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New Feature: Golden Ages!
Golden Ages can be used to increase a Sponsor's Performance for a limited time. Every Sponsor has a unique Type of Golden Age with a unique bonus. Some progress towards the next Golden Age is being made automatically every turn (a flat value, not tied to health as it was in Civ 5), but Players can construct certain buildings to increase the progress. Golden Ages do not trigger automatically, instead, Players can trigger them manually as soon as they have maxed out their Character Trait. This allows strategic use of many of the effects.
Golden Age Points per Turn have been added to the following Buildings:
- Recovery Center: +1
- Restaurant: +1
- Flux: +1
- Cultural Matrix: +2
- Old Earth Simulator: +2
- Deep Memory: +5
Golden Ages only work with Standard Civs, not Civs from other Mods. AIs will use Golden ages as well.
Balance Changes:
- Health Bonuses from tier 3 virtue synergies have been reduced
- Tech Costs for lategame-technologies have been increased a bit to make up for the powercreep created by the addition of Golden Ages
- Production Cost of Victory Wonders has been increased by a bit more than 100%. This still allows them to be finished rather quickly if the City is well-prepared to construct big projects (~8-10 turns) - that's intentional, because at that point in the game there isn't much else going on anymore anyway. It does however a better job at rewarding Players who have actually made an Effort to prepare a City for that final project, because badly prepared cities will now have some trouble finishing it in a short timeframe.
- Harmony 7: Quest Choice has been changed from +2 Science from Academies to +1 Science and +1 Culture.
Bugfixes:
- Selling and buying Commonwealth Resources now works properly
- Old Earth Simulater was missing an Affinity Prereq, now requires Purity 10.
- Outpost Quest now triggers properly for everybody but Kavithan Protectoriate (who would not be able to complete it)
- Dummy Technologies should no longer show up in the Peace-Negotiations-UI.
- African Union now correctly gains +1 Health per City instead of +2.
UI:
- A tech filter for buildings that grant progress towards Golden Ages has been added
- Affinity Overview in the top bar can now be minimized by right-clicking it (useful mostly for smaller resolutions)
- Some minor tooltip fixes (adding/removing empty lines)
Balance Changes:
- Golden Age Exponent has been slightly increased from 1.1 to 1.15 (meaning that later Golden ages become more expensive a big quicker, while early Golden Ages are nearly unchanged.)
Bugfixes:
- Fixed a bug that made the AIs Golden Age Counter not go down when they trigger one. AIs now can no longer trigger more Golden Ages than they're supposed to.
Misc:
- Version Number has been corrected
- Total number of Artifacts available has been doubled to prevent scenarios where players run out of artifacts. Those artifacts are copies of the original Artifacts and the Recolors that come with this mod.
Affinities have been reworked. Many bonuses have been lowered or removed, as a replacement players will now be rewarded with a Quest Decision for every level they gain in their primary Affinity between level 3 and 15. Those Quest Decisions hold reasonably strong bonuses that synergize with the general goals of the Affinities (and some penalties), but at the same time giver players more control about how they want to specialize their empire. Is your Harmony Empire more focused on constructing Wonders or Growing a huge Capital? Does your Purity Empire Specialize in Golden Ages or Trade Routes? The new Affinity Decisions allow players to go down a lot of different paths instead of laying out a path for them
General
- Difficulty Levels have been rebalanced. Lower difficulties are a LOT easier now, and overall the difficulties should scale in a more reasonable way. New players, and people who just want an easy game should now have an easier time. Higher difficulties remain mostly unchanged.
- Roads and Magrails have been changed back to having a construction time
- Ectogenesis Pod: The way this wonder is implemented has been changed. Its food bonus is now applied to the Basic Infrastructure instead of granting a dummy-building - the Ectogenesis Warehouse - to apply the bonus, and the Ectogenesis Warehouse has been removed from the game. This change is purely cosmetic/performance-related, the bonus (0.5 Food per Population) has not been changed
Buildings
- Disassembler: No longer has a maintenance cost (and can therefor not be sold and reconstructed to gain additional Progenitor Alloys and Ylurium Crystals - woops. :p)
- Microbial Mine: Progenitor Alloy and Ylurium Crystal gains have been reduced to 50/50 (was 100/50 (although it said 100/100))
- Old Earth Reactor: Energy Yield decreased from 8 to 6
- Particle Turbine: Commonwealth Credits generated reduced to 1 (was 2)
- Old Earth Simulator: Now requires 2 Floatstone
- Borehole: Now requires 2 Floatstone
- Terra Vault: Now requires 1 Floatstone
(Reasoning: Purity has the Ability to generate lots of extra Float Stone by constructing Gaian Wells, but there was nothing in the Purity Victory itself that required the Player to actually use these Resources so the incentive to use the resource generation capacity was low. Now moderate investment into resource generation is required.)
Events
- A new Event has been added (Gift of the Commonwealth), granting Commonwealth Credits and Reducing Commonwealth Prices when triggered
Diplomacy
- Maximum Number of Diplomatic Agreements has been reversed to default (5), was 4
Commonwealth
- Commenwealth Credits required to buy Resources have been increased to 3 (was 2) for Strategic Resources and 6 (was 4) for Affinity Resources. In earlier Versions Players would almost always have more Commenwealth Credits than they required even without actively investing, these changes make actively generating new resources (mainly by using Station Trade Routes or buying Shares) more important for Players who want to buy a lot of Resources
UI
- Debug-, Dummy- and other "behind the scenes"-buildings are no longer visible in the Civilopedia.
- The Trade Route System seems to confuse a lot of people. While I like the system the way it is and do not intend to change it, I expanded the description of the Trade Depot to contain a short explanation about Trade Capacity and how it is generated that will hopefully make the system easier to understand to newer players
- Buttons of features that have not been unlocked yet now show the name of the feature as greyed out text instead of just reading "locked"
AI
- AI Construction Flavors have been adjusted slightly. Bigger focus has been put on Production and Trade Routes.
- AIs will now almost always level up their Character Trait first (to unlock Golden Ages) before unlocking other Diplomatic Policies or asking for Diplomatic Deals
Bugfixes
- Fixed a coding Error that allowed Agents to die under certain conditions even though they were meant to be invincible
- Some yields had been updated without the text being changed to reflect the update, that has been fixed
- Fishery now benefits from Affinity-3-Bonuses and the Quest that improves the output of all Resource Improvements
- AI Players can no longer start Golden Ages before unlocking Level 3 of their Character Trait
- The Efficiency Personality Trait that increases yields from Algae and Eggs has been renamed to "Bounty of the Sea"
- The Efficiency Personality Trait that increases yields from Coral and Shell has been renamed to "Treasures of the Sea"
- Local Trade Route limitations have been practically removed, leaving only the global Trade Capacity system. Using a local system and a global system at the same time was more complicated than it had to be, and it didn't really limit trade routes in the way it was meant to limit them (players could just base their trade units in other cities and still send all of their trade routes towards the capital for exmaple).
- Affinity Decision Epilogues have been fixed
- Leeches are no longer spawned when Gameoption 'Disable Aliens' is active
- Pan Asia's Character Trait now grants the correct Capital Growth and Wonder Production on all levels
- Fixed Support for Modded Sponsors (Sponsor Ultimates)
- Many National Wonders (including those from Quests) could be purchased with Energy, this has been corrected. Quest Buildings that can/must be constructed more than once can still be purchased with Energy, this is intentional
- The World Wonder 'Project Luna' can also no longer be purchased with Energy
- Extra City Strength per Population has been reduced to 0.5 (was 1.0), which makes big cities easier to take without having to decimate large parts of their population, while still maintaining the Ability to bombard cities for a while to make them easier to take.
- Trade Units no longer move through Miasma by default (was causing Trade Units to die and there doesn't seem to be a way to make them immune to Miasma), this Ability is now unique to Harmony.
- Some tooltips have been optimized
Buildings
To reduce some clutter a number of "minor" Buildings that weren't too interesting and didn't really feel like they made an impact have been turned into National Wonders, and their cost/effects have been brought in line with other National Wonders on the same tech level:
- Launch Complex (now +150% Production towards Orbital Units, +5 Orbital Coverage)
- Computing Node (now +25% Production towards Wonders, +8 Science)
- Cloning Plant (now +100% Food, -25% Production and Energy)
- Alloy Foundry (now +6 Production from Titanium, +6 Titanium)
- External Trade Yields from Buildings have been reduced. This is partly because now a single city can host tons of external Trade Routes, and partly because they were already very strong before. National Wonders had their external Yields decreased by ~50%, and other Buildings by around ~25%.
- Autoplants now grant +2 Production for Internal Trade Routes (was +3)
- Automated Engineer now grants +2 Production from Internal Trade Routes (was +3)
- Cloning Plant: Has been changed to provide a large Food Modifier (+100%) at the cost of losing some Production and Energy (-25%)
- Xenomass Desolver: Tooltip corrected; yields +1 Ylurium Crystal, not +2
- Repair Facility: Flavor text removed from tooltip
- Mass Digester: Food-% increased to 15% (was 10%)
- Tridecagon: No longer has any Maintenance cost (and can therefor not be sold and reconstructed to gain additional Progress towards Supremacy)
Many Leaf Technology Buildings with local Resource Requirements have been improved to generate a stronger incentive to grab additional leaf technologies:
- Jewel Forge: Now yields +6 Energy (was +3)
- Chemical Plant: Now yields +6 Science (was +4)
- Fiberarium: Now yields +6 Science (was +2)
- Garden: Now also yields +2 Capital
- Seed Farm: Science and Culture increased to +3 (was +2)
- Tectonic Drill: Now yields +6 Energy (was +4)
- Biosphere: Now has 2 Grower Slots (was 1)
- Chelonia Farm: Now also yields +4 Capital (this is technically a bugfix; the +4 Capital were already there, they just didn't work)
- Smelter: Production from Titanium increased to +4 (was +2)
- Cell Pump: Energy from Petroleum increased to +6 (was +4)
- Reef Generator: Now also generates +2 Progenitor Alloys per Turn
Affinity
- Purity 3 Quest Decision has been changed, new Choice: +5 Building Modules whenever a Building is completed
- Supremacy 8 Quest Decision: Replaced incorrect texts
- Purity Quest 'A Moral Crusade' has been fixed, and should no longer loop back to older objective when the Quest is supposed to be completed
- Harmony 9: Now allows Trade Units to move through Miasma
Units
- Explorers have undergone a rework - yet again! Their defense modifier didn't really work out at all, so it has been removed completely. Their Combat Strength has been increased back to 6 (was 4) to give them some minor defense against an attack or two, however, their main defense is now... Invisibility. Having a unit be invisible that early might feel a bit weird, but I think it can be explained by them being Scout Troops that operate sneakily, not as actual stalth. It mainly works very well mechanically though and restores their Ability to explore the lands without being killed by stray aliens too easily while still maintaining alien-heavy lands as "no go zones". They are still allowed to enter foreign lands, and being spottet does not cause any diplomatic penalty.
Moonbase
- Fixed the Label Text for the Forge. Now says Forge. No longer says Generator. How did this even happen?
Sponsors
- Polystralia: Golden Age Bonus reduced to 200% (was 300%)
Commonwealth of Stations
The Commonwealth of Stations has undergone a complete overhaul. Instead of only providing a trade Hub in the Empire Manager and a few minor quests it is now an integral part of the game that provides quests, traits, trade possibilities and its own, all-new victory condition. The new Commonwealth automatically unlocks on Turn 60.
Bugfixes
- Harmony 6 Quest Decision: Now correctly displays -2 Energy per City in all Texts instead of just the Tooltips.
- Banners of Cities not owned by the Player no longer reveal the Specialization of that city.
- Changed Lev Destroyer description to clarify that it does not do 15 damage per turn as a passive effect but instead has a "Passive Ability" that can be activated to deal 15 damage to enemies at the beginning of every turn. The Floating Text when it deals damage has also been fixed.
- Constructing a Fishery now properly reduces Worker Charges by 1
- Fixed a bug that would allow AIs to generate unintentionally high amounts of Science and Culture during Midgame
- Quest Decision: Supremacy 10 - now correctly grants bonuses for each Quest Decision
- Integr: No longer gains a diplomatic bonus with other factions; this was an accidental leftover of earlier versions.
- Improvement Tooltips now show Diplomatic Capital Yields when mouse-overed. This will not work for all effects, but it should catch the major ones.
- Harmony/Purity/Supremacy 3: Now properly add +1 of the associated yield to the Resource Mine
- Removed a bonus on Wonder Production that was incorrectly added to one of the Mechanized Power Grid Quest Decisions
General
- A new Victory Condition has been added: 'The Commonwealth'. This Victory Condition is permanent and cannot be disabled which is unfortunately required because of a bug in the game that would constantly turn off this victory condition by itself. However, the AI will never try to achieve contact victory, so you can simply ignore it when you don't want to win that way.
- Tech Cost Increase per City has been increased to 10% (was 5%) for all Map Sizes Except Large.
- Virtue Cost Increase per City has been reduced to 5% (was 10%) ONLY on Large Map Sizes .
(So it's now 10/10 on all maps except large, where it's 5/5. This is mostly done to balance expansion a bit and allow strategies that don't focus on rapid expansion to be more viable. This is not meant to discourage expansion, new cities should still turn in profits rather quickly in nearly all circumstances).
- Trade Route Duration has been reduced to 25 turns (was 30).
- Diplomat Specialist Base Yields reduced to 4 Diplomatic Capital (was 8).
- Added an Option to disable Worker Charges to the Advanced Start Menu.
- It is no longer possible to buy Commonwealth Credits with Cash (This is to prevent Commonwealth Victory from being all about Energy; new ways of generating Commonwealth Credits and raw Resources have been added to make up for it).
- Cities that were gained as part of a peace deal are no longer razed and instead automatically annexed. All Buildings and Wonders are still removed and turned into energy for the player, but Population is kept, and will help make the city productive after resistance is over.
- Value of Artifacts of High Quality has been increased to 160% (was 120%). This should make using these on their own a good option.
- Miasma now slowly spreads to adjacent land tiles. Plots with Forests, Marshes and Mountains (and Canyons if Traditional Maps are selected) are "immune" to this and can be used as natural barriers.
- Two new Advanced Options have been added to modify the new Miasma functionality: One that disables the system, and one that increases the spread chance significantly.
- Aliens now have 35% increased combat strength while in Miasma.
- Submerged Nests now yield +2 Science, bringing them on par with their land-version, the Infested Ruin.
- Diplomatic Positions now grant +2 <yield> in every city (except for those that grant Diplomatic Capital, they grant +1), instead of just the Capital, and Militaric/Peaceful now grant 15% towards Military Units/Wonders (was 5%). This gives Diplomatic Positions more impact on the Empire, which will allow players to trade a bit of "good relations" away for yields they need or want.
- Unit Maintenance has been increased by roughly 20-35% (more the longer the game goes on).
- Golden Age Cost Exponent has been increased from to 1.25 (was 1.1). This means that Golden Ages are more expensive than before, and costs increase stronger over time. This change was made to balance the additional effects that allow creation of Golden Age points that were introduced in this + the last update, to prevent players from chaining these golden ages almost infinitely.
AI
- "Free" Affinity granted to AIs to make up for the fact that they can't complete Affinity-Quests now scales with Difficulty. Apollo remains unchanged, points for all other difficulties have been reduced.
Affinity
- The early Affinity Curve has been adjusted. Reaching Level 3 now takes a bit longer (55 points instead of 40), Level 4 has been shortened down from 100 to 85. This should make Affinity Progress feel less bumpy.
- The late Affinity Curve for Affinities that are not your primary Affinity has been adjusted. Reaching moderately high levels (10-13) in more than one Affinity is now a bit easier than it was before.
- Hybrid Level 5 Bonuses: Amount of Free Affinity Resources have been reduced to 3 (was 4).
- Harmony 5 Quest Decision: Now grants 2 Population in every city, not 4.
- Supremacy 3 Quest Decision: Now grants +3 Science in every city, instead of +2 Science and +2 Energy.
- Supremacy 4 Quest Decision: Global Health reduced to +6 (was +8).
Aliens
- Chance of Leeches spawning on Resources at the start of the game has been increased to 40% (was 30%)
- Now Heal 15 hp in Miasma (was 5)
Artifacts
- Artifacts that grants yields only in the capital have been increased to +3 (was +2).
Buildings
Infrastructure: Power Grid didn't really have an "identity" that could compete with the other two Specializations, so some changes have been made to tackle that. The Power Grid is now closely associated with Petroleum and Geothermal, yields extra resources, and is required for most of the buildings that improve those resources. This should make Power Grids a strong choice for city spots with naturally occuring Petroleum and/or Geothermal, add greater Synergy with Orbital-heavy strategies, and it should make Empires with a high number of Power Grids more competitive - as they will have access to the resources required to construct additional Wonders + Satellites to make up for the lower level of overall productivity.
- The following Buildings no longer cost any Building Modules: Mechanized Industry, Mechanized Power Grid, Drydock, Mechanized Power Grid, Conductor. This means that only Cities with Infrastructure: Metropolis require Building Modules now, Building Module costs for those Buildings has been increased.
- The following Buildings are now restricted to 3 Copies per Empire: Jewel Forge, Chemical Plant, Fiberarium, Garden, Seed Farm, Tectonic Drill, Automated Mine, Seed Farm, Chelonia Farm, Reef Generator, Circuit Factory, Eggfarm.
- Buildings that previously cost 4 Maintenance now cost 6.
- Buildings that previously cost 10 Maintenance now cost 12.
- Basic Infrastructure: Now yields +5 Food + 5 Production, +2 Science, +2 Research and +2 Health (was +4 Food + 4 Production)
- Old Earth Laboratory: Science yield increased to 2 (was 1, small change to make the building a bit more appealing in newer cities)
- Old Earth Vivarium: Now also yields +1 Food from Internal Trade Routes
- Augmentery: No longer adds +1 Production to OBSERVR Specialists
- Cell Pump: Now requires Infrastructure: Power Grid. Petroleum granted increased to 4 (was 2)
- Crust Drill: Now requires Infrastructure: Power Grid AND a local resource of Geothermal. Geothermal granted increased to 5 (was 2).
- Geothermal Extractor: Now requires Infrastructure: Power Grid. Geothermal granted increased to 4 (was 2), and Energy from Geothermal increased to +6 (was +4).
- Museum: Now costs 250 Building Modules (was 2 Titanium)
- Media Center: Building Module Cost increased to 200 (was 150)
- New Building: 'Trading Post'. Requires Infrastructure: Power Grid, grants 2 Petroleum and Geothermal, and increases their yields by +2 Energy. Unlocked after Researching Xeno Arts.
- Restaurant: No longer provides Food from Trade Routes (was 3), instead now city now keeps 15% Food after City Growth
- Urban Farm: No longer provides Food from Trade Routes(was 3), Food changed to +5/+25% (was +4/+15%), and city now keeps 25% Food after City Growth
- Condictor: Now only provides +6 Energy from Trade Routes (was +12)
- Mechanized Warehouse: Is now a National Wonder and costs 8 Titanium (was 2), Trade Yields have been increased to +6 Food/Production/Energy/Science (was +3/3/5/5)
- Universal Replicator: Now costs 6 Maintenance
- Autoplant: Now costs 6 Maintenance
- Building Module Factory: Now costs 2 Maintenance
- Rejuvenator: Food per Population increased to 1 (was 0.5)
Covert Ops
- Defending Agents now have a higher Chance of killing Enemy Spies, and Offensive Spies Bonus to Mission Success from gaining Ranks has been reduced.
- Steal Research I: Now yields 45 base Science (instead of 60), scaling with game turns unchanged.
Sponsors
- All Sponsor Traits have been changed, and instead of three bonuses all Sponsors now gain 2 bonuses and 1 penalty/restriction. This decreases the power level of all Sponsors a bit, but at the same time it differentiates Sponsors more. Players are now more encouraged to use the unique strengths of every Sponsor, and have to - at least in some cases - find ways around the restrictions of that Sponsor.
Loadout
- Colonist Option 'Colonist Corps' has been removed. Being able to combine 2 "Start with a Colonist" Loadout Options led to results that were too strong, especially because its downside came into play only much later in the game. It is still possible to combine the free starting colonist with Pioneers for rapid expansion strategies.
- Colonist Option 'Pioneers' has been changed from -33% cost for Settlers and Explorers to -50% for Settlers only
- Colonist Option 'Instructors' now reduces cost of Workers and Trade Units by 50% (was 33%). This makes this option more viable compared to Engineers (Flat 2 Production for everything) in strategies that focus on early workers/traders
- Colonist Option 'Veterans' now reduces cost of Marines and Ranged Marines by 25% (was 15). Same reason as above.
- New Cargo Option: 'Tracker Moddule' - Start with 2 Trade Capacity
Virtues
- Prosperity Kicker 2: Food in Capital increased to 12 (was 8)
- Knowledge 'Apprenticeship II': Science in Cities increased to 2 (was 1)
- Knowledge 'Social Science': Culture to Science increased to 25% (was 15%)
- Society 'Networking': Capital from Cities orbited by Orbital Units increased to 40% (was 25%)
- Society 'Capital Gains': Capital and Culture reduced to +4/4 (was +6/6)
Quests
New Quests have been added:
- 'Commonwealth - Dealing with Culture'
- 'Commonwealth - A Matter of Faith'
- 'Commonwealth - Welcome' now automatically triggers on turn 60 (on Standard Speed) instead of requiring Players to unlock the Empire Manager; the cost of the Project required to finish the Quest has been reduced to 160 Production (was 300).
- Quest 'Miasmic Vaccination' has been changed into 'Commonwealth - Vaccination'. This is mostly a "cosmetic" change, the narrative have been overhauled completely. The Quest will now trigger on turn 80 though (was 75) and yield 5 Commonwealth Reputation when finished, in addition to the normal reward.
- Quest 'Commonwealth - Data Collection' has had its reward changed, now yields 8 Commonwealth Credits (was 12) and 5 Reputation with the Commonwealth. No longer increases the amount of Intrigue that your cities gain (was 20%). The Quest texts have also been re-written into a more positive narrative.
- The Second Part of the Marvel Quest now requires less Minor Marvels to complete. On bigger Maps, Players now only need to find around 50%.
Events
New Events have been added:
- 3 new Planet Biomes
- Early Event: Earthquake
GameSpeed Scaling
- Sponsor Ultimate Points required now round up to full numbers
- Commonwealth Resource Prices now scale with GameSpeed, and all values round up to full numbers
Technologies
- Advanced Mining: Now yields +1 Production instead of +1 Energy
- Planetary Survey: Now yields +1 Food instead of +1 Energy
- Organics: Now only provides +1 Production (was +2)
- Physics: Now only provides +1 Production (was +2)
- Standardization: Now provides +1 Production in addition to unlocking the Empire Manager
- Bionics: Global Health Bonus has been increased to 6 (was 3)
Terrain
- Dome: Can now be constructed on Plains
- Manufactory: Can now be constructed on Grassland
(These changes were made to allow more City Specialization for Purity, without having to rely as much on the terrain itself)
- Affinity-Resource Improvements now have a Maintenance of 6 Energy per Turn (was 2)
- Production from removing Forests has been increased to 50
- Quantities of Resources on the Map have been decreased a bit
Units
- Many orbital Units, especially the 7 "Economic" Orbital Units (Solar Collector, Paean, Holomatrix, Weather Controller, Lasercom Satellite, Deep Space Telescope, Orbital Former) have had their Costs increased significantly. The Launch Complex (now a National Wonder) provides a large (150%), and the Neoplanetarium a Medium (50%) production bonus towards orbital units. Players who want to use many Orbital Units should make use of them, and wisely choose the city where they construct the Launch Complex. To compensate, their Orbital Duration has been increased a bit.
- Paean no longer generates Miasma (because Harmony does not yet have immunity when Paean becomes available)
- Rogue Xeno Swarms and Xeno Cavalry now have a small chance of spawning as Aliens during later parts of the game. They are stronger than normal aliens, but don't share the special abilities (such as invisibility) of Units produced by Players.
A number of Utility Satellites without Petroleum Cost have been limited to 1 copy:
- Miasmic Repulsor
- Miasmic Condensor
- Xeno Siren
This is to prevent players from spamming these units to get more "per orbital unit"/"in orbited cities"-bonuses. Their production cost is very low compared to other orbital units, so using the one copy that is still available is much more efficient.
UI
The advanced Setup Screen has had some adjustments:
- Players can now add up to 22 Players to ANY map size instead of using the defaultPlayers * 1.5 formula. This isn't recommended on smaller maps, but you now have the option to do it. :p If Players choose to add more players than there are Civilizations, the game will randomly spawn some Civilizations more than once.
- The Team Buttons have been removed. Teams are not supported by this mod (and have not been supported from the beginning) and lead to weird behavior, such as being able to construct quest buildings and projects. Sorry.
- Changed the Loading Screen Background
- Added a few new Loading Screen Hints
- Wonders are now sorted above National Wonders in the Production Window (because that list is usually much shorter)
Wonders
Three new Wonders have been added to fill the "wonder gap" that existed in the midgame.
- New Wonder: Green Soyl Enterprise ("The city this wonder is built in loses 50% of its Population. Gain Xenomass equal to the amount of Population lost, +50% Food", requires Harmony 4)
- New Wonder: Floating Fortress ("Gain a free Golden Age. Gain 3 Floatstone whenever you trigger a Golden Age, +10 City Defense", requires Purity 4)
- New Wonder: Metaspace ("Gain 3 [ICON_ARTIFACT_MIXED] Commonwealth Credits for every Orbital Unit you own, to a maximum of 21.", +35% Science, requires Supremacy 4)
Technical Stuff (that nobody actually needs to care about)
- Changed the way the SavaData-System is used to reduce the amount of times Get-/SetValue() have to be called in many of the scripts. This should have a minor positive impact on performance in some situations.
- All Persisting Variables within the SavaData-System now have the Codex_-Prefix to prevent theoretical conflict between mods.
- Some code has been rewritten to prevent scripts from running more often than they have to. This should again have some minor, positive impact on performance, especially on bigger maps with many players
AI
- Changed the way the AI is granted Settlers, Workers, and Scouts. Instead of just getting these units "for free" at predefined intervals the game now checks whether the AI has enough Gold to buy them (calculated via estimation, base price for units is lower, but does not take into account discounts), and if it has, it spawns a new unit, and its Energy is reduced by the cost of the unit. The intervals at which the game checks whether the AI can buy units has been decreased by a lot to make up for the fact that the AI won't always be able to buy those units. This means that instead of getting stuff for free, AIs now make use of the Energy they have. This will have little to no effect on higher difficulties (AIs are producing lots of extra Energy), but it should have a positive effect on lower difficulties. And of course AIs now don't need to "cheat" anymore.
- Added code that now also tries to rushbuy important Affinity-Buildings when they're available for AI Players.
UI
- Changed a few of the ingame texts
- Changed Building Quest Text Choices to clarify that their effects are only active in cities with the building itself.
- Changed Aquatic City Border Growth Tooltip. No longer incorrectly claims that Aquatic Cities gain a Culture Bonus, instead nor referrences the Sonar Net as a way to gain a lot of Tiles quickly.
General
- Changed the Mod Title to 'Codex - A Gameplay Overhaul Mod' (was "Codex"). This is just to make sure that the Codex Mod shows up at the top of the list of all Codex Mods that may be intalled.
- Added a new Advanced Game Option: 'Mutated Aliens'. This makes Aliens a LOT tougher and gives them some extra abilities. Perfekt for players who like to be ravaged by native wildlife, enjoy suffering or just want to have a much(!) harder time defending against aliens. You can look up the special abilities of mutated alien units in the Civilopedia.
Units
- Alien Ripper: Combat increased to 6 (was 5)
- Units that evolve from fully grown Leeches can no longer move on the turn they spawn
Commonwealth
- Finishing a Station Trade Route no longer grants Commonwealth reputation. This is due to limitations in the game that don't allow me to properly include this without the Global Variable System getting bugged.
- Foreign Aid now only applies to players that have less than 75% of the average score of all players instead of to everybody below average score. This should help make Foreign Aid only apply to players that are actually falling behind, instead of - in the worst case scenario - everybody but a single runaway.
Modding
- Added support for the Genesis Corporation to some of the Scripts
- Added support for the Legacy Trait Mod
Features
- New Minor Feature: Progenitor Caches
-> When constructing most Improvements, players have a chance to find a Progenitor Cache. Progenitor Caches contain a bonus towards a yield - Energy, Culture, Science, or Capital. That yield is chosen at the start of the map, so all Caches will have the same yield. This means that in every game, players will have a surplus of one yield while they develop their empire, which helps make every game play different. Also, it strengthens strategies that construct early improvements.
-> Only Improvements that have to be constructed within your borders can trigger this, and this effect can only trigger once per tile (this includes tiles that have already been triggered by other players), so replacing existing improvements, or building roads outside of your territory for example oess not have an effect.
-> The chance of finding Progenitor Caches is ~25%, and somewhat normalized. This means that whenever you create an Improvement and don't find a Cache, the chance of finding a Cache goes up. If you find one, it resets back to the base chance (of 10%).
General
- Changed the name of the mod back to 'Codex', without the ugly rest of the title. Well.. actually, Codex is now called "[COLOR_CYAA][COLOR_CYAN]Codex[ENDCOLOR][ENDCOLOR]" so it shows at the top of the list of installed Codex Mods, but you won't see that ingame.
- The design philosophy for warfare has changed. The old design restricted players to conquering cities and burnung them down, which was mainly to prevent a bug in which conquered cities would sometimes (rather frequently) not cost any health (the citizens still would, but the city itself would not, which basically means the player would gain 6 health for free. I have not been able to fix this bug, and as far as I can tell it cannot be fixed. But I have decided that the system is just not as much fun as a system that allows cities to be conquered and kept, and AIs had real trouble making gains through warfare which led to AIs not really getting out of control and conquering their neighbors - so I have moved back to a more traditional system anyway. With that in mind, the following changes have been made:
-> Cities are no longer set ablaze after being conquered. Instead, players can now choose to Annex/Puppet/Raze/Return to owner like they can in the unmodded game, however, it's population will always be reduced to 1, and their infrastructure will always be destroyed. (The bug that sometimes the game does not ask the player what to do with the city and instead just turns it into one of their own cities that was the reason for why I originally chose to not use the original system has NOT been fixed, but after playing around with it for a while now I prefer this to live with that bug every now and then over forcing players to burn down all cities.)
-> Energy gained from conquering cities has been reduced by around ~40%.
-> Cities can no longer lose Population from being attacked, references to this system have been removed from building tooltips
-> Cities no longer lose population when conquered (this is to circumvent another bug with the game itself, where cities that lose population don't actually lose citizens to assign on tiles - yeah, "find a way around bugs in the game"... that's the common theme of most of my design decisions at this point. /s)
-> Conquered Population no longer causes more Unhealth than what normal Citizens would cause
-> Aquatic Cities are a lot more vulnerable than land cities due to quick naval movement, so they need to be able to better defend themselves against the initial impact. Therefor, their combat strength is higher, but land cities make up for it by having more hitpoints and surviving longer:
--> Base Combat of land cities was changed to 10 (was 15), but base hitpoints have been increased to 150 (was 100)
--> Base Combat of Aquatic cities was changed to 18 (was 15)
-> (Note: Cities still lose all of their infrastructure when being conquered, that's intended to make sure warmongering only pays out in the long run)
- A new advanced game option has been added to allow players who do not wish to use the new Capacity System do deactivate it (it grants 1000 Capacity to all players).
- Unit Maintenance now increases more over time.
- Added a new Advanced Game Option: [1] General - Slow Progress. Increases Tech and Virtue Cost by 50% when active
- Added a new Advanced Game Option: [1] General - Very Slow Progress. Increases Tech and Virtue Cost by 100% when active
- War Score has been rebalanced. Cities now cost more, and technologies cost less.
- Martial Law after annexing a city has been reduced to <Number citizens> / 2 (was <Number Citizens> * 1.3)
- Tech Cost Increase per City have been decreased back to 5% (was 10%) on all map sizes.
- The system that allows Miasma to spread which was added in v4 has now been disabled by default, because AI players aren't very good at handling it. The two advanced game options that were used to disable the system or increase the spreading speed have been changed to now both enable the script.
AI
- AI Players are now forced to rushbuy buildings when they have more than 5k Energy stored. This is done manually by a script and isn't entirely accurate (AIs will pay more than the buildings would cost the player and not benefit from reduced rushbuy costs), but still better than having the Energy just sit there.
- AI Players now gain a bonus to combat strength on higher difficulties. This is to make up for the fact that they cannot dominate by outnumbering the player as much as they could before. 10% on Gemini, 15% on Soyuz, and 20% on Apollo.
Affinities
- Several Quest Decisions have been changed, mainly to add some customization to Affinity Improvements so Players can better adjust them to their goals. While the differences may appear small, they do add up as the number of Improvements increases:
-> Harmony 5: +1 Food from Biowells, or +1 Energy from Biowells
-> Harmony 6: +1 Culture from Academies, or +1 Science from Academies
-> Purity 5: +1 Food from Manufactories, or +1 Production from Manufactories
-> Purity 6: +1 Food from Domes, or +1 Science from Domes
- Level 5 Hybrid-Bonuses have been changed to now grant a small bonus to all 4 Basic Affinity Improvements, instead of a medium one to 2 of them. Instead of granting advanced yields such as Culture and Science, the bonuses now reflect a base yield most associated with the Affinity that the improvement did not originate from. This makes Hybrids much stronger at building great empires and adds a "twist" to the existing patterns. A Supremacy-Harmony-Hybrid with focus on Supremacy for example will get Food Bonuses that allow them to grow bigger cities than the pure Affinity, and a Harmony-Purity-Hybrid with focus on Harmony can avoid most of the production-bottleneck that Harmony usually experiences at the end of the midgame. Overall the new bonuses are:
-> Harmony-Supremacy 5: +1 Food for Nodes/Arrays, +1 Energy for Biowells/Academies
-> Purity-Supremacy 5: +1 Energy for Domes/Manufactories, +1 Production for Arrays/Nodes
-> Purity-Harmony 5: +1 Food for Domes/Manufactories, +1 Energy for Biowells/Academies
- Supremacy 7: The option "All Cities start with a free Worker" has been replaced with "Buying Plots costs 60% less Energy, but natural border growth is 20% slower" (which was originally a Supremacy 5 Choice)
- Harmony 4: The Option "+6 Food in all cities, -2 Production in all cities" was changed to "+6 Food in all cities, -2 Energy in all cities"
Aliens:
- Siege Worms now have a small chance to be spawned instead of a normal Alien Unit on Turn 170+ (Scaled by game Speed).
Buildings:
- New Builidng: Suppression Protocol. A new alternative to the Colonization/Development Protocols, grants +35% Production towards Military Units and +3 Military Capacity
- New Building: Caserne. Unlocked by Construction, grants +2 Military Capacity, grants +15 Exp for Units trained in this cty. Limited: 2
- New Building: Tactical Node. Unlocked by Mechatronics, grants +1 Military Capacity, +15 Exp for Units trained in this cty, and +15% Production in this city
- Basic Infrastructure: Basic Yields have been reduced: Food reduced to 2 (was 5), Production to 4 (was 5), Science and Culture to 1 (was 2)
- Computing Node: Has been reworked. Is now a normal building with no requirements, but can no longer be built in the capital. When constructed, it turns the city into a puppet and provides bonuses to science, culture and capital, at the cost of no longer being able to choose what the city produces, and no longer being able to rush-buy things. This is not meant to be a "competitive" option, but rather one that allows players to choose not to deal with cities, or to stop caring about cities once the important buildings have been established
- Resilin Farm: Moved to Alien Ethics (was Mechatronics)
- Mechanized Hospital: Moved to Alien Sciences (was Construction)
- Specalized Education Center (yeah, "specalized" - nice typo) was renamed to 'School of Specialization', it's effects are unchanged
- Recovery Center was renamed to 'Wellness Center'
- Old Earth Buildings: Base Cost has been increased to 120 (was 80)
- Production Cost of Buildings that cost 160 Production has been increased to 200
- Geothermal Extractor: Fixed a bug that allowed this building to be constructed in every city, it now properly requires the Power Grid.
- Panopticon Relay: This building is no longer hidden. Its name and tooltip have been corrected. It is now called "Master Control Relay", and correctly states that it exists because of the Master Control (not the Panopticon) exists in the city and the city has 15 or more (not 10 or more) Population.
- Machine Assisted Free Will (Artifact Reward Wonder): Changed from "Leaf Technologies require 15% less Research" to +40 Science per Unit killed in Combat (to mitigate Science Overflow Bug caused by reducing Technology cost below their original costs)
- Observatory: Now limited to 3 copies, like similar strong buildings with local resource requirements
- Repair Facility: Now also grants +3 Military Capacity
- Ministry of Peace: Land/Naval Unit Production bonus down to 25% (was 35%), but now also grants +4 Military Capacity
- Great Gallery: Now grants +3 Culture in all Cities and +6 in the Capital (was +30% Culture in the city it was constructed in and +2 in all cities).
- Museum of Cultural History: Now grants +5 Culture and Science in Metropolises (was +2 Culture and Science in all cities)
- Torpedo Battery: Bonus City Strength reduced to +5 (was +10)
- Command Center: Bonus City HP reduced to +25 (was +100)
- Markov Eclipse: Land/Naval Unit Production bonus down to 25% (was 50%), but now also grants +5 Military Capacity
- Sonar Net: City defense down to +5 (was +10)
- Solar Plant: Energy reduced to +8 (was +10)
- Solar Plant: Is now properly hidden from construction menu once Augmentation has been researched
- Decoder: Progenitor Alloy Cost increased to 450 (was 150; this building is meant to be a Progenitor Alloy sink, but was way too efficient at generating large amounts of Progenitor Artifacts)
- Green Soyl Enterprise: Now also has 2 Grower Slots
- Metaspace: Now also has 2 Scientist Slots
- Floating Fortress: Now also has 2 Engineer Slots, and now properly grants Floatstone when a Golden Age is triggered
- Drone Sphere: Now also has 2 Scientist Slots
- Mass Driver: Now also has 2 Trader Slots
- Xenomalleum: Now also has 4 Trader Slots
- Archimedes Lever: Now also has 4 Scientist Slots
Covert Ops
- Propaganda (National Security Project): Bonus War Score decreased to 25% (was 50%)
Diplomacy
- New Development Trait (Arms Industry): Gain 2/4/6 Military Capacity
Events
- New Event 'Methods of Control': Grants +4 Military Capacity
- Event 'Strange Artifact': Now grants +25% Energy in Capital (was 10%)
Empire Manager
- Democratic Government: Cities are no longer founded instantly, but Food has been increased from 0.34 (1 per 3) to 0.5 (1 per 2) population
Loadout
- New Cargo added: Combat Module - Start with +2 Military Capacity
Sponsors
- Pan Asia's limitation on picking up Prosperity Virtues is now removed after they pick up the first Depth-3 Kicker Synergy Bonus. This is to avoid getting stuck when all other Virtue Trees have been filled out.
Quests
- New Quest: Progenitor Caches: Requires Players to gather 8 Caches in total, triggers after the first Cache has been found
- The Lonely Revolution (Supremacy Quest): Now required Players to build a Node instead of a Manufactory
Virtues
- Added a new Synergy Bonus that activates when a player has gathered all Tier 3 Virtues. This synergy bonus grants 2 free technologies, but also removes 3 randomly chosen Tier 3 Virtues. This is partly a workaround to avoid the bug that preents players from not ot being able to continue playing after they have unlocked all Virtues, but also adds a new strategy: Players that focus VERY hard on gathering lots of Culture can use the free technologies to unlock the final technologies that give access to the victory wonder and can play around having to gather the large amount of science and production that is normally required to do this in a reasoable timeframe.
- Diversivication (Knowledge): Changed from "Leaf Technologies require 10% less Research" to +100% Science in Capital (to mitigate Science Overflow Bug caused by reducing Technology cost below their original costs)
- Might 4: Now grants +3 Military Capacity (was +10% Production towards Military Units)
- Might 11: Military Production Bonus increased to +25% (was +15%)
Improvements
- Resource Improvements no longer grant Affinity Points when a Player has reached Level 11 in an Affinity, these bonuses are now properly restricted to only the Scape-Improvement of their dominant Affinity
- Remove Miasma (Worker Action) is a lot faster now
- Generator: Energy reduced to +1 (was +2)
- Because Affinity Levels now allow for some level of Customization of Affinity Improvements (see Affinity-Category above), their Base Yields have been reduced. Energy Maintenance from Domes and Academies have been removed as well (and their effects have been reduced), unfortunately neither the AI Players nor the Worker AI can handle Maintenance properly. The base yields of the improvements are now:
-> Node: +1 Food and +1 Energy
-> Array: +1 Science and +1 Energy
-> Biowell: +2 Food, can no longer be constructed in Snow/Tundra/Desert/Ocean
-> Academy: +1 Science
-> Manufactory: +1 Production and +1 Energy
-> Dome: +1 Food and +1 Culture, can no longer be constructed on Plains
Technologies
- The Costs of all Early and Midgame Technologies have been increased by roughly 25-35%. This should create a more "natural" progression, instead of unlocking too many things to construct
- Technologies with a base cost of 800 or less are now automatically unlocked after Biology, Bionics, Robotics and Artificial Intelligence have been researched
- Construction: Now also grants +2 Movement to Workers
- Robotics: Now also grants +2 Movement to Workers
- Orbital Automation: Now unlocks Cultural Development (city production-conversion)
- Dark Networks: Now unlocks Scientific Development (city production-conversion)
- Alien Sciences: No longer grants +2 Science in all cities (a new building has filled that slot)
- New Connection added between Construction and Fabrication
UI
- Updated some texts to improve grammar, unformity and clarity.
- The Log has been repurposed and updated. Instead of just showing a log of all the Notifications that have occurred, it now shows a manual log of more interesting stuff, such as when cities were founded and when buildings were constructed. The notification limit of 99 has also been removed - you can now go back until the very beginning of the game and see all the important things that happened in your empire. Currently, it only records a limited number of things, I plan to expand this in the future.
- Level 11 Affinity Tooltips now proplerly show that Affinity is granted by working 4 Level 11 Improvements, instead of 5.
- Brightness of Virtues that can be picked has been increased to make them easier to differentiate them from virtues that are not available
- Fixed incorrect descriptions of some political Traits
- Rearranged the extra top bar panels. It's more compact now.
- Added Tech Filters for Trade Capacity and Military Capacity
Units
- Due to the very spammy nature of Combat in Codex (and Beyond Earth itself) a new Resource, 'Military Capacity', has been added to limit the number of units an empire can field at the same time. Every Unit now costs 1 Capacity, with the exception of Ultimate Affinity Units and Colossal Alien Units, which all cost 3. Players start with 6 Military Capacity, and gain 1 extra per City they construct as well as some other effects, including Buildings, some Traits, a Might Policy and a Loadout option.
- Production cost of most Military Units has been increased. Cost of Basic Units has gone up by roughly 50%, but most Affinity Units are much more expensive than before.
- Colonist: Cost increased to 300 (was 270)
- Worker: Cost increased to 150 Production (was 90)
- Explorer: Movement on land changed to 4 (was 3)
- Xenoswarm: Combat incrased to 22 (was 20)
- Battlesuit: Combat incrased to 26 (was 24)
- CNDR: Combat incrased to 26 (was 24)
General
- The pacing of the mod has received a major overhaul. In general, things are unlocked faster, but the balance between unlocking technologies/virtues/city growth and construction remains roughly the same. This means... well, less waiting for stuff to happen.
- It is now possible to rename Units. To do so, simply right-click the unit name in the bottom left corner of the screen. Unit Names only show up in that corner, all other ingame texts will still show the type of the unit instead.
- Changed the name of the hstructure used in TechFilterFunctions. This should prevent many of the infinite loading screens that sometimes occur when switching between playing with- and without this mod.
- Workers now start with 6 charges (was 4) to make early game improvements more desirable
- Apollo AI no longer starts with a free Affinity Level
- All Combat damage (the way it is calculated, not the combat strength of units) has been reverted back to the numbers from the unmodded Beyond Earth
- Many Effects that generate resources (mainly from events and wonders) will no longer generate Resources on city tiles
- War Score for conquering cities has been reduced by a lot (the high War Score was a old pre-v5 system where you weren't able to keep cities)
- Yields from Progenitor Caches have been doubled, or quadruped, if the chosen yield is Energy
- Social Development: Production to Culture Conversion Rate increased to 50% (was 25%)
- Research Development: Production to Science Conversion Rate increased to 50% (was 25%)
- New Key Combination: Ctrl + Shift + E -> Saves the game and returns to the Main menu
- New Key Combination: Ctrl + Alt + E -> Saves the game and then exists the game
- Warscore price of Diplomatic Capital has been reduced to 1.5 (was 3.0)
Affinity
The Affinity System has been greatly expanded. An ideological war of ideas has engulfed the planet and the three Affinities are fighting not only for the minds of their own people, but also to win over the people of other Civilizations. The population of each city now is affiliated to one of the three Affinities (or none), and players can spread their own Affinity to their neighbors to keep an ideological hegemony - or decide to accept a multicultural society, and become hybrids where all three Affinities have their place, for different benefits.
Affinities spread naturally, but players can spend Diplomatic Capital to push their dominant Affinity in certain cities, or construct buildings that increase the amount of pressure a city exerts to the surrounding cities (sie 'Buildings' below) to manipulate the playing field to their advantage. Both versions of the Covert Operation "Propaganda Campaign" now also convert some Citizens to your primary Affinity.
There are three types of benefits that can be gathered by spreading one's Affinity:
- Every Citizen in one of your cities that is affiliated with an Affinity increases the Per-Turn Affinity that you generate by 1
- If you increase the number of people who are ideologically involved with one of the three Affinities to certain thresholds, you unlock Perks that grant unique bonuses
- If you manage to keep the percentage of people following your primary Affinity above certain thresholds, you gain strong %-Modifiers to different yields
All of these things can be monitored and managed in the new Affinity UI which can be accessed via a new button in the button grid.
Affinity Decisions:
- Harmony 5: Choice now grants +9 Xenomass (was +5)
Other changes to Affinities:
- All Affinity gains and costs have been multiplied by 10. This is so the new multiplier from Affinity Population scales more smoothly.
- Every level of Affinity now also grants +10 Progress towards that Affinity per turn
- Cost of Affinity Levels above 2 has been increased to adjust for bonuses granted by the new Affinity System. Cost increase more as levels increase.
- Affinity from mid- and lategame technologies has been increased to keep in line with the increased affinity yields per turn
Affinity Tile Improvements:
- All Improvements that are unlocked on Affinity 5 were overhauled and now have bonus yields if they're constructed on "good" tiles.
- Two new Improvements have also been added on this tier:
-> Acre (Purity): A plantation that can only be constructed on land terrain. Grows fruits from Old Earth. Does provide no yields by default, but +3 Food when built next to a river, and +1 Food and Production if next to a city. After being worked for 25 turns, it turns into a Quality Acre, doubling its yields.
-> Breeding Chamber (Harmony): A Dome-ish Improvement that can only be constructed on Desert, Tundra and Snow terrain. Overrides base terrain yields, but makes them yield +4 Food and +4 Culture.
- Each Affinity has a new Tile Improvement that unlocks on Level 8. These improvements are more or less "city extensions":
-> Harmony: District. Overrides tile base yields and provides a well-rounded set of Food, Production, Culture and Science if constructed next to a city, provides a lot of Science and Culture if placed next to a river
-> Purity: Suburb. Overrides tile base yields and provides some Food on any terrain, but also provides Production and Culture if placed next to a city.
-> Supremacy: Canton. Overrides tile base yields. Porvides no base yields, but provides Food, Production Science and Energy if placed next to a city, and Production, Culture, and Science if placed on coastal land (land tiles adjacent to water, not Coast Terrain).
AI
- More likely to adopt Hybrid Affinities
- The way the AI unlocks technologies has changed. Instead of rushing to the top and only picking up very few extra technologies along the way, AIs will now pick up a much broader amount of technologies.
- AI building flavors have been updated. AIs now focus more on constructing cheap buildings, and the AI will now construct many buildings that it previously ignored.
- Overall, these two changes have a quite significant, positive influence on AI performance, especially on higher difficulty settings.
- A lot of changes have been made to the diplomatic AI that should make them feel more cohesive, and have more unique character. Peaceful Civilizations for example should no longer declare war again and again, especially if they are Afraid of the player. More about this below in the Diplomacy Section.
- Almost all Quests now also trigger for the AI. AI players do not actively attempt to finish quests, but they will finish some "by accident".
- AIs are a lot more likely to pick up higher tier virtues.
Aliens
- Some Infested Ruins/Submerged Nests are now guaranteed to spawn somewhere around the capital cities of all players
- Alien spawn chance has been increased while number of aliens is smaller than the ideal number of aliens for the given map
- Colossal Aliens (Siege Worms and Kraken) now start spawning on turn 100 (was 190).
- Alien Spawn Rates have been greatly increased to make sure they don't get removed from the map that easily.
- Leech Growth scaling has been fixed, they now grow faster on harder Difficulty level
Buildings
- Progenitor Clinic: Renamed to Progenitor Laboratory. Research Yield have been removed (was 10), as well as the Progenitor Alloy requirement (was 50). Instead, this building now grants 1000 Research towards all 5 Victory Technologies when constructed. Like the late-game buildings that grant instant Affinity Progress, this building can now be used to use your cities to push towards Victory if you happen to not have enough Science to unlock the technology in time, instead of having to wait without good ways to quckly increase your science yield.
- Pharmalab: Is now a National Wonder. Grants 6 Global Health, and makes Old Earth Clinics yield +2 Health (was 6 Global Health, and +2 Health + Science in the city it was constructed in).
- Rejuvenator: Now causes +5 Pressure towards Harmony to cities within an 10 tile radius
- Avatar: Trade Yields down to 1/1/2 Food/Production/Science (was 2/2/4), now causes +5 Pressure towards Purity to cities within an 10 tile radius
- Mind Gallery: Now causes +5 Pressure towards Harmony to cities within an 10 tile radius
- Holosuite: Now generates an Affinity Resource of the Player's dominant Affinity instead of a random one, but its quantity has been decreased to 1 (was 2), and its building module cost were increased to 300 (was 250). This was done to remove an unnecessary, and annoying element of luck from the game, as spawning the right resources would give great utility over spawning the wrong resource in cities that did not already have a copy of that resource. The main purpose of this building is to allow players to "manually" fulfill the local requirements of that resource in Metropolises, which is especially important for Harmony, but has utility for all three Affinities. The tooltip has been updated to reflect this purpose, and what is and is not a "valid plot" has been clarified to allow players to make an informed decision. This building will also no longer spawn a resource on the tile of the city itself.
- Terra Vault: Floatstone cost increased to 2 (was 1).
- Weather Former: Now also grants +1 Energy on Ocean terrain. Now costs 2 Firaxite.
- Grinder: No longer requires Plains, instead, now requires a local source of Floatstone. Now also grants +1 Production to Coast (in additional to Plains)
- Airport: Energy from Trade Routes increased to 8 (was 6), Titanium Cost increased to 2 (was 1)
- Green Soyl Enterprice: Renamed to "Heart of the Land", now causes +15 Pressure towards Harmony to cities within an 10 tile radius. A short Civilopedia Entry was added.
- Floating Fortress: Now causes +15 Pressure towards Purity to cities within an 12 tile radius
- Metaspace: Now causes +15 Pressure towards Supremacy to cities within an 12 tile radius
- Surveillance Web: Bonus Strength for City removed (was 10), Maximum Level of Covert Ops increased to 2 (was 1)
- Node Bank: Bonus Strength for City removed (was 10), Bonus HP up to 50 (was 10)
- Mosaic Hull: City Defense down to 5 (was 15)
- Old Earth Recycler: Now also yields +0.25 Production per Population
- Smelter: Icon now properly shows the color for Production, instead of Science
- Cell Pump: Icon now properly shows the color for Energy, instead of Science
- Hive: Icon now propely shows the color for Health, instead of Science (notice a trend here?)
- Disassembler: Incorrect Icon Color (Science, who would have guessed) removed
- Tridecadon: Icon now properly shows the color for Production, instead of Science
- Geothermal Extractor: Icon now properly shows color for Energy, instead of Science
- Mechanized Stack Farm: Grower Specialist Slots increased to 2 (was 1), Building Module Cost increased to 150
- Mechanized Industry: Engineer Specialist Slots increased to 2 (was 1)
- Mechanized Power Grid: Trader Specialist Slots increased to 2 (was 1)
- Progenitor Assembly: Wonder Production Mod increased to 100% (was 50%)
- Titanium Extractor: Production Modifier increased to 20% (was 10%)
- Petroleum Extractor: Energy Modifier increased to 20% (was 10%)
- Trading Post: Petroleum and Geothermal gained decreased to 1 (was 2)
- Civil Creche: Now provides a free Mass Digester.
- Xenomass Laboratory: Amount of Xenomass granted reduced to 2 (was 4), and no longer grants Science from Xenomass (was 2), but now has 4 Scientist Specialist Slots
- Growlab: Amount of Grower Specialists increased to 4 (was 2)
- Starting in the midgame, building costs have been increased. This is mostly to offset new Production bonuses that were added, such as the 0.25 Production per Population from Recyclers, but also to make buildings take a bit longer to produce towards the end of the game; wonders remain unchanged.
Civilizations
- Al Falah's main Trait has been changed from a bonus to City Processes to a 15/30/50% bonus to Pressure towards their dominant Affinity. The Golden Age (a large Boost to City Processes) has not been changed. The reason for this is to promote a more interesting and unique playstyle, while getting rid of the passive bonus which was almost never very effective. Al Falah now can easily dominate the surrounding ideological makeup, which can be very strong when they focus on one Affinity, but they will have trouble with unlocking Perks of other Affinities. The Golden Age bonus should be strong enough to make players switch to one of the available Processes when its activated, thus the city process synergy is still there.
- Polystralia: Now has a water start
- Kavithan Protectorate: Trait has changed from "Cities are founded instantly" to "Outposts gain Tiles 50% faster". Found Outpost Quest has been reenabled (was disabled because it's impossible to complete with Cities that are founded instantly).
- Brasilia: Golden Age bonus reduced to +100% Warscore (was +500%), but duration increased to 20 turns (was 10).
Covert Operations
- Propaganda Campaign I: Now has a chance to convert up to 3 Citizens to your dominant Affinity, but Capital gain was reduced by around 35%
- Propaganda Campaign II: Now has a chance to convert up to 6 Citizens to your dominant Affinity, but Capital gain was reduced by around 35%
- Sabotage (Supremacy Ultimate Covert Op): Now removes all Improvements in a 3-tile radius instead of just pillaging them
(continued below)
Diplomacy
- The Custom Diplomacy UI is now included in the Empire Manager UI. See Empire Manager below for further changes in Diplomacy.
- Bonus to Respect from making an Agreement with a Sponsor or one of their friends has been increased by 200%
- Changes were made to AI Diplomacy:
-> In Rising Tide, all Leaders use the same "logic tree" to decide how they react to players, which makes, quite literally, all of them act the same. The peaceful Kavithan Protectorate will attack the player under the same conditions as Brasilia for example. This has been changed. Every leader now has a unique set of conditions that they use to decide on how to approach the player, and some "special conditions" have been added. The Kavithan Protectorate for example will react extra friendly towards other Leaders that have chosen the 'Spiritual' diplomatic position.
-> Fear: Now depends a lot more on the actual relative army strength and the offensive behavior of the player than on other factors. While the system still compares many factors of both empires, it does not really seem to make sense that a large portion of the system is decided for example by how many cities you have.
Empire Manager
- The Empire Manager UI has been rebuilt from scratch. The amount of code required to do all the stuff has been reduced significantly, and it now incorporates the old diplomacy menu, and a general overview of some statistics of your Empire have been added
- A new funding type, Military Funding, was added and allows players to decrease trade route yields for increased military production, and vise versa
- Changing Economical Ideals is now free (cost 500 Energy before)
- Environmental Focus was changed. Balanced Focus no longer gives any bonuses or penalties, while focus on Land-cities grants Food and Culture bonuses in those cities, while reducing Energy and Science in Aquatic cities, and focus on Water-cities grants bonuses towards Energy and Science, while reducing Food and Culture in land cities.
- It is no longer possible to see diplomatic positions of leaders that you have not met yet
- Diplomatic Cooldown has been removed, instead, changing your diplomatic Positions now simply costs 150 Diplomatic Capital
- Your choice of Government (aside from the default one) can now also trigger diplomatic reactions. Each leader prefers one of the three advanced Governments, and because Players can only ever have 1 out of the three Advanced Governments, the positive reactions from Leaders who prefer the Government that you have chosen is greater than the negative impact of Leaders who don't like your choice. The leaders of the game tend towards diplomatic governments overall, so some liberties had to be taken to end up with an even split for balance purposes.
Interface
- The Key-Combination Ctrl + Shift + E can now be used to quickly save and exit to main menu.
- The Key-Combination Ctrl + Ald + E can now be used to quickly save and close the game.
(Both will create a save file called 'ExitGame_Quicksave (Codex)' that will be overwritten if used again)
- Added a Tech Filter for Specialist Slots
Loadout
- Colonization Module was changed from 'Free Colonist, -2 Production and -1 Culture in all cities' to 'Free Colonist, -4 Production in all cities for the first 40 turns of the game'. This is to avoid the slowed down nature of city development during later parts of the game with this Loadout, while still preventing it from being used as a tool for rapid early development.
- "Echo Chamber"-Cargo renamed to "Ultrasonic Emitter"
Map
- The way the Maps are generated has changed. The maps are now more traditional, "Beyond Earth"-style maps, with more forests, mountains and canyons, and Infested/Submerged Ruins will now spawn on these maps as well. The old option "Traditional maps" has been changed to "Open Maps", and now changes the maps to the type of map that was used in previous versions of the mod. (Reasoning: I originally liked the more open maps, as they allow for quick and easy expansion, and combat with other Sponsors. Over time however, I have changed my mind and now find them dull, and that they make the early game very predictable. The "Tame the planet!"-aspect just isn't there. Players who prefer the Open Maps can still use them, but the default is now the more feral map type.)
- Starting Positions are now spread out quite a bit more consistently.
- The amount of Strategic Resources on the map has been increased by quite a bit, and their possible quantities have been changed to 2-4 (was just 2). This increases the amount of Resources that players have available, opening up more room to play around with advanced unlocks (while still being restricted enough so players can't do everything at once).
- Ocean tiles without resources now have a 45% chance to be covered in ice (to create some obstacles and make the decision where to settle more important).
Quests
- The Quest System has undergone a major overhaul. Almost all Quest Scripts have been reworked and overhauled to fit better into the Framework of the Codex Mod. Quests have been sorted into EarlyGame/MidGame/Affinity, and give appropriate rewards for the approximate timing at which they can trigger. Quests should now trigger more consistently, and give the player things to do outside of their "primary goal".
-> Quest rewards have been reworked and now grant fixed bonuses, instead of bonuses that scale with the turn you complete the quest. This means it is no longer beneficial to delay finishing a quest for greater rewards, instead, the bonuses players can gain are rather strong at the time the quest becomes available, encouraging players to focus on completing quests, instead of just ignoring them and completing them "by accident".
-> Many Objectives now also require greater investments, but all objectives should now either be solvable when a quest triggers, or at least in reach of what the player can unlock. An Early Game Quest will for example never require late game technologies, but it might still require a technology that they don't have yet, but should be able to unlock at that stage in the game.
-> Random quests no longer grant Affinity rewards. This is because the ironically "choice" quests never really were a "choice", it was almost always the best decision to pick the choice that grants Progress towards their main Affinity. Now players are free to make the decisions they want. The base rewards have been greatly increased (almost all quests grant permanent yield bonuses instead of one-time bonuses) to make up for the removal of Affinity.
-> The major Affinity Quest lines that were added with Rising Tide are now guaranteed to trigger shortly after Players have gained their first Affinity level, and will lead them towards the midgame.
-> Several Quests that didn't work properly have been fixed (including the ones that were impossible to complete before because they repeatably asked you to conquer enemy cities).
Stations
- Combat Strength per Tier has been reduced to +5 (was +10)
- Number of Stations per Player that are maintained has been increased back to 2 (was 1.5)
Technologies
- Physics/Organics: No longer grant an Affinity Level each, instead grant an Affinity Level after both have been researched (this is to make the rush towards Affinity Technologies less important, a new Choice Quest now allows Players to gain the first Affinity Level)
- Physics: Production per city increased to +2 (was +1)
- Organics: Production per city increased to +2 (was +1)
- Standardization: Production per city increased to +2 (was +1)
- The tree Affinity Victory Quests now also yield 7000 Affinity
Terrain
- Resources that yielded 2 Energy now yield only 1 Energy, but their Improvements still add +2 Energy. This means Energy-Resources now yield +3 Energy, while Food/Production still yield +2 total when improved, which should be a relationship closer to the actual relative value of these yields.
- Titanium: now gains +3 Production when improved with a Resource Mine (was +1). This gives the resource back its flavor of being a high-production Resources that is very much worth considering when settling a new city.
Units
- Ultrasonic Emitter: AoE-Damage decreased to 15 (was 20)
- Ripper: Strength increased to 7 (was 6)
- Sea Dragon: Strength increased to 12 (was 8, for some reason)
- Mutated Siege Worm: Strength down from 68 to 48
- Mutated Kraken: Strength down from 78 to 48
- Bloated Leech: Combat increased to 32 (was 22)
- Missile rover: Combat Bonus against Cities increased to 300% (was 150%)
- Leeches of all sizes now deal 5 damage to enemies in a 1-tile radius, and heal friendly units in a 1-tile radius by 5 hp
- Leech Monstrocity: Combat increased to 64 (was 46)
- Xeno Swarms and Rogue Xeno Swarms now heal 5 hp of units in a 2-tile radius, Mutated Rogue Xeno Swarms heal 15
Virtues
- The first Tier of Prosperity has undergone some changes to make it entirely focused around being able to quickly grow a big capital:
-> Eudaimonia: Effect changed from +3 Health in all cities to +7 Health in the Capital
-> Frugality III: Effect changed from +10% Food/Energy in the Capital to +25% Food in the Capital
- Moderate Synergy Kicker II: Health reduced to 4 (was 6)
- Modern Medicine II: Bonus Health reduced to 2 (was 4), but now now adds +10% Growth while the Empire is Healthy
- Diversification: Now properly applies the 100% Science Modifier in the Capital
- Industrial Efficiency II: Bonus Production in Industrial Cities reduced to 4 (was 6)
- Metropolitan Efficiency II: Bonus Food in Metropolises reduced to 8 (was 10)
- Power Grid Efficiency II: Bonus Energy in Metropolises reduced to 8 (was 10)
- Orbital Science III: Was renamed to Orbital Science II
- Orbital Science II: Was renamed to Orbital Science I, effect has changed: Now grants +1 Overlap Radius for Orbital Units (was +4 Science from Orbital Units)
- Orbital Science I: Was renamed to 'Open Forum', now grants +25% Affinity from Technologies (was +1 Overlap Radius for Orbital Units)
(So +4 Science from orbital Units was removed (because it scales terribly bad, and there were too many Orbital Bonuses in tier 2 virtues), +25% Affinity from Technologies took its place, and +1 Overlap for Orbital Units was moved up a row.
General
- Martial Law Turns have been halved. It now lasts 1 turn per population if a city is annexed, or 1 turn per 2 population if it's turned into a puppet.
- Al element of Al Falah's Trait was broken with the update of the Empire Manager UI and has now been fixed: They can now properly change to any advanced government as soon as the Empire Manager has been unlocked.
Buildings
- Panopticon: Now spawns a unit every 20 turns on Standard Speed (was 30), but it no longer spawns units if the player does not have any military capacity left
- Progenitor Laboratory: Research Bonus towards Victory Technologies increased to 2500 (was 1000)
- Particle Turbine: Now costs 300 Production (was 460)
- Urban Farm: Now costs 300 Production (was 460)
Policies
- Multiculturalism (Society): Now properly grants 10/20 Progress instead of 1/2
Quests
- Commenwealth: Welcome now grants 10 Commonwealth Credits instead of 5. This gives players a bit more room to trade with the Commonwealth, and allows some wonder-related strategies that otherwise would rely heavily on local resources in the immediate neighborhood to be played much easier.
Sponsors
- Removed Diplomatic Capital Conversion Process from Al Falah (an old Civ bonus that I forgot to remove)
Technologies
- Cognition: Now also grants +2 Energy in all cities
UI
- The Top Bar has been updated. Resources are now displayed in a seperate bar to make sure it is less crowded, which is important for lower resolutions. The amount of building modules, progenitor alloys and ylurium crystals are now also displayed. Like with Affinity, these values only update at the beginning of the turn to avoid performace issues.
Units
- Solar Collector: Petroleum Cost reduced to 3 (was 4)
- The first set of Affinity Units is now unlocked earlier:
-> Xeno Swarm: Alien Adaptation (was Biospheres)
-> Battlesuit: Alien Genetics (was Civil Support)
-> CNDR: Collaborative Thought (was Climate Control)
- The three Affinity Satellites have been moved up to the old positions of the first set of Affinity Units and now requires Level 7 in a given Affinity (was 4). This gives more time for the Solar Satellite to be used before it is being replaced.
General
- Almost everything in the game has received a major cost-, maintenance- and yield-rebalancing, mostly with the goal to make buildings have more impact on the overall yields. Mostly so they can keep up with changes made to the Improvement-System, but more generally, buildings felt rather weak compared to the yields improvements granted later on. These changes were not written down in detail as... well, there are really many of them and I was too lazy to list them all. ;)
- A lot of objects that were no longer used (or had never made it into a live version of this mod) have been removed from the database
- AIs no longer receive a combat bonus on higher difficulties (as the implementation of Military Capacity and the bonus-capacity AIs gain on higher difficulties has already given them strength in numbers)
- Buildings that are limited (with a limit > 1) now show up in the Buildings List of the Civilopedia instead of being invisible
- An Option to disable the additional ice on oceans has been added to the advanced game setup menu
- All Combat Damage has been increased slightly
- Unit Maintenance increases more during later parts of the game
- Players now only start with 1 Soldier (was 2)
- Trade Route Slots per City have been reduced to 5 (was 10).
- The formula for city growth has been changed. Cities now grow slower at first, but the increase in food required is not as exponential anymore, meaning that the construction of food buildings has more impact on the population size, and that cities have an easier time growing large, instead of stagnating in the midgame.
- Fixed a big (from the game itself, not the mod) that would cause terrain to become all messed up if a player uses a sponsor mod, selects that sponsor in the advanced Setup Options, starts the game, quits and then tries to start another game.
Empire Manager
- New Tab added: Improvements
- Players can now increase the yields of most Generic and Affinity-Improvements via the Empire Manager. Each Improvement has 4 possible Upgrades, but only a maximum of 2 can be unlocked per Improvement. All Upgrades require a new Resource, the Improvement Token, which can be unlocked through a number of sources, including Quests, Buildings, Wonders, and Technologies.
- Improvement Tokens are rather limited, and players will not have enough Tokens to unlock Upgrades for all Improvements, so they have to decide where to invest: Some strategies might want to upgrade Early Game Improvements to push towards the midgame, while others might want to bank their Tokens and focus on upgrading Affinity Improvements once they're unlocked - as they will last for the rest of the game. Some strategies might focus heavily on the expensive upgrades for one specific Improvement, while others might spread out their Tokens for more balanced results. Whatever strategy is chosen, it will surely have a big part in shaping the player's empire.
- Prices for Improvement Upgrades are somewhat randomized. A new Game Option was added to disable this randomization.
Affinity:
- Affinity Points required have been increased for Affinity Level 4-7
- Propaganda now increases Affinity Pressure in a city by 500% for 10 turns (was 300%)
- Supremacy: Food Bonus in cities with LESS than 10 Pop increased to 50% (was 35%)
- Supremacy: Food Penalty in cities with MORE than 10 Pop increased to -50% (was -25%)
- Supremacy 5: Now also grants 1 Health per City if it is your dominant Affinity
- Supremacy 7: Now only grants 1 Health per City (even if it is not your dominant Affinity, was 2)
-> Supremacy is supposed to go much wider than Harmony, and still a bit wider than Purity, but this was often restricted by the Health that was available to them during the midgame. These changes allow Supremacy to expand and bring new cities up to speed quite a bit faster.
- Hybrid Level 5 Perks no longer grant yields to Affinity Improvements, instead they now each grant 3 Improvement Tokens.
Affinity Descisions:
- Harmony 6: Second Choice now grants 3 Improvement Tokens (was +1 Science from Academies)
- Harmony 9: First Choice now grants 6 Improvement Tokens (was +2 Capital from Academies)
- Purity 5: First Choice now grants 3 Improvement Tokens (was +1 Food from Academies)
- Purity 5: Second Choice now grants 4 Military Capacity (was +1 Production from Manufactories)
- Purity 6: First Choice now grants 3 Improvement Tokens (was +1 Food from Domes)
- Purity 6: Second Choice now grants 6 Global Health (was +1 Science from Domes)
- Purity 12: First Choice now grants 6 Improvement Tokens (was +1 Science and Culture from Terrascapes)
- Harmony 14: Now properly grants 20 Health, instead of 2
(Note: Supremacy 5/6 still grant specific Yields to specific Improvements - this is intentional.)
Artifacts:
- The "Minor Knowledge" 'Reward' (+1 Health) no longer exists, instead, combining artifacts of different types can now give the 'Material Extraction'-Bonus, granting +1 Titanium and +1 Petroleum. This effect can be gained up to 10 times. Combining Artifacts from different categories into one can however also grant bonuses from other Categories.
- All Progenitor Wonders had their Production cost significantly increased to prevent players from unlocking the strong bonuses very early in the game.
- Health from Alien Artifacts can now, theoretically, be gained 10 times (was 5 times)
Buildings:
The building system has received a complete overhaul and yields of most buildings have changed. There is no list of all changes as whie I was to busy changing things around and testing, I sort of lost track. Consider this version a "reset" of the building system.
To further reduce Building Production Spam, the Cost of most Buildings have been increased, and they further increases depending on the number of cities you own. It is roughly 5% of Base Cost per City for all buildings and wonders.
Many of the buildings on the tech tree have been turned into "Global Buildings", a new "type" of building. They are very similar to National Wonders because they can only be produced in one city, but differ from them in that after being constructed in one city, a global building is created in ALL cities you own (even if they do not fulfil the requirements to construct it in those other cities). Note that Global Buildings DO benefit from modifiers that increase production towards Wonders. Overall, these changes mean that you will produce fewer buildings, but the buildings that you produce will have far greater impact on your Empire as a whole. This Effect is especially strong for very wide Empires, however, their production cost will also be larger.
Furthermore, constructing a building of a new tier now grants the effect of the building of the lower tier in ALL of your cities, instead of just in the city it was constructed in. So after you have constructed your first public school for example, ALL other cities gain a free Laboratory, whereas before, only the city it was constructed in would get one. However, buildings of higher tiers now require a number of buildings of the lower tier to be constructed. Tier 2 buildings require 3, tier 3 buildings require 6.
Other noteworthy changes to Buildings:
- New Wonder: Neural Manipulator - Grants a large bonus to alien opinion, and a Food Bonus for every Nest in a player's territory
- Infrastructure: Metropolis: To differentiate Metropolises from Industrial cities, Infrastructure: Metropolis now reduces Production in the city by 1 per Population. Instead of becoming production powerhouses they focus a lot more on Culture and Science. Many of the buildings unique to Metropolises have been buffed to make up for this.
- Xeno Masterwork: Renamed to 'The Living City', and Civilopedia Entry was added.
- Wellness Center: Renamed to 'Public Relations Office', and Civilopedia Entry was added.
Civilizations:
- All Sponsor Traits have been reverted to what they were before the overhaul in a previous version. Having negative effects associated with Sponsors unfortunately did not turn out as interesting as I thought and instead just felt restrictive. I plan to do a proper Sponsor Overhaul in a future version.
- Al Falah: Trait now grants 1/3/5 Improvement Tokens.
Improvements:
- Yields of most Non-Resource Improvements can now be increased via the Empire Manager (See Empire Manager above)
- Basic Yields of all Resource Improvements have been increased by 1 (to 2 for all yield except Energy, which is now 3)
- Generator: Energy Yield increased to 2 (was 1)
Loadout
- Combat Module: Now actuall does what it claims to do, and Military Capacity granted was increased to 3 (from 2) - buffed twice in one update!
- New Cargo: Portable Workshop - Gain a free Recycler in your Capital. While not very flashy, this Loadout allows players to speed up their starting strategy, and is useful for players who want to start with the Colonization Module without slowing down their development as much.
- Archaeologists: Chance for Progenitor Artifacts was increased to 25% (was 15%)
Quests:
- Upgrading Equipment: Now triggers on turn 65 (was 155), and the cost of the quest project has been reduced to 350 (was 650)
Specialists:
- Trader: Base Yield reduced to 6 (was 8)
Terrain
- Improvements for Affinity Resources no longer have a Maintenance cost
- Base Production from Hill reduced to 1, but Mines now yield +2 Production (instead of +1) again. This makes Mines (and Improvements that gain bonus-yields from being placed on Hills) a lot more appropriate for hills.
- Tiles next to rivers as well as Tiles with Reefs no longer yield +1 Energy, but instead yield +1 Food. Together with the reworked Garden Building (+4 Health) this should make rivers a prime location for early expansion.
Technologies:
- Mid- and Lategame Technologies were increased (mostly to equalize some of the additional yields from Improvement Upgrades):
-> 24480 -> 28880
-> 9980 -> 12980
-> 6860 -> 8160
-> 3460 -> 3860
- Construction: Now also grants +2 Improvement Tokens
- Robotics: Now also grants +4 Improvement Tokens
- Specialized Engineering: Now also grants +8 Improvement Tokens
- Mechanized Trade: Now also grants +8 Improvement Tokens
- Bionics: Global Health reduced to 4 (was 6)
- Synergetics: Global Health reduced to 4 (was 6)
UI:
- Fixed a lot of Typos, text errors, and changed some texts to use uniform wording when different objects grant the same effect.
- Fixed an Error that made the Civilopedia become bugged when browsing certain buildings
- Fixed an Error that made National- and World Wonders with Specialist Slots not show up while browsing the Civilopedia
- Building/Wonder Tooltips now show base production cost and production cost increase per city
Units:
- Unit Costs and Unit Upgrade Costs have been revised. In general, High Level Units are a bit more expensive now.
- Higher-level Unit Upgrades now provide more Combat Strength and Ranged Combat Strength
- LEV Destroyer: AoE damage is now passive and does not need to be activated
- Paean: Now grants +2 Food per Tile (was +1 Food and +1 Health)
- Orbital Former: Now grants +1 Food, Production and Science per Tile (was +1 Production, Science and +1 Health)
- Explorer: Movement reduced to 3 (was 4) but Combat increased to 8 (was 6)
Virtues:
- Virtue Cost increase more as the game progresses (mostly to equalize some of the additional yields from Improvement Upgrades)
- Urban Farming II (Prosperity): No longer allows Food to be kept after City Growth (was 10%), instead now grants 6 Improvement Tokens
- Tier 2 Synergy Bonus 1: Health reduced to 6 (was 8)
- Tier 2 Synergy Bonus 2: Health reduced to 6 (was 12)
General
- Added an Advanced Game Option to decrease Alien Spawn Rates significantly
- Added an Advanced Game Option to prevent Alien Leeches from being spawned
- Most Affinity Quest Projects have had their cost decreased
- Alien Spawn Rates have been reduced for the first 10 turns of the game, and the game now starts with fewer aquatic aliens
- Aquatic Sponsors now start with 2 Melee Units (Was 1 Melee and 1 Ranged Unit)
- The amount of Points Required to unlock Affinity Level 10 has been corrected and is now in line with the other Affinity Levels instead of being extremely low
- Killing Leeches no longer counts towards the "Kill Alien Units" Quest Objective
UI
- The Event Overview has been redone from scratch and now shows Event-Descriptions and Effects in am UI that fits the rest of the mod
Affinity
- Supremacy 5/7: Now correctly state that each provides +1 Health per city. These bonuses no longer require Supremacy to be the primary Affinity to make it a stronger choice as secondary affinity.
Buildings
- The cost of all buildings that are unlocked in the upper third of the tech tree has been decreased
- Fixed a bug that made Global Buildings apply its effects twice in the city where the original copy was constructed
- Some Global Buildings were granting incorrect buildings in all cities; this has now been fixed.
- Ultrasonic Fence: Now also deals 15 damage to Aliens inside of your territory. This effect can be disabled in the Empire Manager.
- Thorium Reactor: Now yields +10 Energy (was +8)
- Mining Station: Now yields +4 Production and +8 Energy (was +3 each)
- Deep Memory: Affinity Yields increased to +3000 (was +500)
- Xenodrome: Affinity Yields increased to +3000 (was +500)
- Faraday Gyre: Now properly spawns Alien Skeletons, not Progenitor Ruins
- Rocket Battery: Is now properly added to all cities once constructed, Bonus Defense reduced to +5 (was +10)
- Feedsite Hub: Now grants +1 Production from OBSERVR Specialists instead of Science.
- Alien Preserve: No longer grants Science from Chitin/Resilin and no longer requires one of these resources to be present. Instead, it now yields +6 Culture while Aliens are Friendly; and still grants an Alien Artifact on completion.
- Ultrasonic Fence: Damage reduced to 10 (from 15)
Covert Ops
- Information about cities now becomes available once Network has been established, and no longer requires higher agent Levels.
Civilizations
- Franco Iberia can now construct Industrial Cities as intended
- Chungsu: Base yields from Covert Operations are now only increased by 25/50/75% (was 50/100/150%), and Bonus Yields from Golden Age were reduced to 150% (was 300%)
Empire
- Government Forms and other stuff should no longer reset when a game is loaded.
- Changing the Economic Ideals via the Empire Manager no longer causes Anarchy
Terrain
- Generator: Can now coexist with Forests.
Units:
- Terror (Alien): Melee Defense reduced to 12 (was 24)
- Pod Hunter: Movement reduced to 1 (was 2)
- Ultrasonic Emitter: Damage reduced to 10 (from 15) Can now be constructed for 250 Production, but only if the player does not already own an Ultrasonic Emitter. This change was mainly made to give players an additional tool if they find themselves surrounded by Alien Nests.
General
- Overall progress during the early game has been sped up significantly, but slows down later when players have more cities to manage
- Fixed a scripting error that caused a lot of (harmless, but spammy) log errors when unsupported Sponsors are used with Codex
- Basic City Defense was increased by 2 points
- The starting year has been corrected to 2600 (was 2200) to roughly fit the timeline that Firaxis set out in their prologue series (Great Mistake in 2050, followed by a "Dark Age" of 400 years, leaving ~150 years for the start of the seeding and the journey to the new planet - which is probably still too short, but I think starting in the year "3000" sounds a bit "too SciFi" for the rather low level of technology that players start with)
- Implemented a fix/workaround for the bug that caused improvements to count twice towards the "Construct Improvements"-Quest Objective.
Buildings
- Development Protocol: Now yields +2 Food (was +3 Diplomatic Capital)
- Colonization Protocol: Now yields +2 Production (was +3 Diplomatic Capital)
- Suppression Protocol: Now yields +3 Energy (was +3 Diplomatic Capital)
Diplomacy
- Increasing ones relationship with another player now costs 100 Diplomatic Capital for all levels (was 25-35)
- Diplomatic Reactions happen more often now to give Ideological Differences more influence on the overall relationship of Nations.
Empire
- Improvement Upgrade: Generator 3 now correctly adds +1 Culture to Generators instead of +1 Science.
- Added a new option to the Empire Manager, 'Quarantine', that allows players to give up some of their productivity for a significant increase in health. This option is (intentionally) ineffective if used as a baseline, but enables strategies that allow players to expand much faster and wider than they could before, and can also be used to dodge temporary health drops, such as after a conquering spree.
Events
- Events now only trigger for the player.
- Events trigger slightly more often.
UI
- Some Notification Icons have been recolored to make the important ones easier to identify
- Notifications for Projects that were created by other Civs are no longer shown in the Notification Bar
- If the advanced Game Options to play without Fog and/or Black Mask are active, Players will no longer be spammed with Nest/Resource/Excavation Notifications when a savefile is loaded
Units
- The way unit production costs increase over time has changed: Instead of increasing them based on the number of upgrades a unit has, they now increase by 50% based on the amount of units of that type you already own.
- Siege Worms and Kraken (the normal ones and their mutated counterparts) no longer pillage tiles automatically.