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Procedural Hex Maps
Every game generates a fresh continent with fractal terrain (diamond-square / fBm), eleven biomes — sea, grassland, plains, hills, forest, jungle, desert, wetlands, mountains, and frozen ice — plus elevation and rivers that flow from the peaks to the sea.
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Cylindrical Wrapping
Enable east–west wrapping so the left and right edges of the map meet, and scroll continuously all the way around the world.
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Rivers & Waterways
Rivers flow downhill along cell borders to the sea, give adjacent land extra food, and feed canals. Every mountain region spawns at least two rivers.
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Colonies & Buildings
Found colonies in Biodomes and build Farms, Solar Panels, Factories, Docks, Air Fields, Barraks, Graineries, Warehouses, Banks, and energy storage within your zone of control.
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Deep Economy
Each colony works surrounding tiles to produce Food, Material, Energy, and Wealth and keeps its own stored resources. A building only contributes its production, upkeep, and storage while its cell is worked — idle buildings do nothing.
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Happiness & Growth
Each colony accumulates stored happiness from its food balance. Positive happiness grows the population; negative happiness shrinks it — manage your workers to keep colonists thriving.
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Building Prerequisites
A tech-like progression gates advanced structures — a Factory needs a Solar Panel, a Farm needs a Solar Panel, Graineries need a Farm, and more — so colonies grow in meaningful stages.
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Transport Network
Build Roads and Monorails overland, dig Canals along cell borders, and raise Docks and Air Fields. Paths are plotted cell-by-cell, and road/monorail bridges can span a single sea tile.
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Connected Colonies Share
Colonies linked by road, monorail, river/canal, a sea route (both with Docks), or an air route (both with Air Fields in range) cover each other's shortfalls, borrowing from whichever connected colony stores the most.
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Found New Colonies
Grow a colony past the population threshold and launch a new biodome to a distant land cell. Materials and colonists travel overland, with arrival time based on terrain movement cost and river crossings.
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Alien AI Opponents
A configurable number of alien species establish and grow their own colonies and compete with you for the best land. If an AI turn ever stalls, Ctrl+Esc force-ends it.
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Fog of War
The map starts hidden under fog except a circle around a random land tile. Founding a colony reveals the land around it, and explored visibility is saved and restored with your game.
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Special Resource Deposits
Scattered terrain bonuses — from Morrowback Herds and Starfall Alloy Craters to Aurora Spires and Echo Monoliths — enrich the cells they occupy with extra Food, Material, Energy, Wealth, or Happiness.
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Rich UI & Tooltips
Area-of-Control view, minimap, hover tooltips showing terrain yields, a colony work view with per-cell base + bonus breakdowns, and a statistics panel with population, growth, and stored resources.
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Background Music
A looping original theme plays in the game window, with on/off and volume controls in Settings ▸ Audio.
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Fully Config-Driven Rules
Almost every rule and all content lives in config.json — terrain yields, building costs, economy constants, and more — so the whole ruleset can be tuned without touching code.
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Save & Load
Save your campaign and pick up right where you left off, with explored map visibility preserved between sessions.
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Cross-Platform Desktop App
Built with Electron for Linux, macOS, and Windows on both x86-64 and ARM64.