Escape from Earth: design v3
Status: agreed design, November 2026. Builds on the playable version 2. Implementation is phased; see the end.
Decisions already taken
- A people's attitude toward you is a blend of the opinions of whoever holds power, and the blend is visible in the UI.
- Councils have named seats.
- You never choose a people's government. It changes only as a result of what you do to them and what happens to them.
- Wealth exists only once Currency has been invented (your base knows Currency).
- Hover tooltips on buttons, ideas and map features.
- More human peoples at the start (18 instead of 11, cap 40).
- You can move your base, and where it sits supports your chosen route.
1. The map: regions
Generation (land only)
- About 900 points spread evenly over the sphere (jittered Fibonacci lattice); keep those on land (about 300). Every island without a seed gets one.
- Each land pixel of a 1024×512 world map is assigned to its nearest seed on the same landmass: spherical Voronoi cells, about 5–7° across, smoothed once.
- The ocean is never a region.
- Neighbours: regions whose pixels touch. Coastal regions also get sea lanes: short (about 9°, needs Boats) and long (about 26°, needs Sailing).
Region properties
- Terrain (dominant biome): glacier, tundra, steppe, grassland, forest, jungle, desert, mountains, wetland.
- Food, materials, defence from terrain (table below), adjusted by technology and damage.
- Coastal; river valley (about 15% of grassland, steppe and desert; double food once irrigated).
- Deposit (about 1 in 4 regions): copper, tin, iron, coal, oil or uranium, weighted by terrain.
- Condition: fertility 0–1, deforested, desertified, polluted, irradiated, flooded.
- Population, settlement name and size, monuments, ruins.
| Terrain | Food | Materials | Defence | Notes |
|---|---|---|---|---|
| Grassland | High | Low | Low | Farming heartland; can desertify |
| Forest | Medium | High | Medium | Cut down by smelting and charcoal |
| Jungle | Medium | Medium | High | Plague ×1.3 |
| Steppe | Medium (herds) | Low | Low | Fast for raiders |
| Desert | Very low | Low | Low | Rich if irrigated along a river |
| Mountains | Low | High (ore, stone) | Very high | Terraces unlock food |
| Tundra | Low | Low | Medium | Herding only |
| Wetland | Medium | Medium | High | Floods first |
| Glacier | None | None | – | Never settled |
Deposits: copper and tin speed up Bronze ×1.5 and make it stronger. For the ship they are hard requirements: the Hull supplier must hold (or trade with a friend who holds) iron, the Reactor supplier uranium.
Holding land
- Roaming bands own nothing and walk the region graph.
- With agriculture or herding a band settles and claims its region (the capital).
- Population lives in regions; each region has its own food limit; a people's total is the sum. Pressure moves people between its regions.
- Expansion: at about 80% of capacity, settlers move into the best unclaimed neighbouring region (2 regions out with the wheel; across sea lanes with Boats/Sailing). Dominion expands ×1.5; ambitious rulers and roads help.
- Holding limit before outer provinces grow restless: 3; Writing 6; Engineering 10; Printing 15; Electronics unlimited. Over the limit, provinces break away as new peoples.
- Splits take territory with them: rebels take restless provinces, heretics take regions.
Settlements: one per owned region, at its best spot, with a generated name. Size by regional population: hamlet; village 300; town 1,500 (needs writing); city 6,000 (needs medicine); metropolis 25,000 (needs steam). Capital marked. Monuments belong to a region.
Conflict
- War is fought along borders: each season, a battle in one contested border region. Strength = population, military technology, the general's martial skill and the region's defence (walls double it). The winner can take the region with its settlement, monuments and most of its people. Taking the last region ends the people.
- Raids without war: warlike, hungry or Dominion peoples raid an adjacent region for food and goods; some die; no land changes hands.
- Your base sits in a region. Unclaimed: left alone. Claimed: you have neighbours every day (taxes, exposure, raids). Neighbours raid you. Palisade and camouflage protect your own region.
- On the globe: contested borders pulse red, raids show a marker.
Roads and trade
Roads run settlement to settlement through region borders: dirt track (Wheel), paved road (Engineering), railway (Steam), highway (Electricity); sea lanes dotted (Boats, Sailing). The network decides trade, idea and rumour spread, your travel speed, and supplier reach for ship parts (road hops from your base instead of a fixed 40°).
Environment
| Cause | Technology | Effect | On the globe |
|---|---|---|---|
| Overgrazing | Herding | Steppe loses fertility, then desertifies | Tan grass |
| Over-farming and salt | Agriculture, irrigation | Dry crowded farmland desertifies | Sand spreads |
| Deforestation | Copper, Bronze, Iron (charcoal), Steam | Forest → grassland: more food, fewer materials; regrows in about 200 years if abandoned | Pale green |
| Industrial smoke | Steam, Electricity | Health −; acid rain blows east, kills forest in neighbouring regions, sours relations | Grey haze |
| Global warming | Steam, Electricity (world carbon meter) | Ice caps shrink; sea level rises and floods low coastal regions; deserts creep | Coast moves, ice retreats |
| Nuclear war, meltdowns | Nuclear physics | Cities destroyed; regions uninhabitable about 300 years; nuclear winter (ice advances, harvests fail world-wide for a decade) | Yellow-green hatching, ruins |
Recovery: abandoned land heals; irrigation and engineering reclaim desert; nuclear power slows warming; Benefactor can teach conservation. A flooded base must move.
Map layers (toggle on the globe)
Terrain (default, faint ownership), Politics (by path: Dominion reds, Commonwealth blues, Covenant golds), Faiths, What they know of you, Trade and roads, Environment. Hovering a region shows terrain, owner, settlement, population, deposit and damage.
2. Politics
Every people starts as a Band (Elder). When it settles it takes one of three paths, weighted by temperament, its leader's personality and recent history (war → Dominion; trade and writing neighbours → Commonwealth; your miracles or worship 40+ → Covenant).
Dominion (autocratic, military)
| Stage | Trigger | Leaders | Effects |
|---|---|---|---|
| Warband | Settles with warlike temperament or leader, or after a won war | Warlord, Shaman | Aggression ×1.5, military ×1.2, research ×0.9; respects force (strikes and miracles raise their opinion); gifts cap trust at 20 |
| Kingdom | Bronze, 2,500 people | King/Queen, Marshal, Heir | Heir inherits half the ruler's opinion of you; Marshal coups if legitimacy is low; tax demands ×2; conquers more easily |
| Empire | Iron, Engineering, 15,000 people, 2+ conquests | Emperor, Marshal, Heir, 2 Governors | Roads everywhere: supplier reach +2 hops; census: records ×1.5; weak emperor's death → civil war, 2–3 successor states |
| Dictatorship | Gunpowder and Steam, or a coup in a Republic in a long war | Dictator, General, Secret Police chief | Industry ×1.5; disguise detection ×3; captures you; can classify you as a state secret (records ×0.3 if allied); nuclear risk ×2 |
Commonwealth (balanced, council)
| Stage | Trigger | Leaders | Effects |
|---|---|---|---|
| Clan council | Default | Chief, Shaman | Average |
| Elders' chiefdom | Agriculture, 900 people | High Chief, Shaman, 3 Elders | Big decisions need a council majority; very stable |
| Senate | Writing and Wheel, 2,500 people | Consul, Pontifex, 5 Senators with factions | Research ×1.15, ideas spread ×1.5; seats change every 10–20 years; Traders get a Merchant Oligarchy variant (trade ×2, bribes work) |
| Republic | Printing and Philosophy, or revolution | President, 5 party leaders | Research ×1.35; elections every 4–8 years; slow to war; free press: rumours ×2, records ×1.5 |
| Technocracy | Computing | Chief Scientist, 3 Experts | Research ×1.5; best supplier for navigation and reactor; spots you easily |
Covenant (cult, theocratic)
| Stage | Trigger | Leaders | Effects |
|---|---|---|---|
| Sky cult | Worship 40+, or a devout shaman with charisma 7+ after a crisis | Prophet | Worship ×1.5, research ×0.8; win the Prophet, win the people; succession crisis on the Prophet's death |
| Temple state | Writing, 1,500 people, or worship 60+ | High Priest, Guard Captain, 2 Temple priests | Research bans (by doctrine), holy wars, pilgrims, demands signs; worship fades at half rate |
| Holy empire | Iron, 8,000 people | Pontiff, Commander, Inquisitor, Mission leader | Missionaries spread worship and awareness; inquisition prevents schisms, doubt dreams backfire; scripture records |
| Guided state | Printing or Electronics | Supreme Guide, 3 Guardians | Broadcast sermons spread worship to radio peoples at a suspicion cost |
Switching paths
| Transition | From → To | Trigger |
|---|---|---|
| Revolution | Dominion/Covenant → Commonwealth | Philosophy or Printing plus low legitimacy or a cruel ruler |
| Coup | Commonwealth → Dominion | War of 10+ years plus an ambitious general (martial 7+) |
| Awakening | Any → Covenant | Worship 60+, or a prophet in a crisis |
| Secularisation | Covenant → Commonwealth | Worship below 20 plus Philosophy, or the Prophet discredited |
| Collapse | Any → successor peoples | Civil war after a weak ruler dies |
Modernisation within a path follows technology with a lag; reformers speed it, traditionalists slow it.
Opinion blend
Attitude = weighted blend of power-holders' opinions:
- Dominion: ruler 60%, general 20%, people 20%.
- Commonwealth: council 40–50%, ruler 20%, people 35–45%.
- Covenant: ruler or priesthood 50%, people's faith 50%.
- Band: elder 30%, shaman 20%, people 50%.
The Power section of each people shows every holder, their weight, opinion of you and what they know of you.
3. Characters
Attributes (1–10)
| Attribute | Effects |
|---|---|
| Charisma | Legitimacy, stability, elections; how strongly their opinion pulls the people; priests spread worship |
| Intellect | Rulers: research ×(0.8 + 0.04 × int), faster absorption; everyone: sees through lies and disguises |
| Martial | Battle strength ×(0.85 + 0.03 × mar); raid damage; coup power |
| Cunning | Catches assassins; plots and coups; spymaster detection; betrayal |
| Piety | Readiness to worship you; priests drive worship; low-piety rulers secularise |
| Vitality | Lifespan, illness events |
State values: opinion of you (−100..100), knowledge of you (none, rumour, met, knows), legitimacy (rulers), loyalty (ministers, generals, foreman), age.
Core personality (one)
| Personality | Effects |
|---|---|
| Suspicious | Trust ×0.6; sees through disguise +30%; hunts you when hostile |
| Warlike | Aggression ×1.5; respects force |
| Curious | Research ×1.15; trust ×1.2; absorbs ideas 25% faster |
| Devout | Worship ×1.4; dislikes philosophy; pulls toward Covenant |
| Greedy | Gifts ×1.6; bribable; corruption −5% research |
| Kind | Aggression ×0.6; makes peace; takes refugees; hates your killing |
| Ambitious | Plots coups; accepts help to seize power; expands |
| Traditionalist | Absorbs ideas 40% slower; stability +; resists modernising |
| Reformer | Absorbs ideas 20% faster; pushes the next government stage; revolution risk + |
| Cruel | Revolt risk +; keeps you caged ×2; likes you smiting rivals |
| Discreet | Rumours from their people ×0.3, their records ×0.5 |
| Pragmatic | Gifts and teaching ×1.3; miracles ×0.6 |
Secondary traits (0–2)
- Skills: Scholar (research +10%), Builder (monuments, supply +25%), Strategist (martial +2), Orator (charisma +2, wins elections), Diplomat (relations drift up), Mystic (your dreams ×1.5), Spymaster (detection ×2).
- Encounters: Blessed (healed by you: opinion +40, loyal), Scarred (survived your strike: −50, passes grudge to heir), Disciple (taught by you: spreads your ideas faster), Puppet (installed through you: obeys, low legitimacy).
- Background: Heir of a dynasty (legitimacy +20), Usurper (−25), Veteran (martial +1).
- Conditions: Ill (heal chance), Young (regent), Mad (erratic, prophecies), Beloved / Hated (stability ±).
4. The three routes
All share one base, one energy pool and one suspicion meter.
| The Faith | The Hidden Hand | The Benefactor | |
|---|---|---|---|
| Currency | Devotion | Influence, Wealth | Goodwill |
| Seen as | A god (not necessarily an alien) | A clever foreigner | An alien visitor |
| Workers | Pilgrims, acolytes; offerings (dark) | Hired hands, covert recruits, appointees | Open recruitment |
| Goes wrong | Zealotry, anti-faiths | Impostor scandal | Records, envy, nativists |
The Faith
- Founded when a people with Ritual reaches worship 40, named after their name for you.
- Each people holds religion shares. Kinds: folk faiths (one per people), your Faith, anti-faiths (treat you as a demon, hunt you, decode records), Rationalism (with Philosophy and Printing; debunks miracles, decodes scripture).
- Spread through neighbours, roads, missions, conquest, holy wars, radio. Temperament and leaders' piety resist or help.
- Doctrines (target set by you, drift about one step per generation; faster with a strong Prophet bond and high worship, slower once scripture exists; a Revelation moves one step instantly at an energy and suspicion cost and risks a schism):
| Axis | Pole A | Pole B |
|---|---|---|
| Spread | Inward: stable, slow | Missionary: fast, spreads awareness, irritates neighbours |
| Tolerance | Tolerant: few wars | Zealous: holy wars, persecution, crusades; believers fight ×1.5; feeds anti-faiths |
| Knowledge | Mystery: bans research branches | Revelation: research ×1.2; scripture carries your teaching to all believers; scripture is a record |
| Offering | Tribute: food and materials | Blood: believers send people to you; neighbours horrified; anti-faiths likely |
| Visibility | Mystery cult: few records, slow | Proclaimed: fast spread, many records |
| Authority | Prophetic: one leader, fast doctrine change, succession schisms | Church: stable, slow change |
- Commandments (about one per generation per believing people; obedience from worship, zeal and priests' piety): make war on / peace with X; seek the stars (lift a ban); build the vessel (supply ship parts at any distance); spread the word; send me your young (acolytes). Zealots may over-obey: wars become crusades.
- Recruitment: pilgrims (passive, worship 60+), acolytes (commandment), offerings (Blood doctrine: terrified, obedient workers).
- Myth versus evidence: believers' records count about half toward permanent suspicion; where Rationalists or an anti-faith take hold, they are decoded and count double.
- Map layer: dominant faith per region, minority rings, holy sites, crusade markers.
The Hidden Hand
- Personas (Vel from the start; others with the Hologram projector (Optics + Electricity) or Androids (Computing)). Live as one of them and climb: Stranger → Respected (healer, merchant, elder) → Officeholder (council seat, priest, adviser, general; via election, appointment, vacancy) → Head of the people.
- Persona actions: Advise (research focus), Agitate (war or peace with X), Vote, Appoint (your agents into offices), Divert (their materials to your base), Hire (workers who don't know who they work for).
- A Vel persona needs you there; while you are away it can't climb and its cover slips. Holograms and androids act remotely.
- Personas age; about every 40 years you stage a death and return as your own heir. Cunning, suspicious characters and spymasters investigate. Failure: impostor scandal (the people learns what you are, opinion crashes, rumours spread, neighbouring personas suspected).
- Dreams (energy; can target a character; mystics receptive, suspicious resist): Inspire, Unease, Calm, Ambition, Vision, Doubt.
- Wealth (after Currency): from crafts and goods sold, a trading post, companies. Spent on wages (covert hiring; hired hands quit when unpaid), bribes, funding factions and elections, contracts (pay a people's industry for ship parts without friendship), companies (Banking: income, industry, hidden influence), pamphlets (Printing).
- Recruiting no longer requires revealing yourself.
The Benefactor
- Gifts: food; tools (Copper); medicine (Chemistry). Teaching. Healing (plague, ill leaders).
- Embassy: permanent goodwill, remote open recruitment, trade; also a permanent record.
- Mediation in wars; Justice (punish raiders openly: warlike respect, kind resent); Teach conservation (halves environmental damage, output −10%).
- Risks: records; envy of neighbours toward your favourite; dependency (heavily gifted peoples research ×0.9); a Nativist faction in councils once your influence is high.
Mixing routes
- Revealing yourself to a people collapses any persona there (covert → open is one-way per people).
- A god is not an alien: worshipped and still covert elsewhere, until Rationalists decode the myths.
- A Vel persona as High Priest of your own faith speeds doctrine change hugely; exposure is the biggest scandal in the game.
- Revelation doctrine + teaching: scripture spreads lessons.
- A zealous faith may crusade against a people you secretly run.
- Mixed workforce: pilgrims, hired hands and open recruits clash; the foreman's background decides who listens.
- Miracles, dreams and holograms share energy; everything feeds suspicion.
Moving your base
Your base can be moved once you are idle in the destination region (not glacier, flooded or irradiated; not after the first ship part is built). The move takes months; buildings are packed at a material cost; workers from far away may leave. The kind of place supports a route:
- Sky temple: inside a people worshipping you (50+). Pilgrims ×2, that people never raids you, very visible.
- Merchant house: inside a people where you have a persona or company. Discovery ×0.3, wealth ×1.5.
- Hideout: no people within 2 regions. Discovery ×0.2; recruits are reluctant to come.
- Embassy compound: inside a friendly people that knows you. Recruiting easier, raids from them impossible, records +.
- Camp: anywhere else.
5. Technology (30 ideas)
Every idea does something for humans and something for you. New: Ritual, Boats, Currency, Sailing, Optics, Banking.
| Stage | Idea | Needs | For humans | For you |
|---|---|---|---|---|
| 1 | Fire | – | Tundra habitable; forest clearings | Base morale +5; food gifts +20% |
| 1 | Stone tools | – | Forest and grassland hunting food +; military ×1.1 | Materials ×1.5; Palisade |
| 1 | Ritual | Fire | Shamans, folk faith, standing stones | A religion can be founded; dreams ×1.2 |
| 2 | Herding | Stone tools | Steppe, grassland, tundra food ×2; overgrazing | Meat offerings; base food + |
| 2 | Agriculture | Stone tools, Fire | Settle and claim; grassland, forest, river ×3 | Garden plots |
| 2 | Pottery | Fire | Famine resistance | Food storage cap 200 → 800 |
| 2 | Boats | Stone tools | Coastal food ×1.3; short sea lanes | Travel ×1.3; fishing at a coastal base |
| 3 | Copper | Pottery | Mountain materials; military ×1.3; deforestation starts | Labour +15%; tool gifts |
| 3 | The wheel | Agriculture | Dirt roads; expansion 2 regions out; ideas ×1.5 | Faster travel on roads; supplier reach + |
| 3 | Writing | Agriculture, Pottery | Research ×1.5; holding limit 6; permanent records | Archive; persona papers (cover +) |
| 3 | Currency | Wheel, Copper | Merchants, taxes, oligarchy variant | Wealth; trading post |
| 4 | Bronze | Copper | Military ×1.6 (×1.5 faster with copper+tin) | Workshop; raids on you ×0.8 |
| 4 | Mathematics | Writing | Research ×1.25; irrigation: desert and river ×2; pyramids | Teaching lab; training faster |
| 4 | Medicine | Writing, Herding | Growth ×1.35; plague ×0.6; cities | Workers live ×1.4 longer; heal with food |
| 4 | Astronomy | Mathematics | Calendars (food ×1.1); notice lights in the sky | Signs in the sky cost half; navigation |
| 5 | Iron | Bronze | Military ×2.2; forest and wetland ×1.5; mountain materials ×2; charcoal | Forge; hull; better tool gifts |
| 5 | Philosophy | Writing, Mathematics | Research ×1.3; revolutions; Rationalism; doubt dreams weaker | Persona advice ×1.5; teaching ×1.2 faster |
| 5 | Sailing | Boats, Astronomy | Overseas colonies, long sea lanes | Travel overseas; see further |
| 6 | Engineering | Iron, Mathematics | Paved roads; terraces (mountain ×2.5); holding limit 10 | Skimmer bay; construction ×1.25 |
| 6 | Chemistry | Medicine, Bronze | All food ×1.4; plague ×0.6; runoff | Life support; medicine gifts; camouflage ×2 |
| 6 | Optics | Astronomy, Engineering | Telescopes (may spot you); detection ×1.2 | Hologram prerequisite; see further |
| 7 | Printing | Engineering, Philosophy | Research ×1.8; rumours ×2; republics; holding 15 | Pamphlets; scripture spread ×2 |
| 7 | Gunpowder | Chemistry | Military ×3.5; sieges; blasting | Rocketry prerequisite; raids deadlier |
| 7 | Steam | Engineering, Iron | Industry; railways; food ×1.3; smoke; carbon | Dynamo; supplier output ×1.5 |
| 7 | Banking | Printing, Currency | Companies; merchant states | Companies; contracts |
| 8 | Electricity | Steam, Chemistry | Industry; highways; city lights; carbon ×2 | Dream beacon; hologram projector |
| 9 | Electronics | Electricity, Mathematics | Research ×1.3; broadcasts leak | Listening post (see everything); faith broadcasts |
| 9 | Rocketry | Gunpowder, Astronomy, Steam | Missiles; satellites may spot you | Thrusters; launch pad |
| 10 | Computing | Electronics, Printing | Research ×1.8; surveillance (detection ×2) | Navigation; androids |
| 10 | Nuclear physics | Electronics, Chemistry | Military ×12; power stations; meltdowns | Reactor core; energy cap ×2 |
Ship parts: Hull (Iron, Engineering, iron deposit), Life support (Medicine, Chemistry), Thrusters (Rocketry), Navigation (Computing, Astronomy), Reactor core (Nuclear physics, uranium deposit).
6. Interface
- Hover tooltips on all buttons, resources, ideas, map layers and regions.
- Map layer toggles; region hover card.
- Per people: Power section (holders, weights, opinions, knowledge), characters with six attributes and traits, council seats.
- Faith tab: your faith's doctrines (current and target), commandments, world faiths.
7. Phases
- Regions, settlements, roads, raids, war fronts, environment, map layers, tooltips, more peoples, base relocation.
- Politics paths, councils, characters, opinion blend, Power section.
- Technology tree.
- The Faith.
- The Hidden Hand and the Benefactor.
Balance is checked with scripted players after each phase.