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Version .411 is OUT!!! Big balance changes… your games should last longer

Hey everyone!

The newest version of Imperia is out – there aren’t a lot of visible changes, but there are a lot of changes under the hood! The balance has been changed signifcantly, so that the game is easier and the fact that you can do more per turn should make it more fun! Please try this build if you have been frustrated with the difficulty of the game (i.e. hell planets)

-Steve

V.411 Changelog

2.14.15

BUG FIXES

*Fixed issue with scroll arrows not working on non-native resolutions

*Fixed issue with taxes not properly being lowered if people were leaving due to unrest, or to other population factors

MAJOR CHANGES:
*Significantly improved balance – planet habitable minimum bio levels are now 60, not 50. Also made numerous small tweaks to planet generation. The upshot is there should no longer be any ‘hell’ planets as in earlier versions. This is in conjunction with the static modifier change below.
*Raised MDLs for smaller Class 0 and 1 planets
*Changed calculations for mineral and food – now they produce less per level, but balanced somewhat with less need for them
*Added more money to planet treasuries
*Viceroy economic AI has been given a pass; now unless they’re really stupid, they’ll raise taxes more effectively to get a planet out of the red.
*Lowered cost of government/infrastructure
*Added component to power rating: Astrographic power – basically the more sectors you control, and the more powerful they are, the higher your power
*Added new concept: Edict XP. Every turn that a planet, system, or sector contributes to an active Edict, the government modifier increases slightly, eventually allowing more ADM points per population on the planet.
*Added new concept: static modifier. This means that if everything is neutral, meaning nothing great or terrible is happening, popular support will slowly drop each turn. This reflects your empire people’s need to see your empire grow and expand, not stay static. To support this, costs and ADM time have been cut for many Edicts, especially exploration Edicts. Remember that Edicts that are supported by the Imperial capital’s time is affected greatly by your power rating.

*Tweaked galaxy generation to space planets a little bit farther apart

*Planets now have separate mineral values based on class; i.e. radiated planets will have a much higher chance of having luxury minerals and materials than an ice world

*Increased minimum range for warp engines (this will allow mission range to be higher at start)

GRAPHICS
*Added a few more characters
*New cover art
*Adding a few interstitial screens between turns.
*Money and numbers are now rounded to the nearest whole digit and one decimal point, e.g. $1,343,124 dollars (which was in thousands anyway and was confusing) is now $1.3b. I’d like some feedback on this change, to know whether these numbers are easier to understand.

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