Major Changes
Background Colour and Map Fonts
Aether Gate Detection and Prevention
Mass STO Target Selection Reassignment
Summary Highlighting for Obsolete Components
Using Buoys in Alien-Controlled Space
Bug Fixes
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Missile ECM requires electronic warfare as a pre-requisite.
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Direct Fire research field abbreviation changed from EW to DF.
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CIWS components now researched under direct-fire, not missiles.
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For jump drives in the create project window, prevented the drive type changing back to military when a different size multiplier is selected.
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Overhaul now possible at deep space location.
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Missile fire controls of 50 tons or less correctly identified as military.
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Scrap Ordnance button appears when a missile is selected.
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Double-clicking Ground Unit Unload event will open the correct population on the GU/Stockpile tab.
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Double-clicking Factory Restored event will open the correct population summary, or the GU/Stockpile tab for recovered components.
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Fixed text in warning message for Ground Unit Series tab, when you try to rename without selecting a series.
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Academy name themes will no longer ignore the checkbox state.
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Planetary cargo shuttle capability added to ship capability before logistics bonuses are calculated (previously bonus was calculated only on ship capability).
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Ruins Exploited events will open the correct population.
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Fixed #3988 enumeration error. The trigger seems to be damaged NPR ships that leave their fleet and cannot find a new home.
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Fixed #3822 null reference error (probably). If this appears, try changing POWs to Empire view rather than Population.
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The game will only retain one year of mineral usage data in memory to avoid #3938 out of memory errors in long sessions.
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The game will only retain one year of wealth usage data on save.
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The terraforming capacity on the Environment tab of the Economics window includes the governor bonus.
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The âJoin Fleet and Begin Overhaulâ order will be available if you target a fleet in orbit of a population that has other fleets with maintenance modules, but no maintenance facilities of its own.
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Fixed the #1558 error that occasionally appeared on system generation and was blocking the creation of Rakhas.
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Fixed error in civilian shipping line logic that caused the building of many more freighters than colony ships
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Improved loading speed of Galactic Map
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Fixed error #883 caused by crew effects when NPRs capture ships
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The Fleet Commander option has been removed from Assignments on the Commanders window.
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Fixed the problems with the Galactic Map Full Screenshot. It works normally now every time.
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Fixed a problem with conditional fuel orders being triggered for ships with zero fuel capacity.
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Fixed a problem with conditional orders being triggered by ships in a hangar bay.
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Fixed a few bugs that were preventing NPR carriers launching missile fighters.
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Fixed a problem with shipyards not allowing the âClass Name Onlyâ theme.
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Fixed single-weapon fire controls so you cannot assign more than one weapon.
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Detecting explosions requires some form of passive detection capability (missile, ship or population) in the same system.
Minor Changes
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For Trade, Contracts and Standing Orders, fleets are checked from newest to oldest.
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NPRs will eliminate any sensor buoys of neutral races they find in their territory.
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TL6 ruins may appear occasionally. The max research cost of a ruin technology is equal to 2^(TL +1) * 1000.
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Development cost for a component will never be lower than the build cost, regardless of research speed.
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The tails of comets heading outward in their orbits will face toward the star.
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15cm Meson and High Power Microwave changed from 200 tons to 250 tons (as 12cm is also 200 tons).
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Recharge weapons moved before movement in the sequence of play, so that fast-firing weapons cannot be used for both point defence and attack in the same increment.
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Ships suffering from jump shock will have a J in the status column of the ship list on the Naval Organisation window.
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Ground Geological Survey Complete is now an interrupt event.
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Prototype components will be shown in cyan on the class design window.
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Added an âAll Minerals Exhaustedâ interrupt event.
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Added âCentre on Mapâ option for double-clicking ships on the Class Design window.
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Reduced Laser Size 75% and 50% are now starting systems and do not need research.
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Double-clicking a research project will change the research field dropdown box to the same research field as the selected project.
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Electronic hardening no longer increases cost .
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New Alien Ship event split into four events for hostile, neutral, friendly and allied ships.
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Crew Quarter components in a ship will be shown in orange if the crew design efficiency is lower than current racial technology
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Added ctrl-F as a shortcut for System Search on the Galactic Map
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System Bodies checkbox on Naval Organisation window will display population system body for fleet location and for movement complete events.
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Shield strength increases (after initial contact) no longer generate events. Decreases will still generate events.
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Added Egyptian Rank Theme
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Added WH40K naming themes for infantry regiments, armour regiments, space marine chapters and titan legions
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Split Civilian Mining Colony event into two, with a seperate update event for expansion rather than creation or disbanding.
Ground Support Fighters Removed
The concept of ground support by fighters or other small craft has been entirely removed from the game.
There are no longer any orders for fighter-based missions, such as flak suppression and search and destroy. Fighter pods have been removed from research and from missile design.
Orbital bombardment support is unaffected.
New options will be added in future versions for âground unitsâ to provide close air support.
Civilian Contract Standing Order
A new âCivilian Contractâ standing order has been added for v3.0.
A fleet with this standing order will seek out civilian contracts to fulfil. The contract fulfilment will function exactly as if a civilian ship took the contract, with three exceptions:
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There is no contract payment
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The fleet will use fuel while fulfilling the contract
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The fleet will refuel at the destination if that destination has the âDestination for Automated Refuelâ checkbox ticked.
Load All Ship Components
Load All Ship Components is a new fleet order.
This order will load as many ship components as possible from a destination population, in descending order of component size.





