Station building and colonisation
Organizations, including the one controlled by the player, can build space stations anywhere in the galaxy. The most valued locations to build a production space station are the one in close orbit to the star, as the latter provides essential solar energy. Another significant factor is the relative security of a stellar system, which comes from the police patrols of the controlling organization. Proximity to a large trade hub is often a good condition too. One must first survey a location and deploy a beacon, the latter will be used for various interactions. In this case, I use it to create a building site.
Deploying a beacon The builder then must pay upfront a sum to the controlling organization and a monthly fee. Not doing so is considered to be hostile toward the faction. The price is essentially dependant on the proximity to the star.
No fee, but the controlling faction will turn hostile It might be more profitable to build on the outskirt of a stellar system or in an unclaimed system, however, a feature under development will expand pirate's behaviors, and specifically extorsion, making security a significant factor. Building a space station is a significant endeavor, and requires a large supply of building materials. A construction site work as a temporary trade node, and traders will supply the station with the necessary goods over time.
An overview of the system
Colonisation was already introduced before as it was already implemented in the "abstract" galactic history generator. Until now, organizations were not expanding after this generation.
A colony ship traveling to a barren planet If the budget allows it, and if the organisation has the "new worlds" policy enabled, new colonisation projects will emerge. It essentially works like building space station , since colony ships are huge "XXL" sized ships. Therefore a construction site is created around the capital and the ship is slowly built but also supplied with food, water and building materials.
The player gets a mail about any colonisation project, as it represents a profitable opportunity. Once finished, the ship will pick up settlers at a chosen city and travel to the designated planet to establish a new city.
A new colony on a martian planet
---- This isn't yet the big devlog about cities, but it is coming along. A lot of work is also done on polishing the UI, imroving the AI and patching bugs
[ 2023-04-17 00:15:17 CET ] [ Original post ]
Building space stations
Organizations, including the one controlled by the player, can build space stations anywhere in the galaxy. The most valued locations to build a production space station are the one in close orbit to the star, as the latter provides essential solar energy. Another significant factor is the relative security of a stellar system, which comes from the police patrols of the controlling organization. Proximity to a large trade hub is often a good condition too. One must first survey a location and deploy a beacon, the latter will be used for various interactions. In this case, I use it to create a building site.
Deploying a beacon The builder then must pay upfront a sum to the controlling organization and a monthly fee. Not doing so is considered to be hostile toward the faction. The price is essentially dependant on the proximity to the star.
No fee, but the controlling faction will turn hostile It might be more profitable to build on the outskirt of a stellar system or in an unclaimed system, however, a feature under development will expand pirate's behaviors, and specifically extorsion, making security a significant factor. Building a space station is a significant endeavor, and requires a large supply of building materials. A construction site work as a temporary trade node, and traders will supply the station with the necessary goods over time.
An overview of the system
Colonisation
Colonisation was already introduced before as it was already implemented in the "abstract" galactic history generator. Until now, organizations were not expanding after this generation.
A colony ship traveling to a barren planet If the budget allows it, and if the organisation has the "new worlds" policy enabled, new colonisation projects will emerge. It essentially works like building space station , since colony ships are huge "XXL" sized ships. Therefore a construction site is created around the capital and the ship is slowly built but also supplied with food, water and building materials.
The player gets a mail about any colonisation project, as it represents a profitable opportunity. Once finished, the ship will pick up settlers at a chosen city and travel to the designated planet to establish a new city.
A new colony on a martian planet
---- This isn't yet the big devlog about cities, but it is coming along. A lot of work is also done on polishing the UI, imroving the AI and patching bugs
Antimatter
Geoffroy Pirard
Geoffroy Pirard
1970-01-01
Strategy Simulation Singleplayer
Game News Posts 20
🎹🖱️Keyboard + Mouse
No user reviews
(0 reviews)
https://www.facebook.com/akamarigames
https://store.steampowered.com/app/1343010 
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.
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. - Create and incarnate a character, define his physical and psychological traits, his education, characteristic and skills and his appearance.
- An universe generated and simulated across billions of years with a realistic accretion model of gas and dust.
MINIMAL SETUP
- OS: Linux
- Processor: Pentium 4 @1.5 GHz
- Graphics: AMD or Nvidia Graphics card with 512MB RAM
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