This game lets you play as the survivors of the 3 ships that landed on planets in the Koprulu sector; you get them out of the wreckage, start their civilizations, and eventually reach the events right before those of StarCraft.

 

Table of Contents:

  1. Cinematics
  2. Resources
  3. Buildings-development Sequence
  4. Buildings You Place
  5. Buildings Unlocked Near the End
  6. Conceptual Images

 

  • survival game where you can toggle between all 3 (2259 A.D.) crash sites of the surviving supercarriers (3 unique worlds’ worth of biomes, seasons, weather, wildlife, wreck resources (salvageable ship parts), etc.),
  • –settings allow turn-based or continuous-speed,
  • civilians (neutral NPCs) start walking out of the colonist blds you make; only military buildings do not generate these NPCs. these civilians automatically keep things tidy, removing debris, lining up to help carry things such as mined/salvaged materials, reporting/alerting, removing pests/wildlife, domesticating some wildlife (not air/birds, but ground units), etc.
  • dramatic weather and flashfloods, sinkholes, tornadoes, hurricanes, etc., until weather-modification / terraforming is brought online generations later;
    bridges washed away sometimes, dams cracking open
  • The nuke cursor shows concentric rings w numbers on them; how many hp will be taken from all units in each ring. Purple ~1,000hp, red ~700, orange ~400, yellow ~100.
  • Sometimes you have to do GPR and earthmoving to find and expose temples and other ancient sites/structures.

Cinematics:

  • –opening cinematic shows them being loaded, sent, monitored by Sol-based personnel, malfunctioning, traveling for 28 years (montage to represent/shorten that, ofc), starting emergency-landing procedures once close enough to the worlds which happened to be where their fuel/power ran out / engines began failing, and finally burning as they enter those atmospheres, 1 completely exploding on impact, forming a lifelike big canyon as it finished sliding/tumbling, and then fade to black; for game-start; your time to start moving your character/s out of the first of those 3 ships to look around (and then having to make many trips back into the ship to salvage more and more to keep expanding before you find and can process local resources),

Resources:

  • –on the planet where 2 ships crashed… you can salvage both since everyone in 1 died,
  • All resources at first come from just the 3 crashed/wrecked super-carriers.

  • –deal with ex-con beliefs, moods, power struggles, etc.,
  • –very gradual decay/erosion of the crashed supercarriers, showing rust and vines buildup, pooling water in some of their rooms, birds and bats nesting in them, etc.,
  • –see what leads to Tarsonis gaining advantages,
  • –see NPCs venture to preset spots to start their own settlements/towns, some of which will be named names you might recognize if you played StarCraft and StarCraft 2,
  • –zero contact with Protoss or Zerg, as that happened in 2499,
  • –so you play through 240 years of spurred reproduction, cloning, frozen embryo reactivation, etc.,
  • –all pre-game-1 Terran-lore events happen (are featured/mentioned in this game), affecting your gameplay/progress, but you are playing all 3 human civilizations, so…
  • –player must drive around, and sometimes survey and then excavate/prospect, to find minerals and Vespene gas; it isn’t obvious like in StarCraft 1 or 2
  • –player doesn’t have to build paved links to other settlements, but it helps
  • 1 campaign for each of the 3 worlds? no; simultaneous RTS Civilization-style-ish, but determine progression of which buildings can be made, not just airport to starport… but only bldg posb/reqd… then which 2 or 3 it makes posb, then the 2 or 3 each of Those makes posb.

Buildings-development Sequence:

  • –building airports and then spaceports
  • –researching technologies, and to higher levels, makes builds cost less, and take less time, and weapons do more, etc.
  • –only farming at first, and must be massive
  • –no way to terraform or even make airplanes for years
  • –greenhouses must be first, and generations of modified crops, until they can do well outside
  • space station… then orbital platform
  • no hovering buildings? or at very end
  • when develop nuclear weapons? middle bc lore has 1 world nuking a rival world.
  • add dams to blds list
  • and flood basins/canals around cities you have to build in stages bc they are such big engineering/earthmoving projects

  • –player is not in charge at the highest level; world leaders are NPCed, thus ensuring that world cultures become distinct, and interplanetary disagreements eventually lead to the lore conflicts
  • –everyone has local weather control tech’ (b/c they are all helping maintain terraforming and crop growth), thus weather warfare is a thing of the past, but psionics-based tech’ that lures or repels Zerg is expensive/experimental/new/rare
    ..
  • –no StarCraft 1 blds until near the middle of the game; no Barracks, Command Center, Supply Depot, etc.
    (and no mobile buildings until near the end)
    (and no StarCraft 2 buildings/upgrades; Fusion Core, Ghost Academy, Orbital Command, Planetary Fortress, Reactor, Sensor Tower,  or Tech Lab –which are, of course, not possible, as this game’s setting does not continue that far into the future.)

BUILDINGS-UNITS YOU PLACE IN THIS GAME TO START:  (reference:  list of types IRL)

  • airbase (can be upgraded to a StarCraft Starport, then a mobile Starport, and allows the development of the Control Tower add-on (for Dropships and Valkyries))
  • airport (stays an airport; for terrestrial civilian travel) –must be built/improved before starport unlocked
  • apartments
  • armory:  Tracy’s Armory (terrain addon from Broodwar
  • assembly plant (can be upgraded to StarCraft Machine Shop; add-on which allows Siege Tanks to be made in the Factory)
  • atmospheric processing plant
  • bakery
  • bank
  • bridge
  • brothel (remember:  these settlements were ALWAYS encouraging as much sex as possible, as that increased the chances of more children)
  • cloning facility
  • composting property
  • data center
  • desalination plant
  • distribution center
  • earthworks; berms, etc.
  • embassy, interplanetary (later
  • factory (can be upgraded to a non-mobile StarCraft 1 Factory (to make Vultures, then Goliaths once an Armory is build), then to a mobile Factory (to also make Siege Tanks once a Machine Shop is built))
  • fallout shelter (can be upgraded to a StarCraft Bunker)
  • farm, commercial/industrial
  • fire station
  • food packaging plant
  • golf course
  • graveyard
  • greenhouse
  • grocery store
  • gun store:  Bob’s Guns (the terrain feature; an NPC building that is not clickable)
    –plus the other buildings/terrain-addons in this category
  • highway
  • hospital
  • hotel
  • hydroelectric dam
  • internet provider
  • job services office
  • k_ (nothing thought of yet
  • laboratory
  • landfill
  • library
  • lumberyard
  • mall
  • mansion
  • manufacturing plant
  • mechanic
  • memorial
  • mill; grinding
  • mine
  • missile (non-nuclear at first) silo and impact/test range (can be upgraded to both a StarCraft Missile Turret and Nuclear Silo)
  • monument
  • municipal government building
  • museum
  • Naval base
  • neighborhood with playground
  • news station
  • nursery, plants
  • observatory (can be upgraded to StarCraft ComSat Station)
  • office building; high-rise, and later skyscraper
  • offshore platform
  • opera house
  • park, amusement/theme
  • park, city
  • police station and jail
  • port; ships un/loading
  • post office
  • power plant
  • prison
  • quarry
  • racetrack
  • radio tower
  • ranch
  • ranger station
  • recycling center
  • refinery (stays a StarCraft Vespene-gas refinery)
  • research & development facility (can be upgraded to 3:  a StarCraft Engineering Bay, Physics Lab, and Science Facility)
  • restaurant:  Chinese restaur/diner (terrain cliff add-on in Broodwar)
  • salvage warehouse (can be upgraded to a StarCraft Supply Depot)
  • schools; elem., middle, HS, technical college, university (can be upgraded to StarCraft Academy)
  • scrapyard
  • sewer
  • shipyard
  • ski resort
  • solar farm
  • sports field
  • stadium
  • steel mill
  • subway
  • temple
  • theater
  • training camp (can be upgraded to both a StarCraft Armory (which allows the Goliaths to be made in the Factory), and Covert Ops)
  • underwater facility
  • vertical/indoor/container farm
  • waste treatment
  • water treatment plant
  • weather control
  • zoo

BUILDINGS YOU DEVELOP AND PRACTICE FIELDING (TESTING/COMMISSIONING) AFTER MIDDLE OF GAME / NEAR END:

  • alien quarantine facility
  • Space Construction Vehicle factory (can be upgraded to a Terran Command Center; mobile from the start)
  • Space Marine suit factory (can be upgraded to a StarCraft Barracks, then mobile Barracks)
    (because the end of this game is when these 3 global powers regain Space travel and start armoring their spacesuits, etc.)
  • more tba

 

Also see: