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This update primarily deals with the overopportunistic dogpiling behaviour AI empires used to show in the past. AIs will be much friendlier towards players who pose no threat and now need an actual reason to attack you other than seeing you already are troubled with other factions. Please see below for the full list of changes. Changed: * AI no longer considers standings and war status of other factions when deciding its diplomatic actions. * AI will be far less aggressive towards weak players they like and more aggressive towards players they dislike, even if those are really dangerous. * Renamed difficulty levels to better fit what they feel like for new players. * Default difficulty for new players starting the game decreased. * AI will consider habitat provided by suburbs as slightly less valuable and expand a little more. * AI will now consider the alien aggression setting of the game when considering when to expand. They expand earlier on settings below "very high". * AI will now build colonizers and formers when at war but their military power is strong compared to that of their enemies. * When AI has a storage of food and doesn't need to farm, it will now assume an average yield of 3 to prevent it from building useless farms in that period. * AI will now build more aircraft units in inland cities when there are a lot of coastal cities. Fixed: * Fixed an issue that allowed the the AI to know whether a city was undefended or not without having vision. * Fixed incorrect difficulty level description texts for dutch, french, german and italian. * Fixed an issue where it was possible for the AI to sign contracts or ask for tribute in the same turn that it would declare war. * Fixed an issue where AI would not determine the coastal to inland city ratio properly and thus underproduce naval forces on archipelago maps. * Fixed an issue where AI would never attack cities when they didn't have access to artillery units yet. Change log history.
This update primarily deals with the overopportunistic dogpiling behaviour AI empires used to show in the past. AIs will be much friendlier towards players who pose no threat and now need an actual reason to attack you other than seeing you already are troubled with other factions. Please see below for the full list of changes. Changed: * AI no longer considers standings and war status of other factions when deciding its diplomatic actions. * AI will be far less aggressive towards weak players they like and more aggressive towards players they dislike, even if those are really dangerous. * Renamed difficulty levels to better fit what they feel like for new players. * Default difficulty for new players starting the game decreased. * AI will consider habitat provided by suburbs as slightly less valuable and expand a little more. * AI will now consider the alien aggression setting of the game when considering when to expand. They expand earlier on settings below "very high". * AI will now build colonizers and formers when at war but their military power is strong compared to that of their enemies. * When AI has a storage of food and doesn't need to farm, it will now assume an average yield of 3 to prevent it from building useless farms in that period. * AI will now build more aircraft units in inland cities when there are a lot of coastal cities. Fixed: * Fixed an issue that allowed the the AI to know whether a city was undefended or not without having vision. * Fixed incorrect difficulty level description texts for dutch, french, german and italian. * Fixed an issue where it was possible for the AI to sign contracts or ask for tribute in the same turn that it would declare war. * Fixed an issue where AI would not determine the coastal to inland city ratio properly and thus underproduce naval forces on archipelago maps. * Fixed an issue where AI would never attack cities when they didn't have access to artillery units yet. Change log history.
Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. Changed: * Names of the difficulty levels now fit what they feel like for new players instead of what they felt like before the AI improvements. * New easy AI can now once again declare war on the player. But they will not consider other players relations and they will never declare war on the player when he already is at war. * New medium AI no longer has dramatically reduced chance to declare war on the player. But they will not consider other players relations and they have dramatically reduced chance to declare war on the player when he already is at war. * The diplomatic penalty for capturing cities has been normalized to be relative to the average population rather than the population of the previous city owner. This will reduce the likelyhood of a dogpile against the one who got the last city. * AI will consider habitat provided by suburbs as slightly less valuable and expand a little more. * AI will now consider the alien aggression settings of the game when considering when to expand. They expand earlier on settings below "very high". * AI will now build colonizers and formers when at war but their military power is strong compared to that of their enemies. * When AI has a storage of food and doesn't need to farm, it will now assume an average yield of 3 to prevent it from building useless farms in that period. * AI will now build more aircraft units in inland cities when there are a lot of coastal cities. * AI no longer considers standings and war status of other factions when deciding its diplomatic actions. * AI will be far less aggressive towards weak players they like and more aggressive towards players they dislike, even if those are really dangerous. Fixed: * Fixed an issue that allowed the the AI to know whether a city was undefended or not without having vision. * Fixed incorrect difficulty level description texts for dutch, french, german and italian. * Fixed an issue where it was possible for the AI to sign contracts or ask for tribute in the same turn that it would declare war. * Fixed an issue where AI would not determine the coastal to inland city ratio properly and thus underproduce naval forces on archipelago maps. * Fixed an issue where AI would never attack cities when they didn't have access to artillery units yet.
Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. Changed: * Names of the difficulty levels now fit what they feel like for new players instead of what they felt like before the AI improvements. * New easy AI can now once again declare war on the player. But they will not consider other players relations and they will never declare war on the player when he already is at war. * New medium AI no longer has dramatically reduced chance to declare war on the player. But they will not consider other players relations and they have dramatically reduced chance to declare war on the player when he already is at war. * The diplomatic penalty for capturing cities has been normalized to be relative to the average population rather than the population of the previous city owner. This will reduce the likelyhood of a dogpile against the one who got the last city. * AI will consider habitat provided by suburbs as slightly less valuable and expand a little more. * AI will now consider the alien aggression settings of the game when considering when to expand. They expand earlier on settings below "very high". * AI will now build colonizers and formers when at war but their military power is strong compared to that of their enemies. * When AI has a storage of food and doesn't need to farm, it will now assume an average yield of 3 to prevent it from building useless farms in that period. * AI will now build more aircraft units in inland cities when there are a lot of coastal cities. * AI no longer considers standings and war status of other factions when deciding its diplomatic actions. * AI will be far less aggressive towards weak players they like and more aggressive towards players they dislike, even if those are really dangerous. Fixed: * Fixed an issue that allowed the the AI to know whether a city was undefended or not without having vision. * Fixed incorrect difficulty level description texts for dutch, french, german and italian. * Fixed an issue where it was possible for the AI to sign contracts or ask for tribute in the same turn that it would declare war. * Fixed an issue where AI would not determine the coastal to inland city ratio properly and thus underproduce naval forces on archipelago maps. * Fixed an issue where AI would never attack cities when they didn't have access to artillery units yet.
Amazing news! We are happy to announce that Slitherine lands on Bundle Stars! Starting from today a number of our games will be sold on the Bundle Stars store at a very special discount price! If you are of a mind to save don’t miss this amazing offer. A whole Slitherine bundle comprising of three different tiers with so many titles at an incredibly cheap price. Three games for 1.99$, seven for 3.99$ and eight for 7.99$! https://www.bundlestars.com/en/bundle/slitherine-bundle The details of the bundle are as follow: Tier 1: $1.99 - Battle of the Bulge - Time of Fury - Pride of Nations Tier 2: $3.99 (including Tier 1!) - Vietnam ‘65 - Ravenmark - Legions of Steel - Close Combat Panthers in the Fog Tier 3: $7.99 (Including Tier 1 and Tier 2!) - Pandora First Contact The Bundle offer is valid until May 14th! But it’s not all, folks. Be sure not to miss these amazing discounts on some of our other titles: Battle Academy – 75% off! Battle Academy 2: Eastern Front – 75% off! Battle of the Bulge – 33% off! Buzz Aldrin’s Space Program Manager – 50% off! Distant Worlds: Universe – 50% off! Last Days of Old Earth – 15% off! Order of Battle: Pacific – 40% off! Vietnam ’65 – 50% off! Warhammer 40,000: Armageddon – 35% off! All the discounts will be valid for 72 hours. By buying these titles on Bundle Stars you will receive Steam keys and you will need to activate the products on Steam. What are you waiting for? Don’t miss this unique opportunity and visit the Bundle Stars store now!
Amazing news! We are happy to announce that Slitherine lands on Bundle Stars! Starting from today a number of our games will be sold on the Bundle Stars store at a very special discount price! If you are of a mind to save dont miss this amazing offer. A whole Slitherine bundle comprising of three different tiers with so many titles at an incredibly cheap price. Three games for 1.99$, seven for 3.99$ and eight for 7.99$! https://www.bundlestars.com/en/bundle/slitherine-bundle The details of the bundle are as follow: Tier 1: $1.99 - Battle of the Bulge - Time of Fury - Pride of Nations Tier 2: $3.99 (including Tier 1!) - Vietnam 65 - Ravenmark - Legions of Steel - Close Combat Panthers in the Fog Tier 3: $7.99 (Including Tier 1 and Tier 2!) - Pandora First Contact The Bundle offer is valid until May 14th! But its not all, folks. Be sure not to miss these amazing discounts on some of our other titles: Battle Academy 75% off! Battle Academy 2: Eastern Front 75% off! Battle of the Bulge 33% off! Buzz Aldrins Space Program Manager 50% off! Distant Worlds: Universe 50% off! Last Days of Old Earth 15% off! Order of Battle: Pacific 40% off! Vietnam 65 50% off! Warhammer 40,000: Armageddon 35% off! All the discounts will be valid for 72 hours. By buying these titles on Bundle Stars you will receive Steam keys and you will need to activate the products on Steam. What are you waiting for? Dont miss this unique opportunity and visit the Bundle Stars store now!
Improvements to the AI across the board and its focus to play to win have have made it frustrating to play on easier difficulties. Today's update should be a good start to make easy and very easy difficulties more manageable and enjoyable. Changed: * AI will no longer embark land units when they are seen by an enemy. * AI formers will now cancel their action when they stand an in ion storm. * AI will now be much nicer to other players on very easy and easy difficulties. * AI will now be less aggressive on very easy and easy difficulties. * AI will no longer declare war on human players on very easy difficulty. * AI now has a very high inhibition threshold before it would declare war on a human player on easy difficulty. Fixed: * Fixed an issue that prevented AI formers from clearing fungus. * Fixed an issue that could lead to unwanted war declarations. Change log history.
Improvements to the AI across the board and its focus to play to win have have made it frustrating to play on easier difficulties. Today's update should be a good start to make easy and very easy difficulties more manageable and enjoyable. Changed: * AI will no longer embark land units when they are seen by an enemy. * AI formers will now cancel their action when they stand an in ion storm. * AI will now be much nicer to other players on very easy and easy difficulties. * AI will now be less aggressive on very easy and easy difficulties. * AI will no longer declare war on human players on very easy difficulty. * AI now has a very high inhibition threshold before it would declare war on a human player on easy difficulty. Fixed: * Fixed an issue that prevented AI formers from clearing fungus. * Fixed an issue that could lead to unwanted war declarations. Change log history.
This update speeds up turn times, further improves the AI and fixes some inconsistencies. Please see below for the full list of changes. Changed: * AI will now lower their population growth if they suffer from overpopulation while at war. * AI will now take aliens much more seriously and design more units in order to counter them early on. * AI will briefly pause defending their formers while they have a colonizer so they can make sure the location they want to found their new city in will be properly defended. * When a city is under siege and the attacker has enough cities to shut down healing completely via one orbital bombardment each turn, the defending AI will now act as if the city was sieged by artillery. * AI will now move their units one tile per cycle as long as there are enemy units in the units' vision range. This allows them to react to units discovered while moving and generally improves their tactical ability with units that have more movement than vision. * AI now considers faction boni for resource yields when evaluating terrain and tile improvements. * AI will now consider resources inside the radius of a hive when evaluation locations to expand to. * Changed how AI determines their relationship to other factions. * A lot of tweaks to how the AI evaluates certain technologies. * AI will now properly defend against aliens and lose newly found cities less frequently to them. * AI will now scan bonus resources in order to nuke them. * AI now prioritizes refitting formers to amphibious formers over any other refits as long as they are not at war. * Slight improvement of AI early game unit composition. * Income generated by units no longer impacts trade pacts. This change significantly reduces lag. * Reverted earlier change that caused the AI to not attack things outside of its territory when being significantly weaker than its opponents. * Improved AI's tactical behavior when fighting with larger amounts of weaker units. * Against an opponent who has enough cities to cease healing with bombardment every turn the AI will fight more recklessly as opposed to sitting back in town and just taking damage. * AI will now value buildings that grant operations more highly. * The AI will now consider standing modifiers for war declarations. * AI now considers the Advance Cost Computation device less useful for watercraft and mechs. * AI is now much better at predicting how someone else will act in the case it would declare war. Beware: this makes it far more likely for them to help each other against a common threat. * When considering war declarations the AI now considers the importance of distance to a possible target less important the when it gets closer to any victory type. * AI will now make an educated guess about how much human players like it instead of always assuming a neutral standing. * Reverted change where AI would value attacking enemy units inside their territory much higher than usual as this could lead to weird behaviour when fightning near borders. * AI will not gather units at a rally point when the unit already is rank 10 or higher. This is to prevent first strikes with nukes becoming too effective. * AI will now prefer to scan nearby enemy cities instead of random ones. Fixed: * Killing spies in transports should no longer result in an automatic unannounced war declaration. * Selling units now grants you the intended 25% of their value instead of 12.5%. * Fixed a comparison error that resulted in the AI not properly ensuring whether or not to build a colonizer early on. * Fixed an error in the evaluation algorithm of buildings that caused the AI to build way too few units early on and making them very susceptible for rushes. * Fixed French translation error. * Fixed an issue where the pact leech of the ambassadors was only 1/25th as strong as it is supposed to be. * Moving units and refreshing your unit positions during turn change no longer triggers a recalculation of your resource yields to be shown in the top bar. This drastically increases performance! * There is now a preselection of unit designs to choose from for the AI. This reduces turn-time by quite a bit! * Fixed an issue where the one tile per cycle movement would cause aliens, who have only one cycle, to not attack after moving. * Fixed an issue where the calculation of what research to pick would be extremely slow due to inefficiently recalculating a value over and over. This drastically reduces turn-times! * Fixed an issue where the AI did not properly consider technologies two technologies down the line by how important they are. * Fixed an issue where the AI believed they could build an improvement on top of fungus. * Fixed an issue where floating units would not move out of fungus when they should. * Fixed a rare crash that could happen when loading a save game. * Fixed an issue where the AI would never cancel an attack on a unit with the Pre-emptive Strike Initiator device even if it wasn't in range. * Fixed updater crash when removing redundant files on Linux. * Fixed Agents outdated hints. * Fixed ruin explored report wrongly showing when a Messari Portal is destroyed. * Fixed an issue where the AI was so afraid of entering enemy territory with transports, that it would rather just leave them on the sea. Change log history.
This update speeds up turn times, further improves the AI and fixes some inconsistencies. Please see below for the full list of changes. Changed: * AI will now lower their population growth if they suffer from overpopulation while at war. * AI will now take aliens much more seriously and design more units in order to counter them early on. * AI will briefly pause defending their formers while they have a colonizer so they can make sure the location they want to found their new city in will be properly defended. * When a city is under siege and the attacker has enough cities to shut down healing completely via one orbital bombardment each turn, the defending AI will now act as if the city was sieged by artillery. * AI will now move their units one tile per cycle as long as there are enemy units in the units' vision range. This allows them to react to units discovered while moving and generally improves their tactical ability with units that have more movement than vision. * AI now considers faction boni for resource yields when evaluating terrain and tile improvements. * AI will now consider resources inside the radius of a hive when evaluation locations to expand to. * Changed how AI determines their relationship to other factions. * A lot of tweaks to how the AI evaluates certain technologies. * AI will now properly defend against aliens and lose newly found cities less frequently to them. * AI will now scan bonus resources in order to nuke them. * AI now prioritizes refitting formers to amphibious formers over any other refits as long as they are not at war. * Slight improvement of AI early game unit composition. * Income generated by units no longer impacts trade pacts. This change significantly reduces lag. * Reverted earlier change that caused the AI to not attack things outside of its territory when being significantly weaker than its opponents. * Improved AI's tactical behavior when fighting with larger amounts of weaker units. * Against an opponent who has enough cities to cease healing with bombardment every turn the AI will fight more recklessly as opposed to sitting back in town and just taking damage. * AI will now value buildings that grant operations more highly. * The AI will now consider standing modifiers for war declarations. * AI now considers the Advance Cost Computation device less useful for watercraft and mechs. * AI is now much better at predicting how someone else will act in the case it would declare war. Beware: this makes it far more likely for them to help each other against a common threat. * When considering war declarations the AI now considers the importance of distance to a possible target less important the when it gets closer to any victory type. * AI will now make an educated guess about how much human players like it instead of always assuming a neutral standing. * Reverted change where AI would value attacking enemy units inside their territory much higher than usual as this could lead to weird behaviour when fightning near borders. * AI will not gather units at a rally point when the unit already is rank 10 or higher. This is to prevent first strikes with nukes becoming too effective. * AI will now prefer to scan nearby enemy cities instead of random ones. Fixed: * Killing spies in transports should no longer result in an automatic unannounced war declaration. * Selling units now grants you the intended 25% of their value instead of 12.5%. * Fixed a comparison error that resulted in the AI not properly ensuring whether or not to build a colonizer early on. * Fixed an error in the evaluation algorithm of buildings that caused the AI to build way too few units early on and making them very susceptible for rushes. * Fixed French translation error. * Fixed an issue where the pact leech of the ambassadors was only 1/25th as strong as it is supposed to be. * Moving units and refreshing your unit positions during turn change no longer triggers a recalculation of your resource yields to be shown in the top bar. This drastically increases performance! * There is now a preselection of unit designs to choose from for the AI. This reduces turn-time by quite a bit! * Fixed an issue where the one tile per cycle movement would cause aliens, who have only one cycle, to not attack after moving. * Fixed an issue where the calculation of what research to pick would be extremely slow due to inefficiently recalculating a value over and over. This drastically reduces turn-times! * Fixed an issue where the AI did not properly consider technologies two technologies down the line by how important they are. * Fixed an issue where the AI believed they could build an improvement on top of fungus. * Fixed an issue where floating units would not move out of fungus when they should. * Fixed a rare crash that could happen when loading a save game. * Fixed an issue where the AI would never cancel an attack on a unit with the Pre-emptive Strike Initiator device even if it wasn't in range. * Fixed updater crash when removing redundant files on Linux. * Fixed Agents outdated hints. * Fixed ruin explored report wrongly showing when a Messari Portal is destroyed. * Fixed an issue where the AI was so afraid of entering enemy territory with transports, that it would rather just leave them on the sea. Change log history.
Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. Changed: * AI will now lower their population growth if they suffer from overpopulation while at war. * AI will now take aliens much more seriously and design more units in order to counter them early on. * AI will briefly pause defending their formers while they have a colonizer so they can make sure the location they want to found their new city in will be properly defended. * When a city is under siege and the attacker has enough cities to shut down healing completely via one orbital bombardment each turn, the defending AI will now act as if the city was sieged by artillery. * AI will now move their units one tile per cycle as long as there are enemy units in the units' vision range. This allows them to react to units discovered while moving and generally improves their tactical ability with units that have more movement than vision. * AI now considers faction boni for resource yields when evaluating terrain and tile improvements. * AI will now consider resources inside the radius of a hive when evaluation locations to expand to. * Changed how AI determines their relationship to other factions. * A lot of tweaks to how the AI evaluates certain technologies. * AI will now properly defend against aliens and lose newly found cities less frequently to them. * AI will now scan bonus resources in order to nuke them. * AI now prioritizes refitting formers to amphibious formers over any other refits as long as they are not at war. * Slight improvement of AI early game unit composition. * Income generated by units no longer impacts trade pacts. This change significantly reduces lag. * Reverted earlier change that caused the AI to not attack things outside of its territory when being significantly weaker than its opponents. * Improved AI's tactical behavior when fighting with larger amounts of weaker units. * Against an opponent who has enough cities to cease healing with bombardment every turn the AI will fight more recklessly as opposed to sitting back in town and just taking damage. * AI will now value buildings that grant operations more highly. * The AI will now consider standing modifiers for war declarations. * AI now considers the Advance Cost Computation device less useful for watercraft and mechs. * AI is now much better at predicting how someone else will act in the case it would declare war. Beware: this makes it far more likely for them to help each other against a common threat. * When considering war declarations the AI now considers the importance of distance to a possible target less important the when it gets closer to any victory type. * AI will now make an educated guess about how much human players like it instead of always assuming a neutral standing. * Reverted change where AI would value attacking enemy units inside their territory much higher than usual as this could lead to weird behaviour when fightning near borders. * AI will not gather units at a rally point when the unit already is rank 10 or higher. This is to prevent first strikes with nukes becoming too effective. * AI will now prefer to scan nearby enemy cities instead of random ones. Fixed: * Killing spies in transports should no longer result in an automatic unannounced war declaration. * Selling units now grants you the intended 25% of their value instead of 12.5%. * Fixed a comparison error that resulted in the AI not properly ensuring whether or not to build a colonizer early on. * Fixed an error in the evaluation algorithm of buildings that caused the AI to build way too few units early on and making them very susceptible for rushes. * Fixed French translation error. * Fixed an issue where the pact leech of the ambassadors was only 1/25th as strong as it is supposed to be. * Moving units and refreshing your unit positions during turn change no longer triggers a recalculation of your resource yields to be shown in the top bar. This drastically increases performance! * There is now a preselection of unit designs to choose from for the AI. This reduces turn-time by quite a bit! * Fixed an issue where the one tile per cycle movement would cause aliens, who have only one cycle, to not attack after moving. * Fixed an issue where the calculation of what research to pick would be extremely slow due to inefficiently recalculating a value over and over. This drastically reduces turn-times! * Fixed an issue where the AI did not properly consider technologies two technologies down the line by how important they are. * Fixed an issue where the AI believed they could build an improvement on top of fungus. * Fixed an issue where floating units would not move out of fungus when they should. * Fixed a rare crash that could happen when loading a save game. * Fixed an issue where the AI would never cancel an attack on a unit with the Pre-emptive Strike Initiator device even if it wasn't in range. * Fixed updater crash when removing redundant files on Linux.
Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. Changed: * AI will now lower their population growth if they suffer from overpopulation while at war. * AI will now take aliens much more seriously and design more units in order to counter them early on. * AI will briefly pause defending their formers while they have a colonizer so they can make sure the location they want to found their new city in will be properly defended. * When a city is under siege and the attacker has enough cities to shut down healing completely via one orbital bombardment each turn, the defending AI will now act as if the city was sieged by artillery. * AI will now move their units one tile per cycle as long as there are enemy units in the units' vision range. This allows them to react to units discovered while moving and generally improves their tactical ability with units that have more movement than vision. * AI now considers faction boni for resource yields when evaluating terrain and tile improvements. * AI will now consider resources inside the radius of a hive when evaluation locations to expand to. * Changed how AI determines their relationship to other factions. * A lot of tweaks to how the AI evaluates certain technologies. * AI will now properly defend against aliens and lose newly found cities less frequently to them. * AI will now scan bonus resources in order to nuke them. * AI now prioritizes refitting formers to amphibious formers over any other refits as long as they are not at war. * Slight improvement of AI early game unit composition. * Income generated by units no longer impacts trade pacts. This change significantly reduces lag. * Reverted earlier change that caused the AI to not attack things outside of its territory when being significantly weaker than its opponents. * Improved AI's tactical behavior when fighting with larger amounts of weaker units. * Against an opponent who has enough cities to cease healing with bombardment every turn the AI will fight more recklessly as opposed to sitting back in town and just taking damage. * AI will now value buildings that grant operations more highly. * The AI will now consider standing modifiers for war declarations. * AI now considers the Advance Cost Computation device less useful for watercraft and mechs. * AI is now much better at predicting how someone else will act in the case it would declare war. Beware: this makes it far more likely for them to help each other against a common threat. * When considering war declarations the AI now considers the importance of distance to a possible target less important the when it gets closer to any victory type. * AI will now make an educated guess about how much human players like it instead of always assuming a neutral standing. * Reverted change where AI would value attacking enemy units inside their territory much higher than usual as this could lead to weird behaviour when fightning near borders. * AI will not gather units at a rally point when the unit already is rank 10 or higher. This is to prevent first strikes with nukes becoming too effective. * AI will now prefer to scan nearby enemy cities instead of random ones. Fixed: * Killing spies in transports should no longer result in an automatic unannounced war declaration. * Selling units now grants you the intended 25% of their value instead of 12.5%. * Fixed a comparison error that resulted in the AI not properly ensuring whether or not to build a colonizer early on. * Fixed an error in the evaluation algorithm of buildings that caused the AI to build way too few units early on and making them very susceptible for rushes. * Fixed French translation error. * Fixed an issue where the pact leech of the ambassadors was only 1/25th as strong as it is supposed to be. * Moving units and refreshing your unit positions during turn change no longer triggers a recalculation of your resource yields to be shown in the top bar. This drastically increases performance! * There is now a preselection of unit designs to choose from for the AI. This reduces turn-time by quite a bit! * Fixed an issue where the one tile per cycle movement would cause aliens, who have only one cycle, to not attack after moving. * Fixed an issue where the calculation of what research to pick would be extremely slow due to inefficiently recalculating a value over and over. This drastically reduces turn-times! * Fixed an issue where the AI did not properly consider technologies two technologies down the line by how important they are. * Fixed an issue where the AI believed they could build an improvement on top of fungus. * Fixed an issue where floating units would not move out of fungus when they should. * Fixed a rare crash that could happen when loading a save game. * Fixed an issue where the AI would never cancel an attack on a unit with the Pre-emptive Strike Initiator device even if it wasn't in range. * Fixed updater crash when removing redundant files on Linux.
This larger community update focuses on improving the AI's diplomatic behavior as well as both economic and militaristic thinking. These are fruits of labor of Alexander Stumpp and the rest of the community. Thank you! The AI's diplomatic behaviour is now less selfish and preventing someone else from getting too strong now has a higher priority than trying to exploit someone weak. There is also more distinction in the behaviour between different factions. The AI will now use a completely new algorithm that considers the return of investment to determine whether to build units or buildings. This helps them to keep decent amounts of troops around while at the same time not falling behind with important buildings. The way how the AI handles their formers has been improved a lot. They will defend them with their military so they don't have to run away from aliens. They will also be smarter about what to build where. This allows them to be more efficient with fewer cities. The AI now takes more things into consideration when deciding what troops to build. Strategies like the tank rushes should be much harder to perform due to the AI getting missile launchers and their own tanks much earlier than before. The calculation of refit costs has been reworked to be more consistent with the actual price of the units you upgrade into. You will notice differences especially when upgrading the base unit into one from another era. Turning your white tanks into blue ones will be quite a bit more expensive. Those are just some of the highlights. Please see the change log for the full list of changes.
This larger community update focuses on improving the AI's diplomatic behavior as well as both economic and militaristic thinking. These are fruits of labor of Alexander Stumpp and the rest of the community. Thank you! The AI's diplomatic behaviour is now less selfish and preventing someone else from getting too strong now has a higher priority than trying to exploit someone weak. There is also more distinction in the behaviour between different factions. The AI will now use a completely new algorithm that considers the return of investment to determine whether to build units or buildings. This helps them to keep decent amounts of troops around while at the same time not falling behind with important buildings. The way how the AI handles their formers has been improved a lot. They will defend them with their military so they don't have to run away from aliens. They will also be smarter about what to build where. This allows them to be more efficient with fewer cities. The AI now takes more things into consideration when deciding what troops to build. Strategies like the tank rushes should be much harder to perform due to the AI getting missile launchers and their own tanks much earlier than before. The calculation of refit costs has been reworked to be more consistent with the actual price of the units you upgrade into. You will notice differences especially when upgrading the base unit into one from another era. Turning your white tanks into blue ones will be quite a bit more expensive. Those are just some of the highlights. Please see the change log for the full list of changes.
Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. The AI's diplomatic behaviour is now less selfish and preventing someone else from getting too strong now has a higher priority than trying to exploit someone weak. There is also more distinction in the behaviour between different factions. The AI will now use a completely new algorithm that considers the return of investment to determine whether to build units or buildings. This helps them to keep decent amounts of troops around while at the same time not falling behind with important buildings. The way how the AI handles their formers has been improved a lot. They will defend them with their military so they don't have to run away from aliens. They will also be smarter about what to build where. This allows them to be more efficient with fewer cities. The AI now takes more things into consideration when deciding what troops to build. Strategies like the tank rushes should be much harder to perform due to the AI getting missile launchers and their own tanks much earlier than before. The calculation of refit costs has been reworked to be more consistent with the actual price of the units you upgrade into. You will notice differences especially when upgrading the base unit into one from another era. Turning your white tanks into blue ones will be quite a bit more expensive. Those are just some of the highlights. Please see the change log for the full list of changes.
Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. The AI's diplomatic behaviour is now less selfish and preventing someone else from getting too strong now has a higher priority than trying to exploit someone weak. There is also more distinction in the behaviour between different factions. The AI will now use a completely new algorithm that considers the return of investment to determine whether to build units or buildings. This helps them to keep decent amounts of troops around while at the same time not falling behind with important buildings. The way how the AI handles their formers has been improved a lot. They will defend them with their military so they don't have to run away from aliens. They will also be smarter about what to build where. This allows them to be more efficient with fewer cities. The AI now takes more things into consideration when deciding what troops to build. Strategies like the tank rushes should be much harder to perform due to the AI getting missile launchers and their own tanks much earlier than before. The calculation of refit costs has been reworked to be more consistent with the actual price of the units you upgrade into. You will notice differences especially when upgrading the base unit into one from another era. Turning your white tanks into blue ones will be quite a bit more expensive. Those are just some of the highlights. Please see the change log for the full list of changes.
Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. Changed: * Reverted change that made spies lose all movement points upon entering another faction's territory. * Increased research costs for mechanization and transcendance eras. * AI now considers the cost of a technology instead of its tier when weighting its value against other technologies. * AI now considers defensive buildings as vital. * AI will now build less units with flamethrowers once mechanical units are available. * AI will now only stop to heal their colonizers when they are severely damaged. * AI will now be more likely to fight with damaged units when they are in a city under siege in order to try and break the siege. * AI will now be even more careful about using artilleries. * AI will prefer defending with biological units while sending tanks to the attack. * AI considers technologies that grant flat bonus buildings more valuable. (This will help the AI get the Recycling Tanks from the AC Factions Mod, which they would often ignore before.) * AI now considers the safety of a city location in regards to aliens much more important. * AI will now again send the closest potential defender to an undefended city instead of the best. * AI will now make two cycles for rush-building in order to prioritize buildings and advancements over units. * AI now only considers cities it actually knows when deciding whether to build naval or land units. * AI now makes the same considerations about building Colonization Fervor that it does when deciding whether to build colonizers. * AI will no longer acquire targets with its land artilleries that it cannot reach. * AI will no longer attack unaggressive aliens when it would win but could lose its unit in the process. * During a siege the AI will now retreat units that could be killed by the city's defenders. * AI will no longer try to heal its damaged units while enemy units are nearby. * AI will now send idle transports back home. * AI will value colonization spots lower if units of other players are nearby. * AI will no longer retreat a damaged unit to heal when none of the nearby enemy units are strong enough to kill it. * AI artillery units shall no longer move next to enemy units in order to attack something behind them. * AI now puts way more emphasis on production, beware of bigger armies! * AI will now on average be slightly less aggressive. * AI will now send stronger task forces to do pillaging so the pillaging troops cannot be just destroyed by the defender. * AI will no longer try to attack cities with forces smaller than about twice the power of the cities defense. It will then keep the units at home till it has enough. * AI will no longer try to heal heavily damaged units in cities that are under siege. * AI will now try to prevent stacking too many units. * AI will now try to move units through terrain that gives their type a bonus. * AI will now defend more offensively instead of sitting back and waiting to be brought down by area damage. * AI diplomatic behavior reworked once again to be more reasonable. * AI now will consider the defensive structure in order to determine if it should sacrifice units attacking a city. * AI will now request more units for attacking units near an enemy city. * AI now will also use badly damaged units to conquer cities, hives, portals or ruins instead of running them home. * AI will now prevent moving their artilleries through hostile territory. * AI will stop making units when it cannot afford the upkeep cost. * AI is now smarter about how to properly siege a city while reducing losses. * AI will now be very conservative when dealing with aliens and not sacrifice any units at all. * Improved AI technology selection to dynamically consider food and mineral technologies more valuable depending on farmers and miners. * AI will now weight the maintenance cost of purifiers and suburbs more into the decision whether to build them or not. * AI will now build roads only on mountains and forests. * AI will now scout with its starting unit. * AI will now use more units for scouting. * AI will now consider advancements less valuable in comparison to buildings. * AI will now ignore other players units when deciding whether to commit to an attack or not. * General improvements to AI border expansion. * An AI that considers itself considerably weaker than its opponents will now play more defensively. * Removed limitation for how far the AI would go in order to kill a hive. * When having morale issues, the AI will now play more greedy economically and less safe militarily. This will mostly affect lower difficulty levels. * Brought back AI vision range prevention with transports but this time with much better performance. * AI will no longer try to scout and thereby endanger their units in enemy territory when it already knows at least one city's location of that enemy. * AI will now prefer cheaper units and units with higher vision range when scouting. Fixed: * Fixed an issue where the AI would not build buildings that would take less than one turn to build. * Fixed an issue where damaged AI units would walk all the way back home instead of healing where they are. * Fixed an issue where the AI would sometimes treat a target within a city as if the city and its increased defensive capabilities weren't there. * Fixed an issue where the AI would refuse to step on fungus in order to siege an otherwise unreachable city. * Fixed an issue that made all AIs way more aggressive than intended. * Fixed an issue where the AI would ignore empty Messari portals. * Fixed an issue where the order of commands for Tangaroa Watercraft was not in line with all other units. * Fixed unit rank not being applied to units spawned by Colonization Fervor. * Fixed an issue where the AI would cease to explore when it wanted to explore a tile in the water but lacked the advancement to get there. * Fixed an issue that could prevent the AI from stepping into ruins when enemy troops were nearby. * Fixed an issue where AI artillery sometimes would not shoot at units sieging their city. * Fixed an issue where the AI would misjudge the amount of turns an attacking unit would require to reach a target. * Fixed an issue where AI would not know where to retreat their units to if all cities are under siege. * Fixed an issue where the AI would use bombardment on non-hostile units if they were in enemy territory. * Fixed an issue where AI naval units would try to retreat to a non coastal city. * Fixed an issue where the AI would pointlessly sacrifice units.
Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. Changed: * Reverted change that made spies lose all movement points upon entering another faction's territory. * Increased research costs for mechanization and transcendance eras. * AI now considers the cost of a technology instead of its tier when weighting its value against other technologies. * AI now considers defensive buildings as vital. * AI will now build less units with flamethrowers once mechanical units are available. * AI will now only stop to heal their colonizers when they are severely damaged. * AI will now be more likely to fight with damaged units when they are in a city under siege in order to try and break the siege. * AI will now be even more careful about using artilleries. * AI will prefer defending with biological units while sending tanks to the attack. * AI considers technologies that grant flat bonus buildings more valuable. (This will help the AI get the Recycling Tanks from the AC Factions Mod, which they would often ignore before.) * AI now considers the safety of a city location in regards to aliens much more important. * AI will now again send the closest potential defender to an undefended city instead of the best. * AI will now make two cycles for rush-building in order to prioritize buildings and advancements over units. * AI now only considers cities it actually knows when deciding whether to build naval or land units. * AI now makes the same considerations about building Colonization Fervor that it does when deciding whether to build colonizers. * AI will no longer acquire targets with its land artilleries that it cannot reach. * AI will no longer attack unaggressive aliens when it would win but could lose its unit in the process. * During a siege the AI will now retreat units that could be killed by the city's defenders. * AI will no longer try to heal its damaged units while enemy units are nearby. * AI will now send idle transports back home. * AI will value colonization spots lower if units of other players are nearby. * AI will no longer retreat a damaged unit to heal when none of the nearby enemy units are strong enough to kill it. * AI artillery units shall no longer move next to enemy units in order to attack something behind them. * AI now puts way more emphasis on production, beware of bigger armies! * AI will now on average be slightly less aggressive. * AI will now send stronger task forces to do pillaging so the pillaging troops cannot be just destroyed by the defender. * AI will no longer try to attack cities with forces smaller than about twice the power of the cities defense. It will then keep the units at home till it has enough. * AI will no longer try to heal heavily damaged units in cities that are under siege. * AI will now try to prevent stacking too many units. * AI will now try to move units through terrain that gives their type a bonus. * AI will now defend more offensively instead of sitting back and waiting to be brought down by area damage. * AI diplomatic behavior reworked once again to be more reasonable. * AI now will consider the defensive structure in order to determine if it should sacrifice units attacking a city. * AI will now request more units for attacking units near an enemy city. * AI now will also use badly damaged units to conquer cities, hives, portals or ruins instead of running them home. * AI will now prevent moving their artilleries through hostile territory. * AI will stop making units when it cannot afford the upkeep cost. * AI is now smarter about how to properly siege a city while reducing losses. * AI will now be very conservative when dealing with aliens and not sacrifice any units at all. * Improved AI technology selection to dynamically consider food and mineral technologies more valuable depending on farmers and miners. * AI will now weight the maintenance cost of purifiers and suburbs more into the decision whether to build them or not. * AI will now build roads only on mountains and forests. * AI will now scout with its starting unit. * AI will now use more units for scouting. * AI will now consider advancements less valuable in comparison to buildings. * AI will now ignore other players units when deciding whether to commit to an attack or not. * General improvements to AI border expansion. * An AI that considers itself considerably weaker than its opponents will now play more defensively. * Removed limitation for how far the AI would go in order to kill a hive. * When having morale issues, the AI will now play more greedy economically and less safe militarily. This will mostly affect lower difficulty levels. * Brought back AI vision range prevention with transports but this time with much better performance. * AI will no longer try to scout and thereby endanger their units in enemy territory when it already knows at least one city's location of that enemy. * AI will now prefer cheaper units and units with higher vision range when scouting. Fixed: * Fixed an issue where the AI would not build buildings that would take less than one turn to build. * Fixed an issue where damaged AI units would walk all the way back home instead of healing where they are. * Fixed an issue where the AI would sometimes treat a target within a city as if the city and its increased defensive capabilities weren't there. * Fixed an issue where the AI would refuse to step on fungus in order to siege an otherwise unreachable city. * Fixed an issue that made all AIs way more aggressive than intended. * Fixed an issue where the AI would ignore empty Messari portals. * Fixed an issue where the order of commands for Tangaroa Watercraft was not in line with all other units. * Fixed unit rank not being applied to units spawned by Colonization Fervor. * Fixed an issue where the AI would cease to explore when it wanted to explore a tile in the water but lacked the advancement to get there. * Fixed an issue that could prevent the AI from stepping into ruins when enemy troops were nearby. * Fixed an issue where AI artillery sometimes would not shoot at units sieging their city. * Fixed an issue where the AI would misjudge the amount of turns an attacking unit would require to reach a target. * Fixed an issue where AI would not know where to retreat their units to if all cities are under siege. * Fixed an issue where the AI would use bombardment on non-hostile units if they were in enemy territory. * Fixed an issue where AI naval units would try to retreat to a non coastal city. * Fixed an issue where the AI would pointlessly sacrifice units.
Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. Changed: * Increased research costs for mechanization and transcendance eras. * AI now considers the cost of a technology instead of its tier when weighting its value against other technologies. * AI now considers defensive buildings as vital. * AI will now build less units with flamethrowers once mechanical units are available. * AI will now only stop to heal their colonizers when they are severely damaged. * AI will now be more likely to fight with damaged units when they are in a city under siege in order to try and break the siege. * AI will now be even more careful about using artilleries. * Aggression value now plays more of a role for the AI to decide whether to go to war, making peaceful factions much less likely to go to war. * AI will prefer defending with biological units while sending tanks to the attack. * AI considers technologies that grant flat bonus buildings more valuable. (This will help the AI get the Recycling Tanks from the AC Factions Mod, which they would often ignore before.) * AI now considers the safety of a city location in regards to aliens much more important. * AI will now again send the closest potential defender to an undefended city instead of the best. * Replaced complicated calculation intense military allocation formula by an extremely simple one, that does the job just as fine. * AI will now make two cycles for rushbuilding in order to prioritize buildings and advancements over units. * AI now only considers cities it actually knows when deciding whether to build naval or land units. * AI now makes the same considerations about building Colonization Fervor that it does when deciding whether to build colonizers. * AI will no longer acquire targets with its land artilleries that it cannot reach. * AI will no longer attack unaggressive aliens when it would win but could lose its unit in the process. * During a siege the AI will now retreat units that could be killed by the city's defenders. * AI will no longer try to heal its damaged units while enemy units are nearby. Fixed: * Fixed an issue where damaged AI units would walk all the way back home instead of healing where they are.
Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. Changed: * Increased research costs for mechanization and transcendance eras. * AI now considers the cost of a technology instead of its tier when weighting its value against other technologies. * AI now considers defensive buildings as vital. * AI will now build less units with flamethrowers once mechanical units are available. * AI will now only stop to heal their colonizers when they are severely damaged. * AI will now be more likely to fight with damaged units when they are in a city under siege in order to try and break the siege. * AI will now be even more careful about using artilleries. * Aggression value now plays more of a role for the AI to decide whether to go to war, making peaceful factions much less likely to go to war. * AI will prefer defending with biological units while sending tanks to the attack. * AI considers technologies that grant flat bonus buildings more valuable. (This will help the AI get the Recycling Tanks from the AC Factions Mod, which they would often ignore before.) * AI now considers the safety of a city location in regards to aliens much more important. * AI will now again send the closest potential defender to an undefended city instead of the best. * Replaced complicated calculation intense military allocation formula by an extremely simple one, that does the job just as fine. * AI will now make two cycles for rushbuilding in order to prioritize buildings and advancements over units. * AI now only considers cities it actually knows when deciding whether to build naval or land units. * AI now makes the same considerations about building Colonization Fervor that it does when deciding whether to build colonizers. * AI will no longer acquire targets with its land artilleries that it cannot reach. * AI will no longer attack unaggressive aliens when it would win but could lose its unit in the process. * During a siege the AI will now retreat units that could be killed by the city's defenders. * AI will no longer try to heal its damaged units while enemy units are nearby. Fixed: * Fixed an issue where damaged AI units would walk all the way back home instead of healing where they are.
Changed: * AI will make slightly fewer formers. * AI will make even fewer formers once it has the advancement that increases the working speed of formers. * AI will use significantly more miners and workers instead of scientists when they require buildings and units and can keep pollution at bay. * AI will consider standing more important in its decision to go to war. * AI will slowly drop standing on a player that has a weak military compared to themselves. * AI will no longer issue pillaging tasks to artilleries. * Added a small offset to the AI army evaluation for relationship decay and war declaration in order to prevent it becoming an issue right of the bat. Change log history.
Updated Pandora: Eclipse of Nashira to version 1.6.2 and First Contact to 1.4.5.
Version 1.6.2 (Eclipse of Nashira)
Changed: * AI is now less likely to use nukes and black holes on an opponent when it is far superior in conventional military. This is to not have to clean up so much waste after capturing the cities anyways. * AI now prioritizes building Colony Ship Dismantling over getting the minimum amount of units. * AI now prioritizes flat-boni from buildings according to how much of a resource they already have. * Improved AI building priorization. * AI will no longer diversify its troop composition before it has made contact with other factions. This allows them to better handle the aliens on bigger map sizes. * AI will be slightly more aggressive towards players whose economy is worse than theirs. * AI will now handle ruins with the attack agent, giving them a much higher priority than before. * AI will now value negative habitat higher when it comes to how fast it expands. This results in faster expansion. Fixed: * Fixed crash when researching Nukes with French localization active. * Fixed a possible crash connected to Agents in Transports. * Fixed an issue where Agents in Transports of the AI would stop doing anything. * Fixed an issue where Agents of the AI would not use all sorts of operations after the changes of success rates. * Fixed an issue where the AI would forget that it wanted to retreat a unit once it entered a transport. * Fixed an issue where naval artillery of the AI would not retreat to a city while kiting.
Version 1.4.5 (First Contact)
Fixed: * Fixed crash when researching Nukes with French localization active.
Updated Pandora: Eclipse of Nashira to version 1.6.1 and First Contact to 1.4.4.
Version 1.6.1 (Eclipse of Nashira)
Changed: * Adjusted AI difficulties to compensate for the smarter AI; medium difficulty no longer gives the AI any bonuses. * Difficulty now defaults to medium again. * Decreased agent production cost by 33%. * Declaring war will now automatically cancel your non-aggression-pact. This does not allow you to cancel the pact before its minimum duration is over and it also does not save you from the diplomatic repercussions connected with canceling a non-aggression pact. * Doubled relationship importance for war declarations. * Reduced the effect of distance on the AI's likeliness to go to war. * Reduced the effect of standing on the AI's likeliness to go to war. * Reduced the effect of aggression value on the AI's likeliness to go to war. * When there is no science victory enabled all factions will act very aggressive. * AI will no longer declare war when it has too few units. Fixed: * Fixed an issue where undamaged units would not flank. * Fixed an issue where the AI would not build the required minimum of units. * Fixed an issue where the AI would try to scout ruins with aircraft. * Fixed an issue where the AI would offer peace when it should not. * Fixed diplomatic penalty for capturing cities being much higher than intended. * Fixed an issue that could prevent artillery units attacking from inside a city. * Language fixes.
Version 1.4.4 (First Contact)
Added: * Added French translation thanks to Steve Torres. Fixed: * Fixed issues with Steam overlay on Linux.
This large free update tremendously improves the AI, overhauls espionage and rebalances diplomacy. Thanks go to community member Alexander Stumpp's hard work for making it possible. The update also adds the long-awaited French translation, thanks to Steve Torres. The AI will now play a lot more like the best human players play the game: expand slower, dynamically improve tiles, adjust the tax-rate, handle resource emergency situations, prioritize refitting, perform flanking and out-of-sight maneuvers, build more diverse units, effectively use artillery and much more. To address the repetitive nature of the espionage mechanic, success chance for missions can no longer reach 100% and agents can now lose health even if they complete a mission successfully. To combat exploitative behavior when factions have cities close to eachother, agents now lose all their movement points when entering another faction's territory. Diplomacy has also been rebalanced and improved to make both dialogue and gameplay interactions more meaningful. Those are just some of the highlights. Please see the change log for the full list of changes, including balance tweaks and fixes.
This large free update tremendously improves the AI, overhauls espionage and rebalances diplomacy. Thanks go to community member Alexander Stumpp's hard work for making it possible. The update also adds the long-awaited French translation, thanks to Steve Torres. The AI will now play a lot more like the best human players play the game: expand slower, dynamically improve tiles, adjust the tax-rate, handle resource emergency situations, prioritize refitting, perform flanking and out-of-sight maneuvers, build more diverse units, effectively use artillery and much more. To address the repetitive nature of the espionage mechanic, success chance for missions can no longer reach 100% and agents can now lose health even if they complete a mission successfully. To combat exploitative behavior when factions have cities close to eachother, agents now lose all their movement points when entering another faction's territory. Diplomacy has also been rebalanced and improved to make both dialogue and gameplay interactions more meaningful. Those are just some of the highlights. Please see the change log for the full list of changes, including balance tweaks and fixes.
Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. Added: * Added better support for teams in AI's diplomatic behavior. * Added a new algorithm for the AI to always try to land troops outside the vision of the enemy. * Added mechanism for AI to process multiple loops for it's unit moving sub-agents so it can give a new command to a unit that has already moved but is left with movement points after all units have moved. Changed: * AI will now allocate its population differently when it is at war or when it is preparing for war. * AI will no longer sign science treaties with those who are above average in research. * Moves of human factions are now prioritized over moves of alien factions. * AI will now prioritize enemy units in their territory as more important target. * Allowed AI to use all unused ships for exploring. * AI will now use a certain amount of artillery units in their offenses. * AI will now use mineral sources with less than two minerals only if there's almost no other minerals available. * AI will no longer build watercraft when it is at war with someone who only has cities with no access to water. * When playing as Togra University the AI will now make use of Zak0r's upgrade strategy. * AI decision when to make peace is now more in line with its decision when to declare war. * When refitting the AI will now stick to the same weapon type to stay cost-efficient. * AI will now always prioritize refitting their units over purchasing other things. * If the AI is at war with someone and doesn't know any cities of that someone, but it has seen the border, it'll prioritize exploring there. * Made sure that AI always uses their artillery units before its other units. * When at war with another faction, the AI will be much less likely to attack native wildlife. * AI will now rather upgrade its formers to amphibious than using harvest. * AI is now more sensitive about whether it should perform a rush or prepare to defend against one. * AI will now try to avoid getting its transports spotted by its enemies. * AI will now value forests more for fighting pollution before it has Pandora Construction. * AI will now prefer tiles that are most suitable for their units when approaching an enemy city. * AI will no longer retreat heavily injured units to a city under the effect of an ion storm. * Increased maximum amount of playable factions via advanced setup in a game from 9 to 13. Only makes sense with a mod that adds new factions. * Improved AI behavior in city defense. * AI will no longer try to heal units other than the necessary defenders in a city that is under siege by artillery units. * The percentage of trade and research pact income as well as the Ambassadors parasitic trait now dynamically adjust to a players share of global population. On average the treaties will be about 35% less powerful. * AI will now consider food less important when looking for city locations. * AI will now consider minerals more important when looking for city locations. * AI border expansion will now consider if additional food tiles are needed or not. * AI will offer friendly deals less frequently in order to not annoy the player. The frequency is about 10%. * AI will no longer declare war on factions it hasn't scouted yet. * AI artillery units now prefer the device that allows them to attack multiple times a turn over other modules. * Population lost by using the "Raze" button will now include migration from takeover. * AI will now use a more dynamic defender count. * Lowered number of scouting units for the AI once it has a contact to not be caught off-guard with a significant amount of troops away from home. * AI will no longer waste precious scans on hives. * AI will no longer try to surround cities with too complicated surrounding geography like canals or peninsulas that make surrounding really hard and take long. * When needed, the AI will now switch between first tier automatic and first tier missile weapons since this doesn't cost anything. * AI is now much less likely to sign or request open borders treaties. * Added more diversity to AI unit-designs to make it harder to hardcounter them. * Improved AI spy handling by allowing them to preposition for an operation next turn instead of just going straight ahead and risk ending up with no movement left. * During peace the AI will now try to position unused units in the way of incoming spies. * AI shall no longer attack aliens or sieging units when the success chance is 100% but the attacking unit might die in the process. * AI now does a much better job considering pollution when calculating its worker distribution. * AI is now much more likely to backstab its neighbor when he is at war. * AI spies will no longer steal research when the AI has all technologies. * AI will now reduce its food production in order to fight overpopulation once it does not find any more spaces to colonize. * AI will now rather expand than produce buildings or advancements that do not combat unhappyness when it is unhappy. * AI will now always run the highest tax rate when there are no technologies left to research. * AI is now aware of circumstances where certain buildings and advancements are so useful that it should get them even if it would want to build military. * AI will now use formers as a last-resort defense. * Increased Agent production cost by 33 % and reduced movement by 25 %. * Success chance for infiltration missions is now directly deduced from infiltration attack/defense power and can't reach a 100%. * Different infiltration missions now provide a bonus or penalty to the infiltration attack power based on their difficulty. * Agents now lose health when performing an operation. * Agents can now complete or fail their mission independently of dying. The chance to lose an agent is now equal to half of the operation failure. * Adjusted advancements, buildings and devices that provide an infiltration attack or defense power bonus. Fixed: * Fixed a bug that prevented AI from realizing it cannot heal in water fungus. * Fixed game pace not affecting the duration of temporary tile modifications like the ion storm cast by the Messari. * Fixed an issue where AI units could get stuck when they targeted something they could not see. * Fixed AI not using as many units for defending as it should. * Fixed AI artillery and sniper units not always attacking targets when they should. * Fixed a bug that under certain circumstances led to miscalculation on city growth when using the growth project. * Fixed AI not caring about their new cities for the turn they are founded. * Fixed a bug that swallowed the majority of diplomacy messages sent to the player by the AI. * Fixed Ambassadors leeching from pacts not actually being added to their income. * Fixed an issue causing AI land units to try and pillage improvements inside lakes. * Fixed waterborne artillery units of the AI not acquiring targets further inland. * Fixed an issue where morale was not properly applied to credit income from non-tax sources like gold deposits. * Fixed an exploit that allowed you to interrupt AI formers by stepping a unit onto them when you had open borders. * Fixed the algorithm that determines whether a tile is a chokepoint. * Fixed an issue where automated formers would always consider aliens always as hostile. * Fixed Terra Salvum's Ecologic trait not working on water fungus. * Fixed purchasing from the economy panel not always working. * Fixed water fungus not appearing in territory hints. * Fixed issues with Steam overlay on Linux.
Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. Added: * Added number of turns each pact has been in effect to the diplomacy screen. * Added custom mouse cursor graphic. * Added video setting for choosing the title screen. * Added support for unicode characters up to and including the Cyrillic script (0x4FF), allowing those characters to work correctly with the Plain (DejaVu Sans) font as well as any other custom unicode font that has the corresponding glyphs. * Added AI ability to dynamically alter their tax-rate. * Added ability to raze cities to the AI if their morale gets too bad. * Added two sets of new icons for farmers, miners, workers and scientists that gain higher yields than normal. * Added option in Pandora.xml to switch between the two sets of new icons. * Added a mechanism for the AI to check how usefull a war will be and make its decision to go to war dependand on that. Changed: * Moved Planetary Market to one subtier earlier in the research tree. * Improved mouse wheel scrolling of GUI components. * Made terrain-colors on the minimap much darker to make it easier to tell it apart from cities and units. * AI now is more aggressive about dealing with aliens. * AI now chooses technologies to research in a similar fashion of how experienced players choose technologies. * AI now will, in average, commit more scientists to research. * AI now considers pollution when assigning population to jobs. * AI now will expand much slower and focus more on improving its existing cities instead. * AI now considers quality more important than quantity when it comes to building units. * AI will now prefer late-game-devices over early-game-devices. * AI now has an emergency behaviour to resolve economical crisis. * Reworked how AI determines it's tile-improvements. It should now be much closer to what an experienced player chooses. * AI will be more careful with its units when exploring. * AI now will heal wounded units before sending them to attack. * AI now considers more sophisticated criteria when choosing locations to expand to. * AI now considers more sophisticated criteria when choosing tiles to expand it's existing cities borders to. * AI no longer builds new formers as long as enemies are within the area of their city. * Improved AI behavior when it comes to avoiding the loss of formers. * AI now can perform several diplomatic actions within one turn. * AI now will gradually lower their diplomatic relations to whoever is closest to victory. * AI will no longer grant you gifts all the time just because they like you. * AI players are now more difficult to convince to declare war on others. * AI now will prioritize devices that best fit the unit-type. * AI now will consider the tier of unit-components except of the device when evaluating which unit to build. * AI now can and will use fungus once it has the two advancements boosting its yield. * AI will now allocated more minerals into boosting its newly found cities. * AI will now lower their standing to someone capturing a city depending on that cities importance for its previous owner. * AI now takes device and unit-type into consideration, when deciding which units to use as defenders. * AI no longer considers distance when picking defenders for its cities. * AI no longer voluntarily gifts away its credits. * AI will now use bombardment and nukes primarily to kill transports and disrupt healing in besieged cities. * AI will now be much more carefull about where to use blackholes. * AI will now rather save a WMD for better use than to risk overnuking a target. * Depending on their aggression-level AIs now may consider making more units as a means of expansion rather than building colonizers. * AI will now rather pillage tile-improvements instead of retreating if it considers the defenses of a city too strong. * Improved AI behavior when confronted with long-range-units. * AI will now be more careful about where to colonize. * AI will now keep units inside their cities if they are not needed otherwise. * AI will now consider WMD-buildings more valuable. * AI now is much more likely to build naval units in coastal cities. * AI will no longer value research once it has enough science for a research-victory. Fixed: * Fixed a crash that could occur when loading a save game in a specific state. * Fixed operations not replacing durations when deployed on territories. * Fixed Scites and Carcharodons turning aggressive before Xenomorphs. * Fixed water suburbs and water purifiers costing 2 credits instead of 3. * Fixed Fungus Mutagenesis and Fungal Hormones not providing bonuses for water fungus. * Fixed army panel sometimes showing units that are no longer in the territory. * Fixed mouse wheel sometimes not scrolling drop lists. * Fixed errors in German translation-files. * Fixed AI not building advancements unlocked by killing sea-monsters. * Fixed a rare case where the AI would waste some of it's mineral income each turn. * Fixed an issue where paying tribute was considered the same as denying to pay. * Fixed AI ships acquiring targets near unreachable inland-lakes. * Fixed AI upgrading units into options that aren't even actually better. * Fixed an exploit where you could reduce the amount of credits an AI asks for during negotiations by spending them before stating you are willing to pay. * Fixed AI ignoring how you react to a tribute-offer. Standing will now properly change.
Updated Pandora: First Contact to version 1.4.3 and Eclipse of Nashira to 1.5.4. The following changes apply: * Changed fullscreen modes to use OpenGL scaling instead of changing the display resolution. This fixes Mac OS X fullscreen issues. * Fixed Mac OS X 10.10 (Yosemite) cursor issues. A bigger update is still in the works.
Added: * Added button to toggle grid in the world screen. Changed: * Changed steal / sabotage modifier from 25% - 100% to 25% - 75%. * Increased upkeep for suburbs and purifiers from 2 to 3. * Building suburbs now requires Pandoran Construction. * City tile now provides +1 food and +1 minerals. Fixed: * Fixed a single drop pod being able to drop an entire unit stack. * Fixed amphibious formers not being able to explore ruins. * Fixed crashes and empty strings for diplomacy actions involving third parties in multiplayer. * Fixed incorrect hotkey listed for the grow fungus order. * Minor language fixes. Change log history.
We're playing some grand multiplayer matches in 3 hours (4 pm CET), so come join us on Teamspeak www.the-battlefield.com if you want to chat or play. Everyone welcome. See http://steamcommunity.com/app/287580/discussions/0/613936673579329797/ for more info.
Pandora: First Contact
Proxy Studios
Slitherine Ltd.
2014-05-30
Strategy Simulation Singleplayer Multiplayer Coop
Game News Posts 32
🎹🖱️Keyboard + Mouse
Mixed
(516 reviews)
http://pandora.proxy-studios.com/
https://store.steampowered.com/app/287580 
The Game includes VR Support
Pandora: First Contact - Linux 32 [646 M]Pandora: First Contact - Linux 64 [647.07 M]Pandora: Eclipse of Nashira - Linux 32 [687.7 M]Pandora: Eclipse of Nashira - Linux 64 [688.87 M]
Pandora: Eclipse of Nashira
In the future, factions have risen up from opportunities and ideologies independent of governments. Private corporations and religious movements have started wars over greed, ideology and power. Many have died and many lands lay in ruin. Planet Earth has been exhausted and colonial attempts on other planetary bodies have been in vain.
Finally, after decades of exploration, an interstellar probe has brought promise of a new world many light-years away. The most powerful factions have gathered their best men and women to send on a long journey to Pandora.
Far from desolate, the earth-like planet has been found to host a plethora of indigenous life forms. While the gigantic monstrosities inland and at the oceans seem relatively calm, human-sized bugs and fungus are threatening to stop mankind's expansion.
As the various factions strive to take control, each will research and develop numerous new technologies, discovering new weapons and industry, whilst opening trade agreements and forging alliances with other factions to gain a foothold. As they spread, they will discover ancient ruins from alien civilizations that will grant them advantages over their rivals.
Key Features
- Explore a new world harboring a variety of eco-regions, from the frozen ice lands of the north, to vast deserts and lush tropical forests in the south.
- Survive encounters with the planet's dangerous wild life. Deadly swarms walk the lands and agile predators fly in the skies. There is even talk of a giant creature in the oceans.
- Live in harmony with nature or use it to further your cause. The indigenous life will react to your actions and treat you accordingly.
- Discover ruins and artifacts, the relics of an ancient alien civilization long forgotten that can give you an edge against the planet life and other rivaling factions.
- Found new cities to expand the borders of your empire. Manage cities by adjusting the tax rate, choosing production and assigning colonists to jobs.
- Operate a fully globalized and pooled resource and growth system. Specialize one city to harvest minerals while churning out units in another.
- Adapt your empire to pressing demand. Your colonists will migrate between cities based on factors such as pollution and living space.
- Shape the landscape with terraforming, construct farms, mines, forts, and other improvements to increase the productivity of your colonies or to fortify positions.
- Progress through a vast randomized research tree spanning dozens of technologies providing operations, buildings, units, weapons, and more.
- Negotiate trade and research pacts with other factions for mutual benefits. Forge alliances to stand united against common foes.
- Design your own units by choosing from a range of different classes, armors, weapons, and devices to maximize the strength of your forces.
- Command vast armies across the battlefield against enemy factions, making use of the variety of terrain types to gain an advantage.
- Unleash hell on your opponents with powerful military operations, ranging from drop pods behind enemy lines to black hole generators eradicating entire landscapes.
- Prove yourself in multiplayer with friends or strangers and discover entirely new strategies.
- Customize your experience through easily moddable XML data and well-known image and audio formats.
- OS: Linux
- Processor: Intel Core 2 or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 2.0 compatible with 256 MB VRAM (NVIDIA GeForce 6600 series / ATI Radeon 9500 series)
- Storage: 1 GB available space
- OS: Linux
- Processor: Intel Core i3 or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 2.0 compatible with 512 MB VRAM (NVIDIA GeForce GTX 260 series / ATI Radeon HD 4870 series)
- Storage: 2 GB available space
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