The Stellaris 3.6 “Orion” update includes many changes to combat. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types.
Changelog for build #55182677743581531 - Stellaris (Paradox) Back to Builds Edit changelog VERSION 3.3.1 ################### Unity Rework ###################
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Functional Architecture and Constructobot: Reduced the free building slots granted from 2 to 1.
Agrarian Idyll empires now get one planet building slot per four Agricultural districts built.
Reduced the ship upkeep cost modifier for Clone army Admirals variants to 5/10/20% respectively.
Ruins of Shallash arc site no longer has a chance of giving quite as much unity as defeating an endgame crisis.
You can no longer use planet killer weapons on primitives inside your borders if you lack the appropriate primitive interference policies.
Pops working the Livestock job now have 10% less political power.
A lot of anomalies were rewarding 3 Society Research deposits, there is now more variety.
Made Awakened Fallen Empires use Traditions.
Several productivity-improving technologies are now no longer of dubious benefit, as their upkeep (and production) effects now only apply to jobs actually primarily producing resources.
Nerve Stapled Hivemind pops can no longer perform complex drone jobs.
Reduced the amount of jobs added by Leisure Arcology Districts to bring them into line with other Ecumenopolis districts.
Ion cannons are no longer free to maintain, and have an upkeep cost of 8 energy.
Necro-Hives:
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Fixed an OOS caused by using button effects in custom MOD UI, so now you can go back to building that Nicoll-Dyson Beam to "ensure galactic peace and prosperity".
Improved the performance of pop factions updating their support values - resolved an issue where the game looped over every pop in the Empire for each faction, rather than calculating it once for the whole Empire and referring to that value for each faction.
Improved the performance of planet_resource_compare trigger, and cut down on its use a bit as it's still quite expensive.
Improved the performance of a variety of checks by making more extensive use of species happiness caching.
Cached calculations of pop_has_random_ethics to reduce performance impact of repeatedly checking it, by 50%.
Optimised Rising Unemployment event's triggers to be only 15% as costly.
The game will no longer try (and fail) to run Grey Goo event True Masters on every planet, every day.
Optimised checks for whether a pop can belong to a certain faction by pre-filtering pops by ethics in code (rather than running the script checks on all pops). For modders: this means that a faction will only allow pops which match its "guiding_ethic" in it, unless "use_guiding_ethic_as_pop_filter = no" is specified.
Optimised several expensive pop faction demands that were checking all pops instead of all species, and similar.
Improved the efficiency of checking whether a pop faction should exist.
Optimised checks for jobs' "possible" trigger so that the four most common triggers are now pre-calculated per pop rather repeatedly for each job that a pop can take. (The format looks a bit different now, with possible_precalc, so modders will need to update a bit here - the error log will warn you in most cases, except that you also need to add a check when you use complex_specialist_job_check_trigger).
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Fixed some cases where someone else opening the L-Cluster would cause the related Situation Log entry to stick around forever.
Archaeology sites (and espionage operations) now correctly use the difficulty of the current stage, rather than that of the last stage.
Reinforcement fleets now get removed when destroyed.
Fixed colony ships not being affected by ship construction modifiers.
Fixed a number of inconsistent id3 tags in the Soundtrack DLC's MP3 and FLAC files.
Removed negative Void Dweller trait, preventing players from genetically modifying species to avoid taking penalties.
Removed the hidden event to flip Void Dwellers traits.
Made it so that only Organics get taxed for the growth discouraged decision.
Scions can no longer choose to comply with staying out of the War in Heaven.
Fixed Lithoid Craters being removed when terraforming into Hive worlds.
Fixed an unlocalised tooltip in the Baol event chain.
Made it so Calamitous Birth can't stack multiple Lithoid Craters or Buried Lithoids.
Fix for typo in Sanctuary of Repose building tooltip.
Fixed it so that if you ever reforge your Doomsday homeworld it will no longer have the Doomsday modifier.
Gestalts will now quickly stamp out crime on conquered planets.
Made it so Nanites can't ever spawn on terraformable worlds.
Made it so that a shielded planet won't show up in the event art when you pacify a habitat.
Shortened the Voidborne description so that it fits inside the Ascension Perk UI.
Fixed Messenger Project not being visible on galaxy map.
City Sizes on the planetary view now increase faster to account for recent changes to pop growth.
Replaced certain parts of localisation which were plain strings with appropriate localisation references.
Point Defense will no longer ignore missiles if strike craft are present on the battlefield.
Fixed non gestalt empires from being able to colonize with gestalt pops while in a federation.
Fixed it not being possible to issue move orders to explored and surveyed systems while having only science ships selected.
Fixed some interface elements using hardcoded strings rather than translated text.
Made the Event ‘The Cube’ more gestalt friendly.
If you swap from organic to artificial pop assembly or vice versa during mid-assembly, you now lose all progress in that assembly.
Fixed you finding an encryption key on your own empire (again!).
Fixed Target Uplink Computer effect not applying to defense platforms.
Added weightings which were missing from the Fanatical Purifiers name parts list.
Addressed issues with synchronized loc. entries for Pop Faction names. The various faction names now use the correct strings and may be rendered in Simplified Chinese.
Contact Report: Remnants event now happens when you encounter a ruined megastructure.
Fixed Ministry of Culture displaying the wrong job description for Machine Empires
Updated the job priority tooltip to be more clear
Made it so the Earth Custodianship isn't locked behind the Humanoid DLC
Ascended Synthetic Spiritualists will no longer outlaw their own rulers.
Fixed the wrong event text being displayed for the Grassy Militia anomaly event.
Claims distance cost modifier now considers wormholes, even if borders are closed.
Updated First Contact Protocols tooltips to more accurately reflect the effects.
Improved consistency in map mode names.
Fixed an instance where Crisis factions couldn't reach their offensive targets and got stuck
Reinforcing fleets will now arrive and attempt to merge even if the target fleet is in combat.
Fixed jobs without employment caps being listed as X employed out of -1 available slots in job breakdown tooltip.
Sprawling Slums tooltip changed now accurately reflects what the deposit actually does on clear.
Fixed repealing Resolutions not working as expected.
Repealing the 4th resolution under the Mutual Defence category now makes proper reference to the Castigation Proclamation, rather than the Military Readiness Act.
Fixed the Prioritized and Deprioritized indicators on pop job assignment icons blocking mouse input.
Fixed colony designations including pre-sapient pops when evaluating pop limitations for the potential trigger.
Fixed crash when using the add_pops command.
Corrected capitalization in descriptive text for Organic Sanctuaries and Organic Paradises.
Fixed several issues related to planets displaying negative available jobs.
Fixed auto-pause not working for anomalies if auto-unpause was enabled.
Fixed the On the Shoulders of Giants Origin sometimes starting you off in a solar system with too many planets.
Rebalanced likelihood of certain rare events from occurring.
Starting with the Void Dweller or Shattered Ring origin in combination with the Reanimators civic now starts your empire off with a Dread Encampment.
Fixed it not being possible to enact the "Create Resort World" decision after repealing it
Fixed cases (e.g. Lithoid Necrophages) where species would repeatedly start assembling or growing and then cancel after the next monthly tick.
Fixed some cases where Necrophages would pause regular pop growth during purging.
Fixed issues with the portrait tooltip in empire creation sometimes being empty or containing empty lines
Fixed the “Randomize Ruler Name” button not always being enabled even though the requirements for it were met.
Fixed it being possible to open DLC landing pages during hotjoin and breaking the UI flow.
Fixed template list in fleet manager sometimes getting stuck in a scrolled state when a template was removed.
Industrial Worlds and Industrial Habitat designations no longer attempt to remove Foundry Drone jobs for Rogue Servitors, they now target Fabricator jobs.
Fixed construct mining station tooltip showing maintenance on energy mining stations.
Fixed pops sometimes staying in jobs that no longer existed after colony designation was changed.
Hive minds now perceive the "Living Sea" event with bespoke event text, rather than seeing the same events which are granted to regular, non-machine empires.
Fixed the Go To button for the "Unit Lost" event.
Made it so 'Diplomatic Corps ridiculed' expires after 3600 days.
Forge and Factory World designations now remember that a third tier of the buildings exist.
Fixed missing strings of random names for Supremacist and Technologist pop factions.
Fixed the icon for picking a colony designation being a robotic cow. Also made the robotic cow be used correctly for Machine Fringe Planets.
Humiliated modifier now has a negative icon.
Leisure districts no longer provide housing for Rogue Servitors.
Tooltips for Organic Sanctuary buildings and Leisure Districts for Rogue Servitors have additional information about their jobs.
Made it so you can not stack multiple "Missing Tree of Life" modifiers by trading systems.
Updated the Tooltips of the Ministry of Culture to be more appropriate for Gestalts.
Made it so the Infested World counter correctly updates when destroying a system with a Star Eater.
Reworded Lithoid rare resource traits to be clearer to the player.
Rebalanced the amount of pops required to gain certain event jobs.
Event "Unit Lost" now makes proper reference to the affected fleet.
Fixed Mars missing Terraforming Candidate when Sol spawns naturally.
Machine World Preference now uses the appropriate icon.
Fixed some consistency issues where Discovery traditions were called Exploration in French.
Fixed tooltip for Collective Reasoning tradition.
Fixed various instances of an invalid apostrophe glyph appearing in localized text.
Fixed it being impossible to communicate with caravaneers in certain circumstances.
Fixed exploitable_planets trigger always returning false (and its tooltip).
Made tooltips for invalid species traits highlighted in red in empire creation.
Fixed repair fleet orders not being carried out to completion if placed in a queue.
Implemented unused icons for titan ship components.
Fixed uncolonized Habitats mysteriously turning into shattered worlds when subjected to Star Eaters or the Aetherophasic Engine.
Fixed DLC icons being accessible in MP empire selection.
Adjusted a response string for spiritualists upon completion of First Contact, preventing a name reference from exceeding its bounds.
Fixed a missing loc string if your request to form a Federation timed out.
Fixed reference to "tiles" in collateral damage's tooltips.
As Death Cults, you no longer lose effects from active Sacrifices if you temporarily cease to have any Mortal Initiates (e.g. by sacrificing them all).
Fixed event-spawned leaders lacking certain traits they should have had from their species' characteristics, such as Psionic and Erudite.
Fixed modifiers to district build speed not being applied to tooltips when you choose to build them.
Fixed Academic Privilege Living Standard's tooltip missing some crucial information on what it does (+10% pop research output).
Fixed certain Traditions, such as Machine Synchronicity tradition Integrated Preservation, only taking effect after some delay or upon reload.
Fixed some issues with "Life Finds a Way" event not doing what the tooltip said.
Fixed misleading tooltip of the Oracle Nexus event.
Clarified some matters in the Memorialist civic tooltip.
AI controlled slaver guilds should now colonize planets.
Fixed a rare issue where you could have a +-1 skill bonus in first contact skill tooltips.
Cleared planets and asteroid belt from the Shattered Ring solar system.
Fixed a wrong Ethics reference in Polish localization
Made the Tradition "Faith in Science" have a less misleading tooltip.
Fixed <leader class> skill modifiers applying to multiple or all leader classes, instead of just the one they were meant to apply to.
Fixed traditions that refund you costs of demolished buildings to properly refund you if you manually demolish or downgrade buildings using the planet interface.
All colony designations of the appropriate type will now gain benefits from Resolutions such as Environmental Ordinance Waivers.
Fixed buildings with a queued upgrade in progress being counted twice towards building count limits.
It is no longer possible to shift criminals to worker jobs by manually prioritizing the worker job.
Fixed it being possible to retain species rights that had been made invalid by a change in government type or civics
Made it so the Hologram Planet anomaly no longer can spawn on planets with already existing dig sites.
The Totalitarian Faction will now be happy if you have the Slaver Guilds civic.
Agrarian Idyll Civic now properly adds 2 farming districts to your homeworld.
Purging every primitive on a planet now removes the Stellar Culture Shock modifier.
The ruler of the Galactic Imperium is no longer blocked from getting the Subjugation war goal / CB when they kindly offer protectorate status to another empire.
Hive Worlds no longer have access to both the Forge World and the Hive World Foundry colony designation.
Upon invading a Ketling primitive world the associated special project will now be removed from your situation log.
Fixed Fungoid research station model to remove hole in cylinder.
Passing Space Amoeba Protection Act resolution no longer allows you to pass the Tiyanki Conservation Act again.
Passing either the Tiyanki Conservation Act or the Tiyanki Pest Control will now fulfill the "pass a resolution" Galactic Focus.
Fixed cases where the cooldown for finding archaeology sites in quick succession would be triggered even though no archaeology site was found.
Fixed you getting unsuitable arc sites in the L-Cluster.
Void Dwellers are now correctly given starting resources depending on species and ethics.
Fixed not being able to revoke nominated Galactic Market planets if the relocation vote was ongoing.
If Shard is defeated the relevant event chains will be removed from all other nations.
The "What Separates Us" event will no longer fire if the other species are robots.
Added a more negative icon to the "Failed Savior" modifier.
The Shifting Sands event now properly gives a boost to physics research.
Lost to Bureaucracy event will no longer create planetary features out of thin air when you clear the blockers spawned.
Reintroduced gaining menace from turning a world into a Tomb World via bombardment.
Fixed defense platforms not being destroyed when dismantling a starbase.
Modified mesh to resolve Z-fighting between ringworld sections.
Enclave text boxes now reset correctly between messages.
Fixed an issue where you could take in Caravaneer pops even if your policies would automatically purge them.
Fixed Merchants Guilds not giving enough jobs from the Imperial Palace building.
Dimensional Horror now shows on the galaxy map.
"Repeal Crisis" resolutions are no longer missing an icon.
Fixed a bug that allowed you to gain menace by repeatedly vassalizing and releasing the same empire.
Fixed it being possible to open ship details for strange vessels via the fleet manager.
Added missing icon to the Study Hive Mind Drones Modifier.
Fixed a case where the third Baol arc site would not spawn.
You now gain visibility on the systems where you know the next Baol or Zroni arc site will be if you have never been there before, rather than having to guess where they are.
Fixed army transport fleets sometimes forgetting fleet stance and control group information when embarking
Land Appropriation and automatic resettlement now respect whether a species is allowed to live on the planet (e.g. won't resettle organics onto Machine Worlds).
Reanimators is now fully incompatible with Synthetic Ascension, rather than just quietly doing nothing as before.
Prosperity Traditions Interstellar Franchising and Public Works (+Hive/Machine variants) are now fully informative of which districts they provide boosts to.
Unemployed Lithoids will no longer move back to a Doomed homeworld through auto-migration, even if there are plenty of good jobs and housing available. (can_planet_receive_auto_migration added to Game Rules.)
Notifications for refused peace offers are now properly removed when a war has ended.
Fixed various error log messages relating to Crisis Objectives, along with several edge cases where the rewards were not granted when they should have been.
Stopped the automatic picker for assembling species from picking obsolete species with fewer traits.
Fixed Lithoids using Biological pop growth modifiers to determine whether they should be more likely to be picked as the next species to be grown.
Fixed a case where a Fallen Empire could send you multiple demands to change your ways if you didn't answer them fast enough.
Fixed pop Self Modification chain from pitting modified species against modified species.
Vassals created by the Galactic Sovereign no longer believe that they are also Galactic Sovereigns. There can only be one.
Fixed a too-long string cutting off invader power values in ground combat view in French.
Fixed an issue where destroying the Contingency's final world with a Star-Eater would not not properly end the Contingency Crisis.
Updated numbers in espionage operation roll tooltip to show correct information.
Fixed an issue where Nomads would keep asking for a Planet over and over, before establishing communications.
Thought Enforcement tech is now researchable with the Utopia DLC.
Fixed a crash upon mousing over a system with planets in as an observer.
Fixed a couple of Edicts having wrong deactivation cost.
The tooltip when you can't reinforce a fleet shouldn't duplicate the cause.
Fleets can be reinforced even if one ship type in the fleet can't be built.
Adjusted the term used in French to refer to empires who oppose Galactic Community resolutions.
Further fixes to the end of the Cybrex precursor chain.
Added defines to support Diffuse color as Emissive rather than Player color for skinned as well as static models.
You can no longer invite someone you are at war against to join your side in a new war.
Fixed it being possible to get multiple Imperial Cores via certain war goals releasing new empires.
Corrected opinion text placement in the Declare War view.
Grammar fixes to anomaly event "Adrift", and event "The Discovery of Alien Life" (assimilator variant).
The Manifesti faction should no longer reform after it has disbanded, either through suppression or lack of popularity.
Fixed several cases where the Vultaum, Yuht, First League, Irassian, and Cybrex precursor chains would not end properly if someone else found the homeworld first.
Fixed the Research Institute building not properly converting to Planetary Supercomputer when conquered by Gestalt empires, and vice versa.
Fixed auto-resettlement for Void Dweller habitats and certain other planets (needs a new save, though).
Fixed a typo in the Ruined World archaeology chain.
Fixed the spelling error in the “Restored Warship” event.
Fixed excessive unemployment caused by the Cave Cleaner job being too attractive.
Fixed an issue where Branch Office value tooltips could be displayed based on the wrong Branch Office owner.
Branch Office value generated from Criminal jobs for Criminal Syndicates is now properly shown in the tooltip for Branch Office value.
Fixed typo in “Operatives Toe the Line”.
Fixed crash on sector colony development update.
Fixed missing tooltips for increase/decrease buttons in monthly trade view.
Hyperlane registrar should now be unlocked with the correct technology.
Hive Minds can no longer assemble non-hive pops from spawning pools.
The colonizable planet icon should no longer disappear when a ship leaves an unsurveyed system.
Victorious ground troops will no longer embark automatically if there are hostile military fleets present in the system.
Starbase Defense Platforms can no longer be upgraded while the starbase is engaged in combat.
Fixed fleet speed being dictated by the first ship in the fleet instead of the slowest one.
Updated German translation for Arc Emitter.
Fixed a typo in Haahn's species name.
Fixed a few German text overlaps.
Fixed broken text references in "Pirate Haven Destroyed" event.
Fixed planetary deposit interfaces not showing triggered modifiers as icons.
Fixed jump distance counting not always finding the shortest path.
Fixed cases where event options with random effects were often not as random as they should be.
Updated a couple of Neural Slug events for Hive Mind empires.
When you play as the Commonwealth of Man, the UNE will now always correctly spawn again.
Greetings!
Stellaris has (once again) undergone bold changes! In 2.2 the focus of the changes has been to rework how you develop planets and to deepen the game's economy. The purpose is to make the management of planets more fun and engaging.
Tiles are gone, and have been replaced with Districts, Buildings, and Jobs. You will now instead construct City Districts, Farming Districts, Mining Districts, and Generator Districts, as well as various Buildings with more specialized roles. Districts and buildings provide Jobs, and a job worked by a Pop will produce resources.
As a planet gains more Pops it will unlock more Building Slots. Buildings work similar to how they did before, but now most of them provide Jobs instead of producing resources directly.
2.2 also introduces a new Trade Route system. What you essentially want to do is to collect Trade Value (found in space and produced on planets) by upgrading a nearby starbase. You should then set up a Trade Route leading back to your home system. Trade Value is converted into usable resources when it reaches your Trade Capital.
We recommend you to take a look at the updated tutorial!
Added new civic: Byzantine Bureaucracy, that reduces housing/amenities usage and allows for the construction of Bureaucratic Complex building that adds administrator jobs
Added new civic: Merchant Guilds, that add a merchant job to capitol buildings, and merchants provide unity
Added Shared Burden civic for all your luxury space communism needs, with a new prescripted empire using it, the Kilik Cooperative
Added Simplified Chinese localization
Removed planet/habitat tile system, replaced with districts, jobs
Pops and Pop Jobs now belong to a social class (Pop Category) that determines their luxury needs. Social classes are ranked, and Pops that belong to a higher social class will refuse to take jobs belonging to a lower class until they demote over time
Added unemployment for pops without suitable jobs, which lowers planetary stability if their living standards are low
Added planetary housing, which is not a hard cap. Lack of sufficient housing causes planetary instability
More dynamic pop growth system: populations can grow and decline based on their rights, living standards, immigration/emigration
Added crime. Crime is generated by overcrowding and poor living conditions, and negatively affects planet stability. It can also generate events
Added new and reworked planetary decisions and empire edicts
Added new resource types (alloys, consumer goods, etc) which tie in to the economic simulation in many ways, diversifying the domestic activity of empires considerably
Added the Internal Market, where resources can be converted into other resources at a cost
Added the Galactic Market, in which all game resources can be bought and sold in open exchange between empires, with prices fluctuating based on supply and demand. This is formed when enough Empires are in contact with each other, replacing the Internal Market. Genocidal empires do not get access to the Galactic Market
Added trade routes, where you can collect trade value from upgraded starbases and send it back to your trade capital to convert to wealth for your empire. Reworked piracy system to link in to this, and added a patrol order so your fleets can actively suppress piracy
Added commercial pact diplomatic agreement, where the signatories gain trade value equal to 10% of the other party
Added Administrative Cap based on owned systems, districts, and colonies. It is a soft cap that, when exceeded, applies scaling penalties to leader cost, edict cost, research speed, etc. This replaces the old system of static penalties based only on systems owned, and more accurately reflects the size and complexity of your empire. Administrative Cap can be increased with techs and ascension perks
Introduced a new concept called Empire Cohesion. Empire Cohesion is increased by each owned system, and decreased by each external hyperlane connection and cut-off (non-owned) system inside your borders. If cohesion loss goes above cohesion gain, you will suffer penalties in the form of increased empire size and the corresponding costs it brings
Added 9 new basic Mandates relating to your empire's internal economy
Tweaked army display and ground combat screens, with improved army icons
Reworked planetary bombardment to produce devastation, which damages housing, amenities, trade value, and pop growth. High devastation will ruin buildings and kill pops
Reworked sectors to be automatically generated, removing the "mini-economies" and having them directly contribute to your empire stockpiles
Reworked factions to always give an amount of influence based on their faction approval, rather than having a hard cutoff below which they would contribute nothing
Reworked the Tradition Trees to synchronize with all the new systems
Replaced authoritarian Caste System with Stratified Economy living standards: does not use slavery but has a similar effect (happy rulers, downtrodden masses). Authoritarians can still use species-wide slavery. Slaver guilds civic is now required to enslave own species
Added alert messages for completing a Megastructure's intermediate upgrade steps
Added a conclusion to the Strong Magnetic Field events
Unity Ambitions are now a free feature, and no longer restricted to owners of Apocalypse
Added new single star custom system options
Created and implemented new SFX for Natural Wormholes which have been silent until now. No more.
Since the Chinorr have become a Megacorporation, replaced them in non-Megacorp games with a new prescripted empire, the Glebsig Foundation
Added technology Resort Worlds that unlocks the ability to designate a colony as a Resort World. This colony will be unable to have districts and most buildings built on it, but will increase amenities and immigration pull across the empire.
Added tech for Penal Colony worlds which have high crime rates but decrease crime on other planets
Added a tech for slaver empires to designate a world as a Thrall-World. Thrall-Worlds cannot support city districts or manufacturing/research buildings, but get vastly increased growth rate and access to special buildings and jobs for slaves
Updated tutorial to explain the new systems
Added the multiplayer observer mode from the 2.1.4 beta to the default game version
Deploy Hunter-Killer Drones decision can now be toggled on and off
Added a game setup setting for how many habitable worlds are guaranteed to spawn near your starting system
Research Agreements are now diplomatic actions, rather than being part of trade deals
End game victory conditions reworked into a score system, tallying up your total empire accomplishment based on size, population, military, tech, federations, and many other measures
Added some new Colony events.
Civilian ships are now constructed at starbase rather than planets
Added pop selection view to colony ship construction in starbases
Colony ships can now be built populated with any species which you have a migration treaty with
Colony ships built via the expansion planner will be automatically constructed at the starbase nearest the target planet
Planets have a decision to stop pop growth, although this comes with a penalty to stability for regular empires.
Blockers now generally reduce the usable districts on a planet, while clearing them often unlocks additional district types.
Clearing Blockers can now also give one time bonuses, i.e. clearing a slum grants a pop.
The homeworld of the First League is now an Ecumenopolis
Notifications dealing with the player’s own empire are now marked with a golden yellow rim to distinguish them from those affecting only other empires
Added 6 new corporate-themed empire flags
Improved distribution of space creatures and unique systems
Leader Capacity has been removed from the game and replaced with energy credits upkeep for each leader
Subterranean civilization famine event now uses food rather than energy
Increased the delay between the Prethoryn Vanguard and the main swarm arriving
You no longer get influence when another empire finishes first contact project before you do
Teachings of Warriors event now only gives energy as reward for selling to a private collector
Removed neighbor restrictions on rivals and most CBs
No longer possible to pick Imperial Prerogative as first ascension perk
Federation members now automatically have a commercial agreement with each other, but have to pay 15% of their energy credit income in federation taxes
Federations are now always led by the most powerful member empire rather than having a rotating presidency (25% more power than leader is required to replace an existing president)
Added a decision to curtail planetary growth through voluntary measures, available to empires that don't allow other forms of growth control. It reduces growth by 75% at the expense of increased pop upkeep
Reworked relative empire power to be based on fleet power, economic power and tech power (in order of descending importance). Economic power is calculated as the amount of resources produced by the empire each month, multiplied by the base value of said resources, while tech power is calculated by the total cost of researched techs
Added two new technologies for machine empires that improve pop assembly speed
Nivlac pops now generally spawn in groups of 15
Nivlac species trait effect on habitability and pop growth has been significantly reduced
Added Cadet difficulty setting as an 'easy' level below Ensign, granting the player economic buffs
Admirals no longer gain the Fleet Logistician trait from a random (MTTH) event
Changed Forlorn Ruins modifier to be -5% happiness instead of -20%
Drastically reduced the research cost for Entropic Recursion and Doctrine: Strange Loop, and removed their associated buildings
Drastically reduced the Machine Uprising's starting fleets so they shouldn't immediately economically collapse
Habitats now have a monthly alloy upkeep on their capital building
Strong/Weak traits now have a small effect on worker output
Culture shock is now a planet modifier rather than a pop modifier
Assimilation now faster, and planetary culture shock will be removed if there is only hive/cyborg/machine pops on the planet, because free will is a painful illusion
Xenophobes now get +10%/+20% pop growth instead of claim cost reduction (to balance for not having as much growth from migration, etc)
Ascension perk Defender of the Galaxy now grants bonus damage against the Tempest too
Ascension perk Galactic Contender also grants bonus damage vs the gate builders
Yuht, Vultaum, and Irassian Home systems now have some additional resources
Having an L-gate in your space increases the odds of rolling gateway tech if you don’t have a regular gateway
Spiritualist faction will no longer be unhappy about Tomb Worlds if you get Wormed
Having Psionic pops in your empire allows for the possibility of rolling the Psionic theory tech if not otherwise possible
Several existing civics have been adjusted to affect the new jobs system: Police State, Agrarian Idyll, Aristocratic Elite, Citizen Service, Exalted Priesthood and Technocracy
*Species trait Thrifty now increases Trade Value production, new trait Ingenious increases Energy Production
Reduced cost of robo-modding a species
Reduced the cost of bio-modding a species
Databanks Uplinks tradition now increases research station output instead of unlocking assist research
Assist Research is now available from the start of the game
Ending a resource deal with a merchant enclave early now gives -5 opinion
Distinguished Admiralty civic effect on admiral level cap reduced from 2 to 1. In addition, the effect on naval capacity has been replaced with ship fire rate
Split the policies and edicts view into their own views
You can now start the game with the "-console" argument and it will dump all console commands to the info.log file
Added various info about target planets in the Resettlement dropdown list
Colonization screens only show the list of species and will generate a ship from the closest shipyard
Species are sorted in habitability order on the colonize "select species" window
Expansion planner now shows scripted district in a moddable way instead of being hardcoded into energy, minerals, food
The expansion planner now shows Rare Deposits
Added navigation sidebar and moved all topbar menu items to it
Reworked planet battle view to show frontline, reserved and disengaged armies separately
Standardized colors for displaying cost and time
AI now considers the potential resource gain against its system upkeep cost when deciding whether to build an outpost
Adapted AI to new economy system
Improved early game economy AI
AI will now revoke claims it has on empires it wants to maintain a long-term alliance with
Added scriptable leader classes, old classes are now attributes for the new ones
Added on_crossing_border on-action
You can now set an arrival_effect on auto_move_to_target, this will fire that scripted effect on arrival
Added "on_fleet_combat_joined_attacker" and "on_fleet_combat_joined_defender" on_action. Both are fired when fleet enter combat, scopes etc in the file "00_on_actions.txt"
Added country_trade_fee modifier
Replaced free_pop_slots trigger with free_housing trigger
Updated the "if" trigger to work in the same way as the "if" effect: if { limit = {...} } else_if { limit = {...} } else { ... }
Added define for default trade change
Added MARKET_FLUCTUATION_EPSILON define to avoid useless calculations
Added last_building_changed / last_district changed triggers
Added on_system_lost and on_system_gained on-actions
Create Species can now accept an event_target for the species class create_species = { class = event_target:caravaneer_fleet2_country.species }
Most modifiers in the game now take custom_tooltip to print a custom desc
Added perc_communications_with_playable trigger
Added triggers "has_rival = <Target>" and "has_overlord=<Target>"
Added is_half_species trigger
Added create_half_species effect
Added country-scoped variants of event pulses. Which countries get these is controlled in country type settings
Added GetRulerName to localization script in Leader scope
The "has_colonization_control" trigger now works like other species rights trigger: has_colonization_control = { value = no country =root }
Added a "can_colonize_with_species" game rule
It is now possible to directly script a civic as changing the empire's homeworld class, and this will be reflected properly in empire designer
The number of district types shown in the expansion planner is now fully moddable through a Define ( EXPANSION_VIEW_NUM_DISTRICTS ) However, the gui files must also be changed to have that number of district buttons/icons
Added set_market_leader effect
Anomalies with a null_spawn_chance set that are set to only happen once for the country/game will now be blocked from being rolled again if they fail to pass the null spawn chance check, meaning that some anomalies can be made properly rare and not occur in every game
Added the "diplomacy_economy" database where you can defines upkeep and production of resources for various types of diplomatic relations.
Added remove_deposit effect
Added is_deposit_type trigger
Add define for resource base, min and max price on the market
Add defines for constants in price change equation
Buildings can now have a custom tooltip effect
Fixed incorrect starbase Missile Battery description
Restoring changes to Impossible Organism event to allow Nivlacs to be spawned on any planet, not just the capital
Fixed Contact Report: Primitives event sometimes fetching the wrong text key
Fixed incorrect pluralization for Gene Warrior armies
Fixed a handful of Crystalline Entities not being affected by the Crystal Pacification project
Fixed the Lokken Mechanists pre-scripted empire using the wrong ruler title
Fixed a bunch of old sound files that had bad loops or other cruddiness
Fixed literally unplayable localization bugs
Removed references to a nonexistent special project in an event chain
Fixed an edge case where paying off Marauders would cost you nothing
Fixed "The Xvan Labs" special project spawning in too-distant systems
Preventing Ketling planets subject to ongoing invasion, orbital bombardment and/or starbase construction from progressing to spacefaring Ketlings
Fix crash at start when the outliner settings contain double entries
Fixed Leviathans first contact report not firing in some cases
Scavenger Bot and Tiyanki Matriarch systems are now flagged as hostile (and guardian) systems
Fixed bug where upon re-election a ruler would not get a proper new mandate
Fixed Crisis ambient audio continuing to loop after Crisis has been defeated
Fixed an issue where Primitives would accumulate too many Ethics over time
Removed arrow from peace messages since they were misleading
Added localization that had been missing from Observation events that had been missing since 2015, good golly Miss Molly
Pacifists are now blocked from Aggressive First Contact protocols, as charming as it was that they had a loophole in their ethical structure that permitted unlimited violence until polite first greetings had been exchanged
Leviathan Death Notification message should now function
Fixed the bug when in the MP Lobby create new empire tab was shown beneath custom empires
Fixed the multiplayer "show players" mapmode being saved and reloaded in single player mode, resulting in all-grey maps
Fixed tutorial making observer mode outline visible in single player
Master Builders Ascension Perk no longer applies twice to Habitats
Marauder fleets now actually show up in the Marauder Vengeance event, rather than merely threatening to do so
Fixed a crash when deleting an empire led to having a corrupted empire design selected
Create vassal button now checks properly if a vassal can actually be created
Fixed multiple contact from same empire
Fixed empires created by rebellion, being released as a vassal always showing up with grey map colour
Fixed the "blue solution" sometimes not granting a trait
The red/green/blue event now adds a custom free trait so as not to mess with trait points.
There will now always be a minimum of one L-Gate system when playing with the Distant Stars Story Pack, regardless of galaxy size
Fixed peace deal localization
Fixed some loc references in post-war messages from Fallen Empires
Fixed the Horizon Signal event chain sometimes resulting in Pops getting incompatible traits
Fixed the Grateful Refugee pop modifier potentially stacking (modifier is now instead refreshed if the pop becomes a refugee again)
Contact Report: Leviathans (story.8) should now fire for all leviathans (will now display a special desc for mechanical leviathans)
Fixed an issue with terraforming in the Atomic Clock event
Numerous other bugfixes and performance improvements