Escape from Earth

// design document, November 2026

Design document, version 3

Written with Claude Opus 5.5 after playing version 2, from my own longer feature lists. Version 3 of the game was built from this document. Also available as plain Markdown.

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

  1. Regions, settlements, roads, raids, war fronts, environment, map layers, tooltips, more peoples, base relocation.
  2. Politics paths, councils, characters, opinion blend, Power section.
  3. Technology tree.
  4. The Faith.
  5. The Hidden Hand and the Benefactor.

Balance is checked with scripted players after each phase.