使用说明:
1.解压缩
2.复制所有文件到游戏目录覆盖
3.运行游戏
升级档安装步骤:
1.安装《群星》原版游戏:https://down.ali213.net/pcgame/stellarisiso.html
2.安装本升级档
包含以下DLC:
Stellaris: Plantoids Species Pack
Stellaris: Leviathans Story Pack
更新说明:
机翻:
更新1.3:
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#Leviathans故事包
###################
#重要
*新:玩家可以遇到强大的守护者,保护秘密和宝藏
*新:包围站可以遇到和存在三种不同的形式;工匠,策展人和贸易商。
*新:交易者Enclaves可以交易矿物/ EC并出售战略资源
*新:工匠包围可以构建纪念碑和举行节日在你的行星
*新:策展人可以卖星图,帮助你与你的研究,并提供有价值的洞察力如何打败某些监护人
*新:“天上的战争”可以在两个觉醒的堕落帝国之间触发,导致星系规模的战争
#图形
*新:5新'cuties'肖像:2软体动物,1爬虫类,1人类和1真菌。
#音乐
*新:安德烈亚斯Waldetoft的5首新歌,包括一个新的主题,如果故事包安装和启用将播放。
###################
# 特征
###################
#重要
*新:“联盟胜利”胜利条件*新:新的星系设置选项 - 最大下降帝国,可居住世界的数量,是否允许在开始附近玩家附近的先进帝国,是否使用群集开始,以及是否允许终结游戏危机
*新:现在可以指定一个殖民地作为你的新资本,成本250的影响
*新:添加超大武器槽。超大型武器只能安装在战舰上,并有一个有限的射击弓
*新:跟踪是一个新的武器,减少目标的逃避相同的金额。大多数武器现在有一个跟踪值
*点防御现在是自己的插槽大小,而不是共享空间小插槽
*新:鱼雷插槽已添加到游戏中
*新:已添加到游戏的Aux实用插槽
*新:添加了2个新的可居住的星球类,高山和萨凡纳
*新:添加了一个新的人型生物类与4个新的肖像
*新:添加切换到抑制流行派系,花费影响耗尽他们的支持随着时间的推移
*新:在游戏中期可用的自动探索技术允许科学船自动调查
*地面成形返修站已被移除。任何非殖民地的行星在你的边界内可以成本
*部门现在有设置,玩家可以切换某些行为开或关
*战略资源已被重做,现在为您的帝国提供一个全局修改器,只要你有至少一个该资源,而不需要建筑物或模块,允许您与超额资源交易
*舰队可以切换是否其他AI车队应该跟随它或不
*新:你现在可以设置行星和舰队为集会点。新建的船只将移动到最近的舰队集合点并与其合并,或如果没有集散点,则将其移动到最近的行星集合点。当发出回程订单时,您的舰队将返回最近的行星拉力点(如果存在),否则最近的星际点。
#一般
*战斗电脑已经重做,每个船舶大小有自己的系列电脑具有不同的统计和行为
*太空怪物现在居住在星系的特定,随机区域。你仍然会发现偶尔的星星之间的争执,但在一般的空间怪物倾向于聚集在一起的每个物种,更不寻常的标本只能在他们的家庭草坪
*虚云现在总是在他们的系统中的星星附近产生,并保护丰富的能量存款
*水晶实体现在守卫几个奖励
*光环组件从战舰上删除
*即使地球已经达到最大能力,现在也可以招募突击队伍。新军队将自动开始运输
*现在有可能重新安排往返扇区控制的行星
*攻击工艺现在朝着自己的杀伤目标移动,而不是他们的运营商
*打击工艺和导弹现在可以使用逃避
*导弹现在可以有健康,盔甲和盾牌
*新:额外的Plantoid名称列表,更新的旧
*大多数船舶部门的实用插槽已合并
*战舰和巡洋舰已经删除了几个部分和返工
*空间鲸武器现在总是小槽武器
*新:现在可以要求帝国成为你的支流(并提供成为他们的)
*战略资源存款已大修,以适应资源的新角色。一些存款也有他们的产卵机会调整
*结晶武器已不再适用于玩家
*容量过载法令现在由全球能源管理而不是新世界协议解锁
* Droid技术不再标记为稀有。有机会出现不变
*合成思维模式技术不再显示为稀有。有机会出现不变
*新:新的星系设置选项 - 最大下降帝国,可居住世界的数量,是否允许在开始附近玩家附近的先进帝国,是否使用群集开始,以及是否允许终端游戏危机
*政策工具提示现在显示如何流行幸福将受到影响
*新:边境诊所可升级为边境医院
*新:前沿医院是一座新建筑
*新:地面成型返修站已经删除。您的边界内的任何行星都可能需要付出代价
*地形气体和液体现在显着降低了成形成本
* Terraforming现在可以在游戏的早期
*你现在可以直接将任何行星类型改造成任何行星类型,只要你有所需的技术(它仍然是不可能破坏不可居住的世界,因为没有技术)
#外交
*现在可以向联合会提供和请求联系地位。副地位作为与整个联盟的不侵犯条约,建立联盟和联盟所有成员之间的信任。联盟成员对授予和撤销员工身份进行投票。
#技术
*新:活力助推器,增加领导者的寿命+10年
*新:前沿医院,允许边境诊所升级为前沿医院
*新:巨型大炮,解锁巨型大炮特大型武器
*新:Giga炮,解锁Giga炮额外大武器
*新:现在有一个技术,以破坏坟墓世界,和一个罕见的技术,使盖亚世界
#Fallen帝国
*下降的帝国流行不再有任何负面的特质,并开始与额外的积极性状的游戏
*四种下降帝国类型中的每一种都有自己的船舶设计
* Fallen Empires现在有时会从Titan级船开始
* Xenophile堕落帝国将不再攻击常规帝国只是为了奴隶/清除
*唯物主义的下降帝国将不再攻击正规帝国只是研究AI
* Xenophile和唯物主义的堕落帝国现在有时会提供任务,并要求常规帝国,导致意见增加,如果接受/完成
* Xenophile和唯物主义的堕落帝国现在有时会给常规帝国的礼物,他们有高度的意见
*如果经常的帝国变得太强大,如果另一个堕落的帝国已经失去了行星,或者如果正在发生终点游戏危机,下落的帝国现在可以“唤醒”并成为觉醒的帝国。觉醒的帝国得到一个新的个性类型和新的目标,并将试图强迫银河的其余部分弯曲自己的意志。
* Fallen Empires现在从多个层次的每个可重复的技术开始研究
堕落的帝国不再从生物和危机技术(物质解体者等)开始,
###################
#Balance
###################
#重要
*没有研究成本的特殊项目不再停止您的研究。涉及科学船的大多数特殊项目已改为没有研究费用。
*在帝国设置中,行星“气候轮”已被删除,替换为三个“气候类别”除以行星的水圈 - 干,湿或冻结的状态。
*习惯性现在基于行星属于哪种气候类型。 homeworld类型的基本可居住性为80%,相同气候的行星60%,其他气候20%
*某些技术不再需要殖民潜在的可居住的世界
*大大减少了星系中可居住世界的默认数量(玩家可调)
*与超级驱动器的船只现在只能从系统的重力以外的FTL,而不是系统中的任何地方
*船舶已经有他们的盔甲和逃避重新平衡。小船具有高逃避,但低盔甲,反之亦然大船
*武器已重新平衡,使武器对相应尺寸的船舶有效。大型武器比大型舰只好,但不好和小型船只。护甲穿透也已根据槽尺寸重新平衡
*导弹现在可以错过和逃避
*高层导弹现在有更多的逃避和HP。点防御和打击工艺也已经根据这个新的设计重新平衡。轰炸机对船舶造成重大损害,战斗机防御轰炸机
*现在有多少船可以在同一时间在轨道上轰炸一个星球,所以大型行星不会有几天的结束游戏舰队的防御
*舰队的紧急FTL现在去MIA并返回一个友好的星球,而不是乒乓球死亡
*船舶现在总是有在紧急FTL期间丢失的风险,有机会取决于它们是如何受损
#一般
*随机生成的开始行星现在有点随机的大小(16-20而不是总是16)。地球总是大小16,和统一总是大小18。
*船上保养的海军上将技能效果
*清洗时间从6个月增加到30个月
*保护科技的折扣率从50%提高到80%,但他们不能再交易研究协议
*保护者现在很可能画出他们的霸主研究的技术。
*现在允许集体主义者使用Xeno奴隶制政策
*海军能力上限从1000增加到9999
*由于本土干扰政策,移除了殖民石器时代行星上的阻滞剂。相反,没有完全干扰的帝国只有在地球被殖民时才能选择建立飞地
*如果它们的居住能力小于40%
*删除行星管理要求重置流星到一个星球
*从装甲获得的伤害减少现在随着船尺寸缩小,所以在护卫舰上的单件装甲比在战舰等上具有显着更多的效果
*积极的AI个性现在更有可能在游戏开始分配高级状态的帝国
*不能清除给出邻接效果的瓦块阻塞
*科学家领导者获得性状的机会从7%增加到10%
非科学家领导者获得性状的机会从10%增加到20%
*现在在比赛开始时,欧洲传播应该更加均匀,所以你不太可能得到一个全太平洋星系
*如果军舰护送运输船只,则不会被敌方目标
*低船HP不再导致降低维护成本
*在友好的边界之外生成虫洞现在需要30%的时间
*超级驱动器的饱和时间现在随着起源系统与友好区域的距离而扩大
*经度减速时间现在随着目的地系统与友好地区的距离而扩大
#Diplomacy&War
*现在有一个独立的wargoal,可以由多个主题一起反叛使用。
*减少受试者相对力的意见效应。
*你现在可以在占多数的物种对应于征服者的创始物种的行星上征服战果,即使你的战争哲学通常不允许征服
*当征服具有侵略性个性的帝国时,威胁生成现在减少了,并且完全取消了征服Fanatic Purifiers和Awakened Fallen Empires
*对于主要防守者的盟友而言,这些战斗机现在更昂贵
*只有太空运输和军事站被毁坏时,现在值得战争
*不可能直接宣布战争的主体帝国谁会称他们的霸主战争。你必须在霸主上宣战
*删除了“非外交相关”阻止程序修饰符,并将其替换为边框范围修饰符
*“放弃星球”武器现在产生威胁和成本相同量的战争像“雪松星球”
#Fallen帝国
堕落的帝国不再从生物和危机技术(物质解体者等)开始,
* Fallen Empire Pops现在产生额外的积极特质,没有负面的特质
#Encounters和结束游戏危机
*太空怪物系统现在略少见
*水晶实体已显着加强,在护卫舰,驱逐舰和巡洋舰尺寸周围平衡
*所有的终结游戏危机船已经有他们的盔甲和逃避重新平衡
*矿业无人机已重新平衡,现在保护有价值的矿藏
*空间Amoebas现在产生更大的堆栈
*太空Amoebas现在更快,造成更多的伤害和更多的HP
*空间鲸现在造成更多的伤害,并有更多的HP
*水晶实体武器已重新平衡,使小型,中型和大型武器使用缩放装甲穿透
*升级游牧人的武库和船舶设计
*减少游牧舰队HP和伤害奖励修改器从+ 50%到+ 25%。总的来说,他们应该比以前更强
*减少游牧舰船的HP,并给他们基本的武器
#伦理
*新:集体主义帝国现在有Faction抑制成本减少10%/ 30%
*新:个人主义帝国现在的政策幸福影响减少20%/ 60%
*新:物主主义帝国现在的建筑成本降低了5%/ 15%
*新:Xenophobe帝国现在得到增加边界投影
* Xenophobe帝国现在获得+最大对手,而不是+对手的影响力增益
* Xenophile帝国不再有对抗影响力增益的惩罚
*军事帝国现在获得+敌对的影响力增益,而不是+最大帝国
*和平主义帝国不再受到最大竞争对手的惩罚
#Traits
*物种性状的最大数目从4增加到5
* Trickster特性对逃避的效果替换为+ 20%的战斗速度。此外,对紧急FTL损伤的影响从-25%增加至-50%。
*主动性状对火灾率的影响从+ 10%降至+ 8%
*谨慎特质对逃避的效果替换为+ 10%武器范围
* Scout trait现在也将船速提高了+ 20%
#Governments
专制帝国
*不再降低建筑成本
*不再增加奴隶食物和矿物产量
*现在将菌群影响成本降低15%
*现在将边框范围增加10%
星帝国
*不再降低建筑成本
*不再增加奴隶食物和矿物产量
*现在将菌落影响成本降低30%
*现在将边框范围增加20%
#Modifiers
*“对意见的评价”对幸福感的影响从+ 25%降至+ 15%
*“意见不满意”对幸福感的影响从-40%降至-20%
#Events
*减少在殖民地一生早期发生的“麻烦在天堂”和“心脏的变化”的几率。添加了一个机会,它发生后4年,而不是非常低的赔率
*改变“麻烦在天堂”和“心脏的变化”事件,所以他们改变伦理一步向帝国的对立,而不是立即反转到相反的极端。还添加了一个检查,以便事件不会发生超过一次每5年
*生命之树异常现在减少66%的可能性,但提供稍好的效果
*星际铁路Faction事件现在总是删除1流行,而不是随机的金额
#组件
*添加了一个新的实用程序组件,Afterburners,提高船的战斗速度
*推进器现在提供0/3/6/9逃避的机会,而不是+0%/ + 10%/ + 20%/ + 30%修改器
*传感器现在提供0/3/6/9跟踪,而不是0/2/4/6击中几率
* Jump Drives现在可以研究所有FTL类型(但仍然很罕见)
*激光武器现在对盾牌造成的伤害减少20%
*根据插槽尺寸,激光武器的穿甲率从33%变为15/30/60%
*等离子武器现在对盾牌造成的伤害减少20%
*等离子武器的穿甲率从75%变为60/80/90%,具体取决于插槽大小
*破坏者武器的盾牌伤害从+ 100%增加到+ 200%
*投射武器的盾牌伤害从+ 15%增加到+ 33%
*根据插槽尺寸,射弹武器的穿甲率从0%变为0/15/30%
*鱼雷武器已经返工,现在只有鱼雷插槽大小
*发射器现在是超大武器
*粒子枪现在是超大武器
屏蔽电容
*现在是辅助插槽而不是实用插槽组件
*电源使用量从50降低到20
*矿产成本从50减少到20
水晶注入电镀
*现在是辅助插槽而不是实用插槽组件,并增加船舶HP + 5%
*矿产成本从40减少到25
水晶锻造电镀
*现在是辅助插槽而不是实用插槽组件,并增加船舶HP + 10%
*矿产成本从50减少到30
再生船体组织
*现在是辅助插槽而不是实用插槽组件
*矿产成本从50减少到30
闪电池
*现在是中槽武器,而不是大槽兵器
*范围从40增加到50
火炮炮兵
*现在是中槽武器,而不是大槽兵器
*范围从40增加到50
云闪电
*伤害从6-12变为1-27
*范围从40增加到50
*精度从75%提高到100%
*现在盾牌伤害减少25%
导流板
*电源使用率从5/10/20降至2.5 / 5/10
*盾牌HP从25/50/100降至20/40/80
改进的导流板
*电源功率从7.5 / 15/30降至5/10/20
*盾牌HP从50/100/200降至30/60/120
盾牌
*电源功率从10/20/40降至7.5 / 15/30
*盾牌HP从75/150/300降至45/90/180
改进盾牌
*电源功率从12.5 / 25/50降至10/20/40
*盾牌HP从100/200/400降至70/140/280
高级盾牌
*电源使用率从15/30/60降至12.5 / 25/50
*盾牌HP从125/250/500减少到105/210/420
中级枪
*最大伤害从46增加到49
大铁轨
*最大伤害从99增加到100
动力电池
*矿产成本从100减少到50
*电源使用量从100降至50
动力炮兵
*矿产成本从120减少到60
*电源使用量从120降至60
小自动登记
*附加冷却时间从3.15降低到2.35
*跟踪设置为65%
中等自动登记
*附加冷却时间从3.15降至2.35
*现在也有10%的盔甲穿透
*跟踪设置为35%
大自动记录
*附加冷却时间从3.15降至2.35
*现在也有20%的盔甲穿透
*跟踪设置为10%
小裂土者大炮
*伤害从4-17改为4-16
*准确度从82%提高到83%
*附加冷却时间从3.15降至2.35
*跟踪设置为65%
中型裂土炮
*伤害从8-36变为8-33
*准确度从80%提高到81%
*现在也有10%的盔甲穿透
*附加冷却时间从3.15降至2.35
*跟踪设置为35%
大裂土者大炮
*伤害从21-74变为21-67
*准确度从75%提高到76%
*现在也有20%的装甲穿透
*附加冷却时间从3.15降至2.35
*跟踪设置为10%
小风暴大炮
*伤害从5-19改为5-17
*准确度从82%提高到84%
*附加冷却时间从3.15降至2.35
*跟踪设置为65%
中型暴风大炮
*伤害从11-39变为10-35
*准确度从80%提高到82%
*现在也有10%的盔甲穿透
*附加冷却时间从3.15降至2.35
*跟踪设置为35%
大型风暴大炮
*伤害从25-84变为26-70
*准确度从75%提高到77%
*现在也有20%的盔甲穿透
*附加冷却时间从3.15降至2.35
*跟踪设置为10%
Swarmer导弹
*现在是中槽武器,而不是大槽兵器
*伤害从18-38变为8-12
*攻击冷却时间从2.50降至2.10
*范围从50增加到60
*导弹逃避是200%,使他们不可能击中PD
旋风导弹
*现在是中槽武器,而不是大槽兵器
*伤害从21-41变为10-15
*攻击冷却时间从2.50降至2.10
*范围从50增加到60
*导弹逃避是200%,使他们不可能击中PD
哨兵点防御
*最小伤害从1增加到2
*最大伤害从2增加到3
*准确度从20%提高到80%
*跟踪设置为20%
障碍点防御
*最小伤害从2增加到3
*最大伤害从3增加到4
*准确度从30%提高到80%
*跟踪设置为30%
守卫点防御
*最小伤害从3增加到5
*最大伤害从4增加到6
*精度从40%提高到80%
*跟踪设置为40%
#技术
*访问新技术层所需的技术数量从5个增加到7个
*一级技术成本从240/360/480/600增加到360/480/600/720
*第2层技术成本从900/1200/1500/1800增加到1000/1400/1800/2200
*第3层技术成本从2320/2840/3360/3880增加到3000/4000/5000/6000
*人工控制的殖民地船只对集落发育速度的技术效应从25%增加到50%。此外,集装箱船的成本减少了-25%
*自我意识殖民地技术对集落发育速度的影响从25%增加到50%。此外,集装箱船的成本降低了-15%
*自我意识殖民地技术成本从1800减少到1000
* Sentient AI技术成本从2840降至2200
*同步防御技术现在需要行政AI而不是主动防范措施,现在更有可能出现
*高级盾技术成本从2840降至1800
*行星盾发电机技术成本从1800降到720
*行星盾牌发电机现在需要改进的导流板,而不是盾
*盾牌谐波现在需要高级盾牌,而不是改进的导流板
*聚焦阵列现在需要X射线激光器而不是蓝色激光器
*伽马激光器技术成本从3880降低到3000
*粒子枪现在需要伽玛激光和战舰
*等离子炮技术成本从3880降低到3000
*发射器现在需要等离子大炮和战舰
*质子鱼雷技术成本从2320降低到1400
*质子鱼雷现在需要中断器,而不是离子干扰器
*中子鱼雷技术成本从3880降低到3000
*神经植入技术成本从600减少到480
*眼科不再需要生物多样性研究
*新世界议定书不再比其他早期技术更昂贵
* Frontier Health现在还需要基因组映射
*基因组映射对食物产量和领导寿命的影响被生长时间减少了-15%
*克隆研究成本从1500降低到1000
*克隆现在需要活力促进剂,而不是表观遗传学触发器
*基因银行的研究成本从3360降至1400
*基因种子纯化现在需要基因剪裁,而不是克隆
*基因调整研究成本从1200增加到2200
* Gene Tailoring现在需要克隆而不是表观遗传学触发
*靶向基因表达研究成本从1800增加到4000
*选择的谱系现在需要活力促进剂,而不是表观遗传学触发
*选择谱系研究成本从1200增加到2200
*能力Boosters研究成本从2320增加到5000
*神经植入物不再需要基因组图谱
*细胞复活现在需要活力促进剂,而不是表观遗传触发
*标准化巡洋舰模式研究成本从1800减少到1000
*标准化战舰模式研究成本从3360降低到2200
*运营商运营研究成本从1500减少到1000
*改进的打击工艺研究成本从1800减少到1400
*高级攻击工艺研究成本从2840减少到2200
* Synapse拦截器现在需要Cruisers而不是运营商操作
*突触拦截器对罢工工伤的影响从+ 5%增加到+ 10%
*热回收机现在需要巡洋舰,而不是运营商运营
*热回收器对罢工工具的伤害从+ 5%增加到+ 10%
*高斯炮技术成本从3880降低到3000
* Autocannons技术现在需要Coilguns
*暴风大炮技术成本从3880降低到3000
* Flak电池技术成本从2320降至1800
*火炮技术成本从3880降低到3000
*掠夺者导弹技术成本从3880降低到3000
* Swarmer导弹技术成本从2320降低到1000
*旋风导弹技术成本从3880降低到3000
*太空鱼雷技术成本从900减少到480
*太空鱼雷技术现在需要核导弹
*装甲鱼雷技术成本从1800减少到1400
*毁灭者鱼雷技术成本从3880增加到4000
*自适应官僚技术对代价的影响代替增加领导池和领导招聘成本降低
*生活国家技术现在也将领导招聘成本降低了10%
*管制的奴隶制政策现在对神经植入物技术权重的贡献远远低于其未受管制的对手
* Xeno Cavalry现在需要形态发生学领域而不是目标基因表达
#单位
*打击工艺的参与范围从120增加到130
*被占领的行星将在入侵时产生驻军,所以他们不能再被单一的攻击军
*军队现在能够在空间,不在战斗时治愈
太空港
*现在有更高的基地射击速度和伤害
* HP从2500/4000/5000/6000/7000/8000更改为4000/4500/5000/5500/6000/6500
*基础护甲从10/15/20/25/30/35增加到75/80/85/90/95/100
*现在也提高造船速度0/20/40/60/80/100%
*现在也获得0/2/4/6/8/10跟踪
*升级成本从300/450/850/1000减少到200/250/300/350/400
*对海军能力的影响从6/7/8/9/10/11改为2/4/6/9/12/15
科尔维特
*基础护甲从3减少到2
*基本逃避从0增加到60
驱逐舰
*基础护甲从12减少到6
*基本逃避从0增加到25
*不再受到Chance to Evade的惩罚
巡洋舰
*基础护甲从12增加到30
*基本逃避从0增加到10
*不再受到Chance to Evade的惩罚
*船只HP从1200增加到1600
战舰
*基础护甲从24增加到80
*基本逃避从0增加到5
*不再受到Chance to Evade的惩罚
防御平台
*基础护甲从7增加到15
国防站
*基础护甲从11增加到30
堡垒
*基础护甲从20增加到44
#Buildings
*克隆Vats矿石成本从350减少到200
*克隆大桶现在也有社会输出4,但也得到2能量的维护成本。
*矿物筒仓现在增加相邻砖块的矿物产量+1
*银河股票市场维护从2增加到3,但现在也有1能量信用的输出,以允许瓷砖组合
电源中心
*电源Hub 1不再造成成本影响
*电源Hub 2不再造成成本影响
*电源Hub 2矿物成本从250减少到200
*电源Hub 2对能量输出的影响从+ 15%增加到+ 20%
矿物加工厂
*矿物加工厂1不再造成成本影响
*矿物加工厂2不再对成本产生影响
*矿物加工厂2矿物成本从250减少到200
*矿产加工厂2矿产产量从3个增加到4个
*矿物加工厂2对矿产产量的影响从+ 15%增加到+ 20%
#Spaceport模块
舰队学院
*船舶武器伤害奖金已移除
*删除船舶逃税奖励
*维修费用从2增加到4
*矿产成本由300增加到400
*影响成本从50增加到100
*船舶发射速率现在增加+ 5%
*船舶跟踪现在增加+3
###################
#AI
###################
#战争
*许多调整和改进AI机队运动和战争期间军队处理
#Sector
*部门不再试图让你在你订购的星球上建一个车站
*部门AI现在将构建和使用机器人弹出如果允许
*部门AI现在将在殖民地许可
*修正了一个问题,其中部门AI将构建仅一个字段的实验室
*对部门AI预算和建设进行了大量调整和改进
#外交
*不忠诚的AI科目现在将一起尝试和反抗
* AI不再邀请玩家参加战争,他们应该没有兴趣
* AI将不再要求你拒绝后加入同样的战争
*减少威胁产生的帝国,你有一个非攻击或防御条约
*下降的帝国现在只会向-90意见或更低的帝国发出警告(从-75改变)
* AI现在更有可能选择战争目标,反对谁宣布战争,而不是反对他们的盟友
*许多调整和改进AI接受和可能性提供各种外交行动,使AI更外交活跃
#misc
* AI帝国现在将基因工程他们的物种
* AI帝国现在将塑造行星
* AI帝国现在可以处理邪教舰事件
*如果他们买不起更多的机器人,AI将不再与机器人弹出殖民地
* AI现在将更频繁地建造资源需求的建筑物和独特的建筑物
* AI现在将删除没有用的建筑物
* AI将不再建立有敌方舰队的系统中的站点
* AI在战争期间不会维修被毁的建筑物
* AI现在将安置弹出
* AI车队不会跟随即将升级/维修的友好舰队
* AI将不再优先考虑在只有机器人的行星上工作的食物瓷砖
*修正了一个错误,AI不会建立或使用军队,如果当前的军队缺乏附件
* AI应该更好地使用特殊建筑物
###################
# 用户界面
###################
*船舶部分现在根据其履行的角色清楚命名
*下拉菜单已添加到顶部栏。许多屏幕已拆分并移动到下拉列表中,而不是在其他屏幕中的标签
*战略资源现在有自己的界面,可以通过顶部栏中的下拉菜单访问
*已添加扩展计划程序,可通过顶部栏中的下拉菜单访问
*玩家收到过时的船舶设计警报
*玩家现在可以选择通过切换船设计器中的按钮来保持所有组件的最新
*通过点击升级图标,可以将建筑升级到最新升级
*舰队现在将构建队列在头脑中优先考虑最佳星球升级舰队
*现在可以通过CTRL-SHIFT点击在队列中首先添加订单
*在舰队上单击“转到”现在将转到星系图上,而不是在系统地图中放大它,除非相机已经对准它
*修正,以便你得到理由,你不能接受外交提议
*添加了碎片特殊项目的工具提示
*添加碎片内容到情况日志条目
*固定,以便切换所选的行星不关闭在航天器/军队星球视图选项卡中的构造菜单
*虫洞工具提示现在说明他们的进度和剩余时间
*更改,以便清盘活动显示天数,而不是完成百分比
*标尺船应该在星球视图更明显
*圣星行星修饰符图标框架现在正确的红色
*损坏的生态星球修改器图标框架现在正确的红色
*添加了复选框,用于按插槽大小过滤船只组件
*调整各种界面对象的位置
*在不兼容的保存文件上显示警告图标
*各种工具提示改进
###################
#图形
###################
*显着改进了bloom shader。
*颜色变化为鸟类,类人像,软体动物,真菌和Plantoids抛光
*添加了一些DLC肖像缺少的颜色变化
*星球城市的灯光现在更详细,看起来更少blobby
*类型的殖民船玻璃颜色现在匹配船的灯的其余部分
*大型变形虫不再具有在其整个身体的自我照明
*修正了Plantoid 04和Plantoid 09人物肖像的alpha问题
*打击工具现在在高度轴上分散一点
*调整的类人像18肖像纹理和翅膀
*下降的帝国现在拥有独特的船纹理每个精神
*下降的帝国现在有每个精神的独特的城市
*星表面纹理现在正确地平铺
*圣星行星修饰符有一个新的图标
*添加了一些缺失的修饰符图标
###################
#Modding
###################
* research_technologies控制台命令将不再解锁生物和危机技术,除非输入“1”作为参数
* pop_add_ethic效果将不再添加具有明确的气氛设置(机器人,一些事件流行音乐)的流行道德。使用pop_force_add_ethic绕过此操作
* modify_species效果现在也可以改变一个物种的肖像
*添加set_empire_name,set_empire_flag,set_planet_name和set_sector_name效果
*在太阳系初始化器中添加scaled_spawn_chance作为spawn_chance的替代,设置值乘以星系中的星数除以100; “5”给出了200星级星系中10%的产卵机会
*现在可以区分不同图形文化的FTL_WINDUP_ENTITY。例如,通过创建名称为“arthropoid_01_warp_ftl_ship_effect_entity”的实体
*添加on_fleet_enter_orbit动作挂钩
*添加on_join_alliance,on_leave_alliance动作
* create_ship效果现在支持effect = {}
*添加了delete_fleet效果(像destroy_fleet,但没有任何死亡动画)
*设置为“use_special_buildables = yes”的国家类型现在将构建标记为特殊可构建(如果允许触发器允许)的全局船设计,而不是构建常规设计
*添加控制台命令“mature_galaxy”,将模拟一个100岁的星系
*增加了is_boss舰队/船设计设置隐藏大多数船的统计,并显示一个头骨,而不是在游戏中的军事力量
*添加custom_military_power船舶设计设置,使用给定值覆盖计算的军事力量
*增加on_monthly_pulse动作每月触发
###################
# Bug修复
###################
*修正了共享威胁的一些问题,它不会正确导致反侵略联盟形成
*仇外机器人不再讨厌他们的建设者
*诸如防御条约等外交地位在与一个国家进行战争时现已得到妥善解决
*在战争期间不可能离开联邦
*反击民用船只现在被车站视为敌对
*已经不可能在战争中邀请为盟友的帝国宣战
*修正了游牧民建造太多新船的问题
*修正了游牧民没有为他们在一个小小的银河系中的旅途设置终点的问题
*修复了一个错误,合并舰队将优先考虑最小的舰队
*固定盖亚世界产生的机会没有明确减少不适应的星星
*修正了民主选举另一方当事人的问题,导致选择方无效
*技术启蒙进度条工具提示每月进度显示小数,因为它通常小于一
*在按下按钮的同时按住shift键,车队视图修复订单按钮最后排队
*修正了一个小中型矿用激光器交换范围的错误
*取消舰队订单时取消研究项目
*开始屏幕背景文本可滚动
*从帝国设计中读取物种生物时允许换行
*固定Xeno集成技术权重
*调查舰队顺序检查舰队是否可以移动到系统,所以玩家不能再使用车队视图调查按钮到达不可达系统
*解决生活金属在战略资源教程中的问题
*修正,以便护卫舰结构教程不会触发如果护卫舰或驱逐舰已经构建
*更新技术领域的技术替代品,当该领域的研究已停止,以前我们等待所有技术领域的研究停止
*允许游牧民族在你的一个行星上定居不再招致“新联系”意见修改,而“解放者”意见修正被“阴影给予”取代,
*在遇到任何xenos之前,可以使用固定的受控Xeno Slavery策略选项
*固定监管Xeno Slavery政策选项没有正确的技术先决条件
*固定通知投票开始战争
*固定的流行音乐没有得到适当的幸福惩罚从其他流行被清除
*在游戏设置编辑概述中的物种描述可以点击打开相应的编辑窗口
*几个修正的邪教事件链。添加缺失事件,增加邪教军值,固定FTL类型设置。添加肖像到邪教领袖对话框
*固定的流行派系被毁灭之前,他们的名字可以打印在事件窗口当他们成为反叛国家
*修复Yuht Precursor事件链中的进度问题
*固定的技术权重Xeno集成
*根据受规管的奴役政策,固定不能奴役原始文明
*单击消息通知时,不再可能创建重复的外交对话窗口
*修正了一个错误,自由的行星wargoal可以创造一个先验帝国
*修正一些派系创建/反叛国家考虑先决条件是一个有效的优势物种和合成器无效
*固定部门偶尔不尊重奴隶制成为非法
*修正了一些错误地添加伦理1级和2级机器人流行的事件
*修正了一个错误,系统附近边界会得到错误的针颜色
*滚动在物种的外观列表不再突出显示所有类别
*如果所涉及的三个国家之间存在主体 - 主体关系,则没有联系的国家也建立通信
*被遗弃的车站不再似乎他们属于随机或不明帝国
*船定义MOVE_SHIP_TO_FLEET_MAX_DIST确定船队之间移动船舶的最大允许距离
*生长的流行,不再有父流行增长从现在删除
*修正了set_name效果
*如果播放器与以前的放弃站所有者通信,则站名称和类型显示在舰队视图中
*固定,以便点击领导者的肖像在民主选举不阻止选择
*固定的错误,在那里你可以接受的提议,承诺你的系统,对方不能放弃
*不再可能创建机器人克隆军队
*修复了关闭外交活动时发生的崩溃
*为民主选举产生领导人只使用不增长的流行音乐
*修正了一个错误,战争开始消息将计数舰队失踪在行动,虫洞站被销毁
*修正了系统引脚有时看不见的错误
*固定,以便将所需的组件添加到碎片中
*当一个主体向不是他们的霸主的人宣战时,战争不再被错误地称为独立战争
*舰队不能再跟踪舰队在行动中失踪
*当多个帝国在同一场战争中解放时,“解放星球”现在正常工作
*修正了联邦船队和联邦船舶设计师的许多问题
*太空港模块战略资源消耗现在包括在顶级酒吧统计
*从霸主独立的意见修改释放,以避免垃圾邮件
*如果与附庸建立沟通,不要添加新的联系意见修改
*在关闭/切换协商屏幕时存储所选战争需求
*对11,12和13使用正确的序数
*如果政府不允许,不允许其他物种的候选人参加民主选举
*修正一些无效的游戏内日期写入保存文件
*在顶栏工具提示中显示影响资源生产的修饰符
*检查船队所有者在花费资源时实际上是否能够负担陆军
*修复损坏的战略资源触发器
*许多更小的错误修复
###################
#性能
###################
*杂项。性能改进
原文:
Update 1.3:
###################
# Leviathans Story Pack
###################
#Important
* NEW: Players can encounter powerful Guardians that guard secrets and treasures
* NEW: Enclave Stations can be encountered and exist in three different forms; Artisans, Curators and Traders.
* NEW: Trader Enclaves can trade minerals/ECs and sell strategic resources
* NEW: Artisan Enclaves can construct monuments and hold festivals on your planets
* NEW: Curators can sell star charts, aid you with your research and provide valuable insight into how to defeat certain Guardians
* NEW: 'War in Heaven' can be triggered between two Awakened Fallen Empires, resulting in a galaxy-scale war
#Graphics
* NEW: 5 new 'cuties' portrait: 2 Molluscoids, 1 Reptilian, 1 Anthropoid and 1 Fungoid.
#Music
* NEW: 5 new songs by Andreas Waldetoft, including a new main theme that will play if the story pack is installed and enabled.
###################
# Features
###################
#Important
* NEW: "Federation Victory" victory condition* NEW: New galaxy setup options - max Fallen Empires, amount of habitable worlds, whether to allow advanced empires near player at start, whether to use clustered starts, and whether to allow end-game crises
* NEW: It is now possible to designate a colony as your new Capital at a cost of 250 influence
* NEW: Added extra large weapon slots. Extra large weapons can only be mounted on battleships and have a limited firing arch
* NEW: Tracking is a new stat for weapons that reduces the evasion of the target by the same amount. Most weapons now have a Tracking value
* Point-Defense is now its own slot size instead of sharing space small slots
* NEW: Torpedo slots have been added to the game
* NEW: Aux utility slots have been added to the game
* NEW: Added 2 new habitable planet classes, Alpine and Savannah
* NEW: Added a new Humanoid species class with 4 new portraits
* NEW: Added toggle to Suppress pop factions, spending Influence to drain their Support over time
* NEW: Auto-Explore technology available in mid-game allows science ships to automatically survey
* Terraforming rework - terraforming stations have been removed. Any non-colonized planet within your borders can be terraformed for a cost
* Sectors now have settings where the player can toggle certain behaviors on or off
* Strategic Resources have been reworked and now provide a global modifier to your empire as soon as you have at least one of that resource without the need for buildings or modules, allowing you to trade with and for excess resources
* Fleets can toggle whether other AI fleets should follow it or not
* NEW: You can now set planets and fleets to be rally points. Newly built ships will move to the nearest fleet rally point and merge with it, or to nearest planet rally point if there are no fleet rally points. When issuing a return order, your fleet will return to nearest planet rally point if one exists, otherwise nearest starport.
#General
* Combat computers have been reworked and each ship size has its own series of computers with different stats and behaviors
* Space Monsters now inhabit specific, randomized regions of the galaxy. You will still find the occasional straggler among the stars, but in general Space Monsters tend to cluster together per-species and more unusual specimens can only be found on their home turf
* Void Clouds now always spawn near the star in their system and guard rich energy deposits
* Crystal Entities now guard a few rewards
* Aura components removed from battleships
* Assault armies can now be recruited even though the planet has reached max capacity. New armies will automatically embark in transports
* It is now possible to resettle pops to and from sector-controlled planets
* Strike Craft now move towards their own kill target instead of their carrier's
* Strike Craft and missiles can now use evasion
* Missiles can now have health, armor and shield
* NEW: Additional Plantoid name list, updated old ones
* Utility Slots of most ship sections have been consolidated
* Battleships and Cruisers have had a couple of sections removed and reworked
* Space Whale weapons are now always small slot weapons
* NEW: It is now possible to ask empires to become your tributary (and to offer to become theirs)
* Strategic resource deposits have been overhauled to fit the resources' new roles. A number of deposits have also had their spawn chances tweaked
* Crystalline weapons are no longer available to players
* Capacity Overload edict is now unlocked by Global Energy Management instead of New Worlds Protocol
* Droid technology is no longer marked as Rare. Chance to appear is unchanged
* Synthetic Thought Pattern technology is no longer displayed as Rare. Chance to appear is unchanged
* NEW: New galaxy setup options - max Fallen Empires, amount of habitable worlds, whether to allow advanced empires near player at start, whether to use clustered starts, and whether to allow end-game crises
* Policy tooltips now display how pop happiness will be affected
* NEW: Frontier Clinic can be upgraded into Frontier Hospital
* NEW: Frontier Hospital is a new building
* NEW: Terraforming rework - terraforming stations have been removed. Any planet within your borders can be terraformed for a cost
* Terraforming gases and liquids now significantly reduce terraforming cost
* Terraforming is now available earlier in the game
* You can now directly terraform any planet type to any planet type, so long as you have the tech required (it is still not possible to terraform non-habitable worlds, as there is no tech for it)
#Diplomacy
* It is now possible to offer and request associate status with a Federation. Associate status acts as a non-aggression pact with the whole Federation and builds up trust between associate and all members of the Federation. Federation members vote on granting and revoking associate status.
# Technology
* NEW: Vitality Boosters, increases leader lifespan by +10 years
* NEW: Frontier Hospital, allows Frontier Clinics to be upgraded into Frontier Hospitals
* NEW: Mega Cannon, unlocks the Mega Cannon extra large weapon
* NEW: Giga Cannon, unlocks the Giga Cannon extra large weapon
* NEW: There is now a technology for terraforming Tomb Worlds, and a rare tech for making Gaia Worlds
#Fallen Empires
* Fallen Empire pops no longer have any negative traits, and start the game with additional positive traits
* Each of the four Fallen Empire types now has their own set of ship designs
* Fallen Empires will now sometimes start with Titan-class ships
* Xenophile Fallen Empires will no longer attack regular empires just for slaving/purging
* Materialist Fallen Empires will no longer attack regular empires just for researching AI
* Xenophile and Materialist Fallen Empires will now sometimes offer tasks and make demands of regular empires that result in an opinion boost if accepted/completed
* Xenophile and Materialist Fallen Empires will now sometimes bestow gifts on regular empires that they have a high opinion of
* Fallen Empires can now 'awaken' and become Awakened Empires if regular empires are growing too strong, if another fallen empire has lost planets, or if there is an end-game crisis ongoing. Awakened Empires get a new personality type and new goals and will attempt to force the rest of the galaxy to bend to their will.
* Fallen Empires now start with multiple levels of each repeatable tech researched
* Fallen Empires no longer start with creature and crisis techs (matter disintegrators, etc)
###################
# Balance
###################
#Important
* Special projects that do not have a research cost no longer halt your research. Most special projects involving science ships have been changed to not have a research cost.
* In Empire Setup, the planet "climate wheel" has been removed and replaced with three "climate categories" divided by the state of the planet's hydrosphere - Dry, Wet or Frozen.
* Habitability is now based on which climate type the planet belongs to . Base habitability on homeworld type is 80%, planets of same climate 60%, and the other climates 20%
* Certain techs are no longer needed to colonize potentially-habitable worlds
* Significantly reduced the default number of habitable worlds in the galaxy (player-adjustable)
* Ships with hyper drives can now only engage FTL from outside the system's gravity well, as opposed to anywhere in a system
* Ships have had their armor and evasion rebalanced. Small ships have high evasion but low armor, and vice versa for large ships
* Weapons have been rebalanced so that weapons are effective against ships of corresponding sizes. Large weapons are good vs. large ships, but bad vs. small ships. Armor penetration has also been rebalanced in accordance with slot size
* Missiles can now miss and be evaded
* Higher-tier Missiles now have more Evasion and HP. Point Defense and Strike Craft have also been rebalanced in accordance with this new design. Bombers deal significant damage to ships, and Fighters defend against Bombers
* There is now a cap on how many ships can orbitally bombard a planet at the same time, so large planets won't have their defenses fall in a few days to end-game fleets
* Fleets that emergency FTL now go MIA and return to a friendly planet, instead of being ping-ponged to death
* Ships are now always at risk of being lost during emergency FTL, with the chance depending on how damaged they are
#General
* Randomly generated starting home planets are now somewhat random in size (16-20 instead of always 16). Earth is always size 16, and Unity is always size 18.
* Admiral skill effect on ship upkeep removed
* Purge time increased from 6 to 30 months
* Protectorate tech discount increased from 50% to 80%, but they can no longer trade research agreements
* Protectorates are now much likely to draw techs that their overlord has researched.
* Collectivists are now allowed to use Xeno Slavery policies
* Hard cap on Naval Capacity increased from 1000 to 9999
* Removed blocker on colonizing stone age planets due to native interference policy. Instead, empires without full interference can only choose to establish enclaves once the planet is colonized
* Can no longer resettle pops to a planet if their habitability would be <40%
* Removed planetary administration requirement to resettle pops to a planet
* The damage reduction gained from armor now scales down with ship size, so a single piece of armor on a corvette has significantly more effect than on a battleship, etc
* Aggressive AI personalities are now more likely to be among the empires assigned Advanced status at game start
* Tile blockers that give adjacency effects can no longer be cleared
* Chance for Scientist leaders to gain traits on level up increased from 7% to 10%
* Chance for non-Scientist leaders to gain traits on level up increased from 10% to 20%
* Ethos spread should now be somewhat more even across Empires at game start, so you are less likely to get an all-Pacifist galaxy
* Transport ships will not be targeted by hostiles if they are escorted by military ships
* Low ship HP no longer results in reduced maintenance cost
* Generating wormholes outside friendly borders now takes 30% more time
* Hyperdrive windup time now scales up with the origin system's distance to friendly territory
* Warp wind-down time now scales up with the destination system's distance to friendly territory
#Diplomacy & War
* There is now an independence wargoal that can be used by multiple subjects rebelling together.
* Reduced opinion effect of relative power of subjects.
* You may now take conquest wargoals on planets whose majority species correspond to the conqueror's founder species, even if your war philosophy normally does not allow conquering
* Threat generation is now reduced when conquering empires that have aggressive personalities, and removed altogether for conquering Fanatic Purifiers and Awakened Fallen Empires
* Wargoals against allies of the main defender are now more expensive to set
* Only Spaceports and Military Stations are now worth warscore when destroyed
* It is no longer possible to directly declare war on subject empires who would call their overlord to war. You have to declare war on the overlord instead
* Removed "Not Diplomatically Relevant" blocker modifier and replaced it with a border range modifier
* "Abandon Planet" wargoal now generates threat and costs the same amount of warscore as "Cede Planet"
#Fallen Empires
* Fallen Empires no longer start with creature and crisis techs (matter disintegrators, etc)
* Fallen Empire Pops now spawn with additional positive traits and no negative traits
#Encounters & End Game Crises
* Space Monster systems are now slightly less common
* Crystal Entities have been significantly strengthened and are balanced around corvette, destroyer and cruiser sizes
* All end-game crises ships have had their armor and evasion rebalanced
* Mining Drones have been rebalanced and now guard valuable mineral deposits
* Space Amoebas now spawn in larger stacks
* Space Amoebas are now faster, deal more damage and have more HP
* Space Whales now deal more damage and have more HP
* Crystal Entity weapons have been rebalanced so that small, medium and large weapons use a scaling armor penetration
* Upgraded the Nomads' arsenal and ship designs
* Reduced Nomad Fleet HP and damage bonus modifier from +50% to +25%. Overall they should be stronger than before
* Reduced HP of Nomad ark ships and gave them basic weapons
#Ethics
* NEW: Collectivist empires now have Faction Suppression Cost reduced by 10%/30%
* NEW: Individualist empires now have Policy Happiness Impact reduced by 20%/60%
* NEW: Materialist empires now have Building Cost reduced by 5%/15%
* NEW: Xenophobe empires now get increased border projection
* Xenophobe empires now gain +max rivals instead of +rival influence gain
* Xenophile empires no longer have a penalty to rival influence gain
* Military empires now gain +rival influence gain instead of +max empires
* Pacifist empires no longer gain a penalty to max rivals
#Traits
* Maximum number of species traits increased from 4 to 5
* Trickster trait effect on evasion replaced with +20% combat speed. In addition, effect on emergency FTL damage increased from -25% to -50%.
* Aggressive trait effect on fire rate reduced from +10% to +8%
* Cautious trait effect on evasion replaced with +10% weapon range
* Scout trait now also increased ship speed by +20%
#Governments
Despotic Empire
* No longer reduces building cost
* No longer increases slave food and mineral output
* Now reduces Colony Influence Cost by 15%
* Now increases border range by 10%
Star Empire
* No longer reduces building cost
* No longer increases slave food and mineral output
* Now reduces Colony Influence Cost by 30%
* Now increases border range by 20%
#Modifiers
* "Opinions Respected" effect on happiness reduced from +25% to +15%
* "Opinions Disrespected" effect on happiness reduced from -40% to -20%
#Events
* Lessened the odds of "Trouble in Paradise" and "A Change of Heart" occurring early in a colony's lifetime. Added a chance for it to occur after 4 years instead, with very low odds
* Changed "Trouble in Paradise" and "A Change of Heart" events so they change ethics in one step towards the empire's opposite, instead of instantly inverting it to the opposite extreme. Also added a check so that the events cannot happen more than once every 5 years
* Tree of Life anomaly is now 66% less likely to occur, but provides slightly better effects
* Interstellar Railroad faction event now always removes 1 pop instead of a random amount
#Components
* Added a new utility component, Afterburners, increasing a ship's combat speed
* Thrusters now provide 0/3/6/9 Chance to Evade instead of a +0%/+10%/+20%/+30% modifier
* Sensors now provide 0/3/6/9 Tracking instead of 0/2/4/6 Chance to Hit
* Jump Drives are now researchable for all FTL types (but still very rare)
* Laser weapons now deal 20% less damage to shields
* Laser weapons' armor penetration changed from 33% to 15/30/60% depending on slot size
* Plasma weapons now deal 20% less damage to shields
* Plasma weapons' armor penetration changed from 75% to 60/80/90% depending on slot size
* Disruptor weapons' shield damage increased from +100% to +200%
* Projectile weapons' shield damage increased from +15% to +33%
* Projectile weapons' armor penetration changed from 0% to 0/15/30% depending on slot size
* Torpedo weapons have been reworked and are now only Torpedo slot size
* Arc Emitters are now extra large weapons
* Particle Lances are now extra large weapons
Shield Capacitor
* Is now an aux slot instead of utility slot component
* Power usage reduced from 50 to 20
* Mineral cost reduced from 50 to 20
Crystal-Infused Plating
* Is now an aux slot instead of utility slot component and increases ship HP by +5%
* Mineral cost reduced from 40 to 25
Crystal-Forged Plating
* Is now an aux slot instead of utility slot component and increases ship HP by +10%
* Mineral cost reduced from 50 to 30
Regenerative Hull Tissue
* Is now an aux slot instead of utility slot component
* Mineral cost reduced from 50 to 30
Flak Battery
* Is now a medium slot weapon instead of a large slot weapon
* Ranged increased from 40 to 50
Flak Artillery
* Is now a medium slot weapon instead of a large slot weapon
* Ranged increased from 40 to 50
Cloud Lightning
* Damage changed from 6-12 to 1-27
* Range increased from 40 to 50
* Accuracy increased from 75% to 100%
* Now deals 25% less damage to shields
Deflectors
* Power usage reduced from 5/10/20 to 2.5/5/10
* Shield HP reduced from 25/50/100 to 20/40/80
Improved Deflectors
* Power usage reduced from 7.5/15/30 to 5/10/20
* Shield HP reduced from 50/100/200 to 30/60/120
Shields
* Power usage reduced from 10/20/40 to 7.5/15/30
* Shield HP reduced from 75/150/300 to 45/90/180
Improved Shields
* Power usage reduced from 12.5/25/50 to 10/20/40
* Shield HP reduced from 100/200/400 to 70/140/280
Advanced Shields
* Power usage reduced from 15/30/60 to 12.5/25/50
* Shield HP reduced from 125/250/500 to 105/210/420
Medium Railgun
* Maximum damage increased from 46 to 49
Large Railgun
* Maximum damage increased from 99 to 100
Kinetic Battery
* Mineral cost reduced from 100 to 50
* Power usage reduced from 100 to 50
Kinetic Artillery
* Mineral cost reduced from 120 to 60
* Power usage reduced from 120 to 60
Small Autocannons
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 65%
Medium Autocannons
* Attach cooldown reduced from 3.15 to 2.35
* Now also has 10% armor penetration
* Tracking is set to 35%
Large Autocannons
* Attach cooldown reduced from 3.15 to 2.35
* Now also has 20% armor penetration
* Tracking is set to 10%
Small Ripper Cannons
* Damage changed from 4-17 to 4-16
* Accuracy increased from 82% to 83%
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 65%
Medium Ripper Cannons
* Damage changed from 8-36 to 8-33
* Accuracy increased from 80% to 81%
* Now also has 10% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 35%
Large Ripper Cannons
* Damage changed from 21-74 to 21-67
* Accuracy increased from 75% to 76%
* Now also has 20% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 10%
Small Stormfire Cannons
* Damage changed from 5-19 to 5-17
* Accuracy increased from 82% to 84%
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 65%
Medium Stormfire Cannons
* Damage changed from 11-39 to 10-35
* Accuracy increased from 80% to 82%
* Now also has 10% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 35%
Large Stormfire Cannons
* Damage changed from 25-84 to 26-70
* Accuracy increased from 75% to 77%
* Now also has 20% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 10%
Swarmer Missiles
* Is now a medium slot weapon instead of a large slot weapon
* Damage changed from 18-38 to 8-12
* Attack cooldown reduced from 2.50 to 2.10
* Range increased from 50 to 60
* Missile Evasion is 200%, making them impossible to hit by PD
Whirlwind Missiles
* Is now a medium slot weapon instead of a large slot weapon
* Damage changed from 21-41 to 10-15
* Attack cooldown reduced from 2.50 to 2.10
* Range increased from 50 to 60
* Missile Evasion is 200%, making them impossible to hit by PD
Sentinel Point-Defense
* Minimum damage increased from 1 to 2
* Maximum damage increased from 2 to 3
* Accuracy increased from 20% to 80%
* Tracking set to 20%
Barrier Point-Defense
* Minimum damage increased from 2 to 3
* Maximum damage increased from 3 to 4
* Accuracy increased from 30% to 80%
* Tracking set to 30%
Guardian Point-Defense
* Minimum damage increased from 3 to 5
* Maximum damage increased from 4 to 6
* Accuracy increased from 40% to 80%
* Tracking set to 40%
#Technology
* Amount of technologies required to access a new technology tier increased from 5 to 7
* Tier 1 technology cost increased from 240/360/480/600 to 360/480/600/720
* Tier 2 technology cost increased from 900/1200/1500/1800 to 1000/1400/1800/2200
* Tier 3 technology cost increased from 2320/2840/3360/3880 to 3000/4000/5000/6000
* AI-Controlled Colony Ships technology effect on colony development speed increased from 25% to 50%. In addition, Colony Ship cost is reduced by -25%
* Self-Aware Colony Ships technology effect on colony development speed increased from 25% to 50%. In addition, Colony Ship cost is reduced by -15%
* Self-Aware Colony Ships technology cost reduced from 1800 to 1000
* Sentient AI technology cost reduced from 2840 to 2200
* Synchronized Defenses technology now requires Administrative AI instead of Active Countermeasures and is now more likely to appear
* Advanced Shields technology cost reduced from 2840 to 1800
* Planetary Shield Generator technology cost reduced from 1800 to 720
* Planetary Shield Generator now requires Improved Deflectors instead of Shields
* Shield Harmonics now requires Advanced Shields instead of Improved Deflectors
* Focusing Arrays now requires X-Ray Lasers instead of Blue Lasers
* Gamma Lasers technology cost reduced from 3880 to 3000
* Particle Lances now requires Gamma Lasers and Battleships
* Plasma Cannons technology cost reduced from 3880 to 3000
* Arc Emitters now requires Plasma Cannons and Battleships
* Proton Torpedoes technology cost reduced from 2320 to 1400
* Proton Torpedoes now require Disruptors instead of Ion Disruptors
* Neutron Torpedoes technology cost reduced from 3880 to 3000
* Neural Implants technology cost reduced from 600 to 480
* Xenology no longer requires Biodiversity Studies
* New Worlds Protocol is no longer more expensive than other early technologies
* Frontier Health now also requires Genome Mapping
* Genome Mapping effect on food output and leader lifespan replaced by reduced growth time by -15%
* Cloning research cost reduced from 1500 to 1000
* Cloning now requires Vitality Boosters instead of Epigenetic Triggers
* Gene Banks research cost reduced from 3360 to 1400
* Gene Seed Purification now requires Gene Tailoring instead of Cloning
* Gene Tailoring research cost increased from 1200 to 2200
* Gene Tailoring now requires Cloni