We’ve just announced that new Skirmish and Main galaxies are launching next week (see the post for details).
In that blog we also announced some new changes that are coming. And in this post we’ll provide more details of those changes for those of you that may be interested.
Improvements to Galaxy Overview
A new ‘My Empire’ tab is being added to the Galaxy Overview screen. In this first version you’ll be able to see clearer info on each of your colonies, adjust the tax rate, and view the construction queues. It’ll make it much easier to manage your empire without having to visit each planet one at a time and we’ll add even more functionality to Galaxy Overview in future patches.
Syntis fleet caps
A new technology will be added to the Syntis tech tree that will enable their fleet cap to be increased by 15-20 fleets This is to better balance the total number of fleets the Syntis can reach vs the total fleets organic civs can reach. It will mean Syntis can go up from the current limit of 74 fleets to 89/94 fleets. This is still below the 120-150+ fleets organic civs can reach, but it is by design that Syntis can’t reach the same level as organic civs.
Minefield laying and sweeping costs to increase
It will cost 3 times as much limbalt to lay a minefield and 2 times as much olzine to activate a minesweeper. This isn’t intended to ‘solve’ minefields - just to improve things even if very slightly by making mine warfare more expensive to engage in.
Minefields are one of the hottest community topics at the moment. We know they are causing many of you a lot of frustration. We didn’t have time to address what is a complex topic before launching new galaxies. But they are something we can - and will - address after the new galaxies are launched. A lot of feedback has already been posted on minefields. We’re grateful for that, and need to process it all and come back to you on it.
New Government Building + Credit Income Balancing
Each home planet will start with one new government building:
- Each empire can have only one government building - but you can build another on any of your colonies if yours is lost or destroyed
- Government buildings boost the credit income for that colony and increase an empire’s corruption immunity
- Government buildings can be upgraded quite early to further increase income and corruption immunity
- Corruption immunity will be reduced from 14 to 5 - but by upgrading the government building it can be increased to 17 (instead of the current limit of 14). We’re reducing it because at the moment players are introduced to corruption when they hit a corruption wall at 14 planets. They then have to spend a lot of time mitigating its effect across all of their colonies. Reducing the immunity makes players aware of it sooner while they only have a handful of planets. And the relative ease of upgrading the government building means players can still avoid the effects of corruption up until they have an empire of 17 planets. On top of that, making it possible to manage colonies from galaxy overview makes corruption easier to manage now.
Credits have been a real bottleneck for players in the early game. The credit boost from the government building will make sure players have many more credits available in early game.
In mid/late game players have more credits than they can spend. So in the new galaxies the income rate from credits will be reduced by 30-50%. However, this shouldn’t reduce the credit income in the early game - only the mid/late game. Because in the early game the income from small colonies is very low. Most of your income comes from the large home planet population - which the government building will now heavily boost.
Max Population Balancing
Planets with a single civ population will get a x1.4 max population bonus to better balance the differences between single and dual population planets.
For example, if a planet has space for 500k colonists, it can either support a single population of 700k (500k x 1.4) or a double population totalling 1m (500k x 2).
We’ve had a ton of feedback from you on dual population planets (this forum thread alone received over 400 posts), so thanks for that. This change is intended to strike a compromise between the various player opinions on how dual populations should work and to reduce the current imbalance.
Please note: government buildings and max population balancing will not be added to the current galaxies - only to the new Skirmish 2 and Main 2 galaxies when they’re launched.
Let us know if you have any questions or concerns.