The newest version of Imperia is probably going to be available tomorrow. There's a lot I added. This is probably the last update before the .3 series.
Edit: added even more stuff. I'm on a roll tonight!
Imperia V.230 Change Log/Readme
5.25.14
Notes
* Please uninstall any previous version of Imperia before installing a new version. I have not yet added patch ability. The good news is that the install is relatively quick.
* I am updating the Sourceforge Imperia wiki periodically and this will be the best document for questions and how to play Imperia. Please refer back to it frequently.
Fixes* Fixed a small bug where science outposts created agriculture sectors, but no science sector
* Fixed bug where starbases could be higher than level 5, but show nothing
* Fixed bug where stellar missions could be supported from a sector that had no starbase, but was within range
* Fixed allocation of materials for Edicts. Had a kludge fix in place, but now will allow use of as many materials as possible without going below 0 on a planet
* Fixed serious intel screen bug where if two planets shared the exact same value, an exception would occur.
* Fixed bug where edict times could, with sufficient influence, be pushed to below 0, sometimes causing a NaN error
* Not a bug, per se, but removed the block on children and retired people moving, since it could in extreme situations lead to situations on very bad planets where they would turn into a ‘Peter Pan’ world with only kids and old folk left
Changes/Additions* Added new Edict, Deploy Exploration Station, a smaller version of a starbase that can only be built above unclaimed planets. Allows stellar missions within the system that it is built. Destroyed once a planet is colonized, but some of the materials are added to the planet’s reserves.
* Added new Edict, Build/Upgrade Logistical Station, a smaller version of a Starbase that can be built above any owned planet. This station allows stellar missions at the range of a Starbase, but does not ship goods to and from the planet, and missions based from this base take longer depending on level. Upgradable to Level III, at which point they may be converted into a starbase. Building a Starbase scraps this base (unless level 3), but some of the materials are returned to the planet and added to their stock.
* Added new Character Action, Embargo Planet/System/Sector. This will block these entities from receiving replenishment goods from the Imperial Capital, and if they are a trade hub, it will block supplies from coming through their trade hubs. Naturally, this will really piss off the leader in question, but you may want to do this to redirect goods to a more critical part of the Empire.
* Added UI labels showing embargo is present in system screen.
* Added tooltip in Character Screen to show how much ADM an action would cost.
* Added darker shaded circle to show Logistic Stations on quadrant map, vs. starbases.
* Added foundation for UI changes depending on how you are running your Empire. Eventually, most of the UI will change depending on your Nationalist/Tyrannical rating, for now the quadrant and system info background will start black and slowly fade into blue or red, respectively, as your ratings change
* Assigned Nat/Tyr rating adjustment range to every action/edict/designation currently active, instead of just a few test actions
* Effects of Starbase levels are now factored into a Stellar edict’s time to complete. Higher levels make the Edict more efficient to complete.
* Effects of Logistics Station levels are now factored into a Stellar edict's time to complete. Higher levels make the Edict more efficient to complete, but not as efficient as a Starbase.
* Added Edict Class to be more explicit - the class type now shows up on Edict screen. Displays Terrestrial, Stellar, or Both. Stellar Edicts can only be performed by planets that have a Starbase or Logistics station in range, or an Exploration Station in the system
* Added new Primary Designation, Penal Prison World. This allows you to designate planets as prison planets, where any viceroy within range of this world can send especially unhappy pops to mitigate unrest on their world. Only craven, cruel, corrupt, and despotic viceroys will do this, however, and building one will seriously impact your Tyrannical rating. Building several will be… interesting, shall we say. On the plus side, since ‘workers’ are paid next to nothing, penal worlds generally turn a tidy profit and use few minerals. Plus, they come with a ‘free’ Starbase.
* Changed to where the Imperial Capital can support stellar missions in range of the planet if no other sector or system is eligible. This is an experimental change, suggested by the community
* Changed formula to check for mineral loss on a planet to weight planet class, so that larger planets lose minerals much more slowly than tiny planets.
* Added a check during calculating job Prestige to consider the system rank when calculating. In other words, it’s way more prestigious to work for a Sector Capital government than it is a backwater colony government. This should fix some of the ‘sector capital hellhole’ issues, while creating more delineation for capitals and colonies.
* Changed ‘deception’ to ‘ambition’ for character stats, in preparation for character plots/personality engine
* Added a System Value stat for systems that measures ‘system prestige’ from a sector governor’s standpoint. Basically, the more profitable and populated the system, the more prestigious the system is to have, and it will cause more anger losing a highly prestigious system than an unexplored backwater, and create conversely more loyalty and happiness for the receiving governor. Also useful to weigh relative value when deciding whether to reassign systems.
Balance* Lowered costs to abandon planets
* With the station changes, decreased chance of stations showing up at game start
* Slightly increased minimum engine range in order to create less hopeless situations
* Added negative PoSup effect (and tooltip) for when a planet is changing designations.
* Lowered requirement for Stellar missions to any Starbase, since you can now build Exploration and Logistical stations.
* Massively increased Science revenue per t/B of production (from 300 to 2000), this will hopefully not make science planets useless for now
* With the start of the UI changes reflecting your Na/Ty rating, tweaked actions to create more of an effect so that the UI can be seen to change
Unresolved Issues* For a very small # of people (that I know of) mousing over certain systems causes a CTD. I am still investigating.