Hey everyone!
HUGE update inbound! It should be out in the next day or so. Without further ado, here’s the list!
7.4.0 Changelog Notes – WIP
6.14.19
MAJOR ADDITIONS/CHANGES
- Added: Intel System
- Major new gameplay system has now been added and is about 80% complete. This will break down the highlights:
- Inquisitors added
- Intel Progress added
- Intel Nexus screen added
- Intel-related Projects added
- Statistical/goal Intel added
- Assignments and budgets added
- Informers added
- Empire Intelligence Centers added
- Intel-related Actions added
- Special Ops added
- Fear-related effects added
- Inquisitors
- Inquisitors are actually squads of heavily weaponized, trained agents, of which there is a lead Inquisitor that is represented in the game. Inquisitors have 2 main stats, Espionage (affects Intel missions, Trial missions, and general survivability) and Special Ops (affects special operations such as assassinations, blackmail, intimidation, etc.) An Inquisitor can be set to several Missions:
- Passive Intel – allows you to gather information slowly in a planet, system, or province range on characters that are currently residing within that range. This Mission will not raise Fear, as it is covert.
- Active Intel – more aggressive than Passive Intel, this represents the Inquisitors using more, ah, direct means to gather information, including intimidation. This is far more effective in gathering Intel Progress on your target, but it will raise the Fear level significantly and the affiliated House/Character will take a very dim view of being actively investigated.
- Training – Basically gives the squad additional XP per month which can lead to an increase in either the team’s Espionage or Spec Ops skill.
- Stand Down – Inquisitor squads cost money to have active. This Mission will put the squad in reserve, and while it will not cost anything against your Intel budget, the squad will slowly lose experience, and eventually points off their ratings, In addition, the longer they have been stood down, the longer it takes to reactivate them.
- Inquisitors can be assigned to 3 types of targets: Characters, Houses, or Planets. If they are assigned to a Planet, they can also set a Scope for Intel Missions: Planet, System, or Province. It takes several months for an Inquisitor to set up and find a new Target, which is represented in the Preparing For Mission status.
- Inquisitors are actually squads of heavily weaponized, trained agents, of which there is a lead Inquisitor that is represented in the game. Inquisitors have 2 main stats, Espionage (affects Intel missions, Trial missions, and general survivability) and Special Ops (affects special operations such as assassinations, blackmail, intimidation, etc.) An Inquisitor can be set to several Missions:
- Intel Progress
- Intel Progress is a 0-100 number that represents the progress made towards maximum Intel on a Target. Basically, the more IP on a Target, the more you know about the stats/plans/etc. Slowly decays over time if there is no active Informer presence or Intel mission attached to the Target.
- Intel Nexus Screen
- This screen will show you your budget for the year, the projected and current Inquisitor budget, the current Informer budget, and the status of all Inquisitor squads. You can change the mission and target of any Inquisitor from here, or disband them entirely.
- Intel-related Projects
- You can currently build or expand an existing Empire Intelligence Center up to level 3. You can only build EICs on capital worlds (system or province)
- Statistical/Goal Intel
- In conjunction with Intel Progress, this dictates everything you know about a Target – it determines what data you can see about a House/Character/Planet, how accurate that information is, and with the next update, it will give you information about possible Plots that the Character is involved in.
- Assignments/Budgets
- You will now be able to set the Intel Budget at the start of the year and see what needs to be allocated to keep all of your Inquisitor squads from disbanding due to not being paid in full! (Loyalty, after all, comes at a price.) Anything above what is required to fund your Inquisitors in full will be allocated as the Informer budget, which you can set on individual Planets as needed.
- Informers
- Informers are your low-level intel net made up of Pops who are willing to divulge information about Characters on Planets where they are active. They do not have an influence on Houses or Planets, but they are a relatively inexpensive way to maintain intel on Characters who stay on a certain Planet. They do not increase the Fear level, and their willingness to inform is based on the budget set for the planet, their Culture, and their Love for you. In other words, don’t expect Pops to spy for you if the vast majority of them hate you.
- Empire Intelligence Centers
- EICs are the hub of your Intel network. Here is where Inquisitors are trained and supported, and they also serve as a planetary nexus for intel. They have 2 main functions – they set the maximum number of Inquisitor squads you can have in the Empire (the total number of levels of EIC) and they act as an Intel-gathering entity that always works passively, even if you don’t have Inquisitors present. It does raise Fear on the planet it is built on, however, while Level II EICs can cover and provide passive intel for a system (and raise fear) and Level III EICs can cover a province (and raise more fear throughout). They are progressively more expensive to maintain, and their costs come out of the planet’s Infrastructure budget.
- Intel-related Actions
- You will be able to assign Spec Op Missions to Characters that have Inquisitors assigned through the Character Action UI. If that character has an Inquisitor attached that is set for Spec Op Prep, Missions will appear for that Character. If no Inquisitor is attached, the Intel tab will not appear at all!
- Special Ops
- You will be able to do several special ops. In this release, you will be able to do 2: Assassination and Blackmail. More Spec Ops will be available shortly.
- You select these by first assigning an Inquisitor to a Character, then setting their mission to “Spec Ops Prep”. They will start accumulating Spec Op points. Once they reach certain thresholds, Spec Ops will start to show active. The higher points you have over the minimum, the more likely the chance for success, but beware – an inexperienced Inquisitor could be caught in the act preparing with a big hit to the Emperor’s Power and Fear!
- Fear System
- The Fear System has been added as a counterpoint to Love. Love represents the overall feeling that Pops have about you; a low Love rating is essentially a low public approval, while a high Love rating means they’ll run through walls for you. Fear works differently – the higher it goes, the more likely that unrest and riots will break out. Once fear goes higher than love, you are considered a tyrant and your titles will change appropriately. Tyrants must spend a tremendous amount of military to keep Fear high enough to keep the Empire stable, but keep in mind that while Fear will drop if you don’t continuously show force to your people, your Love will be very slow to increase once you’ve shown you rule tyrannically! This system will continue to evolve as the Military and Science/Reform systems are added.
- Added: Intel UI
- See above for more information. Includes empire, system, and planet level UI showing information about Informers, EIC level, Inquisitors on a planet/system, the chance of an Intel increase on any one Character on a planet, and more!
- Added: New Action: Request Favor with House
- Now you will be able to ask a House Character whom you have a strong relationship with to intercede on your behalf with their House Leader. If successful, your Positive Rep with that House will increase depending on their success.
- Added: Claim System/Influence
- Now you will have more information showing the Influence of each House on each system from the Political Command Mode on the Galaxy View. Each House will be shown in descending order of Influence on a system.
- You can claim any System if you are the first to put in a Claim regardless of Influence, but you will probably annoy the House who has the most Influence, and if you do not quickly strengthen your claim, a House with more Influence will override your Claim and you will lose yours. To expand your Influence, you must colonize planets, build outposts, and build installations like Starbases, Logistical Networks, etc. Influence drops off sharply about 300 AUs from the system in question, then levels out as it continues to drop until Influence ends about 15K AUs from a given system.
- Remember that you can not build in a System that you do not have a Claim on!
- Added: Budget Subsidy From Imperial Treasury
- Now you will be able to allocate money when you are setting the yearly budget from your Imperial Treasury to the budget by setting a slider next to the budget sliders. It costs 25 Power to do this (it’s a sign of weakness to have to dip into reserve funds) but will make your Pops slightly happier (you are willing to use your personal wealth to improve the lives of the people).
- This can only be used during the yearly budget allocation, and does not have to be used at all!
- If you go negative in your GPP at the end of the year, you MUST use this subsidy to bring the budget to at least 0 (i.e. you are not in debt). It will still cost 25 Power. If you can not do this, your Empire will collapse, you will be deposed, and you will lose the game.
- Changed: Migration Balance
- Now Pops will migrate when they are happier if there’s a planet or colony that seems like it will provide a better opportunity. This should result in more overall migration!
- In sum, planets that are not nice places to live will have less migration than before AS LONG AS there is opportunity and positive factors (retail, trade, jobs, etc).
- Changed: Color-indicative UI
- Now each Command Mode will have its own dominant color for system and planet screens, Projects, etc. This should make it easier to determine immediately what Mode you are in, as well as provide some color feedback. The colors are:
- Military: Red
- Economic: Green
- Political: Yellow
- Intel: Purple
- Demographic: Blue
- Overview: White
- This system will continue to evolve as the game is developed!
- Now each Command Mode will have its own dominant color for system and planet screens, Projects, etc. This should make it easier to determine immediately what Mode you are in, as well as provide some color feedback. The colors are:
- Added: Change Assignment Action
- A requested feature, now you can swap Characters who serve either in the Council as Primes or Characters who are Viceroys/Governors in your Holdings, as opposed to designating them for assignment and then reselecting them. This will simply swap the Characters’ Assignments. Note that if a Character is being demoted, i.e. from a province governor to a viceroy, they will not be happy, and vice versa. They cannot decline since they serve at your pleasure.
- I have also expanded and improved the Character Selection UI in the Action screen. You will be able to see the tooltip, the House, and you can now sort by all Viceroys, Governors, Primes, and Courtiers. You can also sort by Skill. When you have an Action that will allow a swap, a ‘SWAP CHARACTER’ button will appear, and you will be able to access the Character Rank filter. Otherwise, you will only be able to select from ‘free’ characters (courtiers) as usual.
- Note that you can NOT swap out Characters who are serving other Houses this way. In other words, you can not replace a Viceroy who is running a House Holding that is not yours and is not part of your House since you do not have authority to do so. You can only ask them to step down or exile them (or kill them!) to get rid of them.
- UPDATED: Major optimization changes
- Continuing to optimize the turn generation and graphics – most people should now get 60+ FPS on all screens. Still working on overview screen on planet view, but overall significant improvement
- Turns should only take about 15-20 seconds to generate now, unless you are playing very large empires
- Major new gameplay system has now been added and is about 80% complete. This will break down the highlights:
MINOR ADDITIONS/CHANGES/BALANCE
- Added more Requests/Demands
- Added 3 more secondary strategies for House AI
- Changed the Character Screen to make accommodations for the Intel system; also changed the Action Panel to only show categories that were relevant to the Character. For example, if a Character is a Courtier, they will not have any Assignment Actions since they do not have an Assignment, so there will not be an Assignment tab!
- Added more tooltips
- Continue to balance the economy – Planets should generally produce more Build Points. Also scaled down the amount of BP required for some installation’s maintenance.
- Balanced map sizes slightly – now ‘small’ is actually larger with more constellations. This should allow all Houses to find at least one Holding without having to resort to taking a ‘bad’ one.
- Rewrote the House Holding algorithm to deliberately create unbalanced House Holdings. Now, you will see one or two ‘much more powerful’ Houses as opposed to all of them having roughly the same number of Holdings.
- Added more Events
BUG FIXES
- Fixed major crash bug relating to the House AI not being able to execute a Secondary Action
- Fixed major bug with the economy – the percentages should now be correct.
- Fixed major hang bug with starting a game – the game would not generate enough Characters to populate all roles in the Empire
- Fixed bug with Houses not going down to the lower relationship level once the Emperor Reputation hit -500. Now it will drop, and reset back to 0.
- Fixed bug with Infrastructure costing way, way too much to build
- Fixed bug with how new Outposts and Colonies are created – they should now have the appropriate amount of infrastructure
- Planets should not now build in excess of their total facility limit; if they hit the max they will change their focus to Infrastructure at 100%
- Fixed several bugs with how Claims are calculated
- I think I’ve fixed an issue where you could not start a new game after going to the main screen after abandoning a current game. Still a WIP.
- Other minor bug fixes