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  1. #### Update 2.2.0 (06 December 2018)
  2.  
  3. ##### Please be advised that 2.2.0 WILL UTTERLY DEMOLISH SAVES from previous
  4. versions! If you have games that you want to complete, please roll back to the
  5. previous version before trying to load the save.
  6.  
  7. # DESIGNERS' NOTE
  8.  
  9. Greetings!
  10.  
  11. Stellaris has (once again) undergone bold changes! In 2.2 the focus of the
  12. changes has been to rework how you develop planets and to deepen the game's
  13. economy. The purpose is to make the management of planets more fun and
  14. engaging.
  15.  
  16. Tiles are gone, and have been replaced with Districts, Buildings, and Jobs.
  17. You will now instead construct City Districts, Farming Districts, Mining
  18. Districts, and Generator Districts, as well as various Buildings with more
  19. specialized roles. Districts and buildings provide Jobs, and a job worked by a
  20. Pop will produce resources.
  21.  
  22. As a planet gains more Pops it will unlock more Building Slots. Buildings work
  23. similar to how they did before, but now most of them provide Jobs instead of
  24. producing resources directly.
  25.  
  26. 2.2 also introduces a new Trade Route system. What you essentially want to do
  27. is to collect Trade Value (found in space and produced on planets) by
  28. upgrading a nearby starbase. You should then set up a Trade Route leading back
  29. to your home system. Trade Value is converted into usable resources when it
  30. reaches your Trade Capital.
  31.  
  32. We recommend you to take a look at the updated tutorial!
  33.  
  34. # Megacorp Expansion Features
  35.  
  36. # Megacorps
  37.  
  38.   * Added the Megacorporation empire type, which features unique civics as well as the ability to become an economic powerhouse by spreading branch offices on the planets of other empires
  39.  
  40. # Ecumenopolis
  41.  
  42.   * Added new ascension perk: Arcology Project, enabling the Decision to convert a planet to an City-World completely covered in urban sprawl
  43.  
  44. # Xeno-Compatibility
  45.  
  46.   * Added new ascension perk: Xeno-Compatibility, which allows cross-breeding between species
  47.  
  48. # Universal Transactions
  49.  
  50.   * Added new ascension perk: Universal Transactions, which makes it easier for Megacorporation empires to establish branch offices and commercial pacts
  51.  
  52. # Caravaneers
  53.  
  54.   * Added the Caravaneers, nomadic space traders who will give unique offers in exchange for a variety of resources, and also offer games of chance in their home system
  55.  
  56. # New Civics
  57.  
  58.   * Added new civic: Byzantine Bureaucracy, that reduces housing/amenities usage and allows for the construction of Bureaucratic Complex building that adds administrator jobs
  59.  
  60.   * Added new civic: Merchant Guilds, that add a merchant job to capitol buildings, and merchants provide unity
  61.  
  62.   * Added Shared Burden civic for all your luxury space communism needs, with a new prescripted empire using it, the Kilik Cooperative
  63.  
  64. # New Megastructures
  65.  
  66.   * Added new Megastructures: the Matter Decompressor, Mega-Art Installation, Interstellar Assembly, and Strategic Coordination Center, including ruined versions you can discover
  67.  
  68. # Slave Market
  69.  
  70.   * Added a galactic Slave Market so you can buy or sell slave Pops and robots (once the Galactic Market is established)
  71.  
  72. # New Voices and Music
  73.  
  74.   * Added 3 new advisor voice sets as well as 16 minutes of new music (added to the soundtrack DLC as well)
  75.  
  76. # New Canon Empires
  77.  
  78.   * Added new pre-scripted Empires using Megacorp mechanics, and changed the existing Chinorr to a Megacorp
  79.  
  80. # Achievements
  81.  
  82.   * Added 10 new achievements
  83.  
  84. # New Utopia Expansion Features
  85.  
  86. # Hive Worlds
  87.  
  88.   * Added new ascension perk: Hive Worlds, similar to Machine Worlds but for Hive Minds, which allows them to terraform planets into living planets on which only hive drones can live. Hive Worlds gain a bonus to resource output and are not limited by deposits in how many resource districts they can support
  89.  
  90. # 2.2 ‘Le Guin’ Free Features
  91.  
  92.   * Added Simplified Chinese localization
  93.  
  94.   * Removed planet/habitat tile system, replaced with districts, jobs
  95.  
  96.   * Pops and Pop Jobs now belong to a social class (Pop Category) that determines their luxury needs. Social classes are ranked, and Pops that belong to a higher social class will refuse to take jobs belonging to a lower class until they demote over time
  97.  
  98.   * Added unemployment for pops without suitable jobs, which lowers planetary stability if their living standards are low
  99.  
  100.   * Added planetary housing, which is not a hard cap. Lack of sufficient housing causes planetary instability
  101.  
  102.   * More dynamic pop growth system: populations can grow and decline based on their rights, living standards, immigration/emigration
  103.  
  104.   * Added crime. Crime is generated by overcrowding and poor living conditions, and negatively affects planet stability. It can also generate events
  105.  
  106.   * Added new and reworked planetary decisions and empire edicts
  107.  
  108.   * Added new resource types (alloys, consumer goods, etc) which tie in to the economic simulation in many ways, diversifying the domestic activity of empires considerably
  109.  
  110.   * Added the Internal Market, where resources can be converted into other resources at a cost
  111.  
  112.   * Added the Galactic Market, in which all game resources can be bought and sold in open exchange between empires, with prices fluctuating based on supply and demand. This is formed when enough Empires are in contact with each other, replacing the Internal Market. Genocidal empires do not get access to the Galactic Market
  113.  
  114.   * Added trade routes, where you can collect trade value from upgraded starbases and send it back to your trade capital to convert to wealth for your empire. Reworked piracy system to link in to this, and added a patrol order so your fleets can actively suppress piracy
  115.  
  116.   * Added commercial pact diplomatic agreement, where the signatories gain trade value equal to 10% of the other party
  117.  
  118.   * Added Administrative Cap based on owned systems, districts, and colonies. It is a soft cap that, when exceeded, applies scaling penalties to leader cost, edict cost, research speed, etc. This replaces the old system of static penalties based only on systems owned, and more accurately reflects the size and complexity of your empire. Administrative Cap can be increased with techs and ascension perks
  119.  
  120.   * Introduced a new concept called Empire Cohesion. Empire Cohesion is increased by each owned system, and decreased by each external hyperlane connection and cut-off (non-owned) system inside your borders. If cohesion loss goes above cohesion gain, you will suffer penalties in the form of increased empire size and the corresponding costs it brings
  121.  
  122.   * Added 9 new basic Mandates relating to your empire's internal economy
  123.  
  124.   * Tweaked army display and ground combat screens, with improved army icons
  125.  
  126.   * Reworked planetary bombardment to produce devastation, which damages housing, amenities, trade value, and pop growth. High devastation will ruin buildings and kill pops
  127.  
  128.   * Reworked sectors to be automatically generated, removing the mini-economies and having them directly contribute to your empire stockpiles
  129.  
  130.   * Reworked factions to always give an amount of influence based on their faction approval, rather than having a hard cutoff below which they would contribute nothing
  131.  
  132.   * Reworked the Tradition Trees to synchronize with all the new systems
  133.  
  134.   * Replaced authoritarian Caste System with Stratified Economy living standards: does not use slavery but has a similar effect (happy rulers, downtrodden masses). Authoritarians can still use species-wide slavery. Slaver guilds civic is now required to enslave own species
  135.  
  136.   * Added alert messages for completing a Megastructure's intermediate upgrade steps
  137.  
  138.   * Added a conclusion to the Strong Magnetic Field events
  139.  
  140.   * Unity Ambitions are now a free feature, and no longer restricted to owners of Apocalypse
  141.  
  142.   * Added new single star custom system options
  143.  
  144.   * Created and implemented new SFX for Natural Wormholes which have been silent until now. No more.
  145.  
  146.   * Since the Chinorr have become a Megacorporation, replaced them in non-Megacorp games with a new prescripted empire, the Glebsig Foundation
  147.  
  148.   * Added technology Resort Worlds that unlocks the ability to designate a colony as a Resort World. This colony will be unable to have districts and most buildings built on it, but will increase amenities and immigration pull across the empire.
  149.  
  150.   * Added tech for Penal Colony worlds which have high crime rates but decrease crime on other planets
  151.  
  152.   * Added a tech for slaver empires to designate a world as a Thrall-World. Thrall-Worlds cannot support city districts or manufacturing/research buildings, but get vastly increased growth rate and access to special buildings and jobs for slaves
  153.  
  154.   * Updated tutorial to explain the new systems
  155.  
  156.   * Added the multiplayer observer mode from the 2.1.4 beta to the default game version
  157.  
  158.   * Deploy Hunter-Killer Drones decision can now be toggled on and off
  159.  
  160.   * Added a game setup setting for how many habitable worlds are guaranteed to spawn near your starting system
  161.  
  162.   * Research Agreements are now diplomatic actions, rather than being part of trade deals
  163.  
  164.   * End game victory conditions reworked into a score system, tallying up your total empire accomplishment based on size, population, military, tech, federations, and many other measures
  165.  
  166.   * Added some new Colony events.
  167.  
  168.   * Civilian ships are now constructed at starbase rather than planets
  169.  
  170.   * Added pop selection view to colony ship construction in starbases
  171.  
  172.   * Colony ships can now be built populated with any species which you have a migration treaty with
  173.  
  174.   * Colony ships built via the expansion planner will be automatically constructed at the starbase nearest the target planet
  175.  
  176.   * Planets have a decision to stop pop growth, although this comes with a penalty to stability for regular empires.
  177.  
  178.   * Blockers now generally reduce the usable districts on a planet, while clearing them often unlocks additional district types.
  179.  
  180.   * Clearing Blockers can now also give one time bonuses, i.e. clearing a slum grants a pop.
  181.  
  182.   * The homeworld of the First League is now an Ecumenopolis
  183.  
  184.   * Notifications dealing with the player’s own empire are now marked with a golden yellow rim to distinguish them from those affecting only other empires
  185.  
  186.   * Added 6 new corporate-themed empire flags
  187.  
  188. # Balance
  189.  
  190.   * Improved distribution of space creatures and unique systems
  191.  
  192.   * Leader Capacity has been removed from the game and replaced with energy credits upkeep for each leader
  193.  
  194.   * Subterranean civilization famine event now uses food rather than energy
  195.  
  196.   * Increased the delay between the Prethoryn Vanguard and the main swarm arriving
  197.  
  198.   * You no longer get influence when another empire finishes first contact project before you do
  199.  
  200.   * Teachings of Warriors event now only gives energy as reward for selling to a private collector
  201.  
  202.   * Removed neighbor restrictions on rivals and most CBs
  203.  
  204.   * No longer possible to pick Imperial Prerogative as first ascension perk
  205.  
  206.   * Federation members now automatically have a commercial agreement with each other, but have to pay 15% of their energy credit income in federation taxes
  207.  
  208.   * Federations are now always led by the most powerful member empire rather than having a rotating presidency (25% more power than leader is required to replace an existing president)
  209.  
  210.   * Added a decision to curtail planetary growth through voluntary measures, available to empires that don't allow other forms of growth control. It reduces growth by 75% at the expense of increased pop upkeep
  211.  
  212.   * Reworked relative empire power to be based on fleet power, economic power and tech power (in order of descending importance). Economic power is calculated as the amount of resources produced by the empire each month, multiplied by the base value of said resources, while tech power is calculated by the total cost of researched techs
  213.  
  214.   * Added two new technologies for machine empires that improve pop assembly speed
  215.  
  216.   * Nivlac pops now generally spawn in groups of 15
  217.  
  218.   * Nivlac species trait effect on habitability and pop growth has been significantly reduced
  219.  
  220.   * Added Cadet difficulty setting as an 'easy' level below Ensign, granting the player economic buffs
  221.  
  222.   * Admirals no longer gain the Fleet Logistician trait from a random (MTTH) event
  223.  
  224.   * Changed Forlorn Ruins modifier to be -5% happiness instead of -20%
  225.  
  226.   * Drastically reduced the research cost for Entropic Recursion and Doctrine: Strange Loop, and removed their associated buildings
  227.  
  228.   * Drastically reduced the Machine Uprising's starting fleets so they shouldn't immediately economically collapse
  229.  
  230.   * Habitats now have a monthly alloy upkeep on their capital building
  231.  
  232.   * Strong/Weak traits now have a small effect on worker output
  233.  
  234.   * Culture shock is now a planet modifier rather than a pop modifier
  235.  
  236.   * Assimilation now faster, and planetary culture shock will be removed if there is only hive/cyborg/machine pops on the planet, because free will is a painful illusion
  237.  
  238.   * Xenophobes now get +10%/+20% pop growth instead of claim cost reduction (to balance for not having as much growth from migration, etc)
  239.  
  240.   * Ascension perk Defender of the Galaxy now grants bonus damage against the Tempest too
  241.  
  242.   * Ascension perk Galactic Contender also grants bonus damage vs the gate builders
  243.  
  244.   * Yuht, Vultaum, and Irassian Home systems now have some additional resources
  245.  
  246.   * Having an L-gate in your space increases the odds of rolling gateway tech if you don’t have a regular gateway
  247.  
  248.   * Spiritualist faction will no longer be unhappy about Tomb Worlds if you get Wormed
  249.  
  250.   * Having Psionic pops in your empire allows for the possibility of rolling the Psionic theory tech if not otherwise possible
  251.  
  252.   * Several existing civics have been adjusted to affect the new jobs system: Police State, Agrarian Idyll, Aristocratic Elite, Citizen Service, Exalted Priesthood and Technocracy
  253.  
  254. *Species trait Thrifty now increases Trade Value production, new trait Ingenious increases Energy Production
  255.  
  256.   * Reduced cost of robo-modding a species
  257.  
  258.   * Reduced the cost of bio-modding a species
  259.  
  260.   * Databanks Uplinks tradition now increases research station output instead of unlocking assist research
  261.  
  262.   * Assist Research is now available from the start of the game
  263.  
  264.   * Ending a resource deal with a merchant enclave early now gives -5 opinion
  265.  
  266.   * Distinguished Admiralty civic effect on admiral level cap reduced from 2 to 1. In addition, the effect on naval capacity has been replaced with ship fire rate
  267.  
  268. # UI
  269.  
  270.   * Split the policies and edicts view into their own views
  271.  
  272.   * You can now start the game with the -console argument and it will dump all console commands to the info.log file
  273.  
  274.   * Added various info about target planets in the Resettlement dropdown list
  275.  
  276.   * Colonization screens only show the list of species and will generate a ship from the closest shipyard
  277.  
  278.   * Species are sorted in habitability order on the colonize select species window
  279.  
  280.   * Expansion planner now shows scripted district in a moddable way instead of being hardcoded into energy, minerals, food
  281.  
  282.   * The expansion planner now shows Rare Deposits
  283.  
  284.   * Added navigation sidebar and moved all topbar menu items to it
  285.  
  286.   * Reworked planet battle view to show frontline, reserved and disengaged armies separately
  287.  
  288.   * Standardized colors for displaying cost and time
  289.  
  290. # AI
  291.  
  292.   * AI now considers the potential resource gain against its system upkeep cost when deciding whether to build an outpost
  293.  
  294.   * Adapted AI to new economy system
  295.  
  296.   * Improved early game economy AI
  297.  
  298.   * AI will now revoke claims it has on empires it wants to maintain a long-term alliance with
  299.  
  300. # Modding
  301.  
  302.   * Added scriptable leader classes, old classes are now attributes for the new ones
  303.  
  304.   * Added on_crossing_border on-action
  305.  
  306.   * You can now set an arrival_effect on auto_move_to_target, this will fire that scripted effect on arrival
  307.  
  308.   * Added on_fleet_combat_joined_attacker and on_fleet_combat_joined_defender on_action. Both are fired when fleet enter combat, scopes etc in the file 00_on_actions.txt
  309.  
  310.   * Added country_trade_fee modifier
  311.  
  312.   * Replaced free_pop_slots trigger with free_housing trigger
  313.  
  314.   * Updated the if trigger to work in the same way as the if effect: if { limit = {...} } else_if { limit = {...} } else { ... }
  315.  
  316.   * Added define for default trade change
  317.  
  318.   * Added MARKET_FLUCTUATION_EPSILON define to avoid useless calculations
  319.  
  320.   * Added last_building_changed / last_district changed triggers
  321.  
  322.   * Added on_system_lost and on_system_gained on-actions
  323.  
  324.   * Create Species can now accept an event_target for the species class create_species = { class = event_target:caravaneer_fleet2_country.species }
  325.  
  326.   * Most modifiers in the game now take custom_tooltip to print a custom desc
  327.  
  328.   * Added perc_communications_with_playable trigger
  329.  
  330.   * Added triggers has_rival =  and has_overlord=
  331.  
  332.   * Added is_half_species trigger
  333.  
  334.   * Added create_half_species effect
  335.  
  336.   * Added country-scoped variants of event pulses. Which countries get these is controlled in country type settings
  337.  
  338.   * Added GetRulerName to localization script in Leader scope
  339.  
  340.   * The has_colonization_control trigger now works like other species rights trigger: has_colonization_control = { value = no country =root }
  341.  
  342.   * Added a can_colonize_with_species game rule
  343.  
  344.   * It is now possible to directly script a civic as changing the empire's homeworld class, and this will be reflected properly in empire designer
  345.  
  346.   * The number of district types shown in the expansion planner is now fully moddable through a Define ( EXPANSION_VIEW_NUM_DISTRICTS ) However, the gui files must also be changed to have that number of district buttons/icons
  347.  
  348.   * Added set_market_leader effect
  349.  
  350.   * Anomalies with a null_spawn_chance set that are set to only happen once for the country/game will now be blocked from being rolled again if they fail to pass the null spawn chance check, meaning that some anomalies can be made properly rare and not occur in every game
  351.  
  352.   * Added the diplomacy_economy database where you can defines upkeep and production of resources for various types of diplomatic relations.
  353.  
  354.   * Added remove_deposit effect
  355.  
  356.   * Added is_deposit_type trigger
  357.  
  358.   * Add define for resource base, min and max price on the market
  359.  
  360.   * Add defines for constants in price change equation
  361.  
  362.   * Buildings can now have a custom tooltip effect
  363.  
  364. # Bugfixes
  365.  
  366.   * Fixed incorrect starbase Missile Battery description
  367.  
  368.   * Restoring changes to Impossible Organism event to allow Nivlacs to be spawned on any planet, not just the capital
  369.  
  370.   * Fixed Contact Report: Primitives event sometimes fetching the wrong text key
  371.  
  372.   * Fixed incorrect pluralization for Gene Warrior armies
  373.  
  374.   * Fixed a handful of Crystalline Entities not being affected by the Crystal Pacification project
  375.  
  376.   * Fixed the Lokken Mechanists pre-scripted empire using the wrong ruler title
  377.  
  378.   * Fixed a bunch of old sound files that had bad loops or other cruddiness
  379.  
  380.   * Fixed literally unplayable localization bugs
  381.  
  382.   * Removed references to a nonexistent special project in an event chain
  383.  
  384.   * Fixed an edge case where paying off Marauders would cost you nothing
  385.  
  386.   * Fixed The Xvan Labs special project spawning in too-distant systems
  387.  
  388.   * Preventing Ketling planets subject to ongoing invasion, orbital bombardment and/or starbase construction from progressing to spacefaring Ketlings
  389.  
  390.   * Fix crash at start when the outliner settings contain double entries
  391.  
  392.   * Fixed Leviathans first contact report not firing in some cases
  393.  
  394.   * Scavenger Bot and Tiyanki Matriarch systems are now flagged as hostile (and guardian) systems
  395.  
  396.   * Fixed bug where upon re-election a ruler would not get a proper new mandate
  397.  
  398.   * Fixed Crisis ambient audio continuing to loop after Crisis has been defeated
  399.  
  400.   * Fixed an issue where Primitives would accumulate too many Ethics over time
  401.  
  402.   * Removed arrow from peace messages since they were misleading
  403.  
  404.   * Added localization that had been missing from Observation events that had been missing since 2015, good golly Miss Molly
  405.  
  406.   * Pacifists are now blocked from Aggressive First Contact protocols, as charming as it was that they had a loophole in their ethical structure that permitted unlimited violence until polite first greetings had been exchanged
  407.  
  408.   * Leviathan Death Notification message should now function
  409.  
  410.   * Fixed the bug when in the MP Lobby create new empire tab was shown beneath custom empires
  411.  
  412.   * Fixed the multiplayer show players mapmode being saved and reloaded in single player mode, resulting in all-grey maps
  413.  
  414.   * Fixed tutorial making observer mode outline visible in single player
  415.  
  416.   * Master Builders Ascension Perk no longer applies twice to Habitats
  417.  
  418.   * Marauder fleets now actually show up in the Marauder Vengeance event, rather than merely threatening to do so
  419.  
  420.   * Fixed a crash when deleting an empire led to having a corrupted empire design selected
  421.  
  422.   * Create vassal button now checks properly if a vassal can actually be created
  423.  
  424.   * Fixed multiple contact from same empire
  425.  
  426.   * Fixed empires created by rebellion, being released as a vassal always showing up with grey map colour
  427.  
  428.   * Fixed the blue solution sometimes not granting a trait
  429.  
  430.   * The red/green/blue event now adds a custom free trait so as not to mess with trait points.
  431.  
  432.   * There will now always be a minimum of one L-Gate system when playing with the Distant Stars Story Pack, regardless of galaxy size
  433.  
  434.   * Fixed peace deal localization
  435.  
  436.   * Fixed some loc references in post-war messages from Fallen Empires
  437.  
  438.   * Fixed the Horizon Signal event chain sometimes resulting in Pops getting incompatible traits
  439.  
  440.   * Fixed the Grateful Refugee pop modifier potentially stacking (modifier is now instead refreshed if the pop becomes a refugee again)
  441.  
  442.   * Contact Report: Leviathans (story.8) should now fire for all leviathans (will now display a special desc for mechanical leviathans)
  443.  
  444.   * Fixed an issue with terraforming in the Atomic Clock event
  445.  
  446.   * Numerous other bugfixes and performance improvements
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