Post 1.0 plans, where things stand right now
ROTP 1.0 is still on schedule for a Christmas 2021 release. It will probably have about 20 foreign translations completed with another half-dozen still in progress.
Release 1.0 is the "MOO1 feature clone", and it will always be free and open-source. That is the original promise of this project and I am glad that it is close to being kept.
Sometime after 1.0, I hope to have a Kickstarter for an ROTP sourcebook. This will have full-page artwork from the game along with detailed lore information about the races that is not available in the game. To me, having something sit on your bookshelf creates a permanence to the project that is otherwise unattainable. It's very possible race names will have to change if Wargaming objects to me using the original MOO race names in print.
That kickstarter will present a lot of logistical difficulties for me to overcome such as international shipping, etc. It may take some time and effort to work everything out, but I am committed to creating a high-quality hardbound tome to commemorate this game, even if I ultimately print only 1 for myself.
If that goes well, I hope to have a 2nd kickstarter for a boxed set for the game. It will have things like a printed manual, a tech poster, and other related goodies you can expect find in a boxed set. This KS may or may not happen depending on how the sourcebook KS turns out and the related costs of making a boxed set.
At some point I would like to make ROTP available on digital distribution sites like Steam. Now personally I am not a fan of these sites but I know everyone wants that. If the game is ultimately available on Steam/etc, it will NOT be free. If everything goes well, I expect Steam availability to happen sometime in 2022. A lot depends on discussions with Wargaming about what I can do without drawing legal action.
You may ask, "if the game is a free download, why would I pay for it on Steam?". That's a very good question with several possible answers. One is that you love Steam integration so much that it's worth it to have it accessible in the same format as your other games. Another is that you enjoy the game and want to compensate the dev for some of the development costs of it. Many have expressed that to me in the past and I do appreciate the sentiment.
But I hope the best answer is that sales will justify additional post-1.0 development of the game. There are plans for a "1.1" release and Petar will be starting on artwork after 1.0 is done. The main focus of a 1.1 release will be increasing system variety and race changes to account for it. Broadly speaking, these are the highlights of what I am hoping to do for 1.1:
- Up to 2 stars and 4 planets per system managed as a single composite colony. As in the real galaxy, there are very rare star types that you may see only every dozens of games.
- Discoverable star systems (where the primary star is a brown dwarf) that are not visible on your initial map that provide strategic benefits when colonized. Having an outpost in a system that your opponent isn't aware of could be of huge military advantage.
- Increased planet variety based on the composite effects of temperature, atmosphere and water created by star configuration and orbital distances. I tested an algorithm that generated 102 realistic combinations of those variables but this obviously needs to be pared down to be workable in game.
- Revamped terraforming techs to allow more choice in how you can terraform planets. For example, terraforming for maximum industry vs ecology vs commerce. There will no longer be one "best" way to terraform; instead what is best will be based on your plans for the planet in question
- Silicoid race reworked to get better racial assymetry. Generally rebalancing them to work without any ECO spending or Planetology research.
- A new aquatic race that exploits water-rich worlds. Sort of the anti-Silicoid race in that habitable worlds will be the least common for them, but they will compensate by being able to build "tall". Petar is already champing at the bit to draw this race!
- Breadbasket worlds available via terraforming that serve to increase the population capacity of nearby systems. Placement of these worlds should create a similar minigame comparable to finding the "best" tile on which to found your city in Civ.
Another goal is to keep the 1.1 feature set isolated from 1.0. So, for example, if you have 1.0 and upgrade to 1.1, you will be able to choose which version to play when you start a new game. And owning a copy of the game will make all future updates available for free (the Hello Games business model which I love).
1.1 will not be open-sourced, at least in the short term, but hopefully I will be able to convince
/u/xilmi to more formally join the project and do AI work.
These are all just plans and subject to change, but this is where I am at right now.