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*** Added the first iteration of the new user interface for settlements. It is available on any planet, ship or station with at least 1 population (settlers do not count), by clicking on the 'Settlement' tab at the top of the construction overlay, which is now also accessible by clicking on the 'Construction' tab.
*** Each settlement has four main characteristics: a morale level, a type, a state and a focus.
*** Morale has four visible levels, from best to worst: High, Medium, Low and Critical. At Low level, if morale continues to decrease, the settlement will enter a state of Civil Unrest and have a chance of losing loyalty over time. If morale decreases to Critical level, the chance of loyalty loss will be much higher. If loyalty reaches 0, the settlement will be abandoned.
*** Morale currently has no effect on ship and station settlements.
*** Ancient and Mechanoid lifestyles ignore all morale modifiers and their morale is always medium. They lose access to most civil acts however.
*** State currently has only two possible values: Compliance (default) and Civil Unrest.
*** Focus grants a free bonus to the settlement and can be freely chosen between a variety of available ones. Beyond default ones, foci currently are unlocked depending of the chosen government trait. Some foci can have an effect on morale.
*** A number of civil acts can be enacted on each settlement for certain effects. Multiple civil acts can be active at once, but they often have a maintenance cost scaling with the population inhabiting the settlement and sometimes also have a negative effect on morale. Some civil acts take effect immediately and can be revoked at will. Others require a delay before taking effect, although maintenance costs and morale effects always are immediate. Finally, some civil acts cannot be revoked before a certain period has passed after they started taking effect, so choose wisely.
*** Civil acts belong to one of three categories: Campaigns, Decrees and Doctrines. Campaigns typically require a moderate delay before taking effect, while Decrees require little to no delay. Doctrines on the other hand have long delay and cannot be revoked for a long time, but usually have a stronger impact on the settlement.
- Added Colony settlement type. Default type with no particular effect.
- Added Core World settlement type. Default type with no particular effect for planets with a population of at least 5.
- Added Homeworld settlement type. Adds 1 bonus Loyalty per billion population. Support ships assigned to this planet fight at 300% increased effectiveness. Requirements: Homeworld, 5+ population.
Also gives an additional bonus depending of the chosen government:
- Added Mothership settlement type. This ship and its support ships fight at 100% increased effectiveness. Requirements: Mothership.
- Added Farm World settlement type. Yields one Harvest influence card every 30 minutes. Requirements: Native Grain x 3.
- Added Forge World settlement type. Replaces a Level 2 resource. Constructions have a 20% cheaper build cost. Requirements: Forge V x 3.
- Added a specific version of Forge World for Ancient lifestyle. Increases Labor generation by 150%. Constructions have a 20% cheaper build cost. Requirements: Foundry x 12.
- Added Mining World settlement type. Replaces a Level 1 resource. Requirements: Mining Complex x 3.
- Added Resort World settlement type. Increases civilian Money and Influence production by 100%. Reduces Labor generation by 100%. Reduces civilian Energy, Research and Defense production by 100%. Requirements: Resort x 3, Tropical Paradise.
- Added Penal Colony settlement type. Adds 50 Labor Storage. Slightly increases morale across the empire. Reduces income penalty of Level 0 planets by 30k. Reduces civilian Money, Influence, Energy, Research and Defense production by 100%. Requirements: Penitentiary x 2, Native Resource Level 0, Planet Level 0.
- Added Colonial focus. Default focus with no particular effect.
- Added Hedonistic focus. Morale effect: positive. Requirements: 5+ population.
- Added Military focus. Adds 512 support capacity. Requirements: 5+ population.
- Added Capital focus. Requirements: Homeworld or Arkmothership, 5+ population.
Gives a bonus depending of the chosen government:
- Added Acquisitive focus. Gives 0.75 Money generation per billion population. Morale effect: very negative. Requirements: Capitalism, 5+ population.
- Added Spiritual focus. Adds 0.25 Influence Stake per billion population. Requirements: Theocracy, 5+ population.
- Added Fanatical focus. Adds 0.75 Influence Stake per billion population. Morale effect: very negative. Requirements: Theocracy, 5+ population.
- Added Territorial focus. Gives 0.25 Defense generation per billion population. Requirements: Empire, 5+ population.
- Added Belligerent focus. Gives 0.75 Defense generation per billion population. Morale effect: very negative. Requirements: Empire, 5+ population.
- Added Industrial focus. Generates 0.25 Labor/minute per billion population. Requirements: Communism, 5+ population.
- Added Laborious focus. Generates 0.75 Labor/minute per billion population. Morale effect: very negative. Requirements: Communism, 5+ population.
- Added Call for Bids campaign. Generates 25 Stored Labor every 3 minutes. Takes effect after 20s. Maintenance cost of 250k.
- Added Civil Works Program campaign. Increases civilian and imperial building construction speed by 50%. Reduces pressure capacity by 5. Takes effect after 20s. Cannot be revoked for 3m. Maintenance cost of 20k.
- Added Crime Control campaign. Reduces the probability of loyalty loss from Civil Unrest by 10%. Morale effect: positive. Takes effect after 30s. Maintenance cost of 25k per population.
- Added Population Growth campaign. Increases population growth by 15%. Takes effect after 3m. Maintenance cost of 10k per population.
- Added Work Ethic campaign. Increases the civilian production of Labor, Research and Defense by 10%. Takes effect after 3m. Maintenance cost of 20k per population.
- Added Martial Law decree. Reduces the probability of loyalty loss from Civil Unrest by 30%. Morale effect: negative. Maintenance cost of 25k per population.
- Added Reduced Working Time decree. Reduces pressure capacity by 1 per up to 4 billion population. Morale effect: positive.
- Added State of Emergency decree. Reduces the probability of loyalty loss from Civil Unrest by 20%. Takes effect after 15s. Maintenance cost of 45k per population.
- Added War Economy decree. Increases the construction speed of support ships by 50%. Converts 25% Influence and Energy generation and production to Defense generation. Morale effect: negative.
- Added Pursuit of Knowledge doctrine. Gives 0.1 Research generation per billion population. Converts 20% Influence generation and production to Research generation. Converts 10% Energy generation and production to Research generation. Reduces Labor generation by 10%. Takes effect after 3m. Cannot be revoked for 30m. Maintenance cost of 10k per population. Requirements: 2+ population.
- Added Military Industrial Complex doctrine. Gives 0.2 Defense generation per billion population. Converts 20% Influence generation and production to Defense generation. Takes effect after 3m. Cannot be revoked for 30m. Maintenance cost of 15k per population. Requirements: 2+ population.
- Added Cult of Personality doctrine. Reduces the probability of loyalty loss from Civil Unrest by 10%. Morale effect: positive. Takes effect after 3m. Cannot be revoked for 30m. Maintenance cost of 15k per population. Requirements: 2+ population.
- Added Popular Sovereignty doctrine. Adds 0.5 Influence Stake per billion population. Reduces Labor generation by 20%. Takes effect after 3m. Cannot be revoked for 30m. Maintenance cost of 20k per population. Requirements: 2+ population.
- Added Rampant Corruption doctrine. Adds 1 Influence Stake per billion population. Morale effect: negative. Takes effect after 3m. Cannot be revoked for 30m. Maintenance cost of 50k per population. Requirements: 2+ population.
- Mothership Hull now has reduced build, maintenance and labor cost in exchange for an additional cost in Ore, similar to Superstructure Hull.
- Decreased the base labor generation of Machine Shop.
- Decreased the labor cost of Living Quarters.
- Stars with temperatures at 1300K or below will now be rendered as brown dwarves.
- Homeworlds have moved to the second planet in the system, while the level 1 resource is now on the first one.
- The Pekelm ice giant in the home system has been replaced by a Pekelm ice planet.
- Fixed orbit collisions in multi-star systems.
- Fixed desynchronization of binary star orbits.
- Fixed a bug where system spacing in the Precious Clouds map were larger than intended.
- Changed the government trait labels to reflect the changes made by this version. Each government now indicates its corresponding Capital Bonus and Focus.
- Added a strategic icon for colony ships in order for them to remain easily visible when zoomed out at much greater distances than vanilla.
- Added radius and temperature info to star popups.
- Reverted the tile icon to pre-v0.2.0 in planet surface view.
- Added Percentage of Reserve to the global resource bar. The Percentage of Reserve defines how much of your total FTL Energy is reserved to manual FTL orders. Ships with ongoing ability orders will tap into the remainder to initiate FTL on their own if possible and needed. Setting it to 100% effectively disables the use of FTL by anything other than manually initiating FTL.
- Increased the width of tooltips in the research tab to accommodate long descriptions to smaller screens.
- Tweaked the size, number and position of debris when a ship is destroyed to be more fitting to scale.
*** Minor additions, adjustments and fixes related to gameplay.
- Switched the sprite of Forge IV around so that it looks just right.
- Mechanoids now correctly indicate in their description that they ignore all morale modifiers.
- Star children now correctly indicate in their description that they start with 1 Harvest influence card.
- Fixed being able to import resources to orbitals with module slots.
- Fixed not being able to import resources to staging hubs with a public market module.
*** Fixes related to gameplay.
- Fixed several script errors that could crash the game.
*** Minor additions, adjustments and fixes related to gameplay.
- Slightly decreased the frequency of Nascence Device.
- AIs can now use nascence devices.
- Fixed a vanilla bug where AIs would needlessly hoard water generated from comets on their homeworld.
- Improved performance of custom algorithms tracking system and planet constructions to reduce late game stuttering in large maps.
- Tweaked budget management and colonization algorithms to correctly handle some of the latest drastic balance changes and avoid AIs struggling to expand in less favorable starting conditions.
- Fixed barracks description incorrectly pointing to an old locale.
- Added a workaround to prevent a crash to desktop when trying to build from a shipyard when items with an ore cost are present among the available buildable items.
- Fixed a bug where system radius values were not correctly loaded from a saved game.
- Decreased the frequency of some settlement-related checks to avoid massive late game stuttering in large maps.
- Listening Posts now have a maintenance cost of 10k (up from 0).
- Mainframe range is now correctly scaled.
- Planets with a Fish native resource now also have a native exportable Water resource.
- Fixed a vanilla bug where building an artificial moon was making a new moon base available to build.
- Decreased the frequency of Fish.
- Farm World now additionally requires a native Water resource, but can replace a Level 1 resource.
- Forge World now additionally requires a Space Elevator.