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######################### VERSION 2.2.2 ###########################

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# 2.2 ‘Le Guin’ Free Features

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* Ether Drake Shrine/Monument has been converted to a special Planetary Deposit with the same effects as before

* Improved Nanite Transmutation description for tech/building

* Art Monument has now been revamped into a planetary Decision

* Hive minds will once again have unemployed drones rather than a Scavenger drone job

* Renamed Empire Size to Empire Sprawl, and renamed Administrative Cap to Administrative Capacity (previous wording did not make it clear enough that they are soft caps)



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# Balance

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* Reduced effectiveness of Bio-Reactor

* Increased cost of Unity buildings

* Reduced mineral cost of roboticist and fabricator jobs

* Increased base alloy job production from 2 to 3

* Resource stockpiles have by default been increased from 10000 to 15000. Default stockpile for Energy Credits increased to 50000

* Drone Campaign and Robot Campaign effects reduced from +20% to +10%

* Synthetic Evolution ascension perk now gives +10% robot output

* The chance of criminal Branch Offices getting shut down has been reduced slightly, and the cooldown between shutdown events has been reduced to 10 years

* At least one year with little or no crime must pass for a colony's criminal Branch Office to potentially get shut down (increased from one day)

* Different kinds of Unity buildings are now more consistent in how many Jobs they create

* Betharian Power Plant building now creates Jobs in addition to its flat Energy Credits output

* Bunker Bot's scrap value increased

* Massively reduced point defense weapon damage against armour

* Democratic Crusaders now also take a dim view of corporate authority

* Caravaneer home base will only be re-established if at least one Caravaneer fleet is still alive

* Rescaled the Consecrated World Worship modifier: it now goes higher, with smaller value increments between each step

* Shared burden Civic and Living standard allow pops to demote in social strata much more rapidly

* Ruined arcologies take longer to clear and cost more

* Reduced Gateway cost

* Increased rate at which admirals and ships get XP from suppressing pirates

* Science nerd faction is no longer jealous of the Successor Khanate

* Ship upgrade cost reduced by increasing the refund amount from older components, and upgrade time reduced

* Mega Art Installation restoration build time increased from 3600 to 4800

* Strategic Coordination Center restoration build time increased from 3600 to 4800

*Strategic Coordination Center effect on naval cap reduced from to 50/100/150, effect on starbase cap reduced from to 2/4/6, and effect on platform capacity reduced to 4/8/12

* Science Nexus effect on research output increased from 75/150/225 to 100/200/300, and increases research speed by 5%/10%/15%

* Science Nexus build time increased from 2400 to 3600, and alloy cost increased from 12500 to 15000 for all levels

* Proles know their roles, are less likely to be researchers

* Synthetic Evolution ascension perk now also reduces modify species cost by -50%

* Administrative Efficiency (repeatable) tech effect on Admin Cap increased from 10 to 15

* Mitigated some Machine Uprising issues slightly



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# UI

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* Building and District tooltips are now more informative in regards to what resources they use and produce from their jobs

* Fixed the missing "Megacorp" ownership icon in the MP lobby

* Added a warning when you try to colonize a very low habitability planet directly with a colony ship

* Piracy is now shown for non trading nations (if within their borders)

* Fixed the UI shattering hilariously if you clicked the population tab on an uncolonized planet

* Fixed Expansion Planner wrongly revealing rare deposits on unsurveyed worlds

* Fixed tooltip for Aristocratic Elite to show the building it unlocks

* Added a popup to tell player when resettlement will cause building destruction

* Adjusted the resource deficit notification to pop once you are down to 12 months' reserves

* Small tweaks to the Planets and Sectors screen

* Fixed tooltip wrongly stating planet had no rare planetary features if they were covered by a blocker

* Fixed overlapping GUI elements for Science Nexus Megastructure

* Updated production/upkeep GUI elements in Megastructure view

* Faction issues now display as red or green depending on if the demand is fulfilled rather than if the effect of the issue is positive, negative or neutral

* Fixed so that all decimals of amenities and trade value are shown in the UI



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# AI

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* Improved AI planet building priorities

* Improved AI market trading

* AI no longer bounces a single scientist around multiple ships, choking their exploration and growth

* AI now manages to correctly assess budget for building upgrades on planets

* Made sure AI is not blocked from building things that decreases budget deficits if deficit is too large, because you gotta have money to make money, champ

* Scriptable possibility to use parent economic category for AI budgeting. AI now has a single pool for energy upkeep for most things, making it much better at building up its empire

* AI is now budgeting some exotic resources to planet development, allowing them build upgrades and buildings that require them

* Made AI a bit less maniacal about stomping out every iota of crime to allow the criminal megacorp playstyle



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# Performance

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* Fixed performance drop in the resettlement view

* Fixed one source of lag on daily ticks

* Reduced needless daily job related calculations



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# Modding

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* Add num_uncleared_blockers trigger - checks the planet's total amount of uncleared blockers

* Renamed old "can_resettle_pop" game rule to "can_resettle_planet", Add a new "can_resettle_pop" game rule that works on Pop scope

* Added on_slave_sold_on_market on action



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# Bugfixes

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* Number of districts required to enact Arcology Project is no longer reduced by uncleared blockers

* Fixed overlapping UI elements in Megastructure view

* Authoritarian faction is now also OK with Academic Privilege and Robotic Servitors

* Tech drones and Technician jobs now correctly look for the Ingenious trait rather than Thrifty (which was changed to trade value)

* Starting on Earth as Life-Seeded now properly gives you a 25 size planet with rare deposits

* Fixed an OOS on hotjoin due to MIA ships reappearing in different places on server and client

* Fixed status quo peace not spawning new empires in ideology and vassalization wars

* Fixed ship alloy costs being truncated in the choose design window of the fleet designer

* Fixed first wave scourge invasion fleets being led by admirals using robot portraits for some bizarre reason

* Fixed massively out of date credits in the Chinese version, because Jamor is a human that exists in the universe apparently

* Fixed out of synch event related to special projects

* Added missing effects to the description of the Trium Caravaneer's atmospheric deodorizer deal

* Gateways will no longer spawn in directly adjacent systems on galaxy creation

* Fixes the issue of people not able to hot join a multiplayer when too many players are present

* Made tweaks to Galactic Market that should prevent an infinite profits exploit from flooding the market, then rebuying, you shameless tophat-wearing capitalist exploiters, you

* Fixed a graphical display bug with shielded worlds

* Fixed an incorrect modifier being applied by the "Alien Drag Racing" anomaly

* Improved the text truncation in longer planetary Decision descriptions, should avoid spillouts

* Reduced number of calls to CalcMaxEmployed done in DailyUpdate by up to 50%. Should improve performance

* Fixed literally unplayable grammar issue in the Horizon Signal event chain

* Fixed leader portraits being slightly off-center in level up windows

* Fixed OOS due to Leaders not being reregistered when changing class (Scientist to Empire Leader, etc)

* Fixed potential CTD when loading market and certain empires no longer exist, because all those empires will be lost, in time, like tears in rain

* Empire size modifier on leader cost and upkeep is now multiplied on the total and not added to the other mult modifiers

* Fixed OOS due to Galactic Market cache

* Fixed Master's Teaching: Warring States edict not affecting army upkeep as it should

* Fixed Gospel of the Masses civic not applying trade value bonus

* Fixed event spam when gaining access to the Galactic Market

* "Free at last" modifiers are now removed from the planet after it's reconquered (or conquered by anyone else)

* Prevented abandoned terraforming project or underground civilization events on an Ecumenopolis

* Added a check so that servitude robots cannot become criminals. We'll miss you, serial killer auto assembly claw.

* Khan, "berserker" and "invader" AI personalities should no longer get stuck considering targets they cannot reach

* Fixed empire size tooltip with literally unplayable missing % signs

* Fanatic Purifiers, Determined Exterminators, and Devouring Swarms now have a tooltip properly explaining why, as generally antisocial genocidal murderers, they are not welcome in the Galactic Market

* Fixed issue where the Marauder Horde was not dealt with properly if the Khan died of old age

* Reworked refugee pop effect script to eliminate faulty event spam

* Fixed a situation with total wars. If a player takes a planet that has the same name as a planet he already owns, a new sector would be created with that name, but with no planets in it

* Effects of "Survival of the Fittest" tradition now include a "%" character where needed

* Fixed broken tooltips for Gang Wars and Mob Rule events

* Fixed a bug where presapient pops on a planet would distort the necessary number of fully sapient pops required to unlock the next building slot

* Fixed some missing resource icons in various screens and tooltips

* Fixed robot pops being unable to resettle

* Fixed the Consecrated World Worship modifier disappearing when a certain combination of planets are consecrated

* Caravaneers should not join a colony before it is fully established

* Some moon-related events had their triggers improved after the startling realization that Habitats also count as moons. That's no moon...

* Fixed Aberrant and Vehement lacking starting anchor starbase rendering their portals indestructible

* Fanatic Materialist Fallen Empire is no longer wrongfully DLC-locked behind Synthetic Dawn

* Fixed broken text for Dark Matter deposits

* "Pollen Aphrodisiac" event chain is no longer available to Ecumenopolis worlds

* Fixed an event option tooltip relating to the Science Nexus reporting incorrect resource amounts

* Fixed Automated Colonization Units tradition not granting an extra pop on colonization for machine empires

* Fixed issue with the Artisan troupe dialogue windows not popping up

* Fixed crash when trying to reroute a trade route

* Totalitarian faction demands should be satisfied by either having a stratified living standard on everyone, or by purging/enslaving pops

* Fixed a crash when opening the megastructure build list with a Dyson Sphere you cannot afford at midnight on the Summer Solstice atop Barad-dûr

* Fixed text grey out function to actually grey out texticons instead of only cheekily putting "_grey" into the text

* Fixed a crash when tooltipping power in diplomacy view while not observing as a country

* Fixed duplicate Simplified Chinese ship design names

* Fixed a possible crash when showing event windows

* Fixed issue where system ownership change on actions were executed in a unsafe environment potentially causing CTDs and/or OOSs

* Fixed an OOS at game start when the client is playing in a different language than the host

* Fixed a crash related to extremely long trade routes

* Fixed CTD from trying to update invalid planets

* Fixed the Caravansary Home Station being indestructible after it is re-established, because that which has died once can die again

* Fixed a missing ship design name for the Caravansary starbase

* The Numistic pops sold by the Numistic Order will now have the same traits as their original owner but the ideal planet class of their buyer

* Fixed Vassalization Wars unhelpfully not creating Vassals

* Subsidiaries can now have branch offices and open branch offices in their overlord's territory. Commercial pact trading is also done automatically just as when in a federation when you're a subsidiary

* Merchants now properly produce Unity for empires with Merchant Guilds civic

* Fixed a number of Special Projects occasionally displaying unintended event images in the Situation Log

* Fixed some Governor traits that were wrongly empire-wide in their effect

* Hyperplanes are now correctly colored on OSX

* Drone Megastorage now correctly checks that you are a Machine empire

* No resettlement policy now actually means no resettlment

* Fixed Observation Posts producing no science

* Sector automation now includes hives and nexus

* Technologies for lvl 2 buildings no longer appear before you have the resources to build them

* Fixed the Numistic Order fleet having the wrong name

* Alleviated some issues with Caravaneer fleets getting "stuck", as their jump distance when escaping hostiles is now randomized

* Fixed an edge case where Consecrating a world would not result in a modifier, making the planet impossible to un-consecrate

* Fixed literally unplayable typo in Cyto-Revitalization Center tooltip

* Fixed Solid Liquidity faction issue stating the wrong amount of Energy Credits

* Private Prospectors civic effect description now shows the correct Administrative Cap increase