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high rated
Changelog for Update 2.3 "Wolfe" (added 30 May 2019) - Part II:

UI
- Corrected misleading tooltip that falsely claimed it was not possible to set a species to Transcendent Awakening when it has Assimilation citizenship
- Queuing up multiple outpost constructions will now give the adjacency discount for influence costs where appropriate
- Fixed an issue when having multiple fleets selected including a colossus, right click orders menu on planets would be empty
- Rivalry influence production now displayed with modifiers in diplomatic view
- Diplomatic actions now display correct influence upkeep cost with modifiers
- Added entry to the fleet capacity tooltip explaining how many Titans you can build
- Fixed terraform button tooltip wrongly suggesting you can terraform gaia worlds
- Fixed some technology description texts overlapping with the tech specialization icon
- Fixed quite unplayable text spillout for guaranteed habitable worlds slider in multiplayer galaxy setup
- Fixed info about "Mass Produced" and "Custom-Made" modifiers for robot assembly being missing in the tooltip
- Fixed the reinforce fleets option in the Fleet Manager wrongly showing missing minerals rather than alloys, if you don't have enough of the latter
- Fixed text spillout of View Privacy Policy button in options (I'm looking at you, 23 letter German compound word)
- Fixed a heinous pixel error with Mass Driver I
- Fixed fractional costs of rare resources in ship designer displaying as 0, causing confusion
- Added tooltip to terraform button when it is disabled, detailing why
- Removed redundant repetitive redundant diplo offer duplication for peace offers
- Fixed an issue where the overall progress of a fleet upgrade order would visually reset to 0% after any single ship in the fleet completed upgrades
- Fixed observer outliner to be less broken, along with the hotjoin interface
- Fixed missing species portrait in the declining pop window, so now you can feel extra sad
- Fixed a display issue where replacing a built district would temporarily add to the number of built districts, sometimes causing overflows
- Replacing a planetary building now triggers a re-sort of building icons to keep similar types grouped together
- Removed the "has no FTL drive" part of the tooltip for stations when they are selected and you hover over a different system
- Fixed an issue where losing a building due to resettlement would show the pop requirements for all slots displaying as 5 lower than reality
- Even though devouring swarms can now purge inorganics for alloys, the tooltip wrongly stated they could not be processed...fixed
- Fixed so that unemployment by strata icons are properly displayed and has a working tooltip
- Now it is possible to add federation ships to a fleet design
- Fixed commercial pact diplo agreement wrongly inverting what the proposing and receiving empire will get from the deal
- Fixed visual issue wrongly showing zero tech progress until after first monthly tick
- Cornucopicturesque and Mineralistic event option tooltips no longer refer to adding tile deposits
- Fixed placeholder icons for Ascendancy Shipwrights modifier and Menial Drone Output (extra % produced by Coordinators)
- Fixed missing reference to influence gain reduction in the tooltip describing the result of losing a humiliation war
- Fixed unplayable overlap of the investigate button on unknown alien fleets
- Fixed bad text wrapping in federation fleet power display when the number was over 10000
- Machine empire Mineral Purification/Energy grid etc buildings no longer show the tooltip for raising district cap on inapplicable planet types
- Fixed tooltip that falsely claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standard
- Habitability map icon now considers all possible species instead of just owned ones
- Added descriptive text to the jobs screen to explain how favouriting jobs works
- Updated Corporate Dominion civic tooltip to refer to its new post-MegaCorp effect
- increased tooltip decimal precision on the complex drone output bonus Rogue Servitors gain from Biotrophies

AI
- Implemented improved AI building selection weights (thanks to Glavius for awesome insight here)
- AI will now properly bombard and invade primitive planets rather than suffering last minute pangs of conscience about using orbital lasers on people armed with bronze daggers
- AI now checks for how many outposts are being upgraded to starbase status already when deciding if it can build more
- Fixed the AI considering federation ships as part of its own fleet capacity, causing them to drastically neglect their own fleet building
- Fixed a bug preventing sector automation ever upgrading research labs to level 3
- AI will not build nanite transfusers without nanite income, nor build more than 2 per planet
- Fixed AI fleets getting stuck with redundant attack/defend orders if their target went MIA
- The sector AI of Machine Intelligences and Synthetically Ascended Empires will no longer build food-producing districts or buildings unless they actually need food
- AI will now consider repairing ruined branch office buildings
- Fixed so that transports don't emergency FTL as soon as they take any damage whatsoever, because D-Day didn't stop when the first landing craft hit a mine
- Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work
- AI prefers City districts over Housing buildings a bit more
- Machine empires will no longer build nonsentient, less efficient robot pops and unemploy their own citizens
- AI will now take more opportunities to repair damaged fleets when it has the chance
- Fixed AI bug caused by fleets unassigned to any group not being able to be added to one due to damage, instead just sitting idle
- Fixed AI not bothering to send its war-weary fleets home following a peace agreement

Modding
- The Archaeology system from Ancient Relics is open for modding use, to create your own multi-stage event chains
- Fixed a map distance cache bug that affected mods with non-random maps, causing each outpost to cause the maximum amount of influence
- Added GetAge, GetFirstName and GetSecondName to the leader scope in localization, to allow you to do events calling just first or second names, etc
- on_fleet_destroyed_xxx events will now happen only once. For example: the shattered loop
- Added num_owned_relics trigger
- kill_pop_chance now uses weights with Pop scope
- Added locked_random_list with predetermined effect for random colony automation
- added building/district specific building speed modifier "planet_<building/district>_build_speed_mult"
- Parallel Megastructure build/upgrade capacity can now be altered by modifiers
- Added effect "add_timed_trait" that lets scripts add a timed trait to a leader character. Usage: Scope Leader, `add_timed_trait = { trait = days/months/years="
- Fixed the "num_buildings" trigger to actually take the paramater "any" into consideration
- Added "show_prereqs" to megastructures to determinie if they appear or not in the tech that unlocks them
- Added "prereq_name" to change what name a megastructure shows when unlocked by a tech
- Added trigger last_activated_relic
- Added has_deposit_category for checking a category of a deposit
- Added has_relic trigger
- Added remove_relic effect
- Added add_relic effect
Post edited June 08, 2019 by HypersomniacLive
high rated
Changelog for Update 2.3 "Wolfe" (added 30 May 2019) - Part III:

Bugfixes
- Fixed a case where Prethoryn Infestors would not infest habitable worlds
- Fixed a case where the L-gate chain could get stuck, with pointless repeating techs to gain insights, if another empire finished the chain first
- Fixed nonfunctional "upgrade all" button for defense stations
- Migration controls will now actually control migration, like it says on the tin
- Fixed a case where choosing to fight the Worm could spawn another one, that could also be farmed for rewards
- Fixed broken starbase designs for Awakened Fallen Empires that prevented them from expanding
- Fixed a host of display and stability issues relating to constructing robots from a template rather than the base type
- The Caravaneers will no longer offer the Bunk Beds and Food Containers deals to empire types that cannot use them (Gestalts, etc)
- Put in safeguards to prevent game events dependent on contact with another normal empire (The Prince, Legible, etc) from firing before you've made first contact with any
- Cybernetic pops should now be able to survive (poorly) on Machine Worlds, which now have a base habitability of 0 (offset somewhat by their +20% tolerance)
- Fixed organics being assimilated not being put in a proper job/stratum leading to no assimilation progress at all
- Fixed a bug when pop growth penalty due to low habitability was not applied
- Fixed certain binary and trinary star systems with planets visually inside a star
- Fixed the bug when state of truce was not force-opening borders
- Fixed unintended case where borders force-opened by a peace deal could have trade routes sent through them, creating weirdness like piracy in gestalt empires, etc
- Fixed ironman cloud saves being overwritten if you play the same empire in separate games
- Fixed the "Old With Defects" event tooltip stating it would grant progress in one technology, instead applying it at random to one the player already had available to research
- Fixed a crash on Mac when attempting to load a game with the resettlement screen open
- Fixed literally unplayable typos
- Null void beams no longer wrongly appear outside of the Portal event
- Fixed synthetic empires not getting the project to stop the Ghost Signal
- Replaced placeholder icons for certain ship/station types in fleet combat results, etc
- Fixed Volatile Mote production jobs for machine empires so they are now properly complex jobs with higher priority for pop assignment
- Added a research cost to the "Cracking it Open" event, also changed it to be an engineering project
- Added a research cost to "Breathe In, Breathe Out"
- Fixed a case where you couldn't build an outpost in a system with hostile primitives because it counted as enemy territory, nor could you invade and subjugate them to rectify this situation because they weren't inside your borders, creating a weird catch 22
- Fixed a confusing visual issue when using manual ship design where going to the ship designer would automatically show newly researched components, even if your ship doesn't actually use them
- Fixed the penalty for going over your starbase cap only being applied once you were 2 starbases over the limit
- mature_galaxy and advanced_galaxy console commands are functional again
- Fixed a crash on game save
- Fixed a free alloys exploit with downgrading defense platforms
- Fixed planetary features with blockers that are cleared by an event not granting districts properly until after a game reload
- You can now choose to station military ships at things like wormholes the same way you can with civilian ships
- Fixing a mysterious Linux crash when colonizing a planet and the species somehow gets invalidated before finished
- Crashfix when invalid leaders are left in a country's leader pool
- Fixed a low stability warning on game start that disappeared after the first daily tick, because the apparatus of control and repression cannot be relaxed for even an instant
- Fixed some cases where special projects could get stuck
- Fixed an uncanny crash with clicking on the ethics icons of the UNE when editing the default empire template because your utopian, egalitarian ideals aren't as universal and immutable as you think, hippies
- Added missing piracy suppression values to Caravaneer-granted ships
- Fixed weird cases where genetically modified subspecies could unintentionally be enslaved with certain ethic/civic combinations
- Fixed unusually slow purge speed when the Prethoryn conquer a primitive world
- Failing to Preemptively strike the Underground civilization as a homicidal race will cause them to invade you rather than just do nothing
- Fixed a crash when giving away systems
- Fixed the trade window sometimes becoming crazy until reload/restart
- Speed Demon event will add the red/green traits even if your species is very strong/adaptive
- Fixed OOS for diplomatic upkeep upon hotjoining
- Fixed a hilarious one where marauders could demand the outrageous tribute sum of zero resources
- Fixed the Odd Factory event creating incorrect worker strata jobs instead of drone jobs for gestalt empires
- Ships will no longer use unexplored wormholes when trying to pathfind
- Fixed a bug where ruined buildings could be downgraded, repairing them, even though it's true that sometimes you have to destroy in order to create
- Fixed Life Seeded not granting proper Gaia world preference
- Changed "The Planet that Was Not There" event wrongly targeting guaranteed habitable worlds, nor on gaia planets or those with special deposits
- Fixed at least one instance of the country resource OOS
- Ecumenopolis preference no longer called AI world preference
- Crime event no longer fires for non-sapient robots, and also waits until the planet has >3 pops
- Fixed a Mac crash when trying to remove a build queue item from a starbase
- Fixed slightly misleading description text if the first gateway related site you discover is the L-Gate
- Randomized empires gets their starting planets, ethics and civics correctly set up when they start as life seeded or post apocalyptic
- Fixed breaking commercial pacts not incurring a negative diplomatic modifier
- Fixed the mining restoration project failure result giving a scientist trait to an admiral. England expects every man to do his duty.
- Fixed Machine and Hive world terraforming removing rare deposit types
- Fixed a wild one where multiple research point consuming special projects could put your research output in to negative, and block all station or building construction for some reason because of "missing resources"
- Fixed missing event image for the Nanosand anomaly when spawned on a desert world
- Fixed a crash when a country gets a trade route that used to belong to someone else
- Fixed planets under colonization wrongly generating unrest warnings
- Impose Ideology war now properly creates an independent allied empire, instead of a vassal
- Fixed terraforming candidates not being terraformable into Gaia worlds
- Lots of general crash, OOS, stability fixes
high rated
Changelog for Update 2.3.1.2 (added 05 June 2019):

Ancient Relics Story Pack Features
- Increased variety of introductory images for archaeology sites
- Added some missing SFX to archaeology site dig stages and random events

UI
- Added alert if planet automation is low on resources and monthly transfer is lower than 10
- Fixed missing loc string in Zro deposits
- Fixed the tooltip for machine pops being processed by a devouring swarm wrongly suggesting that you could get delicious food out of their soulless metallic husks somehow, instead of decidedly unappetizing alloys
- Grunur system spawn popup event now displays neighbouring system name instead of an empty string
- Fixed some missing text on the omnicodex arc site

AI
- Improved AI's desire to aggressively produce alloy foundries to drive its fleets and expansion
- AI is much more willing to actually spend that alloy on ships
- Fixed AI wasting its Influence by constantly reforming government
- Fixed AI being only willing to spend rare resources on base construction, never upgrades or edicts
- Updated AI food, energy, mineral, and influence budgeting. It will now try to use them on decisions and edicts when able, instead of amassing huge, untouched stockpiles
- Fixed AI treating pirate occupied systems as total no-go zones even when it had more than enough fleet power to wipe them out (should help them expand without being blocked off)
- AI empires will now be willing to expand into systems up to 5 jumps beyond their borders, making it more difficult to cut them off at chokepoints
- Tweaked AI influence spending on edicts and campaigns so as not to activate ones with limited value (map the stars when most of the galaxy is explored, etc)

Bugfixes
- Fixed failure to launch crossplay beta branch on Linux
- Fixed failure to launch the GOG version on Mac without using GOG Galaxy
- Fixed cases where victorious Force Ideology wars would not result in ethics shift
- Fixed an economy out of sync
- Fixed a potential crash in the cross-breeding game rule
- Fixed Zroni precursor sites being wrongly visible to all empires, not just the discoverer, allowing them to be ninja'd by others and leaving you stranded with an uncompletable chain
- Fixed core sector being named after the initial planet name, before any homeworld name is applied
- When you have multiple fleets selected, some with the Psi Jump Drive and some without, it will now show the longest combined jump they can make together, not the max range for just the Psi ships
- Fixed exploits related to jump drive use allowing fraudulent circumvention of cooldown times and max ranges
- Fixed unconscionable, unplayable typos and missing texts
- Fixed a hilarious one from last year where if one of your starbases came under enemy occupation in a war, you could still queue up defense platform construction there. Helpfully, the enemy empire would pay for this from its own resource stockpile
- Fixed cases where General leader traits were wrongly applied to armies
- Added missing special portrait for the Nu-Baol, feat. Fred Durst
- Fixed new Ancient Relics SFX playing at way too loud a volume
high rated
Changelog for Patch 2.3.2.1 / GOG-30250 (Windows) / GOG-30250 (Mac) / GOG-30253 (Linux) (added 14 June 2019):

- Producer's note: in the interest of getting these fixes to you quickly, anything requiring new text is not yet translated in to languages other than English. We'll get localization done and in for the final 2.3.x version, never fear.

Ancient Relics Story Pack Features
- The random outcome "Archaeological Loop" in the "Déjà Vu Dig" Archaeology Site now has altered story text, and the outcome temporarily traumatizes the Scientist
- The random outcome "A Custom Job" in the "Cut To Fit" Archaeology Site now rewards the player with benefits to Terrestrial Sculpting tech research

Balance
- Added a new artifact action to discover a precursor artifact for 25 minor artifacts
- Reduced AI expansion distance to 2, for slightly less gruesome Balkan borders. It will still be more aggressive than before about trying to avoid being boxed in
- Nu-Baol Life-Seeding decision no longer has any cost, since the cost is paid for by activating the relic
- Ether Drake Trophy relic effect on unity increased from +10 a month to +10% a month
- Scales of the Worm relic effect on unity replaced with +10% physics research speed
- Rubricator relic effect on unity replaced with +20 society research per month
- The Surveyor relic activation cost is now 500 energy instead of 150 influence

UI
- You now get a popup when resettling the last pop of a colony to make sure you want to destroy said colony
- Fixed a draw issue on the Mechanocalibrator and pre-space Ratling worlds that would cause resources districts to display as a single gigantic box

AI
- Fixed AI activating population control when it shouldn't
- Fixed colony automation spamming too many districts at once in multiplayer
- Lots of little tweaks to the AI's economic decision making

Modding
- Using brackets in loc in 'scripted triggers' and 'scripted effects' can no longer result in an infinite loop as it thinks it's supposed to be a macro

Bugfixes
- Fixed colonies not being destroyed properly when emptied of population. Go forth and purge once more.
- Fixed barren worlds not terraforming
- Fixed armies mysteriously gaining strength, regenerating or disappearing without a trace during invasions
- Fixed synth ascended robots that were robomodded not being assembled on planets
- Fixed Gestalt empires starting with either unemployed drones or unmanned job slots
- Fixed a crash when a planet building a robot template changes owner
- Fixed unplayable have/has typo atrocity in the Grand Herald event
- Fixed so that pops will not promote to specialists/rulers if there are unemployed pops from those strata already available. Get back to the acid mines, proles.
- Inscrutable Power achievement now properly looks for the Galatron relic
- Planets shouldn't start with unemployed pops anymore
- Habitat specific orbital deposits should no longer rarely appear on non-habitats
- The "Givernor" skill is no longer a thing
- Driven Assimilators may now properly have farming worlds to feed their hungry Cyborgs
- No longer possible to merge the salvage cruiser with normal fleets to prevent exploits with upgrades and resource refunds
- Fixed the Atomic Clock event annihilating primitives but leaving observations stations intact to observe...their irradiated cadavers, I guess?
- The Galactic Wonders Ascension Perk will now begrudgingly accept a Science Nexus as "complete" even if it doesn't have a brain in a jar. Your researchers will still know it's not really complete without one though, and that knowledge will haunt them in the lonely hours of the night.
- Fixed events like "A New Metal" spawning on worlds that already had science stations, and wrongly being collected by these
- Did some more smoothing of SFX volume spikes in new Ancient Relics content
- Fixed a case where the Rubricator world could wrongly spawn a second, entirely unrelated dig site
- Fixed being able to make a slave army from any species whatsoever so long as a single pop of any race was enslaved on the planet, even though it was an admirable display of class solidarity
- Prevented the Baol chain from spawning any digsites in the Sol system because that made even less sense than lasers making sound in space
Post edited June 17, 2019 by ggzx12
high rated
Changelog for Update 2.3.3 (added 04 July 2019):

Ancient Relics Story Pack Features
- A number of archaeology sites have been overhauled to give more interesting rewards for completion, with new techs, empire modifiers, and ethics-based outcomes

General
- Updated localisation for all languages

Balance
- Further changed Precursor system spawning to always connect to an owned system, if possible, to reduce them appearing in inaccessible places
- More archaeological site events will grant minor artifacts
- Zroni chain grants Psionic Theory tech option for non-gestalts
- The Surveyor relic now has a chance to find multiple deposits during its activation time. It has also been reduced to a five year timer
- Adjusted the rate at which Admirals gain XP when patrolling and when in combat
- Daily patrolling XP is now based on the max piracy in a system rather than the current piracy
- Disengaged ship now also give xp, they have their own define: LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_DISENGAGED_CONVERSION
- Zro is slightly more common
- Marketplace of Ideas trade policy unity per trade value increased from 0.15 to 0.25
- Grand Herald site is less common. When the Grand Herald is found it may be damaged to some degree, if so there is a special project to restore it to full power
- Finishing Arc Sites may yield Technology Research Options/Boosts
- Lowered the chance of archaeology sites being discovered when planets are surveyed
- Non-genocidal gestalt empires may now also seize the galatron from those who would withhold access to its glory

UI
- Added MP DLC ownership icon for Ancient Relics
- Fixed line break in Zro Deposits causing unnecessary truncation of text
- Fixed displayed Army Recruitment time not including build speed modifiers
- You should no longer be able to see the orders of the fleets of other empires
- Fixed the resources going haywire in the trade view. Hopefully for the last time
- Added a country modifier to remind you that you can safely colonize Holy worlds as the chosen of Zarqlan

AI
- Fixed so that the AI uses their idle science ships to assist research rather than just drawing salaries and doing nothing like typical freeloading intelligentsia
- AI empires will finish tradition trees before starting new ones
- Changed AI weight for consecration decision, so that it's actually used
- AI will now build city districts on planets if needed even if not many pops live there
- AI no longer juggles leaders back and forth, and also makes sure there is always at least one leader assigned to a ship
- Fixed the AI declaring war on empire they can't reach, or empires on the other side of the galaxy
- AI no longer needlessly upgrades starbases if they still have unused module or building slots
- Removed ostensibly arbitrary pop requirement for research buildings, also capped holo-theatres to one per planet

Modding
- add_anomaly effect now adds the anomaly to the scoped country instead of the first country to survey the planet
- Added "min_jumps" and "max_jumps" parameters to the "spawn_system" command for better control of where and to what world spawned system appear
- min_jump and max_jump now use -1 to be ignored, so that you can make systems that attach directly to your base system
- Added steal_relic = { target = TARGET_COUNTRY relic = <all/random/RELIC_NAME> effect
- The on_arrival_effect is now properly called with a fleet scope
- Replaced hard texture limit with hybridarray for people that have excessive amounts of textures due to mods
- Added 'is_last_lost_relic' and 'is_last_received_relic'. Both trigger return true if the relice passed as a parameter is the last (lost/received) relic by the country from the scope country scope: is_last_lost_relic = / is_last_received_relic =

Stability
- Fixed a freeze when editing trade routes from a system you stole
- Fixed a crash when using mature galaxy in observer mode

Bugfixes
- Colony automation now has a 3 day cooldown after a building completes in order for recently completed constructions to take effect
- Increased weighting of favorited jobs so that they're properly prioritized
- Made the logic for buy/selling slaves better. AI is now more likely to both buy and sell slaves, wrote someone in the 21st century
- Fixed automation not working on planet capitals or new colonies if you don't change the designation
- Conquered habitats will now convert districts that are not permitted by their new empire type
- Fixed so that rogue servitor AI will no longer just build organic sanctuaries
- All non-Exterminator Machine Intelligences should now be able to make Farming Colonies
- In MP only the first player to discover the Baol or Zroni precursor will begin their chain. Others are free to discover different precursors
- Fixed overflow issues in AI diplomacy due to relative strength calculations
- The result of "Reverse-Engineer Minor Artifacts" is now properly randomized
- Disabled map-ping for finished arch sites
- Admiral XP is based on the total cost of ships instead of just minerals
- Fix for all buildings swapping issues
- Secrets of the Irassians will no longer sometimes give machine intelligences a tech they can't use
- Changed so that arch sites and certain events use the correct GFX files
- Fixed Growth species disappearing every other month in some cases
- Ship build speed modifiers are no longer applied twice
- Fixed Build Speed modifier being applied twice to buildings
- Fixed some new Tutorial Lines not playing VO
- The Caravaneers roam space once again instead of sitting in orbit ringing your doorbell for all eternity with an "offer you can't refuse"
- Deficit modifiers are properly applied again
- Master Builders no longer ever affects Habitat size
- Rare resource tech will also be researchable if any planet you own contains an Industrial sector deposit
- Primitives living on Ring Worlds will no longer build normal districts on them when invaded, enlightened, or if they naturally develop spaceflight, because inscrutably we have created a game where apparently such things are possible
- Maintenance Drones again have a positive weight for the Emotion emulators trait
- Fixed ships not going MIA when they can't return because they don't have access
- Presapients can now be found again to be uplifted/exploited/devoured as your whim decrees
high rated
CHANGELOG Update 2.4.0.7 (09 October 2019)

General

*Added Launcher v2
*Updated all factions titans with panning light meshes. Updated vfx for Ether drakes wing attack (muzzle, projectile, hit effect)
*Caravaneer ship & station vfx update
*Added "/mute " and "/unmute " chat commands
*Cloud saving support added on GoG and Paradoxplaza versions of the game

Balance

*Hunter-Seeker Drone jobs now have a preference for pops who would actually be good at it
*The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50%
*Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great *Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33%

UI

*Fixed improperly displayed text in the name of Galatron wars
*Protection war name list no longer includes machine uprising and war in heaven
*Removed unnecessary decimal precision in lacking resources tooltips
*Added some tooltips to the planet screen: close button, decisions, tab buttons, garrison and armies, planetary features
*Added a notification when one empire guarantees the independence of another
*Added a defense army icon to the Stronghold and Fortress buildings to help visually identify their effect, and updated the garrison tooltip
*Fixed a cut off display of the clearing cost for ruined arcology blockers
*Fixed reversed "they get" and "we get" information showed in commercial pacts
*Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size

AI

*The AI will now look at several Edicts and try to enact one of them, whilst still remembering the one they want the most and save towards enacting that
*AI will now wait at least a year before attempting to propose the same diplomacy deal to the same target
*Fixed AI not building defense platforms
*Automated building now checks that upkeep cost is covered by income

Stability

*Improved performance by reducing the number of string copies in modifiers
*Parallelized some planet functions
*Optimized calculations done in frame rendering
*Bunch of caching and optimizations to planet job calculations
*Fixed a slowdown when viewing the slave market

Bugfixes

*Fixed an incorrect scripted trigger which could sometimes result in the deletion of research labs when upgraded
*Fixed literally unplayable "the the" typo in ancrel.23.desc
*Fixed empires that have outlawed slavery not emancipating slaves on planets they conquer
*Fixed a possible crash when a planet has no pops
*Fixed an instant repair exploit when you dismantle a starbase module while it's under attack
*Fixed a bug that could cause rivalry declarations and closed borders enacted by you to to make you instead the target of those things from the other empire
*Removed an exploit where when transferring, merging, and transferring ships again while paused, one could cheekily cause them to become invisible and untargetable in combat
*Fixed an overflow bug with relative empire power calculations
*Removed incorrect ability to completely depopulate primitive planets with raiding bombardment stance
*Fixed nonfunctional modifiers to colony ship build cost
*Fixed a potential crash in AI when evaluating market values
*Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want
Post edited October 09, 2019 by DampSquib
high rated
#################################################################
######################### VERSION 2.4.1 ##########################
#################################################################

###################
# General
###################

* Added Launcher v2
* Updated all factions titans with panning light meshes. Updated vfx for ether drake’s wing attack (muzzle, projectile, hit effect)
* Caravaneer ship & station vfx update
* Added "/mute <user name>" and "/unmute <user name>" chat commands
* Cloud saving support added on GoG and Paradoxplaza versions of the game
* Launcher can now display incompatible mods pre-game start

###################
# Balance
###################

* Hunter-Seeker Drone jobs now have a preference for pops who would actually be good at it
* The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50%
* Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33%

###################
# UI
###################

* Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size
* Fixed improperly displayed text in the name of Galatron wars
* Protection war name list no longer includes machine uprising and war in heaven
* Removed unnecessary decimal precision in lacking resources tooltips
* Added some tooltips to the planet screen: close button, decisions, tab buttons, garrison and armies, planetary features
* Added a notification when one empire guarantees the independence of another
* Added a defense army icon to the Stronghold and Fortress buildings to help visually identify their effect, and updated the garrison tooltip
* Fixed a cut off display of the clearing cost for ruined arcology blockers
* Fixed incorrectly reversed "they get" and "we get" information showed in commercial pacts

###################
# AI
###################

* The AI will now look at several Edicts and try to enact one of them, whilst still remembering the one they want the most and save towards enacting that
* AI will now wait at least a year before attempting to propose the same diplomacy deal to the same target
* Fixed AI not building enough defense platforms
* Automated building now checks that upkeep cost is covered by income
* Fixed artisan jobs flipping constantly between active and unemployed

###################
# Stability
###################

* Improved performance by reducing the number of string copies in modifiers
* Parallelized some planet functions
* Optimized calculations done in frame rendering
* Bunch of caching and optimizations to planet job calculations
* Fixed a slowdown when viewing the slave market

###################
# Bugfixes
###################

* Fixed an incorrect scripted trigger which could sometimes result in the deletion of research labs when upgraded
* Fixed literally unplayable "the the" typo in ancrel.23.desc
* Fixed empires that have outlawed slavery not emancipating slaves on planets they conquer
* Fixed a possible crash when a planet has no pops
* Fixed an instant repair exploit when you dismantle a starbase module while it's under attack
* Fixed a bug that could cause rivalry declarations and closed borders enacted by you to make you instead the target of those things from the other empire
* Removed an exploit where when transferring, merging, and transferring ships again while paused, one could cheekily cause them to become invisible and untargetable in combat
* Fixed an overflow bug with relative empire power calculations
* Removed incorrect ability to completely depopulate primitive planets with raiding bombardment stance
* Fixed nonfunctional modifiers to colony ship build cost
* Fixed a potential crash in AI when evaluating market values
* Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want

https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-4-1-lee-hotfix-released-checksum-73ad.1257559/
high rated
CHANGELOG Update 2.5.0.5 (24 October 2019)

Balance

*The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50%
*Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33%

UI

*Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size (for realzies this time)
*The Shared Burdens civic will no longer appear by itself in the civics list when you select Gestalt Consciousness ethics but have not yet selected Machine Intelligence or Hive Minded authority
*Added a notification when one empire guarantees the independence of another

AI

*Automated building now checks that upkeep cost is covered by income

Bugfixes

*Fixed wrong save file being loaded from the resume button in the launcher, caused by a conflict between local and cloud saves
*Fixed the game complaining about mods not being in UTF8-BOM3 for no good reason
*Fixed a potential crash in AI when evaluating market values
*Fixed cases where planetary events could fire multiple notifications
*Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want
*Mods are now properly added to the load order in the order they are enabled rather than the order they are sorted in the launcher
high rated
CHANGELOG Update 2.5.1 (28 October 2019)

UI

*The tooltip for Livestock now mentions that Lithoid Livestock produce Minerals instead of Food
*Chat muting commands now work consistently between in-game and lobby chat

Bugfixes

*Lithoid Empires with the Terravore civic should no longer occasionally end up blocked from social research
*Fixed so that players get the correct visual representation of chosen parts for the lithoid ships
*Fixed Lithoids wrongly getting unhappiness and growth penalties from negative food, this comes from negative minerals for them now
*Graphics options chosen in game launcher should actually apply in game now
*Launcher should correctly handle mods and game options on the Paradoxplaza version of the game
*Fixed a crash when network is disconnected
high rated
Changelog for Update 2.6.0 (17 March 2020) - Part I:

Federations Expansion Features
Federations Rework
- Form new types of Federations, each with unique passive effects, and level them up to unlock perks. Customize them further through the new Federation Laws.

Galactic Community
- Join the Galactic Community and pass resolutions by voting with the rest of the Community to make the galaxy a better place for everyone. Or slowly build up your diplomatic weight, and become the senate!

Origins
- A new way to customize your Empires, by choosing their Origin story. Is your Empire a race of people who survived the destruction of their homeworld who now live on Habitats? Or did your Empire discover nearby allies that it formed a Federation with? Or...?

Juggernaut
- Bigger is better! The Juggernaut is a new ship class as large as a starbase that can build and repair ships in the field, turning your offensive fleet into an unstoppable force!

Mega Shipyard
- A new Megastructure with a name so fitting you wonder how we even thought of it. The Mega Shipyard will allow you to build ships quicker and in more numbers than ever before, having up to 30 shipyards and passively increase your empires Ship build speed, while also starting ships off with some XP.

Achievements
- Show off your soft power with 10 new Steam achievements.

2.6.0 "Verne" Free Features
Diplomacy Polish
- Envoys have been added to the game. A Mini-leader that you don't need to hire, but you have a limited amount of. Meant to be used to improve or harm relationships with other Empires, to increase your Federations Cohesion, or to increase your Diplomatic Weight in the Galactic Community.
- Envoys are displayed in the top bar with informative tooltips.
- Countries now have a Diplomatic Stance. These can be found under Policies and set your empire's general disposition towards other empires. Isolationist? Belligerent? Cooperative? Each comes with its own sets of benefits and drawbacks.
- If a country that has subjects leaves or is removed from a federation, its subjects are also removed.
- Diplomacy action view and response view now have background colors depending on if the action is aggressive, positive, negative or neutral.
- The "attitude" displayed in the diplomacy window will now say that it is a human empire if it is.
- The Diplomatic Grants edict now increases Diplomacy Weight and improves Envoy effectiveness instead of Trust Growth and Trade Attractiveness.
- Diplo info pop-up now has an icon indicating the action.
- An icon (currently set to the closest relevant diplomacy status) is now shown in the diplomacy action view as well as the response view.
- The alien message flavor text in the diplomacy view now animates and fades in, and then animates and fades out after five seconds (tweakable in defines).
- Progress bar for opinion levels in diplo view now has different colors per level.

Other Stuff
- Updated the War in Heaven scripts. The leader of the strongest federation will now be given the option to turn their federation into the League of Non-Aligned Powers (if all federation leaders say no, other countries can still form a new federation)
- The "Eat the Titans" planet modifier (for planets with titanic life forms) now gives Titan Hunter jobs.
- The Commonwealth of Man now always spawns somewhere if playing UNE.
- Strike Crafts now have an engagement_range, making a pure hangar based design viable. Modifier: ship_engagement_range_mult
- Added a generic way to block archetypes in create_species effect.
- Added a Lithoid prescripted empire for the Lithoids Species pack.
- Fleet reinforcement is now handled as an MIA event: When a ship is built to reinforce a fleet that is not in their system, they will go MIA for as long as it would have taken them to get to the fleet. In order to reinforce, a path with no hostiles (including pirates and space wildlife) blocking the way to the fleet must exist.
- A notification will now appear when a Terravore's Consume World decision completes, listing the benefit they received from wrecking the place and making it easier to reselect the planet.
- When terraforming a planet to a Machine World, any non-cyborg Biological pops will be killed off and an Organic Slurry deposit will be added. Determined Exterminators will gain 100 unity per pop killed this way.
- Colossus Assembly Yard is now called Colossal Assembly Yard, and is now also unlocked by the Juggernaut tech.
- Added cooldown to leaders (currently only used by envoys) that need to tick down before they can be moved. Also added leader modifiers for improving and harming relations.
- Added Docile and Unruly traits, which affect empire sprawl from pops.
- Added Streamlined Protocols and High Bandwidth robot traits, which affect how much empire sprawl the robot pops cause.
- Added Maintenance Protocols civic for machine empires, which makes maintenance drones produce 1 unity.
- Added Instinctive Synchronization Synchronicity tradition that increases admin cap from synapse drone by +2.
- Added Bureaucrat governor trait that increases admin cap from bureaucrat jobs by +10%.
- Added a new free archaeological site, and a new one for Ancient Relics.
- Added a colony event chain about dancing.
- Made debugtooltips show information on flags, modifiers and variables when hovering over a country icon.
- Now possible to use ethos list as preferred when randomizing ethics by setting randomize_ethos = yes
- Added new Civic: Effective bureaucracy which gives +5% admin cap
high rated
Changelog for Update 2.6.0 (17 March 2020) - Part II:

Balance
- Xenophile empires now start with additional envoys.
- The Federation tradition now grants an additional envoy (Universal Compatibility does not).
- Hive Districts on Hive Worlds now provide extra housing and maintenance drone jobs.
- Hive Warren buildings no longer provide maintenance jobs, but instead provide housing and amenities
- Countries with high income from trade value will now be somewhat more likely to be picked as the host of the Galactic Market, whereas Gestalts are less likely to be chosen.
- The One Mind hive mind civic now also makes your leaders less likely to gain negative traits.
- Removed civic restrictions from Byzantine Bureaucracy. Philosopher King now also makes your Rulers and Governors less likely to gain negative traits.
- Fallen Empires will now use up to 8 armies' worth of occupation armies, up from 0.
- Khanate Diadochi now always get claims on all systems belonging to their rival Diadochi.
- More Pops from the Great Khan's Horde are now generated when they conquer a planet.
- The Khanate Successor States now get Alloys and Consumer Goods when they are created.
- Genetic Resequencing now permits Lithoids to gain the Adaptive and Rapid Breeders species traits.
- Synchronicity Tradition Change: Instinctive Synchronization (Hive) now causes Synapse Drones to produce 2 Amenities. Integrated Preservation (Machine) Coordinators increase Admin Capacity generation by an additional 3 and reduce Deviancy by 2.
- Prosperity Tradition Change: The Prosperity finisher will now grant +1 Maintenance Drone per 20 pops for Machine Empires.
- Domination Tradition Change: Modular Depots (Machine) now decreases Empire Sprawl from Districts by 25%.
- The reward for destroying pirates now scales somewhat as the game progresses, and destroying the Privateer Conglomerate will grant you a reward proportional to the task.
- Resource Processing Centers now provide two Alloy Drones or one Fabricator instead of a Synapse Drone or Coordinator.
- The second housing tech will now give gestalts extra maintenance drones per city section.
- Increased Gestalt empires' maintenance drones from arcology habitation districts from 2 to 9, to scale for the larger population they can support.
- Federation influence upkeep reduced from 2 to 1.
- The UNE is now more powerful when it is spawned by playing as the Commonwealth.
- The Byzantine Bureaucracy civic's effect is now: Bureaucrats now produce +1 Unity and +1 Stability. Fill out these forms in triplicate and have them properly stamped and filed, everything will be fine, citizen.
- Empire Sprawl Changes: Colonies are worth 5 Empire Sprawl instead of 2. Each Pop produces 0.5 Empire Sprawl. Sector Governors reduce Pop Contribution to Empire Sprawl by 2% per level. The Species traits Unruly, High Bandwidth, Docile, and Streamlined Protocols increase or decrease Pop contribution to Empire Sprawl by 10%.
- Minor tweaks to Arc Site rewards related to the Zroni.
- Added two new Engineering (Materials) techs that increase Metallurgist production and two new Physics (Computing) techs that increase Artisan production.
- Master Builders ascension perk no longer requires Voidborne or Galactic Wonders, and now only requires Mega-Engineering.
- Defense Platforms can start with Hangar sections (using scout craft).
- Some changes have been made to strike craft to make hangar sections more valuable. Strike craft now move significantly faster, reinforce losses faster, and have increased tracking and evasion. They will now engage from a larger distance, and will act as a point defense screen against missiles, other strike craft, and act as a counter against swarms of light ships such as corvettes. A "Carrier" combat computer has been added that will attempt to stay at extreme range during combat.
- Reduced research cost of the "Hallucinogen Removal" project.
- Gaia worlds can no longer get the "High Gravity" or "Hazardous Weather" modifiers.
- Added the "Indentured Servitude" slavery type, which allows slaves to be employed in Specialist jobs, but leaves them with most of their political power. This requires the expanded slavery types from the Utopia DLC.
- Tweaked the reward from the "Finding the Truth" event.
- Tweaked the cost of the "Probe the Void" Project.
- Barbaric Despoilers now have access to the Form Federation tradition if the host has the Federations DLC enabled. They are restricted to only being able to form Martial Alliances or Hegemonies (if they meet the other prerequisites).
- Lowered the duration of the "Scared Populace" modifier from 20 years to 5.
- Mardak vol should spawn a bit more often
- Reward for selling Alien Box is now Consumer Goods rather than Minerals.
- Nanite-oriented events now reward actual Nanites.
- Player now gets paid in Consumer Goods rather than Minerals for giving up findings in Teaching of Explorers event.
- Rebalanced hive start to have 3 more pops, 1 less hive district.
- Rebalanced hive capitals to have amenities/housing 8/8 and 15/15.
- Having Empire Sprawl over your Administrative Cap no longer modifies Leader Upkeep.
- Private Military Companies civic now also increases army starting XP by +100.
- Shadow Council civic now also increases ruler resource output by +10%.
- Ascetic civic now also increases habitability by +5%.
- Divided Attention civic now increases admin capacity by +10% instead of +20.
- Strength of Legions civic now also increases army starting XP by +100.
- Subsumed Will civic now reduces empire sprawl from pops by -20% instead of reducing edict cost.
- Pooled Knowledge civic now increases leader experience gain by +10% instead of increasing leader pool by +1.
- Scrapping the ship in the "Atomic Countdown" event now gives you Alloys instead of Minerals.
- Adaptive Bureaucracy tech now increases empire admin cap by 5% instead of reducing bureaucrat upkeep.
- Colonial bureaucracy now gives +10 admin cap and level 2 bureaucrat building
- Galactic bureaucracy now gives + 10 admin cap and level 3 bureaucrat building
- Adaptive Combat Algorithms tech no longer requires Colonial Bureaucracy.
- Adaptive Combat Algorithms tech category is now Military Theory instead of Biology.
- Criminal Syndicates can now form and join Federations, and now use the standard Diplomacy traditions.
- Lithoids are now less likely to take farming jobs if they are not running low on food.
- The Interstellar Assembly now grants an additional envoy at the second and fourth tiers.
- The Private Prospectors MegaCorp civic now reduces Empire Sprawl from Systems by 33% instead of adding a flat bonus to Admin Capacity.
- Migration Pacts now also cost 0.25 in influence upkeep
- Use of Javorian Pox bombardment requires the Indiscriminate (or worse) Bombardment policy.
- Harmony/Synchronicity tradition finisher no longer increases stability, but reduced empire sprawl from pops by 10%.
- Utopian Dream tradition no longer reduces pop amenities usage, but increases stability by 5%.
- Pacifist ethics now reduce empire sprawl from pops by -15%/-30% instead of increasing admin cap by 10/20.
- Imperial Prerogative ascension perk now increases admin cap by 20% instead of by +30.
- Courier Networks expansion tradition now reduces empire sprawl from colonies and systems by 25%.
- Auto-Curating Vault now increases unity and culture worker output.
- Citadel of Faith now also provides high priest jobs.
- Standardized technology costs for resource building upgrades and booster buildings (Ministry of Production etc.).
- Psionic Theory now reduces empire sprawl from pops by 10% instead of increasing unity output by 5%.
- Construction Templates technology now also reduces empire sprawl from districts by 10%.
- The Resourceful achievement has been changed to "Have monthly income above one for every resource in the galaxy". (Resources potentially found outside the main galaxy are not required)
- Divine Enforcers are now able to shine their righteous light upon the core worlds of the Contingency, granting them blessed release from their regrettable soulless existences.
- Hyperlane Registrar has been reworked and now increases trade collection range by 1 instead of its previous effects.
- Secrets of the Precursors artifact actions are now clearer on use that they start a special project. Secrets of the Cybrex no longer grants 25% progress in its associated tech (but still provides it as a research option).
- Switching assembly focus from one robot to another now only removes 10% progress instead of the default 50%.
- Rebalanced starting positions for all empires so that they are more similar to each other.
- Tradition Cost penalty from Empire Sprawl exceeding Admin Cap is now increased by 20%.
- Technology Cost penalty from Empire Sprawl exceeding Admin Cap is now increased by 33%.
- Resource districts now provide 1 additional housing for machine empires.
- Normalized buildings so that upkeep, build costs and times, are more consistent across tiers.
- Unity buildings have been standardized to have 3 levels which upgrade similarly to other buildings, and provide similar amounts of jobs.
- Calculator jobs now turn energy instead of minerals into research.
- Integrated Preservation Synchronicity tradition now increases maintenance drone jobs from nexus districts instead of maintenance depots.
- OTA Updates machine civic now reduces Empire Sprawl from Pops instead of reducing Edict Cost.
- Added Mega-Assembly technology, which unlocks the Machine Assembly Complex.
- Machine Assembly Complex building added, which is an upgrade to Machine Assembly Plant, with 3 Replicator Jobs.
Post edited March 18, 2020 by HypersomniacLive
high rated
Changelog for Update 2.6.0 (17 March 2020) - Part III:

Balance (continued)
- Driven Assimilators now have an additional maintenance drone job, but still have 1 less replicator jobs than other machine empires.
- Machine capitals no longer receive more Replicator jobs the higher the population is.

Performance and Stability
- Changed on_entering_system events to use on_entering_system_fleet or on_entering_system_first_time, which are less expensive on_actions.
- Added specialized triggers to reduce the amount of going through every pop in the country and improve performance.
- Threaded the job distribution.
- Rewrote the job distribution system for better performance.
- Slight performance improvement in planetary building AI.
- Improved performance of the verify thread.
- Fix a possible OOS after hotjoin when a fleet is looking for a starbase to orbit around.
- Fixed an OOS after hotjoin when a country was employing a leader from another country (we still don't know where that comes from).
- Planets being infested should be considered 'technically colonizable' to be processed during updates, to prevent a potential OOS.
- Added fix to prevent CTD in incoming diplo screen.
- Crashfix when a blocker adds an event.
- Fix crash when trying to refund an automated building to a planet without a controller.
- Fixed crash with missing entities.
- Replaces a crash when an entity handle isn't set with an error log.
- Fixed an OOS caused by AI commands being written and read as another command
- Lots of general crash, OOS, stability fixes.

UI
- When you copy the In Limbo species for the Fallen Empire, it will correctly show a species in the tooltip, even if you unpause the game.
- Alerts that require votes now automatically opens the relevant window.
- Opinion modifiers due to claims have been made clearer.
- The number of available housing in the planet view displays the expected amount.
- The number of available amenities is calculated correctly and shows the expected amount.
- Added a missing line break in the tooltip for planet modifier Anti-Crime Campaign
- The tooltips for constructing and upgrading a megastructure shows any effects that it applies.
- The megastructure view now displays any effects from it in the description.
- Fixed several interface issues that resulted in Hives and Machine Empires having the wrong description for traditions in some tooltips.
- Enclave trades now count as monthly trades in the income breakdown tooltip.
- The tooltip describing why you cannot colonize planets outside your borders only tells you the reason once.
- Fixed leader portrait sometimes missing from the arch excavation window.
- The tooltip when trying to land armies that are in orbit on a primitive planet only says that the planet is outside your borders. "There are no armies in orbit that can land." was redundant.
- The icon indicating ships being upgradable only shows if the active empire controls the ship
- Changed a few UI SFXs.
- Fleet arrows now show in Observer Mode.
- Empire view displays all pop growth modifier categories.
- Fixed tooltips where some Civics would show bonuses twice.
- Fixed Subterranean Liason Officer Jobs using the wrong icons.
- Fixed Hive Mind Empath Civic showing bonuses twice.
- Moved strategic resources container slightly to the left to not overlap in lategame
- Fixed empire sprawl top icon positioning so that you can have 1000/1000 sprawl showing
- The trade negotiation view now correctly refers to an empire's disinterest in trading away systems, rather than planets.
- An item of button text within "The Oracle" event chain is no longer displayed out of bounds.
- Added a flag "default_planet_selection" to planet classes that can be set to use a default planet type for the city selection
- Added a define "CITY_SELECTION_DEFAULT_PLANET_CLASS" to choose which planet type to display for planet classes with the default setting
- Fixed the alert spam when a science ship set on evasion stance cannot run away.
- Diplomacy view sprawl item tooltip now refers to the country viewed instead of yourself.
- Tooltip for the "Discover L-Gate Insight" minor artifact decision no longer duplicates "L-Gate Insight Gained +1".
- "Cell Cells" anomaly event now references the Ancient Genetic Library deposit in its tooltip.
- Fixed the game appearing as "not responding" during the early loading.
- Fixed the game starting in the background without input focus.
- Improved naval capacity tooltip
- Fixed lithoid trait description not using the correct text color.
- Fixed width for sprawl text in top bar.
- Empire sprawl displayed as a ratio in top bar.
- Removed colony and systems entries from top bar.
- Traumatized and Maimed trait icons now have red backgrounds.
- Fixed text overflow for produces text in buildings/deposits list.
- Fixed minor localization error in infward perfection civic description.
- Lots of minor Localisation tweaks and fixes in various events and tooltips.

AI
- Improved all Crisis AIs, giving each a unique behavior.
- Adjusted AI weights for Maintenance Drones.
- Fleet AI should consider attacking fleets right outside its borders.
- Improved The Horde AI.
- Improved fleet AI during peacetime.
- Improved AI fleet group assignment calculations.
- AI now sets favorite jobs if it can and is losing resources.
- Revised military AI to better handle regrouping and escorting.
- Fixed some cases with buildings where the AI might end up with a deficit in a strategic resource and not know what to do about it.
- Fixed several AI weights in buildings where it checked for 0 free jobs rather than < 1 free jobs (since free jobs can go into the negative), meaning that the AI only knew what to do if the situation hadn't become critical.
- Any AI defenseless ship should avoid venturing alone in enemy territory.
- Military AI should now split fleets that are too big for their mission
- AI should not consider fleets without armor to be in constant need for repairs
- AIs will no longer build habitats if the system already has one that has not yet been colonized. AIs now have a preference for building habitats in or near their capital system.
- Fixed the AI where it was keeping outdated plans about hostile fleets.
- The AI will now build one habitation district per habitat
- Made significant adjustments to AI weights for buildings.

Modding
- Added random/every/count_war to go with any_war.
- Added remove_war_participant effect.
- Added information on modifiers, flags and variables to the debugtooltip for countries.
- The various effects to fire an event will now display sensible tooltips so that hiding them in a hidden_effect is no longer obligatory.
- The game will now warn you which invalid event target you are using in localisations.
- Changing primitive age should now be done via the scripted effect set_primitive_age_effect.
- Created scripted list fleet_in_system, fleet_in_orbit, owned_fleet.
- Added random/any/every federation scopes.
- realtive_power trigger now supports federation scope for category = fleet.
- fleet_power trigger now supports federations scope.
- Improved the tooltip for add_opinion_modifier effect so it shows the value it changes opinion by.
- Add must_be_advanced_empire and is_allowed_to_be_advanced_empire game rules.
- is_criminal property can be used to mark criminal jobs.
- New trigger: "has_available_jobs = " lets you know if a given job has openings

Bugfixes
- Fixed issue when empty habitats colonized by the Prethoryn weren't being dismantled.
- Fixed CTD when trying to generate a greeting for an empire without ethics.
- Fixed issue where the wrong species was sometimes assigned to an empire after picking the Transcendence ascension perk.
- Spawn chance for the Rubricator event chain (beginning with Weapon Trails anomaly) adjusted upwards from effectively 5% to 12%.
- In the Rubricator event chain, immediately following her emergence from the affected planet: Shard no longer opens multiple, identical diplomacy windows.
- The Rubricator archaeology site will no longer disappear once you've finished it.
- If the Non-Aligned League destroys an Awakened Fallen Empire, all WiH conflicts involving that AFE will end.
- Trigger 'has_ruler_trait' will now properly check ruler traits instead of behaving like 'has_trait'.
- Fixed an event in the Nivlac chain referring to tiles. Everyone knows planets don't have tiles, that's so last century...
- If somehow you are able to build a ship through reinforcement and it is missing a fleet template, it should no longer crash.
- The event Stranded Scientist will now give you a scientist even if you unpause.
- A Lithoid nation now knows how to clear Hibernating Lithoid blockers.
- The description for maintenance drones no longer refers to a machine consciousness as hive minds also have them.
- Fixes pops getting enslaved and freed and enslaved again all the time.
- Non-conquest war goals can no longer be used if it would result in the annexation of the enemy.
- If a country that is rebelling against someone conquers a planet that does not belong to their rebellion target OR their overlord, it is handled as a regular conquering.
- Changed volume for endgame crisis SFX.
- Servile pops can no longer become enforcers or duellists.
- Pacifist nations are now correctly allowed to promote the Pacifist pop faction.
- Clearing "Sprawling Slums" will now give you a pop of a species present on the planet, rather than simply the owning empire's species.
- The Nanite Interdictor ship that you can get as an event reward now suppresses pirates.
- The Natural Neural Network hive mind civic now also causes unemployed drones to produce some research.
Post edited March 18, 2020 by HypersomniacLive
high rated
Changelog for Update 2.6.0 (17 March 2020) - Part IV:

Bugfixes (continued)
- Fixed a large number of syntax errors in (especially translated) localisations.
- Driven Assimilators will now prioritise using "Intelligent" and similar pops as Calculators and will no longer insist on using them as Replicators.
- Miners will no longer use the crystal mine building icon rather than a generic mine for their background.
- Closing the Dimensional Portal will now correctly reduce the research output of the dimensional researchers, as the event tooltip says it should.
- Fixed the building background for Mote Harvesters and Gas Extractors.
- Corrected the pips icon for the Marauder Cruiser event ship.
- Fixed various issues when primitive civilisations change their civilisation level in several observation events (e.g. no pop jobs available due to no new buildings being created). Changing primitive age should now be done via the scripted effect set_primitive_age_effect.
- Flag icon tooltip differentiates between member and leader of a federation
- You can now rebuild the Ministry of Culture elsewhere if you replace it.
- Significantly increased the likelihood that robots with power drills traits will actually work as miners.
- Changed volume for various Lithoid assets.
- Deviancy Protocols and Divergence Suppression now correctly refer to Deviance rather than Crime.
- Cost tooltips in the Ship Designer will no longer display an extra minerals symbol loitering before the actual cost.
- The Flesh is Weak will no longer change your species' planet preference when it doesn't match the planet class of their home planet.
- The Shard dragon will now destroy the colony on its planet if you have settled it to avoid Criminal Syndicates having a scary dragon protecting their final planet.
- Fix Fallen Empires always generated in the order of types in 00_fallen_empire.txt
- You can no longer continue to observe primitives who e.g. were just destroyed by a planet cracker.
- Fixed a bug where the construction site was displayed incorrectly.
- Fixed wrong expansion influence distance cost when there are equidistant paths with different amounts of jumps.
- Fixed various weirdnesses with pop stratas and jobs when Awakened Fallen Empires conquer default empires' planets.
- Building any tier of Dyson Sphere now removes the Terraforming Candidate modifier from the planets in their systems.
- Modifiers to all districts' cost and upkeep are now correctly applied to city districts.
- Archaeological trap events which kill the leader now show the leader's name correctly in the event text.
- Each caravaneer fleet will now no longer offer to sell you stuff within 540 days of having previously done so (if they exit and re-enter your territory in that time).
- Fixed a rare case where the event "Party Aftermath" could produce a half-breed between members of the same species.
- Mind over Matter ascension perk will now change your dominant species to having being latent psionic, rather than just all the pops that are your species.
- Fixed confusing Naval Capacity values in Fleet Manager and added tooltip.
- The special project to launch a preemptive strike on the subterranean civilisation now times out after 360 days, up from 2 days. The subterraneans will now also properly make peaceful contact with you if you let the project time out, at least some of the time.
- Fixed an issue where the Rubricator system could fail to spawn if you researched the special project late in the game.
- The event "Azizians" will now correctly create a slug species on one of your planets.
- Housing techs, traditions and civics now add housing to arcology housing districts.
- Hive Minds now get maintenance drones for their ringworld sections.
- "The Great Game" tradition is now a purely flavoursome tradition swap for Terminators.
- Made ambient object "Syzygy Remains" (from the Horizon Signal event chain) be localised.
- Added missing localisation key for Cybrex Transports and several crystalline entity ships.
- Fixed a number of literally unpalyable typos.
- Fixed the issue of delayed events not happening, or even being extremely... delayed.
- Having an enemy's capital claimed by a war ally should not block the player from claiming other unclaimed systems.
- Secondary species gets its climate preference from the main species, and if the main does not have one the secondary gets a random one.
- Tweaked Prosperous Unification planetary modifier to make some Preset Empires less crime-ridden.
- Fleets targeting starbase should not get stuck on hyperlane entrance anymore
- Fixed so that the correct Planet Modifier image and frame is displayed.
- Fixed the modifier "POP_ETHICS_SHIFT_SPEED" not working correctly, makes sure that a pop that shifts will actually change ethics instead of choosing the same one it already has.
- Fixed text of event "Stranded Scientist" so it shows the name of the scientist's species correctly.
- Fixed Mercantile Xenophobes creating influence sink.
- Made sure that the planet and ship sprites are shown when entering species selection.
- "Alien Lasers" event now makes proper reference to the relevant planet in all localisations.
- Minor tweaks to some events.
- Fixed so that all Caravaneer Loot Rewards are correct.
- Added script to fix a bug and to make FE buildings "Player-ready" with build speed and build cost.
- Completing a Dyson Sphere now removes Terraforming Candidate from the frozen worlds.
- Fixed a case where the Wanderlust event chain wouldn't continue because it couldn't find systems.
- Fixed the "Sensor Malfunction" event to properly replace the resource of the star.
- The Prethoryn Main Fleet no longer fails to appear if their Vanguard was destroyed too quickly.
- Fixed a case where a Zroni excavation site could spawn on a Hatchling world.
- Fixed the bug where lost systems didn't have claims.
- New game pop up now displays the correct leader portrait.
- Fixed potential error with the Star Patterns event.
- Fixed a rare issue where the main Prethoryn invasion failed to spawn after the vanguard arrived.
- Finding the Hyacinth system via gaining comms with another Empire should no longer cause event spam.
- Unplayable "are a the" removed, rejoice!
- Fixed issue with the Nivlacs not being set up as a proper country.
- Fixed Duuk's bug. (Election alert and window now refer to the rulers proper title if there is a custom one).
- If consecrating a spiritualist Fallen Empire's Holy World, their opinion boost is now properly applied.
- Observation Posts are now removed from Primitive planets if all Pops have been abducted.
- Horizon Signal event chain can now turn all stars in a system into black holes.
- Horizon Signal end event now turns all common planets into Tomb Worlds, regardless of size.
- Pulsating Star Research Project can no longer spawn on black holes.
- Fixed localisation to mention the correct name in The End of the Cycle: Reckoning event chain.
- Made sure scrollbar is reset when selecting a resolution proposal in galcom view.
- Lokken Mechanist and Xanid Suzerainty pre-scripted empires begin with all their civic points spent. The Lokks have adopted Meritocracy; the Xanid have embraced Cutthroat Politics.
- Caravaneers no longer offer to create Numa's Breath on Habitats or Ring Worlds.
- Defense Platforms now get Hangar sections with Carrier Operations instead of needing Advanced Strike Craft.
- Curator's research aid text now refers to Research Labs, rather than Science Labs.
- Clarified tooltips for establishing Branch Offices on alien worlds have been made easier to understand.
- Tooltip for the "Pacifist Movement" colony event now references a shift to the correct, non-fanatical pacifist ethic.
- Crisis events "Synths Scuttle Spaceport" and "Spaceport Hijacked" now address starbases instead.
- Any Leader now has the chance to acquire a Leader Trait from defeating the Leviathan Ether Drake.
- Curator Order no longer talks about unknown Leviathans if all Leviathans are known to the Player.
- Fixed the bug when automatic survey was inconsistent with real survey.
- Made sure cyclical (and theoretically impossible) trade routes at least don't freeze the game.
- Lithoid rulers in a Democracy should no longer issue Food Growth or Aggressive Agriculture mandates if their country does not actually use food for any reason.
- Rulers in a democracy will only issue Energy Infrastructure, Planetside Mining, and Aggressive Agriculture mandates if you own a planet that can complete them.
- Underground vault special project outcome no longer gated by having 50 free housing
- Fixed pop job allocation "dancing" when a job is set as a favourite.
- Leader reassignment cooldown now saved and loaded properly.
- Lithoid portraits that were using incorrect sounds now use the correct ones.
- Resort Worlds and Penal Colonies will now be more thorough in destroying buildings that cannot be built upon them.
- Lithoid empires no longer obliterate Agricultural Segments on Ring Worlds, even though they're a gigantic waste of space.
- Hide planet status icons if the planet is under colonization.
- Fixed so that empires don't get notifications for discovered archeological sites unless they're in uncontrolled territory or within their own borders.
- Zroni arc site spawning now looks further for a suitable system.
- Fixed an error in the Fanatic Purifier civic's tooltip that displayed an incorrect value for their discount to ship costs.
- The Basic Combat Computer for Defense Platforms no longer gives an unintended +20 bonus to tracking.
Post edited March 18, 2020 by HypersomniacLive
high rated
Changelog for Update 2.6.0 (17 March 2020) - Part V:

Bugfixes (continued)
- Added missing notification message when a megacorp turns another empire into a subsidiary.
- Fixed a rare issue where a crime event could fire on a planet being colonized.
- Fixed an incorrect ship reference in an anomaly description.
- Fixed issue with several leader traits using the wrong icons.
- The Repugnant trait on maintenance drones now correctly reduces amenities generated instead of increasing them.
- Fixed issue where Contingency would not spawn if their hub planets had already been destroyed.
- Fixed issue where L-Cluster event chain was not properly cleared from the Situation Log.
- Fixed excavation speed issue with the Traumatized and Inspired Archaeologist leader traits.
- Demolish Art Monument decision renamed to "Remove Art Monument", description clarified, and it no longer locks you out of buying more of them after you've smashed five. Added a 15 day implementation timer to the art monument decisions since they were entirely costless.
- Fixed pop initialization on startup.
- Finishing the Contingency off with a Colossus will now grant the Does Not Compute achievement.
- Plantoids portrait category will no longer be visible in Empire Creation if there are no plantoid portraits to choose from.
- Added missing localisations for job_fe_maintenance_bot_add (a modifier visible Ancient Control Centers).


Standalone installers, and those of its gazillion DLC, updated: 2.5.1 ⇒ 2.6.0.4; new DLC added.
high rated
Changelog for Stellaris Hotfix 2.6.2 (24 March 2020):

Fixes:
- Fixed strike craft damage modifiers not being applied.
- Fixed so a designable starbase updates correctly on upgrading. This fixes the issue with juggernauts that have been upgraded, disappearing.
- Fixed the sectors trying to clear blockers they can't.

- Windows standalone installer, and those of its gazillion DLC, updated (2.6.1.1 ⇒ 2.6.2): 25 March 2020.
- Linux & Mac not updated yet.

Of note, the Mac installer of the Stellaris: Apocalypse DLC is still at v.2.6.0.4

EDIT:
Linux & Mac standalone installers updated (2.6.1.1 ⇒ 2.6.2 and 2.6.0.4 ⇒ 2.6.2): 03 April 2020.
Post edited April 17, 2020 by HypersomniacLive