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Rasbelin

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Tampere (Tammerfors), Finland
Nov 1999 time: 07:24
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Maybe this helps you. 
quote: Stella Polaris (StP) is a turn-based strategy game that is based on a variety of games such as Alpha Centauri, Civilization, Master of Orion, as well as various other games. But mostly the game is based on brand new ideas and concepts. Made with the programming language of C++, it is developed under the GNU General Public License (GPL) and is therefore open source. An advantage of GPL is that it makes this game completely free. It will be divided in sub-programs for example, if a download is too large, the user will be able to download the movies and/or any other thing separately. Another bonus being that the user is able to decide whether or not he/she desires to install the movies at all. It is made the users prerogative. Formerly, this game was known as FreeAC. However, the project members decided on a newer, more unique name. It became Stella Polaris. The game takes place in the future where humanity is making way to begin a new life because of a catastrophe that is about to happen. Humanity is going to colonize a new world because Earth is doomed for destruction. This riveting game gives new meaning to the phrase “survival of the fittest.” You, the user, control one faction among several. As you discover new resources and new domains you will find rivals of every sort. Anything from people like you and I to beings that are different than anything you or anyone else has ever encountered. The factions will be divided by ideology. There will be various ways to acquire victory. There are diplomatic victories, economic victories, technological victories, as well as victories made by conquering rival factions. You will be able to discover a wide variety of technologies that will help you pave the road to victory for your faction. Are you are brave enough?
“Jeremy Buloch” |
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vovan
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Well, according to the latest ideas by Blake, the current code manager, the game will not be limited to one planet. He described his ideas in the Multiple Worlds design thread. It is a bit lengthy, but contains quite a bit of information.
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Blake
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Brainfallocatione
Oct 2000 time: 17:24
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quote: Well, no one actually knows. An unknown entity from another galaxy gave us orders and info on a need-to-know basis. |
How did you know about the entity from another galaxy ?
quote:
Wait... so, will this be a game of galactic domination, against aliens and such too, or is it limited to a single planet? |
Not galatic domination as such, galaxies have billions of stars, while the game universe will be (usually) limited to around 10-100 worlds to keep the players sane.
The planets will be "bigger" (in some sense) and each individual planet will be much more valuable than in other games, likewise it will be harder to capture a planet, destroying the orbital defense will only be half the battle, the population below will put up quite a resistence.
Also StP will not be a game just about fighting, with detailed society and economy models that will allow a fair amount of tweaking, additionally many of the game decisions I've made are aimed at making a game where diplomacy will thrive (because I find games where you make friends are more interesting multiplayer than those about making war....)...
Hopefully that kinda makes sense 
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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OK, I have reallywierd idea. It's idea about billion-stars universe in the game.
Once upon a time, here was game called Elite. Among other great things, this game used static random generator for its map, including, but not limited to, solar system properties, planet description/properties, map layout etc. Ranom seed for all of these was 6-bytes wide. Are you still breathing freely?
OK, that means 2^48 distinct galaxies (in fact 2^51 as single seed value was used to generate 8 "ringed" galaxies connected via one-time expensive "Galaxy Hyperdrive"). Just imagine it...
So we can, in fact, introduce HUGE universe to visit and look at. Even with generated aliens. But number of colonies per player must be keept reasonable low, something around 10-50. The best way of doing this seems do not impose deliberate limit but use more clever ways, such is exponential growth or "administrative cost", rebellions in too big empires, epidemias and other things Nature uses for keeping to fast breeding kinds at bay.
Still very wierd idea, tough, but how exciting!
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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IMHO, early confrontation is silly. Later, you need fight anyway, in order to win.
BTW, we may create very limited subset of "great" world to colonize and others humble or impose other sites of interest and constant battles.
In every strategy game, I always wondering that is happening outside of map borders. This approach may present to player _HUGE_ universe full of wonders and feats...
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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OK, we may do as Nature did: lots of star systems but very little with habitable worlds. Along with maximum colonies limit it may provoke early skirmishes you fond of. These habitable worlds may be detected at great distances (or at least systems capable of sustaining of habitable wolds). Anyone of course may colonize unhospitable worlds but when [s]he eventualy will be hindered with food and pop problems.
but when we need some really fast propulsion system...
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