----This is the first part of a series of Devlogs on cities, regions, and industries. There is too much to write about, hence the division. ---
Here is an overview of the planet. We start at a date just after the universe's generation.
The entire planet surface of the planet (pre-explored for your convenience)
The northern region where the city of Drumin stands, with its claimed territory.
The city of Drumin has no industry to speak of, probably a city of despisable tree-hugging beatniks living in self-sufficiency.
Can we bring them to the heavenly light of heavy industry and consumerism? Let's see...
Its capital region, Savas has 12 000 inhabitants, and the entirety of its economy relies on subsistance.
Savas in the game represents an entire region, or hexagonal tile, on the planisphere.
Here we have all our existing industries and developments. Some are created naturally like "Wilderness" and others are human-built or indirectly created (ruins).
The subsistence "industry" is simulated like any other "industry" present on the tile. For example "Wilderness industry" is a simple one that evolves according to climates, biodiversity dynamics (flora), and the influence of other "industries".
The subsistence "industry" is created by default on a pre-industrialized generated city. If a population remains unemployed, it will slowly build subsistence slots for free, and draft jobs to the "industry".
It aims to provide a minimal standard of living, with vital and basic needs such as housing, food, water, furniture, clothing, but also building materials. The profit is distributed entirely to the workers, and often the worker will buy back the entire production. The subsistence profit per worker also serves as an implicit minimum wage, no one will work for an employer if living on subsistence brings more revenue (ahem...).
While subsistence is created naturally, the "industry" relies on a lot of factors, not all subsistence slots are equal across the different regions. Subsistence in a lush forest, with a coastline and natural resources, will fare much better than in a heavily urbanized/barren region where the only game to hunt is sewer rats. A subsistence economy can even create excedent production for export or domestic uses.
As such, fishing, hunting, gathering, farming, water extraction (from aquifer or coastline), production of furniture and even scavenging from ruins are simulated.
Even though subsistence is capable of operation without any input, this "industry" has some optional inputs that will increase productivity, if available in good supply.
Therefore, the best approach to careful and self-sufficient industrialization is to first expand the tool industry and supply energy.
About a quarter of the population is capable of working, this value can change according to policies.
The working population is generating a taxable :'-( income. It serves to pay for vital needs (in priority), basic needs, and luxury needs.
We see that no saving is being made across the population, but they sustain themselves pretty well.
A good chunk of the income (16$/year) is spent on food. Nothing on luxury goods.
The value of money : note that money doesn't have a fixed value in terms of actual wealth, the simulation drives the inflation/deflation accordingly and most products don't even have any base value.
Path to industrialization ?
Drumin has a healthy subsistence economy, and 2 rich coal deposits to the northeast and east, but no significant iron deposits. Coal can be used to fuel a power plant, and to produce iron bars (with iron ore). The best way to produce tools is with wood and iron bars, but they can also be produced from wood and stones, so even if the importation of iron ore is impossible, industrialization is still viable. --- The next devlog of the series will follow shortly ---
Antimatter
Geoffroy Pirard
Geoffroy Pirard
1970-01-01
Strategy Simulation Singleplayer
Game News Posts 20
🎹🖱️Keyboard + Mouse
No user reviews
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https://www.facebook.com/akamarigames
https://store.steampowered.com/app/1343010 
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.
- OS: Linux
- Processor: Pentium 4 @1.5 GHz
- Graphics: AMD or Nvidia Graphics card with 512MB RAM
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