Dominus Galaxia is a 4x space strategy game with a lot of MOO influence in its DNA. The Kickstarter for the game has recently launched and there is a playable build available. Similar to RFS-81's Let's Play thread (before reality apparently intervened ), I am going to report on my initial attempt at the game. It looks promising, and maybe if there is enough interest we could get an SG going. Hopefully there will be enough people who find the game appealing to fund the project.
After a bit of adjustment of video settings and the like (ah, modern amenities, very nice ), I start a new game.
There are a number of options available for size and shape of galaxy, how densely spaced races are, and of course difficulty. I pick the 'Thick Ring' galaxy shape (one of 20 choices) and keep the suggested number of 65 stars. Normal game mode and average opponent spacing are fine, and for this first attempt I choose Veteran difficulty. I am new to Dominus Galaxia but have played a lot of MOO over the years, so hopefully I am not getting in over my head here. If new mechanics trip me up, well, hopefully it will at least be entertaining.
I pick Static AI, which according to the tool tip (the game has abundant tool tips, with lots of useful info) means the AI will play to that particular level regardless of my performance or lack thereof. Dynamic AI will apparently try to adjust the AI performance based on the player's to represent the selected level of challenge. There is also an option to set a blanket bonus to AI production; for this first game I leave that alone.
Next up is game options; I go to the advanced screen.
The drop down at the lower left has some pre-set choices such as classic rules for an experience closest to the original MOO or inclusive for the intended Dominus Galaxia experience. I go to the custom option which lets you pick and choose specific rules and mechanics. I mostly go with the suggested defaults, but I do change how expansion works to require colony ships to settle new worlds. By default population can be transported to new worlds once you have explored them (and if they are habitable with your tech), without needing a colony ship. I like the mechanic of needing a dedicated ship with special equipment to found a new colony, although I assume it will slow the game pace as the production required for colony ships will not be going into research or fleets.
Next is choosing your race. Presently there are two options available to play, Humans and Spixnih. I am a primate chauvinist so I go with Humans, who get a discount on fleet maintenance costs and are quite good at force fields and better than average at biology and propulsion. I do get a penalty at weapons; what sort of weird universe is this where humans are not good at developing ways to kill things?
The game generates the galaxy and here is our lovely homeworld Sol:
Lots of things to notice on this screen. First, we can not see the entire galaxy -- our long range scanners only extend perhaps a dozen parsecs. (Not sure exactly how far they reach.) Systems that are within long range scans show as generic points and we have no info other than that they exist and their distance. Systems closer to our controlled worlds show as an orb of the star's color; these colors appear to follow the familiar pattern from MOO as the tool tips indicate red stars have old worlds, blue stars are young and hot, etc.
Second, star lanes connect some systems. You can move between systems without a star lane but at a movement penalty. I am unsure of the star lanes idea but it should provide some interesting choices later in the game. And they can be turned off in the game options if desired.
Next, there is some info at the upper right on our existing treasury (we start with a nice pile of BCs) plus expenses and research (none started yet). The tool tip for our expenses is shown, and it breaks down where our money is going. We are spending a bit over 12 BC/turn on ships, with roughly two thirds of that being to support our starting colony ship. Remember that we are getting a break on maintenence as Humans, so this would be more costly for other races. (A bit more on our starting fleet in a moment.) Not shown is the tool tip for our treasury which provides a similar break down of our income. We are currently making about 10 BC/turn, half from our population and half from interest on our reserves. Nice to actually earn some money on our treasury balance. We are running a slight deficit, but with our starting cash this is not a problem. And once our colony ship is used to found a second world, our expenses will drop significantly and we will be running cash flow positive.
On the management window for our homeworld, there is a lot more info along with our control sliders. Note what is missing: no Eco slider. Spending to clean up pollution is automatic, and is represented by the "Waste" figure in the middle right. Roughly a third of our planet's output is going to pollution control, and this also impacts our pop growth rate -- we lose half the waste figure from our growth rate even though we are cleaning it up. (Not sure on this change, but that is how it seems to work.) Note that no Eco slider also means no way to force grow pop. Maybe this is possible later with better tech like cloning? I don't know yet. But for now our pop growth will be what it is, and we can not do much about it.
Each of the figures shown on the panel has a tool tip with more details. The tool tips are really nice in this game. The game also has a whole series of tutorial hints that pop up the first time you encounter a new feature; I have not screenshotted those but they have a lot of useful info. They can be dismissed individually or turned off entirely.
For the moment I have the homeworld build more factories. Note the cost per factory shown next to the slider -- this varies not just due to your tech but also by how many factories a planet already has. So the initial factories on a new colony are cheaper and then the cost continues to climb as the world industrializes, up to the factory controls limit for the population. I am not sure exactly what the formula for this is yet; total number of factories? Factories per pop? Other?
Also next to the factory slider is an "Adv" button for controlling your industry spending. It allows you to limit spending so the planet will not build more factories than you have pop available to work, or you can set cut off points based on cost so you do not spend on factories that won't have a rapid enough payback timeframe. Very useful.
Now that the homeworld is working away on industry, let's send out some ships and explore the galaxy. Here is our starting fleet:
The tool tip for each ship class gives a summary of that design. The Arrow is your basic small hull with a laser -- a standard start of game popgun fighter. The Interdictor and Iroquois are mediums, one with a pair of missile batteries and a couple lasers while the other has half a dozen lasers. (Can't remember which is which right now.) And the colony ship is your basic large hull with a colonization special. Pretty standard default designs. You can of course go and design your own ships, but these are what we have to begin the game.
Also, note that with ships selected the game highlights our logistics range with our color, making it obvious which systems can be reached. No need to check every system near the edge of your eyeball estimate of range to see if they are reachable or not. There does not appear to be any equivalent of extended fuel tanks or scout class ships. Your logistics range is a hard limit for all ships.
The obvious first target to explore is the yellow star to Sol's south, as the blue and red stars are not likely to have very good worlds. I could split up my ships and explore multiple systems, but Dominus Galaxia has independent forces guarding more attractive worlds. So I send the entire fleet to the yellow star, which at 7 parsecs away will take 4 turns. (Starting engines tech moves at warp 2 along star lanes.)
Sol grows a bit and adds some factories for three clicks of the turn button, then our fleet arrives at the Yellah system. It has a lovely Terran 95 with gold deposits but it is guarded by pirates:
I could hail the pirates and try to negotiate, perhaps buy them off. But I out-number them in war ships and also have the colony ship itself which is armed with a couple lasers and has lots of hit points for this early in the game. Let's try fighting. You can auto-resolve the battle with an option to set how aggressive you want your ships to be, or handle it manually. I have no idea if this is a good idea or not , but I take command myself.
Here is our tactical battle screen. Stacks move by initiative, with the upcoming order shown at the bottom, and things like flanking have a significant effect on chances to hit and potential for critical damage. Your ships have facing, and can expend movement points rotating as well as moving. The game highlights your movement range, and there are some asteroid fields and a couple bigger rocks to use for cover.
Battle scans appear to be automatic -- the lower right panel shows info on one of the enemy stacks. Note that the pirates will never retreat, and will have to be destroyed. We can retreat, but it will take three turns to prep our FTL drives first.
The pirate ships have proton guns (whatever those are, hopefully not too advanced) and the larger ships also have nuke missiles. I am faster and begin advancing, focusing my missiles on the smaller pirates to try to remove some of their weapons before they get a chance to close and fire.
Here is the scrum a few rounds later.
I have destroyed half the pirate ships (one medium and two of the smalls), while they have focused their fire on my colony ship which has taken about one quarter damage (74/100 from the info panel). Note that my FTL is now ready, so if I decided to retreat I could escape. But as long as the pirates focus on the colony ship I am fine; it is tough enough to take it. I am not sure if they want to prevent me from colonizing the system, or how the AI is choosing targets. But it is working to my benefit for now.
A few more rounds and I finish off the pirates, with the colony ship damaged but not in serious danger (about 40 hit points left).
With the pirates gone, I get the opportunity to colonize the system.
First, note the galactic map. Adding Yellah as a colony does not extend my logistics range -- I need to build a space port to do that. It does extend my long range scanners, however -- note that the star to the east of Yellah now shows a star lane that was not present before, and two of the "generic" stars now have their color shown. (Both blue in this case.)
For Yellah itself, note the cost per factory is only 5 BC each. That will increase as the planet industrializes, but it is nice to get that first bit of industry more cheaply. Also note the green stimulus slider at 100% as I boost my new world's production from my treasury. No more approximating how much money to transfer each turn, just set the percentage of the planet's output you want matched from your reserves. Nice.
The "Bolster Population" button allows me to send pop from the homeworld. It brings up this panel:
I only have the homeworld to send pop right now, but later you can choose from multiple worlds to supply pop based on distance or pop available. The panel gives you info on the size of the target world, cost to move the population, and how long it will take them to arrive. You can also choose safety vs. speed if there are multiple paths possible; right now it is just a single jump so no worries. I send 14 pop from Sol to get Yellah started, which should keep Sol in the prime part of the pop growth curve (assuming things work similarly to MOO).
The tool tip for the gold deposits indicates that population on Yellah will produce more revenue than normal. I am not sure what the formula is for that yet. The overall revenue tool tip said I was getting 5 BC/turn from pop when Sol had 50 pop, so maybe it is just per pop? Other things may affect this as well, probably tech later on. I don't know.
So that's the opening of my Dominus Galxia game. I fought some pirates and founded a colony. Next will be some exploration, developing my worlds, and maybe opening up research. I will try to get the next chunk of turns up tomorrow, life permitting. Hopefully this has been interesting.
--
After a bit of adjustment of video settings and the like (ah, modern amenities, very nice ), I start a new game.
There are a number of options available for size and shape of galaxy, how densely spaced races are, and of course difficulty. I pick the 'Thick Ring' galaxy shape (one of 20 choices) and keep the suggested number of 65 stars. Normal game mode and average opponent spacing are fine, and for this first attempt I choose Veteran difficulty. I am new to Dominus Galaxia but have played a lot of MOO over the years, so hopefully I am not getting in over my head here. If new mechanics trip me up, well, hopefully it will at least be entertaining.
I pick Static AI, which according to the tool tip (the game has abundant tool tips, with lots of useful info) means the AI will play to that particular level regardless of my performance or lack thereof. Dynamic AI will apparently try to adjust the AI performance based on the player's to represent the selected level of challenge. There is also an option to set a blanket bonus to AI production; for this first game I leave that alone.
Next up is game options; I go to the advanced screen.
The drop down at the lower left has some pre-set choices such as classic rules for an experience closest to the original MOO or inclusive for the intended Dominus Galaxia experience. I go to the custom option which lets you pick and choose specific rules and mechanics. I mostly go with the suggested defaults, but I do change how expansion works to require colony ships to settle new worlds. By default population can be transported to new worlds once you have explored them (and if they are habitable with your tech), without needing a colony ship. I like the mechanic of needing a dedicated ship with special equipment to found a new colony, although I assume it will slow the game pace as the production required for colony ships will not be going into research or fleets.
Next is choosing your race. Presently there are two options available to play, Humans and Spixnih. I am a primate chauvinist so I go with Humans, who get a discount on fleet maintenance costs and are quite good at force fields and better than average at biology and propulsion. I do get a penalty at weapons; what sort of weird universe is this where humans are not good at developing ways to kill things?
The game generates the galaxy and here is our lovely homeworld Sol:
Lots of things to notice on this screen. First, we can not see the entire galaxy -- our long range scanners only extend perhaps a dozen parsecs. (Not sure exactly how far they reach.) Systems that are within long range scans show as generic points and we have no info other than that they exist and their distance. Systems closer to our controlled worlds show as an orb of the star's color; these colors appear to follow the familiar pattern from MOO as the tool tips indicate red stars have old worlds, blue stars are young and hot, etc.
Second, star lanes connect some systems. You can move between systems without a star lane but at a movement penalty. I am unsure of the star lanes idea but it should provide some interesting choices later in the game. And they can be turned off in the game options if desired.
Next, there is some info at the upper right on our existing treasury (we start with a nice pile of BCs) plus expenses and research (none started yet). The tool tip for our expenses is shown, and it breaks down where our money is going. We are spending a bit over 12 BC/turn on ships, with roughly two thirds of that being to support our starting colony ship. Remember that we are getting a break on maintenence as Humans, so this would be more costly for other races. (A bit more on our starting fleet in a moment.) Not shown is the tool tip for our treasury which provides a similar break down of our income. We are currently making about 10 BC/turn, half from our population and half from interest on our reserves. Nice to actually earn some money on our treasury balance. We are running a slight deficit, but with our starting cash this is not a problem. And once our colony ship is used to found a second world, our expenses will drop significantly and we will be running cash flow positive.
On the management window for our homeworld, there is a lot more info along with our control sliders. Note what is missing: no Eco slider. Spending to clean up pollution is automatic, and is represented by the "Waste" figure in the middle right. Roughly a third of our planet's output is going to pollution control, and this also impacts our pop growth rate -- we lose half the waste figure from our growth rate even though we are cleaning it up. (Not sure on this change, but that is how it seems to work.) Note that no Eco slider also means no way to force grow pop. Maybe this is possible later with better tech like cloning? I don't know yet. But for now our pop growth will be what it is, and we can not do much about it.
Each of the figures shown on the panel has a tool tip with more details. The tool tips are really nice in this game. The game also has a whole series of tutorial hints that pop up the first time you encounter a new feature; I have not screenshotted those but they have a lot of useful info. They can be dismissed individually or turned off entirely.
For the moment I have the homeworld build more factories. Note the cost per factory shown next to the slider -- this varies not just due to your tech but also by how many factories a planet already has. So the initial factories on a new colony are cheaper and then the cost continues to climb as the world industrializes, up to the factory controls limit for the population. I am not sure exactly what the formula for this is yet; total number of factories? Factories per pop? Other?
Also next to the factory slider is an "Adv" button for controlling your industry spending. It allows you to limit spending so the planet will not build more factories than you have pop available to work, or you can set cut off points based on cost so you do not spend on factories that won't have a rapid enough payback timeframe. Very useful.
Now that the homeworld is working away on industry, let's send out some ships and explore the galaxy. Here is our starting fleet:
The tool tip for each ship class gives a summary of that design. The Arrow is your basic small hull with a laser -- a standard start of game popgun fighter. The Interdictor and Iroquois are mediums, one with a pair of missile batteries and a couple lasers while the other has half a dozen lasers. (Can't remember which is which right now.) And the colony ship is your basic large hull with a colonization special. Pretty standard default designs. You can of course go and design your own ships, but these are what we have to begin the game.
Also, note that with ships selected the game highlights our logistics range with our color, making it obvious which systems can be reached. No need to check every system near the edge of your eyeball estimate of range to see if they are reachable or not. There does not appear to be any equivalent of extended fuel tanks or scout class ships. Your logistics range is a hard limit for all ships.
The obvious first target to explore is the yellow star to Sol's south, as the blue and red stars are not likely to have very good worlds. I could split up my ships and explore multiple systems, but Dominus Galaxia has independent forces guarding more attractive worlds. So I send the entire fleet to the yellow star, which at 7 parsecs away will take 4 turns. (Starting engines tech moves at warp 2 along star lanes.)
Sol grows a bit and adds some factories for three clicks of the turn button, then our fleet arrives at the Yellah system. It has a lovely Terran 95 with gold deposits but it is guarded by pirates:
I could hail the pirates and try to negotiate, perhaps buy them off. But I out-number them in war ships and also have the colony ship itself which is armed with a couple lasers and has lots of hit points for this early in the game. Let's try fighting. You can auto-resolve the battle with an option to set how aggressive you want your ships to be, or handle it manually. I have no idea if this is a good idea or not , but I take command myself.
Here is our tactical battle screen. Stacks move by initiative, with the upcoming order shown at the bottom, and things like flanking have a significant effect on chances to hit and potential for critical damage. Your ships have facing, and can expend movement points rotating as well as moving. The game highlights your movement range, and there are some asteroid fields and a couple bigger rocks to use for cover.
Battle scans appear to be automatic -- the lower right panel shows info on one of the enemy stacks. Note that the pirates will never retreat, and will have to be destroyed. We can retreat, but it will take three turns to prep our FTL drives first.
The pirate ships have proton guns (whatever those are, hopefully not too advanced) and the larger ships also have nuke missiles. I am faster and begin advancing, focusing my missiles on the smaller pirates to try to remove some of their weapons before they get a chance to close and fire.
Here is the scrum a few rounds later.
I have destroyed half the pirate ships (one medium and two of the smalls), while they have focused their fire on my colony ship which has taken about one quarter damage (74/100 from the info panel). Note that my FTL is now ready, so if I decided to retreat I could escape. But as long as the pirates focus on the colony ship I am fine; it is tough enough to take it. I am not sure if they want to prevent me from colonizing the system, or how the AI is choosing targets. But it is working to my benefit for now.
A few more rounds and I finish off the pirates, with the colony ship damaged but not in serious danger (about 40 hit points left).
With the pirates gone, I get the opportunity to colonize the system.
First, note the galactic map. Adding Yellah as a colony does not extend my logistics range -- I need to build a space port to do that. It does extend my long range scanners, however -- note that the star to the east of Yellah now shows a star lane that was not present before, and two of the "generic" stars now have their color shown. (Both blue in this case.)
For Yellah itself, note the cost per factory is only 5 BC each. That will increase as the planet industrializes, but it is nice to get that first bit of industry more cheaply. Also note the green stimulus slider at 100% as I boost my new world's production from my treasury. No more approximating how much money to transfer each turn, just set the percentage of the planet's output you want matched from your reserves. Nice.
The "Bolster Population" button allows me to send pop from the homeworld. It brings up this panel:
I only have the homeworld to send pop right now, but later you can choose from multiple worlds to supply pop based on distance or pop available. The panel gives you info on the size of the target world, cost to move the population, and how long it will take them to arrive. You can also choose safety vs. speed if there are multiple paths possible; right now it is just a single jump so no worries. I send 14 pop from Sol to get Yellah started, which should keep Sol in the prime part of the pop growth curve (assuming things work similarly to MOO).
The tool tip for the gold deposits indicates that population on Yellah will produce more revenue than normal. I am not sure what the formula is for that yet. The overall revenue tool tip said I was getting 5 BC/turn from pop when Sol had 50 pop, so maybe it is just per pop? Other things may affect this as well, probably tech later on. I don't know.
So that's the opening of my Dominus Galxia game. I fought some pirates and founded a colony. Next will be some exploration, developing my worlds, and maybe opening up research. I will try to get the next chunk of turns up tomorrow, life permitting. Hopefully this has been interesting.
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