Eclipse of Nashira Beta r5851 Released

Pandora: First Contact

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.