Sorry it’s been a little longer than I wanted, but I hope you agree that version .4 is worth the wait. There are a ton of new features, and the best part is that there is an updated wiki to go with it – it should help the learning curve somewhat!
Here is the link to the wiki: http://imperia5x.wikidot.com/start
Here is the updated changelog:
Imperia V.400a Change Log/Readme
* Please uninstall any previous version of Imperia before installing a new version. I have not yet added patch ability. The good news is that the install is relatively quick.
* I am updating the WikiDot Imperia wiki periodically and this will be the best document for questions and how to play Imperia. Please refer back to it frequently.
* Fixed another issue with trade – now all trade hubs should send food and materials both upstream and downstream
* Fixed recurring/duplicate event notifications
* Fixed issue where if 2 Edicts were in a queue and one was deleted, it would cause an out of index error, crashing the game
* Fixed issue where a newly colonized planet would not actually know it was attached to the Empire, causing issues
* Fixed issue where you could create an outpost on a planet that was being colonized
* Fixed Edict calculation issue that did not take distance between the sector capital and the planet into account if sector ADM was being used
* Fixed issue where assigning a new colony a designation would not properly assign the sectors
* Fixed issue where colonization range was double what was shown on the map
* Fixed inconsistency between empire edict time estimate on Edict Creation screen and actual time remaining
* Fixed issue where removing a governor or viceroy would not calculate the correct power for a turn, causing huge issues with unrest that turn (basically a divide by 0 error)
* Fixed issue where characters would have very low PoSups upon generation
* Fixed some duplicate/advance traits for characters. For example, characters that are cruel are no longer craven as well, since cruel is more harsh than craven. This is a work in progress.
* Changed Edict material calculation. Now, if a planet has materials, but no ADM, those materials will still be used – there is no need for the ADM-lending planet to donate additional materials. This solved the issue of wasting materials on a planet that already had plenty, just no ADM to do anything with them. Note that planets with no materials will still be unable to use their ADM to obtain them.
* Added the remainder of the planet event statuses on the system screen
* Updated more graphics, also centered and optimized more text strings
* Recategorized alerts to be more helpful. For example, a riot that causes damage is a critical alert, but a small riot that does no harm is now considered serious (orange). This should help to make alerts more useful.
* Added Luxury mineral effects on the service sector. Now a luxury mineral rating above 50 will increase the profit of this sector, while a rating below 50 will lower it.
* Added Luxury mineral effects to unrest – more effective luxury minerals combined with the size of the service sector will lower unrest
* Added Effective Luxury Mineral rating – this is the second # on the right of the slash. Shows mineral rating that is effective after trades and propagation is taken into account
* Added Unrest modifiers to the Demographics tab. This will show you the major factors in a planet’s average unrest and change.
* Added ability to designate new colonies’ Primary Designations during creation
* Added note that no Edicts may be enacted on a planet that is being colonized
* Completely rewrote how Pops emigrate and choose planets – now instead of moving to the first planet they find that meets their criteria, they now have a ranked list that they can reach with some random thrown in, and then choose from that list with the most desirable planets weighted most heavily. This will create population clusters and allows more realistic movement, where system events will effect entire sectors without a simple ‘pop bouncing’ between 2 nearby planets
* Exploration stations can now be built at any distance. This will encourage more exploration, but the time and resources needed to deploy a faraway station will be higher
* Added ADL to main planet screen. Now always visible along with class, Bio rating, and scan level
* Adjusted numerous UI displays to correspond to these changes
* Added continuum checks to each character – now actions and traits will adjust the character’s continuum rating each month
* Added secondary designation slots on UI in preparation for secondary designations
* Added expanded information about trade network on system screen – now all planets will show their status vis a vis the trade network
* Added check upstream and downstream to see if luxury minerals propagate through a trade network in a sector. This means that planets which are connected to the trade network in a given sector will send a portion of their luxury mineral value if that adjusted value is still superior to planets that are upstream or downstream; the portion will be relative to how far away they are from a hub
* Added arrow showing loss in economic sector due to riots
* Added bio rating to affect manufacturing profit – anything below 50 will seriously affect profitability
* Added retirement subsidy – now retired population will receive a subsidy somewhat lower, but roughly equal to the unemployment subsidy for that planet (depending on the ADL of the planet). You will be able to reduce or eliminate these at the risk of unrest and lowered posup if you are in a financial bind
* Added character continuum rating to affect their posup – however, characters that are powerful and have a high Tyrannical rating will see their posup increase due to fear
* Completely rewrote how retail and service profits are generated. Before, it used a rather complex but not-very-realistic formula. Now, 4 different values are calculated as part of the overall calculation:
* Profit per item – looks at wages, production sector efficiency, and luxury mineral quality
* Service budget – how much money people on the planet have to spend on retail items
* Amount of sales items – determined both by trade and by production capacity. Factors in food and manufactured goods, with a bonus for inherent retail sector capacity (small stores that offer services for money, but not necessarily goods)
* Service Efficiency – are there enough service workers in the sector to effectively sell all the goods for sale?
From those 4 values, it next determines the maximum amount of the theoretical budget that people will use, based on popular support, unrest, and unemployment. Generally, the better people are feeling about the planet’s situation, the more of their maximum budget they will spend in a given month. What this means in practice is that a planet can have the highest quality goods in the world, but if there are not enough people to either buy them or sell them, your retail sector will suffer. Conversely, you can have all the demand in the world for goods but if your planet can not produce them or ship them in, your stores will be empty. However, if you have both quality goods and the people to buy them, you can make huge profits.
* Added new submode to the Economic tab: Government Spending. This will break down all the subsidies and Edicts that a planetary government is spending its money on so that you can (finally) see where all a planet’s money is going. Details on each category will appear on the right-hand side when you mouse over a particular category.
* Added new Intel screen submode – Character Intel. Here you can see a list of all the characters in your empire, and communicate directly with them by clicking on their info. Also added buttons to toggle between Planet Intel and Character Intel.
* Added additional popular support factor – if a planet is using the sector subsidy to stay afloat, your people won’t like that much
* Added governor information on SID to assist with character interactions
* Changed the scale of money – now million is billion, billion is trillion, etc. to match the scale of an interstellar empire. Note that all figures are in thousands, so 1,000,000 is actually a billion (1,000,000,000). This is to keep the memory and space requirement down.
* Added new music, including new opening theme, and starting to add game sound effects
* Changed the riot system to have a minimum threshold planet-wide so that a planet cannot have riots if the overall planet unrest level is below 30. This prevents strange mini-riots on an otherwise very peaceful planet
* Lowered PoSup effects, both positive and negative, across the board. This will make for a more flowing game.
* No Starbase will make emigrating from a planet much more difficult, with larger Starbases making planets more of an immigration target.
* Exploration stations have been tweaked upward to compensate for their removal of range limitations
* Adjusted the wage adjustment calculations to take into effect viceroy traits and designations
* Adjusted the emigration change slightly upward to tie in with rewritten emigration routine
* Increased the overall amount of goods that make it to the destination, somewhat nerfed the distance modifier
* Adjusted the retail sector calculation to take into effect luxury minerals much more heavily
* Adjusted the profitability of the manufacturing sector downward
* Increased sector population per level of sector – increasing the base amount of pops who can be employed per level.
* Changed the effect of industrial taxes on whether a given sector expands or contracts – higher taxes will be much more likely to decrease the sector level, reflecting ‘choking off’ profitability and reinvestment
* Increased substantially amount of money that planets can potentially have at game start, making it less likely they start off ‘in the hole’ and giving you time to make changes, since there is now a penalty to your poSup for planets going broke
* When loading a game, sometimes the alerts are in the wrong category. This only happens for the current turn and is more annoying than anything. Investigating.
* If you use the mousewheel to scroll up and down intel lists, it also effects the zoom level of the quadrant map. I can fix this, but it will require a rewrite of the zoom function and is not a huge priority at this time.