April Dev Update: New aquatic race, ship combat update, battlefield generation, and more

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April is over and development on Predestination is going well. This month we completed the internal workings for the ship design and weapon technology systems, finished hooking the tactical combat system into the main game and tidied that system up. We implemented tons of your ideas into the ship combat system, like smart-missiles that deploy mines around the target, weapons that fire clouds of charged plasma, and deployable minefields for planet defense. Thanks so much for all of your great ideas and feedback!

Character artist Connor Murphy has finished our final core race (the yet-to-be-named Aquatic race) and completed a fantastic visual reboot of our first robotic race, The Starforged. You can see the new artwork for both races below! We’ve also been working with Connor on figuring out the best way to approach the backer-sponsored race artwork.

Based on your feedback, Connor has already started to revamp the feline race we showed in last month’s update with more realistic artwork that matches the rest of the game’s visual style, and I think you’ll be pleased with the results when it’s finished. Once that’s finished, we’ll be in touch with all of our race designer backers to get started on getting them into the game.

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The yet-to-be-named Aquatics are our sixth and final core race apart from the backer races, and we’d love to hear your ideas on what they should be like in-game. We see them as aggressive militarists who see ownership of every ocean planet in the galaxy as their sovereign right. We see them as a dictatorship that interacts with other races through intimidation and military threat more than diplomacy. Industry and research would probably take a hit from working under water, but their natural hunting instincts would make them excellent ship pilots.

The Aquatic race will definitely start the game with some kind of mech suit that grants bonuses to ground combat, as they needed this technology to achieve space flight and interact with other races. They are just as at-home on Terran planets as Ocean, but would probably actively flood Terran worlds to make them less useful to other races. They may also have developed technology that can thaw out a tundra planet by injecting radioactive elements into the planet’s core and flooding the atmosphere with greenhouse gases.

Rather than deciding on the race’s abilities and name ourselves, we’ve decided to open the Aquatics up to the community! We’d love to hear your suggestions for a name for this race, stats or traits you think they should have, and any special technologies they should start with. We’d also love to hear your ideas on what technologies and special traits you’d like all aquatic races in Predestination to have. Leave a comment here or head over to the aquatic race feedback thread on the forum and let us know what you think! We’ll publish a full race reveal in two week’s time when we’ve picked our favourite suggestions!

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Above is the rebooted artwork for The Starforged, the first race we revealed during the Kickstarter campaign. Connor felt that the art needed an update to match the visual quality of newer races like the Sauros, and I think he’s done an amazing job on the reboot. The Starforged soldier unit is on the left, the scientist is in the middle, and the worker/civilian robot is on the right. We’ve nicknamed the worker the “Espresso machine” :D

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Combat resolution: One of the things we implemented this month was the combat resolution system that decides when fights happen and what the battlefield looks like. Fleets in Predestination move in FTL once per turn and only meet each other at destinations like stars and temporal rifts. When two fleets meet, both players can select from four courses of action and the combination of options selected determines what happens:

  • Attack Planet: Attempt to attack a selected enemy planet in the system. The enemy must have a planet in the system for this option to be highlighted. You start on one side of the battlefield, and the enemy planet is visible in the background on the other side. Planetary defences like starbases and orbital cannons are automatically placed on the enemy side.
  • Defend: This puts your fleet into a defensive posture and does not engage the enemy fleet. If the enemy fleet selects to attack a planet in the system that you own, your fleet automatically defends that planet and is included in the combat against that planet.
  • Intercept: Attempts to intercept the enemy fleet early and engage. If the enemy fleet selects Attack a planet, this option will instead engage the enemy in open space (no planet bonuses). If the enemy fleet selects to Defend, there’s a 50% chance that you’ll catch them in open space and start combat and a 50% chance that no combat will happen at all.
  • Retreat: Attempts to retreat and set course to the nearest friendly star system. If the enemy fleet selects the Intercept option, there’s a 50% chance of catching your fleet and beginning combat in open space and a 50% chance they get away safely.

Battlefield generation: The battlefield will now take into account the star system you’re in. Battles in systems with asteroid belts are likely to take place inside the belt, while battles inside a nebula will be filled with nebular gas clouds. Battles over a planet will also display the planet in the background behind the defending fleet, and orbital cannons and starbases will be placed on the battlefield.

We have a few more ideas up our sleeves for more natural battlefield modifiers, like pirate hideouts in a system or even space monsters interrupting your battle! The battlefield size will also scale up with the number of ships involved and the maximum range of the ships involved. This way every battle will start with the opposing fleets placed between one and two turns worth of movement away from each other. This should stop snipers from dominating as nobody will be in range to fire on the first round.

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Ship placement round: Before each combat begins, you’ll place your ships and structures on the battlefield. We plan to make it possible to pre-design a layout and save it with your fleet for future battles, but right now that feature is not implemented. Battles in orbit of a planet will have starbases and orbital cannons in fixed positions if the planet has built them. Researchable technologies will also add deployables like mine fields, shield bubbles, cloaking fields and nebulae so you can come up with a clever strategy for system defense and design your ships around them. The ship placement phase is a blind phase, so you don’t know where the enemy has placed his ships or structures until you submit your layout. Think of this like setting up a chess board, except you get to decide where each piece goes.

First combat round: The first round of combat after placing ships in Predestination will be mostly movement. The longest-range ships will not be in firing range of the enemy fleet yet; missiles and drones can be fired but will take at least two turns to reach the enemy. This lets you set up strategic positioning to counter the enemy’s selected fleet layout. For example, you may notice that the enemy has laid a minefield in front of its snipers and decide to send ships around the side to avoid them.

The rest of the combat: The player’s and enemy’s ships will will take turns as usual for the rest of the game, like a game of chess where each move is a reaction to the other player’s. For example, the enemy may fire missiles at your large battleship and you may move some point defense frigates into positions where they can shoot down the missiles. Combat ends when all of one side’s ships have been eliminated or are no longer on the battlefield. Ships can retreat at any time during the battle by activating the Warp Drive module (built into all ships). This has a charge-up time of one full round, making the ship leave the battlefield on its next turn.

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We’ve been working on a lot of the core planetary and fleet combat code of Predestination so far, but it’s difficult to show off interesting ship weapons or galactic exploration without a good user interface. The next step for us is to work really hard on those user interfaces and get as many of them into the game this month as possible. As a side-effect, we’ll be able to show you more of our progress in videos and live demos, giving a clearer impression of how the game will actually play when it’s finished.

So far we’ve focused on trying to put together one big monthly update for our Kickstarter backers and fans following the Predestination development blog. We’re doing a lot of work steadily throughout the month but then trying to cram it all into one roundup article like this or a race reveal post. We’ve had a few requests from backers for more frequent updates and more community engagement, so I wanted to put this question out to the community. Would you like to see more frequent updates containing earlier work-in-progress artwork, game development, user interfaces, buildings etc? Our options are essentially:

  • Monthly updates: One big update every month summarising that month’s progress (like this post).
  • Frequent updates: Posting early work-in-progress artwork, buildings, gameplay and user interfaces separately with just a few lines or paragraphs of text explaining each one.
  • Both: Do the smaller updates, and then summarise them each month in a smaller roundup article on the blog and Kickstarter.

We’d love to start doing more frequent updates if that’s what the community wants. The updates would be a lot more rough and subject to change, but it would let us collect feedback earlier in the development process. Please let us know in the comments or head over to the official update poll on the forum and vote!

Cheers,

– Brendan, Lead Developer

March Update: Fleet Combat, Backer Reward Update, and Work Experience

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The past month has been jam-packed for the Predestination crew. We made a lot of progress with the fleet combat part of the game, designed our first reptilian race (The Sauros), and hosted work experience weeks for two students aiming for careers in the games industry. We also moved to a new house with more office space to work in and applied for some government funding to help your pledges stretch further.

Update notes for fleet combat:

  • Added projectile weapons such as mass drivers, with their own graphical effects.
  • Added dumb missiles that travel to the target hex and explode, or explode early if they enter a hex with another ship or object in it.
  • Implemented smart missile AI that locks onto a ship and follows it, avoiding obstacles.
  • Added interceptors. They use the smart missile AI and attack the target ship every turn until destroyed.
  • Implemented area-effect weapons (smartbombs, area missiles).
  • Implemented proximity mines and cloaked proximity mines.
  • Created some basic explosion effects with screen shake, and a timing system to synch explosion graphics and screen shake with sound effect volume.
  • Implemented a module system that lets us create interesting non-weapon ship technologies. Modules added so far include: Holographic Projector Matrix (creates decoy holographic ships), Afterburner (double movement for one round, then takes a round to recharge), Shield booster (consumes movement points to boost shield hitpoints), Cloaking device (ship is invisible until its next turn, but then takes a round to recharge).
  • Fleets can now engage each other in the galaxy view, which switches to the fleet battle screen.
  • Ships can now retreat from combat. They will wait for one full round without moving or attacking and then warp out.
  • Combat now detects the winner when one side’s ships are all destroyed or warp out.
  • Ships destroyed in combat are now removed from the galaxy view.

Holographic projector ship module

Dozens of backers have now given us their ideas for interesting weapons and ship modules over at the Predestination Community forum. If you have any ideas, feel free to post them in the official fleet combat thread!

Kickstarter Backer Reward Update:

As part of the Kickstarter campaign, many people selected rewards such as your own custom-designed commander, missile, building, singleplayer level or core game race. Almost everyone has now submitted their commander and missile ideas, and our race and level designers have let us know how they’d like to be contacted to discuss their ideas. We had hoped to get back to all of you by now to confirm your selections, but are unfortunately running a little behind schedule due to moving house.

Those of you who have submitted commander, missile, or building designs will be emailed by Tina soon to confirm that your designs are good to go. Level and race designers will be contacted personally to get a brief outline of their ideas, but don’t worry if you haven’t got much of an idea yet as we don’t need the full details just yet. If you wanted to upgrade your pledge for any of these rewards but missed the end of the campaign, you can upgrade your pledge at our Paypal Upgrade page or send us an email with your inquiry.

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One of our big goals with Predestination is to help kickstart the Northern Ireland games industry and help emerging talent get into game development. With that in mind, we’ve spent part of this past month organising work experience weeks for students aiming to get into the industry. Our latest student was the extremely talented budding concept artist Nuala Mc Garry, who is already producing fantastic character art at the age of just 15.

In addition to giving Nuala some experience in the industry and advice on education paths, we were able to send her home with a new graphics tablet and an upgraded PC to help her continue developing her talents. This would not have been possible without all the support and pre-orders pledged through Kickstarter and Paypal. Your support has made a big difference to one talented young artist this month, and on her behalf we’d like to say thank you!

As part of her work experience, Nuala created her own race with unique concept art, technology and lore. They’re a species of intelligent feline humanoids whose culture revolves around entertainment and gadgets and treats fighter pilots and scientists as celebrities. The race isn’t named yet and we’d like to open that up to the community. If you have any name ideas or just want to give some feedback, please head over to the race’s official thread or leave a comment here on the blog!

Nuala's race (work in progress)

Background Lore:

The [Suggest a name] are a feline humanoid race discovered on a Terran planet near the Human empire’s borders. It’s not known whether the species is natural or the result of genetic experimentation, but they predate the Human empire and have shown incredible intelligence and adaptability. Their society revolves around entertainment and research, with great technological accomplishments being spurred by competition to make the ultimate gadgets and televised sports.

The race to achieve space flight, break the lightspeed barrier, and colonise other worlds were all sponsored by entertainment megacorporations looking for the next big show. When first contact was made with the Humans, the event was televised across the homeworld and eventually led to an alliance between the two empires that persists to this day. Not to be underestimated, the [Suggest a name] have repelled several attempted invasions of their space by turning the war effort itself into a form of entertainment. Fighter pilots became celebrities overnight, and research labs competed to make flashier and more inventive defensive technologies.

When the Revenants were unleashed on the galaxy, the [Suggest a name] were the only race able to sometimes successfully evade the attacking ships. Using clever holographic modules to hide ships and project decoys into space, pilots were able to evacuate millions of citizens from colonised planets across the sector. It’s thanks to their efforts that so many ships survived to take part in the final battle with the Revenants. Now sent back in time, they seek to explore space, find their former allies, and develop technology that can stop the Revenants once and for all.

Nuala's scientist

Possible race stats and abilities:

As a humanoid race, the [Suggest a name] are most at home on Terran worlds but can adapt to live in other environments. Their diminutive stature makes them poorly suited to ground combat, but quick reflexes makes them excellent fighter pilots. The celebrity status their society grants fighter pilots attracts a lot of legendary ship captains, and normal ship crew are more likely to achieve legendary acclaim following a successful battle. Their culture emphasises openness and honesty, increasing morale on all planets but making them vulnerable to spies. They also freely trade their entertainment programmes with allies, adding a free empire-wide morale boost to all trade agreements with other species.

Example stats: (not finalised, just to give an idea of the abilities we think they’ll have)

  • +10% Morale On All Planets
  • +2 Research Per Turn From Research Labs
  • -20 Ground Combat Rating
  • -10% Spy Mission Success Chance
  • Cultural Traders: Your empire freely exchanges its culture and entertainment with other nations. Trade pacts with your empire increase global morale across both your empire and the empire you’re trading with by 10%. This effect can stack for each new race you establish trade agreements with, up to a maximum of 50%.
  • Natural Fighter Pilots: Quick reflexes make your people natural fighter pilots who favour small hulls over larger ships. +50% beam and projectile defense on small and medium sized hulls, but -25% beam and projectile defense on larger ships.
  • Legendary Pilots: Double the normal chance for a legendary ship captain to emerge following a successful fleet battle, and ship captains will cost half as much per turn to employ.

Possible starting technologies:

Each race starts the game with several advanced technologies that are either not available for research or can only normally be researched late in the game. Possible starting technologies for this race include:

  • Camera Array (Ship module): An array of high-definition cameras are fitted inside and outside the ship, recording footage of fleet combat to be used as propaganda. If your fleet wins a battle with a ship carrying this module, all planets in your empire get +10% morale for 10 turns.
  • Holographic projector (Ship module): Holographic projectors are hooked directly to the ship’s power core, allowing the ship to project fake versions of itself into space. This ship module can be activated in combat to split the ship in three, moving the real ship into one of the three hexes directly ahead and placing decoys in the remaining two hexes. Decoys last for one full round and are instantly destroyed if fired on, but are otherwise identical to the original ship.
  • Cultural Hub (Building): You can only have one of this building in your entire empire. The city it’s built in becomes a huge cultural hub, completely eliminating all morale penalties on the planet. This allows higher taxation and prevents revolts and unrest.

Thanks for your feedback!

A huge thank you to everyone who has supported Predestination on Kickstarter or via Paypal, and a special thanks to fans who have contributed feedback on updates and shared their ideas on our forum. As always, we’re eagre to hear any feedback you have on this update or any ideas or questions you have relating to it. Head over to the official feedback thread or leave a comment on this post!

Cheers,

– Brendan, Lead Developer

New colony system, what do you think?

In last week’s development update, I showed recent work on the planetary colonisation that made the exploration grid visible from orbit. This week I updated it so that you can even direct your exploration efforts from orbit and developed a new resource distribution algorithm, but I ran into a small problem: If you add in enough resources to keep exploration interesting, you’d end up with a ton of colonies to build on each world. To solve this problem, I decided to try out a new system inspired partly by Civilization.

Explore Planet

The old system:

Planets are currently covered in randomly distributed resources and pre-defined city locations. Cities are residential colonies with lots of building space that is used for housing and big buildings like shipyards, while resources are small colonies with 6 building locations. Resources are only accessible in the resource towns themselves and the materials collected are stored in material silos. You’d need to design separate blueprints for each resource and for residential cities, and there’s not really much choice in where your colonies go or what they’re set up to do.

The new system:

The new system covers planets randomly in resources as normal, but players can decide where to build their cities! You can set up a city in any suitable location (on flat land for most races). Resources are no longer mini-cities with building spots, instead you set up an extractor like a mining drill and then tell it which city to ship the materials to. It’s up to that city to use all the resources that are linked to it. There may be a logistics cost for linking a resource to a colony far away, and you would be able to set up trade routes between cities to move resources around more efficiently.

There’s only one type of colony in this system so it’s up to you to decide how to lay it out and balance housing space with industrial output etc. You would only need to design blueprints for the different types of colony you want, for example you could have one for a production colony that uses 4 ore per turn or a residential colony that needs 20 food and 2 coal per turn. To keep things balanced, we would simply impose a limit to the number of cities you can have on a planet based on its size. Instead of having 5 residential cities and 30+ small resource towns pre-placed on a planet, now we’d just have 5 manually placed cities that split the 30 resources among them.

What do you think?

Which system do you prefer, and are there any other issues you can see with the new colonisation system?

Are you designing a commander, missile or building?

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As part of the Kickstarter campaign, many of you picked the option to design your own commander, missile or building for Predestination. This post will explain all of the options you have to choose from for each. When you’ve made your selection, email the details to tina@brainandnerd.com along with your Kickstarter username. If you have any ideas that aren’t in this post, please post a comment here or include them in your email.

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Kickstarter success! Wrap-up post with stats and graphs

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Last week Predestination officially succeeded on Kickstarter! Thanks to a huge push in the last few days of the campaign, we managed to hit over double our initial goal and smashed the three biggest stretch goals. We’ll now have a full singleplayer story campaign, play-by-email and full online multiplayer for release.

We’ve decided to wrap up the campaign in the same spirit of transparency that we intend to keep up during Predestination’s development, so I’m releasing a ton of stats that are normally kept for the project creator’s eyes only and discussing some of the lessons we learned throughout the campaign. This kind of info from previous projects was invaluable when I was researching and putting together this campaign. I posted this originally as a Kickstarter update, but am posting it as a blog post so it can reach more future Kickstarter project creators. It’s a bit of a wall of text, but hopefully future Kickstarter creators will find it useful!

(More updates on the way)

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90% funded on Kickstarter, help push us over our goal!

We launched Predestination on Kickstarter a few weeks ago and the response has been absolutely immense! Over 500 people have backed the project so far and we’re at around the 90% mark. There’s just 10% to go until we’re guaranteed funding and can press on into stretch goals. It’s very important that we hit 100% as soon as possible, because that guarantees we’ll get our minimum goal and we can take that guarantee to banks and government grant schemes. If you haven’t pledged yet, head over to Kickstarter and take a look at some of the rewards you can get for supporting Predestination.

Thank you so much to everyone who has pledged their support so far! If we exceed our goal, we’ll move into the stretch goals to let us add extra features like multiplayer, a singleplayer story campaign, tools to let players mod the game and design their own levels, and other features we can’t realistically fit into the $25,000 minimum goal. There’s still a long way to go if we want to make the ultimate 4X game, and with your help we’ll get there!

New screenshots: Galaxy map, planets, system window and planet exploration

There are some big announcements coming in the next week or so for Predestination, but until then we have some new screenshots of the game in action. These screenshots show the three main parts of the game: Galaxy Management, Planetary Exploration, and Tactical Fleet Combat. All three areas are still work in progress, but they’re really starting to come together.

Robot concept art: Character artist Connor Murphy in action

Most game developers work behind closed doors and don’t let players see early work in progress designs. With Predestination we aim to give fans a front row seat to the game’s development and let you help develop the game with your feedback and suggestions. We have a community website launching soon where you can suggest ideas and discuss the game, and we should be finally launching our Kickstarter campaign within the next few weeks, but today we want to give you an inside look at how we’ve been designing our first race:

Concept sketches:

We wanted the robots to look like they were originally designed as humanoid robots to serve another race but have had to adapt to survive when left to fend for themselves on their starting planet. When their power sources began to run out, they had to adapt to using fossil fuels and became all steampunky. They began building new robots and reprogramming them to do new tasks like mining for coal and designing new technology. Now they’re pretty much a fully-fledged race with workers, scientists, and military robots. Our new character artist Connor Murphy turned those ideas into the five concept sketches below:

We really love the top left design but want to keep that kind of tentacled concept for a more organic race. We decided on the top right design for military robots as it looks like a standard combat robot built by another species as part of a war. The bottom left robot looks like what would happen if those military robots were forced to adapt and become engineers or scientists, with the huge humanoid arms and hands being replaced with an array of tools.

 

Science robots (work in progress):

Today Connor got back to us with his first draft sketch of the Scientist robots. The left arm now has all these precise tools that remind me of the Borg from Star Trek, and there’s a window into the robot’s furnace that adds to the steampunk effect. It’s still a work in progress, so expect to see more race art from Connor soon! He’ll be focusing on the robots first and then moving onto the humans, aquatics, reptiles and other races.

I hope you’ve found this to be an interesting look behind the scenes at Predestination, it’s a real pleasure for us to have Connor on the Predestination team and the whole team just loves his artwork. Soon we’ll be launching our new community site where you can post your own ideas and have your say on what you’d like to see in the game. Until then, please feel free to post your ideas in the comments. If you’d like a reminder when something new is posted to the blog, like us on Facebook or sign up to our RSS feed.

Concept art: Robotic races

Not all the races in Predestination will be organic; The race below assembled itself from a crashed transport full of worker droids, service bots and military hardware. To survive, they had to adapt themselves  to their new home and fossil fuel energy sources. We haven’t named the race yet, but the population and ships will have a steampunk visual style. Different tasks like industry or research will be completed by specialised robots, so the military robots may look very different to the researchers or workers. Below is concept art for the race’s industrial worker droids, produced by our new character artist Connor Murphy:

Unique race gameplay

In the last post, I talked about the fact that each type of race is specialised for a particular type of planet: Aquatics on ocean worlds, robots on ice planets (so they can overclock themselves), lizards on deserts etc. But the differences between the races go a lot deeper than just their preferred planets and some stats. Every race type will have its own unique gameplay that suits that race, and a research field that only that type of race can access. Our current thinking for the robotic races is to give them:

  • Factories that build new population rapidly.
  • Population consumes energy instead of food.
  • Unique technologies let you upgrade the population or produce huge mechs and ships.
  • Terraforming technology lets you freeze over planets, turning them into ice worlds.

What kind of unique gameplay and technologies would you associate with robots? If you could have any feature in a robot race, what would it be?

Planet exploration update and terraforming idea

The Predestination team gained three new members this week: a new concept artist, a 3d modeller and a composer have officially joined the crew. The artists have been working on  new animated buildings for the colony screen this week, and our composer has been producing some awesome sci-fi music for the game. I’ll properly introduce the new and current members of the team in my next update and can hopefully show you some of their handiwork soon.

This week we’ve been working on fleshing out the designs for the races we plan to have at launch, and I’ve been implementing a hex-based planet exploration system to go with the hexagonal colony system described in the previous update. Players now have to explore outward from the starting colony as you can only explore hexes on the border with unexplored areas. Exploring a tile reveals what’s on that tile (if anything) and pushes your borders back, letting you see what all the surrounding squares look like. Below is a screenshot of the new system in action:

This is the way it looks in-game right now and this is how you’ll explore your planet at the start of the game before you develop scanning technologies and satellites.

 

Terraforming:

If you saw our QCon trailer, you probably noticed that terraforming is listed as a major feature in Predestination. Our planet engine can morph a planet’s surface and environment in realtime, which we can use for things like bomb craters, raising and lowering sea levels, changes to how rocky a planet is, and gradually changing terrain types. We’re currently discussing how to use these capabilities for terraforming, and I want to publish some of our current ideas so people can provide feedback:

  • Each race type is happy on one particular type of planet: Aquatics on ocean planets, Robots on ice worlds, Reptiles on Desert etc.
  • On your race’s preferred planet type, there are multiple suitable locations for cities and all resources are visible and can be colonised. On the wrong type of planet, a race will have penalties, and will only be able to find a small number of city locations and resources.
  • You’ll be able to research technologies to convert some planet types into others, such as a massive reactor or greenhouse gas generator that can slowly transform an ice world into an ocean planet. Each use of the device will require a massive burst of stored energy, so the player will activate it every now and then when the colony has built up enough energy and see the change instantly.
  • As a planet gets closer to your race’s favoured environment, new resources and city locations will be revealed.
  • Terran planets contain ice, ocean, desert and temperate climate areas, and all races are happy on these worlds. Every race can colonise all the resource and city locations, but will still have the ‘wrong planet’ penalties in cities in unfavourable environments.
  • Terran planets will be delicately balanced environments, so heavy fossil fuel use could cause the planet to heat up and the ice caps could slowly melt, raising the sea levels and destroying valuable coastal towns. Nuclear bombs could also trigger a nuclear winter and turn it into an ice world, and heavy industry could pollute the oceans and destroy resource towns under the water.

If you have any feedback or ideas of your own, please feel free to leave a comment!