Pandora: First Contact is a science fiction 4X turn-based strategy game on a planetary scale. Our 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.
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.