Wow. It's been almost 3 years since last update of this thread and a little more than a year since the main forms have been updated.
I've still been busy coding things here and there, collecting assets and toying with new ideas. Most of my work has been on backend stuff and despite all the work there's not a lot that I can show in impressive screenshot form.
The hardest part over the last two years has been the same game design hurdles I've been trying to solve since day one:
1. How can you still have a rich system with different resources/production/supply lines without making it a management hell?
2. How to design the tech tree?
3. How can I display an effective UI?
Number one has been the biggest problem because changes to resource storage and production reverberate throughout so many other systems. Without this being finalized so many other systems couldn't even be worked on (galactic market, transportation, UI, unit/building balancing, etc.). I hate how in EFS planetary warehouse oversimplified everything. I had much more fun playing with that turned off and having to figure out how to supply far off worlds. However, I have to admit that it bogged down gameplay tremendously with the micro. In this game resources were produced locally and would connect to adjacent supply networks forming caches. This has plenty of other problems related to storing, capturing, and moving resources around. I believe I finally found a compromise:
In EoI the resources will still be held in a "Universal Warehouse." They get produced somewhere and get abstracted away to a magical holding place somewhere. However, if a province is isolated or blockaded in some way it will suffer penalties to harvesting/producing. In this way I still simulate blockades and supply lines without ever having to have resources be moved manually. I can also augment this feeling by giving planets bonuses on food upkeep for having food produced on planet.
2. Tech trees are always hard. I've gone back and forth on all sorts of ideas. A long and narrow Civilization style tech tree is always an option, but it tends to mean that different factions end up being fairly similar. I also looked at some of the crazier tech trees like those from endless space
http://i.imgur.com/bg2g6.jpg?1?4460.
I'm currently focusing on a very "wide" tech tree. The good part about a wide tech tree is that there are a lot of different options at any given point in time. The bad part is that it can be overwhelming to players. It's also very hard to balance out the military techs as players tend to gravitate towards the techs that give them the biggest and best units/ships.
https://www.lucidchart.com/documents/view/4b73928c-50fc-8a8b-b530-29920a005798There's still tons of work to be done here.
3. UI will always be one of the greatest challenges and I have been playing with different UI's I make on napkins for the last year or so. Representing armies, units, buildings, and region features is still something I'm not quite satisfied with yet.
I'm glad to see there is still interest in an EFS type games ( I also wish good luck to maniac's fivebanners!). I just wanted to let everyone know that I have been continuing work despite all the silence.