Changelog
This page lists released changes only. It has no Upcoming section and does not display release dates.
Released
Gameplay and balance
- The resource set was streamlined to Carbon, Silicates, Metals, and Gas. Energy is now a live power budget: reactors generate it, buildings consume it, and a deficit reduces production.
- Research unlocks selected units, buildings, and recipes. Field Research Kits speed up active research.
- Resource tile modifiers were rebalanced, storage modifiers were added, and Bunker level now increases troop shelter capacity.
- Hospital triage now hospitalizes 40% of eligible battle losses. Players can choose a triage policy, wounded units return with their army, native defenders enter the hospital immediately after battle, and a level 20 hospital holds 10,000 beds. Siege units cannot be hospitalized. The Human-only Ward supports paid healing; its patients consume twice the normal upkeep while recovering.
- Worker units now drive labor efficiency for production, construction, crafting, and training. Worker and hauler recruitment, upkeep, defense, and mobility are tuned by Race.
- Settlers can found branch outposts on chosen map tiles. Exploration Data unlocks branch slots, while the Colonization Hub level limits how many can be used.
- Siege units damage building health without lowering building levels. Destroyed buildings stop functioning until repaired.
- Hero experience improves combat stats. Heroes who are defeated recover before they can be deployed again.
- Exchange sales charge a level-scaled Void Tax that is removed from circulation.
Features
- The Exchange provides resource buy and sell orders, market orders, price-time matching, and a Clearing House. Haulers can make cargo runs between outposts, and all four Races have heavy freighters.
- Heroes can join attacks and defenses and appear in battle reports.
- Players can form Clans, manage membership and treasury, set taxes, govern, make pacts, and coordinate through shared structures.
- The game includes combat reports, optional minigames, salvage expeditions, a field manual, and equipment inspections.
Fixes
- Battle reports and the map now account for return marches and wounded units consistently.
- Mobile layouts were improved across the map, troop dispatch, combat reports, inventories, and building controls.
- Player-facing starting groups are called Races, and player-created groups are called Clans.
Operations
No player-facing entries are listed here.