warex4002 escribió:Por mas que espero no me sale la opción para que mis vasallos me den sus tierras... ya he esperado mas de 10 años y nada es que tengo que esperar mas ?
Necrofero escribió:Tengo un problema, he puesto un puesto de observacion sobre el planeta de unos seres no desarrollados. No me deja interactuar con la plataforma, me dices que no soy dueño de la flota. La construccion es mia. Alguna idea?¿
Necrofero escribió:warex4002 escribió:Por mas que espero no me sale la opción para que mis vasallos me den sus tierras... ya he esperado mas de 10 años y nada es que tengo que esperar mas ?
Si entras en diplomacia, en medio veras varios iconos, si pones el raton encima te dice el tiempo que falta. De todas formas tienes que activar lo de integrar subdito para que te salga.
WiiBoy escribió:@Necrofero EL juego contra mas avanza la partida peor va, ya te digo que llega un momento en que directamente no puedes jugar, que es donde yo me encuentro, la mayoria de las quejas en steam son por este motivo
para integrar un vasallo el tiempo depende de lo que te odio, un vasallo puede ser hostil contigo, a si que tardara mas en integrarse, aparte que necesitas los puntos necesarios de influencia
Necrofero escribió:WiiBoy escribió:@Necrofero EL juego contra mas avanza la partida peor va, ya te digo que llega un momento en que directamente no puedes jugar, que es donde yo me encuentro, la mayoria de las quejas en steam son por este motivo
para integrar un vasallo el tiempo depende de lo que te odio, un vasallo puede ser hostil contigo, a si que tardara mas en integrarse, aparte que necesitas los puntos necesarios de influencia
Esto en el año casi 2400 y ya se empieza a notar. Si mirais con afterburn la carga de cpu vereis como un hilo esta siempre saturado a + 90% y los otros tocandose los cataplines. Ahi esta el problema. Es algo que va con los jugos de paradox, con todos ha pasado, pero este con mejor carga grafica se hace injugable, pues el micro no puede dar los frames y "pensar" los npcs al mismo tiempo.
Si quereis hacer una prueba, mirad la carga y jugad con la velocidad del juego, cuanto mas rapido mas bajan los fps y cuanto mas lento mas suben, es de pena.
taigcris escribió:Necrofero escribió:WiiBoy escribió:@Necrofero EL juego contra mas avanza la partida peor va, ya te digo que llega un momento en que directamente no puedes jugar, que es donde yo me encuentro, la mayoria de las quejas en steam son por este motivo
para integrar un vasallo el tiempo depende de lo que te odio, un vasallo puede ser hostil contigo, a si que tardara mas en integrarse, aparte que necesitas los puntos necesarios de influencia
Esto en el año casi 2400 y ya se empieza a notar. Si mirais con afterburn la carga de cpu vereis como un hilo esta siempre saturado a + 90% y los otros tocandose los cataplines. Ahi esta el problema. Es algo que va con los jugos de paradox, con todos ha pasado, pero este con mejor carga grafica se hace injugable, pues el micro no puede dar los frames y "pensar" los npcs al mismo tiempo.
Si quereis hacer una prueba, mirad la carga y jugad con la velocidad del juego, cuanto mas rapido mas bajan los fps y cuanto mas lento mas suben, es de pena.
A mi me ha empezado a ocurrir al tener bastantes aliados y basallos, el juego pasa de realizar los calculos a tener que simularlos y no es capaz de gestionar tantas entidades. Lo mas triste es que he visto como el juego se paraba por completo (podia seguir moviendo la camara y seleccionar unidades) y no se movian las unidades ni disparaban... Encima tus aliados no dejan de mandar flotas separadas en fila, todas hacia mi misma flota aunque tenga dos mas casi igual de poderosas...
El juego necesita de bastantes parches.
Por cierto, soy el unico al que no le saltan los logros?
Charro escribió:@taigcris Yo también me hice esa pregunta sobre los logros. Por lo que he leído, sólo funcionan en partidas configuradas con el "modo de hierro" activado.
coromiba escribió:Charro escribió:@taigcris Yo también me hice esa pregunta sobre los logros. Por lo que he leído, sólo funcionan en partidas configuradas con el "modo de hierro" activado.
Yo estoy jugando en soldado de hierro y confirmo que si funcionan.
Saludos
Necrofero escribió:@seaculorum Hay limite de sectores, lo probare, pero no se si habra efecto sustancial. Gracias por el aviso!
sdsoldi escribió:Creéis que existe alguna posibilidad, ya a largo plazo, de que el rendimiento mejore y corrijan sus bugs?
Deschamps escribió:sdsoldi escribió:Creéis que existe alguna posibilidad, ya a largo plazo, de que el rendimiento mejore y corrijan sus bugs?
Un cambio profundo que permita procesos multihilo y aproveche la arquitectura de los procesadores modernos lo veo como una utopía. Implica un desarrollo casi desde cero. Para Stellaris 2.0 quizás.
Lo que sí sucederá es que aparecerán tropecientos dlc con maquillajes y retoques, además de dos o tres expansiones tochas que arreglen cosas, cambien mecánicas e introduzcan características "nuevas" (esas que ya tienen pensadas, pero que hay que monetizar a su debido tiempo).
En definitiva, Stellaris será el juego que debía ser dentro de un par de años en cuanto a contenido y características. En cuanto a funcionamiento (proceso, motor) nunca avanzará. Esa es mi apuesta.
Torregassa escribió:Yo todavía seguiré dándole un tiempo más, para terminar de comprobar hasta que punto está OP el usar un tipo de tácticas concretas de expansión.
Por ahora, y tras mis analisis en 5 partidas con roles totalmente disintos, puedo afirmar que la opción de naciones esclavistas + purgas selectivas es la mejor opción para avanzar a toda mecha.
ásicamente el mantenimiento lo llevan las colonias esclavistas, donde la mitad de la población esclava trabaja a destajo en mineria (con multiplicadores que verdaderamente hinchan la producción), y comida para que la otra haga créditos energeticos a casporro. De tanto en cuanto una colonia focalizada en invesatigación y a correr.
Esta partida creo que será la última que haga, y le intentaré dedicar más tiempo respecto a las demás. El objetivo es erradicar la galaxia de razas alienigenas, o por lo menos en buena medida. Así de paso compruebo si vaciando la galaxia de razas aka procesos de IA, el rendimiento mejora
El objetivo obligatorio que me he propuesto: convertir una colonia de 3x3 o 3x4 en un zoo de razas esclavizadas...cada cuadro una raza totalmente derrotada.
me han salido unos bichos asquerosos Swarm. Se han expandido a toda hostia colonizandolo todo a su paso, ya han llegado a poner una base en mi frontera, y estaba en la otra punta de por donde desaparecieron lo jodido es que no puedo colonizarles sus planetas, los convieten en inhabitables y no puedo desembarcar tropas
Lord_Link escribió:Por cierto a alguien le funciona lo de poner los sectores en militar? Estan al 100%de reservas de creditos y minerales y no hacen nada, ni plataformas ni tropas ni nada.
Pongo en spoiler algo sobre los eventos de mid-lateme han salido unos bichos asquerosos Swarm. Se han expandido a toda hostia colonizandolo todo a su paso, ya han llegado a poner una base en mi frontera, y estaba en la otra punta de por donde desaparecieron lo jodido es que no puedo colonizarles sus planetas, los convieten en inhabitables y no puedo desembarcar tropas
Necrofero escribió:Deschamps escribió:sdsoldi escribió:Creéis que existe alguna posibilidad, ya a largo plazo, de que el rendimiento mejore y corrijan sus bugs?
Un cambio profundo que permita procesos multihilo y aproveche la arquitectura de los procesadores modernos lo veo como una utopía. Implica un desarrollo casi desde cero. Para Stellaris 2.0 quizás.
Lo que sí sucederá es que aparecerán tropecientos dlc con maquillajes y retoques, además de dos o tres expansiones tochas que arreglen cosas, cambien mecánicas e introduzcan características "nuevas" (esas que ya tienen pensadas, pero que hay que monetizar a su debido tiempo).
En definitiva, Stellaris será el juego que debía ser dentro de un par de años en cuanto a contenido y características. En cuanto a funcionamiento (proceso, motor) nunca avanzará. Esa es mi apuesta.
Totalmente de acuerdo.
Un motor no se parchea, se reescribe o se realiza de 0, generalmente la segunda opcion es la mejor.
ciberdim escribió:
Totalmente de acuerdo.
Un motor no se parchea, se reescribe o se realiza de 0, generalmente la segunda opcion es la mejor.
TucO_ES escribió:@SrX No, de hecho el control que tienes de tus vasallos es prácticamente nulo.
Lord_Link escribió:Buenas, llevo unos dias dandole, y cono muchos comentais es una pasada, se cuando me pongo pero no cuando acabare, porque al igual que el civi y su "un turno mas" aqui digo "un mes mas para el income y asi puedo hacer esto y esto" pero mientras tanto salta alguna tecnologia, o me invade algun enemigo (casi siempre estoy sin alianza y me odia todo el mundo, excepto a los 3 que les plante embajadas) y o lo que sea y se me van las horas
Como punto negativo se nota que faltan algunas cosas por pulir, rendimiento cuando avanza la partida, diplomacia, alianzas, ia, etc.
Por cierto a alguien le funciona lo de poner los sectores en militar? Estan al 100%de reservas de creditos y minerales y no hacen nada, ni plataformas ni tropas ni nada.
Alguien comentaba que no le funcionaba el autocompletar de las naves, yo lo tengo puesto (no sabia que estaba la opcion cuando empece xD) y si me va, pero no se hasta que punto es rentable porque siempre que voy a mpver una flota tiene mejoras pendientes, se pasan mas tiempo mejorandose que combatiendo o moviendose
Pongo en spoiler algo sobre los eventos de mid-lateme han salido unos bichos asquerosos Swarm. Se han expandido a toda hostia colonizandolo todo a su paso, ya han llegado a poner una base en mi frontera, y estaba en la otra punta de por donde desaparecieron lo jodido es que no puedo colonizarles sus planetas, los convieten en inhabitables y no puedo desembarcar tropas
noserastu escribió:Lord_Link escribió:Buenas, llevo unos dias dandole, y cono muchos comentais es una pasada, se cuando me pongo pero no cuando acabare, porque al igual que el civi y su "un turno mas" aqui digo "un mes mas para el income y asi puedo hacer esto y esto" pero mientras tanto salta alguna tecnologia, o me invade algun enemigo (casi siempre estoy sin alianza y me odia todo el mundo, excepto a los 3 que les plante embajadas) y o lo que sea y se me van las horas
Como punto negativo se nota que faltan algunas cosas por pulir, rendimiento cuando avanza la partida, diplomacia, alianzas, ia, etc.
Por cierto a alguien le funciona lo de poner los sectores en militar? Estan al 100%de reservas de creditos y minerales y no hacen nada, ni plataformas ni tropas ni nada.
Alguien comentaba que no le funcionaba el autocompletar de las naves, yo lo tengo puesto (no sabia que estaba la opcion cuando empece xD) y si me va, pero no se hasta que punto es rentable porque siempre que voy a mpver una flota tiene mejoras pendientes, se pasan mas tiempo mejorandose que combatiendo o moviendose
Pongo en spoiler algo sobre los eventos de mid-lateme han salido unos bichos asquerosos Swarm. Se han expandido a toda hostia colonizandolo todo a su paso, ya han llegado a poner una base en mi frontera, y estaba en la otra punta de por donde desaparecieron lo jodido es que no puedo colonizarles sus planetas, los convieten en inhabitables y no puedo desembarcar tropas
Entonces dirías que lo recomiendas y que merece la pena comprarlo?
muy raro me parecería que no hubiese un enjambre, de hecho todo el tiempo qué jugué me preguntaba dónde estaría y esperaba que los "robots mente colmena" cluyos restros encuentras por ahi desperdigados no fuesen el enjambre Siendo fan de Starcraft no concibo un universo sin bichos que arrrasen todo, y como fan de Galáctica echaría en falta también a los Cylon .
##############################################################
######################## VERSION 1.1.0 #######################
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# Features
###################
* Strike Craft attack behavior was changed
* It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals now generates more warscore
* It is now possible to set a custom ruler/heir title for your custom empires
* It is now possible to write a biography for your custom empire
* Added an Influence reward for establishing communications, or conversely being contacted
* Collection of strategic resources on planet tiles is no longer suppressed by buildings
* Added settings for AI aggressiveness in the galaxy setup screen
* "Shipwright" mandate for democractic empires has been reworked
* Added resource reward to Raid on Smugglers event
* Individualist empires will no longer generate election candidates with slaver mandates, and Individualist Pops are less likely to vote for candidates with slaver mandates
* Slaver mandate no longer possible if slavery is outlawed
* It is now possible to set difficulty in multiplayer
* Symbols of Domination is now available for everyone
* Platypus species portrait and Paradox empire flag is now available for everyone
###################
# Balance
###################
# Technology
* Technology costs now increase by +10% per owned planet (up from +0%) and by +1% per Pop (down from +2%)
* Unlocking Spaceport technologies now makes you more likely to get research options for new reactor techs
* Spiritualists and Materialists now get tech progress towards Frequency Tuning for researching Space Whales
# Ethics
Fanatic Individualist
* Pops are now more unhappy in collectivist empires
* No longer have increased ethics divergence
Individualist
* Pops are now more unhappy in collectivist empires
* No longer have increased ethics divergence
Fanatic Xenophobe
* Rivalries now provide 50% more Influence
Xenophobe
* Rivalries now provide 25% more Influence
Fanatic Xenophile
* Alliance Influence cost reduced by 100%
* Maximum number of embassies increased by 2
Xenophile
* Alliance Influence cost reduced by 50%
* Maximum number of embassies increased by 1
Fanatic Militarist
* No longer gains additional Influence from rivalries
* No longer have an increased Influence cost for being in an Alliance
Militarist
* No longer gains additional Influence from rivalries
* No longer have an increased Influence cost for being in an Alliance
Fanatic Pacifist
* Pops are now more unhappy in militarist empires
* No longer increases Food output, but rather reduces growth needed for a new Pop by 30%
Pacifist
* Pops are now more unhappy in militarist empires
* No longer increases Food output, but rather reduces growth needed for a new Pop by 15%
# Components
* Strike Craft engagement range was significantly increased
* Strike Craft launch time reduced from 5 to 3 days
* Fighter movement speed increased from ~2 to 3.5
* Bomber movement speed increased from 1.5 to 3
* Chemical Thrusters Chance to Evade reduced from +10 to +5
* Ion Thrusters Chance to Evade reduced from +20 to +10
* Plasma Thrusters Chance to Evade reduced from +30 to +15
* Impulse Thrusters Chance to Evade reduced from +40 to +20
# Buildings
* Research Institute modifier to research speed reduced from +10% to +5%
* Colony Shelter modifier to ethics divergence reduced from +20% to +10%
* Empire Capital-Complex can now only be built on a capital world
# Government forms
Theocratic Republic
* Additional Core Planets reduced from +2 to +1
Transcendent Republic
* Additional Core Planets reduced from +4 to +2
# Traits
* Aggressive - fire rate bonus reduced from +20% to +10%
* Butcher - army damage bonus reduced from +20% to +10%
* Glory Seeker - army morale damage bonus reduced from +10% to +5%
# Modifiers
* Youthful Elite modifier effect on leader lifespan reduced from +50 to +25 years
###################
# AI
###################
# Misc.
* Computer-controlled Empires will start outlawing AI over time during a certain Crisis
* Increased negative opinion scaling for relative power of subjects
* AI will now colonize far away systems if COLONIZE_NON_ADJACENT define is enabled
* Fixed a bug where the AI would not use planetary edicts due to too small stockpile cap
* Empires that were previously controlled by a player (for example if said player drops in multiplayer) will now refrain from making any major changes to the country for a period of 10 years
* Fixed a bug where AI was modifying their species with bad traits, effectively giving them lots of traits
* Fixed a bug where military focused sectors would not build military stations
* Fixed an issue where the AI would not enslave any Pops
# Diplomacy
* AI will no longer accept a white peace when they are winning in warscore
* AI is now more open to trading access, migration rights and (for some personalities) research treaties
* Fixed a bug where AI would offer peace deals that gave allies' war goals to the player
* Fixed AI spamming the player with military access offers
* AI is now more aggressive against easily defeated targets
# Economy
* Fixed an issue where the AI would not disband ships even when running a heavy energy credit deficit
# Sector
* Respect Tile Resources setting will now prevent sector from building the wrong type of building for a tile regardless of special circumstances
* Improved the way sectors determine which resources the country needs when constructing buildings
* Fixed a bug where sector AI would move Pops back and forth
* Fixed budget issues that were preventing sectors from properly managing spaceports and construction ships
# Warfare
* Improved military tactics and handling of units
* Improved handling of military fleets vs. transport fleets
* AI now fights Crises
* Fixed issues where military fleets would not move
* AI should be better at trying to regain control of occupied planets
* AI should be better at trying to invade planets taken by ""AI uprisings"
###################
# User Interface
###################
* Diplomatic notifications and pop-ups have been improved
* End of combat UI has been improved
* Colony Ships now show which Pop it is carrying
* Localization of armor/shield penetration updated
* If a weapon has both shield penetration and a corresponding reduced damage to shields the two effects are replaced by a single line: "Ignores X% Shields"
* Habitability icons in galaxy map and systems view have been improved
* (BETA) Added a new experimental option for GUI-scaling in the options menu
###################
# User modding
###################
* Ported system for weights/triggers on songs from HoI4/EU4
* Fixed so that effect set_name can use localization system
* Moved Domination victory condition into defines
* Added NOR operator
* Species Appearance screen is now moddable
* Species City Appearance screen is now moddable
* Ship Appearance screen is now moddable
* Added num_energy trigger
* Reading a single on_action entry from multiple files will now append the events to the list entry rather than overwriting it. This should allow more mods to be compatible
* Prescripted countries can now set the attribute "disallow_editing = yes" to disable the edit button in the Empire selection view before game start
* Added an alert to tell the player that a research field is missing a Scientist
###################
# Performance
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* Optimized daily AI calculations
* Fixed frame rate drop when having one or more fleets selected
###################
# Graphics
###################
* Lighting for ship preview images has been improved
* 8 new event images added to the game
* Textures for Massive Reptilians have been improved
* Improved textures for space event assets
* Optimized textures for event assets
* Increased texture resolution for ancient drone station
* Optimized textures for pirate ships
* Updated textures for generic station
* Increased texture resolution for AI Core
* Optimized textures for AI ships
* Improved texture for Arthropoid colony ship
* Added cover art for Digital OST
###################
# Bugfixes
###################
* Military Station maintenance is now correctly discounted by 25% instead of increased by 75%
* Fixed negative opinion modifiers being applied to owners of planets that the Prethoryn Scourge is purging
* Extradimensional Invaders should no longer spawn inside Fallen Empire borders
* Reduced chance of generating the Improbable Orbit anomaly
* Fixed the Master's Teachings edicts "Philosophical Mindset" and "Warring States" not being applied after event project finished
* Fixed "Colonial Failure" anomaly event handing out a Colonization tech you already had
* Fixed an issue with the VO not triggering for the mining station tutorial mission
* Researched robot Pops are now always listed, but are not buildable if AI policy is set to Outlawed
* Injured Queen project is now properly cancelled and visual asset removed when another Empire researches it first
* Species Procurement event chain descriptions now correctly refer to planet names
* Various localization bugs have been fixed
* Fixed outdated Avian name list titles in Brazilian Portuguese, French, Polish and Spanish
* Fixed some faction events not printing planet names properly
* Loyalist-affiliated candidates now display proper faction names in Election view
* Fixed observation post events sometimes not printing planet name correctly
* Changed the way native reservations are placed for colony event related to colonizing planets that have primitive natives
* Fixed a bug where missiles could appear on the galaxy map
* Ring World habitability-trait now has proper localization
* Fixed a bug where Destroyer Assembly Yard didn't require the correct Spaceport level to build
* Fixed an issue where trait randomization didn't respect opposing traits
* Fallen Empires are now able to build armies
* Fixed an exploit where you could reduce the cost of resettlement by moving pops around on the same planet
* Newly enlightened countries should no longer be despicable neutrals
* Fixed right click not working to give additional orders while in FTL transit
* Fixed an issue where embassies and rivalries could remain after an empire was annexed
* Fixed an issue where you could always enable edicts
* Fixed Swarm Infestors and Constructors sometimes not reinforcing properly
* Robot Pops should no longer get shuffled ethics from divergence
* Heirs now keep the dynasty name of the ruler in monarchies
* Added missing localization strings for leaders who gained the arrested development trait
* Fixed Power Overwhelming achievement
* Fixed Domo Arigato achievement
* Fixed Elixir of Life anomaly potentially spawning multiple times if not researched
* Fixed Living Metal deposits not being minable
* Fixed Sublight Probe event chain sometimes breaking after combat with the Salvage Skippers
* Fixed being unable to change speed with (-) and (+) on American keyboard
* Fixed bugs related to Ethics Divergence. Pops should no longer drift to "neutral" ethics. Drift towards empire ethics is slower than drifting away from
* Fixed a bug where Frontier Outposts in sectors would cost no influence maintenance
* Fixed a bug where ship_accuracy_add was not being calculated correctly
* Fixed a bug where assigning ethics to newly generated pops would cause incorrect ethics divergence.
* Custom ruler and heir titles will now be properly saved and loaded.
* Fixed armies being stuck on planets
* Planets recaptured from the AI empire will no longer randomly become Tundra worlds
* Fixed the AI empire having highly self-destructive ideas about AI legality
sdsoldi escribió:Que tal el nuevo parche? Arregla el mid y end game?
Todavía dudo de si comprarlo o no xD
Asimov will target the midgame with new diplomatic features and event chains
The next major update (Asimov) is already in the works and we hope to release it late this month.
enacid escribió:A mi lo que me ha pasado es lo siguiente.
Ya no tengo donde expandirme sin entrar en conflicto. Tengo un Imperio fúngico pacifista debajo de mi. Yo pertenezco a una Federación ( La liga Armoniosa) Decido armarme, unos 20K de flota para declararle la guerra y cuando voy a hacerlo, mi federación se la ha declarado por su cuenta. De hecho me ha pasado 3 veces. Al no declararla yo, no tengo objetivos de ocupación sino de liberación, por lo que se ha dividido su Imperio en 3 repúblicas fúngicas.
Luego intento declararle la guerra yo, pero no me sale la opción en diplomacia y no paro de insultarle. He estado leyendo, y dice que entre guerra y guerra han de pasar 10 años, pero el hecho es que habrán pasado 20 y no puedo declarársela para poner mis objetivos. Se la declaran los otros.
¿ Estoy haciendo algo mal? ¿ Alguna idea?
dresinos escribió:enacid escribió:A mi lo que me ha pasado es lo siguiente.
Ya no tengo donde expandirme sin entrar en conflicto. Tengo un Imperio fúngico pacifista debajo de mi. Yo pertenezco a una Federación ( La liga Armoniosa) Decido armarme, unos 20K de flota para declararle la guerra y cuando voy a hacerlo, mi federación se la ha declarado por su cuenta. De hecho me ha pasado 3 veces. Al no declararla yo, no tengo objetivos de ocupación sino de liberación, por lo que se ha dividido su Imperio en 3 repúblicas fúngicas.
Luego intento declararle la guerra yo, pero no me sale la opción en diplomacia y no paro de insultarle. He estado leyendo, y dice que entre guerra y guerra han de pasar 10 años, pero el hecho es que habrán pasado 20 y no puedo declarársela para poner mis objetivos. Se la declaran los otros.
¿ Estoy haciendo algo mal? ¿ Alguna idea?
Por lo que he visto solo puede declarar guerras el que preside la federación y esta va variando cada 5 años, creo que en rotación entre todos los miembros.
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####################### VERSION 1.2.0 ########################
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# Special thanks to Magne "Meneth" Skjæran for helping out with the Map Modes
###################
# Features
###################
# Important
* Added Defensive Pact diplomatic action that allows you to form a defensive alliance with another empire.
* Non-Aggression Pact, Migration Treaty, Support Independence and Guarantee Independence are now diplomatic actions instead of trade deals.
* Removed embassies and replaced it with Trust. Trust builds over time from having active diplomatic treaties (such as a Non-Aggression Pact or Alliance) and increases opinion by up to +100.
* Federations now vote on wars and new members.
* Federation members now give 20% of their Navy Capacity to the Federation, which makes up the Federation Navy Capacity.
* Federation fleets no longer cost maintenance, but cannot exceed the Federation Navy Capacity in size.
* You can now kick alliance and federation members with a majority vote action.
* Sending a favorable trade deal (such as a gift) will now increase the opinion of the other empire by up to +100
* You can now set a War Philosophy policy. This policy determines what type of wargoals you can use
* Removed War Economy policy
* Colonzing Planets and building Frontier Outposts now costs Influence based on the distance to your closest owned system
* Border are now Open to everyone by default, but can be Closed through a Diplomatic Action. Empires will Close Borders to Rivals by default and Fallen Empires will never Open Borders
* Happiness is now a linear modifier, with levels above 50% giving bonuses and levels below 50% giving penalties
* All Ship Weapons have had their range doubled
* Added Diplomatic, Opinion, and AI Attitude Map Modes. Map Modes are easily moddable and more can be added through mods, but it will affect the checksum
# General
* Ship Designs with excess power gain a small bonus to damage, speed and evasion
* Grand Admiral achievement now requires a combined fleet power of 100.000 instead of having dealt 100.000 damage in a ship combat
* Alliances and Federations can now vote to kick a member. For the vote to be successful, ( 50% of members + 1 ) need to vote yes (so 3 members in an alliance of 4, for example)
* Ship Combat Computers behavior has been changed. Aggressive behavior is now called Swarm behavior and Defensive behavior is now called Bombardment behavior
* Added Visitor Center building and associated technology that is available to Xenophile empires
* Added Symbol of Unity building and associated technology that is available to Spiritualist empires
* Fleet merging has been improved and should prioritize certain fleets better
* Spaceports can now be dismantled
* Natural Beauty planet modifier effect on habitability removed. Instead the modifier now affects planet migration attraction by +25%
* Taking a Tributary now makes you guarantee their independence for 10 years without cost
* Migration Time was changed into Migration Speed
* Base Ethics Divergence has been changed and capital buildings have been adjusted accordingly. It is no longer possible to avoid Ethics Divergence by not working the Reassembled Ship Shelter
* Added Regulated Slavery policy option
* Civilian Ship designs are updated with shields and armor technologies
* Frontier Outposts are destroyed if the last owned planet in a system changes owner through war
* Strike Craft attack and movement pattern was charged to be more swarm-like
* Strike Craft ship count increased from 4 to 8, and damage has been rescaled accordingly
* Galactic Ambitions technology no longer provides Survey Data for empires you have contacted
# New - Wargoals
* Make Tributary: You can now take tributaries in war. Tributaries are a type of subject that pays 20% of their Energy Credits and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets
* Abandon Planet: If your policies allow Purging you can force an enemy to abandon a planet, killing all pops on that planet in the process
* Humiliate: You can humiliate enemy empires, making them suffer a negative modifier for a time and giving you a chunk of influence
* Open Borders: Forces the other Empire to open their borders to you for 10 years
* Stop Atrocity: Forces the other Empire to ban slavery and purging
# New - Space Nomads
* Nomads have been completely reworked and expanded for the mid-game
* This non-player faction travels from one end of the galaxy to the other, encountering empires and triggering events
# New - Diplomatic Incidents
* Certain actions and circumstances can now cause Diplomatic Incident events between Empires in the mid-game
# New - Slave Factions
* Removed the old Slave faction
* Added the Docile Slaves faction made up of relatively content slaves
* Docile Slaves faction has fairly mild Support Effects
* Docile Slaves faction demands Regulated Slavery policy
* Added the Malcontent Slaves faction made up of unhappy slaves
* Malcontent Slaves faction has fairly harsh Support Effects, indluding empire-wide rebellion
* Malcontent Slaves faction demands freedom for all slaves
* Added Emancipation faction for non-slave Pops
* Emancipation faction strengthens the Malcontent Slaves
* Pop ethos influences which faction Pops join when enslaved, and the decision "sticks" to them for a time
* Enslaved Pops move between the two factions, with dissatisfied slaves gravitating toward the Malcontent Slaves
###################
# Balance
###################
# General
* Base Happiness reduced from 60% to 50%
* Habitability of Planet Classes two steps removed from your species' primary type increased from 20% to 40%
* Reduced chance of post-combat Admiral events firing by a factor of 5
* Leaders will no longer gain any additional traits from leveling up if they already have 3 or more
* Newly spawned pops are now more likely to take their ethics from pops of the same species
* The Ruler Savior modifier duration from The Ransomeers event has been reduced from 100 years to 5 years
* The Grand Design modifier from Void Unclouded event is no longer permanent and now gives +10% Happiness for 20 years
* Propaganda edict can now be used by everyone. Fanatic Collectivists were previously prevented from using it
* Mineral Deficit effect increased from -33% to -50% and now also affects research speed
* Energy Credits Deficit effect increased from -33% to -50% and now also affects Robot output by -50%
* Comet Sighted event effect on happiness reduced from +15%/-15% to +10%/-10%
* Migration Treaties no longer affect Pop Happiness
# Ethics
* In general, fanatic versions are now 3 times as stronger than non-fanatic ethics
Fanatic Individualist
* Energy Credits output reduced from +20% to +15%
Individualist
* Energy Credits output reduced from +10% to +5%
* Slavery Tolerance reduced from -50% to -33%
Fanatic Collectivist
* Food requirement increased from -10% to -15%
Collectivist
* Slavery Tolerance reduced from +50% to +33%
Fanatic Xenophobe
* Xenophobia reduced from 20% to 15%
* Rival Influence Gain increased from +50% to +75%
Xenophobe
* Xenophobia reduced from 10% to 5%
* Alien Slavery Tolerance reduced from +50% to +33%
Fanatic Xenophile
* Xenophobia reduced from -20% to -15%
* Alliance Influence cost effect removed
* Max Embassies effect removed
* (NEW) Diplomatic Influence Cost reduced by 75%
* (NEW) Rival Influence gain is reduced by 75%
Xenophile
* Xenophobia reduced from -10% to -5%
* Alliance Influence cost effect removed
* Max Embassies effect removed
* (NEW) Diplomatic Influence Cost reduced by 25%
* (NEW) Rival Influence gain is reduced by 25%
Fanatic Militarist
* Army Damage effect removed
* (NEW) Max Rivalries increased by 3
* (NEW) Ship Damage increased by 10%
* (NEW) Trust growth reduced by 60%
Militarist
* War Happiness increased from +5% to +10%
* Army Damage effect removed
* (NEW) Max Rivalries increased by 1
* (NEW) Ship Damage increased by 3%
* (NEW) Trust growth reduced by 20%
Fanatic Pacifist
* Growth Requirement effect removed
* Army Damage effect removed
* War Happiness reduced from -20% to -15%
* (NEW) Peace Happiness increased by +15%
* (NEW) Max Rivalries reduced by 3 (cannot have rivals)
* (NEW) Trust growth increased by 75%
Pacifist
* Growth Requirement effect removed
* Army Damage effect removed
* War Happiness reduced from -10% to -5%
* (NEW) Peace Happiness increased by +5%
* (NEW) Max Rivalries reduced by 1
* (NEW) Trust growth increased by 25%
Fanatic Spiritualist
* Happiness effect removed
* (NEW) Ethics Divergence reduced by -30%
* (NEW) Growth Requirement reduced by -15%
Spiritualist
* Happiness effect removed
* (NEW) Ethics Divergence reduced by -10%
* (NEW) Growth Requirement reduced by -5%
Fanatic Materialist
* Physics, Society and Engineering output increased from +10% to +15%
# Modifiers
* Youthful Elite modifier effect on Leader Lifespan reduced from +25 to +10 years
* Youthful People modifier effect on Happiness reduced from +5% to +3%
* Natural Beauty planet modifier effect on happiness reduced from +15% to +5%
# Components
* Increased the engagement range of strike craft from 80 to 120
* Strike Craft rebuild speed improved from 1 per month to 4 per month
* All Laser Weapons have had their armor penetration reduced from 50% to 33%
* Plasma Weapons have had their armor penetration reduced from 100% to 75%
* Most Projectile Weapons now deal +15% damage vs. Shields
Small Red Laser
* Accuracy increased from 82% to 90%
Medium Red Laser
* Accuracy increased from 80% to 85%
Large Red Laser
* Max damage increased from 41 to 43
* Accuracy increased from 75% to 80%
Small Blue Laser
* Max damage reduced from 12 to 11
* Accuracy increased from 82% to 90%
Medium Blue Laser
* Accuracy increased from 80% to 85%
Large Blue Laser
* Max damage increased from 47 to 48
* Accuracy increased from 75% to 80%
Small UV Laser
* Max damage reduced from 13 to 12
* Accuracy increased from 82% to 90%
Medium UV Laser
* Max damage reduced from 27 to 26
* Accuracy increased from 80% to 85%
Large UV Laser
* Max damage increased from 57 to 56
* Accuracy increased from 75% to 80%
Small XRAY Laser
* Max damage reduced from 15 to 13
* Accuracy increased from 82% to 90%
Medium XRAY Laser
* Max damage reduced from 31 to 30
* Accuracy increased from 80% to 85%
Large XRAY Laser
* Max damage increased from 66 to 63
* Accuracy increased from 75% to 80%
Small Gamma Laser
* Max damage reduced from 16 to 14
* Accuracy increased from 82% to 90%
Medium Gamma Laser
* Max damage reduced from 36 to 33
* Accuracy increased from 80% to 85%
Large Gamma Laser
* Max damage increased from 76 to 71
* Accuracy increased from 75% to 80%
Particle Lance
* Armor penetration reduced from 100% to 75%
Tachyon Lance
* Armor penetration reduced from 100% to 75%
Large Fusion Missiles
* Max damage increased from 55 to 57
Medium Antimatter Missiles
* Max damage increased from 33 to 34
Large Antimatter Missiles
* Max damage increased from 62 to 65
Medium Quantum Missiles
* Max damage increased from 37 to 39
Large Quantum Missiles
* Max damage increased from 68 to 72
Medium Marauder Missiles
* Min damage increased from 24 to 25
Large Marauder Missiles
* Damage increased from [48 to 80] to [50 to 83]
Sentinel Point-Defense
* Accuracy reduced from 40% to 20%
* Range increased from 8 to 10
Barrier Point-Defense
* Accuracy reduced from 40% to 30%
* Range increased from 8 to 10
Guardian Point-Defense
* Range increased from 8 to 10
# Resources
* Doubled the spawn rate of Garanthium Ore, Lythuric Gas, Engos Vapor, Teldar Crystals, Pitharan Dust, Orillium Ore and Satramene Gas
# End Game Crisis
* End-Game Crises fleets are now significantly tougher
* End-Game Crises now occur later on average, with the earliest appearances of the Prethoryn Scourge and Unbidden being delayed by at least 50 years compared to 1.1
* Extradimensional Invaders will now reinforce more aggressively
* Extradimensional Invader Portal has had its base Hull Points tripled
# Governments
* Democratic governments have had their election terms increased to 10 years
Military Republic
* Ship Upkeep effect removed
* War Happiness effect removed
* Army Upkeep increased from -10% to -20%
* (NEW) Army Damage increased by 10%
* (NEW) Military Station build cost reduced by 15%
* (NEW) Military Station damage increased by 10%
Martial Demarchy
* Ship Upkeep effect removed
* War Happiness effect removed
* Army Upkeep increased from -20% to -40%
* (NEW) Army Damage increased by 20%
* (NEW) Military Station build cost reduced by 30%
* (NEW) Military Station damage increased by 20%
Military Junta
* Ship build cost effect removed
* (NEW) Ship Upkeep reduced by 5%
* (NEW) Admiral starting level increased by 1
Ordered Stratocracy
* Ship build cost effect removed
* (NEW) Ship Upkeep reduced by 10%
* (NEW) Admiral starting level increased by 2
Military Dictatorship
* Ship Upkeep effet removed
* Naval Capacity effect reduced from +20% to +10%
* (NEW) Ship build cost reduced by 10%
* (NEW) Rivalry Influence Gain increased by 25%
Martial Empire
* Ship Upkeep effet removed
* Naval Capacity effect reduced from +40% to +20%
* (NEW) Ship build cost reduced by 20%
* (NEW) Rivalry Influence Gain increased by 50%
Theocratic Republic
* Ethics Divergence effect removed
* Core Systems effect removed
* (NEW) Happiness increased by 5%
* (NEW) Food Requirement reduced by 10%
Transcendent Republic
* Ethics Divergence effect removed
* Core Systems effect removed
* (NEW) Happiness increased by 10%
* (NEW) Food Requirement reduced by 20%
Theocratic Oligarchy
* Ethics Divergence effect removed
* Leader Influence cost effect removed
* (NEW) Leader Lifespan increased by 20 years
* (NEW) Resettlement Cost reduced by 15%
Transcendent Oligarchy
* Ethics Divergence effect removed
* Leader Influence cost effect removed
* (NEW) Leader Lifespan increased by 40 years
* (NEW) Resettlement Cost reduced by 30%
Divine Mandate
* Slavery Tolerance effect removed
* Resettlement Cost effect removed
* (NEW) Edict Influence cost reduced by 15%
* (NEW) Edict duration increased by 15%
* (NEW) Ethics Divergence reduced by 10%
Transcendent Empire
* Slavery Tolerance effect removed
* Resettlement Cost effect removed
* (NEW) Edict Influence cost reduced by 30%
* (NEW) Edict duration increased by 30%
* (NEW) Ethics Divergence reduced by 20%
Direct Democracy
* Core Systems effect removed
* (NEW) Happiness increased by 5%
* (NEW) Leader Experience Gain increased by 15%
Subconscious Consensus
* Core Systems effect removed
* (NEW) Happiness increased by 10%
* (NEW) Leader Experience Gain increased by 30%
Despotic Hegemony
* Survey Speed effect removed
* (NEW) Research Station cost reduced by 25%
Neural Network Administration
* Survey Speed effect removed
* (NEW) Research Station cost reduced by 50%
Moral Democracy
* Happiness effect removed
* (NEW) Leader Pool increased by 1
* (NEW) Empire Leader Cap increased by 1
* (NEW) Core Systems increased by 2
Irenic Democracy
* Happiness effect removed
* (NEW) Leader Pool increased by 2
* (NEW) Empire Leader Cap increased by 2
* (NEW) Core Systems increased by 4
Peaceful Beaurocracy
* Leader Pool effect removed
* Leader Influence Cost effect removed
* Empire Leader Cap effect removed
* (NEW) Core Systems increased by 5
Irenic Protectorate
* Leader Pool effect removed
* Leader Influence Cost effect removed
* Empire Leader Cap effect removed
* (NEW) Core Systems increased by 10
Enlightened Monarchy
* Edict duration reduced from +25% to +15%
* Edict cost reduced from -25% to -15%
* Core Systems increased from +1 to +2
Irenic Monarchy
* Edict duration reduced from +50% to +30%
* Edict cost reduced from -50% to -30%
* Core Systems increased from +2 to +4
Indirect Democracy
* Leader Influence cost reduced from -10% to -15%
Democratic Utopia
* Leader Influence cost reduced from -10% to -30%
Plutocratic Oligarchy
* (NEW) Mining Station build cost reduced by 25%
Mega Corporation
* (NEW) Mining Station build cost reduced by 50%
Despotic Empire
* Slavery Tolerance effect removed
* (NEW) Building construction cost reduced by 15%
Star Empire
* Slavery Tolerance effect removed
* (NEW) Building construction cost reduced by 30%
# Leaders
# Factions
# Technology
# Units
* Colony Ship mineral cost now depends on components and is no longer static
* Private Colony Ship now costs 50% of Colony Ship, but in Energy Credits
* Private Colony Ship cost now depends on components and is no longer static
# War
###################
# AI
###################
# Misc
* AI Empires will start outlawing AI Robotics over time during a certain Crisis
* AI Empires no longer pick "dialogue-only" event options in diplomatic events
* Fixed AI colonizing holy worlds despite not having the strength to tackle the Fallen Empire protecting them under some circumstances
* Fixed a bug where the AI would not upgrade federation fleets
* AI now creates auto-generated designs for federation ships
* AI now builds federation fleets
* AI will open borders during end-game crises
* AI now dismantles non-sentient robots if they are unemployed
* AI no longer build robots if unemployment exists or pop would be unemployed
* AI and sectors now upgrade military stations
* Fixed bug where the AI would not upgrades spaceports if there already existed a max-level spaceport in the empire
* AI will now cancel follow fleet orders if target fleet's system has more hostiles than they can take on
* Fixed a bug where AI didn't choose the species with highest damage when building a new army
# Sector
* Sectors should now build and appropriately handle special buildings (such as +Happiness buildings)
* Sector AI will now abort spaceport construction if hostiles are nearby
* All sectors will now build military stations
* Fixed a bug that could cause the sector AI to sometimes not build buildings
* Fixed a bug where player could give resources to sectors and sectors could store resources over cap
* Fixed a bug where sectors try to build stations by a planet that the empire already is building a station by
# Diplomacy
* AI allies will now be upset if you vote down their proposals, and may leave the alliance or attempt to kick you
* AI is now less selfish when selecting wargoals
#End Game Crises
* Crises empires are more aggressive and computer-controller Empires respond more aggressively to the Prethoryn Scourge
###################
# User Interface
###################
* Weapons that cannot be evaded are now properly labeled
* Added ALT+B shortcut for opening the help browser in-game
* Heir portrait in government view is no longer offset incorrectly
* Attacking general portrait in planet view is no longer offset incorrectly
* Portraits in resettlement view, multiplayer lobby and genetic modification are no longer offset incorrectly
* "Construction queue completed" message now only triggers for space ports in directly controlled systems
* Diplomacy view now shows the leader name, species and trait of the nation you're communicating with
* Now possible to see information about the wars empires are having in diplomatic status
* You are now able to see how much minerals you gain from your subjects, and how much you pay as a subject
* No longer possible to dismiss an alliance vote message
* Fixed so you get some descriptive text for alliance vote messages
* Implemented a diplomacy status which lists everyone guaranteeing the country
* Armies and fleet construction now automatically opens when entering the assocatied tabs in planet view
* Fixed so that you get a context menu when right-clicking systems while the fleet is in FTL
* Power in a ship design is now shown as green if you have excess power, and red if you have too little
* Buildings that can be upgraded but you lack the resources to upgrade now show a grey upgrade arrow
* Ship view is now drag-able by the header line
* Galaxy view now goes all the way to the left when hiding
* Galaxy view selected empire government type no longer overlaps the founder species ethics
* Empire view now goes all the way to the left when hiding
* Trust status in diplomacy view now has a background and is aligned like the other elements
* Open and Close Borders diplomatic action is now shown even if not clickable due to access control
* Diplomatic actions in diplomacy now sort based on possibility
###################
# User modding
###################
# Misc.
* Browser base URL is now set in defines instead hard-coded
* Fixed so that boolean effects print to the error log when receiving bad values
* Fixed so fallen_empire_initializers.txt script uses effect instead of referencing last_created_fleet
* Added a check for set_graphical_culture to make sure the graphical culture exists
* Fixed so that create_ship effect reports errors when writing unsupported variables
* Added an error for when set_owner fails to evaluate a country
* Fixed so that variables not read in create_fleet and set_location effects are reported as unexpected
* Added new localization promotions
* Added new localization functions in SpeciesScope; GetNamePlural, GetClass, GetClassPlural, GetNameInsult, GetNamePluralInsult, GetNameCompliment, GetNamePluralCompliment, GetSpawnName, GetSpawnNamePlural, GetOrganName, GetMouthName, GetRandomSpeciesSound
* Added new localization function in LeaderScope: GetRulerTitle
* Fixed an issue with random_owned_fleet effect
* Added every_owned_fleet effect to complement random_owned_fleet
* Implemented a guarantee_country effect
* Improved the begin_event_chain to print more errors when failing and load order independence
* Fixed so that create_species effect attempts to randomize a namelist from the uplifted version of the species class
* has_established_communications = { who = from } was changed to has_established_communications = from for consistency
* Fixed so that the create_pop effect uses a proper event target for specifying ethos
* Implemented set_closed_borders effect to set if a country has borders opened/closed towards another country
* Added every_subject, random_subject effects
* Description for can_control_access_for now shows reasons why
* Added an effect variable to create_country effects, which should be used instead of referencing last_created_country
* Implemented an effect variable for create_fleet, which should be used instead of referencing the fleet immediately after using last_created_fleet
* Added support for effectButtonType in container windows
* Implemented a "on_planet_surveyed" onaction
* Unified so that owned pops trigger is generated in the same way as the effect
* Added clear_resources effect
* Added set_species_homeworld effect
* Fixed so that boolean effects print to the error log when receiving bad values
* Added support to be able to use weights to decide how the AI builds buildings
* Purge effect now actually purges all pops, previously it only purged pops of the same species as the first pop in the planet
* Improved how ship data can be scripted in country types
# Triggers
* Adding heir = yes to a kill_leader = { type = ruler } effect will now kill heir instead of ruler
* Added scripted trigger "is_robot" checking if a pop is a non-sentient robot
* Added calc_true_if trigger
* Added trigger has_spaceport_construction
* Added trigger is_researching_technology
* Added is_subject and is_overlord triggers
* Added any_subject trigger
* is_same_species now compares the identity of the two species
* Added is_exact_same_species that works like is_same_species used to work
* Fixed an issue with the potential trigger in country edicts not always hiding the edicts
* Added minerals ><= trigger
* Updated some trigger_docs documentation
###################
# Performance
###################
* Fixed a stall that could happen with large sectors
* Improved performance in factions view
* Improved performance in fleet view
* Improved performance in Sector AI's monthly updates
* Minor improvements in AI calculations
###################
# Bugfixes
###################
* Leader death chance tooltip now displays correctly for leaders with non-standard Lifespan
* Fixed some cases where technology research would end up before special projects in the tech queue, causing some weird issues
* Fixed so that the progress rate of special projects in the situation log entry tooltip shows the correct value
* Fixed so you get mouseover effects for "track on map/"stop tracking" button in situation log
* Fixed bug where sector outliner members icons would flicker when list is rebuilt
* Fixed bug where where outliner integration would be constantly created/deleted
* Save games will now be saved in the same folder as they where loaded from
* Fixed a bug where random_planet_within_border effect would scope to invalid planets
* Fixed a crash when canceling construction for inexistent spaceports
* Fixed so you can't build military stations within someone elses borders unless you're allied or at war
* Fixed multitudes of Sentinel nations spawning during the Prethoryn Scourge crisis
* "Change of Heart" colony event and Xeno Integration tech weights no longer count non-sentient robots as alien pops
* "Grimacing" anomaly will no longer result in too-large habitable planets
* "Mothballed Fleet" event will no longer spawn a fleet that is permanently missing in action
* Fixed so the edict "Master's Teachings: Warring States" correctly grants 10% larger naval capacity
* Can no longer play galactic abolitionist and emancipate pops on planets you do not own
* Purge tooltips now give the correct information for robots
* Species list during game setup no longer animates at start
* Fixed an edge case where a Nationalist faction would seek to be repatriated to the empire it already belongs to
* Fixed issues with bad deposits ending up on tiles, also made a savegame fix to repair previously broken savegames
* Fixed so you cannot build Frontier Outposts within the territory of others
* Fixed so that vassals cannot give you borders if their overlord has closed borders against you
* Fixed Fleet command buttons and leader be off screen with large enough fleet and high UI scaling
* Planet view now scales correctly with UI scaling
* Fixed a bug where colonzation and tile blocker technologies were incorrectly weighted after repeatable techs instead of their own tech groups
* Randomly generated species will no longer have a negative sum of traits
* You now get notifications when other countries leave your alliance or federation
* Changing government from one monarchy to another no longer kills your heir
* Crisis countries and Fallen Empires now count towards Conquest victory, and have to be destroyed before it can be achieved (if they exist on the map)
* Right-clicking on a country shield now actually goes to homeworld rather than home system
* Can now properly see health of fleets of uncontacted empires if they are within sensor range
* Fallen Empires should no longer attempt to re-contact empires they already have communications with
* Fixed robot pops joining the AI Uprising when not yet fully grown
* Fixed CTD related to strike craft of killed carrier
* Pops will no longer be xenophobic against gene-manipulated version of their species
* Fixed so that fleets stuck in FTL will go MIA if they have no path back to their empire
* Fixed a bug where the resettlement screen didn't show all planets
* Fixed a bug where player couldn't surrender in war
* Empire-unique buildings are now destroyed when changing owner if the owner already has a building of that type
* Reassembled Ship Shelters are now properly removed from planets without owners
* Fixed a bug where the ship designer didn't add armor and shields to some ship sizes
* Fixed a bug where ships could get stuck between two stations in combat
* Fixed a bug where ending a war ended non-war-related occupation
* Fixed a bug where the message after losing an invasion was sent to the owner instead of controller
###################
# Graphics
###################
* The galaxy background used in solar systems now change depending on type of star and star's position in the galaxy
* Aura effects should now be slightly smaller and less intrusive
* Fixed an issue where a gun would float next to the Arthropoid Hope Breaker Destroyer section
* Fixed an issue where a mammalian portrait would have black squares as eyes
* Fixed an issue where an avian portrait didn't have eyes