StarLords3K - An on-line Strategic 4X Space Game

starlords3k at gmail.com starlords3k at gmail.com
Sat Dec 14 19:56:20 PST 2013


Game overview :
- Space based 4X online game, only runs in firefox
- Closed Beta status
- Basic 2d graphics
- No action, not a RTS
- Strong focus on strategy & diplomacy
- Role play possible

http://www.starlords3k.com

These are a few features that may make it different from other 4X's :

There is an emphasis on diplomacy.
Much effort has gone into creating organic "situations" that evolve into diplomatic crisis. One of these mechanisms is the feudal hierarchy in the game. An example would be, what do you do if a major trading partner decides to attack one of your vassals?

Trade is encouraged by a mechanism where the number of [U]types[/U] of minerals governs the efficiency of your refineries and thus your limits to production of assets. Since only a few mineral types are found locally you  must trade with other areas to gain more mineral types.

The manoeuvre element is the fleet. Fleets move between stars by an instantaneous jump, but then must wait while the jump engine re-charges. This slows down the pace of the game, giving you time to plan. It creates the feel of a turn based game, even though it is a persistent universe.

Fleet movement may be automated. Patrol routes may be created to look for enemies. Gathering routes take minerals to stars with a refinery. This works kind of like railway tycoon. Other routes may be configured to move new ships to the front, return the battle weary for R & R, etc.

Fog of war is constant. If you have no ship or spy at a star you do not know what is there, you only know what was there last time you visited. This permits a "cat & mouse" situation, where cunning can win out.

Building assets takes a long time. This creates pressure to plan, as you cannot react immediately to a new threat by "popping out" fleets of new ships at a moments notice. You can build & assign additional builders to speed up a project, but there is cost there as well.

A large selection of technologies are available that affect all aspects of the game. There is no "tech tree" you just research the areas you want an advantage in. you may choose to be mediocre in all or focus on a few that complement your overall strategic direction.

There is a robust economic model that provides many ways to gain income and many ways to lose it. Taxation, tribute, piracy, export contracts, asset support, salaries are some of the factors.

Play testers needed.


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