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Alliance of the Sacred Suns News

Build your Dynasty

In celebration of Next Fest, Alliance of the Sacred Suns will be streaming on the store page. Come join us!

Alliance of the Sacred Suns is a sci-fi grand-strategy RPG that begins with your coronation as the head of an interstellar Empire, and ends with your demise. Manage feuding noble houses and the schemes of would-be usurpers as you try to revive the glory of an Empire on the brink of collapse.

Come join us at Discord: https://discord.gg/sQ3bWWv

https://store.steampowered.com/app/1113400/

Grand Strategy in Space

In celebration of Next Fest, Alliance of the Sacred Suns will be streaming on the store page. Come join us!

Alliance of the Sacred Suns is a sci-fi grand-strategy RPG that begins with your coronation as the head of an interstellar Empire, and ends with your demise. Manage feuding noble houses and the schemes of would-be usurpers as you try to revive the glory of an Empire on the brink of collapse.

Come join us at Discord: https://discord.gg/sQ3bWWv

https://store.steampowered.com/app/1113400/

Do some imperial space politics, don't get deposed in Alliance of the Sacred Suns




lliance of the Sacred Suns is a space-y blend of 4X and Grand Strategy RPG percolating out there in game land, and its developers have shared some interesting news about big changes to the core game ahead of its Early Access launch this year. They've revamped the in-game encyclopedia and tutorial functions, and beefed up the tooltips, to make the overall user experience better...
Read more.

Alliance of the Sacred Suns July Dev Update

Hello everyone! Man, July was a long month, but we got a tremendous amount of work done, and we got a lot of great feedback about Alliance that we are putting to good use! In this blog, I wanted to talk about some of our feedback and what we’re doing, talk about the final few game play loops that we’ve installed, and showcase our in-game help system. This is a long blog, but we had a tremendously productive July, so here we go!

First and foremost, the feedback from our third beta test showed that we needed to rethink our tutorial. We had a guided tutorial that ran alongside a generated galaxy, but there were 2 main issues with this setup: a) it was buggy - it depended on reading the dynamic generation galaxy and changing some static parameters after the game was generated to ensure that we had workable tutorial conditions. While it worked, it wasn’t perfect, and once in a while it could lead to issues, and b) people didn’t really like all of the reading they had to do. There were about 100 ‘nodes’ that the player had to read - and we’d only installed about half of the tutorial!

It was clear that we needed to go a different direction, and when we asked for feedback, we found that people *really* wanted good tooltips, a good encyclopedia to look up stuff on their terms and needs, and a helper UI that gave them some information about a screen or concept the first time, and then it could either repeat again or the player could turn that information popup off (the information would still be available in the Encyclopedia). So that’s exactly what we’re doing! We’ve created dozens of unique tooltips - in fact, every single element in the main UI has a unique tooltip now! If there’s a number in the game, there should be a tooltip explaining it. We have also totally revamped the look and function of the in-game encyclopedia - basically, we’re converting the manual to be accessible in-game, with lots of pictures and links to related topics, so it’s easy to navigate.

Finally, we decided to scrap the guided tutorial entirely, and replace it with a ‘quick start’ sequence where your grand vizier walks you through the most basic concepts (AP, Turns, Houses, Main UI) while also giving you several ‘tutorial’ tasks (now called initiatives, previously called milestones) that you can undertake at your leisure, but that will show you some of the most basic systems of the game (science, Projects, the economy, Actions with Characters) and then add some intermediate and advanced concepts (exploration, expansion, Challenges between other Houses, the military system, etc). In this genre, people don’t like their hand held, but they do want to have all the tools available to learn at their own pace, so we’re going to listen to the people!



Now, let’s talk about the new exploration and exploitation loops. We have completely rewritten them since June. Basically, you now send exploration expeditions to a System that’s in range of your LGN network (in a constellation that’s fully or partially connected). You assign an Admiral with a high Academic Skill (the higher, the faster the survey occurs) and planets are now explored one at a time to a high intel level. You can recall an exploration fleet at any time now, you just have to wait until it gets to the System (if a fleet is traveling for any reason in-game, you can’t issue it new orders until it gets to where it’s going). Exploration expeditions cost OP (operation points) and allow Systems to be exploited, using the new outpost and auction system!



Once a System is fully explored, all planets are then revealed in the System. The next step, if you as the ruler feel that the System would be a productive part of the Empire, is to connect it to the Empire’s LGN network. So you’ll need to build either a hub or a port (usually a port) to connect the system to the rest of the Empire and allow people and trade to travel to the system. You do this by initiating a Construction expedition to build a LGN hub or node, and it works very similarly to creating an Exploration expedition.



Once a System has been connected, you (the Empire) has de jure control of the system, meaning that while it’s under your eminent domain, you can’t exploit it just yet. When you’re ready, you can present the system (and its planets) to the other Houses for auction - this is how you or other Houses can gain additional Holdings! Basically, there is a three-round auction where each House's Power + Influence in that System equals the total number of ‘votes’ they can spend on each planet and system. The top 3 bids for the system/planets in it move to the second round; top 2 move to the last round, and the winner gets what they bid! Note that each House has to pay for each Holding, even if they don’t ever develop it (the money goes in part to the Empire Budget Cycle upcoming, so exploration is actually a valid way of bringing in money for the Empire if you don’t mind other Houses expanding!).

The most important thing about claiming Systems and Planets is that other Houses will look very negatively on you if you have the most Power of all the Houses and you claim especially the System, but even if you claim one or more Planets you will take a relationship hit with all the Houses. Conversely, if you don’t claim anything, you will get a nice relationship boost from the other Houses (especially the ones that won claims) so often it pays to expand magnanimously, allowing others to take planets and systems - just don’t let them get too big and powerful!



Once a System has been Claimed, it is Exploitable, and an Outpost can be built on a Planet that you hold. You do this by creating an Outpost Construction Expedition (other Houses do this too, but it’s assumed to be using private sector assets and happens in the background). You will select an Outpost type (if you have max intel on the planet, which you can get by doing a surface expedition, you will get excellent feedback on how well this outpost should do for the planet), select an Administrator (a new rank below Viceroy that has no power requirement) to run the Outpost, and a fleet, and within a few turns, your empire will grow a little larger! From that point you can use special Expansion Projects to expand outposts to level II, III, and when they hit a certain pop level, a new colony!

We made these changes for several reasons. First, we wanted expansion to be slower - a colony is a huge deal, or it should be, and for those who have played the game you know that most Houses don’t have that many colonies. Also, we wanted to limit the economic impact of putting a colony in a bad place, meaning one that was hard to reach or a planet that Pops didn’t want to move to. By putting pop thresholds to level up outposts and convert them to colonies, this protects the player somewhat - now if they put an outpost in a bad spot, they have spent a lot fewer resources to discover that fact, and it will cost them much less against their House budget than if they had a full colony with all the built infrastructure sucking down a much larger part of the budget.



We’ve also *takes breath* updated and streamlined our project system. We’ve revamped our entire list of Projects, and significantly expanded system and province Projects - we now have almost 100 Projects, and we’ve tried to strike a nice balance between all types of game play. For example, we added a lot of Intel Projects, and added a few more Military Projects, to try to balance the type of game play a player might want to try.

We’ve also made Planetary Projects cost just 1 AP, and they do not require Contributors - now, regardless of skills, any Project can be done with any Viceroy, it may just take a lot longer and use ADM for longer than with a better Viceroy. Projects have been re-balanced in general to cost less resources but more ADM, so you will have to really pay attention to expanding your ADM pool to do several system or province projects at a time!



System Projects and Province Projects still do need contributors, however, and Province Projects will now take 3 AP to initiate. We want these Projects to really feel larger and more weighty.

Another change we’ve made to Projects is that most of them now impact your Public Reputation - you have 3 values for Honor, Humanity, and Piety that affect how your people see you, and Projects are now a major lever to change that perception. You get different bonuses and maluses empire-wide depending on where you stand on this fulcrum - most Projects that help Pops will increase your Humanity (and maybe Honor) values, while Projects that hurt or surveil Pops will decrease them. We have tried to give both play styles significant choices here, and there is certainly a path to a high-Fear, low Humanity and Honor ruler to win the game!



But wait! There’s more! We’ve expanded and fixed all of the UI/internal issues with the Intel System, and added more missions, including the ability to create informer networks on a planet (basically allowing additional passive intel to be gathered on a planet). Now Inquisitors’ Loyalty rating starts at 100, and if the Intel division is not fully funded, instead of dropping like a rock (as in the previous version) it will drop slowly every turn depending on the amount of funding lack, but what this means is that if you only missed funding fully by a little bit, Inquisitors are much less likely to bolt immediately, but their Loyalty will also only rise if they are fully-funded, so be careful!



Galaxy Generation gets a pass as well. We have eliminated the concept of no-planet systems, so if you see a star on the map, it will contain at least one planet or belt. We have also rewritten the generation so that not all constellations have 8-9 stars - your home constellation, Alpha will always have 8, but others may have as few as 3! This brings more of a 'tasty island' expansion system to the game, and differentiates constellations and their contents more strategically.

More you say? Sure! We are in the process of expanding and redesigning the Milestone system. Formerly, Milestones were passive items that you could attain and that unlocked once certain parameters in the game were met - for example, if you were low on Power, you could get a Milestone to increase your Power, and so on. There were a few major issues with this system, though: First, there was no time limit - no sense of urgency to get them done. And second, there were no stakes. You got no rewards for doing them, and since there was no time limit, there were no penalties for failing them. So we are doing a hard rewrite of this system. Rather than simply being handed Milestones, in future builds you will be able to choose Initiatives, which will come in 2 types: Public and Private. You will be able to select up to 3 total. Public Initiatives are basically goals that you announce to the Empire, usually things like expanding, building a specific Project, finding a specific Tech, meeting a Pool goal, etc. If you succeed, you usually get more Power and Popular Support, and sometimes some PDP, where if you fail, you lose more of the same. Private Initiatives focus more on self-growth, and failing them does not generally involve losing Power or Support, but Spirit and PDP. Private Initiatives are not ‘known’ to the Empire, they’re more like ‘self help’ goals you set for yourself, and the stakes are generally lower than Public Initiatives.

Finally, we have addressed performance and stability in a big way. We have completely rewritten the UI engine and we no longer instantiate large windows in memory prior to the game starting. This has cut down memory usage in some cases by 60%. We have also greatly increased performance across the UI - now everywhere in the galaxy map runs at 60 FPS, zooms are buttery-smooth, and virtually all windows open up in less than a second (we have an interim panel showing while that’s happening, so you know something is being loaded as the player). In addition, the save and load system is now fully functional, including the ability to delete old saves and overwrite existing ones with newer data. Last, but certainly not least, as of the beginning of August, we have eliminated virtually all crash bugs from the game! (fingers crossed!)

So what does August bring? Well, with all game play loops now in (we’ll be doing another pass on the military system and adding a few more screens), and our performance issues mostly solved, we can focus on polish, stability, localization, and adding the help system (tooltips, encyclopedia, in-screen help). We’ll also be adding many more Events to the game this month, and we are also starting to add updated sound effects to the game/UI, hooking up all the remaining tech effects, budget overspend effects, etc. Once we have the help elements in, we will be doing another beta test, so watch this space for more details!! We truly are on the final turn of what has been a very long race, and we can’t wait to share more!

Thanks,
Steve

Alliance of the Sacred Suns News! Release Info, Closed Beta Signups Starting!

Hello everyone!

Steve here. I know it’s been quite a while since we’ve given a substantial update about Alliance, so I wanted to give everyone an update on the game, our next beta, and some information on some new and updated systems in the game.

But… first of all, I wanted to share some very exciting information, and in doing so type some words I thought I’d never get to type when this project started almost seven years ago:

As of the end of next week, we will have completed the core game of Alliance of the Sacred Suns.

What does that mean? All core systems are locked down and are in the game, much of our new art, music, and characters are in, and 98% of UI updates will be in. And believe me, it’s been a long, twisty road to get to this point, but we are unbelievably excited to share that news!

In addition, partially as a result of the tremendous progress we’ve made with the game since the start of 2022, we have made the decision along with our publisher, Hooded Horse, to forego the early access period, take some additional development time to put out a complete, stable, fun product, and sell Alliance as a 1.0 product from Day One, with of course significant support, free updates, and some fun features we plan to add post-release! We have not yet made a release date announcement, but know that it will be measured in months, and we fully expect to release Alliance in 2022.

Now, before everyone breaks out champagne and credit cards, does that mean we’re done with the game? Not at all, but it does mean that the foundation of the game is complete and we are now able to start extensive testing on that foundation, while working extensively on the 3 ‘B’s of game development (bugs, balance, and betas). We will be working on the documentation - now that the game is locked in, we can complete the digital manual (yes, there will be a 300+ page old-fashioned manual!) as well as the in-game documentation (tutorial, tooltips, in-game encyclopedia).

To that end, we are announcing our next beta! It will start on June 10, and will go for 2 weeks. If you are interested in joining the beta, please sign up here: https://forms.gle/ydifwouW3VFMVVT19

This will be a beta limited to 100 people, so if you are interested, sign up soon!! Due to the substantially new content of this beta, we are closely limiting both the number and what can be shared from the beta.

As for the game itself, we’ve been very busy with updating some core systems, including how claims work, creating new colonies, science, promotion/replacement of positions, and the emperor system. Let’s talk in more detail about each:




[h2]CLAIMS[/h2]
Claims now are more streamlined - you don’t have to gather influence in order to claim a system, the process starts automatically when a system is explored by you to a high level though an Exploration Expedition. Once that happens, you’ll know all the planets in a system with medium intel - type, size, and habitability. You *won’t* know mineral and energy content, as well as special traits, until you either do a surface Expedition or build an Outpost.

Once the system is explored, an Auction immediately begins among all the Houses. Each House can use their Power + Influence on that System to bid for the System itself, as well as any (or all) Planets in the System. Each Planet and System is bid individually, and the bids are blind until they are revealed. At that point, the top 3 Houses for each planet/system enter a final bidding phase, any Power/Influence points that weren’t lost (i.e. not ended up in the top 3 of a bid) are returned, and the final round begins. Once complete, the House pays a tribute for the System or any Planets that they have won (this money goes into the next Budget Cycle and is converted into Budget Points) and the planets are now free to be developed by their owner. Licenses are no longer in the game - Houses can give away/swap Planets and Systems, but otherwise there is no change in ownership unless a Planet or System is taken by Challenge.

In addition, the results of the claim auction will have a significant effect on your relationships with the other Houses, especially if you win stellar objects they greatly valued. Essentially, the more you take, the worse you will damage your relations with all other Houses, but if you take nothing at all, you will improve your relationships with them somewhat. You’ll have to balance the relationship issues you create with taking large amounts of Holdings with what value you expect them to give you, vs allowing other Houses to take them, at the risk of potentially increasing their Power, but developing colonies that will eventually be solid, productive colonies for the Empire.




[h2]SCIENCE[/h2]
Science has been streamlined as well. You still gain Science Points (SPs) from your House and other Houses depending on your contribution agreement with them, but instead of going into a ‘bucket’ for continuous research in a specific field or category (e.g. Military Category —> Space Combat) each Tier of a Field costs a specific number of points - for example, Tier I Research in Prosperity (an Empire Field) costs 5 SP.

Once you allocate it, it will take a certain number of turns to achieve a Breakthrough, at which point depending on your Science Prime’s Effectiveness you will have between 1 and 3 techs available to unlock. You then select a tech, it is immediately unlocked, and you can then choose to research the field once again, move to the next level (but if you do, you can’t go back!) or put those points elsewhere. You can also pause and Overdrive 1 Field at a time, for double the SP, but it goes 50% faster.

Fun fact: the 1.0 game will have almost 200 total techs to discover and use!




[h2]OUTPOSTS/COLONIZATION[/h2]
Formerly, you developed new Planets through an Outpost Project or a Colonize Planet Project. While this worked, it did not take into account things like distance from the Empire, and really seemed to fit better as a Construction Expedition(like when building Logistical Network hubs or ports). So you (and other Houses) will now create Outposts with a Construction Expedition. A few changes here as well - Construction Fleets are now considered Empire Assets, controlled by the current ruling House (that’s you!), so they no longer count as military assets for your specific House.

You will assign a Empire Construction fleet to the target, remove the materials and energy needed, and the fleet will go out and do its thing. The time it takes will be affected by its efficiency, which means that a) you need a good Admiral and b) you need to keep your fleets well-funded if you want them to work their best, which means you can’t neglect your military! Colonies are founded from Outposts - they grow from Level I to II to III, and then they can become a Colony, with a Designation that matches the type of Outpost (e.g. Farming Outposts will grow into Farming Colonies, etc). We have added a new Colony Outpost that is designed to be a generalist outpost, and you will select the Designation for that Colony once it has reached that point. Outposts will also be assigned an Administrator when they are built - if for your House, you will select them while you set up the Construction Expedition.

Each expansion is self-contained - you do not need a Construction Expedition to expand, but the system does need to be connected to the LGN (note: Level I Outposts can be built in any System which belongs to a constellation that is partially connected to the LGN) Planets and Systems are meant to be very expensive, powerful entities that represent a large part of a House/Empire’s true power, so you have to be very tactical about where to expand. Outposts and new Colonies are usually unprofitable until they become more established - especially on more hostile Planets - so you will have to take that loss into account! They are excellent places to start new careers though - an Administrator of an Outpost will become the colony Viceroy once it grows into that, and they will gain power from that role.

Other Houses will also use this mechanic, but as they don’t have construction fleets they will ask you (via request or demand) to ‘lease’ Empire Construction fleets for that purpose. If you accept, they will pay you a small amount and will take a fleet for use. If you refuse, they will have to go the black market route to get a private Construction fleet, and be *very* annoyed at having to do so (they are twice as expensive, and House funds are a big part of what constitutes House Power)




[h2]EMPEROR SYSTEMS[/h2]
As this is a hybrid 4X/RPG, the role playing elements need to be strong, and they have been pumped up significantly with the installation of most of the remaining Emperor Systems. We have added the entire Epiphany tree (almost 400 Epiphanies!), the Guilt system, the Personality System with effects depending on how the people perceive you, your relationships, and the Oratory Skill Tree. There are also more Comms from Characters in the game requesting, demanding, and sometimes just wanting to talk to you.

We have also added almost all of the Emperor-specific Character and Personal Actions. Each Action has a cooldown and an AP cost (sometimes 0!) and is tied to a specific Epiphany to unlock. Your skills will determine its success (you will see a 0-100% chance of success) and when you select the Action you will see a short story about the results of each Action, whether success or failure, and the consequences.




[h2]PROMOTIONS[/h2]
We have added more distinct promotion systems in Alliance. Formerly, when you fired someone, they were replaced by an automated system based on who had the most power in that House (or generated someone if needed). Plus, anyone could take a position, so a power 3 Courtier could instantly become a Prime. This is highly unrealistic for a number of reasons, including politically and functionally.

So now, each level of position (primes, governors, viceroys) has a minimum amount of Power that’s also tied to the rank of the position (so a Rank A Province Governor will need a much higher Power than a rank D). This now leads to managing careers of Characters that you most want in positions of authority, but of course (like all things) this takes time. Now, you can not only replace a character, but name their replacement if they were in a replaceable position all at once! To align with this system, Viceroys and System Governors gain Power more quickly, and you have several new Actions that you can use to increase Character’s Power (if you have a reasonable amount yourself!)

There are a lot of new things in this build - new art, new emperor art, performance optimizations, updated Intel system, etc. but these are some of the core changes that we were most excited the share! We can’t wait for y’all to see the results!

-Steve