Copied from the PR:
Thoughts?User-visible additions:
Make eight existing technologies researchable: Remote Colonization,
Self Defense, Predictive Stockpiling, Galactic Exploration,
Armor Plating, Aggression, Optical Scanner, and Deception.
Provide eight new researchable technologies: Outpost Automation,
Ship Construction, Small Ship Hulls, Medium Ship Hulls, Large Ship Hulls,
Small Organic Hull, Flak, and Invasion.
Let three existing technologies that used to be Theoretical Prerequisites
provide an actual benefit: Asymptotic Materials, Genetic Engineering,
and Domesticated Mega-Fauna.
Two new capital city buildings, Imperial Gardens and Imperial Workshops,
to allow meaningful early use of production points, to facilitate
alternative strategies relying less on early colonization, and to
partially compensate the slowing down effect of the present changes.
One new ship hull, the Small Organic Hull,
to allow meaningful early choice in ship research.
User-visible removals:
Provide neither a Basic Shipyard nor an Orbital Drydock on the home world.
Reduce the starting fleet to a single Scout,
providing neither a Colony Ship nor a warship.
Do not unlock the Basic Shipyard nor the Orbital Drydock at game start.
Do not unlock the three Basic Hulls at game start.
Do not unlock the Outpost Module, Colony Pod, Extra Fuel Tank,
Optical Scanner, Mass Driver, Flak, and Ground Troop Pod at game start.
User-visible balancing changes:
Reduce the research cost and time of the Spatial Flux Bubble
and do not require an Orbital Drydock to build it,
to allow meaningful early choice in ship research.
Besides, it's a dead end anyway, so making it cheap seems logical.
Require Large Ship Hulls as a dependency of Military Robotic Control:
it was excessively strong and cheap.
Ignore fleet movement orders during the first turn,
such that players following the tutorial aren't at a disadvantage.
Text additions:
New Pedia category Tutorial below Guides.
Eight new Pedia articles below Tutorial Guides.
One new Pedia guide: Researching Technologies,
Add a short in-game text to GREETINGS_GUIDE_TEXT.
New SitRep category TUTORIAL_HINTS.
Four new sitreps SITREP_TUTORIAL_PRODUCTION_* generated in C++ code:
INTRO, YARD, SHIP, and COLONY.
Four new SITREP_TUTORIAL_* sitreps generated with scripted effects:
FLEET_INTRO, FOCUS, COLONY_POD, and OUTPOST_POD.
Text improvements:
More information and clarity in GENERAL_PEDIA_REFERENCE
and DETAILED_PEDIA_REFERENCE.
Friendlier and more concise SITREP_WELCOME.
Related technical changes:
New GenerateSitrepMessage parameter "maxshow" to limit the number
of times the sitrep is shown to each player; typically used
as "maxshow = 1" to show the setrep only once to each player.
Since the factory needs to store the information whom it has already
shown itself to but ::Execute() is const, somewhat uglily store
that information in an allocated sub-object on the heap.
Move some setup scripts that were misplaced in SHP_GAL_EXPLO
to their own files.
Provide a new non-researchable base technology DETECT_0.
Teach the new technologies to the classical ResearchAI.
Minimally teach the new buildings to the ProductionAI.