Core-worlds and Sector cards

Core-worlds and Sector cards

Today we go back to our cards and continue where we left off. Last time we showed you Ships, Developments and Operation cards.

Today we will focus on 2 more card types: Core-worlds and Sector cards.

Each sector you explore on the map will be connected to a card. Clicking the world brings up its card with associated stats and any special abilities. On this image the worlds on the map are a dull gray generic color, but the actual map in the game will have more color and variety. For example a sector could be a collection of ice crystals, an electrical storm nebula, a pulsar, a barren world, a jungle planet or an Eden-type Gaia world.

Gala_Mainscreen_v04_no_sel_with_HUD

The format for the Sector cards and Core-world cards is similar and shown below:

Coa_CoreWorld_Kesteron
Core world: Kesteron, a Gomeish core-world megacity known for the quality and precision of their war-engineers. Artwork by Maciej Drabik.

Core Worlds

Core-worlds are distinguishable from Sector cards by the fact that they have gold borders, deck building information and a faction-symbol on the top right hand corner.

Every time you start a game, you begin on your core-world. When you are building your deck, you will be able to select different core worlds to emphasize different strategies. The above Core-World Kesteron focuses on giving your Dreadnaughts (the circle symbol) a bonus to their attack.

Above the name of the card, on the right we see our three resource types, from left to right: materials, time and energy. In the case of Kesteron this core-world generates 4 of each of them for you every turn from the very start of the game.

The left edge has deck-building properties. Since we haven’t talked yet about building your decks this will be better served as a topic for a future blog post; but to summarize it briefly: the 3 numbers represent, from bottom to top: The minimum size of your starting deck, how many technology-slots you can fill and how many tech levels you are allowed to import from outside of your faction.

The bottom row looks very similar to a development card on purpose since these are values that are commonly shared between developments and sectors. If you forget what developments are, they are cards that allow you to build structures on planets that add abilities or boost its values.

From left to right we read on this core-world that it has a victory value of 5, that it has an intrinsic military value of 1 and that you can build up to 3 developments on it.

Sector cards

Sector_Mi-Zoth
Sector world: Mi-Zoth is a Methane world built in Silica that is inhabited by the lesser known civilization of the Yuturi. Art by Sebastien Hue.

Silver-border Sector cards are the cards that are connected to each of the regions of space you will explore, harass, capture and colonize over the course of the game.

They look very similar to core-world cards but simpler.

This particular world has an indigenous population of Yuturi on it. When you colonize it (cough cough “acquire it”) the Yuturi are all but willing to offer you their collective knowledge and thus benefit your empire with a one-time research injection of 3 bonus time-resources.

Mi-zoth is a methane, silica world. Which for now doesn’t mean much, but like all card subtypes it opens up future potential for us to trigger off of various sub types and create “tribal” card-set combinations.

Most Sectors generate much lower resources than your core-world, this world produces just 2 resources for example, split between some additional (research)-time and energy production.

If you want to produce more than this, you will need to pack your deck with developments you can build that increase your production rate, or grab more worlds.

Meanwhile this world does provide you with 4 victory points, and it can host up to 3 developments on it. A nice world to add to your empire for sure.

How are Sector cards placed?

So glad I asked myself that question. The plan is for the map to be generated in different ways. We plan on having reflected maps for serious battles (think competitive play) but also random maps and other possible shapes. The pool of Sector cards will either be known, or come from a pool that is associated with that map or the current local-conditions of the game. So for example the month of May could be a time when we move into a map area that is known for its harsh Gravity well conditions and games that take place in May will feature Sector cards of this type.

We also have plans to allow players to “seed” the map. Meaning a certain number of Sector cards on the map can be player-chosen and would represent “lost” colonies of that empire. Either from recent events (if we are fighting in an area that just suffered a disaster) or from long eons ago in another era.

Future plans also include neutral forces, space alien monsters, pirates… you name it. Everything is possible.

Strong players of GalaCollider will take the maps and local conditions into consideration when building their perfect decks. In GalaCollider you have to not only consider the evolving card pool when playing, but the environment too. Can you adapt to the universe as it changes over time? What new worlds will there be to discover?

Flash news

Tomorrow we have an AMA on May 9th at 11:30 PDT on https://www.reddit.com/r/IAmA/. If you can make the time available and want to talk to us, we should be two or three of us online at that time to answer any questions you may have.

Happy mother’s day!