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features.txt
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Graphics:
Very Large (standardized) pixel size (10x10 / unit)
Don't snap to screen
Low-saturation art, possibly dependent on zoom level
Beautiful, gorgeous, psychadelic explosions
Construction:
Building restricted only by where units can get and survive
Unit and Building construction identical
constructors assigned automatically
Resources:
Oil Well Buildings:
Minor Defense
Stop hostile resource taking
Increase on-site storage capacity
Resources are tangible. Once converted to energy (and stored), they are accessible anywhere
Research:
Applies instantly
Can dump as many marks into a given tech as you want, but diminishing returns (Roman Numerals?)
Radar:
As in Warzone
increase visibility of radar alerts
Terrain:
Random Generated Maps?
Move Speed
Visibility
Defense Bonus
Shoot Through-ability
Passable
Impassable
Dense Forest
Roads
General Mechanics:
Units level
Repairs done by factories
Chronological goals:
contact listening
path finding
unit production
resource gathering
teams
attacking