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New Stars DevLog #14 - Fleet Formations, Asteroids, Build Animations, and more.

In the first part of the 'Celestial' update, new animations compliment new special abilities added in the previous update, among other animations such as building starbases and more.

[h2]4 New Origins![/h2]
Aetheric Sanctifiers, Stellar Nomarchs, Spice Lords, and Abyssal Nomads have been added.
These are available to a wider range of playmodes.



[h2]Ubiquity: Fleet Formations[/h2]
Fleet formations have been implemented, and work well with fleets with ships of the same type.



[h2]Ubiquity: Animations[/h2]
Build animations have been added to the game as they were on the TODO list since January.



[h2]Ubiquity: Asteroid Belts[/h2]
Because why not?



[h2]Seamless: Fleet Animations[/h2]
Lets you know what fleets are doing, without needing to check the fleet panel.



[h2]16 New Achievements[/h2]
There are now achievements for winning a game with each origin type, and playmode.
There are now 46 total achievements.

For the full list of changes, view the changelog.

[hr][/hr]
[h3]Stay tuned for more updates...[/h3]
Feel free to comment your suggestions below.

🪵 View the Changelog: newstarsgame.com/changelog.
🕹️ Playtest New Stars: discord.io/adamjr.
⭐ Wishlist New Stars to support development.

This page is intended to be a development preview, which may not reflect the final state of the game.

Credits:
- Star satellites icon by Lorc under CC BY 3.0

New Stars - 'Interstellar + Cobalt' Update

The biggest New Stars update is here. It combines two large updates into one. 'Interstellar' is for the 8 new playmodes, special abilities, and unique buildings. 'Cobalt' is for the new futurized and animated UI. Here is a detailed changelog of the update.

[h2]Added[/h2]

[h3]Interstellar: 8 New Playmodes[/h3]
Government types are now called 'playmodes' because governments have 2 special abilities or unique origins, and their own unique builiding.

[h4]1. Megacorporations[/h4]
The power of a megacorporation lies not only in economic might but also in their ability to manipulate politics, negotiate lucrative deals, and establish monopolies.
  • Ability: ORDER OF BUSINESS (Purchase rights to build on foreign colonies).
  • Ability: FORM MONETARY UNION (Gives economic bonuses).
  • Building: LOGISTICS OFFICE (Collect foreign system resources).


[h4]2. Peacekeeping Pacifist[/h4]
Peacekeeping pacifists assert their influence on others by enforcing their peace plans. They may peacefully interfere in wars by sending their own peacekeeping fleets to protect star systems.
  • Ability: GALACTIC HARMONY ENFORCEMENT (Fleets can peacekeep in systems).
  • Ability: PEACE CONVENTIONS (Truces last twice as long).
  • Building: PEACEKEEPER ACADEMY (Love thy neighbours).


[h4]3. Alliance Builder[/h4]
The Alliance Builder is a diplomatic powerhouse, specializing in forging alliances, maintaining diplomatic relations, and leveraging collective strength for mutual benefit.
  • Ability: UNITE THE GALAXY (Form alliances/unions with clans).
  • Ability: FORM DIPLOMATIC UNION (Gives opinion and defensive bonuses).
  • Building: UNITY COUNCIL CHAMBERS (Love thy allies).


[h4]4. Cooperative Militarist[/h4]
Forging a unique path between cooperation and aggression, the Cooperative Militarist emerges as a formidable force on the galactic stage.
  • Ability: A UNITED FRONT (Invite other empires to wars).
  • Ability: FORM MARTIAL UNION (Gives leader ability to build union fleet).
  • Building: FORGE MATRIX (Ship building on steroids).


[h4]5. Hegemonic Subjugator[/h4]
A dark and formidable force rises with the advent of the Hegemonic Subjugator.
  • Ability: IMPERIAL HOLDINGS (Build on subject colonies).
  • Ability: CLAN SERVITUDE (Integrate star clans).
  • Building: IMPERIAL CITADEL (Love thy overlord).


[h4]6. Xeno Exterminator[/h4]
The Xeno Exterminator embodies a relentless and genocidal crusade against all non-native lifeforms in the galaxy.
  • Ability: PURGE DOCTIRNE (Raze worlds).
  • Origin: SHATTERED WORLD (Spawn with additional military fleet).
  • Building: GENE CLEANSING FACILITY (Cleanses sinful aliens).


[h4]7. Extreme Isolationist[/h4]
In the far reaches of the galaxy, the Extreme Isolationist emerges as a testament to the power of seclusion and self-sufficiency.
  • Ability: SOLITUDE IMPERATIVE (Builders can destroy system connections).
  • Origin: FORGOTTEN OUTPOST (Start with additional colonist).
  • Building: SECLUSION NEXUS (Start with additional colonist).


[h4]8. Silent State[/h4]
The Silent State wields influence in the galaxy through covert operations and manipulation of behind-the-scenes politics.
  • Ability: GALACTIC STEALTH IMPERATIVE (Stealth fleets).
  • Origin: SHADOWY NEXUS (Start with intel bonus).
  • Building: STEALTH OPERATIONS CENTER (Hide colony from other empires).


[h3]Interstellar: Unions[/h3]
Unions are galactic federations, and allow specialized alliances with their own bonuses.

[h4]1. Economic Union[/h4]
Gives economic modifiers to members.

[h4]2. Diplomatic Union[/h4]
Gives diplomatic, and defensive modifiers to members.

[h4]3. Martial Union[/h4]
Allows the leader to build union fleets. Gives offensive modifiers to members.

[h3]Interstellar: Origins[/h3]
[h4]1. Lost Colony[/h4]
Start with one additional population, housing building, and minerals building.



[h4]2. Shattered World[/h4]
Start with a full gunboat fleet.



[h4]3. Forgotten Outpost[/h4]
Start with an additional colonist fleet.



[h4]4. Shadowy Nexus[/h4]
Start with intel of 3 nearby empire capitals.



[h3]Fleet: Quantum Distortion[/h3]
- Basically a 'jump drive'; Allows travel without using known routes in a limited radius.
- Counters extreme isolationists and allows travel between isolated clusters.
- Has it's own technology which is unlocked after frigate ships.



[h3]New 'Cobalt' UI[/h3]
- The UI has been 'futurized' with animations.
- Cobalt is the name of the primary colour of the UI.

[h4]New Main Menu[/h4]
- Select empire icon replaces randomization.
- Select species avatar replaces randomization.
- Select playmode with description panel.



[h4]New Settings[/h4]
- Customizable keybinds.
- A lot more graphical customization
- Detailed summary of each settings input.



[h4]New Everything[/h4]
Every UI panel has changed, so you will have to play the game for yourself to see it.



[hr][/hr]
[h2]Changed[/h2]
[h3]Tweaks[/h3]
  • Special resources are more equally distributed across the map.
    - Void worlds now generate much more often, as antimatter was extremely rare.
    - Class O stars have a higher chance to spawn.
  • Most base resources have been increased from +5, to +10 per month.
    - Momentum at the start of the game is now faster, as it took a while to get started previously.
  • Peaceful clans now have one agenda.
    - This is so you can now meet conditions for open-borders with peaceful clans.
  • Colonists now take 180 days to build, instead of 60.
  • Game duration now affects logistical pacing.
    - Time to build fleets or colony buildings is scaled based on duration.
    - Resource costs are not currently affected, although this may change.
    - Exploration is constant on all speeds.
  • Starter colonies, regardless of origin, start with an additional food building and 2 population.
    - Like in Civilization, colony starvation is localized to the colony.
    - This means that if a colony has a food deficit it will slowly lose population.
    - The extra population ensures that food is produced immediately.
  • Each population uses 0.25 food instead of 1 food.
    - This means each food building job supports 4 population.

[hr][/hr]
[h2]Fixed[/h2]
  • AI military now works with merge/split.
  • Game lacked special abilities or unique playstyles (i.e. all governments were too similar).
  • Colony building is unbalanced (numbers need tweaking).
  • Fleets go hidden in wormhole systems.
  • Star system simulation have some graphical issues (lighting, star graphical artifacts etc.)
  • Monthly updates are laggy and unoptimized, especially with AI.
  • Simulated combat is inconsistent, and buggy.
  • Seamless claims now fill correctly.
and many more random bugs...

[h3]Thank you for 937 wishlists![/h3]
It turns out I was reading that the game had '20' wishlists for most of the year, when in fact it was almost 50x higher. This update would not have been possible without your support.

[h2]Future Updates[/h2]
New Stars has been in intensive development for almost 16 months, which includes almost 3,000 hours of development (according to Steam). This game was originally planned to take one year or less, for an early-access release, but the scope of the game was extended largely due to increased interest in the game. This means the game is better than originally planned.

Now, there are a few more features to work on before and during early-access:
  • Fleet Formations - not yet implemented.
  • Improved VFX and SFX - more animations, better animated combat etc.
  • Animated Avatars - these will probably be the most expensive assets, but the current placeholder image avatars are unanimated and uncool.
  • Multiplayer Support - not fully implemented; focusing on core single-player gameplay first.

After adding these features, plus or minus multiplayer support, and the gameplay is deemed stable and is enjoyable during public playtesting, with validation of core areas of the game, it should be ready for early-access.

In the December 2022 trailer, '2023' was the intended release year for early-access. I still plan to stick with that year.

Changelog: newstarsgame.com/changelog

[hr][/hr]
[h3]Stay tuned for more updates...[/h3]
Feel free to comment your suggestions below.

🎮 Playtest New Stars: discord.io/adamjr.
⭐ Wishlist New Stars to support development.

This page is intended to be a development preview, which may not reflect the final state of the game.

Credits:
- Star satellites icon by Lorc under CC BY 3.0

New Stars DevLog #13 - Isolated Clusters, Stealth Fleets, and more...

The fourth and last part of the 'Interstellar' update focuses on isolationist empires. Separate yourself from unfriendly aliens by destroying connections to your systems with extreme isolationists, or stay hidden in stealth mode with silent states.

[h2]Extreme Isolationist[/h2]
In the far reaches of the galaxy, the Extreme Isolationist emerges as a testament to the power of seclusion and self-sufficiency.




[h3]Ability: SOLITUDE IMPERATIVE[/h3]
[h4]Builders can destroy hyperlanes, and vaporize portals.[/h4]

[expand]
Considerations:
- It takes one in-game year to destroy hyperlanes, wormholes, or whiteholes.
- Due to the immense energy required to alter the fabric of space, only one can be destroyed at a time.
Strength: Prevents fleets from advancing.
Weakness: Expensive; It also blocks travel for themselves.
[/expand]


[h3]Unique Origin: FORGOTTEN OUTPOST[/h3]
[h4]Start with an additional colonist fleet.[/h4]



[expand]

[/expand]

[h3]Unique Building: SECLUSION NEXUS[/h3]
This imposing structure represents a complete withdrawal from external influences and a commitment to self-sufficiency and autonomy.

[expand]


Jobs: Seclusionist (Produces: +1 Energy, +1 Minerals, +1 Metals, +1 Food, +1 Science)
Bonus: +100% Amenities, 100% Suitability. Additional +1 Power if built in colony adjacent to capital.
Restrictions: Non-stackable.

The Seclusion Nexus is a secluded and heavily fortified complex, serving as a retreat and refuge for the Extreme Isolationist government.

In their quest for isolation and independence, the Extreme Isolationist constructs the Seclusion Nexus as a haven of seclusion and self-sufficiency. This heavily fortified complex is hidden away from prying eyes, providing refuge and security for the government's leaders and select individuals. Within its walls, the Extreme Isolationist government can pursue their agenda of self-reliance, free from external interference. The Seclusion Nexus represents the government's commitment to maintaining distance from the outside world, embracing solitude, and safeguarding their unique way of life.
[/expand]

[hr][/hr]
[h2]Silent State[/h2]
The Silent State wields influence in the galaxy through covert operations and manipulation of behind-the-scenes politics.





[h3]Ability: GALACTIC STEALTH INITIATIVE[/h3]
[h4]Your fleets can activate stealth mode, making it invisible to other empires.[/h4]

[expand]
Considerations:
- Speed is halved while active.
- Stealth mode is ineffective during combat.
- Combat can still be triggered if an enemy fleet travels within combat range.
- Fleets in stealth mode cannot be seen by other empires whilst in unclaimed territory.
- Military and civilian fleets can activate stealth mode.
Strength: Element of surprise; hide your fleet actions and movement.
Weakness: In stealth mode, ships are slower and more vulnerable.
[/expand]


[h3]Unique Origin: SHADOWY NEXUS[/h3]
[h4]Start with intel of three nearby empire capitals.[/h4]



[expand]

[/expand]

[h3]Unique Building: STEALTH OPERATIONS CENTER[/h3]
This highly secure and secretive facility operates discreetly, hidden from prying eyes, and acts as the nerve center for the silent state's covert operations.

[expand]


Jobs: 1x Stealth Operative (Produces: +3 Science, -3 Energy)
Bonus: Conceals colony as an uncolonized world to other empires.
Restrictions: Non-stackable.

The Stealth Operations Center is a clandestine facility dedicated to covert intelligence gathering and espionage activities.

In the shadows of secrecy, the Silent State establishes the Stealth Operations Center to protect the colony's interests through covert means. This highly secure and technologically advanced facility houses skilled agents who specialize in intelligence gathering, sabotage, and espionage. Operating under a veil of secrecy, these operatives gather valuable information, neutralize threats, and advance the colony's agenda without attracting undue attention. The Stealth Operations Center embodies the Silent State's preference for subtlety and secrecy, utilizing covert operations as a means to maintain control and protect their sovereignty.
[/expand]

[hr][/hr]
[h2]Other Changes[/h2]
[h3]Peacekeeping Pacifist: PEACE CONVENTIONS[/h3]
Peacekeeping pacifists were missing something, so now truces last twice as long with peacekeeping pacifists.

[h3]Advanced AI Chat[/h3]
The AI now has 1200 different chat combinations, depending on the government type, attitude and relationship. This should add lots of depth to AI interaction.

[h3]Tweaks[/h3]
  • Increased base monthly resources from +5 to +10
  • Players start with 100 power, instead of 50


[hr][/hr]
[h3]Conclusion[/h3]
This was the 'Interstellar' update - the biggest New Stars update. It was the most planned update and required the addition of hundreds of unit tests. Special abilities and bonuses mentioned are subject to tweaks. The update features will still need additional playtesting, along with some more AI tweaks.

More details including the changelog may be provided in the near future when the update is ready for closed-beta release.

[hr][/hr]
[h3]Stay tuned for more updates...[/h3]
Feel free to comment your suggestions below.

🎮 Playtest New Stars: discord.io/adamjr.
⭐ Wishlist New Stars to support development.

This page is intended to be a development preview, which may not reflect the final state of the game.

Credits:
- Star satellites icon by Lorc under CC BY 3.0

New Stars DevLog #12 - Origins, Imperial Holdings, Destroy Worlds, and more...

This is part three of the 'Interstellar' update. This part is focused on subjugation and violence. Imperial holdings provide a more fun way of taxing subjects. With Purge Doctrine, you can take revenge on aliens and enforce scorched earth tactics by literally destroying their planets.

[h2]Origins[/h2]
Origins decide what you spawn with, and allow you to choose the backstory behind your empire. Currently, only isolationist players will get their own unique origins as a second ability.

[h3]Any: LOST COLONY[/h3]
[h4]Start with 1 extra population, housing building, and amenity building.[/h4]



We, the survivors, unite under a resolute leader on a new horizon, committed to building a nascent empire in uncharted territories with hope and determination.


[expand]
Lore:
Emerging from the ashes of a destroyed homeworld, we, the survivors, find ourselves stranded on a new colony, the last bastion of their once-thriving empire. Led by a determined and resourceful colony leader, they stand together, ready to embark on a journey of rebuilding and advancement. With a sense of hope and determination, we plan to expand their influence to new stars, exploring the vast unknown and working towards reclaiming their old star system. The prologue sets the stage for our epic journey, as we strive to build a new empire from the remnants of the old and carve out a bright future among the uncharted realms of the cosmos.
[/expand]

[h3]Xeno Exterminator: SHATTERED WORLD[/h3]
[h4]Start with an exterminator fleet.[/h4]



Our homeworld, once prosperous, was ravaged by an alien menace, driving us on a relentless crusade for vengeance against all alien lifeforms.


[expand]
Lore:
Once a bastion of prosperity, our home world was ravaged by an enigmatic alien menace, leaving naught but a fragmented and desolate landscape. Scarred by immeasurable loss, we survivors, led by our former general, harness our anguish and forge a path of vengeance. Driven by an unyielding desire for retribution, we embark on a relentless crusade, seeking to exterminate all alien lifeforms, so that none shall suffer the same fate as our kind. Our shattered world stands as a somber testament to our past, fueling our relentless pursuit and rallying us towards a future shaped by ruthless determination.
[/expand]

[hr][/hr]
[h2]Hegemonic Subjugator: IMPERIAL HOLDINGS[/h2]
A dark and formidable force rises with the advent of the Hegemonic Subjugator.



[h3]Ability: IMPERIAL HOLDINGS[/h3]
[h4]Grants designated slots to build on subject colonies.[/h4]



[expand]
Strength: Gives more resources per slot than megacorporations; high reward.
Weakness: If subject becomes independent, slots are lost; high risk.

Considerations:
- 75% of resources goes to overlord.
- 25% of resources goes to subject.
- 2 slots are designated to overlord for each subject colony.
[/expand]

[h3]Ability: CLAN SERVITUDE[/h3]
[h4]Star clans can be integrated into your empire.[/h4]


Note that UI buttons are in the process of being tweaked so they look slightly different.

[expand]
Considerations:
- Costs power, and energy depending on system count.
- Must be have a neighbour system to the space clan to integrate.
- Works with all clan types: peaceful, and barbaric clans.
- If clans have allies (alliance builders), they cannot be integrated.

Strength: Prevents unnecessary military losses; easy real estate.
Weakness: Expensive; Is the cost worth the reward?
[/expand]

[h3]Unique Building: IMPERIAL CITADEL[/h3]
The Indoctrination Temple is a place of ideological indoctrination and submission, enforcing the hegemonic rule and prosperity of the imperium.

[expand]


Jobs: Propagandist (Produces: +4 Amenities)
Bonus: Removes all border friction for empires which are neighbours to the colony system.
Type: Non-stackable; Can only be build in capital.

The building accommodates numerous chambers dedicated to interrogation, brainwashing, and indoctrination, where dissidents are subdued and subjected to psychological manipulation to conform to the hegemonic ideology. Advanced technologies enable the subjugator government to maintain control over the colony's resources, economy, and infrastructure, exploiting them to fuel their insatiable thirst for power.
[/expand]

AI Behaviour:
Has max aggression, always looking for new subjects. Likes to build Imperial Citadels whenever possible.

[hr][/hr]
[h2]Xeno Exterminator: PURGE DOCTRINE[/h2]
The Xeno Exterminator embodies a relentless and genocidal crusade against all non-native lifeforms in the galaxy.



[h3]Ability: PURGE DOCTRINE[/h3]
[h4]Can raze occupied colony worlds.[/h4]



[expand]
Strength: Can permanently destroy colony worlds so nobody can use them, creating buffer area.
Weakness: Takes 1 year to destroy colony, so counterattacks can disrupt process.

Considerations:
- Razing colonies causes -100 'Genocide' opinion for all non-isolationist players.

I was considering whether to add a world destroyer ship, or manually destroying colonies. The latter option was a lot simpler and also acts as a foundation if I ever decide to add world destroyers in the future.
[/expand]

[h3]Unique Origin: SHATTERED WORLD[/h3]
[h4]Start with an exterminator fleet.[/h4]



[expand]
Considerations:
- Exterminator fleet is 5 gunboats (corvettes).
[/expand]

[h3]Unique Building: GENE CLEANSING FACILITY[/h3]
The Gene Cleaning Facility is a sinister installation dedicated to the eradication of alien species and the preservation of genetic purity.

[expand]


Jobs: 1x Genetic Engineer (Produces: +6 Food, -2 Energy)
Bonus: Increases pop growth in your own colonies, 'cleanses' population in occupied colonies.
Type: Non-stackable.

Considerations:
- Only occupied colonies are purged/cleansed of population.
- A non Xeno Exterminator government that fully controls the building gets a pop growth benefit.
- Effects only occur inside colony with building.
- Last population is kindly spared.
- This is a cheaper way to send colonies back to the stone age, without destroying planets.

Each month, in a foreign colony you occupy:
  • 75% chance population is lost.
  • 25% chance population is 'cleansed' and migrates to your empire.
  • -5 Genocide opinion is triggered with all players for each population that is changed.

[/expand]

AI Behaviour:
Has max aggression, may declare wars without warning, or reason. Likes to build Gene Cleansing Facilities whenever possible.

[hr][/hr]
[h3]Other Changes[/h3]

Subject Resources
Suzerains give 25% of their resources, puppets give 50% of the their power to their overlord.

More updates are being worked on. There is still one more part of the 'Interstellar' update remaining. There have also been more changes for an unannounced update, which will completely change a different part of the game.

[hr][/hr]
[h3]Stay tuned for more updates...[/h3]
Feel free to comment your suggestions below.

🎮 Playtest New Stars: discord.io/adamjr.
⭐ Wishlist New Stars to support development.

This page is intended to be a development preview, which may not reflect the final state of the game.

Credits:
- Star satellites icon by Lorc under CC BY 3.0

New Stars DevLog #11 - Galactic Federations, Unified Fleets, and more...

In Part 2 of the 'Interstellar' update, more playmodes are added with the addition of galactic unions - inspired by Stellaris federations, and stealth fleets. Unite the galaxy with Alliance Builders, or build mighty military fleets with Cooperative Militarists.

[h2]Unions: GALACTIC FEDERATIONS[/h2]
Unions are like 'federations' from Stellaris but are more refined and straightforward. They are an alliance that multiple empires can join, instead of just two. Note that regular bidirectional alliances remain in the game at this time.



[h3]1) Diplomatic Union[/h3]
This union focuses on diplomacy and alliance building, forging strong diplomatic ties and leveraging collective strength for mutual benefit. Only alliance builders can form this type of union.



[h4]Ability: Peaceful star clans can join union.[/h4]

[expand]
[h5]Member Bonuses:[/h5]
Defensive Pact: Join all ally offensive wars.
Joint Wars: Join all ally defensive wars.
Modifiers: +25% Starbase Strength.
[/expand]

[h3]2) Martial Union[/h3]
This union emphasizes cooperative militarism, combining military prowess with cooperative efforts to defend and expand their territories. Only cooperative militarists can form this type of union.



[h4]Ability: Build and maintain a union fleet.[/h4]
The leader can build and maintain union fleets, and they have no size restrictions.

[h5]Union Naval Capacity[/h5]
- 20% of collective member naval capacity.
- This is a hard limit, and cannot be exceeded when building fleets.

[expand]
[h5]Member Bonuses:[/h5]
Defensive Pact: Join all ally offensive wars.
Joint Wars: Join all ally defensive wars.
Modifiers: +25% Ship Build speed.
[/expand]

[h3]3) Economic Union[/h3]
This union revolves around economic dominance, with powerful megacorporations controlling trade and resources to maximize profit and influence. Only megacorporations can form this type of union.



[h4]Ability: All members have partnerships with each other.[/h4]
- Partnerships are formed if player forms/joins union.
- Partnerships remain if player leaves union.

[expand]
[h5]Member Bonuses:[/h5]
Defensive Pact: Join all ally offensive wars.
Joint Wars: Join all ally defensive wars.
Modifiers: +25% Collection Value in systems.
[/expand]

[h4]Unions: Actions[/h4]
Form Union - Found a union (must have cooperative ethics).
Leave Union - Leave union (as member).
Join Union - Join union with invite (as non-member).
Kick Player - Kick player from union (as leader).
Invite Player - Invite player to union (as leader).
Request to Join - Request to join union (as non-member).
Accept Request - Accept non-member join request (as leader).
Modify Union - Customize union (as leader).

Considerations:
- Only cooperative governments can found unions.
- Isolationists cannot join unions.
- Joining a union will disband all of the founder's alliances.
- A union must have at least 2 members to exist.
- Founder stays leader, unless they leave or are defeated.

[hr][/hr]
[h2]Alliance Builder: UNITE THE GALAXY[/h2]
The Alliance Builder is a diplomatic powerhouse, specializing in forging alliances, maintaining diplomatic relations, and leveraging collective strength for mutual benefit.



Empire Chat:


[h3]Ability: UNITE THE GALAXY[/h3]
[h4]Can ally and invite star clans to your union.[/h4]



[expand]
Strength: Enhances galactic security, and allies enter all wars.
Weakness: Can be countered by other galactic unions, and you can be dragged into wars.
[/expand]

[h3]Ability: FORM DIPLOMATIC UNION[/h3]
[h4]Can form diplomatic unions.[/h4]
- You can ally star clans, or invite them to your union.
- Star clans are peaceful ancient mini-empires that are open to tribute, but have limited diplomacy.

[h3]Unique Building: Unity Council Chambers[/h3]
This grand structure serves as the central hub for fostering collaboration, forging alliances, and promoting unity among diverse factions within the colony.

[expand]


Jobs: 1x Diplomat (Produces: +1 Power)
Bonus: +50 Opinion for all allies.
Restrictions: Non-stackable; Non-upgradable; Can only be built in capital.

Within the spacious halls of the Unity Council Chambers, representatives from various factions convene to discuss matters of common interest, negotiate treaties, and resolve conflicts through diplomatic means. The building houses meeting rooms equipped with advanced communication technologies, translation systems, and data networks to facilitate effective and efficient dialogue between different species and civilizations.
[/expand]

[hr][/hr]
[h2]Cooperative Militarist: A UNITED FRONT[/h2]
Forging a unique path between cooperation and aggression, the Cooperative Militarist emerges as a formidable force on the galactic stage.



Empire Chat:


[h3]Ability: A UNITED FRONT[/h3]
[h4]Can invite other empires to join your wars.[/h4]



[expand]
Strength: Can cause chaos for victim empire.
Weakness: Must have good relations with other players.
[/expand]

[h3]Ability: FORM MARTIAL UNION[/h3]
[h4]Can form martial unions.[/h4]

[h3]Unique Building: FORGE MATRIX[/h3]
Built upon a foundation of shared purpose and coordinated efforts, the Forge Matrix serves as the epitome of the Cooperative Militarist's commitment to collective strength and rapid mobilization.

[expand]


Jobs: 1x Forge Technician (Produces: +6 Metals, -3 Energy)
Bonus: +50% Ship Build Speed in system.
Restrictions: Non-stackable; Non-upgradable.

Through meticulous planning and relentless innovation, the Cooperative Militarist has fine-tuned the operations of the Forge Matrix to perfection. Its advanced algorithms optimize resource allocation, minimize production bottlenecks, and streamline the construction process, allowing for an unprecedented increase in fleet build speed within the system.
[/expand]

[hr][/hr]
[h3]Quality of Life Improvements[/h3]

[h4]Special Abilities are Shown on Loading Screen[/h4]
- Shown when initially starting game, instead of tips.



[hr][/hr]
[h3]Other Changes[/h3]
1) Repeatable techs are much less likely to show up.
- Non-repeatable techs will be prioritized before repeatables.

2) Leaving an alliance or union forms a 5 year truce.

3) All players can form a business partnership, which now shares 5% of collected resources between empires.
- Previously, this was limited to megacorps, and didn't include trade a bonus.
- This is now mutually beneficial, and can be seen as more of a fixed trade deal.
- Collected resources refers to harvested star/planet resources.

4) Buildings now have custom names, lore, and descriptions.

[h3]More to come...[/h3]
I believe it's more fun for each play-mode to have powerful abilities and mechanics, that can be overpowered in some instances, instead of simply having boring modifiers like '+100% Collection Value'.

Higher quality features will also mean a better overall experience, at the cost of more months before public playtesting. I originally intended for public playtesting in April, but the game won't be ready for that for a while due to an increased scope of game, and thus more development requirements. I expect that this will be the most important gameplay update for the game, and the new features being added are necessary for New Stars to be a fun and replayable experience.

There is still more to come...

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[h3]Stay tuned for more updates...[/h3]
Feel free to comment your suggestions below.

🎮 Playtest New Stars: discord.io/adamjr.
⭐ Wishlist New Stars to support development.

This page is intended to be a development preview, which may not reflect the final state of the game.

Credits:
- Star satellites icon by Lorc under CC BY 3.0