

Has access to a faction-specific "Perdition"-class torpedo bomberįaction doctrine: settings that affect faction fleet composition and ship behavior The Luddic Church, while also mostly drawing from low-tech designs:įavors larger numbers of ships with lower-quality officers The Hegemony favors larger ships and high-quality officers Mainly useful to be able to find officers/admins in sleeper pods, while already at maximumįactions have access to ships/weapons/fighters based on their blueprintsĪI ship loadouts are dynamically generated, based on what's availableįactions have been adjusted so that their available blueprints and doctrine make each more distinct Officers found in sleeper pods can now be up to level 15 instead of 5Īdministrators can now be found in sleeper pods likeliest place to find high-skilled onesĬan now go over the maximum number of officers and administrators

Player has several tools to manage this, from establishing waystations to piracy

Relative "accessibility" of colonies determines who the best supplier is Player colonies can become suppliers for other factions and generate export income for the player Player buying/selling has direct impact on market's available commodity numbers New economy system to support colony mechanics Will be built based on the monthly production capacity of their heavy industryĪnd delivered to a designated gathering point, along with some crew, fuel, and supplies Player can custom-order known ships and weapons Some basic blueprints always known from the start, rest have to be acquiredīlueprints can be prioritized to get the desired fleet composition and weapon/fighter useĪffect fleet production by player colonies Ship production "quality" is based on many factors and affects the number of d-mods a produced hull will haveĬan be improved by certain items found during exploration Required by Heavy Industry to build ships Maximum number under personal control is soft-limited - reduced stability for going beyondĬan assign Alpha Cores to manage your colonies, for a massive benefitĮstablishing the first colony also creates a new player factionĬan set the faction name and select a flagĬan adjust both at any point in the futureīlueprints for ship hulls, weapons, and fighter LPCs:

Player colonies do *not* have an Open Market unless there's a "Commerce" industryĬolonies start at size 3 population growth depends on many factors and can be directly invested intoĬan assign AI cores to manage industries for various, significant benefitsĪ Military Base produces patrols which will defend the colonyĬan hire Administrators (up to a limit) to manage your coloniesĬan learn skills that improve the colonies under your control There's a "storage" submarket for resources that must remain untouched. Player colonies have a "local resources" submarket where they can take from, or add to, stockpiles. Stockpiles will be used to counter temporary shortages Stockpiling costs credits, but somewhat less than the base cost of the commodities Most industries are known from the start, but a few more exotic ones can be learnedĬan set a "stockpiling level" for a colony to have it build up extra resources the player can take "Patrol HQ" -> "Military Base", or "Heavy Industry" -> "Orbital Works" Player can establish a colony on a planet they've surveyedĬan change the planet's name, either when colony is established or at any point later onĬan build "Industries" and "Structures" (same thing, mechanically) at a colony
