
Added Catalytic Processing civics for all government types.Maweer Caretakers pre-scripted empire now uses Idyllic Bloom civic in place of Inward Perfection.
Owning the Plantoids Species Pack adds the Phototrophic trait to the Nu-Baol. Owning the Plantoids Species Pack adds the Radiotrophic trait to the Nivlac. Rogue Servitors can now take the Arcology Project Ascension Perk and restore Relic Worlds to Ecumenopolises. Ecumenopolises owned by Rogue Servitors have Sanctuary Arcologies, capable of housing Bio-Trophies. Added a new 'Unyielding' tradition tree. Subversive Cults no longer have access to the Temple of Prosperity, instead gaining the Subversive Shrine. Added three new archaeology sites for Ancient Relics. Extended the Rock Brain anomaly event chain for certain Lithoid empires. Reanimated Armies Civic has been renamed to Reanimators and their empires can now reanimate Biological Leviathans, among other things. Enabled Necrophage origin for Hive Minds. Added a new 'Subterfuge' tradition tree. Reworked the Traditions interface to make Tradition Trees selectable. Adaptability, Synchronicity and Versatility traditions are now their own tradition trees, rather than being tradition swaps.Īllowing Empires to have access to more than 7 different trees (Empires are still limited to only having 7 active trees). Diplomacy and Adaptability are now both available to almost everyone, and are no longer mutually exclusive. Added a new 'Mercantile' tradition tree to the base game.
Updated the star system layout of Alpha Centauri to be more scientifically accurate.Updated the visuals of the Sea of Consciousness star system.You can now queue construction of starbase buildings that require certain modules before those modules have completed construction (such as the Offworld Trading Company).Void Dweller empires with species that eat food now start with a 100 food stockpile instead of none.Added two new archaeology sites to the base game.Sectors released as vassals from megacorps are now released as Oligarchies with the Merchant Guilds civic and one or two random civics (depending on their technology).The Federation Science Challenge now takes greater account of empires' relative technological standing when picking a winner.When a Reanimator country defeats an organic army in battle, they have a 1/3 chance of creating a new undead army.Reanimators no longer need to research any techs before they can build their necromancy building.Their necromancy building now gives two Necromancers instead of one. Necromancers now produce +2 each extra society and physics, but one fewer defensive armies. Increased chance of pops escaping Necrophage purging to 25%.Reworked the Void Dweller trait to now provide a Pop Output bonus of 15% on habitats and a Pop Output penalty of -15% on non-artificial worlds, ringworlds have neither a bonus nor a penalty.
Removed stability modifier from Memorialist building and added it to Memorialist job instead.Īdditionally, they have a -30% happiness penalty on non-artificial worlds. Death Cult sacrifice bonuses now depend to a far greater degree on the % of your population you have just put to death (rather than on the sheer number of sacrifices). They will generally be far more impactful in the early game. Death Cult: number of Mortal Initiate jobs from upgraded buildings reduced to 2 and 3 from 3 and 5, as your demographics can usually not sustain massacring 5 pops per planet every decade. Beacon of Liberty: Gave +15% produced Unity -> Now ALSO also gives -15% Empire Sprawl from Pops. Imperial Cult: Gave +1 Edict cap -> Now gives +2 Edict cap.
Idealistic Foundation: Gave +5% Happiness -> Now gives +10% Happiness.