Empire and Legacy: September 2024

Empire and Legacy

Empire and Legacy continues its progress from a disparate set of random events to a coherent game. This month I’ve been finalizing the stats I’m using to model the Galactic Empire.

Factions

There are seven bars that are always visible on the left side of the game window. The topmost one shows how much of the galaxy the Empire currently controls, and the other six show the how much political influence each of the major factions currently have.

(On the left of the image are seven stat bars with different icons.)

When the news of your parents' death reaches you, you are at a ball thrown by one of the noble houses.

Vassikan House's palace near the south pole of Novaion makes a spectacular setting for a ball. You dance beneath a crystal dome, and the entire galaxy is spread out above you—billions of stars, thousands of inhabited worlds. The finely dressed, genetically perfect nobles know that they are the rulers of all they see, and you know that you will soon be ruler of them all.

But you did not think it would be this soon. A servant pulls you aside and hurries you into a private room to tell you the news. An accident on the Imperial Yacht—reactor core explosion—no possibility of survivors. You are now empress of the galaxy.

The High Noble Houses became more influential (+10%).
Continue...

The factions are:

  • The High Noble Houses
  • The People’s Assembly
  • The Galactic Church
  • The Academic Council
  • The Guild of Extraction companies
  • The Imperial Navy

(I’m probably going to change the appearance of the territory bar to distinguish it from the others, but I’m not sure how yet.)

As Emperor, you’ll spend a lot of your time dealing with these factions. The bars can change rapidly, representing the cutthroat vicissitudes of court politics. If you consistently favour or disfavour a particular faction, you can get its bar to the top or bottom pretty quickly. Conventional Imperial wisdom is that keeping the Empire stable relies on not letting that happen, but perhaps it’s what the galaxy needs.

My original idea was to have each of these factions represent both an interest group at court and also a part of the Empire’s infrastructure. I’d do this by either giving each one two bars, for strength and approval rating, or by having the single bar represent both a hybrid of how influential and how powerful the faction was. I’ve realized that both of these approaches are too limiting, so this month I’ve added separate stats for…

Institutions

While factions represent interest groups jockeying for position in the Imperial court, institutions represent the actual machinery with which the Empire rules the galaxy. Each institution has a strength score from 0 to 100. These change less rapidly than the factions’ influence levels, and they will also tend downwards, representing the Empire’s decline. Some events use these scores as success chances in skill checks, e.g. if the Diplomatic Corps has 60% strength then it has a 60% chance of negotiating a peace treaty.

Some of the institutions are associated with a particular factions (e.g. the Grand Fleet and Anti-Piracy Fleet are the two branches of the Imperial Navy) but most of them fall between factions or aren’t associated with a faction at all.

Because the institution scores change less rapidly than the faction scores, I’m not showing them on the main page. Instead, you can see the scores from the Galactopedia index page, which doubles as a stats screen.

Factions

    Academic Council (somewhat influential [50%])
    Galactic Church (somewhat influential [50%])
    Guild of Extraction Companies (somewhat influential [50%])
    High Noble Houses (influential [60%])
    Imperial Navy (somewhat influential [50%])
    People's Assembly (somewhat influential [50%])

Institutions

    Chalandrian Knights (weak [40%])
    Ectogenetic Sisterhood (strong [60%])
    Grand Fleet (strong [60%])
    Imperial Archaeological Society (strong [60%])
    Imperial Development Network (strong [60%])
    Imperial Diplomatic Corps (very strong [80%])
    Imperial Hyperspace Beacon Network (very strong [80%])
    Imperial Palace (weak [40%])
    Imperial University Network (strong [60%])
    Naval Anti-Piracy Command (strong [60%])
    Order of the Mirrored Blade (very strong [80%])
    Order of Worldshapers (very strong [80%])
    Zarvonian Benevolent Order (strong [60%])

I haven’t decided on the final list of institutions yet (I’ll almost certainly cut some of the ones in the above screenshot), but some of the ones I’ve settled on are:

  • The Grand Fleet
  • The Anti-Piracy Fleet
  • The Diplomatic Corps
  • The Imperial Development Network
  • The Hyperspace Beacon Network
  • The Order of the Mirrored Blade (your spies and assassins)
  • The Imperial Palace (the score represents how grand and well-maintained the palace is)

Because the Empire is so ancient, many of these institutions are thousands of years old and have their own traditions and rituals. (Here I’m taking inspiration from Dune, in which every character seems to be a representative of a different quasi-religious organization with its own traditions, symbols, and particular strain of drug-aided mental conditioning.)

If you’re the kind of person who likes reading encyclopedia articles about fictional worlds, you can read about each institution’s history and practices:

Imperial Diplomatic Corps

As of 11301 IE, the Imperial Diplomatic Corps was very strong (80%).

The Imperial Diplomatic Corps was the institution of the Vaion Star Empire tasked with peacefully resolving disputes between member planets.

Diplomacy in the early Empire was carried out by members of the nobility personally appointed by the emperor, but by around 4300 IE the increased size of the Empire and the internal tensions following the Thousand Years' War prompted the Empress Biaana VII to found a network of schools for the training of diplomats. In an unpopular move that may have contributed to her eventual overthrow, Biaana ordered that the school be open to people of all social classes from all member worlds.

Over the course of the 5th millennium, the Biaanan Diplomatic Schools grew into an organized Diplomatic Corps with its own fleet of starships and its own set of customs and rituals. Membership of the Corps was always at least theoretically open to all citizens of the Empire, although some centuries saw members of the nobility and people of Vaionic ancestry disproportionately represented.

Corps diplomats underwent extensive training in psychology, languages, and mediation. Their training honed their ability to read emotional cues to an almost superhuman degree (some sources claim they could actually read minds, but the Corps itself always denied this and there is no firm evidence for it). From the 6th millennium onwards they swore oaths of non-violence, and neither they nor their starships were ever armed, although they would sometimes be accompanied by Imperial Navy escorts. The distinctive blue-and-silver livery of the diplomats' uniforms and starships was recognized and respected across the Empire.

The access and trust granted to Diplomatic Corps diplomats made them a tempting front for covert operations. Several emperors attempted to use the Corps in this way, but in each case their actions so damaged the reputation of the Corps that it took centuries to rebuild its trust.

If you’re not the kind of person who likes reading encyclopedia articles about fictional worlds, that’s fine too. I’m trying to write the game such that the Galactopedia articles are interesting if you want to read them, but you never feel like you have to read them if you don’t want to. Anything you really need to know will be in the main game text.

As the Empire gradually loses systems, a third kind of game entity will come into play…

Nations

 Galactopedia
Index

Galactopedia is under construction. It is currently complete as of 11315 IE (15th year of the reign of Ulleion XLVIII).
Nations

    Republican Alliance (3035 systems)
    Unaligned Systems (1603 systems)
    Vaion Star Empire (5362 systems)

Factions

    Academic Council (very influential [85%])
    Galactic Church (influential [75%])
    Guild of Extraction Companies (not at all influential [20%])
    High Noble Houses (influential [70%])
    Imperial Navy (influential [60%])
    People's Assembly (not at all influential [0%])

When a faction gets so unhappy that it can no longer support you, it spawns a corresponding nation, and you can either go to war with it let it secede in peace. Each nation has a stat for how many systems it currently controls, and a flag for whether it’s at war with the Empire or not. (The nation is a separate entity from the faction that spawned it, which now represents that part of the faction that’s still inside the Empire.)

Being at war adds a bunch of events (currently all with placeholder text) that let you gain or lose systems while also affecting the influence levels of factions or the strength of institutions. The number of systems you gain/lose is often based on the influence level of a faction or the strength of an institution. In this one, deciding to introduce conscription increases the strength of the Grand Fleet, makes the Navy more influential and the People’s Assembly less so, and then the Empire reconquers a number of systems based on the Grand Fleet’s (newly modified) strength.



PLACEHOLDER: The Grand Star Admiral wants to introduce conscription in the border regions to help with the war against the Republican Alliance.

PLACEHOLDER: The conscripts swell the ranks of the Grand Fleet, and die in their millions to regain Imperial territory.

The Imperial Navy became more influential (+20%).

The People's Assembly became less influential (-15%).

The Grand Fleet became stronger (+20%).

The Empire gained 936 inhabited star systems from the Republican Alliance.
Continue

The number of systems always refers to the number of inhabited systems. In real life there are 100-400 billion stars in the galaxy, but to keep the numbers readable I’ve decided that in the E&L universe only 10,000 of these stars have habitable planets, and those are the only ones that the Empire counts.

Also, I’m using the word “nation” in my code, but the people of the Empire don’t necessarily think of these as “real” nations–they’re unlawful rebellions that temporarily control systems that are still really part of the Empire.

Current plans

Right now I’m focusing on getting the faction takeover/rebellion mechanics working for the first two factions, the Noble Houses and the People’s Assembly. By the end of next month I hope to have a playable game (but unbalanced and with placeholder text) implemented for those two factions, so that I’ll be able to test siding with the nobility and fighting off a democratic rebellion, or bringing about a Galactic Republic and fighting off a monarchist rebellion, or try to side with both or neither. Once I’ve got that working, I’ll extend it to the other four factions (for a ton of possible combinations of embraced/rebelling factions), and then work on adding even more events and filling in all the placeholder text.

The Imperial Discord Server

Also, at the request of a few people there, I’ve added a new channel to the Beyond the Chiron Gate Discord server for the discussion of Empire and Legacy. If you want to say something about it and find Discord more convenient than commenting on this blog, you can head over there.

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Revisiting the Foundation series

A triptych of book covers. An old man in a wheelchair sits in front of a landscape of metal towers; a clown-like man sits amid the ruins of the same towers; a teenage girl stands in a pastoral landscape with the decaying remnants of the towers in the background.
Michael Whelan’s cover art for the Foundation trilogy.

This is a sort of side dev diary for Empire and Legacy. I don’t know if it’ll be of interest, but this is my blog now so I can write what I like.

It’s no secret that the main reference point for Empire and Legacy (although far from the only influence) is Isaac Asimov’s Foundation series. It’s got a similar premise of trying to salvage something from a terminally declining Galactic Empire, and my Galactopedia excerpts are meant to evoke Foundation‘s Encyclopedia Galactica excerpts and have the same artistic purpose.

First page of Foundation by Isaac Asimov: the 'Encyclopedia Galactica' article for Hari Seldon.
First screen of my game: the 'Galactopedia' article for the Vaion Star Empire.

So over the last month, in order to get creatively unstuck while working on E&L, I decided to re-read all the Foundation books, most of which I hadn’t read since I was a teenager. Yes, the entire series, including both the classic trilogy and the much maligned 1980s sequels and prequels.

The Classic Trilogy

Foundation (1951), Foundation and Empire (1952), and Second Foundation (1953) tell story of the collapse of a Galactic Empire and the rise of the Foundation, which was set up by visionary mathematician Hari Seldon to save the galaxy from millennia of anarchy by rapidly forming a second Empire. The story is told in a series of short episodes (originally published as short stories in the 1940s), set decades or centuries apart. The later books feature the Mule, a psychic mutant whom Seldon could not have predicted, who derails the Plan, leaving the secretive Second Foundation to put it back on track.

Revisiting these works as an adult, I can absolutely see why they’re regarded as classics. The telling of a historical story through vignettes set decades apart works really well. I simultaneously feel for the characters’ immediate problems while also knowing that they’re just minor players in a very long game.

I’m also picking up on the worldview underpinning the series. These are books for people who think that everything would be better if only smart people were put in charge. The Foundation succeeds because it cleverly manipulates its superstitious and scientifically backwards neighbours; the individual heroes win because they outsmart their opponents.

The implicit message of the Foundation series is that there must be a strong, all-encompassing central state to prevent anarchy. Ideally that state would be run by a cabal of benevolent intellectuals and/or psychic superhumans, but failing that, any centralized state is better than none. The Galactic Empire is depicted as imperfect but basically decent, and its collapse would leave only small warring kingdoms and technological backsliding.

On top of that base worldview, though, the series is enjoyably morally ambiguous, sometimes even cynical. It’s written so we’re rooting for the Foundation, but it’s also written with a historical perspective, with an awareness that history doesn’t have good guys and bad guys. Far from being a technocratic utopia, the Foundation is a somewhat unequal and unjust society, albeit less so than its monarchist neighbours. There’s also a recurring theme that democracies inevitably degenerate into monarchies: over the first two books we see the Mayor of Terminus go from an elected position, to one that’s controlled by the wealthiest families, to one that’s formally hereditary.

The first book of the series also has almost no female characters, which is sexist even for the 1940s. Things get better in the second and third books, each of which have a female main character, although there’s still a feeling that they’re exceptions to a male default.

Overall, despite the elitism and sexism, the Foundation trilogy is very effective and deserves its status as a classic of science fiction.

Side-Note: The Galactic Empire Series

Since I was an Asimov completionism kick I also read the three Galactic Empire novels, which I’d had sitting on my shelf for years but had never got round to reading.

Pebble in the Sky (1950), The Stars, Like Dust (1951) and The Currents of Space (1952) are self-contained novels set in the same universe as the Foundation series, but otherwise unrelated to either that series or one another.

These novels are set at different points during the rise of the Galactic Empire whose fall we see in Foundation, but this historical development is just a backdrop for some pulpy space adventures in which our heroes stumble on an interstellar conspiracy and foil it in the nick of time. They don’t have the depth of the Foundation series, but they’re fun! If you want an example of what separates a decent but forgettable novel from an enduring classic, you could do worse than to compare the Empire novels to the Foundation trilogy.

Female characters: yes, but mostly only as the hero’s love interest.

The Sequels

Foundation’s Edge (1982) and Foundation and Earth (1986) tell the story of two guys from the Foundation who, for contrived reasons, go on a quest to find the mythical lost planet Earth.

These books are over-long and consist mostly of info-dumps. What plot there is is mostly concerned with linking the Foundation series with Asimov’s previous Robot stories and novels, in ways that (in my opinion) diminish the Foundation books rather than enhance them. In the introduction to Edge, Asimov was quite honest that he didn’t want to write more Foundation books, and only did so because his publisher offered him a staggeringly large advance. If you want an example of what separates a decent but forgettable novel from one that’s actively, infuriatingly bad, compare the Galactic Empire books to the 1980s Foundation sequels.

There are more female characters now, even some in positions of authority, but they’re written in such a leering male-gazey way that it made me miss the all-male galaxy of the first book. (It’s worth noting that, by the 1980s, Asimov was a serial sexual harasser who probably contributed to making the science fiction community unwelcoming to women. I had to do a fair amount of separating the art from the artist in order to enjoy the books, and the weird way he wrote female characters in Edge and Earth did not make that easy.)

Besides the weird male gaze stuff, I think what most annoyed me about Edge and Earth was the thought of the sequels that Asimov could have written but didn’t: episodic novels in the style of the classic trilogy that step forward through the rest of the historic period until the promised establishment of the Second Empire. As it is, the classic trilogy covers about 380 years, and the sequels advance the timeline to year 500, but the rest of the thousand-year story is never told and the series feels unfinished.

The Prequels

Prelude to Foundation (1988) and Forward the Foundation (1993) tell the story of Hari Seldon as he develops the science of phychohistory and creates the Foundations.

I approached these books with trepidation because I had assumed that they would be similar to Edge and Earth, but actually they’re much better.

Prelude is a fun story about naive young mathematician Hari Seldon being thrust into galactic politics and going on the run. It’s perhaps longer than it needs to be, but it’s better written than the sequels, and is an interesting dive into what the planet-wide city of Trantor might actually be like. There’s a lot of stuff that connects the Foundation books to the Robot books, but here the connections are more satisfying.

Forward the Foundation, Asimov’s last book…is actually really good. It uses the same episodic format as the classic trilogy, this time stepping decade by decade through the life of Hari Seldon as he develops psychohistory and creates the Foundations, while the capital of the Empire decays around him. It’s also surprisingly moving, as we watch Seldon get older and the people he cares about vanish from his life one by one. Asimov’s writing normally works on an intellectual rather than an emotional level, but very occasionally he writes something that gets you.

Female characters: yes, several, and in general he’s finally being normal about them.

After the missteps of the sequels, this is a satisfying conclusion to the Foundation saga.

My Takeaways

The Foundation books were a big influence on me as a kid (one of my earliest stories was about daring space traders, based about 50% on Foundation and 50% on playing Elite on the Commodore 64) and so re-reading them was eye-opening. But as well as revisiting some of my childhood influences, the point of this re-read was to get me creatively unstuck as I worked on my Empire game, so what have I learned?

Firstly, the device used in the classic trilogy and in Forward, of telling a long-term story through a series of widely spaced vignettes, is very effective. This is what prompted me to re-structure the game into a series of distinct chapters, as I mentioned in my last dev diary. I’m also going to put more work into strongly developed individual characters.

Secondly, one of the themes of the books is how powerless individuals are to change the course of history, and especially how constrained rulers can be by the necessities of politics and court intrigue. The only way an individual can have an effect on history in the Foundation books is if a) they’re an exceptional psychic mutant, or b) they find themselves in a pivotal historical moment and can make just the right nudge. The player character in E&L is a ruler who’s constrained by court politics and whose power is less in practice than in theory, and they’re not a psychic mutant (sorry, maybe another game), but they might find themselves in the position of being able to make the right historical nudge. In any case, this isn’t a grand strategy game in which you control every aspect of an empire, it’s an interactive story about being the emperor.

Thirdly, looking at the underlying values of the Foundation books has led me to think more clearly about what values I want to put into my game. In contrast to Foundation, I want to tell an anti-imperialist story about empire. I don’t believe that any strong central authority is necessarily better than none, and I don’t believe that democracy will necessarily descend into monarchy over long time periods. I also want to write something that grapples with (or at least mentions) the historical atrocities that I think would inevitably be part of the rise of such an empire.

I think this has been a helpful exercise. Now I just need to get back to work and put these new insights into practice. I should have a normal dev blog for you at the end of the month.

Also, although Foundation is the single largest literary influence on E&L, I want to stress that it’s not the only influence. Maybe I’ll re-read Dune next…

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Empire and Legacy: August 2024

EMPIRE AND LEGACY

This month I’ve been working on the overall structure of Empire and Legacy.

E&L is essentially a series of random events. My original design was to have a single list of events, each of which had some code to evaluate how probable it was based on the current game state. The game would take you through random events at a fairly steady rate (each event was one in-universe year) until you reached the end. I’ve now decided that that wasn’t really satisfying, so this month I’ve redesigned the game to give it a clearer overall structure, while also simplifying the event-choosing code.

The game will now be divided into distinct chapters, each dealing with a different part of your reign, and each with its own set of random events. The event lists are modelled as a deck of cards, which are shuffled at the start and then dealt out one by one. It’s possible for events to insert new cards to the deck, and at the end of each event some code runs that can add new cards to the top of the deck if conditions are met, but overall the deck of card metaphor holds.

Dividing the game into chapters means that each chapter can represent a different length of time. The first one is the time immediately after your accession, where you’re dealing with things like your coronation, your parents’ funeral, and your courtiers jockeying for influence with the new emperor. That whole chapter takes place over weeks or months, and its events might be only a few days apart.

PLACEHOLDER: An older and ambitious head of a noble house generously offers to take on some of your duties while you adjust to being Emperor.
> Gratefully accept the help.
> Choose an academic as advisor instead.

If you survive the initial chapter, the next chapter covers the early part of your reign, where you’re dealing with the day to day life of a still relatively prosperous empire, and each event represents a year or more of time. I’m currently planning five chapters in total, although I might change my mind about that.

I’m also rethinking what the bar for each faction actually represents. Rather than how powerful each faction is or how much it approves of you, I’m now thinking that they represent how much political influence each faction has. This means that preserving the status quo of the Empire means trying to keep the bars in the middle, playing the factions off against one another. If a bar reaches the top, the faction is so influential that it’s basically running the Empire; if a bar reaches the bottom, that faction can decide it has nothing left to lose and can attempt a rebellion. A faction rebellion means you transition to the “galactic civil war” chapter, which has its own deck of event cards. Of course if you want to change the Empire then you might want one of the factions to end up basically running things, but the other factions aren’t going to be happy with that, so that can lead to a civil war by another route.

PLACEHOLDER: Some academics offer to reverse-engineer ancient weapons to help win the war, but some religious people see them as untouchable holy relics.
> Put the ancient weapons to use
> Refuse

I’m experimenting with having the faction bars change colour when that faction is in rebellion. Right now the red colour looks kind of ugly but it might still be a good idea if I revise the colour.

My current plan is to flesh out the entire game with placeholder events, and then go back and write the proper text for those events.

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Moving from Patreon to a blog

Welcome!

This blog is a continuation of the developer diaries I previously posted on my Patreon site. I’ve decided to discontinue the Patreon and post my dev diaries on this blog instead.

All the posts on this blog before this one were originally Patreon posts that I’ve copied over to this blog and back-dated. Most of them were originally for $1 Patreon backers, but they’re now available for free.

I’ll continue to post the same developer diaries I was posting on Patreon. If you want to get email notifications, enter your email address in the subscription box on the right hand side. Alternatively if you use an RSS reader you can point it at https://johnayliff.com/blog/index.php/feed/.

I’ve copied all of my old developer diaries over to the new blog and back-dated them to when they were originally published on Patreon, so people who were never my patrons can go back and read them if they want to.

The “your name in the credits” and “exclusive preview versions” Patreon rewards will no longer be a thing. My future games won’t have backers in the credits, and if I do any kind of demos or preview versions they’ll be free. If your name is already in the credits of one of my old games it’ll stay there, I won’t be editing them out.

I’ll leave my Patreon active for a while in order to give everyone a chance to read this post’s sister post there, and then I’ll shut it down. I won’t make any more paid updates so patrons won’t be charged again.

Why I’m making this change

Patreon has announced that it’s going to stop doing per-creation memberships and move all creators to a monthly subscription model. Apparently this is a change being forced on them by Apple in order to have a Patreon app in the app store. I suspect this is an excuse for a change they wanted to make anyway, but whatever.

When I started this Patreon I chose the per-creation model because I couldn’t commit to producing something every month and I didn’t want to charge people for months in which I didn’t produce anything. That’s still the case, so a monthly-subscription Patreon is not the right platform for me.

To be honest I had been considering moving away from Patreon even before this change. When I started this Patreon my idea was that I’d create lots of small games and release them for free, and my Patreon would give people a way to support that. I did release some small games using this model, but most of my time is now spent working on larger games, first Beyond the Chiron Gate, and now Empire and Legacy. Those games make money through sales, and a multi-tier pledge model doesn’t make sense for them.

But while Patreon no longer makes sense as a business model, it still works for me as a blog. Posting regular dev diaries helps me to stay focused and to engage with my audience, and I want to keep the archive of old posts so I can look over it to see how far I’ve come (and sometimes look up exactly when I released a particular thing). So it’s time for me to move the blog over to a site that I control.

Thank you!

If you’re coming here from Patreon, thank you, one final time, for your support. This Patreon never became a major source of income for me, but having a community of people who I know are looking forward to my games has been an immense encouragement and has kept me going when I might otherwise have given up. I hope you’ll follow me over to my new blog and continue to engage with the dev diaries there as you did here.

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Empire and Legacy: July 2024

Work continues on Empire and Legacy. I’ve written a bunch of placeholder text this month…but more excitingly, we now have cover art:

Empire and Legacy

This is by Tom Morley, the same artist who did the Beyond the Chiron Gate cover art.

I’ve also been adjusting the look of the game itself, changing the plain grey colour scheme to one that’s more a kind of muted bronze colour, and adding a starfield in the background like the one in Chiron Gate. (Compare to last month’s screenshots to see the difference.)

IMPERIAL STAR DREADNOUGHTS: …The Navy’s most powerful capital ships, the Star Dreadnoughts, were built between the 8th and 9th millennia IE. After the 9th millennium the secret of their construction was lost, and by the 12th millennium only half a dozen of these ships remained in service..

— Galactopedia

The Star Dreadnought Cleansing Obliteration fills the sky of Novaion as it returns from its centuries-long tour of duty. A sleek, kilometres-long manta ray shape, moving with a grace that belies its immense size, it represents a vanished golden age of shipbuilding that make more recent ships looks crude and unwieldy. It will spend the next year being repaired and refitted according to the Naval Engineering Corps’ secret rituals, before setting out again, not to return within your lifetime.

As you stand on the palace observation deck watching the spectacle, the head of the Academic Council comes to you with a proposal. If Academic Council archaeologists were to study the ship, they might rediscover some of the lost principles of its construction. Studying it properly, however, would mean disassembling it, permanently taking this irreplaceable naval asset out of service.

  • Decommission the ship and let the archaeologists study it.
  • Keep the ship in service.

The eventual game will also have custom icons to replace the placeholder ones in the screenshot.

Barely relevant side-note: I’ve started re-reading Asimov’s Foundation series in the hope of getting inspiration, and wow, younger me did not pick up on how sexist that first book is. Hari Seldon gathers the greatest minds of the galaxy to save civilization, and it doesn’t occur to any of them that women could contribute except as wives and secretaries. That’s one idea I won’t be using; my game’s Galactic Empire has more gender equality.

That’s all this month. Hopefully next month I should have more to show.

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Empire and Legacy: June 2024

I’m continuing to write the content for Empire and Legacy. Here are some of the events I’ve written this month.

I decided I wanted the Empire to start losing territory early in the game, so I’ve added this event that always triggers in the first few years:

OUTER RIM: …The few inhabited systems in the Outer Rim were widely spaced and generally undeveloped, making the assertion of any central authority difficult. Many of these systems were only nominally part of the Empire…

— Galactopedia

The Vaion Star Empire unites the entire galaxy. That was what your father always told you, and that was the responsibility you inherited with his untimely death.

But now, as your civil servants return the audit of Imperial systems they began when you ascended to the throne, it begins to look like the Empire’s dominion over much of the galaxy exists only on paper. There are planets in the outer rim that have had no regular contact with the capital for generations. Do the people of these outlying regions even think of themselves as part of the Empire? Do they even still know the Empire exists?

“The tax those systems owe would not be worth the expense of collecting it,” your financial advisor says. “Your predecessors simply ignored them, and I suggest you do the same.”

  • I have a duty to even my most distant subjects. Send envoys to the outer systems to re-establish an Imperial presence. (70%)
  • Those systems are part of the Empire. Send the navy to enforce the Empire’s rule. (45%)
  • Ignore the issue and move on.

The success chances of the first two options are based on your faction strengths. If you succeed one of those checks your empire will still lose some systems, just not as many as if you’d failed.

To add a feeling of progression as your empire loses territory, I’ve added a series of events that trigger when you drop below certain numbers of systems. Here’s the first one, which triggers when you control less than 75% of the galaxy:

VAION: …Although Vaion ceased to be the Imperial capital in 10014 IE, it retained immense symbolic value. When the Empire lost control of the planet in 11317 IE, it was seen as a serious blow to the legitimacy of Anascanar XXXVI’s rule…

— Galactopedia

The holographic map of the galaxy that flickers in your situation room is no longer the one that greeted you when you first walked into the room as emperor. More than a quarter of its stars have gone dark, indicating that the Empire no longer controls those systems. The Galactic Core still glows brightly, but large swathes of the outer rim have slipped from your control.

What stings more painfully than the number of systems lost, however, is the fact that the ancient Imperial capital of Vaion is now outside the Empire’s borders. As a child you visited that planet with your parents and saw the ruins of the palaces from which your ancestors built and then ruled the greatest empire the universe has ever seen. Now those palaces lie outside the Empire’s control, and their future is uncertain.

How can you call yourself the successor to the Vaion Emperors if their ancient homeworld is no longer part of your realm?

  • Negotiate with the new rulers of the planet. The old Imperial Palace must remain part of the Empire, even if the planet itself is not. (46%)
  • Ready the fleet. We must reclaim the ancient capital. (30%)
  • Vaion is of no strategic importance and hasn’t been the capital for a thousand years. Let it go.

Finally, here’s the event I’ve written that kicks off the event chain that can eventually lead to the Empire being reformed into a republic:

PEOPLE’S ASSEMBLY: …The power of the People’s Assembly waxed and waned over the long history of the Empire. In some centuries it was ignored or even outlawed, while in others it rose to the status of a formal Galactic Parliament…

— Galactopedia

One of your more pleasant regular duties is your weekly meeting with Jilvon Xvan, the speaker for the People’s Assembly. Over the course of your reign, these meetings have developed from formal briefings to friendly chats.

“Your Majesty, there’s an idea I wanted to run past you before it becomes a formal proposal,” she says one week as you share spiced tea in the Little Throne Room. “You’ve always championed the interests of the common people, and I sense that you are friendly to the ideals of democracy. With your support, the People’s Assembly could become a Galactic Parliament with formal powers…”

Jilvon explains the idea. The new Galactic Parliament would have the power to write laws, but you would remain head of state and have wide-ranging executive powers. It would not transform the Empire into a republic, but it would be a step in that direction.

  • Create the Galactic Parliament.
  • Absolutely not.

My thought is that you’ve probably not going to get this event if you’re not trying to, so I’ve written it with the idea that your character maybe believes in democracy and is trying to reform the Empire from the inside. At least, that’s what the Speaker for the People’s Assembly hopes–you get to decide if they’re right or not.

Also on display here is the name generator I’ve building into the game. Lots of characters are going to have random names and genders. I started building this system for the potential suitors in the romance/marriage events (whose gender depends on the player’s preferences), but since I had it I decided to use it for other characters too.

That’s all for this month. I’ll keep working on the game and should have some more events to show next month.

P.S. In the unlikely event you’re reading this and don’t already own Beyond the Chiron Gate, it’s currently in the Summer Sale on itch.io and Steam.

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Empire and Legacy: May 2024

This month has partly been taken up by the Chiron Gate Steam release, but I’ve also been working on the ‘Legacy’ part of Empire and Legacy.

You’ll play through the game as the ruler of the Galactic Empire. Once your emperor’s reign ends (often but not necessarily because they die), you’ll then get a few screens of non-interactive story about what happens afterwards. These will be formatted as excerpts from Galactopedia articles–the non-Galactopedia text is what your character personally experiences, but once that character is gone the game will go into a more zoomed-out, historical perspective.

My current plan is for the legacy story to be in three parts:

  • Successor state
  • Successor institution
  • Overall picture of the galaxy

The successor state is what happens to the territory the Empire controls at the end of the game. This might be the entire galaxy, but more likely it’ll be the territory controlled by the old Imperial capital. Is it still a monarchy, or did you manage to steer it towards a republic or something else? If you somehow manage to lose all your territory there might not be a successor state, but that shouldn’t usually happen.

The successor institution is a non-state entity that the Empire leaves behind that influences the course of history. It might be some kind of alliance of newly independent nations (like e.g. how the British Empire ended but left behind the Commonwealth), or it might be something like a religious institution (like e.g. how the Roman Empire collapsed but its religion kept going as the Roman Catholic Church). The Foundation from Asimov’s series would be an example of an institution, as would a monastic order preserving knowledge through the dark age, or an order of knights fighting to keep peace between the planets. You might not manage to found any kind of successor institution, in which case you’ll probably be remembered by history as a weak and indecisive emperor.

The overall picture concerns what’s happening outside that state’s borders. (Or, if you did keep in control of the whole galaxy, what’s happening on the ground as opposed to in the government.) Is the overall galaxy at war or at peace? Is it generally prosperous or impoverished? How much of the old Empire’s scientific and cultural knowledge have been lost? The state and institution from the previous sections will have a lot of influence on this.

The endings you get will be determined partly by the visible stats (the power level of each faction and the amount of territory the Empire controls) but mostly by specific decisions you’ve made during the game. There will be chains of events that let you move towards different legacies, e.g. by gradually converting to a different form of government, or founding one of the successor institutions.

Some comments to my previous posts have indicated that people really want to be able to convert the empire into a republic, so the first legacy event chain I’m working on is the one that will allow you to do that. If you make the People’s Assembly faction powerful, you can have it transform into a parliament, which you can gradually give more powers to until the empire becomes a republic. Of course, this will anger some of the other factions, and you’ll also need to hold on to all the Empire’s territory if you want to end up with the Galactic Republic rather than just a small republic among many other states. I think that this is the ending a lot of players will consider to be the best one, so I’m going to try to balance it to be challenging to get!

Some of the legacy event chains will be things you might want to actively work towards, while others might be “deal with the devil” type things where you keep the Empire together at the expense e.g. of giving more power to sinister corporations. The state and institution at the end might be things you’ve worked towards but might also be things you’ve failed to avoid. I don’t yet have a list of all the possible successor states and institutions (and when I do, I won’t tell you, because this is the kind of game where some of replayability comes from finding all the different endings).

This month I’ve mostly been working on design work and implementing things with placeholder text, which is why there are no screenshots in this dev blog, but next month I should hopefully have some text to show you.

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Beyond the Chiron Gate is now on Steam!

Beyond the Chiron Gate

Beyond the Chiron Gate is now on Steam! Get it here: https://store.steampowered.com/app/2960700/Beyond_the_Chiron_Gate/

Anyone who bought the game on itch.io (on its own, not as part of a bundle) should be able to claim a Steam key from the itch.io download page. If you have the game on itch.io because you were a Patreon backer at the time the game was released and I gave you an itch.io key, message me if you want a Steam key as well and I’ll hook you up.

The Steam version is the same as the version you can get from itch.io, except that the achievements are hooked into the Steam achievement system.

If you like the game, please consider posting a review on Steam! My understanding is that positive reviews do a lot to help people find games.

That’s all for now. I’m aiming to put up a dev blog for Empire and Legacy around the end of the month (and if all goes well with this Steam release, Empire and Legacy will also be coming to Steam when it’s launched).

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New game: Deferred Action

Surprise new game! Play Deferred Action here: https://grokkist.itch.io/deferred-action

I was commissioned to write this text-based puzzle game about navigating bureaucracy. It’s a little different from my usual work–more comedic, and on a subject matter I wouldn’t normally have thought of–but I had a lot of fun with it. (Style-wise it’s actually more similar to what I was writing for RuneScape when I was a content developer there.) It’s also more graphically rich than any of my solo games; the artwork is by Tom Morley who also did the cover art for Chiron Gate.

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Beyond the Chiron Gate is coming to Steam

Beyond the Chiron Gate

I’m happy to announce that I’m bringing Beyond the Chiron Gate to Steam!

Here’s the store page!

The game should be out on Steam in 2-3 weeks. (It turns out Steam requires you to put up a “coming soon” page a few weeks before launch, you can’t just launch the game.) In the meantime, if you’d like to head over there and wishlist it, that might make the Steam algorithm more inclined to suggest it to potential players. Meanwhile I’ll be making a video trailer, which is another thing Steam requires.

The Steam version will be the same as the itch.io version, except that the achievements will hook into the Steam achievement system. (It’ll also include a minor bug fix update that I’ll be putting on itch.io at the same time.)

I’d previously thought I wouldn’t put the game on Steam, because the process of getting a game on there is significantly harder than putting it on itch.io (where you basically just upload a file), and because as a text-based indie game I thought itch.io was a more natural home to it. But a few people have said they’d be interested in a Steam version, and I found resources online that helped me to handle the technical aspects, so I’ve decided it’s time to finally do it.

Assuming this goes well, my future paid games will come to Steam and itch.io simultaneously. Smaller, free games you play in your browser will remain only on itch.io, since Steam isn’t a good home for them.

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