In this update, I’ve added a Colony Overview and production limits, along with a dozen fixes and improvements!
Colony Overview

I received a lot of feedback requesting a colony overview, and now it’s finally here in this patch! The overview is generated from buildings connected to the Storage Network, so if you have two bases, you’ll see reports for each one separately. It includes details such as:
- Colony storage with production limits
- Energy networks
- Engineers overview, including average values and resource consumption
- Income, research progress, and spare parts production
Production Limits
In the colony overview, you can now set a resource limit for specific storage facilities. Each cycle, every factory checks whether the resource limit has been reached. If the limit is exceeded, the factory skips the cycle, freeing up engineers to work elsewhere.Engineer Improvements
- Improved engineer profiles—stats are now clearer and more intuitive.
- Morale recovery algorithms have been optimized—once morale reaches the max limit, resources are no longer wasted.
- Fixed bugs in game logic and production multipliers that caused excessive resource production in buildings with multiple engineers.
- Increased motivation decay for engineers from 0.65 per rank to 1 per rank (on medium difficulty). Now, keeping engineers motivated is more challenging!
- Balanced and added display of consumed resources in units.
- Optimized internal algorithms for better performance.
Combat System Updates
- Decreased the interval between enemy waves.
- Accelerated the arrival of the first enemy wave.
- Increased weapon costs at the shipyard.
Other Gameplay Improvements
- Removed free containers—this mechanic disrupted storage logic, so now destroyed ships will consume resources instead.
- Economy update interval set to 9 seconds (3 sec in x3 speed). Previously, I increased it from 6 to 12 seconds, but in practice, it felt too slow.
- Multi-placement for blueprints—you can now place multiple buildings at once. Exit construction mode using right-click, Esc, or clicking the menu again.
- Tech tree progression rebalanced for a smoother development curve.
- Water factory construction costs adjusted—it now requires aluminum and ore instead of steel, as the previous cost made it significantly less viable than the basic factory.
- Fixed research order for the large Shipyard.
Bug Fixes
- Added a network availability check for buildings after generators are destroyed.
- Fixed a bug where the oil generator’s fuel consumption per cycle was missing from its description.
- Correct display of resource production in the built buildings' card.
Changed files in this update