Filling a station takes far fewer clicks: build several copies at once, or queue modules and let the station build them as it can afford them. This update also acts on player feedback. Higher-tier modules now beat the cheap ones they replace, you can scrap ships and dismiss commanders, the perk tree can be reset when you Prestige, and four resources that only Platinum could buy are gone.
Build Faster
- Build several at once. The build window has a Copies stepper. Build makes as many as the station can pay for, power and crew right now, and charges only for those.
- The window stays open. After a build you can pick the next module straight away. The tutorial still closes it.
- Build queue. "Add to Build Queue" puts copies in the station's build queue. The station builds them in the order you queued them, one each cycle, with the same price and rules as building by hand. Nothing is paid until a module builds.
- Build now. Any queued module can be built straight away, out of turn, if the station can afford it. The rest keep their order.
- See what's waiting. The Modules tab lists the queue in order, with why the next module is waiting. Remove any entry and the others keep their places, or clear the queue. Queued modules hold their slots, so a hand build can't take them.
- A notice when it builds. "Station built a module" toasts fold together when several go up at once.
Higher Tiers Earn More
- Bigger modules now pay. Two cheap modules used to out-earn one module of the next tier in the same slots, because every module was paid for the planet's whole need. Higher tiers now earn 18–36% more than the same slots of the tier below, and stay ahead when both are fully Enhanced.
- Changed: Advanced Trade Hub, Trade Nexus, Raider Bay, Luxury Hotel, Entertainment Dome, Spa & Resort, Grand Casino, Luxury Resort, Food Processing Facility, Refinery, Manufacturing Plant and Medical Bay. Some of their Enhancements now add income too.
- Luxury Hotel takes 1 slot (was 2).
- Advanced Reactor takes 1 slot (was 2) and costs 6 CR/cycle in upkeep (was 12). It's two Power Generators' worth of power in one slot.
- Medical Bay now earns from the medical need. It used to cost more than a Med Clinic and earn nothing.
- Mining Bay Enhancements add income. A fully Enhanced Mining Bay now earns about as much as a fully Enhanced Market.
- Advanced Trade Hub is limited to 2 per station. Stations with more keep the ones they have.
- Trade Hub gives +5% station income (was +15%), and its Trade Network Enhancement earns 60 CR/cycle (was 40). The old bonus made it worth almost two Markets.
- Research Lab now says what it does: 8 Commander XP each cycle, as much as 3,200 CR of net income would earn.
- Cluster Jump pays more. Each jump now adds +50% income (was +25%), and the jump window says so.
Build Cargo Now Counts
- Cargo requirements are real. Nine modules listed cargo in the build window, but the game never checked it. Now a build uses that cargo from the station's storage, and the window shows what you have.
- Most amounts came down. Star Mining Array no longer needs Exotic Matter, so you can always build your first one.
- Sun Stations start with enough cargo for their first Solar Collector. Send the rest with a Supply Agreement.
- Queue it to save up. Sell Excess and shipping leave the cargo your queued modules need.
Fleet Command
- Scrap a ship. A docked ship can be scrapped for 25% of its hull and fitted parts back, as credits and cargo. Its commander goes to the bench.
- Dismiss a commander. A benched commander can be dismissed for 25% of the base Academy fee.
- Both ask twice. You can't scrap your last ship, dismiss your last commander, or scrap a ship that's out on a run.
Reset Your Perks
- Free, when you Prestige. While you pick perks, Refund all takes every perk off and gives back all its Perk Points, so you can rebuild the tree from scratch. Reset takes it back.
- Only then. Once the new run starts, the tree is locked until your next Prestige.
Fewer Resources
- Four resources are gone. No module made Titanium, Rare Ore, Noble Gas or Bio Resources, so the only way to get them was Platinum. Everything that cost them now uses Minerals, Components, Fuel or Luxury Food instead, and expeditions and events bring those back.
- Your stock is converted. Each Titanium becomes 2 Minerals, each Rare Ore 1.5 Components, each Noble Gas 2 Fuel and each Bio Resources 1.2 Luxury Food. Supply Agreements for them end. The Station Log says what changed.
Fixes
- Bullion Exchange: Automation Grid over its cap. Levels bought before the 12-level cap stayed on some saves and kept paying past it. They come down to 12, and the Platinum they cost is refunded. The Station Log shows how much.
- Sell Excess leaves shipping fuel alone. It could sell a station's fuel until its Shipping Module stopped and its Supply Agreements quietly ended. A station with one now keeps an hour of fuel in reserve.
- Demolishing a module takes back its build XP. Building and demolishing over and over could reach level 10 in moments.
- Notices no longer cover the station panel. They now sit beside it, so the Market button can always be clicked.
- Per-cycle rates are translated. The "/cyc" label now follows your language in every window.
- Tutorial. On the probe step you can claim objective rewards from inside a station, and the tutorial card no longer covers event cards.
- Fleet Command. Scrap ship now sits beside the ship's name instead of at the bottom of the list.
- Translations. Fixed broken punctuation, a missing space and untranslated text across languages, and made game terms consistent.
- Simplified Chinese: the Trade Nexus no longer shares the Trade Hub's name.
Thanks to everyone who sent feedback. Keep it coming in the Discussions!