Stellar Sovereigns V0.96 EA


EA 0.96 Update

Stellar Sovereigns V0.96 update is live, bringing the new Valor Stellar Force fleet-set, the long awaited Colonial Governor feature, torpedo retrofits with their new tech tree and starting resources multiplier option.


Valor Stellar Forces Arrived

It is with great pleasure of mine to introduce the third fleet set from the Valor Stellar Forces. These new vessels are a work of art from MSGDI collection and fits just right in with Stellar Sovereigns assets.

Valor Capital Vessels

These massive capital ships are armed to teeth, favouring broadside placements while their escorts are slick and agile.  

Valor Escort Vessels


Dreadnought Dishing-Out Punishment

They come with a new look for every station and defensive platform in 5 different colour scheme. 


Valor Protectorate

This update rounds out the game's visual palette with 3 playable and 3 menace fleet sets, which has been a challenge due to Stellar Sovereigns unique approach of a wide array of ships per fleet sets. 


Valor Industries

With these assets in the game I am beginning to work toward wrapping up Early Access and focusing toward my goal of a final release. 

But if you think these were the last new ships added to the game, then think again. A feature is planned, that will allow the player to purchase unique ships, that comes from all kinds of sets and can only be purchased from this new market for a hefty price. 

Colonial Governor

In order to alleviate some of the micromanagement of colonial development I added options to automate development of a colony in a way that the player can still feel that it is in charge. 

In short the player gets to decide what percentage of the colony's tax income the governor has access to fulfil the needs of its citizens:

  • the necessary agricultural output to feed them 
  • the required housing capacity to house them 
  • the infrastructure to be able to keep up with development 
  • and invest into employment to reduce unemployment 

If the allocated funds are not enough the player is notified and can increase the governors budget or manually increase the amount of development of the relevant sector. 

The player can disable the governor feature on any colony by setting the slider 0%.

There are 4 type of governors: Balanced, Industrious, Agrarian and Researcher; each performs the same when it comes to providing the basics for the citizens and only differ in their approach regarding employment. 

Industrious, Agrarian and Researcher will develop their sectors when it comes to providing employment, hence if you want a colony to exploit mining then you can set the governor to be Industrious and to agrarian if you want it to produce excess food.

The balanced governor on the other hand will take the colony's type of resources and planetary attributes to determine the degree of development in each sector of the colony.

Since the governor has only access to the tax income of its colony which at the beginning may be negligible aid from the empire can be allocated by setting the slider over 100%. Above 100% there is 1-5X 200.000 credit in the form of aid is set aside for the governor to develop its colony. 

An additional change regarding colony development that from now on it can be paid for it even when there is not enough money from the empires budget. This option can take the empire into debt so use it wisely.

Torpedoes

Torpedoes have been in the game for a while now but the player could not retrofit them up until now. 


Torpedo Tech Tree

The introduction of the new torpedo tech tree is now making it possible for the player to change the type of torpedo a launcher is using as well as can unlock upgrades that greatly increasing their effectives.

Starting Resources

When setting up a game a new option is now available to increase the amount Credit and Resources the player start with up to 3X the normal. 

Lidar Feature

At the star chart level, to have a convenient access to the detected fleets; I created a panel that displays the emblem and number of those fleets that are within the detection range of your sensors. 

The player can select these fleets one at a time clicking on the pick arrows, zooming the view onto the location of the fleet.

It is handy to determine the number of fleets approaching when they are on top of one another. 

Thank you all!
I hope you enjoy this new update!

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Comments

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Nice to see the new stuff.

The govenor feature is not working well. With 50% and balanced, I am bankrupt very fast due to unemployment.

With govenor switched of at 0% the setting of industry etc. is erased after the turn.

With the change in economy by reducing the cheating effect of selling ressources, there is only one right way to manage a colony. So there is no reason to have a colony management at all. You have to avoid housing shortage, unemployment and food shortage. To specialise a colony on industry is nearly impossible too.

A problem of the previous version too is, that sometimes the housing of an other colony is set to maximum, when setting the housing of a colony.

The colony view is no longer available via the window, that is opened by clicking on a planet in the system window.

A problem of the previous version too is, that a fleet is not proper selected, after clicking on the icon in the upper left window. The leading ship is shown but the buttons to control the fleet at the bottom are missing. So to set a destination for the fleet, I have to click on the "show me the fleet" icon first.

Some typos e.g. "Trasport" for "Transport" for the additional colony ship.

I still can not see the strength of an enemy fleet. With the very slow research, it is not possible to counter by trial and error aka pick a random weapon, shield etc. and hope it will be the right choise for this enemy fleet.

Hello there, thanks for your feedback!

As explained above the governor spends its budget prioritizing on food then housing then employment, since agriculture employs less population per development you should pre-empt your unemployment issues by manually spending on development of industrial or on research industries. FYI the agriculture sector employes 2 pop per development, industrial 5 and research 9.

Unemployment is huge drain on your economy, work on eliminating it, you governor is not a miracle worker, it has its priorities and cares not of the empires budget, but that said I just gave an option which is by default turned off limiting the governor’s budget by the available empire credits.

A tip for your early game is to unlock the improved hydroponics technology, by increasing your output you do not need to spend so much on agricultural development so you can spend it on industry, but watch out for underemployment.

Thanks for reporting the 0% governor bug, I fixed it the patch is should be out for it soon.

To specialize a colony on industry is not impossible but rather a slow process when it comes to small colony, do not expect your governor to build industry when its priority is housing but you can manually spend on its development. Also, without the use of market and high taxes you will struggle to have the necessary credits for development in the early game.

I am aware of a bug that you speak of regarding the housing development slider sets to maximum when switching between colonies using the next arrow button. It is a UI issue meaning even though there is a relation in between you setting the housing development on one colony seemingly effecting the next colony but its not, rather when you click the next button the UI itself does it. It’s a weird bug that I thought I fixed before but looks like it is back I will do my best to fix it next.

There was never a feature on the planet card of the system window that opened the colony menu, but it is a good idea so I will look into it!

Just to be sue regarding the select fleet via a fleet card zoom button issue, is what this image illustrates?

Can you please describe its circumstances, is it reproduceable happens over and over? Can you give me a screen shot? What kind of fleet is that? Is it a full fleet? Is the right fleet selected when using the button? Is all ships finished constructing? Do you have a save game that which you reload still produces the issue? Thanks!

That typo been fixed, thanks for reporting it!

Apologies but your requested feature for inspecting enemy fleets will take some time to make it work, but when its done I will put out devlog on it.

I am uploading the fix patch now, it will be out as soon as itch.io processes it!

About the fleet card. Yes this is the situation. When I want to control a fleet, it is easier to click the small icons. But then ther are no buttons shon at the bottom. They appear only after klicking the small arrow. This is not convienient.

If I understand you correctly, you are describing how it is meant to work. You cannot select the fleet card, you can only select the corresponding fleet using the pin icon in the bottom right. You can only see the action buttons of what ever is selected. If you assumed that the fleet card can be selected, then I am sorry they are not made like that, but as long as you can select its content using the pin icon than I see no issue. There is an indicator, a semi circle rotating around the object that is selected, and as long as the correct object highlighted when using the pin icon then all should work as intended. 

Hello there, just a bit of an update to your comment on governor being broken.

Indeed I found a serious issue that probably causing your unemployment problems, it seams that the governor reduces your existing developments. 

I am working on the issue and others should have a patch out by the end of this week the latest. 

Hello,

I know that is off topic, but I could not find an email address to contact you directly. 

I'm an independent developer working on a space action combat game as well. I am very interested in your work and had some questions not really meant for an open forum discussion. I would like to show you what I am working on as well on my youtube channel but this isn't really a proper place to post that either. I think you might find what I am working on to be rather interesting as well.

I'm a Unity developer as well. Drop me a message at GalacticArmadaGame@gmail.com, If you want to see what I am working on look up "Galactic Armada" on youtube and check out the last video.

Thanks,

Johnny

Sweet...