PRAETOR

This is a real-time galactic conquest game I've been trying to write in various languages for several years now. Well, I am finally up to C++ and DirectX so there ain't no more rewriting.
The idea is that you are an EMPEROR of an interstellar empire. Not an urban planner, not a starship designer, but a goddamn EMPEROR. I don't want to play the game where a planetary population limit is 20 million and your glorious imperial fleet consists of 15 cruisers and 3 battleships. No, I don't want to colonize every single planet and build every single factory by hand, god damnit. I don't want to play a glorified coloured spreadsheet.
I want to capture the feel of running an interstellar empire with mega-fleets and planetary invasions and the fate of millions being more or less important to you. I want the emperor to go on a hunting trip and indulge in choosing new brides for his harem while several planets are on a brink of starvation. I want fleets numbering thousands of ships to meet and I want multi-pronged attacks with several simultaneous battles going on on the strategic map. I want you to be able to crush the enemy, see them driven before you, hear the lamentation of their women.
The design creed for Praetor is summed up by three golden rules:
REAL TIME.
NO MICROMANAGEMENT.
ALL ACTIONS ARE UP TO THREE CLICKS AWAY FROM THE PLAYER.
If you've played Europa Universalis or any of its numerous progeny, you know what to expect in terms of game dynamics - the time passes in constant minute time steps rather than turns. This nature of the game requires careful balancing of automation and preset settings while still not letting the game play itself, but I'll manage somehow.
The game will be minimalistic, but provide a lot of options. I wish to do away with the standard "tech tree" and "planetary buildings" approach and focus on "skills" and "projects" instead. For example, you can advance your biotechnology skill by directing a portion of your imperial technology to it, or by using (or being targeted by) biological weapons. In the later parts of the game you will be able to teleport star systems and launch interstellar missiles (a-la Defcon).
Things you can expect:
- Clean interface
- Imperial institutions (parallel military formations, religions, inqusition, corporations)
- Interstellar warheads with shockwaves expanding on the galactic map
- Transdimensional beings
- Space tentacles
- Your emperor gains traits and/or cybernetic implants which affect the way game is played
- Backstabbing sector governors
- Campaign spanning virtually the entire Perseus galactic Arm.
- Genetic modifications, up to engineering a custom race
- Biggotry, racism, eugenics, genocide
- If you kill enough enemies, you can sit on a throne made of their skulls.
- Of course, you can also be a benevolent ruler, a trade/cultural superpower, or a diplomatic mastermind.
- Space zombies, space dinosaurs, space ninjas, space robots, space pirates, and space (insert anything here)
Ideally the game should have a "quick mode" so that a single campaign's worth of tech tree can be traversed in the course of a 1-hour long skirmish game. Why? Because multiplayer. But we'll talk about that when we get there.
These are older screenshots from earlier iterations of the game:
VISUAL BASIC ERA (2007-2008)

2008 version, Visual Basic + DirectX8
C++ ERA:

(the latest screenshots are at the top of the post).
I have no idea when the first playable version will be up for download, because I don't have much free time at the moment and progress has been unpleasantly slow lately, but I'll keep you notified. I am aiming for a playable alpha with AI and sweet space battles.
I also have made some music but I don't know where to upload it for easy perusal, and perhaps that's just as well considering it's just something I cobbled together to go alongside the code.