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Spaceplan Empire Building Amongst the Stars Boldly go where no bug-eyed floppy-tentacled being has gone before in our games of the exploration and conquest of space. Critical decisions of population growth, industrial development, military power and technological investment in the early game will decide your fate in the struggle for galactic domination. |
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At the start of the game you control a single star system and your home planet, with a handful of population, a little industry, a few ships and just enough technology to make them fly. Plus a reasonable reserve of cash ('build points', in fact) in your treasury to spend on more.
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First you'll plant your flag and your first colonies on whatever other planets are in your home system while your cruisers fan out to nearby stars in search of new worlds to conquer. But other people are out there, doing the same thing, and this is where the trouble starts.
Spaceplan is what we refer to as an 'advanced level' game, while Star Chase is its 'basic level' cousin (easier to play, with rather less depth and detail). The difference in the length of rulebooks and game reports is around double. There are plenty of players who prefer Star Chase: people often characterise our 'basic' games as one where you spend less time working out what to do, and more time actually doing it. Spaceplan on the other hand takes more time and effort to pick up, and it's much more challenging to play: many players prefer the extra depth and detail. Star Chase will get you into the action quicker and easier and it's probably one of the best games to start with if you haven't played this type of game before.
The first big decisions in Spaceplan are over which technology best deserves your investment. Economic factors, so that you'll have more to spend later? Weapons technologies and ship designs so that other players can't steal what you build?
There's a wide range of technlogies to choose from:- agriculture, birth labs, cosmology, culture, defence tech, echo tech, fighters, hyperspace construction, hydroponics, income, industry tech, jump tech, life support, mines tech, space marines, orders, petrochemicals, probes, robots, supply, terraforming, transport, treasury & weapons.
Four major resources control build and supply costs throughout the game. The availability of each of Food, Hydrocarbons, Isotopes & Minerals is decided by the resource prices in each system: this rises with demand and falls with supply.
Food is needed to feed your workforce and your fleet, and is provided by population toiling in your agricultural colonies on whatever earth-like worlds you can find, or by industry & hydroponics in space colonies. Hydrocarbons are needed to power your industry (except for space industries which can use 'solar' power) and can be mined on the moons of jovian planets (or by petrochemicals technology & industry in star systems).
Isotopes are the core of the space drives of your ships and the power systems of our space stations, and can be mined on the rare 'satan' worlds or produced by industry among the asteroids. Minerals are needed for construction as your population and industry expand, and are mined on asteroids and any world you're prepared to dig up and destroy.