← Back to Blog

Astro Lurch v0.5: Strategic Doctrines

Strategic Doctrine: A new research that lets you pick a direction for your empire. Your first choice is free. Switching later costs half the research cost and locks your choice for 7 days.

  • Industry: +10% mine output on every planet, Deep Core Drill can reach level 15. Drawback: +10% shipyard build time.
  • Military: −10% ship cost and +1 fleet slot, Military Academy can reach level 10. Drawback: −5% mine output.
  • Expansion: +2 colony slots, +10 fields on each new colony, colony ships −25% cost, unlocks the Orbital Habitat. Drawback: −10% storage capacity.

New buildings

  • Deep Core Drill: +2% mine output on this planet per level.
  • Trade Post: −0.5 percentage points market fee per level (minimum 2%).
  • Military Academy: −3% ship build time per level.
  • Orbital Habitat (Expansion): +4 planet fields per level, uses no field itself.

New research

  • Geology: +1% mine output on all planets per level.
  • Fusion Efficiency: Fusion reactors use 5% less helium-3 per level.
  • Tactical Datalink: +1 fleet slot every 2 levels.
  • Planetary Engineering: +3 fields per level on newly founded colonies, unlocks the Orbital Habitat.
  • Colonial Administration: −10% build time on colonies per level.
  • Siege Engineering: Prepares the ground for an upcoming ship.

All production bonuses combined are capped at +60%.

Planet fields

  • Terraformer costs now rise more slowly (factor 1.5 instead of 2.0), so it stays useful at higher levels.
  • When a planet is full, upgrades that need a field are disabled and the game shows you how to get more space.
  • Planets with too few fields have been raised to the normal minimum.

Fixes: Several bugs around shipyard orders, colonization, the market and building queues have been fixed.

Rollout: New content starts in the Test Universe. Universe 1 follows once everything runs smoothly.