Hi, check out this post: https://imagined-reality.itch.io/stellar-sovereigns/devlog/457202/stellar-sovere...
Imagined Reality
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Hallo Walfenger! Mein Weihnachten war großartig, ich hoffe, Ihres auch! Ich freue mich, dass Ihnen das Tutorial gefällt, und danke für das Feedback, ich kann die Farbe der Highlights sicherlich optimieren. Ja, ich arbeite an einem System, um das Englische ins Deutsche umzuwandeln, und mit Hilfe von AltRon wird es großartig!
Haben Sie die heutige neue Funktion bemerkt? Sie können jetzt Ihre vorhandenen Geschütztürme austauschen.
Hi, Unfortunately the Early Access phase of the game is over here on Itch.io so purchases since then are not providing a steam key.
But if you bought your copy before 28th of November 2022 then I thank you in your EA support and ask you to send your invoice to me in email and I will send you a steam key when released.
stellarsovereigns@outlook.com
Hi CholericKolle!
Thanks for sending me the save files, the issue seam to do with a corrupted save file AutoSave1.ss, I am unsure what caused the corruption; I will further investigate.
The reason for your saves disappearing from the load menu was due to the fact that the game could not read the corrupted file, I will work on skipping over such files so in the future the game can carry on in case a file got corrupted somehow.
Quick fix is just to delete the AutoSave1.ss file and you are good to go.
Hi, could you please send me the content of USERPROFILE\AppData\LocalLow\Imagined Reality\Stellar Sovereigns folder to stellarsovereigns@outlook.com
The first crash, did it happened during turn execution?
After sending me I suggest to clear the content of that folder and try the game again, first without a reinstall then after reinstall.
*NOTE: AppData is a hidden folder, so you may have to thick the Hidden Items option under the View tab of your File Explorer
Hello there!
Thanks for the suggestions, I am glad you like the updates. I am in the process of making the game ready for Steam release, so I much apricate any feedback.
So, you like the northern lights, awesome! I am planning to do an overhaul of planetary environments in the future after V1.0 rolled out, I have big plans for surface engagements if the sales going well on steam.
Also plan to work on events that you described, when the artifact systems is done. I plan to add events and anomalies regarding artifact research.
But first I want to add the auction house, I have some nice ships that I want the player to have access to. It is planed for V1.0 so it may take a bit and then we will see how things turn out in terms of sales which will influence future expansions of content.
p.s.: You can insert images into these posts and on the forum, so you don’t have to use twitter for that.
Hello there, just a bit of an update to your comment on governor being broken.
Indeed I found a serious issue that probably causing your unemployment problems, it seams that the governor reduces your existing developments.
I am working on the issue and others should have a patch out by the end of this week the latest.
Hello there!
The resource production of a planet grows with your industry, as well as you can find planets with 2 or 3 times yield, browse the planet explorer menu. I am making millions with the resources mined from colonies and selling them off at the exchange every 5-10 turns.
In other games you have not much to do with development of a colony, beside putting down the same building over and over and thinker with pops where you want them to work.
In Stellar Sovereigns I am attempting to model development from a governmental point of view like how the administration provides money to towns to spend on development.
I think the thing gets interesting, when you cannot afford development and have to decide where to cut back and try to stabilize over time.
The choices I often make are of, at which planet to grow excess food, where to build industry and the logistics of feeding needy colonies.
When it comes to population, I often deal with migrating the pioneer population to new colonies and using political capital to stimulate growth or invest into propaganda.
I often aim at achieving colonial development goals to get that sweet empire point to advance my traits.
Colony development might be a bit dull, but it is only a piece of the pulse.
That said I think it can be improved, so if you have any suggestions, I am all for it, beside throwing the whole thing out.
No upgrade on the bigger weapons yet :P except torpedoes.
A couple of things I am planning to work on for finding ships easier. 1 maybe indicators at the edge of screen when ships are off screen, 2 icons that you can see even from far like in HW, as well will take a look at getting better contrast for the mini map.
But it may takes a while when i am getting around to these.
If I understand you correctly, you are describing how it is meant to work. You cannot select the fleet card, you can only select the corresponding fleet using the pin icon in the bottom right. You can only see the action buttons of what ever is selected. If you assumed that the fleet card can be selected, then I am sorry they are not made like that, but as long as you can select its content using the pin icon than I see no issue. There is an indicator, a semi circle rotating around the object that is selected, and as long as the correct object highlighted when using the pin icon then all should work as intended.
Thanks for the report! I will take care of them! Also just wanted to let you know that laser and beam weapons damage was buggy, neither was causing damage to hull, but been fixed in the latest patch. It was an issue that only happened in the built game not in the editor, hence it took me a while to notice it.
Hello there, thanks for your feedback!
As explained above the governor spends its budget prioritizing on food then housing then employment, since agriculture employs less population per development you should pre-empt your unemployment issues by manually spending on development of industrial or on research industries. FYI the agriculture sector employes 2 pop per development, industrial 5 and research 9.
Unemployment is huge drain on your economy, work on eliminating it, you governor is not a miracle worker, it has its priorities and cares not of the empires budget, but that said I just gave an option which is by default turned off limiting the governor’s budget by the available empire credits.
A tip for your early game is to unlock the improved hydroponics technology, by increasing your output you do not need to spend so much on agricultural development so you can spend it on industry, but watch out for underemployment.
Thanks for reporting the 0% governor bug, I fixed it the patch is should be out for it soon.
To specialize a colony on industry is not impossible but rather a slow process when it comes to small colony, do not expect your governor to build industry when its priority is housing but you can manually spend on its development. Also, without the use of market and high taxes you will struggle to have the necessary credits for development in the early game.
I am aware of a bug that you speak of regarding the housing development slider sets to maximum when switching between colonies using the next arrow button. It is a UI issue meaning even though there is a relation in between you setting the housing development on one colony seemingly effecting the next colony but its not, rather when you click the next button the UI itself does it. It’s a weird bug that I thought I fixed before but looks like it is back I will do my best to fix it next.
There was never a feature on the planet card of the system window that opened the colony menu, but it is a good idea so I will look into it!
Just to be sue regarding the select fleet via a fleet card zoom button issue, is what this image illustrates?
Can you please describe its circumstances, is it reproduceable happens over and over? Can you give me a screen shot? What kind of fleet is that? Is it a full fleet? Is the right fleet selected when using the button? Is all ships finished constructing? Do you have a save game that which you reload still produces the issue? Thanks!
That typo been fixed, thanks for reporting it!
Apologies but your requested feature for inspecting enemy fleets will take some time to make it work, but when its done I will put out devlog on it.
I am uploading the fix patch now, it will be out as soon as itch.io processes it!
You can just not from the shipyard! Buying from the shipyard is a shortcut, the original way was from the fleet menu, just as you do it in the very beginning. My suggestion do not use the shipyard if you want to see the loadout properly but create a new fleet and use the + button which opens the vessel options, there you can see it. I am sorry but it is just not feasible to do it in the shipyard.
Hi,
Selling/buying resources is part of economy especially when you take it into account that you gain resources from colonies that never run out :P
Menace forces are purposefully designed to be difficult to defeat especially whit tier 1 weaponry.
Pirates are the weakest with some upgrades and and few tier two rockets but generally have the same stats as your ships.
Sectoids have no shield just heavy armor and good regeneration, but what makes them op is they disruptor weaponry that depletes your weapons capacitators.
My strategy against them is autocannons with armor piercing upgrade, missiles, rockets and torpedoes.
Obviously you need more ships that they have, but a lone sectoid fleet can be beaten by two with enough cannons, dont waste your power on energy based weapons against Sectoids, those take too long to charge and you just gone lose your charge amount when a disruptor hits.
Turn off energy weapons and focus fire with ballistics, missiles and torpedoes
Regarding, machine ai! You need all you can get, they are all around OP, they have excellent defensive capabilities that you have to be able to power through with serious fire power. Machine ai meant to be fought with overwhelming strength and a bucket of luck!
One think to keep in mind that beside pirate raiders, sectoids and machine ai is not actively seeking you out, they have no directive to defeat you unless you happened to be in their way and even then after a fight they usually fly away! For example if you happened to colonize a system that is their destination they arrive and then leave.
You need salvage sensor equipped for your mining mothership in order to be able to salvage technology. You find it in a slot at the front left side of the mining mothership when facing you. Equip that sensor and then for every ships that it salvages it has 15% chance that a technology is salvaged from it, but keep in mind that only those techs can be salvaged that are equipped on the wreck. Also the salvage is only partial so you may need to spend money to complete it.
FYI: When you destroy 3 ships in a battle 3 ships will be salvaged 1 per turn per mining mothership in orbit. The process is automatic just send it to the wreck and you will get report every turn.
Hi soulieberlin!
Here is a bit of an update that aims to alleviate some of the issues you brought up.
For the next update I added starting resources multiplier options 1x 2x 3x which should help with the early game.
I also removed the cost restriction on colony development, which now allows the player to go into debt when paying for colony development, to solve the issue of unable to pay for needed development. In reality most of governmental developments are based of debt so it is not so farfetched.
I also added Governor feature to help automate colony development, with options for specialization as well as budgetary constraint that allows the player to stay in control.
If you have any other ideas just let me know!
Hi soulieberlin!
Stellar sovereign economy requires a bit more unconventional approach then other games, first of you should not worry about not having excess money all the time. In the beginning your two best bet is high taxes and selling your resources on the market.
Selling resources is almost equivalent to cheating in my experience. Send your mining fleet to a new system, when it mined around 50% of its current location, the reason is that they mine out the rare resources in the beginning and after that they mostly mine common resources that does not sells well on the market. Later you may want to colonize a planet with high resource yield and sell it on the market each turn.
Regarding population growth, migrate your pioneer population to your second colony that frees up space at your capital. It also helps to pick a government type that lowers the cost of housing development.
About importing food; indeed, you need a trade connection to the colony in order to import goods, but you do not need a trade station at the receiving colony. Use the trade station of your homeworld and establish a trade route with your second solar system, then assign freighters to the route and begin importing from the capital.
Research is indeed expensive at the beginning but there are numerous opportunities to mitigate it over the course of the game, there are technologies, traits, bonuses, events and a treaty that can help you with that. I also suggest to half the research cost at the start when you set up the game.
And you may consider picking the random technologies starting bonus, it gives you 10 random tier 1 technologies.
About research bonus, it starts out small, but can be grown until +999%. Each research station provides +5% and what the system has, as well as +1% after each lab module.
What is a bit unconventional about Stellar Sovereigns economy is that you cannot easily afford all that you have access to, so you must prioritize. I know it is frustrating that the population may protest your hight taxes or that their growth is caped, but you building a new capital vessel so they just have to suck it up. On the other hand, when your shiny new ship is built, you ease up for awhile and develop your colony.
Thanks for your feedback, please provide suggestions, ideas on how to approach balancing the economy and I will do my best to implement.
p.s.: You may enjoy Altron’s series: https://www.youtube.com/watch?v=O6hEQ0liDm4
Thank you! Next up is the new playable faction, next weekend or the one after!
Also new game options and brand new starting bonuses: https://twitter.com/SSovereigns
Ah, I see, sorry misunderstood your question!
Indeed, the in-game wiki had been disabled.
The reason is that there has been so much change since I first made it and that I never been very satisfied in the way it was working so I decided to get rid of it.
I plan to create a new one from scratch, but I think it will only be available for the vanilla release with up-to-date details and may be in a different format.
In the meantime, I tried to provide guidance in the form of tooltips for the newer features.
Creating any form tutorial for 4x is difficult but I will do my best :P
But do not hesitate to ask: https://itch.io/t/969950/comments