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NERMIUSNewsColony Ops: Pirates, Sieges and Living Worlds
In-game event

Colony Ops: Pirates, Sieges and Living Worlds

NERMIUS · published 15 Sep 2026, 12:33 UTC

All newsPlayers around this dateRead on Steam

This update adds new colony mechanics, terraforming, city defenses, interplanetary assault and a pirate stronghold to Colony Ops, along with balance changes and a large batch of fixes.

Colonies

  • Epidemics. Disease spreads between colonies along roads and supply routes. The MEDBAY cures it. QUARANTINE stops the spread and also stops trade with that colony.

  • Refugees. Refugee columns move between colonies. Overcrowded colonies gradually lose population they have no housing for.

  • Industrial smog. Heavy industry pollutes nearby land and lowers farm output inside the affected area. The AIR SCRUBBER removes it.

  • Credit line. You can borrow credits from factions. Interest rate and limit depend on your reputation. Missed payments lower reputation, and a large overdue debt allows the lender to take a colony.

  • Memorial Spire. Can be built once per planet, in the capital. Raises mood in all colonies on the planet. Cannot be demolished.

  • Workforce. Ore rigs, extractors and foundries require workers from the colony population. The SHIFTS order (EVEN / METAL / ORE) sets which buildings are staffed first when there are not enough workers.

  • While you were away. After 10 or more minutes away from a planet, Colony Ops opens a summary window with the time you were gone, income earned and events that happened. Identical events are grouped, and threats are listed first. Crisis and weather choices open after the window is closed.

Terraforming

  • Dead worlds can be terraformed with ATMO PROCESSORS and an orbital mirror. A full cycle takes about 24 hours of real time and continues while the game is closed.

  • Water returns in stages: steam, meltwater lakes, rivers, then sea level rises. Colonies are not flooded.

  • At 45% progress an airless world gets an atmosphere, with clouds, rain, surf and auroras.

  • Terraforming is available on X-01-ETHA, VS-13951 and KEPLER-63F.

Combat

  • City turrets. SENTRY, RAIL and FLAK turrets can be placed around cities. A turret at 0 HP is disabled for 90 seconds and then comes back online. Raiders target turrets first. A city cannot be captured while any of its turrets is active.

  • Settlement defense towers. Fortified enemy settlements have one or two defense towers. Siege progress is paused while a tower is active. Militia cannot destroy towers; use armor or aircraft.

  • Interplanetary assault. The OAA-SP carrier holds up to 8 VAAT shuttles. Load ground troops, travel to another planet and land them in waves of 2, 4 or 8.

  • Strategic weapons. The ARSENAL COMPLEX produces TOMAHAWK and THERMONUCLEAR missiles from URANIUM-EDO. Strikes cause fallout and climate effects. Repeated strikes trigger a SAC veto and a fine.

Pirates

  • Raider dens on a planet increase the interception risk for ore convoys leaving that planet. Clearing the dens lowers the risk.

  • A Pirate Stronghold has been added on DR-COR8. While it exists, all convoys in the system have higher interception risk. Its core is protected by two towers and cannot be damaged by infantry.

  • Blockades are sold by the Pirate Stronghold. After it is destroyed, convoy risk drops, pirate alert risk is halved, and blockades are unavailable until the stronghold respawns 45 minutes later.

  • Convoy and blockade tooltips on the orbital map show a breakdown of the risk and whether a blockade contractor is available.

Exchange

  • Forward contracts. Sell a delivery at the current price with a future deadline. If you do not deliver the full amount, the exchange buys the missing volume at market price on your account and adds a penalty.

Visuals

  • Water surfaces now have sun reflections, ripples, currents, surf and storms.

  • Rain, snow and weather fronts now have distinct shapes: streaks, walls and spirals.

  • City lights on the night side, including along roads. Auroras. Ice cracks on frozen worlds.

  • Surface animations run at half speed.

Research

  • Added three research branches: life support, ecology and trade. The tech tree now has 40 technologies (was 30).

Controls

  • Added MOUSE CURSOR setting (AUTO / ALWAYS) in System Options > Gameplay > Controller.

Balance

  • Agro hubs, farms, labs and radars now correctly deduct upkeep. Expenses increase by roughly 3-9% of income.

  • MEDBAY, AIR SCRUBBER and ATMO PROCESSOR now have upkeep.

  • Removed the flat +30 °C temperature bonus that terraforming applied to all worlds.

  • Base convoy interception risk reduced from 4% to 1%. Raider dens and the Pirate Stronghold add to it.

Fixes

  • Fixed the mouse cursor disappearing in fullscreen at launch when some controllers were connected.

  • Fixed army upkeep being charged twice.

  • Fixed all raider dens launching raids at the same moment when entering a planet after a long absence.

  • Fixed building cards showing lower upkeep than the actual cost on all worlds except X-01-ETHA.

  • Colony income is now displayed after system owner tax and SAC penalties.

  • Fixed the power grid tooltip describing an outdated rule. Output decreases in proportion to the power shortage.

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