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Crusader kings 2 update 3.2.1
Crusader kings 2 update 3.2.1








crusader kings 2 update 3.2.1

* Cut Necrophage pop assembly penalty to 50% from 75%.

CRUSADER KINGS 2 UPDATE 3.2.1 FREE

  • Ion cannons are no longer free to maintain, and have an upkeep cost of 8 energy.
  • Reduced the amount of jobs added by Leisure Arcology Districts to bring them into line with other Ecumenopolis districts.
  • Nerve Stapled Hivemind pops can no longer perform complex drone jobs.
  • Several productivity-improving technologies are now no longer of dubious benefit, as their upkeep (and production) effects now only apply to jobs actually primarily producing resources.
  • Made Awakened Fallen Empires use Traditions.
  • A lot of anomalies were rewarding 3 Society Research deposits, there is now more variety.
  • crusader kings 2 update 3.2.1 crusader kings 2 update 3.2.1

    Pops working the Livestock job now have 10% less political power.

    crusader kings 2 update 3.2.1

  • You can no longer use planet killer weapons on primitives inside your borders if you lack the appropriate primitive interference policies.
  • Ruins of Shallash arc site no longer has a chance of giving quite as much unity as defeating an endgame crisis.
  • Reduced the ship upkeep cost modifier for Clone army Admirals variants to 5/10/20% respectively.
  • Agrarian Idyll empires now get one planet building slot per four Agricultural districts built.
  • Functional Architecture and Constructobot: Reduced the free building slots granted from 2 to 1.
  • The default flag of new empires is now randomized, say goodbye to the red-black triangle flag!.
  • Made it so colony events will not fire on newly terraformed worlds to avoid some Ludonarrative Dissonance.
  • Added an Industrial colony designation to Ecumenopolis.
  • Added an additional option to the Alien Box event chain for Gestalts.
  • Instead, every randomly generated species now has a 30% chance of being one of: genderless, female-only or male-only.
  • Plantoids and Fungoids are no longer forced to have no gender, as you can now freely pick species' genders.
  • Reinforcing fleets that fail to find a safe path to the target fleet will now merge with other fleets orbiting the same shipyard, if both fleets intended to reinforce the same target fleet.
  • Improved how shipyards are selected when constructing reinforcements to better utilize stations with multiple shipyards and mega shipyards.
  • Reinforcing fleets using jump drives no longer require a safe hyperlane path to the fleet they are reinforcing.
  • Reinforcement fleets now consider systems that have both hostiles and allies in them to be safe for pathfinding purposes.
  • This will reduce how often reinforcement fleets are spawned at the shipyard at the cost of increasing the MIA time (due to taking a longer path) in these cases.
  • Reinforcement fleets will now attempt to find a safe but longer path if the shortest path to the target fleet is not considered safe.
  • Enabled the Ship Browser for all players.
  • Added new options to several old anomaly events which share categories with the newly added ones above.
  • Added 4 new anomalies to existing, uninhabitable worlds anomaly categories.
  • Added 4 new asteroid-related anomalies to spice up old anomaly categories.
  • Added 13 random events to terraforming to make the feature more engaging.
  • Added over 200 new star names for random galaxy generation.
  • Added the ability to pick your main species' gender during game setup.
  • Multiplayer hosts that own the DLCs now unlock portraits as well as ship and background sets from the Plantoids and Humanoids Species Packs for clients that do not own them.
  • Added a new Ascension Perk: Hydrocentric.
  • Added two new Origins: Ocean Paradise and Here be Dragons.
  • Added a new City Set and room backdrop for Aquatics.
  • Added a new Phenotype with 16 new portraits (15 normal + 1 robot) of fishy looking Aquatics.
  • Added a new Aquatic pre-scripted Empire.









  • Crusader kings 2 update 3.2.1