*** RELEASED ON TEST 1/26/2022 ***
Features
- Terran Resistance- Fellow humans in the universe, but less diplomatic and more guarded than the Terran Alliance. Though they lack the influence of the Alliance their have a strong military, especially their Command ships. Which earn double the normal experience and all gain powerful bonuses as they level.
- Onyx Hive- This civilization survives on Promethion. The more they have, the higher their Growth rate, making them infertile and stagnant when their Promethion stores are low and prolific when they are high. Their ships are also durable, receiving double the normal amount of hit points, but can't be repaired.
- Manti Cluster- They are an aquatic defensive civilization combining both the Paranoia trait and the Warriors trait, making them very difficult to uproot once they are dug in.
- Altarian Republic- The diplomatic Altarians are twice as likely to be ideological as other species. Making them more likely to approve or dislike their civilization depending on your choices.
- Torian Regime- The Torians are another Aquatic faction that will be fighting for those powerful Oceanic worlds in the early game. Their Fertile trait makes them particularly suited to do so as they start with extra citizens and have an increased growth rates.
- Krynn Syndicate- The Kyrnn are not a species, they are a movement. When you start the game you will start with a random collection of species for your citizens and leaders, allowing you to draw on each species strengths to specialize your civilization.
- Iconian Refuge- Being Paranoid and Xenophobic makes the Iconians the worst cultural civilization in the game. They will have a difficult time expanding and forming alliances but their significant research bonus makes them a threat if they are left alone to grow. They are happiest when starting in a Sector by themselves and most at risk when surrounded by close neighbors.
Balance
- Unwavering ability adds +100 to rebellion resistance (Takes much longer to culture flip)
- Assigning a diplomat benefit increased from +1 to +3 relation points.
- Shared borders diplomatic penalty reduced from -2 to -1.5
- Want to conquer the galaxy effect on relations reduced from -2 to -1.5
- Civs with "Cruel" AI trait double the effect of the above.
- Base culture flip resistance increased from 10 to 100 (much slower to culturally flip a planet so that when you conquer a planet it doesn't just flip back).
- War endurance increased for most civs so that they won't ask for peace unless there's been a genuine change in status.
- Enforce the habitable planet counts so that occasional really means it.
- Balance pass across habitable planet settings now that the setting is being enforced.
- The influenceRadiusRoot changes over the course of the game so that all the players borders eventually grow to fill the map.
- Diplomatic modifiers scale over the course of the game via # of turns.
- Added a Ministry of Tourism
- Removed the Ministry of Recruitment
- Renamed some techs to be consistent (if a tech says "Ministry of..." it unlocks a Minister, etc)
- Reduced Bob improvement from 4x research to 2x research.
- Rebalanced prestige victory.
- Medium hull cost reduced from 60 to 30
- Medium hull design slots increased from 5 to 6
- Large hull size reduced from 120 to 60 (this will probably get more adjustments)
- Large hull design slots increased from 8 to 9
- Huge hull size cost reduced from 240 to 120 (this will probably be adjusted)
- Huge hull slots increased from 11 to 12.
- Strip mining increases pollution by 1%.
- The range of Pirates, Space Monsters and Precursor Sentinels slowly expands as the game goes on.
- Hull Support ship component is no longer limited to 1 per ship (feel free to load up your slots on HP).
- Foundry ship component now available in design (increases ship repair).
- Boost Engine ship component available in ship design (+1 moves, add as many as you want).
- Unshielded Thruster ship component added in ship design (+3 moves, -20% HP).
- Radar Array ship component (+2 Sensor range) Thulium cost removed.
- Subspace Sensor ship component (+4 Sensor range) added with a Thulium prereq.
- Beam Amplifier ship component added to ship design (+20% Beam attack, requires Elerium).
- Prism Cage ship component added to ship design (+30% Beam attack, -20% HP).
- Missile Amplifier ship component added to ship design (+20% Missile attack, requires Antimatter).
- Demolition Charges ship component added to ship design (+30% Missile attack, -20% HP).
- Kinetic Amplifier ship component added to ship design (+20% Kinetic attack, requires Durantium).
- Serrated Munitions ship component added to ship design (+30% Kinetic attack, -20% HP).
Fixes
- Disabled code that was either preventing ships from moving or forcing them back into orbit.
- Fixed a bug that allowed you to redo the missing colonist event.
- Fixed missing tech icons on the tech screen.
- Fixed an issue that made Venus look closer to the sun than Mercury.
- Switched the new generation event to only trigger on core worlds.
AI
- Put in error checking code to prevent AI from seeing any planets it hasn't explored.
- AI much much better at conducting galactic wars with its ships
- Cruel AI players don't care about defending class 1 planet colonies. Sorry. You're screwed.
- Aggressive civs don't build defensive-oriented ships.
- AI much better at managing its planets
- AI way less likely to declare war until they have a decent military.
- Strip mining increases pollution by 1% (instead of 20%) (it adds up)
- AI smarter about what durational projects it will run.
- General planet improvement balance pass based on new economic factors.
- AI does a better job of managing production.
- AI is more likely to want to build larger ships.
- AI does a better job of claiming resources.