We're going to have a new Insider's Branch probably on Tuesday. Thought I'd give you guys a sneak peek on some of the things in it that we did during the weekend (we're NOT addicted to the game, we swear!).
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Visual display of ship hull sizes modified to make it easier to view them in battle
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Renamed Explorers ability to Voyagers
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Fixed the ability to acutlaly for realsies give a +2 moves, +2 sensors
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HIvemind ability HP buff in territory decreased from 25 to 5
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Several new anomaly events (tired of the "stealth fileld" yet?)
- Grand festival length decreased from 25 turns to 12.
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Major rework of technology tree
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Full rebalance of the AI prioritization of techs to get it to better research weapons and better hulls.
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New tech: Exotic World colonization replaces the myriad of specialty planet types techs
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New tech: Interstellar cabinet replaces the myriad of "Ministry of X" techs
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New tech: Space Weapons. Early game tech to give some additional weapons before specialization.
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Point Defense tech tree removed (point defenses and other specific weapon counters will become part of a specialized defense branch later along with new evasion techs).
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Beam weapon theory renamed Directed Energy Weapons
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Space Lasers (sigh) renamed Photonic Alignment
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Devastaor Missile System renamed to Phoenix Missile System to match the weapon it gives
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Shrunk the size of the cruiser tech description
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Removed drones as a resource / element of the game until we can do something more interesting with them.
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Lots of new lines of text for the AI to speak to the player rather than "we want peace"
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Self Determinism now grants 3 leaders.
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Ministers unlocked mostly between Interstellar cabinet, political capital and colonial bureaucracy.
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Various exotic world planet types (like radioactive worlds) are unlocked by a single tech: Exotic World Colonization.
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Several new ship components for early game use.
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General UI text update to fit better on screens (espeically for people in Germania) and clearer descriptions of stats.
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Festron no longer take a penalty for not being on an aquatic world because they don't actually like watr. They're not water bugs. They're bug bugs and prefer jungle which they now get a huge morale boost of if they're on those worlds.
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Invite leader cooldown reduced from 50 to 10, control cost increased from 10 to 20.
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Trade route value multiplier increased from 15% to 33% to make trade routes more valuable
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Number of Trade licenses greatly reduced
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Tech Inflation multiplier reduced from 11% to 10%
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Number of rounds in a battle increased from 40 to 100 so that battles have a better chance to play out.
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YOU CAN MOVE THE CAPITAL. Players can destroy their capital and then place it on any tile they want.
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Colony capitals can now be destroyed and relocated as well
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Civ capital maintainence removed.
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Durantium Processor level bonus increased from 1% to manufacturing to 3%
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A new upgraded research project added
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Garrison now increases PLanetary Defense instead of Resistance
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More improvements moved to earlier in the tech tree
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Low quality planets now rarely have any food output to make food more valuable.
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Coerced colonization approval penalty increased from 5% to 15%.
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Hull Reinforcing changed form providing 25 HP to every ship to 20% (percent) buff to a ship.
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Major Prestige Victory balance pass. Should feel a lot better.
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Explorer race trait fixed
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Siege Ships are now Frigate class
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Carriers are now Dreadnought sized
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Tactical speed of ships altered to be better balanced
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Cruiser hull Manufacturing cost increased from 40 to 100
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Battleship hull manufacturing cost increased from 100 to 300
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Dreadnought hull amnufacturing cost increased from 250 to 1000
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Dreadnought hull usable space increased from 32 to 36
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Banking Clan faction diplomacy penalty increased from 0.5% to 1%
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Capitalist Society faction gross income buff changed from a flat 1 per intellgence of leader to a 1% buff to income per intelligence of leader wwhile increased the approval penalty from 0.1% to 0.5% per social.
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Empporium faction Bazaar discount changed from 0.005 flat to 0.5% per intelligence of leader added wile Crime is now increased by 0.01% per diligence of that leader.
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Minister of Finance provided a 1% buff per colony income per intelligence.
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Minister of Defense now provides a Planetary Defense buff instead of resistance.
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AI ships will no longer bother with marginal colonies unless it can take them in less than 2 turns.
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Improvements to AI tax rate handling
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Fixed some issues with the way the AI was choosing techs to research
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Planets will rebel much faster than before from foreign influence.
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Fix to canusegalactic market changed to simply see if they have the universal translator. No fancy stuff.
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Economic Power no longer takes the treasury into account.
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Much bigger approval penalty from high crime.
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HP buff to ships based on # of colonies is now the square root of the # of colonies rather than linear.
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Raw fleet weapon rating greatly reduced for determining the siege rating of a fleet.
We hope to have this out for insiders Tuesday, May 30, in the afternoon.