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mahks1
mahks1 - - 6 comments @ Screen shots

There is an emphasis on diplomacy.
Much effort has gone into creating organic "situations" that evolve into diplomatic crisis. These come about from conflict between several realms of influence. These being political relationships, trade, military actions, resource access and a feudal hierarchy.

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mahks1
mahks1 - - 6 comments @ Screen shots

A large selection of technologies are available that affect all aspects of the game. There is no "tech tree" you just research the areas you want an advantage in. you may choose to be mediocre in all or focus on a few that complement your overall strategic direction.

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mahks1
mahks1 - - 6 comments @ Screen shots

The manoeuvre element is the fleet. Fleets move between stars by an instantaneous jump, but then must wait while the jump engine re-charges. This slows down the pace of the game, giving you time to plan. It creates the feel of a turn based game, even though it is a persistent universe.

Fleet movement may be automated.
- Patrol routes may be created to look for enemies.
- Gathering routes take minerals to stars with a refinery. This works kind of like railway tycoon.
- Other routes may be configured to move new ships to the front, return the battle weary for R & R, etc.

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mahks1
mahks1 - - 6 comments @ Screen shots

There is a robust economic model that provides many ways to gain income and many ways to lose it. Taxation, tribute, piracy, export contracts, asset support, salaries are some of the factors.

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mahks1
mahks1 - - 6 comments @ Screen shots

Build panel

Building assets takes a long time. This creates pressure to plan, as you cannot react immediately to a new threat by "popping out" fleets of new ships at a moments notice. You can build & assign additional builders to speed up a project, but there is cost there as well.

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mahks1
mahks1 - - 6 comments @ Screen shots

Map Sample

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