The space strategy game being developed has its own page https://store.steampowered.com/app/1401110/Near_Sol A 75% discount will be available for Economica owners. Near Sol will be slightly more expensive than Economica. One of the main differences will be the appearance of factories. The economic cycle will be 1 day. There will also be changes in the social sphere. The POP-unemployed and POP-pensioners will disappear, a new pop - investors will appear (pop is a kind of citizens). A new state will appear - Mars and possibly some other state. Accordingly, there will be both domestic and foreign markets. States will not have their own AI yet. Now the social aspects of the game are being developed: migration, search for POPs of oneself (transition from one POP to another). Before that, the economic system was being developed. Therefore, write how you would like to interact with AI on these issues. The game is expected to go to very early access soon. So that you can see the economic and social features of the game and maybe improve something. Then the systems of ships and fleets will be refined. And on this the skeleton of the game will be completed and the most pleasant part will remain - the plot and the technology tree. Near Sol is a challenging game that will allow modders to create their own "Foundation" and possibly "Star Wars". Subscribe, stay tuned and help the developer with your competent constructive opinion). P.S. if you have any questions, do not hesitate to ask.
[ 2021-11-24 02:40:28 CET ] [ Original post ]
Well, now we have come close to creating a Space Strategy and are preparing to take the First Step.
I hope we will do this together with you and with your active participation in the development of the game.
All changes described in the title are available in a separate branch (steptox4).
So what has been done?
Changes in the types of citizens.
The so-called Pops-plants were removed and instead of them Workers appeared as a kind of citizens and Factories as a mode of production.
In the future, this kind of citizens as state workers will be united with ordinary workers.
Thus, state-owned enterprises (Shipyards, Military plants (if they are of interest to players) and infrastructure) will compete for workers with private factories.
Space engineers will turn into just engineers, and they will also be in demand by various enterprises.
(work on this is now underway, as well as on planetary provinces - where citizens will live instead of planets like now)
Factories screen
The factories screen opens in the GDP tab.
The second test state is Mars.
To test the international market, a second test state, Mars, was created. (it doesn't have AI right now).
But playing as Mars, you can build a number of factories - and make Mars rich again!
Mars owns the outer moons, and Earth has a colony on Mercury.
Export and Import.
Import is shown in red.
"Export and Import" and "Factory Screen" open in the GDP tab by clicking on the arrows.
Well, a question for readers and players. What types of citizens should live in a space strategy and what features are you interested in?
P.S. "Weak" user interface.
Now Unity templates are used as the interface (UI), which in 1-2 clicks can be replaced with a modern design. In the future, the Economy will inherit a beautiful UI from the Space Strategy (if it has one, I hope it will).
P.P.S. For the first time, modding was introduced in the game.
Now on Earth you can build 7 types of factories,
on Mars - 4, but on Mercury and the moons it is generally impossible.
If you want to create more production chains when playing for Mars, then these characteristics of the planets can be changed in the "Assets / mod" folder.
But don't make more than 7, because this can lead to errors.
To play for Mars, press the Mars button on the right.
[ 2021-02-12 19:16:16 CET ] [ Original post ]
First, most indicators have tooltips and don't forget about F1 for hotkeys, (F12 open guide)
Main Interface 1
https://steamcommunity.com/games/1215380/announcements/detail/1836845981247773708
Main Interface 2
https://steamcommunity.com/games/1215380/announcements/detail/1836845981254479889
Characters and labor automation
https://steamcommunity.com/games/1215380/announcements/detail/2118321591893768208
itizens Tab
https://steamcommunity.com/games/1215380/announcements/detail/3335421384228853890
Types of Pops and Economic Growth.
https://steamcommunity.com/games/1215380/announcements/detail/3297143333875062451
State Pops
https://steamcommunity.com/games/1215380/announcements/detail/2262443122800944183
Budget expenses
https://steamcommunity.com/games/1215380/announcements/detail/2414440242048603529
Budget revenues.
https://steamcommunity.com/games/1215380/announcements/detail/2414440242064578747
Elements of space game.
https://steamcommunity.com/games/1215380/announcements/detail/2540542299292725072
[ 2020-08-30 23:14:50 CET ] [ Original post ]
- New skybox. - Improved performance. - new more beautiful characters - some constants and formulas have been changed for better modeling. - a game guide has appeared. - Added statistics on inflation. - 7 years are now available in the demo version! This is enough to defeat the crisis! In the anti-crisis simulator, there are plans to add one opponent. Space strategy development has begun, with a first prototype dedicated to a new representation of planets, a new POP system and production is scheduled for publication in August.
[ 2020-08-03 10:44:09 CET ] [ Original post ]
Design of the Spaceship
begins with the determination of its length, width and height (in meters). This determines the usable volume that can be filled with components. Then you can determine the thickness (in millimeters). The thickness and material of the body determines its strength and mass. The size of the hull determines the number of tiles of which the hull consists if an enemy shot pierces the hull, one tile is destroyed. If the hull consists of 10 tiles and 1 is destroyed, then with a probability of 10% the enemy shot will not be delayed by the armor of the ship.
RCS
effective reflection area determines how well the ship is visible on enemy radars, missiles can be fired at maximum range of the target's visibility. But at such a distance, the accuracy of the guns is low.
Torpedo
determines (if clicked) how many torpedoes to load into missile launchers. While it is assumed that torpedoes inflict cumulative damage and are effective against armored, slow and large targets. And anti-aircraft missiles exploding at a distance of 100 meters from the target inflict multiple minor damage.
Radiator.
Spaceship components, such as radars, emit a lot of heat that needs to be removed.
Some components of a spaceship.
Hyper Exit System.
Every ship traveling in hyperspace must be equipped with a system of orientation and exit from hyperspace. (Except for fighters. Fighters also do not need a water recovery system)
Hyper Enter System.
Large spaceships create a transition zone into hyperspace through which the entire fleet then moves. Each large ship with a volume of more than 400 cubic meters must have its own Hyper Enter System and an operating nuclear power plant. A nuclear power plant is turned on only when the transition zone is created, the rest of the time it is turned off.
Spacecraft materials
the hull and each component of the ship consists of materials that are purchased before the construction of the ship. Purchased materials are initially delivered to the repository. If the warehouse already has the necessary materials, then they are not purchased.
Colonization.
To colonize a planet, a spaceship with a colony is needed in its orbit. Then you can click colonize and create POP. To create POP, 10 unemployed are required. In the orbit of an inhabited planet, the ship is refueled and replenishes its weapons reserves.
Resource allocation
planets located closer to the sun are richer in heavy resources such as iron and uranium, and planets located further from the star are rich in light resources such as coal and lithium. For more massive stars it is more pronounced.
[ 2020-06-25 08:30:00 CET ] [ Original post ]
Progressive income tax.
Let's consider the top line. Part of a citizen's income from 0 to 8 is taxed at 5%. On the right we see that it brings 12% of everything that gives income tax. If you click on the number 8, then you can replace it with another value. Income tax can be made flat. For this, progressive rate must be reduced to 1. Income tax is not levied on civil servants, as it is assumed that you assign them the optimal salary. When determining the tax, you can rely on the cost of needs (circled in green).
Emission
If you want to set a monthly emission, you can click on the number 100000 and change the value. And then click on "Yes". To cancel, you will need to click on "No".
Demurrage.
Trade button.
On it we see (top to bottom): the amount of monthly inflation, as well as the total amount of money, and the amount of money that is being circulated in the economy. And the difference between these values is money that people do not spend. For the taxation of money not involved in the economy, scientists suggest introducing a special tax - demurrage.
[ 2020-06-22 11:41:37 CET ] [ Original post ]
Salary tab
Here you can change the salary or number of employees (Hr button)
Salaries are assigned from 100% satisfaction of all needs. in this case it is 36.1
Social Income Tab
Help the poor
If the citizens income is less than this value, then the government pays the difference. Factories and plants can use the help of the poor to purchase resources as well.
State Dividends
This is basic income. Or it may be a prize for the prosperity of the state, for good performance overall. For the creation of a more prosperous and successful society. It is believed that such a prize can stimulate citizens to help each other more, share knowledge in the name of overall successful development.
Rules tab.
In the game, salaries to state employees and social benefits depend on the amount of 100% satisfaction of all needs. All these payments can be fixed with current values. This does not affect salaries in the private sector.
Sequestration.
If income is less than expenses, then the ratio of income to expenses is less than one. The government in proportion to this value reduces all payments.
[ 2020-06-10 02:28:22 CET ] [ Original post ]
In the game, state POPs include:
1. Unemployed and pensioners
- they receive unemployment and pension benefits
2. military and medical
- these POPs are created in the game in order to receive a salary from the state
3. State workers
- produce torpedoes, zenithal missiles, propellant and a reagent for a gas-dynamic laser. One state plant requires 100 workers. Twenty-one is the number of free plants. We have 2500 workers, which means 25 plants. Free plants can be distributed among military industries. Buttons ("+" and "-").
4.Space engineers
produce spacecraft at the space shipyard and at the ground spaceport. The space shipyard is located in space and requires 150 workers for full work. And ground spaceport requires 400 workers;
Hiring and Dismissal
By clicking on "Hr" you can enter the number of employees you need.
[ 2020-06-08 05:34:53 CET ] [ Original post ]
There are two ways to open the POPs tab:
In the Empire tab by clicking on Citizens.
Or click on an inhabited planet and select Citizens.
Types of POPs.
Resource POPs - these are farmers and miners.
Factories and plants
The plant in the game is a heavy industry enterprise, where the main work is performed by mechanisms and people only service and manage mechanisms. The factory in the game is a manufacturing enterprise, oriented to light manual, partially mechanized labor.
The limits of economic growth
POP can allocate 20-25% of its income (before taxes) to production growth. Factories in this case will buy more raw materials. What is the cost of raw materials in the price of goods more the less economic growth. since the factory needs to spend more money on raw materials. In addition to resources, plants should also buy mechanisms. Therefore, the growth of their production will be less than that of factories.
Inflation.
There is a certain amount of money adding that to the real economy we get economic growth, and the money added more than a certain amount will contribute more to inflation. The main cause of inflation in the game is the slow growth of plants. (with enough unemployed).
[ 2020-05-19 20:34:35 CET ] [ Original post ]
Let's open the tab
Employment
If we choose to stimulate employment, POPs will hire more people than needed to do the job, such as specialists in the field of "facilitation." If we facilitate layoffs, POPs will fire more people as needed.
We will forbid dismissal!
In real life, layoffs will still occur: for absenteeism, lateness, and the like. But the number of layoffs will be significantly reduced. Will the number of employees decrease, especially during the crisis? Yes, for various reasons, including retirement the number of employees will gradually decrease. And once a year after graduation, new unemployed, former schoolchildren and students in large numbers will be added.
In the Game
after the ban on layoffs, their number will drop sharply. Once a year, in accordance with this schedule, the game will calculate how many people leave the pop, including retiring. (that's about 3%)
Then the game will calculate how many people graduate from school and add them to the unemployed. When hiring, those POPs who pay a large salary hire workers earlier than others. Also, according to this schedule, the number of pensioners is calculated every year.
Politics in the economic simulator plays a decorative role
From this graph we can estimate the number of rich and poor people. communists correspond to the poor. nd liberals are half as many as rich citizens. That's all for today! Next time we will learn about the differences between POPs.
[ 2020-04-23 14:47:54 CET ] [ Original post ]
Characters can find a mate and give birth to children)
And now lets distract ourselves from the characters and analyze the game concept culture of mechanization in the game. It determines the number of mechanisms that 100 people can use. When the culture of mechanization is 5,000, this means that 100 people can use 5 mechanisms.
1 mechanism is equal in work to 2 people. Thus 100 people and 5 mechanisms produce as many products as 110 people without mechanisms. if you want labor productivity (the culture of mechanization) to grow, you need to appoint characters to the government.
Government
The President develops all technologies. Vice-President instead of the president, he deals with those issues in which the president understands the worst. The knowledge points of ministers are added to the resulting knowledge points.
Assign Leaders:
(well not appoint other ministers, because these positions are only for "beauty") so what has changed:
Instead of the president, the vice president now began to deal with engineering issues, as President understands worst of all in these matters The total points of the government are determined by the addition of the points of the president and ministers. Then these points are divided by 2. Farm productivity depends on knowledge in biology(icon "leaf"). Mine performance depends on knowledge of biology and engineering. The performance of factories and plants depends on engineering(icon "compass"). One mechanism has served a little over 8 years, it looks like a reduction in the number of mechanisms by 1% per month, due to various breakdowns.
Pop allocates money both for investments("I") in new mechanisms and for amortization of old ones("A"). The maximum level of mechanization in the game = 30,000. which corresponds to 30 mechanisms per 100 people. Thus, labor productivity can grow 1.6 times. But at the same time, if the player does nothing, the number of unemployed will increase. That's all for today! Next time we will see what is interesting in the "citizens" tab
[ 2020-03-30 12:33:18 CET ] [ Original post ]
Hello. This is the second game guide.
Today we will look at the main interface of the game.
We will try to get a complete idea of what the indicators of the main game menu. All of these indicators have tooltips.
The budget.
(consists of two buttons) Income is the budget revenue and percentage of GDP that the government takes. Expenses are budget expenditures and the ratio of budget revenues to expenses so that we can understand the size of the deficit or surplus.
The next part is devoted to GDP.
If a player does nothing then the size of GDP fluctuates slightly up and down relative to a steady level. Below we see the size of GDP per adult citizen and its absolute change. In this purely economic simulator, the number of people is virtually unchanged, so these latter indicators may not be very necessary.
Citizens
Here we see the total number of adult citizens, including elderly pensioners. And the number of unemployed.
Trade.
Here we see the amount of monthly inflation, as well as the total amount of money in the real economy(money supply), and the amount of money that is circulated in the economy. And the difference between these values is the money that people save and do not spend. if people do not spend money - GDP decreases Scientists propose introducing special taxation of money not involved in the economy - demurrage.
Interesting observation
To estimate the rate of inflation you can open the GDP tab and see the price of wheat without inflation, its price is 10.
That's all for today! In the next part we will look at the characters.
[ 2020-03-22 22:13:31 CET ] [ Original post ]
Hello, this is the first game guide.
Today we will analyze the Main Interface of the game. First, most indicators have tooltips and don't forget about F1 for hotkeys, But to get a complete picture of why these indicators are needed, this guide is intended.
Let's analyze the right panel as the lightest.
At the very top is the speed of the game.
(Hotkeys "+" and "-")
Quick save and load
"S" and "L" buttons - quick save and quick load S - save to file "Fast". L - load the last save.
Pauses
Big and small buttons "P" - pause and pause at the beginning of the month.
"All"
selects all spaceships in a given star system. This may come in handy if you sent a spaceship to the star system and you cannot find it there.
Hammer and flask is the military industry. Why a flask? Well this is a reagent for gas-dynamic laser. Button with english flag language selection. A button with a round arrow - rotates the camera down.
Screenshots (F10)
Screenshots are located in the [Game Folder]/Assets/Screen folder. In the next part we will continue to analyze the main interface.
[ 2020-03-20 21:45:17 CET ] [ Original post ]
- Human Universe Linux [84.58 M]
Use basic income, progressive tax, social payments, and if you don’t have enough money, print as much as you need!
Sociology and politics will not interfere with your economic experiment!
Inflation and deflation are unlimited!
If you run the game you will see growth the number of unemployed, the deflation that will accompany it.
I wonder if real GDP will slowly grow at the same time?
When you get tired of watching this, try something!
Future
2 DLС are expected.The first DLC(add Second Game) will be devoted to sociology, сharacters. Politics will affect gameplay.
The second DLC(add Third Game) will be devoted to relations with space powers, the mechanics of the game will be refined in favor of greater playability and improved graphics.
The result will be 3 games: Economic Simulator, Socio-Economic Simulator and Space Strategy.
Features
- Real 3D map of the nearest stars!
- Processor: Intel Core i3-530Memory: 2 GB RAMStorage: 200 MB available spaceAdditional Notes: Linux
- Memory: 2 GB RAMStorage: 200 MB available spaceAdditional Notes: Linux
- Storage: 200 MB available spaceAdditional Notes: Linux
- Processor: Intel Celeron G4900Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GT 1030 or equivalent
- Storage: 200 MB available spaceAdditional Notes: Linux
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