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Passenger transport, migrations, scavenging and more...

Passenger transport


Trade nodes represent a commodity market, these are present in cities and space stations. They work with a fully simulated supply/demand system with stocks and trade orders. I have extended the behavior to passengers, meaning that tourists, migrants, and soldiers are now part of the trade node simulation. Of course, it works very differently to the commodity market, and instead of "orders", transporting passengers behave as transportation contracts, each of these contracts being created when taking a group of passengers with a common source, destination, and timeframe.
Passengers are not generated randomly, they appear to fulfill actual migrations (tourism and ground combat is implemented yet, but will rely on this system). A ship needs to use its cargo space to fit passenger modules, and due to how contracts work it is best to have a fast ship for passenger transport. For this occasion, I have added a new ship.
This ship hasn't found any transportation contract and is returning to her anchorage.

Scavenging, looting, and "rescuing"


It is now possible to dock to a wreck and begin scavenging operations. Scavenging used to be limited to looting the intact components and inventory of a wreck, but now wrecks can be entirely dismantled. These heavy dismantling operations need adequate modules and crew and take time. It is similar to mining, but more lucrative, and with potentially more risks. Escape pod rescuing is a bit more polished now, with proper distress calls and more interactions and consequences when selling/ransoming/liberating someone. Last but not least, a lot of work was done on the AI which now is able to perform these actions proactively. Any captain will consider the opportunity to scavenge a wreck, recover cargo, or rescue someone, depending on his ship, his traits, and his current mission (a very large and expensive cargo will avoid doing small and risky scavenging...). The AI behind the recovery (and delivery) of escape pods is also part of the "police" system being developed.

Happiness and migrations


Cities, regions, and industries are being overhauled since a few weeks, this is a huge work in progress, but I can already give you details on the related migration system : Happiness relies mainly on the population's capacity to fulfill its needs, especially the vital and basic ones.
All vital goods are available and the population has enough income to buy them from the local market. The political "friction", resulting from the difference in ethics between the population and the current regimes also plays a major role. Happiness, distance and faction's relationships then determine the attractiveness of each city (and its regions), creating migration demand in the trade nodes.
Of course, for interplanetary migrations, this demand needs to be fulfilled by passenger transports. Migrations also happen internally, between regions of the same city, and work similarly to intercity migrations, but the population is virtually transported instead.

Cultural clash


Immigration can be a quick way of increasing a colony's population, but all migrants will arrive in the capital's region, which can be a burden beyond this region's capacity. The city's attractivity is indeed determined by the mean happiness of all its territory, not the capital. An out-of-control immigration will probably turn the capital and its surrounding regions into a turmoiled giant slum. This immigration can also have a negative impact on stability. Migrants bring their ethical views and customs with them, which can be incompatible with the ideology of the natives, this creates temporary cultural friction, lowering happiness, especially with a highly xenophobic ethic. Additionally, this can be a terrible thing if their ideology contradicts with the one promoted by the local regime. Any regime tries to educate a population to its ideology, a significant flow of radical immigrants can suppress this effort, by shifting the population's ethics to the opposite spectrum.

Each ethic difference creates friction (here an example of a perfectly balanced regime with no policy)

Better ore generation


I have overhauled how ore deposits are generated on planets, ore availability is less spread out. Some "ore" follow specific rules, such as coal or petrol that only appear with a historical biosphere, chondrite on asteroids and water which can be generated despite a dry climate, to simulate aquifers and oasis.


[ 2023-03-20 22:39:37 CET ] [ Original post ]



Antimatter
Geoffroy Pirard
  • Developer

  • Geoffroy Pirard
  • Publisher

  • 1970-01-01
  • Release

  • Strategy Simulation Singleplayer
  • Tags

  • Game News Posts 20  
    🎹🖱️Keyboard + Mouse
  • Controls

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    (0 reviews)


  • Review Score

  • https://www.facebook.com/akamarigames
  • Website

  • https://store.steampowered.com/app/1343010 
  • Steam Store

  • Follow the game's development :


    Antimatter is a strategy game in a simulated galaxy where you create and incarnate a character.
    In command of your spaceship, trade, fight, explore or lead an interstellar empire.

    You will dive into a complex universe where you, a mere player, is the insignificant cog of a cruel simulation.

    Features


    • Thousands of systems and planets to explore in a gigantic instantiated galaxy.
    • A dynamic universe where dozens of factions struggle for power or survival.
    • Take command of a spaceship, trade, mine, harvest, scavenge, produce and participate in the simulated economy.
    • Manage an existing city or found a new colony on any planet.
    • Climb the political ladder of a commercial corporation or a sovereign organisation, or found a new one from scratch.
    • Interact with AI characters who are living independant and simulated life in the Antimatter universe.
    • Terraform entire planets by altering their atmospheric compositions.
    • Fulfil missions for corporations, factions or individuals, or unravel the secrets of this galaxy.
    • Get involved in the Antimatter Crisis and try to change yourself the course of history.

      How To play ?


      Antimatter is a RPG that plays as a grand strategy game, you have neither omniscience or omnipotence, most of your responsibility can be delegated to spaceship captains and governors if you control any territory.
      No micromanagement is required, you have the freedom to deal with the businesses that interests you the most.
      Antimatter plays in the intersideral space, on the planet's surface or in the mysterious undergrounds, you can play all the way from a space journeyman to a galactic emperor.



      Create and customise your galaxy with all available options, such as the stellar systems count and types or the historical events that will impact the simulation of civilisations through the ages.
      • An universe generated and simulated across billions of years with a realistic accretion model of gas and dust.
      • A simulation of civilisations through thousands of years, filled with historical events.
      • Asteroids, comets, nebulae, planets and many other astral objects to explore.






      • A wide range of planets, entirely simulated and procedurally generated.
      • A procedurally generated geology.
      • A realistic and dynamic atmospheric simulation.
      • Terraform entire planets by altering their atmospheric composition.





      All civilisations are procedurally generated and simulated through thousands of years. Ruins, monuments, POIs and ancient artefacts exist thanks to this detailed simulation.



      • Manage your crew and the specialty of your crewmembers.
      • Customise your spaceship with many modules and choose from dozens of different spaceships.
      • A radar simulation with passive and active detection, which rewards stealth and reconnaissance.
      • A varied range of weapons, such as missiles capable of crossing millions of kilometres.
      • Manage your fleet and hosted ships.
      • Land on any planet or asteroid in the galaxy.
      • Study and harvest exoctic flora.
      • Meet and profit from ancient civilisations.









        • Create and incarnate a character, define his physical and psychological traits, his education, characteristic and skills and his appearance.
        • NPCs have their life simulated from birth, each trait and characteristics come from an experience in their lives.
        • NPCs have their own artificial intelligence, they act by themselves with the same liberty as the player. You are not the only actor in this universe. NPCs also contribute to the political system of organisations.






        Create, or be part of a commercial corporation, a sovereign state or a criminal organisation, fulfil missions and climb the ladder of the organisation.
        • Trade goods.
        • Mine and harvest ressources and objects.
        • Manage and build space stations, and produce new spaceships.
        • Embrace a pirate's life with extorsions and deceiving actions.
        • Administrate cities and territories, or lead an entire empire.
        • Participate in the organisation's political intrigues.
        • Lead and organise a fleet by using your influence.







        THe terrain of each planetary region (tile) can be explored and can even be the location of a colony. Each region has its own geology, a simulated biosphere and can host ancient ruins generated during the historical simulation.
        • Manage the city's industry, trade, demography and its political aspects.
        • Plan the city's defences against orbital threats.
        • Develop and extend the city's frontier across the planet.
        • Explore deep and mysterious subterranean regions.
        • A destructible environment and a liquid simulation.
        • A dynamic weather system.
        • A monstruous fauna (only giant worms for now).







        Change the climate of an entire planet by slowly modifying its atmospheric composition, observe the chain reactions on its geology, hydrosphere and its biosphere thanks to a detailed and realistic atmospheric simulation.
        The flora is entirely simulated where each species' reign depends on local conditions and the other competing species.



    MINIMAL SETUP
    • OS: Linux
    • Processor: Pentium 4 @1.5 GHz
    • Graphics: AMD or Nvidia Graphics card with 512MB RAM
    GAMEBILLET

    [ 5950 ]

    2.06$ (79%)
    16.95$ (15%)
    3.78$ (68%)
    18.39$ (8%)
    10.78$ (17%)
    3.00$ (80%)
    40.99$ (18%)
    12.74$ (15%)
    22.98$ (23%)
    0.92$ (93%)
    17.19$ (14%)
    12.29$ (18%)
    21.99$ (12%)
    2.27$ (92%)
    1.60$ (90%)
    17.59$ (12%)
    16.57$ (17%)
    5.32$ (73%)
    16.99$ (15%)
    41.95$ (40%)
    12.89$ (14%)
    4.12$ (17%)
    12.99$ (35%)
    18.67$ (15%)
    8.25$ (17%)
    2.85$ (81%)
    8.64$ (42%)
    11.78$ (61%)
    0.89$ (91%)
    5.00$ (75%)
    GAMERSGATE

    [ 3221 ]

    20.09$ (50%)
    5.0$ (50%)
    3.04$ (70%)
    4.5$ (77%)
    3.3$ (78%)
    13.59$ (32%)
    0.75$ (92%)
    3.75$ (81%)
    31.99$ (20%)
    5.0$ (75%)
    0.75$ (75%)
    6.0$ (70%)
    2.55$ (83%)
    7.5$ (70%)
    3.38$ (81%)
    0.38$ (92%)
    3.0$ (92%)
    2.5$ (75%)
    1.13$ (92%)
    2.63$ (92%)
    1.0$ (80%)
    20.0$ (50%)
    0.56$ (89%)
    2.1$ (79%)
    9.49$ (50%)
    0.9$ (92%)
    14.99$ (50%)
    1.46$ (89%)
    4.25$ (79%)
    7.5$ (70%)

    FANATICAL BUNDLES

    Time left:

    22 days, 21 hours, 24 minutes


    Time left:

    4 days, 21 hours, 24 minutes


    Time left:

    35 days, 21 hours, 24 minutes


    Time left:

    41 days, 21 hours, 24 minutes


    HUMBLE BUNDLES

    Time left:

    2 days, 15 hours, 24 minutes


    Time left:

    2 days, 15 hours, 24 minutes


    Time left:

    11 days, 15 hours, 24 minutes


    Time left:

    18 days, 15 hours, 24 minutes

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