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Empire

Empire Incremental

An incremental game about building an empire through city building and colonization. Empire Incremental combines elements of a clicker with an idler and has lots of micromanagement.

Roadmap

  1. Smelting

    Mined ore will require smelting to convert the raw ore into useful ignots.

  2. Manufactured Goods

    Add factories to the game which produce various goods, some might be needed for advanced construction projects; other could just be valueable items to sell for profit.

  3. Exploration

    The first step in colonization is discovering places to colonize, this will be like an advanced version of the prospecting system to discover new places and perhaps unique encounters.

  4. Outposts

    The player will advance beyond the starting city and construct outposts which will gain access to mineral deposits that contain better consentrations of rare materials. These outposts will have some kind of extra challenge involved in maintaining them, not currently a fully fleshed out idea.

  5. Biomes

    New locations will have different biomes which govern what kinds of challenges and resources are encountered there.

  6. Trade

    Making contact with neutral settlements could allow for trade.

  7. Conquest

    Why trade when you can just take it? Train soilders and equip them with weapons to take what you need.

  8. Space

    Eventually the player will advance into the space age and build colonies on other planets, these colonies will be difficult to develop but yield rare materials.

  9. Base building

    Allow the player to design their city layout instead of just building quantities of things.

  10. Random events

    Stuff to add flair to the game and reduce predictability.

  11. Offline mode

    When you reload progress should be advanced as if you had left the game window up and running unattended.

  12. Convoys

    Moving materials between cities will require setting up convoys.

  13. Building Upgrades

    Many basic building types will be upgradable which might allow more workers to be assigned to them or provide other enhancements.

  14. Advanced Mining

    After prospecting a location the player who has aquired newer mine technology should be presented with options to build a basic mine or some kind of more expensive advanced mine (deep borehole, etc).

  15. Education

    All jobs are currently unskilled labor, but eventually there will be high tech jobs which required educated workers, which in turn means there needs to be an education system.