Category Archives: Stellar Monarch 2

“Old Dynasties” expansion for Stellar Monarch 2 is out!

The first expansion for Stellar Monarch 2 has been released!

The “Old Dynasties” expansion for feudal ruler simulator called Stellar Monarch 2 has been released on Steam and GOG.

The expansion focuses on noble houses and internal politics of the Empire. Many new mechanics introduced (intrigue, vassals, renegade houses, demoting great houses, traditions, option to dissolve the great council, star knights order, new political agendas, etc) and a lot of new audience events.


Buy on GOG

Stellar Monarch 2 version 1.22

Version 1.22 released

This is a minor version, the first one that supports the upcoming “Old Dynasties” expansion (which is out tomorrow!), so mostly small technical changes. But it also has two nice features. First, new random events were added, those were originally planned for the expansion, but since I got more new events than I planned, I decided to move some to the base game instead. Second, a kind of modding was added. Now audience events can be written in a simple scripting language, so you can add your own if you wish!

BTW, this version incorrectly says “the expansion can be purchased” instead of “wishlisted”, but it will “fix” itself tomorrow when the expansion is out 🙂

– [feature] This version allows writing your own events (modding), since events system was exposed to LUA (a simple scripting language). In “data/content/” folder you have various files you can edit (note that those will break saves compatibility in most cases) and documentation (most effects are described, with parameters). There are also hints which allow you to disable hardcoded events, etc (for easier testing of new events). Overall, it’s a bit crude, and I would recommend to wait for future version before using it (it might be improved/extended), but overall it works.

– [content] New random audience events (mostly for early game).


The expansion can be wishlisted/purchased here (Steam/GOG):

“Old Dynasties” expansion on GOG

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Stellar Monarch 2 version 1.21

Version 1.21 released

This version is the last one before the new expansion is out and contains various improvements which went to the base game during the expansion development. A new feature, when you accumulate a lot of secrets the Head of the house will visit you on their own and propose some deal (many people were forgetting about the Secrets mechanic, now it’s much more straightforward and you don’t need to remember to capitalize on known secrets). Simplified interaction with the head of the house (now there is just a single “Summon to audience” button). Changed randomization of some important events to prepare for influx of new regular random events in the expansion (so those do not compete with each other and so the periodic events are truly periodic no matter how many regular events there are). Manual has been updated. Many usual adjustments and improvements (interface related mostly) and fixes (one quite important).

Also, do not forget to wishlist the expansion now!

– [feature] If you know at least 3 secrets of a house, there is a chance the head of the house will appear during an audience and offer you some deal to forget those (you also have an option to expose them).

– [misc] “F.E.D. Directorship meeting” events are now guaranteed to be called regularly over time (removed from random events pool).
– [misc] Simplified “Summon head of the house to an audience” (merged into a single button).
– [misc] Spouse of a head first dialogue option requires 3 secrets instead of 5 for exchange of favors (to make it in par with the new event where the head visits and offer favors for forgetting secrets).

– [interface] Audience Prev/Next buttons got hotkeys (“<" and ">“).
– [interface] House screen got Prev/Next buttons. Note that those selects houses based on order of seniority (not relations).
– [interface] Mini buttons for houses now also close Help if open.
– [interface] Event effect tooltips showing person stats (Competence/Loyalty/Charisma/Authority/Monarchism) colored with the custom stat’s color.
– [interface] Event effect tooltips showing house stats (Authority/Monarchism) colored with the custom stat’s color.
– [interface] Interact with house button slightly bigger.
– [interface] Tooltips for all alien relations change now shows the aliens crests.

– [manual] Updated manual (also added special [u] tag for displaying colored hotkeys).

– [fix] Ships never miss (the whole accuracy system was broken).
– [fix] Rename house UI window open when switching to another house.
– [fix] Reform slider was missing button arrow icons.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Release date and announcement trailer for upcoming Stellar Monarch 2 “Old Dynasties” expansion

The first expansion for Stellar Monarch 2 is scheduled for April this year!

The “Old Dynasties” expansion for feudal ruler simulator called Stellar Monarch 2 is about to be released. It will be out in a few weeks, 23 April 2025 to be precise, on Steam and GOG.

The expansion focuses on noble houses and internal politics of the Empire. Many new mechanics introduced (intrigue, vassals, renegade houses, demoting great houses, traditions, option to dissolve the great council, star knights order, new political agendas, etc) and a lot of new audience events.

Announcement Trailer for the upcoming expansion

Designer’s notes

My goal for the expansion was to increase the depth and replayability of the game without introducing needless complexity. Almost everything is tied to audience events or as an option to existing features, only a single “Dissolve the Great Council” button was added. The rest is done via new icons, tooltips and audience events. Overall, the game should play just like the base game, but better.
Have fun!

Wishlist it now (on Steam and GOG)!


Wishlist “Old Dynasties” expansion on GOG

Stellar Monarch 2 version 1.20

Version 1.20 released

In this version combat mechanics were adjusted, improved, fixed and clarified. It’s a bit fuzzy what is a new feature, what was wrongly explained and what was broken (it was a mixed bag of stuff), so I just listed all those as “misc”. Some stuff was also simplified (like missiles locking each combat round instead every second round). I also took the opportunity and redesigned and expanded the armor type vs weapon type dynamic. Overall, this version cleaned up some messy stuff related to combat. Oh yes, also traditional small fixes (spelling related mostly).

– [misc] More hull types and weapon types (Laser, Particle Beam, Plasma Gun, Graviton Lance), also Ion renamed to Particle Beam. Added to weapon tooltips the exact effect. Some hull types now have a different weapon type.
– [misc] Missiles attempt to lock on a target enemy ship each combat round (not every second round). The average number of missiles locking per combat round is similar (the change is only to make it less confusing).
– [misc] 50% damage goes to Shields and 50% to Hull (was explained incorrectly in the tooltip). Actually, I was wondering which one is the bug, the mechanic or the tooltip. Decided it’s the tooltip, since 50:50 has some advantages with rounding and is overall easier to grasp.
– [misc] Now aliens can start with Guided Missiles.
– [misc] Other combat related adjustments/fixes.

– [interface] Squadron statistics and espionage tooltip has added that Fighters/Heavy Fighters carry 1 bomb each (and how much damage those deal). Also improved missiles tooltip to make it more clear how those work.

– [fix] Armor ship component was not working.
– [fix] Description of Shields fixed (damage reduction incorrectly listed) (as 1/3 while it’s 50%):
– [fix] Incorrect tooltip info (listed as Hardened Shields instead of Hardened Armor).
– [fix] Incorrect position of some interface elements.
– [fix] Several text related fixes (wrong emperor pronoun in one place and other small stuff).

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Stellar Monarch 2 version 1.19

Version 1.19 released

This version is one big bug fix. Well, it has one measly interface improvement as well, but other than that, just fixes. Actually, there are many more changes, hidden deep inside, but those are made as a preparation for the upcoming expansion, so more like things that needed to be done but not visible to players at all. In short, the most boring update ever. Move along, nothing to see.

– [interface] Mini house buttons (on the top of the screen) sorted by relations/opinion.

– [fix] Was possible to get diplomatic/infiltration progress towards an extinct race.
– [fix] Was possible for an Admiral to sent negative number of squadrons in some cases.
– [fix] Safeguard against potential memory overflow error.
– [fix] Safeguard against squadron templates with no ships (which could cause negative production). Now at least one ship is guaranteed.
– [fix] Events could include options to add Popular Support to reforms that were already passed. Now all such options only pop up if the reform is not passed yet.
– [fix] Bio Chemical bombs were not destroying defensive installations.
– [fix] All constructions (star bases, etc) upkeep was positive (those added money instead of deducting).
– [fix] One of the previous versions broke budget changes counter, fixed.
– [fix] Turns to research could have been displayed as negative (if there was an abundance of research points).
– [fix] Replacing leaders of the house (rebels punishment option) made the head of the house broken (banquet, phantom person on planets display, etc). In addition to the fix, old saves will have this auto corrected on load.
– [fix] Offensive squadrons were not converted to defensive squadrons upon planet conquest in some cases.
– [fix] When automatic queue of technologies option was used the highest unlocked tech level was not updated (and therefore sometimes too low).
– [fix] Various spelling mistakes.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Stellar Monarch 2 version 1.18

Version 1.18 released

This version is a bag of various changes. First, the bankruptcy mechanic was redesigned. Now you don’t get a direct stability drop from negative treasury but it causes a small penalty to administrative points generation and triggers bankruptcy audience events. The end result is similar, the fall of the Empire due to stability drop if treasury is negative for too long, but now you have more options to react to it and you can pretty safely allow to run negative for a few turns. A similar mechanic for private treasury was introduced, but with less severe penalties and events. Next, the Houses minimap mode was removed. This was a think I thought for a long time but I don’t want to drag it any longer. The placement of fiefs is too distracting, sure, it looks cool but it plainly do not work. And I don’t like to keep things that do not work, so removed. Now the exact placement of fiefs is irrelevant. Next, a small rebalance to Centralization was done, the tax efficiency boost might seem like not useful in practice but it’s logical, intuitive and might become more important once I implement some events I planned for future. The last thing is a bunch of smaller changes and traditional fixes.

– [feature] Negative Imperial treasury causes penalty to Administrative pts generation (at least -10 per turn, increases over time).
– [feature] Negative Imperial treasury triggers an event each audience which makes you select one penalty (default being Stability loss). The longer the deficit the higher the penalty.
– [feature] Negative private treasury causes penalty of Authority -10 for the Royal House (lifted after balance is positive).
– [feature] Negative private treasury triggers an event each audience which makes you select one penalty.

– [remove] Removed stability drop from negative money mechanic (replaced with Bankruptcy audience events).
– [remove] Removed Houses minimap mode (it made an incorrect impression that the location of fiefs is very important). Also removed all mentions of Noble Houses Homeworlds from all tooltips.

– [misc] Mechatrons will now run out of supply after around 100 turns after unburrowing (no more reinforcements). There is a proper event announcement about it.
– [misc] Hidden battle markers on starmap when there is no Recon (it was plain confusing).
– [misc] Removed dev “triangle” notice (to avoid confusion).
– [misc] Removed the option to Expand Ministry of Protocol (Ministry of Protocol has no bonus, therefore the option was pointless).

– [balance] Centralization decreases legislation points needed to pass laws to -2% per Centralization point (before -5%).
– [balance] Centralization increases Tax Efficiency by +1% per Centralization point.

– [interface] Improved Corruption tooltip to clarify that all income is affected by Corruption.
– [interface] Houses summary screen lists grudges next to relations.
– [interface] Rebels tooltip improvements: Removed rebel points gained from events (this information is redundant here and just confusing) and cleaned up the tooltip so % modifiers are listed separately.

– [fix] Cities started being constructed before colonization is completed. Same for infrastructure points generation.
– [fix] Main menu help right side section items (left side was correct) “Back” button closing the whole help screen instead of moving one level down.
– [fix] “Unexplored” was off on the planet short info box.
– [fix] Spelling corrections.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Expansion for Stellar Monarch 2 “Old Dynasties” can be wishlisted!

So, here it is, the first expansion to Stellar Monarch 2 called “Old Dynasties” entered production and can be wishlisted now!


Wishlist “Stellar Monarch 2: Old Dynasties” on GOG

Planned release: somewhere in 2024 (Steam and GOG).

Website: https://www.silverlemurgames.com/stellarmonarch2/expansion1/
Press kit: https://www.silverlemurgames.com/stellarmonarch2/expansion1/presskit/

ABOUT THE EXPANSION:
Old Dynasties expansion focuses on noble houses and internal politics of the Empire by introducing new mechanics and events.

MAJOR FEATURES:

  • Vassals – Minor noble houses that are always vassals of a great house. The great houses compete for the vassal contracts.
  • Traditions – Each great house has a tradition, the tradition bonus is active if the relations with the house are Cordial or better.
  • Renegade houses – Great House can be made Renegade which make them lose all votes in the Council and lose a lot of F.E.D. shares, fiefs, authority and so on. But if too many houses become renegade the people might start losing faith in the whole monarchistic system.
  • Star Knights order – An early game guaranteed event which allows you to establish Star Knights, a force loyal to the Empire which can be sent on various missions.
  • Duels between nobles – Offended nobles can decide to solve their disagreement via a duel. Such duel can be made with the approval of the Emperor or organized illegally.
  • Dissident organizations – Those organizations can activate via events and then increase rebel points generation depending on their power and radicalism level.
  • New events – Brand new random events (in addition to Star Knights, Duels and Dissident organizations events) divided into early, mid and late game.
  • Other smaller things – Some new projects, perks and other smaller additions.
  • Stellar Monarch 2 version 1.17

    Version 1.17 released

    This version fulfills one of my secret desires as the designer. It finally gets rid of diplomatic corps as a separate entity and integrates diplomats directly into the court. I know, I know, it’s not that important to you as a player but for me it’s super nice. I mean it’s very clean design wise, I no longer need to take into account loyalty of diplomats to rebel points generation (since now they are courtiers and standard rules apply), it also, indirectly, allowed me to improve tooltips of personnel (since now I can say “In addition to being a Courtier, those additional rules apply because the character is appointed as a Diplomat)”. Next, I was watching some YouTube videos and read through various forum posts and based on those I incorporated several small changes and improvements to the interface and the game balance. Overall, the game is now slightly more streamlined without losing any depth (actually a bit of depth was added), which is always a desired outcome. Only one fix, if we not count spelling corrections, which is kind of nice since it seems I start to run out of bugs to fix, even the most obscure ones.

    – [feature] Removed Diplomatic Corps, now you appoint diplomats among courtiers (there is one diplomat position for All Minor Races and one for each major race). Note: You need to appoint Diplomats among courtiers if you have an old save (otherwise you will have no diplomats).
    – [feature] Extra optional rule “Visible Technologies”. When selected will make all technologies visible regardless of level.

    – [misc] Removed bonus to All Ministries Efficiency from the court (the Administrative points gain is more than enough to make you care for Competence of courtiers, so the effect was redundant and was not affecting any decisions anyway and was just adding to the interface and mental clutter).
    – [misc] Banishing a Courtier from the Court requires stripping the Courtier of all positions first.
    – [misc] Level of Ministry renamed to Efficiency of Ministry (more logical and consistent with other similar effects).
    – [misc] Color of the Ministry of Foreign Affairs and Justice switched (for more intuitive Diplomats color, since they use a variant of the color of the Foreign Affairs Ministry).

    – [balance] Technologies rebalance (effects slightly adjusted, tier of some technologies adjusted), one new technology added.
    – [balance] Budget (Administration) grants Administrative points (+5 per tier).
    – [balance] Budget (Administration) reduced Tax Efficiency bonus.
    – [balance] Budget (Administration) increased All Ministries Efficiency bonus.
    – [balance] Agricultural Standards Act and Mining Standard Act (laws) made significantly stronger.
    – [balance] Will Of The People Act (law) increases reform speed by additional +25% instead of +10%.

    – [interface] Summary/Empire list all dynastic perks.
    – [interface] Bonuses tab on Summary/Empire which lists all bonuses (identical to stats on Technologies screen).
    – [interface] House button tooltip shows wealth, FED shares and has proper colors for Authority and Monarchism.
    – [interface] Authority and Monarchism on Houses summary screen.
    – [interface] Tax changes are instantly updated (to see how it affects happiness without waiting for the next turn).
    – [interface] Top bar tooltips improved.
    – [interface] Court screen shows stability bonus from houses.
    – [interface] Better tooltips for courtiers competence, loyalty and charisma (with extra notes depending on the role like minister or diplomat).
    – [interface] Various small interface improvements (colors, tooltips, etc).

    – [fix] Removed incorrect aliens aggressiveness report (this was leftover from first Stellar Monarch mechanic which was never used in the sequel).
    – [fix] Minor spelling fixes.

    And one more thing… it’s not official yet but there are quite high chances the next project would be an expansion to Stellar Monarch 2. Drop by Discord or Steam forums to discuss possible expansion.

    Reminders
    You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

    Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

    Stellar Monarch 2 version 1.16

    Version 1.16 released

    My personal vendetta against weak and confusing or unclear features continues. This time diplomacy system was the target. Removed agents and Xeno Experts, redesigned diplomats statistics to make it work similar to ministries. Now both Competence and Charisma is added up and used as a base of the Diplomat’s efficiency and displayed as a separate number. It’s much more clear how it works now. Next, a small thing but a very nice one, you start with 3 megalopolises (Old Empire start) and additional Megalopolises are unlocked via laws. This is the kind of of adjustment I love very much as a designer, very logical and intuitive, no additional complexity and solves various oddities and adds new decisions for the player. The last feature, which was requested like by everyone, is the option to replace leaders of the rebellious noble house during the tribunal. Now, finally, you will get your much desired justice to those traitors! Oh yes, the usual interface tweaks and small fixes are present as usual. Have fun!

    – [feature] House who betrayed during rebellion has the house leadership replaced (unless explicitly pardoned by the Emperor).
    – [feature] Efficiency of diplomats introduced (similar to Ministries). Now, average of Competence and Charisma of diplomats is used for all diplomatic calculations (treaties, diplomatic perks, infiltration). The value is displayed on Alien/Diplomacy screen (similar to Ministers) with all bonuses in a tooltip. This makes it more clear how it works (no longer separate Competence and Charisma effects) and overall look prettier. Technologies and laws which affected Competence/Charisma of diplomats directly were adjusted accordingly.

    – [remove] Removed agents (there was just one technology that affected Agents and overall the mechanic was insignificant and not worth the additional complexity and UI clutter).
    – [remove] Removed Xeno Experts (those were of marginal usefulness and added needless clutter with the need to explain what works for Diplomats and what for Xeno Experts, now only civilized races have Diplomats which is clear and straightforward).

    – [misc] Now start with 3 megalopolises and can unlock additional 4 via laws (City Rights and Imperial Supremacy, +2 maximum megalopolises each) for a total of 7 megalopolises.

    – [interface] Improved several tooltips related to diplomacy.
    – [interface] Fleet “C” zone tooltip clearly states it covers Terra only.
    – [interface] Unlock project tooltip on technologies screen lists effects of the project to be unlocked.
    – [interface] Minor improvements to the description of some audience tooltips.

    – [fix] Tooltip position incorrect in some rare cases.
    – [fix] Main menu Load screen stays open in some cases.
    – [fix] Reforms screen incorrectly closing audience dialogue screen in some cases.
    – [fix] Spelling corrections.

    Reminders
    You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

    Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!