v2.8.0 8 October 2026

Ports & Planets Pay

Held ports earn a levy and can be taken solo, lawful stakes, planets that pay on what they store and sell to the local port, heat that cools off, mines that bite, cheaper upgrades and an away summary that tells you what happened.

The second wave of the economy changes. Ports are worth holding, planets show what they earn, and the outlaw life gets a way back. Update the Android app from Google Play to get the new screens.

Ports

  • Held ports pay. A port your corp holds now earns a protection levy every 4 hours, and its upkeep is lower, so a held port makes money even when nobody trades there.
  • You can take a port solo. Neutral garrisons regrow 10% per cycle instead of resetting fully every 4 hours, so a lone captain can wear one down over a day. A one-member corp can hold one port.
  • Sieges pay properly. Winning a siege pays in proportion to the port’s size, and razing pays more. A razed port can’t be razed again for 7 days.
  • Fortify your ports. Holders can buy extra garrison fighters.
  • Lawful stakes. Lawful captains can buy a stake in a port (5% of its stock value) and earn a share of its levy, with up to 4 stakeholders per port. Pirates who capture or raze the port wipe the stakes out.
  • Port P&L. The port screen shows the holder’s levy, upkeep, tax income and net per day.

Planets

  • Export pays on what you store. The export dividend rises from 30 to 45 per unit, but only on output that lands in storage. A full warehouse stops paying, so haul it, sell it, or expand.
  • Trading posts sell to the port in their own sector at that port’s live price. Half the till banks itself every cycle.
  • Citadels now add 15% production per level, up from 10%.
  • Barracks make torpedoes. Load them, and spare garrison fighters, onto your landed ship.
  • Payback on every button: each build shows what it adds per day and how long it takes to pay for itself.

Outlaws & bounties

  • Heat cools off. Faction heat now halves every 3 days with no new offence. Warrants shrink with it and lapse at zero. A faction only shoots on sight while your heat is above 2.
  • Deep-Federation runs pay more: contraband sold deep in Federation space now earns up to 2× the outer-rim rate, with the matching risk.

Mines

  • Mines bite. A big minefield now triggers up to 10 mines per entry instead of 3. Starter ships get a one-time survival floor.
  • Recover your own mines, and Patrol-line hulls (T3+) can sweep hostile fields with torpedoes.

Ships & prices

  • Upgrades are cheaper: maxing out a starter ship costs about 81k instead of 119k.
  • Neutral hulls cost 10% less than faction hulls.
  • Provisions get pricier as you buy: up to 20 per refill cycle, with each one costing more than the last, as a luxury on top of your turn bank.
  • Missions: 6 rotating missions a day, with credit rewards that scale with your level.

While you were gone

  • The away summary now shows turns banked, planet income, a full-storage warning, port levy and stake dividends, alerts, heat cooling and expiring missions.