There are two levels to game: galactic and regional.<br /><br />Galactic is controlling fleets, space battles, interplanetary travel, trade, transport, etc.<br /><br />Each planet/world has 5-20 regions. Regional gameplay is like an RTS with units, buildings, resources, etc.<br /><br />Economy is planned, and politics is totalitarian (space communism). Player controls galaxy-spanning empire and has absolute control over the people. Religion and culture is 'engineered' by the state. Like all totalitarian regimes, they like lofty ideals and enjoy making up shortened forms of words.<br /><br />Ideals of this society are "Culture, Technology, Purity, Value, Order". Culture, as in the right behaviour. Technology, as in cybernetics, nanotech, biomachines. Purity, as in race and stock. Value, as in work and usefulness. Order, as in structure and control.<br /><br />Clones will be possible after player researches tech, allowing player to make armies of dispensable soldiers. <br /><br />Stimulants (state-approved drugs) are another tech. State uses these to increase productivity, reduce sleep requirements, and turn workers into *workaholic machines*.<br /><br />There also the possibility of space radiation seeping in, causing mutations in humans and bad harvests. Player has to maintain "purity of the stock" by "sterilizing" mutants, crops, and livestock. So there is possibility people will rebel and he will have to fight colonies for the *greater good* of the empire.<br /><br />Regional economy works this way: mines mine minerals, solar panel arrays generate energy, and "organics" are produced at biodomes. (Organics is a generic resource that include foods and bacteria.) <br /><br />Minerals are used by factories to make "production points", some of which are consumed by "consumer complexes" (consumplexes) to create 'incentive points" to make workers work. Consumplexes are basically shopping malls. Consumplexes also intake food (organics).<br /><br />Incentives are consumed by workers. Workers