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