How do I set it up so I can watch all the AI play against each other without me actually participating?
Because I think I would like to run a simulation of a few hundred years with a Gods-eye view of it all.
Open up the cheat menu ( the ~ button), and type, 'observe'. No quotations.
Edit: This is after you start a game, so you'll have to create a starter empire, but as soon as you put it in observer mode, your empire will be AI controlled.
Half my corvettes have point defense on them and make up my "guardian" squad.
One thing I'm starting to get curious about with fleets and point defense: until the ships break up into that derpy pointblankfest, large fleets are spread out enough that PD coverage might be erratic over the whole wedge.
I'm wondering if there's a benefit to splitting a large fleet into a bunch of smaller ones - which you still order around as a group - to have a bunch of individual PD umbrellas that are more likely to cover everything in a particular group.
(It could also spread out the initial attacks too, so less of this "the entire enemy fleet gets a free shot at whatever poor doomed bastards are the first three or so ships in the formation.")
Thoughts? I suppose it depends on whether the admiral in charge of one gets to have his bonuses applying to everyone in combat with him, or just to his specific unit..
Poor Bakturians. Happy snail people who just love the heck out of all aliens, all bright-eyed and bushy tailed advancing from the space age into an actual for real empire.
... an empire right on my borders, two hyperspace jumps away from both of my main fleet-producing planets.
Hey buddies, wanna become a protectorate? It's a big scary galaxy out there. No? You're good?
smite
crush
How about now?
They hadn't even finished building their first spaceport over their planet before I rode in and blew it up. That and blockading their homeworld = instant 71 war score.
I'm gunna pop The Great Fleet and build a stupid amount of battleships and just fucking CRUSH the Fallen Empires in my galaxy to take out my frustration as soon as I get home.
You'd be surprised about how many wars in real life basically started that way.
"Turns out these people who have stuff we want can't put up a fight, so we'll call them protectorates and take over and convince them it's for their own good"
I tried to play my first empire this weekend. Decided to try Militaristic Xenophobe and...ummm...my neighbors and their 6:1 fleet advantage just sort of...took offense to that immediately.
A lot of starts can be lopsided or have poor positioning no matter what your empire's theme. A diplomatic pacifist might start next to an empire of fanatical purifiers, for example. If you want to go with that kind of empire you should try again, you might get one where you have more space to breathe at the beginning.
I tried to play my first empire this weekend. Decided to try Militaristic Xenophobe and...ummm...my neighbors and their 6:1 fleet advantage just sort of...took offense to that immediately.
I might try something a little more...diplomatic.
Were they one of the advanced start empires?
While visiting my friends in Denver I played a little Stellaris on their computer. Had my friend design the race I played.
He went with fungoids. Called them Amanita Phalloides. Xenophiles, but repugnant.
Just a bunch of penis shaped mushrooms giving people hugs they don't want.
One of them was likely not, but one could have been? I don't know how to check that. They had 5 worlds and 45 pop, compared to my 3 and 17ish. My other rival had about the same world/pop as me. The big guys also had a fleet of about 700 strength, whereas the other rival and i were both sub-200. With both of them attacking, I was pretty much toast.
I should have taken the opportunity to go to war with the smaller species first, in hindsight, but I was still learning how to expand.
Much like other paradox games... and also Civ... sometimes you just need to restart if you get a real bad start. Although you can always try and claw out a victory if you want.
So I was planning to pick a fight soon but the federation president decided to do it for me.
This is going well, once the evil alliance is destroyed nothing will stop are democratic, spiritual, pro xeno-rights spread throughout the gala-
Fuck. Good news? They're on the other side of the galaxy. Bad news? They're on the other side of the galaxy.
Im approaching 2500 in my game and have yet to be invaded by the zerg. I think my game is just bugged.
Ah well. I'm pretty much done with it. 66 hours in and I'm at a 150k fleet, Ive integrated all 3 fallen empires into the fold, making 1800 mineral a month, 1200 energy a month, with 900+ of all research (before scientist bonus).
Im on hiatus from the game but might go in and take over the other 7 nations in the galaxy just so I can see a big purple spiral with my symbol in the middle, sometime.
Im approaching 2500 in my game and have yet to be invaded by the zerg. I think my game is just bugged.
Ah well. I'm pretty much done with it. 66 hours in and I'm at a 150k fleet, Ive integrated all 3 fallen empires into the fold, making 1800 mineral a month, 1200 energy a month, with 900+ of all research (before scientist bonus).
Im on hiatus from the game but might go in and take over the other 7 nations in the galaxy just so I can see a big purple spiral with my symbol in the middle, sometime.
I don't think you're guaranteed to get any specific catastrophe
I got The Unbidden in my game in like 2430. Took me a bit to get military access setup to get there, but once I did I sent two 30+K stacks over to take care of it.
Then my dumbass vassal researches AI and gets the FE right next to me to invade. I end up desperately holding ground with my left behind 16K defense fleet (with some distractions from my vassals' small fleets) while one of the stacks runs back from the other side of the galaxy.
We then proceed to stomp the crap out of the FE and annex all their planets. Now I'm just refitting my fleets with the Matter Disintegrators (seriously, a straight damage upgrade from the Level 5 lasers that, by the way, also bypasses half of their shields) I got from the Unbidden corpses and getting ready to vassalize the rest of the galaxy.
The other stack got stranded in Unbidden territory for 30 years until I take out enough of their stations to let the fleet get "trapped" in a territory where I don't have access after taking out the portal.
It's not as scary as it sounds. Army in this case means their ground troops, whereas Navy will be spaceships. So they'll be able to invade your worlds a whole bunch better, but you'll still be able to whittle down their actual space ship numbers as before.
They do invade the shit out of you though I can tell you that.
so this game is fantastic but the conflict i have right now is trying to balance pausing and playing in real time. are there any addons that add more auto pauses for specific events?
so this game is fantastic but the conflict i have right now is trying to balance pausing and playing in real time. are there any addons that add more auto pauses for specific events?
that's...unfortunate. I see they are patching pretty often and based on CK2 i'm sure they will continue to add things so i'm not upset, it's just the one thing that i think would clinch it for me playing non-stop right now. I'd love to be able to just set it to run in the background and know that it will stop on certain events i feel like i need to pay attention to
PiptheFairFrequently not in boats.Registered Userregular
patch notes for those not at home
##############################################################
######################## VERSION 1.1.0 #######################
##############################################################
###################
# Features
###################
* Strike Craft attack behavior was changed
* It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals now generates more warscore
* It is now possible to set a custom ruler/heir title for your custom empires
* It is now possible to write a biography for your custom empire
* Added an Influence reward for establishing communications, or conversely being contacted
* Collection of strategic resources on planet tiles is no longer suppressed by buildings
* Added settings for AI aggressiveness in the galaxy setup screen
* "Shipwright" mandate for democractic empires has been reworked
* Added resource reward to Raid on Smugglers event
* Individualist empires will no longer generate election candidates with slaver mandates, and Individualist Pops are less likely to vote for candidates with slaver mandates
* Slaver mandate no longer possible if slavery is outlawed
* It is now possible to set difficulty in multiplayer
* Symbols of Domination is now available for everyone
* Platypus species portrait and Paradox empire flag is now available for everyone
###################
# Balance
###################
# Technology
* Technology costs now increase by +10% per owned planet (up from +0%) and by +1% per Pop (down from +2%)
* Unlocking Spaceport technologies now makes you more likely to get research options for new reactor techs
* Spiritualists and Materialists now get tech progress towards Frequency Tuning for researching Space Whales
# Ethics
Fanatic Individualist
* Pops are now more unhappy in collectivist empires
* No longer have increased ethics divergence
Individualist
* Pops are now more unhappy in collectivist empires
* No longer have increased ethics divergence
Fanatic Xenophobe
* Rivalries now provide 50% more Influence
Xenophobe
* Rivalries now provide 25% more Influence
Fanatic Xenophile
* Alliance Influence cost reduced by 100%
* Maximum number of embassies increased by 2
Xenophile
* Alliance Influence cost reduced by 50%
* Maximum number of embassies increased by 1
Fanatic Militarist
* No longer gains additional Influence from rivalries
* No longer have an increased Influence cost for being in an Alliance
Militarist
* No longer gains additional Influence from rivalries
* No longer have an increased Influence cost for being in an Alliance
Fanatic Pacifist
* Pops are now more unhappy in militarist empires
* No longer increases Food output, but rather reduces growth needed for a new Pop by 30%
Pacifist
* Pops are now more unhappy in militarist empires
* No longer increases Food output, but rather reduces growth needed for a new Pop by 15%
# Components
* Strike Craft engagement range was significantly increased
* Strike Craft launch time reduced from 5 to 3 days
* Fighter movement speed increased from ~2 to 3.5
* Bomber movement speed increased from 1.5 to 3
* Chemical Thrusters Chance to Evade reduced from +10 to +5
* Ion Thrusters Chance to Evade reduced from +20 to +10
* Plasma Thrusters Chance to Evade reduced from +30 to +15
* Impulse Thrusters Chance to Evade reduced from +40 to +20
# Buildings
* Research Institute modifier to research speed reduced from +10% to +5%
* Colony Shelter modifier to ethics divergence reduced from +20% to +10%
* Empire Capital-Complex can now only be built on a capital world
# Government forms
Theocratic Republic
* Additional Core Planets reduced from +2 to +1
Transcendent Republic
* Additional Core Planets reduced from +4 to +2
# Traits
* Aggressive - fire rate bonus reduced from +20% to +10%
* Butcher - army damage bonus reduced from +20% to +10%
* Glory Seeker - army morale damage bonus reduced from +10% to +5%
# Modifiers
* Youthful Elite modifier effect on leader lifespan reduced from +50 to +25 years
###################
# AI
###################
# Misc.
* Computer-controlled Empires will start outlawing AI over time during a certain Crisis
* Increased negative opinion scaling for relative power of subjects
* AI will now colonize far away systems if COLONIZE_NON_ADJACENT define is enabled
* Fixed a bug where the AI would not use planetary edicts due to too small stockpile cap
* Empires that were previously controlled by a player (for example if said player drops in multiplayer) will now refrain from making any major changes to the country for a period of 10 years
* Fixed a bug where AI was modifying their species with bad traits, effectively giving them lots of traits
* Fixed a bug where military focused sectors would not build military stations
* Fixed an issue where the AI would not enslave any Pops
# Diplomacy
* AI will no longer accept a white peace when they are winning in warscore
* AI is now more open to trading access, migration rights and (for some personalities) research treaties
* Fixed a bug where AI would offer peace deals that gave allies' war goals to the player
* Fixed AI spamming the player with military access offers
* AI is now more aggressive against easily defeated targets
# Economy
* Fixed an issue where the AI would not disband ships even when running a heavy energy credit deficit
# Sector
* Respect Tile Resources setting will now prevent sector from building the wrong type of building for a tile regardless of special circumstances
* Improved the way sectors determine which resources the country needs when constructing buildings
* Fixed a bug where sector AI would move Pops back and forth
* Fixed budget issues that were preventing sectors from properly managing spaceports and construction ships
# Warfare
* Improved military tactics and handling of units
* Improved handling of military fleets vs. transport fleets
* AI now fights Crises
* Fixed issues where military fleets would not move
* AI should be better at trying to regain control of occupied planets
* AI should be better at trying to invade planets taken by ""AI uprisings"
###################
# User Interface
###################
* Diplomatic notifications and pop-ups have been improved
* End of combat UI has been improved
* Colony Ships now show which Pop it is carrying
* Localization of armor/shield penetration updated
* If a weapon has both shield penetration and a corresponding reduced damage to shields the two effects are replaced by a single line: "Ignores X% Shields"
* Habitability icons in galaxy map and systems view have been improved
* (BETA) Added a new experimental option for GUI-scaling in the options menu
###################
# User modding
###################
* Ported system for weights/triggers on songs from HoI4/EU4
* Fixed so that effect set_name can use localization system
* Moved Domination victory condition into defines
* Added NOR operator
* Species Appearance screen is now moddable
* Species City Appearance screen is now moddable
* Ship Appearance screen is now moddable
* Added num_energy trigger
* Reading a single on_action entry from multiple files will now append the events to the list entry rather than overwriting it. This should allow more mods to be compatible
* Prescripted countries can now set the attribute "disallow_editing = yes" to disable the edit button in the Empire selection view before game start
* Added an alert to tell the player that a research field is missing a Scientist
* Optimized daily AI calculations
* Fixed frame rate drop when having one or more fleets selected
###################
# Graphics
###################
* Lighting for ship preview images has been improved
* 8 new event images added to the game
* Textures for Massive Reptilians have been improved
* Improved textures for space event assets
* Optimized textures for event assets
* Increased texture resolution for ancient drone station
* Optimized textures for pirate ships
* Updated textures for generic station
* Increased texture resolution for AI Core
* Optimized textures for AI ships
* Improved texture for Arthropoid colony ship
* Added cover art for Digital OST
###################
# Bugfixes
###################
* Military Station maintenance is now correctly discounted by 25% instead of increased by 75%
* Fixed negative opinion modifiers being applied to owners of planets that the Prethoryn Scourge is purging
* Extradimensional Invaders should no longer spawn inside Fallen Empire borders
* Reduced chance of generating the Improbable Orbit anomaly
* Fixed the Master's Teachings edicts "Philosophical Mindset" and "Warring States" not being applied after event project finished
* Fixed "Colonial Failure" anomaly event handing out a Colonization tech you already had
* Fixed an issue with the VO not triggering for the mining station tutorial mission
* Researched robot Pops are now always listed, but are not buildable if AI policy is set to Outlawed
* Injured Queen project is now properly cancelled and visual asset removed when another Empire researches it first
* Species Procurement event chain descriptions now correctly refer to planet names
* Various localization bugs have been fixed
* Fixed outdated Avian name list titles in Brazilian Portuguese, French, Polish and Spanish
* Fixed some faction events not printing planet names properly
* Loyalist-affiliated candidates now display proper faction names in Election view
* Fixed observation post events sometimes not printing planet name correctly
* Changed the way native reservations are placed for colony event related to colonizing planets that have primitive natives
* Fixed a bug where missiles could appear on the galaxy map
* Ring World habitability-trait now has proper localization
* Fixed a bug where Destroyer Assembly Yard didn't require the correct Spaceport level to build
* Fixed an issue where trait randomization didn't respect opposing traits
* Fallen Empires are now able to build armies
* Fixed an exploit where you could reduce the cost of resettlement by moving pops around on the same planet
* Newly enlightened countries should no longer be despicable neutrals
* Fixed right click not working to give additional orders while in FTL transit
* Fixed an issue where embassies and rivalries could remain after an empire was annexed
* Fixed an issue where you could always enable edicts
* Fixed Swarm Infestors and Constructors sometimes not reinforcing properly
* Robot Pops should no longer get shuffled ethics from divergence
* Heirs now keep the dynasty name of the ruler in monarchies
* Added missing localization strings for leaders who gained the arrested development trait
* Fixed Power Overwhelming achievement
* Fixed Domo Arigato achievement
* Fixed Elixir of Life anomaly potentially spawning multiple times if not researched
* Fixed Living Metal deposits not being minable
* Fixed Sublight Probe event chain sometimes breaking after combat with the Salvage Skippers
* Fixed being unable to change speed with (-) and (+) on American keyboard
* Fixed bugs related to Ethics Divergence. Pops should no longer drift to "neutral" ethics. Drift towards empire ethics is slower than drifting away from
* Fixed a bug where Frontier Outposts in sectors would cost no influence maintenance
* Fixed a bug where ship_accuracy_add was not being calculated correctly
* Fixed a bug where assigning ethics to newly generated pops would cause incorrect ethics divergence.
* Custom ruler and heir titles will now be properly saved and loaded.
* Fixed armies being stuck on planets
* Planets recaptured from the AI empire will no longer randomly become Tundra worlds
* Fixed the AI empire having highly self-destructive ideas about AI legality
I never got super into sectors. Is there a way to get them to manage their own defence force and construction ships?
They seem like such a cool mechanic as a way to let you determine the flavour of your empire (by creating different rules and economic goals for different reaches of space) but when I was playing I never really got much traction out of the mechanic.
Just had a look and played through a couple of months. They have over 1000 materials and a good income, still have populated empty tiles and unupgraded buildings all over the place.
this can't be right. population of a conquered planet just lost their debuff putting them at 70% happiness. the faction appeal is -56. the faction is at 60% and increasing. no, that's not how this works.
So, you've probably run across the Special Project Anomaly "Improbably Ceramics". Where there's a ceramic container orbiting a star somewhere. Did you know it's based off of a philosophical conjecture? Bertrand Russell's teapot
Many orthodox people speak as though it were the business of sceptics to disprove received dogmas rather than of dogmatists to prove them. This is, of course, a mistake. If I were to suggest that between the Earth and Mars there is a china teapot revolving about the sun in an elliptical orbit, nobody would be able to disprove my assertion provided I were careful to add that the teapot is too small to be revealed even by our most powerful telescopes. But if I were to go on to say that, since my assertion cannot be disproved, it is intolerable presumption on the part of human reason to doubt it, I should rightly be thought to be talking nonsense. If, however, the existence of such a teapot were affirmed in ancient books, taught as the sacred truth every Sunday, and instilled into the minds of children at school, hesitation to believe in its existence would become a mark of eccentricity and entitle the doubter to the attentions of the psychiatrist in an enlightened age or of the Inquisitor in an earlier time
So, you've probably run across the Special Project Anomaly "Improbably Ceramics". Where there's a ceramic container orbiting a star somewhere. Did you know it's based off of a philosophical conjecture? Bertrand Russell's teapot
Many orthodox people speak as though it were the business of sceptics to disprove received dogmas rather than of dogmatists to prove them. This is, of course, a mistake. If I were to suggest that between the Earth and Mars there is a china teapot revolving about the sun in an elliptical orbit, nobody would be able to disprove my assertion provided I were careful to add that the teapot is too small to be revealed even by our most powerful telescopes. But if I were to go on to say that, since my assertion cannot be disproved, it is intolerable presumption on the part of human reason to doubt it, I should rightly be thought to be talking nonsense. If, however, the existence of such a teapot were affirmed in ancient books, taught as the sacred truth every Sunday, and instilled into the minds of children at school, hesitation to believe in its existence would become a mark of eccentricity and entitle the doubter to the attentions of the psychiatrist in an enlightened age or of the Inquisitor in an earlier time
Yeah, I vaguely recognized that but couldn't remember what it was from.
When I was playing it at my friends place the other day he was just like "Yeah, that's Russell's Teapot."
Which makes sense cause he's way more into philosophy than me.
So, you've probably run across the Special Project Anomaly "Improbably Ceramics". Where there's a ceramic container orbiting a star somewhere. Did you know it's based off of a philosophical conjecture? Bertrand Russell's teapot
Many orthodox people speak as though it were the business of sceptics to disprove received dogmas rather than of dogmatists to prove them. This is, of course, a mistake. If I were to suggest that between the Earth and Mars there is a china teapot revolving about the sun in an elliptical orbit, nobody would be able to disprove my assertion provided I were careful to add that the teapot is too small to be revealed even by our most powerful telescopes. But if I were to go on to say that, since my assertion cannot be disproved, it is intolerable presumption on the part of human reason to doubt it, I should rightly be thought to be talking nonsense. If, however, the existence of such a teapot were affirmed in ancient books, taught as the sacred truth every Sunday, and instilled into the minds of children at school, hesitation to believe in its existence would become a mark of eccentricity and entitle the doubter to the attentions of the psychiatrist in an enlightened age or of the Inquisitor in an earlier time
I love how one of the results of this event is the text box that says something along the lines of.
Posts
Campaign+ Play as a fallen empire.
Open up the cheat menu ( the ~ button), and type, 'observe'. No quotations.
Edit: This is after you start a game, so you'll have to create a starter empire, but as soon as you put it in observer mode, your empire will be AI controlled.
WoW
Dear Satan.....
One thing I'm starting to get curious about with fleets and point defense: until the ships break up into that derpy pointblankfest, large fleets are spread out enough that PD coverage might be erratic over the whole wedge.
I'm wondering if there's a benefit to splitting a large fleet into a bunch of smaller ones - which you still order around as a group - to have a bunch of individual PD umbrellas that are more likely to cover everything in a particular group.
(It could also spread out the initial attacks too, so less of this "the entire enemy fleet gets a free shot at whatever poor doomed bastards are the first three or so ships in the formation.")
Thoughts? I suppose it depends on whether the admiral in charge of one gets to have his bonuses applying to everyone in combat with him, or just to his specific unit..
... an empire right on my borders, two hyperspace jumps away from both of my main fleet-producing planets.
Hey buddies, wanna become a protectorate? It's a big scary galaxy out there. No? You're good?
smite
crush
How about now?
They hadn't even finished building their first spaceport over their planet before I rode in and blew it up. That and blockading their homeworld = instant 71 war score.
I'm gunna pop The Great Fleet and build a stupid amount of battleships and just fucking CRUSH the Fallen Empires in my galaxy to take out my frustration as soon as I get home.
No goddamn mercy. N o n e
"Turns out these people who have stuff we want can't put up a fight, so we'll call them protectorates and take over and convince them it's for their own good"
Checks out.
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I might try something a little more...diplomatic.
Were they one of the advanced start empires?
While visiting my friends in Denver I played a little Stellaris on their computer. Had my friend design the race I played.
He went with fungoids. Called them Amanita Phalloides. Xenophiles, but repugnant.
Just a bunch of penis shaped mushrooms giving people hugs they don't want.
I should have taken the opportunity to go to war with the smaller species first, in hindsight, but I was still learning how to expand.
There are federations springing up not too far from me as well, makes me nervous.
you can go into Stellaris' properties on Steam and turn on the beta for Clarke!
I did it!
You can make biographies now, you can't make different paragraphs or anything tho.
edit: Morelhounds are what they have instead of dogs, because they're mushrooms, get it?
This is going well, once the evil alliance is destroyed nothing will stop are democratic, spiritual, pro xeno-rights spread throughout the gala-
Ah well. I'm pretty much done with it. 66 hours in and I'm at a 150k fleet, Ive integrated all 3 fallen empires into the fold, making 1800 mineral a month, 1200 energy a month, with 900+ of all research (before scientist bonus).
Im on hiatus from the game but might go in and take over the other 7 nations in the galaxy just so I can see a big purple spiral with my symbol in the middle, sometime.
I don't think you're guaranteed to get any specific catastrophe
Then my dumbass vassal researches AI and gets the FE right next to me to invade. I end up desperately holding ground with my left behind 16K defense fleet (with some distractions from my vassals' small fleets) while one of the stacks runs back from the other side of the galaxy.
We then proceed to stomp the crap out of the FE and annex all their planets. Now I'm just refitting my fleets with the Matter Disintegrators (seriously, a straight damage upgrade from the Level 5 lasers that, by the way, also bypasses half of their shields) I got from the Unbidden corpses and getting ready to vassalize the rest of the galaxy.
The other stack got stranded in Unbidden territory for 30 years until I take out enough of their stations to let the fleet get "trapped" in a territory where I don't have access after taking out the portal.
I've only entertained the idea of going to war with a Fallen Empire because people told me that they won't rebuild units they lose.
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
They do invade the shit out of you though I can tell you that.
http://steamcommunity.com/id/pablocampy
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
but another part of me has just written that save off entirely
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
######################## VERSION 1.1.0 #######################
##############################################################
###################
# Features
###################
* Strike Craft attack behavior was changed
* It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals now generates more warscore
* It is now possible to set a custom ruler/heir title for your custom empires
* It is now possible to write a biography for your custom empire
* Added an Influence reward for establishing communications, or conversely being contacted
* Collection of strategic resources on planet tiles is no longer suppressed by buildings
* Added settings for AI aggressiveness in the galaxy setup screen
* "Shipwright" mandate for democractic empires has been reworked
* Added resource reward to Raid on Smugglers event
* Individualist empires will no longer generate election candidates with slaver mandates, and Individualist Pops are less likely to vote for candidates with slaver mandates
* Slaver mandate no longer possible if slavery is outlawed
* It is now possible to set difficulty in multiplayer
* Symbols of Domination is now available for everyone
* Platypus species portrait and Paradox empire flag is now available for everyone
###################
# Balance
###################
# Technology
* Technology costs now increase by +10% per owned planet (up from +0%) and by +1% per Pop (down from +2%)
* Unlocking Spaceport technologies now makes you more likely to get research options for new reactor techs
* Spiritualists and Materialists now get tech progress towards Frequency Tuning for researching Space Whales
# Ethics
Fanatic Individualist
* Pops are now more unhappy in collectivist empires
* No longer have increased ethics divergence
Individualist
* Pops are now more unhappy in collectivist empires
* No longer have increased ethics divergence
Fanatic Xenophobe
* Rivalries now provide 50% more Influence
Xenophobe
* Rivalries now provide 25% more Influence
Fanatic Xenophile
* Alliance Influence cost reduced by 100%
* Maximum number of embassies increased by 2
Xenophile
* Alliance Influence cost reduced by 50%
* Maximum number of embassies increased by 1
Fanatic Militarist
* No longer gains additional Influence from rivalries
* No longer have an increased Influence cost for being in an Alliance
Militarist
* No longer gains additional Influence from rivalries
* No longer have an increased Influence cost for being in an Alliance
Fanatic Pacifist
* Pops are now more unhappy in militarist empires
* No longer increases Food output, but rather reduces growth needed for a new Pop by 30%
Pacifist
* Pops are now more unhappy in militarist empires
* No longer increases Food output, but rather reduces growth needed for a new Pop by 15%
# Components
* Strike Craft engagement range was significantly increased
* Strike Craft launch time reduced from 5 to 3 days
* Fighter movement speed increased from ~2 to 3.5
* Bomber movement speed increased from 1.5 to 3
* Chemical Thrusters Chance to Evade reduced from +10 to +5
* Ion Thrusters Chance to Evade reduced from +20 to +10
* Plasma Thrusters Chance to Evade reduced from +30 to +15
* Impulse Thrusters Chance to Evade reduced from +40 to +20
# Buildings
* Research Institute modifier to research speed reduced from +10% to +5%
* Colony Shelter modifier to ethics divergence reduced from +20% to +10%
* Empire Capital-Complex can now only be built on a capital world
# Government forms
Theocratic Republic
* Additional Core Planets reduced from +2 to +1
Transcendent Republic
* Additional Core Planets reduced from +4 to +2
# Traits
* Aggressive - fire rate bonus reduced from +20% to +10%
* Butcher - army damage bonus reduced from +20% to +10%
* Glory Seeker - army morale damage bonus reduced from +10% to +5%
# Modifiers
* Youthful Elite modifier effect on leader lifespan reduced from +50 to +25 years
###################
# AI
###################
# Misc.
* Computer-controlled Empires will start outlawing AI over time during a certain Crisis
* Increased negative opinion scaling for relative power of subjects
* AI will now colonize far away systems if COLONIZE_NON_ADJACENT define is enabled
* Fixed a bug where the AI would not use planetary edicts due to too small stockpile cap
* Empires that were previously controlled by a player (for example if said player drops in multiplayer) will now refrain from making any major changes to the country for a period of 10 years
* Fixed a bug where AI was modifying their species with bad traits, effectively giving them lots of traits
* Fixed a bug where military focused sectors would not build military stations
* Fixed an issue where the AI would not enslave any Pops
# Diplomacy
* AI will no longer accept a white peace when they are winning in warscore
* AI is now more open to trading access, migration rights and (for some personalities) research treaties
* Fixed a bug where AI would offer peace deals that gave allies' war goals to the player
* Fixed AI spamming the player with military access offers
* AI is now more aggressive against easily defeated targets
# Economy
* Fixed an issue where the AI would not disband ships even when running a heavy energy credit deficit
# Sector
* Respect Tile Resources setting will now prevent sector from building the wrong type of building for a tile regardless of special circumstances
* Improved the way sectors determine which resources the country needs when constructing buildings
* Fixed a bug where sector AI would move Pops back and forth
* Fixed budget issues that were preventing sectors from properly managing spaceports and construction ships
# Warfare
* Improved military tactics and handling of units
* Improved handling of military fleets vs. transport fleets
* AI now fights Crises
* Fixed issues where military fleets would not move
* AI should be better at trying to regain control of occupied planets
* AI should be better at trying to invade planets taken by ""AI uprisings"
###################
# User Interface
###################
* Diplomatic notifications and pop-ups have been improved
* End of combat UI has been improved
* Colony Ships now show which Pop it is carrying
* Localization of armor/shield penetration updated
* If a weapon has both shield penetration and a corresponding reduced damage to shields the two effects are replaced by a single line: "Ignores X% Shields"
* Habitability icons in galaxy map and systems view have been improved
* (BETA) Added a new experimental option for GUI-scaling in the options menu
###################
# User modding
###################
* Ported system for weights/triggers on songs from HoI4/EU4
* Fixed so that effect set_name can use localization system
* Moved Domination victory condition into defines
* Added NOR operator
* Species Appearance screen is now moddable
* Species City Appearance screen is now moddable
* Ship Appearance screen is now moddable
* Added num_energy trigger
* Reading a single on_action entry from multiple files will now append the events to the list entry rather than overwriting it. This should allow more mods to be compatible
* Prescripted countries can now set the attribute "disallow_editing = yes" to disable the edit button in the Empire selection view before game start
* Added an alert to tell the player that a research field is missing a Scientist
###################
# Performance
###################
* Optimized daily AI calculations
* Fixed frame rate drop when having one or more fleets selected
###################
# Graphics
###################
* Lighting for ship preview images has been improved
* 8 new event images added to the game
* Textures for Massive Reptilians have been improved
* Improved textures for space event assets
* Optimized textures for event assets
* Increased texture resolution for ancient drone station
* Optimized textures for pirate ships
* Updated textures for generic station
* Increased texture resolution for AI Core
* Optimized textures for AI ships
* Improved texture for Arthropoid colony ship
* Added cover art for Digital OST
###################
# Bugfixes
###################
* Military Station maintenance is now correctly discounted by 25% instead of increased by 75%
* Fixed negative opinion modifiers being applied to owners of planets that the Prethoryn Scourge is purging
* Extradimensional Invaders should no longer spawn inside Fallen Empire borders
* Reduced chance of generating the Improbable Orbit anomaly
* Fixed the Master's Teachings edicts "Philosophical Mindset" and "Warring States" not being applied after event project finished
* Fixed "Colonial Failure" anomaly event handing out a Colonization tech you already had
* Fixed an issue with the VO not triggering for the mining station tutorial mission
* Researched robot Pops are now always listed, but are not buildable if AI policy is set to Outlawed
* Injured Queen project is now properly cancelled and visual asset removed when another Empire researches it first
* Species Procurement event chain descriptions now correctly refer to planet names
* Various localization bugs have been fixed
* Fixed outdated Avian name list titles in Brazilian Portuguese, French, Polish and Spanish
* Fixed some faction events not printing planet names properly
* Loyalist-affiliated candidates now display proper faction names in Election view
* Fixed observation post events sometimes not printing planet name correctly
* Changed the way native reservations are placed for colony event related to colonizing planets that have primitive natives
* Fixed a bug where missiles could appear on the galaxy map
* Ring World habitability-trait now has proper localization
* Fixed a bug where Destroyer Assembly Yard didn't require the correct Spaceport level to build
* Fixed an issue where trait randomization didn't respect opposing traits
* Fallen Empires are now able to build armies
* Fixed an exploit where you could reduce the cost of resettlement by moving pops around on the same planet
* Newly enlightened countries should no longer be despicable neutrals
* Fixed right click not working to give additional orders while in FTL transit
* Fixed an issue where embassies and rivalries could remain after an empire was annexed
* Fixed an issue where you could always enable edicts
* Fixed Swarm Infestors and Constructors sometimes not reinforcing properly
* Robot Pops should no longer get shuffled ethics from divergence
* Heirs now keep the dynasty name of the ruler in monarchies
* Added missing localization strings for leaders who gained the arrested development trait
* Fixed Power Overwhelming achievement
* Fixed Domo Arigato achievement
* Fixed Elixir of Life anomaly potentially spawning multiple times if not researched
* Fixed Living Metal deposits not being minable
* Fixed Sublight Probe event chain sometimes breaking after combat with the Salvage Skippers
* Fixed being unable to change speed with (-) and (+) on American keyboard
* Fixed bugs related to Ethics Divergence. Pops should no longer drift to "neutral" ethics. Drift towards empire ethics is slower than drifting away from
* Fixed a bug where Frontier Outposts in sectors would cost no influence maintenance
* Fixed a bug where ship_accuracy_add was not being calculated correctly
* Fixed a bug where assigning ethics to newly generated pops would cause incorrect ethics divergence.
* Custom ruler and heir titles will now be properly saved and loaded.
* Fixed armies being stuck on planets
* Planets recaptured from the AI empire will no longer randomly become Tundra worlds
* Fixed the AI empire having highly self-destructive ideas about AI legality
I could just check myself later when I have the opportunity I guess.
They seem like such a cool mechanic as a way to let you determine the flavour of your empire (by creating different rules and economic goals for different reaches of space) but when I was playing I never really got much traction out of the mechanic.
So, waiting for the next patch I guess.
Bertrand Russell's teapot
Yeah, I vaguely recognized that but couldn't remember what it was from.
When I was playing it at my friends place the other day he was just like "Yeah, that's Russell's Teapot."
Which makes sense cause he's way more into philosophy than me.
I love how one of the results of this event is the text box that says something along the lines of.
"Why? Why? Why!?"
and that's all you get.