1. Update v4.4.6:
  2. Bugfix​
  3.  
  4. Fixed science ships being lost permanently when set to automatically explore Astral Rifts. Previously an automated science ship would vanish upon reaching a rift and never return, leaving its scientist stranded and cluttering the Outliner with ships stuck Missing In Action.
  5.  
  6. Automated ships no longer switch off automation and abandon their current task (constructing a station or megastructure, researching an anomaly or special project, exploring an Astral Rift, or carrying out a special order) when avoiding hostile fleets.
  7.  
  8. Update v4.4.5:
  9. Feature
  10.  
  11. Added a Resource Abundance slider in galaxy settings.
  12.  
  13. This slider ranges from “Scarce” to x5 in 0.25 increments, where x1 is approximately the resource abundance of v4.3 and x5 is essentially 4.4’s “resources everywhere”.
  14.  
  15. The default is x2. We do recognize that this is a little confusing, but it gives you more control of getting it where you want.
  16.  
  17. Added Waystation Voidlure modules
  18.  
  19. Added Arkship Voidlure Array module that allows you to right-click on a system to lure space fauna.
  20.  
  21. Fleet automation menus now offer per-action options.
  22.  
  23. Nomad Arkships and Logistic Ships can fine-tune Harvest, Strip Mine, and Deep Scan automation, including whether to Harvest unsurveyed, depositless, waystation, friendly, or hostile-owned worlds, and whether to rescan when Deep Scanning.
  24.  
  25. Fleet automation settings can be saved as the default for a ship type and applied to all ships of that type at once, and each fleet remembers the settings it was last given.
  26.  
  27. Construction Automation now has options for Mining Stations, Research Stations, Observation Posts and Special Projects.
  28.  
  29. Added the Explore automation order to Arkships. Note: Arkships with the Explore order will attempt to navigate to Points of Interest if possible.
  30.  
  31. Improvement
  32.  
  33. Space Fauna now disable waystations instead of destroying them. They will be re-enabled once the fauna leaves or is destroyed.
  34.  
  35. Added a fallback event for the CFL if the tournament goes on for more than 3 years, this will ensure that you don't end up with fleets that can never repair
  36.  
  37. Details map mode now toggles between 3 states: Normal -> Detailed -> Hidden -> Normal.
  38.  
  39. Clarified the map mode tooltips.
  40.  
  41. Logistic Ship automation now defaults to on for Harvest Resources and off for Waystation collection.
  42.  
  43. The game will now recalculate species rights on loading a save game.
  44.  
  45. Upgrading fleet will reissue upgrade order if one got interrupted because of the mobile starbase jumping away to another system.
  46.  
  47. Hive Mind Forever Cruise empires with machine passengers can research machine assembly technologies to upgrade their passengers
  48.  
  49. Regular Forever Cruise empires with machine passengers start with the Robot Assembly Plants building
  50.  
  51. Completed Archaeological Sites and Astral Rifts will now be hidden in a non detailed galaxy map mode.
  52.  
  53. Added new event options to the Forever Cruise situation stage events, allowing players to accept temporary economic penalties to affect the situation's direction.
  54.  
  55. Balance
  56.  
  57. Operational Reserves Changes:
  58.  
  59. Operational Reserves now track Energy and Minerals 1:1 (previously 3:1).
  60.  
  61. Maximum Operational Reserves now scale with the number and tier of owned Arkships (base 15,000, plus 5,000 / 7,500 / 10,000 per Tier I / II / III Arkship) instead of a fixed cap.
  62.  
  63. Civilian Arkships grant an additional 2,500 Operational Reserve capacity per Tier.
  64.  
  65. Resource Silos, Fallen Empire Resource Silos, Arkship Resource Silos, and Waystation Logistics Silos now raise a Nomadic empire's maximum Operational Reserves.
  66.  
  67. Added a Critical stage to the Operational Reserves track with severe research, Unity, and Alloy penalties; the Festival, Conserve, and Burn approaches now gate on reserve stage rather than fixed thresholds.
  68.  
  69. The Critical Operational Reserves stage now also penalizes the populations the reserves sustain: Lithoid pops lose Happiness, pop growth, and Job Efficiency, and Mechanical and Machine pops lose Job Efficiency.
  70.  
  71. Wanderlust now gives some of its bonuses immediately, and the second half after completing 4 categories, not all of them. Category bonuses and progression remain unchanged.
  72.  
  73. Rewards from the Arkship Readiness Checklist now last 20 years.
  74.  
  75. Rebalanced the Ranger Paladin trait.
  76.  
  77. Reduced the opinion penalties empires hold against Nomadic Empires for strip-mining, reprocessing planets, and Exodus Jumps, and made these penalties decay more quickly.
  78.  
  79. Nomadic Primal Calling now starts with a Voidlure Array equipped on the Arkship
  80.  
  81. Removed the nomadic tradition swap for Domestication tradition finisher
  82.  
  83. Rebalanced the Passenger Satisfaction situation for Forever Cruise to allow staying in the middle stage longer
  84.  
  85. The Champion's forge now waits 20 years before firing instead of 10, this should give the galaxy a bit longer to find each other before all getting introduced at the tournament.
  86.  
  87. Star Seeker Celebrations now provide +100% all Job Efficiency, +100% Resources from Jobs, +100% Pop Growth Speed, and -75% Diplomatic Weight from Economy.
  88.  
  89. Arkship District Specializations that increase weapon damage (Laser Capacitors, Flight Decks, Ammunition Lines, or Missile Silos) now also add +0.15 strategic resource upkeep to Soldiers.
  90.  
  91. Species with Mutagenic Habitability living on Arkships will now gain 50% habitability (like Regular Arkship Habitability and Habitat Auto-modded habitability) instead of 30%
  92.  
  93. Rogue Servitor Forever Cruise Passengers now provide an additional +1% Complex Drone Job Efficiency on top of the base Gestalt bonus.
  94.  
  95. Bugfix
  96.  
  97. Arkships now have a 10 year cooldown after benefiting from a Max Aura effect, meaning you can't chain them to get a level 10 ascension Arkship super early.
  98.  
  99. Nomads can now build Megastructures in a system containing one of their Waystations even if the system has not been surveyed.
  100.  
  101. Fixed that Tombworld Earth was spawning way too often, so often that it would spawn instead of the UNE when playing the GRS or CoM.
  102.  
  103. Fixed an issue where pre-FTL earths couldn't have defensive armies (sorry this does not fix the issue of not having the cool unique armies :frowning2: )
  104.  
  105. Assault Armies will no longer split into separate Transport Fleets after leaving the planet surface.
  106.  
  107. Harvest Resources Contracts will now be cancelled if a different empire harvests the resources first.
  108.  
  109. Fixed a very rare case where if you settled and left the event open for too long another empire could claim the system. The fix is delaying them from claiming the system for 300 days. Please make a decision before then.
  110.  
  111. The CFL should no longer accept Orbital Rings as contestants (even though that’s why they call it a Championship Ring, right?)
  112.  
  113. Added a fallback if your arkship was in a hyperjump when progressing through the adAkkaria event chains
  114.  
  115. Due to legacy script your capital arkship was never able to find precursors
  116.  
  117. Stopped Scan Debris Contract from auto-cancelling on accept
  118.  
  119. Blocked the Sectors Map Mode for Nomads.
  120.  
  121. Fixed habitats not using the correct entity from your chosen shipset.
  122.  
  123. Fixed some scripted issues with refugee modifiers.
  124.  
  125. Fixed issues with Payback and Broken Shackles district specializations.
  126.  
  127. Fixed farming colony designation not applying to agri-drones.
  128.  
  129. Bio-Repurposing tradition now provides the nomadic effects for nomadic necromancers instead of the necromancer effects.
  130.  
  131. Brought the cost and upkeep of the Nanite Hub waystation module in line with the equivalent starbase building.
  132.  
  133. Fixed the Realign Shields decision not recognising some pulsar systems.
  134.  
  135. Living and Grid Amalgamated species now have bespoke living standards so they don't use consumer goods.
  136.  
  137. Fixed Astro Harvester job modifiers not applying in some cases.
  138.  
  139. Harvesting a celestial body that has no deposit no longer incurs a diplomatic opinion penalty.
  140.  
  141. The Creativity Exhibition Vault now boosts Cruise Passengers for Forever Cruise empires, instead of applying its bonus to Bio-Trophies they do not have.
  142.  
  143. Buildings that can be built on a planet or its orbital ring (Psi Corps, Planetary Shield Generator, Galactic Stock Exchange, Embassy, Noble Estates, Slave Processing Facility) can no longer be built as both a colony building and an Arkship starbase building at the same time.
  144.  
  145. The Galactic Stock Exchange can no longer be built on both a planet and its orbital ring at the same time.
  146.  
  147. Fixed pops sometimes being stuck in the Assimilation citizenship or stratum.
  148.  
  149. Pops that already have the cybernetic or psionic trait are no longer flagged for assimilation they do not need.
  150.  
  151. Negative arkship modifiers from Grand Refurbishment and Operational Checklist are removed when another empire conquers the arkship, so you aren't stuck with a bunch of negative modifiers and no way to remove them.
  152.  
  153. Arkship can now issue a survey command by clicking the survey button and clicking on the system in galaxy map
  154.  
  155. Fixed the tooltip information where the survey single planet vs surveying the whole system information was mixed up
  156.  
  157. Fixed Waystations, Arkships and modded starbases that have forced components from starbase modules and buildings regressing their designs and losing components.
  158.  
  159. If you are too slow and don't stop the Khan Aspirant from becoming the Khan they now properly despawn, avoiding a scenario where there are two Khans.
  160.  
  161. If you play with 0 marauders enabled and as a Heirs of the Khan empire, then the backup Marauder empire will avoid Fallen Empire systems so that they don't get killed in the first few weeks, making you the Khan while others are still figuring out Blue Lasers.
  162.  
  163. Fixed a crash when updating waystation networks
  164.  
  165. Ranger Lodge now correctly informs that Biologists are converted into Rangers, instead of saying Rangers are converted into Rangers
  166.  
  167. Arkship construction notification now mentions an arkship, not a starbase
  168.  
  169. Missions counters can now be infinite
  170.  
  171. Fixed missing localization for message descriptions
  172.  
  173. Fixed the End-Bringers' shrouded world failing to spawn in games featuring Nomadic empires.
  174.  
  175. Fixed Arkships unintentionally syncing to the same auto-generated design. Building or upgrading one Arkship will no longer sometimes overwrite armaments or utilities on others of the same type.
  176.  
  177. Fleets that are repairing or upgrading now correctly sync their FTL, Jump Drive, and Catapult actions.
  178.  
  179. Fixed an issue with generated empire adjectives.
  180.  
  181. Inetian trader special project bound to planet, meaning that if your science ship were to blow up you can still progress
  182.  
  183. "Secrets of the Past" event from "Biomorphosis" Ascension Situation blocked for Nomads
  184.  
  185. Nomads will no longer get double the benefit from their own resource producing megastructures. Megastructures will no longer be giving resources directly and a waystation will always be needed to collect those resources.
  186.  
  187. Planets can now be bombarded during first contact war
  188.  
  189. Contact view now properly closes if diplomacy window is opened
  190.  
  191. Fixed some megastructure effects showing incorrect modifier icons and “+100%”.
  192.  
  193. Rogue Servitors can no longer take a machine species as their secondary species when playing as a Forever Cruise. The machine can not be pampered.
  194.  
  195. (Beta only) Increased the Shrinkspace Depot and Extra-Dimensional Depot effects on Operation Reserves from 500 to 2500 and 1000 to 5000.
  196.  
  197. Pops can now migrate from Arkships
  198.  
  199. Hive Mind Forever Cruise empires with machine passengers start with the Machine Assembly Plants building
  200.  
  201. Hive Mind Forever Cruise empires start with the passenger Population Controls set to No, which allows the species to grow or be assembled
  202.  
  203. When starting a new game as a Forever Cruise Origin, crew species will correctly get assigned "cruise_founding_crew" flag. Various effects depends on it being set properly.
  204.  
  205. Fixed custom empires set to Force Spawn not spawning when using certain portraits.
  206.  
  207. Fixed custom Spawn Allowed empires with DLC portraits being excluded from the random empire pool.
  208.  
  209. Added tooltip saying that Nomadic Empires require a waystation in the system to open the L-Gate
  210.  
  211. Added tooltip saying that Nomadic Empires require a waystation in, or adjacent to, a system to exchange minor artifacts for precursor insight
  212.  
  213. Added tooltip that highlights that resources need to be harvested with the Arkship in the "Arkship Readiness" situation
  214.  
  215. Fixed Faculty of Archaeostudies Relic World bonus modifier
  216.  
  217. Decreased font size in the Empire Creation setup so it would not overlap with the numbers
  218.  
  219. Spelling error in the "Eager" trait description
  220.  
  221. Fixed the food upkeep in Phototrophic trait not being disabled when the Radiotrophic trait is active
  222.  
  223. Nomadic Hive Minds will no longer have access to the Evolutionary Predators decision make planets into hive worlds
  224.  
  225. Fixed an issue where the Heirs of the Khan claimant could be wiped out by the raider fleets spawned from the same marauder. No infighting!
  226.  
  227. You will no longer be told that your Khan died from old age when they are in fact immortal
  228.  
  229. Fixes contracts that had no issuer correctly set
  230.  
  231. Abort contracts if the issuer ceases to exist
  232.  
  233. Pre-Sapient species are now allowed to leave Pre-Sapient strata after they have been uplifted.
  234.  
  235. Fixed Nomadic empires being blocked from excavating their story-locked dig sites that sat in foreign owned systems.
  236.  
  237. Fixed Arkships sometimes giving up on Surveying.
  238.  
  239. Empire preview will correctly display forced spawned empires with certain restricted portraits.
  240.  
  241. Fixed some buildings (e.g. Psi-Corps) being unbuildable on planets.
  242.  
  243. Arkship habitability preference can now be applied by species modification if your empire is nomadic.
  244.  
  245. Prospectorium description does not refers to scholarium description
  246.  
  247. Bio-trophies now give 10 Political Power when playing as Rogue Servitor with the Forever Cruise Origin
  248.  
  249. The anomaly “The Imitator” will no longer sometimes appear multiple times. The Imitator cannot be imitated.
  250.  
  251. Removed the habitability requirement for the various Shore Leave internal Forever Cruise contracts.
  252.  
  253. Machine Intelligence and Individualist Machine Forever Cruises with machine passengers now alternate assembly every month.
  254.  
  255. Cruise crew and passengers no longer incorrectly assigned Grid Amalgamation or Livestock living standards and slavery types.
  256.  
  257. Species being assimilated no longer incorrectly assigned Grid Amalgamation living standard.
  258.  
  259. Individualistic Machine Forever Cruise no longer gets an error from placing Robot Assembly Plants at game start.
  260.  
  261. Species being integrated are no longer eligible for assembly.
  262.  
  263. The Package Deal living standard in Forever Cruise now grants political power to employed Economy Class Passengers.
  264.  
  265. Added missing event sounds to the Forever Cruise situation
  266.  
  267. Fixed megastructure overclock buttons being unresponsive.
  268.  
  269. Fixed several Cosmic Storms anomalies appearing more than once per game when they should be unique.
  270.  
  271. Fixed Stellar Cannon opinion modifier overflow
  272.  
  273. The Build Waystation contract is now longer automatically abandoned for players when at double station capacity, only for AI nomads
  274.  
  275. Joining an ongoing war is now considered offensive from the perspective of subject agreement terms, regardless of which side is joined
  276.  
  277. Fixed ships that are waiting to be killed being counted for ship size-specific caps and special project requirements.
  278.  
  279. Permanent Employment in Forever Cruise now only zombifies the crew, not the passengers
  280.  
  281. Fixed issues when dismantling Beastports on Arkships.
  282.  
  283. Added the bottom border line to the research dropdown in the top Resource Bar
  284.  
  285. Reduced the Consumer Good upkeep of First Class Passenger Mandatory Pampering to 1 (from 1.5) for Rogue Servitors, matching the living standard's description.
  286.  
  287. Fix waylines persisting on galaxy map after waystation removal
  288.  
  289. AI
  290.  
  291. Fixed AI being disabled after a resync in MP.
  292.  
  293. The AI will now once again assign leaders to sector capitals as well as newly built arkships.
  294.  
  295. Fixed AI not handling events if they don't have an idle science ship with a leader.
  296.  
  297. UI/UX
  298.  
  299. The Operational Reserves situation now shows its capacity breakdown and stored/total readout in the Situation Log instead of an empty Finisher Effects panel.
  300.  
  301. The Operational Reserves topbar tooltip now shows a predicted monthly change with per-resource Energy and Minerals contributions, each with a resource icon and coloured +/- value, and a Hold-ALT hint to expand the produced/consumed breakdown.
  302.  
  303. When enabling nomads in empire creation, the civilian arkship is now selected by default.
  304.  
  305. Arkships no longer show false clearable-blocker icons in the outliner.
  306.  
  307. Fixed incorrect Arkship button texts in the planet view.
  308.  
  309. Anomaly window now also shows the name of the anomaly
  310.  
  311. Fixed a target visibility bug when switching between situation log entries.
  312.  
  313. Fix Remove Contract button hover hitbox in Situation Log
  314.  
  315. Science Ships, Construction Ships, and Nomad fleets now share one automation settings window, with options nested under each action in a scrollable list.
  316.  
  317. The automation settings window now groups actions into collapsible categories, with Survey nested under Exploration so you can automate exploring with or without surveying, and adds a Reset button that restores a fleet's default automation settings.
  318.  
  319. In species trait tooltips in empire creation, the portrait requirements are now listed in the correct order.
  320.  
  321. Fixed too large hitboxes for overclocking buttons.
  322.  
  323. Performance
  324.  
  325. Fixed science ship Excavate and Astral Rift automation causing a recurring daily stutter when no reachable target was available.
  326.  
  327. Reduced the CPU and memory overhead of per-fleet order checks, improving performance in large late-game galaxies with many fleets.
  328.  
  329. Stability
  330.  
  331. Added some safeguards to avoid crashing related to pop groups.
  332.  
  333. Modding
  334.  
  335. Situations can define total_progress with per-stage section_weight for progress bars whose length and stage bands scale at runtime, with auto-generated _max_progress_add/_mult country modifiers and a situation_progress_percent trigger.
  336.  
  337. Situations, stages, and approaches support custom_tooltip and custom_tooltip_with_modifiers (replacing the approach-only active_tooltip), and situations can override their Situation Log Active Effects and Finisher Effects panel titles and bodies.
  338.  
  339. Added the orbital_ring_and_arkship_equivalent_absent scripted trigger.
  340.  
  341. Starbase modules now also support `scripted_effect_cooldown`, `scripted_effect_cooldown_flag`, and `scripted_effect_cooldown_flag_desc`
  342.  
  343. and are now optional for is_point_of_interest.
  344.  
  345. Scripted actions support a new automation = {} block with an options sub-block, plus a new fleet-scoped has_automation_flag trigger to gate automation weights.
  346.  
  347. Scripted action automation = {} blocks now support a parent field that nests an action's row beneath another action in the settings menu.
  348.  
  349. Added home_colony and background_colony scopes (similar to home_planet and background_planet, but scope to a colony on any carrier type).
  350.  
  351. Most further changes are being made on the 4.5 ‘Cygnus’ branch, which is currently up as an open beta on the stellaris_test_4.5 branch. We’re looking at doing a 4.4.6 hotfix today or tomorrow to fix an issue where automated science ships get stuck forever in Astral Rifts (manually assigned science ships don’t get sent MIA for all eternity), but other than that we expect this to be the last release of the 4.4 ‘Pegasus’ cycle.
  352.  
  353. We also updated the ‘Cygnus’ Open Beta this week. This week’s updates include early versions of Cosmogenesis and Storm Chasers for Nomadic empires, and made a few updates to the Knights of the Toxic God.
  354.  
  355.  
  356. 4.5 ‘Cygnus’ Open Beta Release Notes
  357. New additions since last week are in italics.
  358.  
  359. The 4.5 Open Beta now also includes all changes from 4.4.5.
  360.  
  361. Feature
  362.  
  363. Pop groups are no longer divided by Ethics or Factions, instead each pop group will have a given percentage that belongs to each faction or ethic as appropriate. This means that:
  364.  
  365. THIS IS A BREAKING CHANGE AND WILL NOT PRESERVE SAVE GAME COMPATIBILITY.
  366.  
  367. Ethics and factions are now shown on the pop group entries in the planetary management UI, with tooltips showing the attraction to ethics and factions. Verbose tooltips are enabled by holding Alt, to show a breakdown of all modifiers for these attractions.
  368.  
  369. Pops shift ethics and factions more frequently
  370.  
  371. Pop group faction conversion happens more frequently
  372.  
  373. Ethic attraction now impacts faction growth
  374.  
  375. Simplify factions randomization logic
  376.  
  377. Updated Cyberization policies to account for the changes to pop groups and ethics. The Limited Cybernetic species trait has been removed, instead if the Limited Cyberization policy is in effect, Cybernetic Spiritualist pops do not benefit from Cybernetic Job Efficiency. The Limited Cyborg leader trait still functions as previously. This will also decrease the Approval penalty from regular spiritualist factions from the demand The Flesh is Strong.
  378.  
  379. Unlocked Knights of the Toxic God for nomads
  380.  
  381. Added policies to provide better control over the auto-designer for both players and AI:
  382.  
  383. Added a Fleet Doctrine policy with six doctrines that determine the tactical roles each ship class is designed to fill, affecting automated ship designs and ship-designer auto-complete.
  384.  
  385. Added Weapon Preference and Defense Preference policies that steer automated ship designs and technology research.
  386.  
  387. Added Starbase Weapon Preference and Starbase Defense Preference policies so station loadouts can diverge from the fleet.
  388.  
  389. Federations can now enact laws to grant members free, automatic Commercial Pacts (and, with the Nomads DLC, Wayline Pacts) or Research Agreements. Each law is unavailable to the federation type that already grants the benefit through its perk (Trade League / Research Cooperative).
  390.  
  391. Trade League federations now provide free, automatic Commercial Pacts between all member empires.
  392.  
  393. Trade League federations now also provide free, automatic Wayline Pacts between all members. (Requires Nomads)
  394.  
  395. Cosmogenesis is now available for Nomads
  396.  
  397. Added a nomad compatible version of Storm Chasers
  398.  
  399. Storm Attraction is now fully functional for mobile arkships
  400.  
  401. Empires now have more control over their colors:
  402.  
  403. Added a toggle and selectors in empire creation so you can select your map border and fill colours independently of your flag color.
  404.  
  405. Ship Color can now be selected independently from flag colors in Empire Creation.
  406.  
  407. Color swatches in the species creator's flag editor and ship-set selector now show the name of the selected color on hover.
  408.  
  409. Improvement
  410.  
  411. Regular Empires can now cancel accepted contracts after 20 years, with a notification sent to the operator.
  412.  
  413. The Dyson Swarm "best systems" list will now always show a variety of systems with different resources, so if you have a dozen physics deposits, they won't hide all of your energy systems. All "best systems" finders now show up to 12 systems.
  414.  
  415. Added new event options to the Forever Cruise situation stage events, allowing players to accept temporary economic penalties to affect the situation's direction.
  416.  
  417. Balance
  418.  
  419. Strike craft and missile defensive modifiers now also affect strike craft and missiles launched from starbases and defense platforms.
  420.  
  421. The Cybernetic species trait now provides an additional +5% Job Efficiency.
  422.  
  423. Hive minds which encounter genetic defects during cyberization can now choose a cyberisation policy.
  424.  
  425. Scientific Arkships now have +5% Deep Scanning Success Chance per Tier
  426.  
  427. Your Trade Policy now converts the trade value gained from Commercial Pacts and Branch Offices, just like the rest of your trade value (previously this trade was not run through your policy).
  428.  
  429. The "The Collective Self" technology now grants +1 Envoy.
  430.  
  431. The "Federation Code" technology now reduces Diplomacy influence upkeep by 25%.
  432.  
  433. Increased base knights upkeep by .15 alloys and .15 consumer goods
  434.  
  435. Increased soldier alloy upkeep for arkship military zones by 0.1
  436.  
  437. Rogue Servitor Forever Cruise Passengers now provide an additional +1% Complex Drone Job Efficiency on top of the base Gestalt bonus.
  438.  
  439. Consecrate World changes:
  440.  
  441. Consecrate World can now be declared on a curated set of worlds tied to your empire's origin and traits (such as Gaia and relic worlds, and origin-specific worlds like toxic, shrouded, rift, or arc-furnace worlds).
  442.  
  443. Reworked the Consecrated Worlds reward — consecrating worlds now grants a deterministic, empire-wide bonus to Unity, Amenities, and Spiritualist Ethics Attraction that scales with the number of Consecrated Worlds (+10% / +20% / +40% at 1 / 2 / 3), replacing the previous randomized per-world outcome.
  444.  
  445. The Paladin Ship now has a dedicated combat computer with Line tactics, giving it proper combat positioning while staying directable in combat, instead of ignoring attackers and holding position.
  446.  
  447. Scientific Arkships now have +5% Deep Scanning Success Chance per Tier
  448.  
  449. Your Trade Policy now converts the trade value gained from Commercial Pacts and Branch Offices, just like the rest of your trade value (previously this trade was not run through your policy).
  450.  
  451. The "The Collective Self" technology now grants +1 Envoy.
  452.  
  453. The "Federation Code" technology now reduces Diplomacy influence upkeep by 25%.
  454.  
  455. Bugfix
  456.  
  457. AI and auto-complete ship designs no longer leave weapon or strike craft slots empty after upgrades or power rebalancing.
  458.  
  459. Fixed auto-generated ships occasionally receiving two sections in a single section slot.
  460.  
  461. Role-based section selection always resolves a valid section, so screen and point-defense ships receive the correct section.
  462.  
  463. Harbinger Crystalline Growth Regulators can no longer grow crystals on strike craft that have been launched, and modifiers that increase the armor and/or shields of strike craft no longer render strike craft functionally immune to damage.
  464.  
  465. Missile and torpedo armor and shields are now correctly applied in combat, so point-defense no longer ignores them.
  466.  
  467. Fixed Gospel of the Masses additional trade value not applying to your branch offices.
  468.  
  469. The Branching Out modifier from the Cyberization situation now gives +10% Trader Job Efficiency.
  470.  
  471. Automated starbase, waystation, and orbital ring designs now fit armor instead of shields in systems or on stations where shields are negated (pulsars, X-ray binaries, turbulent nebulae, and cloaking modules).
  472.  
  473. Fixed Deep Scan uncovering anomalies and archaeology sites far less often than the intended 7% and 3% chances.
  474.  
  475. Sero the Younger's Habitable Deep Scan can now uncover resource deposits, anomalies, and archaeology sites instead of only pre-sapients.
  476.  
  477. The success chance of Sero the Younger's Habitable Deep Scan now correctly diminishes with repeated scans of the same world.
  478.  
  479. Deep Scan resource caches now correctly scale with the Advanced Xenostudies resolution instead of A Voice for All.
  480.  
  481. Federation members can now form Commercial Pacts with one another, matching Research Agreements.
  482.  
  483. Free and automatic Research Agreements between Federation members now correctly benefit from Research Sharing from Agreements modifiers and satisfy faction demands for having Research Agreements.
  484.  
  485. Fixed federation members losing their existing Commercial Pacts with one another when forming or joining a federation. Members of non-trade federations now keep their pacts, while Trade Leagues replace them with the free federation pact (This only applies to Commercial Pacts between federation members).
  486.  
  487. Fixed pop and country ethics being permanently and progressively wiped across the galaxy during play.
  488.  
  489. What makes a man turn neutral? A lust for gold? Power? Or an error in the pop ethics randomizer?
  490.  
  491. Fixed Protostars not counting towards having energy deposits.
  492.  
  493. Extended swapping logic for soldiers into knights. All sources of soldier jobs should now be covered
  494.  
  495. Knight swaps should now work properly for nomads
  496.  
  497. The Joyous Warrior trait now specifies that its effect can only trigger with the relevant leader leading planetary invasions
  498.  
  499. If a system's starbase is unoccupied while all its planets are occupied, the system is no longer considered fully occupied.
  500.  
  501. Fixed the crime events (among others) not firing on arkships
  502.  
  503. Cryo-Sleepers no longer produce Crime/Deviancy
  504.  
  505. Clarified the Creativity Exhibition Vault's tooltip for Forever Cruise Rogue Servitors: its production and upkeep effects reach all passengers, not just first-class Bio-Trophies.
  506.  
  507. Fixed the Machine Uprising resolution notification showing "Unidentified Empire" instead of the names of the empires involved when an uprising was quelled or won.
  508.  
  509. Synthetic Fertility Nomads are no longer able to build arkships until they have researched droids
  510.  
  511. Fixed edge cases where Cetana would not properly turn hostile upon war declaration
  512.  
  513. Added a missing nomad Archaeology notification string
  514.  
  515. Fixed the Ness treasure system not spawning for non nomad empires
  516.  
  517. Fixed the Gaia world from Starlit Citadel being impossible to colonize
  518.  
  519. Fixed a missing icon in the Order's Keep concept tooltip
  520.  
  521. The Crystalline Bane modifier should now get properly removed
  522.  
  523. Adjusted the number of ships produced when using the Prethoryn Queen relic
  524.  
  525. Wilderness and Synthetic Fertility now start with homeworlds of the proper size
  526.  
  527. Fixed a case of double notification after a machine uprising ends
  528.  
  529. The Dyson Swarm "best systems" finder will now be based exclusively on raw star resources, and will be unaffected by modifiers like techs or cosmic storms.
  530.  
  531. The Arc Furnace "best systems" finder will now only show systems that have a Molten World.
  532.  
  533. Fixed numerous issues with Total Wars:
  534.  
  535. Nomadic Empires will now gain ownership of defeated Arkships and Waystations after Total War status quo victory.
  536.  
  537. Nomadic Empires will now steal a percentage of the population from planets they destroy during Total Wars.
  538.  
  539. Arkships defeated by Settled Empires are now destroyed after Total War status quo victory.
  540.  
  541. Nomadic Empires can now be defeated in Total Wars.
  542.  
  543. Taking planets in a Total War will now occupy them until the system is fully occupied, then annex them all at once. This prevents a bug where a system without a starbase didn't rebuild it if only some planets were taken.
  544.  
  545. The leader tooltip is now shown in all places where it should be shown
  546.  
  547. 'Delicious Titans' planet modifier tooltip now correctly says 'Farmers are Converted in Titan Hunters' and doesn't show a broken icon.
  548.  
  549. savefiles with pending first contact event no longer fail to pick an event sound
  550.  
  551. Graphical crashfix related to Storm Forecast
  552.  
  553. Entertainer jobs on Forever Cruise Arkships now correctly come from the Entertainment Hub specialization instead of the Operations Center.
  554.  
  555. Fix for Nomadic Grand Archives being destroyed when a Settled Empire's system is destroyed.
  556.  
  557. Fix for Nomadic Grand Archive not being destroyed when a Waystation is lost or downgraded below Tier 2.
  558.  
  559. Added the bottom border line to the research dropdown in the top Resource Bar
  560.  
  561. Mandatory Pampering now reduces First Class Passenger Consumer Goods upkeep to 1 (from 1.5) for Rogue Servitors, matching the living standard's description.
  562.  
  563. Permanent Employment in Forever Cruise now only zombifies the crew, not the passengers
  564.  
  565. AI nomads no longer accept and ignore Build Waystation contracts when at capacity
  566.  
  567. The Build Waystation contract is now longer automatically abandoned for players when at double station capacity, only for AI nomads
  568.  
  569. Fixed several Cosmic Storms anomalies appearing more than once per game when they should be unique.
  570.  
  571. Removed the habitability requirement for the various Shore Leave internal Forever Cruise contracts.
  572.  
  573. Fixed ships that are waiting to be killed being counted for ship size-specific caps and special project requirements.
  574.  
  575. Bio-trophies now give 10 Political Power when playing as Rogue Servitor with the Forever Cruise Origin
  576.  
  577. AI empires with stealth fleet doctrines now correctly install cloaking devices on auto-designed ships.
  578.  
  579. Psionic shields are no longer equipped on stealth ships that lack psionic cloaking.
  580.  
  581. Machine Intelligence and Individualist Machine Forever Cruises with machine passengers now alternate assembly every month.
  582.  
  583. Cruise crew and passengers no longer incorrectly assigned Grid Amalgamation or Livestock living standards and slavery types.
  584.  
  585. Species being assimilated no longer incorrectly assigned Grid Amalgamation living standard.
  586.  
  587. Individualistic Machine Forever Cruise no longer gets an error from placing Robot Assembly Plants at game start.
  588.  
  589. Species being integrated are no longer eligible for assembly.
  590.  
  591. The Package Deal living standard in Forever Cruise now grants political power to employed Economy Class Passengers.
  592.  
  593. Fixed megastructure overclock buttons being unresponsive.
  594.  
  595. Added missing event sounds to the Forever Cruise situation
  596.  
  597. Fixed issues when dismantling Beastports on Arkships.
  598.  
  599. Carrier-computer ships now position themselves using the longer of their weapon or strike craft range, so a carrier with no strike craft no longer charges into close range.
  600.  
  601. Arkships without equipped weapons no longer charge into melee.
  602.  
  603. Fixed fleets set to flee when overpowered evaluating their flee condition correctly on an Evasive stance, rather than always evading regardless of the threat.
  604.  
  605. Fixed Deep Scan uncovering anomalies and archaeology sites far less often than the intended 7% and 3% chances.
  606.  
  607. Sero the Younger's Habitable Deep Scan can now uncover resource deposits, anomalies, and archaeology sites instead of only pre-sapients.
  608.  
  609. The success chance of Sero the Younger's Habitable Deep Scan now correctly diminishes with repeated scans of the same world.
  610.  
  611. Deep Scan resource caches now correctly scale with the Advanced Xenostudies resolution instead of A Voice for All.
  612.  
  613. Federation members can now form Commercial Pacts with one another, matching Research Agreements.
  614.  
  615. Free and automatic Research Agreements between Federation members now correctly benefit from Research Sharing from Agreements modifiers and satisfy faction demands for having Research Agreements.
  616.  
  617. Fixed federation members losing their existing Commercial Pacts with one another when forming or joining a federation. Members of non-trade federations now keep their pacts, while Trade Leagues replace them with the free federation pact (This only applies to Commercial Pacts between federation members).
  618.  
  619. Fixed issue with district indicators in the planet view
  620.  
  621. Fixed Stellar Cannon opinion modifier overflow
  622.  
  623. Fixed the Prospectorium's description incorrectly referring to the Scholarium.
  624.  
  625. Joining an ongoing war is now considered offensive from the perspective of subject agreement terms, regardless of which side is joined
  626.  
  627. Federation voting laws now apply when joining and leaving ongoing wars
  628.  
  629. Fixed manually issued system-wide Harvest orders queueing when there were no valid targets.
  630.  
  631. Fixed Arkships sometimes giving up on surveying.
  632.  
  633. Fixed the Declare War button tooltip being incorrect after leaving a federation.
  634.  
  635. Fixed waylines persisting on the galaxy map after a waystation was removed.
  636.  
  637. Fixed the Logistic Growth Scaling galaxy setting being truncated to one digit.
  638.  
  639. Nomadic Purge Vassals are now a special subject type that provide resources to their Overlord through subject taxes. Any remaining pops and resources are handed up to the overlord when the subject finishes its work, instead of being lost when the subject's colony was abandoned. A Purging Complete notification lists the pops and resources handed over to the Overlord when a Purge Vassal finishes its work, including any incidental resources that the planet may have produced during their stay.
  640.  
  641. Fixed Nomad Overlords not receiving the Unity (Fanatic Purifiers, Determined Exterminators, and Necrophages) or Society Research (Devouring Swarms) generated when their temporary purge subjects purged pops - the reward now goes to the Overlord instead of being lost with the subject.
  642.  
  643. Nomad purge subjects of assimilating empires (such as Driven Assimilators) now assimilate the pops they can rather than purging them, only exterminating pops that cannot be assimilated. The assimilated pops are handed up to the Overlord when the subject disbands, instead of the subject exterminating everyone or lingering forever as a separate empire.
  644.  
  645. Nomadic Purge Vassals no longer establish Embassies, and other empires can no longer propose Embassies to them.
  646.  
  647. Empires now correctly lower their opinion of a Nomad Overlord when its Purge Vassal Necrophages pops of their species
  648.  
  649. Fixed Necropurge not always creating pops.
  650.  
  651. The Judicial Execution leader trait now correctly grants bonuses when purging Thermophiles
  652.  
  653. Fixed the Necrophage Elevation Ceremony failing on Arkships. Elevated pops now adapt to Arkship Habitability, and the Pops Necrophaged notification is now shown, highlighting the Arkship fleet
  654.  
  655. Nomadic empires attempting to invade the first pre-FTL encounter are now correctly told that they need to survey the planet, not that their pre-ftl interference policy is preventing them from invading the planet.
  656.  
  657. AI
  658.  
  659. AI empires adopt a fleet doctrine and weapon/defense preferences matching their personality.
  660.  
  661. Auto-generated ship designs are now fully regenerated when new technology is researched, allowing them to adopt newly unlocked weapons and switch weapon families.
  662.  
  663. AI empires research weapon technologies matching their preferred weapon type more eagerly.
  664.  
  665. AI empires research armor or shield technologies in line with their defensive preference.
  666.  
  667. Sneak-attacker empires are more likely to research cloaking technology.
  668.  
  669. The AI no longer selects battleship, ember, or Stinger XL sections before it has a usable XL weapon.
  670.  
  671. The Stinger artillery section is no longer unconditionally preferred over its line section.
  672.  
  673. AI empires now fit psionic shields when they can afford the zro, instead of always avoiding them.
  674.  
  675. A shortage of one rare or strategic resource no longer blocks the AI from using weapons and components that rely on other rare resources.
  676.  
  677. AI empires with stealth fleet doctrines now correctly install cloaking devices on auto-designed ships.
  678.  
  679. Psionic shields are no longer equipped on stealth ships that lack psionic cloaking.
  680.  
  681. Fixed AI not handling events if they don't have an idle science ship with a leader.
  682.  
  683. Fixed AI not declaring war if their naval capacity is too high.
  684.  
  685. UI/UX
  686.  
  687. Waystations now show the amount of resources collected every month.
  688.  
  689. Improved Waystation stockpile tooltips.
  690.  
  691. Overlapping list boxes are now properly centered
  692.  
  693. Policies are now grouped into collapsible categories (Military, Diplomacy, Economy, Research, Society), with a traffic-light header on each category indicating whether all, some, or none of its policies can currently be changed.
  694.  
  695. Added a button to collapse or expand all policy categories at once.
  696.  
  697. Military policies can now be reviewed and changed from the Fleet Manager, and research policies from the Technology view.
  698.  
  699. Hints nomad players that they can excavate owned dig sites if they have the Frontier Archaeology tradition
  700.  
  701. Building slots are highlighted when they are selected
  702.  
  703. Fixed too large hitboxes for overclocking buttons.
  704.  
  705. In species trait tooltips in empire creation, the portrait requirements are now listed in the correct order.
  706.  
  707. Fixed the Open Orbital Ring button being hardcoded in planet_view.gui
  708.  
  709. Performance
  710.  
  711. macOS builds can now run natively on Apple Silicon as a universal (arm64 + x86_64) binary, no longer requiring Rosetta 2 translation.
  712.  
  713. Improved mid- and late-game performance by optimizing how pop faction attraction is calculated.
  714.  
  715. Reduced the CPU and memory overhead of per-fleet order checks, improving performance in large late-game galaxies with many fleets.
  716.  
  717. Stability
  718.  
  719. Fixed a crash that could occur when hovering over certain leader traits.
  720.  
  721. Fixed a potential crash when generating empire name labels on the galaxy map.
  722.  
  723. Fixed some more multiplayer out-of-sync issues.
  724.  
  725. Modding
  726.  
  727. Remove obsolete faction parameters
  728.  
  729. Added missile armor, shield, and hull point modifiers (flat and percentage variants).
  730.  
  731. Added triggers pop_ethic_amount, pop_ethic_percentage.
  732.  
  733. Added effects pop_force_add_ethic, pop_force_remove_ethic, pop_force_transfer_ethic
  734.  
  735. Fix `pop_force_add_ethic` and `pop_change_ethic` triggers
  736.  
  737. Remove deprecated triggers `pop_has_ethic` and `pop_group_has_ethic`
  738.  
  739. Added the can_spawn_random_anomaly, can_spawn_random_archaeological_site, and can_add_random_non_blocker_deposit triggers, and a surveyor parameter to the spawn_random_anomaly effect.
  740.  
  741. Exposed defines for allowing the AI to ignore the penalties for being over naval cap or over naval cap. The current state of these defines is no change from previous behaviour.
  742.  
  743. Added pretriggers to ships
  744.  
  745. Added home_colony and background_colony scopes (similar to home_planet and background_planet, but scope to a colony on any carrier type).
  746.  
  747. Removed min_navy_for_wars from country types.
  748.  
  749. Scripted actions support a new automation = {} block with an options sub-block, plus a new fleet-scoped has_automation_flag trigger to gate automation weights.
  750.  
  751. Scripted action automation = {} blocks now support a parent field that nests an action's row beneath another action in the settings menu.
  752.  
  753. Added the weapon_and_strike_craft range_components option for ship behaviors.
  754.  
  755. Expanded the ship_behavior template documentation (move patterns, combat_movement, flee_when_overpowered, allow_emergency_ftl, allow_disengage).
  756.  
  757. Added the can_spawn_random_anomaly, can_spawn_random_archaeological_site, and can_add_random_non_blocker_deposit triggers, and a surveyor parameter to the spawn_random_anomaly effect.
  758.  
  759. Exposed defines for allowing the AI to ignore the penalties for being over naval cap or over naval cap. The current state of these defines is no change from previous behaviour.
  760.  
  761. Updated the documentation for the `create_country` effect.
  762.  
  763. Added the transfer_resources_to_empire effect, which transfers a country's stockpile of each listed resource
  764.  
  765. Added the transfer_resources_to_empire effect, which transfers a country's stockpile of each listed resource (optionally a percentage of it) to another country in a single call
  766.  
  767. create_message now supports a "resources" variable type that prints a country's current stockpile of the listed resources as one string of icon + amount pairs
  768.  
  769. Update v4.4.4:
  770. Feature​
  771.  
  772. The Baol Life Seeding decision can now be enacted on artificial worlds and structures, and grants a unique deposit carrying over some of the bonus of a Gaia world
  773.  
  774. Improvement​
  775.  
  776. AI will now consider abandoning a contract after 20 years have passed since they have accepted it.
  777.  
  778. Idle Arkships and Logistic ships will notify the player about having completed the waystation/wayline stockpile collection.
  779.  
  780. Added Logistics Hub indicator in the galaxy map.
  781.  
  782. Arkship and Logistic harvest and strip mine orders issued on a whole solar system now target higher-value planets first instead of simply the nearest.
  783.  
  784. Automated science ships that temporarily run out of reachable tasks now stay automated and resume when new work appears, instead of cancelling automation.
  785.  
  786. Arkship random names in empire creation now use namelists for ships, not planets.
  787.  
  788. Fleets will continue repairing and upgrading while following the moving arkship within the system.
  789.  
  790. Fleets will continue following the arkship after having completed its upgrades.
  791.  
  792. Improved the randomization of nomadic empires in galaxy generation, so they no longer take up the bulk of the advanced AI empire slots.
  793.  
  794. Following ships will start charging its FTL drive without waiting for the target to complete its hyperlane jump.
  795.  
  796. Becoming nomadic now embarks assault armies on the planet instead of destroying them.
  797.  
  798. Balance​
  799.  
  800. Further reduced the effects that higher difficulties have on Forever Cruise progress.
  801.  
  802. Deep Sleep civics can no longer be combined with the Synthetic Fertility origin to avoid breaking their starting situation and the identity repository.
  803.  
  804. Rebalanced Arkship habitability from species traits.
  805.  
  806. Arkship now have an inherent 40% habitability, matching that of habitats.
  807.  
  808. Arkship Living Space Module grants +5% habitability in addition to the +1 district slot, but has an Exotic Gas cost and upkeep.
  809.  
  810. Reduced the size bonus damage from the Vanguard and Knight Paladin subclasses.
  811.  
  812. Adjusted the starting conditions of Forever Cruise and upkeep of Passengers to not start you in massive deficits. Generally speaking, there are now fewer Specialist Crew jobs present and Passengers (except for Bio-Trophy Passengers) have reduced Consumer Goods upkeep.
  813.  
  814. Made the Forever Cruise center situation stage longer
  815.  
  816. Added a Passenger Satisfaction penalty for abandoning Forever Cruise contracts
  817.  
  818. The Doomsday modifier you get for successfully embarking now grants +60% habitability
  819.  
  820. Increased offspring ship limits.
  821.  
  822. Nomad strategic-resource harvesting reworked. Researching a resource's mining technology now grants a +50% harvesting yield for that resource (Volatile Motes, Exotic Gases, Rare Crystals, Living Metal), replacing the previous penalty for lacking the technology. This means that the bonus from the technology now applies to resources inherent to the planet class instead of only those from deposits.
  823.  
  824. Tribute Vault and Pirate Hideout waystation modules now add their resources to the waystation's stockpile instead of silently adding them to the empire stockpile.
  825.  
  826. Bugfix​
  827.  
  828. Literally unplayable typo fixed in "Agree to Disagree" perk tooltip.
  829.  
  830. Fixed opinion modifiers from Defender of the Galaxy applying when they shouldn't if the Nomads DLC is not enabled.
  831.  
  832. Paladin ships can no longer cloak, as their UI does not support it.
  833.  
  834. Fixed some Star Seekers checks only checking for the regular version of the civic.
  835.  
  836. Nomad-exclusive technologies are now hidden if you decide to settle, and re-revealed if you then decide to embark and become nomadic again.
  837.  
  838. fixed error logged when loading a save that contains popup informing about finish a tech research
  839.  
  840. The gas giant created by the Primal Calling origin now starts surveyed.
  841.  
  842. Corrected that mineral_insight_nomad did not provide job efficiency for astro-harvesting jobs.
  843.  
  844. The Waystation Research Module now establishes communications with pre-FTL civilizations in its system.
  845.  
  846. Planet class modifiers now apply to Arkship (ship-carried) colonies.
  847.  
  848. Fixed a crash that could occur while the AI was evaluating which contract to take on.
  849.  
  850. Total Wars between Nomads now properly move arkships between owners
  851.  
  852. Preventing a waystation UI from crashing in some modded ui cases.
  853.  
  854. Fixed the Planet Modifier for doomsday empires embarking not being applied to their arkship.
  855.  
  856. Fixed the Safe Haven modifier for embarking as a doomsday empire not having an icon.
  857.  
  858. Allowed Beastports for non-Beastmaster empires if you have tech_alien_cloning..
  859.  
  860. Fleets will no longer get stuck not being able to jump if the target their are following is currently moving.
  861.  
  862. In "Decipher Strange Signal", the nomadic empire needs to be in the system owner's empire to make contact
  863.  
  864. Fixed Nomadic empires not being able to enable L-Gates in some cases.
  865.  
  866. Arkships no longer benefit twice from waystation network (wayline) modifiers.
  867.  
  868. The Utility Deck specialization now correctly supports industrial buildings.
  869.  
  870. Fixed Specific Cetana events being broken for Nomads
  871.  
  872. Fixed delayed starbase spawn upon settling as Nomads
  873.  
  874. Fixed Cetana's Databank Project not showing up under Ongoing Crises
  875.  
  876. Fixed the Clone Army dig site spawn event localisation pointing towards an incorrect planet
  877.  
  878. Fixed an edge case where it was possible to dismiss the Eternal Chorus scientist before the end of the event chain
  879.  
  880. Fixed an instance of the Assist Colony special project not spawning properly upon accepting the contract
  881.  
  882. Fixed the Sable Pilot trait icon being empty
  883.  
  884. Fixed crash that could happen when federation members were destroyed while a proposal was still being voted
  885.  
  886. "Cetana: Weak Links" entry stays inside the borders of the Situation Log window.
  887.  
  888. Fixed 2 resort world specializations deleting themselves after being build
  889.  
  890. Changing the situation approach will now update the effect list faster - some edge cases used to delay the changes in the effects for a few in game days.
  891.  
  892. Abandoning an internal contract no longer sends an issuer toast
  893.  
  894. The on_cancel effect only fires once for internal contracts
  895.  
  896. Massively increased the likelihood that the Drums of War chains starts for Heirs of the Khan empires near the mid game year.
  897.  
  898. Ignore border restrictions for nomadic countries in uplift-species special projects
  899.  
  900. Fixed Recall paladin ability to work for nomad players
  901.  
  902. Fixed Stellar Ignition Contract being impossible to complete
  903.  
  904. Take the initiative projects will now abort if they are no longer needed.
  905.  
  906. Fixed Wanderlust event chain re-appearing in the situation log
  907.  
  908. The Doomsday event to unlock Embarking once again unlocks embarking.
  909.  
  910. Lowered the Forever Cruise situation speed change based on difficulty
  911.  
  912. Enabled the Sacred Path event chain to remain in the Situation Log after completing all Sacred Sites, so players can still find them on the galaxy map.
  913.  
  914. Color change in "System Warmth Detected" event window
  915.  
  916. Fixed internal contract spawn chances for Forever Cruise
  917.  
  918. Fixed the Timeline event for megastructures only firing for Behemoth empires
  919.  
  920. Fixed GetPlanetMoon returning a capitalized version of Planet as well as not returning moon when it should
  921.  
  922. The Doomsday Arkship modifier now speeds up decisions, not buildings
  923.  
  924. Fixed some Patron callings and deeds that were inappropriate for Nomadic Empires showing up.
  925.  
  926. Fixed the tooltips for some Patron accords not showing the correct tooltips for gestalt empires.
  927.  
  928. Fixed the tooltips for when an Arkship couldn't perform an action being confusing in some cases.
  929.  
  930. Blocked Shroud-Forged from Embarking.
  931.  
  932. You can no longer distribute Zro or Astral Threads during the Psionic Ascension situation if you run out of Zro or Astral Threads.
  933.  
  934. Astral Scars spawned during the Psionic Ascension situation are now revealed to Nomadic Empires.
  935.  
  936. Fixed an unlocalized tooltip for cloaking detection.
  937.  
  938. Fixed some backup clone effects checking for the incorrect tradition.
  939.  
  940. Arkship Preparation for the Doomsday origin now correctly reduces the time to embark.
  941.  
  942. Polish and Russian loc fix
  943.  
  944. Added a fallback if the Cyberization situation gets stuck with less than 100 pops to cyberize
  945.  
  946. A firing Stellar Cannon no longer blocks interaction with planets and construction in other star systems.
  947.  
  948. Arkships can now research the special project in Crystal Manufactory
  949.  
  950. The Breach the Shroud situation now recognizes all types of Psi Corps buildings
  951.  
  952. Unit Solace now correctly has the Synthetic trait
  953.  
  954. Players without the Nomads DLC can again create Nomadic empires in multiplayer when the host owns the DLC.
  955.  
  956. Fixed Arkship afterburners not upgrading to tier 2 when Advanced Afterburners is researched.
  957.  
  958. Automated fleets no longer drop out of automation after evading hostiles.
  959.  
  960. Fixed Stingers and the Devastator Mount not obeying the listed firing arcs for their weapons in some cases.
  961.  
  962. Fixed civic-granted starting buildings not being added on Sacred Path Nomad Arkships (Experimentation Chambers, Sanctuary of Repose, Astrometeorology Observatory, Sacrificial Temple)
  963.  
  964. Fixed Experimentation Chambers not being added on Hive/Machine Nomad Arkship starts
  965.  
  966. Fixed deep-scan Resource Cache toast displaying incorrectly
  967.  
  968. Fixed Forever Cruise empires incorrectly receiving Luxury Residences on game start
  969.  
  970. Event generated Nomad empires will no longer get an asteroid
  971.  
  972. Fixed Arkship move button incorrectly disabled
  973.  
  974. The Abandon Contract button now warns about the consequences in its tooltip.
  975.  
  976. Fixed duplicate colony names in the diplomacy tooltip after a nomad empire settles.
  977.  
  978. Fixed a Special Project icon that could appear underneath the star in certain situations.
  979.  
  980. Fixed starbase module and building limits showing as 0 in link tooltips.
  981.  
  982. Timed project alerts no longer show projects from option groups you did not select.
  983.  
  984. Fixed a duplicate scope name in deposit-related event tooltips.
  985.  
  986. Fixed accepted contracts showing "Available Until: 0" in the issuer's tooltip.
  987.  
  988. Fixed the outliner planet tooltip incorrectly reading "Carried by".
  989.  
  990. Improved unhelpful modifier tooltip labels on Arkships.
  991.  
  992. The anomaly "The Imitator" can no longer appear twice.
  993.  
  994. The Stellar Cannon no longer removes portals when it fires.
  995.  
  996. Fixed situation approaches not working after a repeating situation completed a cycle.
  997.  
  998. Fixed welding bots facing the wrong way while constructing a megastructure.
  999.  
  1000. Harvesting modifiers for Civilian Arkships are now working correctly.
  1001.  
  1002. Fixed some resource mining technologies being blocked for Nomadic empires.
  1003.  
  1004. Fixed issues in which settled empires that Embarked could retain starbases and borders. Clarified the tooltip for Waystation conversion in English.
  1005.  
  1006. Expulsions wars will no longer move stations nomads are not allowed to build before reverting their ownership
  1007.  
  1008. Fixed Governor modifiers not applying.
  1009.  
  1010. Nomad Raids now properly transfer waystations on status quo's in both directions
  1011.  
  1012. Maintenance Optimization Tradition now grants Amenities bonuses for Calculator Jobs and the Hive equivalent.
  1013.  
  1014. Changed icon for "Resources Stolen" alert notification to make it more noticeable after successfully plundering a planet.
  1015.  
  1016. Operational Reserves tooltip now mentions the 1-3 scaling of energy/minerals to operational reserves
  1017.  
  1018. Fixed numerous modifiers (such as the Stability from Bureaucrats granted by Byzantine Bureaucracy) not granting their modifiers to Arkships. Note to modders: Any scripted modifier needs to be updated to work on colonies rather than planets.
  1019.  
  1020. AI​
  1021.  
  1022. AI will no longer accept unreachable contracts and will abandon contracts that become unreachable.
  1023.  
  1024. Fixed AI empires not properly using Deep Sleep mechanics.
  1025.  
  1026. Fixed nomadic AI empires not merging their armies into a single transport fleet.
  1027.  
  1028. Fixed AI not selecting hostile, domineering, threatened or imperious attitudes if either country is nomadic.
  1029.  
  1030. Fixed AI counting their existing armies twice when calculating how many armies to build.
  1031.  
  1032. UI/UX​
  1033.  
  1034. Eager Explorers, Privatized Exploration, Stargazers, and Exploration Protocols are now marked as a Challenging Civic on the empire creation screen.
  1035.  
  1036. Ship automation buttons are now disabled, with an explanatory tooltip, for ships that cannot use Hyperlane travel.
  1037.  
  1038. The diplomacy window dynamically resizes width as you move between options
  1039.  
  1040. Selection box remains in the correct section after building a System or Spinal Mount
  1041.  
  1042. Improved concept tooltips for starbase building and module unlocks.
  1043.  
  1044. Fix waystation stockpile max capacity rounded to thousands
  1045.  
  1046. Removed a duplicate Ascension Perks header in the perk picker.
  1047.  
  1048. The starbase module list now keeps its scroll position when advancing through slots.
  1049.  
  1050. Fixed the Situation Log selection jumping back to the first entry when scrolling.
  1051.  
  1052. Fixed the position of the remove-contract button.
  1053.  
  1054. Waystation UI now shows income to two decimal places.
  1055.  
  1056. Waystations that are collecting excessive resources now have more room to display their icons in the system map.
  1057.  
  1058. Performance​
  1059.  
  1060. Improved performance of the empire creation UI.
  1061.  
  1062. Fixed science ship Excavate and Astral Rift automation causing a recurring daily stutter when no reachable target was available.
  1063.  
  1064. Stability​
  1065.  
  1066. Fixed a crash on the start of the game loaded from an old save file.
  1067.  
  1068. Fixed a SHELD_HEALTH OOS on hotjoin
  1069.  
  1070. Country Modifiers OOS fixed due to badly parallelized navy coverage calculations
  1071.  
  1072. to reduce the amount of OOS at resync, the host will now also reload the save during a resync
  1073.  
  1074. Audio​
  1075.  
  1076. Stellaris Complete Soundtrack updated with Nomads tracks and album artwork.
  1077.  
  1078. Correct sound now plays when arkships are attacked.
  1079.  
  1080. Modding​
  1081.  
  1082. Added `category_limit_fail_text` to scripted actions.
  1083.  
  1084. Added a `context_menu_ordering` (distance/weight) field for scripted actions to control target ordering when issued on a whole system.
  1085.  
  1086. Added a per-ship-class shield multiplier modifier (e.g. `corvette_shield_mult`), matching the existing per-class health and armor multipliers.
  1087.  
  1088. Added collected_colony_resources allowing starbase modules to steal or clone resources from colonies in the same system.
  1089.  
  1090. Added AI_HOSTILE_FLEET_DISTANCE define.
  1091.  
  1092. Update v4.4.3:
  1093. Bugfix:
  1094.  
  1095. The Void Reavers civic no longer requires both First Contact and Nomads
  1096.  
  1097. Corrected the Trust and Opinion thresholds required to propose a Waystation Pact.
  1098.  
  1099. Fixed opinion modifiers from Defender of the Galaxy applying when they shouldn't.
  1100.  
  1101. Update v4.4.2:
  1102. Balance:
  1103.  
  1104. Reduced the rate of the Forever Cruise situation speed on all difficulties.
  1105.  
  1106. Significantly reduced the amount that the situation increases based on game difficulty. (These are further reduced from last night’s Open Beta release.)
  1107.  
  1108. Doubled the grace period after completing a crew or passenger contract - it will now pause progress in the passenger satisfaction situation for 24 months.
  1109.  
  1110. More comprehensive changes will be coming in this weekend's Open Beta for the patch planned for next week.
  1111.  
  1112. Bugfix:
  1113.  
  1114. The Defenders of the Galaxy achievement should now be completable
  1115.  
  1116. [Beta Bug Only] Fix overlapping and missing items in single player game setup
  1117.  
  1118. Stability:
  1119.  
  1120. Preventing a waystation UI from crashing in some cases.
  1121.  
  1122. Fixed a crash that could occur when changing the animated main menu background from the in-game settings screen.
  1123.  
  1124. Fixed a crash that could occur while the AI was evaluating which contract to take on.
  1125.  
  1126. Fix crashing on 800p and lower resolutions when clicking on Waystations.
  1127.  
  1128. Fix combat crash when calculating ship design states (from required component arrays having null-object placeholders that defaulted to the “weapon” type)
  1129.  
  1130. Fix crash when escaping combat as an enemy is destroyed
  1131.  
  1132. Fix crash in spawn_random_anomaly when orbital fleet has no ships
  1133.  
  1134. Fixed a crash that could occur when hovering an empire's ethics tooltips, including after that empire was destroyed.
  1135.  
  1136. Fixed a crash that could occur when hovering ethics tooltips in the empire setup screen.
  1137.  
  1138. Fixed a potential crash when opponents were deleted in mid-combat