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V.412 Changelog
2.24.15

BUG FIXES
* Fixed several graphical issues
* Fixed issue where taxes were not being calculated properly
* Fixed bug where calculating trades could cause a crash
* Fixed most remaining instances of numbers/money amounts being out of sync
* Fixed issue where projected cash flow was not accurately taking into account sector growth for next month
* Fixed issue where you could go negative on the ADM used when creating an Edict


MAJOR CHANGES:
* Added empire treasury screen. This will greatly expand in future releases but for now you can see your sector-level profitability. As the game evolves you will have to manage your sectors first as well as your sector governors and this will be the first stage in that reporting.
* Added trade summary on planet screen. This shows what trades were coming and going, the status of the station, what kind of trades the planet can do, and eventually it will show the corruption (new concept!) and efficiency of the planet’s trade
* Added planet summary panels on the system screen. These panels show just about everything you would want to know about a planet in easy icon form. Will add tooltips for future versions.
* Added starbase effective range concept. In previous versions, a level I starbase was just as effective as a level V starbase as far as covering a part of space and supporting stellar missions/Edicts. This didn’t make sense from a gameplay perspective, so changed to be an exponential range increase based on starbase level. The downside to this is that starting in .413, the empire will have to pay 50% maintenance for all starbases.
* Added kickback information to emperor screen, so you can see how much money is coming in each turn from your less savory sources.
* Added additional comments/results for the ‘Have Conversation’ action. Now, depending on your charisma, you can learn additional things about the character, and they may even join your alliance if you are persuasive enough! Added charisma as the primary weight mechanism, with modifiers for intelligence, age difference, traits, and loyalty (was not considered before). This should produce more realistic interactions, where people who hate you all of a sudden love you and support you on the basis of one conversation
* Tweaked balance further now that the sector economy level is starting to be developed
* Added functionality to Edict creation screen. Now shows real-time what adding ADM to an Edict will do for a system/sector/planet cash flow. Also added ability to use a planet’s materials if they are out of ADM, so a system/sector can now use the remaining materials on the planet before dipping into their reserve.
* Added the ability for Logistical stations to send goods to their immediate trade hub only. May not send upstream to other planets for emergency supply.
* Added more Pressure/Persuade effects, should all be done except for personal actions (blue)
* Changed economic profits. Before, a sector could be losing billions of dollars and it would be subsidized by magic, apparently, since the money was never accounted for. Starting in .412, sectors that are not profitable will subtract from the total tax base of the planet before imperial and sector taxes are considered. This will make it more important to pay attention to ‘black hole sectors’ of your economy. On the plus side, made manufacturing and agriculture more profitable to somewhat compensate.






Source: readme.txt, updated 2015-02-25