Every colonizable space body has 4 digit index close to its type title, representing [population civil tactical health] max upgrades allowed.

The same upgrade level provides the same effect for every planet.

All Stellar & Planetary bodies are physically enlarged.

Planetary bodies are divided into few major classes by size: Gas Giants (uncolonizable), Planets, Planetoids, Asteroids (uncolonizable).

Introduced planet types are based on scientific background.

Planets are more valuable, have good stats and easier to protect but require abundant investments. Planetoids have quite poor stats.

Every colonizable body has environment characteristic. Planets like Oceanic or Terran have comfortable environment that boosts population grows, but such as Frosen or Radioactive have quite hostile environment which increases development costs and population growth time.

Social, Industry & Smuggling specializations have one stage only with major impact, depending on a planet type.

Interstellar hyperspace speed has been reduced, so stellar distance is important to consider.


Anomalies are randomly appear near planets and are mounted on Capitalships or Titans, providing bonuses.

Civilian Capturable Structures

There are some civilian structures orbiting planets, which are captured automatically after colonization or via colony ship. Usually, they give bonuses to close planets.

Solar Accumulation

Realistic map of Solar System & nearest space with unbalanced start locations.

Closest stars as Sirius, Proxima & Alpha Centauri, Barnard's Star are mapped.


Leader is a special type of capitalship, which is weak in combal but perfect in support.

There are different types of leaders who specialize in offense, defense, support and etc. Also they are able to improve planetary ecomony if trained.

They can be invited after certain research is done.

Swarm Faction

According to Vasari records, that were presented to public, the story of the faction begins from an advanced Milirary Artificial Intelligence which was being developed on one of vasari remote colonies (UX560 planetary index).

Unexpectedly, contact with the colony was interrupted, and rescue missions did not return. So there was no news from that sector for a long time.

The Prime Sector Overseers decided that it was a pirate attack. And as there was no much progress on that project and colony was not strategicaly important, the loss was determined as negliable.

There was no reason for worry until recent scout reports, that informed about groups of unidentifiable alien vessels that were detected not far from the UX560 location.

For now, the information is limited but still quite thrilling. According to last investigations the faction has limited number of vessel prototypes but they seem to be quite multipurpose. They all look like spheres.

The rate of asteroid capture is impressive and seems they are not much interested in planets. Mass Media or trade infrastucture was not detected, so looks like their diplomatic and communicative capabilities ara unpretentious.

Their military power should be evaluated as soon as possible...


Unlike in vanilla, you are supposed to select a subfaction during the game, not before. That will affect interfaction relationships and grant access to certain techs.

Deep Space Overlords

There is a rear random event that spawns a powerful alien titan vessel on every colonized planet. So be prepared.

Science & Doctrines

Doctrines are powerful techs, which also increase further techs cost. There are many doctrines available, which enhance different spheres of empire capabilities - economy, offence, espionage, science rate and etc.

Weapons, Antimatter, Shields, Armor, Culture research chains are prolonged.

Hyperspace Speed, Economics (population & resources) research chains were added.

Almost every planet type needs a research for colonization, nevertheless factions are able to colonize preferable planet types from the beginning.

Researches are more expensive.

There are special end game Future Techs with near 100 stages.

Beacons Of The Ancients

These ancient structures are able to summon powerful alien vessels after certain research is done. They are captured automatically or via colony ship.

These ships are designed to tremendously influence warfare but not to ruin the balance, thus they are quite specialized. Let us uncover few of them.

Supernova - a powerful weapon of mass destruction, that can wipe out an entire fleet of lesser vessels and structures within a great range by itself, but useless against titans and starbases.

Predator - a titan and capitalship killer with powerful multibeam energy cannon, but vulnerable to swarm attacs of lesser vessels.

Another interesting feature, which is common among ancient ships, is the Space Distortion ability. It is supposed to fire before a ship is destroyed and creates a giant sphere of distorted space that ruins enemy fleet operability, making it an easy prey.


Human communities spread all over distant stellar systems during the first ages of space travel era.

Some part of them stood orbiting planets instead of settling, maintaining strong economical and social contact with surface habitants.

In general, they populate minor stations and small vessels but some of them were able to construct huge space citadels and are eager to protect their space from strangers.

Their self sufficiency makes it hard to interest them in bigger intergalactic comunities via plain diplomacy and negotiations.


All Star Bases are movable. Only one Star Base per stellar gravity well allowed. Star Bases are able to slowly spread culture.

New transparent minimalistic User Interface.

Instead of Pirate Base planetary body type, here we have advanced Pirate Stronghold. Pirates are able to reach other stars.

Constructor Frigates are able to spawn Resource Extractors automatically (to reduce routine).

Resource market prices are higher and more volatile.

Advent Carrier deploys mines via ability.

New visuals and ambient music.