Oct 30 Balance Patch: Economy Rebalance

星商 · published · build 26323523

Our first post-launch patch goes straight at the two most frustrating economy issues in the launch build. Thank you to every captain who came aboard.

  • **Crafting now always earns its keep.** Roughly two thirds of manufactured recipes used to sell below the cost of their ingredients. Finished goods are now priced against what goes into them, and the cargo hold's crafting list gained a profit line — local margin and best-destination net profit at a glance.
  • **Trade profit no longer collapses.** Raw materials dumped at non-producer worlds no longer pile up forever — cities gradually absorb excess imports, so long-haul trading stays profitable.

About your saves: runtime fixes like cities absorbing excess imports apply to games in progress too; price baselines are generated with each world, so in-progress saves keep their current prices — to feel the full rebalance, start a new run.

If a run goes well, post your scenario code in the community hub — same code, same world, and we'll see who sails it better.

— the Star Trader team