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=== Balance === * Increased the minimum growth of planets near the top of the logistic growth curve to 10% from 1%. * Significantly reduced the effect of empire pops on the required growth of new pops to 0.25 from 0.5. * Reduced the number of pops required to upgrade capital buildings to 10/25/50 from 10/40/80. * Hive Worlds now also have +1 Spawning Drone job. * Machine Worlds now also have +1 Replicator job. Resource Consolidation homeworlds begin with a blocker negating this extra job until removed. * The Constructobot civic now also grants +1 Building Slot. * Slave Processing Plants now also enable automatic resettlement for slaves on their planet, but reduce the rate at which the planet does so. (Which can be offset by Transit Hubs or other modifiers.) * Ceramo-Steel Infrastructure and Durasteel Infrastructure technologies now also grant +25% Colony Development Speed. * Increased the duration of the Prosperous Unification planet modifier to 20 years. * Espionage related edicts that lowered operation difficulty now instead increase Codebreaking (which will still reduce difficulty, but will also have other benefits.) * Replaced +10 Maximum Infiltration on Ruthless Competition and Shadow Council with +1 Codebreaking. * The Criminal Syndicate civic now also grants +1 Codebreaking. * Reduced the alloy discount of GDF ships to 25% but added an extra 10% discount to the resolution that expands the GDF. * You can now no longer permanently lose your Aetherophasic Engine. However, losing control of it will wipe out all progress you had made in upgrading it. * Slowed down purging by about 50%, as we have significantly fewer pops in the game now. The exception is Neutering, which has increased in speed from 500 months per pop to 10 months per pop. * You now get four months' worth of their purge output every time a pop is purged via Forced Labor, Processing or Chemical Processing. * Slowed down First Contact investigation times by about 50%. * Ion Cannons, Perdition Beams, and Titan Lasers are now considered energy weapons and benefit from repeatable technologies. * Reduced Criminal job effect on trade to -5 from -10. * Rogue Servitor bio-trophy buildings now also increase Planet Capacity to compensate for the trophies within. * Bio-Trophies now provide 1 Unity instead of 2, and 1% Complex Drone Output instead of 0.25%, but only provide any benefits when at or above 50% happiness. * Increased the effect of the Rogue Servitor Expanded Breeding Program to 20% from 10%. * Terminal Egress is now a black hole (which cannot be cracked) * Resolution Extra Dimensional Exploration is now again a dangerous resolution (which lets you get the Unbidden a bit early) * Medical Workers now also increase Organic Pop Assembly by 5%, and increase habitability by 2.5% * Significantly reduced the up front energy cost of espionage operations. * Increased the power of starbase reactors. Fully upgraded bastions should be better at actually using all their weapon slots. * Espionage edicts unlocked by Quantum Hacking now also grant +10 Maximum Infiltration Level. * Pops will not automatically resettle away from newly founded colonies until 5 years have passed, so your habitats will no longer have one worker flee before you can give them something to do. * The Gather Information operation now also grants +5 Maximum Infiltration Level for 10 years, stacking with itself up to +20. (Continuing to perform the operation will restart the 10 year timer if it's at +20 Maximum Infiltration Level.) * Espionage operations no longer gain 1 Insight no matter how bad the roll, contrary to what is stated on the UI. They now need a score of at least 2 to gain an insight. If the die rolls 10 and the score is below 2, an insight will still be gained to prevent operations from freezing entirely. * Made Menace Rewards scale with the number of empires in game. * Reverted the behavior that shipyards in occupied stations could be used to upgrade and build ships. * Reduced the number of Clerk jobs provided by buildings and districts by 40%. * Clerk trade value has been increased to 4. * Crime Lord Deal now also adds criminal jobs. * Manufacturing focus buildings (factories and foundries) are no longer exclusive from one another, and no longer add jobs to Industrial Districts. They instead increase the base production of alloy or consumer goods producing jobs by 1 or 2, with a corresponding increase in upkeep. * Buildings that increased basic resource production and added jobs to basic resource producing buildings or districts (Energy Grids, Mineral Purification Plants, etc.) now increase the base production of the relevant jobs by 1 or 2 based on tier instead of their previous modifiers. Machine empires still gain the extra resource district slots as before. Yes, things like "livestock" counts as a "relevant job". * Reduced base automatic resettlement chance to 5% per month (46% chance per planet to resettle per year). * Reduced logistic growth ceiling from 2.0 to 1.5. * Sliders have been added in Galaxy Generation for the planetary Logistic Growth cap and Empire-wide Growth Required scaling values. Please note that adjusting these can have significant effects on game balance and performance.
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