Category Archives: Blog

Alpha 13 – Competition Mode

This month’s alpha release comes with a lot of useful changes to the user interface. It’s now a lot easies to understand what influences the resource production on a local and on a global level and to identify the biggest emission sources. In addition we added a new competition mode that introduces victory points to the gameplay.

Competition Mode

In the competition mode your goal is no longer to be the first to reach a defined population. Instead you have to earn victory points. As the following screenshot shows there are different ways to receive these points.

2015-07-03_Competition

This allows you to use different strategies to win the game. You can try to maximize your population or you can try to maximize your money and buy points from the merchant. For the future we plan to add additional ways to earn points.

Reworked Menu

All game modes (Campaign, Free Play and Competition) are now available from the main menu. To load or continue a game you have to choose the game mode first – this especially helps to keep the load menu clear.

2015-07-03_NewMainMenu

Emission Statistics

By clicking the global emissions display on the top right you get some details on the emission sources. Currently this is hard to understand and even a bit buggy. So Jens did a redesign of it that makes it a lot simpler and easier to understand. Have a look at the screenshot below.

2015-06-19_Emissions

On the first level it displays the current compensation of global emissions and the emissions caused by every player. You can drill down each of them to find out what type of building causes the most emissions. In the example my coal power plants cause 120 of 398 emissions which is more than a quarter.

Resource Statistics

Finally we had to rebuild the complete resource statistics, because they just didn’t work (and feel) right. There was simply too much numbers that made it almost impossible to understand what goes on. For example the following screenshot shows the food statistics – how much food is produced by your buildings and how much is consumed.

2015-06-26_ResourceStatsSubs

Production Details

The different things that influence the production amount of a building are now presented more clearly. The base production including upgrades is displayed blue. Bonus production (by ground types and influencing neighbor buildings) is displayed green and a decrease, for example by pollution, is displayed red.

2015-07-03_ProductionDetails

That’s pretty much it. Packed with some bugfixes to the Bora mission all changes are now available through the early access version.

FReport 15 – Cloud Graphics and Resource Stats

New Steam Graphics

The graphics on Steam were a bit outdated and still had the old logo. So it was time to recreate them from scratch and now they look much more appealing (left: old; right: new):

2015-06-26_SteamGraphics

Clouds

Next, Jens realized that the clouds on our planets are very important for the overall look of the game. So we did a rework. The result is shown in the post’s header and looks quite beautiful.

Resource Statistics

Finally we had to rebuild the complete resource statistics, because they just didn’t work (and feel) right. There was simply too much numbers that made it almost impossible to understand what goes on. The new statistics are much clearer (at least we think so).

2015-06-26_ResourceStats

The image on the left shows the new statistics for the production of food compared to the old version on the right. The first three entries are the producing buildings. The fourth entry is the sum of consumed food. You can hover this entry to find out how much every city building type is consuming:

2015-06-26_ResourceStatsSubs

In addition you can hover any of the producing building types (here: industrial farm) to get some details on the base production and the influence of field types, neighboring buildings and pollution on the amount of produced food.

2015-06-26_ResourceStatsDetails

FReport 14 – Emission Statistics

Emission Statistics

By clicking the global emissions display on the top right you get some details on the emission sources. Currently this is hard to understand and even a bit buggy. So Jens did a redesign of it that makes it a lot simpler and easier to understand. Have a look at the screenshot above.

On the first level it displays the current compensation of global emissions and the emissions caused by every player. You can drill down each of them to find out what type of building causes the most emissions. In the example my coal power plants cause 120 of 398 emissions which is more than a quarter.

Production Details

This one is still work in progress. We realized that it’s sometimes hard to understand why a building produces a certain amount of resources. The screenshot shows details on the production of a industrial farm:

2015-06-19_ProductionDetails

  • 24 food is it’s base production
  • 4 additional food are produced by an upgrade
  • 6 food are added because the farm is built on farmland
  • 3 food are added by a nearby cattle breading. This influence is limited to a maximum of 4
  • 11 food are lost because the field is highly polluted

Aside from this we received some bug reports by the community and did a Steam update with the fixed version.

FReport 13 – Steam Summer Sale & Plans for Alpha 13

Steam Summer Sale

… just has started and Imagine Earth is available for 10% off. Together with the price change from $25 to $20 this is now the cheapest price Imagine Earth ever had.

What is planned for Alpha 13?

Competition mode
We discussed a lot about this and will now add a victory point system to the competition mode. This means you will need a certain amount of victory points to win the competition. You receive these points by reaching population goals and by being better than you competitors in things like life quality, emissions, etc. If you have a lot of money you can even buy victory points from the merchant. Altogether this will give you a number of different ways to win against the competitors. We are really looking forward to play this!

Advanced custom game menu
The first draft of the custom game menu that was added in alpha 12 will partly be reworked and advanced to make the selection of a planet and game mode more clear and easy.

Research
We are currently not 100% satisfied with the research system and are going to reiterate on it’s gameplay design. This might include adding some small new gameplay elements that can be researched.

Resources
To add some more diversity to the resources we plan to store each resource of a category (e.g. energy) individually (e.g. wind energy, coal energy). You can buy and sell packages of these resources and the price will vary based on the demand. The people in district levels 2 and 3 will require different resources of a category to be happy. In addition the storage will be moved from the goods to the people section in the build ring to clarify it does not produce goods.

Autosave
It probably happened to you, too: You just built up a beautiful colony and two wrong decisions later you have to restart, because you forgot to save the game when everything was still perfect. To help you with this we will auto-save the game. This will be the cause in crucial moments during the campaign and after you receive new city districts and research.

As always this is only our guess at this point of time. The competition mode will clearly be the outstanding new feature of alpha 13, because we want to add some more long term playability to Imagine Earth.

Alpha 12 – Joma & Lorian Reworked

Besides creating a new trailer and logo, we focused our efforts on reworking Joma and Lorian and adding some small enhancements to the other missions. It was exciting to see just how much has changed since we first built them!

In addition we have changed the main menu to make sure it is as easy as possible to start a custom game with the game mode you want and a generated, campaign or sandbox planet.

Warning: The following will contain spoilers!

Joma: Temples and Terraforming

After introducing the Illuminati temples on Bora it was obvious that the temples you find on Joma should become some power, too. We took the “fertilize” power from the Illuminati temple as the it’s first power and added terraforming as it’s second power. This all is  wrapped into the mission and some small side quests.

2015-06-05_JomaTemple

The image shows the temple on Joma (left). It has the power to terraform a free ocean field (middle) so it becomes usable land (right). Since the temple has to keep the global balance there will always be a side effect: Creating farmland will degenerate some field on the planet to a desert. Terraforming ocean to land will somewhere change a field from land to ocean.

Lorian: Merchant and Laser

First, we did some general enhancements like reducing the mission goal from 4 million to 3 million people, fixing quests that didn’t work correct and things like that.

Second, we now introduce the merchant and the warehouse on Lorian. It’s a perfect fit and allows you to generate some money by selling overproduced goods to the merchant. In exchange he will sell research licenses that will be usable during all missions of the campaign (see Friday Report 12 for more information).

Third, we integrated the laser defense into the mission and removed the scripted nuclear catastrophe.  Instead you now have the chance to really defend against the meteorites and we used this element to add a nice final to the mission.

2015-06-05_LaserDefense

Bora

On Bora we did some fine-tuning. Especially with the Electronic Employee, who had several unwanted vulnerabilities and wrong behaviors. Additionally, Bora now comes with a beautiful visualization of the planetary shield.

2015-05-21_Shield

Custom Game

The main menu now has a new option called “custom game”. Starting a custom game is an easy and fast way to play Imagine Earth. It comes with a predefined setting and let’s you configure the following options:

  1. Choose planet
    • Random generated planet: You can configure basic params like planet size, theme and forests.
    • Campaign planets: You can use all unlocked planets from the campaign.
    • Sandbox planets: Use the planet you have built in the sandbox editor (can be reached from the main menu).
  2. Choose game mode
    • Competition: Reach the expansion goal before your competitors.
    • Continuous: Enjoy to colonize the planet without any goal. Additional colonists are optional.
    • Time Trial: Hurry to reach the expansion goals in time.

2015-06-05_CustomGame

Enjoy!

FReport 12 – New Trailer & Logo

This Friday Report is about the redesigned new game logo of Imagine Earth, its latest official trailer as well as the crowdfunding credits for our backers and it covers game features like the merchant and research licences.

New Logo

As you may have already noticed we have a new logo and the website received a little redesign. Here is the new Imagine Earth logo compared to the old one:

2015-05-29_Logo

New Trailer

In addition to the new logo Jens also created a brand new trailer. Here it is, should be dubbed professionally!

https://youtu.be/cnww_gjV5nI

Crowdfunding Credits

The credits are now grouped by perk – as we promised during the crowdfunding. Thanks again to all friends and supporters!

Merchant and Research Licenses

We changed some details to make an earlier appearance of the Merchant possible. The first planet he will visit now is Joma. He will buy food, goods and energy and he sells research licenses and development funds. The research licenses are permanent meaning that you can buy one on Joma and take it over to Lorian and the following missions.

2015-05-29_Merchant

That’s it for this week. Alpha 12 is planned for next week. This release wont add new features, instead we focused our efforts on enhancing the existing missions. More on this next week – and please remember to leave a comment on the new trailer.

FReport 11 – Planetary Shield

Planetary Shield

Since we didn’t have enough time, the first version of the Bora mission had to be released without a visualization for the planetary shield.  As you can see in the header image the planet now has a quite beautiful shield around it’s atmosphere.

City Border

We tried to replace the bollards of the player’s city border  with a laser fence. Since it allows to distinguish the different cities much easier we decided to use it for the other players, too and add some polishing. Here is the result:

2015-05-21_CityBorder

New Trailer

Jens is creating a new trailer, because some time ago we realized that our current trailer is really old. It lacks a lot of new features that have been added during the last months.

Free Play

I am currently working on a new “Free Play” menu that will be added to the main menu. It will allow you to start a custom game with a few clicks. You only have to decide on the game mode and take a randomly generated planet or pick one from the campaign planets or sandbox. The game modes currently available are “Competiton” (population goal), “Open World” (no goal) and “Time Trial” (population goals within a certain time).

FReport 10 – Plans for Alpha 12

What is planned for Alpha 12?

After the release of Alpha 11 last Friday we will now focus on polishing the existing missions. Here are some examples of the things we plan to enhance:

  • Introduce Merchant and Warehouse in the Joma mission
  • The research licenses sold by the merchant will be limited, but you will keep them for the next mission.
  • Split the abilities of the temples: Illuminati temples have the ability to start a fire and to force a volcanic eruptuion. The stonehenge like temples from the Joma mission have the ability to fertilze land and to raise land from the ocean.
    To balance this another field will become a desert respectively ocean.
  • The laser defence will be properly introduce within the Lorian mission.
  • We will reduce the amount of people you need to win Lorian

In addition we will add the following things:

  • Outro
  • Geothermal Power Plant
  • Based on the level of difficulty and it’s individual likes the AI will choose more climate-friendly buildings
  • Game menu to start a custom game on any planet. E.g. you can start a competition mode game on either a campaign planet or a sandbox planet without having to switch between the different menus.

What aspects of the mission would you like to change?

Please let us know. This is the perfect time for you to make a dent in the creation of Imagine Earth.

Alpha 11 – Final Mission

Alpha 11 of Imagine Earth on Early Access finally brings the last Bora mission of the single player campaign and delivers as well Giant Robotic Exploitation Machines, Planet Bora, Trading Cards, Illuminati, The Space Merchant, Space Trade with Aliens, Disruptive Volcanoes, Graphic Options and much more.

It’s not as polished and finished as we would have liked but we wanted it out so you can get new impressions on how the game features develop. Let us know what you think.

Please consider writing a short review to push it on steam!

Space Merchant

The space merchant (see imagine above) is a new building that has it’s introduction in the Bora mission. He arrives from time to time to sell things like developments funds and meteorite strikes and to buy resources and Ideon crystals. This said it’s a good idea to build warehouses so you are prepared when he arrives.

2015-05-08_Merchant

Laser Defense

As you can see it melts away giant meteorites which can be quite helpful from time to time. You can build the laser defense by upgrading  your research district.

2015-05-06_Laser

Volcanoes

Geological investigations allow you to display volcanic activity. Every fossil-based or ground influencing building near a volcano (e.g. a geothermal power plant) will increase the seismic activity and through this the probability of an eruption. This also goes for exploding buildings and incidents. So you better be careful, because  you definitely don’t want a volcanic outburst near your city!

2015-05-08_Volcano

Illuminati Temples

After offering a sacrifice in the temple it will start to pool gaian energy. The more happy people live nearby, the more energy is collected. You can use it to: 1. Make soil fertile 2. Start a fire on any forest or building 3. Cause a destructive volcanic eruption.

2015-05-08_Temple

Electronic Employee

The Electronic Employee is a robotic device specialized on the extraction of resources and human capital from your planets and bases. He grows assimilating cables to infiltrate and take over your headquarters. That’s spoiler enough. Play the Bora mission and find it out by yourself.

2015-05-08_Employee

Graphic Settings and Performance

The graphic settings now comes with options for the shadow quality and the details of textures and particles. Depending on your system this should allow you to increase the frame rate about 20% .

2015-04-16_GraphicSettings

Steam Trading Cards

Jens created 6 cards with small and big images. In addition 6 badges you can craft with 6 emoticons and 3 profile images.

2015-05-08_TradingCards

And that’s it 🙂 Again: Please consider writing a short review to push it on steam! Thanks a lot!

PS: For more information on what’s coming next please follow our weekly Friday Report.