new in the beta:
Galactic Simulation:
- Fix an issue when you had exactly -35 rep, it couldn't work out your relationship
- Added investment faction state
- Rebalance how player actions and missions count towards the star system's influence caps for the day
- Rebalance how player actions and missions contribute towards faction state and influence buckets
- Additional factors now contribute towards outbreak and famine's buckets
- Added a new "Retreat" state for factions with low influence levels not in their home system
- Significantly changed the "Expanded" state. The Faction's search for another system is now triggered at the end of the expansion's active phase. If the surrounding systems are full, then an expansion might trigger an invasion war if an appropriate defender can be found.
- Added new "Investment" state for factions that have failed to expand, which significantly increases development level for a short time and lets the Faction search a bit further away when they next expand
- The "Lockdown" state now locks down many station services for affected Factions, allowing Commanders to concentrate on helping those Factions' crime control efforts
- Conflicts should now be easier to win, with rebalanced effects of combat actions during conflicts.
- War now only needs a 5% influence difference to win. Civil War and Elections remain at 3%
- When assigning the spoils of war, Ports & Stations that ships can dock at, are now considered more valuable than Planetary Settlements
- Send out Inbox messages when Commander reputation changes past each threshold
- Superpower reputation now affects the rate of change of affiliated Faction reputation
- Fix background sim consequences for crimes other than piracy or murder and to consider both the victim faction and the faction that controls the jurisdiction of any crime
- Local news articles have been improved for many states, including which system a Faction has just expanded into!
- Fixed localisation for Commodity and Ship descriptions in local news reports
Galactic Simulation:
- Fix an issue when you had exactly -35 rep, it couldn't work out your relationship
- Added investment faction state
- Rebalance how player actions and missions count towards the star system's influence caps for the day
- Rebalance how player actions and missions contribute towards faction state and influence buckets
- Additional factors now contribute towards outbreak and famine's buckets
- Added a new "Retreat" state for factions with low influence levels not in their home system
- Significantly changed the "Expanded" state. The Faction's search for another system is now triggered at the end of the expansion's active phase. If the surrounding systems are full, then an expansion might trigger an invasion war if an appropriate defender can be found.
- Added new "Investment" state for factions that have failed to expand, which significantly increases development level for a short time and lets the Faction search a bit further away when they next expand
- The "Lockdown" state now locks down many station services for affected Factions, allowing Commanders to concentrate on helping those Factions' crime control efforts
- Conflicts should now be easier to win, with rebalanced effects of combat actions during conflicts.
- War now only needs a 5% influence difference to win. Civil War and Elections remain at 3%
- When assigning the spoils of war, Ports & Stations that ships can dock at, are now considered more valuable than Planetary Settlements
- Send out Inbox messages when Commander reputation changes past each threshold
- Superpower reputation now affects the rate of change of affiliated Faction reputation
- Fix background sim consequences for crimes other than piracy or murder and to consider both the victim faction and the faction that controls the jurisdiction of any crime
- Local news articles have been improved for many states, including which system a Faction has just expanded into!
- Fixed localisation for Commodity and Ship descriptions in local news reports