Update log
Full Solar Nations 2 update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone. Today I am releasing some of the major changes from 0.17 into the default branch. I am doing this earlier than expected because there are alot of ambiguities between the two branches and I want to clear things up for new players, and make sure they get the best experience possible.
Extracted changes
- Gameplay
- Performance
- UI and audio
I did not expect the video on youtube to get as much attention as it did, so thank all of you who decided to give the game a chance, I really appreciate it!
Espionage
The big new feature is espionage. Espionage is controlled by espionage offense and defense, as well as diplomatic capacity.
When you spy on people, you gain a certain amount of influence each year, and you can stockpile 25 years worth of influence. You can use influence on operations, which require you to have a certain amount of influence and cost a certain amount when used.
Some operations are instantaneous, and others are continuous. Continuous operations usually grant modifiers to you or the enemy based on what they are. These modifiers are based on certain conditions specific to each operation.
For example, Siphon research allows for you to gain research speed based on how much more technologically advanced the person you are spying on is than you are. This is useful if you are a low literacy country like India.
Some operations are more destructive than others
Favors
Favors are a new mechanic for diplomacy. They can be granted at will to other powers, but beware that every favor you owe to another civilization will cost you if they decide to redeem it in a way you do not like. When you interact with another country that you have favors with, you can leverage your favors to make them accept your proposals or pay that much stability. While this may not be powerful with only 5 favors, if you have 50 or 100, you can essentially force other countries to do your bidding.
Every Favor counts as +1 for AI acceptance
Unit Automation
I know a lot of people have been asking for unit automation, and since this game doesn't have really complex army movement, the solution I came up with was to give you the option of relinquishing your units to AI control with maximum convenience (1 button click).
Currently, when you automate your units, they will stay confined to the planet of choice for automation. This allows you to have greater control of your units and where they go. The units are automated according to the exact same logic as the AI, so essentially you are giving your units to the AI to control, and therefore expect your automated armies to make similar movements to AI armies, that is to say that they move relatively passively and do not attempt certain things like carpet sieging.
UI Changes
I was thinking that since half the time in the game is spent navigating the menus, it would be cool if that process was more satisfying, so I have tried to make clicking the buttons feel nicer by making an animation for the button presses, as well as changing the texture so as to give the UI more of a deeper feeling to it. So let me know if the UI changes make it feel nicer to navigate or not because I think that it is very important for a spreadsheet simulator to have cool feeling spreadsheets.
Changelog
Bug fixes
Defensive culture trait no longer gives 2000% entrenchment
You can now send resources to other countries
Buff
Source
