About this project
Empire Deluxe is a game about taking cities. Starting with just one, the city enables a commander to produce units. These units in turn can directly attack or support the attack of more cities. Your imperialistic desires are not satisfied until you have taken every city on the map.
Then there is an added complication:
There can be multiple opponents with the same goal. You cannot work with them to capture all of the cities. They don't want to work with you. You must work against them. You spend a good amount of time preventing them from taking your cities, and you try your best to capture their cities.
Additional rules can be added to the game at your discretion. The games can range from simple to moderately complex in nature, being small affairs or large epic conflicts, depending on how you configure the game.
Examples of some of the different ways you can set up a game:
- Sighting/Exploration - Have the full map revealed and know where all units are, or make it a mystery you must discover
- Number/Types of Players - Add players, both human and AI
- Choose a unit set - Work with the simplest of units, to just take cities, or add submarines, aircraft carriers, artillery, engineers, spy satellites and even nuclear missiles..
- Buy Points - start the game with a set of buy points to insta-build your force at the game start
- Production Rules - Enable penalties for creating to much, have cities specialize in building a unit type or how efficient they are.
- Supply - Exploit resources on the map to use for faster and more efficient production
- Maps/Scenarios - use predefined maps and scenarios to approach a game from a different perspective, or configure the random map generators to make a certain map topography for you
- Alter Victory Conditions - change the challenge so that victory is achieve through regicide or a capital kill, or perhaps taking over a number of specially marked cities.
If working within the box is not enough, you can also modify the game with new and unique sets of units, use your C# programming skills to make a new computer player (or make adjustments to the current ones), build your own custom map generation, and even change all artwork in the game.
The game itself is now in its fifth decade of existence, based on Walter Bright's "Empire, Wargame of the Century”. Originally a Unix Platform game in the 70's, Bright and programmer Mark Baldwin developed a PC version of the game, which was published by Interstel.
Mark Baldwin and his development partner, Bob Rakosky, took the game concept and added further ideas to the game and released the game Empire Deluxe in 1993.
The release of Empire Deluxe was when the most modern concepts of the game were formed. With a maximum map size of 250 x 250, Empire Deluxe introduced three game sets and rules:
The Basic Game – designed to satisfy the simplest of play as an introductory set of units.
The Standard Game – Designed as a bridge game to introduce some new rules and concepts, such as the novel idea of map exploration, and reminiscent of Interstel Empire play.
The Advanced Game – an extremely well balanced and elegant unit design with some additional rules.
About a decade later, in late 2002, as an obsessed fan I acquired the rights to Empire Deluxe, and produced two separate versions :
Empire Deluxe Internet Edition: Very near a direct port of the 1993 Empire Deluxe.
Empire Deluxe Enhanced Edition: Additional units and rules for the game, much more modifiable access, and unlimited size maps.
Now, fifteen years after that and nearly fifty years after the journey began, there will be a new version of the game, Empire Deluxe Combined Edition.
So What Makes Up Empire Deluxe Combined Edition?
The Combined Edition keeps the Basic, Standard and Advanced unit sets as they have always been, and tweaks the the Enhanced set, allowing users to pick and choose the rules and victory conditions they wish to use.
Add to this recipe Hotseat/Email/Network multiplayer capability, along with the ability to modify how maps are made, how the AI behaves and even what Units do in the game.
Written in C#, using the Unity Engine, Map Making and AI code can will be open sourced and so that it can be modified by those interested. One of my goals is to make AI development easier than in the previous versions.
Over the period of this Kickstarter Campaign, there will be detailed explanations of the rules, the units, the victory conditions, the modification possibilities, some streaming play of the actual game, and a few other surprises. It is my goal that you are familiar with many aspects of the game before the campaign ends.
The game will most likely retail for $20 USD, so this is your opportunity to get involved at a discounted price before it is available for release. Beyond the participation tiers for this kickstarter, more likely than not there will be no stretch goals...though you never know.
Being a Unity game, I hope to initially release on Windows/Mac/Linux. The game has been developed with the hopes of migrating it towards iOS and Android as well.
Who Has Developed This Game?
I am Mark Kinkead. I am Killer Bee Software.
I started out as a simple fan of the Empire Series. As with many people this started with Interstel Empire on the Atari ST. I spent way too many nights playing that game. I lurked the bulletin boards and downloaded map packs and played them all. I was very thrilled in 1993 when Empire Deluxe came out, and saw a unique characteristic about that game and another called Breach II at that time – this was the fact that you could create your own maps and scenarios for the game. Again, I spent endless hours searching for maps and playing them all. It was then that I started the Maps and Scenario pages for those games. I participated in tourneys and email contests with other enthusiast.
After it became apparent that the game was going to disappear, in 2002 I had contacted Mark Baldwin and secured the rights to Empire Deluxe and another favorite game he developed, the Perfect General. I then release Empire Deluxe Internet Edition, and the follow on Empire Deluxe Enhanced Edition. After 15 years I have supported the games Empire fans still play today.
Killer Bee Software is essentially an organization of one. I was Indie before Indie was really a thing. I do not have multiple developers, artists, and customer support people. Though I have dedicated part of my life to the game, time and budgeting are tight. My hope is you can see through the imperfections that this inevitably causes, and see the near simple perfection of the game itself, and agree with me that it is important that the game be sustained. My main goal has been and will be, to keep people playing the game, and experiencing an immense satisfaction when they do.
So Please Spread The Word! Please Consider Participating!
Thank you for your consideration.
Risks and challenges
I have tried to mitigate the potential risks for backers by spending my own time up front to develop the game, which now is in an initial BETA state and is being looked at by a handful of individuals. However, if unforeseen circumstances absorb my time (personal issues, bus accidents, etc. ), there could be project delays, as I am a software development house of one. I am maintaining a small window between this campaign and final delivery to minimize such risks.
Being an experienced Software Engineer, I have taken steps to make sure the source code for the project can be recovered if unforeseen disaster occurs.
As I believe most of my customers to this date can attest, I try my best to deliver what I promise in a timely fashion with above average care, and have done so for the past 15 years under the name Killer Bee Software.
If a giant mysterious meteor hits the Earth or the Zombie Virus gets out of control, all bets are off.Learn about accountability on Kickstarter
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