Cravers/Changelog

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**Changelog**
Gameplay
Traits
Quest
Ships
Strategy

## Relevant Changelog, in bite sized chunks

Because the Changelog, is very all over the place, I've decided to list all the changed that directly or indirectly affect how Cravers operate (which will be referenced when needed). My Goal here is help anyone coming here with the question "So what changed about the bugs?". This section should also be kept up to date with any relevant changed that may occur. *- Tuerk*

(sidenote, new/ESG values will be underlined)

### Empire

* Added Voice of the Queen:
	+ Empire Trait that now comes with the  Craver visual affinity, instead of the Final Quest  Religious Path.
	+ Now +10  Per Destroyed , instead of +2 on Ships.
* Added Dubious Breeders II:
	+ New Faction Trait that increases food stock required to grow a new  Unit by 100 .
		- Scales with gamespeed:
			* 50  on Fast.
			* 100  on Normal.
			* 150  on Slow.
			* 200  on Endless.
* Added Consumptive Caretakers:
	+ New Faction Trait that increases the {{Icon|Industry}} cost of {{Icon|Terraformation}} terraforming by +300% (x4)
	+ This was implemented to offset a rework on planet {{Icon|Terraformation}} {{Icon|Industry}} costs.
* Changed Bigger Fleets II:
	+ -25% reduced fleet {{Icon|Upkeep}} trait removed :frowning:
* Changed Starting Technologies:
	+ Instead of starting with N-Way Fusion, it's Ubiquitous Surveillance and Xenolinguistics.

### Quest Rework (all V1.4+)

#### Chapter 1

* {{Icon|Industrialist}} Industrialist Quest:
	+ Quest Reward Trait Cyborg Stomachs:
		- Previously, 20%  on outposts.
		- Now flat +15  on outposts and +1 depletion point on outpost planets per turn.
* {{Icon|Religious}} Religious Quest:
	+ Quest Reward {{Icon|Systemimprovement}} System Improvement Hive Hall:
		- Massively reduced the  cost of Hive Hall from 1560 to 280  on Fast.
		- Additional effect of +50% experience to Governor Hero on the system.
* Infinite Factory system is changed to a 4 planet system with guaranteed ,  and  spawn.

####  Religious Branch (Cravers, Endless):

* Chapter 2  Religious Quest:
	+ Quest  Unique System Improvement Synchronous Hive:
		- Previously, +30  +10  .
		- Now +10  and +10  *on every system*.
		- Also now costs 1560  on Normal and just 20/20 / (cheaper).
		- Cut down / cost from 50/50 to 35/35.
	+ Quest Reward Defensive Module Infinity Shield:
		- Rebalanced (WiP, need to find the new stats, the old stats were Health Bonus: 10, Health Percentage Bonus: 10%, Shield Capacity: 270, Energy Defense: 31. Cost: 35 Industry 2 Titanium).
		- Previously, "Search the  curiosity with Reyarn Cious (Quest Reward hero for "Cravers, Endless")
		- Now Search the  curiosity with your highest level Hero in the fleet.
		- Previously, "Search the Quest  Curiosity in the Infinite Factory system with a fleet with [x] ."
		- Now, search the  curiosities with Reyarn Cious (Quest Reward hero for Cravers, Endless).

####  Industrialist Branch:

* Chapter 2  Industrialist Quest:
	+ Quest  Unique System Improvement Signal Seeker:
		- Previously +50 , +10 Vision Range
		- Now +80  on the system, +2 vision range on all fleets and +8 vision range on the system.
		- Also now costs 580  on Normal (cheaper)
	+ Quest Reward Defensive Module Infinity Shield:
		- Reworked (WiP, need to find the new stats, the old ones are Health Bonus: 10, Health Percentage Bonus: 10%, Shield Capacity: 270, Energy Defense: 31. Cost: 35 Industry 2 Titanium.)

#### Final Chapter

* Quest Reward Trait Artificial Hive Minds:
	+ Here to replace the old Voice of the Queen! Grants +50  per CP destroyed on the empire

### Law & Government (see Law & Government Rework)

#### Dictatorship/Autochracy changes:

* (Note: Dictatorship/Autochracy have higher powered versions of forced party laws)
* Senator effect multiplier is increased from 1.5x to 2x.
* Buffed dictatorship-specific mandatory laws:
	+ Industrialist: +2 industry per pop
	+ Ecologist: +2 food per pop
	+ Religious: +2 influence per pop
	+ Pacifist: 10% building buyout cost reduction
	+ Militarist: +2 system manpower per pop
* Added new T5 and T6 laws to enable later-game scaling in-line with other governments (see laws section)
* +25% XP on heroes, so that changing parties will be less likely to result in the loss of all senator skills

#### Law Changes:

* Structural Changes:
	+ All political parties now have 6 possible laws, with new laws 5 and 6 scaling passage costs and upkeeps accordingly (upkeep of 5 and 6 influence per pop, respectively)
	+ Laws unlock at lower levels of political party experience, thereby becoming available more rapidly
	+ Initial law passage costs increased from 20% to 30% of empire net influence production per law level (with separate floor of 5 influence per law level unchanged) **(further changed in v1.5)**
* NEUTRAL
	+ Major pop growth only effect from T1 religious law (Species Stability) converted into a neutral law with approval penalty (-10 flat and -1 per minor pop)
	+ Dictatorship-specific Independent
		- Tier 5 (New): -10 approval, but +1% FIDS per approval over 100, to a max of 20%
		- Tier 6 (New): +25% fleet upkeep, but -20% cooldown on weapons
* ECOLOGIST
	+ 0: Same as vanilla, but FIDS malus of -50% without correct colonization technology
	+ 1: +10 and 10% food per anomaly
	+ 2: +20 population collection II FIDSI effects
	+ 3: -50% disapproval from planets and +10 approval per fertile
	+ 4: Previous T3 and T4 laws combined into this slot
	+ 5: +75% initial planet FIDS
	+ 6: +20% hull plating and 20% shield absorption and added 100% repair after battle effect

* MILITARIST
	+ 0: Vanilla effect, but approval effect is now +45 binary if at war (not per war) and -10 if not at war
	+ 1: No change
	+ 2: Same as vanilla, but with upkeep reduction buffed from -15% to -25%
	+ 3: Same as vanilla
	+ 4: +30% manpower and +40% manpower deployment on fleets
	+ 5: +1% FIDS per 250 manpower on each system, up to a max of 25% FIDS
	+ 6: Previous T4 law moved to this slot, with effects reduced from 33% to 25%