A lot of what goes on in the game follows rules which imply values which may be changed during the game for balancing reasons, or simply to fix a mistake. In this post: Internationalisation Resource types Natural resources Types of weaponry and defences Production and capability types Technologies Fleet strategies Defence strategies Attack strategies Relative [...]
Towards Milestones 2 and 3
The initial milestones post described milestone 2 as being oriented towards planet management and milestone 3 as introducing the new ships (in addition to the research system). Because the delay between milestones will be much higher than initially announced, a few changes need to be made. Milestone 1 is definitely not a good game, in [...]
Stock markets (1/2)
Beta 6 introduces an optional system of stock markets which, while usually being beneficial as they increase revenues, also happen to create a small risk of economic depression. A planet’s stock market normally affects only the output of industrial factories – however, some laws allow the planet’s base income to be indexed on its value [...]
Buildings
In Beta 5, some technologies might be considered as leading to the construction of buildings; however, the construction process is implicit and no actual building is present on the planet. Beta 6 will feature actual buildings, allowing for a much higher degree of control. Several buildings with either different effects or different levels of effect [...]
Ship hulls
A ship’s hull is the main component of its design. While a ship is of course to limited to a single hull, this choice has a lot of consequences, from influencing the space available inside the ship to the type of components which can be used to whether or not the ship requires a crew [...]
Hangar bays
LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship’s design. These hangar bays allow to carry various smaller ships which don’t have hyperspace engines through hyperspace.
Generators (2/2)
As a follow up from our previous post about generators which can be installed in ships, this post presents the last two categories: biological generators and zero-point generators.
Mechanical generators
LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship’s design to produce the required power. Each type of generator is based on a different energy source / concept and is declined into various upgrades. In this first post we introduce the mechanical generators – which are of course [...]
Missile countermeasures
Missile countermeasures come in various types and shapes; some will disrupt a missile’s guidance system while others will try to get a missile to explode before it can reach its target. Quite obviously, they protect ships against missiles. Missile countermeasures come in three different types.
Space-time drilling
Space-time drilling is a technology allowing an alliance to bypass the standard fleet movements rules by jumping to a layer directly without having to go through supergates (it doesn’t allow players to jump to a different protection level tho). While this very powerful technology has quite a few inconvenients (it costs a lot and presents [...]