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=== Features === * Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only) * It is now possible to test-fire world cracker on habitable (but uninhabited) planets in your space * Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships * Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap * Megastructures resources are now affected by country modifiers * Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc) * Added some more logic for making sure ship auto-complete doesn't switch your desired combat role * Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier * When a new ruler is elected, the previous ruler that was elected out of office (if alive) will now attempt to take over the job that was opened up by the newly elected ruler, assuming the leader class matches. Back to the mines, Mr. Ex-President. * Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands * War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side * Marauder raiding fleets are now neutral to everyone except their intended target * Added event that lets countries with a Chosen One become a Divine Empire * Adjusted fleet formations so that titans try to position themselves more in the middle of a fleet and avoid face-tanking the enemy * Grasp the Void ascension perk has been added to the game. It increases starbase capacity by +4 * Increased max starbase capacity to 100 * Ether Drake Hatchling and Psionic Avatar can no longer be merged into other fleets or assigned leaders * Assist Research is no longer researched by technology, and is instead unlocked by a tradition * Implemented scriptable starbase building and module AI with first pass scripting * Forcing an empire to adopt your ideology will now also pull them out of any Federation they are part of, and revoke all their claims on you and your Federation allies and subjects * Added two new mid-game society techs, one for Hive Minds and one for Machine Empires, that substantially boost resource production * Reworked difficulty modes completely. The new difficulty modes are: ** Ensign: AI has virtually no advantages or cheats (no economic, military or research benefits at all, only very minor advantages such as cheaper gene-modding) ** Captain: AI gets small economic/research/naval capacity advantages ** Commodore: AI gets moderate economic/research/naval capacity advantages ** Admiral: AI gets major economic/research/naval capacity advantages ** Grand Admiral: AI gets massive economic/research/naval capacity advantages ** Scaling: AI gets economic/research/naval capacity advantages that start at zero and scale up over time, reaching max at the End-Game Start Year * Pops that are being exterminated or processed into food/energy can no longer work on Replicator buildings * You can now trade for Food as well as use it to trade for Minerals and Energy with Trader Enclaves * The Plunder wargoal now reduces enemy Mineral/Energy production instead of being identical to humiliate * Plunder victory now gives minerals and energy relative to the number of enemy planets (between 500 and 2500) * Updated war progress meter with a colour-coded indicator of your enemy's willingness to surrender, to help distinguish it from their war exhaustion * When declaring war, your relevant claims are now listed in the war goals screen, except for total wars which ignore claims * Pop abduction now prioritizes abducting pops to core worlds before sector worlds * The Colossus/Stop Colossus CB no longer invalidate all other CBs, and are now explicitly based on having a Colossus rather than just the tech to build one * FTL inhibitors now have different frames (regular, dark red, green) depending on whether their owners are hostile or allied to you, which should make it more immediately apparent when a FTL inhibitor in a system is actually blocking your progress * When ordering a ship to move to a system, the ship will now automatically enter orbit of the star instead of just idling near it * Added new events with positive effects that sometimes trigger if you neighbor Marauders * When a planet is occupied, the occupier now gradually spawns a garrison force to hold and defend it. Unless destroyed by battle or bombardment, the garrison force remains until the planet is either annexed or reverts to the owner's control * Wormhole Stabilization is now also researchable if any known (playable) empire has researched it first * Clicking 'new fleet' in fleet manager now selects the new entry and opens the add design menu * Combat computers now tell you the actual range the ship will attempt to hold at during combat * Fleet manager now clearly displays when fleets are at full strength * Added "Eye of Hawking" black hole name * Ringworlds are now unlocked by the Galactic Wonders ascension perk, and the Circle of Life perk has been removed * The Erudite trait now enhances leaders with additional traits in a similar way to Psionic or Cyborg
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