Update 1.1.0: Localization, a ton of tweaks, and more!
Hello everyone!
We're back with another Pax Nova update. It took a tad longer than expected, but it's here! This update brings a bunch of balance changes and tweaks, as well as bug fixes galore.
The balance changes especially should change your games up quite a bit. As an example, we made several important tweaks to combat, like Artillery being less effective. There are also changes to the economy and politics, like Ultra Capitalism being far less overpowered (from a 100% to a 10% bonus, comrade!)
We've given these changes a lot of test runs, and we believe that it's now more balanced than ever before! Give them a whirl and let us know what you think.
But without further ado, the full changelog:
Additions and major changes
Added French localization
Added Russian and Chinese localization in BETA (expect typos and other issues, please let us know when you encounter them!)
Improved memory handling of units and AI, meaning the game will consume slightly less memory specially during late game when more units are scattered around the game
Tweaks and rebalances
Corruption threshold now starts at 3000
Artillery is now 20% effective against cities and defence districts instead of 25%, making them less overpowered
Class C armor now costs 250Cr instead of 300Cr
Class B armor now costs 160Cr instead of 180Cr
Burning status now causes 20 damage per turn instead of 10
Radiated status now causes 10 damage per turn instead of 5
Solar Rockets now inflict less damage (70 instead of 85)
Technomancer Armor now costs 20 Cr more (70Cr total) and Reinforced Tech Armor now costs 50Cr more (350Cr total)
Rebalanced Ultra Capitalism to be far less overpowered and only provide a bonus of 10% income per 2 industry district instead of 100%
Rebalanced some Edicts duration to be more useful than before
Farming, Food and Research districts now require slightly less labor and are thus faster build, speeding up early game in the process
Rebalanced the research cost of later technologies to slow down late game slightly as well as science victory
Tweaked the colors of some factions' city border markers to be easier to differentiate from other factions and become easier to see when placed in certain terrain types and colors
Increased the requirement of the score victory so it isn't as easy as it was to achieve
Tweaked several UI elements to better work with all versions of the game
Tweaked the speed of units movement slightly to be faster
Many changes under the hood have been made to accommodate what's coming up next
Tweaked some dialog lines to better characterize some leaders
Misc AI adjustments, overall AI factions should feel slightly more aggressive by late game and slightly less so by early game, and the rate at which they send proposals by mid and late game is now lower
Language options are now greyed out mid game to prevent a specific issue that will be fixed in an upcoming patch
Optimized loading times slightly, partially also thanks to other memory improvements
Bug Fixes
Fixed occasional issue causing the game to get stuck on end turn, more common during mid to late game
Fixed multiple bugs, typos and untranslated lines related to the german translation
Fixed AI bug breaking under certain circumstances, usually by mid and late game causing it to simply stop working beyond managing their cities and replying to other factions input
Fixed Usselium and Yridium showing wrong resources models
Fixed Edicts duration counter not being reset after reaching 0
Fixed some projects displaying their name with #0# under specific circumstances
Fixed some typos
Fixed graphical issue where a unit's movement destination marker would remain visible despite the destination line being reset until another unit was selected
Fixed unit movement not being cancelled after the player ordered it to be set to be destroyed the next turn
Tentatively fixed issue that caused a crash/freeze that occured in the main menu if the game was played on Linux using Steam Proton
Fixed issue where the Archive in the main quest line wouldn't be generated, thus making it impossible to progress the main quest line
Fixed units occasionally feeling like they are shaking while moving, usually noticeable when the framerate is low (<20 FPS)
Fixed mining ship effects occasionally either showing distorted or not showing at all despite being active
Fixed a rare issue that caused the UI to break and behave erratically until a new game was loaded or created or the game was restarted
Fixed instance when the game would momentary freeze (usually lasting less than 2 seconds) unrelated to performance
Fixed multiple save loading related issues, including a frequent one where the player would lose all Harmony bonuses including from residential districts
Fixed Laisser Faire leadership style applying bonuses wrongly
Fixed a crash/freeze caused by some localization code implemented in 1.0.2 (applies to english version as well)
Fixed instance where the Edicts menu would sometimes freeze for up to 20 seconds
Fixed a '"' symbol being wrongly rendered before the "milestone reached at X" text in the Path menu
Fixed instance where a vassal city's AI would stop working after loading a save
Fixed AI getting stuck on a loop and spamming messages and proposals
Fixed Authority requirement text not showing in the Leadership and wrongly saying Pragmatism instead
Fixed occasional visual glitch in which special effects would render outside the game's playing field (visible when the player has the camera near the limits)
Fixed some UI localization codes being left in a few different places
Fixed Mass Conscription bonus adding only 3 labor instead of 6
Fixed Defence District having code text in the description
Fixed issue that would cause some UI lists to go out of bounds and thus not show all their content
Fixed Edicts and Local Improvements having wrong descriptions after loading a game
That's it for today's update! We haven't been busy with just this update, however. We've got more stuff in store ready to be announced Soon™.
Let us know what you think of the changes on the forums, and on the Discord!
It is time for a new update. This time bringing in the German language along with some UI adjustments, tons of bug fixes, and more balancing changes and other improvements and adjustments throughout. Some of the fixes are quite important including the tutorials.
Once again we'd like to thank you for your continued support, and for helping us with a lot of super useful feedback and bug reports. Stay tuned because there's more exciting stuff on the horizon we'll be talking about soon.
Things have been improving health-wise, and so it's time for a new Pax Nova update! Some big things in this one include rebalancing of artillery weapons and anti armor weapons, as well as requested QoL changes to the proposal value bar and the border color of that dastardly Dynasty of Suns.
Thank you for your continued feedback, and special thanks to Vaaish for their incredibly detailed threads!
Additions, rebalances, and tweaks
Added full English proofread text
AI improvements and adjustments: - Declaration of war threshold - Rate at which they build space units - Balanced district building priorities - Increase likelihood to accept open borders pact
Rebalanced Artillery type weapons to be significantly more expensive
Anti Armor weapons are now 35% more effective against Armor units rather than 25%, making anti armor units in general more useful
Tweaked proposal value bar to be grey rather than colored, making it less confusing for the player to tell which side of the bar is positive and negative
Land portals are now generated much less often, making traveling through space more important
Titanium Plates now offer 100 HP rather than 90 HP, better making up for their strategic resource cost
Starting Corruption threshold is now set at 4000 rather than 5000
Cities now start with 130 HP rather than 100 HP making them slightly harder to take over
Adjusted several UI text boxes and dropdowns
Tweaked Dynasty of Suns faction color to make their borders easier to spot behind some tile types
Searchable items like ruins and shipwrecks are now less likely to yield the aggressive Iclus and Slust events when searched
Fixes
Fixed Terran Republic always being selected in Advanced game creations settings
Fixed Quest Victory toggle not being selectable in new game creations settings, also making the Domination type victory condition impossible to activate
Fixed sometimes Citadel not being generated in the starting planet, preventing Quest 3 from being completed
Fixed some UI internal text codes showing up instead of their correct colored text and/or icons
Fixed units occasionally moving too much to the left or right when their path has a curve, often causing its individual units to move over mountain and sea tiles
Fixed "Populated" showing 2 $CITIZENS# instead of the Citizens icon
Fixed Ultra Capitalism leadership style not being displayed correctly and causing multiple other related issues
Fixed strategic resources tooltips in the top menu not showing tooltip if there's more than 6 resources
Fixed city panel not loading stats correctly when it’s possible for the player to build more than 10 embassy districts
Fixed minor graphical issue with the Drosk technomancer armor model texture
Fixed Visum Sniper Rifles showing wrong weapon name in Institute screen
Fixed Industrial Fertilizer tech requiring Residential district instead of Industrial district
Fixed Usselium and Yridium strategic resources icons being mixed up in several places
Fixed misplaced diplomacy lines
Fixed artifacts caused by some unit power and status effects not getting cleared properly
Tank Driver Seminaries has been renamed to Tank Driver Academy
Fixed Tank Driver Academy improvement wrongly mentioning it’s bonus applies to Ship type units rather than Armor type units
Fixed Pyrite Furnaces requiring the Yridium strategic resource instead of Pyrite
Fixed misc typos
June 17th minor update (1.0.11)
Updated Anti Armor weapon type to reflect it causes 35% more damage against Armor (Previous balance change was properly implemented and respective line in combat preview screen was in, but tooltip wasn't updated)
Changed Tank Driver Seminaries technology name changes to Tank Driver Academies (Name of the respective improvement was properly changed in previous build but the technology that unlocks it with a similar name wasn't)
Fixed 7th strategic resource tooltip in main UI not working
Give it a whirl, let us know what you think, and we'll be back with more!
The post launch updates in Pax Nova haven't been coming as quickly as many of you (and us) would have liked. We hit a couple of ill-timed personal roadblocks, but those have been resolved now. We apologize for not communicating that clearly, and will work on that in the future. That said, we have a small update today, but more will definitely follow!
Minor changes
Made land creatures slightly less aggressive
Added +15 Health to the light armored vehicle class
Farming and Industry Districts now require less Labor Production. Residential slightly more.
Capital city Labor Production bonus is increased by 2, speeding up early game
Fixes
Fixed diplomacy offer values showing wrong text and codes
Fixed Road to Era V requiring 80 Knowledge, causing the game to get stuck under some circumstances (applies to new games only)
Again, more (and bigger) updates will follow in the future!
Pax Nova is now available!
Facing eradication, humanity left Earth behind and set off into the cosmos, believing in the promise of a better life in Eos. A peaceful reconstruction of our lives, however, proved difficult.
This transmission goes out to all (soon to be) intergalactic settlers out there -- Pax Nova has spent enough turns in Early Access and is now fully released! We’ve also got a new trailer to celebrate. Take a look and spot some new stuff, like the big ol’ mech Behemoth.
[previewyoutube="7EqV9yk4y5U;full"]
And for our new cosmic visitors (hello), here’s a quick rundown of some of the things you can expect in Pax Nova:
Explore the secrets of Eos, both on land and in space
Expand your reach across multiple different planets and systems
Exploit the finite strategic resources of each planet you come across
Exterminate your enemies using customizable units and spacecraft
Set an Example (running out of 'Ex' jokes here) to other factions by creating your own custom civilization from scratch
Does that tickle your fancy? Does the thought of intergalactic conquest excite you? Then we would urge you to give Pax Nova a go! The game will be on sale during the launch week, and will have a post-Early Access price increase after that week to $29,99 USD, € 24,99 EUR, and £23.79 GBP
We briefly went over some 1.0 changes before, but here's a summary again. The full changelog is too big to share here, but we'll post it underneath this announcement (in the Steam discussion). Also note that, while this update is technically compatible with previous versions of the game, we do recommend starting a new save file, as new content will not appear in your old games.
Additions
Added full Main Quest line
Added one new exclusive technology per faction
Added Divine difficulty mode
Added Mech unit class
Added Visus Sniper rifle and Kaiser shells weapons
Added new Main Quests artwork
Added Quest Victory Victory condition
Added Steam achievements
Added new Path milestone items
Added new Minor Faction items
Added new Artifacts
Added Iron Giants technology and Behemoth predefined unit template
AI improvements
AI now values its capital city much more and cities in general
AI now takes Trust into consideration when selling technology
AI doesn’t value technology as much, making it harder for the player to get a lot of credits by selling technology to other factions
AI now better evaluates whether or not to use diplomatic options like praise, denounce, etc and now won't use them when they barely met a player
AI now makes buying and selling seals much harder, and now also takes how powerful both factions are into consideration when valueing these
And way, way more.
Other changes
Selected units now show the diplomatic status of the faction that controls it relative to the player
Made Land Portals less likely to be generated
Added option in city panel to show tile yields outside borders, useful when building residential districts and planning ahead to the tiles the city could grow to
Only Artillery type weapons can fire long range across mountains, with sniper rifles for example being unable to do so.Updated tooltip to reflect this.
Added Factions presence info when a planet is selected
Made several Districts faster to build
Decreased cost of university and Military Academy local projects
Players can now block all non critical communications from the AI such as proposals by using the respective option in the diplomacy menu
This is an important milestone for Pax Nova, but the work doesn't stop here. We're committed to push out new updates in the future, and would love to keep hearing your feedback on the Steam forums!
We thank you for your continued support and patience as we've made our way through Early Access. It's been a wild ride, and it's not ending yet as we're gearing up for the full release of Pax Nova!
That's right, Pax Nova is fully releasing on April 28th -- only five (count 'em, FIVE) days from now.
Here's a couple of things you can expect to see in the release update:
Quest Victory
Uncover the secrets of Eos through the now complete quest line, which also comes with its own victory type. Unlike the existing victory types in Pax Nova, the Quest Victory has you completing a string of increasingly specific and difficult quests in order to... well we won't spoil the specifics, but you'll need to complete a final quest to win!
New content
You’ll be able to play around with the new Mech unit class, a new exclusive technology for every faction, minor faction content, and even a new difficulty mode (Divine difficulty -- should prove quite the challenge), among other things.
Quality of Life improvements
You've shared your feedback, and we've listened. Expect to see more QoL improvements, like editing proposals and seeing their values change in real time, or seeing the relationship status of the faction a unit belongs to.
Balance changes
Quite a few balancing changes in the full release which should lead to more strategic combat and resource management, for example. These changes include but are not limited to artillery units now being able to fire through mountain tiles, an overhaul of trading with other factions and how proposal types are valued, as well as changes to the costs of upgrading existing units.
Improved AI and space layer
The space layer should prove to be better than ever, with ships no longer being able to dip down and land when they are under fire. The AI has also become a tougher (and smarter) nut to crack, as they will make much better use of the space layer. They're also much smarter when it comes to economy and city management, as well as warfare.
Achievements
Who wants to conquer their intergalactic foes without proper recognition? Nobody, that's who. Upon release, Pax Nova will have an array of achievements, from building outposts to assimilating vassals.
Getting ready for release with various AI tweaks, bug fixes, and more!
Pax Nova Early Access 0.10.06
It was a good day for Iseret, lead scientist of the Ra Dynasty. Today, she would head home as a hero. Victorious. Her scientists have worked tirelessly for years to research the technology of Transcendence. If their calculations were correct, the Dynasty's enemies would surrender their claims to the galaxy soon.
Another turn passed, and... nothing happened?
That's because Science Victories are now more difficult to achieve! And that's just one teeny weeny part of this update. Minor faction buyouts a lot more lucrative than before. AI improvements, new path milestones, oh boy! Check out the full patch notes below.
New stuff
Added Natural Purifier Residential District improvement
Added Local Entertainment systems Residential district improvement
Added new illustration for the Hyrokkin Federation
Added Transcendence Pod district and Power Up district improvement
Science Victory is now achieved by building the Transcendence Pod district and Power Up improvement instead of just finishing the Transcendence technology
Transcendence and Science Victory now requires 4500 Research Points
Added no city limit option when starting a new game
Buy out minor faction option has been fixed/reimplemented
Minor faction buy out option now gives a 25% discount on all products and +100 Credits per turn
Finished paths and added several new path milestones, including final path milestones of which only one can be chosen and is now also shown in the Awakening section
AI changes and improvements
AI now builds more attack ships than previously
AI now more inclined to accept and propose Alliances, especially if they've had good relations for an extended amount of time
AI now slightly less aggressive when it comes to declaring war and will try to propose peace deals when in less than favorable conditions more often and with more agreeable terms
AI now reconsider attacking the same enemy twice differently, taking more time and more precautions
Fixed AI ship units occasionally moving through space border tiles
Decreased slightly how frequently the AI proposes selling or buying technology from other players
Tweaked how the AI prioritizes which districts and improvements to build
AI now values technologies differently, with more valuable technologies being worth significantly more
Improved the AI’s handling of their economy, taking their economic balance more into consideration when building improvements, units and districts they don’t need as much when their balance isn’t great
Improved AI’s focus on getting a good score when the Score Victory condition is active
Balancing and other changes
Outposts and Starbases now start with 200 Defense
Rebalanced the Enlightened trait to last 20 turns rather than 30
Buying production through funds or Aether is now impossible if certain districts and improvements require 200+ Labor production
The products of some minor factions prices have been tweaked slightly to be less expensive, specially later tier products
Rebalanced the research production requirements of some technologies from the tech tree
Rebalanced the labor production and funds costs of some later game districts and improvements
Rebalanced some bonuses to increase the rate at which credits are earned, specially by early game
Improved the tooltip of the Heal action to clarify its effect
Improved tooltip of the Archeological Find event, making it’s main effect clearer
Visuals, UI and misc
Tweaked some buildings materials and textures to look more realistic and less plastic-y
Tweaked and improved some props, trees and units materials to make them stand out a bit more from the background
Artifacts button now shows the number of artifacts the player currently owns
Go To Orbit tooltip now indicates the player needs at least 1 Mov
Minor UI tweaks
Improved the description of some quests and their respective objectives
Last milestone in Paths UI menu has been revamped and is now displayed differently from other milestones, both the window itself and its icon
Changed the names of some Path milestones
Improved and updated some tooltip text to be in line with what the tutorials says
Slightly improved performance under certain circumstances (planets with lots of vegetation and/or props and lots of units on the screen for instance)
Bug Fixes
Fixed technologies not being deleted from the tech queue and wrongly causing the player to be prompted for a new research
Fixed some issues with the save system to make it more robust by adding some extra checks
Fixed AI declaring war shortly after signing a peace deal
Fixed AI occasionally building on top of important map landmarks, destroying them forever
Fixed individual characters in a unit occasionally skipping their combat animation
Fixed some path milestones being repeated
Fixed Environment units having 3 movepoints instead of 2, making them have extra view range as well and making them unavoidable for most types of units
Fixed AI bug causing it to occasionally refuse to move units when it could, skipping the turn
Fixed technology buttons in the tech occasionally not being highlighted when they should
Fixed some occasional momentary freezes when the player would zoom out and zoom in very quickly
Fixed ship unit under attack notification indicating random system name instead of just mentioning space
Fixed Harmony Growth city tooltip occasionally showing wrong base faction Harmony Growth count
Added new quest illustrations
Fixed various typos
Fixed main quests not being triggered because conditions to start a certain quests weren’t available
Fixed visual minor artifacts caused by the move path prediction line
Fixed some HP bonuses to armor units not being applied to units using the Armored Vehicle unit class
Fixed player being returned to main game when using the right mouse button while combining artifacts instead of just cancelling the action
Fixed a minor visual artifact in the terrain caused by some particle effects being placed higher than they should
Fixed some tooltips occasionally remaining open despite the cursor not being on top of the object the player wanted to see more information on
Fixed some sound effects occasionally not being triggered when they should (UI, multiple sound effects being triggered at the same time, stopping one or more of them)
Fixed possible instance that could cause the AI not to skip its turn and thus freeze the game on end turn
Fixed Indestructible Path milestone not working correctly
Fixed graphical artifacts caused by the fog of war
Fixed occasionally save files not being loaded properly and wrongly causing the "save file is corrupt" error message
Fixed AI issue causing it to crash for a turn, skipping the turn automatically
Fixed Space mining effect occasionally not showing up
Fixed “attacked in space” notification causing a black screen
Fixed player being unable to rush production of a build queue item despite having the necessary Aether and/or Funds
Fixed Land Portals occasionally being generated on top of minor factions
Last Update of 2019: Stability & A Whole Lot of Fixes
Pax Nova has come a long way since its release into Early Access in the first half of 2019. Our work is not done yet, but we're happy to announce this update full of both big and small improvements.
We've been closely watching the community play the game and collected all the feedback, thank you for that! This resulted in a decent changelog where we have tried to answer a lot of your questions about the game. Please keep sharing your experiences with us so we can continue building Pax Nova! When this update proves to be stable enough, it will be pushed to the default Early Access branch in January.
Instructions To enable the Public Beta, right-click on Pax Nova in your Steam library. Go to properties and navigate to the betas tab. Select the public-beta branch from the dropdown menu. The game should automatically update. If it doesn’t, quickly restart Steam.
This update has now been pushed to everyone, thanks!
We wish you all happy holidays and an (inter)stellar new year! See you in 2020. 🥂🍾
Changelog
Fixed Cities list showing the same city twice
Fixed technologies still being shown as locked after they've been bought off/offered by another faction
Tentative fix for melee units causing an infinite end turn loop when attacking ship units
Improved the tooltips for some city statuses
Fixed some tutorial text overflowing the window
Fixed loading screen when playing with a custom faction showing wrong background image and empty text
Fixed loading autosaves causing units to have 0 move points
Fixed occasional instances where using the go to button in the city list would cause the selected to be displayed momentarily wrong
Tentative fix for a very rare instance where loading a save file would wrongly give an error indicating that the file is corrupted
Artifacts number is now indicated in the Artifacts tab button in the research menu
Fixed multiple typos
Updated City Siege, Combat, Research, Unit Design and City Management tutorials and respective Codex entries
Added Artifacts, and Space Mining tutorials and Codex Entries
Rebalanced how frequently the AI builds ships by mid to late game
Improved AI’s handling of their defences and units when losing the war against another faction
Improved the text of all Items of Interest related events
Fixed occasionally city generating roads leading to no districts
Fixed AI occasionally trying to build a district on top of minor factions causing management on that city to skip. That turn
Fixed deforested tiles being regenerated when the game is reloaded (only applies to new games)
Citizen growth has been rebalanced to be slightly faster
Fixed City counter incorrectly counting one city too much and preventing the player from being able to assimilate or create a new city if close to the limit in that planet
Fixed City counter not updating immediately when assimilating a vassal
Pax Nova - Mod Support Update and Full Release Plans
Hi everyone,
We are happy to tell you that we’re releasing the final major update to Pax Nova from the Early Access roadmap today! This Mod Support Update lets you take part in the game like you never have before. For instance, Steam workshop has now been integrated; letting you generate and share your own content! It is now possible to mod various features including factions, events, diplomacy lines, districts, technologies and quests. Go crazy with it. ;-)
After updating the game you will find a quick guide to creating mods and a template when navigating to: C:/Program Files (x86)/Steam\steamapps/common/Pax Nova/Modding Players will automatically find uploaded mods when going to the Mods section in the main menu.
Along with the Steam workshop integration, the update introduces a dedicated list for units and notifications, and you can now queue constructions in cities and districts, as well as technologies in the research menu. There have also been some serious changes to the victory/defeat screen, and it is now possible to view your progress chart with statistics on victory goals, while you are playing! We find this really useful and hope you do too!
As if all of this wasn't enough, there are some new unit types, new weapons and modules and a new district that replaces city counter-attack. Units now occupy all enemy districts once in their territory, making all production come to a halt. On top of that, there are land portals and, of course, a long list of bug fixes and other improvements that you will find down below.
Speaking about the update, we would like to take the opportunity to update you on the overall progress of the game and our plans for the full release. Earlier this year in June, we announced our Early Access roadmap for Pax Nova, and we are pleased that we’ve been able to deliver the updates we promised within the expected time frame. Now that this latest update is out there, we are focusing on the full release of Pax Nova. The game was originally planned to come out in 2019 but we have come to the decision to postpone the launch until early 2020.
The reason for this delay is simple – we want Pax Nova to be bigger and better than we initially planned, so we've decided to delay the game a few more months and give ourselves time to work on making it as grand as possible! We are planning to put the game into QA for an additional time, which is necessary due to the massive scope of the project. It is also an opportunity for us to continue implementing more of your feedback and make Pax Nova a worthwhile experience for 4X strategy fans!
We know some of you will be disappointed but we hope you guys agree that it is better to invest more time now, so that the full release will be more polished and fun to play.
Thank you for your patience and understanding. We value your feedback and opinions a lot, and hope that you enjoy this new update while awaiting the full release!
All the best, - The Pax Nova team
Changelog
New Content
Pax Nova Early Access 0.7.2
Dear Pax Novians,
While adding new content with bigger updates, we never stop vigorously squashing bugs to improve the overall quality of Pax Nova. That is why we've just rolled out EA 0.7.2! Check out the complete changelog below to see the full content of this update.
Keep your feedback coming, and have a great Wednesday!
- The Pax Nova team.
Changelog
Fixed rare crash during combat
Fixed AI interaction showing wrong resource name when sending proposal
Further significantly improved turn times
Fixed one specific instance where the game would still get stuck on end turn
Fixed a specific performance bottleneck, improving performance
Fixed Applied Bionics techs being on top of some exclusive techs in the tech tree
Fixed Cities per planet limit not being respected
Improved performance/hang when switching between views (planets and space)
Fixed Space miner unit template not getting the space mining module
Fixed Nebulae increase visibility instead of decreasing it
Fixed Unit losing movepoints if the player ordered a movement while the selected unit is moving
AI now scraps scout units if they aren’t being used
Fixed next and previous City buttons sometimes not working correctly
The AI now sends diplomacy proposals less frequently
Titan Worms are now significantly more powerful
Creatures now have a different icon
Fixed beam effects not disappearing from the game when they should
Fixed AI occasionally amassing ships on the orbit of a planet
The AI now builds less Starbases
AI now tries to avoid building Starbases too close to other Starbases