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Cultural starbase modules can be built again in the base game.
You can no longer build another Fusion Power Plant after upgrading it to a Quantum Power plant.
Addressed a crash related to modded tech trees.
Improved Hyperlane pathfinding on larger maps.
Update v3.7:
Gameplay
Retribution
Choosing a distant destination on a map with Hyperlanes no longer slows the game down.
Clarified the effect of Hyperlane bonuses in the tech tree and tooltips. Also address spurious decimal points reported here: http://forums.galciv3.com/494346/page/1/#3745994.
Eliminated maint from first level research and manufacturing buildings.
Culture techs now give a diplomacy skill bonus.
Ships are more likely to use hyperlanes
Capped how much a diplomacy modifier can affect relations based on game turn. This should greatly reduce AI erratic diplomatic behavior.
Modified pacing options so that slow really slows things down.
AI handles ships more intelligently on larger galaxies in terms of evaluating their target value.
AI handles building up new colonies better later in the game
The AI no longer uses the Government as "explorers." (aka fodder)
Colony Capital now gives +1 raw production for every level it goes up.
Reduced thruster hull mass modifiers to 0.05% from 25% in both Crusade and the Base game
Fix some balance issues with weapons and growth improvements reported on the steam forums: http://steamcommunity.com/app/226860/discussions/4/1771511442695715977/
Re-Enabled the Fusion Power Plant, but nerfed it to work better as a prereq to the Quantum Power plant.
Fix mismatched description and value on Precursor Factory world for Morale value. Changed both to 4 from 10, make sure it is not OP.
Synthetic races:
Can build the Advanced Planet Capital and Terraforming improvements.
Synthetics can properly colonize extreme worlds.
Yor Manufacturing: Increased manufacturing bonus
Yor Manufacturing: Level one adjacency value is now a multiplier ( for consistency with subsequent upgrades).
Lost Treasures: Manufacturing wonders now give the proper adjacency bonuses
UI
Fixed a typo on the Quantum Power Plant
Updated the game startup window to work with larger fonts
Show Morale on the Planet List Entry Window
Change Copy, Edit, and Delete buttons on the Civilization Setup Window to be icons instead of buttons.
Fix Typo in warning message if you stacked multiple Commanders in a fleet.
Changed "Class" to "Role" label on the Fleet tooltip.
Changed "Type" to "Role" label in the Fleet Details window.
Flavor text (English only) tweaks to planet descriptions.
Grammar cleanup on the Korath.
Tweaked the leader-game-intro screen and economy summary
Bugs
Ships no longer spontaneously catch fire.
Fixed a problem where the benevolent-explorers trait wouldn't always spawn a planet: http://steamcommunity.com/app/226860/discussions/1/1839063537784628967/
Fixed rare crash when an AI colonizes a planet with an artifact.
Fix a startup crash related artifact crash and some custom factions
Fixed bad Intrigue ship definitions in the United Earth faction
Fixed an endless credits/research exploit detailed here: http://steamcommunity.com/app/226860/discussions/4/1815422173048651922
Custom factions based on the Terrans now use the expected solar system (earth, mars, etc.): Addresses: http://steamcommunity.com/app/226860/discussions/4/1850323802565175363/
MP no longer desyncs because of mismatched custom flavor text
Fixing moderately common crash in MP caused by the AI losing its train of thought in mid-conversation.
Changed "Kiln of Worlds" to require Promethion instead of PromethionStone (which no longer exists)
Extreme world colony" mercenary ships can now actually colonize extreme worlds if Crusade is installed.
Ship designs that use components removed in Retribution can now be loaded again in [Retribution. The old deprecated components are simply ignored.
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