There's an important bugfix that is in the update, but I haven't found any mention of in the patch notes: AI empires will no longer decide to colonize holy worlds as though they have the Head of Zarqlan when they actually don't.
Weird question but, should we 'expect' a 3.6.1 patch?
Yes. There are a few things that I'd like to get taken care of.
#Volatile Mote Mining
tech_mine_volatile_motes = {
icon = tech_volatile_motes
cost = @tier2cost1
area = physics
tier = 2
category = { particles }
prerequisites = { "tech_space_construction" }
weight = @tier2weight1
weight_modifier = {
factor = 3 # same as @strategic_resource_ai_tech_factor
modifier = {
factor = value:tech_weight_likelihood
research_leader = {
area = physics
has_trait = "leader_trait_expertise_particles"
}
}
modifier = {
factor = 0
NOT = {
any_owned_planet = {
OR = {
has_deposit = d_dust_caverns
has_deposit = d_dust_desert
has_deposit = d_industrial_sector
}
}
any_planet_within_border = {
OR = {
has_deposit = d_volatile_motes_1
has_deposit = d_volatile_motes_2
has_deposit = d_volatile_motes_3
has_deposit = d_volatile_motes_4
has_deposit = d_volatile_motes_5
}
}
}
}
}
ai_weight = {
factor = @strategic_resource_ai_tech_factor #important resource
modifier = {
factor = 1.25
research_leader = {
area = physics
has_trait = "leader_trait_expertise_particles"
}
}
}
}
#Volatile Material Plants
tech_volatile_motes = {
cost = @tier2cost1
area = physics
tier = 2
category = { particles }
prerequisites = { "tech_basic_industry" }
weight = @tier2weight1
weight_modifier = {
factor = 3
modifier = {
factor = 0.5
OR = {
any_owned_planet = {
OR = {
has_deposit = d_dust_caverns
has_deposit = d_dust_desert
has_deposit = d_industrial_sector
}
}
any_planet_within_border = {
OR = {
has_deposit = d_volatile_motes_1
has_deposit = d_volatile_motes_2
has_deposit = d_volatile_motes_3
has_deposit = d_volatile_motes_4
has_deposit = d_volatile_motes_5
}
}
}
NOR = {
has_technology = tech_mine_volatile_motes
has_technology = tech_mineral_purification_2
has_technology = tech_alloys_1
has_technology = tech_food_processing_2
}
}
modifier = {
factor = value:tech_weight_likelihood
research_leader = {
area = physics
has_trait = "leader_trait_expertise_particles"
}
}
}
ai_weight = {
factor = @strategic_resource_ai_tech_factor #important resource
modifier = {
factor = 1.25
research_leader = {
area = physics
has_trait = "leader_trait_expertise_particles"
}
}
}
}
#Exotic Gas Extraction
tech_mine_exotic_gases = {
icon = tech_exotic_gases
cost = @tier2cost1
area = engineering
tier = 2
category = { materials }
prerequisites = { "tech_space_construction" }
weight = @tier2weight1
weight_modifier = {
factor = 3
modifier = {
factor = value:tech_weight_likelihood
research_leader = {
area = engineering
has_trait = "leader_trait_expertise_materials"
}
}
modifier = {
factor = 0
NOT = {
any_owned_planet = {
OR = {
has_deposit = d_bubbling_swamp
has_deposit = d_fuming_bog
has_deposit = d_industrial_sector
has_deposit = d_exotic_mountain
}
}
any_planet_within_border = {
OR = {
has_deposit = d_exotic_gases_1
has_deposit = d_exotic_gases_2
has_deposit = d_exotic_gases_3
has_deposit = d_exotic_gases_4
has_deposit = d_exotic_gases_5
}
}
}
}
}
ai_weight = {
factor = @strategic_resource_ai_tech_factor #important resource
modifier = {
factor = 1.25
research_leader = {
area = engineering
has_trait = "leader_trait_expertise_materials"
}
}
}
}
#Exotic Gas Refining
tech_exotic_gases = {
cost = @tier2cost1
area = engineering
tier = 2
category = { materials }
prerequisites = { "tech_basic_industry" }
weight = @tier2weight1
weight_modifier = {
factor = 3
modifier = {
factor = 0.5
OR = {
any_owned_planet = {
OR = {
has_deposit = d_bubbling_swamp
has_deposit = d_fuming_bog
has_deposit = d_industrial_sector
has_deposit = d_exotic_mountain
}
}
any_planet_within_border = {
OR = {
has_deposit = d_exotic_gases_1
has_deposit = d_exotic_gases_2
has_deposit = d_exotic_gases_3
has_deposit = d_exotic_gases_4
has_deposit = d_exotic_gases_5
}
}
}
NOR = {
has_technology = tech_mine_exotic_gases
has_technology = tech_basic_science_lab_2
has_technology = tech_power_hub_2
has_technology = tech_frontier_hospital
has_technology = tech_hyper_entertainment_forum
}
}
modifier = {
factor = value:tech_weight_likelihood
research_leader = {
area = engineering
has_trait = "leader_trait_expertise_materials"
}
}
}
ai_weight = {
factor = @strategic_resource_ai_tech_factor #important resource
modifier = {
factor = 1.25
research_leader = {
area = engineering
has_trait = "leader_trait_expertise_materials"
}
}
}
}
#Rare Crystal Mining
tech_mine_rare_crystals = {
cost = @tier2cost1
area = engineering
tier = 2
category = { materials }
prerequisites = { "tech_space_construction" }
weight = @tier2weight1
weight_modifier = {
factor = 3
modifier = {
factor = value:tech_weight_likelihood
research_leader = {
area = engineering
has_trait = "leader_trait_expertise_materials"
}
}
modifier = {
factor = 0
NOT = {
any_owned_planet = {
OR = {
has_deposit = d_crystalline_caverns
has_deposit = d_crystal_forest
has_deposit = d_crystal_reef
has_deposit = d_industrial_sector
}
}
any_planet_within_border = {
OR = {
has_deposit = d_rare_crystals_1
has_deposit = d_rare_crystals_2
has_deposit = d_rare_crystals_3
has_deposit = d_rare_crystals_4
has_deposit = d_rare_crystals_5
}
}
}
}
}
ai_weight = {
factor = @strategic_resource_ai_tech_factor #strategic resource
modifier = {
factor = 1.25
research_leader = {
area = engineering
has_trait = "leader_trait_expertise_materials"
}
}
}
}
#Rare Crystal Manufacturing
tech_rare_crystals = {
cost = @tier2cost1
area = engineering
tier = 2
category = { materials }
prerequisites = { "tech_basic_industry" }
weight = @tier2weight1
weight_modifier = {
factor = 3
modifier = {
factor = 0.5
OR = {
any_owned_planet = {
OR = {
has_deposit = d_crystalline_caverns
has_deposit = d_crystal_forest
has_deposit = d_crystal_reef
has_deposit = d_industrial_sector
}
}
any_planet_within_border = {
OR = {
has_deposit = d_rare_crystals_1
has_deposit = d_rare_crystals_2
has_deposit = d_rare_crystals_3
has_deposit = d_rare_crystals_4
has_deposit = d_rare_crystals_5
}
}
}
NOR = {
has_technology = tech_mine_rare_crystals
has_technology = tech_luxuries_1
has_technology = tech_hyper_relays
has_technology = tech_interstellar_economics
has_technology = tech_paradise_dome
has_technology = tech_heritage_site
has_technology = tech_holographic_rituals
}
}
modifier = {
factor = value:tech_weight_likelihood
research_leader = {
area = engineering
has_trait = "leader_trait_expertise_materials"
}
}
}
ai_weight = {
factor = @strategic_resource_ai_tech_factor
modifier = {
factor = 1.25
research_leader = {
area = engineering
has_trait = "leader_trait_expertise_materials"
}
}
}
}
#Dark Matter Drawing
tech_mine_dark_matter = {
cost = @tier3cost3
area = physics
tier = 3
category = { field_manipulation }
prerequisites = { "tech_sensors_4" }
weight = @tier3weight3
## unlock see dark matter
weight_modifier = {
factor = 3
modifier = {
factor = 1.5
research_leader = {
area = physics
has_trait = "leader_trait_expertise_field_manipulation"
}
}
modifier = {
factor = 0
NOR = {
has_country_flag = dark_matter_found
any_system_within_border = {
any_system_planet = {
has_resource = {
type = sr_dark_matter
amount > 0
}
}
}
any_relation = {
is_country_type = default
has_communications = ROOT
has_technology = tech_mine_dark_matter
}
}
}
}
ai_weight = {
factor = @strategic_resource_ai_tech_factor #strategic resource
modifier = {
factor = 1.25
research_leader = {
area = physics
has_trait = "leader_trait_expertise_field_manipulation"
}
}
}
}
Writing your OS in Pascal is its own punishmentAs a machine empire running a Turbo-Pascal based OS
Agreed 100%. I’ve now completed two playthroughs on default settings without getting any precursor at all (it is made worse if you tend to prioritize exploration early game.) This was a puzzling change.The delay on Precursor material for Shoulders of Giants starts is frankly unreasonably long, given that the default setting for the midgame, which is when the event that allows you to finish the chain can spawn, is a hundred years. That's long enough for Fen Habbanis to be restored to a full Eucamenoplis, Cybrex Alpha to be partially restored, and the odds of finding unexplored and unclaimed systems for the Baol and Zroni to be minimal at best, depending on the settings one uses.
It would make more sense for the delay to be until the initial chain is completed, because it only costs one dedicated science vessel to complete, and doesn't at all hamper the rest of gameplay.
The delay on Precursor material for Shoulders of Giants starts is frankly unreasonably long, given that the default setting for the midgame, which is when the event that allows you to finish the chain can spawn, is a hundred years. That's long enough for Fen Habbanis to be restored to a full Eucamenoplis, Cybrex Alpha to be partially restored, and the odds of finding unexplored and unclaimed systems for the Baol and Zroni to be minimal at best, depending on the settings one uses.
It would make more sense for the delay to be until the initial chain is completed, because it only costs one dedicated science vessel to complete, and doesn't at all hamper the rest of gameplay.
Agreed 100%. I’ve now completed two playthroughs on default settings without getting any precursor at all (it is made worse if you tend to prioritize exploration early game.) This was a puzzling change.