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Changelog for Update 2.2.0 (added 06 December 2018) - Part I:

Please be advised that 2.2.0 WILL UTTERLY DEMOLISH SAVES from previous versions! If you have games that you want to complete, please roll back to the previous version before trying to load the save.

DESIGNERS' NOTE

Greetings!

Stellaris has (once again) undergone bold changes! In 2.2 the focus of the changes has been to rework how you develop planets and to deepen the game's economy. The purpose is to make the management of planets more fun and engaging.

Tiles are gone, and have been replaced with Districts, Buildings, and Jobs. You will now instead construct City Districts, Farming Districts, Mining Districts, and Generator Districts, as well as various Buildings with more specialized roles. Districts and buildings provide Jobs, and a job worked by a Pop will produce resources.

As a planet gains more Pops it will unlock more Building Slots. Buildings work similar to how they did before, but now most of them provide Jobs instead of producing resources directly.

2.2 also introduces a new Trade Route system. What you essentially want to do is to collect Trade Value (found in space and produced on planets) by upgrading a nearby starbase. You should then set up a Trade Route leading back to your home system. Trade Value is converted into usable resources when it reaches your Trade Capital.

We recommend you to take a look at the updated tutorial!

Megacorp Expansion Features

Megacorps
* Added the Megacorporation empire type, which features unique civics as well as the ability to become an economic powerhouse by spreading branch offices on the planets of other empires

Ecumenopolis
* Added new ascension perk: Arcology Project, enabling the Decision to convert a planet to an City-World completely covered in urban sprawl

Xeno-Compatibility
* Added new ascension perk: Xeno-Compatibility, which allows cross-breeding between species

Universal Transactions
* Added new ascension perk: Universal Transactions, which makes it easier for Megacorporation empires to establish branch offices and commercial pacts

Caravaneers
* Added the Caravaneers, nomadic space traders who will give unique offers in exchange for a variety of resources, and also offer games of chance in their home system

New Civics
* Added new civic: Byzantine Bureaucracy, that reduces housing/amenities usage and allows for the construction of Bureaucratic Complex building that adds administrator jobs
* Added new civic: Merchant Guilds, that add a merchant job to capitol buildings, and merchants provide unity
* Added Shared Burden civic for all your luxury space communism needs, with a new prescripted empire using it, the Kilik Cooperative

New Megastructures
* Added new Megastructures: the Matter Decompressor, Mega-Art Installation, Interstellar Assembly, and Strategic Coordination Center, including ruined versions you can discover

Slave Market
* Added a galactic Slave Market so you can buy or sell slave Pops and robots (once the Galactic Market is established)

New Voices and Music
* Added 3 new advisor voice sets as well as 16 minutes of new music (added to the soundtrack DLC as well)

New Canon Empires
* Added new pre-scripted Empires using Megacorp mechanics, and changed the existing Chinorr to a Megacorp

Achievements
* Added 10 new achievements

New Utopia Expansion Features

Hive Worlds
* Added new ascension perk: Hive Worlds, similar to Machine Worlds but for Hive Minds, which allows them to terraform planets into living planets on which only hive drones can live. Hive Worlds gain a bonus to resource output and are not limited by deposits in how many resource districts they can support
Post edited December 12, 2018 by HypersomniacLive
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Changelog for Update 2.2.0 (added 06 December 2018) - Part II:

2.2 ‘Le Guin’ Free Features
* Added Simplified Chinese localization
* Removed planet/habitat tile system, replaced with districts, jobs
* Pops and Pop Jobs now belong to a social class (Pop Category) that determines their luxury needs. Social classes are ranked, and Pops that belong to a higher social class will refuse to take jobs belonging to a lower class until they demote over time
* Added unemployment for pops without suitable jobs, which lowers planetary stability if their living standards are low
* Added planetary housing, which is not a hard cap. Lack of sufficient housing causes planetary instability
* More dynamic pop growth system: populations can grow and decline based on their rights, living standards, immigration/emigration
* Added crime. Crime is generated by overcrowding and poor living conditions, and negatively affects planet stability. It can also generate events
* Added new and reworked planetary decisions and empire edicts
* Added new resource types (alloys, consumer goods, etc) which tie in to the economic simulation in many ways, diversifying the domestic activity of empires considerably
* Added the Internal Market, where resources can be converted into other resources at a cost
* Added the Galactic Market, in which all game resources can be bought and sold in open exchange between empires, with prices fluctuating based on supply and demand. This is formed when enough Empires are in contact with each other, replacing the Internal Market. Genocidal empires do not get access to the Galactic Market
* Added trade routes, where you can collect trade value from upgraded starbases and send it back to your trade capital to convert to wealth for your empire. Reworked piracy system to link in to this, and added a patrol order so your fleets can actively suppress piracy
* Added commercial pact diplomatic agreement, where the signatories gain trade value equal to 10% of the other party
* Added Administrative Cap based on owned systems, districts, and colonies. It is a soft cap that, when exceeded, applies scaling penalties to leader cost, edict cost, research speed, etc. This replaces the old system of static penalties based only on systems owned, and more accurately reflects the size and complexity of your empire. Administrative Cap can be increased with techs and ascension perks
* Introduced a new concept called Empire Cohesion. Empire Cohesion is increased by each owned system, and decreased by each external hyperlane connection and cut-off (non-owned) system inside your borders. If cohesion loss goes above cohesion gain, you will suffer penalties in the form of increased empire size and the corresponding costs it brings
* Added 9 new basic Mandates relating to your empire's internal economy
* Tweaked army display and ground combat screens, with improved army icons
* Reworked planetary bombardment to produce devastation, which damages housing, amenities, trade value, and pop growth. High devastation will ruin buildings and kill pops
* Reworked sectors to be automatically generated, removing the mini-economies and having them directly contribute to your empire stockpiles
* Reworked factions to always give an amount of influence based on their faction approval, rather than having a hard cutoff below which they would contribute nothing
* Reworked the Tradition Trees to synchronize with all the new systems
* Replaced authoritarian Caste System with Stratified Economy living standards: does not use slavery but has a similar effect (happy rulers, downtrodden masses). Authoritarians can still use species-wide slavery. Slaver guilds civic is now required to enslave own species
* Added alert messages for completing a Megastructure's intermediate upgrade steps
* Added a conclusion to the Strong Magnetic Field events
* Unity Ambitions are now a free feature, and no longer restricted to owners of Apocalypse
* Added new single star custom system options
* Created and implemented new SFX for Natural Wormholes which have been silent until now. No more.
* Since the Chinorr have become a Megacorporation, replaced them in non-Megacorp games with a new prescripted empire, the Glebsig Foundation
* Added technology Resort Worlds that unlocks the ability to designate a colony as a Resort World. This colony will be unable to have districts and most buildings built on it, but will increase amenities and immigration pull across the empire.
* Added tech for Penal Colony worlds which have high crime rates but decrease crime on other planets
* Added a tech for slaver empires to designate a world as a Thrall-World. Thrall-Worlds cannot support city districts or manufacturing/research buildings, but get vastly increased growth rate and access to special buildings and jobs for slaves
* Updated tutorial to explain the new systems
* Added the multiplayer observer mode from the 2.1.4 beta to the default game version
* Deploy Hunter-Killer Drones decision can now be toggled on and off
* Added a game setup setting for how many habitable worlds are guaranteed to spawn near your starting system
* Research Agreements are now diplomatic actions, rather than being part of trade deals
* End game victory conditions reworked into a score system, tallying up your total empire accomplishment based on size, population, military, tech, federations, and many other measures
* Added some new Colony events.
* Civilian ships are now constructed at starbase rather than planets
* Added pop selection view to colony ship construction in starbases
* Colony ships can now be built populated with any species which you have a migration treaty with
* Colony ships built via the expansion planner will be automatically constructed at the starbase nearest the target planet
* Planets have a decision to stop pop growth, although this comes with a penalty to stability for regular empires.
* Blockers now generally reduce the usable districts on a planet, while clearing them often unlocks additional district types.
* Clearing Blockers can now also give one time bonuses, i.e. clearing a slum grants a pop.
* The homeworld of the First League is now an Ecumenopolis
* Notifications dealing with the player’s own empire are now marked with a golden yellow rim to distinguish them from those affecting only other empires
* Added 6 new corporate-themed empire flags

Balance
* Improved distribution of space creatures and unique systems
* Leader Capacity has been removed from the game and replaced with energy credits upkeep for each leader
* Subterranean civilization famine event now uses food rather than energy
* Increased the delay between the Prethoryn Vanguard and the main swarm arriving
* You no longer get influence when another empire finishes first contact project before you do
* Teachings of Warriors event now only gives energy as reward for selling to a private collector
* Removed neighbor restrictions on rivals and most CBs
* No longer possible to pick Imperial Prerogative as first ascension perk
* Federation members now automatically have a commercial agreement with each other, but have to pay 15% of their energy credit income in federation taxes
* Federations are now always led by the most powerful member empire rather than having a rotating presidency (25% more power than leader is required to replace an existing president)
* Added a decision to curtail planetary growth through voluntary measures, available to empires that don't allow other forms of growth control. It reduces growth by 75% at the expense of increased pop upkeep
* Reworked relative empire power to be based on fleet power, economic power and tech power (in order of descending importance). Economic power is calculated as the amount of resources produced by the empire each month, multiplied by the base value of said resources, while tech power is calculated by the total cost of researched techs
* Added two new technologies for machine empires that improve pop assembly speed
* Nivlac pops now generally spawn in groups of 15
* Nivlac species trait effect on habitability and pop growth has been significantly reduced
* Added Cadet difficulty setting as an 'easy' level below Ensign, granting the player economic buffs
* Admirals no longer gain the Fleet Logistician trait from a random (MTTH) event
* Changed Forlorn Ruins modifier to be -5% happiness instead of -20%
* Drastically reduced the research cost for Entropic Recursion and Doctrine: Strange Loop, and removed their associated buildings
* Drastically reduced the Machine Uprising's starting fleets so they shouldn't immediately economically collapse
* Habitats now have a monthly alloy upkeep on their capital building
* Strong/Weak traits now have a small effect on worker output
* Culture shock is now a planet modifier rather than a pop modifier
* Assimilation now faster, and planetary culture shock will be removed if there is only hive/cyborg/machine pops on the planet, because free will is a painful illusion
* Xenophobes now get +10%/+20% pop growth instead of claim cost reduction (to balance for not having as much growth from migration, etc)
* Ascension perk Defender of the Galaxy now grants bonus damage against the Tempest too
* Ascension perk Galactic Contender also grants bonus damage vs the gate builders
* Yuht, Vultaum, and Irassian Home systems now have some additional resources
* Having an L-gate in your space increases the odds of rolling gateway tech if you don’t have a regular gateway
* Spiritualist faction will no longer be unhappy about Tomb Worlds if you get Wormed
* Having Psionic pops in your empire allows for the possibility of rolling the Psionic theory tech if not otherwise possible
Post edited December 12, 2018 by HypersomniacLive
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Changelog for Update 2.2.0 (added 06 December 2018) - Part III:

Balance (continued)
* Several existing civics have been adjusted to affect the new jobs system: Police State, Agrarian Idyll, Aristocratic Elite, Citizen Service, Exalted Priesthood and Technocracy
*Species trait Thrifty now increases Trade Value production, new trait Ingenious increases Energy Production
* Reduced cost of robo-modding a species
* Reduced the cost of bio-modding a species
* Databanks Uplinks tradition now increases research station output instead of unlocking assist research
* Assist Research is now available from the start of the game
* Ending a resource deal with a merchant enclave early now gives -5 opinion
* Distinguished Admiralty civic effect on admiral level cap reduced from 2 to 1. In addition, the effect on naval capacity has been replaced with ship fire rate

UI
* Split the policies and edicts view into their own views
* You can now start the game with the -console argument and it will dump all console commands to the info.log file
* Added various info about target planets in the Resettlement dropdown list
* Colonization screens only show the list of species and will generate a ship from the closest shipyard
* Species are sorted in habitability order on the colonize select species window
* Expansion planner now shows scripted district in a moddable way instead of being hardcoded into energy, minerals, food
* The expansion planner now shows Rare Deposits
* Added navigation sidebar and moved all topbar menu items to it
* Reworked planet battle view to show frontline, reserved and disengaged armies separately
* Standardized colors for displaying cost and time

AI
* AI now considers the potential resource gain against its system upkeep cost when deciding whether to build an outpost
* Adapted AI to new economy system
* Improved early game economy AI
* AI will now revoke claims it has on empires it wants to maintain a long-term alliance with

Modding
* Added scriptable leader classes, old classes are now attributes for the new ones
* Added on_crossing_border on-action
* You can now set an arrival_effect on auto_move_to_target, this will fire that scripted effect on arrival
* Added on_fleet_combat_joined_attacker and on_fleet_combat_joined_defender on_action. Both are fired when fleet enter combat, scopes etc in the file 00_on_actions.txt
* Added country_trade_fee modifier
* Replaced free_pop_slots trigger with free_housing trigger
* Updated the if trigger to work in the same way as the if effect: if { limit = {...} } else_if { limit = {...} } else { ... }
* Added define for default trade change
* Added MARKET_FLUCTUATION_EPSILON define to avoid useless calculations
* Added last_building_changed / last_district changed triggers
* Added on_system_lost and on_system_gained on-actions
* Create Species can now accept an event_target for the species class create_species = { class = event_target:caravaneer_fleet2_country.species }
* Most modifiers in the game now take custom_tooltip to print a custom desc
* Added perc_communications_with_playable trigger
* Added triggers has_rival = and has_overlord=
* Added is_half_species trigger
* Added create_half_species effect
* Added country-scoped variants of event pulses. Which countries get these is controlled in country type settings
* Added GetRulerName to localization script in Leader scope
* The has_colonization_control trigger now works like other species rights trigger: has_colonization_control = { value = no country =root }
* Added a can_colonize_with_species game rule
* It is now possible to directly script a civic as changing the empire's homeworld class, and this will be reflected properly in empire designer
* The number of district types shown in the expansion planner is now fully moddable through a Define ( EXPANSION_VIEW_NUM_DISTRICTS ) However, the gui files must also be changed to have that number of district buttons/icons
* Added set_market_leader effect
* Anomalies with a null_spawn_chance set that are set to only happen once for the country/game will now be blocked from being rolled again if they fail to pass the null spawn chance check, meaning that some anomalies can be made properly rare and not occur in every game
* Added the diplomacy_economy database where you can defines upkeep and production of resources for various types of diplomatic relations.
* Added remove_deposit effect
* Added is_deposit_type trigger
* Add define for resource base, min and max price on the market
* Add defines for constants in price change equation
* Buildings can now have a custom tooltip effect

Bugfixes
* Fixed incorrect starbase Missile Battery description
* Restoring changes to Impossible Organism event to allow Nivlacs to be spawned on any planet, not just the capital
* Fixed Contact Report: Primitives event sometimes fetching the wrong text key
* Fixed incorrect pluralization for Gene Warrior armies
* Fixed a handful of Crystalline Entities not being affected by the Crystal Pacification project
* Fixed the Lokken Mechanists pre-scripted empire using the wrong ruler title
* Fixed a bunch of old sound files that had bad loops or other cruddiness
* Fixed literally unplayable localization bugs
* Removed references to a nonexistent special project in an event chain
* Fixed an edge case where paying off Marauders would cost you nothing
* Fixed The Xvan Labs special project spawning in too-distant systems
* Preventing Ketling planets subject to ongoing invasion, orbital bombardment and/or starbase construction from progressing to spacefaring Ketlings
* Fix crash at start when the outliner settings contain double entries
* Fixed Leviathans first contact report not firing in some cases
* Scavenger Bot and Tiyanki Matriarch systems are now flagged as hostile (and guardian) systems
* Fixed bug where upon re-election a ruler would not get a proper new mandate
* Fixed Crisis ambient audio continuing to loop after Crisis has been defeated
* Fixed an issue where Primitives would accumulate too many Ethics over time
* Removed arrow from peace messages since they were misleading
* Added localization that had been missing from Observation events that had been missing since 2015, good golly Miss Molly
* Pacifists are now blocked from Aggressive First Contact protocols, as charming as it was that they had a loophole in their ethical structure that permitted unlimited violence until polite first greetings had been exchanged
* Leviathan Death Notification message should now function
* Fixed the bug when in the MP Lobby create new empire tab was shown beneath custom empires
* Fixed the multiplayer show players mapmode being saved and reloaded in single player mode, resulting in all-grey maps
* Fixed tutorial making observer mode outline visible in single player
* Master Builders Ascension Perk no longer applies twice to Habitats
* Marauder fleets now actually show up in the Marauder Vengeance event, rather than merely threatening to do so
* Fixed a crash when deleting an empire led to having a corrupted empire design selected
* Create vassal button now checks properly if a vassal can actually be created
* Fixed multiple contact from same empire
* Fixed empires created by rebellion, being released as a vassal always showing up with grey map colour
* Fixed the blue solution sometimes not granting a trait
* The red/green/blue event now adds a custom free trait so as not to mess with trait points.
* There will now always be a minimum of one L-Gate system when playing with the Distant Stars Story Pack, regardless of galaxy size
* Fixed peace deal localization
* Fixed some loc references in post-war messages from Fallen Empires
* Fixed the Horizon Signal event chain sometimes resulting in Pops getting incompatible traits
* Fixed the Grateful Refugee pop modifier potentially stacking (modifier is now instead refreshed if the pop becomes a refugee again)
* Contact Report: Leviathans (story.8) should now fire for all leviathans (will now display a special desc for mechanical leviathans)
* Fixed an issue with terraforming in the Atomic Clock event
* Numerous other bugfixes and performance improvements


Changelog for Update 2.2.0-1 (added 07 December 2018):

* Fixed a freeze on starting a new game on certain dual core systems
high rated
Changelog for Update 2.2.3 (added 21 December 2018):

2.2 ‘Le Guin’ Free Features
* Added the new "Legion" flag set, with 6 new flag emblems
* Added a new decision to stop or continue Robot, Droid, and Synthetic Pop assembly, and made this work independently of organic population controls
* Added Nanite Actuators edict, which increases research speed
* Null Void Beam now has its own icon

Balance
* Zro is now significantly more likely to appear in the galaxy, although still being very rare
* Planetary modifiers now affect the district cap for mining/farming/generators if they affect its output
* Nexus Districts now provide 1 tech drone job and 1 maintenance drone job
* Machine empires no longer start with a maintenance depot
* Maintenance Drone effect on amenities reduced from 5 to 4
* Fanatic Purifiers can no longer draw the Uplifting or Xenomorph Armies techs. Devouring Swarms still can, because sapience enhances the flavour of your food
* Set minimum market fee to 5%
* Removed bulk discount on Internal and Galactic Market
* The dense urbanization of city planets is repellent even to the Worm, and it will no longer take them into its nuclear embrace (Ecumenopolises excepted from Tomb Worldification)
* Fixed Tomb Worlds created by the Worm not having any planetary districts at all, as harsh and brutal and heavy metal awesome as that was

UI
* Fixed superfluous line break in technology power number in federation view, if over 4 digits
* Fixed truncation of fleet capacity display when it gets to 4 digits
* Fixed incorrect doubled amenities value displayed when viewing the tooltip of a strata
* Fixed missing description in market fee tooltip
* Fixed stability tooltip for Gestalts
* Fixed Deviancy stat being listed as "Crime" when a Criminal Heritage empire views the worlds of Gestalt
* Fixed pop status icon being misaligned in Resettlement view
* Fixed trade value text not being wide enought to display 1000+ trade value
* Fixed so that monthly trade resources dont overlap with the amount box

Performance
* Made some changes to trade calculations that should improve performance

Modding
* Added define for minimal trade fee on market
* Added define for max base amounts that can be traded in one single trade

Bugfixes
* Xeno-Zoo no longer wrongly available for nonstandard empire types *Disabled replacement of buildings the planet cannot currently support
* Fixed missing flavour image on the completed Strategic Coordination Center
* Fixed martial law decisions staying permanently activated on planets captured in war by empire types that cannot use the martial law decision
* Exalted Priesthood civic now properly increases unity output for all priest jobs
* Fixed some Planetary Features getting deleted when terraforming to Gaia World
* Fixed superfluous line break in technology power number in federation view, if over 4 digits
* Fixed truncation of fleet capacity display when it gets to 4 digits
* Added missing localisation for Voidspawn planet rift deposits
* Fixed broken "go to" option for the Enigmatic Cache
* Added a missing response text for enigmatic cache interaction
* Fixed literally unplayable typos and grammatical/formatting errors
* Fixed egalitarian faction "free movement" issue referring to a concept that no longer exists ("Core Worlds Access")
* Fixed a nasty one where you could start building an ecumenopolis, then have all the progress lost and no resources refunded if the planet gained an extra district by event/tradition/etc
* Fixed Nerve Stapled not giving the correct 10% bonus to resource job production
* Fixed the weight of the Mega-Engineering tech not being increased by having any of the new megastructures within your borders
* Added a more robust fix for galactic market buy and sell exploits
* Fixed a wrongly appearing monthly trade deficit alert appearing if you max buy price was set lower than the current market price
* Fixed misleading phrasing of claims opinion modifiers that swapped the places of the claimant and the claim...ee? Is that even a word?
* Fixed restoring an Interstellar Assembly not granting the intended opinion modifier
* Underground trade zones now give drone jobs for gestalt empires, and the Portal research zone now correctly switches job types if the planet changes hands between gestalt and non-gestalt empires
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Changelog for Update 2.2.4 (added 18 January 2019) - Part I:

2.2 ‘Le Guin’ Free Features
* Added the new "Legion" flag set, with 6 new flag emblems
* Added some missing localization for new 2.2.2 features/fixes
* You can now choose not to care about brain implant problems

Balance
* 50 years must now pass before the Galactic Market can be founded
* Xenophile faction now cares about whether any pops are actually enslaved, rather than slavery policy in general
* Increased delay before Caravaneer fleets start roaming the galaxy
* Increased Alloy production for relevant Branch Office buildings from 2 to 3
* Significantly lowered the priority of drone maintenance jobs as they were always chosen before other simple jobs
* Fixed so that newly promoted pops can be instantly demoted if fired within a year of promotion. This should help with cases of pops abandoning basic resource production jobs to take on more specialist roles when the buildings that provide them are activated, crippling your economy
* Lowered Tidal Locked modifier on total available planetary districts from -50% to -30%
* Syncretic species do not increase xenophile attraction
* Biotrophies are now quite upset if they don't have the Bio-Trophy "job" of laying about being pampered
* Changed the size of all sectors to be 3 hyperlane jumps
* Drone Storage building now increases amenities instead of adding a maintenance drone job
* Upgraded Drone Storage building now increases amenities instead of adding 2 maintenance drone jobs
* Drone Storage building effect on housing reduced from 5 to 4
* Priest job weights have been tweaked
* High Priest jobs now also provide 2 society research
* Reduced Devastation needed to destroy Contingency Worlds to 50%
* Debris Analyzed research points per component increased to 20 x level
* Culture Workers, Artisans, Metallurgists, Chemists, Translucers and Gas Refiners have had slight tweaks to their job weights
* Quantum Energy States and Advanced Food Processing technologies no longer require the Colonial Centralization technology
* Quantum Field Manipulation and Nano-Vitality Crops technologies no longer require the Galactic Administration technology
* Gene Crops technology no longer requires Colonial Centralization technology
* Several planetary modifiers now force a good mineral or energy deposit to spawn

UI
* Added missing modifier icons for Improved Code Standards and Production Quota Surpluses
* Fixed incorrect colony type icon on industrial worlds
* Fixed slight visual spillout of the Hive Nexus and Hive Core building icons
* Removed unnecessary and confusing close button from the caravaneer GUI
* Added proper icons for Improved Code Standards and Production Quota Surpluses modifiers, and removed placeholders
* Fixed Branch Office value not displaying if over 99.9
* When researching Paradise Domes/Organic Paradise, only the building your empire type can build will be shown
* Made the Build Megastructure menu a bit less cramped
* Fixed the UI committing seppuku if you clicked the population tab on an uninhabited world

AI
* AI now properly prioritizes starbase types it has too few of; the prime one being a shipyard
* Fixed it so AI can now attempt to counter piracy even when at war
* Made AI a lot less likely to split up its fleets in to portions so small, it then calculates it lacks sufficient strength, and will not attack when at war
* Lowered the threshold for the AI deciding whether or not to attack, so it shouldn't resort to a Fabian strategy of non-engagement in war
* Fixed some AI weights for population control (thanks for the heads-up Glavius, you're rad)
* Fixed AI not repairing ruined buildings when it had the resources to do so
* AI will now actually follow through on its well-intentioned desire to upgrade buildings
* Tweaked alloy budget for fallen empires to better match their needs
* Stopped the AI from spamming redundant colony ships
* Fixed Gestalt empires not building colony ships
* Tweaked budgeting to make the AI less reticent about hiring leaders

Performance
* Performance improvement when computing pop factions
* Performance improvement on modifiers using a hybrid array
* Threaded some fleet calculations
* More pops threading for better performance
* Optimization: will no longer calculate the country modifiers at the end of the planet daily update serial, but have a pass to calculate all countries that were modified after all planet updates
* Optimization: Improved job counting
* Parallelized fleet looking for combat for slight performance increase
* Added more threading to planet handling
* Optimized population calculations some more, reduced unnecessary calculations
* Reduced amount of systems the outliner needs to check for planets to populate planet and branch office lists
* Adjusted amount of extra rendering for micro and daily ticks

Modding
* Ecumenopolises now have properly-set graphical cultures
* Updated the is_organic_species and is_robotic_species scripted triggers to use the new is_archetype trigger, to better support modded species classes
* Added "purge = purge_type" to job types. Pops doing that job are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing )
* Added "purge = purge_type" to pop categories. Pops in that category are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing )
Post edited January 24, 2019 by HypersomniacLive
high rated
Changelog for Update 2.2.4 (added 18 January 2019) - Part II:

Bugfixes
* Tweaked wording regarding strategic resources offered by the Dessanu to no longer falsely imply they are unique to the L-Cluster
* Fixed democratic election lacking candidates due to leaders having no mandates
* Fixed being able to purchase some unique Numistic Order products more than once
* Fixed the terraforming swaps for the Geothermal Vents planetary feature
* Fixed a crash that could occur when giving fleet patrol orders in late game
* Fixed ships sometimes not being able to complete special projects when part of a multi-ship fleet
* Fixed a literally unplayable broken string in a tooltip when trying to build more than one Mega Art Installation
* Fixed figuratively unplayable typos
* Fixed missing reference to increasing Anomaly discovery chance in the tooltip for the "Diamond in the Rough" Anomaly
* Fixed text description of one of the Vengralian Trium's caravaneer deals wrongly stating it costs 1200 alloys, when in fact it deducts 2000
* Fixed triply duplicated message about needing to close branch offices before declaring war in the diplomacy screen
* Fixed pop habitability tooltip being shown as a fraction instead of a percentage, and not displaying the base number nor any of the modifiers
* Fixed event-based buildings wrongly being buildable on Thrall-Worlds
* Fixed Resource Processing Center improperly creating administrators jobs and a rulers stratum for gestalt empires, while someone played the Internationale on a mandolin in the dusty hills of Aragon
* Corporate Monuments can no longer be built (but can still be used) by Spiritualist Megacorporations, as the latter have Temples
* Fixed duplicate text in mechanized mining technology description
* Removed a bunch of formatting/line break errors all over the place
* Fixed Clone Vats being buildable on Resort Worlds (reluctantly...)
* Fixed habitability wrongly being displayed for unsurveyed worlds
* Updated Residence citizenship type tooltip. Pops can engage politically, but they have less political power
* Devouring swarm tooltip now correctly shows Biology research bonus
* Wrongly applied culture shock modifier has been removed for Gestalt empires
* Made improvements to the Alien Machine event chain to help you out if a wormhole was created to a system you've not yet surveyed
* Added missing description for the deposit added by the "Of Transmissions Decoded" event
* Rugged Woods planetary feature now properly converts to another planetary feature when the planet is terraformed, rather than simply disappearing
* Clamped research costs so they wouldn't overflow with late game repeatable techs, and become free
* Fixed the "Single-Minded" anomaly sometimes causing duplicate planet modifiers in a weird rebellion against its own name
* Fixed planets with anomalies showing the resources from them before being surveyed
* Fixed having artificial intelligence set to outlawed disabling ruler jobs after synthetic evolution
* Fixed a crash on autosave
* Fixed Economic Policy modifiers affecting a country's total income rather than just job output
* Devouring Swarms will no longer attempt to digest robots as food, and will break them down into alloys instead
* Fixed clicking on your fleet in the galaxy view also selecting alien ships in the same system, disabling giving orders until the aliens were deselected
* Fixed planet with rudimentary robots wrongly showing ethics info from the last selected player empire planet
* Fixed the plasma accelerators tech wrongly stating it would unlock caravaneer ship weapons as well
* Updated the Dessanu L-Gate outcome from Distant Stars to properly work with the 2.2 resource rework. It will now provide monthly rare resources
* Fixed some instances of orbital deposits being wrongfully placed on habitable planets, via anomalies or events (Silent Behemoth, Cunning Flora, Echoes From The Deep, etc). Also replaced some of these cases with usable planetary features
* Fixed a Vengralian Trium caravaneer deal's description text wrongly promising a 10% trade value increase, when the tooltip and gameplay result is 15%
* Fixed newly added democratic mandates not registering progress on them correctly, making them impossible to fulfill
* Federation Associate now also counts as a non-aggression pact for the purposes of faction demands (fixes an issue with pacifist faction demands)
* Fixed so that unemployed pops of the same strata are chosen for a job before promoting new pops for it
* Fixed some techs having a discrepancy between area and expertise, ie, physics techs requiring the engineering field's "materials" expertise. This also fixes issues with tech weighting
* Fixed the machines sometimes rising up twice, since there's only so many Terminator spinoffs one galaxy can take
* Fixed Offworld Trade Companies, Mineral Purification, Food Processing techs wrongly being blocked by not having access to rare resources
* Fixed Pops continuing to grow while under occupation by Crises
* Fixed so that the Subterranean Aliens event correctly spawns armies that can properly invade you
* Researcher job no longer evaluates trait_syncretic_proles because syncretic proles cannot be specialists
* Researcher job now evaluates trait_intelligent and trait_brainslug separately because a pop can have both of them
* Manager job now evaluates trait_thrifty and trait_nuumismatic_administration separately because a pop can have both of them
* Colonist job now has weights for trait_robot_domestic_protocols, trait_charismatic and trait_repugnant
* Merchant and Executive jobs now check for Thrifty and Numistic Administration separately for both modifiers and chance weights
* Heritage Sites tech path is now properly unlocked by Rare Crystals rather than Volatile Motes, although the Leaning Tower of Pisa made entirely of C4 would be pretty cool
* Criminal job types should no longer appear at all in Gestalt Empires, only Deviant Drones
* Fixed broken graphical assets for the Contingency crisis
* Fixed Cracking or Pacifying a Contingency World causing it to not be counted as destroyed
* Fixed Phaseshifted planet anomaly rerolling planet deposits every time it shifts. Will also no longer wrongly generate orbital deposits
* Gene Banks tech now grants the ability for Assimilators to produce Clone Armies once again, without needing the Clone Vats building
* The following anomalies will now clear orbital deposits if they are of an incompatible type with the anomaly outcome: Energetic Spectra, Life Electric, Blackhole Hologram, Dead God, White Hell, Heavy Metal Frost
* Titanic Life and Dangerous Wildlife blocker drop rates adjusted and made non-recursive so they don't give you planets with negative districts
* Removed obsolete reference to tiles in Docile Migrating Forests modifier
* Fixed an issue where the War in Heaven would involve Awakened Empires that had previously woken up for other reasons
* Fixed the Micro-Replicators and Self-Assembling Components techs not applying their modifiers
* Fixed finding the Galatron in every Reliquary after getting it once, which did reduce the sense of cosmic wonder a touch
* Fixed not being able to form research agreements with fellow Federation members
* Fixed the Prethoryn Scourge and Contingency Crises not purging pops properly
* Event chain objecting to construction of a Dyson sphere will no longer trigger between countries with very hostile opinion of each other
* Fixed outposts and station's tooltips showing a mystery question mark icon, for reasons
* Fixed Engineered Evolution ascension perk tooltip not mentioning unlocking Clone Vats building
* Fixed terraforming from Hive and Machine worlds resulting in planets with no Planetary Features
* Fixed tooltip for purges of non-organic species wrongly referring to food production
* Fixed AI using the Market causing prices to always increase, even when it was selling and not buying
* Fixed Nomadic trait not reducing resettlement cost
* Fixed Shipyard construction speed modifiers not being applied to civilian ships
* Fixed the Chthonian Planet modifier not adding a Mineral planetary feature
* More traits are checked when evaluating pops for Merchant and Manager jobs
* Fixed Contingency not purging (found something at the last minute where the last pop on a crisis occuppied world will not be purged, we'll get it sorted, but didn't want to make you wait until next week for the patch)
* Disabling sector automation now REALLY disables it. Previously it would continue to build if it had resources left. Good initiative, but...
* Fixed tooltip for the Fender Bender anomaly stating it grants 9 eng research when in fact it only gives 3
* Fixed tooltip for the Rudimentary Robots anomaly stating it grants 3, when it actually gave out 2, by just saying "hell with it give 4 instead"
* Entertainer job now properly applies the modifiers for the Domestic Protocols, Charismatic, and Repugnant traits
* Fixed a crash when hovering over empire comparisons in observer mode
* DLCs are being sent at the start of a MP game. Fixes instant OOS as well
* Fixed potential CTD when loading market and certain empires no longer exist
* Fixed issue where the Marauder Horde was not dealt with properly if the Khan died of old age
* Fixed total wars creating empty sectors
* Biotrophy deviancy will no longer cause unemployment event to trigger nor will unemployed biotrophies be affected
* Mardak Vol now spawn as a Stone Age civilization as described in the event
* Enigmatic Ascension is no longer aborted upon moving capital. Event added for when homeworld is occupied during enigmatic ascension
* Fixed crash on load when a planet you had a branch office got destroyed
* Fixed a couple of literally unplayable typos regarding the Kilik Cooperative
Post edited January 24, 2019 by HypersomniacLive
high rated
Changelog for Update 2.2.5 (added 07 February 2019) - Part I:

Balance
* Pop growth: Reduced Random factor in pop growth, habitability has more of penalty on growth selection, lessened bias towards new species, and traits have a larger effect on Robot selection
* Strike craft now do more damage, have longer range, are faster, and turn and accelerate quicker
* Machine Empires get 50% more resources from mining bases
* Machine Empire Tech Drones now produce 6 energy (up from 4) base. Agri Drones now produce 5 food (down from 6) base. Both of these also apply to Synth Empires.
* Machine Empire Colony ships now add 2 pops to a new colony, but cost 400 alloys (up from 300)
* Machine Empire Outposts now cost 150 alloys
* Machine Empire Fabricators produce 4 alloys (up from 3) at the cost of 8 minerals (up from 6).
* New Machine Empire colonies start with 2 replicator jobs to give a bit of early boost (up from 1), upgraded capitals reduced to give the same number overall. The extra Replicator jobs beyond the 2 granted by upgraded capital buildings now depend on the planet still having >= 10/40 pops, to remove a tedious exploit with resettling pops to unlock the upgrade, then moving them again
* Machine capital planet grants +5% drone output
* Unemployed Machine Pops now use 0.25 Energy for upkeep (down from 1)
* Replicators now also produce 1 Engineering research
* Coordinators now produce 1 of each Research (was 3 Society)
* Each Coordinator on a planet now boosts Simple Drone resource output by 1%
* Energy grids/nexus' are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires
* Mineral purification planets/hubs are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires
* Robots with Emotion Emulators are now more likely to become maintenance drones
* Citizen Service civic effect on soldier unity generation increased from +1 to +2
* Eco Simulation, Gene Crops and Nano-Vitality Crops technology effect on farmer output increased from +10% to +20%
* Geothermal Fracking, Deep Core Mining, Mineral Isolation technology effect on miner output increased from 10% to 20%
* Field Modulation, Quantum Energy States, Quantum Field Manipulation technology effect on technician output increased from 10% to 20%
* The Repugnant/Uncanny trait now has less of an effect on pops avoiding amenity producing jobs
* Maintenance drone job priority now considers amenity level of the planet
* Simple drones now ponder the empire level food/mineral/energy income when choosing a job
* Made the bad outcome of the Abandoned Terraforming Project event produce a Tomb World, rather than a totally unusable Toxic World
* Added potential negative outcomes the Atomic Clock chain, since previously there was no real choice involved
* Made Fanatic Purifiers always able to choose "no retreat" war doctrine
* Scaled back bonus resources from planet modifiers to just be for chthonian planets and carbon world, for now...
* When freed from the time loop, the Prikkiki-Ti lizards will start with the same level of tech as their closest neighbour. Also their economy and fleet power has been improved
* Telepaths, head researchers, high priests, administrators, executives, researchers, enforcers and entertainers now have weights for ascension/events/uplifts related traits
* Returned removed orbital deposits to uninhabitable Precursor homeworlds
* Species with very low habitability will not generally be selected to grow new pops
* Ministry of Culture for Hive Mind empire now adds Synapse drone jobs, rather than Coordinators

UI
* Added missing modifiers on army strength to some tooltips
* Fixed some text overlaps in the empire creation screen for Robot Empires in Russian language
* Fixed missing tooltip on leftmost trait, if a leader had more than three traits
* Removed some obsolete modifiers from the shipyard UI
* Fixed resource cost display in colonization menu showing all required resources as red, even if you were only short on one of them
* Updated Machine inteligence food tooltip to mention that Cyborgs need food too. Don't let your Cyborgs starve!
* Unhallowed Ground Traditionalist pop faction demand tooltip now clarifies that even terraforming tombworlds upsets them
* Clarified relative power requirement to offer subsidiary status in the tooltip for this diplo action
* Fixed the Expansion Tradition finisher effect not being displayed in tooltip about max district numbers, making the math look really broken
* Fixed bug where closing planet view side panel brings up redundant window for a split second
* Plasma Accelerators no longer display Caravan Cannon tooltips
* Migration pull tool tip now displays actual pull with factors
* Fixed tooltip that wrongly stated that only full citizens can take ruler jobs
* Fixed debug string shown in the tooltip of certain diplomacy interactions with fallen empires
* Fixed broken string in tooltip for event option you absolutely should not click, you have been warned

AI
* Machine and Mechanical AI empires will favor generator districts a bit more
* AI will not build housing buildings when it doesn't need them
* AI will no longer start scrapping buildings immediately once it decides it doesn't need more of them, it will just stop building new ones for a while
* Improved AI budgeting for megastructures
* AI empires will generally not build more than 2 buildings of the same type per planet
* AI should be keen on building Organic sanctuaries if their bio-trophy pops are unemployed
* AI only becomes more interested in building commercial zones if it needs energy and amenities (was previously overbuilding these)
* AI will check for surplus population before making buildings
* AI now budgets the full total available resources into categories

Performance
* Reduced performance cost of the outliner
* Threaded calculations for rendering planet icons on the galaxy map
* Cached habitability calculations for planet icons on the galaxy map

Modding
* Changed scope of the faction_approval trigger from pop scope to pop_faction scope, making it not broken anymore
Post edited February 08, 2019 by HypersomniacLive
high rated
Changelog for Update 2.2.5 (added 07 February 2019) - Part II:

Bugfixes
* Fixed broken targeting for strike craft that caused them to meander out to the edges of the system rather than engage enemy fleets
* Fixed some Planetary Features (and thus Districts) not surviving the terraforming process to Gaia planet class, because what's a paradise planet if you can't strip mine it and turn it in to a honeycombed shell?!
* Foundry level 3 now correctly gives Machine Empires Fabricator jobs instead of Foundry Drones
* Fixed Private Colony Ships being generated without names in some circumstances
* Fixed an issue where the "Galactic Market Hub Nomination" Decision would once again become available if a nominated planet's rating was boosted past a certain point
* Orc and cyclops portraits from the Humanoid species pack no longer have a shoulder clipping through their clothing
* Fixed an out of sync due to parallelization of pops calculation
* Fixed a source of OOS on reconnect
* Fixed OOS introduced by caching starbase related values
* Fixed clicking "colonize" on a planet not working for Machine Empires (planet naming didn't work, colony ship insta-builds but did nothing, this bug was a real champion)
* Free movement faction demand no longer cares about robots or their rights
* Pops without military service rights will no longer take soldier or enforcer jobs
* Fixed not being able to assign/unassign leader (by clicking portrait) from fleet manager view
* Fixed literally unplayable typos in certain Italian names in the human namelist
* Fixed a case where a build outpost command inside space you already own would wrongly claim you were trying to build in another empire's territory
* Finally got around to adding a proper confirmation click sound when adding claims on the galaxy map
* Fixed cases where pop growth would not overflow properly after a new pop is spawned (99+3 used to = 100), causing all sorts of weirdness with pop growth modifiers
* Fixed cases where science ships on auto-explore would just stop, or randomly choose a crazy indirect path to the next unexplored system
* Fixed the supply ship wreckage event to not fire if the other party is a genocidal empire, since it makes little sense for them
* Fixed Expansionist Overtures leader agenda appearing before you've made contact with any other empires
* Fixed an issue where a Fallen Empire's Shielded World would not spawn
* You can now build multiple habitats at the same time, in the same system
* Fixed the "Ships Lost" outcome of the Fleet Maneuvers event sometimes not having any effect, by preventing it firing if there are too few ships in the fleet to destroy
* Updated the text in some of the Synth Uprising events to better convey the scale of the disaster, since while we'll never tell how many beings compose a Pop, it's probably more than a dozen
* Removed nonfunctional and unintended "merge fleets" button for things like the lost amoeba, that are not supposed to merge with normal fleets
* Fixed a pathfinding issue that would cause fleet to not move towards their destination
* Fixed ship losses not being correctly counted in the battle list in the war overview
* Fixed a bug from 2016 (!) where if you split a fleet, then tried to drag-box select both, only one would be picked
* Atomic clock follow-up anomaly rewards that grant Engingeering deposits will now correctly convert any existing Mining Stations into Research Stations
* Fixed duplicate component slot and moved slots around on the Automated Dreadnought
* Fixed bug where deposits granting districts wouldn't actually grant the districts until a game reload
* Bonus minerals from planet modifiers will no longer overwrite the dragon hoard
* Fixed bountiful plains (level 1 food deposit) not showing up on savannah worlds
* Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you!
* No longer possible to sometimes rival countries that have pathetic relative power
* Made sure to cull the old, empty lost amoeba fleet from the fleet manager as the amoeba matures
* Ensured capital buildings can convert to the correct type when a planet of primitives/machines/hive minds is taken over by another empire type
* AH4B from Distant Stars can no longer change composition to prevent naval capacity bypass exploit
* Dead/killed slaves are now properly culled from the slave market, so no more invalid entries, you heartless monsters
* Added checks to help ensure that buildings specific to one empire type are properly destroyed/converted when the world is taken over by a different empire type
* Fixed primitives and fallen/awakened empire pops not being purged by the Prethoryn and Contingency (Valar Morghulis)
* Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises
* Coloniziable planets will no longer be clear-cut and paved over to hold a single mineral or energy deposit by survey teams who become over-excited at their planet modifiers
* Caravaneer weapons should no longer appear at game start
* Fixed pop growth bravely continuing even while the planet was being purged by the Prethoryn
* Fixed coming across the Caravansary home base (before encountering a Caravaneer Fleet) not giving you communications with them
* Added fixes for more cases where the Scourge would sometimes stop expanding
* Fixed Contingency and Scourge not being able to purge the final pop on an occupied planet, because thoroughness is important
* Fixed An Odd Factor event triggering even if no pop had the Odd Factory Worker job, and pops not actually being removed by event despite claims to the contrary
* Fixed broken pirate ship turret graphics
high rated
Changelog for Update 2.2.6 (added 07 March 2019) - Part I:

Balance
* Pop growth: Reduced Random factor in pop growth, habitability has more of penalty on growth selection, lessened bias towards new species, and traits have a larger effect on Robot selection
* Strike craft now do more damage, have longer range, are faster, and turn and accelerate quicker
* Machine Empires get 50% more resources from mining bases
* Machine Empire Tech Drones now produce 6 energy (up from 4) base. Agri Drones now produce 5 food (down from 6) base. Both of these also apply to Synth Empires.
* Machine Empire Colony ships now add 2 pops to a new colony, but cost 400 alloys (up from 300)
* Machine Empire Outposts now cost 150 alloys
* Machine Empire Fabricators produce 4 alloys (up from 3) at the cost of 8 minerals (up from 6).
* New Machine Empire colonies start with 2 replicator jobs to give a bit of early boost (up from 1), upgraded capitals reduced to give the same number overall. The extra Replicator jobs beyond the 2 granted by upgraded capital buildings now depend on the planet still having >= 10/40 pops, to remove a tedious exploit with resettling pops to unlock the upgrade, then moving them again
* Machine capital planet grants +5% drone output
* Unemployed Machine Pops now use 0.25 Energy for upkeep (down from 1)
* Replicators now also produce 1 Engineering research
* Coordinators now produce 1 of each Research (was 3 Society)
* Each Coordinator on a planet now boosts Simple Drone resource output by 1%
* Energy grids/nexus' are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires
* Mineral purification plants/hubs are more expensive, but give an additional 5% bonus and add 2/4 Max Mining Districts to their planet. This also applies to Synth empires
* Robots with Emotion Emulators are now more likely to become maintenance drones
* Citizen Service civic effect on soldier unity generation increased from +1 to +2
* Eco Simulation, Gene Crops and Nano-Vitality Crops technology effect on farmer output increased from +10% to +20%
* Geothermal Fracking, Deep Core Mining, Mineral Isolation technology effect on miner output increased from 10% to 20%
* Field Modulation, Quantum Energy States, Quantum Field Manipulation technology effect on technician output increased from 10% to 20%
* The Repugnant/Uncanny trait now has less of an effect on pops avoiding amenity producing jobs
* Maintenance drone job priority now considers amenity level of the planet
* Simple drones now ponder the empire level food/mineral/energy income when choosing a job
* Made the bad outcome of the Abandoned Terraforming Project event produce a Tomb World, rather than a totally unusable Toxic World
* Added potential negative outcomes the Atomic Clock chain, since previously there was no real choice involved
* Made Fanatic Purifiers always able to choose "no retreat" war doctrine
* Scaled back bonus resources from planet modifiers to just be for chthonian planets and carbon world, for now...
* When freed from the time loop, the Prikkiki-Ti lizards will start with the same level of tech as their closest neighbour. Also their economy and fleet power has been improved
* Telepaths, head researchers, high priests, administrators, executives, researchers, enforcers and entertainers now have weights for ascension/events/uplifts related traits
* Returned removed orbital deposits to uninhabitable Precursor homeworlds
* Species with very low habitability will not generally be selected to grow new pops
* Ministry of Culture for Hive Mind empire now adds Synapse drone jobs, rather than Coordinators

UI
* Added missing modifiers on army strength to some tooltips
* Fixed some text overlaps in the empire creation screen for Robot Empires in Russian language
* Fixed missing tooltip on leftmost trait, if a leader had more than three traits
* Removed some obsolete modifiers from the shipyard UI
* Fixed resource cost display in colonization menu showing all required resources as red, even if you were only short on one of them
* Updated Machine intelligence food tooltip to mention that Cyborgs need food too. Don't let your Cyborgs starve!
* Unhallowed Ground Traditionalist pop faction demand tooltip now clarifies that even terraforming tombworlds upsets them
* Clarified relative power requirement to offer subsidiary status in the tooltip for this diplo action
* Fixed the Expansion Tradition finisher effect not being displayed in tooltip about max district numbers, making the math look really broken
* Fixed bug where closing planet view side panel brings up redundant window for a split second
* Plasma Accelerators no longer display Caravan Cannon tooltips
* Migration pull tool tip now displays actual pull with factors
* Fixed tooltip that wrongly stated that only full citizens can take ruler jobs
* Fixed debug string shown in the tooltip of certain diplomacy interactions with fallen empires
* Fixed broken string in tooltip for event option you absolutely should not click, you have been warned

AI
* Machine and Mechanical AI empires will favor generator districts a bit more
* AI will not build housing buildings when it doesn't need them
* AI will no longer start scrapping buildings immediately once it decides it doesn't need more of them, it will just stop building new ones for a while
* Improved AI budgeting for megastructures
* AI empires will generally not build more than 2 buildings of the same type per planet
* AI should be keen on building Organic sanctuaries if their bio-trophy pops are unemployed
* AI only becomes more interested in building commercial zones if it needs energy and amenities (was previously overbuilding these)
* AI will check for surplus population before making buildings
* AI now budgets the full total available resources into categories

Performance
* Reduced performance cost of the outliner
* Threaded calculations for rendering planet icons on the galaxy map
* Cached habitability calculations for planet icons on the galaxy map

Modding
* Changed scope of the faction_approval trigger from pop scope to pop_faction scope, making it not broken anymore
Post edited March 08, 2019 by HypersomniacLive
high rated
Changelog for Update 2.2.6 (added 07 March 2019) - Part II:

Bugfixes
* Fixed broken targeting for strike craft that caused them to meander out to the edges of the system rather than engage enemy fleets
* Fixed some Planetary Features (and thus Districts) not surviving the terraforming process to Gaia planet class, because what's a paradise planet if you can't strip mine it and turn it in to a honeycombed shell?!
* Foundry level 3 now correctly gives Machine Empires Fabricator jobs instead of Foundry Drones
* Fixed Private Colony Ships being generated without names in some circumstances
* Fixed an issue where the "Galactic Market Hub Nomination" Decision would once again become available if a nominated planet's rating was boosted past a certain point
* Orc and cyclops portraits from the Humanoid species pack no longer have a shoulder clipping through their clothing
* Fixed an out of sync due to parallelization of pops calculation
* Fixed a source of OOS on reconnect
* Fixed OOS introduced by caching starbase related values
* Fixed clicking "colonize" on a planet not working for Machine Empires (planet naming didn't work, colony ship insta-builds but did nothing, this bug was a real champion)
* Free movement faction demand no longer cares about robots or their rights
* Pops without military service rights will no longer take soldier or enforcer jobs
* Fixed not being able to assign/unassign leader (by clicking portrait) from fleet manager view
* Fixed literally unplayable typos in certain Italian names in the human namelist
* Fixed a case where a build outpost command inside space you already own would wrongly claim you were trying to build in another empire's territory
* Finally got around to adding a proper confirmation click sound when adding claims on the galaxy map
* Fixed cases where pop growth would not overflow properly after a new pop is spawned (99+3 used to = 100), causing all sorts of weirdness with pop growth modifiers
* Fixed cases where science ships on auto-explore would just stop, or randomly choose a crazy indirect path to the next unexplored system
* Fixed the supply ship wreckage event to not fire if the other party is a genocidal empire, since it makes little sense for them
* Fixed Expansionist Overtures leader agenda appearing before you've made contact with any other empires
* Fixed an issue where a Fallen Empire's Shielded World would not spawn
* You can now build multiple habitats at the same time, in the same system
* Fixed the "Ships Lost" outcome of the Fleet Maneuvers event sometimes not having any effect, by preventing it firing if there are too few ships in the fleet to destroy
* Updated the text in some of the Synth Uprising events to better convey the scale of the disaster, since while we'll never tell how many beings compose a Pop, it's probably more than a dozen
* Removed nonfunctional and unintended "merge fleets" button for things like the lost amoeba, that are not supposed to merge with normal fleets
* Fixed a pathfinding issue that would cause fleet to not move towards their destination
* Fixed ship losses not being correctly counted in the battle list in the war overview
* Fixed a bug from 2016 (!) where if you split a fleet, then tried to drag-box select both, only one would be picked
* Atomic clock follow-up anomaly rewards that grant Engineering deposits will now correctly convert any existing Mining Stations into Research Stations
* Fixed duplicate component slot and moved slots around on the Automated Dreadnought
* Fixed bug where deposits granting districts wouldn't actually grant the districts until a game reload
* Bonus minerals from planet modifiers will no longer overwrite the dragon hoard
* Fixed bountiful plains (level 1 food deposit) not showing up on savannah worlds
* Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you!
* No longer possible to sometimes rival countries that have pathetic relative power
* Made sure to cull the old, empty lost amoeba fleet from the fleet manager as the amoeba matures
* Ensured capital buildings can convert to the correct type when a planet of primitives/machines/hive minds is taken over by another empire type
* AH4B from Distant Stars can no longer change composition to prevent naval capacity bypass exploit
* Dead/killed slaves are now properly culled from the slave market, so no more invalid entries, you heartless monsters
* Added checks to help ensure that buildings specific to one empire type are properly destroyed/converted when the world is taken over by a different empire type
* Fixed primitives and fallen/awakened empire pops not being purged by the Prethoryn and Contingency (Valar Morghulis)
* Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises
* Coloniziable planets will no longer be clear-cut and paved over to hold a single mineral or energy deposit by survey teams who become over-excited at their planet modifiers
* Caravaneer weapons should no longer appear at game start
* Fixed pop growth bravely continuing even while the planet was being purged by the Prethoryn
* Fixed coming across the Caravansary home base (before encountering a Caravaneer Fleet) not giving you communications with them
* Added fixes for more cases where the Scourge would sometimes stop expanding
* Fixed Contingency and Scourge not being able to purge the final pop on an occupied planet, because thoroughness is important
* Fixed An Odd Factor event triggering even if no pop had the Odd Factory Worker job, and pops not actually being removed by event despite claims to the contrary
* Fixed broken pirate ship turret graphics
high rated
Changelog for Update 2.2.6.3 (added 15 March 2019) - Part I:

2.2 ‘Le Guin’ Free Features
* Added a new, more user-friendly planet screen, with better organization and display of info and buttons
* Ship upgrading is now handled individually, on a per ship, per shipyard basis. This means if the process is interrupted part way, some of the ships will still be upgraded, rather than losing the entire upgrade progress. Also, alloy costs are now deducted one ship at a time, rather than for the entire fleet in one go, so you don't have to wait until you can afford everything to start the upgrade process
* Warrior Culture civic no longer reduces army upkeep, but instead makes Entertainment buildings replace Entertainers with Duelists. Duelists turn 1 alloy into 3 unity, 12 amenities and 2 naval capacity
* Added Logistical Corps tradition custom flavour text swap for Hive Minds
* Added Great Game tradition custom flavour text swap for Devouring Swarms
* Added new animation to Plantoid 13 (cactus) portrait. It will now have some butterflies as company!
* Added the Legion flag set with six new selectable flag emblems

Balance
* Pop growth further adjusted to put less priority towards minority pops
* Battle Thralls can now take enforcer jobs
* Hallucinogen Removal special project cost reduced from 5000 to 3000
* Breaching the Shroud special project cost reduces from 50000 to 20000
* Transcendent Learning ascension perk effect on leader pool removed and replaced with Leader Experience Gain +50%
* Reduced the machine empire bonus to orbital station production to 10% (was 50%, which turned out to be rather OP)
* Rogue Servitor tweaks: -Organic Sanctuary/Paradise no longer provide housing, instead Biotrophy jobs eliminate those pop's need for housing -Artisan Drones produce 8 Consumer goods for 8 minerals (up from 6 of each) -Biotrophy Jobs now also increase Complex Drone putput on their planet by 0.25% each -Starts with 1 additonal Nexus District
* Driven Assimilator tweaks: -Bio pop growth reduced by 40% -1 fewer Replicator job per level of capital -Now start with +100 food, and 100 less energy
* Ship upgrades are cheaper due to refund amount from old components being increased to 90% (was 50%)
* Pops have a wider possible range of Political power, so for example you can care less about unhappy slaves since it's not as though they can vote or anything
* Meritocracy Civic effect on leader pool size removed and replaced with specialist output +10%
* Clone Vats are no longer required to build Clone armies, they are now unlocked by the Gene Banks tech (resolves an issue where this tech had no benefit for assimilators)
* Technological Ascendancy ascension perk now also makes rare technologies 50% more common
* Shroud entities have been tweaked slightly. Corrupted Avatar now has lower total HP, but has increased regen. Shroud Avatar is now slightly stronger in its total HP and regen. End of Cycle entities have also been tweaked similarly
* Transcendence, Evolutionary Mastery, Synthetic Evolution ascension perk slot requirement reduced from 4th to 3rd
* World Shaper ascension perk slot requirement reduced from 3nd to 2nd
* Imperial Prerogative ascension perk no longer has any slot requirements
* Eternal Vigilance ascension perk no longer has any slot requirements, but instead requires the Star Fortress technology
* Eternal Vigilance ascension perk now also increases starbase hull points by 25%
* One Vision ascension perk now also reduces pop amenities usage by 10%
* Numistic shrine now costs 4000 energy to buy and 1000 minerals to build
* Clerks and Preachers job weights no longer care about being strong, weak, or proles
* Miner job weights DO care about being proles
* Synth Empires pay only alloys for Colony ships, like Machines
* Rogue Servitors start with another Nexus District

UI
* Added missing modifier icons for mote harvesting traps and extractors, also updated old icon
* Added a bunch of shortcuts to the planet view
* Added shortcut "U" to upgrade starbase platforms button
* Added shortcuts for upgrade "U" and trade route "T" buttons in starbase interface
* Strategic resources summary on the top bar will now show in red to let you know if any are in deficit
* Fixing devastation progress bar reaching 100% and disappearing
* Fixed so that unemployment by strata icons are properly displayed and have a working tooltip
* Rogue Servitor complex drone output bonus from each Bio-Trophy was not being displayed due to lack of decimals showing, this is fixed

AI
* Big rework of military AI making it a lot smarter and more aggressive in war: better selection and maintenance of the aim, better follow through on invading worlds they are bombarding, not so easy to kite with tiny decoy fleets, more willing to reinforce neighboring friendlies under attack, etc
* AI is not so maniacal about crime that it rush builds 3 precinct houses on every planet
* The sector AI should now be better at upgrading buildings relevant to its selected focus
* Improved the AI's budgeting of Alloys
* AI will now only consider enacting population control if it cannot produce more housing
* Sector automation will now clear blockers if able, and if it is not building a building or district at that moment
* Rogue Servitors Less keen on building organic sanctuaries unless bio-trophies need them
* Sector AI will now upgrade buildings if possible
* All Sector Focuses will now try to upgrade their colony capital buildings if there are no other pressing needs
* AI will no longer obsessively shuffle scientists from one role to another every few days
* Lowered the AI's mineral budget allotment for ground armies (they were producing way too many)
* AI empires with alternative cost types for colony ships will now budget the correct resource for it
* AI prefers City districts over Housing buildings a bit more
* Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work
* Fixed AI not repairing damaged branch office buildings
* Fixed AI fleets getting stuck when their target goes MIA
* AI will not build nanite transfusers without nanite income or build more than 2 per planet

Performance
* Removed redundant double calculations related to end game crisis that caused them to very negatively affect late game performance
* Reordered some operations in the invasion calculations to make sure the most expensive are done last

Modding
* Added 'hyperlane_distance = { min max }' and 'hyperlane_jumps = { min max }' to system initializer 'neighbor_system = { ... }' block
* Pops now use the asset_selector again to choose their clothes
* Added new "is_scope_type" trigger that lets you know if you're a scope of a particular type: "is_scope_type = fleet"
* Removed the forced clothes index in pop categories and job types, to let the clothes selector do its magic
* There are now multipliers for previous job, previous tenants, survey and unemployment to the AI score used to fill in jobs
high rated
Changelog for Update 2.2.6.3 (added 15 March 2019) - Part II:

Bugfixes
* Fixed edge case where multiple megastructures could be built in the same system
* Fixed missing missions for primitive observation posts
* Fixed planets still being colonized generating emigration push to other worlds. I know the offworld colonies weren't the paradise the holovid adverts made them out to be, but give them another generation or two...
* Fixed a broken string in the tooltip for the Egalitarian ethic
* Fixed guaranteed ideal nearby systems generating based on absolute distance rather than max jumps from homeworld, which could cause them to be isolated by unlucky jump lane network generation
* Fixed population controls disabling robot construction as well, so you can now improve the meatbag to metal ratio of your society
* Planets under colonization will no longer generate low stability alerts
* Fixed Strategic Resource notifications appearing for resources hidden behind Anomalies
* Winning an "impose ideology" war will no longer overwrite the defeated empires civics
* Impose Ideology war now properly creates an ally instead of a vassal
* Fixed a crash that happened when a ship was destroyed while being upgraded
* A lack of Nanites will now properly trigger a deficit warning and stop the resource production of Nanite Transmuters
* Fixed robots/synths being treated as organic when conquered by hive mind empires, and getting locked in the livestock job
* Fixed vassal integration wrongly costing no influence
* Fixed an issue where conquering Hive Minds could take over inappropriate buildings they have no use for, like Holo-Theatres
* Maintenance drones now correctly increase in priority when amenities are negative, and now don't have increased priority from traits when amenities are high
* Slave processing centers should no longer vanish when build anywhere but a Thrall-World
* Fixed some edge cases where the Life-Seeded Civic would not create a Gaia homeworld
* Head Researcher and Executive now have Amenity output modifiers and weights for several relevant traits (Repugnant, Charismatic, etc)
* Fixed Strong, Very Strong, Weak traits not being applied properly when playing as a gestalt empire
* Fixed displacement purge type wrongly applying the genocidal diplomatic opinion penalty
* Fixed "The Shattered Loop" event firing twice upon death of the Worm-in-Waiting
* Fixed a literally unplayable localization error in the Xeno-Compatibility tooltip
* Fixed Prikkik-Ti empire spawning on a planet without enough districts to support it
* Prikkiki-Ti will no longer spam player with multiple communications established messages
* Planets taken over by the Scourge or Contingency will now swap any capital buildings to a correct Machine or Hive capital
* Preferred habitability is no longer strictly tied to starting planet class if a civic changes the starting planet
* Fixed developing colonies being hidden in the outliner's Sectors group if on completion a new sector would be created
* Fixed pre-sapient policies disappearing if you purge all of them from your space, making fulfilment of certain faction demands impossible, because what are the screams of the innocent next to that sweet, sweet influence?
* Changed wording on the Strong/Very Strong traits. It was wrongly implying that is should affect the outcome of ALL worker strata jobs, not just basic resource extraction ones. Even if your clerks never skip leg day, they probably shouldn't benefit from these traits
* Added piracy suppression values to event generated ships that were missing them
* Fixed a few more cases of techs with the wrong specialty group assignment
* Fixed a minor discrepancy in the tooltip of the Sins of a Sun anomaly vs its actual in game effects
* Fixed a nasty exploit with downgrading fleets that could result in free alloys (thanks for the heads up on this, Reddit user nonium)
* Added missing torpedo components from the Spiritualist Fallen Empire Zealot-Class ship type
* Added a basic Zro income to Spiritualist Fallen empires to allow them to properly produce reinforcements for their damaged fleets
* The modifier for Refinery worlds should also now affect Gestalt jobs
* Fixed several ship weapons which had incorrect resource costs
* Energy/Culture Habitat districts should convert properly if a gestalt empire takes it from a normal empire, or vice versa
* Fixed a crash when a country gets a trade route that used to belong to someone else
* Fixed tooltip that hilariously claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standards
* Picking Life Seeded will no longer give automatic nearby ideal worlds that are also Gaia
* Randomized empires gets their starting planets, ethics and civics correctly set up when they start as life seeded or post apocalyptic
* Fixed OOS for diplomatic upkeep upon hotjoining
* Fixed some causes of country_resources OOS
* Restored non extermination types of purging
* Fixed script checking wrong resource for automated sector upgrading to research lab lvl 3
* Fixed Prethoryn purging primitives at an incorrect, too-slow rate
* Fixed the planet screen being cut off on the left side of the screen on certain resolutions
* Fixed empires in federations wrongly budgeting for Federation fleet ships as part of their own navy, and thus underdeveloping their own fleets
* Fixed a crash when gifting planets to a vassal
* Fixed a situation where replacing a district temporarily adds to the maximum numbers of built districts, as if you were building a new district
* Speed demon event will add the red/green traits even if your species is very strong/adaptive
* Fixed planets under colonization suffering low stability events
* Fixed Crisis purging yet again (for a galaxy-threatening menace they sure seem easy to dissuade from their mission of doom)
high rated
Changelog for Update 2.2.6.4 (added 20 March 2019) - Part I:

* Added a new, more user-friendly planet screen, with better organization and display of info and buttons
* Ship upgrading is now handled individually, on a per ship, per shipyard basis. This means if the process is interrupted part way, some of the ships will still be upgraded, rather than losing the entire upgrade progress. Also, alloy costs are now deducted one ship at a time, rather than for the entire fleet in one go, so you don't have to wait until you can afford everything to start the upgrade process
* Warrior Culture civic no longer reduces army upkeep, but instead makes Entertainment buildings replace Entertainers with Duelists. Duelists turn 1 alloy into 3 unity, 12 amenities and 2 naval capacity
* Added Logistical Corps tradition custom flavour text swap for Hive Minds
* Added Great Game tradition custom flavour text swap for Devouring Swarms
* Added new animation to Plantoid 13 (cactus) portrait. It will now have some butterflies as company!
* Added the Legion flag set with six new selectable flag emblems

Balance
* Pop growth further adjusted to put less priority towards minority pops
* Battle Thralls can now take enforcer jobs
* Hallucinogen Removal special project cost reduced from 5000 to 3000
* Breaching the Shroud special project cost reduces from 50000 to 20000
* Transcendent Learning ascension perk effect on leader pool removed and replaced with Leader Experience Gain +50%
* Reduced the machine empire bonus to orbital station production to 10% (was 50%, which turned out to be rather OP)
* Rogue Servitor tweaks: -Organic Sanctuary/Paradise no longer provide housing, instead Biotrophy jobs eliminate those pop's need for housing -Artisan Drones produce 8 Consumer goods for 8 minerals (up from 6 of each) -Biotrophy Jobs now also increase Complex Drone putput on their planet by 0.25% each -Starts with 1 additonal Nexus District
* Driven Assimilator tweaks: -Bio pop growth reduced by 40% -1 fewer Replicator job per level of capital -Now start with +100 food, and 100 less energy
* Ship upgrades are cheaper due to refund amount from old components being increased to 90% (was 50%)
* Pops have a wider possible range of Political power, so for example you can care less about unhappy slaves since it's not as though they can vote or anything
* Meritocracy Civic effect on leader pool size removed and replaced with specialist output +10%
* Clone Vats are no longer required to build Clone armies, they are now unlocked by the Gene Banks tech (resolves an issue where this tech had no benefit for assimilators)
* Technological Ascendancy ascension perk now also makes rare technologies 50% more common
* Shroud entities have been tweaked slightly. Corrupted Avatar now has lower total HP, but has increased regen. Shroud Avatar is now slightly stronger in its total HP and regen. End of Cycle entities have also been tweaked similarly
* Transcendence, Evolutionary Mastery, Synthetic Evolution ascension perk slot requirement reduced from 4th to 3rd
* World Shaper ascension perk slot requirement reduced from 3nd to 2nd
* Imperial Prerogative ascension perk no longer has any slot requirements
* Eternal Vigilance ascension perk no longer has any slot requirements, but instead requires the Star Fortress technology
* Eternal Vigilance ascension perk now also increases starbase hull points by 25%
* One Vision ascension perk now also reduces pop amenities usage by 10%
* Numistic shrine now costs 4000 energy to buy and 1000 minerals to build
* Clerks and Preachers job weights no longer care about being strong, weak, or proles
* Miner job weights DO care about being proles
* Synth Empires pay only alloys for Colony ships, like Machines
* Rogue Servitors start with another Nexus District

UI
* Added missing modifier icons for mote harvesting traps and extractors, also updated old icon
* Added a bunch of shortcuts to the planet view
* Added shortcut "U" to upgrade starbase platforms button
* Added shortcuts for upgrade "U" and trade route "T" buttons in starbase interface
* Strategic resources summary on the top bar will now show in red to let you know if any are in deficit
* Fixing devastation progress bar reaching 100% and disappearing
* Fixed so that unemployment by strata icons are properly displayed and have a working tooltip
* Rogue Servitor complex drone output bonus from each Bio-Trophy was not being displayed due to lack of decimals showing, this is fixed

AI
* Big rework of military AI making it a lot smarter and more aggressive in war: better selection and maintenance of the aim, better follow through on invading worlds they are bombarding, not so easy to kite with tiny decoy fleets, more willing to reinforce neighboring friendlies under attack, etc
* AI is not so maniacal about crime that it rush builds 3 precinct houses on every planet
* The sector AI should now be better at upgrading buildings relevant to its selected focus
* Improved the AI's budgeting of Alloys
* AI will now only consider enacting population control if it cannot produce more housing
* Sector automation will now clear blockers if able, and if it is not building a building or district at that moment
* Rogue Servitors Less keen on building organic sanctuaries unless bio-trophies need them
* Sector AI will now upgrade buildings if possible
* All Sector Focuses will now try to upgrade their colony capital buildings if there are no other pressing needs
* AI will no longer obsessively shuffle scientists from one role to another every few days
* Lowered the AI's mineral budget allotment for ground armies (they were producing way too many)
* AI empires with alternative cost types for colony ships will now budget the correct resource for it
* AI prefers City districts over Housing buildings a bit more
* Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work
* Fixed AI not repairing damaged branch office buildings
* Fixed AI fleets getting stuck when their target goes MIA
* AI will not build nanite transfusers without nanite income or build more than 2 per planet

Performance
* Removed redundant double calculations related to end game crisis that caused them to very negatively affect late game performance
* Reordered some operations in the invasion calculations to make sure the most expensive are done last

Modding
* Added 'hyperlane_distance = { min max }' and 'hyperlane_jumps = { min max }' to system initializer 'neighbor_system = { ... }' block
* Pops now use the asset_selector again to choose their clothes
* Added new "is_scope_type" trigger that lets you know if you're a scope of a particular type: "is_scope_type = fleet"
* Removed the forced clothes index in pop categories and job types, to let the clothes selector do its magic
* There are now multipliers for previous job, previous tenants, survey and unemployment to the AI score used to fill in jobs
Post edited March 23, 2019 by HypersomniacLive
high rated
Changelog for Update 2.2.6.4 (added 20 March 2019) - Part II:

Bugfixes
* Fixed edge case where multiple megastructures could be built in the same system
* Fixed missing missions for primitive observation posts
* Fixed planets still being colonized generating emigration push to other worlds. I know the offworld colonies weren't the paradise the holovid adverts made them out to be, but give them another generation or two...
* Fixed a broken string in the tooltip for the Egalitarian ethic
* Fixed guaranteed ideal nearby systems generating based on absolute distance rather than max jumps from homeworld, which could cause them to be isolated by unlucky jump lane network generation
* Fixed population controls disabling robot construction as well, so you can now improve the meatbag to metal ratio of your society
* Planets under colonization will no longer generate low stability alerts
* Fixed Strategic Resource notifications appearing for resources hidden behind Anomalies
* Winning an "impose ideology" war will no longer overwrite the defeated empires civics
* Impose Ideology war now properly creates an ally instead of a vassal
* Fixed a crash that happened when a ship was destroyed while being upgraded
* A lack of Nanites will now properly trigger a deficit warning and stop the resource production of Nanite Transmuters
* Fixed robots/synths being treated as organic when conquered by hive mind empires, and getting locked in the livestock job
* Fixed vassal integration wrongly costing no influence
* Fixed an issue where conquering Hive Minds could take over inappropriate buildings they have no use for, like Holo-Theatres
* Maintenance drones now correctly increase in priority when amenities are negative, and now don't have increased priority from traits when amenities are high
* Slave processing centers should no longer vanish when build anywhere but a Thrall-World
* Fixed some edge cases where the Life-Seeded Civic would not create a Gaia homeworld
* Head Researcher and Executive now have Amenity output modifiers and weights for several relevant traits (Repugnant, Charismatic, etc)
* Fixed Strong, Very Strong, Weak traits not being applied properly when playing as a gestalt empire
* Fixed displacement purge type wrongly applying the genocidal diplomatic opinion penalty
* Fixed "The Shattered Loop" event firing twice upon death of the Worm-in-Waiting
* Fixed a literally unplayable localization error in the Xeno-Compatibility tooltip
* Fixed Prikkik-Ti empire spawning on a planet without enough districts to support it
* Prikkiki-Ti will no longer spam player with multiple communications established messages
* Planets taken over by the Scourge or Contingency will now swap any capital buildings to a correct Machine or Hive capital
* Preferred habitability is no longer strictly tied to starting planet class if a civic changes the starting planet
* Fixed developing colonies being hidden in the outliner's Sectors group if on completion a new sector would be created
* Fixed pre-sapient policies disappearing if you purge all of them from your space, making fulfilment of certain faction demands impossible, because what are the screams of the innocent next to that sweet, sweet influence?
* Changed wording on the Strong/Very Strong traits. It was wrongly implying that is should affect the outcome of ALL worker strata jobs, not just basic resource extraction ones. Even if your clerks never skip leg day, they probably shouldn't benefit from these traits
* Added piracy suppression values to event generated ships that were missing them
* Fixed a few more cases of techs with the wrong specialty group assignment
* Fixed a minor discrepancy in the tooltip of the Sins of a Sun anomaly vs its actual in game effects
* Fixed a nasty exploit with downgrading fleets that could result in free alloys (thanks for the heads up on this, Reddit user nonium)
* Added missing torpedo components from the Spiritualist Fallen Empire Zealot-Class ship type
* Added a basic Zro income to Spiritualist Fallen empires to allow them to properly produce reinforcements for their damaged fleets
* The modifier for Refinery worlds should also now affect Gestalt jobs
* Fixed several ship weapons which had incorrect resource costs
* Energy/Culture Habitat districts should convert properly if a gestalt empire takes it from a normal empire, or vice versa
* Fixed a crash when a country gets a trade route that used to belong to someone else
* Fixed tooltip that hilariously claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standards
* Picking Life Seeded will no longer give automatic nearby ideal worlds that are also Gaia
* Randomized empires gets their starting planets, ethics and civics correctly set up when they start as life seeded or post apocalyptic
* Fixed OOS for diplomatic upkeep upon hotjoining
* Fixed some causes of country_resources OOS
* Restored non extermination types of purging
* Fixed script checking wrong resource for automated sector upgrading to research lab lvl 3
* Fixed Prethoryn purging primitives at an incorrect, too-slow rate
* Fixed the planet screen being cut off on the left side of the screen on certain resolutions
* Fixed empires in federations wrongly budgeting for Federation fleet ships as part of their own navy, and thus underdeveloping their own fleets
* Fixed a crash when gifting planets to a vassal
* Fixed a situation where replacing a district temporarily adds to the maximum numbers of built districts, as if you were building a new district
* Speed demon event will add the red/green traits even if your species is very strong/adaptive
* Fixed planets under colonization suffering low stability events
* Fixed Crisis purging yet again (for a galaxy-threatening menace they sure seem easy to dissuade from their mission of doom)
* Fixed the end of year lag when big empires with lots of pops being assimilated convert them into proper citizen (shoutout to Glavius!)
* Fixed a crash when editing UNE template ethics
* Fixed the AI not utilizing fleet capacity
high rated
Changelog for Update 2.3 "Wolfe" (added 30 May 2019) - Part I:

Ancient Relics Story Pack Features

Relics
- Collect Relics to show off the achievements of your empire. Display your glory by showing off your very own Omnicodex, Miniature Galaxy, and more. All grant powerful passive and active effects to their owner.

Archaeology
- A system that allows multi-stage investigations of strange alien sites, with rewards for unlocking each stage. Find them, excavate them, make their secrets yours. Also added some new archaeology-themed scientist traits tying in to these.

Two New Precursors
- Learn more about the ancient history of the Stellaris galaxy with two more Precursor races: the Baol, a peaceful plantoid hive mind, and the Zroni, a powerful psychic species that was the first to reach the mysterious alternate dimension known as The Shroud. Find their ancient homeworlds and hopefully learn from their demise.

Relic Worlds
- Discover a new world type, a mausoleum on a planetary scale. The the dead civilizations that once dwelt here left behind a treasure trove of arcane technology, which you can excavate at archaeological sites.

Minor Artifacts
- Ancient Relics adds a new rare resource, Minor Artifacts, which can be uncovered via archaeology and exploration. They can be spent to give powerful empire ethics-specific boons. Celebrate the diversity of life in the galaxy by displaying these artifacts in a museum, or destroy them to proclaim the superiority of your own eternal empire.

2.3.0 "Wolfe" Free Features

Prior Content Relic Rework
- Many things from previous game content have been reworked to use the new Relics system. Among several others, you can gain the Isolated Contingency Core or the Prethoryn Brood Queen as symbols of your triumph.

Sector Redesign and Automation
- Sectors have been greatly improved in 2.3, allowing the player more control over how and where they are formed, as well as giving more robust automation tools to let them run themselves if you want to focus on the bigger picture.

Planet Designation
- You can now choose to manually set a planet designation (Agri-World, Forge World, etc), focusing production on different resource outputs. There is now a shared automated development stockpile that you can pay in to and allow planets to set their own build orders.

Megastructure Improvements
- Habitats gain different effects based on the type of celestial body they inhabit. Ring Worlds gain specialized, highly efficient districts.

Other Stuff
- 2.3 is now a 64 Bit application. Support for 32 Bits is deprecated, but you can roll back to 2.2 if you want to play on such hardware.
- Precursors no longer spawn in a preselected pie slice of the galaxy
- Added a menu option at game start to disable Caravaneer fleets if you don't want those sweet, sweet deals
- Added a randomize button when renaming planets
- Rogue Servitors can now build a variant of leisure districts on habitats to entertain their bio-trophies in space

Balance
- Thrall Worlds can now build Energy Grids and Mineral Purification Plants
- Terraforming worlds no longer re-rolls districts, blockers, unique deposits
- The Voor Technocracy prescripted Empire is now Fanatic Materialist/Authoritarian
- Technocracy civic now requires fanatic materialist ethics
- Rebalanced the Worm-In-Waiting to make it more of a real threat
- Habitats can now build food processing buildings, research labs, commercial zones, and holo theaters
- Adjusted costs of clearing Arcology blockers
- Habitats built over rare deposits now gain the associated deposits
- Mastery of Nature ascension perk requirement reverted, can once again be picked in the first slot
- Ecumenopolis districts now require rare resources build (50) and upkeep (2)
- Low habitability now also reduces pop growth and job output by 0.5% per missing habitability
- Gaia World terraforming time reduced from 7200 to 3600 days, cost reduced from 10000 to 7500
- Matter Decompressor Site alloy cost increased from 3000 to 5000, to be consistent with other sites
- Architectural Renaissance unity ambition now also increases megastructure build capacity by +1
- Dyson Sphere energy output increased from 250/500/750/1000 to 1000/2000/3000/4000
- Matter Decompressor mineral output increased from 250/500/750/1000 to 500/1000/1500/2000
- Consolidated placement rules for most megastructures, so that they are no longer inconsistent
- Interstellar Assembly now costs energy in upkeep instead of consumer goods, restoration alloy cost reduced from 20000 to 15000
- Mining Drone Home Base now also drops a strange device
- Gestalt races now also benefit from increasing the flow of Dark Matter from the Dimensional Portal
- Rogue Servitors start with another Nexus District
- Galactic Wonders ascension perk no longer immediately unlocks the ability to build Ring World, Matter Decompressor and Dyson Sphere, but instead adds them as research options
- Picking life seeded will no longer grant neighboring Gaia worlds, but rather a randomized starting planet class
- Clerks and Preachers job weights no longer care about being strong, weak, or proles
- Miner job weights DO care about being proles
- Synth Empires pay only alloys for Colony ships, like Machines
- Inward Perfection empires can no longer form research agreements or commercial pacts

Performance
- Fixed a case where unneeded VFX were being rendered, causing a gradual game slowdown over time
- Reduced the delay when there is a big transfer of systems after a country surrender
- Fixed the end of year lag when big empires with lots of pops being assimilated convert them into proper citizens
- Improved faction threading, for performance and OOS safety
- Smoothed border calculations to reduce stutter
- Reordered threaded economics calc to avoid race condition of ships depending on planet resources depots
- Fixed a case where every pop would check for faction membership on every daily tick, creating a performance drain