(LIVE) v3.1 Update Changelog
Published on Monday, December 1, 2025 By
Key Features
Strategic Resource Generation. Resources clump together during map generation creating more strategic specializations
Upgraded AI behaviors. AI players are smarter at managing resources, upgrading starbases and selecting what to research
Customizable Modding. Modding now has better hot loading, tech tree branch modifications and new planet improvement icons.
January 29th, 2026 Hot Fix
Fixed a bug regarding pathing for "windows\system32" affecting some players.
January 13th, 2026 Changelog
DLC
Players cannot select tech trees from DLC they do not own when creating custom civilizations
Map Generation
Improved the stability of map generation
Pathfinding
Fixed pathfinding issues in gigantic sectors. Ships will now correctly follow their path without randomly teleporting
January 12th, 2026 Changelog
AI
Added a global cooldown system to prevent multiple AI civilizations from sending trade requests on the same turn
Custom Civilizations
Fixed criminal and ideology generation for custom civilizations
Gameplay
Fixed a bug where the Colony Capital improvement was being automatically placed on core worlds for races that should not receive it (Ravenous, Spore-based, and Silicon-based races)
Ship Abilities
Simplified Missile Volley and Beam Volley abilities to automatically work with any missile or beam weapon components
Tech Tree
Fixed an issue where tech tree category icons would not reset properly when switching between civilizations with different tech trees
Added support for technologies that require specific citizen races as prerequisites
January 6th, 2026 Hot Fix
Pathfinding
Fixed issues where players were experiencing broken ship pathfinding, ships will now correctly draw and follow a path without randomly deviating
Change Log v3.1
Audio
Added in new soundtracks
Gameplay
General game pacing updated
Colony Capitals are now placed by default but can be destroyed and moved somewhere else
People that eat other people on planets do so less frequently
Standalone galactic resources: Thulium, Anti-matter, Elerium no longer are dependent on dead planets, black holes, and nebula for their existence
Hyperlanes confer 10% faster speed than before
New Tech: Deepspace Exploration
Can Detect Hyperlanes is now a separate underlying ability than seeing subspace streams
Optimized hyperlane route calculation
Colony Capital: Maintenance 3 BC per turn to 1 BC per turn
Simplified the way awarded improvements get fixed so that they try to show up on a good tile rather than a random one
Fixed bug where capstone techs only lasted 1 turn for the buff effects
New type of Modifier Action: Create Hyperlane to Random Star
AI
AI is much better at upgrading its starbases and selecting starbase modules
AI now can have ships in a dual role; an example is a survey ship can be switched from exploring anomalies to acting as cruisers if they are at war
AI is much better at managing what improvements to build and where
AI is better at choosing what and when to research
AI better at building relic based starbases
AI is better at checking ship designs for system and ship upgrades
AI has improved selection for considering existing colony buildings to avoid redundancy
AI better at colony management
AI will intelligently replace improvements with better ones on its worlds
Fixed issue where the AI was too quick to use its survey shops for military use
Events
Reduced the odds of the first contact event from coming up so that it's not every single game
Reduced frequency of crisis events
Made adjustments to event frequency making some events less frequent
Map Generation
Resources tend to clump together during map generation and repel the others
Stellar phenomenon still does randomly get placed and will still occasionally generate their associated resource but is much less common
Resources are no longer randomly placed across the galaxy meaning that what weapons and defenses one specializes on is based on stellar geography
Planets will frequently spawn more than before
Precursor worlds are spawn more rarely
Star Cluster Size Reductions:
Small clusters: 120 radius to 84 radius (30% smaller)
Medium clusters: 200 radius to 150 radius (25% smaller)
Large clusters: 320 radius to 240 radius (25% smaller)
Huge clusters: No change
Star Density:
Map star density: 0.09 to 0.12 (33% more stars)
Dynamic Sector Scaling:
Sectors now dynamically scale based on player density to prevent overcrowding
Smaller maps with many players get larger sectors automatically
Ships
Ship Templates (like Transports, Freighters) will show their base component in the ship design screen
Carrier Modules that provide bombers now changed to Bomber Bay Module
List of ships in the shipyard now show the manufacturing cost of the ship
Ship Range Buffs (+4 range added) to these techs:
Deep Space Exploration
Warp Theory
Deep Field Sensors
Ship Range Buff to these techs:
Subspace Streaming - now grants +8 ship range
Starbase Modules
Maintenance Cost Reductions:
Slipstream Generator Module (Military): 5 maintenance to 1 maintenance
Orbital Replicator Module (Economic): 3 BC maintenance to 1 BC maintenance
Advanced Orbital Replicator (Economic): 3 BC maintenance to 1 BC maintenance
Maintenance Removed:
Sensor Network Module: Removed +1 BC/turn maintenance cost (now free to operate)
Modding
Better hot loading for modders
Tech trees no longer require 6 branches. Modders can make as few as 1 category and as much as 6
UI & Text
Civilization Setup screen tweaked for better spacing control
Stars stay as a model for longer when zooming out and turn into icons later
Colonies (as opposed to core worlds) no longer show pollution in their tooltips
Executive Order icon resolution increased to support higher resolutions
Things that are missing a resource now have a hotspot that explains what the missing thing is and where it comes from
Capstone techs are now clearly labeled
Starting year for v3.1 moved up to 2329, it previously was 2307
180 new planet improvement icons
Added scroll bars for the Bazaar list Artifacts list since they were cutting off visibility to abilities
Tech
Tech Navigator modified to show more rows of techs
Tech Tree categories can be organized by icon
Tech in the Tech Navigator are closers together
Megastructures
Gameplay
Nexi can be set to be 1 per civilization (which is now on by default but can be modded back)
Subspace Lens Influence per turn reduced from 25 to 5 (upgrades follow suit)
Galactic Resource tourism bonus reduced from 25% to 5% (upgrades follow similar path)
Eclipse Engine Military production reduced from 50% to 20% (upgrades follow suit)
Neoteric Spire random offer discount increased from 0.02 to 0.05
Neoteric Spire Relic benefit increased from 2% to 10 (flat) (upgrades follow suit)