Adamant Mod is a custom mod, or modification, of Malfador Machinations' 4X turn-based strategy game Space Empires IV. The mod pits interstellar empires wielding vastly different forms of technology against one another.
Adamant focuses primarily on multiplayer gameplay, with only adequate AI support for single player gaming.
Adamant provides a much greater degree of flexibility in designing one's empire than the unmodded game does. There are many new traits available, some of them even representing disadvantages to the empire. The most notable of these are the paradigm traits: Physical, Organic, Magic, Energy, and Machine. Each empire must possess one, and only one, of the paradigm traits. A paradigm defines almost all technologies, components, etc. (everything really) that a race has. Physical races are normal technological races, similar to stock Space Empires IV. Organic races use living, sentient starships, organic planetary structures, and so on, relying on forced evolution to develop further capabilities. Magical races have a primitive level of technology, but can wield powerful magics to travel the cosmos. Energy races consist of pure energy. Machine races are similar to Physical races, except that they are sentient artificial intelligences, rather than naturally evolved organisms.
A primary design goal of Adamant is to expand the strategic options available to the player. Compared to the unmodified game, ship design is far more varied. The removal of the scale weapon mounts of stock Space Empires IV removes the dependence on large hull sizes for maximum effect. The implementation of Quasi Newtonian Propulsion (QNP) means that each ship requires the same percentage of its hull space devoted to engines to move at the same speed. The typical QNP system has been further adjusted by separating the supply storage ability of the engines to new reactor components. Designs ranging from heavy, lumbering juggernauts to fast, lightly armed picket ships are all possible and viable.
Another area where strategic options are expanded is gameplay balance. The weapons in the mod are fairly balanced, allowing multiple choices based on player style. Both shields and armor are viable (and necessary) defensive elements. The rampant affects of combat bonuses have been reduced. Nearly every aspect of Space Empires IV has been tweaked or revamped for gameplay balancing.
Various economic adjustments to the game were made in Adamant. Resource costs for ships and facility construction are far more balanced. Costs are still biased towards a primary resource based on paradigm, but all three resource types are non-trivial. To alleviate early game radioactive and organic problems, home worlds start with high levels of production in all three resource categories. Also, remote mining is a more viable tactic.
- Beta 0.01 - 20 January 2003
- Beta 0.02 - 09 March 2003
- Beta 0.03 - 16 March 2003
- Beta 0.04 - 30 March 2003
- Beta 0.05 - 18 April 2003
- Beta 0.06 - 22 April 2003
- Beta 0.07 - 23 April 2003
- Beta 0.08 - 01 May 2003
- Beta 0.09 - 02 May 2003
- Beta 0.10 - 07 May 2003
- Beta 0.11 - 09 May 2003
- Beta 0.12 - 02 July 2003
- Beta 0.13 - 31 August 2003
- Beta 0.14 - 08 April 2004
- Beta 0.15 - 13 October 2004
- Beta 0.16 - 02 November 2006
Nolan Kelly (Imperator Fyron) began working on the mod in September of 2002. The first public version of the mod was released in January 2003.
Version 0.11 saw the addition of the infamous Space Monsters, originally created by Soenke Nickelson (Rollo) for the Devnull Mod. The Space Monsters are an AI controlled race of creatures that exist to harass other empires, eating their vessels and populations.
The first play by email (using the Play by Web server) were started in September 2003 using version 0.13 of the mod.
Pirate and Nomad empire setup options were added in version 0.15. They were based on the original implementation in the Pirates and Nomads Mod by Nick Dumas (Suicide Junkie). Neither pirate nor nomadic empires are capable of colonizing planets. Pirates rely on capturing enemy vessels to gain resources and technology. Apart from their research generating homeworld, nomads exist almost entirely in space. They rely on remote mining and remote research and intelligence generating ship components.
Official web site of the Adamant Mod: http://adamant.spaceempires.net/