Update v3.11.1:
Feature​
Difficulty Adjusted Technology Costs slider added to galaxy generation. This slider adjusts technology costs based on tier and game difficulty.
Improvements​
Added notification message when new pop settles in zeya (Gaia planet in azilash)
Added the Seedom system.
Allowed conversion between Sovereign Guardianship and Corporate Protectorate civics
Dimensional Locks now forbid access to countries without communications
Every participant in a war now gets a truce with the others after it ends, even if they were on the same side
If you have a colony in a system when pre-FTLs become space faring you can apologize and annex them
Progenitor Hive speed malus and bonuses now only affect military ships, removing the need of science ship escorts
Technology and Tradition costs are now distinct sliders in galaxy setup
The Anglers civic now swaps to Trawling Operations if you reform your government into a megacorp and vice versa
The Eager Explorers civic now swaps to Privatized Exploration if you reform your government into a megacorp and vice versa
The Eager Explorers, Privatized Exploration and Exploration Protocols civics can be removed and readded after researching Jump Drives. The Stargazers civic cannot be removed as it is linked to the species trait of the same name
The Foreign Consciousness trait is now a destiny trait
When the Khan awakens the event will now properly have a go to button
¤ Gangsters should no longer assassinate Chosen Ones or Legendary leaders
¤ If a Zombie or Nerve Stapled pop manages to lie on their resume and become a specialist or ruler they should be demoted much faster
¤ Xenophobic leaders are now half as likely to accept brainslugs while Xenophilic ones are twice as likely to accept them
¤ Improved spawning logic for anomalies that clear deposits to not spawn on planets with strategic resources
Added the old AI crisis diplomatic room to the list of selectable diplomatic rooms
Rearranged the room selector priorities so that AI empires shouldn't lose special diplomatic rooms
Set the old AI crisis diplomatic room to be used by Determined Exterminators
Set the "scrappy room" to be used by the Ketlings
Set the "gilded room" to be used the AI overlord for the Imperial Fiefdom origin
Set the "organic room" to be used by Devouring Swarms
Balance​
All pop types will now be happy while living on a gaia world.
Added a tier 2 Advanced Bio-Reactor technology and building. Advanced Bio-Reactors further reduce the food output of farmers in exchange for a small amount of exotic gas output
Added Gateway Cost and Megastructure Build Speed modifiers to the Galactic Doorstep origin
Ascension Theory is now a Tier 4 technology that requires at least 6 traditions trees to have been completed to be drawn
Balance adjustments to the Knights of the Toxic God to make some of their behavior behave the same way as other economic bonuses in the game, and make more of the choices in the chain potentially relevant.
Event options in the Knights' quest that improve their capital have been significantly buffed to be better balanced compared to the options that improve knight jobs:
Knight output modifiers now only apply to resources, like other job output modifiers
Knights now correctly inherit production modifiers from researchers and administrators
Refactored how the output scaling for Knights from Squires functions, these now behave as normal additive modifiers instead of multiplicative modifiers
Squires now increase the resource output of Knights by 2.5% per Squire not 2% per Squire
The Luminous Blades modifier from the Knight's Quest now removes the alloy upkeep of knights and gives +25% Army damage instead of an empire-wide +1.5% alloy production modifier per knight
The Order’s X-Calibrator planetary feature on their starting habitat now also provides -10% Pop Upkeep
The Fortress Habitat Designation for Knights no longer provides +1 Defensive Army per Pop on the habitat, instead each Squire job provides +1 Defensive Army
Bio-Reactors are now a tier 1 rare technology instead of a tier 0 Technology. Bio-Reactors now reduce the food output of farmer jobs and give them a small amount of energy output
Bio-Trophy buildings no longer provide Artisan Drone and Maintenance Drone jobs
Decreased the amount of research produced by unemployed pops with Utopian Abundance
Delegate GalCom focus traits now have a small chance to give favors
Ecclesiastical Arcologies no longer provide Manager jobs for Corporate Death Cults
Ecclesiastical Arcologies now provide Prosperity Preachers for MegaCorps instead of a split between Priests and Managers for regular Spiritualist MegaCorps
First League Offices now provide Prosperity Preacher jobs for Spiritualist MegaCorps
Galactic Doorstep event chain now directly rewards the Gateway Activation technology and gives far more progress on the Gateway Construction technology
Gospel of the Masses now provides +1 Trade Value to Prosperity Preachers (both inside their empire and those on planet on which they have branch offices)
Increased technology costs, especially those of higher tier technologies
Increased the cost of the Rock Potential special project to 1000 energy to account for Stellaris Inflation
Increased the effects of Empire Size on Technology to match its effect on Traditions
Lost Colony Parents now spawn with more developed colonies to avoid overcrowding on their capital.
Machine Intelligences with a biological secondary species now have a base food income of 10 food/month, and without a secondary species or with a Lithoid secondary species, they now have a base mineral income of 10 minerals/month.
Moved habitat upkeep modifiers from the domination opener to the expansion opener. Available for all, not just void dwellers
Curator leader trait now provides +10% Research Speed (was +15%) with an associated +10% Researcher Upkeep. The Survey Speed bonus remains unchanged
Penal Colonies now provide 10 housing.
Prosperity Preachers are now a specialist strata job
Rebalanced leader traits gained from Ascension Paths (Psionic, Chosen One, Synthetic, Cyborg, Erudite)
Reduced output of researcher jobs
Reduced the amount of Naval Cap granted by technologies
Removed most sources of Ship Cost and Upkeep reductions from the game
Bulwark ship upkeep reductions reduced by 50%
Corporate Crusader Spirit now reduces ship upkeep by 5% instead of 10%
Crusader Spirit civic now improves ship build speed
Fleet Supremacy edict no longer reduces ship upkeep
Grand Fleet ambition now increases power projection instead of reducing ship upkeep
Logistic Understanding, Armada Logistician, and Gunboat Diplomat traits now reduces ship upkeep while docked
Mark of the Instrument ship component no longer reduces ship upkeep
Master Shipwrights tradition in the Supremacy tree no longer reduces ship build costs
Match tradition in the Enmity tree bonus to ship build costs reduced to 5% instead of 10%
Military Buildup Agenda now improves ship build speed and reduces claim costs. (It still reduces War Exhaustion on completion.)
Military Pioneer trait now reduces starbase upgrade costs instead of ship build costs
Naval Procurement Officer councilor now improves ship build speed
Progress Oriented modifier no longer reduces ship build costs
Psionic Supremacy (Eater of Worlds) finisher no longer reduces ship build costs
Reduced penalty the Irenic trait applies to ship build costs
Sanctum of the Eater ship upkeep reduction reduced from 10% to 5%
Shipwright trait no longer reduces ship build costs
Vyctor's Improved Fleet Logistics trait now reduces ship build costs by 10% instead of 20%
Rulers now gain 12 XP per month
Temples now provide Prosperity Preachers for Spiritualist MegaCorps instead of a split between Priests and Managers
The Entangled Dark Matter astral rift now completely overwrites the personality of the selected scientist if they are not psionic
The Traumatized trait now negatively impacts Astral Rift Exploration Speed
Tier 2 and Tier 3 Sacrificial Temples no longer provide Manager jobs for Corporate Death Cults
Tweaked the tiers of technologies that increase naval cap and fleet command limit
Warpling armies now have an upkeep of 1 energy and 0.1 astral threads per month
¤ Empires that value other species, such as Rogue Servitors, will now get extra annoyed if you engage in genocide or necrophaging
¤ Gestalt empires can now sell their minor artifacts provided that they have access to the galactic market
¤ Marauder ships should now have a decently larger amount of armor for most shipsizes
¤ Refugees should now also be willing to flee to Rogue Servitors if they are welcomed as Bio-trophies
Psychological Infertility and Existential Iteroparity can no longer be taken with the Clone Soldier or Ascended Clone Soldier trait.
Two of the three habitable planets in the Trappist system are now terraforming candidates
The "Tragula's Cross", "Trin's Promise" and "Loh" systems are now mutually exclusive on galaxy generation
The “Science Ship as a Concept†now uses psionic components instead of whichever components your empire has researched
Bugfixes​
Added missing class name and icon in the leader upkeep tooltip
Added missing required components to the Marauder Galleon
Added new localization and triggers for Machine Empires exploring the Rift World origin.
Armies now disband instantly instead of waiting for next tick
Cordyceptic Empires that only had Subspace Drives on their ships are now also capable of reanimating space fauna
Corrected draw weight for Shipbreaker trait
Corrected modifiers on Agrarian Upbringing
Corrected some trait names
Corrected the Scout Wing using the wrong 3d entities
Correctly locked a number of Delegate GalCom focus traits to require the DLC that unlocks their resolution category
Diplo action tooltip now shows why we can't claim any systems
distar.1081 will no longer spawn pops on colonies in progress
Driven Assimilators with the Protected Pre-Sapients policy will no longer purge pre-sapients
Empires with the Mechromancy AP can no longer purge cyborg zombies
Event windows now correctly have no effect after the player has been defeated
Extra trait points for script-generated species are now added correctly
Fix countries created by create_country script command not having any leaders in their recruitment pool
Fix duplicate ship role buttons when switching ship templates in ship designer
Fix not being able to exit the game or return to menu when certain other UI windows were open
Fix some leaders (e.g. paragons) getting a trait pick when you hire them even though they should not, how greedy!
Fixed a number of opposite trait pairs not taking into account their leveled versions
Fixed a string being undefined in the ruler designer menu
Fixed an Astral Rift calling the Baol for Boal or was it the other way around?
Fixed an error that prevented some Fallen Empire task events from firing
Fixed cyborg zombies having a 100% chance of spawning instead of 33%
Fixed default weights for pre-sapient policies
Fixed Discoveries tab not being displayed when tabs order has been customized
Fixed gestalt scientists getting research expertise traits when those traits had no effect for them
Fixed heirs being able to have the Planar Theorist trait despite not being capable of exploring astral rifts
Fixed incorrect weapon effect being used for the World Cracker
Fixed invalid scope allowing pre-sapient pops to be turned into cyborg zombies
Fixed issues with leaders assigned to armies or fleet that contain armies
Fixed leaders sometimes getting invalid trait choices on level up
Fixed missing 0 on Collaborator II
Fixed missing message title for Restoring the Balance
Fixed newest achievements not working on MS Store
Fixed Orbital Bombardment planet modifier not having a tooltip if there are no other planet modifiers there
Fixed possibility of leader trait picks including opposites of existing traits
Fixed Revolutionary Medi-Gel not affecting Pharma State civic production for Medical Workers
Fixed systems at the bottom of the map spawning at wrong coordinates
Fixed the Shared Burdens tooltip being outdated and mentioning additional unity from the Egalitarian faction
Fixed Unity Ambitions referencing their pre-Unity rework state.
Fixed Urbanist being both a Destiny trait and a Veteran trait (which prevented it from being available as a trait pick)
Fleets of countries without ship_disengagement = yes (e.g. Horde) now correctly cannot use emergency retreat
Former Satrapies of the Khan should no longer be informed twice when the new Horde forms.
Hiring Renowned and Legendary Leaders no longer hires a mysterious clone of them instead
If the Knights Keep is hit with a Pacifier Colossus there will now be unique event text
It now costs 200 influence to abandon planets even if they have pre-sapients living there.
Livestock slaves now inherit farmer and miner modifiers as appropriate.
Making sure the negative situation outliner notifications only happens for negative situations
Modifiers to empire-wide resource production now apply to resources generated through trade policies
Removed reference to a loc key inside of an Under One Rule event.
Renowned and Legendary Leaders no longer lose Council traits when hired by gestalt empires.
Repairing The Black Crown should no longer fire generic gateway repaired events
Replaced all sources of "is_leading_research = x" with "is_head_of_research" fixing numerous broken events and scopes
Replaced one of the descriptions being reused for the Old Gods event chain
Show turrets correctly on the Maven Cruiser and Caravaneer ships
Sobek will no longer be confused and think that they came from your capital
Species habitability for randomized empires is now correctly set for origins like shattered ring
Stellar Culture Shock will now be applied to hive pre-FTLs if you are a hive empire.
Terraforming a Barren World into a Machine or a Hive World will no longer fill that world with blockers
Terraforming straight into a Hive or a Machine World now correctly removes "Terraforming Candidate"
The astral rifts now correctly checks for Chosen One traits in addition to the Psionic trait
The Azizians event can no longer target planets that are under colonization
The chance to gain negative leader traits depending on leader age now takes into account leader lifespan
The Ranger Lodge will now properly produce +2 and +3 additional unity as the higher tier of Environmentalist Galactic Community Resolutions are passed.
The Speed Demon anomaly will no longer show up for Synthetic empires.
Updated the hire_event_leader_effect scripted effect to take account of the the Eternal Throne relic
Updated the tooltip for Universal Prosperity Mandate to mention the Employee Ownership living standard
When the "Prohibit Separate Treaties" federation law is enable it should now correctly remove treaties from both parties and not only the outside one
When transferring ships from one fleet to another, the fleet's leader will now always stay on the old fleet
¤ The Expel Corporation war goal now also removes Branch Offices belonging to the defender from your allies' planets
¤ A supremely unlucky pre-FTL nation should no longer be able to have multiple machine uprisings if they fight off the first one
¤ The Atomic Clock event will now properly trigger after 42 years and 3 days following the superior Stellaris Standard Calendar, which has 360 day years
¤ Authoritarianism should no longer become more popular because you have egalitarian councilors
¤ Become the Crisis AI empires will now always decline becoming vassals to awakened empires
¤ Fixed a rare case where the Shard would not turn hostile against the player
¤ Fixed a rare error that would occur if your scientist who finished a dig site died before you clicked the final dig site event
¤ Fixed the checks for the Debris Field anomaly making it rarer than it should be
¤ Fixed the Lush Planet Anomaly requiring Sol to have spawned, also updated the event rewards to work in a tileless Stellaris
¤ Hyperlanes should no longer get attached to sealed systems
¤ Imperial Fiefdom AI will no longer consider subjects to be viable overlords when they are looking for one
¤ The Fleet Maneuvers event can no longer happen in capital systems
¤ The Horizon Signal Event Chain will now correctly prioritize your head of research for narrative events
¤ The Manifesti event chain will now properly end if you apprehend them early enough
¤ The puddle technician drone job is now properly a drone job
¤ The Sentinel Order should no longer spawn in systems not connected to the rest of the galaxy, leaving everyone else to deal with the Prethoryn
¤ Upscaling the Messenger will now properly remove the negative modifiers from the ships
¤ Vultaumar III will now properly have both alloys and mineral deposits
¤ Irass III will now properly have both alloys and mineral deposits, while Irass VIII has gained its missing exotic gases
AI UNE should no longer spawn if there is already an empire using the Sol initializer.
Fixed a rare instance of a possible divide by 0 during rebellions
Fixed orders for jump-drive-only ships being queued in the wrong order.
Fixed Skrand Sharpbeak being unassigned from his ship after you hire him
Fixed Skrand Sharpbeak having an excess of traits
Fixed some issues with the triggers to encounter Skrand Sharpbeak - sorry he's been a bit shy recently
Fixes to leader generation conditions for the leader pool if there are no valid species (such as if you nerve staple your entire population)
If the Prikkiti will now build the most advanced starbase that they can instead of always trying to build a citadel even if they don't have the technology for it.
If you shield the final world of the Contingency you should now receive your relic.
Kaleidoscope event chain: pre-FTL countries won't be able to receive the Kaleidoscope anymore
Newly released vassals now get a leader pool correctly
Research stations will no longer try to go MIA when a revolt occurs.
The Manifesti should no longer show up before you have encountered other alien empires.
Performance​
Improved speed of AI checking whether it should send subjugation offers
Various performance improvements
Stability​
Fixed crash when completing an Astral Rift if the exploring ship no longer exists
Possibly fixed rare crash in galaxy map special project icon tooltip.
Several Out of Sync fixes.
Fixing OOS issue with planets, wormholes etc sometimes being slightly differently positioned between windows and linux.
UX​
Add assigned Leader's name and council title to archaeology view and rift view
Additional Content tab text is centered correctly
Clicking on a resource in the top bar now switches to that resource in the market view instead of closing it if it was already open
Clicking on the "capped resource" notification will now take you to the correct tab depending on which resource is capped (correct market tab, relics view for minor artifacts, claims view for influence)
Fix claim buttons being misaligned on partially or fully occupied systems
Fix Outliner tab buttons appearing over the fleet manager sidebar on smaller resolutions
Fixed incorrect speed value in ship designer
Fixed Outliner tab buttons appearing in front of the archaeology window.
Inactive leader trait triggered modifiers are shown in the tooltip along with their trigger conditions
Remove double error message for starbase building tooltips
Trade protection tooltip lists empire-wide modifiers
Use up to 2 decimal places for displaying stability modifiers
Use up to 2 decimal places for production/upkeep in building/district tooltips
If an orbital station build order is selected, its fail text in planet tooltips no longer reveals hidden information.
Tooltips for Galcom sanction resolutions now show the modifiers even if they're inactive.
Tooltips for Galcom resolutions that have both triggered and non-triggered modifiers no longer show the "Modifiers" header twice.
AI​
Added better script to evaluate planet and fleet for leaders, and added description of the AI algorithms for leader assignation in the leader_classes/00_base_classes.txt
Awakened Empires can now upgrade their starbases.
Changed leader assignation into a single loop for all location types, sorting locations by priority and leaders by skill, then trying to assign the highest priority leader to locations in order
Fixed AI being able to improve and harm relations at the same time
Fixed another case of the AI assigning Leaders to invalid (empty) fleets
Fixed the AI trying to assign military leaders to science fleets.
Improved AI weights for Ascension Paths
The AI now hires leaders the same way it assigns them. Expect an increased number of generals.
The AI will evaluate a leader for a location based on the ai_location_weight scripted value in the leader class
The Fear of the Dark AI empires will be less predictable with what extreme paths they might take.
The weight value for location priority when assigning leaders is now a define. When assigning leaders, there are 2 steps, first steps leader and locations are assigned a priority value, and then each leader calculates a final weight for each location. The leader/location pair with the highest weight is then assigned. This change affects the first step (the priority in the queue), as the second step is already fully scriptable.
¤ Improved AI decision-making for the "Find Military Applications" Artifact Action
¤ Improved AI logic when it comes to when to use the Strip Mining decision
¤ Reduced the AI willingness to accept trade deals for food or consumer goods if they don't use those resources
¤ AI Hive-Mind empires now have an increased chance to research terraforming technologies since they are unlikely to get more pop types from migration pacts.
Improved AI leader assignment weights
The AI now decides whether to strengthen or undermine the galactic empire based on two new game rules
The AI will no longer build additional Quantum Catapults if they already have one within 25 jumps.
Modding​
Add last_resolution_category_changed trigger
Added a check for the block_homeworld_traits leader flag in all traits that provide additional jobs to the leader's background planet. This flag is not currently used in the vanilla game
Added checked for the following leader flags to leader trait weights and potentials: block_army_traits, block_council_traits, block_federation_traits, block_galcom_traits, block_governor_traits, block_pilot_traits these flags set the selection weight for leader traits in their category to 0 but are ignored if the leader has a subclass specializing in the category. These flags are currently unused in the vanilla game
Added game rule 'can_ai_assign_governor' to let the AI decide if a planet can have a governor or not
Added NON_PARAGON_TRAIT_OPTIONS_ON_LEVEL_UP define
Added not_potential_override_text_key parameter to triggered modifier (currently used in leader trait tooltips and galcom resolutions)
Added on_army_disbanded on_action
Added show_if_not_potential parameter to triggered modifier (currently used in leader trait tooltips and galcom resolutions)
Added text_offset variable to buttonType (only used for buttons that have both a sprite and text)
Added the "is_urban_planet" scripted trigger for pc_relic and pc_city planets
leader_class trigger can now appear in tooltips
Renamed LEADER_RULER_MONARCH_EXPERIENCE to LEADER_RULER_EXPERIENCE and LEADER_RULER_HEIR_EXPERIENCE to LEADER_HEIR_EXPERIENCE
Replaced "negative", "subclass_trait", "destiny_trait" and "veteran_class_locked_trait" leader trait variables with "leader_trait_type"
Updated documentation for create_species effect
Updated LEADER_GOVERNOR_MONTHLY_EXPERIENCE to LEADER_ASSIGNED_MONTHLY_EXPERIENCE
Fixed "remove_deposit" effect not working in a deposit scope, fixing orbitals not removing their bonus to habitats when destroyed
Replaced the loc string used to select a background for Paragon portraits with an asset selector.
can_generate_military_leader_from_pop now includes the requirements of can_generate_leader_from_pop, which are now in the can_be_leader scripted trigger.
Update v3.10.4:
Balance
Significantly reduced the yearly chance for leaders to gain negative traits.
Due to player feedback, the Micromanager negative trait for Commanders now increases fleet upkeep instead of reducing command limit.
The Lethargic negative trait for Commanders now also reduces fleet upkeep.
The Nervous negative trait for Commanders now also increases disengagement chance.
Having the Antagonistic Diplomatic Stance will now appease your factions asking for you to have a Strong Diplomatic Stance.
Bugfixes
Added some failsafes to generate council positions and gestalt nodes in various edge cases where they weren't created or disappeared
Clarified reformed tooltip for Dark Consortium civics
Declining to Hunt for the Hyacinth should now correctly remove the event chain.
Fix Astral Harvesting not available for heavily conquering empires
Fixed a typo in the pre-FTL Provide Technology Tooltip.
Fixed Civics not swapping to their alternative when switching Governments
Fixed missing loc for the Fear of the Dark Admiral trait
Fixed the Accelerated Time Astral Planes Modifier having a description for a title.
Removed a redundant tooltip from the Synthetic Evolution event
Ruler clothing selection in the empire designer is now respected
Some planet modifiers that were getting incorrectly applied twice should now only be applied once.
Updated the All Crisis Strength tooltip to accurately state that it doubles the strength of each subsequent crisis.
Your ice miners will no longer make your Mercenaries homeless if they happened to have built their base above an ice asteroid.
AI
AI Empires will now be more willing to hire leaders for their science ships as long as they believe they can afford the Unity upkeep.
UI
Fixed XP not being shown in XP bar tooltip for gestalt rulers and councilors.
Modding
collapsable_leader_container should now calculate the correct height no matter the amount of horizontal slots.
Fixed lock_country scope change incorrectly stating that the output scope was a bypass, when it is actually a country
Update v3.10.3:
Improvements
Now ‘New Entries’ notification on the outliner tabs is cleared, even when switching between tabs using keyboard shortcuts.
Ulastar is now an advisor
Vas the Gilded is now an ambassador
Balance
Pre-FTLs in Federation's End now have their technological progress frozen
Bugfixes
Fixed a number of event or paragon leaders not being generated with the correct traits
Fixed envoys passively gaining XP
Fixed missing subtitle for Scout trait
Pre-FTL Empires will now have a fully functional council when they ascend to the stars.
Released Vassals will now have a fully functional council when released.
Stability
Fix crash on startup for Linux (including Steam Deck).
Fix crash related to modifiers of recently destroyed empires updating
Fixed crash when surveying a planet that was just removed from the map
UI
Removed some empty space in the topbar
Modding
Added moddable_conditions_custom_tooltip parameter to civics modification statement to allow displaying a custom requirement key when no condition has been specified
Fixed civics modifications statements not always (not) allowing the correct civic changes
Improved error logging to know which federation perk is invalid
Update v3.10.2:
Features
Added custom tab functionality to the outliner
Balance
Paragon leader Nasuz Demetor is now reclassed as Scholar and only has one Destiny trait (Vibrant Storyteller)
Payback Origin: the "Declining Healthcare" modifier acquired during the "Out Of Warranty" event chain is now automatically removed after 5 years
The Agrarian Upbringing trait can now be gained by all leader classes
The Agrarian Upbringing trait is less likely to be rolled if another leader has the trait
The Architectural Interest trait can now be gained by both officials and scientists
The Army Veteran trait can now be gained by both scientists and officials
The Army Veteran trait is less likely to be rolled if another leader has the trait
The Enlister trait has been moved from officials to commanders and now gives soldiers to the governed planet (tier 1) and sector (tier 2)
The Entangled Dark Matter astral rift now completely overwrites the personalty of the selected scientist if they are not psionic
The Environmental Engineering trait can now be gained by all leader classes
The Environmental Engineering trait is less likely to be rolled if the leader's empire has the Environmentalist civic
The Environmental Engineering trait now requires a blocker removal tech to be researched
The Foreign Consciousness trait is now a destiny trait
The Kaleidoscope now has a chance of appearing anytime after midgame starts, instead of always appearing at the start of midgame
The Mining, Farming and Generator focus traits have moved from officials to commanders
The Planetary Analyst destiny trait can now be gained by both commanders and scientists
The Retired Fleet Officer trait can now be gained by both scientists and officials
The Retired Fleet Officer trait is less likely to be rolled if another leader has the trait
The Righteous trait can now be gained by both commanders and officials
The Traumatized trait now negatively impacts Astral Rift Exploration Speed
The Unifier trait is less likely to be rolled if another leader has the trait
The Xeno-Mediator destiny trait can now be gained by all classes
Bugfixes
Astral Rifts now appear as not leading to anywhere when the player's astral rift pool is empty
Blocked commanders for end-game crisis factions having non-admiral traits
Corrected draw weight for Shipbreaker trait
Corrected modifiers on Agrarian Upbringing
Corrected some trait names
Correctly locked a number of Delegate GalCom focus traits to require the DLC that unlocks their resolution category
Dimensional Locks now forbid access to countries without communications
Fixed a number of opposite trait pairs not taking into account their levelled versions
Fixed a visible trigger check in the first contact description for Amoebas and Crystalline Entities
Fixed all leaders in imperial empires using the regnal namelists instead of only the ruler and heir
Fixed an error in the "Out of Warranty" event chain that occasionally left you stuck with a permanent "Declining Healthcare" modifier
Fixed Ancient Rampart not applying its modifiers correctly
Fixed astral rifts exploration UI getting locked when all narratives had been explored
Fixed dimensional dump astral rift sometimes creating a leader with no name
Fixed Dimensional Shrine not being buildable in Terminal Egress system
Fixed discoveries tab not being displayed when tabs order has been customized
Fixed heirs being able to have planar theorist trait despite not being capable of exploring astral rifts
Fixed leader age staying frozen after leaving an Astral Rift
Fixed missing 0 on Collaborator II's sector modifier
Fixed outliner sometimes opening the astral rift view on the wrong rift when clicking on a ship exploring an astral rift
Fixed reformating regulatory node agenda for machine empires
Fixed Revolutionary Medi-Gel not affecting Pharma State civic production for Medical Workers
Fixed ship build cost modifiers not being applied
Fixed starting gestalt nodes not benefiting from initial leader level modifiers
Fixed the Numistic Administration species trait
Fixed the right-click menu not appearing for archaeology sites
Fixed some modifiers with a multiplier not being applied
Fixed the Surveyor relic trying to fire an effect on a habitat orbital when none exists
The Ancient Ramparts Starbase Module now mentions what modifiers it has to Defense Platforms
The astral rifts now correctly check for Chosen One traits in addition to the Psionic trait
The empire created by the Animator of Clay now correctly spawns their council
The Factory Focus trait is no longer blocked for gestalts, but instead checks that they have a use for consumer goods instead (ie it is valid for Rogue Servitors)
The Sensor Array Power Surge event can no longer target Astral Scars, planets with deposits or planets that have a habitat orbital
Updated science nexus events to check for renowned and legendary paragon scientists
Stability
Mac crash fix (one of threads run out of the stack mem by alloca in a loop)
Workaround for rare crash when rendering empire borders
Performance
Fixed performance issues caused by outliner notification.
AI
When adding council positions, AI will prioritize Head of Research, Minister of Defense and Minister of State if it doesn't have them
Modding
Added @anti_synergy_weight_mult scripted variable for leader trait weights
Added ai_priority to councilor type
Added background_planet scope for leaders
Added has_blocker_removal_tech scripted trigger
Added Ship Class modifiers for armor and shield hardening, `shipclass__armor_hardening_add` and `shipclass__shield_hardening_add`
Updated LEADER_GOVERNOR_MONTHLY_EXPERIENCE to LEADER_ASSIGNED_MONTHLY_EXPERIENCE
Update v3.10.1:
Improvements
Added Ctrl+A/D shortcuts to cycle through outliner tabs. Also added Ctrl+Q/W/E/R to switch to specific tabs. Added tooltips for them. These tooltips are currently in English regardless of language setting
Clarified tooltip headers for governor traits.
Balance
AI empires generated as part of the Common Ground and Hegemony origins now start with an additional Official to be assigned to the Federation
Blocked empire rulers and imperial heirs from getting the Planar Theorist trait
Commissioner subclass now increases stability from soldiers instead of providing additional soldier jobs
Decreased the chance for leaders to get common governor traits if they do not have a governor subclass or are not governing
Decreased the chance of leaders gaining job providing traits
Detail-Oriented has been updated to be a Destiny trait for Scholars, instead of a Veteran trait
Explorer subclass now has +1 Sensor Range
Halved the effects of the Politician trait
Having a Commander govern a planet or sector now provides soldier jobs
Increased the chances of the Prospector trait to fire.
Oppressive Autocracy now has the colony shelter building replace a colonist job with an enforcer job
Policies that increase leader starting level now greatly increase leader hiring cost and upkeep cost.
Rebalanced traits that affect research output from jobs while governing
Reduced the magnitude of most governor modifiers.
Removed the "can only get Council traits" restriction on rulers in Democracies, Oligarchies and MegaCorps. (For modders, this is using the is_autocracy scripted trigger)
Replaced Champions of the Empire +1 Initial Leader Level with +1 Additional Trait
Resources from Psionic Pops modifier now applies to latent psionic species.
Reworked Driven Educator to instead provide +25% Leader XP gain
Slightly decreased the bonuses from Custom AI Assistant and Sapient AI Assistant traits
Slightly decreased the penalties from the Neurosis trait
Soldier jobs now produce a small amount of base stability.
Traits that give homeworld jobs now require leaders to be at least level 2
You can no longer sell exceptional materials (astral threads and minor artifacts) to the AI.
Bugfixes
"The Seal" situation is aborted if you attack [ISPOILER]the formless
[/ISPOILER]
Added missing descriptions for multiple ship component categories (reactor, auras, combat computers)
Added missing node xp modifiers to the Astral Planes civics for gestalt empires.
AI empires with the Fruitful Partnership origin will stop opening seed pods on Holy Words only to get obliterated by angry fallen empires
All types of priest jobs (e.g. high priests, numistic priests) now benefit from the additional trade value from the Dimensional Enterprise council position.
Blocked Entrepreneur (Ambassador) trait for gestalt empires, fanatic purifiers, inward perfectionists and criminal syndicates
Blocked the Charmer and Research Exchange traits for genocidal empires and inwards perfectionists
Clarified that the First Contact civics give an increased chance to draw FTL travel technologies (English only)
Corrected all versions of Sovereign Guardianship to have 150% Empire Size from systems
Corrected draw weights for a number of leader traits
Empires can no longer spawn with multiple ministers of defense under some cases, such as being The Chosen.
Empires created via status quo peace deals will now correctly generate their council.
Explicitly blocked trading of gestalt nodes (instead of them being implicitly blocked)
Fixed 2 zroni digsites pointing to a deprecated title.
Fixed a bug that allowed you to enact the "Dayside Farm" decision multiple times on a single planet.
Fixed a case where the "Abandoned Star Platform" anomaly would leave the system's primary star without a deposit
Fixed a case where the "Ion Trail" event would occasionally pick the same system it spawned in for the follow-up event
Fixed a large number of planetary features that were providing incorrect bonuses due to changes with Mastery of Nature
Fixed a typo in the event text for the "Blinding Grief" event
Fixed calculations for determining trade values gained from slaves
Fixed commanders wearing the wrong uniform on planetary assignments.
Fixed crystal rift situations checking for the wrong amount of resources to validate approaches
Fixed Crystal Sphere stolen events not using the correct texts and picture
Fixed Crystal Sphere stolen events triggering when the crystal sphere situations are no longer active
Fixed Dark Consortium displaying flag information in tooltip instead of the standard loc key for this situation
Fixed Dark Consortium not locking the civic when being played from start
Fixed Dark Matter Breakthrough agenda always stating it will locks the civic, even if it already is
Fixed descriptions for Artisan Drones showing in district tooltips when none were present
Fixed Eager Explorers giving two +50% chances to draw Improved Structural Integrity
Fixed Efficient Staffing III applying the incorrect modifiers, leading to no sector modifiers.
Fixed habitat and archaeology lab technologies missing increased chance to be drawn from being rare technologies
Fixed hostile fleets being capable of crossing dimensional locks
Fixed Imperial Heirs sometimes spawning with the incorrect initial level for their class.
Fixed issue with concepts being offset for all languages using TTF (fonts)
Fixed missing AI weights for some council positions
Fixed missing localisation for Clone Army Commander traits
Fixed outdated tooltips in diplomacy with Trader Enclaves
Fixed some empires, such as Common Ground federation members or MSI, starting with duplicated council positions.
Fixed some triggered modifiers from leader traits not being applied.
Fixed starbases not inheriting modifiers from their country
Fixed strange wormhole breaking existing wormhole in the same system if any when spawning
Fixed that culled/reformatted nodes would not have a level 1 trait.
Fixed that culling/reformatting the Regulatory Node would not create a new one.
Fixed the "Dissolved" astral rift event leaving a ship stuck in an endless MIA loop
Fixed the Archivist trait giving scientists additional levels
Fixed the sector modifier for Ruthless Developer
Fixed Tree of Life and Lithoid Crater deposits not providing all of their bonuses
Fixed Urbanist trait displaying it was tier 1 and for any class when it is not a tiered trait and only for the Official
For players without Galactic Paragons, Officials should no longer roll GalCom traits if you are not a member of the GalCom or Federation traits if you are not a member of a Federation
Galactic Community Delegates now correctly multiply their diplomatic weight bonus by their level, instead of their level squared.
If your capital is in the Formless home system, The Vacuum Flower relic now correctly grants you Astral Threads
Made the first option in Black Hole Instability requiring Astral Threads instead of rewarding them
Only leaders eligible for a specific council position should show up as potential recruits.
Pre-Sapient pops no longer help you upgrade your capital buildings earlier.
Prospector trait should no longer fire twice for Volatile Motes
Removed Artisan Drone jobs from ringworld industrial segment if it is not set to factory designation.
Removed reference to Imperial Heirs not having unity upkeep.
Repaired Shattered Ringworlds now use the correct graphics
Scrapping the warship in the "Adrift" event now correctly awards you Alloys instead of Minerals
Scrapping the warship in the "Warship Destroyed" event now correctly awards you Alloys instead of Minerals
Stopped certain events from accidentally adding anomalies or terraforming Astral Scars
The Excavator trait no longer erroneously requires the Rift Sphere technology
The formless don't talk to you lightly anymore if you become hostile
The Geology Expert, Manufacturer, and Observer traits no longer state that they are Scientist traits
The leader trait "Trader II" now correctly applies its effect to the whole sector
The Manifesti's Head in the Clouds demand now checks for scientists on the council correctly
The Mass Extinction Event Chain should work properly again.
The plasmic species trait now has a slave cost of 2500 energy credits.
The Scout trait no longer states it applies to military fleets for scientists
The Tyznn Tithe trait is no longer possible to acquire by levelling up.
The UNE will no longer spawn a third human empire to hang out with them for no reason.
The Void Dweller initializing effects will no longer generate habitable worlds with no deposits.
Updated the upgraded version of the Assembler trait to use the correct modifiers
Vassalizing [ISPOILER]the formless
[/ISPOILER] will now transfer their system to them if you happen to own it.
Vibrant Storyteller is correctly marked as a Destiny trait for Scholars, not Explorers
When loading a save, update some modifiers that previously weren't updated.
You can now use the Astral Jump Astral Action if you have Psionic Jump Drives or Subspace Drives.
[ISPOILER]zadigal
[/ISPOILER] is now correctly fired if you declare war with [ISPOILER]the Formless[/ISPOILER] on their recruitment day
AI
Fixed AI assigning leaders to Galcom when it shouldn't be possible.
Stability
Fix for crash when running unlock_council_slots effect.
UI
Added text to system debug tooltip to separate the different lists of modifiers.
Anomaly view "Research Time" label is hidden when the research time is hidden.
Changed Change Scientist hotkey in Situation Log anomaly view to G.
DLC list is now shown in the Cooperative game setup.
Fixed empire creation UI remaining visible while ACB is open.
Fixed layout of "no scientists" text in anomaly view.
Fixed portrait frame appearing to the left of the anomaly UI if you have no science ships with scientists.
Fixed portrait tooltip in anomaly view incorrectly saying that you can right-click to remove the leader.
In the anomaly window, if you get a valid scientist while no scientist is selected, that scientist is automatically selected.
In the anomaly window, the Change Scientist button is disabled if there is no valid scientist available.
Updated the leader ethics tooltip to mention planetary and sector governor ethics attraction
Fixed leader XP bar showing the wrong tooltip
Modding
Added a init_effect field to spawn_natural_wormhole effect
Added additional documentation to 00_base_classes.txt
Moved events action.504 and .505 to event leader.200 and .201
Removed initial_effect_custom_loc from agendas. The initial effect's tooltip is now directly built from the initial effect
The link_wormholes effect can now be used on the bypass scope