Modifiers
July 02, 2026
So I added modifiers to the game to allow some values to get a modifier bonus or malus. There are two types of modifiers, additive and multiplicative. Additive modifiers is just a basic addition to the preexisting value, while a multiplicative modifier sums up all the modifiers and then multiplies that value with the base value.
More economic developments
February 18, 2026
Now that the space side is in a good spot for now, I will be talking about the economy. It has been a while since we’ve talked about the economy, and I think it’s time that we get back into the flow.
Earth-Moon Orbital Transfers
November 14, 2025
After a great amount of effort, I was finally able to get orbital transfers to work!
Orbital Maneuvers II
April 15, 2025
It has been a while since the last update, but I’ve been hard at work!
Orbital Maneuvers I
November 13, 2023
A core part of the game will be orbital mechanics, so recently, I’ve almost completely overhauled the code for orbital math.
Connecting the economy
August 24, 2022
The economy, being a core part of our game, needs to be constantly iterated so that we come up with an appropriate system that fits our needs. So, this round of economic updates bring more changes to the structure of the economy.
New Orbit System: Keplerian Orbits
June 16, 2022
Keplerian orbits have been added to the game.
New UI system
March 18, 2022
After some time, I have finally managed to actually use the excellent library, RmlUi, for a proper UI. This UI library allows us to use an interface similar to HTML to format our user interfaces, which allows us to give more advanced styles to our UI, like animations and easily switching between fonts.
Name Generator
January 22, 2022
I have added a name generator to the game. Although it isn’t sophiscated, it does allow us to add some flavor into the game, for planet and city names, and the like.
New Market System
January 10, 2022
When setting out to make an economic system for Conquer Space, I did not want a system where resources are stockpiled and used when they are needed, like in most 4x or RTS games. Stellaris comes to mind, where you are essentially trying to get a surplus in your production to stockpile them for later. Especially in the end game, where you have essentially unlimited supplies of all resources. Factories and production centers would not reduce their production to fit the economic supply and demand forces, which I found unrealistic. In the real world, large amounts of resources are usually not stored in a place, and are used almost as soon as they are produced. If there is a surplus, then factories would reduce their production, and if there is a shortage, factories would try to increase their production.
Economy Work as of October 2021
October 20, 2021
These few weeks have been more productive than expected, so here’s a summary of what we did in the economy over this time.
Ticks and dates
September 12, 2021
Information about how Stardate and ticks operate.
Website
September 11, 2021