Patch 3.4

Version history

  Astral Planes

 3.10 • 3.10.1 • 3.10.2

  Galactic Paragons

 3.9 • 3.9.2 • 3.9.3

 3.8 • 3.8.2 • 3.8.3 • 3.8.4

  First Contact

 3.7 • 3.7.3 • 3.7.4

  Overlord

 3.6 • 3.6.1

 3.5 • 3.5.2 • 3.5.3

 **3.4** • 3.4.3 • 3.4.4 • 3.4.5

  Nemesis

 3.3 • 3.3.2 • 3.3.3 • 3.3.4

 3.2 • 3.2.1 • 3.2.2

 3.1 • 3.1.2

 3.0 • 3.0.1 • 3.0.2 • 3.0.3 • 3.0.4

  Federations

 2.8 • 2.8.1

 2.7 • 2.7.2

 2.6 • 2.6.1 • 2.6.2 • 2.6.3

  Ancient Relics

 2.5 • 2.5.1

 2.4 • 2.4.1

 2.3 • 2.3.1 • 2.3.2 • 2.3.3

  MegaCorp

 2.2.4 • 2.2.5 • 2.2.6 • 2.2.7

 2.2 • 2.2.1 • 2.2.2 • 2.2.3

  Distant Stars

 2.1 • 2.1.1 • 2.1.2 • 2.1.3

  Apocalypse

 2.0 • 2.0.1 • 2.0.2 • 2.0.4 • 2.0.5

  Synthetic Dawn

 1.9 • 1.9.1

 1.8 • 1.8.2 • 1.8.3

  Utopia

 1.6 • 1.6.1 • 1.6.2

 1.5 • 1.5.1

  Leviathans

 1.4 • 1.4.1

 1.3 • 1.3.1 • 1.3.2

  Base version

 1.2 • 1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 • 1.2.5

 1.1

 1.0 • 1.0.1 • 1.0.2 • 1.0.3

**Patch 3.4**, aka "Cepheus", was released on 2022-05-12 with the checksum *7836* (**note:** patch 3.4.0 was never released to the public instead making patch 3.4.2 the first in the 3.4.X branch).

## Overlord Expansion Features

* Three new advanced subject types called Specialist Empires have been introduced, which excel in certain areas while having deficiencies in others.
	+ Bulwark - A bastion of defense that leaves basic resource acquisition to others.
	+ Prospectorium - Excels at resource acquisition but has weaker research.
	+ Scholarium - Specializes in research but relies on their allies for military support.

Similar to how Federations advance or degrade based on Cohesion, Specialist Empires improve based on loyalty, gaining additional perks and strengthening their bonuses and penalties as they level up through three tiers.

* New Constructions and Megastructures
	+ Hyper Relays - Chained together, Hyper Relays permit high speed fleet travel and projection of effects to systems connected via the network.
	+ Orbital Rings - Built around your worlds, Orbital Rings act similarly to Starbases and allow further development or defense of these core planets.
	+ Quantum Catapult - The galaxy is within reach as the Quantum Catapult lets you fling ships across the galaxy, though with questionable accuracy. Yeet.

* New Enclaves
	+ Salvager Enclave - A generally friendly bunch of tinkerers, obsessed with engineering, battle debris, and restoring or scrapping antiquated ships.
	+ Shroudwalker Enclave - Disciples of the Shroud, the Shroudwalkers can call upon its powers to create shroud tunnels, or to attempt to divine the future - if you dare.
	+ Mercenary Enclave - Empires can release a fleet to create a self-reinforcing Mercenary Enclave that brings dividends back to their patron. But remember, business is business, and concepts like loyalty don’t pay the bills.

* New Origins
	+ Imperial Fiefdom - Your first steps into space were brutally short. Immediately subjugated alongside several others by a powerful and decadent overlord, you begin the game as a Specialist Empire of your choice.
	+ Teachers of the Shroud - Your civilization was identified as a civilization of interest long ago by the Shroudwalkers, who carefully nurtured your development as their visions instructed. Your species begins with the Latent Psionics trait and in contact with the Shroudwalker coven.
	+ Slingshot to the Stars - The Slingshot to the Stars origin explores how a nearby Quantum Catapult could shape your civilization. The histories of your people are filled with tales of brilliant lights flashing across the sky before the long seasons of darkness.
	+ Subterranean - The underground homes of Subterranean empires grant defensive and mining benefits while allowing them to avoid hostile environments on the surface, at the cost of slower expansion.
	+ Progenitor Hive - Hive-Mind only (also requires Utopia). The hive relies on the presence of the powerful offspring of the progenitor, guiding the hive’s will with incredible skill. Protect them well, for the drones are lost without their presence.

* New Ascension Perk - Profit from conflict with the Lord of War Ascension Perk.

* Overlords can now build a holding on Subject Planets, these are the holdings included in Overlord:
	+ Orbital Assembly Complex
	+ Propaganda Office
	+ Satellite Campus
	+ Ministry of Energy
	+ Ministry of Extraction
	+ Ministry of Production
	+ Splinter Hive - Hive-Mind Overlord only
	+ Distributed Processing - Machine Intelligence Overlord only
	+ Offspring Nest - Requires the Progenitor Hive origin
	+ Offworld Foundry - Requires a Prospectorium subject
	+ Vigil Command - Requires a Bulwark subject
	+ Ministry of Science - Requires a Scholarium subject

* New Galactic Community Resolutions - Debate the place of Mercenaries and the rights and responsibilities of subjects and overlords with three new lines of Resolutions.
* New music tracks - 4 new songs added to the game and Original Soundtrack
* New Achievements - Show the galaxy who leads them with 11 new Steam achievements.

## 3.4 “Cepheus” Features and Changes

* Situations - Include a new system for tracking and interacting with ongoing stories in your empire
	+ Deficit Situations will trigger if you have a negative monthly balance of a resource and it runs out.
	+ Revolt Situations may trigger on planets with low stability, overhauling previous rebellion mechanics.
	+ Machine Uprising Situation replaces old Machine Uprising event (requires synthetic dawn)
	+ Leviathan Situations celebrate your great triumphs when besting such mighty beasts.
	+ Other narrative Situations have been implemented to add even more flavor to your campaigns.

* Negotiation of Subjugation Agreements - The terms of subjugation agreements can now be negotiated and changed. Some terms that can be altered include:
	+ Integration Possibility
	+ Diplomatic Freedom
	+ Ability to Expand
	+ Resource Subsidies and Tithes
	+ Defensive and Offensive War Responsibilities
	+ Overlord Holding Limit
	+ Sensor Sharing

The default terms of some contracts have been updated to fit the new system, and some specific terms or settings require Overlord.

* Allegiance Wars - The Pledge Secret Fealty diplomatic action has been added, which allows subject empires to secretly plot with a new overlord. This permits a War of Allegiance - a new war goal that allows empires to fight other Overlords for control of subjects that have pledged secret fealty to them. All subjects that have pledged secret fealty will turn on their former overlord during the war.

* Subject Changes/Improvements:
	+ New holdings that may require certain civics, origins, or DLC:
		- Overlord Garrison
		- Emporium
		- Aid Agency
		- Ranger Lodge - Environmentalist Civic
		- Noble Chateaus - Aristocratic Elite Civic
		- Recruitment Center - Citizens Service Civic
		- Gaia Seeder Outpost - Idyllic Bloom Civic (requires Plantoids)
		- Tree of Life Sapling - Tree of Life Origin (requires Utopia)
		- Dread Outpost - Reanimators Civic (requires Necroids)
		- Sacrificial Shrine - Death Cult Civics (requires Necroids)
		- Reemployment Center - Permanent Employment Civic (requires Necroids and Megacorp)
		- Franchising HQ - Franchising Civic (requires Megacorp)
		- Communal Housing Outreach - Shared Burdens Civic (requires Utopia)
		- Organic Haven - Rogue Servitor Civic (requires Synthetic Dawn)
		- Experimental Crater - Calamitous Birth Origin (requires Lithoids)
	+ Subjects now have a Loyalty value, rather than loyalty solely depending on their opinion of their overlord.
	+ Subjects’ ethical compatibility with their Overlords may result in a monthly loyalty bonus or penalty.
	+ Having more than one subject adds a monthly loyalty penalty to all subjects, which can be worked around with various civics and or the Shared Destiny ascension perk.
	+ Subjects and Overlords have a bonus to infiltration growth on each other.
	+ Operations on your subject or Overlord are reduced in difficulty.
	+ Additional trade deal options between subjects and Overlords have been added.
	+ Releasing a sector as subject now grants an initial 100 intel on that subject.
	+ Integration is disabled by default.
	+ Sectors released as subjects can now inherit the following origins from their parent empire, where appropriate - Progenitor Hive, Subterranean, Void Dweller, or Calamitous Birth.
	+ Gateways (and Hyper Relays) can now be built in subject space.
	+ AI Subjects of Player Empires now receive AI bonuses as if the difficulty level of the game were one level lower, rather than losing their bonuses entirely.

* MegaCorp Improvements as both Overlords and Subjects:
	+ Empires that are the target of Impose Ideology wars or those created from Status Quo peace deals are no longer rival Megacorps, but instead Oligarchies with the Merchant Guilds civic.
	+ Corporate Overlords can establish branch offices in their non-corporate subjects without having to sign a Commercial Pact. Likewise, corporate subjects with a non-corporate overlord can open branch offices in their overlord and fellow subjects.

* Major improvements to Planetary Automation:
	+ Planetary Automation scripts based on designation are now more focused regarding what they build.
	+ Right clicking on the planetary automation button will now open a menu which allows you to customize your focus of planetary automation: for instance, as well as the designation based focus (“build more minerals buildings”), it lets you enable handling of amenities and housing, crime, as well as more specialized building options such as psi corps.
	+ Sector automation and planetary automation have been unified into the same system (sector automation will activate planetary automation for all planets in the sector, and assign relevant planetary designation types to the planets unless overridden.)
	+ Additional planetary or sector automation options have been added:
		- Added a Unity sector automation setting
		- Forge, Factory and Industrial designations are now available on Ring Worlds
		- Fortress world designation is now available on Machine Worlds and Hive Worlds

* Automatic Resettlement Improvements
	+ The Auto Resettlement formula for picking which planet pops will be resettled to has been improved: it is now easier to steer pops towards your capital and other special worlds (e.g. ring worlds).
		- Pops will now pick which planet to auto-migrate to based on which planet has the most free jobs, rather than the least. They also now take free housing into account better
		- "Ideal" worlds such as ring worlds, gaia worlds, hive worlds and machine worlds now have a 50% higher score when pops are deciding where to automatically resettle to. So they are more likely to want to move to your newly-founded ring world, for instance. Capital world planet designations also have a +10% score, and freshly founded colonies have 25% from their designation.
	+ The resettlement tooltip (found by hovering over unemployment in the planet view) now provides far greater insights into how the system works, including showing the reasons pops cannot automatically resettle or the planet they are most likely to resettle to.
	+ The outliner has been updated so planets with unemployed pops that are auto-migrating are now shown a yellow suitcase. The red suitcase should only appear if the planet actually requires your attention to resolve the unemployment problem.

* Various AI improvements with a focus on military behavior - full details in section below

* Added 73 new flag emblems, 63 new flag backgrounds and 47 new flag colors (including white!).
	+ 12 new emblems each to match the Plantoid, Lithoid, Necroid, Aquatic, and Imperial shipsets
	+ 6 new emblems for the Corporate and Legion categories
	+ 1 new emblem for Paradox Arctic in Umeå

* Added improved human portraits, with 5 phenotypes, 5 eye colors, 7 clothing styles and many, many hairstyles (including facial hair)!
* Added Japanese and Korean language support.

## Balance

* Subjugation casus belli is now automatically granted towards inferior empires.
* The Parliamentary System civic now allows factions to be generated much earlier in the game.
* Defense Platforms now have increased range, fire rate, tracking, and hull points, and are faster to build.
* Base market price for slaves doubled from 500 to 1000 energy credits to make selling pops more viable. Slave traits cost Modifiers for the Slave Market have been increased by roughly 10 times for positive ones and 4 times for negative traits.
* Endgame Crises can now happen after 25 years rather than 50 of the End Times.
* The Plunder wargoal now increases the chance to steal relics (that aren't the Galatron) to 50%.
* The Numistic Administration trait no longer provides an increase to energy output, it now provides a +33% output to trade value from jobs.
* Removed the requirement to have an upgraded capital building in order to build research labs or rare resource manufacturing buildings
* The Shared Destiny AP no longer affects subject integration cost or trust, instead removes the monthly loyalty penalty from having multiple subjects. Additionally, it can now be taken by Corporate empires.
* The Grasp the Void AP now grants increased draw weight for FTL travel techs.
* The Unbidden can no longer spawn in pulsar systems (as the star will disable their Dimensional Portal's shields)
* Resistance is Frugal no longer grants your strongholds a unity production of 3, instead it gives you 0.5 unity for each defensive army you have.
* Strength of Legions and Warbots now start with rank 3 Admirals and Generals.
* Espionage Operations now cost Influence to start rather than Energy Credits. Costs have been reduced by a factor of 10.
* Low Military Intel is now gained at 30 Intel instead of 40 and Medium Military Intel is now gained at 60 Intel instead of 70. The effects of Medium and High Military Intel have been swapped - medium now allows you to view ship loadout, high now grants visibility of location of military fleets.
* Added a nanites deposit to the Scavenger Bot system so you can use the reward you get for killing it.
* The Subterranean empire from the Seismic Disturbances event chain now spawns with the new Subterranean origin.
* Numistic Data Modeling technology now provides +5% Trade Value.

AI
--

* With sufficient Intel, there will now be a notification that the AI is planning to declare war on the player.
* Fixed a variety of AI military fleet behavior issues, including:
	+ AI will be better at merging fleets where that makes sense (e.g. during peacetime, or when they have the same mission)
	+ Fixed issues where your allies would follow your take point command even though they were not hostile to your targets, and several other issues with take point and follow fleet behavior
	+ AI will now more actively engage hostile crises if they or their allies have been attacked by them
	+ Fixed an issue where an AI fleet could get trapped in an enemy system by a disabled starbase. It will now approach the starbase to capture it.
* AI will now enable buildings that have been disabled.
* AI will now scale the production of rare resources according to the size of their economy.
* Moderately reduced the frequency of how often AI will sell slaves on the market.
* AI will now only consider jobs producing at least 3 amenities when doing the planet amenity balancing logic.
* AI will now declare "death spiral status" if they have 0 minerals and a negative mineral income. Jobs consuming minerals will be deprioritized until a sufficient mineral income has been reached and the empire can start rebuilding itself.
* The AI will now wait for a period of time before changing planet designations when taking over a player empire in multiplayer.
* AI members of a federation will no longer propose a vote on a law change that has been proposed in the last 10 years by anyone in the Federation.
* The player now gets a notification when the AI has recalled their embassy.
* AI will now only propose an embassy if they have a positive +50 relation and remove their embassy if they have lower than -50
* The AI is now better at dealing with non-standard colony ships (e.g. private colony ships, Lithoid colony asteroids).
* AI will now sell resources more aggressively to buy what they need in order to recover from death spiral type situations.
* Fixed several issues with Galactic Community voting, AI will no longer propose resolutions against their alignment, AI can recall their proposals or vote against their own proposals in some situations where it makes sense. Tooltips will now show the reasons an AI empire is voting the way they are.

UI
--

* Added new section in outliner for loaned out fleets (lease timer and its tooltip).
* The alert for diminishing resource stockpiles now properly only lists resources which you will imminently run out of.
* Added tooltips for agreement presets and specialist types to the Agreements view.
* The outliner will now tell you about blockers you can remove if you are approaching the planet's carrying capacity and therefore suffering growth penalties.
* Improved the layout of the Host DLC icons and surrounding elements in the Multiplayer Lobby.
* Moved the “Copy Server ID” functionality to a separate button in the multiplayer lobby.

## Performance & Stability

* Optimized calculations for whether you are in breach of any galcom resolutions, which should provide a boost if many sanctions have been passed.
* Improved the performance of using triggered economic category modifiers.
* Improved performance of bypass handling in pathfinding to account for the fact that there are now many more of them in the galaxy (via hyper relays).
* Adjusted various ship textures for improved performance.

## Other Improvements

* Significantly improved pop job assignment weightings:
	+ Automatic scripted handling of resource output, trade and amenity bonuses and penalties from traits, i.e. pops with the better traits for the job will more reliably take the job. This eliminated many errors where we had imperfectly attempted to achieve this result in a much less robust and more verbose way.
	+ Weighting now takes into account output penalties from low habitability
	+ If you are in deficit, jobs producing that resource will now be weighted significantly higher, so your pops won't ignore mining jobs while your empire burns for lack of miners.
* Added new Subjugation War Terms policy, which sets the default Agreement Terms used when subjugating other empires through war.
* You can now nominate other empires to Custodianship, provided they meet the requirements.
* Idyllic Bloom has been improved by allowing construction of the Gaia-Seeder buildings (and holding!) to be built on a wider range of planet types, in exchange for increased upkeep, depending on the empire’s terraforming technology. In addition, the civic can now be combined with the Life-Seeded and Shattered Ring origins. Finally, Idyllic Bloom empires start with a Phase 1 Gaia-Seeder on their capital where appropriate.
* Shroud Entities that propose Covenants will now prefer empires that have ethics or civics that match their outlook. The End of the Cycle is more likely to offer a Covenant if another empire is a level 5 crisis.
* Several improvements to Baol/Zroni spawning: they will no longer spawn arc sites in your capital system, one of the Baol arc sites is now vastly less likely to spawn in someone else's territory, and they are a bit less likely to all spawn in a heap in neighboring systems.
* Modifiers giving administrator output now correctly reflect the sort of administrators the empire uses.
* Individual names for game objects can now be localized, allowing players to read names in their own language.
* Renamed the Corporate and Gestalt versions of Catalytic Processing to Catalytic Recyclers and Organic Reprocessing respectively.
* Improved emissive areas for certain ships and turrets.

## Bug Fixes

* Federation allies in Common Ground and Hegemony origins no longer start with 0 resources (sometimes therefore falling into deficit immediately)
* Multi-path jumps should now show proper arrows.
* Bypass travel times are now correctly specified in days.
* War exhaustion icon now displays the correct values when resuming a saved game.
* Fixed the appearance of invalid em dash characters in a Crisis diplomacy message and a First Contact/Diplomacy tutorial event.
* Update to VIR's diplomatic tact subroutines: the tutorial no longer refers to enclaves as likely possessing an animal intelligence.
* Added a scrollbar to planetary production resources in planetview so they don't overflow.
* Fixed a variety of issues and oversights where the job weight scripts would not take into account all production bonuses given by traits.
* Fixed certain megastructure construction positions.
* Planet automation can now use resources from the shared stockpile even when not part of a sector.
* Fixed some cases where you would get popups that instantly disappeared while being in a federation.
* Fixed DLC icons in the Multiplayer lobby sometimes escaping outside of their container.
* Fixed Ancrel.4078 "Fire" event triggering for species that don't eat food.
* Fixed order of repaired ringworld segments for ruined and partially ruined ringworlds.
* Deviant drones no longer provide trade value based off their living standards.
* Gestalts can no longer get the Numistic Data Modeling tech.
* Fixed rare case where the empire flag would be randomized for empires created in MP.
* Fixed certain colony designation effects not having Planetary Ascension multipliers applied to them,
* Fixed a bug where empires could sometimes (e.g. on revolts) end up registering as owning more starbases than they actually did for a time.
* Fixed the ship reinforce button sometimes telling you repeatedly that there are no available shipyards.
* Enrolled engineers in the Curator's seminar on "Ringworld Repairs and You!" (Repaired ringworlds from the shattered ring origin and alpha refuge no longer have display issues).
* The shard will no longer inform the player twice about its demise.
* Fixed an issue where the list of supporters for an upcoming resolution in the Galactic Community didn't refresh correctly when clicking between two Resolutions with the same number of supporters.
* Fixed armies being mistaken for buildings in some build queue tooltips
* Here Be Dragons empires are now less amazed to see an Ether Drake (it's still a remarkable occurrence, but not something the likes of which they've never seen before)
* Fixed an issue where only one pop would switch jobs when shift-clicking to change job priority
* Sectors released as subjects by empires with the Pompous Purist civic will have the civic removed.
* Fixed some issues with AI Uprising Empires, where the created empire would have unreasonably large fleets, but could also immediately go bankrupt in several resources.
* Fixed issue with scrollbars ending up outside of the technology window in the "researched” tab of the technology view.
* Fixed Starbase triggered station modifiers not always applying properly (which means that now e.g. Offworld Trading Companies have an effect again)
* Fixed some cases where countries would have policies set that they were not meant to be allowed to choose.
* Fixed players being unable to replace e.g. a Mining District with an Industrial District if they were already replacing two Generator Districts with Industrial Districts.
* Fixed scrollbar for DLC feature descriptions not being reset.
* Fixed unlocalized DLC names in Multiplayer lobby.
* Fixed tooltips for Mortal Initiates.
* Fixed truncated data percentage in fleet view (in simple chinese).
* Fixed fleet orders and activity text localisation overlaps.
* Non-Disclosure Agreements in the Subterfuge traditions now correctly states that it increases Infiltration Required for hostile operations, rather than saying it increased the cost.
* Added alternate text and event rewards for when Gestalt empires with the Doomsday origin colonize their first planet.
* Transit Hubs no longer have incorrect and outdated text referring to previous versions of the automatic resettlement system.
* Improved tooltips for Plunder wargoal.
* Fixed federation background not rendering correctly
* Fallen Empires spawned from the Scion origin have the correct graphical culture.
* Fixed some issues where Artificers had the Artisan icon in certain texts
* Fixed missing modifier icon for Ancient Trading Route
* Fixed a rendering issue with drop pods.
* Fixed a rendering issue with the mammalian orbital habitat.
* Fixed some megastructures not animating properly.
* Fixed hyperlane shader.

## Modding

* Script Values, Variables and Modifiers:
	+ Added scripted\_modifier directory where you can define new modifiers you can use in static\_modifiers and apply via modifier:<modifier>
	+ Solved issues where certain modifiers (or static modifiers in modifier fields) were not useable in certain places due to load order issues
	+ Added the ability to use mult = value:script\_value in triggered modifiers
	+ Added support for “square = yes”, “square\_root = yes”and “pow = x” in script values
	+ The game will no longer spit out errors about event targets if you try to feed a parameter with decimal places (e.g. 0.5) into a script value
	+ Added trigger check\_economic\_production\_modifier\_for\_job to simplify job weights; rolled out script values across job weight calculations
	+ Amended the distance\_to\_empire to support use of script values (both it in them and them in it)
* Agreements, Subject Types and other Subjugation Topics:
	+ Added new 'agreement' scope type
	+ Added new database in common/agreement\_presets for scripting presets of subject agreements
	+ Added new database in common/agreement\_term\_values for scripting different options for subject agreement terms
	+ Added new static database in common/agreement\_terms for scripting terms for subject agreements
	+ Replaced triggers can\_be\_subject, is\_subject\_type, and has\_tributary with as scripted triggers
	+ Added new 'subjects' trigger to check how many subjects a country has, regardless of agreement preset
	+ Added agreement\_event as an event type, along with an agreement\_event effect
	+ Added on\_agreement\_change\_accepted on action that triggers when a subject agreement negotiation has been accepted
	+ Added remove\_secret\_fealty effect to remove a secret fealty pact between two countries
	+ Added trigger has\_secret\_fealty\_with to check if there is a secret fealty between two empires
	+ Add 'has\_monthly\_loyalty' trigger to check a subject's monthly loyalty
	+ Add 'has\_loyalty' trigger to check a subject's loyalty
	+ Added an agreement\_preset trigger for checking the selected preset in the agreement scope
	+ Added new effect for setting the preset of a subject agreement
	+ Added the effect set\_agreement\_terms for setting the terms of a subject agreement
	+ Added a trigger to check if a subject agreement has an active specialization for a specified specialist type
	+ Added a trigger to check the specialist level of a subject agreement
	+ Added a trigger to check if a subject agreement has a specific specialist perk active
	+ Added use\_demanded\_terms parameter to set\_subject\_of effect for applying agreement terms of previously demanded agreement diplo action
* Added highly scriptable Situations system with many flexible parameters, effects and triggers
	+ Situations are now their own scope (accessible via “any\_situation”)
	+ You can fire a new Situation via start\_situation effect
	+ The properties of the Situation are customizable in the common/situations folder. A documentation file provides full information on what parameters are available within the system (e.g. how fast the Situation progresses, what happens at various stages of it, and how the interface should look)
* Added ImGui UI System
	+ DearImGui is a third party UI development tool that helps us rapidly develop debug UIs.
	+ Use “ImGui show” command to view a list of available views.
	+ Use “ImGui show <view name>” to open an ImGui view.
	+ Current release contains demo views and a “fleets” view for viewing internal fleet and ship data.
* You can now specify a pop faction as the location of your event and the button will take you there.
* Added scripted checks to diplomatic actions such that it is possible to forbid AI from doing diplomatic actions via script.
* Country types can now be given limited\_military\_construction and limited\_leaders, which will let them build fleets and hire leaders but bypasses most other construction.
* Turned effects store\_galactic\_community\_leader\_backup\_data and restore\_galactic\_community\_leader\_backup\_data into scripted effects using new, more flexible effects for storing and restoring backup data of a country
* Added on\_colony\_yearly\_pulse
* Added on\_colony\_25\_years\_old on\_action
* Added planet\_garrison\_strength trigger
* Converted has\_citizenship\_rights from a scripted trigger into a trigger. This makes its performance significantly better (useful as it is checked a lot)
* Added disable\_building and ruin\_building effects
* You can now use num\_districts in country scope
* Global script variables can now be accessed in localization with $@VariableName$
* Added "direction = corewards/rimwards" parameter to spawn\_system
* Added trigger to check if a country has a Secret Fealty pact from a subject of the target country
* Error logs within scripted effects and triggers will now have useful file locations again
* Shifted script for how many of each ship an AI wants to build from country\_types to ship\_sizes.
* Shifted script for which armies an AI wants to build to the army\_types entries from country\_types
* It is now possible to limit which ships an aura will affect by using a 'limit' trigger in the aura block of the ship component script
* Add support for scoping to last\_created\_design
* Add script lists for owned ship designs
* Added remove\_ship\_design and remove\_global\_ship\_design effects
* Added modifiers ship\_friendly\_territory\_fire\_rate\_mult, ship\_friendly\_territory\_accuracy\_add, ship\_friendly\_territory\_accuracy\_mult, ship\_friendly\_territory\_evasion\_add, ship\_friendly\_territory\_evasion\_mult, ship\_friendly\_territory\_shield\_add, ship\_friendly\_territory\_shield\_mult, ship\_friendly\_territory\_tracking\_add, ship\_friendly\_territory\_tracking\_mult that is only active while in a friendly territory
* Added count\_starbase\_buildings trigger
* System scope is now supported on count\_starbase\_buildings and count\_starbase\_modules.
* Added owner\_type option to buildings to specify if a building is a holding or not
* Added effects add\_starbase\_component and remove\_starbase\_component to add and remove ship components to starbases that are standalone from modules and buildings
* Added empire and ship wide windup modifiers for all bypass types. Following the "mod\_<bypass\_type>\_<empire|ship>\_windup format
* Added quantum catapult modifiers
* Added on\_pop\_resettled on\_action
* Added the ability to do country\_add\_ethic = random
* Added triggers num\_researched\_techs\_of\_tier and can\_research\_tier
* Added a replaceable block to starbase modules taking scope From: Starbase, FromFrom: Starbase.Owner
* Added a script folder common/tradable\_actions that can be used for scripting actions that can be traded in trade deals
* Improved performance of checking “all” on count\_x script lists, and also fixed some cases where it was not possible for it to return true.
* Added define for how long the AI will wait before proposing a federation law change after a change in that category has been proposed: AI\_FEDERATION\_PROPOSE\_LAW\_CATEGORY\_COOLDOWN

## 3.4.1

Patch 3.4.1 was never released to the public instead making patch 3.4.2 the first in the 3.4.X branch).

### Balance

* Default oppressive subjugation terms for AI empires now no longer have the Integration Permitted term, instead they have a Basic Resources Tithe (15% for vassals, 45% for Subsidiaries). The Integration Permitted term still applies for player empires.
* The Shroudwalker teacher planet modifier now gives increased weight to draw psionic technologies.
* Bailouts from deficits now scale by the number of decades since the start of the game.

### Bug Fixes

* Restored the "go to" button's tooltip in the situation log for non-situations
* Fixed an out of sync when the Khan started vassalizing empires
* Fixed effects from certain Situations not applying until the 2nd stage was reached
* Blocked overlords and subjects from rivaling each other.
* Fixed Bulwark Advisory cost not being calculated correctly.
* Leaders from non-psionic species now shouldn't get the Psionic trait if another sub-species awakens. (E.g. leaders in COM won't gain the Psionic trait if the UNE undertakes Psionic Ascension).
* Fixed broken Prospectorium Advisory modifier
* Subjects without independent diplomacy can now revoke pledges of secret fealty.
* Added a missing name string, "Empire", which forms part of randomly-generated names for empires with the Imperial authority.
* Cave Dweller growth penalty doesn't apply to lithoids.
* Bulwark Disintegrator Fields are no longer removed if a tier 3 bulwark conquers a system from another tier 3 bulwark.
* Fixed the title truncation in simple chinese in the Espionage Operations view.
* Overlords cannot sign defensive pacts with their subjects and vice-versa.
* Overlords cannot invite their subjects to form a federation with them.
* Subjects cannot surrender to the Khan.
* Destroying an orbital ring now leaves behind a ruined version to be repaired.
* Repairing a ruined orbital ring now removes the orbiting debris.
* Food processing tech no longer shows physics icon for holdings.
* Fixed Salvagers accepting reduced payment for engineering insights.
* Fixed Shroudwalkers not accepting payment for certain divination services.
* Fixed Subterranean modifier only applying to building costs instead of building and district costs.
* The loyalty value shown in the holdings tab should now correctly display loyalty gained from the holdings
* Fix inconsistent agreement terms when creating agreements from non-diplomatic actions
* Fixed Situation outcome time indicator being bugged when the Situation was ticking downwards
* Fixed an outcome to the Living Snow event chain not firing

### Modding

* Enabled scripted loc in the persistent name system (so you can name your stuff using scripted loc, so long as it doesn't have brackets within the scripted loc)

## 3.4.2

Patch 3.4.2 was the first in the 3.4.X branch released to the public.

### Balance

* Allegiance Wars can now be resolved with a Status Quo peace deal. With this, the rebelling subject(s) remain under their original overlord, but have the Failed Betrayal (Status Quo) modifier, which prevents swearing Secret Fealty to another empire, applied for 5 years.
* Offspring ships have the following adjustments:
* +50% Hull, Shields and Armor and +25% weapon range.
* The base cost off Offspring ships is doubled (e.g. for corvettes it is 60 alloys + component cost)
* The upkeep cost of Offspring ships is doubled.

### Bug Fixes

* Fixed hired merc fleets being unable to bombard planets.
* Fixed tooltip for Failed Betrayal modifier.
* Progenitor Hive tooltip now states that it can release sectors as subjects.
* Claims in an Allegiance Wars are only ceded when occupied.
* Technologies that affect corvettes, destroyers, cruisers and battleships now also affect Offspring versions of these ships.

## References

1. ↑ Forum, [Dev Team] 3.4.2 'Cepheus' Patch Released (checksum 7836), 2022-05-12.