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Dev Update #20: Better Races and AI
Last update introduced population races and this update brings this mechanic a few steps further. Now, after the player captures a location, the population race stays the same. In order to change the race at a given location, youll have to go to the population manager (which is another new feature) and manually convert it to a new race. This process comes at a cost: some amount of energy is required during the conversion and you only end up with 70% of the original population at the end. Players dont have access to all races at the beginning of the gameyoull have to discover them by capturing locations with different races. If two locations have different races then you cant transfer population as easily between those two locations. Every such transfer comes with a 50% population cut. For example, if you want to transfer 10 population to a location with a different race, the target location will only receive 5 population. Finally, I added another race called Mollis. Mollises are great at harvesting minerals but all of their construction takes extra time. They also have a combat bonus against humans. With this addition the game is at four races that force the player to use different strategies during the game. The plan is to add two more races in the coming months.
With new mechanics being added, game AI quality has been deteriorating, so it needed an overhaul. The game is at the early stage of AI 2.0, if you will, but it already comes with some real improvements. One of the bigger changes has to do with AI being aware of the supernovae. Gone are the battles when an AI player would transfer population to a blue giant a couple of turns away from exploding. AI has gotten a lot better at transferring minerals. Theres still a lot to tune but now all locations that are in dire need of minerals have a better chance of receiving them from neighbors. This is particularly important for space stations that cant generate minerals.
[UI] I added a new popup over the turn count that shows what the goal of the current game is. [GRAPHICS] I tuned some post-processing and brightness effects for a better look. [GAMEPLAY] Rate effects during random events are more severe now. [MUSIC] I added four more beautiful tracks to the soundtrack. Originally published on Vasinov Games.
[ 2019-02-21 19:30:04 CET ] [ Original post ]
Build 0.12.0 is out on Steam! This update has lots of little changes that dramatically improve gaming experience. It also just dawned on me that Ive been sharing public Eons of War updates for 20 weeks now. I think its the longest streak of writing Ive ever done. Kind of neat :)
Better Races
Last update introduced population races and this update brings this mechanic a few steps further. Now, after the player captures a location, the population race stays the same. In order to change the race at a given location, youll have to go to the population manager (which is another new feature) and manually convert it to a new race. This process comes at a cost: some amount of energy is required during the conversion and you only end up with 70% of the original population at the end. Players dont have access to all races at the beginning of the gameyoull have to discover them by capturing locations with different races. If two locations have different races then you cant transfer population as easily between those two locations. Every such transfer comes with a 50% population cut. For example, if you want to transfer 10 population to a location with a different race, the target location will only receive 5 population. Finally, I added another race called Mollis. Mollises are great at harvesting minerals but all of their construction takes extra time. They also have a combat bonus against humans. With this addition the game is at four races that force the player to use different strategies during the game. The plan is to add two more races in the coming months.
Better AI
With new mechanics being added, game AI quality has been deteriorating, so it needed an overhaul. The game is at the early stage of AI 2.0, if you will, but it already comes with some real improvements. One of the bigger changes has to do with AI being aware of the supernovae. Gone are the battles when an AI player would transfer population to a blue giant a couple of turns away from exploding. AI has gotten a lot better at transferring minerals. Theres still a lot to tune but now all locations that are in dire need of minerals have a better chance of receiving them from neighbors. This is particularly important for space stations that cant generate minerals.
Other Changes
[UI] I added a new popup over the turn count that shows what the goal of the current game is. [GRAPHICS] I tuned some post-processing and brightness effects for a better look. [GAMEPLAY] Rate effects during random events are more severe now. [MUSIC] I added four more beautiful tracks to the soundtrack. Originally published on Vasinov Games.
[ 2019-02-21 19:30:04 CET ] [ Original post ]
Eons of War
Vasinov Games
Developer
Vasinov Games
Publisher
2022
Release
Game News Posts:
33
🎹🖱️Keyboard + Mouse
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Epic Turn-Based Star Battles
In this turn-based grand strategy game you take control of an advanced civilization in an ever-changing galaxy. Build energy spheres, resource harvesters, and ring worlds to grow your economy by collecting star energy, mining asteroids, and expanding your population.
Learn how to thrive in an evolving battlefield with new stars being born and old ones going supernova, asteroid fields depleting, and hyperspace tunnels being built by you and your opponents.
Capture mysterious space stations and research new technologies to dominate the battlefield.
Follow a procedurally generated story in the single-player campaign or battle AI and your friends in custom multiplayer arenas.
FEATURES
- Build your star empire: take control of an advanced civilization and build mega-structures like hyperspace tunnels, energy spheres, and ring worlds. Develop your economy by collecting star energy, mining asteroids, and growing your population.
- Experience the cycle of stellar evolution: new stars are born and ancient ones turn into black holes, white dwarves, or dust over tens of millions of years—all within a single battle!
- Explore star systems: create a system of hyperspace tunnels to nearby stars to conquer them.
- Research new technologies: capture mysterious space stations to make strategic decisions about your civilization's research.
- Unique stellar mechanics: learn how to thrive in an evolving battlefield with stars going supernova, asteroid fields depleting, and new hyperspace tunnels being built by you and your opponents. All stars are procedurally generated based on real physics. Luminosity, mass, and energy output change in accordance with star properties.
- Single-player campaign: follow a procedurally generated story of an advanced civilization spanning millions of years and dozens of stars.
- Hotseat multiplayer: play on the same computer with up to four friends.
MINIMAL SETUP
- Processor: AMD Athlon II X4 640 @ 3.0 Ghz or Intel Core 2 Quad 9400 @ 2.66 GhzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: AMD HD 5770 or Nvidia GTX 460 with 1024MB VRAM
- Storage: 1 GB available space
- Processor: AMD Phenom II X4 850 @ 3.3 Ghz or Intel i3 2100 @ 3.1 Ghz
- Graphics: AMD HD 6850 or Nvidia GTX 560TI with 1024MB VRAM
- Storage: 1 GB available space
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