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Revision as of 17:52, 1 September 2011 by Eleazar (Talk | contribs) (created proposed alternate roadmap)

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The development and refinement of content is assumed to be ongoing. So while the "Tech Tree" is listed under "completed", it is assumed that techs will be created and modified as new parts of the game are added. Buildings, ships, species, and monsters also will probably be continually created, removed, and/or refined as development progresses.



  • Basic galaxy map
  • Splash screen / save game / load game
  • Basic planet screen
  • Automated combat resolution
  • Fleet movement and capturing of planets & star systems


  • Galaxy generation routines
  • Basic economy model, planet classification, resource production
  • Stockpiles
  • Population growth model & population cap
  • Starlanes
  • Environmental preferences
  • Basic Planet Specials


  • Buildings model
  • Secret Projects (add projects as we add more features)
  • Tech tree beginning: establish as much resources and growth tech content now as possible, adding more as necessary and possible while doing future versions.

Currently Under Development


Space Combat Design Pad

  • Space combat model
  • Ship design model
  • Space combat auto-resolution
  • Planets are may be inhabited by a single species
    • Species have environmental preferences that influence population capacity, growth and productivity on planets of particular environment types
    • Native (neutral) populations on planets
  • Space monsters
  • Terraforming
  • Ground combat basics
  • Playability enhancements

In Concept Design

  • Species-empire interactions
    • Species like or dislike empires with certain properties or behaviours
    • Species like or dislike empires due to events or actions the empire has taken that affect the species directly
    • Species opinions of empires interact with planet happiness

  • Diplomacy
    • Empires can establish states of peace, war, or alliances, which interact with resource output, production or research.

Planned for 1.0

  • Custom species can easily be created by players.
  • Interactive space combat
  • Ground combat
    • Players have minimal or no interaction with ground combat
    • Ground combat can proceed simultaneously with and during space combat
    • Ground troops can be dropped on planets during interactive space combat or can be ordered dropped from the galaxy-map system sidepanel GUI
    • Ground troop victory is necessary to capture a planet from another player, or to capture populated neutral planets
    • Unhappy planets can generate "rebel" ground troops that can lead to a player losing control of a planet, possibly to other empires.
    • Species, and species opinions of empires, interacts with ground combat

  • Diplomacy
    • AIs play to win, and there are no "diplomacy modifiers" that directly alter AI interaction with human players or eachother.
      • AIs do consider species preferences and their consequences
    • Empires can trade resources, techs, planets or ships by mutual agreement.
      • Human or AIs can propose and accept trades in a suitable GUI.
      • Trade agreements should be possible to propose, modify and accept instantly, but likely won't take effect until the subsequent turn resolution.

  • Remove server management and master server
    • Some sort of matchmaking system should be possible within the GUI
    • A master server should set up game servers for players

Final Polishing before 1.0

  • Balancing and playtesting.
  • Grammar and spelling
  • Translations to languages other than English (the development language)

Optional for 1.0

The following concepts are not required for v1.0, but may be added before or after v1.0 if a strong motivation for them is provided and an adequate design is established:

  • Espionage
  • Leaders
  • Governments
  • Random events
  • Galaxy map saving and reuse, and map editor
  • Scripted "campaigns"
  • Special Resources