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empire's Introduction

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.

empire's People

Contributors

justino avatar pmotschmann avatar

Stargazers

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Watchers

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empire's Issues

Prospected sites are not marked

There's no visual indicator on the map that indicates what locations have been prospected. Without this it's easy to lose track of where you prospected.

Resource in mine going negative

Coal in this mine went negative

pasted_image_at_2018_01_03_03_02_pm_360

This appears to be related to lowering the resource quota while the mine is low on that particular resource.

There's an apparent logic fault in this block of code as it doesn't check how much resources are left in the mine before subtracting the excess

if (town.quota[res] && harvesters > (town.quota[res] - town['storage'][res])) {
    if (mine['manager']) {
        var excess = harvesters - (town.quota[res] - town['storage'][res]);
        global.money += excess * global.resource[res].value;
        mine['resources'][res] -= excess;
    }
    harvesters = town.quota[res] - town['storage'][res];
}

Huts to house graphic

Once electricity is researched huts are replaced by houses, but the hut graphic on the map remains even though these are now houses.

Tooltip Bubble doesn't disappear

Lets say I have a non-manual labor resource (cement), if i click on it, it opens a tooltip bubble to sell (assuming i have a trademaster), if I then sell all of that resource, the resource disappears. But the tooltip bubble remains and never goes away.

Slider.js Shim

Shim for slider.js doesn't work.

If the fallback.js functionality is needed this might not load in the correct order causing potential unwanted behavior; the shim functionality in the fallback routine should ensure this loads correctly but adding it always causes the file to not be loaded at all, unknown why.

Automatic production halts when storage is full

Automatic production halts if the city storage is at capacity preventing some valid transactions from processing.

Example 1: City storage is full, the player has some amount of stone and a cement factory with workers assigned to it but the stone stops converting to cement even though this should be allowed because stone is decremented from the storage making room for the cement.

Example 2: A manager is assigned to a factory which should automatically sell excess resources, but they stop doing so if storage is full. In this situation the unstorable resources should automatically be sold but instead are prevented from being produced.

Manager Dependency

Managers aren't dependent on the Trademaster, even though the trademaster is what unlocks selling of goods.

Destroying Structures

Currently it's only possible to dispose of unwanted mines, but most structures except the town hall should have an option to destroy it; this is especially necessary for storage type buildings such as houses and sheds because they have no limit and the player could overfill the map with them blocking progress by having no free space to build in.

where can I play the game?

hi, I don't know if you'll read this but here goes.
I searched your github because I liked evolve and was wondering where I can play Empire. I tried opening https://pmotschmann.github.io/Empire/ but all it showed me was just a blank white screen with a menu and city button (city has nothing, menu has import and export functions).
and I was wondering where I could play it, if possible

Thanks

Exception when displaying storages

Doesn't appear to be a visual glitch that I can see, but the console throws this error periodically.

Uncaught TypeError: unwatch[id][("storage" + key)] is not a function
    at empire.js:186
    at Array.forEach (<anonymous>)
    at empire.js:165

I'll see if I can figure out what is causing it

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