Key Changes
- Added a government policies system
- Policies have various positive or negative effects on an empire, some of which were moved from techs to policies
- Policies represent various social, economic, and military ideas and ideals
- Empires have limited slots in which policies can be adopted
- Slots are unlocked by techs, buildings, other policies, ships, species or other content
- Gave species likes and dislikes
- Buildings, policies, or specials nearby or in an empire affect their planet stability
- Made planet stability have more consequences
- Various planet effects depend on stability levels, including resource output growth rates and stable values
- Low planet stability causes rebel troops to appear
- Rebel troops can cause a planet to leave an empire
- Added influence resource
- Spent to adopt policies
- Consumed by colonies and outposts and various content
- Generated by various content and associated planet focus setting
- Going into debt will reduce planet stability
- Extensive content reworking and balance adjustments for buildings, techs, policies, species, ship hulls and parts
- Combats default to 4 bouts, with ship structure and damage adjusted accordingly
- Added additional fleet aggression settings for finer control of blockading, hiding, and combat initiation
View full changelog here.