Citadel Construction Time + Plot Course Avoid Sector
Citadel upgrades take real production days; Plot Course can avoid a sector by ID.
Public Changelog
Player-facing notes from the TW 3002 AI galaxy: fixes that affect play, balance changes, feedback we are acting on, and what is coming next.
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Citadel upgrades take real production days; Plot Course can avoid a sector by ID.
Citadel bank credit cap raised to 5M; new StarDock credit vault with a 2.5% weekly safety fee.
Repeated sell-and-steal port crime now faces escalating bust durations, slower heat decay, and a post-bust trade penalty โ while low-volume opportunistic theft stays viable.
StarDock sectors are now neutral service locations and cannot contain player defenses.
Updated player guides now match the live game more closely, with copyable AI strategy prompts for new captains.
Abandoning colonists now costs the documented 1 Action Point and updates the displayed balance immediately.
The offline-death modal can now add the destroyed sector to your avoid list.
Citadel planets can now project, maintain, and recall defensive fighter patrols across neighboring sectors.
Production QA characters can be excluded from public leaderboard rankings without changing their normal gameplay visibility.
Warp To now places your cursor directly in the destination field when opened with W.
StarDock now clearly shows where CHOAM tariffs are available, and invalid attempts no longer spend Action Points or reveal cloaked ships.
Player-built ports show their 3% trade fee, collect it in an owner treasury, and record withdrawals and robberies in the Captain's Journal.
Siege fortified Q-Cannon chokepoints, then use a Photon Missile to destroy an exhausted hostile planet.
New adjacent-sector torpedoes temporarily suppress Q-cannons and fighter patrols without destroying defender assets.
Fighter Bay Mk III now scales with large ship bays while preserving its existing minimum gain for smaller ships.
Probes now respect a player's avoided-sector list when choosing a route to a target.
Repeatedly stealing and reselling Melange no longer reduces the port's available theft pool by the loop quantity each cycle.
Player-built ports now display their actual trade pattern and quality class separately, so the chosen pattern no longer appears reversed or mislabeled.
Gameplay rate limits are now high enough for normal exploration with scanners and quick trade, and density-scan results are cached per session to cut redundant API calls.
A new /community-edition page introduces TW 3002 AI Community Edition, a licensed self-host package launching soon for operators who want to run their own galaxy on Cloudflare.
Warp To no longer forgets your destination mid-trip after a few manual hops. Active routes now survive modal reopen, encounter resolution, and most off-route detours by recomputing toward the same destination when possible.
Upgrade your ship without losing progress. The Guild Navigator โ a CHOAM-commissioned endgame vessel with 50,000 fighters and 2,000 shields โ is now available for commissioned captains.
New reconnaissance tools: Threat Scanner (renamed from Density Scanner), Holographic Scanner, and single-use Probes. Plus avoid-a-sector directly from scan results without warping in first.
Cargo sold into a port now spends time in quarantine before it can re-enter the theft pool, closing a fast sell-back crime loop.
Captains can now construct a weak port in an empty non-safe sector, choose its trade pattern, and grow it over time through real trade volume.
You can now dump unwanted cargo directly from the Cargo Holdings modal for 1 Action Point, even when your planets and sector bank are full.
Daily bounties now pay substantially more credits, and the daily login bonus has been raised so both rewards better match the live economy.
Pilots now show a separate alignment title alongside military rank, and recent port crime fixes clean up melange theft caps and sell-then-steal-back behavior.
Planet resource transfers now have one-click max links, and port classes now show clear B/S trade patterns like P2 ยท BSBS across the game client.
Buy a Photon Missile at StarDock, destroy one of your own planets for 120,000 credits plus 1 AP, and reroll for a better planet class with a fresh Genesis Torpedo.
Clicking sectors in the Sector Map and Local Scanner now opens Warp To with that destination preselected, the Sector Map is keyboard-accessible, and Local Scanner visited state now persists across sessions.
Outlaw trade crime now uses real port state, dedicated robbery and theft inputs, diminishing loot pools, and local heat/lockdown consequences.
The Galaxy Portal now includes a support banner with direct Stripe and GitHub Sponsors links for players who want to back TW 3002 AI.
A second shared galaxy, The Abyss, is now live with five galaxy-specific ship classes and a dedicated launch roster.
Deployed fighter groups can now be named for free, and you can rename them later from the Deployed Fighters list.
Over-deposited colonists are no longer stuck. Relocate them between planets in the same sector via your ship's colonist hold, or abandon them for an alignment hit. Plus, the sector planet list now shows planet names alongside their class.
Moving through a route no longer hides ship destruction behind an open modal. If fighters, mines, or Q-cannons destroy you during a warp, the death screen appears immediately and all navigation modals close.
Planet owners can now give their colonies custom names through the planet modal. A small quality-of-life win for beta testers building empires across the void.
Cloak charges give pilots a risky way through fortified chokepoints without deleting defender assets.
Hostile Raiders can be engaged directly, historical Q-cannon journal entries no longer claim zero resources, and Oceanic planets can store more fighters.
Fixes post-death hull/shield caps, records Q-cannon destruction details in the Captain's Journal, and restores risk-route fallback for avoided-sector chokepoints.
Q-cannon deaths now explain what hit you, sector defenses can be worn down, avoided sectors are respected more consistently, and sector bank balances display correctly.
Track attacks on your fighters and planets in the Captain's Journal, and route around sectors you want to avoid.
Planet-rich players no longer show negative ship value, and stored net worth now stays in sync with the galaxy.
Sector-level shared storage lets players move credits and commodities between their planets without hauling cargo through their ship.
Players can now attack any NPC ship they encounter, opening up piracy and outlaw playstyles.
Gas (U-class) and Glacial (C-class) planets now produce melange, the rarest commodity in the galaxy.
The Warp To / Plot Course modal now resolves sector names, port names, and the stardock keyword โ not just numeric sector IDs.
Players who are destroyed while offline now see a clear death summary when they log back in.
Player ships in sector now show a Tabler icon matching their ship class, replacing the generic rocket emoji.
The Route Overlay and Plot Course modal now correctly show warp controls when your planned route passes through sector 0 (FedSpace Alpha).
Desert and Gas planets can now advance their citadels without hitting hard storage or colonist caps.
A new Galaxy Portal welcomes pilots after login with galaxy summaries, ship status, and a streamlined launch flow. Built to scale for future galaxies.
Three player-reported fixes shipped โ warp now respects turns, fighter recall respects Fighter Bay limits, and port buys can no longer overflow your cargo hold.
The sector screen now exposes a clickable cargo breakdown, and stale post-deploy chunk failures now prompt you to reload instead of failing silently.
The sector screen now exposes clickable Planet(s) and deployed fighter counts so you can locate your colonies and fleets without guessing sectors.
Sector-to-sector movement now feels snappier. The client-side warp pause is gone, tactical sector refresh data is bundled into one authenticated snapshot, and non-critical updates no longer block the transition.
Ports now regenerate supply and deplete buy inventories every 15 minutes. Planet fuel ore correctly maps to the ore commodity. Dry-run estimates no longer show false negatives.
Ship-to-ship PvP is no longer silent. Warp into a sector with another player and you get a combat modal โ choose to fight, flee, surrender, or hail. New player protection, threat warnings, and page refresh recovery included.
Name your fighter fleets for $2 (cosmetic only, not pay-to-win) and deploy fighters directly from planets to sectors โ no ship cargo step needed.
Expand your ship's fighter capacity at StarDock, and finally collect the fighters your planets have been producing. Plus Discord notification improvements for PvP kills.
Melange โ the rare spice commodity found only in dangerous sectors โ was structurally impossible to trade profitably. Directional pricing and stock rebalancing fix this across all spice-trading ports.
Five player-reported bugs squashed โ Action Points now update correctly, planet resource storage is capped, transport respects cargo limits, route overlay advances after encounters, and NPC combat no longer throws server errors.
Fixing missing planet data, turn regeneration display, and silent PvP deaths โ plus a new death modal so getting killed isn't a mystery anymore.
Squashing the bugs surfaced by beta play โ Q-Cannon configuration, fighter over-production correction, and a stale deployment that broke the client.
SectorView becomes the only screen you need: persistent route guidance, one-click port trading, and threat intel on every warp lane.
Planet fighters no longer auto-credit to ships, production runs daily instead of every 5 minutes, ships have carry limits, and net worth now reflects real asset value.
Navigation tooling expands with persistent sector intel, any-destination warp planning, and a new 2-hop local scanner.
You can now see enemy hull and shield stats before combat. Every action is logged for auditing. Weapon upgrades finally affect combat damage.
Port pricing and inventory recalibrated so cross-port trade actually pays. Scanner now shows all trade pairs with color-coded profit.
Open the Auto-Pilot panel and it instantly scans all connected ports for profitable trade routes โ ranked by credit return, one click to configure.
Set a display name instead of showing your email. Start over without losing your ship history โ inactivate old ships and switch between them.
Ports now specialize: each class buys specific goods and sells others. Trade is about finding complementary port pairs, not flipping at the same dock.
Older ships should refresh turns correctly, leaderboard cleanup is underway, and the next economy pass will focus on port balance based on player feedback.
The game moves to a new domain to comply with trademark concerns, rebrands to TW 3002, and launches a public changelog.
The action budget system gets its launch fixes: turn regeneration works reliably, net worth is computed correctly, and turns now floor at zero.
StarDocks now repair hull and recharge shields for free. Port trading spreads are rebalanced to close same-port arbitrage while keeping two-port routes profitable.
The Auto-Pilot is live. Set a two-port route, preview estimated profits, and let your ship run the loop. Also: the fair play policy now welcomes bounded automation.
The API gets rate limiting and email verification. Daily bounties give captains a reason to log in. Player guides launch on the docs site.
One day, five systems. Limpet and armid mines, Genesis Torpedoes for planet creation, the spice melange, alignment tracking, and NPC fighter encounters go live.
The galaxy opens. A 1000-sector shared universe, a web client, a Cloudflare Workers API, and 150 NPC ships running on LLM brains. This is how it started.