1.5.g
Supercomputer
Fixed - Crash when built if no Restoration docks exist on the same planet

1.5.f
Privateer Base
Fixed - rare bug that caused infinite exports

1.5.e
General
Code adjustment - fixed memory leaks - massively improved long time performance
Code adjustment - highly improved general performance
Settings - you can now enable/disable industries, and modify some parameters.

Variable Industries
Adjusted - Output messages are now a single monthly summary report for Assembler/Manufactory
Adjusted - Assembler commodity export locked to maximum of 3, regardless of skills or market size.
Adjusted - Supply and demand are no longer always legal
Fixed - crash on month end if colony is owned by a different faction, but governed by the player (Nexerelin)
Fixed - no longer has import demands while building/disrupted

Centralization Bureau
Adjusted - Now modifies supply and demand of the affected industries directly.
Adjusted - Removed all supply and demand from this structure (no longer generates boatloads of free money)
Fixed - "Insufficient AI core" notification when Alpha core is installed.
Fixed - shortage handling

Military Relay
Fixed - Unfinished military installations no longer count towards the prerequisites

Salvage Yards
Fixed - No longer causes a colony to decivilize in certain cases
Fixed - Salvage market removal on market faction transfer
Fixed - Concurrent modification exception crash (probably)

Supercomputer
Adjusted - Income increase now 5/15/20% (up from 5/10/15%)
Adjusted - AI core runtime now 3/9/18 months (up from 1/3/12)
Adjusted - Now takes 50 days to build
Adjusted - No longer produces new AI cores (toggleable in settings)
Fixed - Can no longer store ships in AI-Core storage
Fixed - Storage no longer present after industry removal
Fixed - Storage gets properly removed on AI colonies

Embassy
Fixed - being able to dismiss ambassadors that are already in the process of leaving
Fixed - relations increase limit tooltip (for real this time)
Fixed - crash when docking at a planet you govern for another faction (Nexerelin)
Fixed - wrong ambassador getting arrested on inauguration when compromised

Senate
Added - Comes free with floating platforms and shitty alien costumes.
Added - Edicts! Enslave your populace! Cleanse your planet of undesirables! Allow more vacation time for your workers!

Restoration Docks
Added - Slowly repairs D-Mods of ships placed into a custom storage at a hefty discount.
Added - Be careful, the cost might still exceed what you can afford and might land you in debt - Gamma Core is your friend!

Privateer Base
Added - Automatically raids people you don't like.
Added - Output depending on the raided planets, will bring back spoils of war for you after a successful raid.

1.4.b
Embassy
Added - case handling for a faction being eradicated
Added - dialogue for ambassadors on planets that were just taken over
Fixed - crash when taking over a planet

1.4.a
Variable Industries
Fixed Luxury good deposition notice

Salvage Yards
Fixed a crash related to stations

Embassy
Added - Monthly reputation increase with a changeable faction, with a 50% increased penalty on negative relation change.
Added - get your own Ambassador at a market near you, today!
Added - compatible with most modded factions, see list in the description.

1.3.b
Supercomputer
Adjusted AI-Core runtimes

1.3.a
Variable Industries
Adjusted all deposit outputs from linear increase to logarithmic increase
Adjusted output is now delivered to the production gathering point.

Centralization Bureau
Fixed tooltip - again
Fixed not getting a bonus between heavy industry and orbital works

Supercomputer
Added AI core consumption: the industry will now require AI cores to work, and destroy them in the process.
Added AI-core storage: this is where the Supercomputer takes the AI cores from.
Fixed gamma core giving better hidden bonuses than alpha core
Adjusted beta core tooltip for better understanding (Thanks Coherent Watermelon!)
Adjusted some under-the-hood parts for AI behaviour
Adjusted (reduced) the chance for a certain event to happen

1.2.a
Variable Industries
Added AI-mode for non-player controlled markets
Fixed VPC for Luxury goods is now usable
Adjusted VPC War Package now displays correct description on deposit
Adjusted warnings to text colour yellow

Military Relays
Fixed tootip displaying the market ID instead of market name

Centralization Bureau
Added AI-mode for non-player controlled markets
Adjusted warnings to text colour yellow

Salvage Yards
Added AI-mode for non-player controlled markets
Added notification about raid success/failure and received SU
Fixed Production output/cargo transfer from Salvage market now transfers everything (thanks for the pointer LazyWizard)
Fixed a crash when trying to remove heavy industry from a planet with salvage yards
Fixed Salvage Yards Admin not getting replaced when switched out
Fixed Salvage Yards market not getting removed on industry removal
Fixed build time to 45 days (was 54)
Adjusted warnings to text colour yellow

Supercomputer
Added AI-mode for non-player controlled markets
Added Increase system wide colony income, depending on planet temperature.
Added Tri-Tachyon would like to remind you to disregard any rumors of AI creation you might have heard.
From dev release: increased diminishing effect on stacking from 0.9 to 0.88
From dev release: fixed alpha AI core giving 44% bonus instead of 20%

1.1.a

Variable Industries
Fixed AI cores randomly not working (All)
Slightly decreased pather interest in Manufactory
Removed pather interest in Commodity Forge (it destroys tech, they shouldn't care)

Military Relays
Changed build requirement from High Command to Military Base in Star System
Reduced effect if no High command is present
Fixed not buildable if planet only has a military base
Fixed relays applying the bonus even if the colony had the highest fleet size
Increased beta core effect to 25% upkeep reduction
Is now unraidable

Centralization Bureau
Changed Industry blacklist to whitelist (No more issues with other modded industries)
Is now unraidable

Salvage Yards
Added
