Posted February 18, 2020
high rated
Changelog for V1.200 - Tyrannosaurus Patch (18 February 2020) - Part II:
Updates (continued)
Economy: Structures & Specializations
- Optimization Control Agency - Changed the 10%/20%/30% income when all slots filled to give 1/2/3 energy per colonist in slot.
- Society Investment Center - Changed the 10%/20%/30% income when all slots filled to give 1/2/3 knowledge per colonist in slot.
- Agricultural Export Sector - Changed the 10%/20%/30% income when all slots filled to give 1/2/3 food per colonist in slot.
- Military Innovation Sector - Changed the 10%/20%/30% income when all slots filled to give produced units 1/2/3 ranks.
- Expedited Learning Center has been replaced with the Cosmite Amplification Lab. The Cosmite Amplification Lab decreases cosmite cost of produced (modded) units and gives status effect resistance to produced units at levels 3/4/5.
- Bioengineered Food Plantation - Decreased the food cost for next colonist reduction from 10/20/30/40/50% to 10/15/20/25/30%
- Military Engineering Guild - Decreased the +2/+3 armor at level 4/5 to +1/+2 armor.
- Advanced Military Engineering Guild - Decreased the +2/+3 armor at level 4/5 to +1/+2 armor.
- Naval Training Sector - Removed references to 'Fast Embarking' as it never was implemented
- Naval Training Sector - Now gives +1 unit level at level 1, +2 at level 2, +3 at level 3 (before it started giving levels at level 2)
- Algae Farms - Decreased Food income from +15 to +10 per sector at level 3.
- Hydro Battery - Decreased Energy income from +15 to +10 per sector at level 3.
- Maritime Research Facility - Decreased Knowledge income from +15 to +10 per sector at level 3.
- Orbital Relay Sectors no longer give +10 income to each specialized sector
- Orbital Logistics Center - Decreased +15 income from each specialized sector to +10.
- Recreational Dome - Increased happiness income from +4 to +6
- Virtual Entertainment Plaza - Increased the colonists slots from +2 to +5
- Virtual Entertainment Plaza - Increased production cost from 450 to 600
- Field Hospital - Renamed to 'Holistic Military Care Center'
- Holistic Military Care Center - Gives +300 morale to all friendly units in the domain as well as the healing bonus it had before.
- Colony Care - Renamed to 'Virtual Hospitality Systems'
- Assembly Neural-Interface Data Core - Changed the knowledge income from 10% per ruins sector to +10.
- The Arborean Survey Station - Renamed to 'Arborean Monitoring Station'
- Arborean Monitoring Station - Changed income from +3 happiness per forest sector to +6 knowledge
- Bronze Landmarks - Decreased income from +20 to +10
- Bronze Landmarks have an inherent +1 level instead (this doesn't affect Aquatic Landmarks)
Economy: Happiness
- Colonies now start with 2 happiness slots
- Stadium Arcadium - Changed to a Resource Node that provides +10 happiness income
- Happiness events now instantly give a fixed amount of resources based on the current income of the city, rather than boosting the income of the city by a percentage for 1 turn.
- Happiness events can now give Cosmite and Influence, but only to cities that already produce them as income
Economy: Research
- Increased Research costs for Tiers 3 through 10 by ~10%
- Decreased Research costs for Covert Operations by ~20%
- Virtual Hospitality Systems moved from Tier 5 Research to Tier 7 Research
- Operation Effectiveness 5 and 6 have been removed.
- Operation Effectiveness 1-4 - Increased the gained Operation Points from 2 to 3
- Operation Effectiveness 1-4 - Spread out further along the Operations Tech Group
- The Tier 3 Doctrine Tech and the Tier 9 Doctrine Tech of the Doctrine Tech Group now also unlock a Doctrine slot.
- Covert Infiltration - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense
- Intelligence Gathering - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense
- Sensor Technologies - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense
- Global Information Control - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense
- Added a new tech called 'Accelerated Force Deployment' which unlocks 'Transit Infrastructure,' 'Mountain Navigation' and 'Ruins Navigation'
Economy: Unit Cost and Upkeep
- Decreased Tier 1 Unit cost by 5 energy (excluding Scouts)
- Decreased Tier 2 Unit cost by 10 energy (excluding Ships)
- Decreased Tier 3 Unit cost by 15 energy (excluding Ships)
- Decreased Tier 4 Unit cost by 30 energy
- Decreased Tier 4 Unit upkeep from 24 energy to 18
- Decreased the production costs of ships by 50
Economy: Razing
- Razing an enemy sector base now gives 30 income per level of the sector, matching the sector's type (so razing a level 4 production sector will give 120 production)
- Razing an enemy colony gives the reward for razing all of its sectors, plus a fixed amount of Cosmite and Energy for each colonist in the colony.
Diplomacy
- Attack requests, renamed War Coordination, have changed to allow setting the location where the AI should attack or defend instead of requesting them to attack a specific player.
- AI players more easily demand peace or vassalage if the enemy player has lost colonies and/or their headquarters during the war.
- AI players are now more accepting towards vassalage demands during war.
- When meeting another player, you now have the option to check where you met that player.
- When discovering another player with concealed units, you now get the choice to trigger a meeting with that player or to remain concealed.
- You can now offer contact information as part of a trade deal.
- Ending a vassalage through trading now reverts the diplomatic state back to a non-aggression pact.
- The amount of turns before 'Overcome Dislikes' becomes available as trade item was changed from 20 to 10 turns.
- Decreased the trade value of 'Overcome Dislikes' from 500 to 300 energy (2x -> 1.5x the value of the opinion modifier).
- AI players will no longer offer less than 60% the value of any Casus Belli they want to ask the player to forget.
- Decreased the trade value of Casus Belli points from 50 to 40 energy.
- Decreased the Casus Belli point value of “Ignored claim on sector” from 5 to 4 points.
- AI players will now send trades involving Casus Belli more often.
- AI planning system now tries to maintain good relations even if the planning system wants to have a lower diplomatic state.
- AI plans will now be updated more frequently and AIs try to back out of a war quicker to make sure the AI is more responsive and more likely to sue for peace.
- AI players are now more likely back out of a war if they do not have the military support to fight the war.
- AI players will now try to offer more energy when trying to back out of a war.
Updates (continued)
Economy: Structures & Specializations
- Optimization Control Agency - Changed the 10%/20%/30% income when all slots filled to give 1/2/3 energy per colonist in slot.
- Society Investment Center - Changed the 10%/20%/30% income when all slots filled to give 1/2/3 knowledge per colonist in slot.
- Agricultural Export Sector - Changed the 10%/20%/30% income when all slots filled to give 1/2/3 food per colonist in slot.
- Military Innovation Sector - Changed the 10%/20%/30% income when all slots filled to give produced units 1/2/3 ranks.
- Expedited Learning Center has been replaced with the Cosmite Amplification Lab. The Cosmite Amplification Lab decreases cosmite cost of produced (modded) units and gives status effect resistance to produced units at levels 3/4/5.
- Bioengineered Food Plantation - Decreased the food cost for next colonist reduction from 10/20/30/40/50% to 10/15/20/25/30%
- Military Engineering Guild - Decreased the +2/+3 armor at level 4/5 to +1/+2 armor.
- Advanced Military Engineering Guild - Decreased the +2/+3 armor at level 4/5 to +1/+2 armor.
- Naval Training Sector - Removed references to 'Fast Embarking' as it never was implemented
- Naval Training Sector - Now gives +1 unit level at level 1, +2 at level 2, +3 at level 3 (before it started giving levels at level 2)
- Algae Farms - Decreased Food income from +15 to +10 per sector at level 3.
- Hydro Battery - Decreased Energy income from +15 to +10 per sector at level 3.
- Maritime Research Facility - Decreased Knowledge income from +15 to +10 per sector at level 3.
- Orbital Relay Sectors no longer give +10 income to each specialized sector
- Orbital Logistics Center - Decreased +15 income from each specialized sector to +10.
- Recreational Dome - Increased happiness income from +4 to +6
- Virtual Entertainment Plaza - Increased the colonists slots from +2 to +5
- Virtual Entertainment Plaza - Increased production cost from 450 to 600
- Field Hospital - Renamed to 'Holistic Military Care Center'
- Holistic Military Care Center - Gives +300 morale to all friendly units in the domain as well as the healing bonus it had before.
- Colony Care - Renamed to 'Virtual Hospitality Systems'
- Assembly Neural-Interface Data Core - Changed the knowledge income from 10% per ruins sector to +10.
- The Arborean Survey Station - Renamed to 'Arborean Monitoring Station'
- Arborean Monitoring Station - Changed income from +3 happiness per forest sector to +6 knowledge
- Bronze Landmarks - Decreased income from +20 to +10
- Bronze Landmarks have an inherent +1 level instead (this doesn't affect Aquatic Landmarks)
Economy: Happiness
- Colonies now start with 2 happiness slots
- Stadium Arcadium - Changed to a Resource Node that provides +10 happiness income
- Happiness events now instantly give a fixed amount of resources based on the current income of the city, rather than boosting the income of the city by a percentage for 1 turn.
- Happiness events can now give Cosmite and Influence, but only to cities that already produce them as income
Economy: Research
- Increased Research costs for Tiers 3 through 10 by ~10%
- Decreased Research costs for Covert Operations by ~20%
- Virtual Hospitality Systems moved from Tier 5 Research to Tier 7 Research
- Operation Effectiveness 5 and 6 have been removed.
- Operation Effectiveness 1-4 - Increased the gained Operation Points from 2 to 3
- Operation Effectiveness 1-4 - Spread out further along the Operations Tech Group
- The Tier 3 Doctrine Tech and the Tier 9 Doctrine Tech of the Doctrine Tech Group now also unlock a Doctrine slot.
- Covert Infiltration - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense
- Intelligence Gathering - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense
- Sensor Technologies - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense
- Global Information Control - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense
- Added a new tech called 'Accelerated Force Deployment' which unlocks 'Transit Infrastructure,' 'Mountain Navigation' and 'Ruins Navigation'
Economy: Unit Cost and Upkeep
- Decreased Tier 1 Unit cost by 5 energy (excluding Scouts)
- Decreased Tier 2 Unit cost by 10 energy (excluding Ships)
- Decreased Tier 3 Unit cost by 15 energy (excluding Ships)
- Decreased Tier 4 Unit cost by 30 energy
- Decreased Tier 4 Unit upkeep from 24 energy to 18
- Decreased the production costs of ships by 50
Economy: Razing
- Razing an enemy sector base now gives 30 income per level of the sector, matching the sector's type (so razing a level 4 production sector will give 120 production)
- Razing an enemy colony gives the reward for razing all of its sectors, plus a fixed amount of Cosmite and Energy for each colonist in the colony.
Diplomacy
- Attack requests, renamed War Coordination, have changed to allow setting the location where the AI should attack or defend instead of requesting them to attack a specific player.
- AI players more easily demand peace or vassalage if the enemy player has lost colonies and/or their headquarters during the war.
- AI players are now more accepting towards vassalage demands during war.
- When meeting another player, you now have the option to check where you met that player.
- When discovering another player with concealed units, you now get the choice to trigger a meeting with that player or to remain concealed.
- You can now offer contact information as part of a trade deal.
- Ending a vassalage through trading now reverts the diplomatic state back to a non-aggression pact.
- The amount of turns before 'Overcome Dislikes' becomes available as trade item was changed from 20 to 10 turns.
- Decreased the trade value of 'Overcome Dislikes' from 500 to 300 energy (2x -> 1.5x the value of the opinion modifier).
- AI players will no longer offer less than 60% the value of any Casus Belli they want to ask the player to forget.
- Decreased the trade value of Casus Belli points from 50 to 40 energy.
- Decreased the Casus Belli point value of “Ignored claim on sector” from 5 to 4 points.
- AI players will now send trades involving Casus Belli more often.
- AI planning system now tries to maintain good relations even if the planning system wants to have a lower diplomatic state.
- AI plans will now be updated more frequently and AIs try to back out of a war quicker to make sure the AI is more responsive and more likely to sue for peace.
- AI players are now more likely back out of a war if they do not have the military support to fight the war.
- AI players will now try to offer more energy when trying to back out of a war.