
Edicts can now have a cooldown before they can be disabled. The Hydrocentric Ascension Perk now allows empires to flood habitats, making them suitable for Aquatic species. Activating an edict now requires one months upkeep cost worth of stockpiled resources. Added Plantoid, Lithoid, Necroid, and Aquatic pre-sapient pops to discover for owners of the respective Species Packs. 2 new archeology sites were added to the base game: “The Mask of Transformation” and “Rage Sage”.
Also added a colony event chain, “Insidious Ophidians”.
Added 2 new bespoke star systems and 3 new anomalies to be discovered: “Temporal Prism”, “Lost Soul” and “Ancient Vending Machine”. The civic only requires you to be partially materialist. Instead the Civic now doubles the chance that your scientists will discover a technology from within their expertise. Technocracy no longer generates unity. Known Issue: Unity costs for Faction Manipulation is not yet in place. Suppressing or Promoting factions no longer costs Influence. Rulers now provide +5 Edict fund per level instead of their previous Edict Duration and Unity Boost. Merchant Guilds no longer produce bonus unity. Memorialist buildings now replace the Autochthon Monument line. Memorialists and Death Cults can now choose whether to build their specialized Unity buildings or regular ones. The cost goes down whenever a leader dies or is fired. Leaders have a base cost of 100 unity and cost 50 additional unity for every leader owned leader, not counting the ones you start with.
Hive empires can now build a variant of the Autochthon Monument line called Sensoriums. Cutthroat Politics now grants -20% edict upkeep. From Beta: Increased Spiritualist discounts on edict cost and upkeep to -10%/-20% from -5%/-10%. Unity Ambitions and Campaigns now function like Toggled Edicts and last until canceled with upkeep rather than costs. Abandoning colonies still costs Influence. Resettling pops that previously cost Influence now costs Unity. Assigned Bureaucrats, Priests and other related jobs to the new Administrator economic category. Renamed Administrator jobs to Politicians. Added Planetary Ascension Tiers to enhance Planet Designations through Unity. The Imperial Authority now gains increased Influence from Power Projection. Finishing tradition trees now unlocks the ability to select previously locked Federation types. Feudal Society now also reduces Leader hiring costs by 50%, waives Unity upkeep costs for employed Leaders, causes employed Governors to instead generate Unity equal to their skill level, but removes the ability to dismiss Leaders. Capital designations now provide production bonuses. Subsumed Will and OTA Updates now also grant 25 Edict Fund. Brand Loyalty civic now grants 25 Edict Fund instead of 1 Encryption. Planetary Unification now grants +5% Unity production and a one time Unity award instead of +2 Unity. Inwards Perfection now grants 50 Edict Fund instead of 1 Edict Capacity. Imperial Cult Civic now grants 100 Edict Fund instead of 2 Edict Capacity. Grand Council and Harmonious Directives Traditions now grant 50 Edict Fund instead of 1 Edict Capacity. Executive Vigor Ascension Perk now grants 100 Edict Fund instead of 2 Edict Capacity. Cutthroat Politics now also reduces Edict Upkeep by 20%. Autochthon Monuments and other similar buildings now produce Unity based on the number of Ascension Perks the Empire has taken. Autochthon Monument, Corporate Monument, and Simulation Site building lines now generate a small amount of Unity and increase Unity generation from jobs on their planet. Some technologies that increased unity production now instead increase Edict Fund by 20.