Planned for next release
Basic 4X game
Write a basic, single-player 4X game, mostly based on the old, online LegacyWorlds games.
- Port to C++
A simple grid of systems and nebulae. Each system has 6 planets, all planets are inhabited. Nebula grid squares also have 6 locations of varying density.
- Actual content
Buildings, ships, resources and technologies meant for the release; not too much of it (this is ALL placeholder!), but enough to make the game vaguely interesting.
- Event log
Events that happen from an empire's point of view are logged for some time.
Based on a graph. Research points accumulate from planets (relative to population + static production). Techs become visible after they reach some level of research, and can be implemented (at a cost) when they reach 100%. Empires can set research priorities.
Empires accumulate resources from planets, and must pay maintenance for buildings and ships. When there's not enough of some type of resource to pay for maintenance, stuff gets destroyed.
- Computer-controlled empires
Always hostile, rather primitive AIs.
Buildings can be constructed or destroyed. They can produce resources or provide special abilities (e.g. static defences).
- Build queues
A build queue for building construction/destruction, another one for ship construction.
Computations that determine how happy the population is. Computed from the sum of various items with different weights. Affects work efficiency. May cause riots or civil wars if low enough.
Birth rate and death rate computed from various factors, including available space, happiness and pollution.
Pollution is generated by some buildings. Its rate of generation can be limited by some buildings, while other buildings can clean it up. Cause unhappiness and a higher death rate.
Improve chances of survival for fleets in Hyperspace stand-by near a planet. Can be used by anyone, unless "beacon security" is also present. The latter limits beacon usage to the planet's owner, but can be hacked.
- Fleet detection
Detect fleets moving towards or near the planet. Two types of sensors: normal space / Hyperspace.
Provide a steady but low amount of resources from the planet's population. Can be adjusted. Cause unhappiness.
Buildings that can be used to blow a planet up. Need some time to charge. Just having the buildings cause high unhappiness; starting the self-destruct sequence even more so.
- Planet ownership change
Empires taking ownership of or abandoning planets. Has consequences on happiness.
- Forcing foreign fleets to attack
Can be done empire-wise using the enemy list, or locally.
- Revolts when happiness is too low
Revolts should damage buildings and local ground forces. It should be possible to stop a revolt (or at least limit its effects) using sufficient ground forces, but this shouldn't affect happiness itself.
Fleets are composed of various ships. The composition determines the fleet's speed, upkeep cost, ability to jump to Hyperspace, etc.
Fleets can be merged, split, or disbanded by their owners.
Fleets can be told to move or to stand by in Hyperspace. Movement requires tracking the location of the fleet. A moving fleet can be rerouted.
Battles start when both attacking and defending fleets are present at a location. The outcome is determined solely from the fleets' respective power. Very small defending fleets can perform "heroic defence".
- User interfaces
Multiple user interfaces will be available. They all access the same game data.
- Command line interface
Allows playing the game from a terminal. Can be scripted for testing purposes. Commands must be documented.
- Swing-based interface - cancelled due to C++ port.
A slightly more user-friendly interface to the game, using Java's Swing toolkit.