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high rated
Changelog for Update 2.6.3 (16 April 2020) - Part I:

Balance
- Corporate Embassy and Disinformation Center branch office buildings now require 50 pops on the host planet, and now also require the Xeno Diplomacy tech.
- Starting with the Prosperous Unification origin now gives you the Planetary Unification tech option.
- Juggernauts will now automatically repair themselves after battle.
- Added extra crisis strength x10 and x25.
- Greater Good Resolutions now trigger breach events.
- Common Ground and Hegemony leader starts are now far less likely to be completely blocked off by their alliance partners, and will usually have direct access to at least unoccupied one system.
- Cybrex War Forge now increases empire alloy production by 5% and allows building Cybrex Warform armies at your capital. Its active ability now converts 10000 minerals into 5000 alloys on a shorter than normal relic cooldown.
- The Flesh is Weak assembly bonus reduced from 33% to 10%.
- The resolution to form the galactic market now also increases resource storage cap by +10000.
- The Rubricator Shard dragon will now wait two years before killing everyone on the planet, giving you the chance to fight her.
- Being the president of a Hegemony now also satisfies the Imperialist faction's desire to lead others.
- Diplomatic Stance can now only be changed while you are at peace. (Supremacist empires will thus no longer change out of Supremacist in the middle of a humiliation war if you blow up their fleet).
- Sentinels blocker is now a special deposit.
- Docile Migrating Forests modifier now decreases available planet districts by 1.
- Egalitarian empires will no longer draw leader enhancement technologies they cannot use.
- Roboticists now have 2 alloy upkeep instead of minerals.
- Trade Leagues now have access to the basic Wealth Creation trade policy as well, for empires that prefer cold hard energy credits to a combination of consumer goods and unity.

Stability & Performance
- Fixed a possible OOS after hotjoin when a fleet is looking for a starbase to orbit around.
- Fixed the AI going OOS when the military strategy needs to be initialized. Also fixes ship angles going OOS because normalization was not applied everywhere correctly.
- Another AI related OOS fix.
- Fixed an OOS related to victory rankings.
- Fixed a FLEET_MODIFIER oos on hotjoin.
- Fixed an OOS with species when growing halfspecies.
- Fixed an OOS (POP_MODIFIERS, PLANET_MODIFIERS) when the values cached by planet (amenities, crime, housing, stability) changed but the modifiers weren't recalculated.
- Fixed a potential OOS when a pop joins or leave a faction.
- Fixed an OOS when sending repair building commands.
- Fixed technology status being read incorrectly, causing an OOS.
- Fixed tooltip in planet view colonization tab not clearing between updates and just adding lines each update until it crashes.
- Safed up some code that should keep a rare CTD from happening.
- Prevent Species from creating hybrids with their own sub species.
- Temporary modifiers added to a system are now also added to the fleet and ships inside that system.
- Increased threading scalability for when updating the ai attitudes.

UI
- An interface for unassigning envoys has been added and can be opened through clicking on the envoy count in the top bar.
- Cohesion tooltip shows how it is impacted by each law separately now to make it more clear.
- Adjusted the decision elements in galactic community voting so the last one is fully shown.
- The Javorian Pox Sample modifier now has a modifier icon.
- Added modifiers tooltip to civics with custom desc.
- Show acceptance icon and tooltip also for non-possible actions.
- Made sure scroll bar works for city appearance and ship type in species creation view.
- Enclaves and Marauders now show their government names in the contacts list.
- Galactic Community scrollbar is now properly sized.

AI
- The AI will no longer support resolutions it is in breach of, and will now more consistently support their repeal.
- AI gestalts should set purge policies correctly. Empathic AI hive minds should no longer use the full purge allowed policy.

Modding
- Added a trigger "galaxy_size" which returns true if the size of the galaxy is the one tested by the trigger. Usage= "galaxy_size = medium".
- set_owner now works on leader, but use this responsibly. Don't leave leaders hanging out where they shouldn't be able to go.
- Added systems and fleet modifiers to debug tooltips.
- Added external modifiers to systems so that fleet can receive modifiers from systems.
- Added pop_has_happiness = yes/no and species_has_happiness_with_owner = country triggers.
- Changed default behaviour of add_district to not add a district if the planet's district cap or planet size has been reached. This can still be forced by an added ignore_cap flag.
- Decluttered debugtooltip for countries by adding a print_flags console command.
- Added trigger in_breach_of = resolution.
- Added num_system_planets trigger.
- It is now possible to assign multiple solar system initializers to origins
- Origins can now have more system initializers to define origin-specific initializers it is now possible in the origin definition to use: ``` initializers = { some_initializer another_initializer even_more_initializer } ``` The old initializer key is not available anymore. Current scripts are updated.
- Added a flag "no_origins" to country_types to indicate they don't need/use an origin.
- Added a "restrictions" field to create_country/create_rebel that works like government restrictions described in "common\governments\readme_requirements.txt"
high rated
Changelog for Update 2.6.3 (16 April 2020) - Part II:

Bugfixes
- Fixed federation diplo actions tooltip when other member is rivaling/rivaled by the one you are communicating with.
- The last selected envoy is no longer still selected when the envoy selection interface is closed and reopened.
- Federation tutorials shows up on initially opening the window and not only when switching tabs.
- Added missing localisation strings for d_ruin_bluelotus, part of the "Blue Lotus" event chain.
- Clarified descriptions for resolutions to denounce Fallen Empires in the War in Heaven.
- Blocked favor spending in the galactic community if issue is voted on and empire is abstaining or if resolution is proposed but empire is not supporting.
- Fixed a bug where advanced empires would sometimes start with more districts than fits on their planet.
- When unlocking new ship sizes, they will now use the best components even when auto-gen is turned off.
- You can no longer use the Hegemon origin as an egalitarian empire.
- All opinion tooltips show relations and the opinions of both empires.
- The Commonwealth of Man will no longer be spawned if you start as the UNE with 0 AI nations in the galaxy setup options.
- Added a cooldown to Migrating Forests event and made clearing them slightly less expensive.
- Added missing ai economic plans for empires without need for food and consumer goods.
- Fixed a case where some robot pops could be assimilated to get the cybernetic or psionic trait.
- Fixed the description for being demanded to become a tributary so it doesn't confuse who will become whose tributary.
- Made the description for "Offer Protectorate", when receiving the offer, fit on the screen.
- Fixed some placeholder text in the "Ruins" digsite.
- Banned users are now banned and do not start hotjoin and get stuck on savegame transfer if host accepts the request.
- Contested systems should not be eligible to be added to a sector by any party.
- Fixed a bug where casus belli for colossus weren't added.
- Fixed a case where you could get contradictory notifications about the foundation of the Galactic Community.
- Fixed a bug where while changing species rights, jobs weren't updated.
- Nonstandard strike craft updated to match new strike craft balance. Note that many of these intentionally do not operate in a PD role.
- Fixed some issues with tiny planets in the Resource Consolidation origin solar system.
- Made sure Mean Time To Happen works consistently over its various functions.
- Fixed a bug when envoys could be elected as country leaders.
- Hide governor title box in celestial object display if there is no governor title to show.
- Improved and harmed relation effects now decay separately if no envoy actively pushing them.
- Account for favors when displaying diplo value of supported motions in galactic community.
- You can no longer use Displacement or Neutering purge types on non-sentient robots.
- Removed scientist skill requirements from the last few special projects needing them.
- Hegemon Origin now starts with a 20 year term instead of Status Change.
- Fixed incorrect DLC flagging on the Public Relations Specialists Megacorp civic.
- Fixed the Metadata for Federations OST to feature the correct song names, same as the Original Soundtrack folder for Federations.
- Mega Shipyard now has the correct influence cost.
- Merchant Guilds no longer blocks Byzantine Bureaucracy.
- Non-homicidal gestalts now have access to the Displacement purge policy.
- Fixed a bug where you could build ships while rebuilding shipyards.
- Fixed a bug where you could replace starbase shipyards.
- The Shattered Ring starting system now cannot have any further megastructures in (as is the norm for ringworld systems).
- Fixed the location for building habitats, which sometimes broke.
- Minor Sanctions that have already been passed cannot be proposed again while they are already galactic law.
- Fixed the bug when planned colony or fleet templates weren't removed during starbase occupation/destruction.
- Re-added the description of ships in the shipyard tooltips.
- Fixed typo in Scion event.
- When pressing the close button or its shortcut in the diplo event window, ignore dialog only event options when trying to deduct the default one.
- Fleets with the Nanite Interdictor can now be upgraded.
- Buried Lithoids deposit now uses the correct icon.
- Added tooltip info about when the current federation presidential term will end on the active term length law.
- Fixed Shoulders of Giants sometimes lacking the planets needed to progress the chain.
- Secondary species of primary species with no preferred planet preference get the habitability of the home planet selected during empire creation.
- Job priorities for pops are recalculated when a planet changes controllers. Important on invasions.
- Removed a bunch of cases when we validate the government of countries that don't use governments.
- Made it so government restrictions respect species restriction.
- Blocked over-trading of favors.
- Added a restriction to the country created by the lost colony origin to exclude hiveminds and machine empires.
- Fixed the issue when starbase retaken from enemy could upgrade into nothing.
- Fixed the bug when ethics almost never shifted.
- The view for unassigning envoys are updated after switching empires using the play command.
- Fix ship design unique key (should be size + name).
- The Galactic Bureaucracy tech no longer displays a removed tier 3 bureaucratic building.
- Player can't use more than 10 favors per country per resolution.
- Fixed a bug when two research projects could be run at the same time.
- Fixed German description for Artisan jobs.
- The Juggernaut technology now requires Battleships instead of Titans.
- Adjusted allow triggers so AI does not build buildings that are supposed to be destroyed.
- Changed checksum to show the current one, coloring it yellow if the game has altered the checksum.
- Fixed an issue where you would not be able to build habitats as Void Dwellers without the Utopia DLC.
- Imposing ideology through war should not freeze the game anymore.


Standalone installers, and those of all its DLC, updated: 2.6.2 ⇒ 2.6.3.2.
high rated
Changelog for VERSION 2.7.1 (12 May 2020) - Part I:

2.7.1 "Wells" Free Features
- Federation votes show the voting method in the voting popup. Law votes also show the current law of that category.
- The Galactic Community will occasionally send strongly worded letters to empires that are in Breach of Galactic Law, giving them an opportunity to make all adjustments necessary with a single bureaucratic stroke.
- 70+ Original Audio Assets Remastered New Ship Designer sounds with more variations. Loads of new ambient planet reveals. Mono to Stereo Upgrade of legacy sounds. Technical fixes on several sound effects
- Added Extended Shifts edicts which increases worker and slave output at the cost of happiness.
- Added Industrial Subsidies edict, which increases consumer goods output of artisan jobs, at the cost of energy upkeep. It is unlocked by Global Production Strategy tech.
- Added Forge Subsidies edict, which increases alloy output of metallurgist jobs, at the cost of energy upkeep. It is unlocked by Global Production Strategy tech.
- Added Extended Shifts edict which increases worker output at the cost of worker happiness. It is unlocked by Workplace Motivators domination tradition.
- Added Drone Overdrive edict for gestalt empires that is unlocked by the Drone Networks domination tradition.
- Added Evacuation Protocols edict which is available to Doomsday origin empires.
- Implemented Slave Trade Resolutions.
- Which peace offer is possible must now be scripted per war goal type.
- Added accessibility settings for Multiplayer chat.
- Added new VFX and SFX for “Space Storms”, which can appear randomly from the mid-game onwards.
- Added new VFXs and SFXs for Nebulas.
- Added new VFX and SFX Crisis Systems.
- Added new VFX and SFX for consecrated planets.
- Added a galaxy generation option to completely disable Xeno Compatibility.
- Added some Envoy related events.
- Added new Hive Mind name list.
- Added a joint operation event chain for Galactic Unions and Research Co-operatives.
- Added a joint operation event chain for Research Co-operatives.
- Added a joint operation event chain for Hegemony Federations.
- Added a joint operation event chain for Trade Leagues.
- Added event chain for joint military exercises for a militarist federation.
- Habitats no longer require removing mining or research stations and can be built directly on top of them. Habitats built above nanite deposits now retain the nanite production. Habitats built above Zro, Dark Matter, Living Metal, or Nanite deposits are now treated as research habitats.
- Added a home system each for Tiyanki and Space Amoebas.
- Added several events to spawn amoebas and during the game.
- Added the Tiyanki Conservation Act resolution to the Galactic Community
- Added the Tiyanki Pest Control resolution to the Galactic Community
- Added a Space Amoeba Protection Act galactic resolution, letting all countries peacefully coexist with space amoebas (or face the consequences).
- Added a new Tiyanki Hatchling type and randomized Tiyanki fleet compositions
- New Tiyanki fleets can now spawn from their home system
- Added a new roaming Space Cloud
- Added a pirate fleet which may also spawn in the late game, raiding systems for basic resources.
- Added turbulent nebula systems where ship systems are impaired
- Remnants Origin is now unlocked by owning either Ancient Relics or Federations (does not require both)
- Orbital Habitats now have reduced tech and construction requirements, and start with 4 districts. Two additional tiers of Habitat technology have been added, which unlock planetary decisions to expand the size of your habitats. Advanced Habitats can also support basic housing buildings. The Voidborne Ascension Perk has been changed to give each of your Advanced Habitats 2 additional building slots, add the new Habitat technologies as research options, and permit the construction of advanced housing buildings on Advanced Habitats. Void Dwellers now begin with their capital Habitat upgraded to be an Advanced Habitat, and have Habitat Expansion available as an engineering research option.
- Mining Drones can now occasionally expand to nearby unclaimed systems.
- Crystals can now occasionally spawn a single ship that seeks out far away asteroids to crash into and spawn new crystals.
- Made it possible for edicts to be running perpetually until turned off.
- There is now an edict capacity, and going over it means a hit on empire sprawl.
- Praise be! A new set of resolutions have been added to the Galactic Community that uphold the Divinity of Life. We expect the righteous empires of the Community to support this cause.
- Favors can now be used to convince your federation allies to accept your law proposal.
- Added Expanded Breeding Program edict, that is unlocked by the Gene Crops tech

Balance
- Encourage Planetary Growth decision has been removed from the game
- Food Policies removed from game, and Nutritional Plenitude has been changed into an Edict, now unlocked by the Gene Crops tech
- Healthcare Campaign, Drone Campaign (hive) and Drone Campaign (machine) have been removed from the game.
- Inward Perfection civic effect on growth speed reduces from +20% to +10%.
- Inward Perfection civic now also increases edict cap by +1.
- AI Empires are more willing to conform to Galactic Law.
- Greater than Ourselves now moves pops more regularly and more often.
- Adopting Diplomacy traditions no longer increases pop growth from immigration, but unlocks the Diplomatic Grants edict instead.
- Farming Subsidies edict is now unlocked by Food Processing tech instead of Eco Simulation.
- Databank Uplinks discovery tradition now also unlocks Research Subsidies edict.
- Adopting Discovery traditions now also unlocks Map the Stars edict.
- Gestalt Crystal Mining, Gas Extracting, and Mote Harvesting drones are now classified as miners like their non-gestalt counterparts. (This does not alter drones working in synthetic special resource production jobs).
- Increased the duration and research boost for rewards from joint operation "Dismembered Cloud" (Galactic Union & Research Co-operative).
- Cut the size of rebel armies spawned when revolts take place by a third.
- Nerfed the randiness induced by event-spawned mushroom spores so that the planet no longer turns into a pop factory.
- Added some help for the AI to not die as badly when Doomsday happens.
- Galactic Community Senate debate time has been reduced to 4 years.
- The cooldown on declaring a resolution an Emergency Measure has been increased to 20 years.
- Increased the chance of getting the Lesser Messenger arc site.
- You no longer need to demolish mining or research stations to build Dyson Spheres or Matter Decompressors, they will automatically remove those upon completion.
- Wenkwort Artem is no longer a viable candidate for the Ecumenopolis project if you accept custodianship of its (unpaved) paradise.
- Hive Minds will now treat hive-minded pops that aren't of their species as full members of the hive, meaning that they must be given full citizenship and can no longer be enslaved or purged.
- Weak pops are now more likely to embrace pacifist ethics.
- Marauder successor state civics now have an effect (+15% naval cap and +10% ship fire rate, respectively).* Space Clouds are now individually far more powerful but no longer spawn in fleets
- Added empire modifier effects for empire's that propose Resolutions, depending on whether the Resolution passes or fails.
- Killing Tiyanki now yields energy and exotic gases but upsets xenophile empires

Stability & Performance
- Fixing CTD that happened during finishing the joint operations special project.
- Automatically create a save when receiving a hotjoin request.
- Fixed OOS on hotjoin due to zombie pops.
- Significantly reduced the impact of assimilating species on the length of the yearly tick.
- Fixed a possible OOS on hotjoin when a new resolution has been passed.
- Fixed tooltip in planet view colonization tab not clearing between updates and just adding lines each update until it CTDs
- Disabled threaded polling of events on linux during startup since it may cause CTD due to race conditions in X
- Safed up some code that should prevent a CTD from happening when accidentally being able to open an extra "downgrade" popup.
- Fixed a freeze when loading a savegame and encountering impossible government configurations.
- Fix OOS with species when growing half-species.
- Fixed technology status being read incorrectly, causing OOS.
- Fixed a couple of OOS happening on hotjoin (PLANET_MODIFIERS and pretty much all modifiers)
- Fixed an oos related to faction approval.
high rated
Changelog for VERSION 2.7.1 (12 May 2020) - Part II:

UI
- Clicking on a topbar resource selects it when opening the market view.
- Fixed some overflowing texts in different languages.
- Improvements to declare war vote to show enemy and potential enemies.
- Added a scrollbar to the advisor voices tab.
- Tweaked habitat names and renamed the old orbital station core.
- Made the position between tabs in planet view consistent so they don't move when changing tabs.
- Increased the height of the portrait window in the planet view for the governor so that it does not get cut off.
- Switched the ship size icons for Gardening Drones and various drakes for more appropriate ones.
- Improved Ethics tooltips in factions screen.
- Display modifiers to Naval Capacity are now grouped, so that we don't get 200 anchorages with +4.
- Improved AI acceptance tooltips when attempting to change a federation law.
- More appropriate event pics used for Feral Overload.
- Edicts have more clearly disabled checkboxes when you cannot interact with them. Also added a tooltip for clarity.

AI
- AI will always use the best available template when modifying a species (to avoid creating hundreds of species with just a few pops each).
- AI takes edict cap into consideration The AI now takes the edict cap into consideration when deciding which edicts to enact. The AI will always try to be at the edict cap, prioritizing removing exceeding edicts over adding new ones.
- Updated AI economic plans to support subplans, also made it so that if the AI finishes a plan early it can take a plan ahead of time.
- Ensure military AI doesn’t try to merge Federation fleets with regular ones.
- Improved AI weightings for various Gestalt resource-producing jobs to factor species traits into the weightings.
- AI has more granularity while considering federation laws.
- Align AI evaluation code between ask to join and invite to federation. (Hopefully fixing the issue where AI Nation continuously asks to join a Federation).
- Fixed economic AI computation of admin cap (and subplans in general)
- Improve AI economic plan logging
- Military AI should issue orders to orbit in the current system when waiting for others to regroup.

Modding
- Abandoned Terraforming Equipment is now less likely to break in hilarious ways when people mod in new planet classes.
- Made auto open an attribute on the message type to control if a message is gonna remain an alert or show a popup on creation.
- added flag "regenerates_when_disabled" to ship design. It is set to true by default.
- Added any/every/random/count_envoy scope
- Added trigger has_envoy_task = { task = harm_relations/improve_relations/galactic_community/federation (optional: who = country) }
- Added more debug information (AI weights, scopes) for event options.
- Added localisation command GetGovernmentName.
- Added is_leader_age trigger
- Added any_pop_faction scope change
- Added has_envoy_cooldown = yes/no
- Added envoy_location_country scope change (for the country where an envoy is improving/harming relations at)
- Added fleet trigger can_access_system =
- You can now used triggered option names ("name = { trigger = { } text = localisation }" rather than just "name = localisation")
- Made the tooltip for add_deposit effect show the full information for what the deposit does when used on a colonisable planet
- Added system-scope trigger has_system_trade_value >= 25
- Added effect country_list_tooltip = { limit = { triggers = yes } }, which will print a list of the countries that fulfill those conditions, and similar lists for owned planets, pop factions, leaders and fleets.
- Added has_completed_special_project / has_failed_special_project = triggers, for when you have several projects in an ongoing event chain.
- Added complete_special_project effect
- Added country_modifier to deposits.
- Added on_colony_5_year_pulse on_action (fires for each planet every 5 years (counting up from colonisation date)
- unassign_leader will now work on envoys too
- Added set_cooldown effect to lock a leader in its current position for a specified number of days
- Allow script to set a title for event diplo windows not tied to a country (diplomatic_title)
- orbital_station scope now exists, scoping to any station in orbit of a planet
- Added has_current_purge trigger, checking if any pop on the scoped planet is being purged
- Added random/every/any/count_rival_country and _federation_ally scopes, also count_playable_country
- Added sector_capital scope change (usable from sector scope)
- Turned observation_outpost_owner into a proper scope, so exists = observation_outpost_owner will now work
- Renamed every_pop to every_galaxy_pop so as to make clear what it does and avoid disastrous misunderstandings!
- Improved the tooltip for various count_x triggers
- Added trigger is_sector_capital and effect set_sector_capital
- Added trigger has_sector_focus and effect set_sector_focus
- Added effect set_colony_type to set the colony designation
- Improved intermod compatibility with planet classes and districts: Added district_set tag in planet classes and uses_district_set trigger to check that. Note: Mods adding habitable planet classes will need to add this tag to their planets.
- Added num_housing trigger
- Added planetary_resource_compare trigger to check the production/upkeep/balance of a specified resource on a planet
- Added "=yes" and "=no" to the "has_government" trigger to expand its usefulness and detect countries without government.
- Added triggers is_forced_friendly and is_forced_neutral to check if the country has been forced to be neutral or friendly to another via set_faction_hostility. (is_hostile already covers if they are set to hostile).
- Added effects to start and end truces. Starting can be done with either a country or a war as target.
- every_owned_ship now works in both country and fleet scope (referring to every ship in the fleet in the latter). Also added count_owned_ship, making count_fleet_ships and count_owned_ships obsolete.
- has_modifier trigger now works in megastructure scope
- "log" in triggers now works in all scopes, not just a select few
- AI weight for federation laws is now used to properly build a value instead of just compare to a threshold
- The tooltip = { } effect now works in every scope
- Made set/check/etc_variable work in many more scopes than they used to
- calc_true_if now accepts all logical parameters instead of simply assuming >=
- assign_leader can now be used to assign governors to sectors.
- Added forced_add_civic and forced_remove_civic effects.
- Fixed effect create_research_station so it now does what it’s meant to.
- Erosion Explosion Exposed: Entities now have erosion_in and erosion_out values set in shaders that are tied to creation and destruction of the entity, look at the new system effects for reference.
- Added command line arguments "-rng_seed" and "-rng_position" to force a specific seed/position when starting (or loading) a game.
- Added slot_restriction attribute to ship component templates for preventing components to be used for a certain slot template.
high rated
Changelog for VERSION 2.7.1 (12 May 2020) - Part III:

Bugfixes
- Fixed minor problem with options being greyed out in the Golden Rule Federation Challenge.
- Events about interdimensional trade increasing or decreasing now have a tooltip describing their effects.
- Added a location to the Drums of War event, so that you don't need to search for the Great Khan
- Enclave and Marauder species now have habitat habitability preferences.
- Random effects should display correctly in tooltip even if scope changes are hidden.
- Fixed from scope in on_cancel in special projects
- Unrelated ambient objects are no longer nuked when restoring a ruined Mega Shipyard.
- Fix if more than one planet is missing at the beginning of On the Shoulders of Giants Origin.
- Fixed issues with the formation of the Non-Aligned League where countries that were rivals of or at war with existing members would be added, leading to various bugs.
- The Non-Aligned League is now a defensive rather than aggressor party in the War in Heaven
- Updated the description of the Trade League benefit.
- Fixed so Juggernauts can now be followed properly.
- Rudimentary Robots are now spawned only when the planet finishes colonisation, solving a number of UI and gameplay issues caused by having pops on the planet during the colonisation process.
- Fixed a case where attacking certain neutral fleets e.g. tiyanki could cause them to not turn hostile to you.
- Tooltip for the breach icon in galactic community now includes info on which resolutions the country is in breach of, and which modifiers are being applied to it.
- Added better information for federation votes.
- Fixed an issue where if multiple countries started with the Scion origin with 0 preset Fallen Empires in multiplayer, one country might end up lacking a Fallen Empire overlord.
- Fixed the bug where Envoys could become faction leaders.
- Fixed a bug where changing planet owner (i.e. through revolts) didn't release slaves on the market.
- When voting in the galactic community, favors no longer apply if you are both voting for the same side. Also, you can no longer call in favors from empires voting for the same side.
- Kicking an Empire from a Federation now triggers a truce.
- Fixed a minor loc error in a primitive observation event.
- Prosperous Unification will now give exactly 4 extra start pops in exactly every case.
- Being Lithoid is now a reason to want to serve in soldier jobs
- There is now a Void Dweller version of the Sol System that can be manually picked by the Player on the Creation screen.
- Fixed context switch tooltip creation erroneously reporting invalid switches.
- The results of the Psionic Federation election are now announced after 60 days rather than 10 days, giving you time to react in multiplayer.
- You will no longer get rewarded for defeating the Prethoryn if you merely crush the vanguard but the main force is yet to arrive.
- Slaves of xenophobic Fallen Empires will no longer start without a planetary habitability trait.
- Fallen Empire fleets now have admirals.
- Galactic Focuses relating to the War in Heaven will now all only last for as long as the War in Heaven lasts
- Fixed various irregularities that could happen if you started the Zroni precursor chain later in the game: The arc sites are now spawned closer, in systems that you are more likely to be able to access, and definitely not next to a fallen empire.
- In the Time Loop event, the research station is now removed when the planet loses its deposit.
- The Memorex now appears on your capital, not your home world (which might have been destroyed in the meantime...)
- Sentinels events now check if you have resources before giving you the option to spend them.
- Fixed a bug where playing Shoulders of Giants in multiplayer with multiple people picking the origin would lead to you getting the arc sites multiple times.
- The event "Eat or be Eaten" now establishes communication with an empire with all the normal messages and content being triggered.
- The slaves of the xenophobe Fallen Empire can no longer be robots with biological traits.
- Factions now need at least 5 pops to have their ethos before they can be spawned.
- Imperialist faction loyalty boost "Leviathan Slayer" will no longer disappear if all leviathans are dead, i.e. people won't suddenly have collective amnesia about the terrible horrors they have just freed the galaxy from.
- Variants of a country's founder species should now be allowed to have different rights.
- The title of various diplomatic events is no longer "?"
- Fixed an error with the Gateway Construction tech weight that made it almost always appear as soon as its prerequisites were met.
- The "Relic Activation Alert" is no longer shown when you can't afford to activate a relic.
- Ships start in orbit around the starbase (for real, this time).
- The Galactic Focus to resolve the War in Heaven is now resolved if one of the combatants defeats the other.
- envoy_events.16 will no longer improve relations with unlikely suspects such as the Caravansary Coalition.
- Fixed the bug when the policy in breach alert hasn't been updated in UI properly.
- The "Claim" CB for Conquest wars now mention that you have x claims on the enemy and their allies, to reduce the confusion in the case where you have claimed one of the defenders, but none the one you are actually attempting to declare the war on. (You must declare the Conquest war on a target which you have claims on.)
- Fixed so that the Space Storm negative modifier went away once the event was over.
- You can no longer select Void Dweller Sol without the Voidborn origin.
- Changed default auto open on diplo messages to be minimized for player ones and popup for others (3rd party messages).
- Don't show "lasts until" for Edicts that have no end date.
- Use correct tooltip for edict checkbox when active
- Divinity of Life resolutions no longer incorrectly trigger breach events from the Rules of War line.
- The Dessanu systems are now set to correctly collect resources from space. Also, their planets' population is up to 30 from 8 (presumably 8 was the pre-Megacorp figure) and now have buildings on them.
- It is now possible to remove the last shipyard from star bases.
- Brought the way pops ethics chances are displayed and the way they are calculated when chosen in sync.
- Ensure modifiers were properly calculated before calculating Ethics attraction when creating original pops in empires.
- Planet modifier Safety Checked Alien Factory now adds 15% to local building costs rather than +25% to local edicts cost (local edicts no longer exist).
- Proposing a resolution now requires you to confirm the selection in a pop up.
- The planet modifier "Shroud Deviance" now has a proper modifier icon rather than a placeholder.
- The Enigmatic Fortress will no longer spawn on choke points.
- Fix Empire without a name and civics created due to revolt.
- Fixed Prikki Ti, Nomads, Machine Uprisings and Awoken Robots sometimes not establishing communications.
- Space storms and other modifiers on systems are listed as environmental effects when inside the system.
- Fixed an error in which the Bemat Thalassocracy species adjective was not properly assigned during setup, and so would not appear in some options texts.
- The enigmatic fortress doesn't regen once it's been disabled anymore
- Adding some invasion weight to non edible pops for swarm AI so it just do not ignore planets with just robots.
- Fixed missing localisation for class-T Brown Dwarf stars.
- Fixed numerous incorrect script tags, where names would fail to show in pirate.155 (communicae from the Bemat Thalassocracy). Also fixed the event location.
- The menu ambient sound cuts at the right time (on the loading screen).
- The pool of candidates for oligarchic elections is selected correctly.


Standalone installers, and those of all its DLC, updated: 2.6.3.2 ⇒ 2.7.1.
high rated
Changelog for VERSION 2.7.2 (15 May 2020 / added 27 May 2020):

Stability & Performance
- Crashfix related to animated GUIs.
- Fixed pops checking factions daily, which was the cause of the performance issues.

AI
- Fixed a bug when AI won't upgrade starbases if already reached max cap for starbases

Bugfixes
- Fixed _grey_grey_grey_grey... Text.
- If you pacify space crystals, roaming space crystal fleets will be neutral to you.
- The final results event for the Trade League Join Operation now reliably fires.
- You can no longer select energy or resources you don't have access to through the top bar.
- Removed error spam due to invalid contact location with empires that have no capital. A contact location will now more reliably be found.
- Fixed a little check to exclude non-psychic Pops from the job entirely.
- Killing the Tiyanki Matriarch now only displeases the Galactic Community if the Tiyanki Conservation Act has actually passed.
- Tweaked a few snags.
- Dynamic flags should now make Shoulders of Giants Arc Sites "belong" to its respective user.
- Secessionist rebellions can now only happen on a planet if at least one pop has happiness.
- Added colony_event flag - and the removal of it at the end.
- Fixed so that a smaller type of the same threat pops up if it's early in the game.
- Fixed a case where the Great Khan could be both dead and not dead at the same time.
- Fixed so the correct flag gets placed when allowing slaves again, after they’ve been banned by the galactic community.
- Marauders contact project is now removed from the situation log if you manage to contact them through other means.


Standalone installers, and those of all its DLC, updated (2.7.1 ⇒ 2.7.2): 27 May 2020.
high rated
Changelog for VERSION 2.8.0 (no date / added 29 October 2020) - Part I:

Necroids Species Pack Features
- Added a new Necroid pre-scripted Empire.
- Added a new Phenotype with 16 new portraits (15 normal + 1 robot) of spooky scary Jeffoids Necroids.
- Added a new City Set and room backdrop for Necroids.
- Added a new dark and eerie Ship set.
- Added a new Advisor Voice.
- Added three new Civics: Death Cult, Reanimated Armies and Memorialist.
- Added Necrophage, a new Origin.

2.8.0 "Butler" Features
- Added new Gestalt Governor Leader Traits: Amplifier and Mindfulness - both increase Administrative Capacity in relevant Pop Jobs.
- Systems spawned during the game (e.g. precursor ones) will now usually have two hyperlanes instead of one.
- Added a new experimental DirectX11 support launch command (“-dx11”).

Balance
- Gestalt empires can no longer build the Hyperlane Registrar starbase building as they have no use for it.
- The Oracle's admin bonus now grants +10% more admin cap instead of just +20.
- Observation Post Indoctrination events now have a 540 day cooldown before they can fire again.
- Terraforming Candidate is now a bit more common in the early game.
- Terminal Orbit anomaly's reward has been buffed slightly.

Stability & Performance
- Greatly improved startup and load times.
- Optimised the refugees system to perform fewer duplicate checks.
- Fixed an OOS related to armies created from Pops.
- Fixed an OOS happening if someone is hotjoining while a country is marked for destruction.
- Fixed an OOS with planet modifiers related to species crossbreeding.
- Fixed an OOS with Federation Fleet Capacity.
- Fixed a source of false positive OOS.
- Fixed a CTD when transferring a save file during hotjoin.
- Fixed a CTD that might happen when the outliner is updating certain elements when borders are updating.
- Fixed a CTD when planets are removed and have active construction.
- Fix CTD in Colonize window after dismantling shipyard.
- Disabled AlienFX/LightFX since it has been reported to have issues and might cause a CTD/freeze when starting the game (at 30% loading).
- Added a "hardoos" option that adds extra checksums to make it easier to catch causes for OOS.
- Fixed an OOS when you find a precursor civ. event and an observer is present at game start
- Tick time optimization (more efficient parallelisation (game go vroom vroom)).

UI
- Fixed some Settings UIs having overrunning text in some non-english languages.
- Fixed overlapping text in Empire Modifiers tab in some non-english languages.
- The Curators' "goodbye" option is now always placed at the bottom of the option list.
- Envoys can't be reassigned to the same location.
- You can now only resettle your primary species away from planets with culture shock.

AI
- The AI is more willing to lower federation centralization if they are the federation president. They now care if Cohesion and Monthly Cohesion are negative.
- Crisis AI will now be more likely to seek honorable alternatives to doomstacks (i.e. it will split its fleet up a bit more).
- AI will now refill starbase modules and buildings if they are destroyed.
- AI now handles FTL inhibitors better, new fleets will now try to assign each fleet to the closest most valuable objective.
- AI should now handle Colossi correctly again. Fear will keep the local systems in line.
- AI empires with the Void Dwellers origin are now more likely to choose the Voidborne ascension perk.
- AI in Mercantile stance is now less likely to close borders.
- AI now builds branch offices where it can rather than trying again and again to go on a world where there's already a branch office.
- Fleet AI should not abort orders for defensive fleets like merging.
- Fixed Fleet AI getting stuck in a regroup loop if some fleets cannot reach the system for regrouping.
- Make sure AI fleets stop when issued orders to merge.

Modding
- You can now use [ ] localisation commands in building descriptions.
- Added trigger num_assigned_jobs = { job = /unemployed value > 2 }.
- Added is_ambient_object_type trigger.
- It is now possible to use scope variables in the create_message effect.
- ideal_planet_class trigger now works in pop and species scope, and also accepts a planet scope as the right hand side argument.
- Added remove_starbase_building and remove_starbase_module effects.
- Added change_colony_foundation_date = effect.
- Trigger has_available_jobs now works.
- Added set_ship_prefix effect for country scope.
- Added set_adjective effect for country scope.
- change_government now has a cooldown = yes/no toggle (default is yes).
- Added effect set_government_cooldown = integer/default/no.
- added the missing settings to the get_galaxy_setup_value effect.

** Here's the new, up to date, list:
*** num_empires, num_advanced_empires, num_fallen_empires, num_marauder_empires, mid_game_year, end_game_year, victory_year, num_guaranteed_colonies, num_gateways, num_wormhole_pairs, num_hyperlanes, habitable_worlds_scale, primitive_worlds_scale, crisis_strength_scale, tech_costs_scale.

- Added set_origin effect, but note, it'll usually not be useful to use this as effects executed during galaxy generation will not be rerun.
- last_created_system now works.
- Added defines SPAWN_SYSTEM_BUFFER_DISTANCE and SPAWN_SYSTEM_ATTEMPTS, in case you want to try funky things with the spawn_system effect.
- set_location now works on juggernauts.
- Added on_colony_10_year_pulse on_action
- any_ambient_object and any_system_ambient_object scopes now no longer cause false positives in the error log.
- on_colony_5_year_pulse now works on the capital too.
- abort_trigger, on_fail and on_cancel in special projects now all use the same scopes.
high rated
Changelog for VERSION 2.8.0 (no date / added 29 October 2020) - Part II:

Bugfixes
- Fixed so that Zroni Precursor Arc Sites cannot be "hijacked" by another Empire.
- Multiple Curator Scientist cannot be purchased any longer.
- Added checks to see if the host has the appropriate DLCs for the slave market-oriented Resolutions.
- Added missing Loc when proposal for forming Federations failed.
- Fixed leviathans.1018 tooltip not showing actual results of the event.
- The UNE now spawns as intended when playing as the Commonwealth of Man.
- Fixed missing localisation in event “The Oracle”.
- Slave Market Resolutions are now properly locked without Megacorp DLC.
- Restoring megastructures will now only cause the rubble from their ruined variants to be cleared, rather than all ambient objects in the system (including system effects e.g. nebulas...)
- Droids can now take Colonist jobs.
- Subjects can no longer create vassals.
- Pox Bombardment no longer kills machine units.
- Fixed a case where the Slave Riots event could happen twice on the same day.
- Fixed being able to build from (mega) shipyards that are not owned.
- Added missing localisation keys for resolution_passed_diplomatic_weight and resolution_failed_diplomatic_weight empire modifiers.
- Hid Zroni and Shoulders of Giants arc sites from countries ineligible for completing them (thus hiding unlocalised anti-stealing flags).
- Added missing descriptions to Evermore planetary modifiers.
- The AI attitude of country A to B now depends on A's opinion of B rather than B's of A. This fixes Fallen Empires never declaring war.
- Surveyor relic can no longer find new resource deposits on Ring Worlds or Habitats.
- The Floating Value event text no longer mixes up the planet and ship names.
- Corrected Russian translation of Galactic Contender ascension perk.
- Fixed minor localization issue in the Senate Floor tutorial window.
- Changes to a progress-tracking variable in Joint Operation: Genius Caeli are now hidden from the arc site panel.
- Fixed various typos and duplications in the species name files.
- A Quiet Stroll event now has different text for Synthetic empires.
- Tree of Life deposits are now properly cleared when the planet changes owner.
- Shielded Planet special projects now use the correct planet name.
- Removed duplications in Tiyanki ship names.
- System graphical effects are now removed when the final Contingency planet is destroyed.
- VLUUR's space storm will no longer manifest in nebula systems.
- Fixed minor tooltip issue in Atomic Countdown event.
- Shortened and rewrote overlapping Vault of Acquisitions technology description.
- Fixed completed construction items for reinforcements not being removed properly from the fleet manager.
- Fixed research costs for Special Projects "Investigate the Loop Temple" and "Study the Messenger connection".
- The correct event description should now always be shown in “Finding the Truth”.
- Adjusted the tooltips for the Improve and Harm Relations diplomatic actions.
- Observation Posts are now cleared if all primitives have been killed by orbital bombardment.
- Removed duplicate entry in Alpha Hub technology.
- Mining Drones no longer display the Rare Crystal icon in the Jobs interface.
- Changed Miner and Technician building icons to be more consistent with other jobs.
- Fixed issue where some Spiritualist responses weren't always displayed in first contact situations.
- Removed duplicate cohesion effect from tooltip in federation fleet contribution laws.
- Fixed transparency on room backgrounds from Federations.
- Gestalts can no longer get the debris_gasgiant_category_temp anomaly at all - which is as it should be.
- Unity should now always spawn as a continental planet when playing the UNE.
- Fixed a bug where Star-Crossed Lovers could take refuge in the Mutaagan Trading Guild.
- Gestalts that conquer a regular empire's starbase will no longer have Trading Hubs and Offworld Trading Companies there.
- Fixed some cases of species growing on planets disappearing and reappearing every other month.
- Fixed Species rights showing as in breach of galactic law when they’re not.
- You can no longer get random tomb world events on tomb worlds created through armageddon bombardment and other similar causes. Also, you can now only get each of them once.
- Event Primordial Soup no longer wrongly assumes that Terminator machines think organic life worthy of interest.
- Space fauna resolutions can no longer be proposed if they're already active.
- Made sure clearing the blocker creates the correct species.
- Added in breach icons and warnings in confirm dialog for policies that would cause breach of galactic law.
- Fixed a case where the sector AI would spam luxury residences to deal with low amenities if there aren't workers available to work as Entertainers.
- Fixed a bug where special projects to investigate space fauna would sometimes lose the targets they were meant to investigate, become "Investigate ", and do nothing on completion.
- Fixed a bug where the project to investigate Enclaves would talk about the system rather than the country.
- Having comms established with you by enclaves no longer gives you influence.
- The wrecked caravan ship ambient object is now removed by completing the project to research it.
- Enslaving the species in the Underground Vault now shows the correct species will be enslaved.
- Fixed some issues with special resources in the Hive Confluence building.
- Added missing Army Names if the name list is picked for a Machine Intelligence empire.
- Scions can now control their border access.
- Fixed cases where sometimes the Galactic Market would take a while to allow buying and selling of special resources.
- Gaia Worlds may no longer spawn with the 'poor quality minerals' planet modifier.
- If you manage to create a species that is both psionic or cybernetic and erudite, the resulting leaders will now get both the cybernetic/psionic and the erudite traits.
- Using modify_species to change the species of a country will now also target pops on colony ships. This fixes various gene modifications through events excluding colony ships.
- Pops are now more likely to be maintenance drones if the planet lacks amenities.
- Fixed some spaghetti script in the First Contact for Fallen Empires event, closing several loopholes where you could see Fallen Empires without them establishing contact with you.
- Fixed a case where the event for Fallen Empires requesting the long-dead species you kept in stasis would fire twice.
- Rewards for completing the Technosphere chain now take into account Gestalts (who cannot get Sapient AI tech).
- Nu-Baol Life-Seeding now no longer removes Baol Homeworld planetary features.
- Upgraded versions of planet-unique buildings now correctly specify that their number is capped per planet and keep their special background frame.
high rated
Changelog for VERSION 2.8.0 (no date / added 29 October 2020) - Part III:

Bugfixes (continued)
- Fixed flags not being set correctly on building upgrades (which led to AI spamming upgrades it shouldn't have).
- Fixed number of pacts not being visible in diplomacy windows at game start, as well as a potential OOS.
- Fixed a case where Awakened Marauders would conquer a planet with less than 5 pops, kill all those pops and then spawn 12 pops on the planet (which, having been rendered uninhabited, no longer counts as a colony).
- Fixed the tooltip for utterly failing the Enigmatic Cache uplift chain.
- It is now possible for your ruler to be randomly given the trait Charismatic during their rule.
- Events leading up to the spawning of a Relic Rails dig site may no longer fire multiple times.
- Made sure that the relevant Fallen Empires actually exist in order for the Resolutions to be available.
- Various fixes to the Golden Rule challenge for federation leadership, particularly addressing scenarios in which the event may not fire at the end of a presidential term.
- Do not ping pong fleet groups that are on mission but the leader has jumped to the next system.
- The tooltip for purchasing L-Gate insights from Curator Orders is now slightly more precise about the time it'll take them to identify each new clue.
- Resolved late-game pirate fleets losing their scripted event targets.
- The Yuhtaan system's star and planets are now correctly called "Yuhtaan" rather than "Yuthaan".
- Fixed a stray "?" in the Blue Lotus Project event
- The governor offered by the Nuumistic Order is now of the correct species
- Opening the Alien Box will now change your dominant species rather than just modifying your pops and leaders. It will also now modify subspecies of the main species.
- Forced a trait upon the event-created species that stops them from counting as Bio-Trophies.
- Tooltips in the diplomacy screen regarding the other empire's federation is now more consistent.
- Machine empires with the Resource Consolidation origin can now correctly adopt the Rogue Servitor civic when GC Resolution "A Defined Purpose" is passed (though they will be reset to the default origin in the process)
- Fixed some cases where empires would be created during the game with random and inappropriate origins e.g. Doomsday. create_country now creates countries with Prosperous Unification by default.
- Implemented an option trigger to stop an unnecessary/irrational option in an event.
- Players will no longer receive alerts about war goals they cannot set anymore.
- Fixed a case where marauder diadochi could spawn without any planets, breaking various things.
- Fixed issues with space monsters sometimes being uncontactable.
- Event experience reward is now assigned to the correct leader (scientist).
- Systems spawned during the game e.g. precursor systems will now no longer spawn on top of other systems unless there really is no space for them elsewhere.
- Fixed cases where you'd get refugees from a country you had no communications with.
- Stopped certain arc sites from disappearing from the situation log after completion.
- Fixed possible error with event-spawned Wormhole.
- In the subterranean nation chain, if you get an invasion by them after attempting a pre-emptive strike, the invasion will now work.
- Event "God of Death" no longer has an eyeball-popping tooltip.
- Fixed confusing tooltip mentioning rivaling members when inviting to federation.
- The conclusion to the Rage Virus event chain will no longer give invalid technologies for Gestalts
- Fixed a case where multiple arc sites would spawn on one colony; also, the Sentinels will no longer spawn as soon as you fulfil the conditions, but are now a bit more random.
- New auto-generated ship designs now have auto-upgrade checked by default
- Fortress proclamation actually increases defense build speed now.
- Fixed misspelled VO ID.


Standalone installers, and those of all its DLC, updated: 2.7.2 ⇒ 2.8.0.3.
high rated
2.8.1
- Patch 2.8.1 was released on 2020-11-19 with the checksum dfce.

Balance
- Added a define OVERCROWDING_ABSOLUTE_THRESHOLD_FOR_NO_GROWTH that sets the minimum number - that overcrowding must be for a planet's population to stop growing, set it to 5.
- Redid sector automation scripts and code with the following goals:
- Closed vital gaps in sectors' knowledge concerning the likes of nonstandard planet (habitat etc) districts and bureaucracy buildings.
- All sectors now know about all buildings, i.e. if you put an alloys foundry on a science sector, it will still know how to
upgrade it (it will of course still favour research buildings).
- Made checking for whether building a certain building would cause resource shortages and whether there were pops
ready to take the job more reliable by shifting them to hardcoded checks.
- The automation will no longer clear blockers before districts are blocked by them.
- Stability & Performance
- Moved the calculations for attack radius to threaded code instead of serial.
- Update trade routes every 7 days instead of every day.
- Fixed a nasty slow down when owning many many many planets and opening the planet view
- Fixed an OOS related to fleets.
- Fixed an issue where loading would get stuck when trying to load a lot of mods.
- Fixed being unable to load 2.7.2 saves in 2.7.2 made after installing Necroids.

UI
- Added debug tooltips to the fleet view header and rename button.
- Experimental DX11 mode now supports Chinese, Polish and Russian

AI
- The AI will not try to build a megastructure if it's already building or upgrading one.
- Fixed a case of the AI wanting to attack disabled starbases and getting stuck in a loop.
- The economic AI will now take better account of the resources a district would provide when choosing whether to build one.
- The AI will now check whether it would have any pops on the planet willing and able to take a job before building a building providing that job (i.e. Necrophages will not spam consumer goods buildings when there are no necrophage pops on the planet).
- Made the contingency constructor choose better systems to build in, and fixed their getting stuck after a while.
- Massively sped up all types of purging, with the crisis factions now purging 2 pops per month.
- Various improvements to crisis military AI.
- Fix issue with military AI ping-ponging fleets.
- Fixed AI not changing fleet bombardment stances.
- Crisis countries will now use Armageddon Bombardment.
- Augmented the distance at which AI looks for targets on larger maps.
- The Unbidden will no longer wait patiently to be allowed out of their initial system.
- The AI will no longer sell the last pop of a planet.
- Made the crisis worry less about ship health and more about taking over the galaxy.
- The Necrophage AI will no longer build Houses of Apotheosis so as to make it less likely it'll run out of necrophytes.
- AI considers "Take Point" fleet as objective when appropriate(*)
- The AI is now drastically more likely to know to build shipyards and titan/colossus factories

Modding
- Added "ignores_sapience" flag to job types to say a job works for both sapients and presapients.

Bugfixes
- Corrected name for necroid titan engine effect so the effect spawns in the correct position.
- Added missing undead army translations for Chinese.
- Fixed a layering issue with Necroid Portrait 11.
- Fixed a black face-tentacle on a Necroid Portrait to have color.
- Fix Ships not reaching their assigned slots when there are too many ships
- Evasive fleet now cancel order if the path to their targets contain hostiles
- Made it so the positions of hostile forces are remembered while you're at war.
- Fixed purging and assimilation not working on presapients
- Setting a sector to Production focus now correctly updates the icon in the UI.
- Necrophages with Glandular Acclimatisation will now make pops that suit the local planet, even if they have - - - - - -
- Necrophage pops that don't on the planet already.
- Death Priest job upkeep raised to 3 Consumer Goods in addition to the baseline level for specialist workers.
- Fixed the Pasharti Absorbers' default purge type being Displacement rather than Necropurging
- Fixed a bug with a Necroid Battleship weapon slot.
- Increased Necroid Corvette size and optimized some other textures.
- Fixed leader clearing by right-clicking.
- Fixed impossibility of swapping scientists between research areas.
- Fixed the Death Cult sacrifice effects so that the counting of Mortal Initiates proceeds as intended.
- The option to play as the Machine Uprising when that happens is now back.
Post edited January 28, 2021 by moaad1
high rated
Changelog for version 3.0 (no date / added 2021-04-15) - Part 1 of 6

Nemesis Expansion Features
Espionage Operations
* Take advantage of the Spy Networks your envoys build in other Empires and perform covert operations on them to steal their technologies, acquire assets, sabotage starbases, and much more.

Become the Crisis
* Set your Empire down the path of destruction with a new ascension perk to Become the Crisis. Build up a fleet backed up by the most powerful ship the galaxy has ever seen and let no one stand in your way as you try to breach the veil of reality through any means possible.

Galactic Custodian / Emperor
* Save the galaxy from the evilness that exists within it. You can now be elected the Custodian of the Galactic Community, with new powers to strengthen you against any crisis the galaxy faces. And once that crisis is taken care of, you can relinquish your powers. Or not.

Other
* New majestic “Imperial Ship set”.
* 3 new musical tracks.

Achievements
* Show off your sinister side with 10 new Steam achievements.

3.0.0 "Dick" Free Features
Intel and First Contact Rework
* Intelligence and First contact has been completely redone in the ‘Dick’ patch. Empires will now have to send an Envoy as a diplomat to initiate first contact with another Empire, and from there build relations to increase the knowledge of that Empire.

Espionage and Spy Networks
* Send Envoys to build Spy Networks in other Empires, gathering information and intelligence.

Economic and Population Rework
Building Slots:
* Building Slots are now unlocked through expanding the infrastructure of a colony by constructing City, Hive, or Nexus Districts, by upgrading the capital building of the planet, or through civilian infrastructure technologies. (Note: Habitation Districts on habitats do not. Building slots can be acquired on habitats through the Voidborne Ascension Perk.) The Functional Architecture civic now also grants 1 building slot.
* Ecumenopoleis, Ringworlds, Hive Worlds, and Machine Worlds start with all building slots available for development.
* Branch Office Building Slots are now unlocked by upgrading the capital building on the planet as well as the target empire having the Insider Trading tradition.
* Several Technologies have been flagged as “Infrastructure” gateway technologies.

Industrial Districts:
* Alloys and Consumer Goods are now produced by Industrial Districts instead of Factory and Forge buildings. Specialized districts remain on an ecumenopolis.
* Factory and Forge buildings now add additional consumer good or alloy producing jobs to Industrial Districts and are both exclusive and planet unique. (Both may be built on an ecumenopolis.)
* The Forge World and Foundry World designations (and habitat equivalents) will now also shift one job between Consumer Goods to Alloys (or vice-versa) for each Industrial District, if possible.

Pop Growth and Assembly:
* Biological population growth now follows a curve based on the number of pops on the planet and the theoretical carrying capacity of the planet. Pops will start at their normal baseline but increase in speed as the population grows, eventually leveling off and slowing down as they fill up planets. The overall carrying capacity of a planet is largely based on the total housing the planet has, plus a value for unbuilt and unblocked districts based on the planet class, and can be seen by examining the Planet Size tooltip.
* The amount of pop growth or assembly required to create a new pop is now increased by the total number of pops in the empire. Base assembly values have also been adjusted. As a result of these changes, the expected number of pops in the late game are significantly lower than before.
* New colonies no longer suffer an explicit pop growth penalty. The basic Colony planetary designations now grants stability, amenities, and (in regular empires) happiness.
* Spawning Pools and Cloning Vats now produce organic pop assembly rather than modifying pop growth.
* Overpopulated planets will stop generating pops at lower levels of overpopulation.

Other
* Enabled DX11 by default. DX11 can be ‘disabled’ by running “-dx9” as a launch command.
* Reworked manual resettlement UI.
* Added auto-research Quality-of-Life feature.
* Added new diplo messages for when an empire is destroyed upon the end of a war.
* Added notifications when a member joins/leaves the Galactic Community/Empire.
* Added game setup option to pick which End-Game Crisis you get.
* Added a filter to the colonisation menu so that you can just view your main species.
* Added Setting for turning off mouse Screen Edge Panning.
* New factions-themed colony event chain, “Manifesti Destiny”, available to non-gestalt empires.
* Added around 10 new envoy-based random events

Balance
* Homeworlds now normally range from size 18-21 instead of 16-18.

* Empire starting resources and buildings have been adjusted.

Changes have been made to resettlement:
* Planets with sapient, unemployed, free pops now have a 10% chance per month for one to automatically migrate to other planets with appropriate jobs, housing, and decent habitability. Migration controls will prevent this auto-resettlement. Having multiple unemployed pops on a planet will increase the chance of one of them moving.
* Greater Than Ourselves has been changed to significantly increase Automatic Resettlement Chance.
* Transit Hub starbase building has been added, which increases the chance for auto-resettlement from all planets within its system.
* Manual resettlement costs have been increased and now also for many pops also have an Influence cost. This Influence cost is waived by the Corvée System civic. The Subsumed Will and OTA Updates civics also waive influence costs for manual resettlement of drones. (Note: OTA Updates also does not waive the influence cost for moving Bio-Trophies, as they are not drones and they tend to resist the necessary OTA receiver upgrades.)
* Manually resettling the last pop on a planet now has a significant Influence surcharge. (Which is not waived by the resettlement civics.)

Unemployed Pop Updates:
* Pop demotion time has been halved, and is now a base of 5 years for ruler strata pops and 2 1/2 years for specialists.
* Unemployed pops now provide greater emigration push.
* The Kinship tradition in the Harmony tree now reduces demotion time by 25% instead of 50%. Empires with Shared Burdens receive the 20% leader upkeep reduction effect from Synchronicity instead.

Ringworld and Shattered Ring Balance Changes:
* Ringworld segments provide half as many jobs as they used to, and the size of ringworlds has been increased to 10.
* Commercial Ring World segments now have more Clerk jobs but no Artisan jobs.
* The Shattered Ring origin now conveys Ringworld Habitability Preference, and begin with more blockers on their homeworld. Shattered Ring blockers now also provide -1 max districts.
* The Shattered Ring origin is no longer guaranteed nearby habitable planets. They wouldn't want to live on them anyway.
* Added a warning to the Shattered Ring origin that Lithoids will face mineral scarcity problems.

Habitat and Void Dweller Balance Changes:
* Habitat capital buildings now grant a maintenance drone job for machine empires.
* Changed the adoption effect of Domination Traditions for Void Dwellers to reduce the upkeep cost of habitats from 5 alloys to 4 alloys.
* Added a new tradition for Void Dwellers, Modular Superstructures which gives +1 building slot per habitat. replacing ‘Public Works Division’.
* Added the effects of Imperious Architecture to habitat capital buildings.
* Added the effects of Interstellar Franchising to habitat trade districts.
* Replaced Planetary Prospecting for Void Dwellers with Adaptability Tradition with Orbital Surveying, which allows construction of one of Reactor Districts, Astro-Mining Bays, or Research Districts to habitats that have none of these.
* Changed the finishing effect of Expansion Traditions for Void Dwellers to reduce the alloy and influence cost of habitats by 20%

the rules regarding what jobs robots of different tiers can work.
* Simple robots can work all worker tier jobs.
* Droids can work all worker and specialist jobs. If AI is outlawed, certain complex specialist jobs (such as researchers, bureaucrats, and culture workers) are unavailable to them.
* Synthetics follow the same rules as droids, but if AI have full rights, they can also work in ruler jobs.

Updates have been made to some Authorities and Ethics:
* The Democratic Authority now increases the Automatic Resettlement Chance by 50%. (To a base of 15%)
* The Oligarchic Authority now increases Influence from factions by 15%.
* The Dictatorial Authority now reduces Empire Sprawl penalties by 10%.
* The Imperial Authority retains its current +1 Edict Cap bonus.
* The Machine Intelligence Authority now grants +1 monthly Pop Assembly
* The Gestalt Consciousness Ethic now also grants +2 Encryption, applying to both Machine Intelligences and Hive Minds.
Post edited April 15, 2021 by gogtrial34987
high rated
Changelog for version 3.0 (no date / added 2021-04-15) - Part 2 of 6

Balance (continued)
Envoys, Diplomacy, and Espionage
* Base number of starting envoys is now 2.
* Enigmatic Engineering now grants +2 Encryption and causes Steal Technology operations used against you to fail after the first stage is complete. It will still prevent reverse-engineering technologies from ship debris.
* Transcendence now also grants +10 Base Intel on all Empires, +2 Encryption and +2 Codebreaking.
* Shadow Council and Ruthless Competition now also increase the maximum infiltration level of your Spy Networks
* Criminal Syndicates now also gain +20% Spy Network Growth Speed.
* Judgment Corps and Public Trust Officers tradition now also grants the Enhanced Surveillance edict.
* Delegated Functions machine intelligence civic now also grants +1 Envoy.
* The Shared Destiny Ascension Perk now also grants 2 additional Envoys.
* The Universal Compatibility tradition now also grants 1 additional Envoy.
* The Influence cost for using Favors in the Galactic Community has been reduced from 25 to 10.
* The Autonomous Agents and Embodied Dynamism technologies now also grants 1 additional Envoy.
* Improve Relations now caps out at +100 and is changed at a rate of +0.25 per month. Harm Relations now caps out at -100 and is changed at a rate of -0.5 per month.
* The Establish Embassy diplomatic action exists once again, and increases Intel between the two empires and triples the effectiveness of Improve Relations.
* Colonial Bureaucracy and Galactic Bureaucracy now grant +10 Base Intel.
* The Sentry Array Megastructure now also increases Base Intel.
* Several Espionage related Edicts have been added.
* Several Technologies have been flagged as “Espionage” gateway technologies.

Additional Economic Balance:
* Added 3 new Society techs that give upgraded capital buildings progressively larger bonuses to production (while also increasing job upkeep).
* Rural, Farming, Mining, and Generator colony designation bonuses increased, as well as the bonuses from Five Year Plans. Urban Worlds now get a trade bonus.
* Mining, Capacity, and Farming Subsidy Edicts now grant +50% production.
* Prosperity Adoption tradition's Mining Station Output bonus increased to 20%.
* Technologies that boost space based resource gathering and research now become significantly stronger as they advance in tier.
* The energy output of technicians and tech drones have been significantly increased.
* The Trade Value generated by pops with decent or better living standards has been increased by 25-33%.
* Effect on trade from most jobs (including Criminals) has been increased.
* The Food Processing Center, Mineral Purification Hub, and Energy Nexus buildings now also increase the number of jobs added by the districts they affect. Food Processing Centers also increase the jobs produced by Hydroponic Farms.
* Reduced the special resource upkeep of Ecumenopolis Arcologies to 1 unit per month from 2.
* Databank Uplinks from the Discovery tradition tree now grants a greater bonus to station based research.
* Starbase Hydroponics now produces a base of 10 food.
* Starbase Nebula Refineries now produce a base of 10 minerals, and 1 exotic gas if Exotic Gas Extraction has been researched.
* Starbase Solar Power Networks now produce a base of 6 energy.
* Starbase Black Hole Observatories now produce a base of 15 physics research, and 1 volatile mote if Mote Stabilization has been researched.
* Database Uplinks also applies to research producing starbase buildings or modules.
* Technologies that boost technician, farmer, or miner output now also apply to energy, food, or mineral producing starbase buildings and modules.
* Insider Trading tradition now gives Megacorps +5% branch office value instead of +1 branch office building on their own planets (which was useless to them).

It is now possible for the endgame crisis to happen in the first 50 years of the endgame in certain circumstances. These are:
* No living fallen empires / awakened fallen empires;
* War in Heaven not happening, concluded, or started 15 years ago;
* A country has researched jump drives or psi jump drives (only the Unbidden can happen in the first 50 years in this case)

* Nuked old script to randomize which crisis shows up. Now it is simply purely a random choice that is random (with the chance of any crisis happening increasing the more years pass in the endgame).

* Buffed member perks for galactic union level 3 and 5
* The Galactic Union Lvl 3 perk (Federal Attache) now gives +2 union and +5% Trust Growth per envoy.
* The Galactic Union Lvl 5 perk (Federal Unity) now gives +2 union and +5 Trust Cap per envoy.

* Gestalt capital buildings now provide more amenities and/or maintenance or synapse drone jobs.
* Increased base colonization growth to 3.
* Bureaucrat upkeep raised to 2 Consumer Goods. Coordinator upkeep raised to 6 Energy.
* Medical Workers now increase planet habitability by 1% each.
* Greatly increased the amount of research points you are rewarded in events.
* The Wenkwort Custodian planet modifier now restricts output from industrial, mining and refining jobs. Instead its gardens provide a boost to the output of cultural workers and researchers.
* The science federation election challenge now takes each participating country's level of scientific progress into account to a far greater degree than previously.
* Buffed Enclave stations a bit so they can no longer be wiped out by passing Amoebas.
* Base speed of purge is now set in the purge type on species rights.
* It is now possible for pop growth, assembly and purge to 'overflow', adding or removing multiple pops per month.
* Changed timing for Caravaneers.
* Outposts and other starbases now grant 1 sensor range. (Occupying starbases during a war will therefore allow you to attack adjacent systems if you have visibility into them. You may need a science vessel to escort military vessels into nebulas the first time!).
* The hyperlane detection range of sensors and science ships has been reduced. The Map the Stars edict now also increases hyperlane detection range by 1.
* Subjects of the Khan or Fallen Empires no longer gain their vast knowledge of geography.
* Clone Vats now cost 500 minerals and food to build, and have minor energy but significant food upkeep.
* Necrophages now have an assembly speed penalty so you can't just build them out of spare body parts, as cool as that is.
* Lithoids now also have -25% organic pop assembly, the clone vat and spawning pool processes lose efficiency turning food into rock.
* Planets that have been reduced to zero districts by Terravores will now shatter, with drones automatically resettled to their homeworld.
* The Corporate Embassy now requires a major capital building instead of 50 pops on the planet, and gives 5% Economic Diplomatic Weight instead of 10%.
* The Disinformation Center now requires a major capital building instead of 50 pops on the planet, reduces ethics attraction by 25% instead of 50%, and increases the maximum infiltration level your spy networks can reach rather than providing an Economic Diplomatic Weight bonus.
* Organic Paradise building now has both Artisan and Maintenance Drone jobs.
* Necrophage Centers of Elevation now produce 1, 2 or 3 Necrophyte jobs depending on how many organic pops grow in ten years, so that you are unlikely to run out of Necrophyte pops even with the new pop system. The upgraded House of Apotheosis now gives a flat 6 Necrophyte jobs.

Automation
Significant updates have been made to planetary and sector automation.
* Planetary Automation build lists and behavior have been heavily revised.
* Planetary Automation will now only upgrade non-capital buildings if it will not cause a monthly deficit and if at least one job in the upgraded building would be filled.
* Sector AI now prioritises districts->buildings->upgrades rather than vice-versa
* Sector AI now knows when to stop building (i.e. will not build when the planet's employment and housing situations are perfectly fine)
* Sector AI now knows how empire sprawl actually works
* Sector AI now knows that the Crime Lord Deal makes anti-crime buildings superfluous
* Fixed a bug where the Sector AI would not really care about its designated speciality - e.g. Research Sector AI now prioritises research a bit more
* Sector Automation will now routinely build Organic Sanctuaries when needed.
* Renamed automatic exploration to automatic survey.

Performance and Stability
* Fixed many inefficiencies in the scripts deciding which species rights you could pick. As a bonus, the scripts are also infinitely more readable now.
* A hotjoin.oos save is created on gamestart too now.
* Added a new checksum (systems flags), only used in hardoos.
* Fixed an OOS happening when modifying a species.
* Fixed an OOS due to robotic pops getting happiness
* Fixed OOS issue arising due to incorrect order of updating caches.
* Fix desync that could happen if two empires picked the same start.
Post edited April 15, 2021 by gogtrial34987
high rated
Changelog for version 3.0 (no date / added 2021-04-15) - Part 3 of 6

UI
* MP games now show an icon in front of the player that paused.
* New loc text for the Golden Rule federation challenge.
* Improvement to Golden Rule challenge outcome message.
* Added a "menace" console command that grants Menace.
* Added console command "menace_perk" that lists the player's perks and their status when there are no arguments.
* fixed machine names, species_00 chinese files, and species_01_SC.txt to match the english version (more content for chinese loc)
* Galactic community button appearance is improved.
* Windows-Only: Makes console more gracefully handle dead keys. On many keyboard layouts the console hotkey is also a deadkey, which ends up corrupting console text input.
* The icon for a resolution is now shown in the popup window for proposing it
* Added Outliner option for showing Colony Designation instead of Planet Class icons.
* Can now sort and reorder planets in the outliner.
* It's now possible to Cycle viewed Planets with Tab and Shift+Tab (or Ctrl+Tab), same as pressing Next/Prev buttons.
* Outliner now correctly Highlights open planet when cycling planets with Next/Prev buttons.
* Remove unhelpful tooltip text from some "Ok" buttons.
* Contacts view now shows relation instead of opinion.
* Added timer to the next pop being grown/assembled if you hover over the species being grown
* The "current population" pie chart tooltip now lists the 10 species with the most pops on the planet, rather than just one, which is randomly picked.

AI
* The AI should now better understand what a building that gives a % bonus for a resource does.
* Fixed cases where a weakened fleet would get stuck trying to return to its homebase, which is unreachable.
* Made the AI use the caravaneer to buy loot boxes and play the slots.
* Cost is now properly withdrawn from the AI budget when proposing a resolution.
* Genocidal AIs will now attack any unknown science ships that enter their systems.
* The AI will now take better consideration of which ships already exist in Federation fleets before building new ones.
* The AI will now build better distributions of different ship types for Federation fleets.
* Fixed a bug that stopped the AI from ever proposing federation laws; also made AI-only federations more active in setting laws as they would like (especially centralisation).
* Fixed AI not starting fresh research while currently researching a special project with no science cost.
* AI will now prioritise spending on fleets a bit better if it recently lost a war.
* Reduced the AI's need for passing sanctions upon sanctions in the galcom.

Modding
* Added OUTLINER_UPDATE_EVERY_N_FRAMES define (optimization mainly for late game).
* Buildings now use a position priority system instead of the simple "add first" that they used to have.
* Planet classes can now have adjectives e.g. "tropical", referred to via [.GetPlanetClassAdj].
* Using orbit = { } on a moon will now return the planet the moon is orbiting.
* Added ship localisation commands GetShipSizeName, GetShipSizeNamePlural and GetDesignName.
* Added solar system localisation command GetClassName.
* Added country localisation command GetRealName (to get a country's real name even if your current country doesn't know it yet).
* Added species localisation commands GetOrganNamePlural, GetHandNamePlural, GetEarName and GetEarNamePlural.
* The species parameter in create_army_transport now works as expected.
* Standardised country, planet, species leader and location target calls for effects and triggers (e.g. set_owner = ), so that they all allow the same set of scopes and will reliably raise error log messages if the required scope cannot be found. The following is now allowed:
* Country: country, planet, fleet, system, ship, pop, army, leader, faction, megastructure, starbase, deposit, sector, arc site, first contact, spy network and espionage operation / asset. In all cases, it refers to the owner of the object (e.g. deposit: owner of the planet where the deposit is)
* Species: species, country (founder species), pop, leader, army, fleet/ship (species on board if colonist ship, else owner’s founder species), planet (owner’s founder species), first contact (target country’s species)
* Planet: planet, pop, deposit, arc site (if on a planet), megastructure (if built on a planet), fleet/ship (if in orbit), army (if on a planet)
* Leader: leader, country (ruler), fleet/ship (admiral/scientist), faction (faction’s leader), army (general), sector (governor), arc site (researcher), first contact (envoy)
* Location - spatial object (i.e. object that you can find on a solar system map): planet, ship, fleet, system, ambient object, megastructure, starbase, arc site, first contact
* Location - celestial coordinate (i.e. object with a coordinate in space): planet, deposit, fleet, ship, pop, army, country (capital), system (returns centre of system), leader, ambient object, megastructure, starbase, arc site, first contact (returns centre of system)
* Added set_colonization_controls effect.
* Added per-species namelist entries for ears (singular & plural), and plural forms for organs and hands.
* Error log entries for wrong localisation [ ] entries now give more context.
* Added clear_variable effect, because setting to 0 is confusing.
* Added first_contact_speed_mult modifier.
* Added first_contact_clues_add modifier.
* Added first_contact_defense_add modifier
* Added trigger for has_active_first_contact_with, scope change reverse_first_contact and scope lists random/every_first_contact and _active_first_contact.
* GetFirstName now returns the very first word in leaders' names, i.e. "Stalk" instead of "Stalk of" in a Plantoid namelist. If for some reason you really want "Stalk of", you can now use GetFirstNameFull. It also cuts off commas at the start of the first name.
* Added effect copy_random_tech_from (with optional parameters for tech area, category and the amount of progress that should be added) to steal technology from another empire. Also added trigger can_copy_random_tech_from, to see if such a tech exists.
* Added trigger can_research_technology, to check whether a country is able to research a given technology (recommended for use with give_technology or add_research_option effects).
* Added compare_distance trigger to see if object A is closer to object B or object C in the same solar system.
* Distance trigger now has a same_system parameter, to check objects in the same system. It also now checks the distances of more object types.
* Added effect unlock_menace_perk.
* Added has_menace_perk trigger.
* Invalid context switch error log messages in triggers now correctly show scope details.
* is_owned_by now works in most scopes, rather than just a select few.
* Rationalised first contact rules in country type. Replaced script_only with on_action_only, which means only the on_action will be fired, not the first contact site.
* Added "on_pop_bombed_to_death" on_action, with current scope being the planet where this happened, and from being the country that is bombing.
* Added a "pop_purge_mult" modifier that affects the speed of purging pops.
* Added planet trigger is_artificial = yes/no.
* In special projects, the "prev" of the original scope is now the owner country of the project.
* Add war scope as FromFrom to on_accept, on_war_goal_set and on_status_quo in war goals.
* If you accidentally use the same key for two triggered descriptions (e.g. in event descriptions), it'll now raise an error.
* Added check_variable_arithmetic trigger, which checks the value of a variable if you add/subtract/multiply/divide/modulo another value with it).
* Added modulo_variable effect.
* You can now use "value = { scope = x variable = y }" in variable effects and triggers, making it possible to compare variable A on scope B with variable C on scope D.
* Added effect fire_on_action = { on_action = scopes = { from = X fromfrom = Y } }, so that you can define your own on_actions in script.
* is_within_borders_of now works in ship and fleet scope as well as planet and system.
* Added is_civilian trigger for ships and fleets.
* Added set_mia effect for fleets.
* Added on_vassal_released on_action.
* Added set_emperor_can_change_council_members (= yes/no) effect.
* Added is_capital_system trigger.
* Added set_star_class effect.
* Added on_add_to_imperial_council/on_remove_from_imperial_council on_actions for when the Emperor changes Imperial Council members
* Added pop_purge_speed modifier, which is applied instead of pop_decline_speed to pops that are declining because of purge.
* subject_can_diplomacy trigger is now a boolean, as it didn't work anything like as expected before!
* member_of_faction trigger now works with explicit pop faction keys i.e. member_of_faction = isolationist.
* Added destroy_and_spawn_debris_for = effect.
* Added set_policy_cooldown effect.
* The "from" scope now works consistently in casus belli potential checks.
* Add trigger galactic_defense_force_exists and effect set_galactic_defense_force
* closest_system now has a use_bypasses parameter (default: no).
* is_war_participant = war now works in country scope.
* Add ship_community_territory_speed_mult modifier, affecting ship speed in systems belonging to Galactic Community members (if you are also a member).
* Fixed the destroying country not being in the "from" in on_country_destroyed.
* Fixed the country "on_destroy" not being called correctly when the last planet is removed from a country.
* Added num_unemployed planet trigger.
Post edited April 15, 2021 by gogtrial34987
high rated
Changelog for version 3.0 (no date / added 2021-04-15) - Part 4 of 6

Modding (continued)
* Added galactic_emperor and galactic_custodian static modifiers, affecting veto cost/cooldown and emergency measures cooldown.
* Event desc texts are now randomized if more than one text entry is provided
* Made a bunch of useful triggers such as num_pops and controlled_systems work in sector scope.
* pop_maintenance_cost now works with "= { value > X resource = Y }" rather than defaulting to mineral upkeep.
* Added join_war_on_side effect.
* Added galactic_community_actions database for data about specific actions related to the Galactic Community.
* Added "use_shipnames_from" to ship_sizes that will allow a size to use the ship name from another size.
* Resettlement Cost now supports triggered modifiers, see 00_social_classes.txt for examples.
* Removed every/random_war_attacker/defender and instead made random/every/any/count versions of _attacker/defender.
* Rename every/random/any_planet to _galaxy_planet, to avoid confusion (modders take note - you may need to batch-replace stuff!).
* Added count_owned_planet, count_controlled_planet and count_galaxy_planet triggers.
* Added would_work_job trigger, which checks whether a pop a) is allowed to work a job, and b) would choose to (i.e. has higher weights for that one than its current one).
* Added a market_resource_price trigger.
* added modifier "ship_damage_against_starbases_mult" to affect damage ships do to starbases.
* Consolidated owned/recruited_leader checks to one (owned_leader) as they did the same thing with parallel coding
* Renamed any/every_sector script list to galaxy_sector to avoid confusion.
* Added count_subject trigger.
* Added every/random/count_ship_in_system and fixed the tooltip for the “any version”. Note: count_system_ships is now deprecated
* Replaced every/random/any/count_ship with galaxy_fleet, because checking every ship in the game is a bad idea (and was used wrong in 100% of cases in the game scripts).
* Added Get(Species)ToothName(Plural) loc command.
* Made ‘target country’ of targeted resolutions accessible as 'from' scope in targeted resolutions.
* Added on_branch_office_established and on_branch_office_closed on actions.
* Added "on_starbase_destroyed" on action, and added "starbase_event" event type.
* Added "on_system_occupied" on action that is called when a system is fully occupied (all planets and the starbase). Scope (this = system, from = occupant, fromfrom = original owner)
* Added "system_event" type of event that ensures events are fired in a galactic object scope.
* Megastructures can now have a victory score value.
* Added "add_victory_score" effect, add_victory_score={ reason= score= }.
* You can now hide static modifiers from the country government list of modifiers by adding "hide_from_country_list = yes" to them.
* owned_pop script list (e.g. any_owned_pop) now works in sector scope
* Added every/random/any/count_species_pop which scopes from species to all pops in the galaxy of that species, but use with care because performance on that one ain't gonna be great.
* Deprecated random_pop, any_pop, count_pops and count_owned_pops.
* Made system_within_borders script list work in sector scope too.
* Added "add_victory_score" effect that adds score to a country.
* Added a new trigger has_ship_owner_type to check what type of entity a ship, fleet or ship design is owned by.
* Added "system_event" effect that fires an event in a galactic_object.
* Added "starbase_event" effect to fire events in a starbase scope.
* create_ambient_object can now use effect = { } inside it.
* Added effect fields to a bunch of further create effects that were missing them: create_army, modify_army, create_army_transport, create_pop, create_mining_station, create_research_station, create_half_species.
* The debugtooltip of the planet building queue now shows the sector AI's priorities.
* Now each ship size has their own version of the following modifier shipsize__evasionmult, shipsize_disengage_chancemult, shipsize_tracking_mult. For example: shipsize_crisis_corvette_evasion_mult, shipsize_crisis_corvette_disengage_chance_mult, shipsize_crisis_destroyer_tracking_mult.
* added a "Star Destroyed" message sent when a star gets destroyed (instead of planet destroyed).
* Added a room_name_override effect to set a specific room background to an empire.
* Add effect transfer_galactic_defense_force_fleets = .
* Renamed has_completed/failed_special_project to have _in_log at the end, to avoid confusion as to what exactly they do.
* color entries in scripted map modes now take a type = borders, country or country_and_borders (default).
* Add "zoom" value to scripted map mode colors. The color will only be applied when zoomed out more than this value (default is 0).
* Add "filter" support for scripted map mode colors. The color will then only be applied if the selected map filter is active.
* Made message_types have their own directory, so that modders can add new ones in a new file without overwriting the Vanilla file.
* Mod-made juggernauts which aren't specifically the "juggernaut" ship size will no longer suffer from a variety of deal-breaking issues.
* You can now use [] commands in district descriptions.
* AI weights are now used in the calculations for all component templates (not just the required ones for a ship).
* Added on_pre_government_changed and on_post_government_changed on_actions.
* Added a bunch of triggers to get the number of X sort of diplomatic relations a country has (e.g. num_defensive_pacts, num_rivals, num_truces)
* Added associated_federation and federation_leader scope changes.
* Added effects to add/remove_associate_member of a federation.
* join_alliance effect can now target a federation.
* Added any/every/random/count_associate scopes for getting the associates of a federation.
* Added num_members and num_associates triggers for federation scope.
* Country scope special projects are now possible.
* "allow" fields now work as expected in archaeology sites (and first contact and espionage operations) - previously it was treated as "potential".
* Add support for reading multiple_active_resolutions = yes/no in Resolution categories.
* Added a "set_ai_personality" effect, which lets script force a personality on a country. ex: set_ai_personality = became_the_crisis.
* create_fleet_from_naval_cap effect can now take an optional ship_owner_type parameter, for using Federation or Galactic Defense Force ship designs.
* provided a way for personality to override country type AI Modules.
* Added trigger can_set_policy (to be used in conjunction with set_policy)
* Fixed pop_citizen_happiness so that it works as intended, rather than as just pop_happiness.
* Added effect cancel_resolution = . Cancels/removes the last active/passed/proposed/voting for/failed resolution of .
* Fixed start_colony effect.
* Added export_modifier_to_variable effect and check_modifier_value trigger to be able to get the values of modifiers on the current scope in script
* You can now define "icon = { icon = text = }" in event options, and define a custom icon (and the tooltip for it) there.
* Portrait category is now hidden in the empire creation GUI for graphical cultures and species classes that don't contain any portraits.
* Added new has_city_graphics attribute to graphical cultures for hiding city GUI element in the empire creation menu.
* Global event targets now work on every scope type, instead of quietly failing on a bunch (e.g. Megastructures, Federations) as previously.
* You can now use [X.GetName] and so on in sector, megastructure and deposit scope.
* Variables are no longer cleared if set to 0, use the clear_variable effect instead.
* Added is_variable_set trigger to check whether a variable has been set (to avoid missing variable errors).
* Add support for display_espionage_operations to scriptable map modes.
* Fixed various irregularities with scope change tooltips e.g. "from" being shown on triggers, or the scope change being hidden on effects sometimes.
* scripted_trigger = { PARAM = whatever } will now check if the specified scripted trigger evaluates to TRUE as one would expect, not to FALSE! (Modders take note - manual hacks to avoid this bug need to be reversed)
* Added trigger can_buy_on_market = resource, to check if the current country is able to buy the specified resource on the market they have access to.
* Added add_custodian_term_days effect for increasing or decreasing the remaining term of the current Galactic Custodian.
* Added set_custodian_term_days for setting the remaining time of the current Galactic Custodian's term limit, or setting it to be permanent.
* Added on_federation_new_leader.
* Added support for nested OR/AND in the outer scope of government restrictions scripts. This allows one to e.g. require either an authority or a civic.
* Added is_defensive_army trigger.
* Added pass_resolution_no_cooldown effect to pass a resolution without triggering a cooldown for the relevant category.
* Added leader_events.
* Added trigger is_idle for leaders.
* Introduce add_spy_network_level effect.
* Split trigger_docs into its own log file and added information on scope changes and localisation commands there
* Added new galactic_community_patrol_military_minister_module AI module, that will patrol all capitals of Galactic Community members when not at war.
* Events can now have triggered sounds like pictures: show_sound = { sound = X trigger = { } }
* button_effects now take their scope from the context they are in, so long as that scope is one of the following (with player country as fallback): planet, ship, fleet, system, ambient object, megastructure, espionage operation, arc site or first contact.
* Added ground_combat_attacker/defender script lists.
* Added exclude = {} trigger in pop_percentage and fixed that trigger's scopes (specifically prev).
Post edited April 15, 2021 by gogtrial34987
high rated
Changelog for version 3.0 (no date / added 2021-04-15) - Part 5 of 6

Modding (continued)
* Added check_galaxy_setup_value trigger counterpart to get_galaxy_setup_value effect.
* add_resource, add_modifier and resource_stockpile_compare now accept mult = variable.
* Added effect round_variable.
* Added effect export_resource_value_to_variable (exports current stockpile of X resource to a specified variable).
* Added on_save_game_load on_action.
* Added on_ground_combat_started on_action.
* Added growing/assembling/declining_species scope changes.
* leader skill level modifiers are now calculated in leader scope (so e.g. a leader trait affecting max skill level will now work).
* Fixed a bug where setting the adjective in create_country would also set the ruler's name.
* Added on_actions on_leader_fired, on_leader_assigned and on_leader_unassigned; kill_leader effect can now have a "fire = yes" parameter to use this on_action instead.
* Added is_mobile trigger for fleets.
* Renamed effect "surveyed = { set_surveyed = yes/no }" to "set_surveyed = { surveyed = yes/no }", because that just made no sense. Also made it work in system scope.
* Added defines for relative encryption levels and bonuses.
* Added effect "win = yes". I'm sure no one will misuse this.
* Added on_subject_integrated on_action.
* Added num_organic/artificial_pops_per_year triggers, which return the amount of organic/artificial pops you'd expect to get per year (i.e. ( monthly growth / required growth ) * 12 )).
* Scripted localization can now be used in Galactic Community greeting phrases.
* Added pass_targeted_resolution effect.
* Graphical modifier descriptions now support global event targets in scripted localization.
* Planet modifier descriptions now support scripted localization.
* The create_message effect now supports scripted localization.
* Alert tooltips now support global event targets in scripted localization.
* Notification titles now support global event targets in scripted localization.
* It is now possible to escape opening square brackets in localization text to bypass scripted localization, by using two opening square brackets in succession.
* You can now optionally not localise tradition descriptions, and it'll generate one from the modifiers in the txt file.
* has_communications now returns false if you check it against yourself.
* Added has_been_declared_crisis scripted trigger for use in cases where a BtC Level 5 empire might manage to dodge the declared_crisis flag check.
* Added script effect log_error, because we all love logging our errors!

Bugfixes
* The purge type tooltip for Processing a Lithoids species now correctly states that this will produce you minerals.
* Many improvements to tooltips giving reasons why a certain species right is unavailable to you.
* Purifier, Terminator and Devourer player empires will no longer be invited into the Non-Aligned League. Those guys are too dangerous to be trusted, even if the fate of the galaxy depends on it!
* Fixed many cases where buildings would show extensive and barely-readable AI-only requirements for constructing a building if you lacked the resources to do so.
* Galactic Storms may now no longer be called "Storm Stalk of", instead they will be called the rather more menacing "Storm Stalk"
* Awakened Empires are now properly destroyed when they lose their last planet.
* Self-modified Pops can no longer be resettled on other planets.
* Added event for if Horde is destroyed before Khan returns with their second fleet.
* Oracle event dialogue now correctly refers to your capital instead of your species' homeworld.
* Sensor Array Power Surge event can no longer target Habitats or Ring Worlds.
* Zone A no longer spawns on planets before you actually research its anomaly.
* Pops can now only take soldier jobs if they belong to a species that is allowed to serve in the military.
* Nerve Stapled pops can no longer have full military service, as they lack the mental capacity to be generals or admirals.
* Now you can only ask the President of a Hegemony whether you may join it, since only they are allowed to say yes.
* Planet nominations can now be boosted when the Galactic Market is relocated, not just when it is founded.
* Removed empty modifier from tooltip in Ancient Drones event.
* Empires destroyed from Doomsday origin no longer trigger the default empire destroyed notification event.
* Purchased Caravaneer Pops can no longer be pre-sapient.
* Lithoid Ecumenopolis emissive fix.
* Enabled a better event text for the start of the War in Heaven if someone else leads the Non-Aligned League and is converting their federation into it. It had previously accidentally been unused.
* Hidden Worlds event will no longer say you were clearing kelp when you cleared a sinkhole.
* Released vassals will no longer not have an origin.
* In the Wenkwort chain, the Keeper country was sometimes deleted between events, causing errors. Now it's remade if it doesn't exist.
* Added fallbacks to Dismembered Cloud federation chain if countries lacked starbases in their capital system.
* The Great Khan will no longer try and fail to form a Democratic Federation of Khandom if they lack inhabited planets.
* Fixed a Caravaneers pathfinding script that led to them going home rather than to the next capital every time.
* Fixed a few cases where the Research Cooperative federation election challenge would not correctly show the title of the winning thesis.
* Scripted federation election challenges will no longer elect subjects as president.
* If you turn your capital system into a Black Hole with Horizon Signal, the game will properly treat it as a Black Hole for the purpose of galactic map graphics and starbase buildings and the like.
* Fixed some cases where it was possible to complete the Colossus Project and not get a tech for a planet cracker weapon.
* Synthetically Ascended empires can now successfully block the Ghost Signal.
* Subjects can no longer violate the Military Readiness Act galactic resolution, as the tooltip already stated.
* Fixed a bug where certain Casus Belli e.g. Ideology would tick between available and not available every day when you were a member of a federation.
* Fixed a country/federation check in script for the Ideology CB.
* Fixed some irregularities with having the Scion start and not getting first contact projects.
* Fixed Caravaneer respawning generating the trade station.
* Habitat capitals will now retain the capital designation instead of being shifted to other colony designation types.
* Fixed an issue where it was possible for one country in a federation to establish communications with other countries (esp non-standard ones like Tiyanki) but not pass this knowledge on to its federation allies.
* Fixed a country/federation check in script for the Ideology CB.
* Fixed bug where tooltip for "Every X" would lack a ": " and jump straight into the effects; also the missing tabspace for count_x tooltips.
* Fixed hivemind chinese file to only show up if playing in chinese.
* Fixed Successor Khanates of the Great Khan spawning with no planets (again, for real this time!).
* Fixed a bunch of cases that were checking every ship in the galaxy rather than the system or the fleet. Clash of the Titans achievement just got a lot harder to fulfil!
* Shattered Ring Driven Assimilators and Rogue Servitors with a lithoid subspecies will no longer have their farming segment vaporize.
* Fixed terraformation leaving a giant planet on the galaxy map if you left system view too quickly
* Fixed an issue with the effect of blocked districts sometimes being counted twice.
* Fixed an issue with districts not always being counted as occupied when queued in the build queue
* Fixed memory leak when using -randomlog.
* Disallowed duplicate traits on species to prevent it being exploitable.
* Only allow predefined sets of starting planet classes. This prevents any kind of exploits where planet classes are manually entered that are not part of this set.
* Fixed the reinforce fleet button being greyed out without reason.
* Simplified an option tooltip for an event heralding the completion of a Ring World nearby. The tooltip will no longer try to list every single pop being given the 'Megastructure Demands Rejected' modifier.
* Earth is now consistently size 18.
* Rivaling someone now incurs a truce for breaking non aggression pacts and defensive pacts. Research agreements will now also be broken.
* One-way truces no longer allow you to traverse a nation's space that has closed its borders to you.
* Curator stations will no longer pretend not to understand you and actually pick up when you bother them on the galactic map.
* Crossbreeding events will no longer happen if Xenocompatibility is disabled
* Fixed a case where caravaneer crossbreeding events would badly fail to create a new species.
* Fixed pleased fallen empires sometimes trying to give you a technology you were not allowed to have
* Uplift button now works instead of just giving you the sad button noise.
* Fixed one of the tracked locations in the Cultists/Church of the Light chain being the centre of the galaxy
* Fixed the tooltips and fancy icon frames of the species in the colony ship construction interface being mismatched (saying that every species but your founder species was the founder species)
* Fixed a bug where the tooltip of the "Upgrade all defense platforms" button would always show that 1 platform would be upgraded
* The tooltip of the "Upgrade all defense platforms" button now correctly shows the cost of the upgrades
* The Curator option to "Tell us something we don't know" and find out the location of a Leviathan is back, and the list of Leviathans it can tell you about has been updated.
* Added missing Unbidden Starbase name text.
Post edited April 15, 2021 by gogtrial34987