Hello everyone! 2.0 'Cherryh' and Apocalypse will be coming out in a week, so here as usual are the full patch notes in advance for your perusal. As we're still in the process of proofreading them, there might be omissions or errors, so please let us know if you spot anything that looks out of place. Thank you!
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####################### VERSION 2.0.0 ###########################
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# DESIGNERS' NOTE #
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# #
# Stellaris has changed quite dramatically for 2.0, and in our #
# experience, for the better. Overall you can expect the game- #
# play to have been slowed down a little, and you now need to #
# make active decisions on which star systems you want to #
# expand into and control. #
# #
# You will need to build starbases to control systems and #
# defend your borders. You will need to outfit your starbases #
# with shipyards to build military ships, or turn them into #
# powerful fortresses to defend vital choke points and #
# strategically important locations. #
# #
# How you use your fleets will be different as well, as you now #
# have a limit on how many ships you can have in one fleet. #
# It will also be important to make sure that your fleets are #
# positioned correctly so that they can respond to any threat #
# to your borders - whether be it from pirates or hostile #
# space empires. #
# #
# The war system has changed as well, and you now need to make #
# claims on an enemy's territory before declaring war on them. #
# This means that it is now possible to declare war for a #
# single system without having to wage a long, drawn-out #
# war for it. #
# #
# Larger wars have changed as well, with the arrival of the #
# Colossus in the Apocalypse expansion. The Colossus is a #
# powerful super-weapon that can be equipped with various #
# armaments, one of which is capable of blowing up a planet. #
# #
# We hope you are ready for the Apocalypse. #
# #
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# Expansion Features
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# Colossus
* Added a new ship size called the Colossus, with graphical variations for all ship sets (including Plantoid and Humanoid if those species packs are owned). The Colossus needs an Ascension Perk and can be equipped with different planet-killer weapons capable of devastating entire planets.
# Titan
* Added a new ship size called the Titan, with graphical variations for all ship sets (including Plantoid and Humanoid if those species packs are owned). Titans are massive ships with Titanic-class weaponry that serve as the flagships of your fleet and have auras that can buff friendly ships and debuff hostiles.
# Ion Cannon
* Added a new defensive platform called the Ion Cannon. The Ion Cannon is a Titanic-class weapon meant to defend your Starbases against enemy capital ships.
# Ascension Perks
* Colossus Project, required to build the Colossus.
* Enigmatic Engineering, prevents enemies from reverse-engineering debris from your ships and extends sensor range.
* Nihilistic Acquisition, allows you to abduct Pops while bombarding enemy planets.
# Civics
* Life-Seeded, changes your homeworld into a size-25 Gaia World but also makes other planet classes uninhabitable for your species.
* Barbaric Despoilers, allows you to raid and abduct Pops while bombarding enemy planets but other empires will dislike you.
* Post-Apocalyptic, changes your homeworld into a Tomb World and allows your species to survive on other Tomb Worlds.
# Unity Ambitions
* A new set of very powerful edicts that cost Unity to enact. The cost is equal to one tradition unlock. Unity Ambitions are unlocked by the Ascension Theory technology.
# Marauders
* Added a new type of non-playable empire, from which you may hire fleets, admirals, generals or pay them to attack your rivals. A Marauder empire can "awaken" under the leadership of a Great Khan, constituting a mid-game crisis. When that happens, the Marauder empire will begin to expand and attack its neighbors.
# Music
* Added 3 new music tracks by Andreas Waldetoft
# Other
* UTOPIA: Psionic Assimilation: It is now possible for empires that have completed Psionic Ascension to give other biological species residing in their empire the Psionic trait through assimilation
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# Free Features
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# FTL Rework
* Every empire now starts with the Hyperdrive FTL.
* Wormhole Travel and Warp Travel are no longer available FTL types at the start of the game, and have been changed into additional (and very different from before) modes of travel detailed below.
* Pairs of Natural Wormholes can now be found scattered across the galaxy, connecting two star systems across vast distances. It is possible to pass through them for near-instantaneous travel, with the correct technology.
* Gateways are ancient megastructures connected in a network. Like the Wormholes, they allow instant travel across the galaxy. Gateways need to be activated before they can be used, and you are able to construct new Gateways once you have the technology to do so. Gateways do not require Utopia to restore or build.
* FTL Inhibitors prevent hostile fleets from advancing, they can only leave by the hyperlane they came from while any FTL Inhibitors in the system remain active. Starbases and planets get access to FTL Inhibitors if you have researched the associated technology.
* Jump Drives now allow fleets to make near-instantaneous point-to-point jumps that ignore hyperlanes. However, jumping has a long cooldown and significantly debuffs the fleet while the cooldown is in effect.
# Starbases
* System ownership is now determined by who controls the Starbase in it. Starbases are similar to Frontier Outposts and Spaceports combined into one, and they can be upgraded and specialized with different modules and buildings. You must now fully survey a system before constructing a Starbase in it
* Starbases can be upgraded from Outposts into Citadels (5 levels total)
* Starbases have module slots (0/2/4/6/6) that can be filled out with different Modules such as Shipyards and Trading Hubs
* Starbases have building slots (0/1/2/3/4) that can be filled out with different Buildings such as the Fleet Academy and the Nebula Refinery
* Starbases can build and maintain their own fleet of defensive platforms. The number of defensive platforms a Starbase can support depends on its size, buildings and other factors such as ascension perks
# Fleets
* Fleet Command Limit is a cap on how many ships can be in the same fleet, effectively limiting how many ships a single admiral can command and provide bonuses to.
# Ascension Perks
* Most basic ascension perks are now available in the base version of Stellaris. Megastructures and Psionic/Biological/Synthetic ascension paths still require Utopia
* Added the Eternal Vigilance ascension perk that boost your defensive capabilities, increasing starbase defensive platform cap, and effectiveness of defensive platforms and starbases
* Added the Executive Vigor ascension perk that doubles your edict duration
# Army rework
* Defensive armies are no longer built, but are rather created automatically to garrison planets from certain buildings, such as Capitals and Fortresses
* Orbital Bombardment was changed. While a fleet is bombarding a planet, it will now deal damage to both armies defending the planet, and the planet itself. Planet damage is a value that goes from 0 to 100%, and once it hits maximum, a tile on the planet will be damaged, ruining any building on it and potentially killing pops and creating blockers. More severe forms of bombardment do more damage to both armies and planets
* Planets can now construct Fortress buildings that provide additional defensive garrisons. Armies spawned by a Fortress cannot suffer any damage from orbital bombardment while the Fortress is functional
* Assault armies engaged in battle on a planet will now cause collateral damage to the planet, in the form of planetary damage similar to from bombardment. Different types of armies cause different amounts of collateral damage
* Armies at low (<50%) morale will now have their combat ability reduced, in addition to the more severe penalty that already exists for being at 0 morale
* Planets now have a combat width that determines how many units can take and deal damage at the same time during combat
* Planets no longer have a limit to how many armies can be garrisoned on them
* Armies now have a chance to disengage from battle when they take damage and their health is at <50%. Disengaged units will not deal damage or take damage as long as there are other units to fill the combat width
* Retreating from an invasion now results in each retreating unit having a chance of being overrun and destroyed. The chance increases if the unit is at low health
# Unit Experience
* Armies and Ships will now gain experience from combat and rank up. Higher rank armies/ships are more effective in battle
# Galactic Terrain
* Certain systems will now have effects on ships in them. Pulsars, Neutron Stars and Black Holes will affect ships in the same system in various ways, while Nebulas prevent all outside sensors from having a view of the system
# Fleet Manager
* We have added a new interface that lets you manage your fleets. You can manage templates, retrofit designs and reinforce all fleets.
# Technology
* Technologies have been reworked into 5 tiers, and many have had their base costs changed
* Renamed Atmospheric Restoration to Atmospheric Transformation
* Doctrine: Fleet Support no longer unlocks any spaceport modules, but instead increases naval capacity
* Interstellar Fleet Traditions tech no longer unlocks any spaceport module, but instead unlocks two starbase buildings
* Auxiliary Fire-control technology added to the game
* Modular Engineering technology has been added, which reduces starbase building and module build cost by 25%
* Each ship size has two technologies that increases hull points. For example, corvettes can increase their hull points by +100 two times
* Each ship size has a technology to increase the build speed of that ship size by 25%
* Technologies that unlock new ship sizes also increase Fleet Command Limit by +10
* Orbital Hydroponics tech removed from game
* Will to Power tech removed from game
* Wormhole Stabilization technology has been added to the game, and it is required to travel through Wormholes
* Gateway Activation technology has been added to the game, and it is required to activate Gateways and to travel through them
* Gateway Construction technology has been added to the game, and it is required to build new Gateways
# Traits
* Traditional species trait has been added, which increases unity output
* Quarrelsome species trait has been added, which reduces unity output
# Spaceports
* Spaceports as an entity no longer exist, and starbases with shipyards are required to build military ships. Every planet can build civilian ships through the spaceport tab, including Habitats
* All spaceport modules removed from the game. Some were converted into Starbase buildings
# Pirates
* Pirates can now spawn in any unowned system near your borders. Pirate spawns keep getting stronger as the game goes on. Pirates will raid systems to destroy mining and research stations
* Pirates cannot spawn during the first 10 years of the game
# Sensors & Intel
* Sensor range is now a measure of how many FTL jumps away you can see rather than euclidian distance. A sensor range of 1 gives view of only the same system, 2 of same and neighboring system, and so on
* Intel levels have changed. They are as follows: None (Unknown), Low (unsurveyed but known), Medium (surveyed, not in sensor range), High (unsurveyed, in sensor range) and Full (surveyed, in sensor range)
* You no longer need to survey systems owned by other empires you have comms with. Exception is systems owned by Fallen Empires or Marauders
# Edicts
* Edicts now all have an up-front cost and a duration, rather than being able to be toggled on and off. The only exception are one-off edicts such as Land Reclamation
* Removed a bunch of planetary edicts, and many others were turned into empire edicts. In addition, many of them have had their effects tweaked or reworked.
* Recycling Campaign empire edict added to the game, which reduces consumer goods cost
* Healthcare Campaign empire edict added to the game, which increases pop growth
* Education Campaign empire edict added to the game, which increases leader experience gain
* Fear Campaign empire edict added to the game, which increases unity output and xenophobia
# Setup
* Can now set when mid-game and end-game events will start at galaxy setup
* Can now set overall speed at which tech and traditions are unlocked at galaxy setup
* Can now set frequency of wormholes and abandoned gateways at galaxy setup
# Misc.
* Added some new events for gaining additional Precursor artifacts outside of anomalies, this should guarantee that precursor chains can always be completed
* It is now possible to start a game with no other empires in it, but this will disable conquest victory
* You now start with your home system explored, and largely fixed (slightly randomized) number of resources present
* No longer possible to trade star charts with other empires, instead you can trade for communications
* War Philosophy now controls whether or not you can freely make claims on other empires. It is always possible to claim systems of empires that you are fighting a defensive war against
* Broken planets are now their own planet class, instead of using the barren planet class
* The Scyldari are now Spiritualist rather than Materialist, as the prescripted empires were looking a bit Materialist-heavy
* Changed the Iferyx from Xenophobe to Pacifist, and gave them Corporate Dominion, to give them a different AI personality from Yondar attraction
* Added new component reactor booster with 3 levels and accompanying techs - aux slot component that gives extra power to ships, the basic version is available as a start tech
* Mineral Processing technology no longer gives +2000 Mineral storage cap, but rather unlocks Nebula Refinery
* Consolidated mineral storage modifiers from techs into just a few techs instead of spread all over
* Military Stations removed as a buildable station type. They are now Defensive Platforms for starbases.