(LIVE) v2.95 Update Changelog

Key Features 

  • Heighten Gameplay Balance.  We have updated planetary improvements, colony features, ship components, and war conditions.   

  • Updated Map Generation.   We enhanced Map Generation for star distances, higher planet frequency, and planet resources.  

  • Quality of Life Improvements. We improved UI layouts, previous crashes, language errors, and cinematic cameras. 


v2.95 March 5th, 2025 Change Log 


  • Fixed issue where ship style sets were not being used/selected and reverted to Legacy Terran Alliance ships styles 


v2.95 March 1st, 2025 Change Log 


Art 

  • Yor color appearance and scheme were tweaked 

Battlefields 

  • Updated Cinematic Cameras to stop clipping and have optimal battlefield positions 

Crashes 

  • Fixed auto-exploring bug that could lead to stuck turns or crashes at the end of a turn  

  • Fixed a crash that can occur when AI Civilizations request to trade 

Gameplay 

  • Base ship hull sizes are now unlocked through the tech tree  

  • Starbases are tougher and harder to kill 

  • The "New Generation is Born" event no longer happens for Synthetic races 

  • Military Starbases provide combat buffs by default to friendly units 

  • Reduced the regulation buff from 20% wealth to 15% 

  • If a Civilization has the Ancient Trait, they gain new Starbase Modules that buff Relics 

  • Added an alternative Self-Repair Alloy option  

  • Fixed a bug where trade routes did not give diplomatic capital 

  • Increased Synthetic civilizations’ approval 

  • Increased the Yor’s average intelligence from 1 to 2 

  • AI players are more likely to communicate with Civilizations they dislike extorting money, tech, etc.  

Colonies 

  • AI will optimize the specialization of citizens based on the strengths of their planet 

  • AI will prioritize durational projects as a planet runs out of usable tiles 

  • Earth loses 1 mineral, 1 tech and gains 2 influence 

  • If a planet isn't capable of becoming a core world, it will no longer show what is on it 

  • Fixed a bug where players cannot execute leaders 

  • Increased Leader spawn rate 

  • Citizens provide more influence per turn 

Improvements 

  • Fixed a bug where improvements wouldn’t show up without a proper tooltip 

  • Gave support for improvements to provide shipyards with production by adding durational projects 

  • Fixed Quantum Processing Unit improvement being incorrectly marked as a Wealth improvement instead of a Research improvement 

Resources 

  • Thulium is more common 

  • Elerium is less common 

Ships 

  • Improved quality of Scout search 

  • Tiny Hull Ship maintenance increased from 0.25 to 0.50 

  • Supply Modules now requires the Colonial Policies tech 

  • HP-giving ship components now have 1 maintenance cost 

  • Significant improvements to the auto Scout behavior to be smarter and faster at computing 

  • Added Life Support Module to starting Flagship 

War 

  • Removed the “Let's trade" text when a player is at war with another Civilization, especially a forever war 

  • If a player is in a forever war, they will no longer be able to negotiate peace with that Civilization 

Localization 

  • Removed italicization for Korean 

  • Fixed German issues 

  • Fixed Italian issues 

  • Fixed Polish issues 

  • Added localization support for the rendering options 

Map Generation 

  • Tech costs will scale based on the map size 

  • Slight increase in the rate of decay based on distance of asteroids and colonies 

  • Star distances moved slightly further apart to make range more important 

  • Increased the likelihood of trade resources on planets with special traits 

  • Fixed the extreme planet slider  

  • White dwarfs get more planets 

  • Balance pass on planet frequency 

  • Balance pass on planet types and their resource outputs to align more with the type of planet 

UI 

  • Moved Missions tab up on the Main Menu 

  • Fixed bug where techs displayed 0 months to research 

  • Lengthen the Artifact UI  

  • Fleet detail lines no longer intersect 

  • Resources display which Civilization owns them 

  • Fixed bug where N/A shows up for Ships after building Shipyards 

  • Shipyard icons will show up based on combat rating 

  • Changed “Save Ship Design” text to “Save New Class Design” 

  • Cleaned up the citizen tooltips on planets 


Megastructures DLC   


AI 

  • Enhanced AI’s ability to build Megastructures 

Megastructures 

Dyson Sphere 

  • Energy Generation range increased from 15-25 to 20-40 

Improvements 

  • Solar Farm Energy Generation increased from 1 to 5 

  • Solar Farm Energy Generation per level increased from 0.25 to 1 

  • Reduced all Gigamass Costs to 0 

  • Increased Energy Consumption to improvements that previously had 1 and 2 Gigamass Cost 

Orbitals 

  • Orbitals now use Energy  

  • Orbital Embassy Durantium cost increased from 1 to 5 and is now a Civilization Achievement 

  • Diplomatic Council Durantium cost increased from 3 to 5 and is now a Civilization Achievement 

  • Gigamass Costs reduced to 0 

  • Energy Costs increased to 5 

Stellar Gateway 

  • Gigamass costs reduced from 30 to 10 

Stellar Nexus 

  • Fixed bug where Nexuses used Energy while under construction 

  • The Focus Generator Augment now buffs Citizens +10 in all stats and Workers +10 in Diligence 

  • Stellar Nexus Gigamass Costs decreased from 50 to 30 

  • Added new prerequisites for Stellar Nexus based off which Civilization is played 

    • Nexus Augments Available to All Civilizations 

      • Yellow Star: Focus Generator 

      • Purple Star: Subspace Lens 

      • Blue Star: Quantum Mirror 

      • Red Star: Orion's Eye 

  • Below are Civilizations and what Nexus Augments are available to them 

    • Terrans  

      • Yellow Star: Celestial Garden 

      • Blue Star: Neoteric Spire 

    • Festron  

      • Red Star: Eclipse Engine 

      • Blue Star: Allegiance Engine 

    • Navigators  

      • Red Star: Acceleration Matrix 

      • Blue Star: Neoteric Spire 

    • Mimot  

      • Yellow Star: Celestial Cloud Cycler 

      • Blue Star: Allegiance Engine 

    • Xeloxi  

      • Purple Star: Megalithic Trade Center 

      • Red Star: Eclipse Engine 

    • Arceans  

      • Purple Star: Galactic Embassy 

      • Red Star: Defense Coordinator 

    • Drengin  

      • Yellow Star: Central System Auth. 

      • Red Star: Eclipse Engine 

    • Altarian  

      • Yellow Star: Celestial Garden 

      • Purple Star: Galactic Resort 

      • Blue Star: Allegiance Engine 

    • Yor  

      • Red Star: Defense Coordinator 

      • Blue Star: Cosmic Foundry 

      • Blue Star: Neoteric Spire 

    • Torian  

      • Yellow Star: Celestial Cloud Cycler 

      • Red Star: Defense Coordinator 

      • Blue Star: Allegiance Engine 

    • Manti  

      • Yellow Star: Celestial Cloud Cycler 

      • Red Star: Eclipse Engine 

      • Red Star: Acceleration Matrix 

    • Krynn  

      • Yellow Star: Celestial Garden 

      • Purple Star: Galactic Embassy 

    • Iconian  

      • Purple Star: Galactic Resort 

      • Red Star: Acceleration Matrix 

    • Drath  

      • Purple Star: Megalithic Trade Center 

      • Purple Star: Galactic Resort 

    • Corporate Sec.  

      • Purple Star: Megalithic Trade Center 

      • Purple Star: Galactic Resort 

    • Onyx  

      • Red Star: Defense Coordinator 

      • Blue Star: Cosmic Foundry 

    • Baratak  

      • Yellow Star: Celestial Cloud Cycler 

      • Yellow Star: Central System Auth. 

    • Resistance  

      • Yellow Star: Celestial Garden 

      • Red Star: Eclipse Engine 

    • Luxar  

      • Red Star: Acceleration Matrix 

      • Blue Star: Cosmic Foundry 

    • Contaminant  

      • Purple Star: Megalithic Trade Center 

      • Blue Star: Cosmic Foundry 

    • Intueri  

      • Purple Star: Galactic Resort 

      • Purple Star: Galactic Embassy 

    • Korath  

      • Yellow Star: Central System Auth. 

      • Blue Star: Cosmic Foundry 

    • Phalenoid  

      • Purple Star: Galactic Resort 

      • Blue Star: Allegiance Engine 

Stellar Nexus Augments 

  • Stellar Nexus Augments now have their Gigamass Costs reduced to 0  

  • Energy Costs Increased from 10,15,20 to 10,25,50  

  • Augments renamed to include Star Color ("Yellow Star: Focus Generator")  

  • Augment descriptions edited to include what colored stars Stellar Nexuses can be built around 

Ringworld 

  • Energy Costs reduced to 0 

  • Reduced tiles bonuses for all Ringworlds, giving them only 3 special tiles 

Ships 

  • Harvester and Architect Ship Classes cannot be built in the ship designer until they are researched  

UI 

  • Fixed issue where “Cannot Survey” message pops up when colonizing a Ringworld 

19,859 views 4 replies
Reply #1 Top

Is the no manufacturing tiles bug for artificial civs still around?

Reply #2 Top

Quoting perrya555, reply 1

Is the no manufacturing tiles bug for artificial civs still around?

Manufacturing Tiles should be unlocked for artificial civs once a computational core is built on the homeworld, and for Nyx once the Materials tech is researched

+1 Loading…
Reply #3 Top

What motivated the decision to limit the number of Nexus Augments available to each civ? Also, how does the game decide which additional Nexus Augments a custom civ will has access to? As far as I can tell there isn't a direct selection for it. 

Reply #4 Top

Quoting Imofaj4667, reply 3

What motivated the decision to limit the number of Nexus Augments available to each civ? Also, how does the game decide which additional Nexus Augments a custom civ will has access to? As far as I can tell there isn't a direct selection for it. 

 

Hello!
Here's what I have to my understanding after asking the team:

If I recall we limited the Nexus Augments available to each civ since it allowed more strategy and since they were extremely overpowered at launch. Originally every Civ had access to everything but the team wanted a balance pass to not allow Nexi to be so overly powerful. So different Civs now have access to different Augments. Custom Civs have access based on the traits/ prereqs, they can also be found in the starbase module defs