← New Eden TradeTHE GAME
A Deterministic 4X Grand Strategy

Your Empire. Your Story. Your Legacy.

Screenshots

Early UI — the simulation is still the priority, so treat this as a work in progress.

What this is

Build a civilization from a single colony to a galaxy-spanning empire. Every colony has a real population that lives, works, and moves. Every ship is a real engineered design, physically built in a real shipyard. Every government, every treaty, every battle, every crisis is computed from real, connected simulation state — never a scripted event or a flat abstraction layered on top.

The guiding rule is simple: the simulation is the game. Graphics come second. Nothing ships until it's provably deterministic — the same seed produces the same galaxy, every time — fully serializable, and built to be moddable from day one.

● CURRENT STATUSStep 17 of the build arc

The simulation has been built in one continuous dependency order — every step assumes every prior step is real and already wired in, never a stub. As of Step 17, the galaxy has a full economy, physical buildings, real technology, ship design and construction, fleets that move and fight, diplomacy between civilizations, named leaders behind every decision, computer-controlled opponents using the same tools a human player would have, and a real sense of history — notable events and crises that emerge from what's actually happening in the simulation.

8,734/8,740
Checks Passing
17
Steps Complete
46
Professions Defined
8
Major Factions

Still true today: there is no rendering, no UI beyond console/debug output, and no playable gameplay yet. This is a simulation-first build — every system above is real, tested, and running end to end, but nothing is visual or playable. UI and rendering come once the simulation foundation is complete.

The arc so far

Twelve phases, each one only possible because everything before it was already real.

1The world existsSteps 2 – 4A
2The world can be lived onSteps 4B – 4D
3People exist and moveSteps 5A – 5C
4People are governed and housedSteps 5D – 5E
5A real material economy existsSteps 6A – 6C
6Buildings are physicalStep 7
7Knowledge and technology are realSteps 8A – 8C
8Ships can be designed and builtSteps 9A – 9B
9Ships can move and fightSteps 10 – 13
10Civilizations have real relationshipsStep 14
11Real people sit behind every decisionStep 15
12The galaxy thinks and reacts on its ownSteps 16 – 17
Build Roadmap

Every Step, In Order

Every stage is infrastructure the next one reads from. Nothing ships before it's provably deterministic.

Step 2
Foundation & Data Architecture
The bedrock everything else is built on — how content and game state are structured so nothing after it is a stub.
Step 3A
World Model Foundation
The galaxy's skeleton: coordinates, star systems, hyperlanes — a blank stage, no content or gameplay yet.
Step 3B
Deterministic Galaxy Generation
Procedurally generates a galaxy's shape, star systems, and hyperlane network from a single seed. Nine galaxy shapes and counting.
Step 3C
Star System Content
Every generated system fills in with real stars, planets, moons, asteroid belts, and jump gates.
Step 3D
Planet Surfaces
A hex-grid surface map for every world — terrain, elevation, climate, and hazards.
Step 4A
Natural Resources & Geology
Resource deposits placed according to each world's own geological history, not randomly scattered.
Step 4B
Habitability & Colony Viability
Scores whether — and how — humans could actually live on each generated world.
Step 4C
Colony & Settlement Foundation
Colonies get founded on scored sites with real settlement master plans, not placeholder markers.
Step 4D
Persistent Save System
Full save/load with checksums and version migration — nothing lost, nothing silently corrupted.
Step 5A
Population & Demographics
Colonies get a real population — age, health, births, deaths, and education tracked every turn — never a single number.
Step 5B
Professions, Education & Workforce
Population becomes a real workforce — 46 professions across 41 skill domains, with careers people actually move through.
Step 5C
Communities & Migration
People move within and between colonies, driven by real push/pull conditions — never teleporting, never invented or destroyed.
Step 5D
Government, Politics & Institutions
Colonies get real governments — 14 forms, 10 ideologies, political factions, and institutions that outlive any one government.
Step 5E
Housing, Needs & Quality of Life
28 real population needs and housing capacity, feeding back into health, fertility, migration, and politics.
Step 6A
Inventory, Storage & Material State
Colonies get a real physical inventory — what exists, where it is, and who owns it.
Step 6B
Extraction, Refining, Manufacturing & Power
Raw deposits become real goods through real machinery, refineries, and power grids.
Step 6C
Consumption, Demand, Markets, Trade & Logistics
The economic loop closes — population consumes real goods, colonies trade through real markets, and cargo physically travels before it changes hands.
Step 7
Physical Construction: Buildings, Districts & Infrastructure
Every colony capacity becomes a real, placed building on a real surface, connected by real utility networks.
Step 8A
Research, Knowledge & Technology Foundation
Knowledge becomes real and multidimensional — knowing something is never the same as being able to build it.
Step 8B
Discovery, Engineering & Prototypes
The real path from theory to working hardware: question, experiment, discovery, prototype, demonstration.
Step 8C
Technology Adoption, Diffusion & Lifecycle
A demonstrated technology has to actually spread and get deployed before it does anything for your civilization.
Step 9A
Ship Components, Hulls & Design Foundation
Ships are real engineered designs assembled from real components and hulls — never a single 'power level.'
Step 9B
Shipyards, Construction & Commissioning
Approved ship designs get physically built over multiple turns, consuming real materials, workforce, and power.
Step 10
Fleets, Task Groups & Strategic Movement
Ships organize into fleets and move across the galaxy's hyperlane network over real, multi-turn journeys.
Step 11
Strategic Sensors, Detection & Intelligence
What you know about the galaxy is never the same as what's actually true — real sensors, real detection, real uncertainty.
Step 12
Persistent Space Combat
Fleets actually fight — real tactical battles on a real 3-axis battlespace, running alongside the rest of the game instead of freezing it.
Step 13
Military Sustainment: Repair, Refit, Recovery, Boarding
What happens after the fighting — repair, rearm, refit, salvage, boarding, capture — all real and gradual, never instant.
Step 14
Diplomacy, Foreign Relations & National Interests
Real relationships between civilizations — treaties, claims, borders, sanctions, war, and peace.
Step 15
Leaders, Characters & Command
Real named individuals — heads of state, ministers, admirals — sit behind the decisions your civilization makes.
Step 16
Strategic AI & Faction Decision-Making
Computer-controlled civilizations make decisions using the exact same tools and information a human player would have.
Step 17LATEST
Events, History & a Dynamic Galaxy
The galaxy gets a real sense of history — notable events, emergencies, and crises that emerge from what's actually happening, never scripted.
Next
UI, Rendering & Playable Gameplay
Structural work continues — nothing ships before the simulation itself is solid.

8 Major Factions. Countless Paths.

Choose your faction and shape the galaxy through your ideology, economy, and ambition.

Sol Federation

Unity through cooperation. Progress through balance.

Helios Consortium

Profit drives innovation. Commerce builds civilizations.

Iron Directorate

Strength through discipline. Order ensures survival.

Frontier Coalition

Freedom to build. Independence survival.

Nova Republic

Knowledge shapes tomorrow. Education enlightens the stars.

Dominion

Faith is purpose. Purpose is eternity.

Nomad Clans

Honor in deeds. Tradition guides the future.

Unity Collective

All minds, one future. Together we transcend.

From First Outpost to Galactic Power

Every empire begins with a single scout and a single choice. What you build from there is yours alone.

ExploreScout the unknown. Survey systems. Uncover opportunities.
ColonizeEstablish colonies. Manage resources. Grow your people.
DevelopBuild industries. Advance infrastructure. Strengthen worlds.
ResearchInvest in technologies. Unlock new capabilities. Stay ahead.
ExpandExpand borders. Control key systems. Secure your future.
ConquerDefend your empire. Crush your rivals. Rule the galaxy.

Built on Solid Principles

The simulation is the game. Graphics are secondary. Nothing ships until it's provably deterministic, serializable, and moddable.

Deterministic
Same seed, same galaxy, every time — no hidden randomness anywhere in the simulation layer.
Save Anywhere
Checksummed, versioned saves — a save that would fail its own integrity check is never written.
Moddable
Content is data-driven throughout. Built for modding, not bolted on after the fact.
Pixel Art
Rich, detailed pixel art with modern polish — once there's a UI to show it in.
Built for Scale
Population is modeled as demographic cohorts, not one entity per citizen — homeworlds and galactic empires alike stay fast.
Honestly Documented
Every step ships with what it does and doesn't do yet — no feature is ever quietly faked.