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changelog.txt
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changelog.txt
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PHI mp balancing
current version 1.5b
To be played standalone!
This mod increases the admin cost (sprawl) generated by planets in order to add more player-agency when one asks himself: "Should I get one planet more?"
Have less planets: get more fun!
Change log
v0.1 (a new hope)
- planet sprawl = 100
- voidborn start with 150 more admin capacity
v0.2 (democracy is king)
- nerfed guilli's singularity matrix to add just 1 science for each type vs 4 energy credit cost/month
- added "Gears of War" edict: gives +200 admin cap and -75% resettlement costs for 2 yrs
- democratic government form now gives +1 leader pool size and +1 faction influence gain
- edict "fortify the borders" now makes starbases upgrade 100% faster and add +10% to their hulls
v0.3 (cold war)
- added "The Great Wall" ap: makes inward perfectionist hard-rock solid at the expense of naval capacity
- added "Operations: Blue/Red Star" ap: militarists can now go full amerikans/soviets with their fleets
- fixed Fallen Empires to have -90% sprawl from colonies
- added Gnam Gnam Gnam flavour for gestalt empires
- void dwellers have a bonus 100 admin cap (reduced from previous 150)
- changed Galactic Community waiting times to make things happen faster
- "Rebirth" origin now does not allow lithoids
- reworked "Diplomacy" tradition: finisher gives +1 envoys; starter giver -100% diplo maintenance; switched "more trade protection" with 1 clerk / 20 pops
- reworked Vassals: no integration / they pay taxes (10% of alloys, consumer goods and research) / they can expand / they cost 1 influence per month in maintenance
- reworked Tributaries: no integration / they pay taxes (10% of energy and minerals) / they can expand / they aren't protected by overlord
- reworked Subsidiaries: no integration / they pay taxes (5% of everything) / they can expand / they cost 1 influence per month in maintenance / they don't join overlord in wars
- reworked Protectorates: no integration / they generates +1 influence and +200 society research for overlord / they can expand
- added "Total Noob" edict: now empire sprawl is no more a problem, but you do zero science and zero alloys while it is active
v0.4 (tech from outer space)
- bureucrats now produce 5 admin cap for 5 consumer goods. "Bureaucratic Center" colony designation add +2 amenities each
- coordinator drones now produce 5 admin cap for 5 energy and 5 minerals
- synapse drones now produce 5 admin cap for 5 food/minerals and 1 energy
- added 1 replicator job to machine replicator building for machine gestalt empires
- hive minds' civic "Subsumed Will" now gives -30% colonies sprawl instead of -30% pops sprawl
- reworked the "space technology": now it gives +100% to research stations output
- removed relative power checks from "Demand Vassalization/Subsidiary/Tributary" diplomatic action
- nerfed guilli's "Archeotech Machine Assembly": now available to all empires and gives +15% pop assembly speed
- added "Foreign Markets Arbitrage" civic for xenophile empires: +10 consumer goods per research agreement they sign
- mercantiles don't pay anymore diplo upkeep for closing borders to homicidal empires
- policy "isolationist" now gives -75% trade instead of +100% diplo costs
v0.5 (federations)
- federations reworked: now based on ethics!
- being in a federation now gives -10% diplo weight per level to non-presiding members
- each centralization level now adds 20% of other members' diplo weight to president ("transfer of powers")
- now a failed federation vote gives zero cohesion loss to prevent abuses
- changed the Hegemon and Common Ground origins! Now super exciting!
- increased cohesion punishment for having too diverse federations
- Discovery tradition "Database Uplinks" now gives +100% research stations output
- ap "Universal Translators" now gives -75% influence cost for trading posts
- megacorp tradition "Trading Posts" now gives +100% research stations output
- reworked factions (xenophobe): being President of a federation now doesn't give malus
- nerfed gpm's archaeologist jobs to make them equivalent to researchers
- government change cooldown set to 5 years
- policy change cooldowns set to 1 year
- diplomatic policy total rework: now it represents your empire war-mobilization status
- fixed black/blue skies policies from nsc2
- now you get "Trade League" trade policy when you finish both Prosperity and Diplomacy tradition trees
v0.6 (war and peace)
- "humiliated" modifier now gives -33% influence, alloys, unity, diplo weight and naval cap for 15 years
- "humiliation" cb now doesn't cede claimed systems. you fight only for honor! (and to safeguard your production...)
- losing a "liberation war" now gives the loser a "humiliated" modifier. begone are those easy cheesy changes of ethics!
- trade victory is now possible: have 1000+ income from trade and build the Galactic Capital to rule a Galactic Trade Empire
- naval attrition introduced: when a fleet enter enemy-owned territory, it gets 12.5% hull damage (if before damege hull > 51%)
- total wars are now available only for neighboring empires
- you can only make claims connected to other claimed or owned systems
- "breaking" news: you can break truce (via edict)
- truce breakers get -20 stability, +20 crime, +100% war exhaustion and -50% diplo weight for 10 years
- if you break another truce while under international scrutiny, you'll reach infamous levels of bastardy: another -20 stability, +20 crime, +100% war exhaustion and -50% diplo weight for 20 years
- void dwellers origin nerfed to +50 admin cap from +100
- diplo policies now affects alloys production, too: full pacifist gives -20% alloys while full militarized gives +20%
- tora!tora!tora! makes one unable to change diplo stance when a war is declared (last 1 year)
- solved most of the big mess NSC2 introduced on exploration cruisers...
- leviathans don't destroy starbases anymore
- reworked economic policies: now unlocked based on the tradition trees available
- pimped "foreign markets arbitrage" to +20 consumer goods
- passing through a wormhole now damages all ships by 12.5% (if before damege hull > 15%)
- game-rule implemented: your systems have to be connected continuously and "safely" to one of your inhabited planets or their outpost will be disbanded
- above rule takes into account gateways connection as "safe". doesn't consider "safe" L-gates or wormholes (with exception for the "sealed system")
v0.7 (fish and ships)
- minor fixes
- removed any references to NSC2, now disabled
- devouring swarm now have +1 hull regen and +2 armor regen daily (instead of 0.5% daily)
- "engineer" admiral now have +1 hull regen and +2 armor regen daily (instead of 0.5% daily)
- all ships have 3x hull points with respect to vanilla game
- AI empires now select output improving techs more often; AI is also granted +1000 admin capacity via edict/cheat
- science ships now come equipped with a point defence system
- starbases now only have hangar modules instead of the useless missile/laser/gun turrets
- modules available: titan cannon (when you have the titan tech), pd defence grid - all other modules are now unavailable
- fleet academy: now costs 1000 alloys and 100 influence, gives +1000 starting xp to ships built there
- black hole obs: now costs 1000 alloys and 100 influence, gives +100 physics research
- curator think tank: now costs 1000 alloys and 100 influence, gives +50 of each research type
- art college: now costs 1000 alloys and 100 influence, gives +100 unity
- cruisers and battleships can no longer carry hangar bays
- introduced the carrier-class ship, which have limited cannons but lots of hangars
- introduced the carrier tech - requires battleships and it is needed for the juggernaut
- you can now build 1 titan and 1 carrier per 100 naval capacity, 1 battleship per 50 naval capacity, 1 cruiser per 25 naval capacity
- changed eng techs for hull improvements: now give +33% of hull instead of fixed amount hp bonus
- now gestalt empires have drone policies based on traditions unlocked, too
- occupied planets get 5 devastation / month during war
- occupied planets add monthly war exhaustion during war
- hyperdrives II gives +5% speed, hyper III gives +10%
- jump drives are now limited to battleships, carriers, titans, juggernauts and colossi
v0.8 (the emperor new clothes)
- now "independence war" frees the subject immediately, but the overlord gets claims and conquest wg
- trade empire victory path expanded - now one can embrace vassalage or fight till the bitter end
- resort world now gives +75 admin points, but has pop growth -100%
- exp subspace nav now gives: windup -10%, emergency ftl away time -25%, disengage chance +10%
- megacorp cannot reform into/out of other government types
v0.9 (the phantom minaccia)
- sublimate reality! learn how to mod! become a real minaccia(tm)!
- QoL: no more unemployed ppl / no more uplink nodes for robots at start
- Necroids + fanatic purifiers are no longer allowed simultaneously
v1.0 (alone in the dark)
- removed every reference to guilli/stefan
- major rebalancing of internal politics
- gestalt robots and synthetics cost extra 0.25 alloy/month in maintenance
- planet modifiers and terraformation
- balanced civics
- reworked economic policies
- reworked traits
- focus on leader exp gains: now it is worth it!
v1.1 (alea iacta est)
- solved issues with "random list" not being really random
- removed the "trade victory" condition as it seemed redundand with the galactic custodianship
- minor fixes and QoL
v1.2 (hello there, general kenobi)
- clone army origin requires to be somewhat militarist
- clone army has 50% increased empire sprawl malus for "normal" reproducing people; the malus is removed (and more) if clone fertility project is completed
- max number of clone vats = 2, but the special project removes this limit
- reworked/balanced the traditions
- soc tech that gave naval cap +30 are now replaced with naval cap +5%
- pimped up catalytic processing (+15% alloys production)
- pimped up agrarian idyll (farmers output +1, every 3 agricolture distric give +1 building slot)
- removed the point defense sections for corvettes
- clones cannot be megacorps
- space critters weapons are now better (no alloys costs)
- reworked versatility tradition
- reworked voidborn origin and traits
v1.3 (sneaky)
- each missile tech now gives +5% explosive weapons fire rate
- missiles repeatable techs now give +10% fire rate/damage
- reworked subterfuge tradition: now it is not too bad!
- automatic research/automatic exploration are available at game start
- added new edict to run for federation presidency
- nerfed a little tradition:discovery bonus to station output (now +50%)
- federation allies' space is now considered as connected to your own space for rules' contiguity compliance
- now it is possible to build outposts in the L-cluster (connection rules still apply)
- mastery of nature perk revamped!
- removed the autospawn of rebels when pops are unhappy
- nerfed a little the modding bonus, but added +100% megastructures contruction speed
- missiles weapons now add to ship speed based on their level
- removed limits to private research centers / public relations firms a megacorp can build on branch offices
- naval attrition: -10% entering enemy systems / capped @50%
- enigmatic engineering perk now also adds +20% engineering research speed
- world shaper perk now also adds 3 max district to non-artificial planets
- galactic doorstep now has +100% megastructures build speed
- an overlord/fed leader can now build proxy meta-signal emitter/transmitters
- remnant origins now starts with anti-grav engineering tech option unlocked
- shattered ring origin now starts with mega-engineering tech option unlocked
- reworked lost colony: motherland can be played (just enter the multi after 2 days have passed from start and select the empire)
- in order to escape the galaxy with the project, one must not be either a vassal nor at war
- war in heaven now requires everybody to choose sides - no more waiting on the lines!
v1.4 (third law of robotics)
- slightly rebalanced the species traits
- new "Supranational Authority" bill to create an authoritarian fed from vassals
- major update on buildings: research labs are now substituted by engineering/physics labs
- maintenance drones now produce +2 society research
- added Subterfuge Focus policy
- added Adaptability and Versatility Focus policies
- "contact" bonus to society research: +5/month per relations
- max starbases no more influenced by nb of systems but by nb of pops (+1 starbase/50 pops)
- centralizing federations now give juicy bonuses to every member
- reworked feds centralization laws - they now come with bonuses to all members!
- edict: "blood tribute" available to xenophobe fed leader
- rebalanced aristocratic and merchant guilds
- pimped up adaptability and synchronicity traditions
- machine worlds ap now is now balanced vs gaia/hive perks
v1.5 (noblesse oblige)
- noble estates now offer 4 housing and +3 soldier jobs
- gaia and oceanic origins come with some extra maluses
- reworked diplomatic stance bonuses
- tomb world origin starts with 4 additional bomb crater blockers, only removable with terraforming tech
- increased materialists' bonus to robot upkeep
- mechanist origin pimped up
- free haven civic completely reworked
- new political planetary decisions: sacrifice stability and influence for powerful bonuses!
- buffed up the crew quarters (starbase building)
- nerfed anchorage (starbase module)
- new "Punish the Offender" edict to set conquest war goal against attackers
- gestalt empires now can burn artifacts to get influence
- machine worlds now give +2 replicator jobs instead of +1
- no retreat fleet policy now reduces the amount of attrition suffered by ships
- implemented some checks for joining defensive wars and punishing the offenders
- biffed up Galactic Doorstep origin with megastructures cost -50%
- probably solved a bug linked to sublimation (unexpected random crashes)
- tradition expansion finisher now gives -50% to void dwellers' habitat building cost
- emergency election costs reduced to 100 influence (oligarchies and megacorps affected)
- megacorp government form now gives +10% trade value (instead of admin cap and over maluses)
- added edict "War in Heaven Ongoing": +1000 admin cap as long as the war in heaven is active
- ringworld restoration now costs 10000 minerals (instead of alloys) and gives also an arcane generator
- colossus now takes "only" 5 yrs to build
- colossus AP removed - everybody can build colossi via tech juggernaut
- vassals/subsidiaries/tributaries now pay also a rare resources tribute (5% or 10% depending on type)
- galactic ambition (under "expansion" tradition) now gives also -20% planet structures upkeep
- reworked max health for menacing ships
- ap become the crisis now enables no retreat stance
- homicidal empires with subterfuge economic policy don't need the envoy to get the bonus
- most unity bonuses are now +50% (instead of +100%/+10%/etc...)
- pimped devouring swarm bonus to +3 hull / +6 armor daily regen
- machine terminators now get also +100% pop assembly speed
- wenkwort's modifiers have been made consistent
- removed arcane generator from void dwellers' home habitat
- planetary prospecting now also adds a phi's planetary modifier
- capital planets starts just with pollution modifier
v1.6a (marIA)
- marIA (tm) - artificial intelligence
- subterfuge econ policy now requires people to actually spy on targets to award bonuses
- plunder now gives also some unity (as much as alloys)
- pimped up society tech bonuses (+25% society output / +5% empire society research)
- reworked grasp the void and interstellar dominion ap
- habitable worlds survey now requires just 4 planets to explore
- slight improvements to senate laws (ecology & trade)
- traits venerable and conformist improved
- expropriation planetary decision
- branch office buildings now give corresponding jobs (instead of clerks)
- machine empires outposts' cost is now 100 as everyone else
- agrarian idyll: farmers give +1 unity / +1 building slots per farming district
- minor changes to xenophile fed perks
- minor changes to pacifist faction
- marIA: scorched earth tactics!
- better phi_ai.6 (check for bbeg vs weak empires)
- solved bug: when in a defensive war, a country should always have humiliation cb available!
- gaia, machine and hiveworld terraforming projects now take the same amount of time
- survive cannot be used as wg if the attacker is using humiliation
- duelists now give +6 unity and +10 naval cap (up from 3u, 2nc)
- robots' simulation centers give +25% unity output on planet (cumulative!)
- subjects don't have bbeg modifiers vs overlord
- capital productivity tech now only gives bonuses (no more increased maintenance)
- ancient artifact reverse engineering tech now add +0.10 minor artifacts per month
- doomsday start comes with a size 6 gaia world in the capital system
pop_percentage
member_of_faction
export_trigger_value_to_variable
origine hive world
fare un origine orda migratoria, con cb speciale che ti permette di prendere la capitale nemica e consumarla
vendere le navi
utopia.3190
piu' uccidi e piu' prendi punti genetici
rifare ecological senate laws --> ogni livello deve togliere jobs upkeep / building upkeep
penal colony capital
rifare duelist
every_fleet_in_system
auto_move_to_planet
auto_follow_fleet
fleet_event
fleet_size
any_envoy = {
has_envoy_task = {
task = federation
}
}
opposing_ethics_divergence = {
steps > 2
who = root.contact_country
}
i vassalli con buoni rapporti devono votare le leggi proposte dall'overlord, a meno di evidenti controindicazioni
ia ritardata mi chiude i confini quando vado a picchiare un purifier
1. edo 50m
2. fuffy 30m
3. gobbi saldato