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RUSTORION strategic layer

  1. RUSTORION strategic layer
    1. Turn system
    2. Universe
    3. Supply
    4. Planets
    5. Races
    6. Fleets

Turn system

Gameplay is turn-based. Every turn, all players issue orders to their empires, then results are calculated.


Universe consists of star systems. Star systems may contain planets of varying size. Size of planets affects possible population size (positively) and supply (negatively).


Supply is a measure how easy it is to transfer supplies. Supplies are required by fleets to be active and by planets to build stuff. Supply is "emitted" by planets, covering everything in N hyperlanes from planet, where N=planetary supply. Supply is blocked by hostile ships.


There are different kinds of planets. Planets can be inhabited by races. Certain races prefer to live on certain planets, and will be more efficient and numerous there.

Planets act as fortresses, efficient but immobile defense platforms can be constructed around them. To conquer a planet, one needs to:

  1. Have enough scanning power to see the planet
  2. Destroy all hostile forces in system
  3. Bombard the planet until defense level reaches suitable low
  4. Launch planet invasion using troop ships
  5. Maintain system presence until invasion succeeds


Different kinds of races inhabit the planets. Races can be good at different things, like research or manufacturing. Races have happiness stat, individual for each planet but unhappy population will affect other planets as well. Only happy races will fight for the empire, and ships piloted by unhappy race can go rogue.


Fleet is a collection of ships. Fleets move at speed of the slowest ship. More about fleet combat in tactical.

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