![]() 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. (Because even then, Psynumbra colonies still get benefits, just their units don't like it.Changelog for V1.200 - Tyrannosaurus Patch (18 February 2020) - Part II: So far the only hazard like this is the Veil of Tranquility, and that's just because rather than being bad for everyone and slightly less bad for one, it's GOOD for everyone, and slightly less good for Psynumbra. Like, maybe Xenoplague units are more likely to form or evolve if a spore cloud is in the sector, or Xenoplague colonies get a food bonus instead of penalty, because they actually know how to harvest and prepare the plague mushrooms. I feel like your colonies should ignore the effects too, possibly even get benefits. So there's never any reason to NOT get rid of one. ![]() Xenoplague units can ignore the hostile effects against them, allowing you to use a Spore Cloud as an offensive option, but it will still play havoc on your own colonies when you're done. Spore Cloud, for example, is bad for everyone but only slightly less bad for a Xenoplague player. On that topic, I also feel like hazards should actually play to the secret techs' strengths more than they do. ![]() I somehow missed the Xenoplague tech that allows them to do this. ![]()
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