Performance and You
Main Post Updated, Download Link Updated
Save Compatibility is pretty much impossible due to the performance overhauls in this patch. Sorry. Eventually I'll get better at future-proofing, but there was a need for quite the overhaul for performance's sake. I'm slowly getting better at programming though, and the dream of a patch-safe update is still alive and strong.
Code Revamped for better late game performance.
Certain changes may potentially cause desync in multiplayer. They, for all intents and purposes, shouldn't, but noting this here for my future self to come back and laugh at if it happens.The performance gain is enough for this to be worth it for the time being.
Goods removed.
Grand Station no longer imports or exports cargo.
Militia Stations now only requests resources from their local Trade Station, OR adjacent planet trade stations if theirs is destroyed.
They will never search beyond that point.
Trade Stations have increased capacity and resource generation.
You now start with a Trade Station on your home planet.
-All these changes basically mean that your trade network can splinter, but survive. You still need to have a few cargo ships arrive on a planet in the first place, but afterwards, they'll be able to (somewhat) defend themselves with local shipments to their militia bases.
-They will attempt to ferry resources between stations (and, in fact, will do so much better than before), but won't attempt to do so across the entire galaxy anymore.
Every resource is now tied to a tech type.
Each Outpost and Patrol Post will roll one random ship (or turret, if outpost) type that uses the respective resource's tech.
Expect a much, much larger variety in units now. No more uniform ship style, your civies will simply use what they can find.
Current barracks renamed to Patrol Posts.
Patrol Posts can only be built around mines and are limited by the mine count on each planet.
Each planet will attempt to fully cover all wormholes and mines on its planet over time, but they will prioritize threatened planets first.
Ship counts have been notably lowered across the board as a result of all these new resources allowing some fairly hefty unit combinations by mid to late game.
Intensity and AIP have much larger effects on the end ship capacity values.
A new building has taken the name Barracks, and can be manually built by the player on any planet they control.
The Barracks increases ship/turret counts of all militia buildings by 33% or 1, whichever is higher, on its planet, and all adjacent planets.
The come with a whopping 5 million build cost, take ages to finish, and will be a constant drain of 100k energy, so these are some late-game metal sinks for people who always find themselves stocked,
a mid game choice for people who want better automated defenses, or an early game investment for people who want to dream big.
Due to its low metal flow, you'll find yourself capable of building this long term without feeling the burn too bad.
The AI will now launch periodic Exogalactic attacks meant to raid various trade stations. They will attempt to do so in time with waves sent by the ai for coordinated strikes.
Patrol Post mobile forces will no longer attempt to aid you in fights you have an overwhelming advantage in, unless they have nothing else they think they can currently be doing.
AI Ship targeting priority updated so they will no longer focus cargo ships over absolutely everything else.
Outpost/Patrol Posts have had increased defensive stats to make up for them no longer marking up.
Outposts will attempt to build themselves further away from the command station, and won't be requested for wormholes that are within (very) close proximity of a command station.
Cargo Ships are now smaller, to help with clutter when they arrive at stations in bulk.