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Galaxy Conquest

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May 27, 2007
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Very early stages of my take on a space-age RTS.

Features:
  • 3 Resource types: Ore (Metal), Hydrogen (Gas) and Capital (Cash)
  • The ability to destroy resource fields: Nebula Clouds ignite when attacked, the fire spreads to nearby Clouds and damages nearby units.
  • You can convert resources with specific buildings, Metal into Gas at 3:1
  • Fully customizable ships. The inventory system allows you to totally pimp out every single one of your units. Improve Hull Plating, add extra thrusters, add a radar scanner, mine-laying capabilities, teleportation (hyperdrive) and many more.
  • Radar - displays units which are hidden by fog of war/unexplored territory.
  • An alien race which is fundamental to your economic survival (they produce the Hydrogen Nebulas), but anger them, and you will soon have another angry opponent in your galactic backyard.
  • Supported gameplay for up to 6 Human players, and future plans for an extensive AI system to allow for 1 Human vs 5 Computer opponents.
  • Your relations with the Aliens might change over time if you expand too quickly, or display aggressive behaviour. This makes it a lot harder for you to harvest Hydrogen, as the aliens will attack you on sight.
  • The ability to steal resources AND researches from your opponent - Aliens included.
  • Kidnap a Cloudbirther and construct a Hydrogen Assimilation Plant, who wants to be friendly with the green guys anyway!
  • Steal advanced alien technology, such as Active Camouflage (cloaking), Biological Weapons (Infestation Rifles), Organic Compounds (carapace hull augmentation - heavily armoured AND fast ships).
  • Alternatively, remain peaceful with the Aliens and trade with them - gaining a valuable Defensive Pact treaty, or even an Ally incase a pesky Human attempts to end your reign of the Galaxy.
Your thoughts, comments, and criticisms welcome.
 
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