Update 1.51 (Fabruary 20th, 2023)
Thanks for enjoying Emperor of the Fading Suns! We appreciate all the feedback and are glad you found it both a lot of fun and very stable. That said, this patch addresses the bugs you did find, provides more balance to the AI, and improves the modding tools. This document addresses some significant gameplay changes for which players asked.
How Do I Get Started?
- If you are a new player, we strongly recommend you start play with the historical map, and with all Houses (yours and the AI) set to “Beginner.” Yes, we grognards know we can beat any strategy game on its highest difficulty level the first time out, but trust us on this one - historical and beginner.
- If you are a returning EFS Enhanced player, we have listened to your feedback and modified some of the gameplay significantly. If you do not have any saved games you want to continue, just jump right back into play. We hope you like the fixes and changes.
- If you want to continue an existing EFS Enhanced game, please copy any saved games you want to continue playing into a new folder before you download the new version. After downloading this patched version, copy those .sav files into the SAV folder in the MOD/LEGACY path. To continue using old unit stats and game settings, enable the Legacy mod by editing the mod.ini file in the root EFS folder. You do this by changing the mod setting from “0” to “1” and removing the semicolon in front of “mods_folder=Legacy”. When you are ready to play with the new settings, return the mod setting to 0 and put the semicolon back in front of mods_folder=Legacy
What are the Main Changes?
- We have reduced how aggressively the AI builds new structures and units on its worlds.
- Units have been rebalanced for cost and effectiveness. This means that units requiring higher levels of technologies are more dangerous, and some starting units take longer to build. This also increases the value of combined-arms tactics.
- Most technologies take longer to research and require you to build (and protect) more labs.
- We have doubled the number of relics you can find in ruins.
- The combat screen now displays more of the combat modifiers in each encounter.
Why Do You Call It EFS 1.51?
- Emperor of the Fading Suns was version 1.5 of the game, making this patch 1.51. That said, you can just call it the EFSe patch and have fun
Important Notes
- Emperor of the Fading Suns Enhanced (1.5) saves are compatible with this patch (1.51).
- 1.5 had an issue where save files eventually become corrupted. These save files can be loaded in 1.51 and the game can be continued as if nothing was wrong in the first place.
- Due to gameplay changes, we recommended that older 1.5 saves should be placed in the MOD/LEGACY/SAV folder. You cand enable the Legacy mod by editing the mod.ini file in the root EFS folder.
- For an improved experience, you should play new games without using the Legacy mod.
- Random galaxies are much harder than the Historical galaxy, even if choosing the same difficulty levels.
- Difficulty level affects Ruins and Random galaxy generation based on the average difficulty of all players, so setting your difficulty low and all other houses high gives a harder random galaxy.
Important bug fixes including (but not limited to)
- Fixed a bug where Engineers are expended but failed to build cities.
- Reduced frequency of crashes related to alt tabbing
- Reduced frequency of crashes during AI turns
- Fixed a crash that happened when merging a sentried cargo pod
- Fixes League and Church voting in Elections
- Fixes Relics becoming nonfunctional after being captured from another owner
- Fixes Accuracy relic not working correctly
- Fixes Firebirds correctly being consumed when building and canceling units
- Fixes inability to overwrite save files with "save as" button
- Fixes church inquisition burning labs that research proscribed techs
- Plague bombs no longer appear on easier difficulty random maps
New features
- Unit stats have been rebalanced so that higher tech units are much tougher than earlier units, and cost more in maintenance. Techs take longer to research, proportional to the value of the technology. Direct and Close attacks can now both target the same ground units.
- Added 10 new relics
- Hidden units that weren't spotted or hit in combat remain hidden during and after combat
- Autosave files are now placed in the SAV/AUTOSAVE folder, instead of the main SAV folder.
- Starbases now act as a repair station, and add health regen to space units in the same stack
- Naval Destroyers now act as carriers for Helicopter type units (Gunships)
- Vau Fighter and Symbiot Spitter no longer require refueling
- Pestulator Artillery now causes tactical plague (unit targeted by Pest Art can become infected with plague)
- Plague Bombs now automatically die at the end of combat (presented as Psych damage at end of combat)
- Due to their performance enhancing drugs, Chem Shock Legions now have a chance to suffer some health loss, experience loss, loyalty loss, and Psych damage at the end of combat.
- Environmental tech agility bonuses now show up in the Bonuses/Minuses list in combat screens
- The church now has a chance to unproscribe certain techs based on game difficulty and patriarch sect
- Players can now ask the church to unproscribe techs for money
- The historical galaxy is now more balanced for each Sect, increasing the possibility a Patriarch from outside of the orthodoxy may claim the role
Full List of Changes:
Bug Fixes:
- Game crashes in the Load Dialog if the player clicks something in the Folder Pane (Right Pane) and then OK
- The Tyranny Trait now works similar to the positive loyalty traits and is permanent throughout the game in the -10% Loyalty Reduction to Cities and Units
- Corrupted Save Games can now be reloaded and continued
- Engineers, Symbiot Nesters, and Vau Workers are no longer disbanded at the start of the game by the AI
- Only the current player’s production is seen when right clicking on a city (other player’s production could be seen before regardless of treaty)
- Jump and Space Units that are cargo can now be unloaded in a city
- Right clicking on an empty city controlled by another player no longer jumps back to the current / next unit
- All orbiting stacks of other players can now be selected (this dealt with the League, Church, Symbiot, Vau, and Ministries)
- Firebird purchase message when trying to build a unit with insufficient credits no longer appears
- May fix errors with EnumDisplayMode - Failed on some portable systems including OneXPlayer
- Ruin Gift rewards due to shared data structures are now given correctly
- When deducting credits for building a unit, the correct player’s treasury is now used (was only Li Halan’s before)
- Environmental Techs now correctly show their bonus during the Combat Screen
- The Empty Lab Tech button could interfere with the city’s text - the button has been moved so this no longer happens
- Overwriting Save Game files are now written to the correct folder (and actually overwrite the existing Save Game file)
- Fixes unit list issues that could cause corrupted games / save games
- Prevents crash if a unit’s spotting in UNIT.DAT is set too high by a MODder (max value allowed is 80)
- Issues with city building and not showing “Missing Required Tech” (the Cathedral was one city where this didn’t work correctly)
- Game no longer crashes if units that cannot move onto a specific terrain type are automatically unloaded if a Jump or Space transport is attacked
- The Church failed to send Inquisitors to Labs researching proscribed tech
- The Historical Galaxy is now MOD-aware and will be loaded if the player selects Historical when playing a MOD
- Randomly-generated Galaxies now use a MOD’s Historical Galaxy (GALAXY.GAL in the MOD\YourMod\GAL folder) when creating new Galaxies
- The House AutoSave files now use the correct month / date
- When giving the player with the lowest score Technologies, their score is updated immediately so that they may not necessarily be the player with the lowest score
- Any space move-type unit can now be unloaded in space if aboard a transport
- Alt-TABbing away from the game should now crash less frequently if at all
- The game’s in-game videos are enabled by default
- The game used the incorrect treasury when trying to build cities with Engineers, causing the Engineer to be consumed, but the city to not be built
- Incorrect Weapon Bonuses were shown in the Unit Dialog
- The Church & League now give votes based on how much they like a player and properly cast promised votes
- Space Units (Gate, Jump, Lander, Mech, & Space) now obey TARGET.DAT rules
- Relics now properly transfer ownership when captured
- Relics (accuracy bonus and others) now work correctly
- When razing a city a sound is now played
- Symbiot Butchers are now longer immune to Direct & Close Space Weaponry
- For Random Galaxies, Shields on Vau-Controlled planets are now properly controlled by the Vau
- When changing a contract, money is properly returned to the player
- Structure damage is now correctly shown during combat when no units are targeted
- Ground units should no longer appear in space without a transpor
- Difficulty Level modifiers are now calculated more accurately (no more truncated values)
- Control of a structure’s ability to build units is now via STRBUILD.DAT so that Rebels will no longer build units from resource markers (unless explicitly specified)
- Turns til the next patriarch is now properly reset even if no patriarch has been found
- Game should no longer crash if bombarding an empty city
- Tech Research & Unit Build specific owner requirements should now work correctly
Enhancements:
- Added 10 new Relics
- The Advisor now has updated / corrected information when the Tutorial is ON
- Game Folder Structure Re-Organization: The SCENARIO folder has been moved to be under the GAL Folder
- All Terrain and Scenarios for the Historical (GALAXY.GAL), Dark Ages, and Lost Worlds Galaxies are now in the GAL\SCENARIO\GalName folder for that Galaxy File
- Improves game robustness, reducing the number of crashes, and allowing games with issues to potentially be reloaded from the latest save and continue
- Adds new option (disabled by default) that allows the unit’s movement rate value when being reset to be affected by the unit’s current health (this allows units to suffer reduced movement penalties if they have been badly damaged - note that there is a floor based on percentage that can be set so that units cannot have less than 25% of the original movement, for example)
- Combat has been changed when unspotted units are involved - units only reveal themselves if they were actually targeted during combat although Ranged Space attackers always reveal themselves
- A new column in UNIT.DAT has been used to assign a Unit’s Functionality for MODders - this removes the unit’s function defined by its unit slot. For legacy purposes, the unit slot / kind are still used for Nobles, Officers, etc. and the Cargo Pod unit slot is still specific for Cargo Pods
- The DAT files have been updated to improve overall gameplay - the previous V1.4 DAT files have now become the Legacy MOD and are in the MOD\Legacy folder. Players can still play the original V1.4 game files by enabling MODs in MOD.INI and setting the Mod Folder to the Legacy Folder. Note that it is recommended to do this if continuing a save game from V1.5.
- All “hard-coded” techs have had their numbers moved to EFS.INI to allow MODders to change those values for expanded Tech Trees in their MODs
- A new owner delineation has been added so that House Humans can be distinguished from House AI to allow MODders to allow only the AI or Human House players to build certain units
- New functionality: Air Units that don’t die when running out of fuel
- Clergy now have the following functionality:
- When a unit or city is considering changing to a new Sect, their chance to change is affected by the following:
- Their chance is lowered by 10% (specified via EFS.INI) if the Cathedral on the planet is their Sect
- Their chance is increased by 10% (specified via EFS.INI) if the Cathedral on the planet is the Sect they are changing to
- Their chance is lowered by 1% (specified via EFS.INI) for each Clergy of their Sect on the planet
- Their chance is increased by 1% (specified via EFS.INI) for each Clergy of the Sect they are changing to on the planet
- For Religious Rebellions - the chance to rebel is reduced by the square of the number of Clergy on their planet that is their Sect (1% for 1, 2% for 4, 3% for 9, etc.)
- For the Tithe Skim - the skim is increased by 1% (specified via EFS.INI) per Clergy on the planet
- The generation of units for Random Galaxies has been updated to reduce the frequency of Plague Bombs
- PTS units defending against attacking Ranged Space or landing units are now added to the Player’s Combat Report if it is turned ON
- The Church can now Unproscribe Tech if they don’t find a Tech to Proscribe
- Players can now request for the Church to Unproscribe a Tech
- The Historical Galaxy (GALAXY.GAL) has been updated to balance the House Sects, remove Alien Ruins appearing in water, and fixing Vau structures on Vau planets to be properly controlled by the Vau (instead of Neutral)
- Updates the Galaxy File INI override system to be more robust and fault tolerant for MODders
- The following agility bonuses are now MODable (in EFS.INI)
- Bonus if unit is hidden
- All 3 individual Tech Bonuses
- The random camouflage modifiers are now MODable (in EFS.INI)
- When Space & Jump units land outside of cities, the amount of damage is MODable (in EFS.INI)
- Complete MODding of the Combat Mechanics for the To Hit System (via EFS.INI)
Other Changes:
- Update Credits for those who playtested the close beta - thanks!
Map Editor:
- Units that can be placed on water no longer have to be in a city or within 1 hex of a city - as long as the hex contains water the unit can be placed there.
- Air units can be placed on any hex - just be sure to place a structure or naval carrier of the same owner nearby so they don't die after the first turn (no need to worry if they are set not to run out of fuel).
- Random Galaxy generation now works correctly
- Structures that cost money can now be placed
- Random Galaxies no longer delete Reserved Cities / Units
- Can now add units up to the maximum tLvl of 12 if they exist in UNIT.DAT
- Able to correctly load .GAL, .SEN, & *.TER files from different folders
Update 1.5 - Enhanced (October 4th, 2022)
Strategy
This may be one of the most ambitious game patches in PC gaming history, happening 25 years after the game launched and greatly improving how the game works.
We had several key goals for the 1.5 patch:
- Improve stability;
- Make the game more satisfying and accessible for modders by giving them tools like the map editor; and
- Implement many enhancements based on feedback from players and modders.
Overview
The 1.5 patch is a significant revision of the game, being released as Emperor of the Fading Suns Enhanced. Emperor of the Fading Suns has continued to inspire players not just because of the game itself, but also because of the many great mods fans made for the game. The focus of the 1.5 patch is to greatly enhance modding capabilities. Expect many more great mods for the game.
One of the most dramatic changes is one of the least seen. The game was initially built using the Watcom development environment, and one of the first things we had to do was migrate it to a modern compiler, increasing stability along the way.
Additionally, the 1.5 patch:
- Significantly enhanced and added numerous modding capabilities. This allows modders to add dramatically more units, technologies, and worlds, and change fun game facets like excommunication, sect abilities, ruins, and much more. Modders can even quickly change UI elements via text files;
- Includes (and enhances) the EFS map editor;
- Enabled players to add custom maps and provides two new galaxy maps: Dark Ages, a smaller galaxy map with about half the planets as the standard galaxy map to allow shorter PBEM games; and Lost Worlds: a larger galaxy map with more than twice the number of planets as the standard galaxy map for players who wish to explore a much larger galaxy
- Enhanced the role of religious sects, impacting your unit abilities and population
- yalties;
- Enhanced player information on unit and city screens;
- Added House strength as a major factor in diplomacy;
- Streamlined some interface elements, as when the game asks you if you want to unload starship transports when they land on a planet;
- Improved and updated animations and unit art, and
- Fixed a wide variety of bugs, including a number of multiplayer exploits.
Game Changes
Modding Changes
- Increase unit limit to 999
- Add all starting options (difficulty levels, house traits, etc.), to efs.ini
- Allow modders to add many of their own tech requirements, to TECH.DAT & UNIT.DAT
- Implements New Owner Needed Column for Techs & Expands Owner Groups for MODding
- Add more tech columns to TECH.DAT & UNIT.DAT
- Increase max amount of techs to 999
- Increase max TLVL to 12
- Only Display City Maintenance if >0
- Implement plague fixes and moddability
- Add moddable noble & officer loyalty/agility/accuracy bonus
- Make structure armor MODable
- Implement Turns2bld column in STRBUILD.DAT
- Implement Credits cost column in STRBUILD.DAT
- Enable loading of custom galaxies
- Add moddable healing bonuses
- MODable Combat Weapon Order / Phases
- Adds Difficulty Level for Randomly Generated Units
- Implements Galaxy INI File System for Overriding Galaxy Parameters
- The Game's Start Year is MODable in EFS.INI
- Add moddable % of resources returned after canceling construction
- Add modding configuration via mod.ini files
Map Editor Changes
- Fix Map Editor Unit Dialog Display with Long Unit Names
- Map Editor Add Random Button to Unit Dialog
- Map Editor: Add World Menu Items for Adding / Removing Structures / Units
- Map Editor Right Click Unit - Use Unit's Stats
- Map Editor: Units placed in structs default to its owner/sect
- Fixing moving planets & map tiles
- Map Editor Fixes JumpGates Not Showing Immediately
- Map Editor - Fixes issues with changing a planet's coordinates and the unit list becoming unsorted
- Implements Galaxy INI File System for Overriding Galaxy Parameters
- Adds tLvl-awareness to Random Maps
- Add Delete All JumpGates to the Map Editor File Menu
- New Map Editor Save All Scenarios
- Adds "Are You Sure" Message to Map Editor Exit
- Confirms Execution of New Map Editor Options via OK / CANCEL Message
- New lost worlds galaxy
- Map Editor: Add options to generate or remove fleets in the entire galaxy
- Allows map editor to use difficulty level settings for random map creation
- Map Editor Hive / Vau City Owner defaults to Symbiot / Vau
Specifics
Implemented enhancements:
- Implements Missing Sect Rebellion Bonuses
- Update Unit / Build Dialog to Include More Stats
- Orbiting Units are Considered for Garrison Strength
- Fix Unit Interface So That Move All Units Message Appears Only After All Units Have Been Moved
- Adds Armor Factors to City Info Display's Sect Line
- Update Unit Stat Display for Structure's Unit Armor Factor & AGILITY.DAT
- Automatically Sentries a New Cargo Pod
- Fixes Naval / Underwater Appearing in Land-Locked Ruins & Ruin QA Improvements
- Externalize Rank into EFS.INI
- Adds Turn Off Tutorial CheckBox to the Tutorial Dialog
- Adds Display of Energy & Exotica to Resource Lists
- Changes the behavior of attacking adjacent hexes via TERRCOST.DAT att...
- Adds Missing PLAYER.TXT Files for Random Structure Placement
- Adds Map Editor Structure / Unit Menu Items to the Star Map File Menu
- Add contract information to acceptance/rejection messages
- Ensures that at least 1 of a resource is given as a ruin gift
- Implements Proscribed Technology Difficulty Level System
- Increases Sect Info Width for Cathedrals when Showing Planetary Sect Information
- Adds tLvl-awareness to Random Maps
- Fix not being able to capture non combatant with Naval Transport
- Naval -> Land can capture non Combat Units
- Allows Naval -> Land & Land -> Naval Combat Even If Units Can't Move There
- Units that can move on water can be unloaded there
- Adds Colorization for Altered Statistics
- Add Dynamic ruins
- Dynamic Rebels & Other Minor Fixes
- Implement AI configurations in PlayerTable.DAT
- Moving Mixed Movement Types Averages their Movement if Set in EFS.INI
- Update City Maintenance & Producing Unit Message
- Only Display City Maintenance if >0
- No Rebellions for cities or units are allowed on Byzantium Secundus until the Emperor has been Declared
- Implements Sect Loyalty Bonus
- Update EFS.INI - volume parameter comments
- Prevent switching away from transport group after loading cargo
- Modify tech proscribing chances by Patriarch's sect
- Implement plague fixes and moddability
- Add new sects leaders bitmaps
- Rework ministry selection AI, make it take the most powerful ministry
- Updates Change Sect Dialog for All 7 House Sects
- Allows Setting of Sound Volume in the Game via EFS.INI
- Adds Combat Timers to EFS.INI
- Update information on the church diplomacy based on spy locations
- Increase planet limit to 160
- Add high quality random number generator
- Add json representation of .res files with a conversion script
- Giving a Unit as a Ruin Gift is now tLvl-aware
- New "Dark Ages" 21-Planet Galaxy Map
- Adds Scenario Data for Standard Galaxy
- Remove progress of current research when striking a requirement
- Allow placement of naval units in coastal cities in Map Editor
- Add search function to City Info screen
- Fixes Display of Sects Info for Church Diplomacy
- Prevent attacks on completely hidden fleets
- Increase maximum lines in messages to 10
- Changes Like & Loyalty Based on House Tax, Tithe Skim, & Unit Pay Settings
- Church excommunication like is now MODdable
- Adds new efs.ini default parameters
- Move save games to rewritten file dialogue
- Use system double click time for unit double click
- Forbid emperor declarations during election years
- Prevent nobles in orbit of Byz2 from being able to vote
- Better support for multiple monitors
- Rewrite file and directory selection menu to support mods
- Avoid closing "Send message" dialogue and erasing the message if no r...
- Remove tech progress if all labs researching it are destroyed
- Adds City Cost to Build City Screen
- Add flock settings to unit.dat
- Remove research progress if the last lab is captured
- Stop warning about lost tech progress if no progress was made
- Add tithe skim & rebellion
- Add all spies, submarines and stealth ships to byz2 combat
- Adds Timed Messages section to EFS.INI
- Implement sects & clergy
- Add automatic saving of random galaxies / save turn to GAL file at end of turn
- Update AI tech striking behavior
- Make most weapons do small damage to structures
- Let air units refuel on transports
- Rewrite AI behavior regarding unit construction, consider mods
- Add improved unit Icons
- Add Kind, Owner, Disband columns to UNIT.DAT
- Remove crawler restriction on pts unit
- Unload units from space transports when attacked on land
- Only Show Player's Hearts if Allied
- Make Vau activation tech moddable in EFS.INI
- Psy Unit can now attack aboard Space Carriers
- Allow space bombardment of empty cities and unexplored tiles
- Use TARGET.DAT for AI Ranged Space targeting
- Streamline excessive confirmation messages
- Damage updates unit health every phase
- Allow player scores beyond 100 turns
- Do not zero out movement points when automatically loading units onto a Naval Transport
- Add animation length multiplier to EFS.INI
- Only units involved in combat gain experience
- Make Delta hexes treated as land hexes
- Make Player Treaties moddable via DAT file, start rebels at war with Church & League
- Scenarios now work in the Map Editor
- Move GALAXY.GAL to the GAL Folder
- Switch to ffmpeg to play animations
- Upscale videos, switch to ffplay
Fixed bugs:
- Fix Various Cargo-Related Issues & More
- Fixes Crash on Save Game Load with Invalid Cargo
- Fix Dead Bombarder Use of Deallocated Memory
- Fix Naval Unload Crash
- Fixes Naval Units in Land-Locked Wells for Random Galaxies
- Fixes Text Overlap Issue with Display of Armor Factors
- Fix Vau Planet and Alien Ruin on Water Hex Issues
- Fixes Reported Rebellion Issues
- Fix Non-Secure PBEM Save Game Issue
- Fixes Broken PTS Retaliation
- Map Editor World Map Shows Stack Count Correctly
- Adds Missing I2 Sect Bonsues to Unit Dialog
- First Cut at Fixing Broken AI Partisans
- Fixes the Sidebar Not Updating the Planet in the Unit Production Queue
- Fixes Incorrect Specification for Show Tutorials in EFS.INI
- Fix Drag Chiclet Icon Issue with New Place
- Fixes Issue with Cargo Pods Not Able to Move with New Combined Move Set to 1 in EFS.INI
- Continuously Loop Through Save Game Dialog Until PBEM Save Game is Properly Selected
- Fixes Multiple Sceptor Votes
- Fixes 524 & Deletes Cargo to Prevent Invulnerability
- Fix crash when deleting units from group finder
- Fix Prevent Unloading Cargo onto Unmoveable Terrain for MODders
- Fix Cargo Pod Exploit with New Combined Average Move
- Fix Building City on Delta Hex is Okay
- Fix crash at house screen when money is negative
- Fix movement when one tile would take the whole turn
- Ensure Singularity Ruin Gift Scaling for Max Relics in Game
- Fixes Ice (TYPE2) & Jungle (TYPE3.TXT) being swapped for Random Map Generation
- Fix AI not accepting contracts where you give more than half of your treasury
- Fix being able to attack your own ministry units in space, but not attack enemy ministry units with yours
- Removes "like" from consideration when doing house diplomacy
- Fix money count not updating after autobuy during unit building
- Fix being able to have a treaty with yourself
- Fix AI not rejecting offers asking for more than 2/3rds of their money
- Fix cargo pods being created on ocean hexes with ships when trading
- Update Movement, Camouflage, & Spotting to floating point values
- Fix for 0 MP Space Units Grouped with >0 MP Units Move to Planet
- Clarify the difference between autosaves in the .ini
- Fixes Incomplete Re-Ordering of Planets when Deleting a Planet
- Fix AI Using Non-combatants as Combatants
- Fixes Declining Boarding Naval Transport Illegal Move
- Fixes Empty City Text Overlap
- Fix Dragging Units not tLvl-aware
- Fixes Cities Too Easily Damaged and Major Bug with Reading AGILITY.DAT
- Fix alt key becoming stuck from alt+tab
- Fix Map Editor Selection / Display of All Sects
- Prevent disbanding naval units at resource markers
- Fix group finder not updating planet information on next/prev
- Fix tax slider incrementing 3 times faster
- Makes despotism reduce research amount as intended
- Fix being able to unload cargo onto resources in ocean tiles
- Tech is done researching at 0 remaining points
- Disable "build units" and "raze city" buttons on resource markers
- Fix Combat on Byz2 Message
- Fix extra resources from structures at the map edges
- Routing didn't check the owner of an empty city
- Players Going to War with Themselves
- Fix resource counts for units of different TLVLs
- When Loading a Galaxy sets techType to -1 so that AI will Research Tech in That Lab
- Fix health of units shown incorrectly during combat
- Prevent war with unspotted Vau units
- Fix attack options and city defense being applied to both attack & defender
- Fix targets not being picked according to their Rank in combat
- Fix Contracts Asking for Money
- Fix game existing when loading a missing save file
- You can no longer buy resources from the League when at war with them
- Fix Players being able to give maps of planets they haven't explored
- Fix Issues with Save Game Dialog
- Fix saving/loading Proscribed Technologies