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Crusader kings 2 update 3.2.1
Crusader kings 2 update 3.2.1




crusader kings 2 update 3.2.1

  • 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”.
  • crusader kings 2 update 3.2.1

    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.
  • crusader kings 2 update 3.2.1 crusader kings 2 update 3.2.1

  • 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.





  • Crusader kings 2 update 3.2.1