
** The Spiralling Badger features two challenging level 7 AIs and a Splintering Spire war, with a powerful alliance of Scourge, Marauders and Elderlings waiting in the wings to take advantage of any weaknesses. The Dark Zenith have some neinzul allies to help them defend. ** The Utmost Badger has a human empire vs two Zenith themed AIs and a major Dark Zenith invasion.

The AI has several powerful neinzul allies ** The Elder Badger pits your Spire Empire against two low intensity but brutal AIs. * Add several new Quickstarts to the game under Community these mix concepts from all the expansions ** This was causing problems for some weak players (like Badger) who can face a difficulty 7 AI, but not a Fallen Spire Instensity on 7) The Spire Empire has been just using "the strength of the strongest AI". ** For the Fallen Spire, you can change the Intensity of the AI's response to your spire forces. * The Spire Empire can now specify the strength of the AI's response to your spire forces

** Badger struggles to remember how many how many more planets he needs to capture for his next Spire City. * When you would build a Spire City, looking at the build menu tooltip in Full Detail mode will now tell you exactly how many planets you own. * Lost Spire Frigate with the sniper railgun will now kite to be in range of its beam as well. * New entity tag 'explicit_kite_distance'. * Fixed incorrect description in the Orbital version of several defensive structures. * Fortress Baron AI no longer builds 'Zenith Trader Fortress' without presence of trader. This means its not needed to move your ships or engineers to build turrets, for example, or placing a lot of mines on top of a wormhole or super terminal is just clicking a bunch on top of it.

Now if the location overlaps something, it just places it as close as possible, rather than preventing it. * Removed some frustration when trying to build structures or placing outguard.
