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Overview[]

ES RotA

Rise of the Automatons is a free add-on for Endless Space released on Tuesday October 2nd, 2012 that adds a new playable Faction "The Automatons", new Trade Routes, alliance, Diplomacy and Hero management systems, as well as improved AI and modding tools to load custom Ship and Planet models.

Content[]

The add-on includes a brand new Custom Faction called the Automatons, its background was created by a community member called "Panzer", winner of a Faction creation competition.

Amplitude forums: Faction Creation Competition thread.


Here's the list of all the add-on's addition:

CHANGES AND ADDITIONS[]

Custom Affinity Appearance

- Separated the visual affinity from the gameplay Affinity. [G2G vote]

- For instance, you can now customize your own Faction with the gameplay of the Cravers and the art of the Amoeba.

Galaxy Balancing 1












Galaxy Balancing 2

- Added the "System Population 1006populationUnitSmallBalancing" in the Galaxy's advanced options. Ranges from "Random" to "Perfect". For "Perfect", constellations with Home Planets now possess the same number of Systems (with a maximum difference of 1 System).

- Added a panel for the Empire-wide factors in the Empire view.

- Added a disclaimer when entering the Mods section for the first time.

- Changed the Faction colors to differentiate the shades of green.

- Added Polish language.

Moddable Planet Textures











Moddable Planet Textures 2











Moddable Ship Model & Textures

- Added the possibility to load custom 3D models and textures for Planet and Ship modding.

THE AUTOMATONS[]

The Automatons Illustration

- Added the Automatons Faction with a specific gameplay Affinity and properties for specific Buildings, according to the community hero Panzer, the winner of the Faction creation competition.

The Automatons













- Automatons Affinity:

1. At the end of the turn, if there is an Industry 1002industrySmall Overproduction, it's stacked instead of being reported.

2. At the beginning of a turn, an interest is applied to the stacked 1002industrySmall, allowing it to increase a bit.

3. The stacked 1002industrySmall is capped at 5 * System's 1002industrySmall.

4. If the 1002industrySmall overproduction cannot be stacked, it's conserved for the next turn like the current mechanism.

5. When the Automatons build Improvements & Ships, 1002industrySmall is used in the following order:

a. System's 1002industrySmall
b. 1002industrySmall Overproduction
c. Stacked 1002industrySmall. When a system from the Automatons is invaded, the stacked 1002industrySmall is destroyed, reset to 0 even if the invader is an Automaton.
The Automatons 2

- Added Automatons unique tech icons.

- Added a gauge bar for the Stacked 1002industrySmall of each System in the Empire view.

- Added the Stacked 1002industrySmall value on tooltip of each System in the Galaxy view.

- Placed the Automatons' 1002industrySmall Overproduction Stack in the Development bar (in System view).

- Added the Automatons' portrait, Diplomacy hologram and loading screen. Automatons will use Cravers' ships 3D models.

TRADE ROUTES[]

New Empire Management
New Trade Route Panel

- Added a Trade Routes summary panel in the Empire view.

- Added the possibility to directly click on a Trade Route's origin System in the Trade Routes panel, to enter this System's view.

- Added a Trade Routes panel link on the System view.

- Added several tooltips for the Trade Routes panel.

AI[]

- Added several AI Prerequisites from the community mod (by Ail, Grubsnik and Davea), globally improving AI when building System Improvements.

- Improved the Tax Rate management for the AI.

- Improved the formula that computes the response given by an AI to an Alliance request.

- Changed the formula for trading a Technology with the AI. Before, the price was related to the most wanted Technology, now, it is related to the most expensive Technology available.

HEROES & ACADEMY[]

- Added arrows to switch from a Hero to another in the Inspection view.

- Added arrows to switch from a Hero to another in the Academy.

- When recruiting a Hero, he is now automatically selected in the active tab.

- Added an "Accept" button when assigning new abilities to a Hero and the possibility to click on a selected ability to remove it before validating the final choice.

- Added empty slots to show how many Heroes can still be recruited in the Academy.

- Added a tooltip to Heroes' attributes to show what effect they have.

- Added a visual Hero identifier in the Academy, to determine if a Hero is in a System, a Fleet or unassigned.

ALLIANCE AND DIPLOMACY[]

Alliance Diplomacy Panel 2

- Updated the Alliance management system.
- When offering a Treaty with someone outside of an Alliance, a request is sent to allies. They can now either:
1. Accept the Treaty
2. Decide to leave the Alliance.

Alliance event approval

- Added a tendency panel for Diplomatic negotiations. Shows how an ally AI will likely respond to a Treaty you offer to someone outside the Alliance. Human players will always respond "Undecided".

Alliance event proposal 2


BALANCING[]

- Changed the upkeep formula (cost 1 per CP --> cost 0.4*CP max per CP).

- Reduced the deflectors' evolution in stats, they were too efficient in late game: (3,5,8,11,14,20,25,30,36,45 => 2,4,7,10,13,17,22,27,33,39)

- Increased the Hulls' HP 1020healthPoints to increase the probability to reach the Melee Phase: (small: 300 1020healthPoints, medium: 600 1020healthPoints, large: 1200 1020healthPoints => small: 450 1020healthPoints, medium: 1200 1020healthPoints, large: 3000 1020healthPoints)

- Increased the cost of Tonnage 1009weightSmall and Repair Modules' 1002industrySmall cost as well as Modules related to Strategic Resources (to reward abundance).

- Reduced the Hissho's Bushido (20% on FIDS => 15% on FID).

- Increased the length of the Bushido but without the reset after an invasion (15 turns WITH reset => 45 turns WITHOUT reset after an invasion).

- Changed the Revenge Trait's condition of activation (activated whenever a lost system was re-invaded by the player => will only activate during invasion if the lost System was previously owned at 100%).

- Changed the length of the different Cooperation Agreement steps (0/15/30 => 0/10/15).

- Reduced the AI bonus on Weapons, Defense and buyout to balance the difficulty. AI has been heavily improved and therefore needs less powerful bonuses.

IMPORTANT FIXES[]

- Fixed an issue where trying to display the “end of auto explore” alert message after destroying the corresponding fleet provoked a NullReferenceException.

- Fixed an issue where displaying the Trade Routes panel without Trade Routes provoked a NullReferenceException.

- Fixed an issue where global random events were not synchronized for all players.

- Fixed an issue where the AI was using obsolete ship template designs.

- Fixed an issue where the AI didn't use 1009weightSmall Modules, resulting in partially empty Ships.

- Fixed an issue where the number of turns, before a Peace Treaty was made available, was not saved. The Peace Treaty was then automatically available after loading a game.

- Fixed an issue where the interception module still intercepted attacks even when the Defense Module had 0 in interception.

- Fixed an issue where the game would hang when loading a game without available Ship designs.

OTHER FIXES[]

- Fixed an issue where Pilgrims' fleet errant wasn't concerned by Faction traits that improve Ships' 1020healthPoints.

- Fixed an issue where the scroll bar would overlap with the resources in the diplomatic negotiations screen.

- Fixed application of Approval 1011approval bonus on Improvement using %.

- Fixed an issue where loading a saved game could remove contracts for many Empires.

- Fixed an issue where creating an Alliance did not spread the cease fire status across the allied Factions.

- Fixed an issue where the beginning of a cease fire wasn't synchronized for all allies.

- Fixed an issue where infinite Improvements in the queue could prevent using 1002industrySmall Overproduction Stacking.

- Fixed an issue where after invading a System with infinite Improvement Buildings, the modifier stayed active until the end of the game.

- Fixed an issue where Diplomatic Status resolution wasn't correctly done in an Alliance vs Alliance situation.

- Fixed an issue where the worst Diplomatic Status wasn't correctly spread when one of the 2 allies didn't know the 3rd Empire.

- Fixed an issue where the AI lost use of some of its Fleets, leaving them unattended in a System.

- Fixed several GUI issues.

- Fixed several localization issues.

- Fixed several text issues.

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