Astari V1.0 — Contested worlds & living colonies
Overview
Astari V1.0 is the first version that feels like a complete early-game loop: survive on a contested world, build outposts, trade, and clear surface threats with real unit combat.This build stays on the test branch. A full LIVE cut waits on MariaDB verification and uninterrupted play-testing.
Contested homeworld
- Harvester footholds seed on the starting world
- Surface assaults with one or more commanders
- Settlement slots by planet size; secondary outposts/colonies
- Shared planetary warehouses; per-settlement structures and kits
- Unit stats: Accuracy, Health, Mobility, Damage (+ Stealth / Detection)
- Wound efficiency scales ACC/MOB; damage does not
- Loop resolve until wipe or exchange cap
- Roster under commanders: Soldier (1 slot), Sniper (2), Heavy (2); 20-slot cap
- Multi-commander combined assaults; losses distributed across the force
- Combat reports distinguish ground assaults from defensive slave raids
- Trade routes between owned worlds (amount/reserve adjustable)
- Fighter escorts; pirate interdiction with cargo loss risk
- Station market, stockpile reserves, dual cycle (5m production / 10m day)
- Prefab structure kits; warehouses; craft RP + CP costs
- Individual hull rows (no combat stack merge)
- Pilot assignment on fleet cards; escort status visible
- Pilot confirmed kills (escort interceptions)
- Race pool personalities; relations sheet; contact reports
- NPC colonies and system presence
- Join-code backend ready (full Hub join UX in V1.1)
- Space combat engine not yet unit-loop based (V1.1)
- Join code not fully exposed in Hub UI
- Ground battles resolve in one engagement (multi-cycle / stance later)
- LIVE promote deferred until MariaDB test + extended playtest
- Space battle engine (parity with ground)
- Two-stage defense: orbit then ground
- Pirate attacks on trade routes using the space engine
- Full join-code multiplayer placement into a new system