Apollo4x
Apollo4x is a game of transporting 5 resources between planets, and you have limited fuel to do so. It’s a bit puzzle, a bit resource management, and some tycoon strategy. There are no build queues, and you are having meaningful interaction with your economy every single turn. There are no "other players" to compete against, but we’ve instead used a "time pressure" type enemy that consumes planets as it spreads across the map – because a fun game needs a challenge component, and we find symmetric AI opponents problematic in other games, so this was the best solution. Difficulty is fully in your control, and ranges from zero-challenge to something the creators can’t beat, so you’ll find your own best settings with experience.
Apollo4x has "4X" in the title, but this is not an indicator that we’ve made a "traditional formula" title like Master of Orion, or the games that follow that economic and combat model. Steam has a multitude of games that do, and do it so well that there’s no point in us making a competitor to them.
The Idea
What we did is toss out the economic model of exploring a hidden map, having AI opponents that attempt to play the same game as the player (because they generally fail, and obviously cheat) and long build queues where you just hit "next turn" 100 times before anything significant happens. Rather than have you build a navy of spaceships and militarily conquer other simulated players, we made more of a tycoon puzzle economy. Each planet has three "exports" and you put two "imports" on them. Money is made by matching exports on one planet to imports on another, with the limitation of fuel availability, which is dependent on how upgraded each planet is.
The Enemy
Since we don’t have simulated players to compete against, we decided on using a "creeping doom" style opponent. The enemy spreads out organically from their homeworld(s) at a pace you determine in the difficulty settings. You can, and will have to, slow their spread and defend your own planets from this steadily encroaching threat. Each enemy colony adds +1 army to their homeworld defense, so the player is encouraged to keep the enemy from growing into an impossible strength and speed of expansion by "pruning" their colonies. If your chosen win condition is to cleanse the galaxy of them entirely, you’ll have to weaken them first through attrition.
Combat
We went out of the 4X realm and built in a tactical card game inspired in part by some of our favorite tabletop combat games. Morale, combined arms, and multiple possible tactics for each of the very unique units to choose from every turn. Four different enemy clans to battle, based on the four horsemen – death, war, pestilence and famine. Each has an entirely different set of units and tactics and requires a completely different battle plan to beat. War fights with brute force, while pestilence attacks with morale crushing horror weapons, and death gave up their bodies for machines and now are the unliving reapers. Currently there is no space combat or fleet building, being instead like Starship Troopers where your troops are "dropped in" and just fight the ground war. This is to keep things simple and not have two different combat systems in a game that’s primarily a trading puzzle – but if Apollo4X does well, it’s on the list for whatever sequel we make.
Winning
Winning the game is accomplished by either economic or military means. You can kill all the enemy homeworlds. Alternately, stockpile 300 of each market resource, or upgrade your colonies to produce a cumulative 500 "stellar network" points and colonize 20 planets. Military, economic, or expansion victory is your choice.
Game Difficulty
Finally, we allowed you maximum choice of difficulty. Tailor the game to your needs, so you feel challenged but not overwhelmed. If you think the economy could be more resistive, turn it up. If you want to not worry about enemy expansion you can weaken them, start them with less colonies, or lower rate of expansion. Or, if you really like the combat game, set the economy to easy and add all four enemy types to the map at maximum strength — good luck with that, though. If you want to go fully casual, we even allow you to turn off economic failure, and have unlimited funds to experiment with. We, as players ourselves, lose interest in games that are too hard or too easy, so it seemed important to give the player full control of it. Since most people want to play on "average", we’ll be listening to feedback about which difficulty settings are most popular and adjust the "average" levels to those trends down the road a bit.
We dared to be different in a genre full of excellent but too similar titles. If different is what you need, this is it.
Steam User 1
I like trading games. The tutorial video is very good. This review is for the developers, but might also help people considering trying the game.
I played offline, meticulously, a few rounds with the "can't run out of gold" and "can't die if favor goes to zero" to get the hang of things. Also I used the same cheats to rush to combat to make sure I understood the mechanics. (I DO think there should be an auto-resolve option, since combat is very different from trading.)
Then I had 2 false starts with the cheats turned off. I'm on turn 6 of my 3rd game, 6 planets and ready to colonize the 7th. I followed the tutorial recommendation of paying 20 favor for the $30/turn income and 5-slot convoy. So far I have only done one long convoy per turn and the income from trades have been: 16-48-80-66-119 and 135 each turn. I also took your advice of investing ALL the money left over at the end of the turn to insure increased money over time. My ending balance before investing has been: 86-6-72-63-125-156. And my starting amount of money each turn has been: 200-60-62-77-96-131-153.
How I play: I play with a second computer open to a google docs spreadsheet.
+ One page is a simple distance chart, showing distance for each planet from each other planet.
+ One page is a list of each planet going down the page, and the 5 products twice across the top. I then put in the buying and selling price of each planet at the start of each turn and amount of fuel they have.
+ Then I take a blank piece of paper and figure out who should sell to who. The game is set up so overall, there are always more sellers than buyers. At this point, fuel does not seem to be an issue (I'll explain more later), so I simply sell the least expensive items to the richest buyers.
Specifically, I write the name of the planet and below it's name what it will be picking up to sell down the trade route. Above the planet's name I write what it will buy when the convoy arrives. Then I put a line between each planet on the route. Once I've mapped out the rough draft trade route, I count to make sure every single seller is satisfied and I haven't accidentally picked up any excess items. Then I write the distance above each connecting line to make sure there is enough fuel in total (usually one planet has 2 legs so I have to add 2 numbers).
The lower grade planets have less fuel. To help low fuels planets, I have an A planet close to a lower grade planet receive the trade (and thus pay the bulk of the fuel costs) and then send a short leg to the "poorer" planet.
A bit about fuel. You get 2 fuel for every city (if you want). Cities for A planets are insanely cheap, so those planets now have close to 50 fuel each, and they usually spend less than 10 per turn. I'll keep fuel at 50 for each city, and then begin using city income for other things.
So I don't miss anything, here is my turn checklist:
+ check colonial demands - buy services if necessary
+ quickly cycle through planets and buy max fleets for each planet
+ figure out trade route (longest part of each turn)
+ buy services
+ colonize, add cities, and add corporate buyers
+ build cities on other planets
+ buy "network" if a planet has 50+ fleets
+ buy services - final time
+ save (maybe)
+ invade ?
+ invest excess money
+ end turn
Conclusion: As I get better at the game, I might use my "off-line" helpers less, but I'm hoping this thorough summary of how I'm playing the game in my early stages gives you, the developers, some ideas on tools that might be incorporated into the game to speed things up a bit.
Unique game. Happy I stumbled on it. Thanks for all the work you've done on it so far!
Steam User 3
Game is okay but the UI has me going crazy, also i think its abandoned.