Hey all! In preparation for the new LP that will post very soon, I wanted to show some new stuff off!!

First, the updated astrography (main screen) UI:

Here is the latest version of the Astrographic UI.
Here is the latest version of the Astrographic UI.

 

The continued evolution of Pavlos’ vision is at work here, with a clean, clear, yet ‘retro’ imperia look. Next, we look at the updated military tab, showing a selected army and unit within that army:

Picture of the new military tab. Yet to be added are the action buttons such as disband, move to reserve, and make flag unit.
Picture of the new military tab. Yet to be added are the action buttons such as disband, move to reserve, and make flag unit.

 

As you can see, you will have a listing of all units on the left side, where you can see both the unit detail and unit listing. When you select an army only, the army’s stats will show on the right side detail window. The fleet review screen will look slightly different, but be essentially the same idea. You can access your general here with a tooltip showing basic stats, or through the character mode of the Intel screen.

Now, let’s move to an exciting first feature of the eventual relationship system between characters: pressure and persuasion! In this instance, Cyra has a problem: even though there are enough jobs to go around, the pay is so low and the job prestige is so low that people would rather sit around and collect their unemployment then get out and work. Now, we could just cut unemployment, but this is Tyrannical and I don’t want to go that route. So perhaps making the sector more appealing is in order. I plan to ask June Grayson (the viceroy) to raise agriculture wages in order to make the sector more attractive to job-seekers. First I look at her basic stats:

June Grayson Ex. 1

 

I already know quite a bit about her, but she doesn’t have any pro-agriculture tendencies, and since the sector is already losing money, she will probably be reluctant to spend more money in the sector. So I look to other means. I could pressure her, which would be a lot more effective but is very Tyrannical (and causes a lot of friction between both you and the character and the character doing the pressuring and the character), so I choose to simply Persuade. After looking at the chain of command, I choose to let my sector governor persuade June. First, I ask her:

June Grayson Ex. 2

 

Turns out she is willing to persuade. Great! I then check June’s character window to see how persuasive Kelly was…

June Grayson Ex. 3

 

Whoa! Kelly’s good at this! Now, before you think that you’ll just merrily pressure and persuade people hither and yon, there is a fatigue stat that increases as a character persuades and pressures others. After a certain point, they will simply refuse to do any more. This fatigue represents not physical fatigue per se, but finding out information, asking confidents of the target to help, calling in favors of the target, etc. and it takes time to recharge those sources. So next turn, I will apply most of those points (they decay over time, which is why it is important to plan ahead) to my request and hopefully, it will be granted!

Stay tuned!!

-Steve

Hey everyone!

We’re making tremendous progress with the latest build of Imperia so we wanted to show off the new UI, character systems, and military in action! Look for the link tomorrow on the blog!

UPDATE 1.21 – I’m not quite happy with the stability with all the UI additions, the diplomacy system, generals, and the military system, so I want to get one more day with the code before committing to a LP. I really want to show off all the fun new stuff to its best effect, so I want to have patience. I will be posting some new in-game pictures shortly, though!

-Steve

Hello all!!

Sorry I’ve been quiet for a little while. A combination of the holidays, a lot of work, and frankly a little burnout all contributed. I wanted to take a bit of time and step away to make sure that I still had the fire and passion for this project. Imperia is a complex undertaking, and it is essentially a 2-man project right now: Pavlos provides some wonderful art and graphics, and I do the rest. When I think of how much more I want to add to Imperia, sometimes it seems daunting, but then I remember that Imperia is the game that I’ve wanted to play for almost 20 years, and that purpose brings me back with a vengeance. So hiatus over, let’s get to work!!

There are 3 different things I want to do with Imperia in the next 30 days. The first thing I want to do is to get the full Imperia site in order. I have looked at some drag and drop options, and while those would be easy, I believe that I can program a basic site with CSS, Dreamweaver, and Javascript. If I can’t, I’ll go back to a basic template, and what I might do is create a ‘placeholder’ site while I work on the more advanced one behind the scenes.

The second thing is to actually get .410 as a release version. I want to have the ground unit system, the space units, the autonomy system, and the military edict systems all up and running, as well as complete the interim .410 UI. Pavlos has some excellent ideas about a UI that I think the next version will start heading towards, but for the .410, the current theme will be completed. We will also add the military tab for planets and create the military screen UI (this is how you will create large-scale build, design, and movement/attack/defend plans). It will be basic to start, but it will be a foundation. As part of the UI, I want to also have the event pictures in and the secondary screen in that gives more information. All tooltips will also be in for edicts and major UI areas.

The final thing is to get the word out about Imperia! Pavlos and I are excited about the new website, and unfortunately it doesn’t look like the current WordPress blog can be moved to the new website, so a link may have to be added. I do not want to give up that much history, so I will see what can be done. But in the meantime, I want to be more active on the blog/website, and if you know anyone who might be interested in playing (well, testing at this point) Imperia the feedback would be welcome! Remember, it’s free.

I want to address one other thing. Many people have asked me privately or mentioned in the forums about when/if Imperia will be a paid product. I do have some thoughts about that, and here they are.

  • First of all, I don’t know that I like the early access model that has been all the rage. Some of the companies are properly using this system to add requested features, to hunt bugs, and to promote additional worthwhile features. But for every game that does it right, there are 5 that seem to be money grabs. A few even have dropped support before the game is finished (or calling it a half-assed 1.0 and calling it a day). I don’t want to do that. I believe (perhaps naively) that developers who do this genuinely got ‘in over their head’ as opposed to deliberately misleading customers/gamers, but regardless of the reasons, I don’t want to go down that road. Any early access model that I adopt should Imperia be a paid product at some point would always provide a free alpha option.
  • That being said, I think Imperia has a lot of potential – but that potential is a LONG way off. It was started as a hobby, and became one that I shared with others who also thought a game like Imperia would be fun to play. I welcome any and all feedback. It’s how games get better. My stated goal has always been to make Imperia the best 4X ever made (or 5X, semantically :-) That hasn’t changed. But to do that with a staff of essentially two volunteers is a grand undertaking at best.

So there’s that. I can’t always promise progress will be rapid, but with .5 in the distance, most of the major UI and programming structure would be in place at that point, which makes development easier. The save/load systems, the XML readers, the sprite engines, etc. are all in the code and at that point it would be about creating content and developing the logic, which isn’t as hard as what’s been done so far!! I hope you can see the progress that has been made in the last 8 months, and I hope you see the potential of what will be, one day, but I can’t tell you what day that will be… because I have no idea either.

But stay tuned. Pavlos and I are ready to rock!

-Steve

So I frequent some other forums where people are talking about the game, and one thing I’ve always prided myself on is listening to other ideas if they make sense within the vision of what I want in Imperia. On the Bay12 forums, a forumite named Novel Scoops brought up an interesting point about your POV:

Sure, the spreadsheets can be there too. Before i go any further, i realize this may already be covered by the character interaction/events system.

However, this is supposed to put you in the boots of one child emperor with limited reach and neither omniscience nor omnipotence, to be played by humans such as i, who incidentally is suddenly considering eye strain. I think it’s already planned for liege-lords to give advice, king of dragon pass style, so why not have them describe (reliably or less so) the state of affairs in their holdings? While your spies provide their own version? It just takes me out of the game when i see something like Unrest represented by a number.

This is very true. Why would I just always know there is 14 unrest on a planet, for example? Hell, maybe I’m taking my viceroy’s word about the profit/loss the planet is bringing in!

So going forward, when you open up a planet screen (note: this shot also shows the new panel system where you can hide panels that you don’t use/need), this is the info you’ll get, depending on your viceroy’s loyalty and the situation on the planet:

New Reporting System - 1

Ah, you think, I’ll just check out the demographic screen and look at the info there! Well, you can try…

New Reporting System - 2

In order to get the dirt on a planet, you have to allocate informers (spies) towards Domestic Intelligence. This is also a new thing – you will have 2 pools that you can weight: Domestic Intel and Political Intel. All you will be able to do is set a slider between the two; your Intel Prime will actually handle the assignments of new informer blocs. You need at least 2 points towards DomInt in order to get a fairly accurate idea of the number, and the more you allocate, the more accurate the information is. This is basically how the character stat system is already handled, and you will add points to PolInt to continue that process.

I’m still playing with this idea. It could be frustrating if not handled correctly, even if it is more ‘realistic’ so I’m going to put it in .410 and see what people think.

-Steve

Hey all!

With version .4 and beyond we’re going to take a bit of a break from the characters and move to the ships and military that will be so instrumental in your character’s power!! This post will talk about the ships under your command.

Basics

In Imperia, all military ships will have the following:
*Engines (warp, sublight ratings) warp speed rating determines number of distance units able to move per month
*Weapons (missiles, cannons, lasers)
*Defensive systems (armor, shields, ECM)
*Subsystems (ECCM, tactical system, counter missiles)
*Cargo capacity (for supplies and Marines)

Ships have a extended range, long-range, medium-range, and short-range attack rating, derived from their weaponry plus AI bonus plus leadership bonuses, as well as corresponding defensive ratings. These ratings are compared to each other during each phase of a battle.

So for example, the USS Hawking, with an extended range attack rating of 20 (they have 2 long range missile systems which at the extended range and hit probability work out to 10 each) goes up against the ISS Fubar, with an extended defense rating of 5 (they have no ECM and very basic AMM capability). Dividing the attack rating into the defense rating gives the extended range attack a 75% chance of succeeding (5/20). All attacks are considered salvos for simplicity, but each weapon fired in the salvo is checked against this hit percentage. Continuing the example, one missile system hits, and one does not. Next, damage is checked. Missiles do not have a ‘fall off’ amount with range, so the calculation is simple – damage points (say 50) minus average shield rating minus average armor rating = damage done to the ship itself. Armor damage is taken if damage points get through the shields. If no damage points get through the shields, no armor damage is taken. From that point, there is a determination of which systems are affected and taken offline.

Each battle round, each side determines if they are going to break off, meaning that the combat is over if the attacker breaks off, and the defender must endure additional rounds without firing back equal to the range they have entered plus one attack in the current range. So if the defender decided to break off when the ships were in medium range, the attacker would get 4 ‘free’ attacks (medium + medium + long + extended) In certain situations (usually when there is drive damage) ships can not break off. After any determination of break off is made, the range of the next attack is determined by several factors, including the attacker’s preferred range, the engine ratings of both sides, and the tactical ratings of the leaders of both sides. Generally, the attacker has the advantage to ‘force’ a range, but this can be offset by the defenders maneuverability and superior leadership. Combat continues until the sides reach disengagement range or one side is destroyed. Alternately, one side can surrender if your empire military policy allows for prisoners. (no quarter vs. no mercy)

Ratings are adjusted by type of ship, technology level, and crew efficiency. So if a missile system has base attack ratings of 10/20/40/30, an exceptional tactical AI may increase those ratings to 20/40/80/60, while a crew may adjust it further. You will always know the modified ratings. The same holds true for defenses ratings, and these are affected by the type of weapon being used.

All ships will have names above destroyer. They will be generated from a random file (that will be modifiable as a simple text file). As Emperor, you would not be involved in naming every ship, but you will have the ability to name one of your ships after yourself. You will also be able to designate a fleet flagship.

Fleets

Ships are organized into fleets–>task force–>squadrons. The only ships that are run as singletons are system defense ships. Even destroyers must be designated to a squadron to be considered active. Newly built ships are placed in reserve until assigned and are inactive. They must be assigned to a sector fleet, Prime fleet (the emperor’s fleet) or system defense forces. Ships that are sublight are considered system defense ships and may not be assigned to a fleet. If ships are assigned to Prime Fleet above a certain amount, it is considered tyrannical. Your Empire will use your capital planet’s Admin to run fleets that are not assigned specifically to a sector command, such as Prime Fleet or Empire-designated fleets. Task forces are usually the largest force that can be assigned to a sector, since they usually have fewer Admin points to use. A sector governor may, at their discretion, assign part of their sector task force to a system and place those forces under a system governor, but this is rare. Ships will never be commanded by a viceroy.

All fleets are run by an admiral, as are task forces. Squadrons are considered to have inherent command structure but generally would be run by commodores or lower. Ships are crewed by trained crews that gain experience as they fight and train.

Building Ships

All ships are built at starship production centers (SPC); maximum ship size that the SPC can build depends on the SPC level. Damage can be repaired at starbases or SPCs, depending on level. So it is entirely possible to have a damaged dreadnaught that was built by a planet that you no longer own, with only one place to repair it (the empire capital). You must plan for your support infrastructure when you are designing your Navy.

Planet Attacks

Ships can attack planets with kinetic strikes if they have railguns. While this is very effective to quell unrest, it is obviously a Tyrannical act. Sector governors and system governors (if they have ships under their command) can do this independently if they feel the need (and if they are Cruel or Craven enough; most leaders would not resort to this). You can also send missiles at a planet; however you alone have that ability and many admirals will simply refuse to do so, as this is considered an atrocity against your people and causes tremendous damage to the planet itself (bio rating) as well as the population and economic sector ratings.

Ship sizes

System defense ships: Size 0
Frigates, destroyers : Size I
Light, heavy cruisers: Size II
Battle cruisers: Size III
Battleships, dreadnaughts: Size IV
Superdreadnaughts: Size V

Component types

Weapons
Missiles
Railguns
Gauss cannons
Lasers
Defense
Armor
Shields
AMM systems
ECM
Engines
Warp engines
Sublight engines
Transport
Cargo bays
Troop bays
Tracking
Radar
Lidar
AI
Tactical AI system
Defense AI system

Ship Design/Assignments

Ships generally are designed by your Military Prime and their staff. As Emperor, you can ask for a certain type of ship to be built (“I want a very powerful superdreadnaught class available!”) and after a certain amount of time that design (as your military perceives it) will be available to build. You may create build orders as a military Edict, so for example, if you have 2 classes of ships, the Wasp Class (destroyer with good ECM ratings and speed) and the Hornet Class (heavy cruiser with good missile ratings and excellent armor and shields) and you want to create a sector defense task group down the line, you can ask for 2 Wasps and 4 Hornets to be built as a build order. Your military will designate which SPCs are used to build the ships, and when they are done, you may designate them to a specific organization or create a new organization and assign an admiral from your military character pool. Fleet organization actions use Admin, but they are not considered Edicts, but Military Actions, similar to Character Actions.

To be continued…

-Steve

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

So now that a reasonably stable version of Imperia is out, I wanted to get people’s thoughts on what major feature they wanted to see next. I have been working on a few systems ‘under the hood’ but I wanted to get some feedback from you about what you consider most important/would like to see!

Thank you so much for your input with this!

 

EDIT: OK, looks like we have some winners. Everyone will be glad to know that I’ve been working on the save/load system. It’s not glamorous(or fun!) but I think it will help longevity even this early in the game design process and it should help track down some bugs…. Version .300 will be coming out soon! I’ll have a change log up soon.

Well, that escalated quickly. It’s awesome to see how many people have enjoyed Imperia even in this early, rough, rough state and have provided feedback and ideas. Unfortunately, my wish to reply to everyone’s feedback is difficult when spread across multiple forums, websites, pages ,and messages. So while I will still use this blog extensively for things like announcements and dev blogs, I want to transition things like bug reports, suggestions, AARs, requests to help, etc. into one central location so that it’s easier for me to respond quickly (and I think it would make for a pretty awesome community of 4X-lovers as a side benefit!)

Anyway, here it is: http://imperia.boards.net/. It’s not fancy (yet) but it is functional and has all the bells and whistles you would expect from your usual forum. I truly want to hear everyone’s voice and this is an easier way for me to do that.

Thanks! As we say in Texas, y’all rock!!

-Steve

The people have spoken!!! See… this is why people should respond to my polls!! A clear majority of the respondents do not have access to 1080p monitors, and while I could be stubborn and say ‘damn them all, after all it’s free’, I decided to tackle it as an interesting programming challenge. And I am happy to say that I have developed a pretty neat scaling mechanism that will allow ANY resolution to play the game!

Imperia will now auto-detect your current resolution and set it to that, and when I set up an options screen you will be able to set a resolution in-game from there, and it will save from session to session. I already have the button bar, the main title screen, the top status bar, and the galaxy screen completed! All that’s left is the system screen (pretty easy), the intel screen (harder, but doable) and the planet screen (OMG). But I now have the process – it will just take some time and elbow grease. (That said, the graphics are still optimized for 1080p, so it won’t look as great, but YOU WILL BE ABLE TO PLAY!!!) The alpha release should have this functionality!

-Steve

Hey everybody!

I wanted to get opinions on the resolution of Imperia. As you (hopefully) know, currently Imperia only runs in 1080p resolution (1920 X 1080) due to the difficulty in getting a lot of data onto a smaller screen. And of course, this is a hobby project, but since one of the goals has been to deliver an awesome experience to strategy gamers the world over, I wanted your voice about the resolution. Thanks!