I didn't want the interface to look over-the-top detailed. Pretty much inspired by
Studio Trigger's retro, yet futuristic interfaces. They do this in multiple shows and I've always liked the look.
It doesn't
have to be this style, and I am mainly doing this because it's less edit-heavy, and requires not much effort to work with.
The game is getting kinda intensive just with how vast it is. 53 systems, 186 planets, 217 moons, 151 comets, and 72 asteroid/ice/debris/composite fields. This can be reduced, and I have considered reducing it because it puts players in a hard place as far as keeping track of assets. (May make it so players can collaborate on an empire and oversee certain aspects of it or certain areas, by however the leader player decides) An interesting way to play would be to remove sectors from space and only play at two levels, or even maybe even just one.
Resources are simplified to simply:
Minerals, or building materials, metals, and gems;
Water (self-explanatory);
Biomass, plant and animal life that can be harvested for food;
Fuel, fuel for space travel; and the tentative resource
Energy, or resources that can be exploited for energy production on a colonial level.
I would love to hear input about this, as it's still in its early stages where I can change things without much trouble.
An interesting feature that I think I will continue is biohazard tolerance. For instance, if your empire's race can survive in environment A, but not B or C, then another empire with tolerance B would be able to colonize a B-Type Biohazard planet, but the A-Type wouldn't. At least not without having a higher death rate and expensive measures to support colonization.