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[1.0.36] Release Notes
Full patch notes below:
[IMPROVEMENTS]
Added a scroll bar to the company list on the left banner of the economy screen
Disabled and greyed out trade route lines between turns in the economy screen
Polished Chat messages (rename, join)
Players can now force their fleet to take a direct path by using the Ctrl key
Added info about spaceport and population transit in the Star System List
Planetary destruction cinematics can now be disabled
Added the possibility to rename Vodyani arks
Added starting skills in the skill tree panel, now visible as two skill circles on the right of the hero skill tree screen under "Starting Skills"
Fleets can no longer escape a player when the player is selecting a target
The player is now aware that he can activate population growth using luxuries when reaching the required amount of said luxury
Ground battles now start automatically when the ending turn button is pressed
Added Guardians information in Guardian curiosity tooltip; the player knows what they get before exploring the curiosity
Ground battles on a mothership now have a specific ground texture
Added Unique planet lore in Planet screen
Global improvements of the performances in game
[QUESTS]
General
Secret Quest Reward: All "?" are now replaced by "Random Technology"
Hidden tooltips "?" have been replaced by "Random [icon] Technology" in order to be clearer
“Good Life” Exploration Quest is now validated even if the player orbits around an outpost which is turned into a Colony, if the population slots are sufficient
"The living plague - Part 2" quest is no longer completed after a logistics ship reaches the system
Minor Faction quest which requires to pass 3 laws no longer can be started if there are already 3 active laws
Fixed an issue where the custom factions lose all gameplay affinities after becoming Sheredyn or Mezari by completing UE Chapter 3: "No turning back"
Horatio
If the player already possesses a System level 4 in “There Can Only be One Trillion” (Chapter 3 - Choice Industrialist), this system will now count for the objective completion
Horatio Chapter 3 part 2 is now triggered properly
Lumeris
Third choice of the main quest Chapter 4’s alternative objective no longer uses only the first four strategic resources
The Lumeris quest "A matter of influence" can no longer be completed by Ship Bound custom factions without meeting the requirements
Riftborn
Rewards on the first chapter of the Riftborn main quest are more balanced
Quest Chapter 1 Step 2 Religious Objective is now doable if the player has the Vodyani Affinity
Chapter 3, two of the rewards display a bonus which wasn’t correctly applied. Now, it is functional
The Riftborn quest can no longer be resolved if another Empire attaches a Mothership to a system
Sophons
Reward Seduxury on the Chapter 1 of the Sophons quest is now less costly
Main Quest Chapter 1: third choice now has a complete different reward, which decreases the Minor Faction Action Praise’s costs (or Bribe) by -30%
Main Quest Chapter 2 Military Version: Reward has been balanced to be more interesting
Chapter 4 Reward effects are clearer now
United Empire
Curiosities explored by spending industry in colonized systems now count for the completion of the first UE chapter
Main Quest Chapter 1: Increased the Traitor’s Reach Reward. Now this outpost is a Terran planet with a positive anomaly on it, and there is a secondary planet on this system
The Daily Slogan reward of the United Empire Chapter 1 was underwhelming comparing to another reward of the same chapter. It now increases the basic food output of an outpost by 50%
Planets and systems involved in Chapter 4 of United Empire now have a compass and a quest marker
Lord of War United Empire population quest now has 2 new rewards, chosen among Technologies instead of Prestige points
Vodyani
The counter of the Quest "Hope in Heresy" (Chapter 4, step 1) displayed false info. Now, the counter displays the same information as the objective description
In the event of failure, the Vodyani Population quest now explains why the quest has failed
Hope in Heresy part 2 can no longer be achieved by another empire than the Vodyani
[MODDING]
Added warning message when exporting resources is supposed to overwrite files
Resource export screen is disabled while an export is in progress
Fixed empire improvements not being editable by mods
Added compatibility between saves with and without non-gameplay mods
[MAC]
Fixed the planet scan view which was not displayed properly
Fixed ship path feedback
Fixed game remaining stuck when using the Exit to desktop feature
[DESYNCS]
Fixed DustInflation desyncs
Fixed desync on hero experience
Fixed desync on retrofit
[AI]
Generally improved AI performances including:
The AI is now aware of victory conditions and pursues them according to faction personality
Added a mission to help an ally in defense
Fixed an issue where a fleet spawned by a quest did not move and the quest cannot be complete
Fixed an issue where Unfallen fleets were asking for rooting at each decision resulting in a lot of warning and performance issues
Vodyani AI now uses support modules on motherships in a better way
Fixed an issue where AI was unable to retrieve a destroyed Singularity resulting in an error message
Fixed an issue where Vodyani AI was trying to use the spaceport resulting in a lot of warnings
Fixed an issue where the AI was trying to buy a Hero during the metaplot
Fixed an issue in CostsSnapshot merge resulting in invalid cost and wrong decisions being taken by the AI
Multiplayer
Fixed AI taking control of player actions if a multiplayer session is reloaded and player slots are changed
Optimized game session release. Launching several games in one session should not be a cause of crashes anymore
Military and fleet behavior
The AI now computes ship design for heroes
The AI now changes its fleet composition depending on the situation
The AI now chooses better support modules
The AI now uses advanced hulls better, and uses a wider variety of ship design modules
The AI is now able to understand flotilla ranges better in order to select an ideal play and create better decks
The AI is now able to use complementary weapons and handle module levels in a better way
The AI is now able to use militarist laws ‘lower fleet costs’ and ‘spoils of war’
The AI now handles ground battle strategy better
Fixed an issue where AI was not able to wake up to answer battles
The pacifist and benevolent AIs now don’t like to use planet destroyers
Simple encounter (AI on AI battles) now properly handles fleets with multiple heroes
Improved merge fleet behavior
Minor factions and diplomacy
The AI now uses all the minor faction actions
Improved the declaration of war against minor factions’ heuristic
Fixed AI being able to interact with minors it doesn’t know
Created the sandbox mode in the diplomacy behavior
The AI now takes truce breaking and diplomatic demand abuse in consideration in term evaluations
There are now negative consequences for declaring war after a diplomatic demand has been accepted
The AI now takes already invested resources into consideration for contract cost computation
Unfallen AIs are now able to root their allies
Diplomacy AI now reacts in a better way to the use of core cracker
Fixed an issue where the Unfallen were sending a trespass mood message when you moved on a system you own they have rooted
Fixed an issue where an AI declined an Alliance despite requesting it
Fixed an issue where AI would infinitely try to propose a contract
Fixed an issue where diplomatic behavior cycles were not detected correctly resulting in behavior issues
Fixed AI trust being significantly lowered because they treated trespassing with exploration vessels as ‘military trespass’
Fixed an issue where AI sends diplomatic messages to the users stating that they have sent gifts even though they have not
[FIXES]
Tooltips and other visual features
Fixed tooltip positions on New Game Screen
Fixed tooltip of faction droplist in new game screen for custom factions
Improved system buyout tooltip
Added explicit failure description in construction tooltips when you cannot buyout a construction because it is turn based
Added failure tooltip when the player tries to move a hangar
Added tooltips on Faction cost/Population cost/Trait count in Custom faction panel
Improved the Wonder Constructible feedback in tooltips
Destroyed planets are now properly displayed as destroyed with the correct tooltip information in the galaxy view
Tooltip of systems under the entwine process no longer overlap the bottom of the screen
Tooltips are no longer displayed during the loading screen if they’re visible while performing quick load
If a hero is a Senator, the “next level” part of his senator skill is hidden in the Senate screen (on tooltip)
Fixed words bleeding through the tooltip for several modules
Made Bhagaba assimilation trait "Culturally Resistant" description more explicit
The turn transition indicator is displayed when performing quick load
The "Sacred Harvest", "Feeding Pits" and "Endless Research Park and EndlessWorld" (Wonder1) duration value is now modified inside its tooltip based on the chosen game speed
Changed migration minor action error "system is full" to "no valid system available"
Fixed the Relation bar not updating when the player used the Declare War and Cease Fire actions on a Minor Faction on the same turn
The last quest viewed is not selected when reopening the "quests and events" screen
Removed the Colonize button from appearing on a Destroyed planet label
Fixed Anomaly reduction information showing false information for AffinityGameplayVampirilis
Moved the FIDSI values for Huge and Large planets inside the FIDSI sectors in Star system management scan view
Made the In-game timer option modification more obvious (tooltip and label)
Other empires’ hangar information is now properly hidden in all circumstances
Player no longer receive a false "Abduction Complete" notification if a Leecher is destroyed while leeching a system
Fixed an issue where the "Destroy Planet" action displayed the same duration regardless of game speed
The loading save menu, the competitors panel and the loading screen image now properly reflect the faction chosen when picking randomly
Fixed Technology Unlocked notification layout sometimes appearing broken the first time the notification was opened
Capped the remaining turn until new population feedback to 99 (will display 99+). Improved the feedback of losing population in the side panel system population
Portraits are now so they look okay in 4:3 faction selection
Removed Politics Unlocked notification from Auto-popup menu
Fixed the G2G feed in main screen so that the text will always be fully visible when the mouse is over the banner
Reduced the size of the net value in the Control banner and removed the decimal in some other cases.
Fixed the population sectors being hidden in a 5 planets configuration
Fixed an issue where the Negotiation screen continued to be displayed after a multiplayer session ends
Fixed the feedback when trying to reach an unreachable node with a fleet (advice for Free Move instead of Wormhole technology)
Fixed an issue where false information was displayed in guardian curiosity tooltips inside the star system management screen
Added Total Upkeep label for selected law on Laws Management Modal Window
Made Neighbors count clearer in Star System Management Scan View
Removed a graphical corruption on the system level disk in the system view
Fixed outpost migration not saying why it is halted
Added info on spaceport and population transit in the Star System List (No Empire Demographic screen is available)
Fixed the hero ship design statistics according to hero skills
Fixed attached arks not showing up properly
Prevented the StarSystem tooltip to be shown while hovering the Constellation label
Text is now properly displayed in the marketplace news feed
Luxuries are now shown in the economy screen when they have been seen on a system
Added assignment information in the Skill Tree Panel
Hero ships / ship design upgrades: the ship upgrade cost is now hidden until anything has been modified in the ship
A warning message is now displayed when a hero assignment will replace an already assigned hero.
Probe placement mode / time singularity mode are now canceled if the user opens a screen on the control banner or the scan view or clicks the end of turn
Fixed an issue where the ground battle notification "ready" button could bleed out of the window in some languages
Fixed outpost counter and tooltip when playing Riftborn
Added specific description in tooltip of ground battle action when invading an ark
The Home System icon no longer overlaps with the "colonizable planets" icons when the home system tab has more than 4 lines
Boosted populations now display their effect properly in population modal window and tooltips
Added feedback on besiege & blockade effect so it says it removes all resource production
Added cut off (word wrap) when there is a ‘-’ (hyphen) to prevent weird word wrap with fleet names, particularly in German
Fixed the Show quest markers button’s behaviour; the view now cycles through all the quest nodes if there are several
Added info on reinforcement man power on the ground battle notifications (Users are now informed about the maximum manpower deployment limit for invasions)
Fixed the inspect button in the marketplace
Elements from the Empire (Target) Selection (when several empires can be fought in a system) are now properly displayed on higher resolutions
Fixed Hero assignation to fleet when double clicking an invalid line; the invalid lines are now disabled
Fixed diplomatic scan view showing center of empires that aren’t known
Destroyed arks tooltip now display the effects of arks on the system
Fixed tooltip of hero upkeep reduction skill
Added Alignment info on treaty tooltips in the diplomacy screens and panels
Fixed empire screen and system construction queue displaying different values for same construction
The name of the hull class no longer gets cut off when switching between ship designs in the Ship Design screen
Added info in side panel on why an outpost will not receive migration
Added icon on the star system label if the system hosts the Marketplace
Battle tactics card now have a comprehensive tooltip in the tech tree
Fixed non-boostable populations displaying info on desired resource (only for guardian and Riftborn)
Created a specific message when the player can’t destroy a quest planet
Gameplay
Removing and re-equipping the same module should now consider the ship design to be the same, so no upgrade is needed
A spaceport can now detect when its destination has been destroyed
Unfallen colonies successfully invaded by the Vodyani can no longer be instantly recolonized
Ships can no longer be disbanded when around an outpost
Improved tooltip of Riftborn unique building
Prevented OverPopulation feedback from appearing on Outposts
Fixed sacrificing guardians with "Sacred Harvest" not removing the guardian global +5 approval bonus or extra pop slot information
Reviewed gains on Vox Populi & Steaming Fertilizer Tricks Hero Skills
Minor faction praise is now canceled upon declaring war
User can no longer have both peaceful and aggressive alliance veto on an empire
After system invasion, remaining attacker manpower is given back to orbiting fleets or attacker empire.
When discovering a new Population Affinity, the associated Luxury used for population bonuses is automatically discovered if not known already
The planet population slots on the planet HUD are now properly updated with the upgrades made by the "Floating Superstructures" unlock
System buyout is now impossible when the cost is 0
Planets can no longer be destroyed while the planet destroyer fleet is being attacked
Major Factions are now able to control a constellation they don’t see entirely
Added check on empire elimination status in diplomacy
Made possible to realize a survey at any time in exchange for influence (added a button in the senate screen not available for Cravers)
Bugs
Fixed various issues where wrong diplomatic notifications would appear with unlocalized strings in it, for the wrong players
Fixed saves loading slowly because of very large amounts of unused AI ship designs
Factions no longer sometimes reset if a player joins the lobby twice in a row
Fixed resource exports crashing the game when done too many times
Fixed battle scan view no longer displaying ship health after loading mods
Ancillary Academy is now functional
Fixed the initial count of population for CustomFaction with AffinityGameplayVampirilis
Players no longer remain stuck during the end turn transition while viewing the invasion cinematic in multiplayer games
Users no longer remain stuck in the loading screen when starting sessions as custom factions with the Mutual understanding trait
Fixed trait count for CustomFaction using AffinityGameplayCravers
The game is no longer stuck when an empire is eliminated while performing a ground invasion
Fixed a bug where players were able to join an eliminated empire in multiplayer
Fixed an issue where the users which use different mods could still join MP sessions through steam invites
Fixed simple encounter resurrected hero ships not getting damaged
Fixed quest colonization not working with custom factions with Unfallen gameplay
Fixed an issue where players cannot assign heroes as governors from the "Hero Management" screen
Fixed dead AIs being able to do diplomacy
Fixed error when taking a system which has no population
The user can no longer quick saves/load during the loading and viewing of a Battle
Fixed Hero and HeroShip experience being desynchronized when ship levels up with a battle
Fixed issues when quickloading during the KeyArt Loading Screen (BlackCurtainWindow) (displayed when quitting games or briefly before loading a game while in a game)
Pending connections are now ignored when verifying the game state synchronization
It is no longer possible to load a save when in load/save window, to avoid loading a save that’s being deleted
The player is no longer automatically reassigned to the first slot when changing the session mode from multiplayer to singleplayer
The player no longer stays stuck in the "Connecting to lobby" loading screen if the host exits the lobby
The player is now assigned to their previously occupied lobby slot when re-joining
Fixed error in hero inspection window when inspecting recruitable heroes
Fixed stuck situation when quitting the game from the planet view (maximum zoom)
Fixed multiplayer errors when players have different amount of palette colors with mods
Fixed hero upkeep minimum being negative infinite
Fixed loading save after a UE-like custom faction turned into a Sheredyn or a Mezari faction.
Fixed an issue where probe launching was still active when passing turns
The skippable assert is no longer generated when saving changes to a hero ship design from the Hero Overview screen
Access to save files is now working with Avast Antivirus (file extension is now .sav instead of .zip)
Fixed hero ships being destroyed when a space battle retreat fails
Fixed "New laws" panel in elections screen
Fixed the Population Collection Bonus selection when creating a custom faction from a standard faction
Fleets no longer move automatically after canceling an auto explore action via GUI
Simplified encounter retreat now properly applies the 60% HP damage
Fixed ark modules effect not being applied immediately after retrofitting the ark
Fixed simple encounter retreat not taking health into account
Fixed vines not being destroyed when the owner’s empire was eliminated
Fixed minor bribe lasting 4 turns instead of 5
[HERO BALANCE]
Military and ship improvements
Authoritarian Leadership:
Tier 1 reduced from +40% to +25% Maximum manpower on Fleet
Tier 1 added +10% Siege damage
Tier 2 reduced from +80% to +50% Maximum manpower on Fleet
Tier 2 added +20% Siege damage
Battlefield Grandmaster:
Reduced from +40% to +25% Damage on Fleet
Reduced from +40% to +33% Shield on Fleet
Blunt Force Trauma:
Divided all tiers by 2 (from +20/+40% Projectile Damage on Fleet to +10/+20% Damage on Fleet)
Burning Light:
Divided all tiers by 2 (from +20/+40/+80% Energy weapon Damage on Fleet to +10/+20/+40% Energy weapon Damage on Fleet)
Defensive AI Integration:
Reworked tier progression (from +10/+20/+40/+80% Shield on Fleet to +5/+10/+25/+50% Shield on Fleet)
Legendary Authority:
Final tier: reduced from +8% to +2% Health per current Command Point on Fleet
Military Spine:
Reworked tier progression (from +1/+2/+4/+8% Damage per current Command Point on Fleet to +0.5/+1/+1.5/+2% Damage per current Command Point on Fleet)
Post-Relativistic Targeting:
Divided all tiers by 2 (from +10/+20/+40/+80% Damage on Fleet to +5/+10/+20/+40% Damage on Fleet)
Patchwork Defenses:
Tier 1: reduced from +20 to +10% Health on Fleet
Tier 2: reduced from +40 to +20% Health on Fleet
Righteousness of the Ordained:
Reduced from +40% to +25% Health on Fleet
Tunnelling Defense:
Tier 1 reduced from 40% to 25% Ground Troop Health on System
Tier 2 reduced from 80% to 50% Ground Troop Health on System
Zero Tolerance:
Tier 1 reduced from 2% to 1% Ground Troop Health per Pop on System
Tier 2 reduced from 4% to 2% Ground Troop Health per Pop on System
Movement, probes and vision
Celestial Mechanics:
Starting tier: reduced from +2 to +1 Maximum Movement on Fleet
Tier 1: reduced from +8 to +6 Maximum Movement on Fleet
Deep Space Adaptation:
Tier 1: reduced from +2 to +1 Maximum Probe Stock on Exploration Ships
Tier 2: reduced from +4 to +2 Maximum Probe Stock on Exploration Ships
Fleet Black Market:
All tiers: increased Probe Refill Rate on Exploration Ships to +50% for all tiers
Tier 1: removed upkeep reduction on Fleet
Horatic Curiosity:
Tier 1: increased from +10% to +20% Vision Range on Fleet
Overclocked Scanners:
Tier 1: reduced from +4 to +3 Vision Range
Tier 1: reduced from +8 to +6 Vision Range
Prescient Guide:
Tier 1: reduced from +4 to +1 Maximum Movement on Fleet
Tier 1: reduced from +20% to +15% Shield on Fleet
Tier 2: reduced from +8 to +2 Maximum Movement on Fleet
Tier 2: reduced from +40% to +30% Shield on Fleet
Sensitive Systems:
Tier 1: reduced from +8 to +4 Vision Range on Fleet
Tier 2: reduced from +16 to +8 Vision Range on Fleet
Slim Probe Model:
Tier 1: reduced from +4 to +2 Maximum Probe Stock on Exploration Ships on Fleet
Tier 2: reduced from +8 to +4 Maximum Probe Stock on Exploration Ships on Fleet
Startrekking Instruction:
Tier 1: reduced from +2 to +1 Maximum Probe Stock on Hero Ship
Tier 2: reduced from +4 to +2 Maximum Probe Stock on Hero Ship
Governor skills
Blue Sky Speculator:
Reduced science gains on all tiers (from +20/+40/+80 to +15/+30/+60 Science on System)
Clerical Corrections:
Tier 2: reduced from +2 to +1 Deposit Value on Planets
Tier 2: added +5 Approval per deposit on System
Endless Consumption:
Increased from +32% to +50% FIDSI on non-depleted Planets
Forced Labour:
Divided industry gains on all tiers (from +10/+20/+40 to +5/+10/+20 Industry on System)
Geniocrat:
Tier 1: reduced from +40% to +30% Science on System
Tier 2: reduced from +80% to +60% Science on System
Infallible Authority:
Starting tier: reduced from +1 to +0.5 FIDSI per Pop
Reduced from +4 to +2 FIDSI per Pop
Mechanical Genius:
Tier 1: reduced from +20 to +15 Industry on System
Tier 2: reduced from +40 to +30 Industry on System
Renegade Master:
Reduced from +8 to +5 Approval per NonMajor Pop on System
Added +2 FIDSI per NonMajor Pop on System
Tech Hubs:
Reduced from +80 to +50 Industry per Anomaly on System
Titan of Industry:
Reduced from +4% to +2% Industry per Hero Level on System
The Joy Initiative:
Added -20% Upkeep on System
Vox Populi:
Tier 1: reduced from +20% to +15% Industry on System
Tier 2: reduced from +40% to +30% Industry on System
Peer Review:
Tier 2: reduced from +20 to +10 Science on System
Reduced science gains on all tiers (from +1/+2/+4/+8 to +0/+2/+2/+4 Science per Hero Level on System)
Personal Militia:
Tier 1: Reduced from +2 to +1 Influence per Pop
Tier 2: Reduced from +4 to +2 Influence per Pop
Personal Networking:
Tier 1: reduced from +4 to +3 Industry per Pop
Tier 2: reduced from +8 to +6 Industry per Pop
Public Relations Expert:
Tier 1: reduced from +10% to +5% Influence on System
Tier 2: reduced from +20% to +10% Influence on System
Restricted Supplier:
Increased from +20% to +33% Luxury Deposit Value on System
Added +2 Industry per Pop on Ecstatic
Rousing Orator:
Tier 1: reduced from +4 to +2 Influence per Pop
Tier 1: added +2 Influence per Pop on Happy
Tier 2: reduced from +8 to +4 Influence per Pop
Tier 2: added a +4 Influence per Pop on Happy
Other Hero skills
Dust Catalyzation:
Tier 1 reduced from -20% to -25% Assignment cooldown duration
Tier 1 switched from -20% upkeep on Hero to -25% upkeep on Governor
Tier 2 reduced from -40% to -50% Assignment cooldown duration
Tier 2 switched from -40% upkeep on Hero to -50% upkeep on Governor
Papers Please:
Switched from -50% cost on Hostile treaties to all Diplomatic treaties
Red Tape Scyther:
Increased from -40% to -25% Assignment cooldown duration
Transcendental Outlook:
Switched from x0 upkeep on Governor to x0 upkeep on Admiral
Added -10% upkeep on all Heroes
[CHANGES FROM THE G2G BALANCE MOD v1.1]
Basic Laws
Fixed upkeep issues
Super Tax Act: changed approval penalty (-1 per pop) to a flat (-20)
Increased penalty of Brains over Bucks and Parks not Quarks (from -10% to -20%)
Senator Bob Bill has been changed to an effect in per population (+2 approval per pop / -2 Dust per pop)
Toy for Boys has been changed to lower industry instead of science (-10% industry)
Party Laws
Trusted Broker: now the bonus increases each turn (by 2% (3% in Republic) per turn up to 30%) giving incentive to keep the law active for a long time
Increased effects of Need to Breed (from 20% to 30%)
Right Thing Rule changes to unlock « Force Peace » term
Fair Trade Bill changes to +5% FIDSI / peace, +10% FIDSI / alliance
Inverted unlock prerequisites of My Precious Precept and Trusted Broker
Green Fertility Bill (+20% Food / Anomaly) changes to +5% FIDSI / Anomaly +2 Food / pop on planets with anomaly
Power to the People Act changes to +2% (+4% in Republic) Science per pop type
All Hands Dictum changes to +2% Industry per pop type
Power to the People Act and All Hands Dictum: now have an Horatio variant which counts assimilated population instead of population types
Racial Purity Act has a Vodyani alternative: +2 Essence per pop and +15 Essence per system
Us or Them Decree changes to +20 Approval per Home System on all the systems
Spoils Of War Act adds: -10% Military upkeep as a complementary effect
Unlock prerequisites
Inverts unlock prerequisites between Admit and Improve Bill and Racial Purity Act; to have the Essence from the beginning with Vodyani
Inverted unlock pace of Cram Exam Act and Larger Hosts Bill
Inverted unlock prerequisite of Star Boogie Bill and Dirty Hand Acts to improve Sophons’ early game
Approval
Planets now give penalty in -X approval per pop instead of -X
-5 => -1 per pop
-10 => -3 per pop
-15 => -5 per pop
-20 => -8 per pop
Luxury resources and anomalies also provide approval bonuses and penalties using a "per pop" count
bonuses have been lowered and penalties increased
Overcolonization threshold is lower for all galaxy sizes (from Tiny to Colossal, by increments of 1 system by size from 2 to 8)
Transvine now provide +2 Approval per pop when used for Leveling system
Added a new improvement (temp name: Autonomous Administration) which increases the Overcolonization threshold by 1 in stage 4 of Empire Development
Costs 2240 Industry and 1000 Influence and only available on level 4 systems
Leveling Arks will provide a default +1 Approval per population (not properly shown in the mod)
Balance changes
Increased Drone Networks output from +5 to +10 Food/Industry
Increased Cerebral Reality output from +10 to +15 Dust/Science
Moved the unlock of level 4 curiosity to stage 4
Increased Dust given by Galactic HQ from 25 to 40
Added +25 Dust on The Cathedral of the All Worldly Affairs
Replaced the default Dust module on Mothership with an Essence module
Alms for Essence now converts 50% of Dust and provides 25% of Dust into Essence
Unfallen vines now take 20 turns to complete (instead of 10) for a single vineship
Population luxury boosts now double their native FIDSI bonuses as well
[FURTHER BALANCE CHANGES]
Lumeris maximal population collection bonus is now "ignore trade route blockade even when at war"
Fixed and increased influence costs to change battle tactics
Removed upkeep also for admirals on Transcendental Outlook skill
Vodyani Ark now is worth 4 CP, not 8 CP
Alternative quests can no longer be triggered several at a time
Changed Tax change cost formula to be more expensive
Changed effect of Nanohaze Defenses curiosity improvement as it was outdated with ground battle rebalance
Fixed "Autonomous Administration" being able to be built multiple times on a single system
Full patch notes below:
[IMPROVEMENTS]
Added a scroll bar to the company list on the left banner of the economy screen
Disabled and greyed out trade route lines between turns in the economy screen
Polished Chat messages (rename, join)
Players can now force their fleet to take a direct path by using the Ctrl key
Added info about spaceport and population transit in the Star System List
Planetary destruction cinematics can now be disabled
Added the possibility to rename Vodyani arks
Added starting skills in the skill tree panel, now visible as two skill circles on the right of the hero skill tree screen under "Starting Skills"
Fleets can no longer escape a player when the player is selecting a target
The player is now aware that he can activate population growth using luxuries when reaching the required amount of said luxury
Ground battles now start automatically when the ending turn button is pressed
Added Guardians information in Guardian curiosity tooltip; the player knows what they get before exploring the curiosity
Ground battles on a mothership now have a specific ground texture
Added Unique planet lore in Planet screen
Global improvements of the performances in game
[QUESTS]
General
Secret Quest Reward: All "?" are now replaced by "Random Technology"
Hidden tooltips "?" have been replaced by "Random [icon] Technology" in order to be clearer
“Good Life” Exploration Quest is now validated even if the player orbits around an outpost which is turned into a Colony, if the population slots are sufficient
"The living plague - Part 2" quest is no longer completed after a logistics ship reaches the system
Minor Faction quest which requires to pass 3 laws no longer can be started if there are already 3 active laws
Fixed an issue where the custom factions lose all gameplay affinities after becoming Sheredyn or Mezari by completing UE Chapter 3: "No turning back"
Horatio
If the player already possesses a System level 4 in “There Can Only be One Trillion” (Chapter 3 - Choice Industrialist), this system will now count for the objective completion
Horatio Chapter 3 part 2 is now triggered properly
Lumeris
Third choice of the main quest Chapter 4’s alternative objective no longer uses only the first four strategic resources
The Lumeris quest "A matter of influence" can no longer be completed by Ship Bound custom factions without meeting the requirements
Riftborn
Rewards on the first chapter of the Riftborn main quest are more balanced
Quest Chapter 1 Step 2 Religious Objective is now doable if the player has the Vodyani Affinity
Chapter 3, two of the rewards display a bonus which wasn’t correctly applied. Now, it is functional
The Riftborn quest can no longer be resolved if another Empire attaches a Mothership to a system
Sophons
Reward Seduxury on the Chapter 1 of the Sophons quest is now less costly
Main Quest Chapter 1: third choice now has a complete different reward, which decreases the Minor Faction Action Praise’s costs (or Bribe) by -30%
Main Quest Chapter 2 Military Version: Reward has been balanced to be more interesting
Chapter 4 Reward effects are clearer now
United Empire
Curiosities explored by spending industry in colonized systems now count for the completion of the first UE chapter
Main Quest Chapter 1: Increased the Traitor’s Reach Reward. Now this outpost is a Terran planet with a positive anomaly on it, and there is a secondary planet on this system
The Daily Slogan reward of the United Empire Chapter 1 was underwhelming comparing to another reward of the same chapter. It now increases the basic food output of an outpost by 50%
Planets and systems involved in Chapter 4 of United Empire now have a compass and a quest marker
Lord of War United Empire population quest now has 2 new rewards, chosen among Technologies instead of Prestige points
Vodyani
The counter of the Quest "Hope in Heresy" (Chapter 4, step 1) displayed false info. Now, the counter displays the same information as the objective description
In the event of failure, the Vodyani Population quest now explains why the quest has failed
Hope in Heresy part 2 can no longer be achieved by another empire than the Vodyani
[MODDING]
Added warning message when exporting resources is supposed to overwrite files
Resource export screen is disabled while an export is in progress
Fixed empire improvements not being editable by mods
Added compatibility between saves with and without non-gameplay mods
[MAC]
Fixed the planet scan view which was not displayed properly
Fixed ship path feedback
Fixed game remaining stuck when using the Exit to desktop feature
[DESYNCS]
Fixed DustInflation desyncs
Fixed desync on hero experience
Fixed desync on retrofit
[AI]
Generally improved AI performances including:
The AI is now aware of victory conditions and pursues them according to faction personality
Added a mission to help an ally in defense
Fixed an issue where a fleet spawned by a quest did not move and the quest cannot be complete
Fixed an issue where Unfallen fleets were asking for rooting at each decision resulting in a lot of warning and performance issues
Vodyani AI now uses support modules on motherships in a better way
Fixed an issue where AI was unable to retrieve a destroyed Singularity resulting in an error message
Fixed an issue where Vodyani AI was trying to use the spaceport resulting in a lot of warnings
Fixed an issue where the AI was trying to buy a Hero during the metaplot
Fixed an issue in CostsSnapshot merge resulting in invalid cost and wrong decisions being taken by the AI
Multiplayer
Fixed AI taking control of player actions if a multiplayer session is reloaded and player slots are changed
Optimized game session release. Launching several games in one session should not be a cause of crashes anymore
Military and fleet behavior
The AI now computes ship design for heroes
The AI now changes its fleet composition depending on the situation
The AI now chooses better support modules
The AI now uses advanced hulls better, and uses a wider variety of ship design modules
The AI is now able to understand flotilla ranges better in order to select an ideal play and create better decks
The AI is now able to use complementary weapons and handle module levels in a better way
The AI is now able to use militarist laws ‘lower fleet costs’ and ‘spoils of war’
The AI now handles ground battle strategy better
Fixed an issue where AI was not able to wake up to answer battles
The pacifist and benevolent AIs now don’t like to use planet destroyers
Simple encounter (AI on AI battles) now properly handles fleets with multiple heroes
Improved merge fleet behavior
Minor factions and diplomacy
The AI now uses all the minor faction actions
Improved the declaration of war against minor factions’ heuristic
Fixed AI being able to interact with minors it doesn’t know
Created the sandbox mode in the diplomacy behavior
The AI now takes truce breaking and diplomatic demand abuse in consideration in term evaluations
There are now negative consequences for declaring war after a diplomatic demand has been accepted
The AI now takes already invested resources into consideration for contract cost computation
Unfallen AIs are now able to root their allies
Diplomacy AI now reacts in a better way to the use of core cracker
Fixed an issue where the Unfallen were sending a trespass mood message when you moved on a system you own they have rooted
Fixed an issue where an AI declined an Alliance despite requesting it
Fixed an issue where AI would infinitely try to propose a contract
Fixed an issue where diplomatic behavior cycles were not detected correctly resulting in behavior issues
Fixed AI trust being significantly lowered because they treated trespassing with exploration vessels as ‘military trespass’
Fixed an issue where AI sends diplomatic messages to the users stating that they have sent gifts even though they have not
[FIXES]
Tooltips and other visual features
Fixed tooltip positions on New Game Screen
Fixed tooltip of faction droplist in new game screen for custom factions
Improved system buyout tooltip
Added explicit failure description in construction tooltips when you cannot buyout a construction because it is turn based
Added failure tooltip when the player tries to move a hangar
Added tooltips on Faction cost/Population cost/Trait count in Custom faction panel
Improved the Wonder Constructible feedback in tooltips
Destroyed planets are now properly displayed as destroyed with the correct tooltip information in the galaxy view
Tooltip of systems under the entwine process no longer overlap the bottom of the screen
Tooltips are no longer displayed during the loading screen if they’re visible while performing quick load
If a hero is a Senator, the “next level” part of his senator skill is hidden in the Senate screen (on tooltip)
Fixed words bleeding through the tooltip for several modules
Made Bhagaba assimilation trait "Culturally Resistant" description more explicit
The turn transition indicator is displayed when performing quick load
The "Sacred Harvest", "Feeding Pits" and "Endless Research Park and EndlessWorld" (Wonder1) duration value is now modified inside its tooltip based on the chosen game speed
Changed migration minor action error "system is full" to "no valid system available"
Fixed the Relation bar not updating when the player used the Declare War and Cease Fire actions on a Minor Faction on the same turn
The last quest viewed is not selected when reopening the "quests and events" screen
Removed the Colonize button from appearing on a Destroyed planet label
Fixed Anomaly reduction information showing false information for AffinityGameplayVampirilis
Moved the FIDSI values for Huge and Large planets inside the FIDSI sectors in Star system management scan view
Made the In-game timer option modification more obvious (tooltip and label)
Other empires’ hangar information is now properly hidden in all circumstances
Player no longer receive a false "Abduction Complete" notification if a Leecher is destroyed while leeching a system
Fixed an issue where the "Destroy Planet" action displayed the same duration regardless of game speed
The loading save menu, the competitors panel and the loading screen image now properly reflect the faction chosen when picking randomly
Fixed Technology Unlocked notification layout sometimes appearing broken the first time the notification was opened
Capped the remaining turn until new population feedback to 99 (will display 99+). Improved the feedback of losing population in the side panel system population
Portraits are now so they look okay in 4:3 faction selection
Removed Politics Unlocked notification from Auto-popup menu
Fixed the G2G feed in main screen so that the text will always be fully visible when the mouse is over the banner
Reduced the size of the net value in the Control banner and removed the decimal in some other cases.
Fixed the population sectors being hidden in a 5 planets configuration
Fixed an issue where the Negotiation screen continued to be displayed after a multiplayer session ends
Fixed the feedback when trying to reach an unreachable node with a fleet (advice for Free Move instead of Wormhole technology)
Fixed an issue where false information was displayed in guardian curiosity tooltips inside the star system management screen
Added Total Upkeep label for selected law on Laws Management Modal Window
Made Neighbors count clearer in Star System Management Scan View
Removed a graphical corruption on the system level disk in the system view
Fixed outpost migration not saying why it is halted
Added info on spaceport and population transit in the Star System List (No Empire Demographic screen is available)
Fixed the hero ship design statistics according to hero skills
Fixed attached arks not showing up properly
Prevented the StarSystem tooltip to be shown while hovering the Constellation label
Text is now properly displayed in the marketplace news feed
Luxuries are now shown in the economy screen when they have been seen on a system
Added assignment information in the Skill Tree Panel
Hero ships / ship design upgrades: the ship upgrade cost is now hidden until anything has been modified in the ship
A warning message is now displayed when a hero assignment will replace an already assigned hero.
Probe placement mode / time singularity mode are now canceled if the user opens a screen on the control banner or the scan view or clicks the end of turn
Fixed an issue where the ground battle notification "ready" button could bleed out of the window in some languages
Fixed outpost counter and tooltip when playing Riftborn
Added specific description in tooltip of ground battle action when invading an ark
The Home System icon no longer overlaps with the "colonizable planets" icons when the home system tab has more than 4 lines
Boosted populations now display their effect properly in population modal window and tooltips
Added feedback on besiege & blockade effect so it says it removes all resource production
Added cut off (word wrap) when there is a ‘-’ (hyphen) to prevent weird word wrap with fleet names, particularly in German
Fixed the Show quest markers button’s behaviour; the view now cycles through all the quest nodes if there are several
Added info on reinforcement man power on the ground battle notifications (Users are now informed about the maximum manpower deployment limit for invasions)
Fixed the inspect button in the marketplace
Elements from the Empire (Target) Selection (when several empires can be fought in a system) are now properly displayed on higher resolutions
Fixed Hero assignation to fleet when double clicking an invalid line; the invalid lines are now disabled
Fixed diplomatic scan view showing center of empires that aren’t known
Destroyed arks tooltip now display the effects of arks on the system
Fixed tooltip of hero upkeep reduction skill
Added Alignment info on treaty tooltips in the diplomacy screens and panels
Fixed empire screen and system construction queue displaying different values for same construction
The name of the hull class no longer gets cut off when switching between ship designs in the Ship Design screen
Added info in side panel on why an outpost will not receive migration
Added icon on the star system label if the system hosts the Marketplace
Battle tactics card now have a comprehensive tooltip in the tech tree
Fixed non-boostable populations displaying info on desired resource (only for guardian and Riftborn)
Created a specific message when the player can’t destroy a quest planet
Gameplay
Removing and re-equipping the same module should now consider the ship design to be the same, so no upgrade is needed
A spaceport can now detect when its destination has been destroyed
Unfallen colonies successfully invaded by the Vodyani can no longer be instantly recolonized
Ships can no longer be disbanded when around an outpost
Improved tooltip of Riftborn unique building
Prevented OverPopulation feedback from appearing on Outposts
Fixed sacrificing guardians with "Sacred Harvest" not removing the guardian global +5 approval bonus or extra pop slot information
Reviewed gains on Vox Populi & Steaming Fertilizer Tricks Hero Skills
Minor faction praise is now canceled upon declaring war
User can no longer have both peaceful and aggressive alliance veto on an empire
After system invasion, remaining attacker manpower is given back to orbiting fleets or attacker empire.
When discovering a new Population Affinity, the associated Luxury used for population bonuses is automatically discovered if not known already
The planet population slots on the planet HUD are now properly updated with the upgrades made by the "Floating Superstructures" unlock
System buyout is now impossible when the cost is 0
Planets can no longer be destroyed while the planet destroyer fleet is being attacked
Major Factions are now able to control a constellation they don’t see entirely
Added check on empire elimination status in diplomacy
Made possible to realize a survey at any time in exchange for influence (added a button in the senate screen not available for Cravers)
Bugs
Fixed various issues where wrong diplomatic notifications would appear with unlocalized strings in it, for the wrong players
Fixed saves loading slowly because of very large amounts of unused AI ship designs
Factions no longer sometimes reset if a player joins the lobby twice in a row
Fixed resource exports crashing the game when done too many times
Fixed battle scan view no longer displaying ship health after loading mods
Ancillary Academy is now functional
Fixed the initial count of population for CustomFaction with AffinityGameplayVampirilis
Players no longer remain stuck during the end turn transition while viewing the invasion cinematic in multiplayer games
Users no longer remain stuck in the loading screen when starting sessions as custom factions with the Mutual understanding trait
Fixed trait count for CustomFaction using AffinityGameplayCravers
The game is no longer stuck when an empire is eliminated while performing a ground invasion
Fixed a bug where players were able to join an eliminated empire in multiplayer
Fixed an issue where the users which use different mods could still join MP sessions through steam invites
Fixed simple encounter resurrected hero ships not getting damaged
Fixed quest colonization not working with custom factions with Unfallen gameplay
Fixed an issue where players cannot assign heroes as governors from the "Hero Management" screen
Fixed dead AIs being able to do diplomacy
Fixed error when taking a system which has no population
The user can no longer quick saves/load during the loading and viewing of a Battle
Fixed Hero and HeroShip experience being desynchronized when ship levels up with a battle
Fixed issues when quickloading during the KeyArt Loading Screen (BlackCurtainWindow) (displayed when quitting games or briefly before loading a game while in a game)
Pending connections are now ignored when verifying the game state synchronization
It is no longer possible to load a save when in load/save window, to avoid loading a save that’s being deleted
The player is no longer automatically reassigned to the first slot when changing the session mode from multiplayer to singleplayer
The player no longer stays stuck in the "Connecting to lobby" loading screen if the host exits the lobby
The player is now assigned to their previously occupied lobby slot when re-joining
Fixed error in hero inspection window when inspecting recruitable heroes
Fixed stuck situation when quitting the game from the planet view (maximum zoom)
Fixed multiplayer errors when players have different amount of palette colors with mods
Fixed hero upkeep minimum being negative infinite
Fixed loading save after a UE-like custom faction turned into a Sheredyn or a Mezari faction.
Fixed an issue where probe launching was still active when passing turns
The skippable assert is no longer generated when saving changes to a hero ship design from the Hero Overview screen
Access to save files is now working with Avast Antivirus (file extension is now .sav instead of .zip)
Fixed hero ships being destroyed when a space battle retreat fails
Fixed "New laws" panel in elections screen
Fixed the Population Collection Bonus selection when creating a custom faction from a standard faction
Fleets no longer move automatically after canceling an auto explore action via GUI
Simplified encounter retreat now properly applies the 60% HP damage
Fixed ark modules effect not being applied immediately after retrofitting the ark
Fixed simple encounter retreat not taking health into account
Fixed vines not being destroyed when the owner’s empire was eliminated
Fixed minor bribe lasting 4 turns instead of 5
[HERO BALANCE]
Military and ship improvements
Authoritarian Leadership:
Tier 1 reduced from +40% to +25% Maximum manpower on Fleet
Tier 1 added +10% Siege damage
Tier 2 reduced from +80% to +50% Maximum manpower on Fleet
Tier 2 added +20% Siege damage
Battlefield Grandmaster:
Reduced from +40% to +25% Damage on Fleet
Reduced from +40% to +33% Shield on Fleet
Blunt Force Trauma:
Divided all tiers by 2 (from +20/+40% Projectile Damage on Fleet to +10/+20% Damage on Fleet)
Burning Light:
Divided all tiers by 2 (from +20/+40/+80% Energy weapon Damage on Fleet to +10/+20/+40% Energy weapon Damage on Fleet)
Defensive AI Integration:
Reworked tier progression (from +10/+20/+40/+80% Shield on Fleet to +5/+10/+25/+50% Shield on Fleet)
Legendary Authority:
Final tier: reduced from +8% to +2% Health per current Command Point on Fleet
Military Spine:
Reworked tier progression (from +1/+2/+4/+8% Damage per current Command Point on Fleet to +0.5/+1/+1.5/+2% Damage per current Command Point on Fleet)
Post-Relativistic Targeting:
Divided all tiers by 2 (from +10/+20/+40/+80% Damage on Fleet to +5/+10/+20/+40% Damage on Fleet)
Patchwork Defenses:
Tier 1: reduced from +20 to +10% Health on Fleet
Tier 2: reduced from +40 to +20% Health on Fleet
Righteousness of the Ordained:
Reduced from +40% to +25% Health on Fleet
Tunnelling Defense:
Tier 1 reduced from 40% to 25% Ground Troop Health on System
Tier 2 reduced from 80% to 50% Ground Troop Health on System
Zero Tolerance:
Tier 1 reduced from 2% to 1% Ground Troop Health per Pop on System
Tier 2 reduced from 4% to 2% Ground Troop Health per Pop on System
Movement, probes and vision
Celestial Mechanics:
Starting tier: reduced from +2 to +1 Maximum Movement on Fleet
Tier 1: reduced from +8 to +6 Maximum Movement on Fleet
Deep Space Adaptation:
Tier 1: reduced from +2 to +1 Maximum Probe Stock on Exploration Ships
Tier 2: reduced from +4 to +2 Maximum Probe Stock on Exploration Ships
Fleet Black Market:
All tiers: increased Probe Refill Rate on Exploration Ships to +50% for all tiers
Tier 1: removed upkeep reduction on Fleet
Horatic Curiosity:
Tier 1: increased from +10% to +20% Vision Range on Fleet
Overclocked Scanners:
Tier 1: reduced from +4 to +3 Vision Range
Tier 1: reduced from +8 to +6 Vision Range
Prescient Guide:
Tier 1: reduced from +4 to +1 Maximum Movement on Fleet
Tier 1: reduced from +20% to +15% Shield on Fleet
Tier 2: reduced from +8 to +2 Maximum Movement on Fleet
Tier 2: reduced from +40% to +30% Shield on Fleet
Sensitive Systems:
Tier 1: reduced from +8 to +4 Vision Range on Fleet
Tier 2: reduced from +16 to +8 Vision Range on Fleet
Slim Probe Model:
Tier 1: reduced from +4 to +2 Maximum Probe Stock on Exploration Ships on Fleet
Tier 2: reduced from +8 to +4 Maximum Probe Stock on Exploration Ships on Fleet
Startrekking Instruction:
Tier 1: reduced from +2 to +1 Maximum Probe Stock on Hero Ship
Tier 2: reduced from +4 to +2 Maximum Probe Stock on Hero Ship
Governor skills
Blue Sky Speculator:
Reduced science gains on all tiers (from +20/+40/+80 to +15/+30/+60 Science on System)
Clerical Corrections:
Tier 2: reduced from +2 to +1 Deposit Value on Planets
Tier 2: added +5 Approval per deposit on System
Endless Consumption:
Increased from +32% to +50% FIDSI on non-depleted Planets
Forced Labour:
Divided industry gains on all tiers (from +10/+20/+40 to +5/+10/+20 Industry on System)
Geniocrat:
Tier 1: reduced from +40% to +30% Science on System
Tier 2: reduced from +80% to +60% Science on System
Infallible Authority:
Starting tier: reduced from +1 to +0.5 FIDSI per Pop
Reduced from +4 to +2 FIDSI per Pop
Mechanical Genius:
Tier 1: reduced from +20 to +15 Industry on System
Tier 2: reduced from +40 to +30 Industry on System
Renegade Master:
Reduced from +8 to +5 Approval per NonMajor Pop on System
Added +2 FIDSI per NonMajor Pop on System
Tech Hubs:
Reduced from +80 to +50 Industry per Anomaly on System
Titan of Industry:
Reduced from +4% to +2% Industry per Hero Level on System
The Joy Initiative:
Added -20% Upkeep on System
Vox Populi:
Tier 1: reduced from +20% to +15% Industry on System
Tier 2: reduced from +40% to +30% Industry on System
Peer Review:
Tier 2: reduced from +20 to +10 Science on System
Reduced science gains on all tiers (from +1/+2/+4/+8 to +0/+2/+2/+4 Science per Hero Level on System)
Personal Militia:
Tier 1: Reduced from +2 to +1 Influence per Pop
Tier 2: Reduced from +4 to +2 Influence per Pop
Personal Networking:
Tier 1: reduced from +4 to +3 Industry per Pop
Tier 2: reduced from +8 to +6 Industry per Pop
Public Relations Expert:
Tier 1: reduced from +10% to +5% Influence on System
Tier 2: reduced from +20% to +10% Influence on System
Restricted Supplier:
Increased from +20% to +33% Luxury Deposit Value on System
Added +2 Industry per Pop on Ecstatic
Rousing Orator:
Tier 1: reduced from +4 to +2 Influence per Pop
Tier 1: added +2 Influence per Pop on Happy
Tier 2: reduced from +8 to +4 Influence per Pop
Tier 2: added a +4 Influence per Pop on Happy
Other Hero skills
Dust Catalyzation:
Tier 1 reduced from -20% to -25% Assignment cooldown duration
Tier 1 switched from -20% upkeep on Hero to -25% upkeep on Governor
Tier 2 reduced from -40% to -50% Assignment cooldown duration
Tier 2 switched from -40% upkeep on Hero to -50% upkeep on Governor
Papers Please:
Switched from -50% cost on Hostile treaties to all Diplomatic treaties
Red Tape Scyther:
Increased from -40% to -25% Assignment cooldown duration
Transcendental Outlook:
Switched from x0 upkeep on Governor to x0 upkeep on Admiral
Added -10% upkeep on all Heroes
[CHANGES FROM THE G2G BALANCE MOD v1.1]
Basic Laws
Fixed upkeep issues
Super Tax Act: changed approval penalty (-1 per pop) to a flat (-20)
Increased penalty of Brains over Bucks and Parks not Quarks (from -10% to -20%)
Senator Bob Bill has been changed to an effect in per population (+2 approval per pop / -2 Dust per pop)
Toy for Boys has been changed to lower industry instead of science (-10% industry)
Party Laws
Trusted Broker: now the bonus increases each turn (by 2% (3% in Republic) per turn up to 30%) giving incentive to keep the law active for a long time
Increased effects of Need to Breed (from 20% to 30%)
Right Thing Rule changes to unlock « Force Peace » term
Fair Trade Bill changes to +5% FIDSI / peace, +10% FIDSI / alliance
Inverted unlock prerequisites of My Precious Precept and Trusted Broker
Green Fertility Bill (+20% Food / Anomaly) changes to +5% FIDSI / Anomaly +2 Food / pop on planets with anomaly
Power to the People Act changes to +2% (+4% in Republic) Science per pop type
All Hands Dictum changes to +2% Industry per pop type
Power to the People Act and All Hands Dictum: now have an Horatio variant which counts assimilated population instead of population types
Racial Purity Act has a Vodyani alternative: +2 Essence per pop and +15 Essence per system
Us or Them Decree changes to +20 Approval per Home System on all the systems
Spoils Of War Act adds: -10% Military upkeep as a complementary effect
Unlock prerequisites
Inverts unlock prerequisites between Admit and Improve Bill and Racial Purity Act; to have the Essence from the beginning with Vodyani
Inverted unlock pace of Cram Exam Act and Larger Hosts Bill
Inverted unlock prerequisite of Star Boogie Bill and Dirty Hand Acts to improve Sophons’ early game
Approval
Planets now give penalty in -X approval per pop instead of -X
-5 => -1 per pop
-10 => -3 per pop
-15 => -5 per pop
-20 => -8 per pop
Luxury resources and anomalies also provide approval bonuses and penalties using a "per pop" count
bonuses have been lowered and penalties increased
Overcolonization threshold is lower for all galaxy sizes (from Tiny to Colossal, by increments of 1 system by size from 2 to 8)
Transvine now provide +2 Approval per pop when used for Leveling system
Added a new improvement (temp name: Autonomous Administration) which increases the Overcolonization threshold by 1 in stage 4 of Empire Development
Costs 2240 Industry and 1000 Influence and only available on level 4 systems
Leveling Arks will provide a default +1 Approval per population (not properly shown in the mod)
Balance changes
Increased Drone Networks output from +5 to +10 Food/Industry
Increased Cerebral Reality output from +10 to +15 Dust/Science
Moved the unlock of level 4 curiosity to stage 4
Increased Dust given by Galactic HQ from 25 to 40
Added +25 Dust on The Cathedral of the All Worldly Affairs
Replaced the default Dust module on Mothership with an Essence module
Alms for Essence now converts 50% of Dust and provides 25% of Dust into Essence
Unfallen vines now take 20 turns to complete (instead of 10) for a single vineship
Population luxury boosts now double their native FIDSI bonuses as well
[FURTHER BALANCE CHANGES]
Lumeris maximal population collection bonus is now "ignore trade route blockade even when at war"
Fixed and increased influence costs to change battle tactics
Removed upkeep also for admirals on Transcendental Outlook skill
Vodyani Ark now is worth 4 CP, not 8 CP
Alternative quests can no longer be triggered several at a time
Changed Tax change cost formula to be more expensive
Changed effect of Nanohaze Defenses curiosity improvement as it was outdated with ground battle rebalance
Fixed "Autonomous Administration" being able to be built multiple times on a single system