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06 May, 2015 - 19:37
Added a 'total ships' field to the Empire Menu's general information.

Fixed some typos and minor translation inconsistencies.

Slightly improved the speed of the inter-stellar pathfinding algorithm.
29 Apr, 2015 - 19:59
List in the Empire Menu will now remain ordered when an external event causes them to reload. For example, renaming a planet would update the Mmpire Menu's planet list, causing the ordering to be reset, but now it will be preserved.

Also, adding or canceling drone missions will now correctly update the Empire Menu's drone list.
14 Apr, 2015 - 20:29
New controls have been added to the fleet menu: Repair All, Refit All and Scrap All. These buttons do exactly what their individual versions do, but to every ship in the fleet.

Also, some minor mistranslations and typos have been fixed.

26 Mar, 2015 - 19:09
Effectivenes of troop equipment tiers changed from 1,1,2 to 1,2,3.

Troop equipment tech prices have also been raised a bit.
19 Mar, 2015 - 08:18
Tech category research bonus, i.e. the research bonus individual items get from the level of their parent category, wasn't being applied correctly. This has been fixed.

Fixed a visual bug that made the technology menu lose tech category progress information upon saving research projects.
11 Mar, 2015 - 14:18
Today, only a bunch of minor UI and style fixes.
10 Mar, 2015 - 17:43
The announcements system has been improved. Players won't notice anything about it, but it will now be easier to create custom announcements (for example, for one-time events).

Minor changes to the fleet design menu, to make it more usable. This is merely a stopgap measure while the real time previewing of ship stats is implemented.

Fixed a bug that could result in a player obtaining free troops.

04 Mar, 2015 - 15:17
Population growth will now decrease across all colonies when you have too many. The penalty is similar to the tax income penalty cause by having many colonies.

Rebellions have been tweaked: now poor and underdeveloped planets are much more likely to revolt than important ones.

Also, other minor style tweaks have been made.
26 Feb, 2015 - 19:45
The list of currently active drone missions has been added to the Empire menu, including lookup icons to locate the source planet and the target planet or gate.

Some typos have been corrected, too,
25 Feb, 2015 - 18:39
Income obtained via work drones is now properly accounted for in the Empire menu finances section.
25 Feb, 2015 - 12:50
Players will now be notified when their income is less than their expenditure, to help prevent going bankrupt (which is a pain).

Also, notifications when conquering a player's last colony, thus making them a protectorate, weren't being sent properly, which has been fixed.

Lastly, Orbital Assault Suits now work properly when invading rebel colonies.
24 Feb, 2015 - 12:31
Pirate ships can now be bribed into joining your empire. You'll have to pay a significant fraction of the ship's construction cost and pay the regular upkeep cost afterwards.

Fixed some technologies granting incorrect bonuses.

Fixed some technologies' descriptions.

21 Feb, 2015 - 12:35
The registration process has been streamlined and also unfinished accounts can now be activated easily.

To access an unconfirmed account, simply log in with your email and password, the activation process will move on from there.

Also other changes were made to the front page.
18 Feb, 2015 - 09:20
Drones have been added to the game.

Drones can now be researched and sent from colonies to perform different tasks. There are 5 different types of drone missions and 3 of them require additional research. Like everything else, drones' effectiveness scales with tech level.

Planetoids and Gas Giants can now be exploited used Work and Science Drones, for direct profit and research gains, respectively.

Drone Command building added. Each one allows command of 50 drones and there is no limit on how many can be built on a single colony.

Drone Defense added to ship equipment options. Regular ship weapons can't hit drones, so the Drone Defense equipment is required to defend against attack drones and drone mines. It is very effective at doing so, however.

As always, a variety of bug fixes and improvements have been performed.
11 Dec, 2014 - 19:41
An announcements system has been added to the game. This will allow both global and per player announcements to be issued, particularly regarding game events and such. Some of the most relevant notifications may be turned into announcements in the coming days.

Also, civilization skill tooltips have been improved.
28 Nov, 2014 - 19:55
Invasion deployment times reduced: it now takes 15 seconds per troop instead of 30, travel times remain the same however.
28 Nov, 2014 - 13:12
Improved synchrony between client and server, which should reduce the possible differences between what players see and what is actually happening.

Also, various menus have been optimized to look and work better on smaller screens and mobile devices.
26 Nov, 2014 - 20:24
A quick fix: countdowns will now properly display times greater than 24 hours, such as "1d 07:40:30".

And a new feature: when managing fleets, ships can now be moved straight to the previous or next fleet without having to move them through the whole list.
26 Nov, 2014 - 12:31
Mobile device compatibility added to the game:

Tauri Sector is now compatible with mobile devices, but it's not optimized for them (yet). This means that although you can more or less play the game on a tablet, it won't exactly be a smooth experience.

Furthermore, a couple of relevant bugs have been fixed:

- Fixed a bug that could cause technology categories' levels to shoot through the roof and attain absurdly high values.
- Fixed new ships counting double for their fleet's ship count and total value. Wrong figures have been set correctly.
- Fixed the technology menu tooltip displaying incorrect information.
13 Nov, 2014 - 18:42
Fleet menu changes:
- The fleet menu now remembers the ship order established via the management function.
- Scrapping ships now returns 25% of the ship's price back to the reserve.
- Scrapping ships no longer closes the fleet menu.
12 Nov, 2014 - 11:04
Ongoing colonizations and invasions will now be cancelled if the source colony revolts or is destroyed.

Several pop-up menus can now be dragged around the screen.
06 Nov, 2014 - 12:38
Invitation codes have been added to the game.

Invitation codes allow player to invite up to 5 other people into the game, guarateeing that they'll start the game nearby and rewarding 5 gold for the code owner, per invited player.

A reset account feature has been added to the Options menu, which can be used in tandem with an invitation code to restart near someone else.

Every player gets one invitation code.
29 Oct, 2014 - 20:02
Neutral colonies will no longer attack players' fleets unless bombed first.

Fixed an error that could, in rare circumstances, cause ships to disappear when organizing fleets.
15 Oct, 2014 - 17:26
Due to the forces of bureaucracy, beyond human control, the optional services had to be disabled for now...
08 Sep, 2014 - 18:13
Added a virtual currency system, called gold tonnes, with which to purchase some optional in-game services. These gold tonnes can be purchased in-game with imperial reserve money or with real money in the purchase page.

The services available are:

Central Bank: which lets you purchase and sell gold tonnes in exchange for reserve cash. There is a diminishing return when purchasing reserve cash with gold, though, to limit the "pay-to-win" effect. This diminishing effect goes away gradually. In the future, the Central Bank will also offer a variety of financial services.

Mercenaries: you can hire mercenary ships using gold tonnes. These ships are relatively strong, but weaker than a fully developed empire's ships. The amount of mercenaries you can hire at one time is limited, and they replenish over time, again to reduce "pay-to-win" effects. Mercs are intended to help in a pinch, not to be your main force.

Other services: such as changing your capital planet, renaming stars, changing your civilization name and changing your civilization skills. New services of this kind will likely be added in the near future.

All these features are of course entirely optional.
04 Dec, 2013 - 14:20
Made modifications to the style of several menus, as well as changes in some images and icons.
26 Nov, 2013 - 22:45
Added notifications for colony collapse, armed colony rebellion, rebel colony peacefully occupied and troop transfer among friendly colonies completed.
18 Nov, 2013 - 10:15
Improved zoom smothness, transition animation and increased maximum zoom distance.

Added a transparency gradient to the political map colors tied to the zoom level, also labels will now disappear when viewing the map from afar.
07 Nov, 2013 - 18:05
Armed rebel colonies will now automatically attack any ships in orbit. These colonies can't be simply taken over, they have to be conquered with a proper invasion. Rebel troops don't benefit from any surface combat techonologies, though.

Also, pirate presence now reduces a system's trade value, potentially up to zero. All pirate ships have the same impact regardless of their class or weaponry, for simplicity. Pirates are however passive and won't go around or attack players' fleets of their own volition (for now).
02 Nov, 2013 - 00:11
Several fixes to space combats:

- Radar jammers have been tweaked to prevent fleets from fully jamming each other resulting in perpetually idle battles.
- Shot calculation has been optimized for large amounts of them.
- Fixed a bug that could cause destroyed ships to not die properly.
- Fixed a bug that could cause ship capturing to always fail.
- Fixed a rare bug regarding notifications.
27 Oct, 2013 - 09:45
Improved once again data stability and coherency.
20 Oct, 2013 - 18:37
Changes to the tech tree.

Several techs that were basically the same just better have been merged and/or replaced with more interesting ones.

For example, duplicate pollution reducing and cleaning techonologies have been merged into a single tech, respectively, while new techs to improve resistance to pollution and even to obtain research from it have been added.

Likewise, industrial output and reduced Development cost techs have been merged, while two new techs have been added to cheapen the cost of repairing and upgrading ships, respectively.

Also, there has been minor changes to other techs.
13 Oct, 2013 - 16:41
Several adjustments to ship weaponry.

Introduced multi-headed missiles, designed to attack several ships (somewhat randomly) at the same time, these are less effective against single targets, however.

Introduced multi-headed orbital bombs, which cause damage to multiple stats of an enemy colony at once.

There is now a clearer distinction between single shot and multi shot weapons. The former being better against larger ships while the latter is more adequate to fight groups of smaller ships.

Several weapon names and stats have been changed.
04 Oct, 2013 - 22:54
Tactical weapons have been reworked.

They now consume more energy and are less prone to completely shut down enemy ships in a few shots. They remain userful to diminish enemy ship's effectiveness during combat, however.

Also, capturing ships is now harder the more experiences their crew is. Highly experienced crews will rather blow up their own ship than let it fall to enemy hands. Ships that have been rendered crewless are automatically captured, though.
25 Sep, 2013 - 12:05
Added new icons to the fleet and ship combat panels for a better look and a tighter fit.

Also, the Hull Integrity and Armor stats have been merged into a new stat: Health, for display purposes only; and the stat Tactical Defense is now features more clearly in said panels.
18 Sep, 2013 - 11:11
Taking over abandoned colonies will now put a percent of its rogue troops, if any, under your control.
16 Sep, 2013 - 13:35
A bunch of changes were made since last time.

Changes include, in no particular order:
- Budgets are now saved automatically, save button removed.
- Simplified icons when viewing the map from far away.
- Abandoned colonies that can be taken over.
- Fleet upkeep, as a percent of the total fleet cost. Fleets will now revolt when they aren't paid.
- Pirates.
- Troops can now be transferred between owned planets.
- Colonies may now revolt having too many of them.
- New technologies and some revamped old ones.
- Vastly improved combat calculations.
- Ship classes, weaponry and equipment adjusted for balance.
- New icons for the combat panel.
- New planetary projects.
- Spies now provide more information about enemy colonies.
- Bombardments and planetary defenses tweaked.
- Improved stability and data consistency.
- Improved resposiveness of some commands and menus.
- Various style improvements.
- Much more complete and coherent in-game guide.
04 Jun, 2013 - 19:15
Pollution effect changed: it is now less powerful for lower levels of pollution, but more powerful for very high levels.
04 Jun, 2013 - 19:14
Planet menu slightly changed. There is now more information regarding production and injected funds.

Pollution level is now represented with a color varying from green to red. This also applies to the planet's name in the empire menu's planets list.

Also added animations for colonizations and invasion coming in and out of star gates.
04 Jun, 2013 - 13:08
Moved Robotics tech category into its own tab in preparation for the upcoming drone techs. Industrial Robotic Control is now a free technology with no effect at level 1, each subsequent level increases the maximum Development per Population.

Also added Genetic Engineering category, which contains (and will contain) useful but potentially dangerous techs.

04 Jun, 2013 - 13:02
Added several new, and quite cheap, planetary projects intended for the initial development stages.

The new mining projects can permanently improve a planet's resources, but be careful, resource depletion is a distinct possibility.
04 Jun, 2013 - 13:00
Added Ecological Catastrophe: planets that get polluted to extreme levels can have their types changed to Toxic and their populations devastated.
26 May, 2013 - 16:41
Ongoing planetary infrastructure projects will now have their cost automatically lowered when their associated technology is improved.
25 May, 2013 - 12:46
Fixed a rounding error that was preventing new agents from being trained.
24 May, 2013 - 16:48
Due to a subtle error with star gate positioning, all fleets had to be returned to their capitals. Sorry for the inconvenience.
23 May, 2013 - 16:43
Corrected an error that was causing the espionage budget to not be accurately reflected in the projected gains of the imperial reserve.
22 May, 2013 - 23:28
Added notifications for when other players accept or reject your diplomatic offers.
22 May, 2013 - 18:36
Added a quick link to the news page as a stopgap until the news menu is done.
22 May, 2013 - 14:13
On exploration and teleportation.

Fixed a bizarre bug that would cause fleets to be randomly teleported around the galaxy. As a side effect, the exploration table had to be cleared and all fleets returned to their capitals. Sorry for the inconvenience.
21 May, 2013 - 17:29
Improved exploration: any systems a fleet passes through will be explored automatically.

Also, fleets can now be sent to known targets whithin an explored star system even if the system is no longer in visual range.
18 May, 2013 - 14:46
Added 2 free basic scouts for starting players. Existing players have also received the 2 ships.
17 May, 2013 - 16:49
Added a "magnifying glass" icon to the empire menu's planet list rows that will move the camera to that planet's star.
15 May, 2013 - 20:07
Security warning.

Although the basic security is covered, we simply can't afford to have any security experts working on the game so, in all honesty, we cannot guarantee 100% the security of your account.

Therefore, it is highly recommended to use a different password for Tauri Sector than the one(s) you may use for more important things like your email or your social network accounts. No, this doesn't mean anyone can just peek into the system and steal your account, it's just to be on the safe side.
14 May, 2013 - 14:54
Despite all the changes, the game is still in Beta.

Although Tauri Sector now has the form it will more or less always have, a lot of things will change over time as problems are identified and features are demanded by the players. Some of these changes are bound to require existing features to become obsolete, even removed, up to potential database sweeps.

What this means is that things can change, even drastically so, up to the point of resetting everything and starting again. We'll try to avoid the most extreme option, but it may become necessary at some point.
14 May, 2013 - 14:43
OLD ACCOUNTS ARE STILL VALID.

If you had an old account, it should still work. If you don't remember your password you can use the recover account mechanism to have a new one generated for you. You can later change your password inside the game.

Creating an acount is as easy and as free as it was before.
14 May, 2013 - 14:39
Tauri Sector is now in Beta.

After a thorough facelift which includes just too many changes to list them all, up to the point it could be considered an entirely different game, Tauri Sector is back, in what will be its definitive form for the foreseeable future.

If you, by some chance, enjoyed the alpha version, you are going to love the new one, such is the level of improvement.

The most noteworthy changes would be:
- Entirely redone interface.
- Huge playability improvement.
- New, professional graphics.
- Zoom, animations, and other visual improvements.
- Improved ship design system
- Entirely new technology system
- Improved colonization and invasion systems
- Planetary projects
- Diplomacy redone
- Espionage
- Notifications

Of course, feel free to send us your suggestions or criticisms to suggestions@taurisector.com
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