Key Features Heighten Gameplay Balance. We have updated planetary improvements, colony features, ship components, and war conditions. Updated Map Generation. We enhanced Map Generation for star distances, higher planet frequency, and planet resources. Quality of Life Improvements. We improved UI layouts, previous crashes, language errors, and cinematic cameras. v2.95 March 5th, 2025 Change Log Fixed issue where ship style sets were not being used/selected and reverted to Legacy Terran Alliance ships styles v2.95 March 1st, 2025 Change Log Art Yor color appearance and scheme were tweaked Battlefields Updated Cinematic Cameras to stop clipping and have optimal battlefield positions Crashes Fixed auto-exploring bug that could lead to stuck turns or crashes at the end of a turn Fixed a crash that can occur when AI Civilizations request to trade Gameplay Base ship hull sizes are now unlocked through the tech tree Starbases are tougher and harder to kill The "New Generation is Born" event no longer happens for Synthetic races Military Starbases provide combat buffs by default to friendly units Reduced the regulation buff from 20% wealth to 15% If a Civilization has the Ancient Trait, they gain new Starbase Modules that buff Relics Added an alternative Self-Repair Alloy option Fixed a bug where trade routes did not give diplomatic capital Increased Synthetic civilizations’ approval Increased the Yor’s average intelligence from 1 to 2 AI players are more likely to communicate with Civilizations they dislike extorting money, tech, etc. Colonies AI will optimize the specialization of citizens based on the strengths of their planet AI will prioritize durational projects as a planet runs out of usable tiles Earth loses 1 mineral, 1 tech and gains 2 influence If a planet isn't capable of becoming a core world, it will no longer show what is on it Fixed a bug where players cannot execute leaders Increased Leader spawn rate Citizens provide more influence per turn Improvements Fixed a bug where improvements wouldn’t show up without a proper tooltip Gave support for improvements to provide shipyards with production by adding durational projects Fixed Quantum Processing Unit improvement being incorrectly marked as a Wealth improvement instead of a Research improvement Resources Thulium is more common Elerium is less common Ships Improved quality of Scout search Tiny Hull Ship maintenance increased from 0.25 to 0.50 Supply Modules now requires the Colonial Policies tech HP-giving ship components now have 1 maintenance cost Significant improvements to the auto Scout behavior to be smarter and faster at computing Added Life Support Module to starting Flagship War Removed the “Let's trade" text when a player is at war with another Civilization, especially a forever war If a player is in a forever war, they will no longer be able to negotiate peace with that Civilization Localization Removed italicization for Korean Fixed German issues Fixed Italian issues Fixed Polish issues Added localization support for the rendering options Map Generation Tech costs will scale based on the map size Slight increase in the rate of decay based on distance of asteroids and colonies Star distances moved slightly further apart to make range more important Increased the likelihood of trade resources on planets with special traits Fixed the extreme planet slider White dwarfs get more planets Balance pass on planet frequency Balance pass on planet types and their resource outputs to align more with the type of planet UI Moved Missions tab up on the Main Menu Fixed bug where techs displayed 0 months to research Lengthen the Artifact UI Fleet detail lines no longer intersect Resources display which Civilization owns them Fixed bug where N/A shows up for Ships after building Shipyards Shipyard icons will show up based on combat rating Changed “Save Ship Design” text to “Save New Class Design” Cleaned up the citizen tooltips on planets Megastructures DLC AI Enhanced AI’s ability to build Megastructures Megastructures Dyson Sphere Energy Generation range increased from 15-25 to 20-40 Improvements Solar Farm Energy Generation increased from 1 to 5 Solar Farm Energy Generation per level increased from 0.25 to 1 Reduced all Gigamass Costs to 0 Increased Energy Consumption to improvements that previously had 1 and 2 Gigamass Cost Orbitals Orbitals now use Energy Orbital Embassy Durantium cost increased from 1 to 5 and is now a Civilization Achievement Diplomatic Council Durantium cost increased from 3 to 5 and is now a Civilization Achievement Gigamass Costs reduced to 0 Energy Costs increased to 5 Stellar Gateway Gigamass costs reduced from 30 to 10 Stellar Nexus Fixed bug where Nexuses used Energy while under construction The Focus Generator Augment now buffs Citizens +10 in all stats and Workers +10 in Diligence Stellar Nexus Gigamass Costs decreased from 50 to 30 Added new prerequisites for Stellar Nexus based off which Civilization is played Nexus Augments Available to All Civilizations Yellow Star: Focus Generator Purple Star: Subspace Lens Blue Star: Quantum Mirror Red Star: Orion's Eye Below are Civilizations and what Nexus Augments are available to them Terrans Yellow Star: Celestial Garden Blue Star: Neoteric Spire Festron Red Star: Eclipse Engine Blue Star: Allegiance Engine Navigators Red Star: Acceleration Matrix Blue Star: Neoteric Spire Mimot Yellow Star: Celestial Cloud Cycler Blue Star: Allegiance Engine Xeloxi Purple Star: Megalithic Trade Center Red Star: Eclipse Engine Arceans Purple Star: Galactic Embassy Red Star: Defense Coordinator Drengin Yellow Star: Central System Auth. Red Star: Eclipse Engine Altarian Yellow Star: Celestial Garden Purple Star: Galactic Resort Blue Star: Allegiance Engine Yor Red Star: Defense Coordinator Blue Star: Cosmic Foundry Blue Star: Neoteric Spire Torian Yellow Star: Celestial Cloud Cycler Red Star: Defense Coordinator Blue Star: Allegiance Engine Manti Yellow Star: Celestial Cloud Cycler Red Star: Eclipse Engine Red Star: Acceleration Matrix Krynn Yellow Star: Celestial Garden Purple Star: Galactic Embassy Iconian Purple Star: Galactic Resort Red Star: Acceleration Matrix Drath Purple Star: Megalithic Trade Center Purple Star: Galactic Resort Corporate Sec. Purple Star: Megalithic Trade Center Purple Star: Galactic Resort Onyx Red Star: Defense Coordinator Blue Star: Cosmic Foundry Baratak Yellow Star: Celestial Cloud Cycler Yellow Star: Central System Auth. Resistance Yellow Star: Celestial Garden Red Star: Eclipse Engine Luxar Red Star: Acceleration Matrix Blue Star: Cosmic Foundry Contaminant Purple Star: Megalithic Trade Center Blue Star: Cosmic Foundry Intueri Purple Star: Galactic Resort Purple Star: Galactic Embassy Korath Yellow Star: Central System Auth. Blue Star: Cosmic Foundry Phalenoid Purple Star: Galactic Resort Blue Star: Allegiance Engine Stellar Nexus Augments Stellar Nexus Augments now have their Gigamass Costs reduced to 0 Energy Costs Increased from 10,15,20 to 10,25,50 Augments renamed to include Star Color ("Yellow Star: Focus Generator") Augment descriptions edited to include what colored stars Stellar Nexuses can be built around Ringworld Energy Costs reduced to 0 Reduced tiles bonuses for all Ringworlds, giving them only 3 special tiles Ships Harvester and Architect Ship Classes cannot be built in the ship designer until they are researched UI Fixed issue where “Cannot Survey” message pops up when colonizing a Ringworld
Heighten Gameplay Balance. We have updated planetary improvements, colony features, ship components, and war conditions.
Updated Map Generation. We enhanced Map Generation for star distances, higher planet frequency, and planet resources.
Quality of Life Improvements. We improved UI layouts, previous crashes, language errors, and cinematic cameras.
Fixed issue where ship style sets were not being used/selected and reverted to Legacy Terran Alliance ships styles
Yor color appearance and scheme were tweaked
Updated Cinematic Cameras to stop clipping and have optimal battlefield positions
Fixed auto-exploring bug that could lead to stuck turns or crashes at the end of a turn
Fixed a crash that can occur when AI Civilizations request to trade
Base ship hull sizes are now unlocked through the tech tree
Starbases are tougher and harder to kill
The "New Generation is Born" event no longer happens for Synthetic races
Military Starbases provide combat buffs by default to friendly units
Reduced the regulation buff from 20% wealth to 15%
If a Civilization has the Ancient Trait, they gain new Starbase Modules that buff Relics
Added an alternative Self-Repair Alloy option
Fixed a bug where trade routes did not give diplomatic capital
Increased Synthetic civilizations’ approval
Increased the Yor’s average intelligence from 1 to 2
AI players are more likely to communicate with Civilizations they dislike extorting money, tech, etc.
AI will optimize the specialization of citizens based on the strengths of their planet
AI will prioritize durational projects as a planet runs out of usable tiles
Earth loses 1 mineral, 1 tech and gains 2 influence
If a planet isn't capable of becoming a core world, it will no longer show what is on it
Fixed a bug where players cannot execute leaders
Increased Leader spawn rate
Citizens provide more influence per turn
Fixed a bug where improvements wouldn’t show up without a proper tooltip
Gave support for improvements to provide shipyards with production by adding durational projects
Fixed Quantum Processing Unit improvement being incorrectly marked as a Wealth improvement instead of a Research improvement
Thulium is more common
Elerium is less common
Improved quality of Scout search
Tiny Hull Ship maintenance increased from 0.25 to 0.50
Supply Modules now requires the Colonial Policies tech
HP-giving ship components now have 1 maintenance cost
Significant improvements to the auto Scout behavior to be smarter and faster at computing
Added Life Support Module to starting Flagship
Removed the “Let's trade" text when a player is at war with another Civilization, especially a forever war
If a player is in a forever war, they will no longer be able to negotiate peace with that Civilization
Removed italicization for Korean
Fixed German issues
Fixed Italian issues
Fixed Polish issues
Added localization support for the rendering options
Tech costs will scale based on the map size
Slight increase in the rate of decay based on distance of asteroids and colonies
Star distances moved slightly further apart to make range more important
Increased the likelihood of trade resources on planets with special traits
Fixed the extreme planet slider
White dwarfs get more planets
Balance pass on planet frequency
Balance pass on planet types and their resource outputs to align more with the type of planet
Moved Missions tab up on the Main Menu
Fixed bug where techs displayed 0 months to research
Lengthen the Artifact UI
Fleet detail lines no longer intersect
Resources display which Civilization owns them
Fixed bug where N/A shows up for Ships after building Shipyards
Shipyard icons will show up based on combat rating
Changed “Save Ship Design” text to “Save New Class Design”
Cleaned up the citizen tooltips on planets
Enhanced AI’s ability to build Megastructures
Energy Generation range increased from 15-25 to 20-40
Solar Farm Energy Generation increased from 1 to 5
Solar Farm Energy Generation per level increased from 0.25 to 1
Reduced all Gigamass Costs to 0
Increased Energy Consumption to improvements that previously had 1 and 2 Gigamass Cost
Orbitals now use Energy
Orbital Embassy Durantium cost increased from 1 to 5 and is now a Civilization Achievement
Diplomatic Council Durantium cost increased from 3 to 5 and is now a Civilization Achievement
Gigamass Costs reduced to 0
Energy Costs increased to 5
Gigamass costs reduced from 30 to 10
Fixed bug where Nexuses used Energy while under construction
The Focus Generator Augment now buffs Citizens +10 in all stats and Workers +10 in Diligence
Stellar Nexus Gigamass Costs decreased from 50 to 30
Added new prerequisites for Stellar Nexus based off which Civilization is played
Nexus Augments Available to All Civilizations
Yellow Star: Focus Generator
Purple Star: Subspace Lens
Blue Star: Quantum Mirror
Red Star: Orion's Eye
Below are Civilizations and what Nexus Augments are available to them
Terrans
Yellow Star: Celestial Garden
Blue Star: Neoteric Spire
Festron
Red Star: Eclipse Engine
Blue Star: Allegiance Engine
Navigators
Red Star: Acceleration Matrix
Mimot
Yellow Star: Celestial Cloud Cycler
Xeloxi
Purple Star: Megalithic Trade Center
Arceans
Purple Star: Galactic Embassy
Red Star: Defense Coordinator
Drengin
Yellow Star: Central System Auth.
Altarian
Purple Star: Galactic Resort
Yor
Blue Star: Cosmic Foundry
Torian
Manti
Krynn
Iconian
Drath
Corporate Sec.
Onyx
Baratak
Resistance
Luxar
Contaminant
Intueri
Korath
Phalenoid
Stellar Nexus Augments now have their Gigamass Costs reduced to 0
Energy Costs Increased from 10,15,20 to 10,25,50
Augments renamed to include Star Color ("Yellow Star: Focus Generator")
Augment descriptions edited to include what colored stars Stellar Nexuses can be built around
Energy Costs reduced to 0
Reduced tiles bonuses for all Ringworlds, giving them only 3 special tiles
Harvester and Architect Ship Classes cannot be built in the ship designer until they are researched
Fixed issue where “Cannot Survey” message pops up when colonizing a Ringworld
Is the no manufacturing tiles bug for artificial civs still around?
Manufacturing Tiles should be unlocked for artificial civs once a computational core is built on the homeworld, and for Nyx once the Materials tech is researched
What motivated the decision to limit the number of Nexus Augments available to each civ? Also, how does the game decide which additional Nexus Augments a custom civ will has access to? As far as I can tell there isn't a direct selection for it.
Hello!Here's what I have to my understanding after asking the team:
If I recall we limited the Nexus Augments available to each civ since it allowed more strategy and since they were extremely overpowered at launch. Originally every Civ had access to everything but the team wanted a balance pass to not allow Nexi to be so overly powerful. So different Civs now have access to different Augments. Custom Civs have access based on the traits/ prereqs, they can also be found in the starbase module defs
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