Version 1.28 on 16-March-2025
1. Changed - Improvements to relative scaling of ships and units in space and ground combat
2. Fixed - Numerous bounding box issues with ship models
3. Changed - Updated Terran cruiser model, previous cruiser is now light cruiser and original light cruiser model removed
4. Changed - Some races will use an alternate model for Baseships
5. Changed - Baseships will now use image 18 in [Racename]_Shipset.bmp image
6. Changed - Updated finite resource values for planets and asteroids
7. Changed - The sight obscuration ability does not work systems, all nebula clouds will now have their own obscuration level to compensate (new games only)
8. Changed - All storms with discharges will have the damage ability (new games only)
9. Changed - White Dwarf and Neutron storms now colour-coded to have same obscuration effects as regular storm counterparts (new games only)
10. Changed - Protostar systems are less puffy and have minor animation effects
11. Changed - Fighter and Drones will require at least 1 engine
12. Changed - Updated government and society type descriptions to avoid double negative statements
13. Changed - Small boost to organics contribution in score calculation
14. Changed - Updated the intelligence project success criteria to include empire proximity, defense porosity and difficulty of projects
15. Changed - Reduced intelligence project costs for many projects
16. Changed - Treaty Information intel project will provide some treaty element details in addition to the treaty name
17. Changed - Small increase in event frequency rates
18. Changed - Any rioting planet will now have a chance to rebel based on the game settings for event frequency
19. Added - Black hole systems will occasionally damage ships passing through the system via the events mechanism
20. Fixed - Minefield detonation events/intel projects weren't occurring with the intended frequency
21. Changed - Updated more flag sets
22. Changed - Changed B, S, U and POP indicators from cyan to medium gray
23. Changed - Updated planetary ring textures
24. Changed - Minor modifications to planet, storm, and nebulae cloud scaling
25. Fixed - A number of the .bmp images were 32 bit instead of 24 bit
26. Added - Kwayne's Ngrath race style as an official Balance Mod empire
27. Added - Kwayne's Xoronn race style as an official Balance Mod empire
28. Added - Each Neutral race now has their own script files
29. Changed - Improved AI intelligence attack spending
30. Changed - Some improvements to how AI players weigh the designs of their primary enemies when analyzing them
Version 1.27 on 25-January-2025
1. Changed - Crystalline Bulkheads now have the shield generation from damage ability
2. Changed - Bulkheads can be placed on satellites
3. Fixed - Seeking Parasite, Crystalline Torpedo and Graviton Hellbore did not have satellite as a target type
4. Fixed - Corrected combat image for Small Anti-Matter Torpedoes
5. Added - 5 New fleet formations (Blindside, Lance, Fork, Trident, X, Crossbow)
6. Added - 3 New task force formations (Brick, Column, Hammer)
7. Changed - Set all TF formation positions to core due to SE5 placement issue with escort and picket positions (positions still exist but are labeled as core)
8. Changed - Reduced trade levels from 6-12% to 1-6% with an increase of 0.2% per turn
9. Changed - Adjusted trade bonuses/penalties for various society types
10. Changed - Adjusted Diplomacy cultural achievement trade bonus to 0.2% per level (maximum 2%)
11. Added - Additional system names
12. Changed - Colony ships will no longer be able to add launcher components
13. Added - Supply storage to Weapon Platform Controls (WPs weren't not able to fire Point-Defense in ground combat)
14. Fixed - Emissive Armor at level 4 and 5 was providing the wrong emissive amount
15. Changed - Added B, S, U and POP indicators for bases, ships, units and population on empire object markers
16. Changed - Updated various empire flags
17. Changed - Text at warp points condensed to "Warp to" from "Warp Point to" on the system map
18. Changed - Text "Marked Minefield" shortened to "Mines!" on the system map
19. Fixed - Most Strategies labeled as break didn't have break formation immediately selected
20. Fixed - Event text for Minefield damaged event wasn't being generated
21. Added - XPR design type for players to organize experimental/text designs
22. Added - New strategies for AIs to distribute ships across their task forces
23. Changed - Updated AI fleet and task force formation preferences
24. Changed - Removed escort/picket roles from AI task force assignments
25. Changed - Made improvements to the AI's use of patrol ships including their attack range
26. Fixed - AI players would sometimes offer resource trades with no given resource defined
27. Changed - Improvements to how the AI uses their Patrol Ships
28. Changed - Empty but marked minefields were accumulating and blocking AI pathfinding; AI fleets/ships will clear these minefields from time-to-time (can't remove the mark directly via scripts)
29. Fixed - AI design analysis wasn't correctly weighting designs from players designated as primary enemies (general or combat)
30. Changed - Too many designs were being excluded from the AI's design analysis because they were technically obsolete so added second condition design has to be > 50 turns old to ignore
31. Fixed - Crystalline races weren't doing a great job on combining their crystalline armor and shield generators on most ship designs
32. Changed - Continued diversification in AI speech
Version 1.25 on 01-June-2024
1. Added - Engineering cultural achievement to increase space yard rates for an empire
2. Added - Logistics cultural achievement to reduce maintenance costs for an empire
3. Changed - Economics cultural achievement will now provide an empire wide boost to resource production
4. Added - New racial trait Interdimensional
5. Changed - Reduced all resource costs and production rates by a factor of 5
6. Changed - Reduced all research costs and generation by a factor of 5
7. Changed - Increased starting unit maintenance to 15% from 10%
8. Changed - Low, Medium and High tech starting points reduced by a factor of 10 (5,000; 50,000; 500,000)
9. Changed - Reduced all intelligence costs and generation by a factor of 10
10. Changed - Reduced starting resources/points default amounts to 2,000, 10,000 and 20,000
11. Changed - Reduced Mega Evil trigger to 1.5x score for human players and 2.0x score for AI players; Threshold remains > 1,000,000 score.
12. Changed - Increased Drone Combat Computer Core to 20 kT and added attack/defense modifiers
13. Changed - Drone Combat Computer Core now requires Drones Level 2
14. Added - Dynamic AI designs for using Autonomic Ganglion component
15. Changed - Increased structure for vehicle controls
16. Added - Component Inertial Dampeners that increases combat movement for a ship
17. Added - Component Deflector Array that reduces a ship's maintenance cost
18. Changed - Null-Space Shields moved to Interdimensional Technology
19. Changed - Reduced Tachyon Sensors, Psychic Receptors and Temporal Sensors to 6 levels
20. Changed - Advanced sensors still see up to sight level 16, but there range at max tech no longer covers an entire system
21. Added - Multiplex Tracking as a supplementary modifier to a vehicle's combat to hit offense modifier
22. Changed - Slightly reduced hitpoints of regular armor
23. Changed - Reduced levels of Stealth Armor from 6 to 5, but made it available earlier (level 4 Armor) and increased its cloak level
24. Changed - Reduced levels of Scattering Armor from 6 to 3, but double the advancement between each level and increased its overall defense bonus
25. Changed - Increased hitpoints of Organic Armors, but slightly reduced their regeneration rate [WIP]
26. Changed - Reduced Shard Cannons from 16 to 11 levels
27. Changed - Reduced Crystalline Torpedo from 20 to 11 levels
28. Added - Phase Disruptors and Small Phase Disruptors to Interdimensional Weapons
29. Added - Hyperspatial Darts to Interdimensional Weapons
30. Added - Quantum Tunneler to Interdimensional Weapons
31. Added - Null-Space Cannons, Null-Space Warhead to Interdimensional Weapons tech area
32. Changed - Moved Null-Space Projector to Interdimensional Weapons tech area
33. Removed - Null-Space Weapons tech area
34. Changed - Reduced Seeking Parasite from 20 to 11 levels
35. Changed - Increased range for Electric Discharge, Lightning Ray and Hyperdense Globule weapons
36. Changed - Spread out tech area requirements for Lightning Ray
37. Changed - Reduced Psychic Technology tech area cost from 3,000 to 2,000
38. Changed - Some Psychic weapons could be used with Satellites or Drones, which was unintentional
39. Changed - Increased Cloaking Device to 11 levels
40. Changed - Adjusted small seeker accuracy rate to 0.5 per 1 range (standard accuracy attrition rate)
41. Added - Point-Defense Weapon Anti-Fighter Rocket
42. Changed - Reduced Flak Cannons to 3 levels but moved up earlier in Point-Defense Weapons tech area
43. Changed - Reduced Bomblet Missile to 3 levels
44. Changed - Reduced Tractor Beam and Repulser Beam to 6 levels
45. Changed - Reduced Cobalt Warhead and Mine Warhead to 11 levels
46. Changed - Reduced Kamikaze Warhead to 6 levels
47. Changed - Reduced Speciality Mine Warheads to 6 levels
48. Changed - Reduced Boarding Parties and Security Stations to 6 levels
49. Changed - All types of mine warheads have a damage range from 0 to their maximum amount (more variable)
50. Changed - Updated most weapon sound effects including conversion to stereo
51. Added - Added dedicated sound effects for small weapons
52. Changed - Removed medium size of Weapon Platforms, Satellites, Fighters, Drones and Mines
53. Changed - Unit launching components no longer have cargo space (need to use combination of cargo bays and launchers)
54. Changed - Reduced Fighter and Drone Launcher requirements for carriers from 20% to 10%
55. Changed - Added a requirement for Carriers to have at least 30% total space used between Fighter or Drone Launchers and Cargo Bays
56. Added - Carriers now have a hull-based ability to repair units
57. Changed - Freighters can no longer mount Fighter or Drone Launchers
58. Changed - Removed vehicle size changes for all unit vehicle types so unit sizes are fixed
59. Changed - Increased relative hull cost for combat ships (does not include carriers)
60. Changed - Removed Emissive Armor restriction for units
61. Added - Large mounts for Large Troops and Large Fighters
62. Changed - Reduced resource bonuses to 10-30% from 10-50% for Mineral Scanner, Hybrid Eco-Farm and Radioactives Collider facilities
63. Changed - Reduced from 5 levels to 3 levels system versions of Mineral Scanner, Hybrid Eco-Farm and Radioactives Collider facilities; Reduced bonuses to 5-15% from 5-25%
64. Changed - Replaced System Computer Complex with Research Directorate and reduced to 3 levels
65. Changed - Replaced System Databank Complex with Intelligence Directorate and reduced to 3 levels
66. Changed - Reduced resource/intel bonuses to 10-30% from 10-50% for Central Computer Complex and Citizen Databank Complex
67. Changed - Reduced resource bonuses for Replicant Center from 5-25% to 2-10%
68. Changed - Added Unit and Facility scrap modifiers to the Ultra-Recycler facility
69. Removed - Planetary Gravitational Shield Facility
70. Changed - Combined Ship and Fleet Training into single Training Faclity for both regular and Psychic versions
71. Added - New Psychic facility, Allegiance Subverter Amplifier, which can randomly capture crewed enemy ships in a system
72. Changed - Added Stop Planet Destroyer ability to System Gravitational Shield Facility
73. Added - Extradimensional Portal Facility, Subspace Transmitter and Sensor Facility to Interdimensional trait technology
74. Changed - Reduced maximum sight range for Basic Sensors and Advanced Sensors (Tachyon, Psychic and Temporal) by about 40%
75. Changed - Planets are now set to visible when entering a system
76. Changed - Made sight level descriptions more clear for stellar objects, components and other items
77. Changed - Added individual stellar abilities to each type of storm to allow for easier recoginition in game of abilities
78. Changed - Set blocked hex radius to 1 for Sphereworlds
79. Added - New intel project that damages a portion or completely detonates the minefield of the target player
80. Added - New event that damages a portion or completely detonates the minefield of the target player
81. Added - AI support for new design types Drone (Repair), Satellite (Repair), Fighter (Anti-Fighter), Troop (Anti-Fighter)
82. Added - AI support Storage Compound colony type
83. Fixed - Planets orbiting companion stars in certain systems will have proper I, II, III designations
84. Changed - Modified asteroids to fall into 3 categories (C-Type, M-Type, S-Type) which distinct models/textures and abilities
85. Changed - Updated various storm textures and animations
86. Changed - AI players will know a little bit more about colonization game settings
87. Added - New layer of cooperation strategy which takes into consideration contextual factors like quadrant density, proximity, colonization capability and other racial characteristics
88. Changed - Treaty diplomacy will now use cooperation strategy classifications as the base factor and anger/fear/usefulness factors for specific treaty element selection
89. Added - Additional dynamic message text will be added to various message types helpful to explain AI motivations or changes
90. Fixed - Anger for mine explosion events was not being registered against the minefield owner due to a limitation in the event log details
91. Changed - Anger for mine explosion events is more significant especially against minefield owners who have treaties with the affected player
92. Changed - Increased anger for ship/unit/colony locations in an AI player's territory; Modified by level of friendship and race specific modifiers
93. Added - AI will track broken treaty dates and the frequencies for each player, anger penalties are more severe and future diplomacy more difficult
94. Added - AI players will seek/require at least some form of non-aggression in any treaty
95. Fixed - Added a workaround for a rare situation where an AI player's fleet IDs did not match with those returned by AI script functions
96. Changed - Incoporated strategic value of planetary targets into the AI's evaluation scheme for selecting targets to attack
97. Changed - Added additional modifiers to control target numbers of ship and units for AI players
98. Fixed - Sometimes AI players wouldn't spend 100% of their research points
99. Changed - AI players will utilize their patrol ships more frequently to reduce gaps in their sensor coverage
100. Added - Added "AI Assist" racial trait, intended for AI use only, that provides small bonuses to sensor sight range and mine sweeping for example
Version 1.24 on 02-June-2023
1. Added - Four extra asteroid belt system types
2. Added - Blue Giant system type
3. Added - Two extra standard system types
4. Changed - Various updates to every system types assortment of object types
5. Fixed - Some quadrant type system chance percentages did not add up to 1000, resulting in occasional blank systems
6. Changed - Adjusted system chance percentages for most quadrant types
7. Added - New storm types (stellar, protostar, micrometeoroid, dust, comet)
8. Added - New stellar ability types for new storm types (debris, stellar storm, white dwarf storm)
9. Changed - Adding system wide shield effects for neutron star and white dwarf systems
10. Added - Solar system planets and select moons
11. Added - New or revised images for some space effects, various systems, and select stellar objects
12. Fixed - Small Quantum Torpedoes should be 5 kT with a reload rate of 8000 ms
13. Changed - Updated small "seeker" weapons to decrease in accuracy at 0.33 per range instead of 0.25 per range (about 15% less accurate at long ranges)
14. Changed - Adjusted System Point Radius to gain a few more sectors per system
15. Changed - Improved black hole animation to remove "cloud" gaps
16. Added - Descriptive text for facilities that contribute to pollution
17. Changed - Pollution penalties for homeworlds (in single homeworld game) are reduced by half
18. Changed - Pollution effects are halved for a game's first 25 turns
Version 1.20 on 03-November-2018
1. Changed - Reduced System Size "Small Systems" for improved performance
2. Changed - Adjusted various component ranges to better suit "Small Systems"
3. Changed - Design type naming scheme to improve organization
4. Added - New design types supported by AI/Ministers
5. Added - Component Control Computer (Master Computer that can't use direct fire/seeking weapons)
6. Changed - Drone Computer Core can no longer be used with direct fire/seeking weapons
7. Added - Combat Drone Computer Core that can be used with direct fire/seeking weapons
8. Added - Component Supply Pod for emergency supplies
9. Added - Component Ordnance Pod for emergency ordnance
10. Added - Component Ordnance Replicator which generates ordnance each turn for a vehicle
11. Added - Component Null-Space Shield Generator [NOT WORKING]
12. Added - Components Plasma Shield Generator, Small Plasma Shield Generator (Organic Technology)
13. Added - Component Psychic Node (Psychic Technology) to share experience between ships in combat
14. Added - Component Temporal Space Yard (Temporal Technology)
15. Added - Component Small Stealth Armor
16. Added - Component Small Phased Shield Generator
17. Removed - Component Fighter Life Support
18. Changed - Religious technology components require crewed vehicles (No Master Computers!)
19. Changed - Psychic technology components/weapons required crewed vehicles (No Master Computers!)
20. Added - Weapons X-Ray Laser, Small X-Ray Laser
21. Added - Weapon Smart Bomb (Cargo) to damage only units in planetary cargo
22. Changed - Electric Discharge, Small Electric Discharge damage type to "Double Damage To Shields"
23. Changed - Lightning Ray damage type to "Double Damage To Shields"
24. Added - Weapons Small Capital Ship Missile, Small Plasma Missile, Small Quantum Torpedo
25. Added - Racial weapons Small Seeking Parasite, Small Crystalline Torpedo, Small Alloy Burner Missile
26. Changed - Rocket Pods now available under Troop Weapons and restricted to Troop vehicles
27. Changed - Weapon Computer Virus can now target any computerized control center
28. Changed - Damage amounts, resource costs for various weapons
29. Changed - Split Stellar Manipulation into individual tech areas
30. Changed - Modified many tech area level requirements components/weapons
31. Changed - Focused on creating more interspersed tech area requirements for components/weapons/facilities
32. Changed - Re-organized Planet Utilization tech area
33. Changed - Re-organized Resource extraction tech areas
34. Changed - Re-organized Centralized Computer System tech area
35. Changed - Re-organized Robotics tech area
36. Changed - Re-organized racial tech area requirements for racial facilities
37. Changed - Re-organized racial tech area requirements for racial weapons
38. Changed - Re-organized ship construction tech areas into Small, Medium, Large
39. Changed - Generally increased ship sizes
40. Added - Tech Area Xenoarchaeology as a stage gate for ruins technology
41. Added - Tech Area Focused Energy Weapons as an early game weapon technology (X-Ray Lasers)
42. Added - Cultural achievement Conservation to reduce supply usage
43. Added - Cultural achievement Environment to improve planetary conditions
44. Changed - Increased cultural achievement Recreation to 10 levels
45. Changed - Cultural achievement Sociology now improves Intelligence generation
46. Changed - Updated selected modifiers in SocietyTypes.txt
47. Changed - Updated selected modifiers in GovernmentTypes.txt
48. Changed - Updated Fleet and Task Force Formations
49. Changed - Formations are now available in different sizes (L,S,XS) to allow better fitting for various fleet/TF ship counts
50. Changed - Reduced maximum trade percentages
51. Fixed - Replicant Center was not providing all its bonuses
52. Added - Implemented happiness penalties for ongoing wars based on war tolerance
53. Changed - Intelligence defense points will no longer be depleted with each defense
54. Changed - Calculation for intelligence project success
55. Added - Intelligence project Disrupt Construction Queue
56. Added - AI support for cooperative intelligence
57. Changed - Improved AI intelligence spending
58. Changed - Made improvements to intel target selection
59. Changed - Made improvements to event target selection
60. Added - AI support for new Master/Control Computer components
61. Added - AI performance analysis routine which is used on monthly and yearly basis to measure progress
62. Added - New AI empire/design strategy modifiers based on feedback from performance analysis
63. Changed - Improved AI fleet design and increased variability in fleet sizes and types between AI empires
64. Changed - Various adjustments to AI ship and unit distribution
65. Changed - Improvements to how AI players respond and followup to requests
66. Changed - Updated AI designs for new ship sizes
67. Changed - Updated AI research scripts for changes to tech tree
68. Added - Turn-to-turn AI ship status check
69. Added - Turn-to-turn AI colony status check
Version 1.15 on 29-September-2008:
1. Changed - Slight revision to Small Shield Generator tech area requirements
2. Changed - Increased Heavy Armor to 20kT
3. Changed - Split Organic and Crystalline Armor into light and heavy versions
4. Changed - Reduced Organic Armor and Crystalline Armor to 16 tech levels
5. Changed - Decreased Small Organic Armor and Small Crystalline Armor to 1kT
6. Changed - Reduced Small Organic Armor and Small Crystalline Armor to 6 tech levels
7. Changed - Reduced Energy Refractor to 5 tech levels
8. Changed - Energy Refractor can only be placed in armor slots
9. Changed - Adjusted tech level requirements for Ordnance Vat and Small Ordnance Vat components
10. Changed - Adjusted tech level requirements for Genetic Recoding Lab facility
11. Changed - Increased Wormhole Beam effect amount
12. Removed - Anti-Ship Neutrino, Anti-Ship Ionic, and Anti-Ship Tachyon Warheads
13. Removed - Emergency Reordnance Pod, Emergency Resupply Pod, and Emergency Propulsion components
14. Changed - Supply/Ordnance storage cannot be placed on Weapon Platforms
15. Changed - All sensor types can be placed on Weapon Platforms
16. Changed - Only Shield Generators damage type skips armor and shields
17. Changed - Adjusted damage amount of Shield Disrupter
18. Changed - Small decrease to the damage amount for Anti-Proton Beams
19. Changed - Increased the ranges for most seeker weapons
20. Changed - Increased the rate that population loyalty is gained and lost
21. Changed - Adjusted happiness modifiers to make it a bit more difficult to maintain jubliant populations
22. Changed - Increased size of Space Yard component to 400kT
23. Changed - Increased cost for Space Yard components
24. Changed - Modified engine requirements for Carrier, Light Cruiser and Dreadnought vehicle types
25. Changed - Increased the size of Dreadnought hulls
26. Changed - Small decrease to the size of Satellites
27. Changed - Small increase to the size of Medium and Large Drones
28. Changed - Reduced the defense bonuses to Drone hulls
29. Changed - Small decrease to the cost of troop components
30. Changed - Increased the bonus/penalty amounts for the Organics and Radioactives racial traits to +/-25%
31. Changed - Increased the bonus/penalty amounts for boarding parties in the Brave and Cowardly racial traits
32. Changed - Increased the cost of the Ancient Race Trait to 1500 points
33. Added - The Advanced Storage Techniques racial trait will now provide 20% more facility space
34. Changed - Increased the cost of Advanced Storage Techniques racial trait to 2000 points
35. Changed - Players will now start with level 1 in their racial tech areas
36. Changed - Organic and Crystalline races with only have access to their racial trait hulls
37. Changed - Revised damage and range amounts for all racial trait weapons
38. Changed - Intelligence Centers are available at the beginning of the game
39. Fixed - Error in displayed ranges for warhead components
40. Fixed - Error in boarding defense amount from Security Stations
41. Changed - Robotoid Factory facilities now provide a bonus to construction rates and not production rates
42. Changed - Reduced Robotics tech area to 6 levels and increased tech area cost
43. Changed - Ultra-Recycler facilities now apply their scrap modifier to the whole system
44. Changed - Increased tech area cost for Centralized Computer systems
45. Changed - Retrofit cost for new components is 150% and retrofit cost removal for old components is -30%
46. Fixed - A number of errors in maximum tech levels or component formulas
47. Changed - Increased the tech cost for Armor, Shields, and most ship hull tech areas
48. Changed - Small increase to ship experience bonuses to attack and defense
49. Changed - Reduced score calculation by a factor of 10
50. Changed - Clarified the bonuses from racial traits, government types, and society types
51. Changed - Clarified the bonuses from the cultural tech areas
52. Changed - Clarified the description for items that cured plagues
53. Changed - Re-scaled all ship model sizes
54. Changed - Modified turning and acceleration rates for all vehicles
55. Changed - Mines no longer participate in combat
56. Added - New images for Heavy Armor, Light Crystalline and Light Organic Armor
57. Changed - Revised fleet and task force formations and strategies
58. Added - AI will consider a player's government and society type as a factor in relations
59. Changed - Improvements to the responsiveness of the AI's anger system
60. Changed - The AI will examine treaty elements for their relevance
61. Changed - The AI will be more aggressive in addressing a low resource condition
62. Fixed - There were still instances where a player's design type wouldn't match the internal AI design type
63. Changed - Made improvements to the way the AI adds weapons to its ship designs
64. Added - AI will consider ordnance levels as part of its resupply criteria
65. Added - The AI will evaluate each of its ship's orders to see if they are still valid
66. Added - AI will use stellar manipulation technologies
67. Added - New minister, Ships (All) - Naming, to update ship names after retrofitting
68. Added - New minister, Colonies - Resource Conversion to convert resources
69. Fixed - The AI was sometimes choosing negative racial traits when it wasn't intended
70. Fixed - The AI was spending starting tech points on tech area levels that are provided by default
71. Fixed - Sometimes the AI wasn't adding weapon tech areas like Point-Defense to its research queue
72. Fixed - The Population Transport Minister won't drop non-breathers on a undomed colony
73. Added - The AI can now make use of resource converters
74. Changed - Improved the AI's retrofit and scrapping decisions
75. Changed - The AI is a lot more effective at adding multiple items to its construction queues
76. Changed - Improved the distribution of units on the AI's colonies
77. Fixed - Sometimes an AI queue would get stuck building Intelligence Centers whether they were available or not
78. Fixed - The AI would try and drop units in a sector that already had the maximum number allowed
79. Fixed - The AI wasn't always responding urgently to colonies with zero population
80. Fixed - Sometimes AI players would send messages to individual empires in an Alliance
81. Fixed - The AI would sometimes build multiple production boosting facilities
82. Fixed - The AI wasn't building Monolith Facilities when it should have
83. Changed - The AI will hijack Cargo Transports (or Colony Ships with no orders) for use as Population Transport if they colonies with no population
84. Fixed - The AI was sometimes not getting a player's score and therefore was not able to make proper diplomatic decisions
85. Changed - Made several improvements to help the AI maintain a suitable balance of resources
86. Fixed - Sometimes the AI would add more facility upgrades to a queue than it had facilities of that type
87. Changed - Added some improvements to the AI's use of remote resource components
88. Fixed - AI players will no longer attempt to build ships/units when they have reached max units/ships
89. Changed - Ships in fleets will be retrofitted more often by the AI when the fleet is at a Space Yard
90. Fixed - Sometimes the AI had difficulty in undoming a colony with three or more races present
91. Fixed - AI would sometimes research a tech area that was already maxed out
92. Fixed - Scout/Explorer ships were not always sent by the AI to the nearest unexplored warp point
93. Changed - AI players will now consider maximum ship and unit limits
94. Changed - Repair ships will sometimes be sent to rescue disabled ships rather than just sent to fleets
95. Fixed - Sometimes the AI would send multiple fleets to the same target when it wasn't necessary
96. Changed - Retrofit minister will now consider ships with cargo for retrofits
97. Fixed - AI fleets would sometimes be ordered to resupply too early
98. Changed - An intelligence sabotage project may occassionaly be blocked by a Fate Shrine or the Lucky racial trait
99. Updated - AI Scripts and Event/Intel scripts