Highlights:
- 33 new Danger event variations added, including 19 new vidcom graphics to illustrate them
- Social Housing and Worker Appartment Asset Types added, allowing you to convince Population and Worker to stay in a specific Zone
- The slightly weakCommerce Profile at 50+ now gets an extra Stratagem "Improvised IP"
- Detailed mouse overs added to the election reports to show why the election votes went a certain way
Full changelist:
[expand type=details expanded=false]
- Added 33 variations for Danger events *
- Including 19 new Vidcom graphics (this is a further experiment towards introducing more vidcom variety and moving towards a complete overhaul of all Vidcom graphics with core 1.4 release (planned with Republica DLC in 2025)) *
- Added new danger event that only triggers on high Zone Culture score *
- Added some secondary skill bonuses for Danger events (these give their absolute skill level as a bonus (note not their skill family level))*
- Many of these Danger variants only trigger under specific conditions and will make the difficulty level higher than the regular events, also they tend to make the casualty levels quite a bit higher. Luckily they should not occur that often. *
- Security Danger events now gets roll bonus from security score + troops in city *
- Health Danger events now get roll bonus from health score *
- (Low) Culture Danger events now get roll bonus from education score *
- Extra difficulty can be added under specific conditions (fear,unrest) but only likely on higher difficulty levels *
- Some moderate possibility that Danger events now also generate some Unrest *
- Enforcement >40 makes mitigating Danger Events easier. *
- Fixed GR Chaingun Tech, it now no longer affects energy MGs. *
- Fixed GR Phantasmagora Buggy, it now no longer has its AP modifier capped. *
- Fixed aircraft no longer benefiting from GR Chaingun Tech. *
- Fixed delegated Mining Asset not turning up in Mining Overview.
- Fixed resettlement proposal decision to now impact reg-reg relation level.*
- Cloning Facility % increase now from 1% to 0.5%. *
- When you upgrade an Asset it now keeps its previous damage if it has any.
- Private Mines should now mothball when they run out of mineable reserves and startup again when new reserves are available.
- Can only play 1 Posture on a HQ each round now. *
- Arachnids less present on Planets (-33%) *
- You now have access to the trooptype statistics of other Major regimes at recon level 30 or higher.
- Also Regime Recon gets Spies 2 as extra recon if not more >=8 zones within the enemy. If >=6 zones 2.5, If >=4 zones 3, if more >=2 zones 4, if only 1 zone *6*spies. This means it is easier to get Regime Recon if the enemy regime has less Zones.
- Housing Tech added
- Social Housing Asset Type added
- Worker Apartments Asset Type added
- Added a lot of mouse overs in the election reports revealing a lot more information about how the calculations are made during elections.
- Governor influence on elections has been improved + Soldiers voting algorithm now follows more closely the setup for pop+worker voting. Notice that new elections with this version might see some shifts in voting behavior.
- Sped up AI calculations with 10-15%
- Much improved the algorithm for Midcore Logistics that was getting very slow once an empire got large with many roads and logistics sources. Added a LOT of cache-ing to the algorithm that should speed things up the midcore logistics by a factor of about 30 times faster. It might still get a tad slow when you get really large, but nothing like before.
- Fixed hex extra info mouse over for some Unknown Landscape hexes, which shouldn’t have been shown.
- Fixed first window of Raise New Formation Order where sometimes Formation Types where missing if Use SHQ Troops option was flagged
- Fixed issue with extra kill percentage not being applied for GR Optics Tech and the GR artillery unit. *
- Switched off Advice from round 70 onwards or if 9 or more Zones in control (we assume no more help needed at this point, and it reduces turn calculation time a lot for large empires that never switched advice off in the Prefs)
- Increased coarseness of logistics a little bit to increase speed
- Especially on lower difficulty levels and playing without the History Class “Low Resources” there will be more opportunities to find low-grade Metal Deposits. Considering base Metals are so common on all Planets they are now easier to find, but the extra deposits now added are not very economical to exploit. Same as for Metal is done for Rare Metals but much less pronounced. *
- Added new Stratagem for the Regime Feat Opportunism (Commerce-50) which is “Improvised IP” which allows you to use the Population of a Zone of choice to produce IP by paying Credits (and 25 PP). Giving a little buff to the commerce profile especially in the early game. *
- AI BP generation bonus reduced on Regular and higher levels, because the AI has become a little bit more clever in which research to prioritize recently. New BP gen bonus: -33% on beginner, +10% on regular, +50% on hard, +120% on extreme *
- Fixed an issue with SHQ management for an AI empire spawning many SHQs on the same island (thanks to Jed!)
- Fixed an issue with the AI not building flak when severely overpowered by the player (thanks to Jason!)
- AI was giving up a bit too early with the the air war, nudged this a bit
- Gave AI some more incentive to still research low techs when already in high tech areas, to avoid it having a hole in its tech tree
- Canyons now give combat penalties *
- Fixed an AI glitch where it could build (in rare circumstances) makeshift ports on your territory