- Update v4.0.21:
- Improvement​
- Storm Aftermath events will no longer happen in systems where you are constructing megastructures. Meaning that it will no longer randomly spawn an anomaly under your dyson swarm that was 99% done.
- Save game transfer speed is now increased in multiplayer by default. If you encounter difficulties in transferring saves, the host can change to using the former transfer mode through settings.
- Bugfix​
- Memorialists now give their priests the ethics modifiers their civic tooltip promises
- Armies that have landed on planets show properly in the outliner
- Reforming the government to Genesis Guides allows building Genesis Arks
- Ringworld districts now correctly spawn on pre-ftl ringworlds
- Fixed ringworlds colonized by gestalt empires having a mysterious city district that shouldn't exist.
- Fixed the leader survived notification text
- Fixed Fear of the Dark random empires being able to get bioships
- The Purity Breach event can no longer destroy colonies
- Fixed an error preventing refugees from behaving properly
- The Fatal Mutations event should no longer destroy colonies
- The Necrophage Purge option will now only be displayed if you can take it, this is to avoid confusion when pops might be getting purged in your empire unintentionally, such as Hive Pops being disconnected from their hive.
- Evolutionary Predator Empires can now once more gain and keep the Psionic Ephase trait
- The Entrepreneur traits once again grant Commercial Pact Efficiency
- Serviles should no longer end up as Specialists or Elites
- Removed an errant plus from some of the mutagenic habitability tooltips
- Fixed the tooltips listing the effects for the Subsume World decision and Xeno-Compatibility AP
- Biologist jobs that aren't zookeepers now have the correct upkeep.
- Fixed an issue that could occur when machine empires colonised ringworlds.
- Fixed an issue where AI empires would respond with generic text when accepting a Status Quo peace deal, instead of dynamic responses.
- Corrected a localization issue where an AI empire accepting peace would incorrectly refer to the player as having "better things to do" instead of themselves.
- Secondary specializations for fortresses and civilian industries on special worlds correctly have doubled jobs.
- Transport ships for eager explorer civics now equip a subspace drive if you haven't researched hyperdrives. They will automatically swap once hyperdrives have been researched.
- Fix a tooltip in the Demographics tab of the Empire view
- Gestalt empires have access to fallen empire trade buildings
- Balance​
- Necrophage fixes/buffs:
- Pops with the Necrophage trait can now grow (slowly) even if there are pops being Necrophaged on their planet.
- Reduced the Pop Growth Speed penalty on the Necrophage trait from -75% to -50%.
- Necrophages begin with more of their prepatent species (and fewer of their Necrophage species).
- Necrophages (and other empires that have multiple species present) should no longer sometimes start with unemployment.
- The Resettlement Prohibited policy now grants +100% Automatic Migration. (In other words, banning manual resettlement increases automatic resettlement.)
- Empires with biological ships can now access repeatable technologies for explosive weapon damage and fire rate
- Machine Worlds now always have their maximum number of jobs.
- Resource Consolidation now starts with fewer Generator and Mining Districts, due to these districts providing 600 jobs each.
- Resource Consolidation no longer has the Malfunctioning Replicator Bay blocker
- UI​
- The Colonize planet button can now be accessed on the management tab as well as the surface tab
- Modding​
- Add refresh_auto_generated_ship_designs effect
- Update v4.0.20:
- Stability: Fixed a remaining issue with loading savegames crashing or freezing the game.
- Update v4.0.19:
- Improvement: Habitats once again can build Archives in their habitation districts
- Stability: Fixed issue with loading savegames crashing or freezing the game.
- Update v4.0.18:
- Balance
- Reverted all fallen empire building limitation changes from 4.0
- Stability
- Two more potential OOS fixes
- Update v4.0.17:
- Improvement
- The Hive Fallen Empire ships are now available for Biological Ship Empires if you progress down the Cosmogenesis Crisis Path.
- Changes to ecumenopoleis, ring-, nanite-, hive-, and machine worlds:
- District specialisations now visually swap to the appropriate art and district names for easier differentiation.
- Secondary districts now have double the jobs of the primary districts.
- Reverted the most recent changes to fallen empire building limitations. We'll be looking at a better solution for a future patch.
- Further Improved the Behemoth Fury endings
- Added the Voidspawn Myocardius relic awarded to whomever manages to take down the Elder Voidspawn
- Starbase Capacity tooltip now shows the number of owned systems contributing to Starbase Capacity.
- Habitation districts on knight's habitats now swap to the Order's Demesne.
- The host now gets a tooltip in Multiplayer on the Start Game button with a list of players that are holding up the game
- Balance
- Wilderness Empires no longer have to consolidate 2500 biomass on a planet to build a Grand Archive
- Secondary districts on hive worlds and machine worlds should now support targeted research specialisations
- Wilderness empires now start with a Heartgrove specialisation instead of a Threadway specialisation
- The event A Complete Collection will now only take one pop, avoiding depopulating entire planets.
- AI empires will be more likely to declare a Cosmogenesis empire a crisis as they develop more Infinity Theses
- The Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0.
- The Lathe had a "stable state" hack that stopped the purge below 40(00) pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.
- The Control Fragment now waits 2 decades before getting upset about your borders. Expand away!
- Fallen Empire biological ships now equip the reactors of one size category larger, this also applies to Cosmogenesis biological ships.
- Resource Consolidation origin needs to have the ability to make more machine (or nanite) worlds to unlock the full potential of their machine world (this includes the doubled jobs in the above patch note)
- Updated weights for techs that unlock rural district specializations
- Doubled the resettlement attractiveness of the Trium Atmospheric Deodorizer(tm).
- Bugfix
- Fixed Wilderness issues
- It should no longer implode randomly.
- Balanced effects for Innate Design with Wilderness.
- Turned Wilderness enforcers into Immunosymbionts to differentiate them from soldier Tamersymbionts.
- The Wilderness Subterranean Cache building can now be placed in urban and trade district specializations
- Fixed Synaptic Lathe issues
- The Synaptic Lathe now correctly purges pops and produces science. (Special thanks to /u/Little_Elia for investigating. We fixed some of it differently than you did, but your post helped in identifying the issues.)
- Pops will correctly process in or out of Neural Chip state if they are moved to or from the Lathe. (They will not be visible in the Neural Chip job until the monthly tick passes.)
- The Synaptic Lathe purge should once again benefit from things that modify purge speed.
- The Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0. (The Lathe had a "stable state" hack that stopped the purge below 40 pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.)
- Fixed how Synaptic Lathe is being displayed in the sector view.
- Fixed non-slaves being assigned to jobs before slaves.
- Fixed recent issues introduced to the Synthetic Fertility origin by removing the invisible purge that was being applied (result in no factions being formed and no leaders being recruitable)
- Virtuality Civilians are now also properly deleted if they do exist somehow. Non-Virtual Civilians can still exist for Virtual Empires.
- You may no longer scrap 50% of your virtual pops for alloys.
- Fixed issues where free traders could start with too many buildings
- Fixed issues with fallen empires spawned by the Scion origin having incorrect buildings and districts
- The composer of strands should no longer devolve thousands of pops. 400 is plenty.
- The Pioneer Politics Agenda now has an appropriate icon.
- Enabled the Heartgrove district specialisation for Wilderness empires
- Treasure Curators now have an actual building icon as their workplace instead of a deposit icon.
- Fixed a rare scenario where Driven Assimilators couldn't assimilate.
- Prevent marking some jobs (criminals, civilians, unemployed) as favorite that should never be prioritized.
- Space Fauna ship size selector will correctly display ship model preview.
- Space Fauna designer will show the progress bar when creating a new design.
- Purging a Gestalt Pop Group will no longer instantly kill all of them. Extract resources to your hearts content!
- Conquered Starbases will no longer have text appear on the "Return Starbase" button
- When checking if ship designs are identical, we now ignore the order of components within a section.
- Fixed saving a Deep Space Citadel design creating duplicate designs and instantly changing the design of your DSCs.
- Update Districts display if their swapped appearance changes
- Processing and Forced Labor Purge should now correctly give resources when purging lithoids or machines
- Habitats now get their districts even when not colonized yet
- Added tooltips to the Behemoth mutation option icons
- Reset Starting System when changing Origins when needed during the Empire Creation
- Mechromancy Empires purging organics once again generate cyborg zombies.
- Blocked Fallen Empire resource extraction buildings from the 6 government building slots
- Blocked the Surface Quarry building on ringworlds and habitats
- Nanotech Research buildings now give regular research jobs, but swap engineers to nanotech researchers
- Researchers for machine intelligences now use more appropriate icons
- Updated the effect tooltips for the Trium Atmospheric Deodorizer(tm) and Cyberdome.
- Empires with Genesis Guides civics now start with a food stockpile and some food income.
- UI
- The "Save As New Design" popup now updates the Save button immediately when you edit the name.
- Fixed ship designer not updating the design name when you change it to the currently saved name.
- Improve Buildings tooltips modifiers handling
- Colony naming will now more often use custom names for the default value (colonizing Mars will propose Mars as the default colony name)
- Fixed some planetary modifier icons that were low resolution
- Fixed some modifiers not appearing in the empire size tooltip.
- Performance
- Reduced mil power recalculations done by outliner fleet entry
- Reduced habitability recalculations done by pop growth/decline
- Reduced amount of times planet view tries to update pop group clothing
- Stability
- Fixed crash in accepting peace due to deal containing transfer of non existing starbase
- Fixed cross OS issue with randomized ethics in pop assembly leading to NUM_POP_GROUPS OOS (this is a big one)
- Fixed mismatch in synchronized/unsynchronized nemesis handling in the voidworms AI that might lead to OOS when becoming a crisis.
- Six more Out of Sync fixes
- Modding
- Adds swap_type and swap_type_weight for districts to District Specializations.
- District Specializations now belong to sets, and Zone Slots can now include or exclude entire zone sets
- Migrated zone slots:zone relationships to zone_sets in place of using inline scripts
- Added can_change_category to pop categories.
- Changed various effects using pop amount/size to allow 0
- Added ship_uses_corvette_reactors and ship_uses_destroyer_reactors scripted triggers
- Added planet_is_habitat_equivalent, planet_is_ecu_equivalent, and planet_is_ring_world_equivalent scripted triggers which are used to determine the job numbers for district specialisations instead of checking the planet classes directly.
- Updated scripted triggers for districts
- Updated scripted triggers for zones
- Updated inline scripts for some research district weights
- Updated events for zone assignment upon a planet becoming a hive, machine or nanite world
- Removed unneeded script for ecus transformations since industrial districts no longer exist
- Update v4.0.16:
- Bugfix: Wilderness Empires will no longer destroy themselves when spending biomass
- Bugfix: Virtuality will not delete unemployed pops on colonization
- Fix numerous instances of OOS issues
- Savegame transfer goes brrr
- Update v4.0.15:
- Improvement​
- When a species is modified the new version will now automatically be the default
- Updated Job Efficiency modifiers from Purity, Cloning and Mutation traditions to only affect Organic pops (this includes lithoids)
- Technologies that when researched upset Fallen Empires are now marked as dangerous.
- Limiting the pop housing multiplier to never completely remove the housing needs. Added the define MIN_MODIFIER_MULT that allows modders to tweak the minimum value as needed.
- The Synthetic Fertility origin has received a little bit of love. The situation now shows the months until the end of the situation, and the situation progress is now representative of the actual steady progress. At the end of the situation the exact pops amount is now also uploaded, instead of losing the last few.
- Balance​
- Wilderness Empires that finish the Domination Tradition Tree now have access to the Hegemony Federation Type
- The Psionic Storm is slightly less mystical as it should no longer convert black holes back into real stars, The Great Wound is too mighty for a mere storm.
- You can no longer smuggle out Biomass from Wilderness Empires
- Technologies that grant Fallen Empire buildings now grant +1 to the empire limit of that building. In addition, these technologies are now repeatable. The technologies that unlock the upgraded versions of the Fallen Empire buildings increase the empire limit of the base version, but the upgraded buildings count towards the limit.
- Having the Cosmogenesis Perk that grants access to Fallen Empire Buildings multiplies your empire limit for those buildings by 3.
- Fallen Empire buildings that Fallen Empires start with are generally slightly more powerful than those that can be constructed and do not count towards empire limits.
- Effects that grant access to Fallen Empire buildings, e.g. dumpster diving in minor artifacts, now grant you one level of the relevant technology.
- Gestalt empires can now access Fallen Empire trade buildings
- Rare Fallen Empire technologies are now correctly affected by all modifiers to draw weight of rare technologies.
- The draw chance for Fallen Empire buildings from Enigmatic Engineering has been decreased from 3.75% to 1.5%.
- There is now no limit to the number of times you can research Fallen Empire buildings with Enigmatic Engineering.
- Removed technology requirements for basic City District Specializations. An upgraded capital building is still required for the second Specialization.
- Bugfix​
- The Awakened Control Fragment will no longer denounce itself in the Galcom when it comes to picking a side in the War in Heaven
- The Wilderness will no longer be taunted by the Strip Mine Planet decision, it is now hidden.
- Refactored Tzynn Tithe to use the new pop system and being much prettier script
- You can no longer raid the poor crisis factions for their pops. They aren't supposed to be real!
- Storm Chasers now properly have no rare crystal upkeep on their Storm Attraction Centers
- Pirates will no longer decide to set up shop in Leviathan controlled systems.
- The pirate event will now check that it has a system it can spawn pirates in before firing. So now if you want to ensure that you don't have pirates you have to build outposts everywhere, which kinda makes sense...
- Updated the Esteemed Quartermaster trait to mention 100 Soldiers
- Promising young officers will no longer show up when piloting civilian craft. Also updated the event to change picture if the officer was on a starbase or a biological ship.
- Deep Space Citadel will no longer display duplicated models in certain situations.
- Added missing descriptions to Space Fauna tab in Fleet Management.
- Added requirement of >=2500 Pops to Megastructure builder tooltip for Grand Archive.
- Fix Grand Archive thinking it's still destroyed after being rebuilt
- Fixed leaders getting the wrong number of trait selections.
- Cloned leaders now copy pending trait selections from the original.
- Fixed Xeno-Compatibility growth calculation using the wrong number of pops.
- Aligned Genetic Memory tooltip with effects
- Fix missing description for the coordinator job
- Corrected job information for Justice Complex and Ziggurat of Justice buildings.
- Fixed the Metallurgical Research Lab, Distributed Design Center, Data-Driven Theorem Facility and Military Academy not providing some bonuses for gestalt empires.
- Fixed Automation buildings not having any upkeep on habitats
- Fix Robot species with negative traits costs sum declining
- Uplifted presapients now correctly enter the Civilian stratum
- The Nanite Interdictor can no longer equip both cruiser and battleship reactors
- Fixed Job Efficiency modifiers for species types not working in some cases
- Fix Synaptic Lathe view not always updating properly
- Colonizing planets will now take damage again from bombardment
- Abandoning and resettling the same colony multiple times will no longer grant you multiple Planetary Root Bundles.
- Vaults of Knowledge now once again tracks your leaders destiny traits, and will no longer reset if you lose your capital.
- Regular colonies will be destroyed of all the pop groups are already dead. Previously a 0 sized sapient pop group would have prevented the destruction of the colony and some other events (like an ongoing colonization) could have introduced some new pops into the planet - leading to a colony, that just would not die.
- Idle gestalt drones now demote much faster.
- Colony Auto-Designation no longer thinks that job producing buildings like Temples are 100x as awesome as it should consider them.
- Adopting Genesis Guides mid game will no longer prevent you from colonizing planets until you researched any new ship tech.
- Ecclesiastical Center colony designation now has proper tooltip
- Gestalt Lost Colony Empires will no longer be trying to create buildings they can't use.
- The planet view's portrait is now correctly displayed after changing planet class
- Common Ground federation allies now start with Planetary Administration building.
- AI​
- Significant adjustments to AI priorities.
- The AI can now sell Energy for Trade.
- The AI is more willing to build Districts, and double down on District Specializations. (Or similar Specializations, like Physics and General Research might go together.)
- The AI will no longer feel content with itself if it has 10000 Pops.
- Job Output modifiers for AIs on Captain difficulty and higher have been changed to Workforce bonuses. Their jobs will now consume more resources than before, but the difficulty bonus now affects all outputs of their jobs, not just resources.
- AI (and Planetary Automation) will now prefer to build inside District Specializations than in free building slots.
- UI​
- Add tooltips to Focus Card rewards
- Fix an empty cost string in the Change Focus confirm popup
- Add a pulsing glow to the district pip about to be built when hovering the build district button
- Stability​
- Fixed an OOS where a research agreement would go through on the client but not on the host, leading to random desync
- Fixed another OOS at reconnect due to espionage modifiers from the Active Reconnaissance fleet order
- Modding​
- Changed leader add_trait to have "trait", "consume_selection" and "show_message" parameters; removed add_trait_no_notify.
- Fixed traits override for clone_leader.
- Added more info about traits to create_leader and clone_leader documentation.
- Most Pop effects that use amounts can now have a randomized range
- add_building will no longer add districts that can't be built.
- Add country modifiers to District Specialization types
- District Specializations can now be limited per planet and/or empire, like buildings
- We now have an add_variable effect to complement the subtract_variable effect
- Add ai_priority field to District Specializations so AI and Planet Automation know better where to build structures
- Update v4.0.14:
- Balance​
- Fixed Hollow Bones being 1/10 as impactful as it should be. Stay away from big planets birds.
- Incubators modifiers will now be a bit more granular and not go from 30% bonus to -10% growth with 40 pops.
- Colony Auto-designation now better takes Urban districts into account for flipping to the various Urban-related designations. (We still recommend picking the one you want though. This was mostly intended for the AI)
- Gestalt empires can now build trade modules on starbases
- Non-gestalt empires can now build solar panels on starbases
- Added Logistic traditions for gestalt empires
- Split Enforcers and Telepaths
- Refactored the psionic pop output from telepaths to be on the psi corp building instead
- Introduced Job Efficiency for Psionic Pops modifier where appropriate
- Added Job Efficiency for Mechanical and Machine Pops modifier and implemented where appropriate
- Added Job Efficiency for Cyborg Pops modifier and implemented where appropriate
- Added Job Efficiency for Organic Pops modifier and implemented where appropriate
- Empire and Planet Limits for Fallen Empire Buildings now have the following rules:
- If you stole the plans through artifact diving or were gifted them by the Hive FE: Empire/Planet Limit = number of times you rolled the building, capped at 3
- If you got the tech through Enigmatic Engineering: Empire Limit: Uncapped, Planet Limit = 3
- If you have Cosmogenesis: Empire Limit: Uncapped, Planet Limit = 6
- If you’re a Fallen Empire: Empire/Planet Limit: Uncapped
- Note: It is our intention to replace this with a system that turns Fallen Empire building techs into Repeatable Technologies that base the maximum number of how many you can have be tied to the number of times you have researched it. This is likely to be in 4.1, though may sneak into a late 4.0 patch.
- UI​
- Reintroduced the Build District and Clear Blocker button in the District Details side panel.
- Planetary Habitability and Devastation should no longer overlap
- The column for number of pops in the species view should now correctly display larger numbers of pops without forcing a new line
- Added a tooltip to make the inability of building on an occupied planet clearer
- Improved Zone replacement popup
- Bugfix​
- Dictatorial Cybervision Enforcers will no longer give themselves an infinite amount of bonuses generating infinite amount of resources
- Fixed Corporate Angler council positions giving mult modifiers instead of add modifiers
- Fix occupied planets still adding their production and modifiers to their owners
- Modifier now scales with pop amount in production box and tooltip of planet view
- Prevent jobs with 0 workforce being displayed in the Strata production tooltip
- Assimilating a species now assimilates all armies, colony ships, and leaders of that species
- Added a 1 day count before VIR's enclave tutorial.
- Exotic Metabolism tooltip now lists Pop Growth and Habitability.
- Fixed the energy cost that scales with pops in the Cyberization event "Radical Physiology"
- Changed the French translation of Research from Enquêter to Recherche
- Added appropriate effects tooltip for Augmentation Bazaar.
- The Celestial Orrery Supercomputer now only gives Physicist jobs
- Removed incompatible tech from Wilderness Agenda option
- Players can no longer colonize with a prebuilt colony ship if the species isn't allowed to colonize.
- Fixed a bug with the years_of_peace trigger that made it not evaluate the delay properly, it was always treated as zero
- Fixed an exploit where people could edit their saved empires to start with late-game rewards and effects.
- Enforcers now benefit from Specialist modifiers again.
- Fixed tooltips for Angler civics
- Fixed tooltips for all Astrometeorology civics
- Fixed issues with the Astrometeology building for gestalts
- Fixed the Beastmaster civic tooltip
- Updated nested tooltips for Civil Education
- Fixed stability from Byzantine Bureaucracy not applying
- Streamlined the tooltip for Catalytic Processing
- Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
- Improved the Dark Consortium tooltip
- Contingency will no longer fail to sterilize branch offices on a planet
- Demolishing a building on an occupied planet is no longer possible
- Blocked Resource Processing Center technology for Wilderness
- AI​
- Note: These changes are just the start, we have more significant changes planned for upcoming patches. In the meantime, we recommend turning difficulty scaling off if you are finding higher difficulty settings far too easy.
- AI empires will focus a bit more on Industry and Alloys.
- AI empires value capital building upgrades more.
- AI empires are more likely to build Anchorages if their naval capacity usage is high.
- Adjusted the bonuses AI empires receive on higher difficulties. AI empires will now also gain bonuses to automatic resettlement on higher difficulties.
- Stability​
- Fixed OOS with different amounts of popgroups
- Fixed a Ship Design related OOS
- Fixed another possible OOS at reconnection
- Fixed CTD that happened on the planet UI for Contingency taken planets
- Modding​
- Prescripted empires' starting flags now need to be defined in the 'prescripted_flags' folder
- Update v4.0.13:
- Improvements
- Behemoth Fury is now available to Wilderness Empires.
- Improved tooltips for the following civics:
- Functional Architecture/Constructobot
- Environmentalist
- Astro-mining Drones
- Maintenance Protocols
- Ascensionists
- Augmentation Bazaars
- Brand Loyalty
- Death Cults
- Dimensional Worship
- Balance
- Mutagenic Habitability now counts all planet types as ideal for upgrading Gaiaseeders
- Dramatically increased the draw chance for the Mineral Purification, Global Energy Management and Food Processing technologies
- Rebalanced the Pleasure Seeker civics to transform Civilians into Hedonists
- Logistic Drones are now Complex Drones not Menial Drones
- Bugfix
- Fixed invaded pre-ftls not becoming biotrophies
- People once more die when they are put in the Lathe
- Bio-Swarmer missiles can now be used by all biological ships with medium weapon slots (including defensive platforms)
- Pops that are being pampered will now be forcibly switched to the correct living standard
- Replacing a district specialisation no longer destroys CyberCreed buildings that should be kept
- Corrected a tooltip bug where a planet would display itself as a possible migration target.
- Fixed capitalisation for resources in trade policies
- Updated assorted modifiers that still referred to Clerks
- A Trade deficit now causes Job Efficiency and Empire Size issues
- Fixed the tooltip for the Polymelic trait
- Armies now protect 200 pops from raiding, not 2
- Blocked the Federation Code technology for some empires, for example homicidals. To draw the tech, the empire is also required to be in contact with someone they can form a federation with.
- Blocked the Development focus task Form a Federation for some empires, for example homicidals
- Added swaps for some empires, for example homicidals, for the Development focus rewards Federation Code, Xeno Diplomacy, and Xeno Relations
- Updated the Colony view tab mentioned in the hint of the focus task Enact a Planetary Decision to say Management
- CyberCreed pops with Ritualistic Implants can now colonise planets
- Fixed Recycled and Luxurious traits not applying to Roboticists
- Catalytic Processing Civic now lists correct information regarding job swap
- Cost for repairing orbital rings when you use bioships is now correctly calculated
- Gale Speed trait gained from Defeat no longer causes errors
- Fixed scope for LeaderShipSurvivalReason
- Fixed scope bug for ruler in leader_election_weight
- Fixed Worker Coop gaining Elite strata jobs in too many places and tidied up the civic tooltip
- Updated tooltip for Warrior Culture civic
- Added a pre-list colon to the Feudal Society civic's tooltip
- The everychanging stone can no longer cause artisans to have negative mineral upkeep
- Gave the Neural Chorus advanced authority the pop growth speed modifier that had accidentally been assigned to Memory Aggregator
- The Planetary Supercomputer no longer has an empire cap of 1
- The Research Institute/Planetary Supercomputer no longer give scientist capacity
- Added dashes to Traits tooltips and list items
- Fixed trigger logic for criminal syndicates and federations
- Fixed Offspring Bioships not being visible in game
- Fixed Offspring Bioships not being labelled as non-offspring ships in the ship designer
- The Machine Uprising will no longer spawn 100 machine pops for every 1 missing housing. However the pop-rework seems to have handled 6 million machine pops okay.
- Stopped removing occupation armies for bombarded and invaded planets on savegame load
- Repairing ruined buildings in zones is now always possible.
- Performance
- Flattened pop job modifier node into planet one
- Made clearing modifiers a fire and forget job
- Stability
- Fixed a possible OOS when a player leaves the game.
- Fix CTD when generating a Cosmic Storm mesh.
- Fixed a random freeze when loading save with stations containing multiple defence platforms.
- Update v4.0.11:
- Bugfix
- Fix Faction resource output being exponential
- Evosymbionts now have a description
- Fixed that eating a baby didn't give you any DNA or genetic insights
- Fixed the first tier of the physics lab requiring access to volatile motes to research
- A stray K should no longer haunt players that foolishly opened a certain window
- Explore a Wormhole' Focus Card is now 'Traverse a Wormhole', clarifying that you have to travel through it
- Fixed typo in "Colony View" Databank entry
- Added localization string for +3 Unity planetary feature
- Federation Cohesion tooltip now mentions Officials instead of Envoys
- Death Priests now correctly get +3 base unity output while a sacrifice edict is in effect
- Hard Reset event "Our [empire] Legacy" event now works as intended
- Observers can open the build queue of the empire they're observing.
- Fixed a case in which virtual ascended empires could get unworkable fallen empire jobs on habitats
- Fixed adSul not having any resource districts after terraforming it
- Species with Mutagenic Habitability now shouldn’t lose it when they bloom from Gaia-Seeders
- Xenophobic Pharma State Empires will no longer start with 2 Medical Centers leading to both being destroyed at game start.
- Broken Shackle Angler Empires will no longer spawn with a farming district in their city slot.
- Amoeboid Pacification Empire modifier now displays effects
- Enslaves species located in Synaptic Lathe will no longer switch back and forward between neural chips jobs and slave repurposing job.
- Fixed the Auto-Curating Vault (and equivalents) not having an additional bonus on ringworlds
- The Organic Paradise building can no longer be built directly
- Nexus districts no longer mention Logistic Drones when they shouldn't
- Fixed machine empires starting with the wrong number of pops
- Neglected Bio-Trophies now show as unemployed
- Fixed tooltips for Angler civics
- Fixed tooltips for all Astrometeorology civics
- Fixed issues with the Astrometeology building for gestalts
- Fixed the Beastmaster civic tooltip
- Updated nested tooltips for Civil Education
- Fixed stability from Byzantine Bureaucracy not applying
- Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
- Streamlined the tooltip for Catalytic Processing
- Improved the Dark Consortium tooltip
- Fix starting leaders often missing a background job.
- Fixed translation error in Korean text about lack of modifier.
- Added missing concept tooltip for District Specializations
- Fix the ship designer autogenerate checkbox sometimes not working correctly
- Weather Forecasting Mode is now listed correctly in Storm Chasers description
- Added Augmentor job description in english
- Fix the amount of pops affected by the voidworms bombardment
- Fix incorrect Megastructures build conditions tooltip
- The Synaptic Lathe should once again purge pops. (This will not retroactively affect existing saves.)
- Fixed a bug that prevented upgrading building that have planet limit set on them.
- Balance
- Increased the number of Bio-Trophy jobs provided by most sources
- Added the Creativity Exhibition Vault as an equivalent for the Auto-Curating Vault for Rogue Servitors
- Machine Intelligences no longer give a growth penalty to organic pops
- District specialisations that add unity jobs no longer give coordinator jobs for Rogue Servitors instead they give Bio-Trophy jobs
- Bio-Trophies now increase the Job Efficiency for Complex Drones instead of their resource output
- Rogue Servitors no longer start with an additional 2000 drones
- Rogue Servitors now start with 2000 Bio-Trophies instead of 500
- Rogue Servitors now have access to the Sanctuary Enclave district specialisation, granting a large number of bio-trophy jobs
- UI
- Notification Icons shan't be blurry no more
- Added more visible habitability information in the planet view.
- Performance
- Reduced a number of unnecessary re-calculations of ship designs
- Sub-species with identical traits and rights will periodically merge together to reduce the total number of species and pop groups.
- Stability
- OOS RANDOM_COUNT fix (caused by dependency between planet and galactic object ftl inhibitors)
- Fix common OOS related to ship behavior resulting in RANDOM_COUNT and NUM_MISSILE as well as many other OOS codes
- Fixed RANDOM_COUNT OOS caused by pop group assembly tooltip.
- Fix CTD when calculating Branch office income
- Modding
- Added new effect: set_planet_purge_type. Using it on synthetic lathe to have pops purge
- Replaced base_cap_amount with planet_limit for buildings
- Update v4.0.10:
- Improvements​
- Bloomed Biomass is now prioritized if unqueueing a Building that costs Biomass on Gaia worlds.
- Cleaned up Terraforming options for Wilderness empires if they did not start with that planet type to avoid the painful game loop of colonizing a terrible world so that you could then pay in energy to improve it.
- Candidates that are not the primary species of an empire now have a reduced chance of being elected in Non-Xenophilic, and under the proper circumstances, non-Selective Kinship Empires.
- Bugfix​
- Augmentation Bazaars civic no longer claims to increase trade per cybernetic trait
- Wilderness Empires will no longer be offered Gene Seed Purification
- The final tier of the Gaia Seeder building will no longer be destroyed in Wilderness Empires
- Wilderness Biomass is now more likely to gain the Bloomed trait
- Democratic Transference will no longer be granting hundred times more efficiency than expected.
- Biological Ship empires should now be able to grow Fledgling Dragons when playing the Here Be Dragons origin.
- Fixed the Expand Planet Decision for Wilderness refunding the Biomass spent
- Updated the "Weak" trait tooltip
- Fixed outdated Overtuned Traits tooltips
- Restored icons to the "Win a War" Focus Card
- Total War Empires can now complete the "Win a War" Focus Card
- Terravores will no longer be give the "Terraform 3 Worlds" Focus Task
- Delicious and Felsic species traits now give +100% job efficiency to livestock jobs
- Secrets of Inetian Traders' vanilla modifier now reduces trade fees.
- Fixed the Mutagenic Spas descriptions because they weren't displaying the correct job swap.
- Fixed Clear Design for space fauna duplicating components and not clearing anything.
- Fix some incorrect text in civics tooltips during empire creation
- Slaves and purged pop groups no longer listed as being demoted
- Bio-trophies and some other jobs cannot be automated anymore, as funny as it was for the Rogue Servitors to be so sad at the empty domes and make animatronic trophies to care for.
- Fix some modifiers missing from job production tooltips.
- Fix to Tiyanki Graveyard animation
- Xenophobes are once again prevented from giving Full Citizenship and Military Service to Xenos
- Adjustments to Xeno Mediator to be correct for 4.0
- You can no longer build rural support district specialisations in urban districts if the planet type does not have the district type it would support
- AI will stop losing colonies due to resettlement
- AI will stop resettling from and into planets being colonized
- Balance​
- Augmentation Bazaars grant access to Augmentation Merchants which combine the benefits of Merchants and Executives in one
- Hyperlane Breach Points and Hyperspace Slipstreams technologies now also increase the number of pops that can move each month due to Automatic Resettlement by +25%
- Doubled the effect Transit Hubs have on Automatic Resettlement to +200%.
- UI​
- Significantly improved Pop Job's production tooltip and details panel
- Buildings in the Planet UI do not escape their frames anymore.
- Updated the size of the Districts backgrounds, so their sizes and their padding are evenly distributed.
- Updated the District Cap Background size and also the district slots padding.
- Added more padding and even margins for the Planet UI.
- Updated the look of Planet Production and Planet Deficit section of the Planet UI.
- When opening the leaders view, the Available Positions window will now always start closed.
- Performance​
- Reduced the amount of pop groups by adding a mechanic for merging smaller similar ones.
- Calculate the planet upkeep/produce/profit during the monthly tick and use the cached amount for all the calculations
- Prevented monthly job assignment from triggering again the next day
- Reduced memory allocations between monthly job distributions
- Tweaked the grain size for planetary threaded updates
- Stability​
- Fix common OOS related to wrongly recalculated planet profit (again, for real this time)
- Some changes that are an attempt to fix a RANDOM_COUNT OOS that we cannot reliably reproduce internally.
- Fixed crash when opening leader level up message if there is no trait to pick.
- Fix CTDs related to Behemoth
- Fixed OOS due to ship designer using synchronized random
- Modding​
- Add can_be_automated token for jobs that cannot be automated
- Update v4.0.9:
- Performance
- REVERTED an attempted fix for an Out-of-Sync error (COUNTRY_RESOURCES) that was causing serious performance issues.
- Update v4.0.8:
- Fixed a circular dependency in the French localization that would cause a crash.
- Update v4.0.7:
- Bugfix​
- Localization has been updated for most text
- Species modification cost is no longer divided by 100 twice
- Machine Nexus Designation no longer mentions Amenities
- Tech-World Designation description is more specific
- Behemoth death animation particles are now spawned correctly
- Fixed an edge case that would fail to remove the tier 3 behemoth after completing the Mind Meld special project
- The Fallen Shipyard Deposit will no longer be creating unworkable jobs for Gestalt Empires.
- The Nanite Research Complex now grants improved modifiers compared to the base version, giving a reason to build it
- Biological Titans now count for your titan cap. I hope you had your fun with titan only fleets.
- Random ethics changing should now work properly and not complain about invalid pop group
- The shipyard should always display ship design names for military ships again.
- Ship Designer will no longer allow to save a ship design with the name of the design with a different ship size.
- Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays
- Assimilating species with traits that are incompatible with Wilderness, such as Nascent Stage, now removes said traits
- Fixed duplicated description for Numistic Shrine
- Now only applies empire size penalty on edict costs, not the full empire size
- Simulation Sites and their upgrades now increase Unity output instead of Upkeep on their planets
- Effective Councilor Skill and Effective Ruler Skill finally add to agenda progress speed
- Refined timeline localization
- Planetary Administration and other buildings, and General Traits now correctly give Armies
- The Perpetual Lightning modifier now has a description
- Horizon Needle description now specifies where it has to be built
- Fix Automated Workforce not applying correctly district level
- Multiple auto modding traits will now work together
- Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays
- Balance​
- Refitting a DSC no longer costs unity
- Reduced the amount of Research added to Civilians from the State Academy and Center of Guidance by 33%
- Added a Consumer Good Upkeep to Civilians from the Autochthon Monument, their upgrades, and their MegaCorp variants
- Added a Minerals Upkeep to Maintenance Drones from the Simulation Site, their upgrades, and their Hive Mind variants
- Added a Consumer Good Upkeep to Civilians from the Ministry of Culture
- Added a Consumer Good Upkeep to Civilians from the Strengthened Government modifiers from Under One Rule
- Added a minor Consumer Good Upkeep to the Trickle Up Economics Tradition
- Eternal Vigilance now fills out your Defense Platform capacity to 50% instead of fully
- UI​
- Leader upkeep is now rounded to 1 decimal for consistency
- Clicking top bar resource a second time now always closes the market view
- Fixed recommended DLC staying visible after exiting the empire selection view
- Performance​
- Improved performance when hovering over population number in planet view
- Fixed a major performance issue caused by outliner starbase entries
- Triggered Planet Pop Group Modifiers should have improved performance (and should use triggered_planet_pop_group_modifier_for_all if it will apply to all pops on the planet)
- Stability​
- Fixed common OOS by recalculating the profit instead of using the cached data (COUNTRY_RESOURCE)
- Fixed CTD when dlc is not readable for unknown reasons
- Fixed CTD when events without options are timing out
- Fixed invalid memory reads when finishing species modifications
- Fixed invalid memory reads as a result from on_pop_growth on actions
- Fixed invalid memory reads as a result from on_pop_displaced and/or on_pop_purged on actions
- Fixed expansion planner species entry crashing in tooltip
- Fixed replace zone confirmation popup sometimes crashing
- Fixed crash in grow_pops console command
- Fixes ground combat CTD
- Modding​
- local_pop_amount is now provided to on_pop_group_resettled on action with the amount of pops resettled
- Removed NGameplay.MAX_PLANET_POPS define as it's not used anywhere anymore
- Remove obsolete defense_armies_add modifier, in favor of planet_defense_armies_add
- Removed build_pops console command and changed grow_pops to do growth, assembly and decline
- Added triggered_planet_pop_group_modifier_for_all for triggered planet pop group modifiers that are intended to be split across all pops on the planet
- Update v4.0.6:
- Bugfix
- Fixed the preftl.180 event having no options for Ever Hungry empires.
- The Avatar Cortex building for wilderness should no longer delete itself upon being upgraded to max level.
- Stability
- Prevent CTD from a district containing less built Specializations than expected to
- Fixed crash when an event has no valid options.
- Fixed one more CTD in government view using invalid species data
- Fixed CTD when cleaning up armies on country being destroyed
- Modding
- CreatePopGroup effect no longer creates any pop group for invalid species.
- Update v4.0.5:
- Improvement
- Converting a planet into a hive world or machine world now preserves the generator, mining and farming jobs. Known Issue: The special districts on these planets do not swap names or icons to rural districts.
- Void Dwellers, Aquatics and Cave Dwellers now grant their robots the relevant trait when they invent robots
- Updated multiple Databank articles, such as Buildings, Jobs, Housing, and Resettlement
- FE buildings have been made available to Wilderness empires (under the same restrictions as normal), and have received an additional biomass cost.
- The fallen materialist's Master Archive now grants additional research options
- The spiritualist fallen empire's shrine now offers improved shroud communing
- Font of Knowledge now includes all of the 4.0 research buildings
- Bugfix
- Fixed Pearl Divers not mentioning both a food and mineral upkeep in the tooltip
- Fixed some duplicated text on the strong and very strong traits
- Blocked Behemoths from laying eggs in combat
- Fixed the Artifact Relay decision for hive minds
- Fixed the Galactic Market Nomination decision
- Fixed Fanatical Purifiers and Devouring Swarm getting the 'Declare a Rival' Empire Focus
- Bio Titans built in GDF service should now be made of meat and not metal
- Fixes ethics divergence always switching the entire pop group instead of amount
- The Automated Curation Algorithms technology will no longer be offered to Wilderness Empires
- Colonization can not be started again if there's already a colony ship in progress.
- Increased the amount of workforce Wilderness pops gain to 99999, this way if you ever have more than 1000 of a job the wilderness won't start trying to employ pops like a normal empire
- Wilderness Empires will no longer be able to build the automation buildings only to destroy them at the start of the next month
- The Automation Buildings should only show up in a research option once now instead of four times.
- Fixed multiple pre-FTL buildings sticking around after their owners had been invaded
- Advanced AIs now start with some extra unity
- Genocidal Necrophage empires no longer start with a Chamber of Elevation
- Incompatible Cybernetic Creed buildings are removed from the building list when you embrace a Creed
- Finishing Biomorphosis while having 7 tradition trees shouldn't reward a ghost tradition tree
- Fixed the Planetary Supercomputer demanding paperclips
- Permanent Employment now correctly starts with 400 zombies
- Added missing loc from Sanctuary World designation tooltip
- Scavenger Bot is now named correctly in the Timeline Event.
- You can no longer ruin your game-start economy by focusing on astro-mining while using resource consolidation to have no mining stations in your home system (Resource Consolidation and Astro Mining Drones now exclude each other)
- Fix issue where fleet/ship stats were not updated correctly when modifiers changed
- Fix modifiers not having an effect on displayed Fleet Power
- Biomimetic now applies a 50% workforce bonus to roboticist and replicator jobs
- Bodysnatchers now may edit Population Controls, similar to Necrophages.
- The War Fragment will no longer ask you to declare war on empires you have branch offices on. Profit comes first.
- Officials can now get Architectural Focus trait from Resourceful Ascension event
- Eternal Vigilance now also generates Defense Platforms for Deep Space Citadels
- Planet and slave market tooltips will correctly include dystopian specialist jobs into the general specialists list.
- Fixed an issue where if you gained the jump drive tech before researching level 2 and 3 hyperdrives, your science ships and constructors would not be equipped with jump drives
- Fixed a bug that may have sometimes caused pop decline to be determined incorrectly on planets with multiple species.
- The Empire Focus "Build an Agricultural District" now requires food use to draw
- The Empire Focus "Finish First Contact" can now be completed
- The Empire Focuses "Have 1000 Consumer Goods" and "Have 1000 Food" have been blocked for ineligible empires
- The Empire Focus "Conquer a Homeworld" is blocked for empires that lack an interest in politics
- Empire Focus "Sign a Research Agreement" is blocked for homicidal empires
- Fatal Mutations no longer cause complete planetary extinction
- Pox Bombardment for some weird reason no longer works on mechanical beings
- Armageddon and Pox Bombardment are once again capable of bombing your enemies into the stone-age (tomb-world)
- Fixed the Identity Repository scaling at 100x the value it should
- Fixed a rare case of the Fallen Empire Building Received notification not telling you that you had unlocked the Sky Dome.
- Refugees have returned to their normal behavior, no longer will people flee from the devouring swarm by running back to the devouring swarm.
- Wilderness Biomass will no longer refuse to work simple drone jobs, back to work you malleable pile of goo!
- Fixed the size of the smaller Behemoths
- Fixes to the crystal manufactory system and event chain
- Fixed missing icon for the Truce End notification
- Bodysnatchers and Genesis Symbiotes are now properly incompatible
- Integrated Preservation and Instinctive Synchronization now share effects. Both now improve Automatic Resettlement Chance and increase Amenities from Logistic Drones
- Aquatic for Machine and Mote-Powered Tools tooltips no longer mention such outdated concepts such as job output modifiers
- Machine Worlds support basic generator and mining job buildings
- Fix to Planet Automation building upgrades
- Fixed a number of tooltips for Luminary traits
- Fixed some cases of leader trait picks not being given correctly.
- Evolutionary Predators now gain situation progress for Purging and keeping livestock pops. Happy hunting.
- Agrarian idyll Housing tech now correctly tells you what it does
- Buildings having sapient pop requirements will now list the number correctly
- The Management tab of planets is now visible if you can see planet features. World Consecrators rejoice!
- Behemoth now gets value properly from mutations
- Growth Penalty for bioships is now properly applied to naval capacity
- Balance
- Reduced the biomass cost for planetary expansion for wilderness by roughly 50%
- Xenophobic Individualist Machines start with an Alloy Foundry instead of a Medical Center
- Void Dwellers now start with up to 3 hydroponics farms depending on food requirements
- Further tweaks to the ethics effects of civilians:
- Reduced the happiness for xenophobes and pop upkeep for xenophiles by 50%
- Increased the amenities for pacifists by 10x
- Doubled the trade for egalitarians.
- Habitats now have a Solar Farming Bay specialisation for their Reactor districts, this gives farmer jobs, turning the district into a hybrid energy/food producer.
- Knights OP:
- Halved the number of knight jobs from most sources
- Squires no longer grant the stability of soldiers
- Reduced the Bonus Pop Growth from the Lover's Pox
- Reduced the Stability from Memorialist job swaps
- Updated Scientist Expertise traits
- Assault armies now cost food instead of minerals for empires with biological ships
- The life support system on the Crashed Slaver Ship for Broken Shackles has been discovered to be working, granting +30% habitability
- Increased the Strategic Resource cost of Fallen Empire buildings from 100 to 300.
- Increased the amount of Trader Jobs from the Galactic Commerce Hub and the Interstellar Commerce Nexus from 100/200 to 600/1200
- Reduced the Dimensional Fabricator output from +5/+2 strategic resources to +4/+1
- The Shrinkspace Depot and the Extra-Dimensional depot now grant +500/1000 minor artifact storage capacity
- The Molecular Revitalization Institute and the Bioregeneration Institute now grant fewer jobs, from 400/600 Medical Workers to 200/300 Medical Workers.
- The Robot Manufacturing Nexus and the Robot Quantum Production Hub now grant fewer jobs, from 200/500 Roboticists to 150/300 Roboticists.
- The Quantum Innovation Nexus and the Transcendental Innovation Department now grant fewer jobs, from 400/400 of each researcher type to 200/400 of each researcher type. Politician jobs have been removed.
- Curator Councilors no longer grant nigh infinite amounts of trade production
- Synthetic Fertility pops now die off much slower
- UI
- Changes to modifiers are now mirrored in the UI immediately, even when paused
- Re-added pop decline alert.
- Improvements to the Build District tooltip
- Now tells you it will Build a District if you can afford it and click on it
- The modifier tooltip on a district will now also account for the modifiers coming from the district specialization.
- Stability
- Fixed a common OOS after hotjoining due to leader trait assignments
- Fix common OOS related to wrong cached data about planet profit
- Fixed crash happening because a fleet was marked to be killed when the country was destroyed in special circumstances
- Fix to a wilderness growth related CTD
- Fixed a circular dependency in the French localization that was causing a crash.
- Fix crash with paragon special project
- Fix crash when merging fleets in reinforcements system fail
- Fix crash in economy fetching data from invalid diplomatic contact
- Fix crash with defensive armies removing dead army
- Prevented crash happening on special conditions that allowed holdings to be in regular zones
- Fixed crash when orbital bombardment ruins building
- Performance
- Make creation of unnecessary jobs more sparse to reduce amount of objects.
- Make creation of jobs more sparse to reduce amount of objects.
- Modding
- Updated species_uses_bonus_growth game rule to match can_species_procreate
- Update v4.0.4:
- Balance
- The default Eternal Vigilance policy will now only spawn defensive platforms in orbit of upgraded starbases
- Amenities Updates:
- Logistics drones now produce additional amenities if Instinctive Synchronization is taken
- Luxury Housing, Drone Storage, and Hive Warrens grant 1500 housing and 2500 amenities.
- Paradise Domes, Upgraded Drone Storage, and Expanded Warrens grant 3000 housing and 5000 amenities.
- Communal Housing grants 2000 housing and 3000 amenities.
- Utopian Communal Housing grants 4000 housing and 6000 amenities.
- 100 Entertainers now give 1250 Amenities instead of 1000.
- The Entertainment Forum is again an upgrade to the Holo-Theaters, and grants 400 Entertainer jobs.
- Reverted many of the leader changes:
- Leaders once again gain traits at every level.
- The number of trait picks per level has been set back to 2 by default.
- Low level traits that were merged and buffed remain so.
- It automates:
- Automation buildings upkeep now only scales their upkeep with districts they automate: 8/10 for rural districts, 10/12 for city districts - buildings no longer factor into its upkeep.
- Automation tooltip now mentions the scaling upkeep
- Automation buildings are now associated with Assembly Patterns and Construction Templates technologies
- It automates...even for hives.
- Gestalt Machine Empires can now turn off Migration Controls.
- Maintenance Drones now auto-migrate like the Denizens that they are.
- Bugfix
- Fixed space fauna cost values
- Fixed various checks for Offspring Drones that were broken
- Fixed the Permanent Employment civic
- Fixed the planetary supercomputer not having the same modifiers as the research institute
- Fixed the Logistics Hub going missing from the game
- Fixed a broken modifier on the Hive Confluence building
- Fixed telepaths not gaining correct modifiers
- The Clone Army starting event no longer fires twice
- Commercial specialisations now accept all urban buildings
- Fixed BioGenesis not unlocking the crisis tab if you do not own either The Machine Age or Nemesis
- Neglected bio-trophies should now show on the planet UI and have a happiness penalty
- Fixed planetary deposit researcher interactions with gestalt empires
- Maintenance drones now count as better than slaves for assorted checks
- Starting the game as a Nascent Stage Life Seeded empire will no longer leave you with only presapients and immediately game over.
- The opinion penalty for purging pops have been reduced by 100
- The amount of Menace gained from purging pops has been reduced by a factor of 100
- Fixed the Splinter Hive Holding being 100 times more effective than it should have been
- The Coral Portrait now has access to rooted instead of the platypus.
- AI Megacorps will no longer be dirty cheaters that ignore the branch office building limit
- Debris is no longer incorrectly displayed as coming from our own empire.
- Scripted species can now inherit their parent species rights instead of getting default rights
- The Logistics Ceiling setting has been reset to default for everyone since it changed in 4.0
- You may no longer use Fallen empire technology to mine for minerals in the mantle of ringworlds
- UI
- The Build District icon is now more clearly labelled.
- Made some adjustments to the Planet UI to hopefully make it clearer when you can build District Specializations.
- The Build Queue will now automatically start opened in the Surface or Management tabs of the Planet View if there is something in the Queue.
- Clearing a blocker will open the Build Queue if it is closed.
- Fixed the diplomatic window showing the city elements based on the ship set instead of the selected city set.
- Fixed some modifiers from jobs being unlocalized in tooltips.
- Fixed being able to disable event messages if their default settings haven't changed.
- The pop totals in the job strata tooltip are now consistent with the strata UI.
- Fixed missing information in tooltips for why you can't upgrade buildings.
- Stability
- Added more safeguards around ship graphical culture to avoid a crash
- Fix CTD happening when hovering over some leader traits in the selection UI
- Fix CTD related to districts getting deleted while a specialization was in the build queue
- Fixed crash on startup when generating modifiers (Thanks for helping us find this, More Events Mod!)
- Fixed issue with script killing pops assigned to a job may CTD
- Fixed CTD in colonization view due to invalid deposit entry
- Fixes CTD in planets and sector view due to species
- Performance
- Multiple AI performance optimizations
- Reduced memory footprint in growth calculations
- Threaded and cached procreate calculation on pop groups to improve performance
- Reduce calculations done for planet economy
- Update v4.0.3:
- Features
- Monthly change in Biomass is now shown in the resource bar for Wilderness empires.
- Bugfix
- Fixed some building upgrades being unconstructable or appearing with Planet Cap: 0
- Devouring Wilderness now correctly generates biomass from eating pops
- You will no longer be tasked with making an agricultural district if you are a Wilderness Empire and an Orchard Forest if you are a regular empire.
- The timeline completion and progression popups no longer remain open when the timeline UI is reopened after being closed.
- Fixed shattered rings not showing generator districts
- Fixed some unity buildings being broken
- Fixed politicians having double the resource output they should
- Fixed the bullet points for various species traits
- Fixed empire size from district modifiers being applied twice
- Zookeepers no longer increase the amount of research that other Zookeeper produce scaling with the number of zookeepers. Oops!
- Fixed assembly specialization for machine worlds giving the wrong jobs
- Fixed the council position for worker coop providing the incorrect amount of amenities.
- Wilderness empires can no longer become the Behemoth, they are perfect the way they are.
- Fixed some localization issues with some planetary decisions (English only)
- Fixed some tooltips mentioning regular jobs for wilderness
- Fixed Wilderness colonization button
- Fixed the Avatar Forest's volatile mote upkeep being too high
- Fixed the Thermoclastic Roar using improper syntax for killing pops
- Fixed some biological offspring ships not calling the correct 3d models
- The Order's Demesne should now correctly be swapped for a standard Planetary Defense specialization
- Pre-FTL planets should once again have their buildings
- Wilderness Deposits have been contained and will no longer be spawning across the galaxy. (Fixes systems generating with no resources.)
- Fixed ai megacorps not having an influence budget to build branch office buildings with
- Fixed the tooltip that said how many traders you get from branch office buildings depending on civics (English only)
- Fixed space fauna gauss weapons dealing -100% hull damage
- Fixed biological ship point defense and flak being identical
- Fixed juggernaut fusion reactors being equippable on titans not juggernauts
- The Faculty of Archaeostudies no longer gives broken jobs
- Fixed a planetary deposit making gestalt physicist jobs require consumer goods
- Fixed budding pops making robot assembly plants sometimes stop working
- Empire with the catalytic processing civics now start with additional food districts
- The Catalytic Processing civic now says that Metallurgists are converted into Catalytic Technicians
- Fixed some trait tooltips overstating effects by a factor of 100 (English only)
- Ancient Clone Vats can now be built in any urban district specialization
- Added tooltip description for Wilderness Refining World.
- Virtuality no longer allows an infinite workforce loop
- The experimental ship from the War Fragment now scale
- The experimental ship from the War Fragment no longer drops debris
- You can no longer build the Wilderness Glade holding on unnatural worlds
- The Wilderness can no longer build multiple shield generators, effectively becoming immune to bombardment.
- Fixed numerous buildings sticking around after a Wilderness took over a planet.
- Fixed numerous event buildings not having a biomass cost for Wilderness
- Fixed the First League Filing Office not giving the unity jobs it should have to most empires.
- Physics, Society, and Engineering focused District Specializations now trigger flavor text selection for their District.
- Improved post game Behemoth Behavior
- Fixed biological ships not having logistic upkeep
- Fixed habitats spawning with a broken orbital
- Civilians are now generated with a mix of ethics
- Pops are now created with a randomly selected ethic when appropriate.
- The Ministry of Culture building now says that Bureaucrats are converted into Culture Workers
- The Core focus task "Establish a Branch Office" can now be completed
- Fixed Natural Neural Network maintenance drones
- Fixed Spanish Translation of Precinct Houses
- Fixed all rural districts being destroyed when losing a colony
- Fix to an unemployment tooltip
- Fix issue with colonization on planets, specifically seen on shattered rings
- Balance
- Logistic Drones now provide a small amount of amenities
- The Faculty of Archaeostudies now gives minor artifacts from biology/archaeo-engineer jobs if you have the Archaeoengineers AP
- Buffed Prosperity traditions
- Significantly buffed the scientist expertise traits
- Wilderness and Nascent Stage are now incompatible
- Nerfed spawning and assembly specializations for hive and machine worlds
- Rebalanced Natural Neural Network - reduced the research generated, but significantly reduced the additional upkeep
- Correctly put soldier job efficiency modifier on the Military Academy, not the Fortress
- The chance to get the cultist's flagship is now 20% instead of 100%
- Districts for Wilderness Empires now cost 50 Biomass
- The expand planet decision for Wilderness now costs 5×(Planet Size)^2 Biomass and 50 Influence
- Reduced the extra society research from zookeepers
- Civilian ethic outputs have been adjusted
- State Academy now has a planet cap of 3
- Betharian Districts now produce 2 Minerals and 6 Energy by default, rather than just Energy.
- AI
- Gave the AI a helper event so they don't leave their starting shattered ring segments uncolonised
- The AI now values buildings that modify production more.
- Stability and Performance
- Fixed a crash when exiting to main menu
- Found an issue with Weaver growth auras that was lagging the game:
- The weaver growth auras temporarily affect all ships in the fleet instead of only biological ships capable of growth due to these performance issues, however they no longer apply an upkeep increase.
- Significantly improved how Biomass is calculated
- Improve loading time of late game saves
- Update v4.0.2:
- Fixed crash by preventing the deletion of a ship design that was only present in a build queue