Shadow Empire

Shadow Empire

 Ce sujet a été épinglé, cela doit être important
vic  [dév.] 15 déc. 2020 à 5h20
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Last Open Beta v1.26n2 (22 march 2025)
Shadow Empire's Open Beta is now available on Steam.

In order to activate the beta, go to your library and right click on Shadow Empire. Select "Properties" and navigate to the tab "Betas". Select "Open Beta" from the drop-down menu and close the tab.

Your game will automatically update to the current beta version. You can opt out the beta program anytime by selecting "None - Opt out of all beta programs" from the same drop-down menu.

The launcher will not be updated and will show an older version number. Check the in-game main menu (bottom left) or dashboard report (mouse over the scenario version #).

The current open beta features these changes and improvements:

Changelist 1.26n2(#221)
-Fixed crash with Leaders view & Faction view

Changelist 1.26n (#221)
-New Faction’s first Faction Leader during the game is now usually much better aligned with their new Faction. They sort of trade their previous ideology for a potential position of power. Ambitious Leaders have more chance to align and to found a new Faction during the game.
-Added some more log entries on Private Credits in the Zone Logs & did some general QA work on tracking this really correctly (for me and for the player)
-Fixed faulty XP in raising formation with SHQ Troops
-Fixed misconfigured conditions for raising Light and Heavy Armor Grenadier Army.*
-Fixed the amount of Energy/Food/Ammo/Fuel/Water/IP that is being kept by Zone in case it will not have enough maximum storage points to do so; in that case it will send items back to SHQ even though it needs them next round, better than losing them. (Big thx to Dave with this rather rare case).
-Fixed a small reporting glitch with energy in the inventory tab (consumption need reported was not taking energy rebate into account of agri facilities)
-Verified Disband Militia is working; it is working. But you need to play a scenario started with #220 or later.
-Major AI on higher difficulties now does higher Tech Level starts with Models utilizing the best Tech thats available at start of game.
-Major AI in early game is now more keen to design better versions of much used equipment/models when important new tech becomes available
-Major AI is now more sensitive to recognizing another Major is getting too much ahead (but stays sensitive to especially victory pact for non-game winning reasons)
-AI gets better Leaders at higher difficulty levels (upto +1 cap level at extreme difficulty)
-AI fix where it was not perceiving possible longer term encirclements as good as it could
-Limited budget changes for Organisations to minimum 1% per organisation. There is minimal upkeep needed to keep the lights on.
-Fixed feedback when using “Call To” diplomatic Cards to explain the addition of dem,aut or mer to your ROLL. *
-Fixed small glitch in Crime Syndicate algorithms (destroyed security asset without crew) *
-Fixed issue with some other Cultures Milita Units losing Unit Feats.
-Fixed crash with sentient alien units and using the Battlegroup Order.
-Correct mouse over now for Major Diplomatic Pact Stratagems.

*=requires new game start

Changelist 1.26m (#220)
-Salary effect on Natural Relation Point has been lowered *
-Rank Feature added. HR Task now also produces Increase/Decrease Rank (title) Stratagems that can give a Leaders a higher salary and more prestige from their job *
-In Leader Management Tab you can now also inspect the Leader Feats
-AI change on tactical level: added an extra move algorithm option on normal AI speed or higher, should result in slightly better tactical moves.
-Fixed glitch with losing of Quality Levels when reforming unit/HQ (Zarohn)
-When depleting the Militia Pool the Population will be reduced (if possible)
-When rebel units form the Population will be reduced (if possible)
-When suboptimal recon the Unit counters now show the same value on map as in the troops breakdown in the bottom.
-Fixed glitch where logistical points need of Asset was reduced by city level multiplier (farmstead III req 50 logistical pts instead of 150)
-Fixed having the Model graphics show up in the Battlegroup Popup Window
-Private Economy will stop upgrading private mines that dont have enough reserves left in the ground
-Private Economy will favor industry/scav assets more often again
-Fixed a tiny glitch with not selecting the city hex when clicking in left side window
-Fixed mouse over for make peace Strategem
-Fixed issue with some Profiles not changing with diplomatic major events *
-Fixed transferring from Zone to SHQ in same Hex if no logistical points available.
-Militia can now be disbanded as well. (because it could be scrapped, like this is more consistent)
-Regular Troops can now no longer be transferred into Militia units (was an exploit)
-HQ reports now show up even when round 70 passed or advice turned off.

Extra notes on the new Rank feature:
Giving a higher rank title to a Leader immediately gives some relation effects. It also increases the Natural Relation Point for monetary as well for honor-related reasons. It also increases the Prestige from the Job they are doing.
Rank 1 = salary * 5, prestige from job +10 pts
Rank 2 = salary * 25, prestige from job +20 pts
Rank 3 = salary * 125, prestige from job +30 pts
Rank 4 = salary * 625, prestige from job +40 pts

*=requires new game start

Changelist 1.26k2 (#219)
-Major Fix with AI regimes not being set to a story mode (friends, blackmail, etc) and subsequent events not triggering. This has been fixed for new games and running games (retro-active fix will take a new round to go into effect) (Thanks Jean!)
-further AI changes on tactical level to try to strike the right mix between timid (too often previous subversion) and audacious depending on the number of units on the frontline.
-Fixed the Base Design formula for aircraft , it no longer takes “aircraft ruggedness” into account a bonus as it causes issues with field testing. On top of that “aircraft ruggedness” should never have given a bonus to the base design in the first place, it is already giving a bonus to Hitpoints. (Thanks Felius!) *

Changelist 1.26k (#217)
-AI changes on the tactical level especially on medium and slow level (extra searches, small nudges & some code fixes). The AI should be a bit more wary now against encirclement and holes in the line, however it might have gotten a bit bore timid in some circumstances too, where it is better to drive forward. So feel free to send me a save game of any such instance where it should have played offensive cat & mouse instead of trying to avoid encirclement. This will be probably be worked upon for the next open beta. Feedback is thus crucial.
-Expanded rather limited implementation of moveRedux effects of artillery on transporter (truck/apc) speed. Used to be only applied if the trucks had an AP cost decrease (fast trucks), now also for all others (normal and slower than normal)
-MTH Stratagems are now handled by Economic Council Director (instead of Foreign Affairs Director) *
-Salary impact on Natural Relation Point is now optimal at Leader Egoism=50 and slacks of going towards 0 or 100. In the first case because the leader is altruistic and doesnt value rewards very high, in the other case because it wants more and more credits as egoism creeps higher. (note that the stratagem gifts do work well on high egoism because the public ceremonial nature (PP expenditure) of these gifts does scratch their itch) *
-Waterfall Turbine Hex Feat description fixed*
-Mod Library usage fixed. Thx Magirot! It now loads mods again without crashing. Apologies here, not sure how this bug snuck in.
-Fixed Danger Event preview with too high modifier on skill roll
-Fixed map centering in some cases (big thanks to JeanLeChauve for this report and many others)
-Fixed mothballing of private mines when necc
-A cap on egoism loss with leaders with low ambition and parliament regime feat active. Iit cannot go lower than ambition now. *
-Agri preview production fixed
-Made fixed AI Admin level (based on round) now more variable also depending on BP production *
-Arachnids less chance to be present on planet where they have no prey to hunt

Changelist 1.26j3 (#216)
-Fixed faulty Key Level Rise events (showing Law Upkeep cost instead)
-Fixed constant “Morale Highstanding” decisions (mike)

Changelist 1.26j2 (#215)

DANGER RELATED
-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. *

OTHER
-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.

*=requires new game start

Changelist 1.26i(#214)
-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%

Housing Notes

Social Housing Asset provides Social Housing Points and Worker Apartments provide Worker Apartment Points. If more social housing than Population then workers can use remaining housing points. If more apartments than workers than population can use remaining housing. But Workers put in social housing only provides you with 25% of the worker housing effects.

Full housing provides +2 happiness for Population and +4 happiness for Workers. This is because worker apartments are way more luxurious and social housing is much more bare bones. If 50% or more of Population is housed then it increases Free Folk settlement, if 100% is housed then Free Folk settlement reaches the point of being doubled. For Population migration between Zones the difference in housing % acts as a modifier that at maximum, when the difference is 100%, can increase migration by a factor of 4 or decrease migration by a factor of 4 when at the minimum of -100%.

Having Workers with good housing (apartments) makes it really unlikely that workers quit their jobs, with 100% apartment housing for your Workers the amount of Workers leaving your service is divided by 16. This effect kicks in from 1% onwards.
Once worker housing reaches 50% and upwards the recruitment of workers will be easier, up to a factor 4 more if 100% of workers are housed in apartments.

Changelist 1.26h(#213)
-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

*=requires new game start

Changelist 1.26g(#212)
-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

*=requires new game start

Changelist 1.26f2(#211)
-Fixed a crash during AI calcs (usually at start turn after all ai's have played). Due to typo. apologies.

Changelist 1.26f(#211)
-Lot of work has been done on the AI military mid-late game play, notably concerning using higher tech equipment and atomics like ICBMs and being able to buy lower tech stuff even while higher tech stuff is available.
-Midcore rules do NOT use branching rules anymore, making them even easier to play *
-Combat Odds Prediction with the SAME units in a different selection-order now gives the same odds prediction
-Human player in a multi-player game no longer loses automatically if he starts a turn without cities. Automatic loss is now only executed if the player has no cities AND no units!
-Defending non-air Subunit that did not did not do any meaningful attacks (att score<1) during a combat round is not charged combat fuel costs for that combat round.
-Any non-air Subunit that did not do any meaningful attacks (or structural damage) during a combat round is not charged ammo for that combat round. (was already the case for air)
-Any non-air Subunit that did not do any meaningful attacks against land subunits, but did do so against air subunits, and which is has much lower best air attack than best land attack (4 times lower or more) will be charged less ammo cost. This last rule will mostly apply to MG and similar models with really small AA cap.
-AI sometimes underestimated unaligned/minor threat at crucial points considering it wrongly unimportant (potentially causing early collapse by loss of city), this should happen less often now.
-Leader portrait losing faction colors is fixed
-Leader portrait going bald and getting hair back again (at age 21-22 threshold) issue fixed
-Reduced number of bald females *
-Plugged glitch where asian females had really high chance to be bald *
-Fixed rare weird glitch with Profiles of some Regimes being able to go below 0
-Fixed Asset Management Tab previews if logistics connection Zone + SHQ is connected with naval logistics and the SHQ is not allowed to use them.
-Airbases can now be constructed if you have Propellor Tech OR Rocket Engine Tech. *
-Fixed glitch where you could set OHQ to be commanded by itself
-Increased ammo cost for Heavy Rockets and Heavy Missiles *
-Fixed issue with very long games where the AI Regime Leaders + some 3rd party leaders got really really old and at some point it felt like geriatric warfare.

Changelist 1.26e(#210)
-It is now possible to create “Makeshift” Zones on Hexes without a Zone (“No Zone”). However this is more expensive than regular Zone creation (35PP, 500 Credits, 500 freeFolk/soldiers), but it can start a new Zone closer to an existing city (needs to be only 3 hexes away instead of 5, or even without condition if it concerns a small island of 16 Hex or smaller). This seemingly minor addition will give you more flexibility in special cases and open up a large number of possible new strategies concerning expansion by airlift. Note this new feature uses the same “new Zone” button when a “No Zone” Hex is selected.
-Unit Supply is now prioritizing Food a lot and Oil quite somewhat. This has been done to prevent cases where Ammo uses up all the logistical points and nothing is left for even more vital stuff. Food is vital for obvious reasons (starvation), but oil is also vital because low oil gives actually quite horrible combat penalties.
-Finetuned Farm-/Dome-steads building and now allowing maximum 2 Farmsteads to be build in a Zone, from there on upgrading those (until they reach Farm Community Level) is going to be the rule. We want to avoid cases where Farmsteads just clutter too much map. (partially *-ed)
-Finetuned Private Debt rules : Population can now go into debt as well to buy full Private Farm/Dome Communities. *
-Fixed exploit where reconquering a Zone (after losing it) gives you a Fate Pack again. (partially *-ed)
-Fixed buggy behavior with MTH wants more staff Decision.*
-Fixed some Tech mouseovers *
-Fixed rare issue with disappearing Free Folk through some Decisions like “Demagogue”
-Slight nudge to CAS increase indep of tradition level, very slight though…
-Fixed showing of movement arrow with strategic movement when using roads with more than 9999 logistical points on them
-Fixed miss-focussing map in some map centering cases on hexes that are close to the “map seam” where the map loops (Asset clicking, probably also history replay)
-Fixed a crash causing bug because units were transferred between regimes (like with the new option introduced in subversion D for Arachnids to split off from their core regime) (big thx to Carl)

Changelist 1.26d(#209)
-The Arachnids Minors have multiple levels now. The higher difficulty level you play the more dangerous they’ll be able to get, spawning special castes as Defendrix, Dominatrix and Exterminatrix, as well as Queens and Champions. *
-Various big fixes to Slavers, Arachnids and Mutants actually “decimating” population & free folk and getting growth of them, as well as them changing zone culture once population levels reach zero. (partially *-ed)
-Fix Fate Stratagem category in Stratagem Encyclopedia crash
-Fixed Geyser turbine mouseover text.*
-Fixed Energy Rebate rule to be actually applied
-Added some protective code to avoid Majors starting on island that is inside a lake (not ocean zone).
-Fixed rare issue with Minor Militia popping up between friendly units (after you conquered their “masked” zone center).

Changelist 1.26c(#208)
-Fixed some serious production penalties for various stuff including lowlands penalty for Wind Traps, Agri Rain PH modifier, Agri Soil Heavy Metal modifier, Solar Panel rain modifier, Agril Rad modifier. This only kicks in with games started with this latest version, otherwise the rule shock might be to violent to many ongoing games. *
-Fixed layout bug in Planet Stats Report caused by some rare planet gens.

Changelist 1.26b(#207)
-Fixed Gladiator Unit Feat bonus to also be applied to hitpoints *
-AI receives GR Tech Fate Strats nerfed. On beginner every 60 rounds and max 1 per game, on regular every 50 rounds and max 2 per game, on hard every 40 rounds and max 3 per game, on extreme every 30 rounds and max 4 per game.

Changelist 1.26a(#206)
-Fixed issues with AI Model Design choices. Should avoid loops with impossible air designs now.
-Made improvements to AI tech research selection, among others making it easier for the AI to find a path to atomic weapons, this however is not guaranteed to happen. But I feel more confident with the new algorithm.
-Planetary Spin a bit (or a lot) lower on Colossus Planets, further reducing Wind Speeds a bit on them *
-Fixed a gitch with Wind Speed calculations (planetary spin did not have the correct effect, it should have now) *
-AI will get random access to the new Fate GR Techs (Beginner: once every 40 rounds, Regular: every 30 rounds, hard every 20 rounds, extreme every 10 rounds). This should act as a general difficulty boost at higher difficulty levels.
-Removed the Metrics question when first playing game, as no matter if its yes or no, i am not collecting at the moment.
-Fixed glitch with lowlands penalty being applied to agriculture as well.
-Made a low level unit moving algorithm change to how the AI perceives its chances of getting encircled. Made it a bit less scared in most cases.
-Made AI bit more consistent in diplomatics once it doesn’t want to waltz with you anymore. After it starts canceling treaties it will be harder to make them accept a new one again (cooldown timer running in background) *
-Added some code to prevent MTH ship losses against 0 ship enemy fleet.

Changelist 1.26(#205)
-Added “Low Resources” History Class which blocks you starting with initial Water Mines and assured deposits around you. Best played on lower Tech level with minimal or no starting armies.
-Fixed Propose Peace Stratagems (major + minor) effect with critical failure. *
-Fixed Mass Driver is now compatible with AT-Gun Models. * (crashes in earlier betas)
-Wind Traps can now also produce at water scarcity level 4. *
-Wind Traps can now also be constructed in non-mountain areas, but they get a -50% penalty when used in “lowland” areas. *
-Fixed Breakthrough Stratagem to not be playable if nothing discoverable left *
-Fixed Guardians Decision to not trigger if not enough discoverable left to exclude finishing last discovery same turn *
-Nudged Guardians downwards (more tradition stat, less often trigger of tech sale, fast higher price after first sale) *
-Reduced max recruitment base level from 5% of Population/Worker to 2.5%.
-Fixed color of Rdn + Supply in Unit Tab to white if the variable is actually unknown due to lack of recon.
-Gr Mass Driver Fate Stratagem only appears at higher tech level above 5 now. *
-Fixed crash with Air Recon on certain sea Hexes.
-Fixed Wind Speed and Temperature Delta on Mountains for some Colossus Planets *
-Lowest Tech MG now also benefits from the Chaingun Tech *
-Increase some GR Tech Fate Stratagem costs and decreased GR Equipment Fate Stratagem costs.*
-Air Models now also have their Air attack values divided for having multiple attacks *

Changelist 1.25i(#204)
-25 New Fate Stratagems added, including rare and very rare ones. Leading to: 10 New Fate-Strat-only Techs, 5 New Leader Feats, 4 New GR Models and 6 “red” Fate Stratagems.*
-Fate Packs for level increases nerfed upwards. Now Beginner: Fate Pack on Admin,Culture,Tech level rise. Regular: Admin + Tech level rise, Hard+higher: only on Tech level rise *
-Fixed issue with Private Economy building Surveillance Asset
-Made some changes to better support super long linguistics lists (mod support)
-Fixed an issue with some mods + PBEM games, where in some cases the mod data kept being added **
-Fixed issue with some Regime Feat Zone benefits not being used for the first capital zone in the game.
-Fixed combat preview odds calculations with the use of certain Stratagems like All Out of Offensive.
-Ringmail Fate Stratagem cost increased*
-GR Optics Fate Strat cost increased*
-GR Combat Drugs Fate Strat cost decreased*
-Fixed a combat detail report logging glitch that could hide a modifier from being logged (combat calculations themselves were okay)
-Peripheral Mining Stratagem has been finetuned. It will cause some more Ease of Mining Degradation when played on Mines with really high ease of mining levels (chance for extra level loss: 90% at level 9, 75% at lvl 8, 50% at lvl7, 25% at lvl 6). Also overall extra resources found is lowered a bit with -33%.

*=needs new game start
**=adding in running games will be stopped, but the bloated stringlists causing slowness will remain, however I also improved the speed of the linguistics algorithms in case of huge stringlists.

Changelist 1.25g(#202)

-Fixed CTD when clicking on transfer button of a Zone without SHQ assigned.
-Assault Gun/Tank Destroyer now show their reduced IP production cost properly in the UI (requires making new model to go into effect)
-Fixed issue with not being able to select Gauss MG for aircraft Models *
-No longer required to have a Trade Pact Level with other Major to change Tariffs.* That rule made no sense in retrospect as it is you that controls your side of the border and your custom officials can do as they please no matter your absence of an officially agreed upon trade level.
-History replay now shows orange/red icon on air recon target hexes.
-Fixed capping of relations after playing MTH Shipyarding Stratagem.*
-Fixed different planetary stats concerning heavy metals PPB / PH between generation and final Planet. *
-Fixed edge case with impossible Faction Demands where Admin,Tech,Cult Level all >8 and happiness and morale are all super high.
-Fixed price reduction for longer MTH Contracts
-Fixed game blocking glitch with enemy unit appearing out of nowhere in a friendly hex

*=requires new game start

Changelist 1.25f(#201)

-Added Colossus Planet Class. Which is basically just a way to roll huge (and very slow to play) Planets with very probably quite high gravity.
-Fixed some glitches with the AI assigning Posture Stratagems to its OHQs. Performance should be much better now. (thanks to Thibault)
-If you switch to “Discovery Focus” you now loose 66% of your already accumulated Discovery Points. Was a bit of an exploit before.
-Stratagem pics inside Vidcom messages could be swapped around if you looked at them again after playing some earlier received Stratagems in your current turn. This is no longer the case. Requires a new turn to go in effect.
-Blocked the ability of clicking on enemy leader in Decision messages
-Made AI a bit more cautious with constructing Biofuel Assets and made it better understand the Food income required for it to not cause any problems (especially on higher Biofuel Asset Levels)
-Added mouse edge scrolling enable/disable in first subtab of the Prefs Tab
-160K Bombhatch ammo cost divided by 20.. Was a data entry glitch on my side :/ *

Changelist 1.25e(#200)

-Fixed Group Move crash if way more than 16 units on a Hex (freak cases) (matthew)
-Fixed issue with SAMs not firing from distance (voker)
-Fixed “rolled” result mouse over for name of advisor that was displayed as -1,-1 in many cases
-Fixed strategem mini map regime targeting issue with regime that had no hexes with recon on it and selecting it in the list to the left (Xebec)
-Fixed turn process crash due to Zone without traders (Voker + Other reports)
-Nudge to ship building for some MTHs in some special cases (Thrake)
-Starting Asset construction on Hex will no longer remove the “start new zone” flag from previous asset construction order (Trake)
-Irregular artillery,tank and walker now get a little bit of structural damage points capability as well (Thrake) *
-Expell Pop now is generated by Staff Council (Cranky) *
-Fixed renaming upon creation of custom independent formation (Cranky)
-Leaders originated from 3rd parties (like corporate) now get included in seniority ranking

Changelist 1.25d(#199)

Added 9 Minor Subcultures (2 for Raiders, 2 for Farmers, 2 for Nomads and 3 for Mutants) for more variety during the early game. Below a short intro to the new Subcultures:

-Guardians: A subculture of the Farmer Culture Group. These are similar to Farmers but have happened to find themselves with a treasure chest of still functioning GR technology. Note that these Guardians use some GR Tech, but do not understand this Tech, nor can they reproduce it. Their Militia Infantry will be slightly weaker than that of regular Farmers, but will be reinforced with some GR Tech and will get stronger faster over time.

-Confeds: A subculture of the Farmer Culture Group. These are similar to Farmers but they went through a phase of conflict with other Farmer Zones and eventually installed a Confederation that united several small Farmer Zones. Expect Confeds to have higher Populace levels as well as a higher level of eventual Militia mobilization.

-Scavengers: A subculture of the Raider Culture Group. These are similar to Raiders but less aggressive. They tend to focus on low intensity scavenging and as such expect some recuperated GR Tech used by their Militia’s. Also their Militia will get stronger faster over time.

-Warmongers: A subculture of the Raider Culture Group. These are similar to Raiders but even more aggressive. They live in a cult of worship of the physical body and strength. They glorify warfare and will be very eager to engage you.

-Roaders: A subculture of the Nomad Culture Group. These are similar to Nomads but more mechanized and always start the game controlling some serious road network.

-Mercanteers: A subculture of the Nomad Culture Group. These are similar to Nomads but more peaceful and focussed on helping their Traders, at which they are very good (their Traders get a boost similar to Commerce Bonus). They also have a much higher trading volume with other Minors or with Majors that they are at peace with. Due to their close and synergetic cooperation with the Traders they levy a capital tax on their Traders to finance their Militia.

-Ferals, Beastmen and Demons: These are subcultures of the Mutant Culture Group. They are similar in behavior but are stronger. Especially beware of Beastmen and Demons.

Other changelist items:
-Better drawing of thermal clothing for Militia
-Difficulty for Offer Protection / Offer Client increased with the Tradition Culture Key of the target Culture.*
-Fixed heavy metals in water display glitch (huge negative value) on Lava Planets.
-Fixed “resign reveals whole map”, it now also works if you resign after losing or winning the game (thanks Das)
-Fixed Unit log glitch that was confusing energy with food consumption
-Ammo Factory Level 1 now needs 1000 workers to produce, instead of 500 *
-Made a fix to private economy being blocked from constructing new farms if enough pop present, but suboptimal prodmod average of existing farms
-Fixed a mouse-over production detail glitch in Management’s Assets Tab
-Natural relation growth is now also possible for Leaders with Ambition 66 or higher. It's just slow and very irregular. Increasingly so when approaching the maximum of Ambition 100.
-Fixed a crash with attempting to Disband an Asset in a Zone that does not have a City yet. Disband no longer possible in this rare case.

Changelist 1.25c(#198)
-Fixed some farming areal bonus calculations*
-Fixed rather serious double food production of agricultural assets*
-Gas powered Rifle base Fire Power reduced from 100 to 85*
-Fixed an issue where a Minor Regime under your protection got attacked by a Major Regime AI and where Pacts where remaining in place (note that between human player pact levels due to indirect cause of war should stay intact)

*=requires new game start

Changelist 1.25b(#197)
-Upon incessant request you can now change Leader names in the Leader Management Tab *
-Upon your resigning of the game being implemented (the turn after the decision) the whole map will become visible now, without fog of war, if it is a single player game
-Fixed a rare AI glitch where it could possibly build a second mine Asset in a Hex
-Added the missing graphic for Tech #10 : Furnaces
-Adapted the Zone Border painting algorithm to take into account enemy neighbor Hexes in the same way we take Sea Hexes into account
-Skewed the initial random portrait selection a bit more towards more caucasian *
-Added option to consult the Battle Report after regular combat during your turn *
-AI no longer receives airbase on Zone City if low pop+workers.
-AI no longer abandons “safe” strategic reserve allocation for hex that also has air units.
-25mm AT and 25mm Artillery Guns now have Foot movement instead of artillery movement. *
-Added Public Production Penalty to the Asset Log.
-Triple Electric Engine can now longer be installed on the smallest vehicles *
-Fixed a glitch with sea water heavy metals calculations on ocean worlds that are frozen over

Changelist 1.25 (#196, yes still 196, forgot to update the number)
-Improved the AI Unit Shuffling (based on Greg save)
-Improved AI troop building priority for games where it starts with regular troops (1 or 2 army per Zone).
-Fixed glitch and some inconsistencies with Areal calculations in some circumstances
-Fixed an inconsistency between new debt rules and Corporate Story Module
-Made AI bit more likely to intercept enemy air attack with own air forces
-Slight nudge to AI to make it more likely to research side skirts
-If first time player has access to newGfx, they are no enabled by default instead of disabled (preparing for official release here; we want maximum feedback on these guys before we proceed further)
-Fixed a small mouse over glitch with the none-options in the Blue Print Tab
-You can now discover Super Light Aircraft also if you have discovered Rocket Engines (but not Propellor Engines) *
-Reduced AI likelihood to construct Organic and Scavenging Furnaces a bit
-Reduced likelihood (especially on higher difficulty level) to sort of correctly guess/intuit other player’s bid with an MTH Auction quite a bit
-Fixed glitch where AI was mothballing Airfields, but not re-opening them
-Fixed UI glitch not showing 0 reserves >1 ease of mining deposits
-Power Plants now properly use Fuel Efficiency Tech to produce more Fuel Item Qty *
-Nerfed MTH Population Buy Decision a bit *
-Fixed a capping of crossroad maximums (that was too low at 11, now at 21) in the logistical calcs. Fixing disappearing Logistical Points (Thrake)

Changelist 1.21v (#196)
-Bulk Shipping Reduction. Transfer of Bulk Items overseas (by MTH) now only weighs on average 0.25 instead of 1.0 logistical points). This is implemented for Unit Supply, Zone Supply, Zone Returns, Item Transfer Order. The rationale behind this is that the MTH Cargo ships make it much more efficient to bulk transport goods of the same kind than other modes of transport. Bulk Items include all Items except Colonists and Recruits (they require cabins). Gameplay-wise this helps the player to more easily create an economy involving multiple islands, as well as balance out the increased ammo usage in relation to the Oceania DLC rules. *
-For some reason Minors without City in their Zone like Arachnids, Mutants, Slavers, Nomads have not been placed on the map since a long time now. Don’t know where exactly in time this error snook in, but this rather severe oversight has been fixed now.
-”Breakthrough Now!” Stratagem can now NOT be played if no Techs available for it to discover.
-Fixed hex highlighting for Strategic Transfer and glitches with the strategic transfer weight of the SHQ
-Playing a first planet and then exiting (without quiting app) and then starting a new Planet could cause some wrong cached portrait graphics. Closed a loophole for some rare cases there, should not happen again.
-Small fix to governor Private Credits bonus. It was mistakenly still giving relation bonus if administration roll > 100 failed. Fixed.
-Added Leader Relation mouse over log for losing relation due to Corporate event
-Flak Model Type now has AT-Gun correctly as pre-req instead of Artillery *
-Fix in Planet Statistics Overview (help tab) if Planet name is too long
-Removed the cap on Admin Level
-Motorbikes have their own SFX now * (need to create a new model to hear)
-Fixed wrong highlighting
-Fixed a rare crash with MTH Contracts if too many Ports where available in a Zone
-Zone will no longer build multiple Farmsteads. It will save up until it can upgrade Farmstead level 1, then Farmstead level 2 etc… Spamming could get out of hand in some rare cases. Hence..
-Fixed issue with Farming Preview being set to 0 (Thrake)
-Fixes issue with Delegation not being removed after conquest
-Fixed rare crash with combat calcs (solops)

Changelist 1.21u (#195)
-Made many improvements to the details of Battle Reports. They now properly use the FOW and hide what should be hidden.
-Fixed a number of crashes with exiting Battle Reports during the AI playing (was not happening in-turn history mode I was using for testing)
-Firing Squad now only executes the leadership of a subformation instead of all its soldiers (and equipment). This leads to xp/2 and after that: xp -10. This makes Firing Squad now much more useful. (remember in previous subversion it already improves readiness as well as morale)
-Fixed description of Assassin Android Unit Feat *
-Fixed a glitch with relation not showing on portrait for some leaders
-Did some finetuning on the AI and its priorities for designing new Model Types (was lagging behind too much due to over prioritization of strong models).. It should prioritize more mundane but well-used stuff now.
-Did some finetuning on the AI and its taking more care of not pulling OHQs out of the line where they are probably crucially needed (issue with undefended town)
-Correction of 1.21t log… “-Decreased the number of Hazard Level lethal pressure loss events. 40 armor points added to armor mm value by default in the roll against 1d(Hazard Level *10). “ Was actually 80 armor points added instead of 40.. Tuned this down to 60 now though... meaning that at Hazard Level 10 about half the envirosuits-only guys would suffer pressure loss on any hit. At Hazard Level 5 this should be down to like 10% or so.
-Fixed crash with AI processing / combat with firing squads

Changelist 1.21t (#194)
-Added a Battle Report button in the History Window which brings you to the Battle Report Console if clicked. It provides more info on the battle including: hits/misses per trooptype vs trooptype, average modifiers, readiness, morale and xp changes. This is still a work in progress as I did not test all types of battles, please do report any issues or bugs with this feature. Also I already noted artillery attacks cause some reporting problems and some unit names should not be revealed in that case too *
-Gaia Class and in lesser degree: Unclassified, Fontus, Proteus, have some 33% extra chance to become (more) tectonically fragmented (to different degrees) *
-Fixed an error with New Portraits upon Character Generation (causing faces without eyes,nose,mouth) *
-Taking Hazard Level calculations into account for Combat Odds calculator now & much improved the actual odds calculation. Though remember remember, it stays an educated guess.
-Mines (as used in combat) are now logged in combat reports separately (instead of rather bizarrely included in Unit Feat Modifier)
-Firing Squad Unit Feat, if choice available, now executes the weakest subformation (instead of random) that is retreating. To inspire the actually strongest (instead of random) subformations still fighting, now not only with morale boost, but also with a readiness boost! This should make this Unit Feat more valuable, instead of more of a handicap.
-If very low Air Pressure then RHL Levels is very bad as well (not only toxic gasses kill, but so does vacuum) *
-If very low Air Pressure or Vacuum the Hazard Level cannot be moderate, Vacuum is quite lethal. *
-New Graphics Portraits now remember last uniform for Leader that was KIA to be more consistent in showing their last job
-The “Breakthrough Now” Stratagem now only helps discover Techs that are actually discoverable at the moment the Stratagem is played *
-Decreased the number of Hazard Level lethal pressure loss events. 40 armor points added to armor mm value by default in the roll against 1d(Hazard Level *10).
-In Raise Formation the high item costs (like 25000 ammo) layout glitch is now fixed (counting in 1000s by using ‘k’ at some point)
-Fixed Corporate Tech Stratagem.. It can now only get you an already discovered Tech *
-Fixed a crash when clicking on Zone Logistics Tab (related to air bridges)

Changelist 1.21s (#193)
-Tracked Movement in Forest from 15 AP to 20 AP *
-defensive Tank Combat Penalty in Low Mountains fixed (was 0.25 should have been 0.75)
-Improved the Combat Odds calculator to be very often much closer to the truth. Remember this stays a color coded ratio that just gives you a clue if it is smart or not to attack. You could win a low odds battle or not win a high odds battle.
-Increased initial Oil Deposits with +60% & and 1 in 3 being double sized.
-Fixed Pressure Loss / High Hazard Level calculations during combat. Wrong variable was used, causing to many casualties in some instances and to little in others. This bug fix makes High Hazard Level actually more lethal for very lightly armored (or envirosuit) infantry. And it was already a bit on the tough side. So.. potentially lethal puncture save roll chances have been increased (40% for green, 60% save chance for regular/militia, 80% for seasoned, 95% for veteran).. This also makes experience (and militia vs green) come at more of a premium on high hazard worlds)
-Also Entrenchment now helps protect from pressure loss. (100 entrenchment doubles the armor roll, 200 triples it, etc.. )
-Fixed crash with “attacking” Sea hex with Air Recon. (newly caused with 1.21q2 - apologies - was due to the defensive battle reports coding in progress)
-Removed the Battle Report appearing in History Window (should not have been there, as its not yet finished)
-Not making Thopters weaker, they stay good, but there will be less Planets where they are viable, and they’ll be a little bit more expensive to produce. See below*
-Thopters now need a better airPressure/gravity ratio. Light Thopters get -30% on effective air pressure in calculations because they are so dependent on the buoyancy effect of their flapping wing mechanics. Medium Thopters -40%. Heavy Thopters -50%. As well as more impact of low modified airPressure/gravity (<1) on Thopter Range. Giving them less of an edge against Airplanes/Helicopters on certain Planet Types and on not fully developed tech levels. *
-Light Thopters now require 1 Hi-Tech Item to produce. Medium Thopters 2 Hi-Tech Items. Heavies 3 Hi-Tech Items. (thanks for idea, discord!) *
-Light Aircraft get +30 hitpoints. Medium Aircraft get +60 hitpoints. Heavy Aircraft get +120 hitpoints. X-Heavy Aircraft get +240 hitpoints.*

Changelist 1.21q2 (#192)
-Fix to crashes with New Portraits. Crashes occured when dead/kia or retired Leader portrait was displayed.

Changelist 1.21q (#192)

-Finally: Added New Graphics for Leader Portraits. You can enable them in Prefs>NewGfx once you start a new game with this latest version. You can switch between old & new graphics during a running game. *
-Here is the documentation for modders for the New Gfx Portraits: https://docs.google.com/document/d/1i7raH5KcK9EZgCRL1GpyHVkcZvCzMtZ8IE4G4VjGCLE

Also:
-MTH Change of Heart & Stock Emissions no longer require MTH to have 2+ Sea Zones. *
-Halved the PP cost for Stratagem “Forced Relocation” and random boost to result possible. Divided by 3 the result of the Stratagem “Attract Free Folk” and doubled the PP cost. (note that Attract Free Folk takes a % and Forced Reloc much less so, also notice that Attract Free Folk requires good Zone Pop Happiness to work) *
-Some fix to removing depleted mines (they weren’t getting removed if finally really depleted)
-Big fix to AI mine extending (wasn’t really doing it)
-Improved chance for AI to research Soil Demetallization Tech (could get stuck at low Stage dev)

*=requires new game start

Changelist 1.21p (#191)

This patch sort of wraps up all my intended changes labeled in my dev planning under “Snowballing”. The latter might not have been the most apt wording, but well… I did finish a lot of balancing and finetuning. I think actual snowballing will only be addressed in Republica. It will probably still require weeks to fix little stuff, newly caused bugs and to assess the actual game impact of all those recent changes. So please do keep discussing and reporting if there are things that seem off. Your feedback so far during the last 2 months, with all these changes, has been really indispensable. I will mellow down now and focus on finishing up all ready done changes + some new art + the much requested defensive combat reports after that.

-For the mid/late game I added 2 new Techs: “Logistical Optimization” (linear) and “Automated Logistics” (binary), together these allow you to up to quadruple the Logistical Points generated by your Assets.*

-SAM Launcher FirePower Vs Air has been doubled. But changed it to a single combat round fire (instead of up to 10 combat rounds). This should also divide its ammo stocks by a factor of 10. *

-Ammo Compaction Tech [#129] now has different effect from Light Weight Ammo Tech [#130]. Ammo Compaction Tech reduces the amount of Ammo necc for the Unit by -33% (ammo Saver). *

-Ammo (or other) combat stocks of all Models is now +20% more so that something actually remains after full 10 combat rounds of offensive combat. (kicks in with new model designs in running games)

-Fixed the weird ammo usage of gas powered weapon advantage with ammo-saver % on top of the already much lower base ammo consumption. Gas powered is now about 4-5 times less ammo consuming than its counterparts of similar attack values. *

-Fixed the QMG simplest MG system ammo usage, was 10 times too low. *

-Fixed mouse-over and subtab weight info in Unit Bottom UI

-Renamed the “Move Mod” in Trooptype Popup to “Move AP Cost Modifier” to make more sense with the actual value being displayed. Thanks Zgrssd.

Now actually this patch primarily focuses on reducing some of the most blatant overpowered benefits related to Artifacts (the Cloning Facility for example), Hex Perks, Faction Stratagems (just too many) and Fate Stratagems (too many Fate Packs awarded). Also adds ability to increase Logistical Points a lot.

Artifacts Nudges: *
-Less artifact sites in general on higher difficulty settings (from regular onwards. Or regular diff -40% sites)
-Portion of (very) rare artifact sites (of all artifact sites) is lower on higher difficulty settings (from regular onwards. On regular -50% occurrence Very Rare, -30% Rare, -20% Uncommon)
-Energy Lance from Uncommon to Common
-Grav Shield from Common to Rare
-Wasps from Rare to Common
-AntiGrav lifter from Uncommon to Common
-Assasin Droid from Very Rare to Uncommon
-Grav Collector from Uncommon to Rare
-Cloning Facility from Uncommon to Very Rare
-Aut.Clinic from Common to Uncommon
-Subterran Sensor from Common to Uncommon
-Subvocalizer Tower from Very Rare to Rare

Hex Perks: *
-Geyser Turbine energy halved (now 50)
-Waterfall Turbine energy halved (now 100)
-Added about 10 extra less useful Hex Perks to be “priority used” for Unaligned Zone Centers that did not have any pre-apocalypse populace. The qty (-33%) and usefulness (based on pre-apocalypse Populace check) of Hex Perks is somewhat reduced.
-Slightly less Zone events triggering (-40%) that lead to Hex Perks as for example the Battle Dojo

Faction Stratagems: *
-Reduced the number of Faction Stratagems you’ll receive. Basically halved it. (but even more so on higher difficulty levels: regular -60%, hard -70%, extreme -80%)

Fate Stratagems:
-To receive Fate Pack from Zone Conquest its now only sure if new Zone has 20% of existing Populace in your empire or more, if conquered Zone has less than that 20% there is a linear chance you’ll still get the Fate Pack. (previous hard 10K populace limit has been dropped).
-On Regular Difficulty and higher Admin and Culture Level increases no longer give a free Fate Pack. Tech Level is the only one now that does this.
-Admin/Culture/Tech Level remember previous high levels now, so no longer possible to potentially game this by slightly decreasing a level and then raising it again. (this protection was already in place for losing and reconquering Zone) (also the reduction in Tech/Admin/Culture levels is something that might happen with the future DLC Republica, so already prepared for this happening more often)

Fate Stratagem Fate Point Costs:*
(old FP cost > new FP cost)
-Exotic Combat Drugs 4 > 1
-Supreme Leader Day > 1
-Eager Industrialist 2>1
-Ancient Depot 5>3
-Gladiators 2>1
-Travelling Teachers 2>1
-Feasts 2>1
-Great Speech 3>2
-Aux Chemical 2>1
-Spotters 2>1
-Mountaineers 4>1
-Sandline 4>1
-Ear Lock 3>2
-Personal Wealth 3>2
-High Tech Vault 5>3
-Scientific Outpost 3>2
-Security Outpost 2>1
-Viewpoint 2>1
-Eco.Station 2>1

Changelist 1.21o (#190)

-Fixed Organic Furnace disappearing due to “depletion” in some cases
-Fixed remembering 75% DPI Mode on game restart
-Fixed subpar initial items with auto-replacement troops being sent (which occured if one of multiple items needed was not available at SHQ)
-Reduced Heavy SAM 10 round ammo from 8000 to 4000 *
-Increased base Trooptype “Transfer” Weight Stat (for Logistical & Transfer purposes) based on Size *
-Fixed some Tech Type Discovery/Research BP Costs that we inconsistent *
-Fixed faulty grayed out “New SHQ” button in some cases
-Fixed a glitch with sometimes not using the Skill of the Economic Council Director with Peripheral Mining Stratagem
-Fixed issue with Models and Ablat, Hide Points and Resonance Scanner*
-Added more mouse-over to Hitpoints info in Trooptype Popup (notably to know its hitpoints if attacked from above)
-Fixed general issue (that became more visible with recent Tech additions) of faulty Model Type Design log when multiple techs influence the same Model Stat.
-Increased the MoveRedux effect if Model is too heavy for its engine. Before -100% move redux resulted in Immobile, now this happens at -200%. Note that negative -100% means AP costs are doubled and -200% it is tripled.
-Weight Stat has been separated in one stat for mobilization purposes (the old Weight for being carried by truck/apc; this is unchanged) and the new Weight for transfer purposes. The “Transfer” Weight includes the Weight of its maximum Items (but Ammo only counts for 25% as it is partly considered an integral part of the Model). The following orders & processings now all use this “Transfer” Weight: Strategic Transfer, Auto-Replacement, Auto-Return, (Mass) Replace, Raise Formation, Raise Troops. Note that irrespective of any supplies missing the “Transfer” Weight is always applied. (Militia gets updated “Transfer” Weight too, And this is what now is normally shown in the main interface as Weight). The whole point of this operation is to have a clear consistent weight for all transfer purposes & keeping the logistical weight of ammo when doing battle (and new ammo has be supplied a lot, especially when on the offensive)
-Mech & Non-mech Quad MG weapon has reduced effect on hard targets *
-Non-mechanized Quad MG has reduced soft attack value & a small move redux *
-Midcore Logistics now has Pull Points and Traffic Lights turned off automatically *
-Big one: Midcore Logistics usage now not only removes the Logistical Points from the exact “used” trajectory, BUT also reduces Logistical Points on other Hexes that use the same Logistical sources as those on the trajectory (this effect is only 50% to keep some incentive to construct multiple roads, but not make this something that can be gamed (and push the player into creating a road maze)). *
-Small Fix to Private Economy reopening closed/mothballed Assets when permitted again even if still food shortage (but enough pop to re-open said Asset and man future new agri asset)
-Small Fix to Farmsteads allowing them to finish upgrading in more cases.
-Fixed rare crash after loosing unit in combat and going to MNG screen
-Fix: Payload Optimization Tech now also impacts aircraft rockets (& only impact air-to-ground firepower) *
-Change: Payload Optimization Tech with Air-to-Air Missiles now only improves air-to-air Firepower *
-Increased contract size offer, MTH is keeping less ships in reserve now (from 0.2 * av ships => 0.6 * av ships)
-Changed the MTH contract size offers from 500,2500,9000,25000 to 500,1000,2500,9000 .. Nobody (almost nobody i mean) was using the 25K one anyway. This is more practical.
-Also fixed a bug in the MTH contract size offers that was giving you big contract sizes without reason (really the opposite of reason actually).
-Air Recon Missions give less XP for Commander now (/6)
-Artillery Attacks give less XP for Commander now (/2)
-Bigger Air Models IP Cost now also impacted by Hazard Level *
-Small fix to a faulty “-1,-1” message in Town Upgrade Decision if no gov in Zone.
-Walkers now benefit from Infantry Combat/AP bonuses from Postures.

*=requires new game start

Changelist 1.21m (#189)

-Less free water. Free Water income from rain halved (equal to actual mm/y modified for ((pop/5)+worker in hex)/10000. Every Hex counts for free rain. (river/sea/lake free water is based on best hex, and diminishing effects for less interesting Hexes; every Hex because the “free” collection effort of sea/lake/river is focussed on specific areas (the best ones); yes.. This is something i’d still like to change in the future as I feel it should be handled more like the rain on a hex-to-hex basis.
-On regular difficulty level & higher more chance for Water PH variations (that will impact water availability)
-Peripheral Mining Stratagem now has more chance for finding hitherto unidentified rich spots within current reserves if used earlier (instead of later). This to offset mid-maxing waiting until last moment playing this Stratagem.
-Added alpha test version of Midcore Logistics game variant. Don’t think i’ll be able to teach the AI to use Midcore Logistics before starting on Republica DLC to be honest (that might well have to wait for the preparations for Militaria DLC), but at least I want to have players that so desire to have an easier logistics experience without having to manage traffic signs, understanding pull points, etc.. Basically Midcore Logistics doesn’t see the division of Logistical Points at road branches. [this is early work and this mode is not fully finished yet] [If you are testing this best disable pull points for better result]
-Fixed AI processing crash (dovakhiin)

Changelist 1.21k3 (#188)

-Fixed too high Militia and Minor Trooptype stats *
-Fixed glitch with paying for infrastructure (much more than preview with GeoTechnics)
-Fixed Admin Skill effect on Private Credits

Changelist 1.21k2 (#188)

-Fixed CTD with HQ Leader defection that was assigned to a Unit that did not exist, related to a nocked out human regime in PBEM game (Thrake)
-Fixed AI CTD (MegaSaurian)

Changelist 1.21k (#188)

-Added “Extend Mine” Stratagem to the Economic Council. This Stratagem will allow you to choose a Mine to extend (must have mining ease level 2+). Effect is that more reserves will become available by digging into lesser deposits as well. The cost however is a drop in ease of mining. (Prospecting Skill of economic Director + Governor are used to determine effect, as well as the Prospecting Optimization Tech)*
-Small fix to the 1.21i introduction of higher ammo cost for defensive IF softatt<softdef or hardatt<harddef + this rule now excludes infantry.
-Fixed crash with assigning SHQ to Zone without City
-Fixed PH modified for alkaline water/rain (high PH >8.5)
-Ammo Compaction Tech + Light Weight Ammo Tech allow Models to carry more Ammo, +50% each (non cumulative). In case of Air Models the Ammo Compaction Tech does not work, but Light Weight Ammo Tech will half the weight imposed by rockets, missiles, bombhatch and precision bombs.*
-Hyper Explosive Ammo Tech and Actinide Tipped Ammo Tech gives better attacks against Soft and Hard, for Ammo-based non-Air weapons. +50% for each.*
-Ultra Capacitor Tech doubles Power Bank storage + Negates battery self-discharge loss (see below)
-Troops, not Power Banks or Zone/SHQ inventory, lose 10% of their ideal energy storage at start of turn (before production) because of battery self-discharge (this can be countered with the UltraCapacitor Tech, and GR Models don’t discharge)*
-Low air pressure (<1000 mbar) increases projectile velocity for non-ranged weapons, but including AA ranged weapons (more damage), reverse effect exists too, but is less pronounced. Rule also affects aircraft but only for air-air to combat. This makes AA stronger on low air pressure worlds.*
-Low gravity increases range for ranged (artillery + AA) weapons (reverse can be the case too, but should be rare to have worlds with >1050mbar)*
-Initial Militia forces + Minor Trooptypes are also affected by the new low air pressure rule.*
-Geo Technics [Ec] Tech added. It makes it cheaper to construct road/rail over difficult landscapes/river crossings.*
-Mines [Mi] Tech added. Gives extra +75 attack points first time unit counter attacks against and by non-ranged, non-backbench, land theater troops.*
-Photonic Mines [Mi] Tech added. Improves upon Mines and gives max(+150, +20% of hitpoints of defender) in attack points instead of +75 (for regular Mines) first time unit counter attacks.*
-Mines extra attack points are modified for ammo shortages and for effective unit-based entrenchment. At 100 entrenchment points on top of auto-entrenchment the effect is full (in plain english: there needs to be time to prepare booby traps). Mines are also used by Militia. Note that Mines Tech Modifier are logged as UnitFeat bonus for the moment.*
-Echo Tracer Spy Kit [Ec] Tech added. It gives spies more chance to uncover enemy Units.*
-Chameleon Camo [Mi] Tech added … Infantry and vehicles obtain Hide Points. However this is most effective at the smallest trooptype size, like Infantry.*
-Resonance Scanner [Mi] Tech added. (short for Thermal Resonance Scanner) Basically same effect as Advanced Sensors) but doubles it once more (or vice versa) … (also used by aircraft)*
-Ablat Coating [Mi] Tech added. Can be worn from Padded Envirosuit up and any vehicle armour. HP +40% versus laser, HP +20% versus beam, but modified by Min(1, ArmorMM / 50) (or in other words very light armor has trouble to use the Ablat Coating properly)*
-Micro Nuke Firepower tuned down from 1000 to 650*
-Tactical Nuke Grenade Launcher tuned down from 15K to 12.5K*
-City downgrades are functioning now, but were doing it too quickly; rules now adhere to what manual states.*

Changelist 1.21j (#187)

-AT-Gun model creation is back to half attack values (was wrongly scrapped in 1.21i - thanks volker!)
-Updated mouse overs on Tech MNG Tab to say 4 instead of 3
-Fixed air missiles & air-to-air ammo part & heaviest bombhatch ammo usage (forgot some things with 121i) *
-Updated Solar Panel Asset description to include rainfall *
-Added missing 68.png, 126.png, 127.png for the Tech graphics (was causing crash)
-Fixed AI crash (alex)
-Fixed crash with Zones (Matthew)
-Model graphicsAlt show properly now as well (Pymous)
-Ammo Factory Production doubled (yes it is really much more efficient now than artisanal production) *
-Bombhatch + Precision bombs ammo cost halved (precision bombs still twice the ammo cost of bombhatch)*
-Laser Guns *3 energy use, Beam Guns *2 energy use, Plasma Guns *1 energy use (energy Rifle/MG stay at same cost, they remain quite energy efficient)*
-Serpentization Plant requires 3x the amount of water and produces 33% less energy (further reduced in heavy metals lower than 100% earth equiv)*
-Volcanic Energy produces half the amount of energy (which is still quite impressive)*
-Free Water is now only collected in Hexes where you have Assets. If more than 2000 workers/pop working in Hex free water is collected here (less than 2000 is less collection). Remember that the best Hex free water collection has most impact and things taper off with additional collection Hexes.
-Fixed Ice Mining glitches when on Snow/Ice hexes without deposits.
-Fixed glitch with combat map popup.
-Sam Launcher model now requires Missile Launcher model prereq instead of Rocket Launcher. *
-Fixed issue (again! Sorry there) with Mothballing resetting with new turn.
-Fixed issue with ammunition/fuel modifier in certain cases, also fixed the actual rules to be in accordance with the manual, with the exception of 0 ammunition leading to lowest 0.2 for defender and 0.1 for attacker (used to be 0.33 and 0.2).

Changelist 1.21i (#186)

FIXES + FINETUNINGS VARIOUS

-Fixed glitch with Organic Furnace disappearing when mothballed.
-Fixed a couple of glitches in the river/isthmus connecting system between lakes/seas. Should get slightly better results now.*
-Fixed a glitch causing dissatisfied leaders (non-MTH) to happen a bit too often
-Fixed a bug in a PBEM game where a crash occurred during processing of a defunct Major Regime (Harald)
-Governor Admin Skill increases Hidden Economy Credits (if roll>70) + Increased Private Credits production of Assets (if roll>100)
-The bottom Asset Tab now correctly uses the “delegated Assets” sorting sub-tab.
-Perma snow is now better, not perfect yet, but better modeled. Fact there is hardly any rain currently, present time, in some areas doesn’t mean there wasn’t any rain/snow millions of years ago. Except for really young Planets and really dry Planets, on cold planets there tends to be snow/glacier everywhere now in permafrost conditions. *
-Fixed UI Map Glitch if moving units and inspecting Assets at the same time
-Improved Farm placement algorithms a lot as well as preview production by farms a bit.
-Fixed issue with Air Bridge logistics if bridge was only one Hex away. (not 100% sure this does not have any side-effects.. Please keep close eye on air bridges this beta version)
-Fixed glitch where you got empty air units on some vacuum-like (or other extreme) Planets because no viable Air Model could be found.
-Low Air Pressure ensures certain RHL Levels. Below 100mbar always RHL level 4. At very low levels it doesn’t matter anymore if there are toxic gasses, its just vacuum that will kill you.
-Fixed issue with depleted Asset & Vidcom screen

COMBAT + MODELS

-Added vehicle sheer size hitpoints (not hitpoints vs infantry) positive modifier from size 6 onwards.* to give a nudge to the medium and heavy tanks (and others). Up to +50% for size 10 and higher. *
-With new Model creation Trucks (and to lesser extend APC) get some simulated weight in their engine power calculations so that their eventual cargo is taken into account as well as making playing around with engine size make some more sense gameplay-wise. *
-Population, Workers & Free Folk can now suffer casualties due to structural damage in their hex. It is max 5% if full structural damage. (but this can be much higher with higher Hazard Levels. “Don’t fire a gun when there is vacuum outside”)
-Unit gets extra Hide Points after 1000mm precipitation in a Hex.*
-The extra HP coming from the AT-Guns protective sloping armored plate (which is bigger and more sturdy with bigger guns) has been overdone (thank you discord) and is now calculated based on the callibre mm value of the gun for HP and half that for HP versus Infantry. *
-AT-Guns are now artillery movement, it made little sense they were foot movement as they will always have to be pulled along rather slowly. (even allowing artillery movement for at/art is already a bit of a gameplay service) *
-I am keeping AT-Guns as rear area, but they can now be attacked or counterAttack if they have fired in the current Combat Round. Subformations can now attack rear area attackers but there are chances it is not possible (1) if (Landscape Hide Points * 1.5) < 1d100 OR (2) if random roll dth(currentEntrench) is higher than 50. (means that AT-Guns will be strongest in Hexes where they can hide or are well entrenched & of course with adequate screening force as was already the case). Note that the attacking side has Landscape Hide Points / 2 and no entrenchment roll applied. *
-Models that are stronger in defense than in attack have more ammo expenditure in defense. Like Infantry, Bazooka, MG. Since these are the postures where they’ll have optimal rate of fire (due to less moving around to advance)

GENERAL HIGHER COSTS

-Solar Panels produce optimal upto 1000mm rain due to cloud cover blocking the sun. They take -25% at 3000mm, -50% at 6000mm and -75% at 10000mm rain. Maximum penalty -75%. *
-Hazard Exposure Level is now generated. Based on the level of biohazard, toxicity, temperature, air pressure.*
-Hazard Exposure Level determines exactly how dangerous it is to be exposed to the Planet’s atmosphere. On high exposure levels much more engineering attention has to be taken to prevent envirosuits or domes (or any pressurized environment) to have fissures, break downs or what-not. This results in a Hazard Surplus Cost … which is higher IP cost for envirosuits (& personal armour), Assets construction and vehicle construction. *
-Hazard Exposure Level increases Trooptype construction cost with 3 * SIZE/2 * Hazard Level , in IP. * And for “Infantry” just Hazard Exposure Level in IP increase.
-Hazard Exposure Level increases Asset construction cost per round with (max(20,Metal+Rare)/10) * Hazard Level, but reduced for really high metal Assets (as at some point the basic measures are in place) in IP. *
-Hazard Exposure Level causes more KILLs during combat. If any non-kill hit placed and rnd ( hazard level * 10) > (rnd (armour mm) + 20) then a potentially lethal puncture / pressure loss has been suffered and the individual subformation will be killed unless it rolls a successful save roll. (40% save chance for regular/militia, 60% for seasoned, 80% for veteran). Any minor aliens, arachnids, mutants, alien critters do not suffer these risks as they are well adapted to the environment.*
-Hazard Exposure Level causes more Population, Worker and Free Folk losses when structural damage is inflicted in Hex where they live/work. Can go upto 50% loss at Hazard Exposure Level 10 (rare!!!) *
-Changed the advised Development Speeds. Normal has become Fast, Slow has become normal, Very Slow has become slow, +a new (even slower than epic before) Very Slow-Epic level has been added. *
-You need 4 techs researched (instead of 3) in a research group now in order to master it (or all of them if less than 4 in group). *
-Linear Tech research is now a bit slower for the first 33 points, after that it follows the existing curve. (resembles more of a hockey stick curve now - feels more realistic) *
-Added flatline metal cost (10 metal) to vehicles for structure & frame construction. (reduces difference between light equipment and heavy equipment) * Truck only gets half this flatline (5 metal), Motorbike no extra costs introduced. *
-Added flatline oil cost (1 oil per 10AP) to vehicles. (reduces difference between light equipment and heavy equipment) * Truck is cheaper only +0.5 oil, Motorbike no extra oil costs. *
-Ammo quantities needed have been multiplied by x1 (for gas powered), x5 (for rifles), to x10 (mg) to up to x15 (for guns). *
-Ammo factory is now available. It produces ammunitions at approaching half the cost of artisanal workshopping. (close to fourth the cost with Industrial Robotization OR Ammo Printing) (close to one eight of the cost with both Ammo-Printing AND Industrial Robotization) * (however keep in mind that ammo consumption has been increased a lot, so the early net result is still that it is more expensive)
-Effect of the Ammo revisions is that it makes simple infantry more attractive in quite a lot of specific cases. Gas powered rifles are also now much more interesting. But more importantly in general you’ll need good logistics & serious ammo production to keep an offensive war going. *
-Free Zone Ammo Stockage increased by x20, Initial Ammo increased by x8 *
-AI does not build Ammunition Factories (yet), but gets a discount if it has relevant Techs (yes this gives the AI a small advantage => should be added to the advantages list )*
-Soil Demetallization Asset production has been much decreased (it was actually much overpowered considering it could work anywhere and was more meant as an emergency mining option than the real deal). On top of this Soil Demetallization Tech has been moved one tier higher. Also regular mining resources have been increased a bit. *

BIG PUSH TO MAKE WATER + FOOD (DIRECTLY/INDIRECTLY) MATTER MORE ON SOME WORLDS

-Salinity levels are being calculated now. The more mountain (and less water) the more salinity. Lifeforms will reduce salinity by absorbing it to build skeletons and shell-like structures. Oceans and closed lakes (no outflow) have the highest salinity. Rivers have negligible salinity and (often) so do lakes that have an outflow. Salinity is kept track of on a hex-by-hex basis. *
-Soil dissolved Heavy Metal PPB , Ocean dissolved Heavy Metal PPB, PH levels are now being calculated *
-Salinity + Snow can be inspected in S.MAP > STATS *
-Snow levels are being calculated now *
-Frozen Rivers now give 50% free water compared with non-frozen (due to liquid water far below often; yes at some point i still have to avoid rivers all together in very permafrosty areas)
-Rain collection (for farms or for zone free water) now impacted by rain water acidity *
-Ice mine collection snow from surface now impacted by rain water acidity *
-Ice mine collection ice from glacier now impacted by sea acidity & dissolved heavy metals*
-Ice mining of underground water (actual water drop icon) now impacted upto 66% by dissolved heavy metals in soil*
-Zone free water rules from river + sea/lake now impacted by acidity, salinity and dissolved heavy metals *
-Zone free water collection has been nerfed (halved, and repetitive sources impact reduced) *
-Free Trader Water also impacted like above *
-Water filtration now impacted by quality of river/sea water around it (takes best) *
-Agri Dome consumes double the Energy now if out of Terran agriculture temperature range. (it gets a rebate if temperatures are good-ish) *
-Hex Radiation reduces open farming due to accumulation of radioactive in the plants *
-Hex Radiation reduces water income from rain, sea, river, snow, wind traps, but not from Glacier (can mine deep) and underground Water deposits. *
-Earth Plant Life taking root on a Planet now impacted by dissolved heavy metals in soil and rain PH and can cause the bigger plants not to grow (well). *
-Edibility of alien plants and animals (ANTL) now impacted by dissolved heavy metals in soil. They might not mind, but human consumers would. *
-Ice Mining Asset no longer uses Mining Techniques linear tech, but still uses Ice Mining Economization + Mining Robotization, bringing it in line with the tech modifiers of the other mines. *
-Ice Mining base water income -40% compared to previous *
-Water Purification base water income halved (& energy cost halved as well though) compared to previous, but it negates up to 25% of the water quality penalties (salinity,ph,dissolved metals,rad) *
-Added Tech Water Detox Optimization for Water Purification Assets that allows negating up to 75% of the water quality penalties (instead of the 25% base). *
-Hydroponics Food production halved, Worker requirement doubled. (but keep in mind it is still good and can be 4x better than at start with its 2 linear techs). *
-You can mouse over Water Q(uality) or Rain in the Hex info panel to get detailed info on Water/Glacier/River/Ice/Snow/Underground Water Quality. *

Changelist 1.21h(#185)
-Public Assets with Levels higher than allowed in Zone have a 10% chance per level too high to lose a Level.
-“Attach” or “Detach” Advisor now only possible once per round (in line now with regular kind of switches that have a 1 round delay) *
-Small nudge to Model Design Director Skill effects. In 121g you got extra model stat roll if Director Skill Roll was above 100. If skill roll now is below 50 the Model Director causes sort of a fumble and will re-roll said model stat, picking the lowest of old and new skill roll. (if roll below 25 critical fumble there will be 2 re-rolls, picking the lowest result once more of all 3)
-Hex Feats in Asset MNG Tab now show up correctly irrespective of asset view mode on the main map screen (alocritani)
-Made some changes to sfx/music playing, the initial loud burst some people have been experiencing should be fixed with this, let me know please if it is.
-Split MTH Fate Stratagem is now a bit more rare and it will have to succeed a 1d50 roll against current Elder support in order to succeed. This allows some way to defend against a human player using this powerful Stratagem.
-Fixed oversight with AltGraphics with graphics loaded on the fly within reports; all graphics should be replaceable now (Pymous)
-Using the Blue Prints no longer takes into account skill level of the Model Design Director
-Diminished the AI Minor Diplomatic Efforts (like Client/Annex) on higher difficulty levels
-Fixed a glitch with the AI Minor Diplomatic Effort frequency. It was focussing too much on using these Stratagems.
-Fixed a glitch in the AI algorithm that prevented it from actually executing planned transfers of units from one front to another. Quite a big fix I think.
-Major AI now also gets some skill effect when designing new Models, based on difficulty level though
-Major AI is now selling Items like Metal if the price is really high, even if it needs them itself, but in small quantities.
-Private Item Consumption for Asset Building now uses less Items if the price is really high (was leading to Metal shortages in some cases
-Private Economy more likely to build specific Private Metal Mining / Water Mining / Oil Mining / Scav Asset now if prices are really high
-Fixed a glitch in the AI selling algorithm where it could reduce Trader stocks due to calculation mistake
-AI takes solar energy mod into account when considering constructing them now & privileges solar energy efficiency tech
-AI takes oil availability into account when considering Power Plant construction
-AI increased sensitivity of units fuel/energy/atomics consumption by units for making economic Asset construction decisions
-AI added some extra protection concerning air-tank% and fuel available as well as prioritizing more fuel production if severe shortages
-AI fixed ammo production prio in some cases where other production was way too much prioritized as to forget the immediate consequences of running out ammo
-AI on tactical level tries to move/attack less if lacking fuel
-AI on tactical level tries to value entrenchment a bit more (especially if on the defensive)
-AI fronts size diminished a bit (to have less are per tactical area calculation, but also a bit less cohesion)
-Worked on reducing the AI tendency to retreat when not necessary over over-reaction
-AI now a little bit more afraid of non-aligned forces

Changelist 1.21g(#184)
-Removed Rare Metals upkeep for Solar Energy *
-Improved Solar Energy Output a tiny bit (+10/15% compared to 1.21f) *
-Heavy Industry Asset no longer initially present for Tech Level 5 start (Should be player choice if he wants to build this as machinery can be done by workshopping as well and Heavy Industry uses a whopping 200 Energy) *
-City Level downgrade rules work again *
-Fixed some rare missing road connections for new Assets
-Traders now are looking to buy from other Traders at (Sell Price + Sell Price + Buy Price ) /3 instead of ( Sell Price + Buy Price ) / 2. This should lead to increased trade between different Trade Areas. (Thanks Voker57)
-Much reduced the effects of a high monetary constant on Traders price when buying from you (should in some mid-late games result in better prices for selling to Traders) *
-Fixed the lack of movement penalty for heavy guns with weight between 150-200.
-Fixed glitch with abort Zone Merge Decision that keeps you stuck
-Fixed an inconsistency in the food consumption algorithm. New recruits & colonists now return Food already received in Zone (as Pop/Worker) before reporting to barracks/units (where they’ll receive their rations for current turn).

*=Requires new game start to show up

Changelist 1.21f (#183)
-Furnaces are now in the Energy Sub Tab + their description is fixed *
-Fixed AI crash (christian)
-Power Plants gets a boost from Fuel Efficiency Tech now *
-Solar Panel output is about halved, but can be much improved with the new Solar Energy Efficiency Linear Tech (applied engineering) *

Changelist 1.21e (#182)
There have been quite a few complaints about Tech 3 being too hard a start over time. I only partially agree with these criticisms. So not all requests will be granted. However some were valid and some I deemed necessary on further analysis & QA. Hence I have made improvements to the Tech 3 start concerning energy, rare metals and low population sizes & private farming. I’ll be monitoring feedback and am interested if there are other huddles at Tech 3 or unforeseen effects or bugs with this new open beta. Thank you all for continued feedback.

-Private Scavenging Asset now also produces 10 rare metals per round *

-Tech Level 3 start (if regular difficulty or higher) now starts with just a Degraded LE Battery instead of Degraded LE Reactor (30 Energy instead of 100 Energy) *

-Solar Energy Tech now in line with other Tech in same Tech Group (thus now easier to discover and research) *
-Solar Panel Assets now cost 1 construction round more to construct (and thus level 1 construction cost is doubled!) *
-Solar Panel Assets now consume some rare metals during production (not a lot, but simulating some repairs need to be made on a constant basis, gameplay-wise it makes solar panels slightly less attractive, improving the attractiveness of the others) *

-Added “Furnaces” basic Tech available at Tech Level 3 start that allows building Organic and Scavenging Furnaces.

-Organic Furnaces require Forest (level 1 in range 1, level 2 in range 2, etc…) and will have 25% per Asset Level to
deplete a Forest Level. (Note Savannah (75%) and Forested Mountain(50%) provides less, just grass provides 0)*

-Scavenging Furnaces require Scavenge Points to be present in Hex. Will quickly make a dent in Scavenge Points, especially on higher levels as every Energy gained burns 4 Scavenge Points.*

--Mostly invisible to most players, but made the Private Economy simulation a bit more realistic and interacting with actual item prices now. Revisions made to the spending of Credits by Population with the Traders when buying “luxuries” and Assets. Item Market Prices now impact the cost of Asset construction and luxuries buying. Also the Sales Tax now also impacts the cost of Assets and luxuries buying. New semi-hidden values of Private Trade Debt (to Traders) and Private Tax Debt (to Regime) make this possible. Note that Traders will sell at lower prices if market prices are really high as sales are often made to private families and enterprises that are partially controlled or in the same family as traders. (there is a fuzzy boundary between traders and population, traders actually exist somewhere halfway between free folk and population).

-Fixed a glitch in the payment of Private Economy to Traders which was sometimes paying more than necessary for new Private Assets & streamlined-scrapped the arbitrary and bit weird 15% paid to traders for services, all money is converted into items now.

-Added 3 new Private Asset Types : Farmsteads, Xeno Farmsteads and Dome Farmsteads. They each come in 3 Levels and are smaller more improvised versions of the existing Farms. On Level 1 they only require 1000 population to operate. On top of that the Farmsteads can be financed with loans taken from Traders as well (up to a limit though!). This allows a very small Populace to kickstart an economy sooner. All Farmsteads Levels can be build, even in a Level 1 Zone. Once the 2nd Level 3 Farmstead is ordered in Zone that one will downgrade to Farmstead I and the other Farmstead III will upgrade to Farm Community I. *

-Some Asset Types can advanced multiple Levels per City Level now. The following: Airbase *2 , Truck Station *2 , Rail Station *2, High Speed Rail Station *2 , Public Port *2 , Supply Base *2 , Bunker *2. Note that the new Private Farmsteads are *3. *

-Fixed call to succes Stratagem text to be in line with its actual effect
-Fixed very rare issue (tech/culture/admin Level 9) with Faction not having a viable Demand at all and instead of asking the impossible will now ask for more Asset levels.
-Fixed crash at round 200 (Dalibor)
-Fixed crash related to AI airforce usage (bellrock)
-Fix: Savannah Snow , Cloud Forest Snow and Jungle Snow can now also be used for surface Snow Mining
-Fixed Protectorate/Client status in rare cases where you had a Minor Client/Protectorate that would declare war on you through events => the protectorate/client status is now removed.

-AI: Fixed some occasions of very badly considered land follow up attacks after artillery bombardment
-AI: Fixed the overvaluing of some artillery attacks

-Tuned down number of spies lost, especially when huge numbers present

-Increased SAM Launcher ammo cost from 200,300,400 to 250,500,800*

-Heavier artillery + Heavier AT + Heavier Flak guns get a reduction in movement due to a movement penalty for heavy weight & resulting manhandling of equipment (going up to about 75% movement cost penalty for the heaviest of guns)*
-Any equipment (like artillery, at gun) being carried with such a negative movement penalty will retain this penalty when being transported (by like trucks) unless the transporters have a positive movement bonus (due to powerful engines) which will offset the negative penalty of the guns.

-Model Designer Director now uses Inventor, Technician and Improvisation Skill for extra rolls on the rolls for Structural Design (Inventor) for first version and for later versions: Base Design (Technician), Armour Design, Weapon Design and Engine Design (Improvisation). If the roll >200 it gets 3 extra rolls for said design variable, >150 2 extra rolls, >100 1 extra roll. (logged in skill log for leader) *

-Model Discovery Task now uses Inventor Skill instead of Technician *

-Fixed faulty “void of life” message in planet gen*

-Fixed a glitch with deleting decisions upon actually aborting Zone Merge

*=Requires new game start to show up

Changelist 1.21d (#181)
-AI declaring war on Minor Client/Protectorate will now remove Client/Protectorate status.
-Adjusted AI research/development of new Model Types (downwards) and new OOB Types (upwards)
-AI will be able to build Hydroponic Farming more often, but only if enough energy and water available
-Seniority Ranking improved and fixed the false counting of 3rd part leaders in its calculations
-Better sorting for Leader Log
-Avoiding humongous unaligned Zone after they conquer a city
-Minor fixes to FOW rules. Each Hex had 4 undocumented hide points basically, brought back to 2 and shown in a recon box mouse over now.

Changelist 1.21c (#180)
-Made some serious changes to the AI combat odds calculations, it improves the AI judgement of when to attack and when not: I have noted some promising improvements.
-Zone Merger now has chance to negate rebellion if the Populace of the Zone to be merged is much smaller than that of the target Zone (in such cases Governor takes much less relation penalty as well)
-Note that Unit Feat Penalty on Attack Value might be due to your own Unit Feat or due to Unit Feat of target.
-Zone Merger had small fix to recalculate Zone connections to make subsequent Zone Mergers possible in some circumstances
-Blue Print Tab now better adjusts layout to some screen resolutions (eudaimonster thx)
-Fixed PlanetGen Minor+Major count (tonechild was right)
-Adjusted AI construction importance of Heavy Industry downwards + High Tech Industry upwards.
-Adjusted AI Defense behavior towards more prudent in most cases
-Also made the AI aware of the risk of attacking with more cumulative attacks than enemy has maxAttacked as it can give a false sense of security in raw number superiority for launching an attack
-Artifact map icon only shows if still Scavenge Points in Hex
-Airbase Points required for optimal service now shown in the Hex Stats to the extreme right, on mouse over it shows also the airbase points present at start of turn.
-Airbase Points required for optimal service now shown on mouse over of the graphic of a unit subformation.
-New SHQ is now displaying correct PP cost
-Fixed Robotic Replacement Troops
-Reduced incidence + cost of the Scientific Maritime Expedition Decision.

Changelist 1.21b (#179)
-Upwards nudges to AI Model Design priorities made (based on feedback from previous beta’s)
-Nudges and glitch-fixes to AI SHQs deleting & adding & assigning & zone merging
-Downwards nudges to amount of soldiers the AI is raising especially in early game
-Hard instead of soft caps on air/art/tank % limits to avoid the AI going into an economically unsustainable strategy
-Upwards nudges for AI to conserve manpower for more expensive equipment (tanks/air/guns)
-Upwards nudge for AI to detect it has not enough metal/oil/rare/radio/water reserves
-Upwards nudge for AI for Oil production
-AI will better judge if to put an open (Xeno)-Farm or not
-Made fixes to AIR Model Designing that sometimes blocked it from advancing (due to unviable models)
-Some nudges to AI research priorities that make it focus more on crucial battle techs (not done at Beginner, half the improvement at difficulty Regular, full at Hard and higher)
-Prevented the AI from creating some Aircraft Models without any name at all
-AI now ensures using minimum of BP for Model Design, but not more
-AI now ensures using minimum for OOB Design, but not more either
-Fixed AI concerning replacements by glitch fix and lower XP threshold necessary
-Upwards nudge for Replacement Pool production if many upgrades + replacements possible
-AI now uses the Offer Protectorate, Client, Unification and Annexation Stratagems as well on Regular Difficulty (and even more so on Higher Difficulty) *
-Fixed an experience gaining bug (wtf1337)
-Fixed a windows scaling issue (not 100%) with the intro cinematics

*=Requires new game start to show up

Changelist 1.21 (#178)
-Added the feature “Discovery Focus”. Can be used by calling the Military, Applied or Economic Council Director. Will focus the Discovery Task on a specific Tech Group. However keep in mind that BPs spent while using Discovery Focus suffer -66% penalty due to forcing your inventors in a certain direction and stifling their creativity. *
-Added the option to filter specific “legenda keys” in the Statistics Tab (either by clicking on their name in the top or on the tiny blocks in the graph itself, click anywhere to reset, right click to select multiple, left click to select one)
-Alien wildlife now also attacks Mauraders in same Hex. *
-Mauraders will be much more adverse to enter wildlife Hexes now.
-Added a tiny bit of variety to Maurader Units *
-Some Maurader Units now act more as Garrisons while others have tendency to move around a bit more *
-Unaligned Free Folk settlements now sometimes produce new Maurader Units. (400k free folk will produce about 1k new marauders per turn) *
-You can now Mothball and Close Port Assets as well. It was mistakenly resetting to production after the end turn every time.
-Fixed some glitches in Asset Management Tab (negative numbers in red)
-Fixed glitch in specific Asset production mouse overs in the right pane of Asset Management Tab (was showing preview instead of regular)
-Fixed AI glitch where it would launch a “phantom” air attack without actually having the Units that could execute it (air related at really short distance from airfield)

*=Requires new game start to show up

Changelist 1.20t2 (still #177)
-Fixed two different bugs that caused crashes

Changelist 1.20t (#177)
-Solved issue with AI Makeshift Ports spam.
-Solved issue with AI SHQ spamming.
-Model Design Decision now also shows option for Blueprints when no Models made yet
-Fixed a glitch in the Airbase Points effects
-16+ enemy Units in a Hex now no longer blocks Amphibious Landings.
-Plenty of work on making the AI use Airforces better. (best AI Air results with games started #176 or higher and of course on Planets that have reasonable conditions for viable aircraft)
-Plenty of work done on AI military production priorities (“military en soi” and “civilian<>military”) in different situations.
-Fixed glitch. Major AI on higher difficulty level now has its combat Bonus also against Minor Regimes / Unaligned. And also included some extra Combat Bonus against Minors on top of that fix to offset the higher Minor Unit Count that was partially undoing the desired difficulty level. This fix and boost should impact quite a lot the early expansion phase on higher difficulty levels.

Changelist 1.20s (#176)
-Added preview of Design Log to Blueprints Window
-Fixed a turn processing crash (Mark)
-Fixed another turn processing crash (Mikko)
-Added Air pressure in mbar to Geology Planet-Gen window
-Road Building now works the same with Oceania DLC and without
-Road Construction now needs to start on a road hex that can trace over friendly Road Hexes to a Road Hex with Logistical Points (initially at start of turn) connection to the SHQ of the Zone (where you selected the Hex). This makes it work both with Islands and regular play and does not allow magic transfer of IP/Metal to construct anymore (like before 1.20o)
-AI: Fixed analysis of units:Hex ratio with Oceania DLC active; This should lead to substantial extra production of Units; Quite a serious fix
-Started work on AI being better at using Airforces. See the points below:
-AI: Improved desired Air Units calculations and made AI less cautious in producing Air Units
-AI: Decreased the negative impact on Air Unit production by low unit:frontage ratio & high recruit count waiting for placement
-AI: Added a conditional (if not enough are present) boost for Aircraft Production (and Tank somewhat as well)
-AI: Aircraft favor creation of New Units over OOB Upgrades (larger sized Units)
-AI: Improved AI Aircraft Quality Settings evaluations
-AI should research more Air Techs now (it only really did so if it had a preference for Artillery Tech Path before… Offensive mindedness now also is a modifier) *
-AI is making better Air Models and a lot of cases where it got stuck with a non-viable design have been solved

*=Requires new game start to show up

Changelist 1.20r (#175)
-Added Blueprint Tab in the Management Screen. You can use this Tab to create Blueprints for different Model Type Designs and then when the Decision come up just refer to the Blueprint instead of going through all the steps. This should especially make designing Aircraft (notably being Unviable in many combinations of choices) much easier to do.*
-Fixed a bug where Pro-Piracy could explode in weirdly high values for no reason! (especially when it shouldn’t do so at all)
-Fixed a bug with AI processing crash

*=Requires new game start to show up

Changelist 1.20q (#174)
-Fixed a crash during turn processing related to one of your Zones (temporarily not having a City)
-Fixed a graphical glitch when keying (9) through your Units while having the Asset Tab open
-Fixed a crash during AI processing (related to rebels)
-Fixed an edge case rule where Port forming new Zone got delegated to old Zone
-Fixed a relatively rare but annoying occurrence of a Zone ID getting swapped during making a Zone Decision due to interaction with other Zones while the Decision Tab was open.

Changelist 1.20p2(#173)
-Fixed Demand issue again (didn't do it properly during 120o)

Changelist 1.20p(#173)
-Fixed bug with Renegade Elements Decision
-AI Major Regimes now cancel Contracts that are hopeless amphibious invasions
-AI Major Regimes now better plot their target amphibious invasion Hex (using the new Flag of Interest feature also available to human players)
-Reduced AI advantage on somewhat cheaper MTH contracts a bit more, especially at lower difficulty levels
-Made AI sign shorter contracts for amphibious invasions (as it is not sure they’ll work out)
-Made AI stop sometimes buying way too big transport contracts (also constraining player shipping in the progress)

Changelist 1.20o(#172)
-You can now make a Zone trade with the Traders directly (switch between SHQ & Zone added in Trade Window)
-Fixed crash on trying Replacement Troops order on a Unit without a HQ
-Landscape Type “Base Sea” is now called “Lake” if it is a lake, in the bottom UI
-Made Zone Border changing easier if next to Sea Hex
-Added a little bit of extra Credits for a new Trade Area being formed during play (notably on Trader Area creation with makeshift port
-Fixed a rare issue with faulty Demand being made when you had lots of very happy Factions (>90)
-Fixed issue with Road Construction now being possible from a road that already has >=10.000 Logistical Points (Solops) & fixed issue with road construction being possible from a non-road Hex.
-Fixed the “Sell Share” Stratagem, it was not functioning at all. Should be good now! Now restart required, just this new version.

Changelist 1.20m(#171)
-Fixed Radiation Leak Stratagem *
-Fine-tuned if a Sea Zone gets captured by an MTH or not, after naval warfare, less captures should take place if not somewhat favorable combat result.
-Fixed only 1 of the Leader Recruitment Decisions showing up with a MTH Alliance
-Glitch fixed with Private Ports not producing Private Credits *
-Private Ports Food + Credits production now also positively impacted by Private Economy Bonus *
-Port Point production now also positively impacted by Logistical Bonus *
-Building a Makeshift Port in a Zone that already has a City no longer results in a free Dirt Road.
-Fixed Corporation Tax Paid not resetting to 0 every round and screwing up the Treasury Report
-Added MTH Dividend payments to Treasury Report
-Some more micro-management flexibility: You can now choose if Zone Unit Supply (Call Gov to discuss Zone Orders) is only for shortfalls or is given before Unit Supply (in which case the latter would complement any shortfalls not provided by the Zone). This new mode is advised to be used only if you have used Zone Inventory order to block the Zone sending items to its SHQ.

*=requires you to start a new game with this new version for full fix

Changelist 1.20n(#170)
-Fixed a crash during AI processing (Terve)
-Fixed a very annoying error with some of the MTH auctions, causing you to win but not receive the share! Fixed now!

Changelist 1.20k (#169)
-Fixed issue with faulty game Victory (but was caused by another bug in population variable)
-Fixed issue with AI causing negative Population variable doing reallocation of its Colonists
-Fixed a crash during AI calcs (caused by MTH Alliance breaking up)

Changelist for Core 1.20j (#168)
-Fixed issues with farms Assets being present with City State Planet Generation, but them not being of a high enough level to supply enough Food to your Population. *
-On some Planets with Terran Agri possible, but no alien life, nor plant life introduced during Colonization, the game was not allowing you to construct Farming Assets “because too arid”. This is fixed. Also similar fixes that were preventing areal expansion. (however with new game starts this issue should no longer occur at all)
-Fixed the actual cause of the bug above in the Planet Generation algorithms. *

*=requires you to start a new game with this new version

Changelist for Core 1.20i (#167)
-Fixed game hanging during the AI Init phase and fixed some botched AI Zone Mergers at the same time.
-Improved negotiations for Transport Contract. You can now choose between different Transport Targets , demanding a New Proposal and Postponing. When demanding a New Proposal you can put a Flag of Interest with one the current Targets, to get more similar ones the next round.
-Any map-related crashes (screenshot/scroll) due to Resource Rumor usage will be fixed with this patch without having to start a new game (just reload old save game)
-Penalty on Logistical Points entering a Landscape Type without a Port now shown in Landscape Type mouse over. (also made small calculation rounding fix on their actual application)
-Good relation with a rich MTH will make the MTH invest more in your land-based Traders if they are lacking Credits (done to help Major Regimes a bit recuperating some Credits from MTHs - ideally in the future the MTHs would be doing something with the influence they are buying with the land-based Traders)
-Made fixes to Windowed Mode

Changelist for Core 1.20h (#166)
-Oceania: Private Harbour Level III no also produces some Private Credits
-Oceania: Non stop MTH auctions stopped (+ fix negative share count caused by it for running games)
-Oceania: Verified that multiple auctions Decisions are working
-Oceania: Stopped placement of Ice Mine when there was enough rain (caused with 1.20g)
-Oceania: Major Regimes that go out of the game see their share go forfeit (and return to MTH)

Changelist for Core 1.20g (#165)
-Fixed a turn 1 crash bug with multiple rerolls of Planets (after getting to apocalypse stage) done before / and in more light case fixes phantom river names *
-Oceania: Big finetunings to Minor Regime Piracy. Aggression of the Minor Culture needs to be higher now. Piracy
-Oceania: Big finetunings to some MTH-Zone events including Maurader landings. The occurred to often if you had more Zones. This has been fixed. Furthermore the Mauraders event will now only occur if MTH has positive Piracy score and you have relation <50. *
-Oceania: Fixed crash with map scroll after Resource Rumors, also made the sentences shorter to avoid info from being lost.
-Oceania: Fine-tuned Minor Regime Pirate invasions a bit
-Oceania: Reduced Minor Regime Pirate activities range of operations especially on lower difficulties
-Oceania: Unit weight mouse-over now distinguishes between full weight and weight without items (ammo, fuel)
-Oceania: Removed canceled contracts from MTH Contract Report
-Oceania: Fixed some -1 hex names in MTH Contract Report
-Oceania: Redid the Naval Logistical calculations to allow for less wasted points in overbooked but imperfect situations. (For example where port A has 4000 port points and 2 contracts (2500 points each), one going to port B and one to Hex C without Port. In the previous version that would have meant both contracts would be lacking port points (5000 needed, only 4000 available). Now with the new version the algorithm will realize that Hex C has no port and will thus only use 625 logistical points and now port A only requires 3125 port points and contrac to port B will be fully executed.)
-Oceania: Fixed some rare glitches (due to falsely also counting enemy MTH transport contracts on same hex) with the the Transport Contracts resulting in to little amount of Logistical Points
-Buggy behavior with scrolling the minimap during planetGen prevented
-Rebels are now always at war with you
-Demands will no longer include declaration of war on a vassal/protectorate
-Made some adjustments to initial Farm placement. Should no longer be too far away from your City.
-Demands for more BP production get scaled down a bit at higher quantities
-Since especially on Oceania Planets the extra Zones requested cannot always be delivered we are making sure that on high Development Level start with only 1 Zone (where more where actually desired) you do not get stuck with only Rail Infra, but also Truck.
-Made some adjustments to initial Asset placement to help ensure initial Farm (which was in rare cases missing)
-Fixes to initial Ice Mine placement, favoring actual Water Deposits over snow now (that could well be seasonal)
-Ice Mine no longer gets automatically removed as we might be using seasonal snow as well.

*=requires you to start a new game with this new version for full fix

Changelist for Core 1.20d (#162)
-AI can now Merge Zones (same rules as for everybody though)
-Fixed the wrong naming of Hex Perks as Rivers * (caused with previous patch)
-The AI is now better progressing through its internal Stages of economic development.
-The AI is redistributing some Items now from its less important item pools (to avoid deadlock situations)
-Improved AI Trading algorithm for buying construction Items need and workshopping of Machinery (which will improve the speed of AI Asset construction which had been lagging behind a bit on Oceania maps especially)
-AI now also prefers buying Rare Metals if price of Machinery is too high (and workshop them itself)
-Fixed description for Methane Synthesis
-Made some fixes to the Trade algorithms (Voker)
-Big list of typo and spelling corrections done
-Fixed the watch AI moves screen flags+regime playing (unknown should now show correctly)
-Fixed an issue when watching AI moves , stopping the history bar, and arriving at a new human turn.
-Fixed an issue with other Regime’s rebels going to peace with you every round. When declaring war on Rebels now you’ll also have to also declare war on their Major Regime. Unless their Major Regime is already out of the game.
-Minor fixes to ANTL and TAATL levels in PlanetGen.

Shadow Empire (core) changelist for Core 1.12w (#157):
-Fixed a small FOW glitch in “map known” mode (on the name of some Hexes you could not know) and removed some rare City map labels that were showing up partially (because actual hex obscured)
-If you block a Zone from sending ALL items to SHQ it still sends it excess Stockage Points now.
-Fixed exploit where you could still sell water (when super abundant) 1st turn
-Fixed some events where rebels where spawning on top of enemy units (while possible to avoid)
-Fixed the support rebels (minor diplomacy event) to make sure combat ensures if rebels popup on top of enemy units
-If Tech Start 4+ (or difficulty beginner) you get 20% income tax at start of game
-High Tech Industry & Private Oil Well Assets now also count towards promises (Industry , Mining Levels respec.)
-Made quite a big repair to the assigning of Vegetation types to cold Zones. Expect vegetation to pop up more towards the poles now.
-Fixed a glitch in the AI SHQ removing and adding code that could cause a flip-flop situation to occur
-Fixed the issue with Budget %s when 1st Council is added (Das)
-Fixed grassy Mountains appearing in areas to cold or dry
-Fixed forested snow mountains sprite transitions with low snow mountains (masterfile update!!!)
-The new +50 DIFF for some Minor Regime Stratagems for Land Border in #153 was showing the wrong Preview Diff. Fixed now.
-Fixed bug where airforce was still like half active if you unflagged Airforce in Planet Settings
-Fixed air attack modifier for Forested Mountain Landscape Type. Is now -50%, just like regular Forest.

Shadow Empire (core) changelist for Core 1.12s (#153):
-Offer Protection, Offer Client, Propose Peace, Unification, Annexation are now more difficult if you do NOT have a land border with the Regime the Stratagem is being played on.*
-Fixed a rare glitch with Trade if very poor Traders had zero items of a specific Item to start with.
-Fixed some rounding error with Trade Item Inventory, that caused it to lose items of which it had very low stocks.
-Fixed the non-splitting of Trade Areas once a Regime gets split in half (or similar).
-Added completed Asset constructions to the Construction Overview Report
-Fixed glitch with auto-replacement swapping of robotic with regular forces equipment
-Fixed a Trade Reporting glitch with imports/exports (that did not match up)
-Fixed a bug with the spy calculations (got way too high the more spies there were! Big bug. Big thanks to GazBot & co)
-Between 11-30 Zone Recon Points you start having 10 Hex Recon Points on Hexes of Zone, at 30 all Hexes will have 10 Recon Points”
-Between 31-100 Zone Recon Points you start having 100 Hex Recon Points on Hexes of Zone, at 100 all Hexes will have 100 Recon Point
-Spies will be more prone to capture if they are more numerous, linear effect… will be hard to keep like 10 spies in a Zone now.
-Also remember there are some anti-espionage ops going on. Having security in Zone, having traditional culture, having a Zone Gov with good Covert Ops Skill !
-Capped maximum Factions to 9 and gradual decrease of new Factions appearing once you already have a lot
-Improved Planet Generation tectonic plate placement leading to more interesting Planets
-Pull System fix for Assets Pull Points of Zones without their own Logistical Asset
-Pull System fix for SHQ being located on Zone City without own Logistical Asset
-Fixed exploit in Raise Troops with less than 50% (BlueTemplar)
-Dropped the transfer rule where 0 AP unit is not allowed to send transfers if it has not move/attacked.
-Reduced erosion effects a bit (except for geologically dead planets)
-Reworked some height algorithms, height now also displayed in black during generation (and white shows rain mm and blue ocean depth)
-Reworked rain effect on river formation (to hot planets had weird effect)
-Reworked river flow once more, result is even better

Shadow Empire (core) changelist for v1.12p2: (#149)
-Fixed some AI turn crashes (like LockBitmap) due to versight with previous subversions

Shadow Empire (core) changelist for v1.12p: (#149)
-Improved AI diminishing relations (especially on harder victory) when a certain player is getting closer to victory conditions *
-Improved AI diplomatics by allowing it to use “Provocation” Stratagems when in COLD mode. Sometimes it would want to go to war but could get stuck with a too high relation level. *
-For Proton users having crashes on startup since subversion N: The engine can now read the 2nd line of the direct2d.txt file, make sure the 2nd line says “false”. If this is the case some more advanced D2D functions will not be used. The cause of the bug was the fact that Proton could not use (some) “Direct2D Effects”. Especially the AtlasEffect I think. I am planning to expand on using those Direct2D Effects in the future, so this is something to monitor, and any info on what Effects exactly are supported and not supported by Proton/WINE would be welcome, since I am really a Windows man.
-Fixed some mouse overs of Tabs giving the wrong F-Shortkey in their description.
-Added Corporate Tax income to Treasury Report
-Fixed glitch where scientific coop could give you a groupName instead of an actual Tech
-Fixed another glitch with the Model calculations concerning vehicles that are immobile (due to engine weight ratio)
-Fixed a glitch in Planet Generation with some flora hexes on lifeless Planet *

Shadow Empire (core) changelist for v1.12n: (#148)
-Slight nudge to Logistical Pull System in some odd cases where traffic signs were wrongly preventing Pull Points being placed for Units (Battlemode Ben)
-Tidy up logic added for some Former Governor cases
-Fixed a skill reporting glitch during Combat
-Fixed issue where a Faction could sometimes be without a Leader (generating some glitchy decisions in some cases)
-Fixed crash with some Mods that removed Stratagems Event Pictures
-Fixed small Model Design issue with immobile equipment (like immobile assault guns/tanks)
-Fixed small Model Design issue with quad normal (not-adv) MGs
-Fixed error in Annexation Stratagem logic *
-Fixed some change profile Faction Demands
-Fixed some missing Zone Names (said Unknown)
-Fixed some glitches with supply subtab when ammo + energy being delivered to Unit
(below is included, but the part from v1.12m that I only posted on matrix)
-Further speed Improvements of the AI and Processing
-Improved Asset Logs to also include the formula’s for Bonuses, Tech improvements and Planetary Stats. Not very detailed, but at least the effects are logged and on top of that the raw formula has been made accessible through a mouse over.
-Fixed a major glitch with Air Bridge damage being set way to low
-Fixed a nasty coding issue that was miscalculating Strategic Transfers path finding if Air Bridges could be involved
-Fixed a last -1 mention in the Military Details Reports.
-Redid the layout of the Military Details Report to be more readable.
-Population buying Free Folk to join them now sends those Credits to the Traders (that organized and facilitated the Items necessary)
-Small but wrong mouse over for roll prediction thingy is fixed, based on report for Waste disposal Incident Decision, should also help with some other similar Decisions (kojusoki)
-Borders are back during Apocalypse Phase of Planet Generation (was disrupted during a recent beta patch)

Shadow Empire (core) changelist for v1.12j: (#145)
-Fixed an AI crash caused with 1.12i (Hagen)
-Fixed -1 titled report on Asset damage during combat (Elias)
-Fixed -1 entry in Military Details Reports, replaced by “battlegroups” (Elias)
-Strategic Transfer ensures at least 1 Recon Point on the target Hex. This preserves the effect of absent recon, but allows combat to be added to the history log if it occurs. (Elias)
-Increasing the Weight for Transport + Explore Contract to be generated as Stratagems
-Made some last adjustments to Traders investing in each other

Shadow Empire (core) changelist for v1.12i: (6 dec) (#144)
-Fixed a crash when you stopped history bar during AI play and kept it like that until AI fully executed
-Fixed a glitch where Minors without any Zone, but still with Units, could go completely inactive while you are fighting them
-Fixed issue with too high Recon Points with Heavy Tank and Tank Destroyer *
-Fixed glitch with vegetation appearing on Planets that should not have it (or not that level) *
-Upped the amount of Credits Traders will spent during trading with other Traders (was to tight and some of them were not buying enough)
-Introduced an extra rule to the price negotiation mechanism between Traders where much higher local asking price than selling local price will result in some serious discounts as the buying Traders know there is too much of a surplus with the sellers to start buying at their own internal market price. (Voker)
-Speeded up AI processing up like 10-30% while in the Game Loop Window (not looking at moves while they come in)
-Speeded up AI processing concerning its economic calculations, could result in a final total speed improvement of 10%
10%
-Improved the AI processing concerning its BP investments, could result in a final total speed improvement of 10%
-Improved the AI processing concerning the simplest of move matrices used and could result in a final total speed improvement of 10%
-Improved the core AI Front processing with some serious caching operations and could result in a final total speed improvement of 40%
-All together we might have halved processing time, at least for the fast AI, but similar results expected for the other AI speed settings.
-Improved AI’s prediction of possible combat outcomes concerning the equipment-used weights (combat matrix related)
-AI now better taking into account the possible combat effects of armor vs gun mm matrix and the armor type vs weapon type matrix
-AI now better takes into account Profile Combat Bonus
-AI now better takes into account obvious effects of core Posture Stratagems
-AI now better takes into account the Skill modifiers of the various Commanders (it makes a guess to enemy’s skill levels)


Shadow Empire (core) changelist for v1.12h: (1 dec) (#143)
-Fixed a glitch with the location name showing in the selected Hex info sidebar of the Hex illustration if you did not have sufficient recon.
-Improved Strategic Movement hex mouse over info (next to landscape type illustration) to show whole trajectory possible even if to much weight points with Units, also coloring this info red if weight>logistical points. Minimal 1 Logistical Points needs to be present on Hex of Unit however.
-AI improvements and glitch fixes concerning choice of Formation Type
-AI improvements concerning moving forward in unopposed territory with slow moving Units
-Fixed the sometimes initially wrong page numbering of paginated tables in Reports.
-Fixed a possible crash with the Target SubTab in Stratagems Tab (Elias)
-Fixed special case Trade issue when certain Item completely depleted with a Trade Area
-Finetune to Trade where rounding to zero is replaced by random chance to go to zero
-Removed the display cap on Recon Points to 400 during Combat as higher values than 400 are actually necessary to have complete effectiveness against troops in a Hex that start combat with Cover Points.
-Fixed the poor AI still paying Colonists (not being placed) for founding New Zone (delivered without initial Colonists since quite a few versions)
-Fixed a setup glitch with Leader of Minor not having a title*
-Fixed the Advice window sometimes popping up upon loading game/new game when it is turned off
-Reverted a recent rendering optimization (because it was probably causing ghost Tabs with some beta testers)
-Cross Fertilization research cost diminished by factor of 10 (Thrake) *
-Converting Rail Station to HS without the Tech is no longer possible (Elver)
-Fixed a glitch with wrong effect of lowering Leader salaries (Emx77)
-Found glitch with negative gov production modifier being slightly to high (Emx77), but decided to keep it like this and update manual soon that gov modifier varies between +25 and -50

*=new scenario start necc

Shadow Empire (core) changelist for v1.12g3: (25 nov again) (#142)
-Fixed last remaining issue with Stratagems showing “not valid” when initially opened (Christian)
-Improvements to Planet Generation concerning the dynamics between Mountains and Tectonic Plates leading to more varied maps
-Improved flora placement during Planet Generation better taking into account the temperature & rain

Shadow Empire (core) changelist for v1.12g2: (25 nov)
Apologies. I have been a bit to hasty with 1.12g as it turns out.
-Fixed crash with Mini Map during Planet Generation
-Fixed crash with Stratagems
-Fixed issue with duplicate Stratagems not showing properly initially

Shadow Empire (core) changelist for v1.12g: (24 nov)
-Fixed Skill Roll mouse-overs from mistakes made with v1.12f (Cassini)
-Fixed glitch with Unit Supply where pickup point at same hex as SHQ still needed Logistical Points
-Fixed crash with turn processing (Karl)
-Concerning the UI Stratagem Tab : Diminished the data caching for the Stratagems from per category to per Stratagem. -This should give a small speed decrease with a small Stratagem count, but a big speed increase with lots of Stratagems. (Cassini)
-Speeded up the drawing of the various minimaps (Strategic Map, Stratagem targets). Big improvement especially in big games.
-Major AI revised selling to Traders algorithm (was selling to little)
-Fixed a bug with multi-SHQ AIs buying too much Food from Traders
-Population in an economic end-state situation (nothing to build) start spending excess Credits to buy Luxury Products with Traders (improving Happiness)
-Fixed some last Trade Report issues (showing too much qty’s being reported and Trade Report on own Regime not showing stuff)

Shadow Empire (core) changelist for v1.12f: (24 nov)
-Fixed skill roll mouse over for Regime Feat Skill Bonus and made more precise the mouse over for Regime Feat Stat Bonus effect on skill roll. (Cassini)
-Reduced the per-round reduction of Skill Usage Points a bit if they are very low. (KeepStay)
-Transferring Items from Zone to SHQ (or other way around) when SHQ is on the Zone City Hex will be without logistical constraint now. Same if it concerns SHQ to SHQ where both are on the same Hex. (Elver)
-Fixed an issue that seriously limited trade with larger multi-zone Regimes, to the exclusion of trade between certain Regimes (Voker57)
-Improved trade algorithm concerning total volume passing from one side to another
-Improved trade algorithm and prioritize better deals over lesser (albeit good) deals
-Improved trade algorithm to not spend all its Credits trading with other Traders
-Improved trade algorithm to only start buying above a certain perceived price gain
-Improved trade algorithm by taking tariffs better into account to avoid making Trade Areas making dumb deals
-Improved trade algorithm concerning the CommerceBonus effects. These now play less of a role concerning misleading other Trade Areas (though can still influence perceived and real price with up to 25% if commerce bonus +200% versus area with no bonus at all), they now play a role in the actual price struck (between the buy price of trade house A and the sell price of trade house B). all being equal price = (buy price + sell price)/2… but if house A commerce bonus +100% then it results into price = (buy price*2 + sell price)/3. At bonus +200% then it results into price = (buy price*3 + sell price)/4… the reverse is of course also possible. This should give a nice boost to the usefulness of the Commerce Profile as it now should make your Traders more rich.
-Trade areas now only invest in other Trade Areas (credits transfer) if really low Credits there (in future still have to add some mechanic here to make it pay back for investing traders)

Changelist for v1.12e (24 nov or earlier, not sure, but for sure forgot to post changelog)
-Fixes made to free water collecting by Traders (was only executed by Traders inside Major Regimes)
-Free Zone Water is now limited to Populace size
-Militia Supply can only be collected in the Zone where Militia was raised
-Fixed bug with the informer Trade Report on other Regimes. Should display correct info now.
-Fixed weird map glitch issue (when with asset tab open clicking next to shq, tab down, click flag top-left, esc, click next to shq sequence)
-Windspeed is now "effective windspeed" (modified for its actual energetic value) instead of real windspeed. *
-Fixed a very rare issue with some (former ai) Units having half movement cost.

Changelist for v1.12d (#139)
-Added the option to call a Zone Governor and discuss micromanagement of Zone Inventory. Costs just a measly 1 PP. You can block any Item from being sent to Zone or picked up at Zone by its SHQ. For inspection of current Zone Inventory Orders go to the Management Screen and the Asset Tab to quickly check the Items Table to the right for red cells, which signify a Zone Inventory Order being in effect on that Item. *
-Autocracy has been made a bit stronger. High Autocracy now reduces the repercussions of declaring war. Because it befits your ideology and your followers will not be surprised nor outraged at whimsical behavior by their autocratic leader. Even putting a knife in somebody’s back will be considered (your) business as usual. An Autocracy profile above 40 starts reducing the repercussions of declaring war. At Autocracy 60 the repercussions effect is halved and at Autocracy 80 or higher there are no repercussions at all. *
-Improvements on AI SHQ Unit Supply demands analysis as majors were not really aware of Militia requests.
-Improvements on AI frontline formation calculations which was sometimes not seeing the opportunity to invade very empty lands.
-Fixed multiple (and similar) crashes (Derek, Dennis, Deen, Solops)


Changelist for v1.12c (#138)
-Glaciers on the Planet have a more realistic impact now… Glaciers have much less chance of housing Minor/Major Regimes, no resource Hexes, lower population levels during simulations, less alien wildlife / marauders and no Hex Perks. *
-Sea floor depth calculations much more realistic now (was always a bit on the shallow side)
-You can now transfer Items from SHQ to Zone Inventory or the reverse: from Zone Inventory to SHQ. Use the SHQ Transfer order to do so.
-You can now give the Governor of a Zone the order to supply Units in its Zone if they are missing supplies (not delivered by their SHQ for some reason). This takes place after Zone Production phase and before Zone Returns phase.
-Logistical System Pull Point algorithm has been revised to better function when there are less Logistical Points available than that are needed by Cities,Assets,Units. (it might also have become a tad slower- lets keep an eye on this and any other possible complications!) It would be nice if anybody could try a new game with special attention to if the pull points of the logistics system are working well *
-Continued fixing the Posture Stratagems (was not fully done in 1.12b turned out). It should now really apply to all units immediately (or be removed from all units immediately).
-The change of the retreat % by a Stratagem is now immediate for all units (as well as when you remove the posture)
-The weird “no hitpoint attack penalty” for Recon in Force Stratagem has been replaced by “no attack penalty”. Textual upgrade requires restart*functional upgrade works on all versions immediately. This Stratagem now works as intended with the 20% retreat penalty working in tandem with the “no attack penalty” providing a powerful (surprise) attack, but one that gets canceled quickly if the going gets tough.
-Fix with renaming Formation Type button being disabled for non army/div
-Fixed S&S Editor again (crashed again for yet another Oceania related thingy, apologies!)

Changelist for v1.12b (#137)
-Bio Fuel production now costs 50% more food.*
-Solar Panel Energy production decreased with 33%.*
-Volcanic Energy Plant production is increased, slightly at low levels, but increasingly more and more at higher levels.*
-Solar Panels production is variable based on solar irradiance of the Planet. Can result in upto -50% or more on cold Planets and upto +50% or more on really hot Planets.*
-Deepcore Gas Extraction production now up to 3 times higher if Planet has really thin crust (say Planets a bit younger than 2 billion years).*
-Methane Synthesis production now up to 3 times higher if Planet has lots of CH4 (say 1.5% or more).*
-Methane Synthesis Tech and Asset now have the correct condition (was linked to CO2 instead of CH4), minimum 250ppm CH4 in atmosphere needed. Things now correspond with Tech description and manual*
-Fixed some formulas concerning Methane in the planetary gasses simulations, its mostly based on decaying organic matter. The less oxygen in the atmosphere, the longer the life on Planet existed (the more natural gas will be released) and the colder it is (reduced microorg. reduction) the more CH4 will be found. *
-Fixed a rather big bug with only Militaristic cultures being chosen on planet generation (republicans and theocrats, etc are back!), even extended the language options used a bit as before for example Militaristic was indeed always germanic language, now it just tends to be ;) *
-Water bodies have more average temperatures and are now having a moderating effect on nearby land hex temperatures. *
-Made a series of algorithm fixes to Traders that were not buying enough at game start since several beta builds. (thx grogheads forums)
-Fixed some Planet Generation with cases of rivers not ending in lake/sea.
-Improved AI estimation of enemy strength based on enemies enemies as well.
-Finetuned Trader algorithms and private item sales and buys.
-Less cases of oversupply of private food/metal/oil to Traders by the Private Economy.
-Irregular demand from the Private Economy for higher tech level stuff at lower tech levels. The fact that nobody can make it, doesn’t mean they don’t want it. This might well see rising prices of high tech items in the early game.
-Overall increase of commerce between Trade Areas, but not for between major and major without Trade deal.
-Traders in low-pop Zones will try to construct higher stockpiles of goods that are selling well (being the middleman)
-Traders selling to other Traders now haggle better and will make more profits.
-Traders now also consume some Items to keep their operations running, initially just food, oil, metal and water but if Traders are inside a major regime with higher tech level other items might be consumed as well (like rare(4), machines(5), hi-tech(6), atomics(7)).
-When selling to Traders, Traders will not be inclined to spend all their Credits*
-Traders increase their shop qty if they see they are selling well, trying to supply their clients with higher qty’s.
-One of the AI rules is that they are allowed much higher item stocks than human players; I countered this effect for the AI sales to the Traders weighing in very heavily their actual surplus production that round for their sales.
-Made some minor improvement and fixes to AI algorithm that is moving its forces
-You can now use the replace order to replace human infantry by robotic infantry (this is however not an equipment swap, but a full swap)
-Fixed crash with S&S Editor startup
-Now when you change Posture that changes retreat% it will be changed immediately
-Skill effect on combat is now properly previewed, its calculation method was feeble at best before
-Fixed big oversight with rename Formation Type introduced with 1.12. This is now fixed. You can only rename Custom Formation Types.
-Fixed bug with not being to play for example Plea of Friendship on a regime it should be possible on (probably will fix some other cards to with similar inexplicable not playable behavior)
-Fixed bug that prevented Replacing, Upgrading troops in Unit that was at same hex as SHQ but with 0 Logistical Points available
-Fixed bug with Commerce that was resetting from +++ to + due to rare bug in Corporate Story Module. Poof… that one was hard to find…
-Fixed display and calculation glitch with Supreme Command council repeating for each task-suppart that more than 100BP is being invested.
-Fixed some beta game crashes (voker57) , related to badly seperated code for new DLC, sorry!

*=needs to be a newly started game with this version or higher

Changelist for v1.12a (#136)
-Fixed a crash during AI play experienced by all caused with first 1.12 version.

Changelist for v1.12 (#136)
-Reworked rainfall algorithms in general *
-Nudged the rainfall algorithms resulting in slightly drier Planets *
-Added some windshade rules where mountains can block rainfall *
-Added some temperature difference rules on rainfall. As in cold air moving into a warmer area gives less rainfall and warm air moving into a cold area gives more rainfall. *
-Higher windspeed planets will have a lot more fuzziness to their rainfall than low windspeed planets *
-Relatively small lakes/seas have reduced impact on air vapor content * (trade-off between simulation and game made, but result should be more realistic especially on planets with more water surface)
-AI: Reset OHQs (And independents without OHQ) properly to SHQs if AI territory gets split between several SHQs.
-AI: Fixed some important economic calculations in case of a split between several SHQs
-AI: Fixed a crash with at least one Decision on sending envoys to participate in a celebration (Max)
-Improver Trader behavior concerning buying items from Majors… they’ll now offer to buy less of Items that are not really a good investment (Phyroks)
-AI: Fixed bugged judgment on recruits in some cases where there was a split between several SHQs
-AI: Improved flawed calculation when to buy replacement troops or not. We should see much more AI replacement troops arriving now. This might well be quite a big thing in AI effectiveness.
-Free Water for Zones is increased by multiplying the current river-lake gift (5.5.3.2) with the cube root of the number of hex sides . If highest rainfall hex *4 is higher that value is used (used to be average rainfall hex for zone).
-Free Water for Assets (open farm) now gets water for each Areal Hex with rainfall as well (but only a quarter of that received for the core Hex) *
-Fine-tuned the Vegetation algorithm which was rather often placing forests in hexes where rainfall was really too low for them, even allowing for micro-climate conditions. *
-The Light Tank model has been slightly downtuned. It can now maximum use 50mm of armor (instead of 100mm previously).*
-You can now use the mousewheel to scroll the listbox(es) in the REPS tab, STRATAGEM tab, STRATEGIC MAP tab, OOB tab
-You can now rename the Formation Type of a Unit in the Formation Types Overview Report. It also gives you the experimental option “rename all” which will also attempt to also change the names of the Units already on-map belonging to that Formation Type.
-Removed “drawing type” from Model Management Tab in the Tech SubTab, it is an internal variable that does not need to be shown to player.
-Air combat fix: Thopter, helicopter and VTOL based in the Hex under air attack now actually join the air battle.
-Air combat fix: Doing strategic damage against
-Combat fix: Troops killed now lose their part of the supplies in the process
-Air combat fix: Attacking a hex with
-Air combat fix: Only attacking a Hex with Assets will do structural damage now
-Combat detail window fix: Some confusing reporting with “0%” modifiers has been removed

Changelist for v1.11.09 (#135)
-Changed wording for a PBEM Cheat report. Since it could also just be someone playing from different PCs (or having done a re-install of the game)
-Fixed a combat crash due to excessive number of units on defending hex (burnrate + solops)
-Fixed the faulty underlying AI decisions for creating that excessive number of units of the above error in the first place
-Increased hitpoints for AT-Guns, especially if higher callibre guns (more and thicker armour plate) and on top of that doubled their hitpoints if attacked by non-infantry troop types (like tanks for example) due to their deployment mode, rapid counter-fire and low profile. This should make AT-Guns more interesting to use.
-Trucks/APCs will now be added to Custom OOBs when you are adding Flak Guns or Manpads (elver)
-Fixed some season name typo’s in 16 season planet setup *
-Nudged the amount of forced sale items the local Trade House will buy (phyroks)
-You can no longer add Reinforcement Types to a Custom OOB that have not yet seen a trooptype developed
-Fixed mouse for political bonus (phyroks)
-Fixed a crash with a decision on a Regime that no longer existed due to it joining another Major upon declaring war
-Fixed a few typo’s (christian / battlemode)
-Added player protection for playing Plea of Friendship on a Regime on which it will have no effect (like the Arachnids)
-Fixed the transfer limit of 3 individuals for the SHQs, you can now transfer the last 3 out as well.

Changelist for v1.11.08 (#134)
-Fixed major AI bug with 1.11.07 ! Thanks for spotting guys! Apologies for this
-You can now freely switch Airforce flag on/off during Planet Generation (no longer blocked after restart and requireing you to quit the Planet Generation and press new game again)
-Added Unit Weight statistic in the first unit subtab. Could be useful for considering Strategic Movement (which requires 1 Logistical Point per Weight Point)

Changelist for v1.11.07 (#133)
-Added the much requested Reroll button for the final Planet generation phase
-Added the text of the Stratagems to the mouse-overs because in some rare cases there is too much text on the Stratagem.
-Fixed the number of trucks / APCs in the Heavy Motorized/Mechanized OOBs *
-Fixed a number of Decisions where the writer was referring to the title of the leader of another regime using your own title instead of theirs. *
-Really hope to have fixed a number of silent crashes caused with one of the last open beta’s; I cannot reproduce crashes anymore; but keep an eye out and keep me posted please!
-Because non-aligned regime is basically in reality “many regimes” your Regime Recon Points no longer result in getting extra Zone Recon Points (you’ll need to have actual spy in specific zone)
-Finetuned the Zone algorithm to avoid huge non-aligned Zones in some weird exception cases. *
-Finetuned the workings of the CommerceBonus that was not completely working as I intended and upped its usefulness quite bit for when you are selling to Traders. Commerce Bonus allows your Traders to outwit other Traders when trading with them, resulting in them buying cheap and selling high. Furthermore the higher your Commerce Bonus the lower their margin (the higher their buy price will be) when dealing with you.
-Fixed a glitch with OOB Customization where you were allowed to add reinforcement types not yet available*
-Sped up the reactivity of the multiple choice questions at game start


Changelist for v1.11.06 (#132)
-Traders now capture some free water (rivers, rain, lakes), like you do, to augment their stocks. This should help avoid the Water price being too high. Your private economy does the same.
-The Traders pricing algorithm has been revised. They were trying to create stockpiles that were plainly too big. They are now trying to maintain more realistic stockpiles. New games will also reflect this in the startup qty’s.
-Also the price point when selling to Traders is going to be lower than before if Traders already have enough stockpiles of the Item Type. Traders are now also putting a minimum price cap on really “cheap” items.
-Furthermore when determining the price to buy they make their current inventory count weigh more, especially if they have a lot.
-Overall the Traders will be a lot rougher with you and much less willing to buy Items from you that they cannot sell elsewhere. It will increase the game difficulty.
-Repaired some errors in Trade Reports that was showing false Imports/Exports statistics for your Traders (and Trade data of other regimes)
-Expect some rather serious price swings in ongoing open beta games (towards lower prices for some goods mostly), but this has to be tested, so sorry for any economic shocks.
-Ruins are now named after their old Colonial Zone/City name from before the Dissolution war*
-Some new regime names appear now and then as well, named after their old Colonial history*
-A little more regime name variety as well*

Changelist for v1.11.05 (#131)
-Created mouse overs for the results of Stratagem play and Decisions if the return text contains the word “roll”. If so the latest roll details (since execution) of friendly leaders are displayed in the mouse over. (this new addition will need some open beta testing as the number of scripts that might be executed are huge)
-Planets can now have even slower orbits around their star, leading to more seasons, of increasing severity (due to their length)
-Made some changes to the initial Management Screen settings for Leaders and Assets
-Increased maximum sea surface on Limos Planet Class a bit.
-Further improvements between rivers connecting lakes/seas among others by sometimes creating some flood planes between lakes/seas to allow them to connect.
-Rivers can now be much longer on some Planets, making them feel a bit more impressive and creating interesting maps.
-Fixed a small inconsistency between skill roll predict and final skill roll (relation modifier was added on top of total in preview, while i reality it just modifies the d100 which value will not surpass 100 or go below 1)
-Fixed a small inconsistency between skill roll and prediction where negative effect of -25 of secretary was often not completely taken into account.
-Fixed a (i think) recent discrepancy of qty of enemy troops between bottom interface and trooptype popup ( when limited recon and qty guessing )

Changelist for v1.11.04 (#130)
-Reworked the river systems. Lakes will often communicate water now, depending of course on if this is possible and no hills are blocking this. This gives more realistic and more interesting maps. There were some really weird maps before with for example big rivers ending in tiny lakes just a few hexes from a big ocean.
-Added mouse overs to the Skill Roll preview in Decisions Tab and Stratagems Tab (Das). It’s the probable calculation at the moment as I think this addition will require some feedback / bug catching first.
-Fixed some crashes (caused with 1.11.0x open beta earlier) with generating Planets (especially those with big bodies of water).
-Militia Parade event is now randomly called (focus on start game though) *
-Profile change Demands made by Factions should be more rare, but also give you much more time to realize them.
-Tuned down a bit the number of Faction Demands in general, especially when you were refusing a Faction (pissing it off even more and making it more likely to demand more) it would come back a bit too quickly. Delay of renewed hassling now at least doubled.
-Resolved a hard to comprehend issue with oil seemingly disappearing from SHQ. However it was not a bug, it was oil sent out with SHQ tank auto-reinforcements to units. I am now logging this kind of complementary item transfers to be included in the SHQ item bar mouse-overs.
-Fixed Corporate Board Member Card, it is now giving the correct and immediate relation bonus 5d10*
-Fixed an issue with inter Tradehouse trade not being reported
-Doubled the PP cost for Disbanding an Asset (to make it cost you a bit more to use scorched earth policies
-The Election Report is now truncated for Zones and Military Units (as in the large empires there would be more text than paper available)

Changelist for v1.11.03(#129)
-Fixed a bug in story import at start of game causing the issue reported by emx77*
-Fixed some private construction without dirt road reported by Bavarian Kid
-Convert of Rail Stations level II and higher to HS Rail Stations now possible. Doing this costs you a level and will take 1 or more rounds of reconstruction activities. The Convert button can be found in the Assets Bottom Tab.*

*=needs to be a newly started game with this version or higher

Changelist for v1.11.02 (#128)
-Improved AI behaviour in better defending cities
-Fixed a portrait graphics glitch with some uniforms
-Reduced usage of AI Siege Posture for OHQs low on artillery/infantry
-High Tech Level 1 production worker+energy cost slightly increased
-Fixed a few profile decision glitches in the diplomatic category
-Fixed issue where losing HQs and reforming them could screw up the numbering system of the HQs and could cause HQs to have more than their maximum units
-This open beta is also testing of changes for next major feature Oceans are not inadvertently screwing something up

Changelist for v1.11.01 (#127)
-Fixed a crash during AI phase (Tortia Tertia)
-Attacking with your full OHQ (including HQ) no longer diminishes the concentric bonus

Changelist for v1.11b (official release version)
-Fixed crash during aiTurn (rivers)

Changelist for v1.11 (#126)
-If AI has been collecting lower quality models after making replacements. This has been addressed and now its SHQ is going to directly deploy the unneeded ones (for repl.troops) in new units.
-AI is now only replacing troops now with newer models if XP is at least 40 as the whole idea in the first place was to retain the XP at the front (and sending the new troops to the older version equipment)
-Some minor AI algorithms concerning replacing troops revised.
-In some cases there will will now be less requests to hire a faction candidate.
-Fixed a crash during “flak front processing” message (starfry)
-Fixed occasions of faulty counters in the history screen

Changelist for v1.10.09 (#125)
-Word of warning: This might be an error-prone open beta version as I have added a bit of GPU acceleration. (note that you can switch this off manually in the direct2d.txt file by changing 'true' to 'false' in that file.
-GPU accelerated in-game DPI scaling added which should speed up a lot playing the game with DPI scaling enabled.
-The DPI scaling done by the GPU is sharper than the previous DPI scaling done by the CPU.
-Sped up the scrolling speed by using shifting direct memory copies within the same map bitmap
-Sped up the scrolling and map clicking speed by not recalculating or redrawing the windows that are overlaid over the map and separating the underlying map drawing and the overdraw (making cache-ing possible).
-Reduced Flak production for AI some further.
-Fixed eternal loop in human-human PBEM game (mroll)
-Fixed small glitch with Battlegroup formation from SHQ
-Fixed issue with Strategic Movement caused in earlier v1.10.X open beta

Changelist for v1.10.07 (#123)
-Fixed bug with Advice window after end turn (Voker57 / thomas)
-Fixed bug caused with 1.10.06 upon saving S&S Library (Nigerian Prince)
-Fixed bug with receiving a new leader with a regime profile above 100
-Finetuning Militia equipment improvement in games that last hundreds of rounds (hyveltush)

Changelist for v1.10.06 (#122)
-Now… This is a surprise… I did some serious re-coding of especially the tactical AI done in an attempt to make it quite a bit more competitive (note that focus has been on quality of moves not speed! So that might need a checkup still)
-AI work done on quality of tactical level movements.
-AI work done on reducing the tendency of giving ground in general.
-AI work done of making super aggressive regimes less likely to completely overextend
-AI work done on making the AI more likely to invest more in its current military than in its future military (by economic expansion) if threatened a lot.
-AI work done on making the AI wait a bit longer before constructing bigger units instead of more units.
-AI work done on reducing buying of Flak gun units/replacements at some points. And in general stop buying (much) replacements of troops we have less need of.
-AI stops playing some (often) stupid Stratagems on its OHQs
-AI improved OOB raising order (less chance to stay stuck in infantry formations only)
-AI improvements to moving to correct part of a frontArea
-AI improvements with entrenchment
-AI improvements with encircled troops
-Fixed an issue with Free Folk increasing way too much in some circumstances
-Fixed an issue with a savefile getting to large due to extremely large high node logistical network (game will prune some data now if its logs get too big)
-Fixed issue with Zone assignment upon rebel unit placement during turn (decision result)
-Fixed crash at start of turn calculations with trade (volker)
-Fixed an anomaly with the sliders on some systems
-Fixed an anomaly in the trade reports
-Fixed category of forced sales from private to public in the reporting
-Fixed an anomaly with scientific cooperation (not getting tech points from partner)

Changelist for v1.10.05 (#121)
-Fixed rare crash during elections with a class-based voting system in place.
-You can now also set import & export tariffs on the non-aligned regimes. Can be handy if you want certain items not to leave your Zones or to make a little extra buck!
-Fixed a rare issue with private asset nationalized doubling a public asset that was delegated
-Fixed a bug with disappearing air units after artillery attack on them
-Fixed an interface glitchy state after asking research decision to a director in the case where no research fields were actually available.
-Fixed crash due to an misconfigured AI Regime SHQ inventory (Alex)
-Fixed glitch where you were not paying PP for Zone Merge
-Fixed ZOC ghosts in multi-player game where a human player has resigned
-Truck/Rail/HS Rail Station higher levels now have reduced upkeep workers*
-Rail/HS Rail Station higher levels now have reduced construction round for higher levels*
-Truck/Rail/HS Rail Station higher levels now have increased truck/rail point production*
-Some cards like Eager Industrialist will no longer cause double Asset Type to appear when playing on a Zone where the lower level Asset Type in question is in construction.

*=needs to be a newly started game with this version or higher

Changelist for v1.10.04b (#120)
-Fixed scripting error with “Regime X offers small present” diplomatic event. *
-Fixed bug with no major regime cards being generated by foreign affairs (bug caused with previous open beta)
-Fixed typo in resign decision *
-Added flag in “unit management > change HQ” to switch all Militia units of same culture in a Zone to a specific SHQ. (very handy when a minor joins you with plenty of units)
-Fixed a glitch where you could see enemy logistics assets through Preview Pts mode.

Changelist for v1.10.04 (#119)
-Fixed bug with “New org” while all organisations where already present.
-Fixed crash with MNG>ASSET tab in empire without any Zones left
-Fixed crash during watching AI moves (Veldarr) (caused with a recent open beta)
-Fixed UI issue (caused with a recent open beta)

Changelist for 1.10.03 Changelist (#118)
-Fixed weird glacier lines at extreme south and north edge of map in some cases.
-Fixed crash with random planet creation (caused with earlier open beta)
-Not much else as I want to get a stable open beta to make it the new official version

Changelist for v1.10.02, scenario version #117
-Fixed crash with first displaying map after load game (caused with earlier open beta)
-Now a mouse over for worker happiness decline due to their salaries being not fully paid
-Also the drop of worker happiness due to not being paid is less steep if the difference between real and promised pay is smaller
-Fixed a potential crash with selecting the message for setting the research target for an organisation
-The lava lakes on the minimap are now coloured red *
-Now showing the Customization Points in the Empire Dashboard

Changelist for v1.10, scenario version #115
-Some map scroll speed improvements (especially in later game)
-Added option to hide some map aesthetical gfx details to speed up map scroll speed
-Fixed a rare crash in trade details report
-Fixed a crash when clicking on unit details directly after clicking “1” / hide units
-Blitzkrieg posture mouse over text has been fixed to properly indicate it is -30% on defensive attacks (not -50%) *
-Ultralight aircraft description updated (no rockets + no missiles now properly stated) *
-If no major regimes (left) relevant stratagems will no longer be generated.
-Preventing some -1 entry in the
-Fixed name error “twin heavy mg cupola” to just “heavy mg cupola” *
-Personal shield no longer takes damage if attval < defval, upon final draining of the shield it is killed. But this draining should take way longer now.
-No longer losing artillery unit if attacking from a hex with more than maximum units (16)
-Air HQs now also count for a Factions’ power base calculations.
-Bunker no longer counts as a BP producing asset in the demand for more of those assets count
-Updated and fixed anti-air values of MG, TwinMG and QuadMG
-If you declare war on a human that has already surrendered this no longer wakes him up
-Fixed a rare crash (solops)
-Fixed a non-scrolling scroll bar in Management > Models Tab
-Traffic signs are removed now after you lose a hex with them on it
-You can now specify to do no research with the research target decision
-Mining techniques now under applied sciences org *
-No longer possible to build Xeno-Agri on a planet that got earth life introduced and without prior advanced alien life. *
-Fixed decision text for Zone Merger in cases with non-regime cultures in zones concerned
-Fixed crash with clicking “map” button in the combat setup popup window

Changelist for v1.09.07, scenario version #113
-Improved fog of war when playing with whole map known, but otherwise complete.
-Fixed (mass) replace in PBEM games.
-Fixed a bug when you got really far in the game (beyond round 500 !)
-Probably fixed a crash in a PBEM game (Jason)

Changelist for v1.09.06, scenario version #112
-You can now call a governor to order him to Merge his Zone into another Zone *
-You can now disband Assets level-by-level at some PP cost and recuperate 33% of the construction items (except IP).*
-Added Bunkerization Asset Types level I to VII. Each bunker point halves one structural damage point the hex it is in suffers and adds 'extra entrenchment bonus' to troops defending the hex.
-Other Asset levels provide some bunker points as well for the purpose of entrenchment bonus. This makes urban and industrial centers easier to defend. *
-Bunker Assets do not need logistical point link with Zone City to produce their bunker Points.
-Fixed the bug with truck points (and some other hex-specific points) not being generated by delegated assets is fixed.

*=needs to be a newly started game with this version or higher
Changelist for v1.09.05, scenario version #111
-Improved AI speed by probably around 20%
-Fixed algorithm for auto-replacements and returns that was sometimes not functioning as it should (JH)
-Fixed weird alien plantlife temperature parameters in some cases where the history class forced something into an impossible situation *
-Added planet generation summary screen to help subtab in the report tab
-Planetoids now require you to have a Victory Score of 66 to win *
-Moons now require you to have a Victory Score of 80 to win *
-Constructing Replacement Troops for Units in the field can no be done off-road as well (pickup hex used for this now, like with upgrade and replace)
-Populace migration between Zones now also takes QOL, Unrest, Danger, Private Credits reserves and Loyalty into account as well as modelling some peeps just like certain outback Zones.

*=requires new game start with this version

Changelist for v1.09.04, scenario version #110
-Added “Spread Out” History Class to Planet Generation.
-Added a map popup for the Combat Setup Window (so its easier to select the correct longer range artillery unit or ICBM)
-Added the planet generation aux reports to the HELP reports tab (during game)
-Fixed issue with Stratagem checks not working properly (zoo playable on zoo III for example)
-Fixed issue with units having a non-existing HQ
-Fixed issue with diplomatic decision not predicting profile change correctly in some cases
-Fixed issue with Stratagem conditions not updating after scrapping cards

Changelist for v1.09.03b, scenario version #109
-fixed a glitch with some of the foreign affairs cards not working properly

Changelist for v1.09.03, scenario version #109
-Fixed import/export inversed bug in the Simple Editor (zgrssd)
-Fixed a crash with (mass) scrapping (militia) units (where the unit was older than the SHQ)
-Improved speed of Zones subtab in the Stratagems Tab in case of high number of zones stratagems (battlemode's save)
-Fixed a crash with watching VID tab after scrapping a Stratagem received that same turn
-Fixed a minor detail with private Scavenging Community not reducing scav points for privateMetal + privateOil *
-Added symbol for type of Regime to the S.MAP regime list and the Stratagem regime target list. Minor ∘. Major ⌾. Human Major ⍟. Alien minor ∞. Rebel ⊷
-The Raise Formation Popup is not properly alphabetically sorted at start *
-In the Raise Formation Popup you can now set bookmarks for certain Formation types to always appear on top of the list *
-Added pagination to the Zone+SHQ list in the Left Sidebar

*=requires game restart with new version

Changelist for v1.09.02, scenario version #108
-Added S&S Editor
-Added Documentation for S&S Editor in the Manuals directory
-Added a PDF of Dev notes on all most of the data tables
-Air HQs now have organical logistical points as well and can pick up supplies from nearest road *
-Fixed a moderately rare glitch where AI could end up with public and private truck assets at the start of game.*
-Immobile Troop types will get replacement troops as well now.
-Tech mining techniques will no longer improve bio-fuel + synth.plants..*
-Deep core gas extractor is going to benefit from the Tech mining techniques. *

Changelist for v1.08.06, scenario version #106
-Tactical nuke now consumes a bit more radioactives in combat in some cases due to fixing a rounding glitch *
-Rail, High Speed Rail and Trucks station Worker cost for production have been revised to favorise higher asset levels.*
-Fixed rounding error in ammunition consumption during combat
-Private economy thinks twice now before building open agriculture in a to cold/ to hot/to dry area
-Fixed the bug you couldn’t add infantry to a custom Formation Type
-Fixed glitch with flak range for 50mm flak gun *
-Changed the management window display of soft att, hard att to be premultiplied by number of attacks (for better comparability)
-Scrap cards can no longer be played upon non-friendly zones.*
-Fixed a crash in a round 200+ game
-Assault Guns can now also use 200mm armour*

Changelist for v1.08.04b, same scenario version
-Will now only get the Customization Decision from Staff Council (and no longer from Supreme Council)
-You can now properly ask your Staff Director to schedule the Customize Decision immediately (if you have the points). There was a glitch.
-You can now also choose to postpone the Decision for Customization when it pops up.
-Fixed the number of trucks/APCs to be added when adding non-motorized to a motorized/mechanized Formation Type.

Changelist for v1.08.04, scenario version #104
-Added customization of Formation Types task to the Staff Council (!)*
-Added some missing calcs from the Model Design Log
-Fixed some design calcs for equipment/troops without armour that got a random variation they shouldn’t have been getting
-Private Economy now better looking at available Population when deciding to make a new Asset or Upgrading an Asset.
-Minor nudges to number of deposits for beginner level (and little bit to regular difficulty) *
-Some more hard to exploit rare and metal deposits if playing on regular difficulty or higher *.
-Gas Powered, Gauss and Charged Gauss all moved on Research Group upwards and will thus be available earlier for research. *
-Militia can now be scrapped or mass scrapped (mass scrap will only affect those of the same culture)
-Fixed a rare AI processing crash
*=requires new game start

Changelist for v1.08.03, scenario version #103
-Fixed you could nationalize an Asset in process of upgrade in the management screen
-Fixed glitch where rerolling on planet generation could cause non-alien cultures to trigger alien culture diplomatic events
-Fixed a rare weird crash during AI history play
-Added an asset prod log for Scavenging bonus with “Rich Scavenging Area” rule

Balance & finetunings: Immediate
-Manpower Rebate rule. Trucks / APCs and Recon Buggies return some manpower back to SHQ after their deployment from the factory (returning mechanics, logistics and factory teams). Defacto thus Trucks use only 20% of stated manpower, APCs and Recon Buggies 33%. (this rule also results in less manpower returned on disband and food consumption) (Militia does not profit from this rule as they are rather inefficient)
-Fear now also has a % chance equal to its score to give 2d10 extra pop happiness reduction points. (at autocracy 40+ this is reduced. At autocracy 60 this is half. At autocracy 80 its reduced to zero)
-Worker happiness is now maximized to 100-(fear/2)
-Worker happiness also can be reduced by fear but only by 1d10 if the % materializes. Autocracy has same reducing effect.
-Danger happiness reductions can now be lower if heart profile 40+. At heart 60 the effect is halved and at 80 reduced to zero.
-Robotic forces no longer suffer RETREAT hits during combat (it will be either KILLED or PINNED)
-Robotic forces no longer suffer morale loss during the battles

Balance & finetunings: On new game start
-Updated autocracy & heart mouse over to reflect those new rules above.
-Gas-powered, gauss, charged gauss rifles/MGs/Twin Heavy MGs/Quad MGs have improved FIREPOWER. This does away with the huge FIREPOWER gap between lasers and the former. Also the mm penetration value of gauss/charged gauss has been increased with respectively +25% and +50%.
-Rare metal production of recycling/demetallization reduced with -33%. Rare metals prod in rare metals min reduced with -25%.
-Rare metal + Radioactive production of the Demetallization Facility now also modified for the Planets Heavy Elements score >100 is more <100 is less. (metal was already adjusted)
-Demetallization Facility IP + Machines construction costs is doubled
-Bit less rare + radioactive deposits created during Planet Generation (especially on >100 heavy element score Planets)
-Some Air Techs will not be discoverable if you are on a Planet with 50 or less mbar of air pressure (near vacuum or vacuum).
-The effect of combat skills: Operational Command, Strategic Command, Tank Tactics, Gun Tactics, Infantry Tactics, Defensive Tactics, Air Tactics, Air Intercept, Air Offensive, Air Ground Attack, Air Anti-Air Tactics, Offensive Tactics have been reduced by Half ! I gave this a lot of thought but the Commander impact is just to big. Hence I am reducing it.

Changelist for v1.08.02, scenario version #102
-Fixed the non-City minor disappearing completely when losing its conquered(!) City.
-Power Plant worker need has been halved.*
-Fixed urgent reports which was showing third party characters (like the CEO).
-Added effective strength data to Cult report. (effective strength is adjusted for example for suppression)
-Alien lifeforms now also display their recon value in popup.*
-Alien native portrait that was missing for seasoned and veteran militia fixed.
-More chance to have breathable air on Hydra and Morgana Class Planet.
-Fixed crash in multiplayer game with Stratagem target selecting.

Changelist for v1.08, scenario version #100
-Added Hydra Class Planets, humid with plenty of swamps, rivers and seas. Almost always home to alien lifeforms.
-Added Morgana Class Planets, arid and dry, but with plenty of oasis areas dotted all over these planets.
-Added Minor Alien Regimes functionality for more variety. Native Aliens can now evolve during the Planet Biosphere phase, they’ll impact colonization and the aftermath of the Dissolution war as well. 5 Different types are present (like Cephaloids, Reptiloids) and they can use local wildlife as ‘cavalry’ as well. They’ll form their own Minor Regimes and a special kind of diplomacy will be allowed with the Xeno Diplomat Stratagem. They’ll also can contact you themselves, like other Minors.
-Fixed a turn processing crash (related to AI aircraft movement).
-Fixed an issue with Private Economy (and maybe AI too) not seeing it was already producing enough Food. An optimization for speed didn’t work out. Removing it for v1.08, will try again with subsequent open beta’s.

Changelist for v1.07.07b, scenario version #99
-Fixed crash with v1.07.07

Changelist for v1.07.07, scenario version #99
-Fixed new organisation PP cost glitch if continuing from loading a saved game.
-Fixed some glitches with the Corporate story module (fixed some crime impact on corporation as well as better corporate spreading to other zones)
-Fixed bug with credits disappearing due to having only one zone and it being a unincorporated one.
-University production now increases with education tech *
-Barracks production now increases with security tech *
-Fixed construction cost for High Speed Rail *
-Fixed an issue with renamed Unit name not being properly displayed for the Commanders job.
-Should have addressed an issue where private economy kept building farms while transorming food into luxuries at the same time.

Changelist for v1.07.06, scenario version #98
-Went back to speeded-up build mode, .06 should be faster turn processing than .05/.04 and equal to .03.
-Fixed a small glitch in the QOL score calculations which could cause small temporary decreases in them.
-Fixed model issue with Techs Launcher Optimization and Payload for SAM Launcher
-Fixed model issue with Conventional Guns Optimization and Flak Gun
-Plugged an exploit with scroll bar movement not updating button
-AI should construct tanks with HV guns as well now
-AI now tries to keep movement of Reserve Fronts to their targets more on roads (in order to benefit from potential Strategic Transfer)
-AI now makes use of Strategic Transfers Mode (limited number of units allowed to do this)
-AI now actually plays any Artifact Stratagems it has obtained during game *
-AI now also more interested in constructing Recycling Assets on top of Archeological Finds *
-AI now creates new Zones when they reach a size where if it was subject to administrative strain it would suffer penalties. *
-AI now also re-arranges its Zones.
-AI now has more difficulties in general to build roads and especially difficulties to build roads over mountains.
-Cards 31,32,104 now use 31.png, 32.png, 104.png instead of 1.png *
-Cards 546,547,548,549 now use newly added 546.png, 547,png, 548.png, 549.png *
-Added 8 new portrait part graphics (named groupXextrahair) for modders to have no double use between portrait groups. *
-Shared some help documentation for make graphics mod over on: https://docs.google.com/spreadsheets/d/1oDruMJbB6JBPvYaYlxeyCQMj5MWN46tjh6P4WOkN-4s/edit?usp=sharing

*=requires new game start with this version

Changelist for v1.07.05
-Fixed big crash bug caused with 1.07.04
-The glitch corrupted some data and could take a few turns to surface to turn into a bug. Corrupted savefiles due to 1.07.04 play are cleaned up as well.

Changelist for v1.07.04
-Added Very Slow AI speed and made regular Slow mode less slow. See Prefs Tab.
-Fixed bug with Zones losing their SHQs ! Apologies. It was caused in a previous open beta.
-Fixed the missing Stratagem generation info
-Scrap Strats no longer give “Market” Asset (which is an asset still in development and not meant to be given yet)
-Scrap Strats no also can give some Private Mining and Private Farming Assets
-Alien Fauna now should make some sound in combat
-Switched back the compilation mode to the one used in 1.07.02 to see if it fixes some weird calculation errors or not.
-Double Artifact Stratagem fixed and also the amount of Artifacts you’ll find should be lower due to this fix.
-Several Private Assets including Private Hospital have had their way too high Population need reduced by factor of ten *

*=requires new game start with this version

Changelist for v1.07.03, scenario version #95
-Made some relatively good speed improvements to turn speed. However this also made me change some compilation settings and might give some unwanted bugs, didn’t find any, but lets see. Stay aware this is an open BETA. capitals for emphasis.
-Minors with whom you have “unclear” relation can no longer take your locations.
-Fixed a crash when player gets more than 300 stratagems in stock (caused with 1.07.02).. auto-Scrapping should now work as intended.
-Nomads when losing a conquered city now are NOT removed from game anymore.

Changelist for v1.07.02, scenario version #94
-Added possibility to scrap Stratagems and craft new Stratagems (spending Scrap Points) to the game. You can find all new functionality in the Stratagem Tab when you flag “Scrap Mode” in the top-right corner. *
-Fixed propper average of attack and hitbonus skill % in Leader blocks in combat results window
-When tolerated equipment is switched for better equipment during replacement troops phase it keeps the soldiers (the xp, rdn, mor) where they are and only switches the equipment.
-MissileLauncher and RocketLauncher and other mechanized Launchers now use the Gun Tactics Skill (instead of Tank Tactics)
-Rail Stations now also profit from LogBonus *
-No longer very occasional n/a skill learning with Leader XP where Leader did not use any skill that turn
-Made fixes to the max logistical % settings for SHQ which were being overly optimistic (euphemism for not sticking to the limits)
-Fixed issue with Deception Skill being wrongly used in the combat mechanics.
-Fixed crash with older version savefiles and trying Strategic Transfer
-Automatic scrapping of most doubled Stratagems after you have more than 300 of them. To prevent too huge piles of Stratagems. *
-Fixed a nasty loss of Credits due to a bug to structural damage caused during battle code.

Changelist for v1.07, scenario version #92
-No longer access to RPG Infantry Brigade in Tech 4 start (you’ll have to develop a Model + Formation first) *
-Road construction at very long distance from SHQ now also possible (was a glitch)
-Reduced XP spending on Resist Influence, Endurance and some other Skills
-Added chance for learning a random skill, not often, but possible. Much more chance if no other skill qualifies for spending XP on.
-Added in some securities for AI to not go overboard with Airbase construction and not produce any aircraft models with to low range either.
-Upgrading and Replacing in same hex and SHQ should now always work, even if logistical points is at 0.

Changelist for v1.06.15, scenario version #91
-Fixed a glitch where some Major Stratagems where presented as not accessible due to not the right Faction in Power (unless accessed by Regime Tab in the bottom). This is fixed now.
-Have been making fixes to the Garrison algorithms, especially for Minors, which were still leaving empty their City in some cases.
-A number of spelling and missing “00” corrections. *
-Fixed a calculation error in Dogfight Modifier during Air Combat.
-Fixed a crash with Management Tab if you had an Asset/Hex Perk at 0,0 hex.
-Fixed glitch with Mot/Mech Storm Grenadier Bat *
-Closed an exploit with Attract Free Folk Stratagem *
-Easier Logistics game variant now also doubles range of Supply Bases (the variant is more consistent like that)

*=requires new game start with this version

Changelist for v1.06.14, scenario version #90
-Fixed quite a major bug that caused “Maximum Storage” not to be transferred to SHQ in some circumstances, which led to some big Item losses in SHQ inventory.
-Made some nudges to Minor AI tactics (both for non-slow and slow AI mode)
-Fixed crash in combat window when doing combat with insane amount of enemy troops
-Fixed some Colonist/Recruits mouseover qty’s missing double zero behind 00
-Also fixed some wrong ratio in Replace Popup and Scrap and Upgrade Results
-Diminished Hi-Tech costs for Beam and Plasma Guns *
-Fixed some typo’s and spelling errors *
-Unification and Annexation Stratagems are a bit more difficult in general now, but also a bit more variable in difficulty (based on the aggression of the target culture) *
-AI now disbands old equipment piling up in its SHQs.
-A major AI now has 40% chance to always try to keep Airforce in the Air (instead of switching fully to Flak Gun production) *

Changelist for v1.06.13, scenario version #89
-Fixed a sort of “hanging” request for Scientific Cooperation by a regime you already refused or at this time are even at war with *
-I speeded up a noticeable interface delay when clicking units a lot in some Militia cases / Units direct under SHQ cases.
-Added protective code for the crash issue with the permissions/virus checker for Steam version MyDocuments access. If system does not support internal savedgames/ directory will now be used.
-Added the relation change logbook entries to the mouse-over in the Leader Popup Window
-Added relation changes caused by Leader Feats to the relation change logbook of Leaders
-Fixed a nasty code bug which caused population happiness to malfunction.
-Fixed a glitch that caused Regime Overview Reports to disappear in rare cases
-Rule change: early Fate Stratagems will no longer disappear once you cross to respectively Tech Level 5+ or Culture Level 5+
-Added Max Size an Aircraft can transport through Air Bridge to its detailed popup.
-Added some mouse-over improvements for using Strategic Transfer through Air Bridges
-Added some map-arrow improvements for using Strategic Transfer through Air Bridges
-Fixed an Air Bridge calculation error were sometimes land connection got preferred. Should be fixed now. But keep an eye on it please.

*=requires new game start with this version

Changelist for v1.06.12, scenario version #88
-Scrapping outside Zone was working well, but I have fixed the textual feedback to be a bit clearer.
-Prevented some map clicking when also clicking on a tab in the top
-Made a speed improvement to the slow AI that will hardly or not at all affect its quality of moves
-Beam Gun on Heavy Tank now rendered correctly *
-Veteran Sgt / Lt. will now longer trigger for Air Units *
-Added some protective code to avoid showing wrong DIFFiculty for Provocation Stratagem.
-Fixed an eternal loop "freeze" with Preview Points calcs
-Fixed crash with battlegroup transfers (finally!)
-Repaired the Roaming thieves decision, now targets private Food *
-Decreased Machinery cost for SAM Launchers *
-Fixed effect of Research Bonus on binary Tech advances
-Improved history flow with the battles now showing the original situation + combat results and only in the next step the after-battle state.
-Air Bridge SFX during turn startup are now really gone
-Fixed Leader Suitability Rating for Airforce Council
-Explosion before Combat with Air Recon gone for good
-Fixed a crash/corruption with Air Bridge calculations when enemy intercept became possible
-Combat sounds with Air Bridge intercept now also muted as you are not seeing their results and they are calculated behind the scenes, so to speak.
-Fixed a glitch for Tactical Nuke weapon, description of tech fixed and can now be used with Automated Turret as well *

Changelist for v1.06.10
-Machinery treasures have less quantity now (was a bit over the top) *
-Moved 5 Linear Weapon Improvement Techs from Military Research Council to Applied Science Council *
-Treasure Hoard Stratagem, AI giving you discovery and other similar events/instances will now NOT give certain techs that will be of no use because you do not have the earlier techs or because planetary conditions are not met. Did a manual pass tech by tech and it should be done right this time. *
-Fixed older game starts played with 1.06.02 or higher that were getting weird skill growth due to the newly added personality modifiers on skill choice in 1.06.02.
-When establishing Air Bridges with the Air Bridge order they now limit you to the initial Air Bridge mission maximum range (which might be below optimal due to lack of AP or Rdn)
-A little bit more consequences from playing the Ask for Help Stratagem (to often). Also tuned down the amount of Credits you can ask for. (could be excessive in later game)*
-Fixed AI air unit relocation mechanism that was not using full range of its aircraft causing some to get stuck in airbasisolated areas.

Changelist for v1.06.09
-Design of Air Models… Hitpoints last formula part is now +25 instead of +1d50. Much more consistent with the rules like this.
-Added a “usertestmode.txt” file which is by default set to false, but can be set to true. This allows user access to toggle on modes that generate all Stratagems and start the game with all Techs and all Models. Great for the curious and the graphics modders.
-AI is now properly spreading its Flak out, instead of sometimes piling it all in the same piece of frontage
-Revised algorithm determining Armour & Weapon choices for tanks. AI should build more competitive models now.
-Also addressed an overbuilding of AA guns issue spotted by Das.
-Added a “nodrawnofocus.txt” file which is by default set to false, but can be set to true to see if we can tackle the crash with alt-tabbing / window minimizing.
-Reduced frame rate for intro cinematics.
-Improved AI production choices.
-Fixed the 4K+ first time automatic DPI 200% added with 1.06.07. It is working as intended now.

Changelist for v1.06.08
-Fixed an glitch that caused the Protectorate Stratagem difficulty to be way too high, and the Client Stratagem difficulty be too low. For a change (as it was really sloppy of me) with this patch this will be fixed for running games as well.
-Fixed a crash during turn processing and AI moving. It was related to AI Air Units HQs algorithms. This patch will fix things.
-Suitability rating no longer takes into account the Relation or any one-off bonuses created by Shadow Advisor/Spy

Changelist for v1.06.07
-Added protective code to try to prevent rare crash with minimizing the application crashing
-Forced the game application to use US culture-locale which will prevent some rare crashes with systems with exotic languages as notably Turkish
-First time some-one with 4K resolution or higher without having any DPI or resolution overrule applied runs this version or higher it will put DPI to 200%. This to not scare newcomers with too small fonts.
-Added a flag to the Model Management Window to hide Obsolete Models
-Added a line of advise in Planet Overview in the HELP topic on Aircraft Engines.
-Amorphous Alien Fauna Feat mouse over improved to show that there is a chance the rule is in effect. *
-The Stats for Alien Fauna shown in the Popup are now the real values after direct impacting Fauna Feats have been taking into account. Much better this way. *
-Amorphous Alien Fauna Feat no longer used for Beginner games *
-Have reduced the base (before Fauna Feat) Hard Att/Def values for the Critters if they are relatively small (a 30 meter monster has enough kinetic force to not be impacted by this reduction) *
-Made some other fixes and adjustments as well to Alien Fauna Stat calcs, their offensive stats will be a bit higher than before and there will be much better correspondence between the auxiliary (o)ffensive and (d)efensive scores during Planet Generation and the final Critters on the map. *
-Some very minor adjustments to some GR equipment*

Changelist for v1.06.06
-Dismissing a candidate for a job bug fixed. It was corrupting the data of who leads a Faction.
-Fixed a bug in the script interpretation with negative values at start of formula (fixing an issue with sometimes diplomacy difficulty being too high)
-Made some speed improvement to script interpreting
-Maximum Size is now taken into account for Strategic Transfers using Air Bridges *
-Maximum Size calculation has been adapted to take into account the size of the Cargo Space instead of the Size of the Aircraft. sqrt(average Cargo space / 1000) = Maximum Size. *
-Also Size is now set for Militia forces *
-Increased Weight for Air Models (no repercussions at all just aesthetics... for now..) *
-Added possible Protests by the Population against perceived too high Income Tax, they will mostly trigger when you have high
Income Tax versus low Government Profile. But other problems will make the population sensitive to high Income Tax as well. -Upto 10% you should always be fine whatever happens. It is really meant as a counter balance to player raising Income Tax really high 40%,50%,60% without going all out on Government Profile. *

*=requires new game start with this version
Dernière modification de vic; 22 mars à 6h33
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Affichage des commentaires 481 à 495 sur 589
vic  [dév.] 22 janv. 2024 à 3h19 
bump! new patch. For gigantism lovers I added an experimental new Planet Class: Colossus Class
Sweet!!
The Colossus Class planet is pretty crazy. I made a test one, 4.4g gravity, with 426 m/s winds. So, they move faster than sound. Honestly no human being should be able to survive in such conditions without some outrageous technological advantage. I'm sure the airforce capacity for a planet like that is weird, since the atmosphere was 4000 mbar too.

Too big to play on for sure, at least for me, but a really cool option to have for those few people who will be playing on it. Thanks for adding it.
vic  [dév.] 22 janv. 2024 à 7h41 
its really a bit of an experimental planet class. please report other anomalies too (like those wind speeds)... i think they'll need some fine tuning :)
Thanks vic. It's pretty great that you keep working on SE and even experimenting with new features.
vic a écrit :
bump! new patch. For gigantism lovers I added an experimental new Planet Class: Colossus Class

Nice, can't wait to play this weekend if I have time.
Thank you for keep updating game Dev.
If you have time, could you please update S&S Editor?
After a major update a while ago, the MOD I created no longer works no matter how much I recreate it.
Dernière modification de TRUE L-A-V; 24 janv. 2024 à 13h02
Not sure if this has been noted already but it seems in my current game the rain and ocean pH, heavy metal levels and ocean salinity all change between generating the biosphere and game start. I'll send the save through soon, its for the latest beta (v1.25f)

I noticed this is a game start but didn't see it as a big deal but since the AI don't seem to know how to use Xeno crops (which in this case are as nutritious) and I think it actually has had a small but noticeable effect on their Eco development.

That said the AI Improvement since I last played are very noticeable and I'm currently definitely see the set up for a showdown later in the game.
vic  [dév.] 26 janv. 2024 à 1h21 
@TRUE
You'll need to provide some more info here please. What exactly aint working anymore?
vic a écrit :
@TRUE
You'll need to provide some more info here please. What exactly aint working anymore?
Sorry for the lack of informations.
I edited the mod that edits Vanilla(Default) data tables, especially faction`s regime profile demands. That worked within a short period of time.
But after"Hazards and Hardships" update, it stopped working.
Specifically speaking deleted Vanilla demands started to re-appear.
I tried to recreating that mod and switched open beta to major update but those didn`t worked.
Maybe there is a problem with my method, or maybe there is a problem with S&S Editor.

Edit(1/29):I tried Editing tables with other software like microsoft`s or google spreadsheet and I thought it worked but didin`t.
Dernière modification de TRUE L-A-V; 28 janv. 2024 à 10h58
Current annoyances: Worker strikes and decisions forcing profile changes.

Worker Strikes are no fun. They happen all the time, they're risky and/or expensive to put down, they can potentially lead to downward spirals that take many turns to stop, they're preventable but the need to take action to prevent them at any given point in time is not obvious unless one carefully checks each zone every turn. So I suggest either of the following:

1) An additional zone setting to automatically raise wages to private sector wages +10%.
2) An additional zone setting to automatically raise wages until the workers are happy.

As for the profile problems, those become very annoying when dealing with MTHs, or when trying to do diplomacy. It seems downright impossible to maintain alliances as a non-democratic regime, since all the regimes that make for reliable allies are democracies and you can't have an alliance without constantly affirming the profile of your ally. Dealing with MTHs also requires constantly going along with all of their suggestions or else causing your commerce profile to plummet. Other recurring events have similar issues.
vic  [dév.] 26 févr. 2024 à 2h08 
small patch. only some fixes. got my family extended, bit hectic here, expect a bit of a break update-wise please. In a few months i should have everything rolling at more or less full speed again.

best wishes,
Vic
Godwin 26 févr. 2024 à 4h47 
Congratulations!! I can imagine how you're feeling.. got a newborn here as well, Feb 4th.
All the best wishes and take your time :)
Damn! Bad for us, but good on you. Congrats.
Slippy 26 févr. 2024 à 10h34 
Nice one :) Try and enjoy it! See you when you get back
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