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.