Introduction
Vision, design principles, and core pillars of Astrocracy.
Vision
You are an interplanetary industrial director managing logistics, population, and fleet doctrine across a persistent galaxy.
Astrocracy is a browser-based persistent 4X space strategy game. The player experience focuses on:
- Macro management — decisions at the empire scale, not unit micro
- Supply chain optimization — food, resources, and ships are an interconnected economy
- Blueprint engineering — design ship loadouts with deterministic stat calculations
- Deterministic warfare — combat has no RNG; every battle is fully analyzable
- Strategic expansion risk — growing faster than your food chain can support is punished
There is no twitch gameplay, no random combat, no upkeep micro on individual ships. Everything is analyzable and optimizable.
Core Pillars
| # | Pillar |
|---|---|
| 1 | Planetary economic management |
| 2 | Population & food logistics pressure |
| 3 | Slot-based ship blueprint engineering |
| 4 | Deterministic fleet combat |
| 5 | Automated trade routes with thresholds |
| 6 | Espionage-driven blueprint intelligence |
| 7 | Expand vs stabilize strategic tension |
Core Game Loop
- Develop planets
- Balance food & population
- Produce resources
- Design blueprint
- Produce ships
- Send fleets
- Combat resolves (deterministic)
- Analyze battle report
- Adapt doctrine & logistics
Strategic Depth
Players optimize:
- Population distribution across planets
- Trade thresholds to automate resource flow
- Blueprint efficiency (damage per power unit)
- Counter-meta ship builds
- Espionage timing
- Expansion timing vs. stabilization
The Core Tension
Expand → strain food chain and production Stabilize → fall behind militarily
The game is balanced so a sustainable, well-managed empire beats rapid uncontrolled expansion.
Server Modes
| Mode | Tick Rate | Duration |
|---|---|---|
| Persistent | 1 hour | Ongoing |
| Seasonal | 5–10 min | 4–6 months |