1. Update v2.2:
  2. Major Changes
  3. New Fleet Manager UI allows you to better assemble and organize your fleets.
  4. New Task Forces UI allows you to select and move multiple fleets at once.
  5. You can now multi-select ships. Hold SHIFT and drag over the area you want selected.
  6. New Treaty UI for viewing what agreements you’ve signed with other civilizations.
  7. Improved Main UI that better summarizes the status of your civilization.
  8. Support was added for point lights in Galaxy View and Battle View. You may enable point lights in the Options>Graphics menu. Please note that the "point lights" feature requires a new game.
  9. Drengin, Arcean, Yor, Resistance, Altarian, and Torian civs get unique starting improvements, techs, and general fleshing out.
  10. More planet-based events based on what's happening on them.
  11. Tons of new Anomaly events.
  12. Lots of new events coming from other Civs directed at you.
  13. Custom Faction support in multiplayer.
  14.  
  15. Change Log:
  16. Graphics
  17. Battle viewer: Planet in the battle viewer is now lit by point lights.
  18.  
  19. MP
  20. Display custom faction images when restoring save game.
  21.  
  22. UI
  23. Updated tutorial images to match new UI.
  24. Default scaling of UI images changed from high performance to high quality.
  25. Updated the medium UI scale version of fleet manager.
  26. Top Bar:
  27. Centered the name of the currently researched tech.
  28. Fixed an overlap issue with the text.
  29. Ship Designer: Ensure ship parts are displaying the correct icon.
  30. Adjusted the “Ship level” tooltip and “planet population” tooltips.
  31. Added “Ship Class” to the Fleet Context UI.
  32.  
  33. Core
  34. Fix for district crash.
  35. Fix a stuck loop in map generation.
  36. Fixed a softlock related to ship path display.
  37. Minor perf boost for nebulas
  38.  
  39. Galaxy
  40. Reduced distance between stars by one tile.
  41.  
  42. Graphics
  43. Support was added for point lights in Galaxy View and Battle View. You may enable point lights in the Options>Graphics menu. Please note that the "point lights" feature requires a new game.
  44.  
  45. Gameplay
  46. AI
  47. Improved AI prioritization of defenses on ship design.
  48. AI will no longer adjust the value of your trade (in terms of money) based on how much it likes you. Values money more.
  49.  
  50. Citizens
  51. Workers now have +5 Expectations.
  52. Farmers no longer provide Influence.
  53. Farmers' food production increased from 0.02 of their Diligence to 0.05 of their Diligence.
  54. New citizen type: Enforcer, shakes down people to get stuff from them.
  55. Added Ruined Torians citizens.
  56. Added Zombie citizens.
  57.  
  58. Culture Traits
  59. Nerfed "Sovereign Identity" culture trait. Instead of increasing stats by 50%, it increases them by 25%.
  60. The "Individual Identity" cost was lowered from 2200 to 1200 to compensate for the loss to "Sovereign Identity."
  61.  
  62. Difficulty
  63. AI difficulty levels will affect governor loyalty.
  64.  
  65. Events
  66. Dozens of new and updated Leader Events, including "Clone Crime," "Lost Legacy," and "Sentient Plants." Leader events are based on what leaders you've recruited and their roles. Many of these events are chained together to tell a larger story.
  67. Additional events around Sentient plants. Don't judge me!
  68. New Korath Event images.
  69. The "Smuggler's Revenge" fleet was given a battleship. The earliest turn the event occurs is moved to turn 90.
  70. Lots of existing anomaly events now have cooldowns so that they don't come up so frequently.
  71. Event image updates.
  72. Balance pass on Colonization Events to increase variety.
  73. The first Crisis event comes much sooner.
  74. Added nearly fifty new Leader events.
  75. New types of encounter: Sentinel swarm, Dreadlord Mothership.
  76. Crisis events will occur more often early in the game.
  77. Balance tweak to event likelihood.
  78. Events are now much more common in early-game.
  79. Occasional events' cooldown was reduced from 8 to 6.
  80. Fixed an edge case where events failed to deliver its Colony Ship reward
  81.  
  82. Executive Orders
  83. "Draft Colonists" cooldown increased from 8 turns to 12 turns.
  84. "Punch it" (New) Makes the target fleet travel faster but lowers HP.
  85.  
  86. Factions
  87. The Drengin favor Totalitarianism instead of Nihilism.
  88. The Korath favor Nihilism instead of Totalitarianism.
  89. The Korath "Genocidal Ability" converts non-Korath citizens into Batteries.
  90. Added new Korath (and exterminator ability civs) related conversations.
  91.  
  92. Faction Abilities / Traits
  93. "Engineer" ability now reduces Supply Attrition by 15%
  94. "Clever 1" Research benefit increased from 10% to 15%
  95. "Clever 2" Research benefit increased from 5% to 10%
  96. "Rich 1" Wealth benefit increased from 10% to 15%
  97. "Rich 2" Wealth benefit increased from 5% to 10%
  98. "Productive 1" Manufacturing bonus increased from 10% to 15%
  99. "Productive 2" Manufacturing bonus increased from 5% to 10%
  100. "Militant 1" control starting bonus increased from 40 to 50.
  101. "Militant 2" control starting bonus increased from 20 to 30.
  102. "Likeable 1" Diplomatic ability increased from 2 to 3.
  103. "Likeable 2" Diplomatic ability increased from 1 to 2.
  104. "Veteran 1" XP bonus increased from 40% to 100%
  105. "Veteran 2" XP bonus increased from 20% to 75%
  106. "Brutal 1" Soldiering bonus increased from 20% to 40%
  107. "Brutal 2" Soldiering bonus increased from 10% to 30%
  108. "Courageous 1" changed from a Resistance bonus (Influence) to a Planetary Defense 30% bonus.
  109. "Courageous 2" changed from a Resist bonus to a Planetary Defense bonus of 20%
  110. "Miners" now give a 50% bonus to asteroid mining.
  111. "Bureaucrat 1" now gives a +1 pre-turn control bonus.
  112. "Farmers now" increase food production by 25%
  113. "Urbanites" now get a population cap bonus of 25%
  114. "Intimidating 1"bonus increased from 25 to 50.
  115. "Intimidating 2" increased from 10 to 30.
  116. "Persuasive 1" increased from 25 to 50.
  117. "Persuasive 2" increased from 10 to 30.
  118. "Proliferation carries some negatives: Intelligence of species reduced by 2, Diligence reduced by 1, Resolve reduced by 1.
  119. Removed all the piddly little cultural awareness buffs from abilities.
  120. The "Wealthy" ability text description was updated to mention the techs it gets.
  121. Evil abilities like "Exterminate" now come with a hit to Influence.
  122.  
  123. Improvements
  124. New Starting improvements. Instead of civs getting the same starting improvements, we are giving them unique ones based on their abilities. For ease of understanding, we will refer to what races get them, but these improvements are tied to their abilities so that custom civs will get them.
  125. Navigators:
  126. Translight Hub
  127. Central Borehole
  128. Mimots:
  129. Home Burrow
  130. Nurture Den
  131. Xeloxi
  132. Enforcer Den
  133. Industrial Espionage Center
  134. Arceans:
  135. Neural Link
  136. World Engine
  137. Altarians:
  138. Elemental Fabricator
  139. Tower of Procipinee
  140. Terran Resistance:
  141. Auto Printer
  142. Communications Array
  143. Yor:
  144. Durantium Scanner
  145. Precursor Relic Scanner
  146. Korath:
  147. Interrogation Center
  148. Death Camp
  149. Torians:
  150. The Grand Resort
  151. The Great School
  152. Colony Capitals now provide one food (as that's the whole point of the domes on the colony ships!)
  153. New and updated Improvement images.
  154. Restricted some improvements from being built on mountains.
  155. New evil improvement: Crucible of Pain.
  156. New unique improvements:
  157. Central Core Mine
  158. Secondary Mining Core
  159. Mining Operations
  160. Air Purifier (heh, too little, too late!)
  161. Xeno Patent Office
  162. The Great Arms Expo
  163. Father Tree
  164. Father Root
  165. Crystal Core
  166. Crystalize Land
  167. Crystal Facet
  168. Harmonic Gem
  169. Prismatic Matrix
  170. Shard of Harmony
  171. Lots of new improvement images.
  172. Stinky plant improvement.
  173. Awarding a colony improvement now places it in a random spot on the planet.
  174. "Precursor Elevator" improvement reduces "Supply Attrition" by 15%.
  175.  
  176. Missions
  177. Tweaked campaign mission map settings to be more fun.
  178. Updated campaign maps to move opponents slightly closer.
  179.  
  180. Misc
  181. Pirates start with more money.
  182. Population growth slightly slowed down.
  183. There is more variance in how long various anomalies take to research so that players don't have so many discoveries in a single turn.
  184. Fixed a problem with Navigator achievement caused by the Navigators forgetting who they really were.
  185. Change population capacity decay to be a citizen lost every X turns.
  186. Base culture trait cost increased from 10 to 12.
  187. "Colonial Supplies" Artifact Power now reduces "Supply Attrition" by 15%.
  188. Fixed the "Sponsor Decay" system being a positive % that is lost from a distance. Fixed a bug that prevented penalties from working.
  189. The "Trade" option should not be a "First Meeting" option if the player is in permanent war with the faction.
  190. AI is greedier about being paid to go to war with other civs.
  191. AIs with weaker militaries will now require that their fleets use up more of their logistics so that they're more efficient.
  192.  
  193. Planets
  194. Balance pass on planets to make them a bit less mineral-rich.
  195. Balance pass on Earth to make it more consistent with other planets.
  196. Torian planet class increased from 25 to 34, but minerals reduced from 3 to 2, and Tech reduced.
  197. Fen Planet minerals reduced from 4 to 2 and Wealth reduced from 4 to 3.
  198. New types of resources found on planets:
  199. Durantium Deposits
  200. Borehole
  201. Precursor Relics
  202. Balance pass on planet types that spawn.
  203. Adjusted weights of various planet types so that there is more variety.
  204. New planet tile biomes:
  205. Flood Plain
  206. Rainforest
  207. Tropical Grasslands
  208. Stony Plains
  209. Updated terrain graphics.
  210. New types of planetary terrain with their bonuses:
  211. Oasis
  212. Flowing Lava
  213. Volcano
  214. Volcanic Plains
  215. Barrens
  216. Coral Reef
  217. Shallows
  218. Coastal
  219. Fertile Plains
  220.  
  221. Ships
  222. Commander ship unlocks spread out more.
  223. Carrier Template now comes with a large hull.
  224. Spread beam weapons across more techs.
  225. Supply Ship Component reduces "Supply Attrition" by 50%.
  226. Ships will now target and attack targets of opportunity rather than holding fire until the ship their class prefers is in range.
  227. Renamed hull sizes back to their actual sizes rather than calling them Fighter Hulls, etc.
  228. AI design of ships for the player has been changed. It no longer cares about the types of weapons the ship uses, only the overall cost and effectiveness BY CLASS.
  229. AI designs for the player now focus exclusively on making ships based on the class without concern for what weapon types are on them.
  230. The Armed Shuttle no longer gets a "Point Defense" module but instead another gun.
  231. The trade module for freighters now provides a +2 to speed to help get trade going over long distances faster.
  232. Tiny ships tactical speed increased from 3 to 4.
  233. Small hull cost decreased from 75 to 60.
  234. Small hull mass (space) increased from 15 to 18.
  235. Small hut tactical speed increased from 1 to 2.
  236. Medium hull cost decreased from 200 to 120.
  237. Medium hull mass increased from 24 to 32.
  238. Medium hull tactical acceleration increased from 0.8 to 1.0.
  239. Large hull tactical acceleration increased from 0.2 to 0.5.
  240. Add "unclassified" ship class b to the designer that have no special requirements or bonuses.
  241.  
  242. Starbase
  243. Mining HQ moved to Starbase Refineries. Duh.
  244. The Slipstream Module (which makes nearby ships go faster) is now available to all Starbase types.
  245. The Mining module benefit reduced from 0.5 to 0.2.
  246.  
  247. Techs
  248. Updated and cleaned up Tech Tree.
  249. Interstellar Banking now requires wealth ability.
  250. New Tech: "Interstellar Investments" (requires Entrepreneur ability).
  251. New Tech: "Interstellar Markets" (requires Entrepreneur ability).
  252. MP
  253. You can now choose your own custom factions to play.
  254. The host has the option to disable custom factions during game setup.
  255.  
  256. Text
  257. Social Stat updated to say "Social Skills" in English.
  258. Updated "Mod Manager" to "Workshop" in the offline tooltip message.
  259. Some of the techs, mostly the armor and shield upgrades, were using 'will provide' rather than 'provides.' Updated to use 'provides.'
  260. Some techs did not end the short dec with a period. Added a period to be consistent.
  261. Through much of the UI, changed 'turn' to 'month.' Left as 'Turn' when explicitly referencing a specific player's 'Turn' rather than the turn cycle, which is a month.
  262. Updated UI to measure events and cooldowns in Months instead of Turns.
  263. Korath Command Ship: "Swift Scourage" was changed to the "Swift Scourge."
  264. Cultural Influence Victory: Updated small typo in the victory screen that was 'the bodies' instead of 'their bodies'.
  265. Luxar Dominion War Declaration: Clarified text.
  266. Killed Mercenary Alert: Cleaned up text.
  267. Text change. It's CIVILIZATION. NOT EMPIRE. The game is called Galactic Civilizations, not Galactic Empires.
  268. Added more Korath dialog and flavor text.
  269. Added more flavor text for GNN.
  270.  
  271. UI
  272. New Fleet Manager allows you to better assemble and organize your fleets"
  273. Added a new tab to the "Data Bank" screen to see existing agreements that contain treaty information. You can use this tab to break treaties and speak to the select treaty's faction.
  274. Culture Ability Tooltip: Update to show more information about what it does.
  275. Civilization Summary Tooltip: Cleaned up alignment and overlapping issues on the.
  276. Added Faction-based UI colors. The game UI is tinted differently based on what faction you've picked.
  277. You can now multi-select ships. Hold SHIFT and drag over the area you want selected.
  278. Battle notification map markers no longer block ship selection.
  279. Ship Designer: Addressed a few seconds delay in opening Ship Design from the Shipyard window.
  280. Changed sign on supply attrition (decay) because a positive number is a bad thing, not a negative number (less of a bad thing is usually considered a positive).
  281. Tooltips can now distinguish between buffs that are capital world only versus all the other colonies.
  282. Sponsor Decay changed to Supply Attrition; therefore, the sign of effects for them is reversed.
  283. Slightly increased in-line images for 4K and up resolutions.
  284. If you have no relations with another civilization, the civilization tooltip is no longer a giant empty box.
  285. Tooltip window widths were slightly increased to fix clipped text.
  286. Shrunk the "Fleet Manager" screen as much as possible without causing text clipping issues.
  287. Updated the top bar to include status information on your civ.
  288. New context menu style for ships, fleets, planets, starbases, planets, and shipyards.
  289.  
  290. Workshop
  291. Workshop: fixed a problem with ship preview images not generating.
  292. In the gameplay options screen, we added a button for Steam users to migrate their legacy workshop items to the Steam Workshop automatically.