[Dev Team] Le Guin update (2.2.0) Released [checksum 0d1c]

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Phaggamemnon

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Hello everyone. This is my first time posting to the forum. I don't know if this has been pointed out but I've noticed some techs seem to be missing depending on what government you're using? I am playing as a Science directorate right now and it's late game and there has been no techs to improve Admin. I played and earlier game as a Military Junta and there were 2 techs that I noticed that gave you extra Admin. Right now I am capped at 100 late game (Ascension + Expansion + Civic). Is this designed as intended? Did I miss something?

Update. Nevermind. It seems they spawned either when I decided to go above 100 or when I made my second colony? (The year is 2546 way late game)
 
Last edited:

Smutny3

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When I used the blue vial from the Alien Box event, it removed my Enduring trait. To be precise, it replaced it with Limited Regeneration and added 1 extra trait point, but Enduring is gone. What a tradeoff, I'm just so overjoyed...... Is that how it was supposed to work? Where's my free custom trait or something? That just sucks..
 

Turnil

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Hello everyone. This is my first time posting to the forum. I don't know if this has been pointed out but I've noticed some techs seem to be missing depending on what government you're using? I am playing as a Science directorate right now and it's late game and there has been no techs to improve Admin. I played and earlier game as a Military Junta and there were 2 techs that I noticed that gave you extra Admin. Right now I am capped at 100 late game (Ascension + Expansion + Civic). Is this designed as intended? Did I miss something?

Update. Nevermind. It seems they spawned either when I decided to go above 100 or when I made my second colony? (The year is 2546 way late game)
That is part of the game.
Sometimes you just get unluky and a common tech just does not spawn and the other time you get a rare tech early on.

In one of my playtroughs I just did not get the FTL Inhibition tech until the late game.