These are things we're working on internally but aren't part of a numbered build yet.
Earth
- Earth will now show nighttime city lights and fossil fuel flaring that is responsive to GDP
- Added the following regions / nations:
Aceh, Indonesia (+ breakaway nation) • Brunei • Visayas, Philippines • Maldives • Leon/Galicia/Northern Spain • Basque/Navarre, Spain (+ breakaway) • Cumberland (Tennessee/Kentucky) USA • Equatorial Guinea • Sao Tome and Principe • Guinea-Bissau • Sulawesi • Timor-Leste • Togo • Wales (+ breakaway) • English Midlands (+breakaway) • Toulouse, France • Anhui, China • Fujian • Gansu • Hunan (+ breakaway) • Jilin • Liaoning • Shanxi • Yunnan (+ breakaway) • Odesa, Ukraine • Donetsk, Ukraine (+ breakaway) • Kirov, Russia (+ breakaway) • Voronezh, Russia • Kaliningrad, Russia (+ breakaway) • Karakalpakstan, Uzbekistan (+ breakaway) • Northern Chad • Northern Mozambique • Eastern Central African Republic (+ breakaway) • Andhra Pradesh, India • Arunchal Pradesh • Ossira (+ breakaway) • Slovenia • Kosovo • Montenegro • Transylvania (+ breakaway) • Mauritius • Seychelles • Kuwait • Bhutan • Alberta • Manitoba • Yukon • South Island, NZ (+ breakaway) • Zanzibar (+ breakaway) • Azores (+ breakaway) • Jamaica • Bahamas • The Gambia • Lesotho • Eswatini • Western Cameroon (+ breakaway) • Silesia (+ breakaway)
- some nations start with a lost-PCGDP cohesion hit based on historical data back to 2012
- adjusted calculation for cohesion based on distance from region center
- reduced cohesion rest state impact scaling for autocracy so it ranges from 0 to 5 sted 0 to 6.5
- nuking a region will remove all accumulated triggers for region status changes (Core Eco, etc)
- added handling for which regions should have councilors wearing kaffiyeh/hijab and which should not
- merged a number of breakaway projects for smaller and mid-sized nations into 4 continental-scale projects that unlock them all at once. These projects also grant influence to bribe you into using them.
- various changes to unions and breakaways. Added Caribbean and Arabian Peninsula unions.
- Added new "hostile claim" mechanic. When a nation annexes a region with this type of claim, it suffers cohesion rest state and unrest rest state penalties. The penalties are calculated like this:
* Cohesion Rest State Decrease: 10 * hostile region pop Proportion of nation * (Democracy / 10)
* Unrest Rest State Increase: 10 * hostile region pop Proportion of nation * ((10 - Democracy) / 10)
- A nation claim on a region can be "hostile" under any of these four circumstances:
* The relationship is set in initial config. Israel's claim on Palestine, Palestine's claim on Israel, the United Arab claim on Israel, the Caliphate's claim on Israel, all of Serbia's claims except that on Montenegro start with this status, and most of Russia's claims awarded by the "Forward Russia" project.
* The region belongs to a nation that previously broke away from the nation with the claim on it.
* The nation with the claim has a government score at least 1.5 points lower than the nation controlling the region. (This will even mess with a few initial EU claims.)
* The nation gains the region without previously having a claim on it (in the cases of nations eating other nations they only have partial claims on.)
If a nation develops a claim through tech on a region with a hostile claim, the hostile claim status is removed.
After annexation, investing 200 steps in the Unity and Government priorities will legitimize the claim on one region in the eyes of the people there, removing the hostile status and negative effects. The region will be the highest population hostile region that is adjacent to a nonhostile region (if any), otherwise it will be the highest population region.
The **redacted** is immune to this mechanic thanks to **redacted**.
- Added AI to focus on legitimizing claims if it feels able
- Added codex entry and tooltip help
- Unrest symbol next to region name will generally denote hostile claim in various UIs
- Consolidate executive power duration changed from flat 180 days to (75 + number of CPs in the nation * 15.)
- The "Transfer Regions" policy is now "Demand Region." The nation that wants to annex another nation's region is now the Target of the Set Policy mission and it may only demand one region at a time. The other nation may refuse. This puts on an improve relations cooldown and is also subject to that cooldown.
- Federations where the lead nation is authoritarian or totalitarian (has a government score < 4) have some additional rules to reflect a hegemonic relationship with federation members. The lead nation may veto attempts by a member to leave the federation via the Set Policy mission. If the member undergoes a coup, revolution, or regime change, the nation leaves the federation but the lead nation is given an immediate option to declare war.
- Testing changes to GDP -> num Control Point calculation aimed at increasing the number of 2 CP nations and reducing the number of 1 CP nations
- having multiple cracked-downed/abandoned control points in a nation will give bonuses to purge missions attacking one of those CPs. This is to make "abandon 6 cps in china" strats create a lot more vulnerabilities.
Habs
- Adjustments to mine outputs. Water and Volatiles will be more generous, particularly on asteroids and gas giant moons. Fissiles will be less likely to have massive hauls in a single location.
- Added a series of LEO station spy modules that give bonuses to oppression priority and detecting human councilors on Earth.
- Added a series of LEO station climate modules that give bonuses to the environment priority.
- Added a series of station solar mirror modules that give bonuses to solar power modules on the planet below. The bonuses are constant by tier; the and mass scales with the distance from the sun. These will primarily enable solar to be functional in Mars and beyond.
- Operations Center T2 module switched to 1 per hab and provides +5 mission control, sted +1.
- Command Center T3 module switched to 1 per hab and provides +10 mission control, sted +2.
- improved defense provide by marine modules
- increased mass of farm modules
- increased money payout by tourist modules
- medical modules now require only a colonized planet (10k population)
- T2/T3 residential, medical, and tourist modules now cause a PO hit when destroyed by a hostile enemy, the owning faction will suffer public opinion damage for failing to protect its vulnerable inhabitants. The damage will scale with the number of atrocities committed by the faction.
- Mines now cost more water to maintain. This reflects just how much water is used in refining IRL.
- Lots of changes to hab maintenance costs.
Tech
- Transinterface Warfare now a prereq for Networked Global Defense
Ships
- Ship batteries are no longer required equipment but can still be added in utility module slots. The game now models a ship systems power plant separate from your propulsion system. This power plant is of the same class as your propulsion plant but is damaged separately in combat. The game calculates the max per-second energy draw of ship systems and weapons and increases the size of the propulsion plant and radiators to compensate.
This power plant also generates heat separately from the propulsion system, and has a small but constant draw from non-weapon systems, meaning ships can't rely on heat sinks indefinitely in combat.
Battery modules now provide a backup energy supply if this system is damaged. The ship may also draw backup power from its propulsion system in certain cases -- when depends on the nature of the propulsion system. If no power is available powered weapons won't fire and ECM and other powered systems won't function.
- capped amount of damage deployed radiator might take depending on weapon (low-chip weapons will do less as they are striking a smaller surface area)
- a near straight-on shot at the tail of a ship has a chance to ignore armor and damage the drive directly
- damage to fire control && sensors now have a greater impact on targeting rolls in combat
UI
- Hab screen overhaul, including
** Added buttons to quickly swap between habs on the Habitats screen
** Added buttons to quickly swap. Between habs with empty slots or upgradeable modules on the Habitats screen.
- Org manager UI
- Add ability to override a probe and launch another if you can get a new one there at least 5% faster. No AI for this.
- Players may now mark planets with a green or red icon in the intel interface and in the prospected notification. Will expand use if people find, uh, useful.
- Added more detail icons to set policy targeting grid
- Added icons for canals and their status on the world map
- Added icons for frozen coastlines on the world map
- Some icon help pointing to fleets/habs to destroy for victory conditions
- Weapon tooltips on cards will update with status information periodically when held open, general solution for updating "live" tooltips
- codex on weapons and damage mechanics
- [#5077] Added "Solar Multiplier" detail to Intel screen
Performance
- Reduced resolution and video-specific antialiasing of councilor animations. This will require redownload of councilor assetbundle and is intended to improve performance and stability.
Events
- Multiple new events added, with a modest emphasis on events with a positive valence
Event bugfixes / balance adjustments:
- #5175 Wartime Atrocity will only trigger for offensive nations with armies or occupations against defensive nations; cooldowns reduced
- #5186 Rule by Decree: buffed Boost option to 10 free completions (sted 1)
- #5066 Personality Clash triggers after 1 year passed and with councilors who have been hired for more than 4 months
- #5165 Text for "free priority completion" effects changed to explicitly state which priority and how many times completed
- #5008 Astronauts on Strike properly alerts faction whose hab defected rather than the recipient
- #4733 BeeGone event now only drops GDP in viewing faction's nations rather than global
- #4480 Wave of Fear turned into a proper global event so it doesn't invisibly affect Cohesion anymore
- #5150 Fix naive calculation used for TINationCondition_efMonthlyIPsToPriority which caused Beneath the Waves event to trigger inappropriately
- #5260 Added global cooldowns to Logistics Bottleneck and Enemy Depots Seized events
- #5274 Concerned Citizens event now only targets nations with open control points
- #4975 Unexpected Death will notify faction that received a Control Point
AI
- Remove a logic problem in "ShouldDiscardGoal()" for AI truce goals that was preventing most truces from being offered/accepted
Additional Bugfixes
B
- fix check in TIMissionModifier_AlienCoordination
- fix 4221, hydra interrogation now a prereq for the space telescope project, not the "a new home" project, which is solely unlocked by completing the hab module
- improved stats on ground-based human lasers to match earlier changes to ship-mounted lasers
- 5295 - fixed fleet screen arrival time sort using enemy trajectory dates that weren't launched yet and unknown to player
- 5308 - fixed resolutions can be applied from dropdown in windowed mode
C
- 4502- fps counter renders over elements in 3d space
- 4826 - clicking earthscape markers no longer close large ui screens
- 2958 - fixed relations tooltip overflow
- 2957 - fixed research button text overflow on german
- fixed some metadata ui labels not updating on language changes
- 1468 - fixed class dropdown selecting wrong item when switching back to design tab while another ship design is in progress
- 5352, 5333 - fixed show in tech tree navigation buttons; fixed research screen tech detail scrollviews showing when not needed
- fixed direct invest tooltips covering important info
- Fixed a bug where Alien Megafauna models' rear end would move along with their head instead of their pelvis
- [#5097] Fixed a bug where events without Headlines would display the Headline UI container in the notification UI
- Fixed a bug in the Space Object Detail UI where Ship names and Ship Class names wouldn't use the full width of their table column
- [#4967] Fixed a bug where the Environment Direct Investment values could contain numbers with enough decimal places to block the proposed spend value
- Fix initial sort in the intel space body list
** Fix in abeyance for balancing
- Fix longstanding logic and math bugs in combat ship heat generation and DV consumption. This means heat will rise faster and DV will burn up quite a bit faster. This probably messes with combat a fair amount so we'll be looking for feedback once this goes live.
Misc
- 5337 - removed random seed setting due to issues with non-deterministic rng; added "campaignStartSeed" to TIGlobalConfig for seeded starts