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Eclipse of Nashira Beta r5714 Released

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.