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Stellaris - Paradox new sci-fi grand strategy game

Kuattro

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I like SotS quite a bit. What is Distant Worlds like in comparison?

Completely different I would say. I know it might seem strange since I compared them in that post, but in my defence, I was referring more to the fact that Stellaris takes ideas from both of them.

Also, I haven't played Sword of the Stars for a long time, so I might be remembering some of it wrong.

First of all, Distant Worlds is real time. I mention that in case it's a deal breaker, so that you don't waste time. I find myself pausing every ten seconds because there is always something to do, but still, it's RTS.

I think the most distinctive part of DW is it's economic aspect. Your planets do not have "production". That is, there are construction components that produce other components at a certain speed (also they are only for orbital shipyards, only big ships like colony ships and bases are built on planets), but they all need resources, and there's a lot of unique resources: various types of metal, used for building main components; various types of gas, used for building weapons, engines and as fuel (yes, the ships use fuel and need to refuel, and that's the stuff of nightmares in the late game); and other special resources like crystals and luxuries (which make your people happy and reproduce faster). You control where the mines are built, and sometimes will find yourself in resource wars when that single adamantium asteroid in the entire vicinity shows up between three empires, and then the private sector moves them around. You design the freighters, but they are bought by the private sector and operate independently, which, again, sometimes can make you find yourself cursing the merchant's stupidity. Such is the way of corporate capitalism.

Ship design is another big difference with SotS, which if I remember correctly functions with the three modules system. In DW you can design your ship component by component. You don't even have restrictions for ship's roles, you can make your destroyers as big as your battleships, or even bigger. The roles only come into effect when you automate the ships/fleets (more about that in a moment). Every component you add affects things like energy consumption (which means you need to fit more reactors and energy collectors), size of the ship (more engines or it moves like a slug), speed (can move at impulse, drive, or sprint, and each one consumes a different amount of energy), range (fuel containers or it will not get very far), so you need to balance weapons, engines, defences, reactors, fuel containers, etc. (which I like very much, but maybe other, normal, people will not appreciate as much as I).

As for different species, vanilla DW doesn't have much of it. Yes they have different modifiers, and preferred types of planets, but it's pretty basic. SotS has different hyperspace types, at least, in DW everyone uses the same. I use a mod (Unleashed Extended) that tries to introduce some different gameplay for each one, but in the end there's a limit to what the engine permits, so other than different reproduction rates, and some playing around with the modifiers, there's not a lot more I would say.

Same can be said about the tech tree. Here I think SotS is far better than vanilla DW, which has a pretty linear and limited, fixed tree. You just get newer, better components with technology, and that's it. The mod I use does make things quite a lot better here because the game is more flexible, and so it has a bigger tree, with more options and more differences between species.

And the combat is more or less the same as SotS, well, more or less the same as MOO2 only real time like SotS, there hasn't been a lot of innovation there. It's 2D, on the same map, so not much fancy maneuvering. You have blasters, missiles, ion canons, gravitic weapons, kinetic weapons, point defence, shields, armor... just what you would expect.

DW is micromanagement heavy, I would say. A bit less than Aurora if you know it (well, a LOT less), but still quite a bit more than SotS, so that can also be a deal breaker. On the plus sides, DW gives you the option of automating almost every single aspect of the game, whether it be diplomacy, economy, colonizations, ship design, even your ships and fleets (which is where ship's roles come in effect, escorts will, well, escort your freighters around, destroyers will patrol your mines, battleships will defend your colonies...) and the AI does a competent job of it, not perfect of course, but at least acceptable enough that you can forget about it without fearing disaster.

As I said, they are fairly different games, enough that it would be hard to say "if you like SotS, you will love DW". I much prefer DW, but that is because I'm a bit anal and enjoy micromanaging everything.

I would probably recommend watching some Let's Play (I enjoyed Sabouts, if only because he is competent at it and his voice doesn't end up making you want to kill yourself. He has two of them, unfortunately both with mods so the problems I mentioned might be camouflaged a bit) and reading a bit more, especially at the Matrix Games forums to see if it might be your thing. I say that because sadly if you want to try it, you've just missed a pretty big sale on DW, which being a Matrix games does not go on sale that frequently and normally their sales are a bit shit, and right now it costs 55 €. I've played something like 500 hours and mounting so I'd say I've got my money's worth, but it can be a bummer if you're not into it. Steam's summer sale will probably have an interesting discount.

PR over.
 

Norfleet

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The fact that pre Colombian civilizations failed to use the wheel for transportation despite clearly knowing the concept cannot be dismissed by saying that they didn't need it. It's absolutely ridiculous. Even if we (wrongly) assume that carts were unusable in mountainous area, there were still lots of flatlands to move carts around. Especially since Aztecs didn't live in mountainous area at all.

It's far more likely that it simply never occurred to Incas or Aztecs that the wheel can be used for anything more than novelty toys. It's nothing wrong, cause it's most likely that in the whole Old World this concept was developed only once and then spread like wildfire.
Well, to derive the idea of a wheel, one would first have to start with dragging large loads about. It's not that the Aztecs and Incas didn't understand rolling things, either. The idea of putting logs on the path and rolling your large stone blocks over them was clearly well known to them. It's that, without an animal to drag something, the idea that the efficiency of a process you never perform can be improved with a "wheel" never occurs to you. And yes, the wheel seems to have only been invented once in the Old World, too, and spread quickly because the invention predated the invention of patent law.
 

Grotesque

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Divinity: Original Sin Divinity: Original Sin 2
Hello everyone and welcome to another Stellaris development diary. We're getting close to release, so today's dev diary is the last dev diary for Utopia/Banks, and will cover a couple of graphical and interface changes coming in the free 1.5 'Banks' update.

Ship Coloring
Something that's hardly gone unnoticed in the screenshots and streams is that the ships in Banks look different than from before. We've mentioned wanting to make each empire's ships more distinct so that no two Fungoid empires would have the exact same ships. In Banks, your flag color will affect the coloring and lighting of your ships, as well as the color of the engine trails they leave. The exact way in which the coloring affects the ships depends heavily on the ship style you're using, but the overall effect should be that your empire's ships feel much more distinct and that it's easier to tell apart the ships of different empires at a glance.
index.php


Map Colors
Another tweak we've done to make empires more distinct is to add a bit more color variety on the map. Instead of each empire having the exact color shade of their flag, there is now a number of valid colors for each map color, so that two empires with the same blue flag will have at least slightly different shades of blue on the map. Who gets what shade is determined by the spawn order of the empires, so in most instances the player will get the 'original' flag color, and other empires with the same flag color will get other variants. While this change won't eliminate every case of border confusion (there's only so many distinct shades of light blue), it should at least help cut down on it.
index.php


Primitive Galaxy Map Icons
Another interface addition in Banks is the ability to see Primitive Civilizations on the galaxy map. Any system containing a Primitive Civilization you have discovered, either through surveying or acquiring star charts, will show up as a special icon in the galaxy map informing you of their presence in that particular system. If an Observation Post is constructed above that Primitive Civilization's planet, the icon will change to reflect this.
index.php


Details Mapmode
The last topic we're going to cover is how we've reworked the Details Mapmode in Banks. Or more specifically, how we've reworked the Details Mapmode when it's toggled off. Previously, having the Details Mapmode off would show you almost no information, while having it toggled on would show you everything. In Banks, having the Details Mapmode on works exactly the same way as before, showing you all information about system resources, colonizeable planets, anomalies, etc. Having it off, however, will now aim to show you all *important* information. What this means is that it will show you unexploited resources in your own and unclaimed systems, but hide resources that are either already being exploited by you or are inaccessible to you due to being inside another empire's borders. It will show you planets you are able to colonize, but hide planets that cannot be colonized, and so on. This should make for a better default mode that leaves your map cluttered without hiding important information you need to expand your empire.

That's all for today! Next week, instead of a regular dev diary, we're going to publish the full patch notes for Banks and Utopia. There'll be some choice teasers from the patch notes coming over the week, so stay tuned!
 

Destroid

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What about wheelbarrows & pulleys? Surely they are useful to anyone.

Nice short story about the FTL aliens.
 

dag0net

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Messages
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The fact that pre Colombian civilizations failed to use the wheel for transportation despite clearly knowing the concept cannot be dismissed by saying that they didn't need it. It's absolutely ridiculous. Even if we (wrongly) assume that carts were unusable in mountainous area, there were still lots of flatlands to move carts around. Especially since Aztecs didn't live in mountainous area at all.

It's far more likely that it simply never occurred to Incas or Aztecs that the wheel can be used for anything more than novelty toys. It's nothing wrong, cause it's most likely that in the whole Old World this concept was developed only once and then spread like wildfire.
Well, to derive the idea of a wheel, one would first have to start with dragging large loads about. It's not that the Aztecs and Incas didn't understand rolling things, either. The idea of putting logs on the path and rolling your large stone blocks over them was clearly well known to them. It's that, without an animal to drag something, the idea that the efficiency of a process you never perform can be improved with a "wheel" never occurs to you. And yes, the wheel seems to have only been invented once in the Old World, too, and spread quickly because the invention predated the invention of patent law.


People are stupid, sure..and native americans certainly beat the human average for stupidity..but the idea that pottery and stoneworking tools were invented before an independent rolling device just like a like a flattened and vaguely circular smoothed stone that occur through natural proces literally everywhere on earth... but made of carved wood, or even a single green stick bent into a circle and bound with grass (or somesuch).. is beyond the bounds of absurdity.

Having said that..people are stupid.

..humans discovered the art of manufacturing dyes & wall paintings before bored kid grabbed two ens of a stick and bent it till the ends met.. fucking retarded.
 

Grotesque

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Divinity: Original Sin Divinity: Original Sin 2
j50j70nq9bny.png


A player suggested a quality of life change for Stellaris, Martin who had some free bug fixing time decided to put it in the game within three hours! It won't always be this quick but believe it when we tell you that we listen to our lovely space travelers!

II37ikh.png
 

Beastro

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May 11, 2015
Messages
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It's like the Greek knowing how steam worked yet having done nothing but little devices and toys. I'd like to see them in tunics running trains lol

They had no production or wide spread intelligence base to work from.

It's easy for someone to invent a little steam engine, it's another thing when most entrepreneurs weren't educated and there wasn't much of a "republic of letters" going on.

What they did, and didn't, is a testament to the limited effect an individuals brilliance can have upon society.
 
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Beastro

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I like SotS quite a bit. What is Distant Worlds like in comparison?
snip

I keep trying to get into it but once have a few systems under my belt and start sending out more than a explorers things start to stall and I it becomes too much to try to figure out. The problem for me is I like the micro despite my inability to figure it out.

The big problem for me is how lack luster the random generated systems are. I often start out making Sol or an alien system Sol-like to start out, but I can't do the same for the AIs homeworlds without spoiling too much of the exploration angle. Like if it had a Paradox version of factions with smaller bit players around you that give you early combat with the major ones like you in between that would open up into a large scale wars later on.

Oh, and the combat is kinda stupid. It always annoys me when combat games only have forward firing weapons and ships wind up flying circles around each other when all I want to make are broad side warships in a battleline.

Makes me feel like it's missing a few things, and if they could get them in it would be THE 4x game.
 

Kuattro

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I like SotS quite a bit. What is Distant Worlds like in comparison?
snip

I keep trying to get into it but once have a few systems under my belt and start sending out more than a explorers things start to stall and I it becomes too much to try to figure out. The problem for me is I like the micro despite my inability to figure it out.

The big problem for me is how lack luster the random generated systems are. I often start out making Sol or an alien system Sol-like to start out, but I can't do the same for the AIs homeworlds without spoiling too much of the exploration angle. Like if it had a Paradox version of factions with smaller bit players around you that give you early combat with the major ones like you in between that would open up into a large scale wars later on.

Oh, and the combat is kinda stupid. It always annoys me when combat games only have forward firing weapons and ships wind up flying circles around each other when all I want to make are broad side warships in a battleline.

Makes me feel like it's missing a few things, and if they could get them in it would be THE 4x game.

Distant Worlds or SotS?

If it's DW, I find the random systems fine, but that might be just me. You have big star systems with lots of planets and stars, single stars with nothing, supernovas, black holes, gas clouds...

Micromanagement can be a bitch, but as I said, if you automate it the AI does a competent (albeit not brilliant) job, and you can concentrate on whatever you prefer.

And as for smaller players around you, well, you have pirates, which early game are all pretty powerful and can be a real problem, and if they manage to grow their power can keep being a problem until the middle game.

And weapons don't really have and arc in DW, only range and fire rate, so they can fire from the front, the back, broadside... but yeah, as it is a 2D game, there's not a lot of tactics involved.

Yes, as a whole, DW might be an acquired taste. :P
 

Grif

Learned
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Messages
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Oh, and the combat is kinda stupid. It always annoys me when combat games only have forward firing weapons and ships wind up flying circles around each other when all I want to make are broad side warships in a battleline.

At least SotS allowed you that option. Nothing like a full broadside of humie cruisers armed to the gills with AP Mass Drivers shredding some poor Hiver battleship. A shame that it's also the only game I know of that allows you such tactical control.

Stellaris seemed to have gone for a weird in between of the combat abstraction of CK2 and customisation of GalCiv, translated to space. Which then leads to oddities like space battles lasting months.
 

Norfleet

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And weapons don't really have and arc in DW, only range and fire rate, so they can fire from the front, the back, broadside... but yeah, as it is a 2D game, there's not a lot of tactics involved.
The two most important parts of DW space tactics: Be faster than your opponent, have longer range than your opponent. Do these two things and you win. Fail to do these things and you're looking at an ugly slugfest.

..humans discovered the art of manufacturing dyes & wall paintings before bored kid grabbed two ens of a stick and bent it till the ends met.. fucking retarded.
Bending two ends of a stick until they meet generally results in the stick snapping in half. Should you use a sufficiently green stick that it does not, you are now faced with the problem of attaching these two ends together and making them stay that way, and for what purpose? Should you do this for the hell of it, what you have is a hoop, not a wheel. Other than as a toy, it is not useful. You now need spokes, an axle, etc. It all comes down to the rudimentary lathe. Once you have the lathe, everything is easy.
 

Beastro

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Micromanagement can be a bitch, but as I said, if you automate it the AI does a competent (albeit not brilliant) job, and you can concentrate on whatever you prefer.

DW

And as for smaller players around you, well, you have pirates, which early game are all pretty powerful and can be a real problem, and if they manage to grow their power can keep being a problem until the middle game.

The problem for me is paranoia about automating too much a missing out on a lot of the game. I guess my brief play of MOO3 before I returned it left a big impression.

Pirates are pirates, and frankly, I'm sick of space pirates in games. Make them some sort of tribal type factions of asymmetrical nations, like space Indians and they'd fit better into civilization going into space I think.

Oh, and the combat is kinda stupid. It always annoys me when combat games only have forward firing weapons and ships wind up flying circles around each other when all I want to make are broad side warships in a battleline.

At least SotS allowed you that option. Nothing like a full broadside of humie cruisers armed to the gills with AP Mass Drivers shredding some poor Hiver battleship. A shame that it's also the only game I know of that allows you such tactical control.

Stellaris seemed to have gone for a weird in between of the combat abstraction of CK2 and customisation of GalCiv, translated to space. Which then leads to oddities like space battles lasting months.

The fluff in SotS turned me off BIG, especially the dolphin races. The way fluff sets the tone in 4x games and is always around even if you ignore it made me realize that if I tried it I'd always be annoyed at the game for that.

And given what they did with Sots2 fluff, I'm so happy that game bombed big.

..humans discovered the art of manufacturing dyes & wall paintings before bored kid grabbed two ens of a stick and bent it till the ends met.. fucking retarded.
Bending two ends of a stick until they meet generally results in the stick snapping in half. Should you use a sufficiently green stick that it does not, you are now faced with the problem of attaching these two ends together and making them stay that way, and for what purpose? Should you do this for the hell of it, what you have is a hoop, not a wheel. Other than as a toy, it is not useful. You now need spokes, an axle, etc. It all comes down to the rudimentary lathe. Once you have the lathe, everything is easy.

Mesoamericans discovered that chocolate could be made edible. It's a bigger hurdle than it first seems. There are so many processes it goes through to become even barely palatable that it's a miracle that anyone stuck with it long enough to produce anything from it.
 

Norfleet

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Mesoamericans discovered that chocolate could be made edible. It's a bigger hurdle than it first seems. There are so many processes it goes through to become even barely palatable that it's a miracle that anyone stuck with it long enough to produce anything from it.
Lots of foods are mysteries like that. Pretty much every culture on Earth is filled with baffling foods that I cannot even begin to imagine why they would A: Attempt to eat that, or B: Mongle in such a way long after you COULD already eat it.
 

Beastro

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Mesoamericans discovered that chocolate could be made edible. It's a bigger hurdle than it first seems. There are so many processes it goes through to become even barely palatable that it's a miracle that anyone stuck with it long enough to produce anything from it.
Lots of foods are mysteries like that. Pretty much every culture on Earth is filled with baffling foods that I cannot even begin to imagine why they would A: Attempt to eat that, or B: Mongle in such a way long after you COULD already eat it.

Not just food, so much stuff we know take as a given seems bewildering if you sit and think about trying to invent it without having knowledge of it kicking around already.

Like WTF would invent metallurgy? Dicking around with ore, something that just looks like rock to the eye, find out if you smash it up and throw it into a specialized fire that is far hotter than needed to do anything like cook food, you could melt some of the stuff in it and be able to pool it together to make shit from metal?

In an odd way, we moderns have it easier comprehending that because we're so divorced from the ability to live without modern tech. Take one of us, throw them into an uninhabited land without anything and the fact that we'd die so quickly would show how ignorant we'd be in figuring shit out.
 

Norfleet

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Like WTF would invent metallurgy? Dicking around with ore, something that just looks like rock to the eye, find out if you smash it up and throw it into a specialized fire that is far hotter than needed to do anything like cook food, you could melt some of the stuff in it and be able to pool it together to make shit from metal?
Well, metallurgy started with metals that melted at temperatures which weren't quite so outlandish. This is not too far-fetched. Even a child will start behaving like this: Once a child figures out that it can melt things, it will try to melt EVERYTHING. If you want to watch the process of invention in action, just leave a child with a bunch of stuff. The child will attempt to eat everything, smash everything, and repeat any behavior that produced an interesting result on everything.
 

Space Satan

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#################################################################
########################## VERSION 1.5.0 ########################
#################################################################

###################
# Expansion Features
###################

# Megastructures
* Habitat stations added to the game. Requires Voidborne ascension perk. Function like planets once built, but they have their own set of buildings
* Ring Worlds added to the game. Requires The Circle of Life ascension perk. Buildable in multiple stages around most stars and function like four size-25 Gaia planets, but consume all other planets in the system
* Dyson Sphere added to the game. Requires Galactic Wonders ascension perk. Buildable in multiple stages around certain stars
* Science Nexus added to the game. Requires Galactic Wonders ascension perk. Buildable in multiple stages around planets
* Sentry Array added to the game. Requires Galactic Wonders ascension perk. Buildable in multiple stages around planets

# Ascension Perks
* 20 ascension perks have been added to the game. An ascension perk slot is unlocked whenever a tradition category is finished. In addition, one ascension perk slot can be unlocked through technology
* Ascension perks have 3 major paths that are exclusive. One path focuses on psionics and establishing contact with The Shroud, a second path focuses on biological mastery and genetic modification, and the third path focuses on turning your species into fully synthetic androids

# Indoctrinate Natives
* Observation Stations have a new mission type that will attempt to change primitive civilizations' ethics, over time, to mirror your empire's

# Unique Civics
* Fanatic Purifiers is a civic that gives you significant military bonuses, but will automatically purge any alien Pops in your empire and make most diplomatic options unavailable
* Syncretic Evolution is a civic that allows you to start with a second, "workhorse" species on your homeworld
* Mechanists is a civic that allows you to start with a few robot Pops, and the technology to build more

# Hive Mind
* This special ethic prevents you from having any other ethics, but will also mean that none of your Pops will be affected by happiness. Pops with the Hive-Minded trait ethic may only live in Hive Mind empires, and will slowly die out if they find themselves in a non-Hive Mind empire

# Technology
* NEW: Ascension Theory technology added to the game
* NEW: Mega Engineering technology added to the game

# Traits
* Added 5 new traits exclusive to the Biological Ascension Path

# Components
* Psionic Shields component has been added to the game

# Buildings
* Habitat buildings added to the game

# Additonal Species Rights
* Added 3 new Purge types: Processing, Neutering and Forced Labor. Processing kills a species at a moderate speed, with each Pop being purged producing a fixed amount of food. Forced Labor kills a species slowly, but allows them to continue producing resources as though they were enslaved. Neutering kills a species very slowly, with only moderate happiness and production penalties
* Added 3 new Slavery types: Domestic Servitude, Battle Thralls and Livestock. Domestic Servants get moderate penalties to all production types, but provide happiness for other Pops on the planet. Battle Thralls get small penalties to energy production and moderate research penalties, and can be used for special slave armies. Livestock do not produce any minerals, energy or research, but produce extra food per Pop

# Music
* Added 5 new tracks composed by Andreas Waldetoft, for a total of about 25 new minutes of music

###################
# Free Features
###################

# Important
* Added Authoritarian ethics
* Added Egalitarian ethics
* Removed Collectivist ethics
* Removed Individualist ethics
* Government system has been completely reworked and Civics have been added to the game, allowing for far more customization when creating your empire's government
* Traditions and Unity added to the game. Unity is a new resource that is used to unlock Traditions
* Food is now stored and distributed empire-wide instead of being local to individual planets. When food reaches the empire storage cap, surplus food contributes to increased Pop growth across the empire
* Pops now have a monthly mineral cost called Consumer Goods. How large this cost it depends on what living standards are set for their species in the empire
* Reworked ethics attraction. Pops now only have a single ethic, and their attraction to different ethics depends on a wide variety of factors such as their traits, the empire's governing ethics and policies, the local conditions on their planet, and so on
* Reworked the faction system. Factions are now political movements with specific issues rather than rebels, and have a happiness level based on how well your empires' policies and actions fulfill those issues. Faction happiness determines their member Pops' base happiness, and factions with high happiness will provide an influence boost to the empire they are a part of
* Unrest is a new mechanic that affects planets. Unrest is generated by unhappy Pops and slaves, and can reduce productivity and in extreme cases spark rebellions. Unrest can be lowered by certain buildings or by garrisoning armies
* Added the ability to Displace Pops as an alternative method of Purging, this forces them to move out of the empire instead of killing them
* Pops that are being purged will now sometimes manage to escape to other empires
* Added a policy for whether an empire accepts refugees (Pops that are being Purged or Displaced) from other empires
* Added a new policy for which Pops are allowed to live on an empires' core (non-sector) planets
* Added a policy that determines whether an empire tolerates pre-sentients living on their planets
* Added a music player that lets you select which tracks you want to play, play specific tracks on demand, and toggle shuffle mode on and off

# Species Rights
* Added the ability to set Species Rights for individual species. Slavery and Purging is handled through this interface instead of on an individual Pop basis

# Misc.
* Added a war demand to dismantle Frontier Outposts
* Ship engine-trails will now be colored by their empire's primary color
* Kingdom of Yondarim prescripted empire has been reworked
* You are no longer at war with rebels when they take over a planet
* Stone Age Civilizations now work like other primitives and have Pops instead of simply being tile blockers
* Added "Yurantic Crystals", a new strategic resource that improves energy weapon damage
* Becoming a patron of the Artisan Troupe enclave now has an up-front cost
* Being a patron of the Artisan Troupe enclave now gives +15% Unity generation
* It is now possible to terraform barren planets that have the "Terraforming Candidate" modifier if you possess the Atmospheric Manipulation tech. Mars is such a world by default
* Pioneering Terminal spaceport module removed from the game
* You can now choose room background in the ruler customization view
* New shader for Stations that are under construction

# Events
* Being the first to find a Precursor homeworld now yields a significant amount of Unity
* Precursor anomalies are now player-only
* When your patronage ends, the Artisan Troupe will contact you for renewal
* Limbo event chain expanded

# Technology
* NEW: Interstellar Campaigns technology added to the game
* NEW: Galactic Campaigns technology added to the game
* NEW: Colonial Bureaucracy technology added to the game
* NEW: Galactic Bureaucracy technology added to the game
* NEW: Subdermal Stimulation technology added to the game
* NEW: Cultural Heritage starting technology added to game
* NEW: Heritage Site technology added to game
* NEW: Hypercomms Forum technology added to game
* NEW: Autocurating Vault technology added to game
* NEW: Holographic Rituals technology added to the game
* NEW: Transcendent Faith technology added to the game
* NEW: Assembly Patterns technology added to the game
* NEW: Construction Templates rare technology added to the game
* Assembly Algorithms repeatable technology now belongs to the engineering category instead of physics
* Frontier Initiatives technology removed from the game
* Frontier Traditions technology removed from the game
* Frontier Collectives technology removed from the game
* Frontier Commissars technology removed from the game
* Paradise Dome technology removed
* Manifest Destiny technology has been removed from the game
* Propaganda Transmissions technology has been removed from the game

# Buildings
* Symbol of Unity building now produces 2 unity and provides +5% happiness
* Visitor Center building now requires Alien Tourism tradition
* Paradise Dome building now requires Paradise Dome tradition
* NEW: Autochthon Monument is a new building that provides Unity
* NEW: Heritage Site is a new building that provides Unity
* NEW: Hypercomms Forum is a new building that provides Unity
* NEW: Auto-Curating Vault is a new building that provides Unity
* NEW: Temple is a new building that provides Unity
* NEW: Holotemple is a new building that provides Unity
* NEW: Citadel of Faith is a new building that provides Unity
* Grand Mausoleum removed from the game

# Traits
* NEW: Wasteful trait added to the game
* NEW: Conservational trait added to the game
* Decadent trait now requires authoritarian or xenophobe ethics

# Components
* NEW: Psionic Shields component has been added to the game

###################
# Balance
###################

# Important
* New Worlds Protocol is now a starting technology
* Core Sector Systems base value reduced from 5 to 3. Added new early/mid game technologies and traditions to raise it
* Planets still under colonization do not count against the Core Sector Systems limit
* When designing an empire, you must now always pick the full amount of ethics points
* Capital buildings no longer produce food and minerals, but instead produce energy and unity. Food production of Hydroponics Farms was increased to compensate
* Added Interceptor Ship Stern section for Destroyers
* The maximum number of armies garrisoned on a planet now depends on planet size, with 1 garrison slot per planet size
* (UTOPIA owners): Gene Warriors can only be unlocked if you have the Engineered Evolution ascension perk, still available through tech if Utopia is not activated
* (UTOPIA owners): Psi Armies can only be unlocked if you have the Mind Over Matter ascension perk, still available through tech if Utopia is not activated

# Misc.
* Anomaly Fail Risk is no longer set manually, but rather completely based on the level of the anomaly
* Abandoned mining/research stations will now decay and disappear over time
* Curator Enclaves can no longer spawn with broken ring worlds
* Pitharan Dust effect on food output reduced from +20% to +10%
* Talented trait point cost reduced from 2 to 1
* Most event-generated ships can no longer be upgraded
* Doubled likelihood of triggering Horizon Signal event chain when a science ship enters a black hole system
* Can no longer trigger Horizon Signal by moving a science ship repeatedly into the same black hole system
* Ship that are being repaired no longer have a mineral repair cost
* Strategic resources that affect weapon damage have had their effect increased to +15%
* Weapon windup does not get cancelled when losing target during windup (should fix XL weapons not being able to fire due to moving targets)
* Infiltration observation station mission now requires Gene Tailoring technology
* Infiltration observation station is now available with Active Interference policy
* When infiltration of a primitive world finishes, the planet now gets a large happiness boost for 20 years
* The amount of non-defensive armies you can build from a species is now limited to the number of Pops of that species that are in your empire
* Pops that are saved from slavery/purging via conquest are now grateful instead of upset at the conquest (unless you enslave/purge them afterwards)
* Fleets that are violating border access rights now instantly go MIA instead of trying to find a path home
* Rebels now become non-hostile after taking over the planet they spawn on

# Build Time changed into Build Speed
* Master's Teachings: The Greater Good edict now increases building build speed by +10% instead of reducing building build time by -10%
* Infrastructure Projects edict now increases building build speed by +33% instead of reducing building build time by -25%
* Governor skill level now increases building build speed by +5% instead of reducing building build time by -5%
* Architectural Interest trait no longer reduces building cost or building build time, but rather increases building build speed by +50%

# Ethics
* Ethics no longer apply modifiers to Pops, and instead only apply empire modifiers

Authoritarian
* Effect on faction supression cost removed
* Resettlement Cost is now reduced by -25%
* Slaves' effect on Unrest reduced by 10%

Fanatic Authoritarian
* Effect on faction supression cost removed
* Resettlement Cost is now reduced by -50%
* Slaves' effect on Unrest reduced by 20%

Egalitarian
* Effect on Policy Happiness effects removed
* Effect on Migration Attraction removed
* Consumer Goods Cost is now reduced by -10%
* Influence from factions is now increased by +15%

Fanatic Egalitarian
* Effect on Policy Happiness effects removed
* Effect on Migration Attraction removed
* Consumer Goods Cost is now reduced by -20%
* Influence from factions is now increased by +30%

Xenophobe
* Effect on number of rivals removed
* Planet Border Range effect replaced with Border Range and increased from +10% to +15%
* Influence from rivals is now increased by +15%

Fanatic Xenophobe
* Effect on number of rivals removed
* Planet Border Range effect replaced with Border Range and increased from +20% to +30%
* Influence from rivals is now increased by +30%

Xenophile
* Diplomatic Influence Cost is now also reduced by -25%

Fanatic Xenophile
* Trust Growth is now reduced from +75% to +50%
* Diplomatic Influence Cost is now also reduced by -50%

Militarist
* Effect on influence gain from rivals removed
* Effect on Ship Weapon Damage removed
* Ship Fire Rate is now increased by +10%
* Army Damage is now increased by +10%

Fanatic Militarist
* Effect on influence gain from rivals removed
* Effect on Ship Weapon Damage removed
* Ship Fire Rate is now increased by +20%
* Army Damage is now increased by +20%

Pacifist
* Effect on influence gain from rivals removed
* Effect on Diplomatic Influence Cost removed
* Core Sector Systems are now increased by +2
* Unity output is now increased by +20%

Fanatic Pacifist
* Effect on influence gain from rivals removed
* Effect on Diplomatic Influence Cost removed
* Core Sector Systems are now increased by +4
* Unity output is now increased by +40%

Spiritualist
* Unrest is now reduced by -10

Fanatic Spiritualist
* Unrest is now reduced by -20

Materialist
* Effect on building cost removed
* Research Speed is now increased by +5%
* Robot upkeep cost is now reduced by -10%

Fanatic Materialist
* Effect on building cost removed
* Research Speed is now increased by +10%
* Robot upkeep cost is now reduced by -20%

# Colonization & Migration
* Doubled the base time it takes to colonize planets
* When a Pop migrates to a new planet, it will now get a happiness boost for 10 years
* Only a single Pop can now be migrating to a planet at any given time

# Buildings
* Farms now produce more food due to capitol buildings no longer producing food
* Visitor Center mineral cost increased from 100 to 150
* Visitor Center now increases habitability by +5%
* Slave Processing Plant mineral cost reduced from 350 to 250
* Slave Processing Plant build time reduced from 720 to 360
* Slave Processing Plant now also reduces Slave Unrest by 50%
* Frontier Clinic now reduces growth time by -5% instead of increasing habitability by +5%
* Frontier Hospital now reduces growth time by -10% instead of increasing habitability by +10%
* Forlorn Ruins habitability modifier reduced from -50% to -20%

# Galaxy
* Primitive civilizations are now less common
* The Enigmatic Fortress system will now always have at least one potentially-habitable planet

# Fallen Empires
* Xenophobic Fallen Empires are now angered specifically by encroaching colonies and frontier outposts, instead of from border friction, meaning they won't declare war just over natural border growth

# Diplomacy & Subjects
* Subjects can now always colonize inside their own borders
* It is now possible to declare war on and conquer Protectorates
* Protectorates now work the same as vassals when it comes to diplomacy and colonization
* Protectorates can now be integrated without waiting for them to become a vassal

# Events & Modifiers
* Atmospheric Aphrodisiac planet modifier effect on growth time reduced from -33% to -10%
* Planet modifier-related events will now always trigger within the first year of colonization
* Made a number of colony events more common for the player

# Leaders
* Ruler skill now reduces edict influence cost and increase unity output
* Governor skill no longer increases happiness, but rather lowers Unrest
* Leaders will no longer start with the Iron Fist trait if Slavery is prohibited
* Leaders can only gain the Iron Fist trait by leveling up if Slavery is not prohibited

# Technology
* Pacifists no longer have a lower chance of rolling weapon-related technologies
* Everyone can now research and build Research Institute, Symbol of Unity, Ministry of Benevolence and Galactic Stock Exchange as rare technologies
* Nutrient Replication effect on food output reduced from +25% to +15%
* Tomb World Adaption effect on habitability reduced from +40% to +20%
* Automated Exploration Protocols technology now required Administrative AI instead of Self-Aware AI
* Technologies that increased influence now increase the influence gain from factions instead

# Components
* Missile cooldown reduced from 2.0-3.0 to 0.2-2.5
* Missile armor penetration changed to 0/15/30%
* Missile speed increased from 5 to 6
* Missiles now deal +10% damage vs. shields
* Missile HP have been adjusted slightly
* Weapon windup does not get cancelled when losing target during windup

# War
* The Liberate wargoal can no longer be used against Fallen Empires, Awakened Empires and Hive Minds
* Countries that cannot normally conquer planets are now able to conquer Fallen Empires, Awakened Empires and Hive Minds
* Planets belonging to subjects are now worth less warscore to occupy
* Planets belonging to subjects of Awakened Empires are worth far less warscore to occupy
* Removed warscore gain from blockades
* Planets that are part of the wargoals are now worth significantly more warscore


###################
# AI
###################

# Crises
* Fixed various issues with the Swarm and Unbidden crisis AIs getting stuck
* Swarm AI should now build fewer Infestors

# Diplomacy
* AI is now far more active when it comes to offering mutually beneficial trade deals
* AI now remembers rejected diplomatic offers for much longer and will not offer them again for a long time
* AI is now less likely to accept new migration treaties while under threat, which should fix migration treaty spam during crises
* Fixed an issue where the AI would not accept federation association status because the asker disliked one of the federation members

# Economy
* Major work done on AI exploration, expansion and economy that should allow AI to be more competitive in early-game growth

# Sectors
* Completely overhauled Sector AI budgeting so that it should now never unnecessarily accumulate resources when it has projects it could spend those resources on
* Added a new Agricultural Sector focus for Food production
* Added a tooltip in the sector view that tells you what a sector is planning to construct and how they are allocating resources to those projects
* Sectors will now put more focus on building robots, especially on planets with no biological Pops

# War
* Fixed a bug that was making the mid and late-game AI far less aggressive than it should be due to not correctly calculating when it was unable to peacefully expand
* Misc improvements to AI war logic and fixes for situations where it got 'stuck'

###################
# User Interface
###################

# Misc
* Added a list of terraforming planets to the outliner
* Should now be more clear what actually counts as differing war philosophy
* It is now possible to pan the camera by holding down both left and right mouse buttons
* Added mapmode option to toggle sector graphics
* Scrollbar in create new fleet will no longer reset when you transfer ships
* Scrollbar in expansion planer no longer reset when list is updated
* Galaxy map shows only claimable resources and colonizable planets while details map mode is off
* Remove unused space in planet view
* Updated appearance of edict tooltips
* Ships that are forced out of a system due to hostiles will now try to resume their remaining orders
* All military ships are counted in the ship size groups below the fleet power in system and galaxy view
* Clicking the "Change Research" button in the Research window will no longer cancel special projects
* Save the last used galaxy settings. Singleplayer and Multiplayer settings are saved individually
* Clicking the research resources in the top bar will open the Technology window
* Added game launch option -bajen

###################
# User modding
###################

# Misc.
* is_boss is now a fleet setting only
* Added functionality to support GetSpeciesAdj for Pop Scope
* Traits now have a randomized = yes/no setting that is used when randomizing traits instead of initial = yes/no. Initial now only controls what traits can be used in a custom species
* Support context switch from army to owner
* Removed defines for base resource income. You can now change this in the script files for each resource
* Replaced Pop_add_ethic with Pop_change_ethic, can still use Pop_add_forced_ethic to override 1-ethic rule
* Added pc_habitat planet class

# Effects
* The kill_leader effect now uses the scoped leader if no type is specified
* Added spawn_megastructure effect
* Added change_leader_portrait effect
* Added rename_species effect that can pick randomly from a list or prompt the player for a custom name
* Added add_ruler_trait and remove_ruler_trait effects
* every_owned_leader and random_owned_leader now include the current ruler
* Added support for army scope for is_same_species, is_exact_same_species triggers and change_species effect
* Added clear_ethos effect, takes Pop or country scope
* Added shift_ethic effect, adds the selected ethic to country ethos and then cleans up afterwards so amount of ethics points stays the same
* Added add_ruler_trait and remove_ruler_trait effects to change ruler traits for any leader, even if they are not currently ruler
* Added random_pool_leader and every_pool_leader list effects for leaders that are recruitable for a country

# Triggers
* Added count_species and count_exact_species triggers
* Added any_planet_army and count_planet_army triggers
* Added any_owned_army and count_owned_army triggers
* Added num_ascension_perks trigger
* Added former_<species right>_type triggers
* Added habitable_structure scripted trigger
* Added has_tradition trigger
* Added has_ascension_perk trigger
* Added num_trait_points trigger
* Added has_presence trigger
* Added excess_food trigger
* Added unrest trigger
* Added has_ruler_trait trigger
* Renamed random_army_within_country to random_owned_army
* Renamed every_army_within_country to every_owned_army
* Renamed random_army to random_planet_army
* Allow using a species 'who' target for the habitability trigger
* any_owned_leader now includes the current ruler
* Added any_pool_leader and count_pool_leader triggers for leaders that are recruitable for a country

# Modifiers
* Added slave_mineral_output modifier
* Added country_trust_cap_add modifier
* Added federation_naval_cap_contribution_mult modifier
* Added ship_home_territory_fire_rate_mult modifier
* Added country_vassal_naval_capacity_contribution_mult modifier
* Added subject_tribute_mult modifier
* Added country_subject_technology_sharing_mult modifier
* Added country_federation_member_resource_<resource>_mult modifiers
* Added leader_<admiral/general/scientist/governor>_influence_cost modifiers
* Added planet_building_upkeep_mult modifier
* Added megastructure_build_speed_mult modifier
* Added mod_megastructure_build_cost_mult modifier
* Added modify_species_cost_mult modifier
* Added country_government_civic_points_add modifier
* slave_production_output now affects all resources produced by slaves
* Added trigger support for opinion modifiers, allows creating new opinion modifiers without code support
* Removed support for common/triggered_modifiers
* Replaced Pop_radiation_happiness modifier with biological_Pop_happiness that only affects biological Pops
* All auto generated "resource_x_add" modifier types have been renamed to "tile_resource_x_add" as they were only applied to tiles
* The "country_resource_x_mult" modifier type is back! This one should be preferred over tile_resource_x_mult for empire-wide effects. Influence specific sources are not affected by this one (like influence from rivalries etc).
* The "planet_resource_x_add" modifier now works for all resource types, not just food
* Added faction_influence_mult modifier type
* Added subject_influence_gain_mult modifier type
* Added subject_integration_influence_cost modifier type
* tile_resource_x_add modifier type now adds resources regardless of what building is on the tile
* Added tile_building_resource_x_add modifier type that only adds its value if the tile's building already produces some of that resource

# On-actions
* Added on_megastructure_built on-action
* Added on_megastructure_upgrade_begin on-action
* Added on_megastructure_upgraded on-action
* Added on_ruler_back_to_pre_ruler_class on-action
* Added empire_init_add_technologies on-action. Used during galaxy generation
* Added create_capital_initial_Pops on-action. Used during galaxy generation
* Added empire_init_create_ships on-action. Used during galaxy generation

# Game Rules
* Added are_rebels_hostile game rule
* Added should_apply_neighbor_rival_modifier game rule
* Added show_notification_for_ground_combat game rule
* Added has_full_sensor_range game rule
* Added can_planet_support_orbital_station game rule

###################
# Performance
###################

# Misc.
* Improved performance when having one big fleet selected
* Improved performance of Pop migration by threading the calculations
* Improved performance of economy calculations
* General frame rate improvements in many gui views, especially in mid to late game
* Various AI-related performance improvements
* Fixed a severe lag spike that could happen in some rare cases when the AI was calculating diplomatic actions to propose

###################
# Bugfixes
###################

# Misc.
* Fixed AI and automatic exploration stopping completely due to bad distance calculations
* Fixed event countries such as Rampaging Titans making use of planetary fortifications
* Fixed Debris and similar projects not being able to be researched from the galaxy map when clicking project icon
* Fixed some ship components not auto-upgrading when new level was researched
* Wildcat miners anomaly can now only appear inside an empire's borders
* Remove tech in every case where the tech is completed. Techs no longer restart when finished
* Fixed crash when is_guaranteeing trigger was used with invalid scope
* Fixed a bug where Physics Lab 3 technology required the wrong technology
* Level 3 engineering lab tech now costs the same as corresponding physics/society lab techs
* Fixed weapons with limited firing arc choosing an ineligible target and therefore failing to fire at all
* Fixed a bug where buildings would not apply their modifier to the planet until the next monthly production pass
* Fixed a bug where cancelling terraforming of a planet within your borders was impossible if you didn't start the process
* Fixed issue with a ship destroyed VO sound not working
* Fixed an issue where country types, that would normally not have spaceports, could take them over from other empires
* Awakened Empires will no longer accept white peace in War in Heaven under any circumstances
* Fixed Artisan Enclave diplomacy breaking in some circumstances
* Fixed game freezing on a rare occasion when ending a war
* Fixed bug where colony ship cost modifiers were applied twice
* Starvation no longer makes robots unhappy
* Fixed issue with sound effects being played while loading save
* Changing a colonized planet into an uninhabitable planet class now destroys the colony
* Disbanded or destroyed observation posts will no longer save primitive civilizations from their doom in certain circumstances
* Ship costs can no longer be negative
* The Ship Cost modifier no longer affects station costs
* 'Likely to be purged' AI peace acceptance reduction now only triggers if you're demanding planets
* Fixed out-of-sync where cached values for ships and fleets were not updated after hotjoin
* Fixed out-of-sync where the radii of galactic objects were only recalculated after loading saves
* Fixed out-of-sync where the fleet size was not recalculated after hotjoin
* Fixed out-of-sync where modifiers were not properly recalculated after hotjoin
* Fixed out-of-sync where the galaxy map was not regenerated after hotjoin
* Fixed out-of-sync where custom fleet formations were not saved
* Fixed out-of-sync where commands could be executed during hotjoin
* Fixed out-of-sync related to deficit spending in the empire AI
* Fixed out-of-sync when client and host used different language settings
* Fixed situation where multiple Wraiths could spawn in a single galaxy
* Construction ships no longer get stuck trying to build stations if there is no valid path to the station's intended coordinates
* Fixed bug where the reclaimed ship obtained from Horizon Signal did not have a model in the ship view
* Fixed bug where is_boss setting could propagate to other ships
* Use move order to check if a colonization order is possible
* Fixed science ship trying to research anomaly in inaccessible system getting getting stuck
* Fleets that are already in combat will no longer get the 'hostile fleet engaged' sound effect playing for additional enemy engagements.
* Fixed a potential failure for an anomaly category to generate an anomaly
* Fixed debris sounds sometimes playing in galaxy map
* Fixed text/effect mismatch in Wraith event
* Fixed missing species names in events related to Shielded Planets
* Fixed agendas and mandates not being available for the first ruler, and rulers not clearing or generating agendas or mandates when switching between government types
* Fix ship designer sometimes trying to equip a component for the wrong slot size
* Fix some ship components not auto-upgrading after researching the next tier component technology
* Fix advisor sound volume not being saved between game launches
* Fix hostile intel persisting past the end of hostilities
* Fixed anomaly generation chance from scientist trait or ship components never getting applied
* Fixed Curator Archeology Lab's anomaly fail risk and research speed effects not working correctly
* Fixed Curator Archeology Lab's Anomaly Research Speed bonus effects not working correctly
* Fixed Curator Explorer Lab's survey speed effect not working correctly
* Fix science ship trying to research an anomaly in an inaccessible system getting stuck
* Fix weapons with limited firing arc sometimes not firing at all
* Fixed a bug where it was possible to move your capital to a planet that is under colonization
* Pops should no longer modify themselves on planets of the same type as their species' homeworld
* Fixed a bug where fleets could in some cases attack a disabled fleet
* Fleets cancel all orders when they are forced out of a system
* Fixed broken Manhattan-distance calculations for ship targeting
* Fixed issue with Support Independence not working
* Pops can no longer migrate away from occupied planets

# Sector
* Fixed so that spaceports in a sector have their maintenance paid for by the sector

# Events
* Fixed a bug where some events could spawn Pops with no name and portrait
* Fixed several cases where precursor anomaly generating events would not properly spawn anomalies
* Fixed a Horizon Signal event chain outcome not affecting Continental-preference Pops properly
* Fixed localization/scope issue in country.209 so that the radical_cult event target points to the cult and not your own empire
* Improved reliability of Old Gods event chain
* Fixed the second Horizon Signal chain not terminating correctly in all instances
* The Artisan Troupe Enclave will no longer ask you to take in Pops if they would have low habitability on your colonies
* Nomads will no longer ask you to take in Pops if they would have low habitability on your colonies
* Causing the Enigmatic Fortress to catastrophically explode will turn uninhabitable planets into Molten rather than Tomb Worlds (gas giants and asteroids will not change)
* Pops from a certain tomb world-related event now have their habitability traits set properly
* Fixed unintended behavior in the outcome(s) of the Syzygy fight in the Horizon Signal event chain
* Fixed the Redirected Delivery of Nomad ships not being delivered when appropriate
* Fixed missing event reward related to the ancient mining drones
* Fixed Primitives sometimes building certain structures on tile blockers
* Fixed missing species names in events related to Shielded Planets
* Fixed faulty event title in Enclave Trader menus
* Rogue covert infiltration agent can no longer appear on multiple planets

# Achievements
* Fixed Deus Vult achievement ignoring Spiritualist requirement

# Interface
* Added missing commas in Federation Association Status listing
* Fixed some cases where the warning that a planetary invasion was likely to fail showed up incorrectly
* Fixed a bug with fleet box health bars overlap icons when more than four designs in fleet
* Fixed faulty event title in Enclave Trader menus
* Fixed inconsistent naming of Swarm and Amoeba strike craft in localization
* Fixed a case where Automatic Exploration would fail due to incorrect pathfinding checks
* Disabled the expansion planner colonization button if the colony ship has no valid path to the planet
* Planet view: Rally point toggle now shows when it's enabled
* You will no longer close windows when you accidentally release mouse outside of the window (after drag)
* Fleet transfer window will no longer close when you release the scrollbar
* Fixed incorrect production and station energy income in budget view if there were sectors
* Fixed Using the X (or Esc) in top right corner of diplomatic dialog events leads to event having no effect
* Fixed a bug where Debris and similar projects would not be researched from the galaxy map when clicking project icon
* Fixed some inconsistencies in top-bar resource tooltips
* Fixed endless "Evading hostile fleet" if the fleet had additional orders queued up in the system with hostiles
* Fixed Both 'Decline' and 'No' in a two option dialog on sector deletion
* Don't show warning when invading allied planet occupied by hostile empire
* Fixed so that Pop maintenance is paid for by the sector and displayed in the planet and economy balance
* Fix incorrect production and station energy income in Government Budget window if the empire has sectors
* Federation Victory progress now shows up for all members of a Federation correctly instead of just the leader
* Technology screen: Fixed Swapping between "Researched" tabs causes low FPS when a large amount of techs are researched
* Fixed Victory screen shows TITLE and DESC
* Situation Log: Condition text overlaps finish time text
* Situation Log: Updated VO is always triggered on load
* Situation Log: Fixed Text overlaps with buttons when the list of components is long in debris
* Situation Log: Fixed "Requires science ship" text overlap for debris
* Fixed Crash to Desktop when clicking a fleet in the Federation Window
* Identical movement arrows no longer stack, improving performance and reducing the very bright bloom when having multiple fleets selected
* 'Would likely be purged' will no longer apply when all wargoals are liberation-type goals
* Create proper tooltip for is_same_species trigger if the current scope is a country scope
* Connecting to a server no longer freezes the game
* System name background shows correct diplomatic status color
* Fleet order list is visible again when overing over the icon in the outliner
* Fix new traits missing from the Leaders window
* Make it less likely that projectiles of big weapons are not visible
* System name background uses correct diplomatic status color in systems with only stations (instead of planets

# Launcher
* Fixed broken scrollbar for MOD and DLC list in launcher
* Fixed DoB field displaying incorrectly in Spanish Launcher when creating a Paradox account
 

Hellion

Arcane
Joined
Feb 5, 2013
Messages
1,582
Apparently Paradox has started accepting pre-orders for "Utopia" at THE SUPER-LOW PRICE of... 20€.

God dammit Paradox. God fucking dammit.
 

Nahel

Arcane
Joined
Feb 12, 2015
Messages
862
How nice of them. After buying the game when it is in alpha we can pre-order dlc before their release. They are trying hard to become the new EA.
 

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