0.19 Bug Fix
Changelog Fixed crash bug You can now modify puppet cosmetics
Changelog
Fixed crash bug
You can now modify puppet cosmetics



Changelog Fixed crash bug You can now modify puppet cosmetics
Fixed crash bug
You can now modify puppet cosmetics


Changelog Bug fixes You can now be in 1 organization per type of organization AI will build less units but each unit will be larger, specifically with giant AI empires Fixed specific random crash bug originating from editing formable children Planet filters on colonies and macro
Bug fixes
You can now be in 1 organization per type of organization
AI will build less units but each unit will be larger, specifically with giant AI empires
Fixed specific random crash bug originating from editing formable children
Planet filters on colonies and macro builder now work correctly
Limit of 1 imaginarium crisis faction at a time
Removed instances of countries starting with more ruling factions than allowed
I thought the white glowy borders on the icons looked bad on smaller resolutions, so I decided to change them by inverting the colors and hue shifting. This has been done to every icon which had a white border, and I am dubious as to whether or not I would like to make these changes permanent. Overall, I think it is good though.










Sample of what the new icons generally look like

Without the bright outline it is easier to see the shape and color of the resource, especially on smaller screens. Let me know if this causes any unintended consequences.

Hello everyone, the experimental branch has some new features. Here is what they are: Organizations General Changes Non-alliance organizations no longer call all their members into wars. Economic Unions now allow you to build on allies' territories, and export/import resources fr
Hello everyone, the experimental branch has some new features. Here is what they are:
Non-alliance organizations no longer call all their members into wars.
Economic Unions now allow you to build on allies' territories, and export/import resources from them for free
Military alliances now allow you to recruit units in allied territory
Germany can build buildings in any EU member state.
New type of organization which allows you to puppet people within it. Hegemonies confer the benefits of military alliances and economic unions, with the added bonus that your new "allies" can't leave, and have to pay you some tributes.
AI won't join hegemonies voluntarily, so the only way to get people in them is to force them to join through war, or release a country.
Anyone besides China inside this organization is effectively a puppet state.
You can now release your space colonies as colonial nations, but you don't have to, however like any released nation they automatically join all your organizations, so that will allow you to still gain many of the benefits of a colony.

Behind the scenes, I am working on UI mockups and such for a big UI aesthetic change. Does this font look better than the last one? Leave a comment with what you think.

Changelog Strategic Bombers added Tanks nerfed Air units buffed Unit experience made more important New history system for world events Releasable countries This is not on the main branch, it is on the experimental branch
Strategic Bombers added
Tanks nerfed
Air units buffed
Unit experience made more important
New history system for world events
Releasable countries
This is not on the main branch, it is on the experimental branch

Attention, humans. Your time nears its end. This audio-visual datastream will explain your future. Viewing is mandatory. View game page 43484f49434520495320414e20494c4c5553494f4e2e2046524545444f4d2049532041204c49452e205355424d495353494f4e20495320544845204f4e4c59204f5054494f4e2e
Attention, humans. Your time nears its end. This audio-visual datastream will explain your future. Viewing is mandatory. View game page43484f49434520495320414e20494c4c5553494f4e2e2046524545444f4d2049532041204c49452e205355424d495353494f4e20495320544845204f4e4c59204f5054494f4e2e

Fixed Bug with moloch missions Shared mission trees give buffs to all members Fixed localization errors on robot assembler Fixed bug where some notifications would spazz out when selected Lack of diplomatic capacity now gives -10 stability

Made the leader level up and edit buttons bigger Changed macro build number behavior, now ctrl+shift builds 125, and alt will build 1 per region at maximum Project upkeep now scales with project cost Notification system improvements: each notification will be bundled by type and

Solar Nations 2 has always been planned to increase in price as it approaches full release, with the final 1.0 price planned to be $20. Since I am getting closer to that point, I'm planning to begin increasing the Early Access price soon rather than doing one large jump right bef
Solar Nations 2 has always been planned to increase in price as it approaches full release, with the final 1.0 price planned to be $20. Since I am getting closer to that point, I'm planning to begin increasing the Early Access price soon rather than doing one large jump right before release. I have to do this because I want to do a launch discount when the game actually comes out as well as avoiding sales, and if you did not know you cannot change the price of a game and then also participate in a sale of any kind until 1 month has passed. Since a sale just ended, now seems like a good time.
I haven't finalized the exact timing yet. For people who already own the game, obviously nothing changes. I'm interested to hear what people think about the timing and how gradual the increases should be.
Also, I am beginning work on 0.19, so I want to hear what you all want as far as mechanics go. Here is the current idea:
Organization/diplomacy enhancements: orgs will be sort of like Federations/galactic community in stellaris with their own resolutions and such. Most of them will no longer be military in nature as well
Military rebalance: Tank nerf, air buff, overall make warfare more tactical
Religion (maybe)
I am more interested now in improving existing mechanics rather than adding new ones as I want to make sure that UX is a priority as opposed to adding more mechanics and then having to optimize or fix them so some things may change obviously.
If you want to buy the game, do it now before the price goes up!

AI optimizations Big text option enabled by default Low graphics settings enabled by default Fixed bug where polish language didnt work IMPORTANT DOES YOUR GAME LOOK WEIRD OR HAVE A LOW RESOLUTION? IF SO I NEED TO KNOW
AI optimizations
Big text option enabled by default
Low graphics settings enabled by default
Fixed bug where polish language didnt work

Changelog Provisional support for some other languages (Spanish, French, German, Italian, Polish, Russian, Swedish, Chinese), report localization issues on the discord, there will undoubtably be some. Bug fixes Unit movement optimization UI improvements- big text option is now op
Provisional support for some other languages (Spanish, French, German, Italian, Polish, Russian, Swedish, Chinese), report localization issues on the discord, there will undoubtably be some.
Bug fixes
Unit movement optimization
UI improvements- big text option is now optimized for smaller resolutions making text larger overall

Fixed bug where multiplayer formables didn't work Fixed Imaginarium Flag

AI colonization behavior fixed, AI should now colonize more often
AI colonization behavior fixed, AI should now colonize more often

Some black magic replaced the 0.18 2025 scenario with the 0.17 one. It has been fixed. I also increased the size of the mission tree screen
Some black magic replaced the 0.18 2025 scenario with the 0.17 one. It has been fixed. I also increased the size of the mission tree screen

Hello everyone, here is the full changelog for the 0.18 update. Mission Trees Mission Trees have been added to some situations, and present new challenges for some nations to do during the game. The idea of mission trees is to incentivize and direct the player without forcing the
Hello everyone, here is the full changelog for the 0.18 update.
Mission Trees have been added to some situations, and present new challenges for some nations to do during the game. The idea of mission trees is to incentivize and direct the player without forcing them to do a specific course of action, so they are still very open ended, but provide small or large bonuses based on their completion. Some mission trees also have multiple branching paths allowing for more replay value on some countries.
America's mission tree focuses on reunifying the country and building it up
Europe's mission tree allows for final Apotheosis to occur in a new and interesting way
India can now choose between liberating itself from the Castes or embracing them.
There are new situations for various countries, including Earth, Mars, and each continental formable. These situations are earned when you form the country in question. The Mechanist Coalescene can also now be obtained by Federalizing Europe in 2025.

Anyone uniting Mars will have access to this mission tree
Any continental formable on Earth will get this mission tree

With the new ledger you can measure your progress against other countries, and filter by strength.
I added a bunch of new cool asteroids to the asteroid belt. Some of them even have moons!
Also, the deposits in the asteroid belt have been moved around so the Stable Orbits are no longer the best part of the belt by far. Instead, the really good deposits are scattered between asteroids and each one usually only has one resource in abundance.
I have been slowly changing the 2025 start date to be more in line with reality. The pre existing date had many issues which primarily came from the fact that it was ported with few changes from 2092 and that I was busy working on interstellar when I was making it. I also didn't think anyone really cared about the 2025 scenario since I almost never play it myself.
NATO is more uniformly blue/purple/teal, with the US remaining unchanged (Republic/Liberal/Interventionist) and many US allies being moved more in line with their leader. The exception to the rule here is France, which I liked as a potential NATO renegade and so left them more purple-ish.
China is unchanged, but some of its neighbors have had their reforms altered to make them more erratic.
Africa, with the exception of communist countries like Eritrea and a few others, are uniformly agrarian oligarchies, autocracies, or faulty republics with neutral or restricted civil liberties. This should hopefully make the Green ideology stronger.
South America has been made more divided between socialist aligned bureaucratic republics like Brazil/Colombia (recent election hasn't happened yet) and NATO-aligned countries like Argentina. My intention here is that China will have inroads for expansion into Latin America while NATO will need to play defensively here.
Mexico's cartel countries have been replaced by a cartel situation, which also applies to other countries that have drug trafficking issues like Colombia and Venezuela. You can either embrace the drug trade for easy money or crack down on it for a big eventual reward.
Most of the middle east is unchanged, with some reforms slightly altered for the sake of creating some potential conflict between the Islamic countries there.
Europe's religion/culture traits were not supposed to be the same as their 2092 variants but I forgot to change them. They have been altered to their current values.
All countries' populations have been made to within 5% tolerance accurately represent their real life values.
Population: World Bank 2024
Religion: Pew Research
Political Alignent/Government Form
This was more complex as different sources disagreed with each other on various points. As I understand it, the "Better 2025" mod used primarily the freedomhouse.org source for "Freedom in the World" to determine political alignment, however I found some of the ratings a bit suspect, so I have included 3 sources, one with a known right-bias and one with a known left-bias in order to balance it out:
Ideally, at least 2 of these sources will agree with each other, and I implemented the results of that (with my own spin on things for the purposes of balance and fun)
I did not add any more organizations because they are annoying enough in the existing 2025 scenario. When I get around to adding organizations that don't function like military alliances (i.e, they don't call all their allies into war with them), there will be more but for now I kept it to NATO, Belt and Road, and CSTO.
I did not modify technology levels either. This is because I would like the colonization gameplay to begin immediately, however unrealistic that may appear to be. In reality, since this game is fast paced anyway, it would either happen too soon or too late, and the AI would be so far behind on colony tech due to randomized research choices that it is functionally much better to encourage AI colonization by giving the world's most advanced space powers the ability to do it from the get-go.
Ultimately, fun is more important than realism. Realism is only good insofar as it enables fun, not otherwise.
UI optimizations
Forming certain countries will give your their Situation
Federalize Organization bug fixed
New Asteroid Belt Asteroids
Graphical improvements
2025: Political changes, culture trait changes, religion changes
New notification when a crisis is happening
New pre-game technologies
AI behavior changes
Back end multiple language support (no idea how to translate properly yet)
AI behavior changes
Evil Crisis situations are now very different: they are "good" and give you bonuses but you can easily lose control of them and become Moloch/Eugenarchy.
Notification Settings: customize which notifications create popups
Subregions enabling can now be selected at game start, but cannot be changed once the game has started
New mod defines editor tool in the mod uploader section. This tool will do the formatting of the json files for you, and help build new mod content.
Research costs reduced by ~20%, but education rate reduced by 50%. This is intended to make research faster in the early game, but slower later on.
New AI Nukes option to disable AI bombing with strategic weapons
AI desire to build spaceports and spaceships increased
Polycrisis severity reduced effects
Costs of buying/selling resource capacities reduced by 75%
Trade barriers and market fee reduced overall
More tooltips
New wonders
New Crisis: The Imaginarium
Can now press Tab to switch between owned planets quickly
Bug fixes

I made a video with some more details on update 0.18 including some of the mission trees I did not talk about in the previous announcement: View game page
I made a video with some more details on update 0.18 including some of the mission trees I did not talk about in the previous announcement:

Hello everyone, I know there hasn't been an update in a little while and today I am going to explain why. I have been working on some cool stuff recently that has been very time consuming but I am glad to say that it is finally nearly ready for the main branch. 0.18 is going to b
Hello everyone, I know there hasn't been an update in a little while and today I am going to explain why. I have been working on some cool stuff recently that has been very time consuming but I am glad to say that it is finally nearly ready for the main branch.
0.18 is going to be live on August 5, and along with all of the stuff currently in the Experimental branch there is some new things that have been in closed testing for a few weeks:
Mission Trees have been added to some situations, and present new challenges for some nations to do during the game. The idea of mission trees is to incentivize and direct the player without forcing them to do a specific course of action, so they are still very open ended, but provide small or large bonuses based on their completion. Some mission trees also have multiple branching paths allowing for more replay value on some countries.
America's mission tree focuses on reunifying the country and building it up
Europe's mission tree allows for final Apotheosis to occur in a new and interesting way
India can now choose between liberating itself from the Castes or embracing them.
There are new situations for various countries, including Earth, Mars, and each continental formable. These situations are earned when you form the country in question. The Mechanist Coalescene can also now be obtained by Federalizing Europe in 2025.

Anyone uniting Mars will have access to this mission tree
Any continental formable on Earth will get this mission tree
There is a new VR-based crisis alongisde Moloch and the Eugenarchy: the Imaginarium. It is similar to the other crisis factions except that it emphasizes total compliance of all humanity inside of its gameplay framework: Reality 2.0. You can discover this crisis for yourself by researching Neural Network based technology.
With the new ledger you can measure your progress against other countries, and filter by strength.
I added a bunch of new cool asteroids to the asteroid belt. Some of them even have moons!
Also, the deposits in the asteroid belt have been moved around so the Stable Orbits are no longer the best part of the belt by far. Instead, the really good deposits are scattered between asteroids and each one usually only has one resource in abundance.
I have decided to delay the full release of Solar Nations 2 from August 2026 to January 2027.
The Discord poll was overwhelmingly in favor of a delay, and I agree that this is the correct choice. The game is not where I want it to be for 1.0 yet, and releasing too early would be worse than taking a few more months to improve it.
Early Access will continue as normal. I will use the extra time to fix bugs, improve the new player experience, polish existing systems, improve balance, and add more content.
Thank you for the support and feedback. I think this will lead to a better full release.

Changelog Experimental UI optimizations Graphical improvements 2025: Political changes, culture trait changes, religion changes 2025 Changes I have been slowly changing the 2025 start date to be more in line with reality. The pre existing date had many issues which primarily came
Experimental UI optimizations
Graphical improvements
2025: Political changes, culture trait changes, religion changes
I have been slowly changing the 2025 start date to be more in line with reality. The pre existing date had many issues which primarily came from the fact that it was ported with few changes from 2092 and that I was busy working on interstellar when I was making it. I also didn't think anyone really cared about the 2025 scenario since I almost never play it myself.
NATO is more uniformly blue/purple/teal, with the US remaining unchanged (Republic/Liberal/Interventionist) and many US allies being moved more in line with their leader. The exception to the rule here is France, which I liked as a potential NATO renegade and so left them more purple-ish.
China is unchanged, but some of its neighbors have had their reforms altered to make them more erratic.
Africa, with the exception of communist countries like Eritrea and a few others, are uniformly agrarian oligarchies, autocracies, or faulty republics with neutral or restricted civil liberties. This should hopefully make the Green ideology stronger.
South America has been made more divided between socialist aligned bureaucratic republics like Brazil/Colombia (recent election hasn't happened yet) and NATO-aligned countries like Argentina. My intention here is that China will have inroads for expansion into Latin America while NATO will need to play defensively here.
Mexico's cartel countries have been replaced by a cartel situation, which also applies to other countries that have drug trafficking issues like Colombia and Venezuela. You can either embrace the drug trade for easy money or crack down on it for a big eventual reward.
Most of the middle east is unchanged, with some reforms slightly altered for the sake of creating some potential conflict between the Islamic countries there.
Europe's religion/culture traits were not supposed to be the same as their 2092 variants but I forgot to change them. They have been altered to their current values.
All countries' populations have been made to within 5% tolerance accurately represent their real life values.
Population: World Bank 2024
Religion: Pew Research
Political Alignent/Government Form
This was more complex as different sources disagreed with each other on various points. As I understand it, the "Better 2025" mod used primarily the freedomhouse.org source for "Freedom in the World" to determine political alignment, however I found some of the ratings a bit suspect, so I have included 3 sources, one with a known right-bias and one with a known left-bias in order to balance it out:
Ideally, at least 2 of these sources will agree with each other, and I implemented the results of that (with my own spin on things for the purposes of balance and fun)
I did not add any more organizations because they are annoying enough in the existing 2025 scenario. When I get around to adding organizations that don't function like military alliances (i.e, they don't call all their allies into war with them), there will be more but for now I kept it to NATO, Belt and Road, and CSTO.
I did not modify technology levels either. This is because I would like the colonization gameplay to begin immediately, however unrealistic that may appear to be. In reality, since this game is fast paced anyway, it would either happen too soon or too late, and the AI would be so far behind on colony tech due to randomized research choices that it is functionally much better to encourage AI colonization by giving the world's most advanced space powers the ability to do it from the get-go.
Ultimately, fun is more important than realism. Realism is only good insofar as it enables fun, not otherwise.

Hello, I made a video about a United Colonies campaign I played, you can find it here:
Hello, I made a video about a United Colonies campaign I played, you can find it here:

Changelog New notification when a crisis is happening New pre-game technologies Bug fixes AI behavior changes
New notification when a crisis is happening
New pre-game technologies
Bug fixes
AI behavior changes

Hello everyone, I was made aware of an issue where the credits were not displaying properly. This is something I had overlooked, and it led to concerns about some of the exoplanet textures (which are from SpaceEngine, if you did not know). SpaceEngine PRO allows for commercial us
Hello everyone, I was made aware of an issue where the credits were not displaying properly. This is something I had overlooked, and it led to concerns about some of the exoplanet textures (which are from SpaceEngine, if you did not know). SpaceEngine PRO allows for commercial use of their textures (which are very good), and I have SpaceEngine PRO on my main steam account. However, since the credits were not displaying correctly, people did not know this, so I have added a credits.txt to the game files so that everyone knows what kind of external media I used when making the game.
Sorry for the misunderstanding, the lack of clarity was my fault.