Predestination is a turn-based sci-fi 4X game set in the distant past of our own galaxy. Ships from countless races are sent back in time by an enemy known as the Revenants and must now work to rebuild their empires. Explore the galaxy, colonise habitable worlds, meet alien races, and wage war.
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Data de lançamento:
4 Fev, 2015
Desenvolvedor:

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Nota: Este jogo com Acesso Antecipado poderá ou não sofrer alterações ao longo do seu desenvolvimento. Se não estás confiante no jogo no seu estado atual, então poderás querer esperar para ver se o jogo evolui mais um pouco. Fica a saber mais.

O que os desenvolvedores têm a dizer:

Porquê Acesso Antecipado?

“Predestination originally launched on Early Access when we had completed the first playable vertical slice of the game and before many of the major features such as diplomacy and the 3D ship designer had been implemented. Our goal with Early Access has always been to involve players directly in the development process as we implemented each of these features so that they could help guide the process and keep us on the right track, and in that regard it's been a monumental success!

We Want Your Help to Polish Predestination


With all of the core gameplay systems now implemented, Predestination is now in a feature-complete state and we're just two updates away from the big V1.0 update. Once that happens, we'll begin a phase of dedicated polishing and iteration based on Early Access player feedback until we're happy that the game is ready for launch while also adding promised user content.

Predestination has been a community-led project from the very beginning, using comments and suggestions from our existing Kickstarter backers and Early Access adopters to drive progress and inform development. Early Access has been an amazing experience that has helped evolve the game over the past two years into something we're extremely proud of. Your support and feedback will be more critical than ever as we enter this final phase of iteration and polishing.”

Aproximadamente durante quanto tempo vai este produto estar em Acesso Antecipado?

“We plan on iterating on Predestination until we have every feature implemented in such a way that satisfies our community, and to release once we're feature-complete and the community thinks the game is ready. While we can't put an exact timeline on it, all major features are now complete and we're now about to enter a period of iteration and polishing that will lead to full release and beyond.”

Qual vai ser a diferença entre a versão final e a versão de Acesso Antecipado?

“The Early Access build has a fully playable version of Predestination's sandbox mode that lets you play against the computer on procedurally generated game maps, and has the first of our episodic singleplayer missions. All major features are now implemented, and we're now working on the final few minor features and remaining content:

Major features we'd like to get into V1.0:

  • (COMPLETE) Tax and Economy gameplay
  • (COMPLETE) Ground combat & planet capturing
  • (COMPLETE) Empire Age options
  • (COMPLETE) Low morale and loyalty planet events
  • (COMPLETE) Trade Routes
  • (COMPLETE) Diplomacy gameplay
  • (COMPLETE) Race Stats & finished race screen
  • (COMPLETE) 3D Ship Designer & racial ship part models
  • (COMPLETE) Ship captains and colony leaders
  • (COMPLETE) Fully directed tutorial for 4X newcomers
  • (COMPLETE) Wormholes
  • (COMPLETE) Planet specials
  • (COMPLETE) Warp-capable missiles
  • (COMPLETE) Temporal Rifts and Revenant attacks (random events)
  • (COMPLETE) More technologies in Tech Era 3: First Contact
  • (COMPLETE) Tech Era 4: Galactic Domination
  • (COMPLETE) Tech Tree: Synergies
  • (COMPLETE) Multiple Victory conditions
  • (COMPLETE) Spying gameplay
  • (COMPLETE) First episodic story mode mission
  • (COMPLETE) Empire management tools (dropdown menus)

    Minor features and content we'd like to get into V1.0:

  • Minor Feature: Fleet interception and blockade-breaking battles
  • Minor Feature: Diplomacy AI improvements (25% complete)
  • Minor Feature: Challenge maps (50% complete)
  • Content: New sound effects and weapon effects
  • Content: Final building and infrastructure models (90% complete)
  • Content: Finished ship part models for all races (50% complete)
  • Content: Kickstarter backer content
  • Content: User Interface improvements

    Features we'd like to add after release:

    The following is a list of major features that we'd like to get into the final release of Predestination or to add later in free updates.
  • Additional story episodes and challenge maps
  • Multiplayer gameplay (online & LAN)
  • Detailed modding support
  • Space Monsters

    See our Development Update thread for the latest progress.

Qual é o estado atual da versão de Acesso Antecipado?

“Predestination is currently in a fully playable Early Access state, and all major features have been implemented thanks to your support and feedback. The main things left to add before release are additional content such as further episodes singleplayer story campaign, some user interface elements and improvements, some 3D models, sound effects, and content designed by our Kickstarter backers. We're now working on V0.9.9.0, the second last patch before we hit the big V1.0 update, when we'll begin working heavily on adding promised user content, iterating on gameplay and balance based on your feedback and polishing the game for final release.

The game is fully playable in its current state, but it hasn't been polished significantly and will contain bugs. If you enjoy helping to shape an emerging game with your feedback, or supporting dedicated indie developers, buying into the Early Access now will definitely help us out. If you're just looking for a new game to play and the Early Access process doesn't appeal to you, we would instead suggest adding the game to your wishlist and keeping tabs on development through our regular development updates. You'll get a notification when the game is officially released and can make a decision then. Predestination is currently singleplayer-only.

O jogo vai ter preços diferentes durante e depois do Acesso Antecipado?

“We aren't putting a premium on Early Access, and we plan for Predestination to have the same base price at release, barring any limited-time promotions. We have committed to selling Predestination at no more than a 25% discount during sales before launch in order to be fair to our Kickstarter backers and other customers.”

Como estão a planear incluir a comunidade durante o desenvolvimento?

Feedback: Brain and Nerd has a longstanding history and proven track record of using feedback to improve Predestination, starting with our Kickstarter and Greenlight campaigns and leading all the way through our Early Access journey to where we are today. We've used community feedback to help mould Predestination into the 4X game that fans of the genre want to play, even when it has meant completely re-designing gameplay that a lot of development time was spent on but that just wasn't fun.

Forums: We publish extensive patch notes with every update in our Development Tracker thread to keep players informed of every change, and maintain a detailed Bug Reporting thread where players can report bugs they encounter and often get responses directly from us. We respond to practically everything that's posted on the forum and you'll often see us spend a great deal of effort explaining game design decisions and opening them up for public discussion and debate.

Modding: Predestination has been built from the ground-up to be highly moddable, with most game assets and information loaded from flat human-readable files. We plan to look into having Steam Workshop or other modding support, and will work closely with modders to make this happen if we can.”
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3 de Novembro

Dev Update: Upgrade to MonoGame, Score Screen, Diplomacy Voice Recordings, Challenge Maps, Fleet Combat Overhaul, and more!



Recently we released the massive V0.9 update to Predestination, our second last major update before we hit V1.0 and officially enter our final beta phase, at which point we can start delivering all of the remaining content (singleplayer missions, kickstarter backer content etc) and heavily polishing the game up for full release. We’ve been busy working on V1.0 and on a few unannounced things since V0.9 went live, and in this Dev Update we’d like to share details of all of that with you along with an updated estimate on the impending release of V1.0.

The biggest change is that we’ve upgraded the Predestination engine from using parts of the old XNA 3.1 framework to using the newer MonoGame framework. This took considerable work but is now complete and will lead to performance improvements, 64-bit compatibility, memory problems solved, more scope for modders, and possibly even cross-platform support. We’ve also recorded voice lines to spice up the Diplomacy system, added a Score screen after each game to let you know how well you did, and we’re part way through developing the first Challenge Map. Also on the agenda for V1.0 are major improvements to fleet combat (both gameplay and graphics improvements), graphical improvements to weapons, new sound effects, notification improvements, building models, and AI improvements.

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Upgrade to MonoGame: Predestination is made in our own custom game engine that was built on top of Microsoft’s XNA 3.1 framework, and unfortunately that has left us with a number of technical limitations that we’ve recently started to run up against. XNA 3.1 is 32-bit (which limits the amount of memory it can use), it doesn’t work with newer versions of the .NET framework that have some memory management tools we want to use, and our engine was limited to DirectX 9. This is why the game can crash with an “out of memory” error after a while even if your computer has plenty of memory left, a problem that will only get more common as we add more content such as new models, ship parts, sound effects, voice clips, and user interface elements to the game.

The latest Steam Hardware Survey shows that over 97% of gamers now use a 64 bit operating system, so we finally decided to upgrade from XNA 3.1 to Monogame, the open-source replacement for XNA 4.0 that has 64-bit support, Direct X 10+ support, etc. Switching frameworks like this is a huge undertaking as there are a lot of differences between the two versions, but we wouldn’t be doing it if it weren’t absolutely necessary. It took us a few weeks to make the switch but I’m happy to report that the game now runs properly on Monogame, all we have left to fix is a number of graphical problems and minor bugs that should take no more than another week of work, and then we can get back to finishing the update.

So what are the benefits to you of the new framework? The game should render faster and take up less memory when we’re done, and it will now be able to use more memory when it needs it, so we have the capacity to add new things like voice lines. It also opens the scope of the game for modding purposes as players can make very large mods without worrying about memory issues, and it fixes a number of stubborn crashes and graphical bugs some players currently experience. Monogame also has great cross-platform support so it should be easier for us to release Linux and Mac versions after the main release or even port the game to other platforms.



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Score Screen: One small feature of 4X games that always helps increase replayability is a score system, which gives you points at the end of each game. As we continue to add challenge maps and singleplayer missions, you’ll also want some way of knowing how well you did in those. We’ve added a new score screen that pops up at the end of every sandbox mode game, singleplayer mission and challenge map with points for things like number of planets colonised and technologies researched. There are points for the type of victory, eliminated races, extra points for rifts investigated and peace treaties mediated, and also a speed bonus depending on how quickly you win the game and what size the galaxy is. Below is the score screen after winning a colossal galaxy sandbox game via technological superiority in 856 turns.



Singleplayer Scores & Modding: Below is the score screen following the completion of our first singleplayer mission, The Kazzir Story. Each objective you complete in a singleplayer mission can have points associated with it that will increase your final score, and extra points can be made available for hitting bonus objectives or hidden objectives. Each mission can also have hidden endings with bonus points or a bonus for reaching the storyline’s official canonical ending (as in the screenshot below). Each singleplayer mission will give you a star rating (bronze, silver, or gold) based on your performance so you may be incentivised to play it again to get the gold rating — something that is sure to be especially difficult in our challenge maps. All of these things are loaded straight from easily-readable text files so modders will have full access to this suite of tools for their own singleplayer levels and challenge maps.



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Diplomacy Voice Recordings: In our original Kickstarter campaign, the final stretch goal we just about hit included a full singleplayer story campaign. We’ve already released one episode of the story and have 11 more episodes in development for full release, and we hope to add voiceovers to the entire story if possible before launch. This month we took a big step toward that by recording voiceovers for all of the diplomacy dialogue for the 6 core races that are currently in the game. This was Brain and Nerd’s first trip to a recording studio and it was a great experience, we’d like to thank Red Apple Audio for the use of its facilities. The audio will need to be processed and filtered and will then be added hopefully as part of the V1.0 update.



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In addition to a singleplayer campaign mode, we’ve also promised to add unique challenge maps. These are small self-contained stories or challenges that aren’t tied to the main story, and the first of these will be going live in V1.0! This first challenge was designed by kickstarter level design backer Lee Newsum shortly after our campaign, his ideas have helped shape the tools we built for challenge maps and we’re super pleased with how it’s coming along.

Challenge #1 – The Time Trap: This mission takes place in an alternate ending to the main storyline, and you play as the United Colonies after they’ve captured the Revenant homeworld and are ransacking it for technologies. One of your scientists accidentally activates an unknown piece of Revenant technology, trapping the star system in a time dilation field and attracting temporal rifts every few turns. Time passes much faster inside the bubble so your empire outside the field can only send in a slow trickle of ships and supplies. You have to use limited resources to rebuild your fleet and fend off waves of Revenant fleets that grow in intensity, and your goal is simply to survive until your scientists can figure out how to shut off the device or help can reach you from the outside. Every ship that gets through your defences will do considerable damage to the planet’s ancient infrastructure, and once it’s gone you can’t replace it.



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Fleet Combat in Space: Right now you can only attack other races by attacking their planets, but you can’t attack a fleet in space. If an enemy sends a fleet to blockade a star system, you can send your own ships to the system to end the blockade but can’t attack the enemy fleet. You also can’t attack an enemy fleet in an ally’s star system to help them out during a war. We’ll be fixing all of that with a new button on the System window that lets you attack enemy fleets, nice and simple.

Weapon Graphics Overhaul: If you’ve played the fleet combat in Predestination enough, it can’t have escaped you that all the weapons look and sound the same, all the projectiles fire a little rock and all the beam weapons fire a straight line in your race’s colour. That’s boring, so in this update we’ll be taking a little time to add new graphics to all the weapons and also new models for the different classes of shields so you can tell when your enemy has got some new tech.

Nebula Improvements: You’ve encountered some nebulae if you’ve ever sent ships to investigate a temporal rift, and now we’re going to add them to the fleet combat at planets too providing that the planet is inside a nebula. Green nebulas will create pockets of sensor-blocking green gas and laser-dampening dust clouds, blue nebulas will will missile-dampening ice clouds and damaging ion storms, orange nebulae will have dust clouds and explosive plasma pockets that destroy projectiles, and purple nebulae will have plasma and ion storms. This should make the choice of galaxy age in the game options a bit more interesting too, as a primordial galaxy will have nebulas in a lot of star systems.

Missile/Fighter Improvements: Missiles and Fighters currently fly in hex-based paths the same as ships, and sometimes it means they go very odd routes in order to catch up with an enemy. We’ll be changing them to a more freeform system where they always head straight toward their targets, and we’ll see if that improves missile and fighter gameplay.

Bigger Battlefields: Currently larger ships like cruisers and battleships can easily get stuck behind each other. To mitigate this problem, the Fleet Combat area generated by the game will be increased in size significantly and ships will start off further apart from each other. Ships will also always be positioned so that the fastest ships are in front, so the back row of ships shouldn’t get to move until the front row has at least had the opportunity to get out of their way.

Misc Improvements: Minefields will be changed to simply start the enemy ships off damaged instead of spawning mines, as the spawned mines often blew up on your own ships and caused other bugs. We’ll also be adding a chance of immobilising an enemy ship if you hit it in the rear when its shields are down, and fixing some bugs like the missing Plasma Field weapon (this was removed intentionally due to a bug it caused with explosions, which is now fixed). We’re also considering completely removing the ammo system for bombs and missiles as it turned out to be just not very fun to have to constantly go back home to re-load ammo, and will rebalance those weapons accordingly.

Bugfixes and Iteration: Fleet Combat has a number of strange bugs and inconsistent behaviours, and it has some pretty big memory leakage over time in long games. We hope to do a quick iteration on the Fleet Combat gameplay either in V1.0 or shortly after, starting by fixing all of the memory leaks and adding a new State system under the hood to combat most of the existing bugs and crashes.  We then hope to replace the user interface panels with ones that fit in better with the rest of the game.



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AI Trade Routes: One thing that always strikes me about the screenshots that come in with your crash reports is that a lot of you are using the Trade Route system pretty extensively, setting up separate shipyards, food planets and energy harvesting worlds exactly as we intended! We’ll be upgrading the AI to form its own trade routes to make the AI empires more efficient so that it’s a fair fight, which will also provide you with the opportunity to blockade their star systems and cause some economic havok. This may not make it into V1.0 depending on time, as it’s low-priority and we really want to get this patch into your hands ASAP.

Declare War on Race: The new diplomacy coercion system is working beautifully, and we want to expand on it with the addition of a new coercion: Declare War on Race. It’ll be extremely difficult to convince another race to agree with this, though they’ll be more likely to agree if you’re in a military alliance with them. As part of this change, the AI will also sometimes ask all of its military allies to join in on wars it’s pursuing and will threaten to cancel the alliance if you refuse.

Star Claim Improvements: You’ve probably noticed that the AI now periodically sends you territorial claims for star systems, but this system could use some improvement. Claims should last for a lot longer than 50 turns (possibly indefinitely), and Homeworld systems should be automatically claimed. We’ll be adding some kind of visual indicator of who claims a particular star system so you know in advance that you’re about to cause a Diplomatic incident by colonising a planet. You’ll also be able to lay claim to star systems you already have a colony in, which can be handy if you spy a colony ship en route to one of your systems and want to convince them to turn around.



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Notification Improvements: Every type of window that pops up in the taskbar will be getting its own unique icon and sound effect so you can quickly tell the difference between a ship exploring a new star system and a survey mission completing. At the same time, we’ll be adding a small checkbox on every notification window (and in the main menu) that lets you disable that type of notification so you never hear about it. We’ll also be looking into adding a copy of each taskbar notification icon onto the galaxy map so you can see exactly where the notification is coming from.

Optimisations: When converting the game over from XNA 3.1 to Monogame, we identified several big targets for optimisation that we’ll be tackling when we have time. When the patch deploys, you’ll notice that the star graphics have changed; The technique used to render the star in the system window dates back to the very start of Predestination’s development and it was ridiculously inefficient, so we’ve fixed that with a much more efficient one that we think still looks good. There are a few other places we can save memory and some places we can make the game render faster, and we want to explore some of these before releasing V1.0 and test the game on lower-spec computers.

Buildings: With the memory limitations caused by XNA 3.1 no longer limiting us, we’re free to start adding more content without worrying about increasing crashes. The Factory (tier 1, 2, and 3), Research Lab (tier 1, 2, and 3), Food processor (Tier 1, 2, and 3), Industrial Market, The Forge (Robotic city), The hatchery (Reptilian city), Robot Fuel Factory, Support Centre, Military Barracks, and a few others have been added to the game and are now just getting final tweaks.

Sound effects: We’re looking into adding new unique sound effects for each weapons, things hitting shields, explosions, and user interface elements.

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Thanks for reading another massive dev update, and thanks again to everyone patiently waiting on the V1.0 update. We’d usually be releasing a patch on Steam about now, but this one is taking extra time due to the switch over to Monogame so there are still a few features left to complete. With such a big change, we also need to make sure we test it thoroughly on the Steam internal build with a variety of computer systems. We’re aiming to get V1.0 fully complete, tested, and in your hands within the next 2-3 weeks. We’ll do another dev update when that patch lands, summarising how development of this portion went and looking at the next step for Predestination V1.1 and beyond.

The next wave of Early Access invites is going out this weekend, so if you’ve sent us a request in the past month you’ll be getting a key in the next day or so. If you’re a Kickstarter backer and you’d like a key as part of this wave, as usual please just send us an email to earlyaccessrequest@brainandnerd.com with the email address you used on Kickstarter and we’ll send you a code right over. Once we hit V1.0 and we’re happy it’s stable, we’ll also send everyone out their codes via email and Kickstarter messages even if they haven’t requested one yet.

Cheers,

— Brendan, Lead Developer
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2 de Setembro

Dev Update: Threats & Coercions, Star Claims, AI Memory, Spontaneous AI Offers, Spying Overhaul, Main Menu overhaul, and more!



We’ve just released the enormous V0.9.9.0 update, the last update before we hit the big V1.0 release and enter the iteration and refinement phase. This update includes a massive overhaul of the Diplomacy gameplay with an all-new favour system, new diplomatic advisors, several new technologies, the Threats and Coercions system, a new Star Claim feature, and significant improvements to the AI diplomacy algorithms. The Spying gameplay has been improved with a simpler deployment system (including Send Spy shortcut buttons), changes to the spy missions themselves, new technologies, and Spying being finally tied into the Diplomacy AI.

This update also completely revamps the main menu screen with new visuals and highly requested features such as a load game panel, finishes off the New Game screen with the ability to pick your race colour and crashed ship types, and completes the dropdown menu interface with the final Fleets menu to let you see all of your ships at a glance. We’ve also improved the galaxy generation algorithm, tweaked the Aquatic race balance, added our second-last set of building and infrastructure models, filled the remaining gaps in the diplomacy text, and more.

Read on for a full progress report on everything in the V0.9.9.0 update. This update is so big that we’ll be releasing information on what’s coming next in the big V1.0 release and beyond in a further update article soon!


The biggest change in this update by far is a massive iteration on the Diplomacy gameplay. Many of these new features and improvements were things we were planning to do after V1.0 or even drop from the game entirely to get it out the door quicker, but when developing the Diplomacy AI’s Memory system we decided to push ahead with them. You only get one shot to release a game and this was one of our biggest opportunities to do something new and exciting in the 4X genre, so we’re very glad we took it. We posted an update on this to the Steam forum that was positively received, and in particular we were absolutely blown away by follower EVIL’s incredibly kind words below. We hope it lives up to your expectations!





This was the final major piece of the diplomacy puzzle for us. It’s taken us some time to get here, but I hope you’ll agree that it was worth the wait! The Coercion panel in the Diplomacy screen is now active and you can use it to add diplomatic threats and demands to your deals that really take diplomacy to the next level. Races will also remember your recent threats and coercions in all future negotiations and will react accordingly. The weightings of threats may be tweaked as we balance test this gameplay, and we’d love to hear your thoughts on it.

Threats: Threats are a way to strong-arm another race into accepting a deal that would otherwise be in your favour. They add weight to a diplomatic offer and increase the chance the enemy race will accept, but will cause a -10% diplomatic penalty with that race for the next 100 turns and a minor penalty with the other races. Each threat can only be issued once every 50 turns, so you better make sure you get something useful in exchange.
  • Threaten to Declare War: Threatening to declare war adds value to the diplomatic offer based on how big your military is compared to the enemy race’s (essentially, how afraid of war with you they are). This can be a gamble if the enemy’s chance of accepting the deal is less than 100%, as war will be declared immediately if they call your bluff and reject the deal.
  • Threaten to Cancel Treaty: You can threaten to cancel any Alliance, Research Agreement, Trade Agreement, Sensor Treaty, or Peace Treaty you have with the enemy race. This will add value to the agreement depending on whether or not they get a lot of value out of that treaty. For example, threatening to cancel a peace treaty when your military is smaller than theirs isn’t much of a threat but doing so when your military is stronger will add a lot of weight to the deal. If they reject the proposal, the treaty will be cancelled immediately and you’ll take a diplomatic hit for both making the threat and breaking the treaty.


Coercions: Coercions are demands you can make other than just money and technologies, and are a great way to manipulate the other races. You can diplomatically isolate a race by convincing everyone to break their treaties with them, for example, or convince a warmongering race to lay off an ally of yours they’re at war with.
  • Demand They Break Treaty: If the enemy race has any treaties with other races, you’ll be able to see them all here in the Threats & Coercions tab and can demand that they break those treaties. You’ll have to offer them something substantial in exchange or make a sufficiently large threat to make them agree. For example, you could bribe The United Colonies with a few technologies to break a Research treaty they have with the Z’loq or threaten to cancel all of your treaties with them if they don’t break off a Peace Treaty with the Kazzir.
  • Demand They Stop Spying: If the enemy race has any active spies in your planets, this Coercion option will show up in the Threats & Coercions tab in the diplomacy screen and will let you know how many spies they have in your empire. This is a simple demand that the enemy stop spying on you, which will make them set all of their spies from active missions to the inactive “Hide” mode for the next 100 turns.
  • Demand They Make Peace With Someone: If the enemy race is at war with another race, you’ll be able to demand that they make peace with them. If they agree, they’ll attempt to contact the other race and make a peace offering within several turns (except during the first 10 turns after a war declaration, when diplomatic contact is cut off). There’s no guarantee that the other race will accept their peace offer, but they will make what they consider to be a reasonable offer. If you can convince both sides in a war to make peace, a peace treaty is guaranteed to be signed. We’ve also added a new Peace Mediator technology that gives you a global +10 diplomatic boost with all races for 100 turns every time you mediate a peace treaty in this manner, so you can keep the whole galaxy at peace if that’s your plan.
Star Claims: Every fully uninhabited star system you’ve been to that has planets will show up in the Threats & Coercions tab, where you can issue a demand that the other race respect your territorial claim to it.
  • Claim Star System: If you can get a race to agree to this demand, they will not send any colony ships to planets in that star system. Any colony ships that are already on their way there will not colonise on arrival and will soon select a new planet to colonise. Your claim is valid for 50 turns only and counts as a minor diplomatic threat, so it will carry a small diplomatic penalty for that 50 turns.
  • AI Star Claims: If the AI is thinking about settling a planet in an uninhabited star system and it’s in your sensor range too, it will sometimes contact you to declare a claim on the system. Sometimes they’ll just issue the claim as a demand and sometimes they’ll include minor inducements like free money to convince you to accept. You can either accept the claim (which will of course make them like you more) or reject it and maybe try to grab the star for yourself. It’s also perfectly possible to accept a claim and then violate it by colonising a planet in that star system anyway, but this will cause a diplomatic penalty with the other races that they’ll remember for quite a long time.
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AI Memory / New Favour System:

The old diplomatic favour system had a point scale running from 0% to 100% representing how much each race likes you, and events such as wars or giving them gifts would permanently increase or decrease this rating. In practice, this meant you could just give an enemy race a bunch of gift technologies and they would like you forever unless you did something to decrease your rating again later, and they would never consider going to war with you.

In the new favour system, everyone starts with 50% favour to each other and this is modified based on your recent diplomatic history with the other race. Every time you do something that could change to your favour rating with another race, such as launching a surprise attack or giving them a technology gift, it’s recorded in that race’s list of AI Memory events. The value of each event decays slowly over around 100 to 200 turns, so you can’t just give them a gift once and coast on that goodwill forever. Decay also solves a problem in some other 4X games where empires can hold ancient grudges for the entire game even when it no longer makes sense.
  • Positive memory events: Making a good impression in first contact, making fair deals, offering gifts, current treaties, and accepting the other race’s proposals.
  • Negative memory events: Making a poor impression in first contact, proposing unfair deals or demands, breaking treaties, launching surprise attacks on their planets without declaring war, using biological warfare, using weapons banned by the Galactic Council, mistreating your citizens (e.g. picking a violent resolution to a riot random event or researching the Medical Testing technology), your spies on their planets being caught, violating a star claim agreement, and recent diplomatic threats made against them.
Spontaneous Diplomacy AI Offers:

The Diplomacy AI now periodically checks if the other empires in the game have something they want and constructs a diplomatic offer to try and get it. It will now trade for key technologies, barter any strategic resources it has for something worthwhile, and offer treaties when it’s advantageous to its empire. The AI will seek peace treaties and eventually alliances with empires that have powerful militaries, sensor treaties if it will help them expand their empire, and research and trade treaties with large enough friendly empires.

This new part of the diplomacy AI is influenced by the empire’s overarching strategic goal (Expand, Consolidate, Diplomacy, Defend, or Conquer), the randomly selected leader’s personality type, and your diplomatic history with the target race (e.g. if you have a reputation for breaking treaties). This means a race’s diplomatic strategy can naturally vary from game to game and depending on its situation. We’ve also implemented a new twist in the form of hidden pre-existing diplomatic motivations.

Two races can start the game already predisposed to liking each other or hating each other, which will modify the weight and duration of postitive and negative AI memory events and leads to some interesting gameplay. They can also really beg for peace when you’re kicking their ass, as below:



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Predestination’s AI is pretty complex, basing decisions on a huge range of factors including military strength, scientific progress, colonisation progress, and recent diplomatic dealings. One thing we realised while playing test games to evaluate the AI’s responses to diplomacy was that it was very helpful to be able to see some of this information and gauge whether the AI will accept an offer and what its motivations are. That’s where the three new diplomatic advisors come in:
  • Scientific Advisor: This advisor evaluates the current diplomatic offer on the table and give you the estimated value of each side, a percentage chance that the other race will accept the deal, and a text recommendation.
  • Diplomatic Advisor: This advisor gives you a breakdown of your current favour rating with the other race, showing the total contribution from each type of memory event and other factors such as legendary commanders and racial bonuses or penalties. This is a good way to see what the consequences of your actions are and keep track of grudges races still hold for your prior actions.
  • Military Advisor: This advisor gives you the estimated military strength of both races’ fleets and planets. Comparing these is a handy way to see how likely they are to accept a Peace or Alliance treaty, and how much weight they’ll give to threats of declaring war etc. This advisor also tells you the race’s current strategic goal (Expand, Consolidate, Diplomacy, Defend or Conquer), which will also affect how they value certain diplomatic offers.


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While testing out the new diplomacy coercion options such as demanding that the enemy stop spying on you, we remembered that the AI doesn’t actually engage in spying. We also spotted some ways that the spying gameplay could be simplified and improved for both the AI and the player, so we took a little time to implement the spying AI system and iterate on the spying gameplay itself:

New Deployment System: To install a spy in an enemy planet, you previously had to build a ship with at least one Spy Pod module, fly it to the enemy system, pay 100 BC to install the spy, and then fly the ship home to refill it with new spies. The new system is much simpler and more consistent with the rest of the game. Now you just build single-use Spy Pod probes that work a lot like survey probes, fly them to the enemy system, and install the spy for free. The probe shows up as a Survey Probe on enemy sensors so they don’t know it’s a spy, and you may find it very suspicious if an enemy race starts sending survey probes into your systems.

Spying AI: The enemy races now build spy probes once they are able, pick out ideal target planets to install spies in, and send spies to infiltrate them. When spies arrive, the AI gets them to hide for a while to get their infiltration ratings up and then switches them to another mission. The AI picks which mission to use based on factors like how much they like the other race, how much research and other activity is happening on the planet, and whether they’re at war. If you threaten the AI to stop spying on you, they’ll put all of their spies on your planets into hiding until the threat expires.



Spy Mission Changes: There was a bit of a lack of consistency with the spy missions, as some had ongoing effects and some had no effect until they roll for success every 20 turns or so. We updated all the missions so that now each one has a passive effect that happens while the mission is ongoing and an active effect that rolls every 20 turns or so. You also now get a popup when a mission is successful and the AI will condemn you when they catch one of your spies. The updated missions are below:
  • Hide: Passive is +1 infiltration rating each turn for all spies on the planet. Active mission is a chance every 40 turns to make contact with criminals on the planet, increasing the infiltration rating of all spies on the planet immediately by +50%. This mission has a base success bonus of +50 (very low chance of being caught), costs nothing, and is the default mission.
  • Espionage: Passive steals 5% of the planets research output and adds it to your own empire. Active mission is a chance every 20 turns to steal important data from a computer system, from planetary maps and more research points to full working technologies. This mission has a base success bonus of +20 and costs 2 BC/turn.
  • Sabotage: Passive reduces security coverage by 8,000 population, which can bring the planet’s security rating down below 100%. Active mission is a chance every 20 turns to shut down the planet’s farms, factories, or research labs for 10 turns. This mission has a base success bonus of +30 and costs 1 BC/turn.
  • Terrorism: Passive kills 50 population each turn on the planet. Active mission is a chance every 20 turns to blow up buildings, infrastructure, ships in orbit, the space station, or even a whole city. This mission has a base success bonus of +50 and costs 1 BC/turn.
  • Rebellion: Passive reduces the planet’s morale by -40%, which can bring it below 100% and may cause riots and other random events. Active mission is a chance every 20 turns to organise a riot that will cost the enemy money or permanently reduce the planet’s morale rating, making it easier for ground troops to capture. this mission has a base success bonus of +30 and costs 2 BC/turn.
  • Assassination: Passive reduces the enemy’s planet leader bonus by 50%. Active mission is a chance every 20 turns to assassinate the planet leader. This mission has a base success bonus of +0, costs 2 BC/turn and can only be used on planets with an assigned planet leader.
New Spy Technologies: While implementing the new spy missions, we split the Troop Pods and Spy Pods back into two separate technologies and added several new ones to the Sociology tree. We’re planning to add a few more in the next update, so we’d love to hear any ideas you have for new spying technologies!
  • Covert Coordination: Developing a system for coordinating the covert actions of your deployed spies allows you to add an extra spy to each enemy planet. Each additional spy on a planet contributes up to a +10% bonus to the success chance of missions depending on its infiltration rating.
  • Deep Cover: Spies can be trained to prepare additional cover stories and false identities for any new operatives that will land on the planet. Spies will gain +2% infiltration rating per turn instead of 1%, and all spies deployed to a planet will share the same infiltration rating, drastically cutting down on infiltration time.


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Up until now, the main menu screen has been a simple background image with a few buttons on it. It wasn’t very visually appealing, you couldn’t edit any of the game options from it, and the only way to load a game was to use the Continue button that loaded your latest save game. There was also no way to select the singleplayer mission you wanted to play, which will be important as we add further chapters to the story. I’m happy to say that we’ve now totally revamped the main menu to solve all of these issues, and the new screen very closely resembles the mock-ups from the previous dev update.
  • Visual Update: The screen now looks more appealing, with an animated rotating galaxy on the left hand side and a randomly generated planet on the right. We’re considering adding some kind of clouds to the planet to make it more animated, but this is of course a low priority.
  • Options Menu: A new panel appears in the middle of the screen when you hit the Options menu, with a number of toggleable checkboxes and sliders for things like volume. These are all actually pulled directly from the Menu dropdown in the main game, so if we add new options there then they’ll also appear in the main screen options panel.
  • Load Game: The new panel is also used for the Load Game panel, which shows all 8 save game slots and the Autosave in slot 9. The old Continue option has been added here with your latest save game being drawn in slot 10. Each save slot also shows the races in the game next to it, with eliminated races marked off.
  • Story Missions: The new panel is similarly used to show a list of all of the singleplayer Story Missions in the game and let you launch one. There’s currently only one mission (The Kazzir Story, part of the Before the War story arc), and we’ll be adding more as quickly as possible. The aim is to hopefully have two full story arcs with 6 missions in each by launch. We’ve also added three rating stars to each mission on this part of the UI (Bronze, Silver and Gold), and in a future patch we’ll have a score screen after each mission to work out how well you did and let you know which of the three ratings you achieved. At the moment, completing the mission just assigns you the bronze rating.
  • Challenge Maps: We’ve activated the Challenge Maps button, which uses the same UI as the Story Missions panel, but there are no challenge maps currently available. We’ll be adding some of these leading up to release and after release, and they’ll have the same three star rating system.




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We’ve now finished off the New Game Screen, which was missing some of the options players could select when creating a new sandbox mode game. The load time when clicking the Sandbox Mode button on the main screen has been eliminated, we’ve made some small UI improvements to the galaxy selection page, and all galaxy options are now saved to your Predestination.ini file and will be remembered the next time you load the game. The race selection page has also been renamed to Empire Options and now allows you to select your race’s colour and which crashed ship you want to start the game with:
  • Science Vessel: Generates 20 RP/turn. On reaching the Space Exploration tech era, you unlock the Orbital Scanner ship module and get a Science Vessel that can scan planets.
  • Asteroid Miner: Generates 25 Metal/turn. On reaching the Space Exploration tech era, you unlock the Asteroid Miner ship module and get an Asteroid Miner ship that produces +50 metal/turn.
  • Colony Ship: Provides housing, food, health, and security for 2,000 additional population. On reaching the Space Exploration tech era, you unlock the Colony Module ship module and get a Colony Ship that can settle another planet.
  • War Cruiser: Provides 50 Energy/turn. On reaching the Space Exploration tech era, you unlock the Laser Cannon, Laser Rifle, Mass Driver, and Electron Shield technologies and get a prototype warship with no FTL drive that can defend your home system and remains quite powerful into the mid-game.


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Galaxy Distribution: We’ve made some changes to the galaxy and nebula generation algorithm again, making stars a bit closer together and re-balancing the number of stars on each size level (32 for Tiny, 48 for Small, 64 for Medium, 96 for Large, 128 for Huge, and 180 for the new Colossal size). A few tweaks have been made to ensure every race has a certain minimum start quality, so races such as the Starforged and the Zloq who are highly sensitive to finding the right type of planet nearby should no longer get screwed over by map generation. You’ll still have to go exploring to find the ideal planets, but there’s now guaranteed to be a decent one nearby.

Nebula Tweaks: The nebula graphics have been tweaked a bit and should now look a bit better with more variation. Stars will also now more accurately detect that they’re inside a nebula and show that visually in the system window correctly, which will be a bigger deal as we add further gameplay differences for stars inside nebulae such as gas pockets during fleet combat. The Primordial galaxy age also now makes nebulae sprawl out across multiple stars for a more unique look, and Ancient galaxy age has more distinct nebulae.



Aquatic Race Tweaks: Someone pointed out that the Zloq can be kind of overpowered when it comes to producing metal as their Metallic Coral Reefs are massive and can harvest ore deposits on nearby land, so we’ve re-balanced reefs a little. They can still harvest ore on land, but pure Ocean worlds now start with less ore and Aquatic races can no longer research Carbonide Drills so their ore deposits are only worth +2 metal/turn. To compensate, the Metallic Coral Reef now automatically plants 4 additional coral deposits in ocean hexes in their area when built or 9 new deposits with the Pre-Seeded Reefs technology. This also applies to Fishing coral Reefs, which now start with additional fish deposits so you will no longer have to wait as long for fish growth.



Standalone Ship Designer: As part of the 3D Ship Designer Kickstarter campaign, we offered a standalone version of the 3D ship designer that let you save your designs to files. We deployed the first version of this last month and will be deploying an updated version soon and sending everyone out emails with the link.

Building Models: We’ve now added the models for the Coral Spire, Fishing Coral Reef, Metallic Coral Reef, Gas Harvester, ByteCoin Miner, Antivirus Tower, The Forge, and Heat Sink infrastructure / buildings. Several are still remaining to be completed, including the Factory, Research Lab, Food Processor, and Factory. We’ve also now added the models for biospheres, making it a lot easier to see which cities and infrastructure have biospheres and thus cost an extra +1 BC/turn to run.



More Diplomacy Text: As part of this update, we had to add new diplomatic responses for each race to cover new circumstances that can occur. The races all now have responses for when you accept a counter-offer they make, when you accept a deal they spontaneously suggested, when you reject a deal they spontaneously suggested, when you reject a demand they make of you, and when they catch your spy on their planets. We’ve also taken the opportunity to fix a number of text errors in the diplomacy text files.

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I’d like to thank everyone for reading through another colossal dev update article, I didn’t quite realise how much was in this patch until writing this up! A special thanks also to those providing feedback and bug reports during Early Access. As always, if you’re a Kickstarter backer and you’d like an early access key for Steam or to check out the latest DRM-free non-steam edition of the game, send us an email to earlyaccessrequest@brainandnerd.com with the email address you used on Kickstarter. The next wave of keys will be going out in the next day or two.

We’re eagre to get feedback on all of the new things in this update, so please do share your thoughts here, on the Steam forum, or directly via email to brendan@brainandnerd.com if you’d like to keep your thoughts and ideas private. Are the new threat and coercion options too heavily weighted or does the AI still drive a hard bargain? We’re also interested in any ideas you might have for new spying technologies and potentially for new endgame technologies and weapons in the Physics and Biology tech trees. The next major update will be the big V1.0 release, when we change gears from feature development to iteration and balancing. More information on what you can expect in V1.0 will be released in a further dev preview article soon!

Cheers,
— Brendan, Lead Developer
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Early Access

The Early Access build of Predestination is currently very close to being finished, but there is still work left to be done before launch and you may encounter bugs. We also still have placeholder sound effects and some placeholder artwork that will be replaced before launch, and the gameplay and balance will change during Early Access based on feedback. We continually work on squashing bugs while we implement the new features, and publish regular dev update articles packed with information on each major update. Predestination is currently single player only and English language only.

If you're not sure if you can deal with a game that isn't finished or polished, we suggest adding the game to your wishlist so that you'll get a notification when it officially launches. We'd rather lose a sale than frustrate or upset a customer who isn't used to testing out unfinished games.

Acerca deste jogo

Predestination is a turn-based sci-fi 4X game set in the distant past of our own galaxy. Ships from countless races are flung back in time by a powerful hostile race known as the Revenants, and must now work to rebuild their empires and somehow stop the Revenants in the past. Explore the galaxy, colonise habitable worlds, meet alien races, and wage war. Predestination aims to blend the gameplay of classic titles like Master of Orion II with more modern 3D graphics and new game mechanics 4X fans have been waiting years to get their hands on: A 3D galaxy map, turn-based tactical fleet combat, advanced planetary exploration and colonisation gameplay, terraforming, a seamless 3D ship designer, and many other features.

Current build and release plans


Predestination is currently in a fully playable Early Access state, and all major features have been implemented thanks to your support and feedback. The main things left to add before release are additional content such as further episodes singleplayer story campaign, some user interface elements and improvements, some 3D models, sound effects, and content designed by our Kickstarter backers. We're now working on V0.9.9.0, the second last patch before we hit the big V1.0 update, when we'll begin working heavily on adding promised user content, iterating on gameplay and balance based on your feedback and polishing the game for final release.

The game is fully playable in its current state, but it hasn't been polished significantly and will contain bugs. If you enjoy helping to shape an emerging game with your feedback, or supporting dedicated indie developers, buying into the Early Access now will definitely help us out. If you're just looking for a new game to play and the Early Access process doesn't appeal to you, we would instead suggest adding the game to your wishlist and keeping tabs on development through our regular development updates. You'll get a notification when the game is officially released and can make a decision then. Predestination is currently singleplayer-only.

Post-release plans


Brain and Nerd has already committed to supporting Predestination long after release. We sold Free DLC for Life as a reward tier during our Kickstarter campaigns and have promised at least one expansion and several DLC packs, and we've promised to add multiplayer and modding tools in free updates after release. We have some very exciting plans for future content, such as space monsters and races with living ships, and constantly turn to our community for ideas. Stay with us and keep an eye on our development updates for more news on this after release.

History


Independent game development studio Brain and Nerd was founded in January 2012 by Queen's University Belfast graduate Brendan Drain and Tina Lauro, and work immediately began on Predestination. When it became clear that Predestination would need some funds to continue development, a campaign for the title was launched on Kickstarter in November 2012 and went on to become the first Irish game to be successfully kickstarted, reaching 200% of its initial goal. A small grant from the Arts Council of Northern Ireland's Creative Industries Innovation Fund allowed us to add a stretch goal feature that we didn't reach during the campaign -- A freeform 3D ship designer. A small secondary Kickstarter campaign was launched to improve on the 3D ship designer with new features like customisable space stations and CAD-like advanced tools, which was also successful.

The game's Fleet Combat, Planetary Colonisation and Galaxy level gameplay were each developed as separate modules and individually tested by our dedicated beta backers before being joined together into one cohesive playing experience. We launched this as our first alpha build on Steam Early Access in 2015, and have continued to develop the game with your support and continued feedback. Since then, we've released over 70 regular updates and implemented almost all of our target features, including:
  • Tax system and economic gameplay
  • Ground combat, planet bombing and capturing
  • Space Exploration galaxy age -- Skip straight to colonisation.
  • Planetary morale, health, security and loyalty systems
  • Trade Routes and blockades
  • Diplomacy System
  • Race Stats and four Race Archetypes with unique technologies and gameplay
  • 3D Ship Designer & racial ship part models for 3 races
  • Ship captains and colony leaders
  • A directed tutorial for 4X newcomers
  • Wormholes
  • Planet specials, including strategic resources
  • Warp-capable missiles
  • Temporal Rifts, and Revenant attacks (random events)
  • Planetary disaster events
  • Building and infrastructure models (90% complete, final batch in progress)
  • Tech Era 3: First Contact
  • Tech Era 4: Galactic Domination
  • Synergies technology tree
  • Multiple Victory conditions
  • Spying Gameplay
  • A fully moddable episodic story mission system
  • Empire management tools

Requisitos do Sistema

    Mínimos:
    • Sistema Operativo: Windows Vista, Windows 7, Windows 8 or Windows 8.1
    • Processador: 2+ GHz single-core
    • Memória: 3 GB de RAM
    • Placa gráfica: 1GB+ dedicated graphics card (DX9 SM3.0 compliant)
    • DirectX: Versão 9.0c
    • Espaço no disco: Requer 3 GB de espaço livre
    • Placa de som: DirectX 9 Compatible
    • Notas adicionais: Some laptop GPUs are not yet supported. Optimised low graphics options for low-end PCs are not yet included.
    Recomendados:
    • Sistema Operativo: Windows Vista, Windows 7, Windows 8 or Windows 8.1
    • Processador: 3+ GHz dual-core
    • Memória: 4 GB de RAM
    • Placa gráfica: 1GB+ dedicated graphics card (DX9 SM3.0 compliant)
    • DirectX: Versão 9.0c
    • Espaço no disco: Requer 3 GB de espaço livre
    • Placa de som: DirectX 9 Compatible
    • Notas adicionais: Some laptop GPUs are not yet supported. Optimised low graphics options for low-end PCs are not yet included.

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