# Empire **Repository Path**: deshuofa/Empire ## Basic Information - **Project Name**: Empire - **Description**: No description available - **Primary Language**: Unknown - **License**: MPL-2.0 - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2025-06-17 - **Last Updated**: 2025-06-17 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Empire Empire Incremental An incremental game about building an empire through city building and colonization. Empire Incremental combines elements of a clicker with an idler and has lots of micromanagement. ## Roadmap 1. __Smelting__ Mined ore will require smelting to convert the raw ore into useful ignots. 2. __Manufactured Goods__ Add factories to the game which produce various goods, some might be needed for advanced construction projects; other could just be valueable items to sell for profit. 3. __Exploration__ The first step in colonization is discovering places to colonize, this will be like an advanced version of the prospecting system to discover new places and perhaps unique encounters. 4. __Outposts__ The player will advance beyond the starting city and construct outposts which will gain access to mineral deposits that contain better consentrations of rare materials. These outposts will have some kind of extra challenge involved in maintaining them, not currently a fully fleshed out idea. 5. __Biomes__ New locations will have different biomes which govern what kinds of challenges and resources are encountered there. 6. __Trade__ Making contact with neutral settlements could allow for trade. 7. __Conquest__ Why trade when you can just take it? Train soilders and equip them with weapons to take what you need. 8. __Space__ Eventually the player will advance into the space age and build colonies on other planets, these colonies will be difficult to develop but yield rare materials. 9. __Base building__ Allow the player to design their city layout instead of just building quantities of things. 10. __Random events__ Stuff to add flair to the game and reduce predictability. 11. __Offline mode__ When you reload progress should be advanced as if you had left the game window up and running unattended. 12. __Convoys__ Moving materials between cities will require setting up convoys. 13. __Building Upgrades__ Many basic building types will be upgradable which might allow more workers to be assigned to them or provide other enhancements. 14. __Advanced Mining__ After prospecting a location the player who has aquired newer mine technology should be presented with options to build a basic mine or some kind of more expensive advanced mine (deep borehole, etc). 15. __Education__ All jobs are currently unskilled labor, but eventually there will be high tech jobs which required educated workers, which in turn means there needs to be an education system.