Just wanted to drop the most recent changelog between .6.2 and .6.3. It’s a doozy, so if you haven’t updated in a while or wanted to see what we’ve been up to, here it is!
Changelog for 6.3.0
• Added target Character’s relationship to all Character Cards on Action Character Selection Panel. In other words, you’ll be able to see what the character thinks of all the characters on the panel prior to selection
• MAJOR: Revamped Trade System. You will now have to build up your trade network – it is much more scattered than before, as well as different levels of trade activity. Starbases and Hubs and Ports all now cost upkeep (Infrastructure) to maintain as well.
o There are now 4 Levels of trade ‘readiness’: No Trade (no starbase, no port, no hub – no commerce at all can take place
o Import Only (starbase but no port) – the planet can import goods from the Empire or other planets but otherwise cannot trade
o Has Trade Port (starbase and port, no hub) – the planet can make trades with other planets, and can send goods to system hubs only
o Has Trade Hub (starbase and port and hub) – the planet can makes trades with other planets, and can send goods to a higher hub (system province empire)
o UI changes to represent: new hub graphics, updated UI for Economic System Governance Mode blocks, and updated Trade Info window on Planet Governance Mode
o Supply Trades can now include all materials, not just Basic, Food, and Energy
o The computer is more lenient when deciding whether to do a trade
o Hubs no longer have to be on a capital world (but generally it’s a good idea since capital worlds have more infrastructure and ways to pay for the base)
o Rescaled the reach of Hubs to take into account both the Merchant Power present there and the size of the Starbase. It is possible now to have a Province Hub stretch across an entire constellation if it’s built to Level 4 and you have a strong Merchant presence
o Added Projects for Build Trade Port, Build/Upgrade Starbase, Build System Hub, and Build Province Hub.
• MAJOR: Economic changes throughout. Rescaled all output and use to make for much smaller numbers – rescaled Projects and Action costs. Also rescaled output. This has the effect of making the game more manageable, making changes more meaningful in output, and making trades more helpful and thus more likely to occur.
o You can now go negative on a planet’s GPP if there is more upkeep and costs than income. If a planet is negative GPP, it will not send any money to the Empire, nor the leaders who make up the COC chain.
o If you have enough money in your Domestic budget to make up any shortfalls on planets, there will not be unrest (though they won’t be thrilled either). If you don’t… the largest planets will be funded first, and so on. Small, poor planets will be the first to start with high Unrest. Riots are not modeled yet, but they’re just around the corner. Start practicing now!
o There is now a difference between Holdings tributes depending on who is holding the planet. If it is Held by the ruling House, the distribution is as before (75% for the Empire, the rest divided). If it is Held by another House, the Empire receives a variable amount as a tribute depending on the existing relationship, but usually no more than 30%. Thus, Holdings that other Houses own are not generally going to bring in much money.
o New Colonies and Outposts have a malus to GPP for 20 turns to represent essentially ‘repaying’ development loans and costs to make the planet ready for colonization/mining.
o Updated UI with tooltips explaining how base numbers are generated
• MAJOR: Production system changed. In conjunction with the Economic changes, you can now set the production output of your factories for a planet or a system through an Action. You can overwork (Overdrive) your Engineer Pops, to the detriment of their Happiness and Love. Useful when you need to build things quickly, or when you are facing a shortage of materials and need to cut back. Of course, as always, your leaders have to agree to do it…
o Reworked to use the Viceroy Skills as a large factor for output of food, mining, etc. Previously the House Tradition of the Viceroy would determine this. The HT is still used, but as part of the Skill calculation. Also uses several traits to provide bonuses to the calculation
• MAJOR: New music and sound effects throughout, with a new theme and several new tracks that shift based on your Love/Fear level
• MAJOR: Migration system reworked. Now Pops will have a max range that they will look to migrate to depending on their Class. Farmers and Miners will generally stay in-system or a close star, Fluxmen and Engineers will look throughout a Province, and Academics, Merchants, and Administrators will have a multi-province range.
o Also changed the way Planet Value is determined for migration purposes. Now, available jobs are more weighted, so even if there’s a much nicer planet nearby, a Pop will think twice if there are no or very few jobs available.
o Updated the Migration UI to reflect the rebalance of Planet Value
• MAJOR: Started installation of Character/House Strategic AI. In conjunction with the Intel Tab on the Character Screen, all Characters will have a Ultimate goal (power, wealth, survival, etc.) and depending on their resources/abilities/relationships, will look to different Action chains to determine what they will do and what their reactions will be. You will be able to see their Ultimate goal in this first pass in .6.3 in the new Intel tab
• Fixed bug where the trade system would not be ‘loaded’ until a turn had passed.
• Fixed and updated the stars – now there is more variety and they look very nice, with only a minimal performance hit
• Reworked the way Pops are generated. Now there is more of a emphasis on Farmers and Miners, with smaller amounts of more specialized Pops, as fits the lore and backstory. The House/Culture that a Pop is generated from also now affects the generation
• Reworked the way Trade Infrastructure is generated. There is now generally much less Hubs throughout the Empire, and some Provinces may not even have a Hub! You will have to decide how much to rebuild or build a specific trade network, and who reaps the benefits the most
• MAJOR: Added Economic Screen. First build shows planet GPP, and total expected Empire budget for the current year given no changes. Updates will add the budget sliders that can be set every year, as well as a surplus that can be set aside from a budget
• Removed excess information from the Production Screen – that info has changed to Viceroy Skills and is out of date
• Added Viceroy Skills. These are skills in Mining, Engineering, Economics, etc. that directly affect how a Viceroy can govern their planet. They are derived in part from a Character’s Intelligence, Drive, Admin skill, House traditions, and some randomness. They can greatly affect a planet’s operation.
o Added tooltip extension on Character tooltip to show these skills. You will need to have at least a Medium Intel level in order to see these values
• Added ‘Get to Know Character’ Action. Basically if accepted you will talk with and get to know the Character in question, which will increase your Intel level with them and possibly increase your Relationship with them
• Updated UI for Project Bar – with the increase in Projects it was necessary to widen the bar. Now the Project Bar can show up to 18 Project choices at a time
• Updated UI for Overview Planetary Gov Mode – now Infrastructure, Total/Max Population, and Total/Max development is shown as filling bars to more easily show the ‘limit’ of the planet.
• Added additional conversation lines and a few more tags
• Fixed a lot of small UI bugs that were, ah, bugging me. Heh.
• Fixed some typos
• Added the long-lost ‘Rival’ relationship icon tooltip
Sounds pretty awesome.