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Steam News16 May 20262mo ago

Experimental Balance Patch

I am pushing a balance update to the experimental branch. These are the main changes: Tech cost doubled Era techs no longer cost stability, but require 50% of previous tier techs/culture to be researched Culture tech st

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Full Solar Nations 2 update

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What changed

0 fixes0 additions3 changes1 removal
  • Balance
  • Performance
changedI am pushing a balance update to the experimental branch. These are the main changes:
removedEra techs no longer cost stability, but require 50% of previous tier techs/culture to be researched
changedCulture tech stability gain from factions divided by four
changedThe idea is to make it more necessary to diversify tech as well as to slow down the (especially stability) pacing, while preventing death spirals from happening in the early mid game.

Solar Nations 2 changes

changedI am pushing a balance update to the experimental branch. These are the main changes:
removedEra techs no longer cost stability, but require 50% of previous tier techs/culture to be researched
changedCulture tech stability gain from factions divided by four
changedThe idea is to make it more necessary to diversify tech as well as to slow down the (especially stability) pacing, while preventing death spirals from happening in the early mid game.

I am pushing a balance update to the experimental branch. These are the main changes:

  • Tech cost doubled

  • Era techs no longer cost stability, but require 50% of previous tier techs/culture to be researched

  • Culture tech stability gain from factions divided by four

The idea is to make it more necessary to diversify tech as well as to slow down the (especially stability) pacing, while preventing death spirals from happening in the early mid game.

Source

Steam News / 16 May 2026

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