Stellar Sovereigns V0.97 EA


EA 0.97 Update

Stellar Sovereigns V0.97 update is live, bringing new features to Colony Management, like a new system for constructing colonial improvements, the ability to change the employment order of the industries as well as a way to demolish existing developments. 

This update's biggest change is the introduction of colonial improvement construction that allows the player to enhance the colony's 4 developmental sectors.


Each sector now has a slot for constructing one of 3 relevant improvements, each providing a bonus to a specific aspect of the colony and in some cases it has empire wide effect. 

These improvements provide options in specializing colonies, enhancing their capabilities or serve as solutions to developmental hurdles.

For example providing alternative food sourcing that can come handy when the planet's environmental factors severely limits agricultural output.   

Your choice matters, but is not permanent, beside being able to upgrade existing improvements the player can also demolish them and replacing them with another.

The current iteration of this feature has 3 different improvements for each sector, which will be expended on in the future with additional improvements that can be unlocked via technology or made available based of planetary traits.

So if you have any suggestions feel free to voice it so I can integrate it into future updates...

Employment Order

Earlier update introduced the concept of under utilized developmental sector, which simply means that the output of a sector is dependent on the percentage of capacity is worked by the population. 

If more work placements are available then the available population then the sector at the last place of ordering will suffer from underutilization. 


Before this update the order in which sector's work placements were allocated was hard coded meaning the player could not change its order.

This update now provides the means for the player to effect the order as shown above.

Demolish Developments

Funny thing that in the last patch I had to fix an issue that now been added as a feature.

The first iteration of governor system didn't account for the case of negative budget; leading to set negative developments removing existing developments and plunging the colony into unemployment.

After fixing the bug, I realized this is the way to implement a demolish development feature.

Possible uses of such feature:

  •  undo some mistake
  •  reduce colony upkeep cost
  • remove un-needed developments 

To demolish existing developments use the minus button, while holding down the alt key with any combination of ctrl or shift keys to set the development to be negative.

Negative development cost nothing but uses the construction capacity, limiting the amount can be done each turn.

This is all for now!
I hope you enjoy this update!

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