Hey everybody
Some of you may know me from the FfH forums. I've decided to undertake an ambitious mod for civ based on a sci-fi D&D campaign I ran a long time ago (when 3rd ed first appeared: to make up for a lack of spelljammer
).
This project will start as a modmod for final frontier as many of the mechanics are already there. It may stay like this or use its own mechanics. We'll have to see
Note that this is literally in the starting development stage. Mainly concepts at the moment.
I plan to re-introduce specialists (used system-wide, with certain buildings allowing for specialist population as well as others enabling a specialist of a certain type to provide more options than citizens).
I have not developed specific unit stats or exact promotion details yet. Work is beginning on civics and religions. I am all open to suggestions from the community!
Presently there are a few ship categories I plan to implement: capital ships, recon ships, defense ships, squadrons and space wildlife.
I did not include missiles as I don't consider these units (they would be stocked and fired in large numbers from ships). Special missiles later will probably have the squadron classification or none at all.
Also bear in mind that construction options at the beginning of the game with no tech requirements include:-
Scout ship (basic recon ship)
Colony ship (obvious
)
I will be constantly updating this page (especially seeing as I am in concept design stage), so updates will be regular. Please feel free to post any ideas or suggestions you may have
The Belvian Union
The Belvians are a diplomatic and patriotic group of humans, who claim that their home system, Belvia, is the source of all human life throughout the galaxy. Responsible for the formation of GAULE (the Galactic Alliance for the Unification of Like-minded Entities), The Belvians are what most galactic denizens view as the stereotypical human, and their culture permeates heavily throughout the galaxy.
Focus: Culture/influence, trade and diplomacy. GAULE is an intended UN wonder for the game. Maybe the Belvians would have a bonus to its production or an extra vote from unique units or as a civ?
The Holy Empire of Scarthia (for anyone who is wondering, yes this copied from the Scarthian civilisation in my fantasy works. I like the name Scarthia: any alternative suggestions would be very welcome
)
The Scarthians are a proud and aggressive group of humans, united through a desire to subvert and dominate the galaxy through subtle and forceful means. They continuously protest that Belvia uses propaganda and lies to legitimise itself as the centre of human culture. They claim that human life originated on Scarthia and that humans were once a superior race of psychic beings. Convinced of their superiority, they intend to reawaken this talent and show the galaxy the true power of human-kind.
Focus: Espionage and heavily psi focussed, good military
The Phelwaan
The Phelwaa are an unusual group of humans that obsess over the fair treatment and good health of all life. They despise conflict and war, focussing on philosophy and arts and the preservation of life in all its forms. Most of their planets are beautiful to behold, though the Phelwaa are picky about the areas that outsiders may tread for fear of damage to their precious habitats. Citizenship for outsiders is likewise very difficult, requiring a multitude of tests and screens to determine if an individual is appropriate for integration into Phelwaan society.
Focus: Pacifism, health and defence
The Latesshii Conglomerate
The Latesshii were formed from nomadic space-faring humans in the early days of galactic exploration. Although they settled in a “home system”, this acted merely as a base of operations to extend further into the galaxy. The Latesshii continued to expand at an alarming rate compared to other civilisations, moving vast distances in large convoys to colonise planets all over the galaxy. They have garnered acceptance from other races due to their mechanical expertise and willingness to fix ships and offer aid throughout their expansive territories. For this reason, they have been allowed to expand in pockets close to rival territories without hostilities or serious border disputes.
Focus: Reduced maintenance for distances, reduced upgrade costs and civic upkeep, increased repair rates (for ALL non-enemy ships in their territory), reduced border tensions
The Te’lesh
The Te’lesh are an old and beautiful race of humanoids, responsible for mapping a good portion of the galaxy and developing key space-faring technologies while the other races were barely realising their potential. They stand taller than a human with a slightly thinner build and no hair other than eyelashes, but bear an obvious resemblance to humans both physiologically and reproductively. Known for their efficient propulsion techniques, the Te’lesh are able to traverse distances faster and with less fuel consumption than other races, and they jealously guard their secrets for fear of them being utilised against them. Of all the species in the galaxy, the Te’lesh find humans the most curious due to their varied but brash nature. They are amazed that a race with such short life spans can accomplish so much during their brief existence in the cosmos.
Focus: Exploration and research
The Szel’raa Matriarchy
The Szel’raa are an exotic humanoid race, resembling smaller humans with plush, lacy wings, large eyes, pronounced canines and sharp claws (only on their hands, not their feet). They are beautiful predatory creatures with little compassion or love for other races. Their dark natures are reflected in a nocturnal sleeping pattern and a worrying talent for deception and intrigue. Many races fear the Szel’raa for their ruthlessness and knack for developing stealth technology. Many travellers into Szel’raa territory are never heard from again, although the Szel’raa never accept responsibility for these losses. Their society is matriarchal in most regions of Szel’raa space, and females produce a special silk that can be used to weave clothing and exotic products. In its natural form this silk is highly adhesive and was traditionally used to form webs for the capture of prey, until the Szel’raa developed techniques for its processing and utilisation.
Focus: Stealth, espionage, powerful recon/raiding (also maybe a special silk resource and some HN mechanic)
The Zha’khae’zeknea (pronounced Zar-kh-eye-zek-nee)
Easily the most feared race in the galaxy, the Zha’khae’zeknea are most commonly referred to as demons due to their partial resemblance to the same creatures from human mythology. They are extra-dimensional beings, thought to be the spearhead of a much larger vanguard sent to conquer this dimension of space. There is no current knowledge on the true extent of Zha’khae’zeknea forces outside of the galaxy, or of the number of dimensions that these creatures can access. Thankfully, it seems that connection to their dimension is tenuous at best. The Zha’khae’zeknea must maintain links to their realm of origin using large supergates that only periodically form stable connections to allow for an influx of ships. Also, those which have already passed from their realm have had to learn how to utilise materials from this realm and integrate it into their technology.
Focus: Superior military and gate mechanic similar to the FfH planar gates, lack of standard diplomacy
Tier 1
Deep Space Communications
Prerequisites: None
Provides: Broadcasting tower (+2 influence); Enables trade; Enables open borders; Can build navigation satellites (provide a vision bonus to units stationed on them)
Planetary Conservation
Prerequisites: None
Provides: Nature reserves (+1 health); Enables a civic (Economy: Environmentalist Economy)
Space Engineering
Prerequisites: None
Provides: Construction ship (can build improvements); Defence satellites (immobile defence unit)
Hyperspace Theory
Prerequisites: None
Provides: Can use hyperspace lanes and hyperspace fissures; Can construct hyperspace lanes; Reveals spacial anomalies
Military Strategy
Prerequisites: None
Provides: Training facility (new ships start with +2 XP); Enables Planetary Assault promotion (bonus planet attack); Enables civic (Society: Military)
Dimensional Techniques
Prerequisites: Zha’khae’zeknea
Provides: Reveals dimensional weak points; Can construct dimensional gates; New ships start with the phasing promotion (withdrawal chance)
Tier 2
Starbases
Prerequisites: Space Engineering
Provides: Can construct starbases; Space settlements (1/system; +2 specialist cap for system)
Advanced Planetary Engineering
Prerequisites: Space Engineering
Provides: Subterranean Settlements (+1 population cap on a planet); Strip Mines (+1 production on planet; +1 unhealthiness); Fusion Centre (+2 production to system; +1 production to system/water resource; +1 unhealthiness)
Biospheres
Prerequisites: Planetary Conservation; Advanced Planetary Engineering
Provides: Biosphere (+1 food on planet; stores 5% of food after growth); ?DETAILS_UNSURE?Can construct asteroid farm (provides +1 food/turn into the food pool: More on the food pool later
)?DETAILS_UNSURE?
Advanced Genetics
Prerequisites: Planetary Conservation
Provides: Genetic manipulation labs (+1 health and +1 science in system; +1 scientist specialist option); Civic (Labour: Artificial Selection)
Asteroid Survey Techniques
Prerequisites: Deep Space Communication
Provides: Reveals minerals (requires asteroid mining facility; +20% capital ship production); Reveals water (requires asteroid mining facility; +1 health bonus); Reveals titanium (requires asteroid mining facility; +20% bonus to squadron production); Reveals Spice (requires asteroid mining facility; +1 happiness; Needs a better name; Kinda ripped it from Star Wars and Dune
); Can construct asteroid mining facility
Sensors
Prerequisites: Deep Space Communication
Provides: +1 sight range for all systems, ships and starbases; +1 extra vision bonus from navigation satellites; Can construct Surveyor (advanced recon unit)
Combat Engineering
Prerequisites: Space Engineering; Military Strategy
Provides: Frigate (basic attack capital ship); Fighter squadrons (have bombardment abilities etc)
Hyperspace Manipulation
Prerequisites: Hyperspace Theory
Provides: Allows Jumpdrive upgrade (1 extra movement and 20% withdrawal chance; cost a set amount of gold to equip a unit with a jumpdrive promotion); +1 movement on hyperspace lanes; Enables civic (Society: Explorers)
Hyperspace Mapping
Prerequisites: Hyperspace Theory
Provides: Astrogation Centre (1/system; +1 trade routes in system); Hypernet (Wonder: Requires 3 Astrogation Centres; Reveals any black shroud that has been revealed by any two civs who you have open borders with; +4 influence; +2 GPP great economist)
Tier 3
Defense Systems
Prerequisites: Starbases
Provides: Orbital defence platform (immobile defence unit); Repair dock (repairs units in system faster); Minefield (1/system; 25% defence bonus)
Structural Engineering
Prerequisites: Advanced Planetary Engineering
Provides: Supercity (+1 gold; +1 commerce on planet; +1 population cap on planet; +2 specialist cap in system; +1 economist specialist option)
Space Wildlife Husbandry
Prerequisites: Biospheres
Provides: Reveals Space Dragon Eggs (Requires deep space pasture); Reveals Space Fly Colonies (Requires deep space pasture; +1 happiness); Reveals Calnae Beetle Colonies (Requires deeps space pasture; +1 happiness); Can construct deep space pasture; Young space dragon (Fast combat unit: requires space dragon egg pasture)
Rejuvenation
Prerequisites: Biospheres
Provides: Plant Rejuvenator (+1 health; stores 10% of food after growth); Habitat Control Centre (1/system; +2 happiness; +10% influence; allows 1 scientist specialist option)
Advanced Cloning
Prerequisites: Advanced Genetics
Provides: Organic Component Replicator (+5% ship production; ships can be given the Organic Components Promotion (extra heal rate; penalty against bioweapon equipped ships)); The Womb (Wonder: Requires Organic Components Replicator on planet; +50% ship production in system; +10% ship production in all systems; Ships built in system receive the Organic Components promotion for free; +2 GPP towards a great scientist)
Advanced Logistics
Prerequisites: Asteroid Survey Techniques
Provides: Logistics Centre (1/system; +1 trade route in system; +1 production per iron resource; +1 production per titanium resource)
High Speed Communication
Prerequisites: Sensors
Provides: Virtual Entertainment Network (1/system; +3 happiness; +20% influence; allows 1 entertainer specialist option); Holonet (Wonder: Requires 8 Broadcasting Towers; Requires Virtual Entertainment Network; +1 happiness in all systems; +2 trade routes in all systems; +8 influence; +100% influence; +2 GPP towards a great entertainer)
Galactic Scholarship
Prerequisites: Sensors; Hyperspace Theory
Provides: University (+4 science; +2 influence; +1 scientist specialist option); Enables civic (Government: Federation); National Epic (National wonder); Council of Wisdom (Wonder: Requires 3 Universities; +6 Science; +50% science; +8 influence; +3 GPP towards a great scientist)
Conquest
Prerequisites: Combat Engineering
Provides: Enables Planetary Assault II Promotion; Enables civic (Government: Imperialism); Heroic Epic (National Wonder); The Imperial Spire (Wonder: Golden ages last for twice as long; -100% maintenance in system; +25% military unit production; +10 influence; +2 GPP towards a great engineer)
Planetary Siege
Prerequisites: Combat Engineering
Provides: Missile Gunboat (early siege ship); Allows mass driver upgrade (provides a ship with mass driver promotion allowing low level bombardment);
Basic Shielding
Prerequisites: Combat Engineering
Provides: Shield generator upgrade (provides a ship with +1 defence as well as taking less collateral damage); Containment Cells (-25% war wieriness)
Psychic Awareness
Prerequisites: Hyperspace Manipulation
Provides: Reveals Psi Crystals (Requires: Asteroid mining facility); Psi Academy (+2 science; -5% maintenance; Allows psychic upgrade (allows psychic addition to a crew providing +1 attack strength))
Tier 4
Antimatter Containment
Prerequisites: Advanced Planetary Engineering; Basic Shielding
Provides: Antimatter missile (super-nuke of sorts); Antimatter Centre (Requires Fusion Centre; +4 production; +1 engineer specialist slot)
Deep Core Mining
Prerequisites: Structural Engineering
Provides: Deep core mine (+2 production on planet; +3 unhealthiness; +1 engineer specialist slot); Enables civic (Economy: Industrial Economy)
Arcology Theory
Prerequisites: Structural Engineering
Provides: Arcology (+2 gold; +2 population cap on planet; +2 specialist cap in system; +1 engineer specialist option; +1 influence); The Galactic Jewel (Wonder: Requires Arcology; +6 gold; +3 population cap on planet; +5 specialist cap in system; +2 commerce on planet; +4 unhealthiness; +8 influence; +3 GPP towards a great economist)
Nebula Navigation
Prerequisites: Space Wildlife Theory; High Speed Communication
Provides: Can traverse nebulas; Nebula Dust Replicator (allows production of adult space dragon); Adult Space Dragon (fast attack unit); The Spacefly Conserve (Wonder: Requires Spaceflies; Requires Nebula Dust Replicator; Begins a golden age; +3 happiness; +10 influence)
Terraforming
Prerequisites: Rejuvination
Provides: Terraformer (+1 food on planet; +1 health; +1 happiness); The Great Garden (Wonder; Requires 5 Terraformers; +3 health; +3 happiness; +1 health in each system; +4 influence; +2 GPP towards a great entertainer)
Bioweapons
Prerequisites: Advanced Cloning
Provides: Bioweapon Lab (1/system +2 unhappiness; +2 unhealthiness; Ships built in the system gain the Bioweapon promotion (provides a planet attack bonus and ships with organic components gain a penalty against these ships)); Eradication missile (Requires Bioweapon Lab; reduces the population of a system successfully bombarded by 1 and causes 2 temporary unhealthiness in the system; these effects are cumulative)
Interstellar Trade
Prerequisites: Advanced Logistics; High Speed Communication
Provides: +1 trade routes in all systems; Allows technology trading; Trading centre (1/system; +2 trade routes; +25% trade route yield; +2 influence; allows 1 economist specialist option); Enables civic (Economy: Trading Economy)
Advanced Sensors
Prerequisites: High Speed Communication
Provides: +1 sight range for all systems, ships and starbases; +1 extra vision bonus from navigation satellites; Can construct deep space explorer (even better recon unit); Spy satellites (1/system; +4 espionage points; +2 influence)
Civil Protection
Prerequisites: Galactic Scholarship
Provides: Enables civic (Society: Welfare); Local enforcement (1/system; +2 espionage points; -30% maintenance; +25% espionage defence; allows for 1 spy specialist option); Local military (1/system; +4 espionage points; +10% defence bonus; allows for 1 spy specialist option)
Anomaly Theory
Prerequisites: Galactic Scholarship
Provides: Can construct research stations on spacial anomalies (these provide +4 science each); Spacial Heliometer (Wonder: Requires 4 research stations; +8 science; +100% science; better results from spacial anomalies; +2 influence; +4 GPP points towards a great scientist)
Advanced Combat Engineering
Prerequisites: Conquest
Provides: Military Academy (1/system; requires 8 training facilities; Bomber Squadrons; new ships built in this system get two free promotions; +4 influence); Can construct Destroyer (better-than-frigate attack ship)
Beam Weaponry
Prerequisites: Conquest OR Planetary Siege
Provides: Beam weapon upgrade for all ships (+1 overall strength); Enables civic (Military: Precision)
Hyperspace Defense
Prerequisites: Psychic Awareness
Provides: Interceptor (Weak, mobile defence ship; Prevents enemy use of hyperspace lanes within 2 squares; negates jumpdrive promotion on all enemy ships within 2 squares; can blockade within two squares); Jamming beacon (1/system; Prevents enemy use of hyperspace lanes within 3 squares; negates jumpdrive promotion on all enemy ships within 3 squares); The Flax (Yes the name is ripped from Farscape, though it can be changed lol; Wonder: Requires 5 Jamming beacons; Prevents enemy use of hyperspace lanes within cultural borders)
Psychic Manipulation
Prerequisites: Psychic Awareness
Provides: Enables civic (Labour: Subdued); Psychic Precinct (1/system; +4 science; +6 espionage points; +25% espionage; +4 influence; allows 1 spy specialist option); Psychic Hub (National Wonder: Requires Psychic Precinct; +8 espionage; +100% espionage; +8 influence; allows 2 spy specialist options)
Tier 5
Advanced Defence Systems
Prerequisites: Defence Systems; Beam Weaponry
Provides: Ion Cannon (superior immobile defence ship); Civic (Military: Defensive); IMS (Intelligent Minefield System; Wonder: Requires 5 minefields; 30% defensive bonus in all systems)
Stellar Shielding
Prerequisites: Antimatter Containment; Advanced Shielding
Provides: Stellar Research Centre (1/system; +12 research; +2 influence; +1 scientist specialist option); +1 production from fusion centre; No unhealthiness from fusion centre
Advanced Space Engineering
Prerequisites: Deep Core Mining OR Arcology Theory; Starbases
Provides: Ring World (Requires space settlements; Requires Supercity; +4 population cap on planet; +2 specialist cap in system; +1 production on planet; +1 commerce on planet; +1 economist specialist option; +2 influence); Civic (Economy: Industrial Economy); Upgrades Starbases???
Stellar Harnessing
Prerequisites: Terraforming
Provides: Solar Net (1/system; +8 production; +6 science; +1 engineer specialist slot)
Complex Organismal Design
Prerequisites: Bioweapons OR Terraforming
Provides: Organism Design Centre (1/System; +3 health; +4 food; +1 scientist specialist option; enables Killer Spacefly (with spaceflies); enables Gigabeetle (with Calnae Beetle Colonies))
Interstellar Currency
Prerequisites: Interstellar Trade
Provides: +1 trade route in all systems; Civic (Government: Guilds); Banking Conglomerate (1/system; +5 gold; +25% gold); Galactic Standard Currency (Wonder: Requires Banking Conglomerate; +50% gold; +1 commerce on all planets in system; +3 gold in each system)
Xeno-Diplomacy
Prerequisites: Civil Protection
Provides: Galactic Embassy (1/system; +6 influence; +4 espionage points; +25% espionage defence; allows 1 spy specialist option); Can form defensive pacts; Diplomatic hub upgrade for starbases (allows mid-level culture accumulation);
Anomaly Manipulation
Prerequisites: Anomaly Theory
Provides: +4 science from research stations; Can sacrifice an anomaly and research station to produce Spacial Energy. This can be used… not completely sure how yet (ongoing discussions with Psychic_Llama)
Galactic Warfare
Prerequisites: Advanced Combat Engineering; Planetary Siege
Provides: Shipyard (+25% Ship production; New ships receive +4 XP); Cruiser (attack ship); Advanced Fighters (better fighters); Enables Vassal States
Advanced Shielding
Prerequisites: Basic Shielding
Provides: !WIP!
Hyperspace Tunnelling
Prerequisites: Hyperspace Defence
Provides: Can construct hyperspace fissures (railroad); Disruptor (Special unit; Can pillage hyperspace lanes and hyperspace fissures; Can blockade within 6 squares); Jump Gate (1/system; +2 trade routes; +25% trade route yield)
Psychic Warfare
Prerequisites: Psychic Manipulation
Provides: !WIP!
Tier 6
Planetary Shielding
Prerequisites: Advanced Defence Systems; Advanced Shielding
Provides: Planetary Shield Generator (1/planet; 30% defence bonus); Artificial Moon (+2 population cap on planet; +2 specialist cap; +1 production on planet; +1 commerce on planet; +1 trade route; +2 gold; +1 engineer specialist option)
Spacial Shielding
Prerequisites: Stellar Shielding; Anomaly Theory
Provides: +4 research from research station; +4 production from Antimatter Centre; Spacial Disruptor Missile (can create spacial anomaly)
Advanced Automation
Prerequisites: Advanced Space Engineering
Provides: Enables civic (Labour: Automated); Automation System (1/system; +6 production; +25% production; +1 engineer specialist option); Construction ship builds improvements 50% faster
Draconic Maturation
Prerequisites: Nebula Navigation
Provides: Dragon Nest (1/system; +3 happiness; New dragons start with +2 XP; Enables elder space dragon); Elder space dragon (advanced dragon unit); Draconic Resonator (Wonder; Requires Dragon Nest; Provides civilisation with 3 ancient space dragons; +4 influence; +1 specialist option for great entertainer)
Stellar Manipulation
Prerequisites: Stellar Harnessing; Stellar Shielding
Provides: Stellar Mine (1/system; +20 production; +4 unhealthiness; -1 food on all planets in system; 2 engineer specialist options)
Stealth
Prerequisites: Advanced Sensors
Provides: Stealth ship (awesome recon ship of death
); Cloaking device upgrade (ship can become invisible; revealed when attacks, but can become invisible again on next turn)
Galactic Unification
Prerequisites: Xeno-Diplomacy; Interstellar Currency
Provides: GAULE (Wonder; UN; Diplomatic votes etc); Enables civic (Government: Republic); Enables permanent alliances; +1 trade routes in all systems
Super Chassis
Prerequisites: Galactic Warfare; Advanced Space Engineering
Provides: Battleship (Hehe ISD anyone?); Advanced Bombers; Enables civic (Military: Terror)
Spacial Weaponry
Prerequisites: Spacial Shielding
Provides: !WIP! Special siege ship? New weapons?
Wormhole Theory
Prerequisites: Hyperspace Tunnelling; Spacial Shielding
Provides: +4 science from research stations; Wormhole Generator (1/system; Allows airlifts; +3 trade routes in system; +1 engineer specialist slot; +4 influence)
Mind Control
Prerequisites: Psychic Warfare
Provides: !WIP!
Tier 7
Draconic Phasing
Prerequisites: Draconic Maturation; Organismal Design
Provides: Reveals Dimensional Weak Points; Can sacrifice dragons to destroy dimensional weak points; Enables Shadowdragon (National Unit: 4 allowed; Special dragon)
Stellar Devastation
Prerequisites: Stellar Manipulation
Provides: Stellar Core Destabilising Missile (Destroys System)
Biological Perfection
Prerequisites: Organismal Design
Provides: Enables civic (Society: Utopia); Stellar Converter (1/system; Requires Stellar Manipulation; +1 food on all planets in system); Gaea Project (Wonder: Requires Terraformer; +3 food on planet; +6 health; +10 influence; +4 GPP towards a great entertainer)
Galactic Isolationism
Prerequisites: Interstellar Currency
Provides: Enables civic (Isolationist Economy); !WIP!
Tachyon Sensors
Prerequisites: Stealth
Provides: Tachyon Scanner (1/system; Reveals hidden units within 3 squares; +1 scientist specialist option); Sensor Array (defensive ship that can see hidden units)
Galactic Heroism
Prerequisites: Galactic Unification
Provides: !WIP!
Dreadnaughts
Prerequisites: Super Chassis
Provides: Dreadnaught (National Unit: 5 allowed; SSD anyone?
)
Psychic Mastery
Prerequisites: Mind Control
Provides: !WIP!
Tier 8
Stellar Genesis
Prerequisites: Stellar Devastation
Provides: Can convert part of a nebula into a new system
Transcendence
Prerequisites: Biological Perfection
Provides: !WIP! Victory method?
Omniscience
Prerequisites: Biological Perfection; Psychic Mastery
Provides: Entire world map revealed; All shroud removed
Galactic Domination
Prerequisites: Dreadnaughts; Spacial Weaponry
Provides: Terror Star (National Unit: 3 allowed; Drool
)
Black Hole Genesis
Prerequisites: Wormhole Theory
Provides: Black Hole Genesis Missile (Ooooooh)
Phew... well I guess that is it for now. Much more to come. Stay tuned
I'd love any feedback from the community, be it ideas, prediction of balance issues, contributions; anything constructive
SMALL UPDATE: INITIAL TECH TREE DRAFT COMPLETED; Help with refinement would be much appreciated
Thanks all
Al
Some of you may know me from the FfH forums. I've decided to undertake an ambitious mod for civ based on a sci-fi D&D campaign I ran a long time ago (when 3rd ed first appeared: to make up for a lack of spelljammer

This project will start as a modmod for final frontier as many of the mechanics are already there. It may stay like this or use its own mechanics. We'll have to see

Note that this is literally in the starting development stage. Mainly concepts at the moment.
I plan to re-introduce specialists (used system-wide, with certain buildings allowing for specialist population as well as others enabling a specialist of a certain type to provide more options than citizens).
I have not developed specific unit stats or exact promotion details yet. Work is beginning on civics and religions. I am all open to suggestions from the community!
Presently there are a few ship categories I plan to implement: capital ships, recon ships, defense ships, squadrons and space wildlife.
I did not include missiles as I don't consider these units (they would be stocked and fired in large numbers from ships). Special missiles later will probably have the squadron classification or none at all.
Also bear in mind that construction options at the beginning of the game with no tech requirements include:-
Scout ship (basic recon ship)
Colony ship (obvious

I will be constantly updating this page (especially seeing as I am in concept design stage), so updates will be regular. Please feel free to post any ideas or suggestions you may have

Spoiler Civs so far (haven't written all of these up yet) :
The Belvian Union
The Belvians are a diplomatic and patriotic group of humans, who claim that their home system, Belvia, is the source of all human life throughout the galaxy. Responsible for the formation of GAULE (the Galactic Alliance for the Unification of Like-minded Entities), The Belvians are what most galactic denizens view as the stereotypical human, and their culture permeates heavily throughout the galaxy.
Focus: Culture/influence, trade and diplomacy. GAULE is an intended UN wonder for the game. Maybe the Belvians would have a bonus to its production or an extra vote from unique units or as a civ?
The Holy Empire of Scarthia (for anyone who is wondering, yes this copied from the Scarthian civilisation in my fantasy works. I like the name Scarthia: any alternative suggestions would be very welcome

The Scarthians are a proud and aggressive group of humans, united through a desire to subvert and dominate the galaxy through subtle and forceful means. They continuously protest that Belvia uses propaganda and lies to legitimise itself as the centre of human culture. They claim that human life originated on Scarthia and that humans were once a superior race of psychic beings. Convinced of their superiority, they intend to reawaken this talent and show the galaxy the true power of human-kind.
Focus: Espionage and heavily psi focussed, good military
The Phelwaan
The Phelwaa are an unusual group of humans that obsess over the fair treatment and good health of all life. They despise conflict and war, focussing on philosophy and arts and the preservation of life in all its forms. Most of their planets are beautiful to behold, though the Phelwaa are picky about the areas that outsiders may tread for fear of damage to their precious habitats. Citizenship for outsiders is likewise very difficult, requiring a multitude of tests and screens to determine if an individual is appropriate for integration into Phelwaan society.
Focus: Pacifism, health and defence
The Latesshii Conglomerate
The Latesshii were formed from nomadic space-faring humans in the early days of galactic exploration. Although they settled in a “home system”, this acted merely as a base of operations to extend further into the galaxy. The Latesshii continued to expand at an alarming rate compared to other civilisations, moving vast distances in large convoys to colonise planets all over the galaxy. They have garnered acceptance from other races due to their mechanical expertise and willingness to fix ships and offer aid throughout their expansive territories. For this reason, they have been allowed to expand in pockets close to rival territories without hostilities or serious border disputes.
Focus: Reduced maintenance for distances, reduced upgrade costs and civic upkeep, increased repair rates (for ALL non-enemy ships in their territory), reduced border tensions
The Te’lesh
The Te’lesh are an old and beautiful race of humanoids, responsible for mapping a good portion of the galaxy and developing key space-faring technologies while the other races were barely realising their potential. They stand taller than a human with a slightly thinner build and no hair other than eyelashes, but bear an obvious resemblance to humans both physiologically and reproductively. Known for their efficient propulsion techniques, the Te’lesh are able to traverse distances faster and with less fuel consumption than other races, and they jealously guard their secrets for fear of them being utilised against them. Of all the species in the galaxy, the Te’lesh find humans the most curious due to their varied but brash nature. They are amazed that a race with such short life spans can accomplish so much during their brief existence in the cosmos.
Focus: Exploration and research
The Szel’raa Matriarchy
The Szel’raa are an exotic humanoid race, resembling smaller humans with plush, lacy wings, large eyes, pronounced canines and sharp claws (only on their hands, not their feet). They are beautiful predatory creatures with little compassion or love for other races. Their dark natures are reflected in a nocturnal sleeping pattern and a worrying talent for deception and intrigue. Many races fear the Szel’raa for their ruthlessness and knack for developing stealth technology. Many travellers into Szel’raa territory are never heard from again, although the Szel’raa never accept responsibility for these losses. Their society is matriarchal in most regions of Szel’raa space, and females produce a special silk that can be used to weave clothing and exotic products. In its natural form this silk is highly adhesive and was traditionally used to form webs for the capture of prey, until the Szel’raa developed techniques for its processing and utilisation.
Focus: Stealth, espionage, powerful recon/raiding (also maybe a special silk resource and some HN mechanic)
The Zha’khae’zeknea (pronounced Zar-kh-eye-zek-nee)
Easily the most feared race in the galaxy, the Zha’khae’zeknea are most commonly referred to as demons due to their partial resemblance to the same creatures from human mythology. They are extra-dimensional beings, thought to be the spearhead of a much larger vanguard sent to conquer this dimension of space. There is no current knowledge on the true extent of Zha’khae’zeknea forces outside of the galaxy, or of the number of dimensions that these creatures can access. Thankfully, it seems that connection to their dimension is tenuous at best. The Zha’khae’zeknea must maintain links to their realm of origin using large supergates that only periodically form stable connections to allow for an influx of ships. Also, those which have already passed from their realm have had to learn how to utilise materials from this realm and integrate it into their technology.
Focus: Superior military and gate mechanic similar to the FfH planar gates, lack of standard diplomacy
Spoiler Technologies so far (first draft completed; Need religions, corperations, sliders and fleshing out; IDEAS WELCOME) :
Tier 1
Deep Space Communications
Prerequisites: None
Provides: Broadcasting tower (+2 influence); Enables trade; Enables open borders; Can build navigation satellites (provide a vision bonus to units stationed on them)
Planetary Conservation
Prerequisites: None
Provides: Nature reserves (+1 health); Enables a civic (Economy: Environmentalist Economy)
Space Engineering
Prerequisites: None
Provides: Construction ship (can build improvements); Defence satellites (immobile defence unit)
Hyperspace Theory
Prerequisites: None
Provides: Can use hyperspace lanes and hyperspace fissures; Can construct hyperspace lanes; Reveals spacial anomalies
Military Strategy
Prerequisites: None
Provides: Training facility (new ships start with +2 XP); Enables Planetary Assault promotion (bonus planet attack); Enables civic (Society: Military)
Dimensional Techniques
Prerequisites: Zha’khae’zeknea
Provides: Reveals dimensional weak points; Can construct dimensional gates; New ships start with the phasing promotion (withdrawal chance)
Tier 2
Starbases
Prerequisites: Space Engineering
Provides: Can construct starbases; Space settlements (1/system; +2 specialist cap for system)
Advanced Planetary Engineering
Prerequisites: Space Engineering
Provides: Subterranean Settlements (+1 population cap on a planet); Strip Mines (+1 production on planet; +1 unhealthiness); Fusion Centre (+2 production to system; +1 production to system/water resource; +1 unhealthiness)
Biospheres
Prerequisites: Planetary Conservation; Advanced Planetary Engineering
Provides: Biosphere (+1 food on planet; stores 5% of food after growth); ?DETAILS_UNSURE?Can construct asteroid farm (provides +1 food/turn into the food pool: More on the food pool later

Advanced Genetics
Prerequisites: Planetary Conservation
Provides: Genetic manipulation labs (+1 health and +1 science in system; +1 scientist specialist option); Civic (Labour: Artificial Selection)
Asteroid Survey Techniques
Prerequisites: Deep Space Communication
Provides: Reveals minerals (requires asteroid mining facility; +20% capital ship production); Reveals water (requires asteroid mining facility; +1 health bonus); Reveals titanium (requires asteroid mining facility; +20% bonus to squadron production); Reveals Spice (requires asteroid mining facility; +1 happiness; Needs a better name; Kinda ripped it from Star Wars and Dune

Sensors
Prerequisites: Deep Space Communication
Provides: +1 sight range for all systems, ships and starbases; +1 extra vision bonus from navigation satellites; Can construct Surveyor (advanced recon unit)
Combat Engineering
Prerequisites: Space Engineering; Military Strategy
Provides: Frigate (basic attack capital ship); Fighter squadrons (have bombardment abilities etc)
Hyperspace Manipulation
Prerequisites: Hyperspace Theory
Provides: Allows Jumpdrive upgrade (1 extra movement and 20% withdrawal chance; cost a set amount of gold to equip a unit with a jumpdrive promotion); +1 movement on hyperspace lanes; Enables civic (Society: Explorers)
Hyperspace Mapping
Prerequisites: Hyperspace Theory
Provides: Astrogation Centre (1/system; +1 trade routes in system); Hypernet (Wonder: Requires 3 Astrogation Centres; Reveals any black shroud that has been revealed by any two civs who you have open borders with; +4 influence; +2 GPP great economist)
Tier 3
Defense Systems
Prerequisites: Starbases
Provides: Orbital defence platform (immobile defence unit); Repair dock (repairs units in system faster); Minefield (1/system; 25% defence bonus)
Structural Engineering
Prerequisites: Advanced Planetary Engineering
Provides: Supercity (+1 gold; +1 commerce on planet; +1 population cap on planet; +2 specialist cap in system; +1 economist specialist option)
Space Wildlife Husbandry
Prerequisites: Biospheres
Provides: Reveals Space Dragon Eggs (Requires deep space pasture); Reveals Space Fly Colonies (Requires deep space pasture; +1 happiness); Reveals Calnae Beetle Colonies (Requires deeps space pasture; +1 happiness); Can construct deep space pasture; Young space dragon (Fast combat unit: requires space dragon egg pasture)
Rejuvenation
Prerequisites: Biospheres
Provides: Plant Rejuvenator (+1 health; stores 10% of food after growth); Habitat Control Centre (1/system; +2 happiness; +10% influence; allows 1 scientist specialist option)
Advanced Cloning
Prerequisites: Advanced Genetics
Provides: Organic Component Replicator (+5% ship production; ships can be given the Organic Components Promotion (extra heal rate; penalty against bioweapon equipped ships)); The Womb (Wonder: Requires Organic Components Replicator on planet; +50% ship production in system; +10% ship production in all systems; Ships built in system receive the Organic Components promotion for free; +2 GPP towards a great scientist)
Advanced Logistics
Prerequisites: Asteroid Survey Techniques
Provides: Logistics Centre (1/system; +1 trade route in system; +1 production per iron resource; +1 production per titanium resource)
High Speed Communication
Prerequisites: Sensors
Provides: Virtual Entertainment Network (1/system; +3 happiness; +20% influence; allows 1 entertainer specialist option); Holonet (Wonder: Requires 8 Broadcasting Towers; Requires Virtual Entertainment Network; +1 happiness in all systems; +2 trade routes in all systems; +8 influence; +100% influence; +2 GPP towards a great entertainer)
Galactic Scholarship
Prerequisites: Sensors; Hyperspace Theory
Provides: University (+4 science; +2 influence; +1 scientist specialist option); Enables civic (Government: Federation); National Epic (National wonder); Council of Wisdom (Wonder: Requires 3 Universities; +6 Science; +50% science; +8 influence; +3 GPP towards a great scientist)
Conquest
Prerequisites: Combat Engineering
Provides: Enables Planetary Assault II Promotion; Enables civic (Government: Imperialism); Heroic Epic (National Wonder); The Imperial Spire (Wonder: Golden ages last for twice as long; -100% maintenance in system; +25% military unit production; +10 influence; +2 GPP towards a great engineer)
Planetary Siege
Prerequisites: Combat Engineering
Provides: Missile Gunboat (early siege ship); Allows mass driver upgrade (provides a ship with mass driver promotion allowing low level bombardment);
Basic Shielding
Prerequisites: Combat Engineering
Provides: Shield generator upgrade (provides a ship with +1 defence as well as taking less collateral damage); Containment Cells (-25% war wieriness)
Psychic Awareness
Prerequisites: Hyperspace Manipulation
Provides: Reveals Psi Crystals (Requires: Asteroid mining facility); Psi Academy (+2 science; -5% maintenance; Allows psychic upgrade (allows psychic addition to a crew providing +1 attack strength))
Tier 4
Antimatter Containment
Prerequisites: Advanced Planetary Engineering; Basic Shielding
Provides: Antimatter missile (super-nuke of sorts); Antimatter Centre (Requires Fusion Centre; +4 production; +1 engineer specialist slot)
Deep Core Mining
Prerequisites: Structural Engineering
Provides: Deep core mine (+2 production on planet; +3 unhealthiness; +1 engineer specialist slot); Enables civic (Economy: Industrial Economy)
Arcology Theory
Prerequisites: Structural Engineering
Provides: Arcology (+2 gold; +2 population cap on planet; +2 specialist cap in system; +1 engineer specialist option; +1 influence); The Galactic Jewel (Wonder: Requires Arcology; +6 gold; +3 population cap on planet; +5 specialist cap in system; +2 commerce on planet; +4 unhealthiness; +8 influence; +3 GPP towards a great economist)
Nebula Navigation
Prerequisites: Space Wildlife Theory; High Speed Communication
Provides: Can traverse nebulas; Nebula Dust Replicator (allows production of adult space dragon); Adult Space Dragon (fast attack unit); The Spacefly Conserve (Wonder: Requires Spaceflies; Requires Nebula Dust Replicator; Begins a golden age; +3 happiness; +10 influence)
Terraforming
Prerequisites: Rejuvination
Provides: Terraformer (+1 food on planet; +1 health; +1 happiness); The Great Garden (Wonder; Requires 5 Terraformers; +3 health; +3 happiness; +1 health in each system; +4 influence; +2 GPP towards a great entertainer)
Bioweapons
Prerequisites: Advanced Cloning
Provides: Bioweapon Lab (1/system +2 unhappiness; +2 unhealthiness; Ships built in the system gain the Bioweapon promotion (provides a planet attack bonus and ships with organic components gain a penalty against these ships)); Eradication missile (Requires Bioweapon Lab; reduces the population of a system successfully bombarded by 1 and causes 2 temporary unhealthiness in the system; these effects are cumulative)
Interstellar Trade
Prerequisites: Advanced Logistics; High Speed Communication
Provides: +1 trade routes in all systems; Allows technology trading; Trading centre (1/system; +2 trade routes; +25% trade route yield; +2 influence; allows 1 economist specialist option); Enables civic (Economy: Trading Economy)
Advanced Sensors
Prerequisites: High Speed Communication
Provides: +1 sight range for all systems, ships and starbases; +1 extra vision bonus from navigation satellites; Can construct deep space explorer (even better recon unit); Spy satellites (1/system; +4 espionage points; +2 influence)
Civil Protection
Prerequisites: Galactic Scholarship
Provides: Enables civic (Society: Welfare); Local enforcement (1/system; +2 espionage points; -30% maintenance; +25% espionage defence; allows for 1 spy specialist option); Local military (1/system; +4 espionage points; +10% defence bonus; allows for 1 spy specialist option)
Anomaly Theory
Prerequisites: Galactic Scholarship
Provides: Can construct research stations on spacial anomalies (these provide +4 science each); Spacial Heliometer (Wonder: Requires 4 research stations; +8 science; +100% science; better results from spacial anomalies; +2 influence; +4 GPP points towards a great scientist)
Advanced Combat Engineering
Prerequisites: Conquest
Provides: Military Academy (1/system; requires 8 training facilities; Bomber Squadrons; new ships built in this system get two free promotions; +4 influence); Can construct Destroyer (better-than-frigate attack ship)
Beam Weaponry
Prerequisites: Conquest OR Planetary Siege
Provides: Beam weapon upgrade for all ships (+1 overall strength); Enables civic (Military: Precision)
Hyperspace Defense
Prerequisites: Psychic Awareness
Provides: Interceptor (Weak, mobile defence ship; Prevents enemy use of hyperspace lanes within 2 squares; negates jumpdrive promotion on all enemy ships within 2 squares; can blockade within two squares); Jamming beacon (1/system; Prevents enemy use of hyperspace lanes within 3 squares; negates jumpdrive promotion on all enemy ships within 3 squares); The Flax (Yes the name is ripped from Farscape, though it can be changed lol; Wonder: Requires 5 Jamming beacons; Prevents enemy use of hyperspace lanes within cultural borders)
Psychic Manipulation
Prerequisites: Psychic Awareness
Provides: Enables civic (Labour: Subdued); Psychic Precinct (1/system; +4 science; +6 espionage points; +25% espionage; +4 influence; allows 1 spy specialist option); Psychic Hub (National Wonder: Requires Psychic Precinct; +8 espionage; +100% espionage; +8 influence; allows 2 spy specialist options)
Tier 5
Advanced Defence Systems
Prerequisites: Defence Systems; Beam Weaponry
Provides: Ion Cannon (superior immobile defence ship); Civic (Military: Defensive); IMS (Intelligent Minefield System; Wonder: Requires 5 minefields; 30% defensive bonus in all systems)
Stellar Shielding
Prerequisites: Antimatter Containment; Advanced Shielding
Provides: Stellar Research Centre (1/system; +12 research; +2 influence; +1 scientist specialist option); +1 production from fusion centre; No unhealthiness from fusion centre
Advanced Space Engineering
Prerequisites: Deep Core Mining OR Arcology Theory; Starbases
Provides: Ring World (Requires space settlements; Requires Supercity; +4 population cap on planet; +2 specialist cap in system; +1 production on planet; +1 commerce on planet; +1 economist specialist option; +2 influence); Civic (Economy: Industrial Economy); Upgrades Starbases???
Stellar Harnessing
Prerequisites: Terraforming
Provides: Solar Net (1/system; +8 production; +6 science; +1 engineer specialist slot)
Complex Organismal Design
Prerequisites: Bioweapons OR Terraforming
Provides: Organism Design Centre (1/System; +3 health; +4 food; +1 scientist specialist option; enables Killer Spacefly (with spaceflies); enables Gigabeetle (with Calnae Beetle Colonies))
Interstellar Currency
Prerequisites: Interstellar Trade
Provides: +1 trade route in all systems; Civic (Government: Guilds); Banking Conglomerate (1/system; +5 gold; +25% gold); Galactic Standard Currency (Wonder: Requires Banking Conglomerate; +50% gold; +1 commerce on all planets in system; +3 gold in each system)
Xeno-Diplomacy
Prerequisites: Civil Protection
Provides: Galactic Embassy (1/system; +6 influence; +4 espionage points; +25% espionage defence; allows 1 spy specialist option); Can form defensive pacts; Diplomatic hub upgrade for starbases (allows mid-level culture accumulation);
Anomaly Manipulation
Prerequisites: Anomaly Theory
Provides: +4 science from research stations; Can sacrifice an anomaly and research station to produce Spacial Energy. This can be used… not completely sure how yet (ongoing discussions with Psychic_Llama)

Galactic Warfare
Prerequisites: Advanced Combat Engineering; Planetary Siege
Provides: Shipyard (+25% Ship production; New ships receive +4 XP); Cruiser (attack ship); Advanced Fighters (better fighters); Enables Vassal States
Advanced Shielding
Prerequisites: Basic Shielding
Provides: !WIP!
Hyperspace Tunnelling
Prerequisites: Hyperspace Defence
Provides: Can construct hyperspace fissures (railroad); Disruptor (Special unit; Can pillage hyperspace lanes and hyperspace fissures; Can blockade within 6 squares); Jump Gate (1/system; +2 trade routes; +25% trade route yield)
Psychic Warfare
Prerequisites: Psychic Manipulation
Provides: !WIP!
Tier 6
Planetary Shielding
Prerequisites: Advanced Defence Systems; Advanced Shielding
Provides: Planetary Shield Generator (1/planet; 30% defence bonus); Artificial Moon (+2 population cap on planet; +2 specialist cap; +1 production on planet; +1 commerce on planet; +1 trade route; +2 gold; +1 engineer specialist option)
Spacial Shielding
Prerequisites: Stellar Shielding; Anomaly Theory
Provides: +4 research from research station; +4 production from Antimatter Centre; Spacial Disruptor Missile (can create spacial anomaly)
Advanced Automation
Prerequisites: Advanced Space Engineering
Provides: Enables civic (Labour: Automated); Automation System (1/system; +6 production; +25% production; +1 engineer specialist option); Construction ship builds improvements 50% faster
Draconic Maturation
Prerequisites: Nebula Navigation
Provides: Dragon Nest (1/system; +3 happiness; New dragons start with +2 XP; Enables elder space dragon); Elder space dragon (advanced dragon unit); Draconic Resonator (Wonder; Requires Dragon Nest; Provides civilisation with 3 ancient space dragons; +4 influence; +1 specialist option for great entertainer)
Stellar Manipulation
Prerequisites: Stellar Harnessing; Stellar Shielding
Provides: Stellar Mine (1/system; +20 production; +4 unhealthiness; -1 food on all planets in system; 2 engineer specialist options)
Stealth
Prerequisites: Advanced Sensors
Provides: Stealth ship (awesome recon ship of death

Galactic Unification
Prerequisites: Xeno-Diplomacy; Interstellar Currency
Provides: GAULE (Wonder; UN; Diplomatic votes etc); Enables civic (Government: Republic); Enables permanent alliances; +1 trade routes in all systems
Super Chassis
Prerequisites: Galactic Warfare; Advanced Space Engineering
Provides: Battleship (Hehe ISD anyone?); Advanced Bombers; Enables civic (Military: Terror)
Spacial Weaponry
Prerequisites: Spacial Shielding
Provides: !WIP! Special siege ship? New weapons?
Wormhole Theory
Prerequisites: Hyperspace Tunnelling; Spacial Shielding
Provides: +4 science from research stations; Wormhole Generator (1/system; Allows airlifts; +3 trade routes in system; +1 engineer specialist slot; +4 influence)
Mind Control
Prerequisites: Psychic Warfare
Provides: !WIP!
Tier 7
Draconic Phasing
Prerequisites: Draconic Maturation; Organismal Design
Provides: Reveals Dimensional Weak Points; Can sacrifice dragons to destroy dimensional weak points; Enables Shadowdragon (National Unit: 4 allowed; Special dragon)
Stellar Devastation
Prerequisites: Stellar Manipulation
Provides: Stellar Core Destabilising Missile (Destroys System)
Biological Perfection
Prerequisites: Organismal Design
Provides: Enables civic (Society: Utopia); Stellar Converter (1/system; Requires Stellar Manipulation; +1 food on all planets in system); Gaea Project (Wonder: Requires Terraformer; +3 food on planet; +6 health; +10 influence; +4 GPP towards a great entertainer)
Galactic Isolationism
Prerequisites: Interstellar Currency
Provides: Enables civic (Isolationist Economy); !WIP!
Tachyon Sensors
Prerequisites: Stealth
Provides: Tachyon Scanner (1/system; Reveals hidden units within 3 squares; +1 scientist specialist option); Sensor Array (defensive ship that can see hidden units)
Galactic Heroism
Prerequisites: Galactic Unification
Provides: !WIP!
Dreadnaughts
Prerequisites: Super Chassis
Provides: Dreadnaught (National Unit: 5 allowed; SSD anyone?

Psychic Mastery
Prerequisites: Mind Control
Provides: !WIP!
Tier 8
Stellar Genesis
Prerequisites: Stellar Devastation
Provides: Can convert part of a nebula into a new system
Transcendence
Prerequisites: Biological Perfection
Provides: !WIP! Victory method?
Omniscience
Prerequisites: Biological Perfection; Psychic Mastery
Provides: Entire world map revealed; All shroud removed
Galactic Domination
Prerequisites: Dreadnaughts; Spacial Weaponry
Provides: Terror Star (National Unit: 3 allowed; Drool

Black Hole Genesis
Prerequisites: Wormhole Theory
Provides: Black Hole Genesis Missile (Ooooooh)
Phew... well I guess that is it for now. Much more to come. Stay tuned

I'd love any feedback from the community, be it ideas, prediction of balance issues, contributions; anything constructive

SMALL UPDATE: INITIAL TECH TREE DRAFT COMPLETED; Help with refinement would be much appreciated

Thanks all

Al