Hey all!

Posting a small update today that mainly fixes some issues with loading games and some significant issues with Actions. Without further ado…

7.5.1 Changelog Notes – WIP

7.25.19

MAJOR ADDITIONS/CHANGES

  • None

MINOR ADDITIONS/CHANGES/BALANCE

  • Updated Migration Panel so that it was easier to see who was leaving and who was coming (green = coming to the planet; red = leaving). Also finally added Fluxmen as a separate Pop to track migration
  • Adjusted Economic Windows to fit together with the same general width or height – the look is much cleaner now with all windows open

BUG FIXES

  • Fixed several issues relating to Save/Load
    • Fixed issue where GPP would not calculate correctly after loading – it would stay at $0 forever
    • Fixed issue where House Holdings would not calculate and the House Power would be incorrect until the next turn, and Holdings would show ‘0’ for each House until the next turn
    • Fixed issues where Fleets would not be generated correctly and as a result they would never ‘arrive’ at their destination, thus not freeing up the fleets/merchants for new trades
      • NOTE: This is a WIP fix, so I have essentially disabled fleet objects being saved for this build while I work on a more permanent fix. What that means is that the turn you load you won’t have any fleets, but next turn the trade system should regenerate them.
  • Fixed multiple issues relating to Actions not working correctly
    • Fixed all text/speech issues – now all Actions should have full responses
    • Fixed all ‘test tags’ – no more developer code for speech!
    • Fixed all decision logic
    • Fixed issue where selecting a House to give a Holding to would not change who you were speaking to; this changes the Action to you speaking to the House leader
    • Fixed issue where you could select a Throneworld to demand or give away New Terra; obviously this would not be realistic, so you aren’t given the option anymore when they are selected
    • Fixed issue where a response from a character should have led to Actions not being available but they were not being updated; now they are
  • Fixed several tooltip issues, notably the double tooltip with your Emperor Power

Hey everyone!

Without further ado, here are the changelog notes from .7.5. A lot here!

7.5.0 Changelog Notes – WIP

7.18.19

MAJOR ADDITIONS/CHANGES

  • Added: Spec Ops
    • You will now be able to ‘Prep Special Operations’ as a status once an Inquisitor has been assigned to a House or a Character. This will generate Spec Op points every month towards that target (either the Character or the House Leader)
    • Once you have at least the minimum number of points for a Spec Op (shown on the left in purple on the Action; greyed out until you have at least the minimum shown) you can take the Action at any time. You will have a chance of success (shown on the right of the Action button) that can go as high as 95% (always a chance of failure!) the higher above the minimum Spec Op points you go, the greater your chance of success (represents more planning)
    • Once you initiate a Spec Op, you will find out how it went the following turn as an Event: Success, Non-Critical Failure, or Critical Failure:
      • Success: the op happens as planned, and the desired action takes place. The squad reverts to Passive Intel status, and they gain a significant Spec OP XP
      • Non-Critical Failure: the op did not come off as planned, but the squad’s cover for whatever reason was not blown. You may have them try again next month (in which case you do not need to do anything) or you can change their status/mission. No adverse effects occur, just wasted time/prep. Squad gains a small amount of Spec Op XP
      • Critical Failure: the op failed, and very publically. Your Squad gets away, but is considered injured/damaged in the attempt and will be in Working Up status for 2-6 months. Significant repercussions will happen to you depending on the severity of the Ops (usually a huge hit from the Character’s House in negative rep, also an increase in Fear and Grudge.
    • There are no limits to how many Ops you may have going at one time – as long as you have a free Inquisitor squad, you can do one!
  • Added: Character Fear Mechanic
    • Characters now have a fear level of you from 0-100, where 0 is absolutely fearless and 100 is terrified. This can be determined in very general terms, becoming more specific as you get more Intel Progress on a Character.
    • This effects how likely they are to agree to an Action, their speech/attitude towards you, how likely they are to Demand or Threaten something vs. Request or Favor, and how likely they are to join Plots against you.
    • Keep in mind that while a character with a high Fear level will be far more likely to do what you ask, they will more than likely hold a Grudge which never drops naturally, making them more likely to retaliate if they have an opportunity in the future.
    • Fear drops very slowly over time naturally, and can also be dropped quickly by positive Actions (getting to know Character, making a positive Speech, lending your Support, and promoting them to a higher Position)
    • When you start the game, since you are a young Emperor and widely ignored, most Characters will not Fear you very much. Doing Tyrannical things early in your reign is certainly a viable strategy as long as you can deal with the long-term repercussions!
  • ADDED: Blackmail Mechanic
    • Blackmail is a special status that stays on a Character indefinitely. If you successfully complete the Spec Op ‘Blackmail Character’ they will have a special Blackmail Status. This means the following:
      • They will hate you virulently – their Grudge Level goes to 100
      • They will always agree with what Action you ask for, but the strength of the demand may ‘break’ the Blackmail hold. In other words, if you demand a Holding from a Blackmailed House Leader, they will agree – but asking such a strong thing will almost certainly ‘break’ the blackmail. If you ask for minor things that they might have agreed to anyway, it is very likely that they will stay blackmailed.
      • They will always serve – if they are in ‘Will Not Serve’ status, that will change, making them available for Projects and Offices
      • This status will not affect other Characters’ secondary effects (they aren’t going to tell their friends that they’re being blackmailed, after all!) but ONCE THE HOLD IS BROKEN, ALL Allies and Friends of the Character will have a Grudge and Fear rise of varying amounts depending on the Character and the closeness of the relationship!
    • Once a Character is blackmailed, you can voluntarily release the Blackmail through a Friendly Action. The Character will react much less violently than if they broke it themselves, but they will still not be happy with you, especially depending on the Actions they agreed to during the time of Blackmail.
  • ADDED: Decision Score/Grand Vizier Feedback
    • You will now have significant feedback about whether to spend an AP (and live with the consequences) of asking a Character to do something. Depending on the Intel Progress level, you will have a range of what the Character’s Decision Score (DS) will be regarding the specific Action. Your Grand Vizier will give his opinion depending on the amount of Intel and the score range. Keep in mind that since you do not have exact intel, in close situations, your GV may say that it is more likely than not, but the opposite effect happens.
    • Also, the conversation will be color-coded for quick reference – Green = likely, Yellow – maybe, Red – probably not.
  • ADDED: ‘Neutral’ answer possibility
    • Currently, there are only 2 possible answers when a Character responds: Positive (good results) and Negative (bad results). Now there is a ‘middle ground’ option where basically you didn’t really succeed or fail, but you got a non-answer. In other words, you won’t accomplish what you wanted, but you won’t get a negative effect, either, beyond wasting an AP point.
  • ADDED: Assassination System Expansion
    • Now you can see your monthly Assassination Attempt chance right on the main UI by your Power. A few changes to this have been made:
      • This represents the monthly chance that an ATTEMPT will be made on your life by someone in the Empire. This does NOT take into effect Plots. Those are effectively unknown until/unless they are discovered.
      • At the end of each month, a D1000 roll is made against your assassination chance and if it is LOWER, then an assassination attempt will be made on the next turn. You will have the chance to spend AP for the month, but a random AP expenditure will ‘trigger’ the attempt and you will see the result on a pop-up screen. This can be anything from a missed attempt to an injury that lowers your AP for a few months to, yes, death. (though this is a very low chance)
      • If you don’t spend any AP points, the check is made when you hit ‘END TURN’. There is no escaping the assassination check once it has been rolled. It represents the fact that it will happen sometime that month, but it might happen at the beginning or the end of the month.
      • Factors lowering the check: Low Unrest on your planets, having a smaller Empire (the fewer people, the fewer nut jobs!), high Love, low Fear, being a Tyrant (having a higher Fear than Love), and having a positive GEP. Any of these factors in reverse will raise the chance. You can have a 0.0% chance if your factors are low enough.

 

MINOR ADDITIONS/CHANGES/BALANCE

  • CHANGED: Spamming of Actions
    • You can no longer ‘spam’ the same Action multiple times in a turn. Once you attempt an Action, you may not attempt it again that turn.
  • CHANGED: Logistical Network Limits
    • Logistical networks can now only be built to Level III, but their overall area of effect is greater. In addition, there can only be one LN per system, and they can only be built as follows:
      • LN I – Can not be built on a new colony or outpost, must be an established colony or higher rank
      • LN II – Can only be built on a system capital or above
      • LN III – Can only be built on a province capital or civ capital
    • They also cost more per level to maintain. The idea is to limit the LN spam, and build them only when absolutely necessary to expand to another constellation.
  • CHANGED: UI for Power
    • With your Power being so central to the game, the UI for the main screen has been adjusted to add your Assassination Chance, and your current Power is now shown prominently with your change up/down from last turn as an arrow.
  • CHANGED: Economic Prime Tax Effectiveness
    • Now can only be 25% – 115% max.
  • ADDED: New AI House Actions
    • Houses have been given additional Demands and Threats, and can now correctly build Logistical Stations. In addition, they better prioritize systems to claim.
  • ADDED: ADM Tooltip
    • Now when you hover over an ADM value in the system or planet mode, you will get an expanded tooltip explaining how the ADM was generated for the planet and the bonuses/maluses affecting it.
  • ADDED: New Relationship Types
    • Now, there are Patron and Protegee Relationships, as well as Hanger-On and Hung-Upon. These are essentially positive relationships, although the Hung-Upon character sees the Hanger-On as a junior partner in the relationship.
  • ADDED: More Conversation Engine Tags
    • There are now over 250 lines of speech that Characters can say randomly during conversation, and additional speech has been added for the new relationships and the Blackmail mechanic.
  • CHANGED: Intel Nexus UI
    • Cleaner and more iconography to make it easier to navigate the Inquisitor Info blocks.
  • CHANGED: Made the Comm UI clearer – now it is explicit when a Character is issuing a Demand, a Threat, or a Request (color cues). Also added a reminder about the Power effect on the choice
  • BALANCE: Made it harder to migrate – what was happening is any time there was an open job there would be a huge land rush and like 30 Pops would leave to try to get the one job, and 29 of them would be stuck on the new planet in the same situation
  • BALANCE: Viceroys now weight less for ADM generation
  • BALANCE: Government Complexes now produce 5 ADM instead of 4
  • BALANCE: Factories generate 3 times more BP per level
  • GRAPHIC: Made nebulae much lighter on the galaxy screen

BUG FIXES

  • As a general note, there should now be no crash bugs or hangs with turns at this point.
  • Save/Load now work again
  • Fixed issue where after a load, the GEP wouldn’t calculate correctly from earlier versions
  • Fixed all remaining tool tips bugs – wrote null catch code so it should cover any missing descriptions or icon names
  • Fixed bug with graduations not being correct
  • Fixed issue with conversations not always shedding their tags
  • Fixed major issue where a planet with a bio below 50 would not generate hardly any pops, thus creating situations where Houses would have like 20 people
  • Fixed all non-working Action responses
  • Fixed format issue on Action response
  • Fixed issue with Allied Power not showing up correctly in the Main Display – it was stuck to the same number
  • Fixed issue with when trying to perform an Action on a System/Planet that had been attached to a Province, but had not yet been assigned a Governor, you would not have any choices for Project staffing
  • Corrected Assassination formula
  • Fixed issue where Fear was being calculated incorrectly
  • Fixed issue where Comms were being treated as Demands when they should have been Requests, and vice versa

 

 

Hello! Here are the changelog notes for .7.2.1, which was released today!

7.2.1 Changelog Notes – WIP

4.19.19

MAJOR ADDITIONS/CHANGES

  • Added: Academy System
    • You will now be able to steer the development of your graduating Pops by setting a specialization for a given Planet’s Academies
    • New Action: Set Academic Focus – choose a Pop type to set much higher chance that a graduating Pop is that type
    • Graduating Pops will have a much lower skill score than older Pops, but will improve quicker with new skill progression system
    • Planets must have at least one Academy on the planet to have this Action valid
    • The more Academies on a planet, the more graduating Pops that may appear – this is a great way to repopulate a planet to set a long-term focus without the disruption of a Designation
    • UI changed to show graduations instead of births, and additional info to show current Academic focus (in the Science/ADM box in the Economic Mode)
  • Added: Pop Skill Progression
    • Each turn, there is a check for each worker Pop to see if they have a skill increase in their given profession. Younger/less experienced Pops will have a greater chance of adding a point.
    • Also affected by the Viceroy’s House Traditions. High Tradition areas are more likely to add a point as well.
  • Added: ADM Estimator UI
    • On the System view, in Political Mode, there is an added grid that shows what the planet will expect to generate in ADM with a 50 administrative skill viceroy, at each Admin level: 1, 2, 3, and 4.
    • Factors in planet unrest and current Administrators skill
    • Use to see what effects a higher-ADM character may have on your planet, as well as seeing the potential of a given planet
  • Balance: Reduced Pops across the board
    • This means that each Pop will be able to produce more, and unrest will be more pronounced. All areas scaled, including economy, infrastructure, Planet Development Level, jobs, output, etc. Not only does this increase performance and make Pops more impactful, but it fits the theme (declining Empire, people dying and leaving for the far lost colonies, leaving the central provinces in decay)
    • Migration also lowered to account for fewer pops
  • Balance: Reworked Economic/Production Balance
    • Should result in more planets with a small deficit or income, fewer ‘huge loss or gain’ planets
    • PDL has more impact on a planet economy now.
    • Viceroys have a smaller impact on economies now
    • Generally more production per planet, but less food. There was an abundance of food.

MINOR ADDITIONS/CHANGES/BALANCE

  • Added more Requests/Demands
  • Significantly changed the balance of Pops. Reduced Pops across the board. See above.
  • Changed size of Small galaxy to include one more Constellation

BUG FIXES

  • Fixed issue where if you did not have enough APs to answer a comm, but you had already opened the Comm, you could never progress the turn
  • Fixed (finally) ghost tooltip issue by destroying all tooltips whenever a graphic refresh is requested
  • Fixed issue where production and ADM were being incorrectly calculated – it was actually less with a better viceroy
  • Fixed issue where planets could have stupid high ADM in the right situation – this has been normalized
  • Fixed several bugs with Comm windows
  • Fixed zoom issue where once you zoomed into a planet, it would not allow you to zoom as far out
  • Fixed a few issues with projects, specifically issue where characters who were working on projects were still available for other projects
  • Other small bugs

Hey everyone!

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

 

Hey all!

Normally, .00x improvements are just minor bug fixes, tweaks, things like that. To be honest, I haven’t heard about any really major issues with the .310 version (yay!) except for a few that I have already fixed, allowing me to spend some time yesterday on some really exciting features that I’ve wanted to add!! I think if I can get one or two more things in, I’ll release this at least on the early-release board on the Imperia forums, and to the general public soon after that.

Here ya go!!

Imperia V.311a Change Log/Readme

7.21.14

 

Notes

* 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 Sourceforge Imperia wiki periodically and this will be the best document for questions and how to play Imperia. Please refer back to it frequently.

Fixes

* Fixed word-wrap issues with alerts and psystreams

* Fixed issue with outposts that are on too small TDL worlds – they would not add any industry. While this is technically working (what are you doing putting an outpost on such a tiny world?) it is assumed that the outpost is specially designed to make maximum use of the planet’s space

* Fixed clock – bug with displaying AM when it was 12:00 PM

Changes/Additions

* Major upgrade to Alert system:

  • Added ‘click to alert’ functionality – now clicking on an alert       will take you directly to that planet
  • Right clicking on an alert will move the quadrant screen to the       system affected
  • Colors have all been changed to reflect seriousness of alert
  • Filters have been added to all alert types – icons showing number of alerts for that alert type have been added. You may toggle the alert types at any time to show all, some, or no alerts at all!
  • Alerts are now listed in order of severity

* Added color code on Intel screen for planet names – yellow – planet is at 75% total development level capacity, orange – planet is at 90% of capacity, red – planet is at 100% and may not expand without finding new land, removing a sector level, or increasing the bio rating

* Added possibility that very smart viceroys will see that the planet is getting near capacity and on their own initiative reclaim additional land on the planet for development purposes. An alert will also be generated. This function is only the beginning of the emergent character AI (eCAI)

* Added ‘Planning’ trait to viceroys which in conjunction with other traits will make that viceroy more likely to intelligently develop their planet

* Changed traits to display max 3 columns, but with full words. Tooltips are still planned to explain what the traits mean.

* Updated character screen in preparation for character portraits, character wishes, added a row for more actions, and added the Nationalist/Tyrannical psy indicator.

* Changed Character Power to always show the estimated level at least, and color-codes the value (less powerful = green; more powerful = red)

* Changed how Power is calculated for most characters – now their Power directly relates to their holdings, title, and strength of those holdings in preparation for emergent character AI (eCAI)

* Added PoSup calculation for characters in preparation for emergent character AI (eCAI)

* Added beginnings of character portrait system, with aging, sex, and rank changes set as the character moves through their lifetime

* Changed emperor name to generate a random name with appropriate suffix (you don’t have to play as me anymore! 🙂

 

Balance

* Adjusted the granularity of estimated ratings for characters – they will generally be more accurate now, especially at lower levels (this will also help with the wildly oscillating times for Edict completion prediction)

* Recalibrated emperor titles to be more gradual as your continuum changes

* Changed and lowered ADM cost of all development-based edicts (edicts that depend on the TDL of the planet). This results in lowered cost of abandoning planets significantly

* Increased the starting populations of generated worlds

* Increased the starting material stockpiles of generated worlds

 

 

Unresolved Issues

* Trying to track down an intermittent issue with abandoning planets – at times a NaN error will occur late in the process. Have not been able to reproduce, but still working on it.

 

Thanks to all the new visitors to the site – hope you have fun!

-Steve