Lord of Rigel - Roundup #36
Greetings Lords of Rigel!
This patch adds more AI improvements and a few quality of life adjustments requested, such as sorting by maximum population in planets menu, and filters in the Info Screen and Fleets menus. General Bug fixes for end game technologies have been implemented as well.
Again, over September our focus will be shifting over to opening up the Elder Species and tuning Doomsday Clock mechanics, in addition to implementing some of the space terrain features from community feedback in tactical.
As always your feedback has been crucial for improving the game and saves from the mid to late game have helped us with tuning the AI and adjustments beyond issues you might be reporting in them.
Q.O.L./Balance:
• Planet maximum population added to planets list
• Monster indicator in plants list
• Info Screen History filters
• Fleets menu filters
• Player galactic council vote after AI votes
• AI gift/demand ask adjustments
• Skip GNN option in settings
• System and tactical skybox improvements
Bug fixes:
• Dyson sphere and ring world construction fixes
• Hyper advanced technology fixes for Creative species
• Tax slider updates include trade depot calculations
EA2 coming features:
• Elder Races
• Doomsday Clock
EA3 features will include:
• Custom Species
• Research Victory
• Grand Menaces
• Legendary Galaxies (1024 stars)
For this week’s deep drive we’re going to look into the Doomsday Clock and Final War.
These are end game mechanics which go hand in hand with the Galactic Council and with the Elder Species when introduced.
The Doomsday Clock is a measure of galactic tension. Certain acts (treaties, defeating certain types of space monsters) reduces galactic tension. Other actions such as exterminating planet populations, use of weapons of mass destruction, and outright genocide raise galactic tension. Using bombs to depopulate a planet and replace it with your own colonies, often a 4x staple has consequences. This option isn’t going to be present when it’s a galaxy too small for a galactic council.
Final War occurs when the Doomsday Clock has reached 100 or a player rejects a vote from the Galactic Council (including rejecting your own election as leader!). All diplomacy stops, and all factions are at a state of eternal war. When the Rigelans and Arcturans are introduced this is when the “kid gloves” come off as well.
While these are mechanics that are core parts of LoR’s solution to the end game from the beginning we do want to hear on balance, particularly with larger galaxies. Are AIs ramping up the clock too quickly? Is scaling for larger galaxy sizes on penalties needed?
Image 1. Planets menu with maximum population and monster filter added.
Image 2. New info screen filters.
Image 3. More of your games!
Image 4. Rigelans preparing for an actual war to end all wars.
Let us know what further changes you would like to see or if you have encountered any technical issues. Please post on the forums, reach out to us via Discord or send an email: [email protected] Saved games and clear steps to reproduce the bug are critical. It helps us to quickly track down the bug and get it fixed. Additional information on bug reporting tips can be found here: https://steamcommunity.com/app/437440/discussions/.
As always, we appreciate the feedback, conversations, and support from all of you!
This patch adds more AI improvements and a few quality of life adjustments requested, such as sorting by maximum population in planets menu, and filters in the Info Screen and Fleets menus. General Bug fixes for end game technologies have been implemented as well.
Again, over September our focus will be shifting over to opening up the Elder Species and tuning Doomsday Clock mechanics, in addition to implementing some of the space terrain features from community feedback in tactical.
As always your feedback has been crucial for improving the game and saves from the mid to late game have helped us with tuning the AI and adjustments beyond issues you might be reporting in them.
Q.O.L./Balance:
• Planet maximum population added to planets list
• Monster indicator in plants list
• Info Screen History filters
• Fleets menu filters
• Player galactic council vote after AI votes
• AI gift/demand ask adjustments
• Skip GNN option in settings
• System and tactical skybox improvements
Bug fixes:
• Dyson sphere and ring world construction fixes
• Hyper advanced technology fixes for Creative species
• Tax slider updates include trade depot calculations
EA2 coming features:
• Elder Races
• Doomsday Clock
EA3 features will include:
• Custom Species
• Research Victory
• Grand Menaces
• Legendary Galaxies (1024 stars)
For this week’s deep drive we’re going to look into the Doomsday Clock and Final War.
These are end game mechanics which go hand in hand with the Galactic Council and with the Elder Species when introduced.
The Doomsday Clock is a measure of galactic tension. Certain acts (treaties, defeating certain types of space monsters) reduces galactic tension. Other actions such as exterminating planet populations, use of weapons of mass destruction, and outright genocide raise galactic tension. Using bombs to depopulate a planet and replace it with your own colonies, often a 4x staple has consequences. This option isn’t going to be present when it’s a galaxy too small for a galactic council.
Final War occurs when the Doomsday Clock has reached 100 or a player rejects a vote from the Galactic Council (including rejecting your own election as leader!). All diplomacy stops, and all factions are at a state of eternal war. When the Rigelans and Arcturans are introduced this is when the “kid gloves” come off as well.
While these are mechanics that are core parts of LoR’s solution to the end game from the beginning we do want to hear on balance, particularly with larger galaxies. Are AIs ramping up the clock too quickly? Is scaling for larger galaxy sizes on penalties needed?




Let us know what further changes you would like to see or if you have encountered any technical issues. Please post on the forums, reach out to us via Discord or send an email: [email protected] Saved games and clear steps to reproduce the bug are critical. It helps us to quickly track down the bug and get it fixed. Additional information on bug reporting tips can be found here: https://steamcommunity.com/app/437440/discussions/.
As always, we appreciate the feedback, conversations, and support from all of you!
