Alpha 10: Common Core and Tech Distribution

At the start of each game, the player will receive what I call a "common core" of technologies.
This common core is constituted by all the tech level 1 technosciences with a pseudo-random addition of other technologies from tech level 2 to 5 max, according to which faction the player's colony have its allegiance. So each game the player haven't exactly the same tech, allowing to keep a certain coherence with the dynamic and semi-random research & development system and some factions doesn't provide the same set of technologies than the others.
The technology capability of the player's colony will be relatively basic compared to all the other factions, but it's logical that a remote and small colony doesn't have all the knowledge to do anything, and it doesn't prevent the colony's population to use higher tech equipment. It's a bit like if you would go in an Antarctica station with some iThing without to have the ability and knowledge to manufacture a new one. So the colony will not be able to manufacture the same kind of products than the other big factions at the start of a game, or to elaborate advanced design for new spacecrafts.
Even if it is not critical for the first part of the game, the player's faction will be able to compensate this starting disadvantage by some means; like to buy exploitation licenses or the technologies themselves.

That's all for now. I know that doesn't sound like a standard strategy game, but as I said in a previous post the player's faction doesn't begin a game at the same level than the others, but don't worry it will be possible to even compete the biggest factions in this game because space is big, risky, costly, and bigger faction doesn't obligatory means better but with more problems (without even talking about geopolitics tensions).

I continue to finalize technosciences from level 1 to 5 and implement them. After that I will start to work on the research & development system itself.

Stay tuned.

2014-2015 Dev Guidance

I revised my guidance, or if you prefer my to-do-list, in the development of FARC with reduced goals.
Let's get straight, to dev a space strategy game isn't a little thing to do and even with all the goodwill I want to put in it, I cannot reach in a respectable timeframe the current goal, not by working part-time on it during my free time.
So, since I designed FARC initially in two parts; with the first as the setup of the first colony of the player's faction and the second as a sandbox with multiple paths, I decided to concentrate my work into this first part. Not that I abandon the rest, but I just want to deliver something finally playable from start to finish. I began to dev it in 2009; it's time that FARC become really something, even smaller.

What will affect this decision? Well, the current dev of the alpha 10 isn't changed, the technology must be implemented anyway because it concern any part of the core game system (production, infrastructures, space units design and socio-political matrix) so the current goal stay the same.

The following parts that are ditched for now are: the unified combat system, the foreign relation system, the memetic engineering subsystem.

The ones that will be implemented with reduced features: the AI with the level 1 of analysis only (the strategic goals), the trading system

What will be implemented as planned previously? The space units design including the in game designer and the equipment modules, the global communication system for the fog of war, and the events system for dynamically generated events including maybe the dynamic historical ones.
I will implement also all the required assets for this first part too, i.e.: the other playable factions, additional space units, infrastructures and products.

I'm sorry for that but I can't really do much.

Of course, once it's done I will implement the rest of the core systems, FARC stay a long term dev for me but it's just that I want to give you something to really play than an empty 5 years tech demo.

Stay tuned and really thanks again for your interest :)


I just updated and cleaned up the FAQ, with less acid answers (I should be a bit angry by the time I wrote it, and so I'm sorry of that) and up to date informations.

That's all :)

A Thought about Improving the Production System

I just seen the beta first impressions of Planetary Annihilation on and at one moment it speak about the streaming economy concept; "where your resources are consumed as you build; paying the cost of the unit you are currently building at a rate of X resource per time interval; as opposed to paying the full cost upfront when the unit is queued."

FARC doesn't currently do that; an infrastructure only appears in the available list if the colony have ALL the required resources upfront, and frankly I think that a streaming economy model would fit better for a game like FARC than the model it currently uses.

I don't know if I will work that for the alpha 10, it's not a priority at all for this stage, but it's certainly a good path. Anyway the production user's interface needs also a good bunch of work, for now it doesn't inform the player at all about the requirements, and it doesn't allow him/her to configure a production.
FARC, the eternal alpha game :)

Farcodev logoff.