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Sector Expansion & Rift Gates

New in v0.14.0 — “The Restaurant at the Edge of the Sector.” The home galaxy grew from five sectors to eight, every one re-themed to a race from the Hitchhiker’s Guide to the Galaxy, and the way you open them changed completely. The old “Unlock Sector” buttons — and their research / mega-project / stockpile gates — are gone. You now tear your way forward through rifts.

A sector is still a claimable belt of asteroids with its own risk tier, signature resources and trait modifiers (see Sectors). What changed in v0.14.0 is the frontier: each locked sector now sits behind a rift gate crewed by that sector’s own alien race, and the only way through is to fight.


The Rift-Unlock Loop

The expansion spine is now a combat loop, not a checklist:

work your frontier sector  →  find a rift (≈10% per expedition)
  →  dive it to a FULL CLEAR (all 10 levels)
  →  roll to tear open a corridor to the NEXT sector
  →  on success: next sector unlocks + 2 free starter asteroids

Rifts appear on the sector map as animated, clickable swirls. Fully clearing a rift (its first complete clear) rolls once to break through to the next sector. If the roll fails the rift’s corridor “collapses before it can stabilise” — clear another rift to try again.

The Unlock Chance Halves Each Tier

The break-through chance starts at 50% and halves with each sector you are deep, never dropping below a 10% floor so the deepest sectors stay attainable:

chance = max( 0.10 , 0.50 / 2^sectorIndex )
From sector Opening Break-through chance
Alpha (idx 0) → Beta 50%
Beta (idx 1) → Gamma 25%
Gamma (idx 2) → Delta 12.5%
Delta (idx 3) → Epsilon 10% (floored)
Epsilon (idx 4) → Zeta 10% (floored)
Zeta (idx 5) → Eta 10% (floored)
Eta (idx 6) → Theta 10% (floored)

A successful break-through bypasses the old gates entirely and seeds the freshly-opened sector with 2 free starter asteroids (charted automatically and named in your comms log). These values (SECTOR_UNLOCK_BASE 0.5, SECTOR_UNLOCK_FLOOR 0.10, 2 starter asteroids) are first-pass and subject to tuning.

The legacy research / mega-project / resource-stockpile gates still exist in the sector data as flavour and as a soft prerequisite spine, but the rift clear is what actually opens the corridor.


The Gate Model — Whose Fleet Guards What

Every locked sector is fronted by a rift gate crewed by that sector’s own race. So the corridor into Beta is held by the Vorgon; the corridor into Gamma by the Betelgeusians; and so on. Push past the frontier and the next race’s gate fleet is waiting.

There are seven race rift rosters. The Vorgon roster arrived with Rift Combat 3.0 (v0.13.0); v0.14.0 adds six new ones — full enemy fleets, named capital flagships and per-race ability decks. Each roster runs the standard 5-wave rift structure with a wave-5 boss capital and a chance of a mid-wave elite capital. (For the per-race enemy lineups, see Rifts & Fleet → Per-Race Gate Fleets.)


The Eight Sectors

Five sectors were re-themed and three are brand new. Each non-human sector is a complete vertical slice: a race, a rift gate fleet, an alien material (raw + refined), a race station, a sector research branch, and a unique race drone.

Sector Name Tier Danger Race Rift gate flagship
Alpha Sol Reach safe 1.00 Human (starting sector)
Beta Vorgon Verge dangerous 1.35 Vorgon 🐲 Vorgon Leviathan / 🔱 Harbinger
Gamma Betelgeuse Cluster ancient 1.80 Betelgeusian 🕶️ Beeblebrox’s Two-Headed Pride
Delta Magrathea stellar 2.30 Magrathean 🪐 Planet-Forge “Magrathea Mk II”
Epsilon Golgafrincham Drift dominion 3.00 Golgafrinchan 🛳️ Golgafrinchan Ark Fleet Ship B
Zeta Kakrafoon dominion 3.40 Belcerebon 🤐 The Maddening Silence
Eta Santraginus V dominion 3.80 Santraginean 🐙 The Deep Mother of Santraginus V
Theta Krikkit krikkit 4.50 Krikkiter 🏏 Krikkit Warglobe (endgame)

Alpha is “mostly harmless” and gate-free; Theta sits behind the reassembled Wikkit Gate as the endgame wall. Each sector holds 5 claimable asteroids (mostly discovered via expeditions now).

The Per-Sector Slice

Sector Race material (raw → refined) Race station Race drone Sector research branch
Beta Bistromath Ore → Bistromath Alloy 📜 Vorgon Bistromath Station 🧮 Bistromath Auditor Vorgon Bistromatics
Gamma Praxis Ore → Praxis Crystal 🕶️ Betelgeusian Praxis Station 🔭 Hooloovoo Deflector Skiff Betelgeuse Optics
Delta Goldveil Ore → Magrathean Goldveil 🌍 Magrathean Planetworks Station 🪐 Slartibartfast-Class Bastion Magrathea Forge
Epsilon Arkfoam Scrap → Arkfoam Composite 📞 Golgafrinchan B-Ark Station ☎ Telephone Sanitiser Swarm Golgafrincham Salvage
Zeta Resonite Ore → Silent Resonite 🔊 Belcerebon Resonance Station 🔕 Belcerebon Hush Frigate Kakrafoon Resonance
Eta Searock Ore → Santraginean Searock 🍸 Santraginean Tidewatch Station 🐋 Old Janx Dreadhull Santraginus Tides
Theta Wikkit Ore → Wikkit Steelium 🏏 Krikkit Wikkit Station 🏏 Killer Robot + 🛡 Wikkit Gate Sentinel Krikkit War

Alien Materials & the Xeno-Refinery

Each non-human sector adds two materials — a mined raw ore and its refined form — for 14 in total. The raw ores cannot be sold; the refined alloys carry a market value that climbs steeply by sector (70 → 800 credits).

All seven refine recipes run on a single new building: the Xeno-Refinery (alienRefinery). One rig handles every alien recipe — you simply enable the one matching the ore your sector produces. It tops out at Lv 5 (throughput 4 → 24 input/sec, output ratio 0.8 → 1.2, and up to 3 parallel recipes at Lv 5), and unlocks once you have a Refinery Lv 1 and a race station in-sector.

Refined alien materials are the lifeblood of each race’s tech: they pay for that sector’s race station, fabricate its race drone, and fund its research branch. (See the Data Tables for the full material list and values.)


Race Stations

Every new sector has its own race-flavoured station that works exactly like a Sector Station — same storage caps (25,000 → 1,000,000), same mining/refining bonuses (+10% → +38%) and module slots — but themed to its race and built with that sector’s refined alien material. They are buildable the moment you hold an asteroid in the sector; they gate nothing beyond the usual shared-pool economics.


Sector Research Branches

Owning a new sector reveals a sector-scoped research branch that appears only once you hold the sector. There are seven such branches (35 nodes, five each), costing Research Points plus that sector’s refined alien material. Their nodes grant the usual economic boosts (mining yield, offline income/generation, population cap, expedition slots, station connections) — and each branch contains one node that unlocks that sector’s race drone:

Branch Drone-unlock node Race drone unlocked
Vorgon Bistromatics Triplicate Requisition Forms 🧮 Bistromath Auditor
Betelgeuse Optics Improbability-Tinged Targeting 🔭 Hooloovoo Deflector Skiff
Magrathea Forge Hyperspatial Hull-Shaping 🪐 Slartibartfast-Class Bastion
Golgafrincham Salvage Middle-Management Telemetry ☎ Telephone Sanitiser Swarm
Kakrafoon Resonance Resonant Drone Attunement 🔕 Belcerebon Hush Frigate
Santraginus Tides Pressure-Hull Fabrication 🐋 Old Janx Dreadhull
Krikkit War Killer-Droid Doctrine 🏏 Killer Robot and 🛡 Wikkit Gate Sentinel

Krikkit’s single unlock node delivers two ship classes, so the seven branches add eight new race drones to your fleet. These slot in alongside the four starter drone roles as deeper, sector-specific screening units.


Documents SpaceDwarves v0.10.0 · Changelog