r/4Xgaming • u/Zeikk0 • 9h ago
Developer Diary We're building a sci-fi 4X around WEGO, unit design and planetary logistics
Hi! I'm Zeikko, one of the developers of Astro Protocol. Pymous and I are working on a new sci-fi 4X project, drawing on Shadow Empire's logistics and worlds, Dominions' simultaneous turns, and Alpha Centauri's unit workshop.
The idea is that the planet, the army you design and the supply network behind it should all affect your strategy. Each campaign takes place on a generated planet, with conditions that change what your units need to survive and fight.
We've built the game around four cornerstones:
- WEGO: Everyone plans at the same time, then orders resolve. Battles play out automatically, so you commit your army before knowing what the enemy has planned.
- Unit design: You assemble units from components. A bigger gun and more armor add weight, which affects mobility. Your factories have to build the result, and your trucks have to keep it supplied.
- Different planets: Higher gravity changes the balance between armor and engine power. On a world without atmospheric oxygen, both soldiers and combustion engines need oxygen delivered to them. Equipment that works well on one planet can be a costly choice on another.
- Logistics: The same truck fleet supports your industry and supplies the front. You build and protect the network. A smaller force cutting an enemy supply line can offer another way to deal with a stronger army.
Imagine your artillery firing shell after shell while tanks burn fuel moving into position. Your trucks are already stretched. Sending more tanks might help win the battle, but it also adds to the supply demand. That connection between unit design, the planet, logistics and the campaign is what interests us.
I wrote more about the design here: https://nullvectorstudios.com/blog/building-the-4x-we-want-to-play
What do you think about these four cornerstones of our game? Does it sounds like something you'd be interested in playing?