Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

4X StarLords3K - An on-line strategic 4X space game

mahks

Novice
Joined
Oct 18, 2013
Messages
16
Location
Thailand
Why would I create yet another 4X Space game?
Because all 4X I have played had poor AI and a lack of strategic & diplomatic scope.

I define strategy as the following :

Planning : This is a time element thing. Games usually permit a player to react fairly quickly to an unexpected situation. Fast reaction time eliminates the need for planning.

Logistics : Dealing with the logistics must not be onerous, but its effect has to be there so it affects decisions. This aspect can present many strategic opportunities, like cutting lines of supply, interdicting re-enforcements and the need for intelligence regarding it.

Intelligence : Lack of information can really add a lot of intrigue to a game. For this, fog of war is a must and it has to be persistent (what I mean is, if you have no assets at a location, you have little, none or old info about it).

Manoeuvre : Major & minor battles, feints, diversions, supply & trade disruption, siege, retreat, looting and scouting all add to strategic scope. Many games seem to devolve into placing the majority of assets in one big fleet and going on a rampage. Basically a FPS and about as far from the type of strategy I am talking about as you can get.

All these aspects of strategy are available in other genres, but rarely in a 4X.
So here is my answer to that :

StarLords3K - Game overview :
  • 4X space game
  • Browser based, runs only in firefox (UPDATE now 98% Chrome compatible)
  • Closed Beta status
  • Basic 2d graphics
  • Strong focus on grand strategy & diplomacy
  • No action, not a RTS & no tactical control
  • Role play possible
  • Not commercial, this will never be a pay to play. (it's my hobby)
snip-map5.png



There is an emphasis on diplomacy.
Much effort has gone into creating organic "situations" that evolve into diplomatic crisis. These come about from conflict between several realms of influence. These being political relationships, trade, military actions, resource access and a feudal hierarchy.

snip-2000.png


Trade is encouraged by a mechanism whereby the number of types of minerals governs the efficiency of your refineries and thus your limits to production of assets.
Since only a few mineral types are found locally you must trade with other areas to gain more mineral types.

snip-2019-02.png


The manoeuvre element is the fleet. Fleets move between stars by an instantaneous jump, but then must wait while the jump engine re-charges. This slows down the pace of the game, giving you time to plan. It creates the feel of a turn based game, even though it is a persistent universe.

snip-2020.png


Fleet movement may be automated.
  • Patrol routes may be created to look for enemies.
  • Gathering routes take minerals to stars with a refinery. This works kind of like railway tycoon.
  • Other routes may be configured to move new ships to the front, return the battle weary for R & R, etc.

The game is not played in "binges" (hours in a session) but in short play sessions. Think of a normal 4X that has its play session sliced into bits. This is by design, so that those with real lives may fit it into a busy schedule (or a fanatic gamer can play a session between all those other games) allowing them to play a deep, involving game even though "they have no time".

Fog of war is constant. If you have no ship or spy at a star you do not know what is there, you only know what was there last time you visited. This permits a "cat & mouse" situation, where cunning can win out.

Building assets takes a long time. This creates pressure to plan, as you cannot react immediately to a new threat by "popping out" fleets of new ships at a moments notice. You can build & assign additional builders to speed up a project, but there is cost there as well.

snip-2040.png


A large selection of technologies are available that affect all aspects of the game. There is no "tech tree" you just research the areas you want an advantage in. you may choose to be mediocre in all or focus on a few that complement your overall strategic direction.

snip-2050.png


There is a robust economic model that provides many ways to gain income and many ways to lose it. Taxation, tribute, piracy, export contracts, asset support, salaries are some of the factors.

snip-2010.png


In the beginning you manage all aspects, but as your empire grows you may opt to do less micro-management and automate repetitive tasks.

snip-2061.png


The game progresses though stages; exploration, build-up, contact and then the core game play begins with diplomacy, trade & conflict.

There is a play through of a typical 1st session on the website. The game begins slowly as you are mostly exploring and colonising, so the video may be a bit boring. Any suggestions on how to present a "cerebral" game and not make the presentation boring?

This slow start is intentional as the game is complex and is designed so that a new player is not overwhelmed and has time to get his bearings.

http://www.starlords3k.com

We need a few more play testers, pm me if interested.
All feedback is welcome.
 
Last edited:

mahks

Novice
Joined
Oct 18, 2013
Messages
16
Location
Thailand
Update :

2 new options now available :
- Design your own ships
- Negotiate treaties with Independent stars (NPCs)

Now 98% working in Chrome, just some issues with canvas.

Graphics marginally improved, I updated the images in post # 1

Tutorial re-done, simplified, got rid of the videos, now text pop-up based. Could use some new blood to test the tutorial...
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,346
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
If your goal is to prevent players from getting too strong a bonus by logging in often, why not just make the game turn based?
Neptune's Pride had a TB mode which worked well actually.
 

mahks

Novice
Joined
Oct 18, 2013
Messages
16
Location
Thailand
Wanted for the game to be persistent, but have a turn based feel. Seems to have been successful.

Most of the above posting are from a few years ago. The game has matured a great deal.
 

mahks

Novice
Joined
Oct 18, 2013
Messages
16
Location
Thailand
The episode "Mercatus Volgus Ubivis" has begun.

New game features:

Dogfights : Takes place during short range combat by fightercraft
Thrusters, Generators and Ion Cannons : Only usable on Fighters & Interceptors
Civil Markets : Similar to black markets but deal in legal goods
Luxuries : Demand now based solely on each star, rather than realm
Civil Defence Fleets : Replace tribute ship building. CDF's build automatically based on habitat level
Monuments : May now be dedicated to science, fertility, productivity or shipping. This results in bonus output
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
Now, when you say "online" and "browser based", do you mean that it runs in a browser because for various reasons like compatibility with multiple platforms, you coded it for browsers, or do you mean that it's an actual online game in which you battle other players? Is this more like Utopia, or more like Don't Shoot The Puppy?
 

mahks

Novice
Joined
Oct 18, 2013
Messages
16
Location
Thailand
It is browser based, runs in firefox, chrome and the chrome clones. The game is not Android compatible, but the comms, manual and forum are somewhat functional in android.

Not sure what you mean by "actual online game"
It is HTML/javascript and you can battle other players.

"Don't Shoot The Puppy" and the several Utopia games I found are not really comparable.

You may be able to get an idea of the game style by viewing the slideshow on the homepage: http://www.starlords3k.com
 

mahks

Novice
Joined
Oct 18, 2013
Messages
16
Location
Thailand
The episode "Partes Facere Totam" will begin on September 11th 2020.
If you have never played and wish to join in, please begin the training game now so you can join the above game with some knowledge of the mechanics.

New game features:

New Structures :
  • Crafter - Crafts components
  • Power Station - Higher level structures now require power
  • Slave Market - Provides workers, but increases rebel activity
  • Training Base - Increases experience of ships at the star
Components : A new asset type :
  • May be used to reduce costs of building structures, modules and ships.
  • Should provide a comparative advantage to lords that invest in their research.
Misc :
  • Tradebases have been removed in favour of the more universal "Sector Markets".
  • Lords may now enrol officials for extra training at foreign academies.
  • Shipyards, assemblers and academies may now be dedicated to a single output, reducing time and costs.
 

Naraya

Arcane
Joined
Oct 19, 2014
Messages
1,513
Location
Tuono-Tabr
Even though I'll never play it since I am not into this type of games - your effort is worth a salute, friend. Good luck with your project! :salute:
 

mahks

Novice
Joined
Oct 18, 2013
Messages
16
Location
Thailand
The episode "Novus Contractus Artis" has begun.

New game features:
  • Civil goods markets replaced by "Goods Contracts".
  • Support costs for ships reduced.
  • Convoy type fleet removed, replaced with Supply Base type.
  • New comm channel consolidates intel from foreign realms.
  • Imperial fleets no longer garrison guild stars.
 

mahks

Novice
Joined
Oct 18, 2013
Messages
16
Location
Thailand
The episode "Quis est lupus inter oves" has begun.

New game features:
  • Dossier of known intel for each opponent
  • Dilemmas at more stars
  • Imperial stars may now delay/search fleets
  • Goods contracts for independent stars
  • New agent ops :
    - cause service worker strikes
    - cause increase in piracy
www.starlords3k.com
 

mahks

Novice
Joined
Oct 18, 2013
Messages
16
Location
Thailand
The episode "Invenire Vermis Foraminis" will begin soon.

If you wish to participate, join the training game now to learn the basics.

New game features:

- Ships may now be retrofitted to another design.
- You may now change your victory path at any time.
- New diplomatic options: subsidy transfer, supply and repair agreements.
- Agent operations now have more depth.

www.StarLords3K.com
 

mahks

Novice
Joined
Oct 18, 2013
Messages
16
Location
Thailand
JarlFrank , Sorry about that.
It is a strategic game. It is hard to combine the two in a multiplayer game.
Tactical requires either both players being online at the same time or a turn based approach.
Both did not fit into the strategic design.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom