JonnyDoH

JonnyDoH

Joined Member # 666475
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Hmm. I'm no expert, but I usually try to have at least three industrial type sectors, one "Power plant" type to help increase production, One starport and the rest being "bank" type plots (plus one devoted to an economic capital). Try to build all your freighters at this world, then send them out to the furthest reaches of other civilizations. Build multiple economic starbases capitalizing on trade, and you have a planet that becomes a fairly important economic powerhouse. An alterna

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I had no problems upgrading. Of course, I only got in three ten minute games (where the computer consistently started out RIGHT next to me, and began colonizer spamming every planet it could find) so I have yet to find any bugs. Looks great so far, though!

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Referencing Ms. Hatcher's balanced opinion, I think Jack Thompson's view is the "How would you like it if someone made a game with massive violence geared against you?" i.e. Postal has an abundance of violence geared toward police officers, Thompson's "game" projects massive violence against game developers. Viewed from that angle, it's more of a (tasteless) commentary. Still, as Frogboy (I think) pointed out, it's really stereotyping the community at large. Not all game develope

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of six spaces away), it keeps its movement bonus when exiting the system. If the ship stops at any planet (or "breaks" by using only a part of its movement), then it loses the move bonus and gains the move penalty.

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Will gravity affect ship movement? I just thought that that might be a nifty feature-- if there was a black hole on the map it could conceivably cause local traffic to be pulled toward it and eventually obliterated. You would therefore have to steer clear of them. Might be a neat trait on scenario maps... By the way-- this is only my second post on this forum. I wanted to say that GCI restored my faith in space civilization games and I enjoyed it a lot.

12 Replies 12,695 Views