Posted on

.320 RELEASE IS LIVE!!! HUGE UPDATE – GRAB IT!!

Hey everyone!

First of all, it’s so exciting that almost 10,000 visits have taken place to this site in so short a time. Every time people in the industry talk about ‘the death of intelligent space strategy’ I shake my head. There’s always a market for good, challenging games in space – they just have to be made!!!

Anyway, that’s not what you came for. You came for THIS!!!

Imperia V.320a Change Log/Readme

7.31.14

 

Notes

* Please uninstall any previous version of Imperia before installing a new version. I have not yet added patch ability. The good news is that the install is relatively quick.

* I am updating the Sourceforge Imperia wiki periodically and this will be the best document for questions and how to play Imperia. Please refer back to it frequently.

 

Fixes

* Fixed word-wrap issues with alerts and psystreams

* Fixed issue with outposts that are on too small TDL worlds – they would not add any industry. While this is technically working (what are you doing putting an outpost on such a tiny world?) it is assumed that the outpost is specially designed to make maximum use of the planet’s space

* Fixed clock – bug with displaying AM when it was 12:00 PM

* Fixed crash bug with trade system when a very specific case occurred

* Fixed issue with abandoning planets generating a NaN issue when eligible population dropped below 0 – i.e. only children and retired people were left

* Fixed mouseover issue with alert bar picking up planets beneath it occasionally

* Fixed issue with stockpiling where characters who refused to start sending goods again would still receive stockpiles from hubs farther downstream – this is not intended since they do not control that flow!

* Fixed crash error with character portrait generation

* Fixed some popup issues where mouse could still be used on screens

* Fixed crash issue with assigning new system Edict if no sector capital was found nearby

* Fixed some further trade issues and an issue with the trade combine logic

* Fixed the alert system – sometimes it would show duplicate messages

* Fixed population/unrest graphs showing the bars wrong

 

Changes/Additions

* Added Riot mechanic:

* Planets that have Pops with an unrest level of 50 or higher (for now) have a chance for that Pop to riot.

* Each type of Pop is checked individually; scientists will have far less of a likelihood to revolt than unemployed Pops.

* If a Pop riots, they become unemployed and a second check is made to see if they destroy a level of their industry; for example, if a former Manufacturing pop riots, a check is made to see if they destroy one level of Manufacturing.

* If a riot is in progress, a check is made to see if they kill a leader on the planet, affected by the size of the riot and the power and popular support of that leader.

* Pops that are already rioting have a small bonus to continue to simulate the ‘mob’ mentality of riots. You must act quickly when you detect a riot!

* As you might imagine, riots lower popular support.

* Several changes to UI:

* Planet screen shows RIOTING population if applicable

* System screen will show RIOTING as an alert status

* A critical alert will be generated, and a second one if a leader is killed

* The letter (R) will be next to the planet name on the Intel screen

 

* Major upgrade to Alert system:

* Added ‘click to alert’ functionality – now clicking on an alert       will take you directly to that planet

* Right clicking on an alert will move the quadrant screen to the       system affected

* Colors have all been changed to reflect seriousness of alert

* Filters have been added to all alert types – icons showing number     of alerts for that alert type have been added. You may toggle the   alert types at any time to show all, some, or no alerts at all!

 

* Added message box system. This will alert the user when certain events happen that require additional confirmation. Currently, the alerts are:

* Save/load game

* Deleting an Edict

* Quitting the game

* Load/save failed, including mismatched game versions

 

* Added intel information on orbitals:

* Color code – green is stockpiling, red is holding goods, orange is embargoed, white is normal operations

* Shows level of starbase/logistical station/exploration station

* If trade hub, shows sys/sec/imp level of hub

 

* Added color code on Intel screen for planet names – yellow – planet is at 75% total development level capacity, orange – planet is at 90% of capacity, red – planet is at 100% and may not expand without finding new land, removing a sector level, or increasing the bio rating

* Added possibility that very smart viceroys will see that the planet is getting near capacity and on their own initiative reclaim additional land on the planet for development purposes. An alert will also be generated. This function is only the beginning of the emergent character AI (eCAI)

* Added ‘Planning’ trait to viceroys which in conjunction with other traits will make that viceroy more likely to intelligently develop their planet

* Changed traits to display max 3 columns, but with full words. Tooltips are still planned to explain what the traits mean.

* Updated character screen in preparation for character portraits, character wishes, added a row for more actions, and added the Nationalist/Tyrannical psy indicator.

* Changed Character Power to always show the estimated level at least, and color-codes the value (less powerful = green; more powerful = red)

* Changed how Power is calculated for most characters – now their Power directly relates to their holdings, title, and strength of those holdings in preparation for emergent character AI (eCAI)

* Added PoSup calculation for characters in preparation for emergent character AI (eCAI)

* Added beginnings of character portrait system, with aging, sex, and rank changes set as the character moves through their lifetime

* Changed emperor name to generate a random name with appropriate suffix (you don’t have to play as me anymore! 🙂 )

* Changed ‘Stockpiling Goods’ action to include having the closest trade hub send excess goods every turn in addition to placing a hold on exports – if they can.

* Changed UI to consolidate trades if they are coming from and going to the same place.

* Added additional character portraits – there are now 16 different character portraits

* Added additional planets – now there should be more variety in the planet looks. This is ongoing

* Upgraded range circle graphics and sector lines

* Added popular support and unrest reactions to very unpopular viceroys, and less so for system and very less so for sector governors

* Tied in planetary popular support to the unrest level if it is above 30 or so – people do not like living in unstable planets!

* Added a lot of modifiers to actions based on character’s continuum ratings – basically, the farther apart you are from the character on the scale, the less likely the action is to be done unless it ties in with their beliefs

* Added field to show % of actual deliverables from each trade – this field is now affected by receiving starbase size or logistical station size, with a starbase giving a much lower penalty – level 5 starbases that receive goods incur no penalty beyond the distance modifier. There is also a corruption loss for planets with corrupt viceroys or very evil ones

 

Balance

* Adjusted the granularity of estimated ratings for characters – they will generally be more accurate now, especially at lower levels (this will also help with the wildly oscillating times for Edict completion prediction)

* Recalibrated emperor titles to be more gradual as your continuum changes

* Changed and lowered ADM cost of all development-based edicts (edicts that depend on the TDL of the planet). This results in lowered cost of abandoning planets significantly

* Increased the starting populations of generated worlds – note: this will slightly increase new game generation time. This is normal

* Increased the starting material stockpiles of generated worlds

* Increased the amount of workers per level of sector that can work in line with the larger starting populations – this also lowered the initial unrest and unemployment rates, causing less ‘hellhole’ planets

* Gave Logistical Stations the ability to send goods as well as receive, but they can not be trade hubs – this is to make it easier to set up trade networks without exorbitant cost to smaller systems

* Outposts now have a Lev I logistical base instead of a full starbase

* Recalibrated PoSup calculations for characters to rise and fall more slowly, especially towards the high and low end (moves towards the Bell curve mean)

 

 

Unresolved Issues

* When loading a game, sometimes the alerts are in the wrong category. This only happens for the current turn and is more annoying than anything. Investigating.

 

This is a huge update and I’d really like your input on it. I will soon write a blog about what exciting features and what Imperia will like going forward, now that most of the ‘foundational’ programming is done!! Enjoy!

 

-Steve

Posted on

.311c Change Log – WIP (will probably be .320 for release)

Just as you’ve been working with .310… a whole new version is just around the corner! If you’re a registered member of the Imperia forums, you can download this version now as an unpaid alpha tester 😉 otherwise the .320 version should be up in a few days.

Onward and upward!!

-Steve

Imperia V.311c Change Log/Readme
7.27.14

Notes
* Please uninstall any previous version of Imperia before installing a new version. I have not yet added patch ability. The good news is that the install is relatively quick.
* I am updating the Sourceforge Imperia wiki periodically and this will be the best document for questions and how to play Imperia. Please refer back to it frequently.

Fixes
* Fixed word-wrap issues with alerts and psystreams
* Fixed issue with outposts that are on too small TDL worlds – they would not add any industry. While this is technically working (what are you doing putting an outpost on such a tiny world?) it is assumed that the outpost is specially designed to make maximum use of the planet’s space
* Fixed clock – bug with displaying AM when it was 12:00 PM
* Fixed crash bug with trade system when a very specific case occurred
* Fixed issue with abandoning planets generating a NaN issue when eligible population dropped below 0 – i.e. only children and retired people were left
* Fixed mouseover issue with alert bar picking up planets beneath it occasionally
* Fixed issue with stockpiling where characters who refused to start sending goods again would still receive stockpiles from hubs farther downstream – this is not intended since they do not control that flow!

Changes/Additions
* Major upgrade to Alert system:
* Added ‘click to alert’ functionality – now clicking on an alert will take you directly to that planet
* Right clicking on an alert will move the quadrant screen to the system affected
* Colors have all been changed to reflect seriousness of alert
* Filters have been added to all alert types – icons showing number of alerts for that alert type have been added. You may toggle the alert types at any time to show all, some, or no alerts at all!

* Added message box system. This will alert the user when certain events happen that require additional confirmation. Currently, the alerts are:
* Save/load game
* Deleting an Edict
* Quitting the game
* Load/save failed, including mismatched game versions

* Added Intel screen information on planetary orbitals:
* Color code – green is stockpiling, red is holding goods, orange is embargoes
* Shows level of starbase/logistical station/exploration station
* If trade hub, shows sys/sec/imp level of hub

* Added color code on Intel screen for planet names – yellow – planet is at 75% total development level capacity, orange – planet is at 90% of capacity, red – planet is at 100% and may not expand without finding new land, removing a sector level, or increasing the bio rating
* Added possibility that very smart viceroys will see that the planet is getting near capacity and on their own initiative reclaim additional land on the planet for development purposes. An alert will also be generated. This function is only the beginning of the emergent character AI (eCAI)
* Added ‘Planning’ trait to viceroys which in conjunction with other traits will make that viceroy more likely to intelligently develop their planet
* Changed traits to display max 3 columns, but with full words. Tooltips are still planned to explain what the traits mean.
* Updated character screen in preparation for character portraits, character wishes, added a row for more actions, and added the Nationalist/Tyrannical psy indicator.
* Changed Character Power to always show the estimated level at least, and color-codes the value (less powerful = green; more powerful = red)
* Changed how Power is calculated for most characters – now their Power directly relates to their holdings, title, and strength of those holdings in preparation for emergent character AI (eCAI)
* Added PoSup calculation for characters in preparation for emergent character AI (eCAI)
* Added beginnings of character portrait system, with aging, sex, and rank changes set as the character moves through their lifetime
* Changed emperor name to generate a random name with appropriate suffix (you don’t have to play as me anymore! :) )
* Changed ‘Stockpiling Goods’ action to include having the closest trade hub send excess goods every turn in addition to placing a hold on exports – if they can.
* Changed UI to consolidate trades if they are coming from and going to the same place.
* Added additional character portraits – there are now 16 different character portraits
* Added additional planets – now there should be more variety in the planet looks. This is ongoing
* Upgraded range circle graphics

Balance
* Adjusted the granularity of estimated ratings for characters – they will generally be more accurate now, especially at lower levels (this will also help with the wildly oscillating times for Edict completion prediction)
* Recalibrated emperor titles to be more gradual as your continuum changes
* Changed and lowered ADM cost of all development-based edicts (edicts that depend on the TDL of the planet). This results in lowered cost of abandoning planets significantly
* Increased the starting populations of generated worlds – note: this will slightly increase new game generation time. This is normal
* Increased the starting material stockpiles of generated worlds

Unresolved Issues
* None

Posted on

The Future of Imperia: New Art, New Direction

As Imperia is developed and grows, like all games, it started out as an idea. Maybe just a germ of an idea, or perhaps an incomplete vision, but nonetheless all great works of all media types start with an idea. A seed.

And then comes the water of hard work, the soil of daily progress, and the occasional bugs of failure. But what happens when you finally have a sturdy little plant that can more or less stand on its own, without the help of the soil or a frame?

You want more. More plant, bigger plant, more everything.

And that is where Imperia stands. As of .311a, it’s a complete computer game in the sense of a game. It has a start, a win condition, a lose condition, an AI presence, a way to save and load, and it is pretty much stable.

What it does not have is the totality of my original vision.

What I envisioned with Imperia is the awesome responsibility of running an star empire.  The majesty and awe that such a persona must engender! And how could I, with my very limited art skills, every bring across that feeling?

Well, someone with vastly more talent in this department than I has asked to help with the art direction and has already started to contribute.  You can already see their work in the revised title screen and UI; over the next several months you will see much more.

For example:

A throne room, where your new month will start – what will you do? How will you rule?

Emperor-palace-creation-mockup-v3f

Soon, there will be mighty ships of war for you to command and defeat your enemies… or cow your own people:

Majestic-B_01

 

 

 

 

 

 

 

And there will be new faces – your characters, your viceroys will come to life!

portrait_16 portrait_10 portrait_09 portrait_08

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

There will be more varieties of planets:

planet-test_04 planet-test_09 planet-test_14 mars-85pct-1024

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

There’s a lot coming down the pike, and I’m excited to bring you a small preview. Stay tuned!!!

 

-Steve

Posted on

HERE I GO AGAIN – .311 CHANGELOG (WIP)

Hey all!

Normally, .00x improvements are just minor bug fixes, tweaks, things like that. To be honest, I haven’t heard about any really major issues with the .310 version (yay!) except for a few that I have already fixed, allowing me to spend some time yesterday on some really exciting features that I’ve wanted to add!! I think if I can get one or two more things in, I’ll release this at least on the early-release board on the Imperia forums, and to the general public soon after that.

Here ya go!!

Imperia V.311a Change Log/Readme

7.21.14

 

Notes

* Please uninstall any previous version of Imperia before installing a new version. I have not yet added patch ability. The good news is that the install is relatively quick.

* I am updating the Sourceforge Imperia wiki periodically and this will be the best document for questions and how to play Imperia. Please refer back to it frequently.

Fixes

* Fixed word-wrap issues with alerts and psystreams

* Fixed issue with outposts that are on too small TDL worlds – they would not add any industry. While this is technically working (what are you doing putting an outpost on such a tiny world?) it is assumed that the outpost is specially designed to make maximum use of the planet’s space

* Fixed clock – bug with displaying AM when it was 12:00 PM

Changes/Additions

* Major upgrade to Alert system:

  • Added ‘click to alert’ functionality – now clicking on an alert       will take you directly to that planet
  • Right clicking on an alert will move the quadrant screen to the       system affected
  • Colors have all been changed to reflect seriousness of alert
  • Filters have been added to all alert types – icons showing number of alerts for that alert type have been added. You may toggle the alert types at any time to show all, some, or no alerts at all!
  • Alerts are now listed in order of severity

* Added color code on Intel screen for planet names – yellow – planet is at 75% total development level capacity, orange – planet is at 90% of capacity, red – planet is at 100% and may not expand without finding new land, removing a sector level, or increasing the bio rating

* Added possibility that very smart viceroys will see that the planet is getting near capacity and on their own initiative reclaim additional land on the planet for development purposes. An alert will also be generated. This function is only the beginning of the emergent character AI (eCAI)

* Added ‘Planning’ trait to viceroys which in conjunction with other traits will make that viceroy more likely to intelligently develop their planet

* Changed traits to display max 3 columns, but with full words. Tooltips are still planned to explain what the traits mean.

* Updated character screen in preparation for character portraits, character wishes, added a row for more actions, and added the Nationalist/Tyrannical psy indicator.

* Changed Character Power to always show the estimated level at least, and color-codes the value (less powerful = green; more powerful = red)

* Changed how Power is calculated for most characters – now their Power directly relates to their holdings, title, and strength of those holdings in preparation for emergent character AI (eCAI)

* Added PoSup calculation for characters in preparation for emergent character AI (eCAI)

* Added beginnings of character portrait system, with aging, sex, and rank changes set as the character moves through their lifetime

* Changed emperor name to generate a random name with appropriate suffix (you don’t have to play as me anymore! 🙂

 

Balance

* Adjusted the granularity of estimated ratings for characters – they will generally be more accurate now, especially at lower levels (this will also help with the wildly oscillating times for Edict completion prediction)

* Recalibrated emperor titles to be more gradual as your continuum changes

* Changed and lowered ADM cost of all development-based edicts (edicts that depend on the TDL of the planet). This results in lowered cost of abandoning planets significantly

* Increased the starting populations of generated worlds

* Increased the starting material stockpiles of generated worlds

 

 

Unresolved Issues

* Trying to track down an intermittent issue with abandoning planets – at times a NaN error will occur late in the process. Have not been able to reproduce, but still working on it.

 

Thanks to all the new visitors to the site – hope you have fun!

-Steve

Posted on

VERSION .310 RELEASED!!! MAJOR UPGRADE – GRAB IT!!

Great news!!!

I have closed the book on .310 for now. Frankly, I could have kept going and worked on it for a while, but after the SGJ podcast I want people to be playing the same version as they saw (with a bit more stability, of course!)

Please remember that you can hotsave the game using F1 and hotload using F2.

As usual, the new version is available on Sourceforge using the link to the left.

Here’s the full changelog!

 

Imperia V.310c Change Log/Readme

7.18.14

 

Notes

* Please uninstall any previous version of Imperia before installing a new version. I have not yet added patch ability. The good news is that the install is relatively quick.

* I am updating the Sourceforge Imperia wiki periodically and this will be the best document for questions and how to play Imperia. Please refer back to it frequently.

 

Fixes

* Fixed issue where game would crash after dismissing 2nd viceroy in the game

* Fixed issue where logistical stations would not receive food/materials for their planet

* Fixed a small glitch where if you loaded a game anywhere other than the quadrant screen, it would be blank and you would have to refresh it first

* Fixed a terraforming crash bug where it attempted to calculate the terraform amount using a viceroy on an unowned planet

* Fixed some save game issues with character intelligence and greed not saving properly, causing very high intel values upon reload

* Fixed an issue with saves that would cause save games to get exponentially larger if unchecked, although it would not affect the game itself

* Fixed emperor not aging issue

* Fixed several trade/logistic issues; trade should be more consistent and smooth

* Fixed crash issue with adding a system capital and moving the system governor

* Fixed annoying UI bug where holding down RMB while moving over a system would jump to that system.

* Fixed wordwrap function where the last word in a string block might not wrap correctly, causing it to draw off the screen

* Fixed crash bug when hotsaving a game anywhere other than the game process (i.e. the title screen)

* Fixed informer alert so that it only shows when new informers appear at a planet, not every turn

* Fixed being able to embargo the imperial capital – just not right!

* Fixed crash bug where loaded games would not correctly load the character pool causing a crash when the pool to get a new viceroy from was empty

* Fixed bug where new outposts would not be added to the Empire’s planet lists, causing several issues

* Fixed the running out of planets issue when starting a new game – it rolls over the planet list

Changes/Additions

* Added Emperor screen, basic functionality

* Added universal tooltip system that will allow easy programming of tooltip help for virtually any part of Imperia! Added for this version: tooltips for all Character actions.

* Added numerous additional conversation strings to further personalize interactions

* Added Nationalist/Tyrannical continuum and added effects

* Added Nationalist/Tyrannical value effects for every character action

* Added hit to Nationalist rating if you cancel a good Edict equal to double the original effect (to prevent cheese ‘start Edict, cancel Edict’ techniques)

* Added next/previous buttons to Intel screen for easier navigation

* Added additional sort hotkeys to the Intel screen (Unrest – ‘U’)

* Added a check to each planet each turn to adjust the bio rating based on the primary designation

* Added more labels to Intel screen for additional designation types

* Added system trade screen window. This shows downstream trades (moving goods towards trade hubs) and upstream trades (moving goods towards planets that are in short supply). This is the first step in improving the trade/logistical UI.

* Added expanded trade mode UI on quadrant map. This mode will show lines and arrows showing upstream and downstream trades, as well as the amounts moving to and from each system.

* Adjusted trade logic so that planets will not send materials if they are below the goods alert threshold

* Added flag for characters who ask for a starbase to be built in conversation will now no longer hold up construction of it regardless of influence or loyalty

* Added UI feature: right-click will exit any main screen (intel, emperor, etc). ESC will also do the same

* Added remaining Edict alerts on system screen showing what is being built and what estimated time remains

* Updated look of planet status information on system screen for easier readability

* Added mouseover/contact capability for planetary viceroy on system screen

* Added character PoSup foundations: When you have at least level 3 intel on a character or active informers, you can see their PoSup. Will eventually lead to things such as breakaway systems, planets, and sectors if your PoSup is low, theirs is high, and they don’t like you

* Added new Character Action: Have personal conversation – this is another way to potentially increase your knowledge of this character, and when the needs and wants system is implemented, it will give clues to what they want and covet, helping to improve relations with that character (if desired)

* Added toggle on quadrant screen to remove sector lines (default option on ‘no submode’ display mode) – hotkey ‘S’

* Added ‘Stockpile Goods’ character interaction. This will always succeed and basically allow the planet to no longer be required to send most of their excess goods to their downstream hub. The character will be grateful and this is seen as a Nationalist act.

* Added ‘Send Goods’ character interaction. This may NOT succeed depending on many factors and will always make the character less loyal and depending on their personality (and the state of the planet) more angry. This is why you should be careful before taking a planet out of the trade network – you may not easily be able to get those goods back!

* Added build number to main status bar

* Added Emperor Continuum display to main status bar for consistent reference without always having to go to the Emperor screen

* Changed alerts to only appear when the planet has a year’s worth or less of goods depending on their usage. Fixes alerts generated by new or small planets that don’t have large stockpiles yet

* Changed trade system to disregard planets that are being abandoned for consideration for alerts, economic stimulus, sector expansion and needed goods – i.e. they will not be sent further goods or expand on their own

* Added more planet description strings. Doesn’t affect gameplay, but adds more variety to the planets.

* Added cool new Imperia desktop icon by Cor’e

* Added beginnings of new graphics overhaul 🙂

* Added admin cost of contacting character to character tooltip

 

Balance

* Raised cost of Logistical Station slightly

* Adjusted Nationalist effect of most Edicts downward slightly

* Adjusted Tyrannical effect of most Edicts upward slightly

* Adjusted Tyrannical effect of more Designations that promote military or heavy production or excessive government

* Lowered the chance that characters will reduce government unless they are very loyal and/or strongly Nationalist

* Lowered pool recharge rates across the board

* Changed character reactions to show ‘neutral’ until you have reached a certain level of interaction with them in order to promote more interactions and initial learning about your leaders’ personalities

* Changed Emperor power calculation to take into account your Will and Charisma rating, also dropped somewhat the PoSup rating factor. This will serve to have an initial lower rating early in the game, but more room for growth without having a super high PoSup later

* Added major Popular Support hit for abandoning a planet, moreso for abandoning a system/sector, this prevents abandonment unless as an absolute last resort

 

Unresolved Issues

* None

 

Enjoy, and as always I’d love your feedback on the forums at imperia.boards.net!

-Steve

Posted on

Here’s the podcast for Imperia – catch it on Twitch.tv!!

Hey all!!

A great thanks to Brian Rubin and forum member moonrogue for getting me on the SGJ podcast last night! We had a lot of fun and I think if you don’t understand the game or want to learn more without committing to the download, this is a great way to learn!!

Check out the full podcast here: http://www.twitch.tv/spacegamejunkie/b/548267251. Enjoy!!!

By the way, the build used was the .310 test build. It performed (nearly) flawlessly so I think the last few bugs will be out by tomorrow, meaning a release on SourceForge!! If you are a forum member, you can get access to the early builds before I put them out publicly. (Yes, that is a shameless plug to visit and contribute to the Imperia forums at imperia.boards.net 😉

Talk to everyone soon!

-Steve

Posted on

UPDATE – .310 UPDATE AVAILABLE BY END OF THIS WEEK! RECOMMENDED UPGRADE!

Hello all…

In conjunction with the Space Game Junkie podcast (7/16 @ 9 PM CDT), I have been working quite a bit on the .310 update for the podcast. This has ended up being a massive update so far, and I’m not done yet. I strongly recommend picking up this version of Imperia if you have only played a .2 version or have yet to try – there are a lot of features and fixes that really help the game advance towards the next level! Here’s a most current list of the upcoming changes:

Imperia V.310 Change Log/Readme

7.13.14

 

Notes

* Please uninstall any previous version of Imperia before installing a new version. I have not yet added patch ability. The good news is that the install is relatively quick.

* I am updating the Sourceforge Imperia wiki periodically and this will be the best document for questions and how to play Imperia. Please refer back to it frequently.

 

Fixes

* Fixed issue where game would crash after dismissing 2nd viceroy in the game

* Fixed issue where logistical stations would not receive food/materials for their planet

* Fixed a small glitch where if you loaded a game anywhere other than the quadrant screen, it would be blank and you would have to refresh it first

* Fixed a terraforming crash bug where it attempted to calculate the terraform amount using a viceroy on an unowned planet

* Fixed some save game issues with character intelligence and greed not saving properly, causing very high intel values upon reload

* Fixed an issue with saves that would cause save games to get exponentially larger if unchecked, although it would not affect the game itself

* Fixed emperor not aging issue

* Fixed several trade/logistic issues; trade should be more consistent and smooth

* Fixed crash issue with adding a system capital and moving the system governor

* Fixed annoying UI bug where holding down RMB while moving over a system would jump to that system.

* Fixed wordwrap function where the last word in a string block might not wrap correctly, causing it to draw off the screen

* Fixed crash bug when hotsaving a game anywhere other than the game process (i.e. the title screen)

 

Changes/Additions

* Added Emperor screen, basic functionality

* Added Emperor action: Training. This costs a variable amount of personal ADM and allows you to train one specific trait (Intelligence, Will, Gravitas, or Charisma). Hopefully it will improve – but not always!

* Added universal tooltip system that will allow easy programming of tooltip help for virtually any part of Imperia! Added for this version: tooltips for all Character actions.

* Added numerous additional conversation strings to further personalize interactions

* Added Nationalist/Tyrannical continuum and added effects

* Added Nationalist/Tyrannical value effects for every character action

* Added hit to Nationalist rating if you cancel a good Edict equal to double the original effect (to prevent cheese ‘start Edict, cancel Edict’ techniques)

* Added next/previous buttons to Intel screen for easier navigation

* Added additional sort hotkeys to the Intel screen (Unrest – ‘U’)

* Added a check to each planet each turn to adjust the bio rating based on the primary designation

* Added more labels to Intel screen for additional designation types

* Added system trade screen window. This shows downstream trades (moving goods towards trade hubs) and upstream trades (moving goods towards planets that are in short supply). This is the first step in improving the trade/logistical UI.

* Added expanded trade mode UI on quadrant map. This mode will show lines and arrows showing upstream and downstream trades, as well as the amounts moving to and from each system.

* Adjusted trade logic so that planets will not send materials if they are below the goods alert threshold

* Added flag for characters who ask for a starbase to be built in conversation will now no longer hold up construction of it regardless of influence or loyalty

* Added UI feature: right-click will exit any main screen (intel, emperor, etc). ESC will also do the same

* Added remaining Edict alerts on system screen showing what is being built and what estimated time remains

* Updated look of planet status information on system screen for easier readability

* Added mouseover/contact capability for planetary viceroy on system screen

* Added character PoSup foundations: When you have at least level 3 intel on a character or active informers, you can see their PoSup. Will eventually lead to things such as breakaway systems, planets, and sectors if your PoSup is low, theirs is high, and they don’t like you

* Added new Character Action: Have personal conversation – this is another way to increase your knowledge of this character, and when the needs and wants system is implemented, it will give clues to what they want and covet, helping to improve relations with that character (if desired)

* Added toggle on quadrant screen to remove sector lines (default option on ‘no submode’ display mode) – hotkey ‘S’

* Added ‘Stockpile Goods’ character interaction. This will always succeed and basically allow the planet to no longer be required to send most of their excess goods to their downstream hub. The character will be grateful and this is seen as a Nationalist act.

* Added ‘Send Goods’ character interaction. This may NOT succeed depending on many factors and will always make the character less loyal and depending on their personality (and the state of the planet) more angry. This is why you should be careful before taking a planet out of the trade network – you may not easily be able to get those goods back!

* Added build number to main status bar

* Added Emperor Continuum display to main status bar for consistent reference without always having to go to the Emperor screen

* Changed alerts to only appear when the planet has a year’s worth or less of goods depending on their usage. Fixes alerts generated by new or small planets that don’t have large stockpiles yet

* Changed trade system to disregard planets that are being abandoned for consideration for alerts, economic stimulus, sector expansion and needed goods – i.e. they will not be sent further goods or expand on their own

* Added cool new Imperia desktop icon by Cor’e

 

Balance

* Raised cost of Logistical Station slightly

* Adjusted Nationalist effect of most Edicts downward slightly

* Adjusted Tyrannical effect of most Edicts upward slightly

* Adjusted Tyrannical effect of more Designations that promote military or heavy production or excessive government

* Lowered the chance that characters will reduce government unless they are very loyal and/or strongly Nationalist

* Lowered pool recharge rates across the board

* Changed character reactions to show ‘neutral’ until you have reached a certain level of interaction with them in order to promote more interactions and initial learning about your leaders’ personalities

* Changed Emperor power calculation to take into account your Will and Charisma rating, also dropped somewhat the PoSup rating factor. This will serve to have an initial lower rating early in the game, but more room for growth without having a super high PoSup later

* Added major Popular Support hit for abandoning a planet, moreso for abandoning a system/sector, this prevents abandonment unless as an absolute last resort

 

Unresolved Issues

* None

 

I can’t wait for y’all to check it out!

-Steve

Posted on

The Imperia forums and their place in this process

Hey all,

I have had the Imperia forums up for about a month now, and since I want to use as much time as possible towards actually working on the game, I have decided this is how I will update each media area:

BLOG(where you are): Development diaries, major announcements

FORUM: All day-to-day updates, feedback, crash log postings, change logs, and all announcements, as well as copies of diaries that I post here

As a result, I will start to pull back on some of the forums that I have been on to concentrate on updating the game forum at imperia5x.com. Remember, you do not have to be a member or create an account to post – I allow guest accounts – though we’d love to have you!! EDIT: The old forum is no longer being moderated or supported, and will be deleted on 2.28.15. Please use the imperia5x forum going forward – this will be our official game page with all links and news in one place! (I will link to this blog; it will continue to be maintained)

In effect, this will make the forum the primary media/news area. I want to do this mainly for the feedback (bugs, suggestions, etc) that is harder to manage on a blog. If you’re not into forums, that’s OK too; that’s why this blog will still be maintained and updated! This way, everyone wins!!

Again, thanks for supporting Imperia – however you choose! 🙂

-Steve

Posted on

Version .310 Change Log (WIP) – UNRELEASED

Hey all,

Lot of goodies in the upcoming version of Imperia. This is probably the most feature-packed release yet! I plan to showcase it for next week’s podcast on SGJ, and hopefully release it shortly thereafter.

Here’s the working list (updated daily!)

Imperia V.310 Change Log/Readme
7.8.14

Notes
* Please uninstall any previous version of Imperia before installing a new version. I have not yet added patch ability. The good news is that the install is relatively quick.

* I am updating the Sourceforge Imperia wiki periodically and this will be the best document for questions and how to play Imperia. Please refer back to it frequently.

Fixes
* Fixed issue where game would crash after dismissing 2nd viceroy in the game
* Fixed issue where logistical stations would not receive food/materials for their planet
* Fixed a small glitch where if you loaded a game anywhere other than the quadrant screen, it would be blank and you would have to refresh it first
* Fixed a terraforming crash bug where it attempted to calculate the terraform amount using a viceroy on an unowned planet
* Fixed some save game issues with character intelligence and greed not saving properly, causing very high intel values upon reload
* Fixed an issue with saves that would cause save games to get exponentially larger if unchecked, although it would not affect the game itself
* Fixed emperor not aging issue
* Fixed several trade/logistic issues; trade should be more consistent and smooth
* Fixed crash issue with adding a system capital and moving the system governor

Changes/Additions
* Added Emperor screen
* Added numerous additional conversation strings to further personalize interactions
* Added Nationalist/Tyrannical continuum and added effects
* Added Nationalist/Tyrannical value effects for every character action
* Added hit to Nationalist rating if you cancel a good Edict equal to double the original effect (to prevent cheese ‘start Edict, cancel Edict’ techniques)
* Added next/previous buttons to Intel screen for easier navigation
* Added additional sort hotkeys to the Intel screen (Unrest – ‘U’)
* Added a check to each planet each turn to adjust the bio rating based on the primary designation
* Added more labels to Intel screen for additional designation types
* Added system trade screen window. This shows downstream trades (moving goods towards trade hubs) and upstream trades (moving goods towards planets that are in short supply). This is the first step in improving the trade/logistical UI.
* Added expanded trade mode UI on quadrant map. This mode will show lines and arrows showing upstream and downstream trades, as well as the amounts moving to and from each system.
* Adjusted trade logic so that planets will not send materials if they are below the goods alert threshold
* Added flag for characters who ask for a starbase to be built in conversation will now no longer hold up construction of it regardless of influence or loyalty
* Added UI feature: right-click will exit any main screen (intel, emperor, etc). ESC will also do the same
* Added remaining Edict alerts on system screen showing what is being built and what estimated time remains
* Updated look of planet status information on system screen for easier readability
* Added mouseover/contact capability for planetary viceroy on system screen
* Added character PoSup foundations: When you have at least level 3 intel on a character or active informers, you can see their PoSup. Will eventually lead to things such as breakaway systems, planets, and sectors if your PoSup is low, theirs is high, and they don’t like you
* Added new Character Action: Have personal conversation – this is another way to increase your knowledge of this character, and when the needs and wants system is implemented, it will give clues to what they want and covet, helping to improve relations with that character (if desired)
* Added toggle on quadrant screen to remove sector lines (default option on ‘no submode’ display mode)
* Added ‘Stockpile Goods’ character interaction. This will always succeed and basically allow the planet to no longer be required to send most of their excess goods to their downstream hub. The character will be grateful and this is seen as a Nationalist act.
* Added ‘Send Goods’ character interaction. This may NOT succeed depending on many factors and will always make the character less loyal and depending on their personality (and the state of the planet) more angry. This is why you should be careful before taking a planet out of the trade network – you may not easily be able to get those goods back!
* Added build number to main status bar
* Added Emperor Continuum display to main status bar for consistent reference without always having to go to the Emperor screen

Balance
* Raised cost of Logistical Station slightly
* Adjusted Nationalist effect of most Edicts downward slightly
* Adjusted Tyrannical effect of most Edicts upward slightly
* Adjusted Tyrannical effect of more Designations that promote military or heavy production or excessive government
* Lowered the chance that characters will reduce government unless they are very loyal and/or strongly Nationalist
* Lowered pool recharge rates across the board
* Changed character reactions to show ‘neutral’ until you have reached a certain level of interaction with them in order to promote more interactions and initial learning about your leaders’ personalities
* Changed Emperor power calculation to take into account your Will and Charisma rating, also dropped somewhat the PoSup rating factor. This will serve to have an initial lower rating early in the game, but more room for growth without having a super high PoSup later

Unresolved Issues
* None

 

This is an updated shot showing the trade info box in a given system. It will show goods movement to, from, and within this system.
This is an updated shot showing the trade info box in a given system. It will show goods movement to, from, and within this system.

 

This is a preview of the updated trade map mode - notice the lines and arrows showing upstream and downstream goods movement.
This is a preview of the updated trade map mode – notice the lines and arrows showing upstream and downstream goods movement.
Posted on

NEWS: Podcast is now up at Space Game Junkie!!! Check it out…

Hey everyone!

The podcast for Imperia on Space Game Junkie is now up. If you want to see a game of Imperia played (and wondered who the hell I was) then check it out! And after you’re done, check out the rest of the site – it’s a veritable treasure trove of space game history and media!

Check it out here: http://www.spacegamejunkie.com/featured/sgj-podcast-68-living-life-emperor-imperia/

Thanks again!

-Steve

Posted on

Imperia Concepts #5: Your Rule and Its Effects

Hello!

Since we have more readers and I’ve gotten away somewhat from the ‘Concepts’ series of blogs, I wanted to return to them to explain more about what makes Imperia different from other 4Xs.

In Imperia, you do not rule in a vacuum. Each action you take in the game moves you along a ruling continuum that starts in the middle when you are a new Emperor, and can eventually move left (Nationalist) or right (Tyrannical). Being a continuum, that means that you don’t ‘just suddenly’ become Tyrannical once you hit a certain number- it happens gradually, and the effects are gradual, just as in real life.

Your Popular Support is generated in two ways – your Nationalist support and your Tyrannical support. Think of Nationalist support as people who love you and who would follow you willingly while not necessarily always giving you a blank check for rule, and Tyrannical support as people who are totally obedient, fear you, but who yearn for the day your power wanes so they can rise up and destroy you. These types of rule are described below.

NATIONALIST RULE

As a Nationalist Emperor, you rule for your people’s welfare and well-being, not the opposite. You take actions that better your subjects’ lives and place in the world. As a result, your people are naturally more loyal out of freedom, and will stand for your Empire, not just you, knowing that you care for the nation and Empire first.

STRENGTHS
+ Much easier to raise PoSup.
+ Much less chance of rebellions/unrest
+ Nationalist tending characters will graviate to you and tend to be more loyal the stronger your Nationalist rule is
+ Less turnover for your governmental figures
+ Economic benefits – people want to work for your government, so it takes less money(wages) to get them to work for your Empire
+ Splinter colonies/sectors will be much more likely to join a Nationalist-run Empire

WEAKNESSES
+ Tyrannical characters will tend to be less loyal and actively seek to usurp you
+ Corruption somewhat higher
+ Taxes must be kept low to be considered Nationalist, so less immediate ability to raise quick cash
+ Very expensive to pass Edicts and actions that positively affect Nationalist rating
+ PoSup will drop if you do not continue to provide for your people.

TYRANNICAL RULE

As a Tyrannical Emperor, you rule for your welfare and your subjects are the cogs in the machinery to help you do just that. Thus, while your ‘loyalty’ is absolute – it only remains that way as long as it’s bought and paid for, backed by demonstrable power and authority. Once that goes… you may soon follow.

STRENGTHS
+ Much cheaper to rule Tyrannically
+ Tyrannical tending characters will tend to gravitate towards you, and as such be actively open to actions that see their grip on power maintained
+ Intel is easier to accomplish – after all, there are always weasels in every crowd
+ You can tax the hell out of your people, and they can’t complain
+ Edicts tend to be completed much faster with a preponderance of Tyrannical Influence
+ Military technology will be easier to develop and tend to be more powerful

WEAKNESSES
+ If you run out of money, you’re in big, big trouble
+ If your power wanes or drops too much for any reason, you’re in big, big trouble
+ Nationalist characters, while not as willing as Tyrannical characters, will still look to make trouble
+ Splinter colonies/sectors will be much less likely to voluntarily join a Tyrannical Empire
+ Societal technology will be difficult to come by

PRAGMATIC RULE

It is also possible to rule down the middle, although this is not easy. You start here, of course, and it is the ‘neutral’ type of ruling. You have no special benefits or drawbacks, but who wants to be exactly in the middle? Still, the option is here if you choose… Your people are somewhat indifferent to you; you are just ‘there’ as part of their scenery; neither hindering or helping in any particular way. Characters are all relatively neutral to you, and have no specific intolerance to you (other than being you, of course!). Your Edicts will proceed relatively quickly (using Pragmatic Influence) but not as quickly as a popular Nationalist Emperor or a powerful Tyrannical one.

The core of Imperia, at the end of the day, is you. I want Imperia to be a game where you truly feel that you are ruling an empire, and the empire knows that it is you, and reacts accordingly.

Thanks!

Posted on

HOTFIX .301 UPLOADED – FIXES MOUSEOVER BUG/INTEL CRASH (I hope)!

Good news! For those of you who have been unable to play due to the nasty mouse-over bug, try this build! Note: if you have not been having this problem, there are no other fixes in this build that will be visible, and therefore no need to update.

Imperia V.301 Change Log/Readme
7.2.14

Notes
* Please uninstall any previous version of Imperia before installing a new version. I have not yet added patch ability. The good news is that the install is relatively quick.

* I am updating the Sourceforge Imperia wiki periodically and this will be the best document for questions and how to play Imperia. Please refer back to it frequently.

Fixes
* Hotfix to fix major crash bug with certain computers not running an exclusively English character set – basically the SpriteFont was running out of characters and couldn’t cope, causing a crash whenever certain non-standard characters came up.

Changes/Additions
* None

Balance
* None

Unresolved Issues
* One crash due to computer flagging in-game music as DRM protected (it is not). Possible issue with WMP. Investigating.

-Steve