How to read the documentation
- Gamers: how to play it
- Content and modding: how to add content, what exists
- Developers: how to develop hard-coded rules
This documentation is english/french. Feel free to translate.
To the End of The Universe is a simulationist game, that do not aim to be realistic but believable with mechanics that include population, civilisation, economics, industry, war, and political stability.
Sample of gameplays
- Make a republic that unite lots of independant planets in a peace though trade and exchange of ressource and security. Start with one planet and deal with other civilisation, invest resources and manpower to get influence on it until you include them in the republican institution.
- Make a galactic empire that unite lots of independant planets though force and try to impose its idealogy on everyone to ensure it's survival for milenias. You build a strong military industry and take over government, just to be able to impose security policy and propaganda.
- Make an independant star system with galactic force projection against an immense foe that holds hundred planets and endless forces, using diplomacy to be supported by everyone.
- Legend of Galactic heroes.
- Star war old republic.
- Warhammer 40k.
- Heavy inspired by Stellaris...
- Star system:
- Planet: owned by an empire, but influenced by others too.
- Population: use infrastructure to transform resources, growth over time. Is stable or not depending on technological change, diplomatic and economical influence and status.
- Infrastructure: development of a planet, that produce things, pollute, consumes other things.
- Logistic: move resources among planets so you can heavily specialize some planets and trade, generating military influence.
- Armies: used to occupy other planets to impose military influence.
- Fleets: used to move armies across the galaxy and destroy planetary defenses.
- Policies: implement policies that hold ideological influence and applies modifiers on the planet and empire.
- Manpower is the production: production is based on population, even the most developped planet cannot produce shit if it does not house a big population.
- Technology: technology solves problems of scaling and upgrade the player to next "tiers of space civilisation". Technologie should be a way to have a local edge on neighbors but has downside (investment, stability drop, etc.)
- Cohesion: history shows that there is no such thing as "a nation" in the long run for now: civilisation collapsed regulary though history, and current nation-state system will probably not last forever. We can show that by forcing the player the maintain cohesion and embrace change over time: planets may rebel against central state, population may migrate, war may cut empire in half, integrating other will shift culture. The player shall then follow a single planet civilisation. If this planet rebel against the rest of the empire, the player will follow it. Of course player may want to change to another planet in the influence of its civilisation.
- Planet: have their own identities: planets that are not "center" of a player have their own identity, influence and are influenced by other planets: trade, politics, war, law, migration, dependencies may shift who's in control of a planet. A planet may even be shared by several space entities under some circonstances.
By default, all mechanics are positive and have a positive influence on each other since it is advantageous, making the game easier. A strong negative influence between them will help making choice rather than having it all faster and faster.