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What's New

2026/10/16🔗

  • Imported saves are now stored in IndexedDB instead of localStorage, so large saves no longer hit the browser's localStorage limit. Saves for every mod move over automatically on first load, and each one stays in localStorage until the move succeeds
  • New Manage → Export for Agents: a small export of one game for AI agents and scripts, with only the planets you pick and no password. Create from JSON and Replace from JSON load it back
  • Create from JSON makes the new game active, and the Combat Sim stack list now follows the active game without a reload
  • Combat sim batches are about 60× faster
  • Combat sim attack and defense numbers now follow the game's formula, and the Unit Stats card multiplies its bonuses (experience also scales psy defense)
  • Combat sim fixes: terrain agility goes to the defender only, from the map hex's terrain; withdrawal adds the sect routing bonus; promotions no longer carry over between batch runs; the Eye of the Prophet only boosts weapons a unit has; attacks stopped by a shield count as unresolved
  • Combat sim warns about stacks EFS would not allow: house and ministry units mixed, relics in a ministry stack, and attackers that cannot move
  • Combat sim stack imports set the Vau or Symbiot trait, known techs and relics. Batch results count wins, losses and unresolved runs with per-slot outcomes, and can be downloaded as JSON
  • Agent guide for AI agents at /techgraph/skill.md, and a new AI Agent button with a ready-made prompt to copy into your agent

2026/10/04🔗

  • Generated tech graphs are cached in IndexedDB and rebuilt automatically when the mod data changes. Browser Storage lists and clears the cached graphs

2026/10/01🔗

  • Updated Hyperion to the current Steam Workshop data, including its Manowitz chapters, data files and galaxy unit lists

2026/09/25🔗

  • Combat sim: saved setups restore cargo and the Vau and Symbiot traits correctly, and every batch run starts with the original cargo even after a carrier was destroyed
  • Planet planner cancels outdated optimization when you switch planets, city sets or weight presets, and Pause and Resume keep its progress
  • Local mods: creating, deleting or uploading files to a local mod reloads the right data
  • Password recovery rejects repeat house registrations and can't start the same recovery round twice
  • Updated libraries to clear all open security advisories

2026/09/19🔗

  • Tech planner leaves out unknown technologies that are no longer needed because everything they unlock is already known
  • Remaining tech costs no longer count missing older prerequisites when a known direct prerequisite already covers them

2026/08/27🔗

  • Main tabs are grouped into Save Game, Mod Data and Tools. Old tab links still open the right tab
  • Data tables have built-in views, faster view switching, and a footer with views, filter status and export of the current view
  • Tech Tracker shows a summary and one planning section at a time. Targets can be reordered from the keyboard, and research lab details start collapsed
  • Save-backed unit views lead with their context and a single clear-filters action
  • Combat Sim lays out its steps in order, with clearer result actions, and its stack list shows the city on each stack's hex
  • Galaxy map labels its data controls and has accessible viewport and sidebar controls
  • Calculators show one at a time, with reset and value ranges
  • Browser Storage groups items and separates item, category and global resets
  • Accessibility: named icon buttons, keyboard-focusable scroll areas, a visible focus outline in both color modes, dialogs that return focus, announced calculator and simulation results, and text cues alongside color coding

2026/08/23🔗

  • Updated Phoenix to the current Steam Workshop 2026.1 data, including its revised galaxy, technologies, units, structures, resources, and Manowitz chapters
  • Updated Hyperion 0.4A to the current Steam Workshop compatibility and resource data
  • Tech targets can be reordered by dragging, and unit targets now show their unlocking technologies
  • Target research estimates now compare priority order, current lab branches, and each target by itself, using saved research progress and game-accurate overflow/unlock timing
  • Research lab simulation now supports per-target lab adjustments, locks and reset, new labs per turn, loyalty overrides, lab healing, and new/total lab counts; new labs per turn is saved with each game
  • In-progress technologies now show assigned labs and estimated turns remaining
  • Forgettable technologies are sorted by freed RP, target progress is shown as completed RP out of total RP, and the Patriarch tooltip lists research and maintenance bonuses
  • Units table now shows the remaining technology cost not already covered by known technologies or existing targets
  • Table columns now use a searchable, staged editor with reusable built-in and custom sets that preserve visibility, order, and widths

2026/07/19🔗

  • Updated Phoenix mod data
  • Updated Hyperion mod data to version 0.4A

2026/07/11🔗

  • New units table: units loaded from a savegame can be filtered by owner, by planet and by ministry

2026/07/06🔗

  • Tech planner: in-progress technologies, researchable dependency highlighting, required-by target drilldowns, tech support cost badges, and forgettable-tech maintenance impact
  • Savegame import now brings in in-progress research, per-tech progress, lab assignments, player research stats, church/proscribed-tech state, visible units, and visible structures
  • New Research Economy panel: labs, current/max research output, maintenance, net output, shortfalls, freeable maintenance, per-lab output, and per-tech next-turn research
  • Unit Stacks planner can filter savegame stacks by owner and send savegame stacks to combat sim with owner/location/structure context
  • Galaxy map now has a Forces panel summarizing units and cities by house and by planet
  • Planet map now handles savegame-visible units and structures more accurately, including owner-grouped surface unit markers and clearer empty states
  • Research graph now has Units Only and Unit Inputs layouts, plus tracker badges for known, target, in-progress, and proscribed techs

2026/06/29🔗

  • Updated combat sim accuracy
  • Stacks from planet maps can be added to combat sim, when added as defender location data is filled in as well

2026/06/21🔗

  • Performance improvements
  • Units can be targets in tech tracker
  • Galaxy stack selector in combat sim

2026/06/16🔗

  • PBEM save-password recovery vault: register everyone's save and master passwords at game start, and recover a dropped player's password when the others all agree

2026/06/13🔗

  • Plague calculator
  • Tithe skim calculator

2026/06/01🔗

  • Local Storage view with per-key size estimates and a clear button
  • Units table: searchable Input Unit filter
  • Units table: Input Chain and Required By columns

2026/05/31🔗

  • EW 4.3.3
  • New column for Cargo size on units table

2026/05/04🔗

  • Units on planet map
  • Sharable map highlights

2026/04/27🔗

  • Cleaning up old versions of mods
  • Hyperion mod

2026/03/30🔗

  • Strange New Planets mod

2026/03/06🔗

  • Planet maps and harvest planner

2026/03/01🔗

  • Galaxy map

2026/02/28🔗

  • Performance updates

2026/02/18🔗

  • Phoenix mod update

2025/12/22🔗

  • Phoenix mod
  • Numerical values highlighting in the tables.

2025/10/21🔗

  • Ruin/alien ruin tables.
  • Combat sim: ruin stack generator, batch combat against random ruin stacks
  • Combat sim accuracy updates (round limits, hit model, targeting model, damage buffering, city/psy defence fixes)
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