Overview[]
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[]
- 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.
- Added the "System Population Balancing" 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.
- Added the possibility to load custom 3D models and textures for Planet and Ship modding.
THE AUTOMATONS[] |
- 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.
- Automatons Affinity:
1. At the end of the turn, if there is an Industry Overproduction, it's stacked instead of being reported.
2. At the beginning of a turn, an interest is applied to the stacked , allowing it to increase a bit.
3. The stacked is capped at 5 * System's .
4. If the overproduction cannot be stacked, it's conserved for the next turn like the current mechanism.
5. When the Automatons build Improvements & Ships, is used in the following order:
- c. Stacked . When a system from the Automatons is invaded, the stacked is destroyed, reset to 0 even if the invader is an Automaton.
- Added Automatons unique tech icons.
- Added a gauge bar for the Stacked of each System in the Empire view.
- Added the Stacked value on tooltip of each System in the Galaxy view.
- Placed the Automatons' 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[] |
- 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[] |
- 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.
- 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".
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 to increase the probability to reach the Melee Phase: (small: 300 , medium: 600 , large: 1200 => small: 450 , medium: 1200 , large: 3000 )
- Increased the cost of Tonnage and Repair Modules' 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 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' .
- Fixed an issue where the scroll bar would overlap with the resources in the diplomatic negotiations screen.
- Fixed application of Approval 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 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.