Major Changes
Eccentric Orbits and Gas Giant Effects
Population Changes and Ark Modules
Limited Research Administration
Hydrosphere and Planetary Terrain Updates
Terraforming Installations Update
Commanders and Promotions Updates
Reduced Crew for Short Deployments
Admin Command Required Ranks and Automated Assignment
Minimum Player Systems for Spoiler Races
Starting Tech Points for NPRs and Spoilers
Regenerate Jump Point and Minerals
Changes to Commercial Hangar Repairs
Scrapping Installations and Ground Units
Bug Fixes
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Damage Control and Salvage Modules can now be marked as obsolete.
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Fixed bug that is causing random letters in the text showing the function of a class for auto-assignment purposes.
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Removed empty checkbox that was appearing on user selection popup window.
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Fixed obfuscation of research field names in the Ancient Constructs tab of the Economics window.
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Fixed error if you try to use Add Queue for Research Projects without selecting a tech system.
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Fixed bug that allowed you to launch ordnance that was larger than the launcher capacity.
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Fixed problem with commander bonus check code requiring control station on FACs or fighters.
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Miscellaneous Components can now be researched normally and will appear in the Logistics category. The workaround for v1.13 is to use Instant in SM Mode.
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Changed player race flag to random instead of always using a fixed file.
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Fixed ‘New Tech from Conquest’ game option so that toggling off now prevents tech transfer.
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Researched cloaking devices are now shown in the ‘view tech’ window.
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Supply ships will no longer provide MSP for maintenance locations unless either the supply ship or the supplied ship has cargo shuttles.
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Fractional capacitor values will appear when using ‘Show Next Tech’ in the Create Project window.
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Fixed bug that allowed space stations to be built with alien components that were not available in the population stockpile.
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Fixed bug that allowed space stations to be built with prototype components.
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Fighters on ground-related missions can no longer be targeted by ship-based weapons.
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Fixed #1552 Object Not Found error by ending Death Spiral scenario once Earth crashes into the Sun. Workaround is to manually turn this off.
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Removed Ground Combat Command from list of commander bonuses.
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Fixed minimum number of comets so it works in all systems, not just 50%.
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Fixed a bug that prevented unsurveyed moons appearing as potential destinations when ‘Exclude Survey’ was ticked and the parent planet was surveyed.
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Deleting a population that contains the top-level admin command will result in that admin command moving to a new population. A naval HQ will be created if no pops with existing HQs are available.
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Ancient Construct tab will only show field and bonus once xenoarchaeological survey is completed.
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Setting the ‘Select on Map’ checkbox to Checked on the Naval Organization window will immediately centre the map if a fleet is currently selected.
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Time estimate for fleet movement on Naval Organization window now correctly calculates the time for orders that include a minimum distance.
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The ‘Create Colony’ from the Naval Organization window now works correctly when your Empire has multiple species.
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Fixed the ‘Fill Class’ button on the Naval Organization window.
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Fixed the ‘Generate non-TN Only’ flag on Game Details. For clarity this is now ‘Generate Pre-Industrial Only’
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You can no longer use SM mode to create a gas called ‘None’.
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Fixed the function of the ‘Update all formations with same replacement template’ checkbox.
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Fixed problem that was slightly increasing logistics bonus for cargo handling.
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Atmospheric pressure calculation fixed for worlds with frozen gases.
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Fixed display error caused by extremely small, but non-zero, mining production on planets with very large deposits.
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Refuelling hubs now count as refuelling systems for the purposes of ‘Transfer Fuel’ orders.
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Fixed ECM-1 and ECM-2 so they have 6 crew, in line with other ECM components.
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Fixed the ‘Fire at Will FC’ button so it only changes the selected fire control.
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Fixed a bug that allowed NPRs to build a lot of Diplomatic ships.
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You can now set civilian contract demands for installations for which you do not have the required technology.
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Added a vertical scroll bar to the alien class summary on the Intelligence window.
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Fixed bug in Fire at Will for Missile Fire Controls that allowed selection if targets within fire control range but outside missile range.
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Added code to check ground formation still exists before executing a load order.
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Standing Orders now correctly displayed for the Fleet selected when the Naval Organization window is first opened.
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Fixed problem with very small space stations having armour width zero.
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Save Settings on the game details window was making changes to the game but not retaining those changes on the Game window. Fixed now.
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Fixed bug in ‘Move to Gas Giant with Sorium’.
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Selecting an existing missile now correctly displays name and second stage.
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Fixed bug that caused 2-stage buoys without targets to self-destruct.
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Fixed problem with viewing all contacts in all systems on tactical map sidebar.
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Fixed bug that allowed NPRs to be created mid-game on worlds with dangerous gases.
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Restricted max size of newly generated NPR populations to the capacity of the host system body.
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Fixed bug in Unload All Installation movement order that prevented some installations being unloaded by larger freighters.
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You can no longer double-click on events on the Tactical Map when the display option is off.
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Fixed bug that caused NPRs to issue warnings when the threat level was zero. For example, a small diplomatic ship currently generates zero threat but results in a warning.
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Removed the ‘Signature vs Passive Detection’ line in the missile fire control description as that should only appear for active sensors
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Fixed a bug that prevented player STO units from using their active sensors.
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Maintenance facilities in orbit of a population will now allow the use of resupply and overhaul orders with the population as a destination.
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Fixed bug that prevented maintenance facilities in orbit of a population from drawing maintenance supplies from that population.
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NPRs will now research fuel efficiency.
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Fixed a save bug that rounded down weapon power requirements to whole integers.
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Fixed bug that overestimated damage to formations on ship with damaged transport bays.
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Armour no longer counted for ‘Max Repair Cost’.
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The Missile Design window will no longer accept negative values.
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Fixed bug preventing use of neutral populations.
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Fixed bug that allowed fire controls to ignore reduced cross-section due to cloaks.
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Resupply status is now saved to the database.
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Downloading technology from wrecks or disassembling components will ignore any techs flagged as automatic - for example fractional capacitor recharge.
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Fixed a bug that allowed STO weapons to fire on fighters after they landed.
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Fixed a bug that caused area mode PD fire to attack both missiles and the current ship target of the fire control.
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Distance to Lost Contacts shown correctly - was using current distance of ship, not distance of last contact.
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Fixed issues with tiny wrecks being classed as zero size.
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Fixed mineral consumption bug caused by using stockpiled components and building two or more ships without changing shipyard.
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Added jump shock to parasites.
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Fixed rare bug where the Swarm would only allocate microwave weapons to very small targets and therefore continue firing forever.
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Production information for Mining Labour Camps now appears on the Mining tab.
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Fixed display of passive sensors with less than 1.0 strength on tactical map.
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Fixed bug that prevented the assignment of starting build points to conventional races.
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Fixed the ‘light-speed tractored ships’ bug.
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Ships without fuel are considered as having a speed of 1 km/s for combat purposes - except Swarm who don’t use fuel.
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Fractional installations can now be added on the Civilian tab of the Economics window.
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Fixed transfers of units between formations so you can no longer transfer more units than currently exist.
Minor Changes
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The ground construction code will check to see if anything should be moved from the queue to active tasks before the 5-day construction cycle commences.
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To improve performance, fleet histories for NPRs and civilian shipping will be retained only for the last five years.
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To improve performance, NPRs will not generate ‘Out of Fuel’ events. This is only for display purposes and will not affect NPRs reacting to low fuel.
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Added Super-Heavy Bombardment ground component.
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Updated the rescue code so that the fleet ship that picks up a specific life pod is the first ship in a list ordered by Descending Available Cryogenic Capacity then Descending (Class Crew - Current Survivors)
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Changed the class designation for auto-assignment so that cargo holds and ELINT are only checked very late in the process.
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‘Assume Fleet is Jump-Capable’ checkbox on Fleet window is now applied on a fleet basis, rather than as a general setting.
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Added 10cm railguns as a point defence choice for NPR designs.
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Bodies in Sol system will now start on a random bearing.
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Added Race Intelligence Points to Intelligence Window.
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Comets in Sol system will now start at a random distance.
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There is a rare chance of encountering large or very large comets.
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Added display of STO weapon ranges to the Tactical Map, when the weapon range display option is selected.
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Some Spoilers and NPRs (based on Xenophobia) will not bombard populations except when targeting STO units.
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Maintenance Modules reduced in cost from 200 to 100 BP in line with earlier reduction in cost of maintenance facilities.
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Added a Raise/Lower Shields button for Fleets.
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When removing water vapour via terraforming, the process will no longer be terminated due to a lack of water vapour in the atmosphere, unless the hydro extent is zero.
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Ships in orbit of a conquered colony will only surrender if the population is at least ten million.
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NPR ship designs may include reduced-size launchers.
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Estimated travel time displayed for mineral packets when a mass driver destination is selected.
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Hull abbreviation for classes and ships shown in construction options on Shipyard and Industry tabs of Economics window.
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Spacebar can be used as a hot key for double-click when adding or removing components from a class design.
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The research time for queued projects now includes any ancient construct bonuses.
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Halved the transport requirements for naval headquarters and spaceports to 10 and 40 cargo holds respectively.
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Removed the 50 starting research lab limit for NPRs.
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Factory-built Fighters and Space Stations will use their class naming theme.
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Ground force formations can be drag-dropped between different bodies if SM mode is active.
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Systems with a single star will no longer use “-A” in the star or system body names.
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Wreck sizes will no longer be rounded down to the nearest 50 tons.
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Repair Yard build cost reduced from 2400 BP to 1200 BP. Expansion cost remains the same.
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When disassembling a component, you are informed which tech you gain points toward and, if different, the tech from which those points originated.
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Added SM-only Edit Wealth button to the Wealth/Trade tab of the economics window.
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Removed the star system name for moons and planets in the second field of the mineral search window.
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Automated Damage Control is now the default for new ships. It can be unset by players as needed for detailed control.
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Commanders window will no longer run the commander search when the form is opened.
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Automated design for tankers and harvester sets a minimum fuel level of 10%.
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Added logistics units to Rakhas infantry and armour formations.
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Shield regeneration moved to before the movement phase, instead of after movement but before combat.
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When a shipyard task is created, any movement orders that exist for the target fleet will be removed.
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Gauss turrets are now researched under Missiles and Kinetic, rather than Energy Weapons.
Automatic Bridge
This is a minor change, but worth noting separately.
Aurora requires a bridge for any ship of 1000 tons or more. However, it can be annoying when you are experimenting with small systems and the bridge is automatically added when you go slightly over at 1000 tons.
For v1.14, the Design Errors section will note when the ship requires a bridge (at 1000+ tons), but the bridge will only be added automatically at 1100 tons.
Fleet Active Sensor Button
Fleets now have an active sensor button in the same way as Ships.
If a fleet has any ships with active sensors, the button will read ‘Active Off’ and will turn off any active sensors. If no active sensors are engaged, the button will read ‘Active On’ and will turn on all active sensors in the fleet.
If you want a fleet with only some sensors active to turn them all on, then press the button twice.
Re-Establish Ship Contact
In v1.13, a New Contact event is generated when you encounter an alien ship for the first time. There are also Update Contact events when you gain further sensor information or there is a change to existing sensor information.
For v2.0, you will also receive an Update Contact event when contact with a ship is re-established, even if there is no new sensor information. ‘Re-established’ in this context means that the ship was not detected by sensors of any type prior to the new detection.
Loss of Cargo
When a ship is destroyed, a list of cargo will be included in the destruction event. This includes installations, minerals, components, trade goods, colonists and ground unit formations
Rename Alien Ground Units
The Intelligence window now gives you the option to rename each alien ground unit class in the same way as an alien ship class.
The updated name will be used in all ground combat reports.
Civilian Contracts
I’ve been reviewing the civilian contracts code to find the long-standing bug. As a result, I decided to simplify the way that supply and demand functions.
For v1.14, as soon as a freighter accepts the contract for a given installation, even if it is in a different system to the pickup point, the supply and demand amounts for the start and destination populations are adjusted accordingly. This makes it much easier to see if the contracts are being met, even though the involved ships may still be underway, and eliminates the potential for oversupply.
If a civilian freighter is lost to enemy action while carrying an installation, the amount lost will be added back to the demand of the destination population.
If a civilian freighter is lost to enemy action before loading an installation, the amount lost will be added back to the supply of the pickup population and to the demand of the destination population.
Minimum Jump Engine Size
Minimum Jump Engine Size was intended as the smallest size jump engine that could jump other ships in addition to the mounting ship. A bug allowed ship with a ‘self-jump’ drive to jump other ships in standard transits when it did not jump itself. After some consideration, I’ve decided to leave the bug functionality as is, with one minor change. The new rule is as follows:
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The ‘Minimum Jump Engine Size’ tech line is now ‘Minimum Squadron Jump Engine Size’.
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Any jump drive below this size has a squadron size of 1.
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Any jump drive below this size cannot perform a squadron transit, even for the mounting ship.
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All jump drives, regardless of squadron jump capability, can perform a standard transit for any number of ships with the matching engine type within the normal size limit of the jump drive.
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For the Create Project window, I’ve changed the ‘Self-Jump’ suffix on jump engine size to ‘No Squadron Jump’
Logistics and Cargo Handling
In v1.13 and earlier, only a ship commander and the parent admin command structure used their logistic bonus to speed up loading and unloading cargo. For v1.14, planetary and system governors will also contribute.
The full calculation is as follows:
Cargo Handling Modifier = Number of Cargo Shuttle Bays * Admin Command Bonus * Ship Commander Logistics Bonus * Planetary Governor Bonus * Sector Command Bonus * Race Cargo Shuttle Load Modifier
Cargo Load Time = (Cargo Capacity * 20) / Cargo Handling Modifier.
Colonists Load Time = (Colonist Capacity * 10) / Cargo Handling Modifier.
Ground Forces Load Time = (Size of Force Loaded * 20) / Cargo Handling Modifier.
If there are one or more spaceports or cargo handing stations on the planet, that adds a single extra cargo shuttle bay to the calculation.
An admin command must have a commander for its bonus to apply. That bonus will apply even if the ship does not have a commander (this is a general rule for admin commands for all bonuses). Admin commands higher up the hierarchy will also apply if there is an unbroken chain of commanders.
Overhauls and Movement Orders
For v1.14, you can set movement orders that follow overhauls in the order list.
When a fleet is in overhaul, any existing movement orders will be ignored. Once the overhaul is complete, the fleet will begin following the orders. If an overhaul is abandoned, the fleet will begin following the orders but with the penalties for an abandoned overhaul.
When a fleet completes an ‘Overhaul’ movement order and moves into an overhaul state, any additional orders will remain in the queue, awaiting completion of the overhaul.
If the cycle orders flag is set, the completed ‘Overhaul’ movement order will be adding to the end of the movement order list. The Repeat option can also be used for order lists that include an ‘Overhaul’ movement order.
Alien Artifacts
I’ve implemented the Alien Artifacts trade good for v1.14.
The demand for alien artifacts is handled like most other trade goods. Annual demand is equal to population size in millions multiplied by any wealth modifiers. The wealth modifier is 1 without tech advances or environmental or political modifiers.
The supply of alien artifacts is generated by the exploitation of ruins. A new ‘alien artifact’ recovery type has been added with the same recovery chance as a manned mine. Each artifact recovery will generate from 4-200 artifacts (4xD50). I have increased the average number of installations for each ruin type to account for the extra artifact recoveries.
Once the artifacts are generated, they appear as a trade good that can be shipped by civilians. Any population of five million or more will have a demand for the artifacts.
Collateral Damage
I’ve read a number of reports that collateral damage is high enough to be a disincentive to ground combat, especially for large-scale combat. The original intention was for collateral damage to add a meaningful decision in the use of lighter forces to avoid damage vs heavy forces to win more quickly. However, given the complexity of ground combat and the difficulty in intuitively assessing likely outcomes, I’ve decided to substantially reduce collateral damage so it becomes a side-effect of combat rather than a significant, but opaque, factor in decision-making.
The collateral damage rules will remain as before, except that the final divisor will be 50,000 rather than 10,000. This has the effect of reducing collateral damage by 80%.
Fleet Raise Shields Button
Fleets now have an Raise/Lower Shields button in the same way as Ships.
If all ships with shield generators have active shields, the button will read ‘Lower Shields’ and will turn off the active shields. If one or more ships have inactive shield generators, the button will read ‘Raise Shields’ and will turn on all inactive shields in the fleet. If a fleet does not have any ships with shield generators, the button will not appear.
If you want a fleet with only some shields active to turn them all off, then press the button twice.
Events for All Player Races on Tactical Map
A new display option on the Tactical Map that appears in SM Mode allows you to see events for all player races. This is identical to the same function on the Events window. An additional column showing the race is displayed when this option is active.
Twin Planets
Each terrestrial planet has a 1% chance of creating a twin world, represented in-game as a moon with a radius above 90% of the parent planet.
Single Orbit View
A new display option entitled ‘Selected Orbit’ has been added to the Tactical Map. If this option is active and you click on a system body, the orbit of that system body will be displayed even if the selected type of body does not have orbital paths displayed.
Largest Planet Selected
When you click on the map and there are multiple bodies that could be selected, the highest mass planet within a 5 pixel radius will be selected. The dots for planets and moons have a 5-pixel radius.
This means when you click on a zoomed out planet with multiple moons, you will always select the planet rather than one of the moons.
Galactic Map Restricted Distance
A new ‘Distance From Selected System (Restricted)’ checkbox has been added to the Galactic Map. This functions in the same way as the ‘Distance From Selected System’ checkbox, except the distance calculation will ignore any military restricted jump points
Additional Conventional Systems
After reading a discussion on the forum, I’ve added a few extra systems to make conventional starts more interesting.
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Conventional Active Sensors - Strength 2
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Conventional Geological Survey Sensors - Strength 0.2
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Troop Transport Bay - Conventional
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Cryogenic Transport - Conventional
The troop transport bay and cryogenic transport are double the size of their standard TN equivalents, but otherwise equal in function and cost
Highlighted Civilian Mining Colonies
Any civilian mining colonies from which you are purchasing minerals are highlighted in light blue. This won’t apply if the colony has a population greater than zero, as green text will be used instead.
Jump Shock
In v1.13, a ship cannot use its jump drive while suffering from jump shock.
For v2.0, this is changed to: “Any ship suffering jump shock cannot transit a jump point, even if the jump point is stabilised”.
Commercial Jumps
For v1.13, commercial jump drives are required to transit ships with commercial engines and military jump drives are required to transit ships with military engines.
For v2.0, military jump drives can be used for transit by ships with either military or commercial engines (within the normal size limit of the jump drive).
This applies to both standard and squadron jumps.
Automated Refuel Option for Colonies
In v1.13, the various standing or conditional orders that involve refuelling at a colony will use the closest colony with fuel and suitable installations.
For v2.0, you can toggle a colony to be ignored for automated refuelling orders.
Cargo Holds Required
To make it easier to understand transport requirements, I’ve added the number of standard cargo holds for each type of installation at a colony to the Civilian tab of the Economics window.
Launch All
A “Launch All” button has been added to the Naval Organization window. This will appear when a Fleet, Sub-Fleet or Ship is selected and parasites are present.
Pressing the button will launch all parasites from the selected ship, sub-fleet or fleet into a single new fleet. If the parasites are attached to one or more squadrons, those squadrons and their attached parasites will be created as sub-fleets within the new fleet. Empty squadrons will be ignored.
Non-Combat Resupply
Ground forces will resupply out of combat in v2.0 if they are at a population and logistics units are available.
The amount of supply required will be reduced by the formation commander’s logistics bonus. In the existing combat resupply, the commander’s logistics bonus is the chance of ‘free’ supply for each combat round.
Academy Commandant Display
For v2.0, the Academy Commandant at each colony with one or more military academies will be displayed under the planetary governor on the Governor tab of the Economics window.
STO Targeting
This isn’t a mechanics change per se, but an update to the AI.
I’ve noticed that the AI doesn’t always make sensible decisions on STO targeting, mainly due to prioritizing low chance/impact shots against warships, while ignoring much closer commercial or unarmed targets. Therefore I’ve added a little more intelligence to the AI STO targeting code and it will use a custom priority list based on distance, size and known capabilities, rather than the player options (largest, fastest, random, etc.).
Cease Fire All Ships
I’ve added a ‘Cease Fire All Ships’ button to the Miscellaneous tab of the Tactical window. Clicking this will apply a cease fire order to every fire control of every ship in your empire.
This is for convenience in large battles, but also to make it easier to avoid a situation where an unknown ship is triggering ‘active firing’ interrupts.
Water without Atmosphere
In v1.13, a body generated without atmosphere will automatically be generated without water.
For v2.0, a body without atmosphere has a 20% of an ice sheet if the temperature is 223K (-50C) or less and has gravity of at least 0.1G.
If an ice sheet is present, the hydro extent will be generated normally.
Cloaks and Combat
This is more of a bug-fix, but I thought it was worth mentioning separately.
In v1.13, a ship with a cloak is always treated as having the cloaked cross-section, even if the cloak is damaged. For v2.0, the current state of the cloak will be taken into account, so the cross-section will change to normal for detection and combat purposes if the cloak is damaged
I also fixed a bug that allowed missile fire controls to lock on to a cloaked ship using the full cross-section, rather than the cloaked cross-section













