We’ve got a new patch for you and there’s one new feature in particular we think you’ll love.
Many of you have been asking for some freighting automation for a while, so we’re very excited to have this first version ready for you.
Auto-Transfer of Resources for Fleets
Growing a successful empire requires freighting resources to where they’re needed most: Ziryl and Farsu from your mining colonies to your shipyards, Beron for construction to colonies that aren’t able to produce their own, Troops to reinforce a planet’s defense etc.
- This means players can keep freighting resources between colonies while they’re offline – bridging the gap between players that can and can’t get online as often
- Fleets with limited cargo space can still be useful for freighting as they no longer need to be micromanaged to haul resources
- To order a fleet to ‘Auto-transfer resources’ somewhere it must be in orbit of the planet with the resources to be transferred
- You control which resources to transfer, the rate at which they should be transferred and their priority
How it Works
1. Move the fleet to orbit of the colony you want to transfer resources from and select it (this can be done within a system or via the star map)
2. With the fleet selected choose the colony/jettison pod you want to transfer resources to and select the ‘Auto-transfer resources’ option
3. A settings panel will then open to enable you to configure the auto-transfer – click ‘OK’ to start auto-transfer
4. The fleet will then automatically collect resources from the source colony and transfer them to the destination continuously until you order it to stop
It’s also possible to auto-transfer resources to a colony/jettison pod in a different system via the star map.
- Natural resources can be transferred to colonies and jettison pods
- Colonists and troops can also be transferred to colonies (not to jettison pods), but won’t be transferred if doing so would create a labour shortage
- At the moment you can only auto-transfer resources from one of your colonies. In a future version it should be possible to auto-transfer resources from an uncolonized planet or a jettison pod.
- If boosted warp is enabled and Olzine is selected for transfer, the amount you choose to transfer will determine how much Olzine is available for boosted warp travel
- If boosted warp is enabled the fleet will automatically refill its Olzine from both the source and destination when it can – if it cannot collect enough Olzine it will continue the next leg of the journey at free warp speed
Next Steps for Fleet Automation
Although this is only the first version of auto-transfer resources for fleets it should go a long way to alleviating the micromanagement of freighting resources around your empire.
Once you’ve had a chance to test it properly please let us know what you think. We’re happy to continue with improving auto-transfer of resources. But do you think we should switch to another area of fleet automation first? e.g. auto-exploration of a star system.
Invading a Colony with Two Populations
Colonies can only support two civilization populations. Before this patch, if you captured or colonized a planet that already had two civilization populations different to your own civilization – the smallest of those two populations was automatically removed and replaced with yours.
We’ve had a lot of requests from players to be able to decide which of the civs to keep. So now when launching an invasion, you can choose with of the two populations your civilizaiton will replace (unceremoniously removing it).
When applicable there will be two ‘Attack’ menu options for the planet – one for each civ. The civ you choose to ‘Attack’ is the one your own civ will replace if the invasion succeeds.
In a future patch it’s likely we will add a similar option for colonization.
Enjoy the new patch. We’ll be back with more news soon!
– The Outscape dev team
Full patch notes
Features and changes
- Auto-resource transfer for fleets: fleets can now automatically transfer resources from a colony to either another colony or a jettison pod. Check out the wiki for full details. This is only the first version and we’re keen to improve it, so please share your feedback with us once you’ve had a chance to try it out.
- Higher tax rates have a higher negative effect on happiness. It’s still possible for organic civs to temporarily tax at a high rate, but it’s more difficult to maintain a high tax rate due to this increased negative happiness effect. You can find out more about this change on the forum.
- Increased minor civilization’s tax tolerance compared to the major civilizations.
- The major civs will be more sensitive to higher tax rates and less sensitive to the lowest tax rates – but the minor factions will be less sensitive to taxes overall, which will make them even more valuable than they are now.
- The base credit income rate from taxation has been boosted by 12% (which means a bit more income without doing anything)
- Syntis players will now get the happiness bonus from a 100% happy organic second population. It was by design that they didn’t originally, but we’ve changed it following your feedback
- Improvements to the UI to clarify the situation with happiness e.g. whether the bonus is being applied or not, that Syntis aren’t affected by happiness
- Beron costs increased:
- City Centers/Depositors: 10k to 15k (lvl2), 10k to 30k (lvl3)
- Entertainment Centers: 1.5k to 2k (lvl1), 2k to 4k (lvl2), 2.5k to 8k (lvl3)
- Government Building/Central AI Node from: 5k to 10k (lvl3), 5k to 20k (lvl4), 5k to 40k (lvl5)
- Syntis Depositor (City Center) growth/economy boost increased: 8% to 9% (lvl1), 12% to 18% (lvl2)
- Spawn codes:
- Prevent spawn codes being used in systems with another player. For example, if Player A invites Player B to spawn onto one of their colonies, they will be unable to do so if Player C has a colony in that system (Player A can have another colony in that system but a third player can’t have any). You can find out more about this change on the forum.
- Prevent spawn codes being used for planets no longer colonized. This prevents a player from spawning back into the game on one of their former colonies.
- Choose which population to displace when invading a colony with 2 civ populations already (instead of removing the smallest population by default).
Updating the game client: the game should be automatically updated via Steam. Please check here if the download doesn’t automatically start when you launch Steam.