Other Systems
Tech tree, rebellion system, and expansion pressure model.
Tech Tree
Technology is split into three branches. Research unlocks new capabilities empire-wide.
Industrial
| Tech | Effect |
|---|---|
| Production Efficiency | Production bonus to all resources |
| Housing Upgrades | Increased housing capacity on planets |
| Food Efficiency | Lower food consumption per population unit |
Fleet Engineering
| Tech | Effect |
|---|---|
| Advanced Modules | Unlock new module types |
| Frame Power Upgrade | Increase base power on existing frames |
| New Frames | Unlock higher hull class frames |
Administration
| Tech | Effect |
|---|---|
| Espionage Training | Increase espionage rating |
| Counterintelligence | Increase defense against spies |
| Stability Buffer | Reduce stability loss from starvation and war |
| Rapid Retrofit | Reduce retrofit dock time |
Rebellion System
A planet in severe distress can rebel, removing it from the player's control.
Trigger Conditions
stability < 20- Starvation sustained for multiple ticks
- Severe overcrowding
Effects
- Production halted entirely
- Planet is neutralized (owner effectively loses it)
- Population is reduced
- Resolving requires fleet intervention to restore order
Expansion Pressure Model
Overexpansion creates cascading failures:
| Risk | Cause |
|---|---|
| Food chain collapse | Too many planets, not enough food planets |
| Population drain | Starvation loops reduce workforce |
| Trade route overload | Not enough fleets to run all routes |
| Stability cascade | One rebelling planet disrupts nearby supply |
The game is intentionally balanced so:
A sustainable, well-managed empire beats rapid uncontrolled expansion.
This forces players to pause and consolidate before each new wave of expansion.