotillas.
fleet damage / critical chance modules tooltipOverall Cooldown has been removed from Weapon Panels.
overall cooldown on weapon panelSome types of system improvements are now correctly organized in the improvement list.
system improvements organizationSome properties are now showing up properly / being properly labeled on Weapon Panels.
weapon panels propertyHacking program cost changes now properly update the GUI.
hacking program cost guiThe “Mind Matters” quest now uses a generic tooltip.
tooltipAll references to Games2Gether have been updated to now refer to Amplifiers.
references to games2getherThe Magnate Council’s tooltip is no longer hidden in the breakdown while ecstatic.
tooltip visibilitySome technologies have been moved around slightly on the technology tree so that spacing is more even.
technology tree spacingThe tooltip for “Research Cities” is no longer partially hidden.
tooltipThe Basryxo population art has been resized.
art sizeFIDSI from Mining Probes now has a GUI Title.
gui titleThe save game button is now enabled unless you click back onto the text field.
save game buttonPlanet FIDSI tooltips have been fixed.
planet fidsi tooltipThe “A Matter of Black and White” tooltip hint now shows the correct amount of laws.
tooltip hintAcademy boosts now have GUI Elements in the FIDSI Breakdown.
academy boosts guiThe Sim Camp building now shows the correct value.
building valueMavros Skunkworks now shows the correct amount of health.
health displayThe Nakalim Political Relic now shows the multiplier by parties represented.
multiplier displayMany techs are now correctly labeled as faction-specific.
tech labelA lot of poorly worded tooltips relating to space and ground combat have been reworded.; Many unclear, confusing, and outdated tooltips have been reworded.; Tooltips that specified “On Happy” and “On Ecstatic” (or the Hissho equivalent) should now just say “On Happy or Above”, assuming the effect isn’t different.
tooltipThe Academy “gift system” icon no longer appears on any system under an influence.
gift system iconInflation rounding on ship tooltips has been fixed.
ship tooltips inflationLuxuries now show “Effects within a system development upgrade” instead of “Effects on planet” when zoomed into system orbit.
luxuries displayProblems with Immaterial Connection and Sublime University icons have been fixed.
iconAn error where invading/defending troop damage was displayed as bombardment damage has been fixed.
troop damage displayWonder anomalies are now properly categorized as such in the GUI.
gui categorizationBombardment damage improvements no longer all show the same value.
bombardment damage improvements displayShip Manpower has been renamed to “Crew Manpower”.
ship manpowerCore Miner has been given its own module category, so now it’ll show up separately from other mining modules.
module categoryAdvanced Node Analyzer now replaces Basic Node Analyzer in the ship design screen.
replacementThe news feed in the main menu can now receive posts.
news feedArks now have the correct module multiplier in the ship design screen.
module multiplierDeployable Ramparts now have a GUI Category.
gui categoryThe slumbering ruins colonization button now has a description in all situations.
colonization button descriptionMany links to Amplifiers (previously Games2Gether) were not working and have been fixed.
linkCultural Invertics are no longer shown as a faction-specific technology for all factions.
faction-specific technology labelThe newline after empire relic effects has been removed.
empire relic effects newlineCitadel Defense has been renamed to “Citadel Garrison Capacity”.
citadel defenseSystem Defense has been renamed to “Garrison Capacity”.
system defense
Fix · 104
Some extra checks have been added to the AI before they commit to diplomatic desires.; The AI has been improved by making it able to propose Map Sharing, Vision Sharing, and Trade Deals in a broader variety of relation states.
ai diplomacyThe AI not being able to dismiss battle replays from rip singularities, causing endless turn pending, has been fixed.; The AI sometimes trying to move their fleet after retreating from a battle, causing endless turn pending, has been fixed.
crash on turn pendingAI Umbral Choir has been improved by motivating them to go for economic victory, and Hissho by motivating them to go for supremacy victory, with AI current victory path heavily affecting early-game decision making.
ai motivationNakalim science buildings now correctly count unassigned relics instead of all relics.
relic countThe AI is now better able to distribute their fleets for offense and defense.
ai distributionVodyani food consumption now scales with game speed properly, with noticeable differences on Slow & Endless.
food consumption scalingThe T3 Hissho collection bonus now applies properly.
t3 collection bonuThe Strategic Sustenance population modifier now correctly applies when boosted.
population modifierThe Transcendental Outlook skill now correctly removes upkeep on governors.
skill effectNakalim empire relic bonuses are now applied properly.
relic bonuseThe Slumbering Ruin awakening effect now properly scales with game speed.
awakening effect scalingTrade routes no longer get stuck never refreshing and being blockaded the whole game.
trade routes refreshingAI Cravers can now use their special Feeding Pits special improvement.
ai behaviorThe Nakalim Diplomacy relic's “Relation on Minor Factions” effect now works.
effectRiftborn Communion’s Guidance, Inner Panopticon, and Tainted Dust quest effects now work.
effectThe AI's motivation for Vodyani Ark modules has been reduced.
ai motivationBuilding a Behemoth with the Core Miner module while not having enough Adamantian causing the game to crash has been fixed.
crash on buildingLaunching a mining probe no longer consumes the probe until the animation finishes, preventing the ability to launch many probes onto the same planet.
mining probe launchingThe AI is now better at estimating power differences between factions.
ai estimationRiftborn upgraded population creation improvements from their quest no longer consume surplus industry.
population creation improvementThe +10% Troop Health and Troop Damage from Citadels now works.
bonuA desync that occurred when Pirate Bases were destroyed has been fixed, however, you no longer gain academy relation when destroying pirates.
desync on pirate bases destructionThe default “Academy Expansion” setting has been changed to Low.
default settingPlanet FIDSI can no longer be negative.
planet fidsiShips purchased by the Umbral Choir now start invisible.
starting stateThe Vodyani skill “Infallible Authority” now scales with hero level.
skill scalingAI Debug Logging has been improved.
ai debug loggingThe progression of the Unexpected Entropy quest has been fixed.
progressionMechsuit Quarter & Riftborn Miners Corp are now buildable.
buildabilityThe Hay Makers minor faction trait has been changed to be “on happy or above” like other similar effects.
minor faction traitThe AI can now properly set and remove tasks that cannot be cancelled.
ai taskThe Friendly Fleets Bill now has an effect.
effect“Hardship Ready” now applies the correct resource penalty.
resource penaltyAny Academy boosts that were not applying properly have been fixed.
academy boostSystem improvements that cannot provide a bonus on a system are no longer buildable on those systems.
system improvements buildabilitySystem Labels for Slumbering Ruins sometimes causing endless turn pending has been fixed.
crash on turn pendingNakalim building effects that target systems with Cathedrals now work.
building effectNakalim Temples now have the correct building category.
building categoryRiftborn Scrap Kings law now appears in the law list.
visibilityScour and Rise Up ground battle strategies now properly replace Preemptive Bombing and Rally when available.
ground battle strategies replacementThe Cube of the Viceroy can no longer be enqueued multiple times.
enqueuingT1 Food, Influence, and FIDS Planetary Improvements now correctly upgrade to T3 when skipping upgrading to T2.
planetary improvements upgradeIt is no longer possible to clone Super Guardians.
super guardians cloningThe Nakalim “Donate systems to the Academy” quest choice is no longer available when the Academy is disabled.
quest choiceAI Vodyani will no longer try to increase population capacity, as they are completely unable to.; AI Vodyani will now avoid attaching Arks to systems with Sanctuaries.; AI Vodyani have been improved to favor razing systems to expand their empire.; AI Vodyani have been improved so that they will evacuate minor faction brainwashed systems as they are closer to their empire than any colonizable system.
ai behaviorAwakened slumbering ruins can no longer be re-colonized to re-apply slumbering ruin bonuses.
re-colonizationThe AI's calculation of purchasing power has been improved.
ai calculationThe Closed Airspace tactics card now properly buffs the damage of Energy Squadrons.
tactics card buffAcademy ships can no longer have their manpower participate in ground battles.
manpower participationAI bonuses on harder difficulties will be more relevant to what AI factions actually need.
ai bonuseThe categories of many system improvements have been updated.
system improvements categoryGjallafire and Pirate Laser weapons now have a weapon type.
weapon typeThe AI will now reallocate heroes more effectively.
ai reallocationThe Dust to Dust - Part 1 quest now targets the destination system rather than a random one.
quest targetDark Matter quests that used to give ships now instead give ship blueprints.
rewardA crash that occurred when the AI would attempt to hack an Academy-owned system has been fixed.
crash on ai hackingSome ship design templates no longer try to fill module slots that do not exist.
ship design templateAI Lumeris will now be able to buyout outposts.
ai behaviorPug Hero’s classification has been changed to Overseer to match their skill tree.
classificationAutomated ships no longer count as orbiting friendly/enemy military fleets.
automated shipThe AI's ability to detect which technologies strengthen its ability to invade systems has been improved.; The AI has been given the ability to understand all currently existing ground battle strategies and any unknown or modded strategies.; The AI's ability to donate to the Academy has been improved.; The AI has been given the ability to boost their population, and will prioritize luxury resources be used on system development, rather than population boosting.; The AI has been given the ability to allocate laws for military power and movement gain.
ai abilityAI Pirate Slayer factions will no longer repeatedly try to cancel a pirate mark, as they are completely unable to.
ai behaviorAI dust goals now scale with population, rather than being a fixed amount.
ai dust goalFlotilla Shields now correctly apply their buff to the fleet (previously did nothing).
fleet buffAwaken System can no longer be enqueued multiple times.
enqueuingThe game freeze when the Academy Quest starts and Academy Expansion is set to None has been fixed.
game freezeNakalim's “-50% science from ship destruction” was not applied twice.
science penaltyImprovement and Building loss now applies properly on some Nakalim ground battle strategies.
ground battle strategySingularities are now properly removed after cancelling one on a conquered system.
singularities removalSome hero skills now correctly show up on the Planet / Trade Breakdowns.
hero skillThe scope of some AI gains has been expanded to include more properties so comparisons are more accurate.
ai gainHoratio’s Faction Quest Chapter 2, Part 1 - Industrialist path can now be progressed even if another empire destroys the quest fleet.
progressionAI fleets will no longer cancel their pathing when trying to merge or become privateers.
ai fleetMining probes are no longer visible when you haven’t explored the system of the planet they were on.
mining probes visibilityBoosting a population type with a trait shared by another population type will no longer boost either of them incorrectly.
population boostMinor Faction AI will no longer try to attack Major Empires it is friendly with.
ai behaviorThe AI will no longer repeatedly try to set up a singularity when one is already established.; The AI will now correctly assign heroes even when one of their heroes is injured.; The AI will no longer incorrectly believe it is low on manpower when manpower is already at maximum.; The AI will no longer get confused about systems it is able to colonize.; The AI will now properly check if it is able to invade a system.; The AI will now be able to search quest curiosities in all situations.; The AI will now make fleet attacks properly.; Several instances of the AI getting stuck, causing the turn to be stuck pending endlessly, have been fixed.; The AI will no longer try to disband a behemoth, as this is not possible.; The AI will no longer try to merge fleets while those fleets are already involved in an encounter.; The AI will no longer try to launch a mining probe when it shouldn’t be able to.; The AI will now properly use ships awarded from assimilating a minor faction.; The AI will now properly check if it needs to research expansion techs.; The AI will no longer improperly queue orders to Behemoths, Colonizers, and Explorers.; The AI will now properly prioritize population capacity system improvements.; The AI will now properly prioritize researching terraformation when the need for it arises.; The AI will now properly evaluate the importance of defending outposts.; The AI will no longer get really confused when trying to attack privateers, pirates, or minor factions.; The AI will no longer try to harass an outpost with a scout when it shouldn’t be aware that the outpost even exists.; The AI will no longer deprioritize building a military when it is at an extreme military disadvantage.; The AI will now be able to complete any “destroy fleet” quest objectives.; The AI will no longer get confused when trying to invade a system for a quest that it doesn’t have access to.; The AI will now always send the maximum number of population a spaceport can fit when moving population around.; The AI will no longer try to launch a mining probe when no probes are available.; The AI will no longer forget science and industry costs when you load a save.; The AI will no longer fail to queue items with strategic or luxury resource costs.; The AI will now be able to attack fleets within their own system’s influence and will no longer try to attack invulnerable quest fleets.; The AI will no longer get confused when it is unable to capture a system with influence conversion that is immune to influence conversion.; The AI will no longer get stuck and confused when trying to use queue-blocking resource conversion improvements.; The AI will now be able to discern if minor factions are friendly when checking star systems under hostile influence.; The AI will now be able to assess that a system may be owned by multiple players (such as with outposts and sanctuaries).; The AI will now be able to add modules to the ships of heroes acquired via quests.; The AI will now properly evaluate the number of turns a dust buyout will save.; The AI will no longer try to send all its fleets to the center of the map after loading a save.; The AI will now be able to attack cloaked fleets they are unable to detect.; The AI will no longer get confused when trying to reduce an already reduced anomaly.; The AI will no longer repeatedly try to offer outdated diplomacy deals.; The AI will now be able to use faction-specific variants of white weapon modules.; The AI will no longer confuse declaring war with bribing due to a mixup in diplomatic definitions.; The AI will no longer be unable to dismiss battle replays from rip singularities, causing endless turn pending.; The AI will now more consistently cancel fleet missions and control fleets more responsively.; The AI will no longer try to merge ships into fleets that were already full and Academy fleets.; The AI will now check if it has open borders with the target empire or if the target is the Academy before leeching.; The AI will now be able to increase its need for a strategic resource if it wants a module that uses it.; The AI will no longer try to assign a hero to Academy fleets.; The AI will no longer try to collect relics in systems it cannot reach or doesn’t have open borders to.; The AI will now be able to search quest curiosities.; The AI will now be more consistent at supporting invasions due to the manpower needed to make it happen.; The AI will no longer never want to research hull upgrade technologies.; The AI will now start thinking about increasing population capacity a bit earlier.; The AI will no longer fail to research planet colonization techs when wanting to develop a system.; The AI is now less likely to want to terraform instead of building improvements.; The AI will no longer try to assign governors to blockaded systems, and has been improved to assign governors to their most important systems first rather than going in order of acquisition.; The AI will no longer fail to build special improvements like the Academy Embassy, Nakalim’s Awaken System, Lumeris Shadow Banking, or military buildings that improve ships built on that system.; The AI has been improved by making them not consider buildings they have zero interest in, in order to measure their fast building turns for industry motivation.; The AI will no longer fail to properly transition back from other some diplomatic states once concluded.; The AI will now properly check for war state if an ally needs help.; The AI will no longer repeatedly ask for agreements if they were refused recently (within 5 turns).; The AI will now properly check if the person they are doing diplomacy with is in an alliance or alliance already.; The AI will no longer try to offer peace or alliance to factions with the Eternal War trait and are not currently pacifists.; The AI will no longer threaten for tribute if they are not stronger than you.; The AI will no longer get stuck looping between warring states.; The AI will no longer ask for a truce with empires in alliances with factions they want to kill.; The AI will no longer try to commit to a war if they are already in a war or not stronger than the faction they are hostile to.; The AI will no longer perform sneak attacks on other factions even when they do not have the military to back it up, and also if they do not have military hull techs researched.; The AI has been improved by adding three distinct types of sneak attack behaviors, one for factions with the “Renegade” trait, one for factions with the “Militarist” trait, and one for everyone else. Non-Renegade and Non-Militarist factions will make sneak attacks on cordial and peace, but not when friendly or in an alliance.; The AI will no longer suddenly declare sneak attacks upon loading a save.; The AI will no longer try and fail to offer Co-Operation Protocol faction pacts when they do not have it researched.; The AI will no longer try to repeatedly declare Diplomatic Embroglio while it is already in effect.; The AI will no longer try to offer Trade or Science Agreements when they don’t have the influence to maintain it.; The AI will no longer try to compute gifts with the Master of Dust as it doesn’t exist anymore.; The AI is now willing to trade for more resources beyond what they need, but at reduced sway.; The AI will no longer ask for unreasonable quantities of resources.; The AI will now stockpile luxuries they produce and are interested in using for system development.; The AI will now pick system development luxuries more intelligently.; The AI has been given behavior for stocking luxury resources for populations they own, and infrequently buying those luxuries from the market.; The AI will no longer only build important buildings on their best system, rather than sufficiently important systems.; The AI will now prefer to build resource-boosting planet improvements when available.; The AI will no longer try to assign heroes to unavailable fleets.; The AI will no longer try to build a behemoth while one is already in the queue.; The AI will now cancel attacking a system if they aren’t able to attack it anymore.; The AI will no longer avoid systems stuck with outdated motivation.; The AI will no longer try to merge invalid fleets.; The AI will no longer get stuck in failing loops when trying to invade systems.; The AI will now check if there is enough manpower when trying to invade.; The AI will now avoid sending invasion support fleets through dangerous systems.; The AI will now properly evaluate its sympathy for the Academy.; The AI can now more consistently go to nodes when trying to discover nodes for other missions.; Economy Behemoths will now include an engine module.; Cloak/anti-cloak modules will only be slotted on defenders or coordinators.; The AI will now retrofit and repair their fleets more consistently.; The AI will now waste less time when trying to merge fleets together and merge fleets more consistently.; The AI will no longer be unable to disband, cloak, or attack in some situations.; Several AI issues from the beta that caused strange behaviors and desyncs have been fixed.
ai behaviorSalvos now correctly receive health modifiers.
salvos health modifierActivated laws are now refreshed each processing pass rather than each turn.; The AI will no longer get confused that they didn’t properly allocate laws that cannot be abolished.; The AI can now abolish laws and are aware of which laws cannot be abolished.; The AI will now prioritize laws that cannot be canceled when allocating net income into laws/treaties.
ai lawAll anomalies now correctly count towards total anomalies on a planet/system.
anomalies countAdvanced System Battery is now buildable.
buildabilityManpower now properly refills to full at the end of a turn.
manpower refillLost Cities now applies “Happiness per Population” instead of “Happiness per Population²”.
happiness calculationThe Academy Quest not triggering or bugging out depending on your DLC / Academy Settings has been fixed.
triggeringThe Academy can no longer convert owned systems.
system conversionVariants of all buildings are now exclusive with each other.
building variantDark Matter quest prerequisites have been redone to be more reasonable.
prerequisiteThe Gjallafire weapon module can now target behemoths.
weapon module targetingUmbral Choir AI can now return fleets to its home system when they are done with their tasks.
ai behaviorThe AI Hissho will now prefer the Fealty Center when available.; AI Hissho can now place the Fealty center properly and will not replace it with something weaker.
ai behaviorAny effects that scale with Truce Count now function correctly.
effects scaling with truce countImproved Ultradense Slugs module no longer uses the Flak sub-module of Improved High-I Slugs.
module targetingThe temporary upkeep increase from the Riled Researchers quest now displays correctly.
upkeep increaseThe AI's motivation to colonize slumbering ruins has been improved.; The AI's motivation to want to build approval improvements has been improved.; The AI's motivation to colonize planets in already owned systems has been improved.; The AI's motivation for food and population increase has been improved, unless the system is full.; The AI's motivation for developing trading companies has been improved.; The AI's motivation to want to terraform has been reduced, as it doesn’t give as much as building a new improvement.; The AI's motivation for republic custom laws has been fixed, and motivation of custom laws overall has been increased.; The AI's motivation for keeping laws related to approval and FIDSI has been improved.; The AI has been given motivation to enact more military laws.; The AI's motivation for approval on conquered systems has been fixed.; The AI's motivation for movement and command point technologies has been improved.
ai motivationSeveral desyncs and pending turn errors related to temporary effects have been fixed.
desyncs and pending turn errorPolitical Events have been added to many system improvements and technologies that were missing them.
political eventThe AI with the “Innovative” trait now wants more dust rather than science, and AI motivation to research technologies as the game goes on has increased, with AI factions that get a head-start on techs (like Nakalim) will have lower initial motivation to research.
ai motivationAI Nakalim will now build Temples of the Lost on Planets.; AI Nakalim can now evaluate whether they are able to slot a relic into a hero, and will try to apply relics on non-governor heroes.
ai behaviorShips now have a base-repair rate when in friendly territory.
ship repair rateAn error with Energy Weapons having a much larger cooldown than intended has been fixed.
energy weapons cooldownSeveral population assimilation traits have been fixed.
population assimilation traitA crash that occurred when trying to drag Academy-gifted fleets outside of their originally intended fleet has been fixed.
crash on dragging fleetSome issues with not being able to attack other empires while within Academy territory have been fixed.
attacking empireSeveral missing tech links for Nakalim, Horatio, Hissho, and Sophons have been added.
tech link
General · 1
A new tab called “Roots” has been added to the Simulation Debugger, which allows you to view the simulation tree for ongoing fights, the galaxy, and other “non-empire” simulations.
general
