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=== Bugfixes === * Colony automation now has a 3 day cooldown after a building completes in order for recently completed constructions to take effect * Increased weighting of favorited jobs so that they're properly prioritized * Made the logic for buy/selling slaves better. AI is now more likely to both buy and sell slaves, wrote someone in the 21st century * Fixed automation not working on planet capitals or new colonies if you don't change the designation * Conquered habitats will now convert districts that are not permitted by their new empire type * Fixed so that rogue servitor AI will no longer just build organic sanctuaries * All non-Exterminator Machine Intelligences should now be able to make Farming Colonies * In MP only the first player to discover the Baol or Zroni precursor will begin their chain. Others are free to discover different precursors * Fixed overflow issues in AI diplomacy due to relative strength calculations * The result of "Reverse-Engineer Minor Artifacts" is now properly randomized * Disabled map-ping for finished arch sites * Admiral XP is based on the total cost of ships instead of just minerals * Fix for all buildings swapping issues * Secrets of the Irassians will no longer sometimes give machine intelligences a tech they can't use * Changed so that arch sites and certain events use the correct GFX files * Fixed Growth species disappearing every other month in some cases * Ship build speed modifiers are no longer applied twice * Fixed Build Speed modifier being applied twice to buildings * Fixed some new Tutorial Lines not playing VO (VO for a bald eagle flying out of an explosion with a pistol grasped in its beak didn't arrive in time for today, alas) * The Caravaneers roam space once again instead of sitting in orbit ringing your doorbell for all eternity with an "offer you can't refuse" * Deficit modifiers are properly applied again * Master Builders no longer ever affects Habitat size * Rare resource tech will also be researchable if any planet you own contains an Industrial sector deposit * Primitives living on Ring Worlds will no longer build normal districts on them when invaded, enlightened, or if they naturally develop spaceflight, because inscrutably we have created a game where apparently such things are possible * Maintenance Drones again have a positive weight for the Emotion emulators trait * Fixed ships not going MIA when they can't return because they don't have access * Presapients can now be found again to be uplifted/exploited/devoured as your whim decrees * Upgraded buildings are no longer moved after ruined buildings * Fixes the rubricator system appearing without hyperlanes * Pop Growth is now based on the pop growing rather than the fastest growing species on the planet * Gateways and habitats can now built while other megastructures are being built * Fixed Habitats and Ring worlds getting modifiers meant for non artificial planets * Fixed planet view not changing image correctly after planet class change * Add modifier effects to planet class tooltip * Reduced the late game stutter * You can now steal relics when you're not in the galatron war, rather than only during the galatron war, though why you would steal any relic other than the Galatron is beyond me.
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