Heinlein 1.3 - Full Patch Notes

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Daimonin

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Special projects that do not have a research cost no longer halt your research. Most special projects involving science ships have been changed to not have a research cost.

Finally! I was so sick of the scientist on my science ships sitting around playing pokemon, while the main scientist on my home planet did his work for him.

Hard cap on Naval Capacity increased from 1000 to 9999

Yay? Yay! Though I hope there's a slider in game setup for that, so people with bad computers can still have an end-game.

* Generating wormholes outside friendly borders now takes 30% more time
* Hyperdrive windup time now scales up with the origin system's distance to friendly territory
* Warp wind-down time now scales up with the destination system's distance to friendly territory

I think that sounds good, so basically it's harder to manoeuvre outside your own borders, makes defending a bit easier, and maybe gives you a reason to advance a front rather then make deep strikes for the enemies capital?

* You may now take conquest wargoals on planets whose majority species correspond to the conqueror's founder species, even if your war philosophy normally does not allow conquering

Never noticed you couldn't, but cool. Suggestion: Change it to a "Unification" war goal?

* Armies are now able to heal in space when not in combat

Finally! Trying to cycle armies to the conquered planet to heal when they couldn't all fit was annoying.

* Now also increases ship build speed by 0/20/40/60/80/100%

Yes! A reason to upgrade your stations beyond just what they need to build ships of size X.

* Lots of tweaks and improvements to AI fleet movement and army handling during war

I hope that includes allied fleets actually defending their own worlds instead of following your fleets around like a dim witted child...

* Fixed some issues with shared Threat where it would not correctly lead to anti-aggressor alliances forming

Does this mean that if empire A is getting really dangerous, empires B, C, and D are more likely to form an alliance against him, even if they don't like each other that much? I hope so!


QUESTION: It looks like terraforming has gotten a huge boost, was there anything done for Gene-engineering to keep it relevant? I think (hope) the issue with xenophobe trans-genetic species has been fixed, but it would also be nice, with the new climate system, if you could fine-tune a populations genetic makeup for one specific planet, giving them a big boost to habitability (80-100%) at the cost that they can't live almost anywhere else (drop other habitable categories by 1 step, including species home planet).
 
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BlueSan

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Since no one answered I ll ask again.

Are there any notes how strategic resources were reworked?
A list of them and what tech they effect?
If they are any more rare and so on and on?

Thanks in advance
 

Magical Chicken

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* Added set_empire_name, set_empire_flag, set_planet_name and set_sector_name effects
What would be the syntax for "set_empire_flag"? Would you be able to set the primary and secondary colours, background and icon in the one command?
* Fallen Empire pops no longer have any negative traits, and start the game with additional positive traits
Yes! That really annoyed me for whatever reason...
* NEW: Mega Cannon, unlocks the Mega Cannon extra large weapon
* NEW: Giga Cannon, unlocks the Giga Cannon extra large weapon
It may just be me being pernickety but 'Mega' and 'Giga Cannons' are pretty uncreative.... where did all the pseudo science go?
Also will Lances be able to fit onto XL weapon slots or just L ones?
 
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Madzai

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Significantly reduced the default number of habitable worlds in the galaxy (player-adjustable)
And what about all other things depending on it? Like max border range growth, Influence Station radius, penalty from range from capital, Influence cost for new colonies based on range and other things, that can make a game almost unplayable if bad luck\some race traits combinations?
Or all those thing would be made by modders, again?
 
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Soranya

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What would you have liked to cut from the update to do so? And we're not talking a few minor things here. Likely auto-exploration or some other such feature would have had to go, possibly even multiple features.

Probably some of the Portraits (also i doubt they are in the same budget). I would pick autoexploration as I never had problems with manually exploring stuff. (Yes it is kind of a chore but a very rewarding one compared to the Manual Fleet managment).

My fear is that in its current version the Rallypoint system is not good enough to be of any real value for me, i will use it early on, but as soon as i have multiple fleets and reenforcing becomes a chore i won't use it as much as I wont trust it to work properly while moving fleets around.

My point is:
When you can not budget a feature so that it will be really good dont budget it (this time) at all and look for another feature that can be done with the existing budget.
Aka when you can not do it well dont do it at all, which is kind of a motto of mine i'd say.
 
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Oscot

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And what about all other things depending on it? Like max border range growth, Influence Station radius, penalty from range from capital, Influence cost for new colonies based on range and other things, that can make a game almost unplayable if bad luck\some race traits combinations?
"Unplayable?"
Not to Paradrone on you, but I think you mean "Refreshingly difficult".
 
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Soranya

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arg... one day before CIV6 release... *cry*

I need an addidional PC to play both simotaniosly...

A second Screen should be enough - even on a rather old PC when you choose low Graphicsettings and small Mapsizes/Enemy numbers.
I did this with CIV 5 and the 10minute turn timers quite a bit ^^
 

artemis667

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I'm stoked for these changes. The fact that time-based special projects won't waste research points any more is a change I've been intensely hoping for since release.
 
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artemis667

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The release notes say "Any non-colonized planet within your borders can be terraformed for a cost".. So i am guessing no for 1.3...

Eh, it depends on context as that can mean one of two changes (it's in the context of a terraforming station not being required).
I'm sure it will be clarified soon.