HDI Newsletter!

We have an old HDI email list that we have not used in a while, but we are going to dust off and restart. We will try to never send more than two newsletters a month (barring some really unforeseen issue), and we really expect it to be more like quarterly. We will send out a blast the week of March30 with news about the Machiavelli the Prince launch for April 2. If you would like to be on the newsletter, go to the below link. There are about a minute’s worth of questions, but all we really need is your email address. https://docs.google.com/forms/d/e/1FAIpQLSdzAojW90EZ_H0Mw_T3Nn6xlhbPuMkjfeRhcHi9FcVwOGLJzg/viewform?usp=publish-editor

Emperor of the Fading Suns New Build

EFSe is part of Steam’s Turn-Based Thursday Fest, and we have released version 1.52e of the game to celebrate!

1.52e Changelog (Released March 9,2026)

• Steam workshop integration: mod descriptions are now preserved, and modders can now include preview images (preview.jpg in mod directory)

• Implemented fixes for cargo handling

• Unit cargo capacity is now displayed in the interface

• Fixed a regression causing automatic rejections of some diplomatic contracts

• Fixed a bug with air units running out of fuel prematurely

• Fix bug with towing units and cargo

• Fixed the Linux launcher so it can start from a different directory

• Right clicking on a space group containing hidden units now behaves correctly

• Fixed save corruption error caused by cargo group as last unit

Phoenix Mod 1.3 Changelog (also includes 1.20, 1.21)

Technology

• Increased maximum Like Level cap to 100
• Added new Structure Technology category
• All structures now have dedicated technologies with proper descriptions
Apothecary now requires Regenerative Biology (formerly Hospital tech) —

Units & Recruitment

Stealth War Marshal camouflage increased to 20 (matching Rangers)
Star Carriers are no longer medics and now serve carrier-only roles
Naval Replenishment Ships are now healers (as originally intended)
Militia • Can now be built anywhere
• Can only be built by houses (AI and human alike) • Bulldozers can now only be built in Districts
• Fixed graphical issues on several units —

Economy

• Reduced price of Monopols
• Reduced price of Reactors

AI

Independents (Rebels) can now produce units

Galaxy

Starting Units

Reworked starting units to: • Better communicate unit variants to players
• Reinforce correct perception of unit roles
• Rebalanced star terrain to support new negative sect healing mechanics
Star routes adjusted for improved flow and balance
Starting star assets massively reworked

New System: New Mariana

• Added New Mariana (formerly Vril-Ya)
• Handcrafted shared start system
• Designed for slow progression gameplay
• Initially inaccessible from the rest of known space

Starting Setup Changes

• All factions now receive starting resources on Byzantium and New Mariana
• Added Logistics Truck to all B2 starting setups
Ministry starting units massively overhauled
Rebels now begin with star units in select locations
• Added various minor unit placements across the galaxy

Map Changes

Criticorum replaced with Lyssar, a handcrafted rebel-controlled city planet with extensive infrastructure
• Removed Rebels over Pandemonium
• Fixed another hidden Symbiot homeworld star zone

Misc

• Added experimental Manowiz tutorial system (early/barebones)
• Main menu adjusted — galaxy must now be selected manually
Asteroid graphics updated to be more striking and compatible with future variants —

Bug Fixes

• Fixed Empty Planet bug caused by incorrect duplication of another planet

Feb. 2, 2026 EFSe Update

The latest update not only fixes a couple bugs and adds quality of life improvements, but it also provides a significant overhaul for the Phoenix mod we introduced last year. Phoenix is a great example of what modders can do with the game tools.

EFSe Changes

  • Added UI symbols for towing and for being tower (towING and towED)
  • Fix a problem with missed payments preventing ending a turn
  • Sect change timers should now be correct
  • Phoenix mod updates will arrivein it’s own section in a bit
  • Units with negative healing (only in mods) will disappear if 0 hp

Phoenix Mod Changes

  • Fixed text spasming issues.
  • Corrected infantry movement cost on mountains (now +1 instead of +2).
  • Set voting units to the correct owner faction (55 instead of 1000).
  • Passed over tech.dat to correct and clean up technology descriptions.
  • Added several missing artwork assets.

Technology

  • STRBuild tech updated to match vanilla behavior.
  • Gunship now requires Hovertech instead of Energy Physics.
  • Energy Physics now unlocks Attack Helicopters instead; tech description updated accordingly.
  • Hover Infantry now correctly requires Hovertech.
  • Dervishes are now built in Institutes and still require Academician.
  • Renamed Old Scientist to Mad Scientist; now requires Scientist (still not buildable).
  • Sensor Ships now require Scientist.
  • Void Citadels now require Scientist.

Naval & Space Unit Balance

  • Naval Cruiser movement increased to 9 (from 2).
  • Naval Cruiser build time increased to 4 turns (from 2).
  • Naval Attack Transport movement increased 7 → 8.
  • Barge movement increased 1 → 3.
  • Re-added Star Supply Ship (mobile healer)
  • Reduced Star Fighter weapon strength.
  • Reduced Star Torpedo Fighter armor.
  • Freighters and bulk haulers are now more resistant to strikecraft.
  • Freighter cargo reduced 9 → 8 (better synergy with bulk haulers).
  • Fast Freighter cargo reduced 5 → 4 (logistical rounding, rule-of-half consistency).
  • Most armored vehicles now use 9 movement as a baseline.

Terrain, Movement & Logistics

  • Removed camouflage penalty for vehicles and amphibious units over oceans.
  • Significantly increased starlane connectivity.
  • Massively expanded starlane connections further.
  • Star terrain rebalanced to improve cutoff mechanics.
  • Added river near B2 Hawkwood Starport and District to allow transfers.
  • Added substantial additional carrying capacity across the game.

Galaxy

  • New Galaxy Map Layout
  • Transferred ownership of Imperial Guard assets on Stigmata to the Garrison.
  • Removed Void Citadel on B2, replaced with a Stardock assigned to the fleet.
  • Removed Sceptor on Leminkainen.
  • Added missing Church to Li Halan homeworld.
  • All homeworlds now start with additional troops.
  • Stealth War Marshals can now attack on B2.
  • Strengthened Absolution Rebels to survive longer against the Symbiot.

AI & Balance

  • Barred AI from producing certain upgrades to prevent excessive spam.

EFSe 1.52c Changelog

Steam Workshop Integration and GOG Mod Launcher

This has been one of the features most requested by Emperor of the Fading Suns players and modders, and now you can access EFS mods quickly and easily from the game launcher. The launcher also gives you access to our EFSe map editor.

When you select “Play” in Steam or on GOG, you start the new launcher. If you select “Play” in the launcher with no mods selected, you will select the classic version of the game. You also have the ability to select mods. If on Steam, you can select from mods stored on your computer or in the Steam Workshop. If on GOG, you can select from mods on your computer, though we are working with GOG to upload mods there as well.

Phoenix Mod Shipped with Game

You can select the Phoenix mod in the new launcher and try out a very different version of Emperor of the Fading Suns. Enjoy!

Other Enhancements

  • Improved how AI factions handle lab building 
  • Patriach death interval is now randomized 
  • The AI uses the House sliders (taxes, tithe) more effectively
  • Fixed a problem when the game failed to load correct images
  • Players can no longer accept multiple contracts for the same vote 
  • Players now receive messages when accepting or rejecting contracts
  • Structures take collateral damage during combat and bombardments
  • On the message screen, messages players have selected and read are displayed in a darker color 
  • Hitting Esc on Byzantium II no longer interferes with ministry assignments 
  • Corrected how cities consumed food with Universal Warehouse set to off
  • Group Finder fixed to handle end of turn correctly 
  • Adjusted the House screen to prevent overflows with large numbers 
  • Added various tooltips, mostly related to sect bonuses 
  • Fixed a problem with failed loans being paid multiple times 
  • Fixed issue with difficulty settings not being applied correctly in some cases
  • Fixed various Map editor issues

Modding

  • Allows modders to set a units cargo capacity to 16. The classic game still caps storage at four units
  • The maximum number of rounds in a combat are now moddable 
  • Max resource pod capacity is now 9999 
  • Corrected how wide menus align themselves (modded games only)