![]() Global Information Control - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense Sensor Technologies - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense Intelligence Gathering - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense Covert Infiltration - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense The Tier 3 Doctrine Tech and the Tier 9 Doctrine Tech of the Doctrine Tech Group now also unlock a Doctrine slot. Operation Effectiveness 1-4 - Spread out further along the Operations Tech Group Operation Effectiveness 1-4 - Increased the gained Operation Points from 2 to 3 Operation Effectiveness 5 and 6 have been removed. Virtual Hospitality Systems moved from Tier 5 Research to Tier 7 Research Decreased Research costs for Covert Operations by ~20% Increased Research costs for Tiers 3 through 10 by ~10% Happiness events can now give Cosmite and Influence, but only to cities that already produce them as income Happiness events now instantly give a fixed amount of resources based on the current income of the city, rather than boosting the income of the city by a percentage for 1 turn. ![]() Stadium Arcadium - Changed to a Resource Node that provides +10 happiness income Colonies now start with 2 happiness slots Bronze Landmarks have an inherent +1 level instead (this doesn't affect Aquatic Landmarks) Bronze Landmarks - Decreased income from +20 to +10 Arborean Monitoring Station - Changed income from +3 happiness per forest sector to +6 knowledge The Arborean Survey Station - Renamed to 'Arborean Monitoring Station' Assembly Neural-Interface Data Core - Changed the knowledge income from 10% per ruins sector to +10. Colony Care - Renamed to 'Virtual Hospitality Systems' Holistic Military Care Center - Gives +300 morale to all friendly units in the domain as well as the healing bonus it had before. Field Hospital - Renamed to 'Holistic Military Care Center' Virtual Entertainment Plaza - Increased production cost from 450 to 600 Virtual Entertainment Plaza - Increased the colonists slots from +2 to +5 Recreational Dome - Increased happiness income from +4 to +6 Orbital Logistics Center - Decreased +15 income from each specialized sector to +10. Orbital Relay Sectors no longer give +10 income to each specialized sector Maritime Research Facility - Decreased Knowledge income from +15 to +10 per sector at level 3. Hydro Battery - Decreased Energy income from +15 to +10 per sector at level 3. Algae Farms - Decreased Food income from +15 to +10 per sector at level 3. Naval Training Sector - Now gives +1 unit level at level 1, +2 at level 2, +3 at level 3 (before it started giving levels at level 2) Naval Training Sector - Removed references to 'Fast Embarking' as it never was implemented Advanced Military Engineering Guild - Decreased the +2/+3 armor at level 4/5 to +1/+2 armor. Military Engineering Guild - Decreased the +2/+3 armor at level 4/5 to +1/+2 armor. Bioengineered Food Plantation - Decreased the food cost for next colonist reduction from 10/20/30/40/50% to 10/15/20/25/30% ![]() The Cosmite Amplification Lab decreases cosmite cost of produced (modded) units and gives status effect resistance to produced units at levels 3/4/5. Expedited Learning Center has been replaced with the Cosmite Amplification Lab. Military Innovation Sector - Changed the 10%/20%/30% income when all slots filled to give produced units 1/2/3 ranks. ![]() Agricultural Export Sector - Changed the 10%/20%/30% income when all slots filled to give 1/2/3 food per colonist in slot. Society Investment Center - Changed the 10%/20%/30% income when all slots filled to give 1/2/3 knowledge per colonist in slot. Optimization Control Agency - Changed the 10%/20%/30% income when all slots filled to give 1/2/3 energy per colonist in slot. Changelog for V1.200 - Tyrannosaurus Patch (18 February 2020) - Part II: ![]()
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