Changelog: 1.3.27 - Balance

**[BALANCE]**

**Lumeris:**

* Added a repeatable improvement to reduce inflation on Empire by 25%
* Added an effect to tier 3 population collection: 5% of net Dust added to influence
* Colonisation cost is now less impacted by inflation
* Added 2 new traits to the faction:
* "Free Market Experts" trait gives -5% inflation per Trading Company on Empire
* "Alternative Imports" trait gives -50% on Marketplace tax

**Vodyani:**

* Unlocked Ark ship designs (yes, finally!)
* Added an effect to tier 3 population collection: +2 movement points on Fleets
* Added a natural conversion of Essence -> Manpower (5% of Essence consumed, granting the equivalent of 10% to Manpower)
* Added an "Essence upkeep" to keep track of consumed Essence
* Changed Vodyani Food consumption: it will now scale depending on the proportion of Vodyani pops on the system, up to -50% like before
* Lowered advanced leeching module techs by 1 stage (they're now in S3 and S4 of Science and Exploration)
* Leeching modules effects will now scale with hull size
* Lowered all % values of "All must..." modules
* Leeching module will now also grant Essence per destroyed CP in battle

**Horatio:**

* Added a weapon availability on existing slots for the following ships:
	+ Small attacker
	+ Small support
	+ Medium attacker
	+ Carrier
* Reduced the custom faction cost of Perfect genes from 20 to 10
* Tweaked the Price of Perfection trait:
	+ Industry malus has been reduced from 25 to 20%
	+ Added a 10% damage bonus to ships
	+ Reduced the cost of the trait for custom factions from -20 to -10
* Converting a population into a new Horatio with Genetic Alteration Lab will now only cost 640 Industry

**Riftborn:**

* Biophobic trait will now add population slots on Sterile planets and remove some on Fertile planets
* Added a star system improvement and an empire improvement to add population slots on Sterile planets
* Reduced Riftborn Singularities Empire effects from 25% to 10% Empire-wide bonus
* Swapped Freeze and Rip Empire-wide effects

**Hissho:**

* Observances can not be stacked anymore
* Hissho will now suffer a malus of 5% FIDS on their Home System (or Best System) for each system above over-colonization threshold
* Lowered over-colonization threshold by 1
* Hissho AI now has a base Keii income (stronger when under colonization threshold) depending on game difficulty

**Unfallen:**

* Unfallen vines will now take time to recede even when incomplete
* Unfallen vining modules are now 20% faster

**United Empire:**

* Mezari Population will now grant +0.5 Influence and + 1 Science per pop
* Mezari Population collection bonus 2 will now grant +10% Science on system with Mezari pops (instead of + 15%)
* Mezari Population collection bonus 3 will now grant -10% Technology cost (instead of -20%)
* Martial Science will now grant a + 10% Science on Empire (instead of +15%)
* Sheredyn population will now grant +0.5 Influence and +20 Manpower capacity on System
* Increased Science gains of Science agreement
* Mount of Zelevas will now grant +2% industry on System per pop type in Empire in addition to its other bonuses
* United Empire Population Collection Bonus will now grant +0.1 Influence per Industry spent (cumulative with the original bonus due to Emperor's Will)
* Silken Diplomacy was replaced by Iron Will which grant a +10% Industry to all Systems when staying United Empire
* United Empire military choice of "A hidden Rebellion - Part 1" quest will now only ask the player to reach 800 maximum Manpower on Empire
* Sheredyn 50 population collection bonus will now grant +5 Influence per 100 Manpower on System

**Accompanying tweaks:Economy:**

* Reduced effect of Militarist super law from 25 to 15 approval for wars with minor factions
* Inflation formula now also depends on the number of players on a map
* Trading companies:
* Costs of Dust/Luxury improvements are now more tightly linked to their types (there still is a base increase for each bought upgrade)
* Lowered Costs of Dust/Luxury improvements

**Space Battle:**

* Changed starting tactics
* Put some tactics usually found in curiosities inside the tech tree so as to remove effects that were too similar or situational
* Put some tactics that were in the tech tree but didn't fit with the new repartition anymore in curiosities
* Removed tactics playdecks granted in the 5th era of the military quadrant to reduce the clutter in the total amount of tactics
* Rebalanced the effect of some of the tactics as they were put in the tech tree
* Changed the composition of tactics playdeck in the tech tree
* Boosted DPS of Basic Plasma Beam to 11 (instead of 9)
* Science from scrap will now grant 20 science per CP destroyed
* Cravers "Hive Mind Extender" module effect reduced from 10% to 5% ; it’s also now "unique equipped"
* Riftborn "Quantum Shield" module effect reduced from 33% to 15%

**Others:**

* Dirty Hand Acts is now 50% weaker
* Corsair faction trait now only costs 5 points
* Sowers "Planet Menders" trait reduced from -1 depletion points to -0.5

**[FIXES]**

* Fixed game getting stuck when a mining probe is placed on a Lodestone (Academy quest) and the Lodestone is captured by any side of the quest (as reported in this thread[www.games2gether.com])
* Illo hero (Tlikkit Goktok) was changed to Technologist - Overseer as intended (had the class but not the related skill tree). Any skill point invested in the Counselor or Primitive branches of Tlikkit Goktok in previous saves will be lost, as the branches have been replaced with the Technologist and Overseer branches. This implies a potential re-lock of higher tier skills, depending on how the remaining skill points have been spent
* Fixed an issue that made the Behemoth Discoverer trait not appear in the Empire summary
* Fixed an issue where Wrath of Tonatsi would appear in the list of available modules when equipping a destruction module
* Fixed Ancestral reverence conversion description in System Food & Industry tooltip
* Fixed non-functional boost experience module for hero ships
* Solved custom faction Ship Bound + any affinity mapping that caused a crash
* Corrected an issue where 2 technologies were overlapping when playing as a custom Vaulters Gene Hunter faction
* AI's Behemoth Terraform Planet action can no longer be used by players when clicking on Behemoth then on the orbited System
* All Juggernaut weapons are now functional, fully loaded and operational
* The module for hero ships that boosts the morale during battles works properly now.
* The lowered Military technology cost effects of the Stellar Node Study 1 and Stellar Node Study 2 modules tooltips display the Supremacy victory icon instead of the Military quadrant icon
* Fixed an issue where the core cracker cooldown duration could be 0 turn in game speed fast allowing a ship to destroy many planets during the same turn. Now this duration is at least 1 turn
* The formula used to compute the amount of population to remove from a star system after a rebellion has been adapted to fit with Vodyani's specific population management system: it is based on the mothership's population instead of the star system's