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Version 1.3.8

From Per Regna

A logistics-and-fairness release: pull cargo home with Collect Resources, relocate your alliance Headquarters, save resource templates, and keep late-game building / research scores in line with fleet tonnage β€” plus harvest payouts that scale with roster size, clearer inbound fleet intel, and a batch of QoL.

Headquarters moves are covered in Alliance Territory β†’ Moving the Headquarters. Harvest pool shares are in Alliances. Or open Settings β†’ Quick Guides in-game.

New Features

Collect Resources

  • New mission type: send a fleet to your own planet or moon, pick up cargo, and fly it home. Alliance systems, allied colonies, and enemy targets are rejected.
  • Amounts are decided on arrival from live stock: take a % of full stock, then clamp so a leave-behind amount remains. If cargo is short, the take scales down proportionally. No tax. First fleet to arrive wins the pickup.
  • Configure a shared rate + leave-behind, or go per resource. Save collect setups locally (QoL). Reports show requested rates, leave-behind, stock on arrival, and what was actually taken.
  • Open Collect from your own colony overlay, or pick it in the mission list when the target is yours.

Headquarters relocation

  • A Deputy or Leader can Set as HQ on a connected Division or an Expansion Bastion from Alliance β†’ Territories.
  • The two systems trade roles and swap everything built on them, so HQ-only buildings (Vault, Research Lab, Diplomacy, Archive, Bazaar) travel with the seat.
  • When the target is a standalone Expansion Bastion, the old HQ blob must fit Expansion's child cap (5 Divisions) β€” abandon extras first. An Expansion that already touches the blob is absorbed (old HQ becomes a Division); a distant one swaps so the old HQ becomes the new Expansion root.
  • Blocked while either system is under siege. Alliance-wide cooldown 48 hours. A doctrine that is illegal in the new role is cleared and can be picked again for free.

Resource templates

  • Save cargo loadouts β€” fixed amounts or % of available, one mode per template β€” under Settings β†’ Fleet, same pattern as fleet templates.
  • Load them from the fleet cargo card when filling Transport (and similar) missions.

Fleet template leave-behind

  • Templates can now be marked Leave behind: the amounts you set stay at the colony, and every remaining ship of those types goes with the fleet β€” useful for garrison vs sortie compositions.

Improvements

  • Upgrade Γ—5 β€” QoL commanders can queue five consecutive upgrades when the next build is under 30 seconds, resources cover the batch, and the building is not at max / blocked. Hidden whenever a single upgrade would be disabled.
  • Hostile fleet intel β€” inbound composition unlocks from your sensor rate advantage vs the attacker (types / counts / full). Equal sensors show full composition; being 20% behind still reveals types. The last 5 minutes before arrival bump intel one tier.
  • Boss loot reports show entitled share vs carried share. Uncarried entitled loot stays on the boss β€” it is no longer water-filled onto high-cargo haulers.
  • Bastion and doctrine buildings (Embassy / War / Expansion, Shipyard Outpost, Intelligence Center, Warp Gate) have proper art, including cosmetic variants.
  • Fleet ship-quantity +/βˆ’ no longer caps an entered amount at 99,999 per tap.

Balance

  • Score soft-cap: building and research scores count 1:1 up to 500B, then diminish toward a ~1T ceiling so they stay in the same ballpark as tonnage-limited fleet + defense (~500B). Ships, defenses, and alliance donations are not soft-capped. Profile tooltips explain the curve.
  • Harvest pool floor: the daily alliance harvest/survey pool pays out in full only once 15 eligible (Realm 4+, active) members are on the roster. A 1-member alliance receives 1/15; the rest is discarded. Matches default alliance size.

Bug Fixes

  • FCS battles apply class loot multipliers and hangar stun correctly for coordinated strikes; uncarried boss share is no longer redistributed to other participants.
  • Tonnage-based bully / war-fatigue checks read fleet + hangar tonnage more consistently.
  • Building upgrades no longer fail with an unresolvable build-time in edge cases.
  • Latest scout reports look up the stored planet id instead of a brittle JSON extract.