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Grand Strategy Alliance of the Sacred Suns - character-driven space 4X/grand strategy game

vean

Scholar
Joined
Jan 3, 2016
Messages
296
https://allianceofthesacredsuns.com




https://af.gog.com/game/alliance_of_the_sacred_suns?as=1649904300

Found it browsing for 4x games to steal ideas from for my game.

Seems kinda interesting. It's a 4x with a similar theme of space empires like EotFS. There's a previous version that's free and this new one that's being developed in Unity.

new-trade-view-3-22.png


Pros:
* The UI looks pretty nice by 4x standards
* No space bears from what I can tell
* There are people and you can interact with them, CK2 style
* It's complex but players can only make a certain amount of actions per turn, so it should play reasonably quickly
* It's own thing rather than the millionth clone of MoO
* It's free (is it?)
* Unity
* One developer

Cons:
* Unity
* One developer

https://imperiagame.wordpress.com/media-page/

https://www.youtube.com/watch?v=IaLunW37ibU

https://sourceforge.net/projects/imperia/
 
Last edited by a moderator:

Dzeus_PL

Barely Literate
Joined
May 8, 2016
Messages
2
downloading right now. sounds like my kind of autism.
on what engine was the older version made?
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Grand strategy of space empire where you are a character in a game. An ambitious game from a sole developer.



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You can buy pre-alpha: https://texashawk76.itch.io/alliance-of-the-sacred-suns

Alliance of the Sacred Suns (AotSS) is a game unlike many that you have ever played. It is foremost a grand strategy game, with 4X elements, but also character and House management. We call it a 5X – the 5th ‘X’ being ‘eXist’. You are a character in AotSS, and if you die, the game ends… so tread lightly, your Majesty!

Main Features:
  • Top – level management – you have Action Points that are finite and vary from turn to turn. You can do anything, but you can’t do everything
  • You are the Emperor – you are a character in a game that has hundreds that you will interact with. If you die, or are deposed, the game is over
  • Multiple layers of strategy – from a traditional 4X-type (exploring and scanning new systems, colonizing planets, establishing outposts, building militaries and trade) upwards to developing your Great House and managing the other Houses that all have specialties that you can only take advantage of if you are on friendly terms with them, to discovering and reaching out to other breakaway human civilizations, to your ultimate goal of uniting the Celestial Empire against a final attack by humanities’ oldest enemy, the Xyl
  • Dynamic character relationship model – you can affect your relationships with Actions that you can take against characters, from giving a speech to challenging them to having them executed. Of course, they have relationships with others in the game too, so consider the knock-on effects of anything you do…
  • Great and Minor Houses – Houses limit what you can do as Emperor. Houses own territory, armies, etc. and if you piss them off, they may even try to usurp the Empire. Build alliances to allow characters with special talents and traditions to develop the Empire the way you want. For example, if you want a strong economy, you need good miners to ensure your factories run at full capacity, so you’ll want House Ilioaia (who has a strong mining tradition) on your side so you can appoint their members as viceroys of high-mineral planets… and so on
  • Don’t micromanage, create a Project! Unlike traditional 4X games, you don’t make build queues, you create Projects to get things done, from colonizing a planet to throwing a celebration to upgrading a logistical region. You must assign an Adminstrator who gains power and influence from this post, and determines how smoothly your project will go! Assigning characters to Projects is a great way for them to earn power and influence… but take care that they do not gain too much, especially if they are of a House that hates you…
 

Blake00

Learned
Joined
Oct 1, 2020
Messages
277
Location
Australia
Only just heard about this project (that seems to have been doing public betas for years) when I saw it's kickstarter campaign.. looks like an interesting attempt at being different from regular Master of Orion like 4x space strategy games by focusing more on you the emperor.. feels kinda of like a 'Dune - Padishah Emperor simulator' managing those pesky greedy disobedient houses haha! Planetary management looks interesting, those separated regional environments and developments remind me of MOO3. A simple thing but I also love how the planets moons just swing past the camera while you're managing the world. Haven't seen any space battle footage so I dunno how that's managed. It's kickstarter period is over half way through but it's not even at half funded which is a bit worrying. It's been worked on for many years and seems so far along so hopefully the project would survive a KS failure.



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Hooded Horse

Hooded Horse
Developer
Joined
Oct 6, 2020
Messages
27
Hi everyone!

Stopped over here to answer a question on the Terra Invicta thread, but was excited to see this thread devoted to Alliance, and thought I'd provide an update.

First, as background, my profile here was set up with the developer role listed under Pavonis Interactive. I do work for Pavonis and am the producer on Terra Invicta. But I also run Hooded Horse, a game publishing startup devoted to complex strategy, simulation, and role-playing games.

Hooded Horse signed a publishing deal with Alliance of the Sacred Suns in January, and they then cancelled the Kickstarter. Here's the Kickstarter update from the developer, KatHawk studios:

"I am excited to announce that Alliance of the Sacred Suns will be published by Hooded Horse Inc., with guaranteed funding of $300,000, 10x our Kickstarter goal. Hooded Horse is also the publisher of Terra Invicta, another upcoming space strategy game, and we are over the moon about having the funding and resources to make Alliance reflect the vision we had for the project so long ago."

We just recently had a preview in Explorminate--they were given access to the current build, and wrote a detailed article:
https://explorminate.co/alliance-of-the-sacred-suns-preview/

And here's the gameplay traiiler:
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Demo is released. Proabably on the occasion of Dreamhack or something.




Also there was E3 trailer from the publisher, showing all of its three space games:

 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,508
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/uk/dune-mee...s-space-strategy-alliance-of-the-sacred-suns/

Dune meets Crusader Kings in ambitious space strategy Alliance of the Sacred Suns
It's a slow-burner, even if the UI will hurt your eyes.

Emperor Gary Spacetimes is in a heap of trouble. Not only has he inherited the Imperial Space Throne at the tender age of 18, but soothsayers across the galaxy are predicting complete civilisational collapse within the next twenty years, as resources grow scarce and planetary populations reach breaking point. Gary’s only hope is to reunite the six great houses that form the backbone of the Imperium. But those houses have designs of their own and, if Gary isn’t careful, his reign won’t last two years, never mind twenty.

Such is the premise of Alliance of the Sacred Suns, which is what you’d get if you crossed the novel Dune with Crusader Kings and then beat the resulting hybrid to death with a kaleidoscope. It’s a game with grand ambitions and plenty of ideas, but a few of its design decisions left me a little concerned for the final product.

While Crusader Kings is the most obvious comparison point for Alliance, there are a few major differences between the two games. For starters, Alliance is turn-based rather than real-time, which means the game has a very different flow compared to Paradox Interactive’s grand strategy. More importantly, there’s no dynastic element to Alliance, no passing of the torch between rulers and heirs, and no choices regarding the role you play in its universe. You are the Emperor, whether you like it or not, and you’ve got one shot to prevent galactic civilisation as we know it from crumbling into space-dust.

A game of Alliance starts off with you creating said Emperor. You give them a name, choose a portrait to represent them, and assign a House 'tradition', which determines your prowess in areas such as farming, academia, and energy production. The game then proceeds to an overhead view of a galaxy map, split into several constellations somewhat confusingly known as “provinces”. Each province comprises multiple star systems, which in turn contain various planets ranging from lifeless ice-balls all the way up to resource-abundant Super Earths.

Initially, you’ll only control one or two planets directly, known as your holdings. While you can acquire more, and it can be prudent to do so, that isn’t really the point of Alliance. Your ultimate objective is the integrity of the Empire as a whole, achieving which requires a more nuanced approach than making naked land grabs for personal gain.

Successfully managing and expanding your empire involves a delicate mixture of diplomacy, intrigue, economics and military might. Moreover, you must take care in what you choose to prioritise. You only receive a handful of action points per turn, and it’s frighteningly easy to burn through them. On the second turn of Gary Spacetimes’ reign, I was bombarded with calls for attention by various figures throughout the empire, ranging from House Heads asking for resources, to random courtiers wanting to “spend time” together. I naively tried to heed all these calls, not realising that simply reading some of these notes costs an action point. By the time I’d finished, I’d burned through all my AP, leaving me unable to enact any of my plans for the turn.

Although this was annoying, it taught me the first rule of running an Empire: learn who to ignore. There will always be more problems than you can effectively deal with, so you need to focus on what needs to be done, what can be most realistically achieved, and what will best benefit both you and the Empire.

To that end, one of your most important goals is surveying the political landscape between you and the other Great Houses. Your relationships with the various houses don’t start off equal. Some will be friendly or indifferent toward you, while others will have vendettas or may have even sworn vengeance against you.

The reasons for behind these vendettas are not made clear by Alliance, which is a shame, but it also doesn’t matter. The point is they don’t like you, which will affect your approach to uniting them (though sometimes vendettas can be resolved simply by saying sorry, which is nice). Friendlier houses can be brought into the fold with compliments, support for their projects, and the occasional bribe. These House Heads can then be stuffed into the Galactic Council, where they can influence votes on issues such as whether to cap domestic spending, or whether to curtail the Emperor’s power.

More belligerent houses are trickier to deal with. If you’re powerful enough, you could simply force their house leader into exile or remove them for their post. But it’s unlikely you’ll be able to do this early on. In which case, a subtler approach might be required. Like Crusader Kings, Alliance has an entire system dedicated to subterfuge, which revolves around characters known as “Inquisitors”. These interstellar spies can be dispatched into rival houses to covertly monitor their activity or perform heavier handed actions such as assassinations. Alternatively, Inquisitors can be used to unravel the plots and schemes of other houses, the information from which can be used to have conspirators arrested, thereby removing them from the power structure.

But the most effective way to influence houses of all stripes is simply giving them things to do. Expanding the Empire is achieved through Projects, which include scouting new systems, colonising planets, and building new infrastructure like trading hubs. Each Project is overseen by a project leader of your choosing, and is supported by three 'Contributors' who excel in a relevant field of expertise. Completing Projects increases the Power of both the Emperor and those who partook in its completion. Consequently, all Houses want to be selected to do the Empire’s good work, and will be more amenable to you if they’re included (and offended if left out).

I like this side of Alliance, the way it attempts to simulate the burden of duty that comes with power, all the wearisome games you have to play to massage bruised egos and channel the ambition of rivals so that it’s useful without being a threat. Alongside the more dynamic political wrangling, most turns commence with a bespoke, Crusader Kings-style event that helps define your leader’s character. It could be as simple as imagining what kind of leader you’d like to be, or it could be more specific, such as how to respond to a colony that has suddenly cut off all communication.

At times, Alliance made me feel like Duke Leto Atreides, shouldered with a responsibility that I didn’t want, forced to deal amicably with people who quite clearly want me dead. But Alliance also made me feel like Leto Atreides in another way, that the game itself was actively conspiring against me, being wilfully obtuse and withholding information for reasons beyond my comprehension.

I simply could not figure out, for example, how I was supposed to effectively manage my economy. I understood the broad goal, which is to increase your Gross Empire Product (GEP) to support your annual budget. The higher your GEP, the easier you can account for your spending on your Military, Domestic needs, Intel, and so on, each of which affects the stability of your rule in different ways (e.g. higher military spending increases your subjects’ fear of you). The actual mechanics of increasing your GEP, however, were completely beyond me.

It’s entirely possible that this is my fault, and that I simply overlooked an important button or tooltip. But Alliance’s UI design is not much help in this regard. It’s also worth noting Alliance isn’t the prettiest looking grand strategy around. The planets look nice, but the character portraits are stunningly ugly. The biggest eyesore, however is the UI, an assault of clashing colours and wildly varying font sizes that makes it extremely hard to parse the information it displays.

Moreover, the demo build of Alliance would generously be described as roughshod. The UI is littered with placeholder text. Many buttons simply don’t work, such as the 'Exploit' button on planets. There’s a noticeable stutter whenever you switch between galaxy layers or UI screens, which makes the whole experience feel rather sticky. Oh, and the save system doesn’t seem to work either, which meant I had to keep the game running or risk losing all my progress.

Again, let me stress that it’s only a demo of a beta build, and not necessarily representative of the final product. Nonetheless, I’m concerned that Alliance risks suffering from a lack of focus. The concept of placing you in the role of a specific ruler at a time of crisis is an interesting one, and I like the way Alliance tries to simulate the distance between you as Emperor and your subjects. But I’m not sure how well this stacks with becoming mired in the construction of individual trading hubs for individual planets, or having three different types of scouting mission when exploring new worlds. I understand that grand strategy games tend toward the complex. But complexity does not equate to greatness, and I fear that Alliance of the Sacred Suns may be undone by sweating the unnecessary details that Gary Spacetimes so quickly learned to avoid.
 

Malakal

Arcane
Glory to Ukraine
Joined
Nov 14, 2009
Messages
10,289
Location
Poland
Naming convention jokes aside Emperor of the Fading Suns is in the top 5 games that I always wanted to work that did not work (due to AI not being able to play with you and MP wasn't really a thing) so I will definitely look forward to this succeeding.
 

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