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races | planets | buildings

In order to set apart the game from the already crowded mark i intend to employ different and varied game styles and different aspects to 'divided galaxies'. For instance, instead of the now almost generic way of having separate way of asteroids and land, Divided Galaxies will have individual planets with their very own features. Divided Galaxies will be totally different - to attract people to the non-stop conflict in the game.

Ticks should not be to small so players do not miss anything, nor to large so users become bored and inactive. 20 minute ticks should be a good starting out point. When a player starts the game, (s)he will be given a system, with only one planet colonized. This will, however, have the potential to have a full 10 planets colonized.

Races

To start off, there will be three races to choose from when a player registers to play. The names of these are below, with some information and their particular strengths and weaknesses:

-Unzi: The Unzi are renowned throughout the universe as a particularly violent race –Their previous dealings have been testament to this. Their strategical thinking coupled with almost mindless bravery gives them a large advantage in battle, at the cost of their economy.

-Anisia: The Anisia are a hybrid of their human predecessors. Having no real strengths or weaknesses, advantages and disadvantages are kept to a minimum.

Planets

When a player discovers a planet the first option will be to build an outpost. Information will also be available about the planet, along with the amount of land on the planet. The amount of land is a random number between 50-300, but the total amount of land (between the 10 planets) cannot be over 2500. To add a depth to the game, there will also be 3 types of planet which will be chosen randomly, giving the player certain benefits and disadvantages. The types are as follows: -Aqueous: These hold a -10% negative advantage for worker growth in Habitats and a 10% advantage for the amount of materials mined from the planet.

Buildings

The planets at the start of a user’s game will be desolate and un-inhabited, apart from a meager outpost building. This will have the ability to produce the large and diverse buildings in the D-G universe. Below is draft information about the buildings:-

-Habitat: consists of all the necessary services to support and maintain life. Holds 10,000 'workers' .Requirements - Player needs outpost to build habitat, and also at least 20 energy cells to support the low up keep of the Habitat. Workers grow at 200 per tick.

-Deep core mining facility: The mining facility delves deep into the planets core to extract valuable materials needed for construction of buildings and starships. The mining facilities are relatively heavily staffed compared to other buildings, and take a longer time to construct than other buildings.

-Fusion Power Plants – This ageing technology yields still surprisingly large amounts of energy. Harnessing the

Buildings also have to be staffed to actually be constructed, as the buildings have limited self-construction techniques. Over-staffing levels are also restricted – to 150% of the level the buildings are supposed to have (this number is rounded down to the nearest whole number). After the building is finally constructed the workers over the limit of the capacity of the building will be returned to the Habitat, and simply added to the amount of ‘Available Workers’.

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