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

TechEffect
Production EfficiencyProduction bonus to all resources
Housing UpgradesIncreased housing capacity on planets
Food EfficiencyLower food consumption per population unit

Fleet Engineering

TechEffect
Advanced ModulesUnlock new module types
Frame Power UpgradeIncrease base power on existing frames
New FramesUnlock higher hull class frames

Administration

TechEffect
Espionage TrainingIncrease espionage rating
CounterintelligenceIncrease defense against spies
Stability BufferReduce stability loss from starvation and war
Rapid RetrofitReduce 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:

RiskCause
Food chain collapseToo many planets, not enough food planets
Population drainStarvation loops reduce workforce
Trade route overloadNot enough fleets to run all routes
Stability cascadeOne 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.