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:
* Reverted change that made spies lose all movement points upon entering another faction's territory.
* 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.
* 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.
* AI will now make two cycles for rush-building 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.
* AI will now send idle transports back home.
* AI will value colonization spots lower if units of other players are nearby.
* AI will no longer retreat a damaged unit to heal when none of the nearby enemy units are strong enough to kill it.
* AI artillery units shall no longer move next to enemy units in order to attack something behind them.
* AI now puts way more emphasis on production, beware of bigger armies!
* AI will now on average be slightly less aggressive.
* AI will now send stronger task forces to do pillaging so the pillaging troops cannot be just destroyed by the defender.
* AI will no longer try to attack cities with forces smaller than about twice the power of the cities defense. It will then keep the units at home till it has enough.
* AI will no longer try to heal heavily damaged units in cities that are under siege.
* AI will now try to prevent stacking too many units.
* AI will now try to move units through terrain that gives their type a bonus.
* AI will now defend more offensively instead of sitting back and waiting to be brought down by area damage.
* AI diplomatic behavior reworked once again to be more reasonable.
* AI now will consider the defensive structure in order to determine if it should sacrifice units attacking a city.
* AI will now request more units for attacking units near an enemy city.
* AI now will also use badly damaged units to conquer cities, hives, portals or ruins instead of running them home.
* AI will now prevent moving their artilleries through hostile territory.
* AI will stop making units when it cannot afford the upkeep cost.
* AI is now smarter about how to properly siege a city while reducing losses.
* AI will now be very conservative when dealing with aliens and not sacrifice any units at all.
* Improved AI technology selection to dynamically consider food and mineral technologies more valuable depending on farmers and miners.
* AI will now weight the maintenance cost of purifiers and suburbs more into the decision whether to build them or not.
* AI will now build roads only on mountains and forests.
* AI will now scout with its starting unit.
* AI will now use more units for scouting.
* AI will now consider advancements less valuable in comparison to buildings.
* AI will now ignore other players units when deciding whether to commit to an attack or not.
* General improvements to AI border expansion.
* An AI that considers itself considerably weaker than its opponents will now play more defensively.
* Removed limitation for how far the AI would go in order to kill a hive.
* When having morale issues, the AI will now play more greedy economically and less safe militarily. This will mostly affect lower difficulty levels.
* Brought back AI vision range prevention with transports but this time with much better performance.
* AI will no longer try to scout and thereby endanger their units in enemy territory when it already knows at least one city's location of that enemy.
* AI will now prefer cheaper units and units with higher vision range when scouting.
Fixed:
* Fixed an issue where the AI would not build buildings that would take less than one turn to build.
* Fixed an issue where damaged AI units would walk all the way back home instead of healing where they are.
* Fixed an issue where the AI would sometimes treat a target within a city as if the city and its increased defensive capabilities weren't there.
* Fixed an issue where the AI would refuse to step on fungus in order to siege an otherwise unreachable city.
* Fixed an issue that made all AIs way more aggressive than intended.
* Fixed an issue where the AI would ignore empty Messari portals.
* Fixed an issue where the order of commands for Tangaroa Watercraft was not in line with all other units.
* Fixed unit rank not being applied to units spawned by Colonization Fervor.
* Fixed an issue where the AI would cease to explore when it wanted to explore a tile in the water but lacked the advancement to get there.
* Fixed an issue that could prevent the AI from stepping into ruins when enemy troops were nearby.
* Fixed an issue where AI artillery sometimes would not shoot at units sieging their city.
* Fixed an issue where the AI would misjudge the amount of turns an attacking unit would require to reach a target.
* Fixed an issue where AI would not know where to retreat their units to if all cities are under siege.
* Fixed an issue where the AI would use bombardment on non-hostile units if they were in enemy territory.
* Fixed an issue where AI naval units would try to retreat to a non coastal city.
* Fixed an issue where the AI would pointlessly sacrifice units.