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Threats, Favors, and Requests… The Comm System At Work!

Hey everyone!

This is Steve, here with another exciting dev diary. Last week, I talked about the Plot system as one part of the Intel system. The Comm system is sort of the other major part that will be integrated over the next month or so. It’s very exciting, and here’s why!

If you’ve been playing, you’ve probably noticed that communication is a one-way street. You have to initiate all the talking. The Comm system will change all that – you will soon be getting requests from House Leaders, Viceroys, Governors, and even the common courtier! You are free to respond or ignore any or all comm request, but if you don’t respond, the Character will see it as an insult. Anyway, here’s how it works.

At the start of a given turn, there are 3 main types of Comms that can be generated: Threats, Favors, and Requests.

  • THREATS don’t start appearing until at least 15 turns into the game, once you’ve had a chance to establish a baseline of behavior towards characters and Houses. When they start, a threat is basically a demand that you can either accept (do) or refuse (don’t). Examples can be as simple as a request for materials or money all the way to requesting a Governorship or Primeship, or even a whole Planet/System for a given House! As Emperor, you will see the results of your decision. If you accept, you will improve the relationship with that Character/House but at the cost of some personal Power (you are seen to have given in) and if you refuse your relationship may plummet, and a possible Plot may activate depending on the magnitude of the request.
  • FAVORS are things that you can request of a Character that you are willing to do. It will be an Personal Action that you can take. Basically, you’re letting a character know that ‘you owe them one’. This has the effect of a major relationship increase. When they are ready to ‘cash in’, usually within 10 turns, they will comm you with what they would like. They are generally less onerous than threats, but not honoring them will cause your Power and Love to drop (nobody likes a welshing Emperor!) and your relationship will suffer greatly. In addition, your overall Trust rating will drop throughout the Empire and characters will be less likely to allow you to grant a Favor in the future. Note that Characters will not ask for Favors of you, just respond to offers to them. If you never offer a Favor, you will never get a Favor request.
  • REQUESTS are straightforward requests, usually from House Leaders or Viceroys, for a need that that planet/House needs. Fulfilling the request will lead to a nice Relations bump, while declining will not hurt your Power, just tarnish your relations slightly with that Character.

These Comm requests will show up in the Alert Bar using the character’s portrait, an icon for the Comm type, and a countdown timer showing how long you have to answer the Comm before you take a significant relationship hit. There is no AP cost to answering a Comm request, but you can not ‘back out’ once you open it up – you have to answer for good or ill!

This system, along with the Plots system, should bring some life to the world of AotSS. Finally, you will not be the only one driving the events of the world. You will be able to shape it and Characters will start to respond and react to your actions in the world, and you will have to deal with the consequences of pissing off powerful people in AotSS beyond their simple refusal to help/support you. I am really excited about it, especially since the XML format of the Comms make it easy to create dozens of new Comms in a relatively short period of time! This will also be the backbone for the Events system, coming closer to .8 (it will use much of the same UI).

Here’s a preview of what the comm will look like (WIP):

Communication Requests Mock

More to come next week, but until then please don’t forget to download the latest update – .7.1.2b!

-Steve

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It’s Time To Plot… But Not what you Think!

Hello everyone! Steve here, with a new dev diary. I know, it’s been a little while, but I’ve been busy with putting out some quality of life updates and bug fixes. It’s almost time to start a whole new system… and I’m super excited!

For the next several weeks, I’m going to be talking about the next major system to be installed in AotSS – the intel system! Some of the initial parts have already been completed, such as rolling intel on character’s traits and skills, but that’s just the tip of the iceberg. Plots, Rumors, and Secrets are about to come in a big way!

Let’s talk about Plots first. Despite the nefarious-sounding name, Plots are not necessarily always about killing the Emperor. (Though they certainly can be!) Think of it like something that a Character wants to accomplish within the game. It can be as simple as acquiring a title, all the way to knocking off a House Leader or even you!

A Plot has 4 parts:  Target (what they want to accomplish/get/achieve), Help (who they can get to assist them with it), Method (what strategy(ies) they are willing to use to accomplish it)  and Time (how long they are willing to take to accomplish the Plot). Plots generate Secrets (intel that can be gained to uncover a Plot) and Rumors (intel that can lead to discover who is involved, but are not as reliable as Secrets).

Let’s see how this system works with a real-world example. Say a Character wakes up one fine morning and they decide they want to get a new job that pays better than their own job. That’s their Target. Their Help would be possibly their friends, their LinkedIn contacts, their former bosses, their family, etc. They need to get a new job within a month, and will stop looking if they don’t find a better job after that time. That’s Time. Depending on what kind of person they are and the skills they have, they might go on a spate of interviews, carefully target one company that they really want to work for, or even start a rumor that gets someone fired from the job that they want, and then they arrive to save the day! That’s Method.

Now, during all this, if their best friend who is actively helping them get in the door tells someone about their job search, that’s a Secret. They have first-hand information about the Plot (since they’re part of it) and thus anyone investigating what they’re doing can plug in that information to better understand what’s happening. If, however, my coworker heard from their coworker who heard from their best friend that they were looking for a job, that’s a Rumor. It might be true, or it might not. Think of it as potentially flawed information.

So, if I’m an Emperor trying to figure out what this Character is doing (since they are hostile to me, for example, and have a high Power) I would begin by possibly sending an Inquisitor Squad to their planet to investigate. They will then pick up Rumors and Secrets, and slowly they will begin to fill in any Plots that they might be hatching. There are 4 levels of intel to Plots:

  • No Plot Intel means that there is no knowledge whatsoever, and it won’t even show up in their Plot Panel as an option to track.
  • Basic Plot Intel means that there is knowledge that a Plot exists, and you can start to investigate people attached to that Plot.
  • Moderate Plot Intel means that there is enough information about the Plot to act – meaning you have at least the Target and Help. Time and Method are optional, but the more you know the better chance you have to stop the Plot.
  • Max Plot Intel means that you know everything about the Plot with full accuracy, meaning that either someone confessed, or the Plot was stopped.

So, returning to our above example, let’s say that I was suspicious about this Character, and I thought he was trying to start a Plot to kill me or someone close to me. So, I set an Inquisitor Squad to the planet where he currently is, with orders to ‘Investigate a Possible Plot’. This is the default order when you have no knowledge of a Plot. After 2-3 turns, they might uncover a Secret or a Rumor. That info gets added to the Plot Log and would look something like this:

Viceroy Biggs is trying to get a new job that is better than the old one. We have heard that System Governor Blossom may be included in this Plot.”

So there can be up to 4 ‘pieces’ of intel per Plot. Green means that it is a Secret (high confidence) while Yellow means that the intel is a Rumor (low confidence) This would be a Moderate Plot Intel because while you know that a Plot exists, you have a Target, and Help, even if it’s not confident.

Once you believe you have at least a Moderate Intel Plot, you can act by either doing nothing, attempting to blackmail the parties involved, or if the plot is Illegal, having them openly arrested. At that point, an Inquiry is held, led by the Grand Inquisitor. If the Character is found guilty, they are executed or imprisoned depending on the Severity of the Plot. If the Character is found innocent, they are freed, you lose an amount of Power consummate with the Characters that you set to Inquiry, and they will have a huge grudge against you, as well as a nice Power boost representing public anger at your high-handed tactics.

So in the above example, since it is a Moderate Intel Plot, you are free to act on it, but if you’re wrong and you send an Inquisitor Squad to arrest the people ‘involved’ and it turns out after an Inquiry that you were wrong… sometimes the risk is too great even compared to doing nothing. But if you wait too long for further evidence, you risk the Plot developing and completing, doing what it’s supposed to do… even if the Target is you.

Another way to gain Secrets and Rumors is by talking to Characters who you think may be connected to the Plot. When you “Get to Know Character”, depending on their skills, they may just tell you something that adds to a Plot Intel – maybe one you didn’t even know was brewing!

The more you devote towards Intel, the more Inquisitor Squads you can train and maintain, as well as having a stronger low-level intel net. You will get Alerts about new Plot info, and a Critical Alert when a Plot moves to Max Intel or Moderate Intel.

So that’s the basic system about Plots – more to come soon! Enjoy!

-Steve

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Help Me, Rhonda: The In-Game Help Dilemma

Hey everyone!

Steve here, to talk about what will be by far the primary feature in this weeks’ update: a complete revamp of the help system, starting with this update. I wanted to talk a little bit about what it will look like, what’s coming, and why it took so long to add!

First, a look into help in general in games, and where I stand on it. As a developer, I think I suffer from ‘game immersion’ where you play a game literally for years – you know every nook, cranny, and line of code. You know exactly how to do everything in the game, what everything does, and you can visualize what’s happening ‘under the hood’ – so you know why something did or didn’t happen, even if there’s no feedback with that info.

Here’s the obvious issue; your players don’t have that same feedback and insight. So what you know to be gameplay working correctly might come across to a player as a broken feature, a bug, or something that just doesn’t do anything. If that happens enough, they will most likely quit out of frustration, and will have a negative impression of your game! Fairly enough. This issue multiplies when you’re trying to do something ‘different’ whose game mechanics are not common.

As an example: If I’m playing Dominus Galaxia, a great MOO1 update currently in development, as a 4X gamer I already know many of the concepts I’m working with. Research, colonization, economy, build queues, combat, diplomacy, etc. Even though I haven’t read a manual of the game, I can still get around and use and play it with very little help because I have a grounding in the basic concepts. Maybe I need help with specific UI conventions, or some new twists on features, but generally I can pick up the game and play with little help.

A game like AotSS, on the other hand, has several unique concepts that are not common to other 4X/strategy games (Projects, Actions, trade system, production system, etc). While the ‘back of the box’ feature list would lead one to believe that these games are similar (Colonize! Expand! Explore! Exploit!), in truth the systems are different enough that it’s much harder, if not impossible, to ‘pick up and play’ AotSS as it currently stands.

When developing a game, it’s a lot more fun to add features and AI than it is to document it, and I think almost any game developer would agree with that. So help and documentation often get kicked to the back burner, but with the growth and sales of AotSS, I have enough feedback to see that the game can’t grow and gain an audience without stopping to plan and implement a real, thorough, in-game help system. So at last, players can wrap their arms around this huge game.

So what will the help system look like? It will be made up of 6 key components, 2 of which will be implemented this week and 1 which is already in:

  1. Tooltips for every single icon and value, explaining in greater detail what the value is AND how it can be affected (key change) – In for .7.1
  2. A larger help screen for each panel that explains what you do in this panel and how to do it – In for .7.1
  3. A grand vizier window that reviews current goals, opportunities, gives advice, and game progress – In as of .7.0.3
  4. A grand vizier chat for each screen that gives advice on what to do with this panel and some strategies – TBA
  5. An in-game Alliancopedia (working title) that goes into detail into concepts, history, Houses, etc). – TBA
  6. In-game links to the written documentation and tutorial videos – TBA

Hopefully, this will be enough to get players up and running. With AotSS poised for growth and on the verge of being known to a wider audience, the last thing I want is some influencer trying to play the game and not having a clue about what to do. Plus, the game has evolved enough that customers need and deserve a comprehensive help system.

So here it is. I would love your feedback as it evolves!

Steve

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Dev Update 2.2.19: The Living Galaxy, and a Lack of Control

Hey everyone!

This will be a pretty short diary, but I did want to touch on a topic that has come up a few times lately and I wanted to make sure that people understood the design behind it and the gameplay that will result.

Even though AotSS is a turn-based game, it has a living world around it. You can do nothing, and planets will still grow and develop, Houses will expand and/or execute their grand strategies, Characters will (soon) look to fulfill their personal goals, etc. and this will happen with or without you. Unlike many other 4X games, since you’re already starting from a base (you have an established empire that you’re trying to rebuild/corral) it’s a different style of gameplay than you having to build your empire from the ground up. AotSS will never be a game about maximizing build queues, it is a game about maximizing your relationships and best placing your talent throughout your Empire in a way that benefits you and benefits those you most want to benefit (e.g. Characters & Houses).

The idea of APs completely changes the game and makes AotSS what it is. Think about it. In most other 4X/GS games, you can really do everything. Even in Paradox ‘real-time’ games, you can pause and execute 200 orders if you so desire. APs give you tradeoffs and don’t allow you to control your universe in a way that you can with most other games. One big balance point is how many APs to give the character every turn? Too few, and there’s almost nothing you can do from turn to turn, and too many would almost defeat the purpose.

So the target feeling is that you as the player are not trying to control the empire and the galaxy, but influence it from turn to turn. Enough so that you can gradually shift your strategies over the course of a year or two, but not so that you can completely burn your strategy down to the ground in one ‘turn’ and start completely over. That’s not how life works, and it is highly illogical that a star-spanning empire can be driven and turned direction like a Maserati, but that seems to be how too many games give you that kind of power. Running an empire should be about almost hanging on for dear life, trying to nudge something or someone JUST A LITTLE BIT so that you have an advantage in the next nudge you want to make. Change should be numerous nudges, with the occasional Imperial hammer (military action, Projects, etc) to nail down an important piece of strategy.

That said, you can’t just sit around and do nothing. There is a game mechanic called Power Decay. Each turn, your Power drops about 3-5%, depending on several factors, and more if you’re more powerful. This represents the fact that at the end of the day, humans are very much a ‘what have you done for me lately’ bunch of people, and the longer you sit ensconced in your palace, not doing anything of note, the less Power you are willing to be given by others. After all, Power is as much perception as reality, at the end of the day!

So if you want a game where you can control all around you, AotSS isn’t that game. You won’t have the ability or the resources. But if you want a game where your results come one chisel and hammer at a time, where hard choices have to be made, and the realization that not all opportunities can be take advantage of, then AotSS just might be the best game you’ve ever played!

Look for the big .7.0.3 update Tuesday, with (at last!) save and load functionality, some bug fixes, and the start of a Grand Vizier screen!

Until next week!

-Steve

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The Humble Viceroy: Your Field Guide

Hello!

This is Steve with another blog post about an important topic of AotSS. This time, we’re going to talk about viceroys, since they play an incredibly important part of the game and in order to be successful, you need to understand how they work.

First, what do Viceroys do? Basically, they head your planetary government and are the House who holds that planets’ representative to the Imperial government (you).

Viceroys have a thankless job, really. They are accountable to 3 levels: their House, you, and their Pops who are living on the planet. Any one of those entities could cause issues for the viceroy, but it is essential that a good Viceroy understand how their Pops feel about them. They must also try to set forth the goals that their House Leader has set for their House, whether it’s raising cash, creating more infrastructure, building up the planet, or generating more materials for the House to use; this may or may not be at odds with what you want that planet to be doing and how the Pops feel about it!

So let’s talk about about the plight and month in the life of a viceroy on a fairly minor planet, and some of their considerations:

Rural Triglav, in the Kathy System

So what’s the situation? This is a small system capital, with no other planets in the system worth a damn, so it is unlikely there will be any neighbors soon. The planet has just under 100M people, but even though it has a system trade hub, there are not enough merchants to generate even one trade fleet! In addition, the planet is hemorrhaging money, and is a serious drain on the Empire (it’s a holding). Let’s take a closer look, shall we?

Not a great economy.

Woof. The planet’s base GPP is only $11 billion credits, and its retail sector is barely making an impact (probably due to the lack of merchants – see the efficiency is only 4/100! Also, there is no trade going on, and the infrastructure of the planet (it’s a desert planet to begin with) is very expensive. Looks like Viceroy Malhin has decided to focus on admin buildings since the base ADM is so low (3 ADM, which is terrible for a system capital – ideally they should be at 50+) with secondary needs for food (makes sense, on a desert planet) and mining (might make sense – depends on the planet mining values) There are plenty of open jobs for engineers and miners, but there are a ton of administrators that are unemployed, so it makes sense that he would prioritize the admin sector. He has decided to run the manufacturing sector at almost 80% of capacity – that’s quite high, and will result in higher build points, but over time engineers will get more and more unhappy. Let’s take a closer look at the viceroy’s information now:

Here’s a close look at the good viceroy’s character screen. For our purposes, we’ll consider his admin skill, his traits, and his personality matrix to try to understand what he might do. He has an admin skill of 1 (not to be confused with the government skill which can go from 0 to 200; we’ll look at that in a minute) which isn’t great for someone who is running a system capital, no matter how crappy. On the positive side, he has high Honor and Empathy, which mean that he will tend to take care of the Pops under his rule (hence the high Food build). He has a low Charm trait, meaning that he’s basically not a great politician, but fortunately he’s a decent guy so his people are generally OK with him (40% Love, no Fear).

The important stat for a Viceroy is their Intelligence, basically how smart they are and what they consider when faced with multiple priorities. Rosko is pretty stupid, meaning that he will often make a poor choice when faced with a task; i.e. recruit certain Pops to the planet, create an intelligent build plan, or run the economy and make good trades that make sense for the planet. It also explains why he’s running his manufacturing sector flat out when there’s not really a critical need (and he’s in the negative with net production of all materials!) So ol’ Rosko will probably need to be micromanaged to some extent to make him useful, but that’s probably not the best way to spend your APs with a sprawling empire to run.

On the down side, he’s avaricious (basically a highly material person) which explains why he has managed to accrue a $28 billion personal account even though he’s on a backwater world, a sybarite (meaning he’s highly likely to take bribes) and superstitious (meaning that he is very likely to change his planetary strategy after an event of some kind). This last won’t matter as game events aren’t in (yet!) but the first two certainly will.

He already has a friendly relationship with me as the emperor, and characters who run Holdings that are of your House are already highly disposed to do what you ask them, unless it really goes against their personality or they really, really, REALLY hate you. So I probably won’t need to bribe him, even though it would most likely work.

Let’s take a look at Rosko’s skills:

Well, the low Intelligence is borne out by his skill values. Remember that they go from 0-200, where 50 is average, 100 is skilled, and 150+ is exceptional/genius level in a skill. From left to right, his Government Skill is 28 (used mainly for determining ADM that can be pulled out of a planet’s administration infrastructure), his High Tech skill is 4 (used for adjusting the High Tech/energy production on a world/system), his Academic skill is 0 (determines how effective Academies are on a planet, how many Pops they can take, and how likely Academics are to want to migrate there), his Engineering skill is 10 (determines how effectively the planet can generate Build Points and attract Engineers), his Farming skill is 7 (determines how effectively the planet can generate food and attract Farmers), his Mining skill is 9 (determines how effectively the planet can mine materials from the surface, how quickly the planet exhausts its reserves, and attract Miners) and the Economic skill of this savant is 10 (determines how much GPP the planet generates, how effective trades are with other hubs, how effective the retail sector is, and how much Merchants are willing to relocate there).

This is not a smart man. Small wonder that the planet is struggling to make money and mine enough materials to stay positive. In addition, he’s wasting some nice Trade infrastructure – a Level II starbase will allow at least 2 trade fleets to run each month, but merchants don’t want to set up shop on his planet (he’s an economic idiot, meaning on a local level he’s not passing laws that help merchants, making it harder to open/stay in businesses, etc.) so they’re steering clear. So what’s the effect of all this foolishness? Well, let’s first take a look at the planet details to see what context all of this is being placed in:

Well, that’s not exactly Gaia, now is it? 8 regions are desert, 2 mountainous, and the rest are so inhospitable that they are uninhabitable. The bio level is 43/100 which is on the very low end of what you would want a planet to support a large population with. Food will be difficult to grow. Energy reserves are pretty good (65) which is what you would expect from a desert world, and heavy materials are pretty abundant (68) but basic and rare materials are in very short supply. In short, this is a crappy world, and getting the most out of it will take a lot of work. And it is clear that this viceroy does not have many of the answers.

Which is where you, the astoundingly wise emperor, come in! You have several choices! You could:

  • Replace the viceroy with someone else who is currently not in a post in your House. Brutally effective, but it will create Fear in your Empire, and specifically in that planet/system.
  • Manage the viceroy build plan to one more of your liking, perhaps skewing towards mining? Friendly way, but eats up APs that you could be using for (many) other things
  • Find someone from another House (who is willing to serve) to take the reigns of the planet, possibly a courtier from House Ilioaia with their huge mining tradition? If that House is not friendly with you and their members won’t work with you, you’ll have to do something else…
  • Make a Designation Project for the planet. This is sort of a scorched-Earth way of bending a planet to your will, but it will take a lot of the decision work out of the planet’s growth and future plans
  • Stay the course and hope that the Viceroy will learn from experience over time (coming to a version soon is character skill growth if they are in positions where they can learn)
  • Give the planet as a Holding to a House who might do more with it. Maybe Ilioaia won’t allow their House members to work for you, but give them the planet and they’ll put one of their own in charge who might be able to at least take the loss off your hands and get some of those materials into New Terra eventually. Of course, this will upset the other Houses, so choices must be balanced…
  • Reassign the Viceroy to a less-critical planet. You can do this instead of simply removing them, but you have to find them a new posting within 3 months or it will be treated as a broken promise with Fear effects (and the character won’t be thrilled either)
  • Or find your own way to deal with it! Experiment!

Hopefully you can see a taste of what a Viceroy means to a planet, some of the decisions they make, and the options you have to deal with a low-performing Viceroy. This is some of the high-level strategic gameplay that AotSS is aiming to develop and create.

Thanks for reading!

-Steve

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Now that .7 is out… what’s next? A sneak peak of .7’s evolution!!

Hey everyone!

Well, it took a little longer than I intended, but finally .7 is out the door and ready to be played! Now, please remember that this is still an alpha version, so there are still plenty of things to do and fix! I wanted to give you a revised update of what’s to come and what the broad timeline is. I do want to say that I will be changing the update schedule to have one or two updates every few weeks, and more if people want it. The updates tend to be very large downloads (working on that) so once I get the assets cut down in Unity, that should help the file size significantly!

Anyway, the very first priority with .7 is to finish adding the economic system and riot system. They weren’t quite ready to go so with the first update you’ll see riots and the affiliated Actions/Projects that you can use to fix them. That should be about a week-2 weeks. Also, you’ll have working sliders and a new category of Actions: Economic. This is where you’ll be able to set tariffs, embargos, etc. These are not ‘choicable actions’ meaning that a character won’t have a choice about whether they happen, but you’ll still see their reactions (and any relationship change) in them. Also, obviously, any major bugs will be fixed during this time.

Next comes the save/load system. That’s a huge priority for me and in truth, there’s already save capability – the trick is loading. Really, the only issue is structuring the scene flow so that the program can redraw a new galaxy with saved data. The vast amount of data is deterministic – in other words, it generates based on some core saved data, so that should cut down on save game sizes. I hope to have that working within 2-3 weeks after the economic/Riot systems have been added and tested.

After that, I’m going to start adding the intel system, Challenges, and secrets, along with the required AI and Command Mode. This is a huge system that will also be integrated with the Character AI. Basically, you’ll be able to deploy and train Inquisitor squads that can be sent to planets to either gather information (spying, essentially) about a given planet/system/province, or they are there to actively investigate a potential Plot that you might have intel about on either you or another character. They are also used to execute black ops on specific characters, which include assassination, smear campaign, bribery, extortion, blackmail, and theft. Inquisitors basically gather op intel on a specific character for a period of time – until they have enough intel, they can’t act at all! Once they have a baseline amount of intel, they’ll be able to execute certain black op Actions; the more intel they can gather, the better their odds of success. If they are interrupted, they can try again, but the intel they have gathered will decay, and they may have to ‘re-intel’ what they’ve already learned.

Challenges are in the game, but nothing happens with them as of yet. With the Challenge addition, you will be able to challenge another character in the game, and then there is a 6 month period where you ‘recruit’ Characters to support your Challenge. Your challenged character is doing the same, and at the end of the period, whoever has the most support wins the Challenge. Winner gets a proportional increase of Power and Love from their respective Pops, while the loser loses Power, Love, and may have to give up their post to the winner depending on the Challenge.

Secrets are scraps of Intel that you might get from either gossip or from your Inquisitors. They are parts of a puzzle that the more you attain, the more info you have to potentially stop a Plot. I will be writing a full blog about this concept soon, but it’s really cool!

So after that is added, .7 will round out with the Science/Reform system. In AotSS, you don’t research like you do in a typical 4X. Your academics don’t research hard science as much as they do doctrines that allow you to take or unlock more Actions and more powerful Projects, especially with military and planet development. The thing is that your Cultures may approve or disapprove of the Reforms that you are undertaking, and they may react poorly if they have an Idea that is at odds with that specific Reform, so you do have to keep in mind who will react if you start researching world-killing lasers.

Finally, .7 will end with expanded House to House diplomacy and more intelligent House AI. Currently, Houses have relationships but they don’t really change and there is no specific alliance or war code for Houses who are opposed or allied with each other. This will be added in .7 leading up to .8.

And as always, the UI will be improved, more tooltips will be added, more Event pictures and descriptions will be added and the Grand Vizier will have more influence, including giving suggestions as to what to do next, how a character might react with a specific Action, and giving you a monthly report on what has happened and some advice based on that.

That’s what’s coming during the .7 development roadmap – No ETA, just ‘coming as soon as I can code it!’ Hope that sounds exciting – thank you for your interest in AotSS – please let me know what you think!

-Steve

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The 5 Levels of AotSS, Explained. AKA ‘Who Are You Playing Against, Anyway?’

 

Good morning everyone! Just so you know, as we get closer to launch, you will see more and more blogs explaining various things about AotSS, and this particular blog was inspired by a comment on the YouTube channel – basically, the question was ‘Who are you playing against?” It seemed like a silly question, right off the bat, honestly… until I thought about it. It’s actually a complicated question, and one that is significantly different from most 4X games. So I want to talk about it here.
There are basically 5 levels, each more or less sitting on top of each other, and part of your challenge as Emperor is to determine which level needs attention at any given time. As the game continues to develop, more of these levels will become more emergent, which will give you more interesting choices as the player to decide how best to use your very limited time!

LEVEL 1: You

Yup, everything starts with taking care of ol’ number 1. You are an entity in the game, much like Crusader Kings, and if you die, humanity’s screwed, so you need to keep yourself healthy, learning new skills, stay (relatively) popular (or feared, either works) by your Pops, and striving to keep yourself out of bad situations. For example, just because you CAN travel to a planet where you have a 5% Popular Support doesn’t mean you SHOULD travel to said planet. Improving your skills and keeping your popular support high enough to avoid widespread revolt is the absolute foundation of AotSS, and almost every decision and action you take should address that in some direct or peripheral way.

 
LEVEL 2: Your Pops
A Pop is the basic unit of population in the game, and it is the smallest entity that you can see results and interact with, albeit not directly. Pops do just about everything in the game – they settle new planets, they manufacture materials to build more stuff, they fight wars, they grow food, they mine minerals, they accumulate knowledge, they generate Admin points, etc. They also act as an additional pressure point for characters in the game to support your initiatives when your popularity is high. This is all good stuff.
What’s not so good is when Pops are unhappy or there’s tension between 2 (or more) Cultures on a given planet. Then bad stuff happens, like strikes, desertion to other civilizations, riots, and even full scale takeovers of a planet. Not good stuff. And even worse: If enough of them are unhappy with your rule, your reign may become very short, Emperor. So you can’t just ignore the signs of discontent smoldering around your Empire, unless you enjoy watching the world(s) burn…

 
LEVEL 3: Your Houses
Especially Great Houses, but Minor Houses can become a pain as well, these institutions can make or break you as an Emperor. At the most basic, Houses who hate you will strongly discourage their members from being a part of your government, which may make it difficult for you to find competent Viceroys with skill sets you need. Remember, at the heart of AotSS is about finding the right people for the right post. There are very few ‘amazing characters’ with high stats across the board, and even a great-looking character may have a hidden cost (psychopath, backstabber, etc) So the more people you have available for a given position, the better.
At a more advanced level, having Houses on your side means they will trade with you, share more of their Holding revenue with you, and be at your side when other Houses attempt to expand their territory or even attempt a breakaway war against you. Keeping your empire as strong and united as possible is a huge part of the game (esp. for Level 5) and while you (almost) can’t make everyone happy, you do need to have several strong allies, or else Houses will band together to achieve goals. Remember, Houses have relationships with each other and some Houses are mortal enemies who will never join together, but the vast majority are more or less neutral towards each other, and are simply looking out for what’s best for them, not necessarily you or your Empire. Don’t forget about your Minor Houses! If you can’t find an ally among the Great Houses, maybe you can construct one from a Minor… and perhaps even lift them up to become a very, very grateful new Great House… at the cost of another Great House… who will most likely be very, very angry at this state of affairs. Be careful!

 
LEVEL 4: Breakaway Civilizations
The Celestial Empire, nee the Terran Alliance, once stretched across the parsecs before the Xyl came for the second Xyl war. As a result of that war and the interregnum of weak leaders that followed, many colonies and even whole provinces simply lost contact with New Terra over the ensuing centuries. At this point, those systems, planets, and Pops have developed whole new cultures and technologies after half an eon of living alone without Empire support, and with the Empire’s resurgence under you, some of those civilizations are looking to get some back by taking back some of the current Empire. Most of the civilizations are angry with the Empire, but in order to deal with Level 5 and ultimately ‘win’ the game, you will have to expand into uncharted space and see what’s out there. You will need a strong and united Empire with as many able bodies as possible to fight, so it is to your advantage to try to reclaim systems and provinces that once belonged to the Empire, long ago. Whether through diplomacy, espionage, or old-fashioned military force, a significant investment at this level could make or break your long-term game. Because at the end of the day….

 
LEVEL 5: The Xyl Rescension
Without giving too much away, at some point (50+ years) in the future you will have to deal with the return of the Xyl, and they are not happy about your continued existence. Humanity battled them to a draw 500 years ago, and they are finally back to finish their job, which is to bring their ‘god’ back into this universe by using the power of billions of human souls… and there aren’t too many sources of human souls around anymore, if you catch my drift. All that you do in the previous levels of play lead to this level, and you will be given clues throughout the buildup phase as to when the first Xyl attacks may happen and the size of the overall force, as well as the countdown to Rescension that, unfortunately, due to an unknown (to them) flaw in the Xyl’s Rescension gate, will end life in the entire universe. So yeah, you gotta deal with that as your endgame. Pretty important.
So there it is. Your 4 increasingly complex and expanding levels of play. They will build upon each other – you will probably spend the first 10-15 years or so reshaping your empire, building up your military, researching technologies and Progress projects to advance your capabilities, sorting out your planets and systems, and possibly tending to your Houses’ affairs before you go charging out for any galactic adventures, but you are certainly not forced to wait – that’s the freedom of play in AotSS: nothing’s stopping you from pursing any strategy you want, when you want!!
Good luck, Emperor!
-Steve

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Update and DD #4 – How a Universe is Created, and what it means to you!

Hello everyone! Wow, what a week it’s been! We went from living life to evacuating our home within 45 minutes due to Hurricane Harvey. While we didn’t end up suffering any damage, it certainly did a number on Houston and Texas in general. We’re fine, but this is a storm that we’ll remember for a long time. (And oh yeah, as I write this Irma is about 4 days away from the US. Joy.)

Anyhoo, I wanted to wrap up the economic series of DDs by talking about the planets themselves. Now, everything around AotSS revolves around power. At the end of the day, those that have it, make things happen, and those that don’t, can’t. So the most important building blocks of power are…you guessed it, planets.

When I sat down to design Imperia years ago, I knew even early on that I wanted detailed planets. Maybe not Aurora-level detailed, but certainly more detailed than 3 stats and a planet type. I feel that in a good 4X game, a player should see planets (and systems) not as disposable entities but as things that they care about and actively guide throughout the game. Cheesy as it may sound, I feel that a successful 4X-type game allows each planet to tell its own story, to write its own history, and to contribute its own glory.

In Imperia, once I met Pavlos, the design really started taking off. Pavlos brought the idea of planets down to a science, and proposed no less than 14 different star types with 15 different planets that could be generated. After months of working on different generation models, we designed a model that is both true to science and playable.

To start with, each star is generated randomly and can be a single, binary, or trinary star. This affects things like gravity and what types of planets are generated. Stars also have a spectral class from OB all the way to a D star, with our good old sun (‘K’) and red giants (RG), supergiants (SG), small blue stars, white stars, brown dwarves, neutron stars… they’re all here, and each modeled by size, traits, and metallicity. These determine what types of planets and how many minerals are on each planet.

Once stars are generated, they are placed into constellations. This is another ‘true to life’ way of generating stars in a realistic manner. Not only does it provide a way to create provinces in ‘grouping areas’ but it makes it easier to find systems when you know what constellation it’s in. The game has 30 constellations, each named by the game lore, but the only one that’s guaranteed to show up in any given game is Enosis, your home constellation.

So now that you’ve got your stars and your constellations, what about planets? Well, planets (and asteroid belts and ice belts) are procedurally generated from the type of star that is currently being generated from. There are only certain types of planets that can be generated, and each type has a weighted chance of being created. So you won’t find a SuperEarth planet in a Red Giant, for instance, but you might find a Barren or Ice planet. Each system has 5 spots, from closest to farthest from the star, and the planets types are generated as well based on how far the planet ‘slot’ is from the star. So closer to the star, you will have lava and barren planets, while farther away you will have more ice and ice belts, as well as gas giants. Again, just like science.

So once the planet type is generated, we’re not done! Next comes size and axial tilt (determines habitability) to determine how habitable the planet is to humans. Basically, the closer it is to a star, and the more tilted it is (violent weather changes), the Bio rating of a planet is generated, based on the base type of planet, size, location, and some variability.

Next, the industrial multiplier is generated. Certain planets are easier to build things like factories and mines (like desert planets and barren planets) as opposed to gas giants and lava planets, both for mineral richness and tectonic stability. This effects output of mines and factories.

Next, moons! Moons provide a few traits to a system, and tides, that sometimes improve the Bio of a planet.

Now we drop minerals and energy resources onto a planet! Again, each type of planet has a range of minerals that it may have, depending on the type of star and the metallicity of the star. Some planets are very likely to have a lot of energy (gas giants, lava, greenhouse planets) but lower levels of minerals, and vice versa. Since a huge part of the game is building up a strong resource economy, and since mining outposts and colonization projects take a lot of resources and time, finding the best planets and systems is part of your responsibilities as emperor to direct!

The types of planets in AotSS are:

  • Asteroid Belt
  • Barren
  • Greenhouse
  • Desert
  • Terran
  • Ice
  • Ice Giant
  • Gas Giant
  • Ice Belt
  • Lava
  • Irradiated
  • Super Earth
  • Ocean
  • Brown Dwarf
  • Organic
  • Dust Ring
  • City

Some of these planet types are created rather than generated, especially City (think Trantor/Coruscant) and Organic (think living planet) but most can be found out there in the void. What will you find?

The last part of planet generation is the concept of regions. Now, regions are interesting in that most of the time, the player will not be aware of their existence. If you play a flight simulator, and you want to turn the plane left, you don’t have to know the lift forces acting on the ailerons, nor do you have to know the yaw forces acting against the body to provide lift, drag, and spin. Nope, all you the player have to do is turn the mouse/stick to the left, apply some rudder, and voila! The plane turns left. Good simulations work under the radar, while immersing the player in their model of reality without them actually having to know how it works.

AotSS’s region system works in much the same way. When a planet is generated, it’s not one contiguous planet. Just like Earth is not all grassland, mountains, etc. most planets are an amalgamation of different terrain and biome types that put together create the overall planet structure and resources. Small planets might just have 4 regions, while large terran planets have as many as 20, and gas giants might have 36! (Of course, the vast majority of them will not be habitable!) Each region is generated procedurally, and depending on the planet type, your planet will have some of the following types of regions:

  • Plains
  • Mountains
  • Lava
  • Volcanic
  • Ocean
  • Forest
  • Grassland
  • Jungle
  • Barren
  • Uninhabitable
  • Frozen
  • Desert
  • Helium Islands
  • Dead

Each type of region is more conducive than others to support life. That said, with the proper infrastructure ANY planet can sustain life, but your Pops don’t have to like it (one reason why it’s so important to build outposts in the right places – build it too far from other planets and you’ll have a hell of a time convincing miners and engineers to come join, even if you are paying top dollar, if it’s on a raging inferno planet)

So each region has its own type, but it also has unique modifiers for activities in the game, such as farming modifiers, bio modifiers, manufacturing modifiers, and even for ground combat (attack and defense mods). A plains region is going to be more attractive to a Pop than a lava region, obviously, but when a planet is colonized cities will be built in the regions that are most conducive to high production.

Cities, you say? Of course! Regions also have an infrastructure rating, from uninhabited to tiny outposts to small towns, all the way to super cities and megalopolises. The more resources your viceroy puts towards infrastructure, the larger your cities can grow, which will allow more people to be housed comfortably. That’s the key. Each region has a maximum safe population level at which Pops will not grow discontent. You can exceed it, but then Pops will start to get unhappy with living stacked on top of each other, so they will eventually move to another region, or if there’s not another region with jobs and there’s a better planet nearby, they’ll simply leave. Building more infrastructure will prevent this.

So planets are not just a box of ratings and values, but a tapestry of regions that collectively form the planet. Again, as the player, you won’t see most of this. You’ll know how many regions the planet has, what types they are (percentage wise), what the base development level of a planet is, and the base population level it will support, and as infrastructure is built, you’ll know how many more Pops the planet can support without Pops going haywire. Regions can be bombed from space or destroyed during ground combat, so losing a region with a Large City and numerous developments such as academies, factories, etc. will really hurt a planet’s output. But the region system is why you will have one Terran planet with an 80 bio rating that has so-so farm output, and another Terran planet with a 75 bio rating that has awesome farm output, because the second Terran planet has a lot of ocean and plains regions with high output farming modifiers, while the first Terran planet has a lot of grassland and jungle. Still great for life, but not so great for farms. With mountains, however, it might be great for minerals! This is one facet of how planets tell their story and start to become unique.

And yes, Pops migrate around the planet looking for a better job, or a better opportunity (*just like us! Hmmm) I haven’t decided yet if I will allow the player to see this – it’s happening on a scale that you as the emperor wouldn’t control (you’re not able to manipulate regions; that’s your viceroy’s job) but it might be nice to see the living world a little closer. But yes, if you have a region on a planet that just opened up a new batch of farms, your farmer that is living with 4 other people on the other side of the world just might move to that new region for the same job, but now he’ll be a lot happier. As Emperor, you can create an Infrastructure Project on a world where you can send a massive construction armada to build more cities and towns, but this is much more expensive than to allow the planet to grow organically (a certain percentage of the planet’s build points ALWAYS go towards expanding infrastructure, and automatically go where growth is creating the most problems). You can ask the viceroy to focus on infrastructure as well.

So what happens if you don’t have enough materials (basic and heavy) to maintain your planet’s infrastructure? Well… it starts to decay. And Pops don’t like that so much. So it is incumbent on a good Viceroy to make sure that they beg, borrow, trade for, mine, or steal whatever they have to to ensure enough materials are on their planet to keep their lights on, their buildings up, and their roads from collapsing.

Well, that was a long post, but the region and galaxy creation system are what I consider a defining feature of AotSS. We give you a richly detailed world to work in, culturally, literarily, and scientifically. What happens in it is up to you!!

Excelsior, Your Majesty!

-Steve

 

 

 

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DD #3: Economy, Production, and The Circle of Life: Part 1

Hey everyone!

Today, I wanted to talk a little bit about how the production side of the economy works, and specifically what the materials do, and how they are used.

So first, an overview of the system. There are 3 main materials that represent various minerals, materials, goods, and resources, collectively called ‘basic’, ‘heavy’, and ‘rare’ materials. Basic materials are used for virtually everything in the game – from building and maintaining infrastructure to building everything from mines to spaceships. Fortunately, basic materials are fairly easy to produce and mine. Heavy materials are used mostly for space installations and ships, so any Projects that have space-based applications will use a lot of heavy materials, as well as upkeep. Rare materials are mostly used for science and for energy stations, as well as labs. While they are rare, they are not generally used much, especially for agriculture-based planets.

So how do you get these materials? Easy – they need to be mined. All planets have a basic, heavy, and rare material rating, that represents how easy it is to get materials from the planet. This is done by miners, using mines. The more mines on a planet, that are staffed by miners, with high skill ratings (and backed by a Viceroy with a high Mining aptitude) the more materials that can be mined. These are raw materials that are then stockpiled for use. A certain percentage of the goods are set aside for maintaining existing infrastructure, and another percentage of goods are set aside for trade, while another small percentage is set aside for retail (explained earlier, if you are allowing basic goods to be traded). Now we get to the second part of the process, which is creating Build Points (BPs) that actually go towards construction of infrastructure, ships, etc.

BPs are split into their three types – basic, heavy, rare. Each structure that you build in AotSS takes a certain amount of BPs. For example, to build a new farm takes 30 basic BPs, 5 heavy BPs, and 0 rare BPs. By contrast, to build a new power generator (High-Tech), it takes 70 Basic BPs, 40 Heavy BPs, and 15 Rare BPs. These BPs are generated each turn and accumulate based on the build plan of the viceroy. The actual math to determine how a BP is generated is rather lengthy, but the basic calculation is to take how many factories are online (meaning they are staffed, one Pop to one factory), take the amount of raw materials that are allocated (based on the build plan; this can be overdriven as well if you have an aggressive viceroy) and take into account the engineer’s ratings and the viceroy’s Engineering aptitude (if any) plus their House’s engineering skill, take a industrial multiplier (kind of like the overdrive in MOO3) that the viceroy can use to overwork their engineer pops to get more build points at the cost of unhappiness and possible revolt) and voila! BPs fresh out of the oven. Next, the BPs are allocated to the planetary build plan.

The build plan is basically how the viceroy chooses to allocate the BPs that are generated monthly. So, for example, if the viceroy focused on farms, they might allocate 50% BPs to farms, 25% BPs to infrastructure (houses, apartments, and the like), and 25% to high-tech. So each month, farms would get half of the BPs, infrastructure would get 25%, and so on. Focuses can swing these build plans, and are one way you as the emperor can change the build ratios of a planet.

You also need to be able to pay for the upkeep of each level of development on your planet, which takes materials. If you are running out of materials, your most high-tech structures will start to decay and shut down, putting your Pops out of work (and they won’t be happy about it). Eventually, your farms will shut down, your food supply will dry up, and you’ll be living on stockpiles and/or trades until you get your development rebuilt. In game terms, there is a percentage chance that increases slowly each turn a level of development can’t be maintained. Once it’s shut down, it effectively needs to be rebuilt and restaffed.

So that’s the process in a nutshell. As the emperor, you want to make sure that your planets have enough raw materials to ensure that their factories can run at maximum efficiency. You also want to attract engineers and miners with high skill ratings, and you want to install a Viceroy who comes from a strong engineering and mining House (probably Ilioaia or Hawken) (Now you start to see why you might want to keep certain Houses in your good graces – it’s hard to build a manufacturing powerhouse world if you can’t get a Viceroy who’d be suited to run it!) You will be able to bring ‘prefab’ factories to planets in emergencies, but this is a Project and will cost much more in materials and coin than building factories would in the first place, but if you let your factories go this may create a ‘death spiral’ where you don’t have any factories left to rebuild! Don’t let this happen.

Well, that’s about it for now! Have a great day and we’ll talk soon in DD#4 about how food and energy work and how they factor into your Pops!

-Steve

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Developer Diary #2 – Economic System: Retail, aka Buy! Buy! Buy!

Hello everyone! In advance of the LP that will be out later tonight, I wanted this week’s DD to be focused on a new concept that’s really pretty neat, I think, and certainly unique to 4X-type games. I will be going over the economic system in detail, but because it’s pretty intricate, I will be going over chunks at a time, so as to dive more in depth into each system. First, retail!

 
So, to understand where retail fits into the planet economy, you have to know that all planets have a Gross Planetary Product (GPP) that is comprised of 4 ‘parts’: the ‘base’ GPP, retail revenue, trade revenues, and import costs. This GPP is used throughout the year to set an import budget (to allow the viceroy to know how much they can/should spend on imports) and to improve the ADL (Average Development Level) of the planet by building infrastructure. While most of the ‘economy’ is based on goods and materials, the GPP of the planet is important for one critical reason: it funnels tax money back to the empire (and by proxy, you), the province governor, the system governor, and the viceroy. Since money and power are two lifebloods of AotSS, it is critical that both the Empire (and you) and Houses have as much as possible. Poor planets are worth very little, and provide very little wealth and power to Houses who Hold them.

 
With that in mind, let’s talk more about retail. So in AotSS, retail is somewhat abstract, and is based around 4 things: merchants, their skill, the planet’s ADL, and the number of Pops on a planet. (There are some other things that can affect this, like Viceroy skills and traits, or planet traits, but these are the main levers.) Basically, the idea works like this:

 
1. CALCULATE THE MONTHLY ALLOCATIONS TO THE RETAIL SECTOR: A yearly percentage of a planet’s stockpile of food and energy (and basic if the viceroy or emperor allow it; heavy and rare materials are mostly used for military and space technologies and would not be widely available for retail as we know it). For this example, let’s say 4% is the hold percentage that the viceroy has selected for their planet. So by using the formula (x * .04) / 10 (for 10 months per AotSS year) we can calculate how many goods are put ‘on the market each month.

Let’s work our way through an example on the planet Argus. If we assume, say 10,000 food units are in Argus’s planetary stockpile, and we’re holding 4% yearly, calculating the monthly food units available for retail on Argus comes to 40 units (10,000 * .04) / 10 = 40.

2. DETERMINE THE MERCHANT EFFICIENCY: The next step is determining how effective your merchants (and remember, these are merchant POPS, not individual merchants, representing a million units with an average skill level and culture between them) are in actually selling the goods to the citizen Pops on the planet. So while I’m not going to give the exact calculations, I will give enough information so that you understand how best to utilize retail. The merchant efficiency (ME) is calculated using the merchant skill and total merchants on the planet to determine a ratio from .01 to 3.0. To get the best ratio, you need either a lot of Merchant Pops or highly skilled Merchant Pops (there is a bonus to efficiency after 50 Skill, 50 is average, and below 50 is a malus).

For the purposes of this example, let’s say the ME on planet Argus is .35 (there are only 20 Merchant Pops, and their average skill is 41). 

3. DETERMINE REVENUES FROM EFFICIENCY: So now you’ve got a set amount of food out on the market, and you have an efficient (or not so much) merchant corps distributing it throughout the planet. Great! There’s 2 other things that determine how much the planet actually wrings from a given retail network: the good price on that planet, and the ADL of the planet. Since ADL is derived mostly by the types of Pops that are on a planet, you’re going to have scientists and engineers who make more money going out to expensive restaurants and buying nutritious organic food, not your miners and farmers. So: the higher the ADL, the more money made.

So for our example, on Argus it’s a nice planet and there are a lot of scientists, government folk, and engineers, so the ADL is 17 (pretty high). After determining how much of the food is actually sold, the result is 11.5 units (Available Food Units / Merchant Efficiency) * (Average Merchant Skill / 50). That’s a lot of wasted food. So the last step is to determine how much revenue is made from those 11.5 units planet wide. We simply multiply the amount of goods by the current food price on the planet (we’ll say $.10 to keep it easy), and add a variable for the ADL (17) and… congratulations! Your merchants made $19.5 billion crowns (BC) from food this month!

4. DETERMINE THE PLANET’S CUT: Great! You now have your merchants out on the planet, hopefully finding a market for the finest food and finding buyers for every bit of goods you have allocated. One last thing: what part of that amount goes to the GPP? Easy. There’s a commerce tax that is set by the viceroy that determines how much of the profits the merchants make stay in their pockets. Keep the tax low? Not as many revenues, but your merchants will love it (and will stay, increasing their skills, and a planet with such a progressive tax structure for humble merchants will attract other, good merchants as well). Jack up the tax? You’ll get a quick spike in revenue, but be prepared for merchants, grumbling about oppressive fees, leaving for greener pastures. And your other Pops won’t love it either as their favorite retail establishments close up shop as well, leading to unrest and lowered Popular Support. So smart viceroys do not increase this tax too high unless there’s dire need. This is changed every year at the start of the year, like all other taxes and the Imperial Budget.

So for Argus, the viceroy set the commerce tax at 15%, so the empire’s cut (what goes to GPP that month) in food is only $2.9 BC. That’s our final number!! Remember that the same calculations are made for your energy sector and (if you have allowed it) basic materials as well.

So what happens to the goods that don’t sell? Well… they’re gone. That’s why it’s important to not set your retail allocation very high especially on a new planet. You won’t have the Pops or Merchants to support tons of retail, and the goods that are unsold are basically wasted. And if you waste too many goods, you risk running low on food or energy (or Basic) which creates its own issues. So don’t be greedy – you can overrule the viceroy on any given planet, and usually they’ll be OK with it unless you try to set the value too high, but be judicious. Also, you have the option to allow your Basic stockpile to be released to the retail allocation and since prices on basic units tend to be much higher than food or energy, this can be a quick way to boost your retail sector.

So some of you may be asking – can the retail sector cause prices to change? No. Remember that on a global scale, retail in this futuristic economy is not as all-encompassing as what we know today. Even 15% of stockpile allocation of a given good on a planet is extremely high, and that’s a yearly allocation. It’s not enough of a lever to move prices one way or another. But don’t fret. It’s possible, and I’ll describe how to manipulate prices of goods on the next DD.

So that’s a decently detailed explanation of how retail works. Now the real question: How can you, as emperor, affect the retail engine on any given planet? Several ways, in fact. Here’s just a few – you can use your imagination for others (that’s why it’s called strategy!)

  • Create shortages within a trade group of a certain good. The higher the price, the more the profit
  • Expand your trade infrastructure to attract more merchants
  • Look for ways to keep your merchants happy! Low taxes, high ADL, a benevolent (high Humanity) viceroy, and a nice planet (terraforming) all help.
  • Attract, shall we say, more noble folk (Pops) to your planet
  • Train your merchants! You will eventually have the ability to build Academies on planets that train Pops, and lower-class Pops will look to use those Academies to become another Pop, and existing Pops will use them to improve their skills
  • Change your retail allocation – but be careful, you don’t want to flood the market with unsold, wasted goods and decrease your stockpile!

A tooltip will give you your monthly allocation of goods and the merchant efficiency so you know how you’re doing there. Remember, if it’s low, you need either a) fewer goods b) more Merchant Pops c) better Merchant Pops d) lower Population.

That’s all for today! LP coming in hot – look for it as well! And next week: How goods work in the economy, what each good does, and how you can manipulate them all like a champ!

Excelsior!

-Steve