world "The real Moon, if you could reach it and survive, would in a deep and deadly sense be just like anywhere else... No man would find an abiding strangeness on the Moon unless he were the sort of man who could find it in his own back garden."
- C. S. Lewis, Preface to The Dark Tower and Other Stories

What is Expedition?

Expedition is a game about the human sense of wonder and discovery; it lets you take a group of men and journey into the unknown, playing inside a detailed sandbox of the XV century where you will be able to roam the world, discover, colonize and trade. The game doesn't reward you with a new discovery on every step, it instead requires from you methodical mapping and cartographic exercise to find these hidden wonders..

"The New World" Scenario

In "The New World", the first scenario available for Expedition, you become a XVth century Spanish explorer; you have to stock up an expedition to the New World, travel there, and then found colonies in the name of the crown. In your quest you will find marvelous places and face friendly and hostile natives throughout the New World seeking to obtain their riches for your kingdom.

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The Expedition Development Roadmap

Colonization Facet (43 complexity points, Implementation Order #1), Projected release date: 21-nov-2011

COL
  • Colonies production: Allow colonies to produce goods based on the resources they have access to, the available buildings and the workforce. Allow balancing the production (depending on the level of governance over the colony). Restrict production transference based on the governance level. Allow creating buildings and assign workers to them, to transform raw material. Allow recollecting raw materials from the map.. 11 complexity points

  • Colonies growth: Make colonies grow on size on themselves and consume construction resources around them (wood, stone).. 6 complexity points

  • Military buildings: Allow building barracks to train colonists into soldiers. Allow building walled fortresses and towers.. 6 complexity points

  • Road making: Allow creating roads of different quality. Units can move faster over them, mounted units and vehicles get an additional bonus.. 6 complexity points

  • Mines: Allow finding veins and creating mines, linking them to colonies. Set conditions for mine workers. 8 complexity points

  • Colonist specialization: Allow colonists to acquire jobs based on their occupation and their assignations.. 6 complexity points

Current funding campaigns:



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Piracy / Crime Facet(45 complexity points, Implementation Order #8)

PIR
  • Pirate towns:Add towns without royal presence and in which crews can be rounded up easily and ships can be sold without a deed. . 4 complexity points

  • Pirates:Allow becoming a pirate by commiting acts of piracy and letting the rumor spread. Make nations relate with pirates according to the target of their acts (be friendly or hostile). Add fame as a pirate. 8 complexity points

  • Treasure caves and maps:Add maps to pirate treasures, and allow burying treasures.. 11 complexity points

  • Recruiting rogues:Allow rounding up crew in taberns and harbors. Effectiveness depends on fame as a pirate and offered conditions.. 4 complexity points

  • Treasure splitting:Allow dividing the spoils between the crew after assaulting ships. 6 complexity points

  • Crimes Investigation:Allow acting as an international agent, following the footprints of a criminal from city to city, having to travel between cities and finding clues on his next location.. 12 complexity points

No active campaigns for this facet, if you want to fund its development please:

  • Become a supporter and contact us, we will have your contribution in mind when scheduling the facets implementation

  • Fund one of our other facets, we will eventually get to this one :)



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Trading Facet(38 complexity points, Implementation Order #10)

TRD
  • Market prices:Calculate the price of all goods based on supply and demand. Do the same for ships and salary costs.. 8 complexity points

  • Goods restocking:Restock stores in cities based on the supply chain.. 6 complexity points

  • Merchant missions:Generate missions to deliver certain ammount of cargo from a city into another one within a time frame.. 8 complexity points

  • City Supplies:Calculate the goods each city can offer based on their location and history data. 8 complexity points

  • Fame as a trader:Allow obtaining lower buy and higher sales prices bases on your fame as a trader. This fame is built on each city for each sucessful delivery on time and safe. It's also built with each trading operation based on its value.. 8 complexity points

No active campaigns for this facet, if you want to fund its development please:

  • Become a supporter and contact us, we will have your contribution in mind when scheduling the facets implementation

  • Fund one of our other facets, we will eventually get to this one :)



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Politics Facet(50 complexity points, Implementation Order #11)

POL
  • States (Kingdoms / Empires):Add states and interaction between them. Make settlements belong to a state. Handle relationships between state leaders.. 8 complexity points

  • Treaties between states:Add military, territorial and trade treaties between states, affecting your posibilities as an expedition depending on your flag.. 6 complexity points

  • Royal titles:Allow obtaining royal titles from a state. 8 complexity points

  • Territorial boundaries:Add territorial boundaries claimed by an state. Make states defend their territory.. 8 complexity points

  • Independence:Allow changing the flag of the Expedition. Allow declaring independence from any state and founding your own. Influence settlements to join your state. Add loyalty to expedition members (to the leader and to the leader state). 8 complexity points

  • Governance:Have a level of governance over each colony based on its State and your relationship with that State. Have colonies rebel and other governors assigned. Allow assigning a governor to automatize production.. 12 complexity points

No active campaigns for this facet, if you want to fund its development please:

  • Become a supporter and contact us, we will have your contribution in mind when scheduling the facets implementation

  • Fund one of our other facets, we will eventually get to this one :)



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Historic Content Facet(32 complexity points, Implementation Order #12)

HIS
  • American settlements:Add native cultural centers. Add cities in the XV to XIX century range. Add units and items particular to the continent.. 4 complexity points

  • European settlements:Add native cultural centers. Add cities in the XV to XIX century range. Add units and items particular to the continent.. 4 complexity points

  • African settlements:Add native cultural centers. Add cities in the XV to XIX century range. Add units and items particular to the continent.. 4 complexity points

  • Asian settlements:Add native cultural centers. Add cities in the XV to XIX century range. Add units and items particular to the continent.. 4 complexity points

  • Oceania settlements:Add native cultural centers. Add cities in the XV to XIX century range. Add units and items particular to the continent.. 4 complexity points

  • Languages / Translators:Support for languages and translators for each culture. Add spoken languages stat. Simulate partial language knowledge when interacting.. 12 complexity points

No active campaigns for this facet, if you want to fund its development please:

  • Become a supporter and contact us, we will have your contribution in mind when scheduling the facets implementation

  • Fund one of our other facets, we will eventually get to this one :)



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Random world generator Facet (39 complexity points, Implementation Order #13)

RWG
  • Landmass:Generate landmass using a procedural method seedable with the name of the world and parameterizable with world size, landmass % and weather patterns. Include natural landmarks.. 24 complexity points

  • Cultural centers and settlements:Place cultural centers and cities into the landmass, using a procedural method seedable with the name of the world and parameterizable with the cultures to be added based on a loaded data-pack. 11 complexity points

  • Worlds management:Allow saving, sharing and using generated worlds.. 4 complexity points

No active campaigns for this facet, if you want to fund its development please:

  • Become a supporter and contact us, we will have your contribution in mind when scheduling the facets implementation

  • Fund one of our other facets, we will eventually get to this one :)



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Religion Facet(44 complexity points, Implementation Order #9)

REL
  • Churchs, missions:Allow building churches and missions in your settlements, for a specific religion. Make them generate faith for the population and around.. 8 complexity points

  • Priests:Add priest and missionary units, place them in settlements to spread a specific faith.. 4 complexity points

  • Religious States:Add religious states that spread all around the world based on the support of other states. Allow obtaining support from these states and other cosupporters. Allow playing as an expedition supported by a religious state.. 12 complexity points

  • Praying:Allow praying as a way to increase the morale of your expedition members running the risk of making them unbelievers upon adversity.. 3 complexity points

  • Donations:Allow donating to religious institutions to enhance your standing with their state.. 3 complexity points

  • Inquisition:Allow establishing inquisitory missions for preventing other religions to interfere with a religion. Seek out figureheads of these religions and execute them.. 8 complexity points

  • Cultural conversion:Allow converting people from other religions via religious influence.. 6 complexity points

No active campaigns for this facet, if you want to fund its development please:

  • Become a supporter and contact us, we will have your contribution in mind when scheduling the facets implementation

  • Fund one of our other facets, we will eventually get to this one :)



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Gambling Facet (28 complexity points, Implementation Order #18)

GAM
  • Blackjack:Add gambling activity as a turn based minigame. 8 complexity points

  • Dices:Add gambling activity as a turn based minigame. 8 complexity points

  • Darts:Add gambling activity as a turn based minigame. Based on agility skill and the choice between different shooting styles with higher risk but greater return.. 8 complexity points

  • Coin flipping:Add gambling activity as a turn based minigame. 4 complexity points

No active campaigns for this facet, if you want to fund its development please:

  • Become a supporter and contact us, we will have your contribution in mind when scheduling the facets implementation

  • Fund one of our other facets, we will eventually get to this one :)



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Seafaring Facet(68 complexity points, Implementation Order #7)

SEA
  • Nautical charts:Allow accounting roumbs from one spot into another and place them into maps. Have landmarks into such roumbs. 8 complexity points

  • Autosailing:Allow following roumbs automatically. Retake control for adverse weather and resume roumb if possible. 12 complexity points

  • Fleet customization:Allow customizing the ship masts, sails, quarters, weapon bays, cargo bays, figureheads, hull materials, names.. 12 complexity points

  • Shipwrecks:Spread cargo on ships and lose it to the sea. Spread some of it over beaches if possible based on sea current. Allow surviving a shipwreck.. 8 complexity points

  • Ship manteinance:Assign crew to ship manteinance works, enhance repairing.. 4 complexity points

  • Shipwrights:Allow commisioning ships to be built based on specs, including size, shape, masts, materials, cargo space, crew space. 8 complexity points

  • Ships Market:Allow buying and selling ship deeds at the harbors, assign commanders into them to add them to the Expedition.. 8 complexity points

  • Passenger expeditions:Allow boarding ships as passengers by paying a fee, to transport your land expedition between cities.. 8 complexity points

No active campaigns for this facet, if you want to fund its development please:

  • Become a supporter and contact us, we will have your contribution in mind when scheduling the facets implementation

  • Fund one of our other facets, we will eventually get to this one :)

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