> Added variable building slots to map tiles to deepen tactical depth of where to colonise
> Added 'border' keystones to entice strategic skirmishes and wars
> Removed black holes as the only central spawn tile
> Central tiles still keep their negative astra malus as a risk, but can now be any tile type
> Reworked Reactor placements for quadrant fairness
> Big performance increase to the map so it doesn't feel sluggish or slow down advance time
> Exotic/Star tiles are now more prevalent
> Made the tile variation system to prepare for follow up player customizable tilesets
> Added a map editor tool so you can create your own maps and use them in single player or local servers
> Added a shard system to each culture, with 14 shared bonuses plus 6 unique bonuses per culture, allowing players more design choice over their playstyle path
> Veil don't yet have an extra special building, until we think of something good
> Shipyard infrastructure now grants a 1% bonus to stats per level, previously 2%, but additional infrastructure buildings also now grant this 1% per level bonus, previously they did not
> This means you can further specialise your colonies or outposts with additional light or heavy infrastructure
> The first infrastructure building grants the speed and travel buffs, but additional buildings only grant raw stats
> Heavy supports now get their bonus stats exclusively from Orbital Exchange, and are no longer multiplied with the heavy shipyard building
> Building descriptions updated to match the above changes
> Radar now displays both interception time and final arrival time for intercepted attacks
> Cargo routes can have zero resources on one leg, allowing for pick up only routes
> Largest shareholder remains in control even when stake is under 50%, to avoid zombie corps
> Added the ability to toggle minimum credit rating for who can accept your loan, and added personal player credit ratings
> Added faction only and ally only trade offers, SPU offers, and ship offers
> Stopped bots from using alwaysSend on raids and spamming bad successive raids
> Multiple different optimizations across various parts of the game, leading to about 50% faster advance-time and 30% better map render performance