Falling Stars: War of Empires (Canceled)
Falling Stars: War of Empires (Canceled)
A 4x turn-based strategy game where players vie for control of the galaxy through politics, space warfare, exploration, and more.
A 4x turn-based strategy game where players vie for control of the galaxy through politics, space warfare, exploration, and more. Read more
About this project
Falling Stars: War of Empires is a turn-based strategy game where players vie for control of the galaxy through politics, space warfare, exploration, and more. Falling Stars: War of Empires contains a mix of traditional turn-based strategy mechanics, and "Euro" mechanics, to bring you fast-paced yet in-depth matches that can be finished in one sitting, or crafted to last for days. Our goal is to create a game where every decision you make has a large impact on the outcome of the game. Whether it be positioning your fleet to form a chokehold on another player, or deciding whether to barter with planetary inhabitants or conquer them, every decision matters. The game will be available on PC, Mac, and Linux.
- Choose from 10 different Strategic actions that can be used once per turn, each having 4 supplemental effects that are unlocked throughout the game
- Take part in the living economy of an empire, where commodities rise and fall with value based on the decisions of the players
- Manage diplomatic and trade relations with planets in your empire by choosing whether to barter with them or conquer them
- Gain trade advantages by conquering enemies of planets you have open trades with, while risking sanctions for attacking those planet's allies
- Choose carefully which technology advances you specialize in, and research special synergized technologies that combine the effects of 2 different technology trees
- Take part in tactical formation combat, where ships are ordered to protect those behind them, allowing your firepower time to take out the enemies ships
- Over 40 tactical actions can be played throughout the game, and are distributed at the beginning of each round. These actions are distributed randomly to each player, so other players can't see what you have planned
- Vote on more than 30 political agendas that can fundamentally alter the rules of the game, exhaust key planets, place ships on hold, or target a specific player to their benefit or demise
Team Game Variant - Players can team up against one another in this variant of game. You will start on opposite sides of the galaxy from your teammate, so each player is surrounded by two enemy factions. This will require precise coordination to win.
Two New Races - We will reveal two new races for you to play as, both having very unique strengths and weaknesses as well as their own lore.
Six Player Variant - This game variant will pit six players against each other instead of four. Calamity will ensue.
Galaxy Expansion #1 - If our kickstarter gets 250 facebook shares, we will create seven new planets and give players the option to expand the galaxy out even further.
Galaxy Expansion #2 - If we receive 250 facebook shares, we will add yet another expansion to galaxy, for those who are not afraid to commit to "The Long Battle."
Falling Stars aims to bring the playing field to life by allowing you to make strategic decisions such as how to handle planetary inhabitants, whether or not to work with rebel forces, and more. Each decision you make will either reward you or destroy you later on, so choose wisely!
Since most of you have played space strategy games before, I'll focus on what makes Falling Stars: War of Empires different:
Each game has its own unique set of cause and effect economics. Resources will shift in price throughout the galaxy based on the rarity, supply, and demand of that commodity. If a player decides to use a vast amount of carbon nanotubing for their reinforced ground troop armor, that resource will be more scarce and expensive for other players until it can be replenished. Likewise, if a resource goes unused for a long enough time, prices will drop and players must decide if it is in their strategic advantage to use those resources while prices are low.
Fiat currency it's also utilized in the game. Planets are rich in many resources, and the sum of those values are represented as that planets total value. This resource value is then used to purchase ground forces, fleets, technology, or sometimes even political influence.
Diplomacy and Bartering
The bartering system serves as a form of diplomacy and trade between you and the planets in your empire. Each planet may specialize in an industrial good such as fighter class ships, research and development which aids in technology advances, resources that can be used to sway the galactic market, or political influence that aids in securing political agendas. Maintaining these relationships is a difficult task.
Each planet also has a history of allies and enemies that has developed over the millennia. By conquering an ally of one of your planets, you risk receiving sanctions on your existing trades or having them cut off completely. This can be offset by laying waste to their enemies as well. Some planets may even increase their trades with you for defeating one of their foes. However, inhabitants can choose not to barter with you for a number of reasons. If you have already conquered them to exploit their resources, then they have no reason to work with you. If they already have a trade agreement with you and you decide to conquer them anyways, not only do you lose that agreement but any other planets you have trades with will have a 25% chance of breaking all ties with you as well for being untrustworthy. Players must choose carefully how they run their empire.
Rogue fleets also inhabit this galaxy with you. These are space pirates, so to speak, that roam around looking to loot your ships. But if you're a skilled enough negotiator (or in other words, have tons of cash), then you can bribe them into targeting your opponents. These fleets get stronger as the game progresses, so watch out for them.
The political system also affects the game in ways no other 4x game has done to date. You will vote on agendas every round, but the effects of these agendas are highly varying and can even alter the rules permanently! These can include rendering a planet unbarterable, disrupting all trade agreements for the remainder of the round, or simply voting to tax one of the players into submission.
The technology tree is built such that only 2 of the 4 trees can fully be researched throughout the course of a game. If you specialize in technology that aids in warfare and decide not to research other technologies, you will be able to unlock upgrades that will give you a large advantage over other players in battle. If you do decide to synergize your technology upgrades with eachother, then there are special tiers that combine the benefits of those two trees, warfare and exploration for instance, into one. So Dreadnaughts can have an afterburner installed that will allow them to retreat to another system, while also damaging enemies left in their wake. We plan on implementing over 35 technology upgrades at launch with 4 separate tiers. There will be 4 max-tier upgrades and 6 synergized-tier upgrades.
The strategic actions that players choose in the beginning of each turn offer a one-time effect whose purpose is to enhance your short term goals. If a player chooses to refuel for their strategy, then they can take players by surprise by allowing a fleet to move twice in a single turn instead of once. As you choose strategic actions, they also afford you more options the more you use them. These supplementary effects will grant more strategic options to you, but balancing which strategic action your situation necessitates with unlocking a supplementary effect later in the game will take much thought and skill.
Earth has been ravaged by wars and overpopulation, which ultimately leads a shortage of natural resources and vast uninhabitable zones. This has driven them to spend the majority of their resources on large powerful cargo ships capable of reaches the deepest depths of space so they can find a planet suitable for humans and the various life forms they want to preserve. If I didn't already spell it out enough, this will be the Exploration faction.
Colony of Gsudoon
The Colony of Gsudoon is a bug-like race that specializes in expansion, jumping from planet to planet until all of the resources are used up. They are the most difficult race to manipulate, as their telepathic communication can only be intercepted by those who receive an extremely dangerous brain implant. Needless to say, other races are not very quick to perform this operation on their more intelligent diplomats, therefore relationships with the Gsudoon are few.
The Uubariat, an influential and politically savvy race, is well known for their ability to manipulate situations for their own gain. This race excels at exploiting others through politics as well resource acquisition by using their superior "negotiating ability" to gain extra benefits from planetary barters. Rather than focusing their resources on firepower and ships, they tend to use their (vast) resources on espionage and blackmail.
Legion of Ryxe
The Legion of Ryxe are an honorable yet deadly race that excel in firepower and hand-to-hand combat. Their natural body armor, an organic material made up of hardened enzymes that are excreted during the adrenaline rush of battle, strengthens and thickens after every battle they encounter. Their military rank is measured by the size and shape of this armor.
Online Multiplayer and Single Player Campaign
The game will feature online multiplayer, as well as a single player campaign. The campaign will pit you against AI of differing strengths and throw you into unique scenarios that let you experience the lore of the game universe, as well as the variety of mechanics in the game.
Multiplayer will feature a match-making system that will pair you up with opponents of similar skill level. You can also choose to create private games that are only accessible to your friends. Our goal for multiplayer is to give players an experience that will constantly challenge them in a competitive arena, so balance of the different races, technologies, and actions is of utmost importance.
Falling Stars has a variety of units to choose from, each with a multitude of technology modifications so your fleet can be used to suit your strategic needs. Below are descriptions of each unit
Dreadnaughts are the most powerful ships in the game. With their ability to sustain more damage than any other ship, as well as deal more damage they are an expensive but unparalleled addition to your fleet.
Scout ships are highly mobile units that can traverse the map faster than any other ship in the game. They can carry one ground force, but their capacity is not very useful for ground invasions. The scout ships most useful upgrade grants it stealth capabilities. This is useful for adding unexpected fleets to a battle, blocking off an opponent’s retreat, or spying on an enemy’s technology advancements.
The Carrier ship specializes in carrying your army from system to system. Each carrier can hold up to 6 ground units and/or binary fighters, making it a necessary resource for ground invasions. You can also set your sights on a more explosive payload with the "Nuclear Transport" unit modification, which sacrifices carrying capacity for a nuclear strike that can be used on enemy planets.
A small and inexpensive ship, Binary Fighters must travel with other ships and provide great protection or extra attack during space battles. They do not count as a ship in your fleet allowing for mass production of this unit. A technology upgrade allows the Binary Fighter its own movement, making it a very fast and versatile unit.
Below are three of the pieces from our soundtrack: The main theme, the Terran Matriarchy theme, and the Colony of Gsudoon theme. Enjoy!
How your funds will help make Falling Stars a success!
Our team members are capable of taking on multiples roles in the development of Falling Stars, but there are still gaps. This is why we need your help to raise the minimum amount of funding necessary to bring this awesome game to completion.
We want to tie our concept art and in-game art together to give the most immersive and visually appealing game possible. To do this, we will need to spend a minimum 10% of our funds to acquire all of the assets we need.
Hosting and supporting a mulitplayer-online game is not cheap either. While we were savvy enough to get 1 year of free low-bandwidth hosting for development and testing purposes, this will not be enough to cover our costs at launch and we want to make sure our hosted environment is ready to go when people want to start playing!
About 40% of our raised funds will go towards polishing our in-game models, creating new UI's. Working on Falling Stars has been a passion of ours for a long time, and we believe that putting as much of our funding as possible back into the game will result in the best experience for both the players and developers.
Risks and challenges
Falling Stars has already been in development for over 2 years. While we are still working on polishing it off, the majority of the risk was already taken when we spent all of our time bringing this great game to the point it is! With our development experience, and artistic team, we feel extremely confident that this game will deliver on all of our promises.Learn about accountability on Kickstarter
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