V0.9 — Living galaxy & logistics
The map is no longer empty between your outposts. Other peoples live, produce, and react.
Diplomacy & races
- Race pool with six-axis personalities (aggression, expansion, diplomacy, isolation, warrior, sociability)
- Diplomacy sheet: relations only after contact; labels Hostile → Friendly
- Contact reports (NPC hail or player diplomatic contact); identity stays Unknown until relations open
- System presence plus real NPC colonies/outposts (NPC owners, cycle production)
- Claiming in a contacted race's system shifts Relations (scaled by expansion/aggression)
Economy & storage
- Primary special mining +25%; secondary special deposits supported
- Warehouses: build Tier 1 after Basic Logistics; upgrade to T2/T3 with Expanded Warehousing and Planetary Logistics
- Logistics research costs Engineers (not Scientists)
- Storage: 5,000 base per resource + 10k / 25k / 50k per warehouse tier (stacks)
- Craft tab grouped (T1 Components, T2 Components, Modules)
- Modules: Research → Learn blueprint → Craft (UI and server)
V1.0 (next)
- Harvester raid severity (rank, population loss, inefficiency, dread, salvage)
- Deeper NPC AI and component transport
Playable loop: expand into a living galaxy, manage storage and craft, and keep Relations from turning into a second war while the Harvesters still loom.