it'll be on the wikiIs there a full list of new and changed civics that will be coming in the update?
This one is quite interesting, has the Corporate Authority Admin penalty been changed as well?Private Prospectors: Admin Cap bonus replaced with Reduced Empire Sprawl from Systems.
No, but Admin Cap can now also be raised through buildings.This one is quite interesting, has the Corporate Authority Admin penalty been changed as well?
You mean the Bureaucrat buildings mentioned for other empires before, or Branch Office Buildings?No, but Admin Cap can now also be raised through buildings.
By any chance, do Empath AIs have a new personality or do they run with the default Hive Mind personality type? It seems like the civic should encourage a more cooperative gameplay style but the default personality really ramps up the violence if it can’t expand.Empath: +2 Envoys, +10% Diplomatic Weight, Cancels out most of the "Hiveminds are icky" penalty.
Do you mean that Corporate Authority keep a Admin cap penalty (like in 2.5) or are they now like normal empires (with special civics, federations and branch offices)No, but Admin Cap can now also be raised through buildings.
By any chance, do Empath AIs have a new personality or so they run with the default Hive Mind personality type? It seems like the civic should encourage a more cooperative gameplay style but the default personality really ramps up the violence if it can’t expand.
But... isn't this just the same as increasing the +Army Damage bonus?Strength of Legions: Added Armies start with 100 XP.
What's your stance on certain 'lengthy description' civics like Inward Perfection having a laundry list of restrictions, rather than a single encompassing "Diplomatic options restricted".Inward Perfection: Added -1 Envoy. Unable to take certain diplomatic stances.
This is an interesting and thematic bonus, but it seems like it would have very little impact. To most Ruler jobs, including the most common one (Administrators), this either does nothing or increases their Unity output by up to 0.3 Unity. Only High Priests and Science Directors get more out of it than that.Shadow Council: Added +10% Ruler Pop output
I don't know, I feel like this kind of thing adds up, especially once you have a ton of ruler pops. Ringworlds with lots of merchants, for example. I also wonder if this increases the stability given by nobles?This is an interesting and thematic bonus, but it seems like it would have very little impact. To most Ruler jobs, including the most common one (Administrators), this either does nothing or increases their Unity output by up to 0.3 Unity. Only High Priests and Science Directors get more out of it than that.
Merchant Guilds: Permits Trade League
Corporate Dominion: Permits Trade League
Shadow Council: Added +10% Ruler Pop output
Which, mind you, don't produce any resource affected by Production bonuses unless you have Merchant Guilds to make them produce Unity. Even then, at a base of 1 unity each, let's say 5 ringworld segments giving +25 merchants, and loaded to the GILLS with the Commercial buildings for another +15, AND the prosperity tradition for 1 merchant per 50 pops, and let's say 265 pops so it gives you +5 merchants, Merchant Guilds giving another +3 merchants with the capitol...Ringworlds with lots of merchants, for example.
The different federation types require a specific kind of empire to be one of the founding members. Authoritarians get hegemony, merchant guilds and megacorps get trade league, materialists get research cooperative, militarists get martial alliance, and everyone gets galactic union. So if you wanted access to every type from the get go, play a megacorp (or merchant guilds normal) with militarist, authoritarian, materialist ethics. Then you can decide what kind of fed you found, instead of having to plan ahead or hope the right type of empire wanted to start a fed with you.I was under the impression that all empires (except gestalts) can form all federations, even if it doesn't suit them. I may have missed that Trade Leagues aren't available for everyone.
Does this also include the trade value from Merchants and Executives? Produced trade value is usually excempt from increased output modifiers (why is it like that, anyway? To apply such a bonus to produced trade value from jobs you have to add triggers into the job itself instead of just adding an effect to a modifier. Was that a technical or design decision?), but maybe, maybe...
Most of them have requirements, actually.I was under the impression that all empires (except gestalts) can form all federations, even if it doesn't suit them. I may have missed that Trade Leagues aren't available for everyone.
Very true. I didn't even think about that.Also, executives are megacorp exclusive, so they wouldn't be affected by the bonus from shadow council.
Neither amenities, planet stability nor trade value is subject to job output modifiers. This is a very basic game rule.I don't know, I feel like this kind of thing adds up, especially once you have a ton of ruler pops. Ringworlds with lots of merchants, for example. I also wonder if this increases the stability given by nobles?
Amenities (all Rulers), Trade Value (Merchants), and stability (Nobles) are not affected by generic output modifiers in the current version of the game. Unity (High Priests, as well as a secondary output of Administrators and Merchant Guilds Merchants) and Research (Science Directors) are.I don't know, I feel like this kind of thing adds up, especially once you have a ton of ruler pops. Ringworlds with lots of merchants, for example. I also wonder if this increases the stability given by nobles?