Songs of GPL is a FOSS release of Songs of the Eons.
It's written in Lua and includes the game part of the project, notably not including the original world generator.
You can reach out to us on Reddit and Discord. If you have questions about the project or want to contribute, you can message us in the development channel on Discord! ^^
On Windows, double click run-sote-windows.bat
.
On Linux, run ./run-sote-linux.sh
.
SotE is open to contributors. Search for a suitable issue and ping one of the core contributors in a pull request to get merged!
SotE uses Lua LSP. Make sure you have it installed and working before contributing.
If you see warnings such as "undefined global love", see the following link and apply the love2d library to your LSP settings.
- Done
- Doing
- Not started
Some of the previously implemented features that show up on the roadmap below have been dropped, either due design considerations, new insight on performance or lack of time:
- Multiplayer - the feature was never highly desired by the community and after we left the Unity engine, it didn't make sense to invest time into it
- Wiki - we didn't have enough community contributors to justify maintaining it ourselves
- Animal POPs and animal migrations - we can infer most needed data from evapotranspiration and productivity of flora
- Map editor - we can import PNGs for maps directly now so an editor isn't needed
- Frontiers on feral/settled province borders - we simulate hunter gatherer tribes as realms instead so the feature would make the simulation aspect worse
- Mac support - we don't have a Mac computer to sign the binaries, should be possible to bring this back later
- Prelimenary terrain generation
- Prelimenary oceanography
- Basic UI
- Planet renderer
- C++/C# interopability
- Mapmodes
- Tile view
- Hotspots
- Erosion
- Water movement on land
- Simple limestone islands
- Detailed orogeny and terrain generation
- Detailed oceanography
- Climate simulation
- Wiki rework
- Subreddit rework
- Lakes
- Rivers
- Flood Plains
- Fjords and Rias
- Ice Age Geography
- Glaciers
- Dynamic snow
- "Mediterranean" Seas
- Prelimenary ecology
- Soil organics
- Resource generation based on geology (metals)
- Biome generation
- Province generation
- Basic networking
- In-game chat for multiplayer
- Taunts for multiplayer chat
- Improved climate generation
- Droughts, heat waves, cold snaps and other extreme weather events
- Ocean Currents - a static model was implemented for the purposes of world generation, will be revisited and improved in future updates
- Rocks types
- Sediments
- Volcanic ash generation
- Soil moisture
- Modding support for races
- Modding support for resources
- "Harmony" based mods
- UI rework
- Rendering optimization
- Faster map mode switching
- River rendering
- Accurate glaciations
- Alluvial soils
- Soil texture (clay-silt-sand)
- Mineral richness calculations for soil
- "True colour" map mode
- Prelimenary map editor - mostly to explore the idea. Not really feature complete in this update
- Plant and biomass placement
- Placement of initial sentient POPs
- Prelimenary realms
- Preliminary culture generation
- Preliminary religion generation
- Preliminary language generation
- Ability to start the game and progress time
- Varying game speeds
- Checksums and compatibility tests in multiplayer
- Province and realm borders
- Watertables
- Character portraits
- Out-of-sync detection
- Portrait modding
- Simple playable characters
- Prelimenary economics
- Simple gift economies
- Primitive currencies
- Prices fully driven by supply and demand
- Simple migration model
- "Early stone age" technologies
- "Late stone age" technologies
- Support for technology modding
- Placeholder buildings
- Further, flora-based climate refinements
- Prelimenary placement of magical resources
- More detailed migration and population dynamics
- Plagues and diseases
- Simulation of technological advancement/decay during world generation
- More detailed characters
- More complex production model
- Families
- "Antiquity" technologies
- Warbands
- Map exploration
- Accessibility features for colourblind people
- Linux support
- Placement of magical resources
- "Iron era" technologies
- Finish porting the worldgen out of C++
- "Early medieval" technologies
- Artifacts and heroes
- Magic
- "High medieval" technologies
- Detailed governments
- Laws
- "Renaissance" technologies
- Detailed internal politics
- A more accurate battle solver
- "Enlightement" technologies
- Naval warfare
- Naval battle solver
- Tectonics code update
- UI/UX polish based on player feedback
- General bugfixing
- More UI/UX polish based on player feedback
- Post-release support