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Imagine Nations is a sandbox game that defies genres by allowing you to play the game using the features that interest your play style the most. Once you’ve created your character, you are dropped into a voxel universe (think games like Minecraft and Cube World) that will let you do as you please, for better or for worse. The center of Imagine Nations is the various cultures that can be found on planets throughout the universe. You begin in one of these towns, with a culture that looks similar to yourself. These cultures act with or without your input, growing from humble beginnings as hunter-gatherers to massive empires spanning a galaxy filled with space-age technologies. You are free to support the towns directly through various means, or let it grow naturally.

Post news Report RSS The Science of Imagine Nations

In Imagine Nations, Research falls within 4 “schools” of Science: Mechanical, Biological, Esoteric, and Evolution. Cultures will pull from one, multiple, or all of these schools when going through their research over time. Learn how combinations of science gives each culture a unique signature in the game in this article.

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Researchers

Research in Imagine Nations falls within 4 “schools” of Science: Mechanical, Biological, Esoteric, and Evolution. Cultures will pull from one, multiple, or all of these schools when going through their research over time. This combination of science gives each culture a unique signature when interacting with them, and greatly determines their overall potential (with a culture focused on one area able to excel much quicker than another that is utilizing many).

Mechanical Science
Mechanical Science follows through on a lot of the same principles we followed in our real-life expansion. It would generally follow the Stone Age >> Modern Age scenario, with variations dependent upon the resources available within one area. Technology can overlap, with more dominant cultures plugging their technology into conquered/friendly cultures. This would generally be researched through the town’s research system.

Biological Science
Biological Science is both a primitive science focused on utilizing herbs, medicines, and the like to greatly enhance members of the culture, and a much more advanced level of technology once Mechanical Science can support the basic building blocks for genetic engineering. This would allow changes to the biology of any NPC/creature, enhancements directly wired to things, etc. This would generally be researched through the town’s research system as well as through
specialized research facilities as they sprout up.

Esotericism
Esotericism generally follows parallel to Mechanical Science if the culture allows it. Very early shamans/mystics will either go the route of religious movements (alchemy, astrology, and mysticism but without any true “magical” powers) or primitive magic at their disposal. From establishing religions that citizens follow (and the potential for deities to actually exist and be worshipped), to expanding into more advanced forms of magic we generally see in many fantasy games, this focuses more on the mind over the more hand’s on approach of mechanical science. This would generally be researched through the town’s research system as well as through specialized colleges of magic as they sprout up.

Evolution
Biological Evolution is less a science, and more a response to the surrounding environment. Certain cultures may forego any sort of science altogether and simply evolve over time to handle any scenario. This includes having appendages that can take the place of tools and weaponry, abilities that can be projected out like magic, and various enhancements to their bodies happening automatically.

Research
Research in Imagine Nations can take on many forms based on the perspective of the player. The player can interact with research as a leader or a researcher. From the leader’s perspective, you are able to define which general topic the town’s researchers are focusing on, and you can indirectly control research based on the type of businesses you allow to exist within your town limits. From the researcher’s perspective, you take on the task itself of researching through various mini games and tasks aimed at making the process of trial and error fun and interesting.

Importance
Research plays a key role in the development of a culture, whether controlled by an NPC leader or the player. When dealing with other cultures, the technological level of your culture is very important (especially if the other cultures are aggressive). A successful culture will ensure that it is the best in whatever area it is focusing on (be that economical ventures, military, higher sciences, food production, and more) to give rival cultures a reason to be hesitant in wiping it out.

Dangers
One must be careful about the dangers associated with research. From catastrophic failures, where the current topic is potentially volatile and damages a portion of the town during the trial and error process, to espionage from rival cultures stealing or otherwise disabling your
ability to research. A good culture is a smart culture.

Check out more information about the game on the Imagine Nations Website and Support our crowdfunding campaign.

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explorer13
explorer13 - - 238 comments

Sounds like a cool system but will the minigames be sort of random or will they be more or less the same / with a definite answer each playthrough? If they can be memorized then I don't see what would stop a player from just going from stone age -> modern within drastically less time than any other area can.

(Of course, this is assuming the system regarding that isn't still a WIP in the sense of how it is going to work, in that case nevermind)

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