Jupiter Patch 48-a (1.60.00048.516)
Highlights
- The governor's rights are two explicit lists, Build Mandate and Scrap Mandate — what it may raise, and what it may raze. Build defaults to Economic only, as in vanilla; Scrap defaults to None, so nothing is demolished unless you ask for it.
- Colony gains a LIST sub-tab beside MAP: every constructed building, classified, with the net yield the simulation itself uses. Hover previews, click pins, the wheel reads the long text.
- Colonist migration is under your control, and every colony carries its own Continuous Rush.
- Automation: the Trade box is dissected into plain switches, a Freighter Priority decides which cargo is served first under a shortage, and notifications are one show switch per family plus two options — show the oldest one's text, and clear it after a delay you set.
- Fleet slots show even when empty, ten at a time with a 1-10 / 11-20 switch, and every fleet key answers at any resolution.
- Route overlays on the map: freighter traffic and colonization runs, one line per pair of colonies and per cargo.
- Intelligence gains a Trends tab, one curve per domain, ranks unlocking as domains open. No retroactive history.
- French is available, and the interface is moving into the translation system screen by screen.
- Hull meshes and space stations preload with the world, and diplomacy videos are kept after their first play, so no more first-sight stutter.
The README's "About this fork" section carries the complete list.