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=== Balance === * Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance * Base unity income increased from 1 to 2 * Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions) * Tradition unity cost per system reduced from 2% to 1% * Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5% * Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection * It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension * Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50% * Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible) * Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster) * Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to * Drone Mining Lasers are now a bit worse against hull and a bit better against shields * Broken and shattered planets spawned on galaxy generation can now have deposits * Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc) * Reduced cost of hiring Marauder leaders to 2000 energy * Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus * Technologies that reduce claim cost now also decrease war exhaustion gain * Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless * Increased opinion bonuses for ally of ally and mutual rivals * Increased opinion penalties of allying rivals * Tributary wargoal is now a bit easier to enforce * Reduced War Exhaustion per ship and army killed * Combat computers now give evasion_mult instead of evasion_add * Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond * First pirate event now tells you the system where they are based * Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years) * Federation fleet is now limited to an absolute max naval capacity of 500 * It is now possible to get the gateway activation tech if you know any other empire that has the technology * You now get war exhaustion a bit slower while fighting a Liberation War * When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation * AI Empires now gets pirates * Normalized unique Leviathan building costs. Ether Drake Shrine, Dragonslayer Monument, and Stellar Devourer Trophy now all cost 800 minerals and take one year to build * Post-Apocalyptic civic starts with a more balanced home world, because even Max Rockatansky cannot live on gasoline alone * The "Scout" Admiral trait will now first appear after Gravitic Sensors tech has been researched * Global Pacifier and Neutron Sweep can now be used to neutralize Prethoryn infested worlds * Added a 20 year cooldown before the AI can hire a Marauder raid against the same target again * Increased combat disengage chance for Titans * Increased max number of Titans from to 3 to 20 * Resource Replicators mineral production increased from 30 to 40 * Raised starbase max cap to 999 * Raised naval max cap to 9999 * Psionic Shields can no longer be reverse-engineered * Purifiers, Devouring Swarms and Exterminators can now be spontaneously raided by Marauders, and can also offer tribute * The Wraith will now spawn at the mid-game date set in the galaxy settings, rather than 40 years after its host star is surveyed. The Wraith will not spawn if its star has not been surveyed before the mid-game date * Removed initial opinion gain when trading resources with a Trader Enclave to prevent exploit * Negative opinion modifiers for Planet-Killing are now cumulative, stacking up to 5x and decaying by 1 Opinion per year. * Marauders will now wait at least five years before threatening to raid you again * Great Pyramid event chain is now more likely if indoctrination is being used * Reduced chance of Khan awakening from void dwelling destruction * Early Space Age primitives are now much less likely to nuke themselves unless due to observation station interference * Gestalt Consciousnesses now get less piracy risk * Security Zone habitat building no longer has a tech requirement * Reduced chance of Generals dying in battle when their division is destroyed * Unrest and unhappiness no longer reduces food production, to prevent an unrecoverable death spiral of food shortages leading to even more starvation * Slaves' attraction to egalitarianism now depends on how unhappy they are - happy slaves will gain authoritarian attraction instead, as they learn to love the lash * Unlocking Evolutionary Mastery now requires Glandular Acclimation tech rather than Targeted Gene Expressions * Increased jump drive cooldown from 120 to 200 days * Erudite and Talented are now mutually exclusive traits * Nerve Stapled and Talented are now mutually exclusive traits, as satisfying as it was to oversee a menagerie of lobotomized Tchaikovskys * Increased general exp gain from ground combat massively * The resources stolen by Marauder raiding fleets now scale to your mineral income * Reduced forced migration speed (so it's slower than extermination generally) * Opinion modifier from Hallowing a Fallen Empire's Holy World no longer decays * Added a lot more resources to the non-Cybrex Precursor home systems * Post-Apocalyptic start now has an extra food deposit under a tile blocker * Assimilators can no longer pick the Machine Worlds ascension perk * Assimilators now get the same technology as Hive Minds (producing all resource production) instead of the normal Machine Empire tech that boosts robot resource production * Precursor home systems are now much more likely to spawn inside or close to the borders of their discoverer * Reduced the strength of rampaging trees to a less Entish level * Increased war exhaustion gain from battles and planetary destruction * Reduced torpedo bonus damage against armor to +50% (from +100%) * Reduced autocannon bonus damage against shields to +50% (from +100%) * Increased range and firing speed of point defense * Habitats now cost 200 influence each * Reduced tech cost per system from 2% to 1% * Raised base tech costs * A Synthetically Ascended Empire's factions will no longer care about Synth Envy * Swapped cost/maintenance of clone and slave armies * Removed the penalties for high war exhaustion. Once a war side reaches 100% war exhaustion, there is now a 24 month timer that starts ticking down. Once the 24 month timer has ended, it is now possible to force a status quo peace. It is possible to mod out forced status quo and mod back in penalties if desired * Tradition scaling cost has been increased, reducing rate of acquisition * Devouring Swarm now gets -50% starbase influence cost and -25% ship cost (up from -15%) * Exterminators now get -30% starbase influence cost * Fixed combat computer and weapon ranges to match up better
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