[/p][p]The Stellaris 4.3.0 ‘Cetus’ update is targeted for release next Tuesday, on the 17th of March.[/p][p]Many thanks to everyone who helped us throughout the Open Beta. While there are some things that didn’t get into 4.3.0, we’re going to continue working on them for the future - whether that be in a post-release 4.3 patch, in 4.4, 4.5, or beyond.[/p][p]4.3.0 ‘Cetus’ includes massive rebalancing of ships and the economy, and significant work on performance. There’s been some work on Stability, but we haven’t hit the targets I want, so it will remain one of the primary focuses for the Custodian programmers as we go on. Overall, we’ve hit the point where I believe it’s time to bring the changes to the live servers though, while iteration and polish continues.[/p][p]Here are the 4.3.0 Preliminary Release Notes, which printed out would come out to 24 A4 pages - 33% longer than 3.1 ‘Lem’. We couldn’t have done this without you.[/p]
4.3.0 ‘Cetus’ Preliminary Release Notes
[p]The 4.3.0 'Cetus' update focuses on economic balance and performance. Significant changes have been made to the economy to rebalance it at a generally lower power level, with fewer bonuses or modifiers that stack non-linearly to extreme levels. Some traits, buildings, or district specializations may have changed or even been removed. Certain challenges that have been trivialized over the years may be much stronger, especially roaming space fauna, crises, and fallen empires.[/p][p]Navies have received major changes intended to reduce their total ship counts, making each ship individually more valuable and, we feel, more interesting. Ship defenses have been improved (especially for larger hulls), so combats may last longer than before. Be aware that the Perdition Beams on Titans now deal collateral damage to nearby ships! [/p][p]Behind the scenes the Custodian programmers focused heavily on performance and stability. You should find the game significantly faster and more stable from the very start until the end-game. [/p][p]Thank you for playing Stellaris! [/p][p](And additional thanks to the many players that helped us and provided feedback during the 'Cetus' Open Beta!)[/p]Improvement
- [p]Added the possibility to hotjoin while other players are hotjoining.[/p][/*]
- [p]Added Refugee Attraction mechanics:[/p][list]
- [p]Refactored how Refugees are calculated, they are now more likely to flee to countries ruled by their own species if available and they will pick planets in a smarter manner.[/p][/*]
- [p]Added Refugee Attraction, now Civics like Free Haven will make more refugees show up, while allowing Slavery will reduce the likelihood that people will seek refuge in your empire.[/p][/*]
- [p]All unemployed pops now demote to Civilian (or Maintenance Drone, as appropriate) at the end of the month.[/p][/*]
- [p]Removed the "Rising Unemployment" event chain.[/p][/*]
- [p]Living Standards have been adjusted.[/p][list]
- [p]All living standards now include information for Slaves, just in case you find some way to get them unusual and unexpected standards like Utopian Abundance.[/p][/*]
- [p]Happiness penalties on lower living standards now apply to Civilians.[/p][/*]
Balance
- [p]Ship and Fleet Rebalancing:[/p][list]
- [p]Ship Naval Capacity usage has changed significantly.[/p][list]
- [p]Corvettes: 5[/p][/*]
- [p]Frigates: 8[/p][/*]
- [p]Destroyers: 10[/p][/*]
- [p]Cruisers: 20[/p][/*]
- [p]Battleships: 40[/p][/*]
- [p]Titans and Bio-Titans: 80[/p][/*]
- [p]Juggernauts and Colossi: 100[/p][/*]
- [p]Maulers: 4/6/8[/p][/*]
- [p]Weavers: 8/12/16[/p][/*]
- [p]Harbingers: 16/24/32[/p][/*]
- [p]Stingers: 32/48/64[/p][/*]
- [p]Most ships (including Space Fauna and Event Ships) in general have 5x the Naval Capacity usage they used to.[/p][list]
- [p]Nanite Swarmers are size 1[/p][/*]
- [p]Increased base and modified Vivarium capacity to work with new numbers[/p][/*]
- [p]Galactic Nemesis Marauding ships have 20% less naval capacity usage than their size would normally require. (Corvettes: 4, Destroyers: 8, Cruisers: 16)[/p][/*]
- [p]Perdition Beams now deal damage to enemy ships within a certain range of the target.[/p][/*]
- [p]Ion Cannons deal less Collateral Damage (at a shorter range) than Titan Perdition Beams.[/p][/*]
- [p]Added Ion Cannon Collateral Damage to Starfire Cannons.[/p][/*]
- [p]These grant (tier - 1)% Armor or Shield Hardening[/p][/*]
- [p]Increased the costs to build larger and higher tier ship sections and ship components. This includes the Fallen Empire ships from Cosmogenesis.[/p][/*]
- [p]Crystal-Infused Plating:[/p][list]
- [p]S: 50 Hull, -1 Damage[/p][/*]
- [p]M: 150 Hull, -2 Damage[/p][/*]
- [p]L: 450 Hull, -3 Damage[/p][/*]
- [p]S: 100 Hull, -2 Damage[/p][/*]
- [p]M: 300 Hull, -3 Damage[/p][/*]
- [p]L: 900 Hull, -4 Damage[/p][/*]
- [p]Reduced the power of the Prethoryn, Contingency, Extradimensionals, Great Khan, Diadochi, Tempest, and Dessanu fleets by approximately a third.[/p][/*]
- [p]Reduced the power of Awakened Fallen Empires and Cetana's fleets by roughly half.[/p][/*]
- [p]Reduced difficulty based scaling on the Grey Tempest and Khan. Roaming Tempest fleets may not always have a Mothership on lower difficulties. (Garrison fleets are unchanged.)[/p][/*]
- [p]Note that since player power has decreased by a larger percentage, this will make these Crises a much greater challenge than pre-4.3.[/p][/*]
- [p]Galactic Force Projection, War Games (Supremacy Traditions), and Better Glandular Stimulation (Behemoth Fury Crisis Perk) now grant Command Limit multipliers instead of flat values.[/p][/*]
- [p]No bioships use Siege Combat Computers, as Mauler mandibles already do a fine job of eating Starbases.[/p][/*]
- [p]Summons a number of Escorts equal to the number of Astral Rifts you have explored, and Cruisers equal to half that number, rounded down.[/p][/*]
- [p]Anchorages now have Trade Upkeep equal to the Naval Capacity they are providing.[/p][/*]
- [p]Many sources of Unity production have been reduced.[/p][/*]
- [p]Increased base Unity production of empires from 5 to 10.[/p][/*]
- [p]Many traits that reduced Housing usage have been rebalanced.[/p][/*]
- [p]Colony Designations now universally add Job Efficiency to their appropriate Jobs.[/p][/*]
- [p]Planetary Ascension now increases the Designation effect by 10% per tier instead of 25%.[/p][/*]
- [p]Many sources of Empire Size modifiers have been reduced.[/p][list]
- [p]The base amount of Empire Size generated by pops has been halved.[/p][list]
- [p]Especially things that reduce Empire Size from Pops down to 0.[/p][/*]
- [p]Slightly improved mineral deposits on Asteroids and energy deposits of many stars.[/p][/*]
- [p]The intention of this change is to make Stability generally more important and harder to pin at 100, and make things like +1 or +2 Stability effects more valuable.[/p][/*]
- [p]Exception: Endbringers. Tick-tock.[/p][/*]
- [p]Assembly Patterns and Construction Templates are now Tier 2 and 4 technologies.[/p][/*]
- [p]Automation Buildings are now job specific, and no longer increase their upkeep based on district count.[/p][list]
- [p]Automated Worker or Simple Drone Jobs increase their upkeep by 4 Energy per 100 jobs.[/p][/*]
- [p]Automated Specialist or Complex Drone Jobs increase their upkeep by 8 Energy per 100 jobs.[/p][/*]
- [p]Automated Elite Jobs increase their upkeep by 12 Energy per 100 jobs.[/p][/*]
- [p]Are now Planet Limit 1 and automate 25% or 50% of relevant Specialist jobs or 75% or 100% of relevant Worker jobs. These are the only sources of Specialist automation in the new economic system.[/p][list]
- [p]Exceptions:[/p][list]
- [p]Dimensional Replicator now produces 10 of each Strategic Resource, Dimensional Fabricator now produces 25 of each Strategic Resource and 5 of each Rare Resource[/p][/*]
- [p]Sky Dome / Empyrean Dome, Shrinkspace Depot / Extra-Dimensional Depot functionality remains the same.[/p][/*]
- [p]Awakened Empires gain an additional +500% Automated Workforce Efficiency[/p][/*]
- [p]Authoritarian:[/p][list]
- [p]Worker Production bonus is now Worker Job Efficiency.[/p][/*]
- [p]Reduced the Faction Production bonus from Egalitarian ethics to +15% / +30%.[/p][/*]
- [p]Specialist Production bonus is now Specialist Job Efficiency.[/p][/*]
- [p]Reduced Empire Size from Pops bonus to -10%/-20%.[/p][/*]
- [p]Adjusted Crisis Currency Gains across the board. Cosmogenesis and Behemoths should be a bit slower to progress than before. Nemesis will be slower to progress passively through vassal control, but faster through direct destruction.[/p][/*]
- [p]Crisis Perks that give Economic Bonuses now also give slight upkeep increases where appropriate.[/p][/*]
- [p]Cosmogenesis Difficulty Rework: Fallen Empires will now directly oppose your experiments, culminating in Total War at stage 5. If the Materialist empire is around, there will be several warnings as well as a safer, alternative path.[/p][/*]
- [p]Cybernetic Traits no longer have energy upkeep.[/p][/*]
- [p]The Cybernetic and Limited Cybernetic traits now swap half of the base food (or equivalent) upkeep for energy upkeep.[/p][/*]
- [p]Added two new positive Cyborg species traits for pop growth and bureaucrat output.[/p][/*]
- [p]The Metabolic Reprocessing now also gives robot assembly from Augmentor jobs and organic assembly from Roboticist jobs.[/p][/*]
- [p]The Integrated Anatomy no longer gives +1 organic species trait pick but instead +1 robot species trait point and +1 robot species trait pick.[/p][/*]
- [p]Robot pops should no longer be penalized by reduction to non cyborg pop happiness.[/p][/*]
- [p]Cyber Hives now receive temporary buffs (+3 skill level, +25% xp gain) to their Nodes as well as planets (+15% job productivity and -7.5% job upkeep) when assimilating new cyborgs into the collective. Devouring Swarms receive these bonuses upon purging pops instead.[/p][/*]
- [p]Driven Assimilators now unlock additional effects on their cyborg traits for their ruler (-35% cyborg upkeep and +15% complex drone productivity) and governors (+20% replicator output).[/p][/*]
- [p]Augmentors now produce 1.75 engineering research, up from 1.5, as well as 1.75 society research. The driven assimilator variant now provides 3 pop assembly, from 2. (The regular variant instead grants robot assembly, as mentioned above).[/p][list]
- [p]The society research output of genomic researchers and spawning drones (after completing genetic ascension) from 4.5 to 3.5 to bring them in line with this.[/p][/*]
- [p]Switched Optimized Neurology (Purity flex 1) and Heightened Attributes (Purity flex 2).[/p][/*]
- [p]Switched Biochemical Composure/Regenerative Cloning (Cloning flex 2) and Artifical Population (Cloning flex 3).[/p][/*]
- [p]Removed Organic Job Efficiency bonuses from Somatic Subversiveness (Mutation flex 2) and Artificial Population.[/p][/*]
- [p]Optimized Neurology now gives -1 Leader Maximum Negative Traits instead of +1 Effective Leader Level[/p][/*]
- [p]Somatic Subversiveness now grants an additional +1 Effective Leader Level.[/p][/*]
- [p]Artificial Population now provides -10% Empire Size from Vat Grown pops[/p][/*]
- [p]-10% Empire Size from Pops from Heightened Attributes moved to Imperfection Remediation.[/p][/*]
- [p]200 Empathic Marketer jobs. (Previously it added Telepath jobs if the host empire was psionic)[/p][/*]
- [p]Crime (if the branch office owner is a criminal syndicate).[/p][/*]
- [p]Only the Board of Psychics advanced authority gains +2% Aura Effectiveness.[/p][/*]
- [p]Base income of 5 unity (was 10 energy).[/p][/*]
- [p]+0.05 Trade from Traders to the planet (was +0.15 trade from Telepaths).[/p][/*]
- [p]Hidden modifier: Increases the chance the AI empires which host the building to take Psionic Ascension by +10% per building.[/p][/*]
- [p]Empathic Marketers are jobs that count as Traders for most purposes, but provide less Trade output in exchange for increasing the chance to draw psionic technologies. They also produce a small additional amount of unity if the host empire has undergone psionic ascension.[/p][/*]
- [p]Technocracy changes:[/p][list]
- [p]Technocracy now provides +1 Scientist Cap, but -1 Official Cap and explains that the additional starting Scientist is the governor of your homeworld.[/p][/*]
- [p]Technocracy's council position no longer reduces Researcher upkeep, instead it provides cross-disciplinary research output to Researchers (with a corresponding increase in upkeep).[/p][/*]
- [p]-75% Psionic Pop Job Efficiency[/p][/*]
- [p]+50% Shroud Delve Cost or Cooldown (depending on if you have Utopia or Shadows of the Shroud)[/p][/*]
- [p]-50% Psionic Weapons damage[/p][/*]
- [p]A 2% chance each month to suffer a Shroud Incursion. If you suffer a Shroud Incursion, another one cannot spawn for two years.[/p][/*]
- [p]The -25% upkeep from Tankbound civics now applies to Automated Workforce instead of all jobs.[/p][/*]
- [p]Infernal Tankbounds now begin with three additional Generator districts. Other Tankbound empires will now convert one less Farm into a Generator.[/p][/*]
- [p]Removed the 30% automated workforce penalty that Tankbound started with. They no longer begin with insights on Assembly Patterns as it is no longer needed to negate this penalty. Assembly Patterns and Construction Templates now give Tankbound +10% Automation Efficiency.[/p][/*]
- [p]Tankbound Production Overseers now generate 2 Engineering Research instead of Unity, and grant +2% efficiency and +200 Amenities. They are only granted by Urban districts (or as Clerk swaps).[/p][/*]
- [p]Habitat dwellers can now build rare crystal extraction specializations in their mining districts and both exotic gas and volatile mote extraction specializations in reactor districts.[/p][/*]
- [p]Habitat capital buildings now provide hunter seeker drones for both machine intelligences and hive minds. They no longer provide logistics drones for machine intelligences.[/p][/*]
- [p]Pious Ascetic now scales from +0.1 to +0.3 Society research from bureaucrats (was +0.5 to +2)[/p][/*]
- [p]High King now scales from +10% to +30% Job Efficiency for Elites (was Resources from Jobs)[/p][/*]
- [p]Enlightened Ruler now scales from -2.5% to -10% Job Upkeep (was -5% to -20%)[/p][/*]
- [p]Known Issue: We are aware that Planetary Automation is not building enough Districts.[/p][/*]
- [p]Specimens that grant Stability now grant +1 Stability per rarity level.[/p][/*]
- [p]Increased the rarity level of the Spirit of the Unshackled specimen to Exceptional. [/p][/*]
- [p]The Manifesti Social Commentary Piece specimen now increases Faction Output. (Reduces Deviancy by a small amount for Gestalts.)[/p][/*]
- [p]Synthetic Fertility no longer starts with Administrative AI, Self-Aware Logic and Sapient AI technologies researched. Instead, they receive Administrative AI with some progress at game start, and each of these tech now increases the output of the Identity repository. [/p][/*]
- [p]To make up for this the base output of the repository has been reduced, but the total output with all technologies researched will be slightly higher than before. [/p][/*]
- [p]The origin now also comes with +15% Computing research speed and increased draw chance for the aforementioned technologies. [/p][/*]
- [p]The rate at which pops die out has been halved (from 30/month to 15/month).[/p][/*]
- [p]Synthetic Fertility now starts with Powered Exoskeletons[/p][/*]
- [p]Mutagenic Spas no longer scale with the number of districts and provide pop growth or assembly.[/p][/*]
- [p]The civic now grants the governor of a planet with a Mutagenis Spa the Substance Abuser trait.[/p][/*]
- [p]The building now provides -10% to both the Habitability Ceiling and Floor of the planet they are constructed on, provide 200 jobs and +3 effective leader level for the governor of the planet, if they are a substance abuser.[/p][/*]
- [p]The jobs increase the job efficiency of ruler strata (or equivalent) and provide amenities.[/p][/*]
- [p]Rogue Servitors gain a special variant of Mutagenic Spas for their Bio-Trophies instead of the normal Machine Lubrication Basins.[/p][/*]
- [p]Non-corporate Spa Attendants now produce 500 Amenities (was 100). Corporate Spa Attendants now provide 2 trade. Spa Attendants for Worker Coop buff the Union Stewards.[/p][/*]
- [p]Mutagenic Spa Councilors now increase the number of spa attendant jobs, this effect is amplified if they are a substance abuser.[/p][/*]
- [p]Mutagenic Spas can now be placed in research or unity district specializations[/p][/*]
- [p]Experimentation Chambers now provide a static number of experiment engineer jobs, and a scaling number of test subject jobs (depending on building tier). The number of test subject jobs is increased by 50% on Penal Colonies.[/p][/*]
- [p]Rebalanced the amount of research experiment engineers produce per crime on the planet. The bug in which the modifiers considered the uncapped crime on the colony has also been fixed.[/p][/*]
- [p]Consumer goods upkeep of experiment engineers now also increases with crime.[/p][/*]
- [p]Orderlies no longer reduce housing requirements on the planet.[/p][/*]
- [p]Orderlies now increase the job efficiency of experiment engineers and test subjects not their output.[/p][/*]
- [p]Starbase building Offworld Trading Company now grants +4 trade per Trade Hub module (was +2 Trade).[/p][/*]
- [p]Starbase building Hyperlane Registrar now grants +2 Trade per Trade Hub module (was a non-scaling +2 Trade) and adds the Subspace Amplifier aura to the Starbase (-40% Hyperlane and Jump Drive cooldown/change time).[/p][/*]
- [p]Aptitude Adoption effects are unchanged. (+1 Leader Trait option, Leadership Conditioning Agenda) [/p][list]
- [p]Leadership Conditioning agenda now grants 5% Leader XP when started, and 20% upon completion. (Was 10% / 10%.)[/p][/*]
- [p]Cybernetic Creeds can now be Egalitarian.[/p][/*]
- [p]Cybernetic Creed Spiritualist Factions no longer care about robots.[/p][/*]
- [p]Augmentations of the Fellowship now gives +10% Job Eff to Metallurgists, Artisans and Bureaucrats.[/p][/*]
- [p]Augmentations of the Templars now gives +10% Job Eff to Soldiers and Bureaucrats, and +10% to both Army Damage and Health.[/p][/*]
- [p]Augmentations of the Choir now gives +10% Job Eff to Researchers and Bureaucrats.[/p][/*]
- [p]Augmentations of the Commune now gives +10% Job Eff to Workers and Bureaucrats.[/p][/*]
- [p]Ritualistic Implants now gives +5% Job Eff to Metallurgists, Engineers, Bureaucrats, Soldiers and Workers, and +5% Army Damage.[/p][/*]
- [p]Cybernetic Creed traits are no longer locked to Spiritualist ethics.[/p][/*]
- [p]When combined with Media Conglomerate, the United Creeds will continue to produce Unity instead of Trade.[/p][/*]
- [p]Cybernetic Creed Factions now also produces either Minerals, Alloys, Consumer Goods or Engineering Research. The unified Creeds produce additional Unity.[/p][/*]
- [p]Cybernetic Creed Advanced authorities now have differentiated modifiers.[/p][/*]
- [p]Rejecting Psionic Heresy allows Mindwardens access to the Shroud Inoculation living standard.[/p][/*]
- [p]Adjusted End Game Crisis power relative to difficulty setting.[/p][/*]
- [p]Tuned crisis strength scaling when allowing All end game crisis to spawn.[/p][/*]
- [p]Reduced chances of Cetana spawning while another crisis is active.[/p][/*]
- [p]The initial Unbidden fleet is now stronger to help them survive unfortunate spawn choices.[/p][/*]
- [p]The Chief of Secret Police council position changed from 5% Governing Ethics Attraction per level to 2% Governing Ethics Attraction and 1% Enforcer Job Efficiency per level.[/p][/*]
- [p]The Doom power for the Eater of Worlds no longer immediately starts a war.[/p][/*]
- [p]The Aura Intensification of the Eater of Worlds no longer summons ships from nothing.[/p][/*]
- [p]The Aura Intensification of the Eater of Worlds now increments your Doom Intensity.[/p][/*]
- [p]The Doom power now manifests the Doom of the Eater fleet.[/p][/*]
- [p]Between 3 and 6 Intensity, this fleet only has Teeth (escorts).[/p][/*]
- [p]Between 6 and 12 Intensity, this fleet has Teeth (escorts) and Fangs (cruisers).[/p][/*]
- [p]At 12 or higher Intensity, this fleet has Teeth (escorts), Fangs (cruisers) and Tusks (Battleships).[/p][/*]
- [p]Intensity is capped at 50.[/p][/*]
- [p]The number of ships depends on Doom Intensity.[/p][/*]
- [p]Manifesting a new fleet will instantly dismiss any current fleet.[/p][/*]
- [p]The fleet will appear in orbit of any planet with a Sanctum of the Eater (or if one doesn't exist, your capital).[/p][/*]
- [p]Necrophage Chambers of Elevation now block pop growth for necrophage species.[/p][/*]
- [p]Necrophyte Apprentice jobs now boost the pop growth of non-necrophage species on the same planet by a small amount.[/p][/*]
- [p]These changes mean that the pop growth weirdness of the origin should be gone and planets with Necrophyte Apprentices should retain a high rate of growth of the secondary species, with the once per decade rituals mass converting pops to the primary species.[/p][/*]
- [p]When playing a hive-minded necrophage, the force spawned pre-ftl empires are no longer hive-minded.[/p][/*]
- [p]Replaced the scaling empire-wide energy credit production from Entropy Drinkers civics with "Energy Credits per 100 Psionic Pops: +0.5"[/p][/*]
- [p]Entropy Drinkers councilors now give +0.3% Leader XP per level.[/p][/*]
- [p]Taking any non-Psionic ascension path now blocks you from reforming into Entropy Drinkers, since starting with the civic locks you into psionic ascension.[/p][/*]
- [p]Generally reduced the Army Count and effects that grant extra Defensive Armies.[/p][/*]
- [p]Many weapon and defensive technologies now also improve army health or damage. Subdermal Stimulation increases Army Morale.[/p][/*]
- [p]Powered Exoskeletons now grants a higher bonus to Army Damage. Replaced Worker Production bonus with a larger bonus to Worker and Simple Drone Job Efficiency.[/p][/*]
- [p]Integrated Cybernetics now also grants bonuses to Army Damage and Health.[/p][/*]
- [p]Psionic Theory now also grants a reduction to Army Morale Damage Taken.[/p][/*]
- [p]Rationale: In the current environment, the free defense platforms were too strong. The AP also created an undesirable trap for players that were not ready for the economic impact the upkeep of a huge number of defense platforms would create.[/p][/*]
- [p]The Survivor Species trait (from the Post-Apocalyptic Origin) now also grants a reduction to housing and amenities usage.[/p][/*]
- [p]The Colonial Spirit modifier (from the Lost Colony Origin) now also grants 10% pop growth (pop assembly as appropriate)[/p][/*]
- [p]The Storm Chaser origin can no longer build storm shelters, but will instead benefit from their effects through their capital buildings as soon as they research the related technologies.[/p][/*]
- [p]Storm Chasers now also get -15% devastations from storms and -10% ship damage in storms[/p][/*]
- [p]Storm Shelters are now slightly more effective, negating 30/45% of economic penalties instead of 25/40%[/p][/*]
- [p]Storm negation technology now reduces negative effects on ships by 45% per tier instead of 50% (thus capping at 90% protection in most cases)[/p][/*]
- [p]Slingshot to the Stars now also provides -15% cost reduction for outposts (This does not apply to Influence costs)[/p][/*]
- [p]They no longer add additional output to other jobs anymore, but produce their own instead. This output scales with the amount of employed jobs per 100 pops, being capped at 4000 jobs per category.[/p][/*]
- [p]They no longer count as "Bureaucrats" anymore, but are their own job category now (important for job modifiers).[/p][/*]
- [p]Council position "Thermal Engineer" now reduces the upkeep of "Thermotechnic Mentors" by 2%[/p][/*]
- [p]Halved the modifiers from the Genesis Preserves[/p][/*]
- [p]Added an on action to remove the Preserves if you reform your government[/p][/*]
- [p]Reduced rewards from colonising from 500 Unity and 25 Influence to 250 Unity and 5 Influence[/p][/*]
- [p]Reduced rewards from uplifting from 1000 unity to 250 Unity and 5 Influence[/p][/*]
- [p]Ensured that a Genesis Preserve is created only if one does not already exist.[/p][/*]
- [p]Unity from Jobs modifier from the Genesis Monument is decreased to 10% if you don't have the civic[/p][/*]
- [p]Updated various checks to check for all variants of the civic instead of just the version for regular individualist empires[/p][/*]
- [p]Set the strata for newly spawned pre-sapients to actually be pre-sapient instead of No Category[/p][/*]
- [p]Erudite[/p][list]
- [p]+30% Researcher job efficiency -> +20% Researcher job efficiency[/p][list]
- [p]Rationale: Number too big[/p][/*]
- [p]+30% Pop Growth Speed -> +20% Pop Growth Speed[/p][list]
- [p]Rationale: Number too big[/p][/*]
- [p]+33% Organic Pop Assembly -> +25% Organic Pop Assembly[/p][list]
- [p]Rationale: Number too big[/p][/*]
- [p]+30% Pop Growth Speed -> +20% Pop Growth Speed[/p][list]
- [p]Rationale: Number too big[/p][/*]
- [p]+33% Trader job efficiency -> +25% Trader job efficiency[/p][list]
- [p]Rationale: Number too big[/p][/*]
- [p]+40% job efficiency -> +20% job efficiency[/p][list]
- [p]Rationale: Number too big[/p][/*]
- [p]Rationale: Makes the cost matter more[/p][/*]
- [p]Upkeep per 100 Pops: 0.01 Living Metal -> 0.03 Living Metal[/p][list]
- [p]Rationale: Makes the cost matter more[/p][/*]
- [p]+50% Replicator job efficiency -> +20% Replicator job efficiency[/p][list]
- [p]Rationale: Number too big[/p][/*]
- [p]+50% Trade job efficiency -> +20% Trade job efficiency[/p][list]
- [p]Rationale: Number too big[/p][/*]
- [p]Rationale: Makes the cost matter more[/p][/*]
- [p]Upkeep per 100 Pops: 0.01 Volatile Motes -> 0.02 Volatile Motes[/p][list]
- [p]Rationale: Makes the cost matter more[/p][/*]
- [p]+10% job efficiency -> +10% Specialist & Complex Drone job efficiency[/p][list]
- [p]Rationale: General nerf and harmonisation with the next trait[/p][/*]
- [p]Rationale: Makes the cost matter more[/p][/*]
- [p]+30% Habitability -> +10% Worker & Menial Drone job efficiency[/p][list]
- [p]Rationale: General nerf and harmonisation with the previous trait[/p][/*]
- [p]Rationale: Makes the cost matter more and harmonisation with the previous trait[/p][/*]
- [p]+20% Metallurgist job efficiency -> +30% Habitability[/p][list]
- [p]Rationale: Flavour text makes this more appropriate for habitability[/p][/*]
- [p]Rationale: Makes the cost matter more and harmonisation with the previous traits[/p][/*]
Bugfix
- [p]Fixed Master Teachings: War having only militarist options[/p][/*]
- [p]Fixed an issue in the Pleasure Seekers civic tooltip[/p][/*]
- [p]Fixed Zroni Equilibrators from giving biologist jobs a society research upkeep instead of society research production[/p][/*]
- [p]Increasing randomness in the empire generation on new game.[/p][/*]
- [p]Fauna don't lose their mutations when growing anymore[/p][/*]
- [p]Ship Designs don't regain "auto upgrade" on loading[/p][/*]
- [p]Housing from Mining district modifiers now works correctly on Volcanic, Machine and Hive Worlds[/p][/*]
- [p]Fixed some Purity traditions having the wrong effects for Wilderness.[/p][/*]
- [p]Fixed Biomorphosis situation showing Cloning and Mutation approaches for Wilderness[/p][/*]
- [p]Fixed empty tooltip for Purity Approach for Biomorphosis situation for Wilderness[/p][/*]
- [p]The Catastrophic Damage on a ringworld from a pre-FTL civilization with the Shattered Ring origin can now be repaired correctly.[/p][/*]
- [p]Fixed psionic job efficiency bonuses from Psi-Corps/Telepaths not applying correctly.[/p][/*]
- [p]Fixed the council position for Oppressive Autocracy to correctly provide job efficiency bonuses for enforcers[/p][/*]
- [p]Fixed Oppressive Autocracy enforcers not promoting strata correctly.[/p][/*]
- [p]Fixed ship automation button flickering[/p][/*]
- [p]Fixed some issues with the tooltips of the Psi-Corps.[/p][/*]
- [p]Fixed Test Subjects not having a job upkeep while Test Subject Drones do.[/p][/*]
- [p]Fixed Experiment Engineer Drones not having the scaling upkeep that was granted to Experiment Engineers.[/p][/*]
- [p]Chor's Compass events can now no longer occur if the target planet already has the effects of the event in progress. Additionally, each empire can now only experience a Megacorpse concept once per decade.[/p][/*]
- [p]Fixed a number of specialist, worker and other jobs that still provided amenities for Oppressive Autocracy when they shouldn't've.[/p][/*]
- [p]Fixed Gospel of the Masses not increasing the trade value produced by Spiritualist pops on colonies where there are branch offices.[/p][/*]
- [p]Fixed Cetana not granting the Modern Cincinnatus achievement[/p][/*]
- [p]Fixed erroneous tooltip for the Social Welfare living standard.[/p][/*]
- [p]Limited "Contact Report" events to one per playthrough.[/p][/*]
- [p]Fixed inverted trigger logic for Crisis Spawning with All Crisis active[/p][/*]
- [p]Ruler Resource Output modifiers from Oligarchic Overclocking were inappropriately clamped. Reworked the calculations so the bonus is correctly capped at +20% and updated the Authority tooltip.[/p][/*]
- [p]Nonfunctional Resources from Jobs modifier from Adaptive Shareholder Schemes replaced with Job Efficiency and now works.[/p][/*]
- [p]Fixed a couple of incorrect string calls in the Biomorphosis situation.[/p][/*]
- [p]Expansion planner now updates from correct planet without any need for manually resorting[/p][/*]
- [p]Planet Automation should work again. A design pass is in progress to improve the scripts.[/p][/*]
- [p]Fixed founder species has happiness check being reversed applying wrong amenities buffs on planetary populations[/p][/*]
- [p]Fixed the flavor text of a number of council position displaying the default name instead of the renamed title if the player had renamed them.[/p][/*]
- [p]Fixed Subterranean origin not giving extra housing on mining districts.[/p][/*]
- [p]Fixed nobles from cyber imperials not giving stability.[/p][/*]
- [p]Wenkwort planet modifiers are now correctly removed if the planet stops being a gaia world.[/p][/*]
- [p]Fixed a number of technologies having incorrect amounts for the housing modifiers they provide.[/p][/*]
- [p]Updated the Gestalt version of Chosen of the Eater to match the changes made to the non-gestalt version.[/p][/*]
- [p]Fixed mutation and cloning ascension not being able to remove advanced traits.[/p][/*]
- [p]Fixed modifiers from the Prospectorium Optimizer trait.[/p][/*]
- [p]Fixes an issue with ship size map icons.[/p][/*]
- [p]Corrected erroneous tooltip for the Domination tradition finisher.[/p][/*]
- [p]Corporate Vampires and Entropy Drinkers can now be swapped seamlessly when transitioning between corporate and oligarchic .governments[/p][/*]
- [p]Fixed several issues with secondary district names for Spiritualist empires and Ring World districts.[/p][/*]
- [p]Added abort triggers for the Prethoryn, Unbidden and Contingency event chain so they get properly cleaned up after their related crisis is defeated.[/p][/*]
- [p]Endbringers can no longer be declared a crisis if they are already the current crisis, which was restarting their war.[/p][/*]
- [p]Fixed incorrect founder species have happiness calculation resulting in inverted behavior that caused for example hive minds getting happiness bonuses.[/p][/*]
- [p]Fixed sector governor missing propagation of non triggered trait modifiers to all planets in the sector and not only the capital.[/p][/*]
- [p]Adjusted various conditions in modifier tooltip generation to not show unintentional data, ex “planet:”[/p][/*]
- [p]Fixed ship/fleet special modifiers being applied properly to the simulation and not only show up in tooltip ex docked ship upkeep reduction.[/p][/*]
- [p]Specialist Subject Relay Network effects now correctly only stack once for each type of subject like all other Specialist Perk benefits.[/p][/*]
- [p]Automated Job upkeep now appears correctly as "Automated Jobs" instead of showing up as "Other" or nothing at all in tooltips.[/p][/*]
- [p]Bio Shield techs now correctly inherit the Army Health modifiers from regular shield techs.[/p][/*]
- [p]Tankbound no longer get extra Production Overseers from volcanic generator or mining districts.[/p][/*]
- [p]Fixed lithoid and infernal Void Dwellers sometimes trying to create a mining station on their starting habitat.[/p][/*]
- [p]Fixed an issue with the Lesser Messenger ship name not being displayed when transferring it to another fleet.[/p][/*]
- [p]Fixed the tooltip of refinery worlds not properly displaying the gas refiner jobs.[/p][/*]
- [p]Fixed another issue in the Bloomed species trait tooltip.[/p][/*]
- [p]Fixed cases of Primal Calling starting the game with the wrong version of their unique building.[/p][/*]
- [p]Augmentor research output is now consistently split into society and engineering even before finishing the cybernetic ascension.[/p][/*]
- [p]Fixed calculation of mercenary enclaves[/p][/*]
- [p]Fixed required components selection in ship designer when using custom role[/p][/*]
- [p]Adjustments made to ship behaviors to make them less likely to behave in terrible ways.[/p][list]
- [p]Ships that base their desired range on weapon range (most of them) will now try to get to 90% of their max range instead of sitting precisely at their max range and hoping nothing goes wrong. (Exposed as COMBAT_DESIRED_RANGE_MULT define.)[/p][/*]
- [p]Artillery combat computers now once again try to stay at max range instead of median.[/p][/*]
- [p]Ships that are getting blasted from out of their range will now charge their attacker if they're within 200% of their desired max range instead of 110%. (This is now exposed in defines as COMBAT_CHARGE_DISTANCE_COEFFICIENT.)[/p][/*]
AI
- [p]AI empires will now prefer to have three or fewer underdeveloped colonies before colonizing the next one. (Underdeveloped is defined as having under 1000 pops.)[/p][/*]
Stability and Performance
- [p]Significant improvement to calculations made when bypasses are updated. (mean: ~150 µs -> ~5 µs!)[/p][/*]
- [p]Reduced number of memory allocations[/p][/*]
- [p]Optimized string allocations[/p][/*]
- [p]More string optimizations[/p][/*]
- [p]Reduced repeated localization lookups when calculating planet modifiers[/p][/*]
- [p]Moved modifier name calculations to tooltip generation where this was done in the game simulation.[/p][/*]
- [p]Micro optimized localization system even more, reducing amount of allocations, recursions and length calculations.[/p][/*]
- [p]Optimized resource lists in the Planet UI.[/p][/*]
- [p]Secured the execution around planet events to be evaluated in a place that is more OOS safe.[/p][/*]
- [p]Moved more trigger executions from Planet modifier calculation to daily pulse.[/p][/*]
- [p]Removed an unnecessary update of triggered modifiers on planets.[/p][/*]
- [p]Fixed crash in planet view economy tab when expanding jobs[/p][/*]
- [p]Fixed a rare faction and focus cards OOS on hotjoin[/p][/*]
- [p]Fixed an issue where randomized heights of coordinates could trigger an OOS.[/p][/*]
- [p]Reduced likelihood of a massive OOS at the start of the game.[/p][/*]
- [p]Reduced stack usage in combat targeting code that could cause a CTD/undefined behaviour when larger numbers of ships are involved in combat.[/p][/*]
- [p]More string optimizations[/p][/*]
- [p]Rebuilt libPDXSDK.so for Linux to make it compatible within the steam runtime environment as well as directly run in a Ubuntu 20 compatible distribution[/p][/*]
- [p]Significantly reduced the lag spike when creating the Solarpunk country[/p][/*]
- [p]Optimization of functions related to strings[/p][/*]
- [p]Optimized memory allocations in Alert Manager[/p][/*]
- [p]Improved fleet icon logic[/p][/*]
- [p]Added economic threading changes:[/p][list]
- [p]New dependency tracking should reduce the cpu wait time when updating and reducing the “monthly stutter”[/p][/*]
- [p]Decreased sizes of threaded batches for objects that are many and becomes uneven in cpu need for better distribution over multiple cores[/p][/*]
- [p]Mainly for reusing memory and reduce time spent on allocations/deallocations in the update[/p][/*]
- [p]Decreased sizes of threaded batches for objects that are many and becomes uneven in cpu need for better distribution over multiple cores (yeah here as well)[/p][/*]
- [p]Moving trigger dependent calculations out to suitable pulses instead (Micro, Daily, Weekly, Monthly, Yearly)[/p][/*]
- [p]Number of trigger evaluations optimized[/p][/*]
- [p]Reduces heap allocations for 95% of EventScope uses.[/p][/*]
- [p]AddOrUpdateScopeParameter now 71x faster. Improved consistency and eliminated performance spikes.[/p][/*]
- [p]CreateEventScope now 48x faster. Performance variability eliminated.[/p][/*]
- [p]AddScopeParameter 83x faster. Highly consistent.[/p][/*]
- [p]GetScopeParameter 35% faster - median time reduced by 84%; meaningful improvement on a less frequent code path.[/p][/*]
- [p]Ship CalculateModifier 68% faster.[/p][/*]
- [p]Army CalculateModifier 5.3% faster.[/p][/*]
- [p]Uninhabited Planet DailyUpdate 3-5% faster.[/p][/*]
- [p]Improved Scripted Trigger caching[/p][/*]
- [p]Optimize string allocation 76% faster[/p][/*]
- [p]The render cycle is optimized to perform as if V-Sync were off, but without screen tearing.[/p][/*]
- [p]Replaced threads with Threading.TaskThreadCount console command for setting or getting the worker counts for thread pools[/p][/*]
- [p]Reduced the amount of worker tasks being created for the thread pools to be more in line of the amount of physical cores instead of logical[/p][/*]
UI
- [p]Added Text Processing to ethic tooltips.[/p][/*]
- [p]Fixed planet modifiers not updating correctly in the colonization view.[/p][/*]
- [p]Fixed planet modifier icons in Expansion Planner not updating correctly in some cases.[/p][/*]
- [p]Fixed the overlap of Dig Sites and Devastation components in Planet UI.[/p][/*]
- [p]When using Observer mode, Mercenary Enclaves no longer appear in the regular empire list, they're at the end classified as "Minors"[/p][/*]
- [p]Unemployment information in the central bar of the planet view has been replaced with information on planet Denizens (Civilians or Maintenance Drones)[/p][/*]
Modding
- [p]Added support for districts_per_building for District Specializations. This allows limiting the number of buildings based on the number of built districts but is not currently being used yet.[/p][/*]
- [p]Console command effect can now target the observed country with root[/p][/*]
- [p]Added [c]faction_demands_met_mult[/c] and [c]faction_demands_unmet_mult[/c] which affect faction approval or disapproval of met or unmet demands.[/p][/*]
