FAQs
GENERAL
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It’s in real-time, in space and it covers grand strategy, 4x, and tactical game-play. It features the exploration, colonisation, colony development, diplomacy, building of fleets, and combat typical in similar games. But it also dives deeply into politics, demographics, complex industry, logistics, and characters.
You can play as either a government or a corporation at this time, so it’s a slightly different take on space strategy.
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Since 2019.
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No, the scope has been pretty defined since 2019.
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The focus is on the single-player experience, but it’s not impossible multiplayer be included at some point.
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The intention is to strongly support modding, including but not limited to a scenario creation tool, data modification, and workshop support.
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Aiming for Early Access in 2024.
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Not at this stage. It’s not necessary for the game to be released, but there are advantages to having a publisher. We’ll see.
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In development :P
THE UNIVERSE
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Up to thousands, possibly tens of thousands of star systems, depending on level of detail (see the next question). The game can be quite large.
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They typically feature dozens, possibly 100+ planets, moons, and planetoids (e.g. Pluto and Ceres).
The size of systems can be set during game customisation. Lowering the size can improve performance in large galaxies.
The distance scale is about 1:1000 but bodies have been scaled up more for easier recognition and more interesting scenery.
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They can, but it is currently disabled as it requires more advanced pathing than is currently in the game, and there are more important things to focus on.
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Planning to have warp drives, wormholes, gate networks (basically artificial wormholes), and possibly some others.
Fixed hyperlane routes are generally popular, but we’ve discussed more interesting ways to do hyperdrives.
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Minutes, ticking at a rate of 1 game minute per real-life second. A month can pass by in a few seconds, but that’s just arbitrary rather than being performance-limited.
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In general it is semi-hard, but with the tech tree having the option to extend into softer territory.
Spaceships use brachistochrone trajectories which is more than a little beyond what humanity is above to achieve!
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Yes, though the galaxy may be able load specific maps. Systems are generated as required, so they don’t all have their contents generated at the start of the game, but as they become relevant (within observation range of a civ).
At some point there will be a scenario editor which can create static maps.
CIVILISATIONS
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Quite differently to other games. Here, civilisations are made up of many different organisations, such as the government, government departments, and corporations. They all have their own function and AI, and combined, make a civilisation function.
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No, unlike other games, we play an organisation within a nation, such as its government or a corporation. Civilisations aren’t necessarily united, they may have multiple nations within them.
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As the government, we govern the nation by setting policy, establishing law, maintaining authority and security, and providing the nation with services and infrastructure.
By default, the player only has to make high level decisions (such as adjusting taxes, expense sliders, hiring and firing advisers) and goals for departments such as the foreign affairs office, space agency, and military.
The player can also be more hands on and take actions such as setting exploration and colonisation targets, determining the ship classes used by the navy, fleet templates, fleet objectives, and so on.
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It’s far more focused on the economic portion of the game. You’ll own a corporation and be responsible for managing personnel, building and expanding facilities, managing corporate fleets, surveying, research, and of course paying taxes.
By default every corporation is based within a nation, but they have the potential to expand into other nations.
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Technologically-advanced civilisations, but beyond that anything. Governments, political systems, economies, and societies are determined by a bunch of values and many laws, allowing many different governments, political structures etc to form dynamically.
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Yes, there will be deep customisation, particularly into the political, social, and economic structure of our civilisation.
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Yes, you can set it so there are other nations within your civilisation. This is actually recommended if you want competition in the early game.
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Yes, disabling faster-than-light technology is a game setting, and star systems can be set to be very detailed, allowing for a large, detailed game despite only being in one system.
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Yes, you can start on a space station or a single colony with a smaller population. There will be a scenario or few to cover this, such as the remnants of a civilisation.
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Yes, depending on the galaxy size you’ve chosen (or the time you’re willing to spend doing it!).
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Yes, depending on the political system. Currently the player will just assume control of the incoming government.
In the future, there may be consequences added for losing an election, perhaps based on game difficulty, or if the player is a character rather than the government.
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As long as they’re technological, they fit within the current political and industrial structures.
A hivemind of social, technological beings for example, is just a set of political, cultural, and technological values.
A stereotypical hivemind that controls an entire civilisation would just be an autocracy with high authority over everything within the civilisation. That can be covered as well.
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Due to the size of systems, the galaxy, and limited sensor ranges, it’s possible for parts of a civilisation to survive what would otherwise be extermination in other games.
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The default start is humanity on Earth/in the Sol System. It will will be detailed accurate to an extent, down to major moons, planetoids, and perhaps significant asteroids and comets.
Earth will be somewhat abstracted as only so many cities fit can fit on a planet in-game, and if we play as a nation among multiple Earth nations, the nations will have to be somewhat abstracted, perhaps into reasonable power blocks rather than individual nations. We’ll see.
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Both! Customisation to allow some more player creativity, and predefined for quick selection, and possibly to build some lore.
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There are going to be multiple starting scenarios and dates. Uncertain whether the player will be able to set a specific date initially though.
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It strongly depends on the settings you choosing when starting the game, and on how the game develops. It can range from being the only civilisation (if you’ve chosen to be), to having a few large powers, or a hightly fractured galaxy with many advanced civilisations, but none dominant.
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Yes, nations have political systems that may require elections (depending on the system) and pass laws.
Any parliament or council is made up of characters occupying seats. They are generally responsible for proposing and voting on laws. If the political system is a representative democracy, parliamentary seats are determined by public elections.
STARTS AND SCENARIOS
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There will be a variety of starting dates to match various scenarios, suiting the technological level and spread of your civilisation.
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There will be a range of scenarios included in the base game, and these will likely be added to over time. There will very likely also be a scenario editor added at some point.
Scenarios include:
A near future human start, say about 2040. The early game focus here is to overcome current and near future issues.
An advanced interplanetary start where your civilisation is just about to develop faster-than-light travel, focusing on a lengthy period of exploration and colonisation.
An advanced start where you are already an interstellar civilisation, quickly running into others.
Starting as a station or colony as the remnants of a civilisation.
Starting as one of multiple nations on your homeworld.
Starting with your home system divided amongst several powers.
Disable faster-than-light or various other technology to significantly change the experience.
Ability to create specific scenarios and share them.
DIFFICULTY
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The game will be very customisable and this includes difficulty. It will range from peaceful experiences focused on exploration, develop, and molding your civilisation, to extremely difficult, unfair challenges that will force you to make very tough decisions.
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In short, yes.
The first isn’t due to AI competency, but because the game isn’t supposed to be fair. Unlike other space strategy games, the idea isn’t to start with equal starts and race against the AI, it’s to start with your civilisation, having no idea what is out there in the vastness of space, and coming across any possibility. This includes coming across much larger, more powerful civilisations that have been around far longer. In this sense, it’s a bit more like a historical grand strategy game where nations greatly vary in strength.
The second reason is due to AI competency. Civilisations in this game are effectively a network of small but focused AIs, each making a small amount of decisions. This simplifies the AI needed at higher levels and makes civilisation performance more consistent. All of the automation the player enjoys in their civilisation (such as private corporations running industry), the AI enjoys as well. The one area that will be most difficult to challenge the player is military and combat AI, and development of these will continue throughout the game’s life to make them as effective as possible.
CHARACTERS
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Characters lead organisations and their stats have a strong influence on the actions and performance of their organisations.
Character stats also generally determine their actions and relationships with other characters.
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Maybe. It’s a bit weird to allow characters that have a history in the game to suddenly be renamed, but who am I to say people shouldn’t rename their characters.
AVAILABILITY
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Yes.
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Not yet determined.
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Not at this time.
TERRITORY AND COLONIES
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Planets (rocky and gas/ice giants), moons, asteroids, and space via habitats.
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Yes, a planet can have both colonies of multiple nations, and multiple civilisations. This includes a multi-national homeworld start.
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Two ways. The first is we place a new station with a single module, and build it up physically module by module. The other is we start with a large pre-defined station, such as an O’Neill cylinder.
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The simulation of colonies is quite deep, including the local population groups mentioned above. Industry is simulated via what are called ‘production lines’, which are basically factories. These require supply goods, labour, and energy, to produce goods and services, for both other industry and the population. Goods can also be imported or exported from colonies.
Colonies are currently constructed by placing one or more districts. Districts can have a specific use, or be mixed. They have a development level which determines the capacity for housing, industry etc within that district, and the development level can be increased for an increasingly greater cost.
Colonies are not as in-depth as a proper city-builder, though there is the potential to significantly increase the depth of at least some player-managed colonies to give a more focused colony-building experience. -
A local population group is a precise amount of people and is simulated for each colony, and potentially for each district in a colony. This includes births, deaths, aging, education, health, labour, employment, wages, taxation, and the consumption of goods and services, such as air, food, water, housing, and healthcare. Demographics are calculated per group using student, working, and retired brackets.
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There will be some, such as space elevators, planet rings, and Dyson swarms. These aren’t end-game structures though. Far fantastical structures may come in the distant future.
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Yes, but other nations/civilisations may not care. If you claim something, it helps to have the power to back up that claim.
What can be claimed? This isn’t finalised yet, but systems, planets, and probably regions of planets (regions are effectively claimed if they’re colonised).
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Right now it is a little limited, but a lot of map modes will be added to cover whatever information the player needs.
Current map modes include ‘real’ and ‘territory’ view for both galaxy and system views.
MANAGEMENT
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No. As the government you can choose how much you want to manage directly. If you don’t want to micromanage, you can just give your government departments (e.g. space agency, military, services) a budget or goals to pursue. If you have a civilisation that starts with a private sector, private corporations will run industry.
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You can if you really want to, but there’s a lot more to running a civilisation in this game than there tends to be in another games. But if you really want to, you can micromanage the space agency, military, other government departments, and set industry to be run by the state, and then micromanage it all. If it’s a bit overwhelming, you can easily step back to assigning higher level orders to any of these organisations.
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Yes, navies and armies will have personnel, and generally recruit from the working-age population.
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Yes.
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There will be a military AI that will access what it needs, order ships, recruit personnel, make changes to staff, and build infrastructure where it needs. The player can give high level orders/goals to the military, give objectives to fleets, or give manual orders to fleets and individual ships. The staff are characters and their stats will influence the performance of the military. The ability to directly control the military may be locked under a game mode or setting (such as playing as a character, or only allowing the government to give high level orders to any of its departments).
SHIPS
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Combat will be autonomous but can be manually-controlled if you want.
It’ll typically see one fleet approaching another, exchanging missiles from long distance, trying to reduce enemy numbers, as they close in. Closer in (now coming within visual range), ships will start using weapons such as railguns and beams.
Battle sizes will typically be a few to a few dozen, but potentially far larger if it is a definitive battle.
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Ships that enter combat will act autonomously by default, but you can manually control them (both as a group and individually).
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Weapons and projectiles are physically-simulated.
Weapons have physical locations on the ship, having firing arcs, rotation speeds, limited ammunition (if it uses ammunition), and generally require power.
Turrets need to rotate fast enough to track their targets, and since projectiles need to actually hit their target to cause damage, all weapons use predictive fire.
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Yes, you can control them as you would in an RTS game. You can also control the fleet as a group, give the fleet an objective, or leave it all to the military AI.
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Realistically, using thrust in 3d space.
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Sort of. Ship sizes (as far as the typical corvette-frigate-destroyer-cruiser-battleship progression goes) won’t be locked behind technology into the mid-game. You’ll be able to build a battleship nearly right away, but you will first have to create a research project for it, which represents the time taken to design it. It’s also not guaranteed to be successful, the project may fail, or the finished ship may be a bit of a dud. It’d be a good idea for your shipbuilding industry to get a little practice first!
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Yes, ships will have to manage heat, though radiator size will be toned down a little for aesthetic reasons.
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Damage is location-based and has the potential to knock out ship systems and weapons.
Armour and penetration currently isn’t calculated, but will be added.
ORGANISATIONS
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Organisations include the government, it’s departments, the military, the space agency, and public and private corporations.
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Corporations run the majority of industry. This includes mining, the production of goods and services, housing development, the establishment of non-government colonies, and transportation.
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Any government with a private sector has to do business with corporations, as corporations tend to produce goods and services the government requires to provide theirs. With external governments? Sure, depending on laws, and if there’s demand.
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Yes. By default trade generally has a local preference, but it’s possible for trade to occur between nations and systems if there’s demand for it, and laws allow it.
One exception to this are corporations that produce specific goods, such as military equipment, location doesn’t matter so much there.
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Private corporations will be able to do R&D projects which improve their performance in their sector (e.g. cheaper, faster, more skilled personnel). This will set the nation’s private technology level in that sector, which helps drag up the public technology level (the level that any corporation can access). This means these technology fields will tend to improve passively, rather than requiring government funding. Some corporations (those which produce final goods and unique goods) will likely have research projects to create the next generation of product.
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Yes, in-game these are handled as corporations that will have special laws.
OTHER
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Yes, they’ll be added to the game over time.
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The tech tree will cover current and near technology, to the more extreme levels that we see in sci-fi. There will be an option to restrict technology to what appears to be more plausible according to current opinion.