25 lines
1 KiB
Markdown
25 lines
1 KiB
Markdown
# Openstellaris
|
|
|
|
- Element-based system
|
|
- there are N (~15-20) elements that can be found in space
|
|
- different groupings: metals, gases, probably not going into the physics of how this shit actually works
|
|
- different planets may spawn with varying proportions of elements
|
|
- different combinations of elements may contribute to the same "purpose" but have incompatible tech trees (ex. GasA-extraction may allow for the discovery of A-related techs, but can't be used for GasB-related techs)
|
|
|
|
- government system that isn't dictatorial
|
|
- basically u can get control wrestled away from u by factions in a non-authoritarian state, maybe if factions grow large enough they could break out
|
|
|
|
- game balancing problems:
|
|
- balance goals:
|
|
- combat
|
|
- industrial production
|
|
- medicine???
|
|
|
|
- pop traits:
|
|
-
|
|
|
|
- prologue:
|
|
- mostly same as stellaris, u are a ruler of some kind of empire that has unified control over ur planet and just discovered FTL travel
|
|
|
|
- other design considerations:
|
|
- comfortable scripting lang/env
|