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######################### VERSION 2.3.3 ##########################

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# Ancient Relics Story Pack Features

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



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# General

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* Updated localisation for all languages



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# Balance

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* Further changed Precursor system spawning to always connect to an owned system, if possible, to reduce them appearing in inaccessible places

* More archaeological site events will grant minor artifacts

* Zroni chain grants Psionic Theory tech option for non-gestalts

* The Surveyor relic now has a chance to find multiple deposits during its activation time. It has also been reduced to a five year timer

* Adjusted the rate at which Admirals gain XP when patrolling and when in combat

* Daily patrolling XP is now based on the max piracy in a system rather than the current piracy

* Disengaged ship now also give xp, they have their own define: LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_DISENGAGED_CONVERSION

* Zro is slightly more common

* Marketplace of Ideas trade policy unity per trade value increased from 0.15 to 0.25

* Grand Herald site is less common. When the Grand Herald is found it may be damaged to some degree, if so there is a special project to restore it to full power

* Finishing Arc Sites may yield Technology Research Options/Boosts

* Lowered the chance of archaeology sites being discovered when planets are surveyed

* Non-genocidal gestalt empires may now also seize the galatron from those who would withhold access to its glory



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# UI

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* Added MP DLC ownership icon for Ancient Relics

* Fixed line break in Zro Deposits causing unnecessary truncation of text

* Fixed displayed Army Recruitment time not including build speed modifiers

* You should no longer be able to see the orders of the fleets of other empires

* Fixed the resources going haywire in the trade view. Hopefully for the last time

* Added a country modifier to remind you that you can safely colonize Holy worlds as the chosen of Zarqlan



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# AI

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* Fixed so that the AI uses their idle science ships to assist research rather than just drawing salaries and doing nothing like typical freeloading intelligentsia

* AI empires will finish tradition trees before starting new ones

* Changed AI weight for consecration decision, so that it's actually used

* AI will now build city districts on planets if needed even if not many pops live there

* AI no longer juggles leaders back and forth, and also makes sure there is always at least one leader assigned to a ship

* Fixed the AI declaring war on empire they can't reach, or empires on the other side of the galaxy

* AI no longer needlessly upgrades starbases if they still have unused module or building slots

* Removed ostensibly arbitrary pop requirement for research buildings, also capped holo-theatres to one per planet



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# Modding

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* add_anomaly effect now adds the anomaly to the scoped country instead of the first country to survey the planet

* Added "min_jumps" and "max_jumps" parameters to the "spawn_system" command for better control of where and to what world spawned system appear

* min_jump and max_jump now use -1 to be ignored, so that you can make systems that attach directly to your base system

* Added `steal_relic = { target = TARGET_COUNTRY relic = <all/random/RELIC_NAME>` effect

* The `on_arrival_effect` is now properly called with a fleet scope

* Replaced hard texture limit with hybridarray for people that have excessive amounts of textures due to mods

* Added 'is_last_lost_relic' and 'is_last_received_relic'. Both trigger return true if the relice passed as a parameter is the last (lost/received) relic by the country from the scope country scope: is_last_lost_relic = <relic_key> / is_last_received_relic = <relic_key>



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# Stability

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* Fixed a freeze when editing trade routes from a system you stole

* Fixed a crash when using mature galaxy in observer mode



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# Bugfixes

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* Colony automation now has a 3 day cooldown after a building completes in order for recently completed constructions to take effect

* Increased weighting of favorited jobs so that they're properly prioritized

* Made the logic for buy/selling slaves better. AI is now more likely to both buy and sell slaves, wrote someone in the 21st century

* Fixed automation not working on planet capitals or new colonies if you don't change the designation

* Conquered habitats will now convert districts that are not permitted by their new empire type

* Fixed so that rogue servitor AI will no longer just build organic sanctuaries

* All non-Exterminator Machine Intelligences should now be able to make Farming Colonies

* In MP only the first player to discover the Baol or Zroni precursor will begin their chain. Others are free to discover different precursors

* Fixed overflow issues in AI diplomacy due to relative strength calculations

* The result of "Reverse-Engineer Minor Artifacts" is now properly randomized

* Disabled map-ping for finished arch sites

* Admiral XP is based on the total cost of ships instead of just minerals

* Fix for all buildings swapping issues

* Secrets of the Irassians will no longer sometimes give machine intelligences a tech they can't use

* Changed so that arch sites and certain events use the correct GFX files

* Fixed Growth species disappearing every other month in some cases

* Ship build speed modifiers are no longer applied twice

* Fixed Build Speed modifier being applied twice to buildings

* Fixed some new Tutorial Lines not playing VO (VO for a bald eagle flying out of an explosion with a pistol grasped in its beak didn't arrive in time for today, alas)

* The Caravaneers roam space once again instead of sitting in orbit ringing your doorbell for all eternity with an "offer you can't refuse"

* Deficit modifiers are properly applied again

* Master Builders no longer ever affects Habitat size

* Rare resource tech will also be researchable if any planet you own contains an Industrial sector deposit

* Primitives living on Ring Worlds will no longer build normal districts on them when invaded, enlightened, or if they naturally develop spaceflight, because inscrutably we have created a game where apparently such things are possible

* Maintenance Drones again have a positive weight for the Emotion emulators trait

* Fixed ships not going MIA when they can't return because they don't have access

* Presapients can now be found again to be uplifted/exploited/devoured as your whim decrees