Major Changes
Starting Research for Spoiler Races
Pre-Industrial and Industrial Races
Standing and Conditional Order Updates
Ground Unit Training Costs per Population
Shipping Line and Colony Changes
Shipping Line New Ship Selection
Ship Construction and Instant Build into Admin Commands
Researching and Converting Alien Components / Missiles
Undermanned and Captured Ship Penalties
Flag Bridges and Naval Admin Commands
Galactic Map Class/Admin Display
Crew Quarters Design Efficiency
Population Fuel and Maintenance Warnings
Bug Fixes
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Centre on Selected Body and Create Colony on the Minerals window work on Wide View.
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Fixed error sequence #1954, #1943, #478, caused by an Alien Race without a class naming theme.
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Move Waypoint now functioning correctly.
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Parasites dragged into a different fleet or sub-fleet will be launched.
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Species characteristics, such as growth rate, research rate, etc. are passed on when used as a base species for a new species design.
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‘Redo minerals’ works correctly for comets.
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Lagrange stabilisation time no longer displayed for comets.
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If a class has no valid hull type, it will be saved as a cruiser.
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Fixed plasma carronade tech cost at 70cm and above.
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Wreck text uses same tonnage rounding as class summary.
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Fixed bug that could result in new race being created on a planet with less than 20% water.
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Fixed bug that duplicated parasites attached to a fleet when using drag-drop on the Fleet window, without being visible to the player. This could cause deletion problems in certain situations.
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Fixed bug in the selection of nearby systems for new system generation. Credit to ISN for doing the math to identify this one.
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Prevented Copy + Upgrade from duplicating ground unit classes where only weapon strength has changed and they do not have ground-based weapons.
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Fixed a bug that prevented laser torpedoes from detonating at the correct range.
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Fixed a bug that caused tractored ships to consume fuel.
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Fixed the text of thermal reduction 24% technology (from 25%).
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The explosion contacts for the detonations of laser torpedoes will now also include those hitting the target, rather than only those that missed.
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Point defence impacts on laser torpedoes shown at the missile location, rather than the ship.
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FAC exclusion option on fuel, logistics and repair tabs of the Naval Organization window now working correctly.
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Cryogenic transport was ignored for survivors after total life support failure. Now fixed.
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Fixed a bug that prevented weapon ‘special functions’, such as Bio-Acid, being passed on to a turret using that weapon.
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Fixed a bug that could result in ships have a negative amount of crew.
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Fixed a bug that could result in survey ships with hangar bays being classed as carriers.
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Fixed a bug that prevented successful ramming attacks.
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Fixed a bug that removed wealth costs for research if research speed was set to greater than 100%.
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Double-clicking events for mineral shortages, mineral exhaustion, civilian mining colonies, unrest increasing and inactive labs will now select the correct population, instead of the home world.
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Double-clicking events for over-allocation of labs will now select the research tab, rather than the mining tab.
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Genetic modification centres will be stopped if you turn them off on the industry tab.
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Construction units can no longer recover more abandoned installations than exist, during the increment when the number of abandoned installations is reduced to zero.
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CIWS ECCM correctly displayed on Technology window.
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Range and Speed text boxes on Class window are no longer multi-line.
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Ship components in cargo holds now take up correct amount of space.
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NPR terraforming now works correctly.
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Fixed rare problem with ruin recovery that could cause a #1429 error and subsequently corrupt the database on save. Workaround is to go back to previous save and edit the DB to ensure RuinRaceID and RuinID are 0 in FCT_SystemBody if AbandonedFactories is 0.
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Fixed rare bug in automated ship design that could cause a hang during game creation.
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Fixed rare bug in automated ship design that could result in a ship design a few tons larger than its jump drive capability.
Minor Changes
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Population requirement removed for Spaceports. This is line with population being required for ‘producing’ installations, rather than ‘facilities’ installations.
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Removed crew requirement for maintenance storage bays.
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You can only tractor inactive shipyards.
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If a ship is transferred to another race, including via capture, any trade goods on board are removed.
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NPRs should improve their coordination of missile fire from ships in the same location.
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The number of terraforming installations and/or orbital terraforming modules will be shown on the environment tab.
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Added a ‘Delete All’ button to the Waypoints tab of the Tactical Map sidebar.
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Alien Autopsy research cost reduced from 5000 to 1000 RP.
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Shortened Tech system names where necessary so they all fit within the left-hand column on the Research tab.
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[N] suffix on Research tab changed to a prefix.
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Added non-interrupt event for each ground unit unloaded.
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Ground force templates are now obsoleted instead of being deleted. Obsolete templates can be viewed and toggled back to non-obsolete. This will prevent issues with formations lacking templates.
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Added a game option to use a system naming theme in a real stars game.
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Black hole systems on the Galactic Map have a purple background, rather than green.
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Missile contacts will be grouped in the same way as ships.
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The AI will consider more factors when allocating missiles to targets.
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The current jump point suffix of (JG) is replaced with (S) for stable, instead of the legacy reference to ‘jump gate’.
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The “Class cannot be modified while locked” message will only popup if a component in a class is double-clicked, rather than selected.
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Added a blank line between shipyard types on the shipyard tab of the Economics window.
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Added total fleet fuel (excluding harvesters) and maintenance capacity to the Race window.
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Increased maximum missile size to 200 MSP (500 tons).
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Distance display on the Galactic Map finds the shortest route in billions of kilometres, rather than number of transits.
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When refuelling from tanker fleets (such as fuel harvesters), the tankers will be accessed in order of which has the most fuel relative to capacity.
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On the Commander window, ship classes with the ‘No Officers’ flag set will be excluded from potential ship assignments.
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When using the Load Installations order on the Naval Organization window, the number of cargo holds required is displayed in parentheses after each installation.
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When using the Load Ground Units order on the Naval Organization window, the size of each formation in tons is displayed in a new column.
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Ground combat summaries are now by planet or ship, rather than Empire-wide.
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The treeview nodes for Naval Admin Commands retain their expanded or closed status on save.
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Double-clicking a ship in the Ship List for the Parent Class will select that Ship (or parent fleet if that option is selected) in the Naval Organization Window.
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Only player race populations count toward reduction in Aether Rift growth.
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Wealth cost of research now modified by 1 / Species Research Speed. For example, this means that if the species research is 50% of normal, the cost per RP will be 2 wealth.
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NPRs will analyse any ground formations gifted by the player and assign them one of their own templates, so they can use them effectively.
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Added a Clear Queue button to the Ground Construction tab on the Economics window.
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Added a Collapse All button to the Naval Organization window. This closes every node in the tree, including admin commands, fleets, sub-fleets, ships and squadrons.
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Added capacity remaining to the parasite, ordnance and troop lists on the Ordnance & Fighters tab of the Class Design window.
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Added a Non-Combat button to the Formation Templates tab of the Ground Forces window. This allows you to toggle the non-combat status of each Ground Unit Class.
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The research point cost for player-designed components is multipled by the research speed. For example, if research speed is 50%, RP is halved for player-designed components.
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When drag-dropping a fleet on to another fleet in the Naval Organization window, if you hold shift the dragged fleet will become a sub-fleet of the target fleet.
Updated Missile Salvo Display
I have updated the Missile Salvos tab on the Naval Organization window to show System and Location, with the latter using the same method as the fleet location description. It also sorts by system and then order of salvo creation.
I’ve also added a new sidebar tab to the Galactic Map display that shows salvos in a selected system, with just the missile name, amount and location. This is primarily for checking buoy placements.
Join Fleet and Begin Overhaul
I’ve added a new order called ‘Join Fleet and Begin Overhaul’.
This functions as a combination of the Join Fleet and Begin Overhaul orders, with the moving fleet joining the target fleet and immediately entering overhaul. This order will only be available if the target fleet is in a maintenance location and the overhaul will only start if the target fleet is still in a maintenance location when the moving fleet joins it.
Galactic Map Right-click Menu Update
Currently, right-clicking on a system on the Galactic Map allows you to select Fleets or Populations in that system and launch the Naval Organization or Economics windows respectively with the target item selected.
For v2.6, I have added a menu item to open the Tactical Map for that system, plus separate menu items for each fleet to centre on them in the Tactical Map, rather than opening the Naval Organization window.
Galactic Map Search
Added a ‘System Search’ button to the Galactic Map.
You click the button and it pops up a text entry box. Type the system name, press enter and the galactic map will centre on the desired system (if one can be found with the search text).
I’ve also added a ‘Centre on Selected System’ checkbox to the Mineral Search window. If this option is selected and the galactic map is open, it will be centered on the system containing the selected system body.
Maintenance Failure Event
I’ve added a new ‘Maintenance Failure’ event. This occurs in three situations:
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Replaces the ‘Maintenance Problem’ event after a weapon failure that cannot be repaired.
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Replaces the ‘Maintenance Problem’ event after a life support failure that cannot be repaired.
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Replaces the ‘Damage Report’ event after a maintenance failure that cannot be repaired.
Auto Route Update
On the Naval Organization Window, the Autoroute by System option displays system destinations based on the same priority as System Locations. Populated systems will be displayed first, then those with automated mines, civilian mining colonies, terraforming capability or deep space tracking stations, followed by all other systems in name order.
Galactic Map Sidebar Update
The Galactic Map sidebar tab for jump point locations has been updated.
The dots displaying jump point locations will show orange for stable jump points and the existing red colour for non-stable jump points. The list of jump points shows an (S) suffix for stable jump points.
Variable-Range Laser Torpedoes
Laser Torpedoes can be assigned a minimum and maximum detonation range. These can be the same value.
When launched, a salvo of laser torpedoes will generate a random detonation range between the minimum and maximum values and detonate when it reaches that range. The strength of any successful hits will depend on the range at detonation.
All laser torpedoes of the same type launched at the same time, even in separate salvos, will have the same randomly generated range. This is to avoid torpedoes from the same wave detonating during different increments.
This mechanic should introduce a new factor into point-defence planning.
Research Project Display Update
I’ve added two read-only display options to the Research tab. They are visible on the bottom right.
The Population and Empire options change the view between projects at the currently selected population, or all projects in the Empire. Those at different populations have an (E) prefix. In the Empire view, you cannot interact with projects at other populations.
The Normal and Project Only options change between a ‘normal’ view, which is the standard UI and a read-only list of projects using the whole tab and hiding most of the UI - useful for when you have a lot of projects.
More Granular Beam Fire Controls
I’ve changed beam fire control design to have much more granular size options for modifying range and tracking speed.
There are now generated numbers from 0.1x to 4x in 0.01 increments, rather than the current method of using tech systems.
Contact Updates in Alien-Controlled Space
The Neutral, Friendly and Allied Contact Update events have been split into two types.
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A ‘Neutral Contact Update - AC’ is reported when a contact is updated in a system which has been flagged by the detecting race as controlled by the detected race.
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A ‘Neutral Contact Update’ is reported when a contact is updated in any other system.
This is to allow hiding of less important contact update events if desired, to prevent too many events being reported.
Maximum Geological Survey Radius
Currently, Fleets with standing orders to conduct geological surveys will only consider bodies within ten billion kilometres. This is from their current location (if they have no existing orders), from the last location in their orders list, or from the last surveyed body if they have a standing order to survey multiple bodies.
For v2.6, this range can be changed. There is a new text entry field in the Misc tab of the Fleet tab of the Naval Organization window called Maximum Geological Survey Radius, where the range can be set. A 0 value will be ignored and the default 10b km used instead.
The radius could be increased for very large systems, or used to restrict surveys to a small area - for example, a gas giant and its moons - if the system contains hostile forces.
Boarding Swarm No Longer Possible
I’ve removed the ability to board swarm ships.
This is for two main reasons. Firstly, they are living creatures so there isn’t anything to board - no rooms or corridors, etc. - and nothing a human or alien crew could control once on board. Secondly, there is no Swarm ‘crew’ so any boarding is instantly successful, even if a single marine makes it on board. There is a third consideration as well, which is that easy boarding also means easy access to higher tech.
I could have added ‘crew’ instead of removing the ability to board, but that didn’t seem to fit in with the flavour of the swarm.
In terms of mechanics, you won’t have an ‘Attempt Boarding Action’ move order when you select a swarm contact. I also fixed a bug where you could attempt to board non-ship contacts.
Boat Bay Update
The Boat Bay has been renamed ‘Hangar Bay - Small’. The Small Boat Bay has been renamed ‘Hangar Bay - Tiny’. Both will be researched automatically when the Hangar Bay is researched.
The nomenclature is a 20-year old holdover from Starfire and it could be confusing for new players that two components that did the same thing had different names.
Missile To-Hit Summary
The missile summary displayed on both the Missile Design window and the Class Design window has been updated. Currently, it displays the chance to hit against targets with speed of 3000 km/s, 5000 km/s and 10,000 km/s.
For v2.6, it will show the target speed at which the missile has a 100%, 50% and 25% chance to hit.
Scrap All Components
The Stockpile tab of the Economics windows now has a Scrap All button.
This will scrap all components in the stockpile, with the usual wealth and mineral refunds, except for those components that are researched and not obsolete, or those that can be disassembled.
Scrap Components in Cargo Hold
Any fleet that contains a ship with a salvage module can scrap any ship components in the hold of any ship in the fleet.
After selecting a fleet and navigating to the Transported Items tab, there are two options.
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Select a specific component type and scrap only that.
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Scrap all components, except for those that can be disassembled and those that are researched, non-obsolete components.
The component list for the fleet uses the same colours as the population component list.
Chat GPT Naming Themes
I’ve added some ship name, system name and commander name themes that I generated using ChatGPT. I’ve found it to be very useful for generating theme-based names when you run out of ideas ![]()
There are 24 ship name themes based on Babylon 5 and Star Trek races, with between 60 and 100 names per theme. I’ll attach some examples.
The 13 system name themes and 11 commander name themes, all for Babylon 5 races, are a similar size. They are more generic, but suitably ‘alien-sounding’
Larger Parasites
I’ve added a ‘Larger Parasites’ checkbox to the Class Design window. If this is clicked, the potential parasite list will include any class design small enough to fit in the hangar bay of the currently selected class. These can be added to the strikegroup if desired.
Fighters and FAC designs will always be displayed in the list, regardless of which class is selected.
Removal of Low Gravity Infrastructure
I’ve removed low gravity infrastructure from the game. Instead, a population on a body with a lower gravity than its species minimum will require twice as much infrastructure as an equivalent colony cost planet with tolerable gravity. Low gravity bodies will still have a minimum colony cost of 1.
This should make it easier to manage infrastructure, especially for the civilians and NPRs, and reduce micromanagement, while retaining the same principle of low gravity being a more difficult environment for colonists.
Random Wrecks
Systems may occasionally contain one or more random wrecks. These will generally be old precursor wrecks, although the type will be unknown unless you have detected an intact version of the same type.
While the player may salvage these wrecks, they may also draw the attention of NPRs and certain spoiler races.
Alien Race Portraits
Currently, Alien Race portraits are shown on the Intelligence window as soon as a new race is detected. For v2.6, the portrait will remain blank until one of the following events occurs:
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Communication is established
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A populated colony of the alien is captured or transferred to the viewing race.
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A ship of the alien race surrenders or is captured
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A lifepod of that race is rescued.
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A boarding action takes place involving the alien race.
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Sufficient ELINT data is gathered to generate an Intelligence Event
Ships and Flags will still be displayed as normal.
Alien Sensor Update
There are a few bugs around detection of alien class sensor types, so I have fixed the code and added some new features.
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There will no longer be duplications of sensors, or the same sensor on different ships showing with a different name.
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The display on the alien class window is fixed so that it doesn’t create a horizontal scroll bar.
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When sufficient ELINT data is gathered for an alien active sensor, an intelligence event will display the sensor range and resolution.
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In addition to being listed on each class, active sensors with at least 100 intelligence points will have their own section on the intelligence treeview, showing range, resolution and known classes. The sensor name can be changed
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Alien sensors with at least 100 intelligence points will be drawn on the map in the same way as friendly active sensors, if the Display Active option is on.
Officer Graduation Age
On the Create Race window and the Race Information window, you can set the ‘Graduation Age’ for each Species.
This sets the starting age for each new commander and replaces the default 21.
New Conventional Systems
The following systems will be treated as conventional for v2.6:
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Laser 10cm Focal Size
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Infrared Laser
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10cm Railgun
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Railgun Launch Velocity 10,000
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Particle Beam Strength 2
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Particle Beam Range 60,000 km
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15cm Carronade
This provides a few basic weapons for conventional races and reduces start-up RP costs a little.
All the second steps on the above progressions, as well as Capacitor Recharge Rate 2, will need Trans-Newtonian Technology.
Spinal Particle Beam
Particle beams can use Spinal and Advanced Spinal Mounts in v2.6, including for the particle lance variant.
The Spinal / Advanced Spinal mounts result in the following changes to the standard weapon.
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Weapon Damage and Power Requirements are increased by 50% / 100%
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Weapon Size is increased by 25% / 50%
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Range is increased by 12.5% / 25%
Ex-Civilian Mining Complex
v2.6 adds a new type of mining installation - the Ex-Civilian Mining Complex (XCM). This has the following characteristics:
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The XCM can only be created by capturing enemy Civilian Mining Complexes, in which case each CMC becomes an XCM.
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The XCM has the same mining output as the CMC, equal to ten automated mines.
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Unlike the CMC, the XCM can be transported by freighter. It requires the same transport capacity as a research facility, which is double the capacity required for ten automated mines.
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The XCM is not a civilian installation and cannot be converted back into CMC
Fleet Treeview Suffixes
On the Naval Organization window, you can toggle suffixes to show whether a fleet has movement orders, one or more ships in overhaul or has one or more jump-capable ships.
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Overhauls have a [OV] suffix.
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Movement Orders have an [MO] suffix.
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Jump Drives have [JM] for military, [JC] for commercial and [JB] for both.
The toggles are stored at the game level and retain their status on save.









