Sectors 星域 In the new system, sectors will be created by making a planet a Sector Capital. This will immediately form the sector and include all systems within 4 jumps of the Sector Capital. We originally had thought to make the range 6 jumps, but we feel like 4 jumps feels better. ...
Pop growth: Look into how immigration/emigration works, try to make base growth across multiple planets less powerful, make habitability matter more again人口增长:检查移民如何工作,试着让多星球的基础人口增长不那么强,同时让宜居性重新变得重要。Sectors & automation: Allow players to nudge which sectors...
Some people noted that as part of the unity changes in Libra, a bit more of an argument for spinning off sectors into vassals could be made, but with the current numbers it's generally more valuable to control those systems directly. ...
but for the sake of not making promises I wouldn't be able to keep, I decided that I would err on the side of caution. However, now that the 3.0.1 has gone through all
Different sectors of space also contain unique and valuable resources—trade networks will naturally emerge, leading to alliances vying over lucrative territories. As a player, you can choose to be a pure trader and buy valuable products from afar and sell nearby for profit. You can also speciali...
Then there are the little things like how you can terraform a planet before settling it, oh and it’s actually smarter to do so. Pops don’t like living on a planet that is getting its climate violently reformatted even if they hated the current one and final result will make them hap...
This makes planets a bit more interesting and the fact that there are actual resources instead of just “minerals” or “energy” adds to inmersion. AI and sectors should be able to identify this resources and build according no what’s in the tile. ...
To get the most important thing out of the way: we are happy to announce that 3.1 "Lem" Update, named for Sci-Fi author Stanisław Lem, will be released on September 14th! We named this patch "Lem" to honor the 100th Anniversary of Stanisław Lem's birth. ...
Pop growth:Look into how immigration/emigration works, try to make base growth across multiple planets less powerful, make habitability matter more again 人口增长:检查移民如何工作,试着让多星球的基础人口增长不那么强,同时让宜居性重新变得重要。
- The modifier a pop gets from its faction's happiness now updates properly (so if you make a faction happier, it will correctly make its pops happier now).- 现在人口从所属派系获得的幸福度修正会正确地更新。(所以现在当你使一个派系感到满意时,也会正确的使得该派系的人口快乐。)- Fixed it ...