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Revision as of 18:02, 19 June 2008 editHcobb (talk | contribs)Extended confirmed users, Pending changes reviewers14,752 edits Movement: new section← Previous edit Latest revision as of 05:49, 2 February 2024 edit undoQwerfjkl (bot) (talk | contribs)Bots, Mass message senders4,012,797 edits Implementing WP:PIQA (Task 26)Tag: Talk banner shell conversion 
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|1={{cite web|first=Ron|last=Dulin|url=http://headline.gamespot.com/news/98_02/19_msoft/index.html|archiveurl=https://web.archive.org/web/20001011023344/http://headline.gamespot.com/news/98_02/19_msoft/index.html|title=Gamestock News and Views|website=]|archivedate=October 11, 2000|date=February 19, 1998|accessdate=}}
|2={{cite web|first=Micheal|last=Mullen|url=http://headline.gamespot.com/news/98_07/06_ultra/index.html|archiveurl=https://web.archive.org/web/20001015050915/http://headline.gamespot.com/news/98_07/06_ultra/index.html|title=UltraCorps Launches|website=]|archivedate=October 15, 2000|date=July 6, 1998|accessdate=}}
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== Movement == == Movement ==

Latest revision as of 05:49, 2 February 2024

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Movement

There ought to be a note that all movement is strictly world to world with no calling back of dispatched fleets and the number of turns taken for any journey is simply the number of units to the target world divided by the speed of the fleet.

The only interception system are scanners which only see fleets moving directly towards or away from the world where the scanner is located and it is up to the players to respond by moving fleets or changing production orders when they see an inbound hostile fleet.

There is also no game support for allies. Sending a combat fleet to another player's system always results in combat to the death and sending a gift fleet gives it to the current owner of the world, which might have changed while the gift fleet was enroute.

Hcobb (talk) 18:02, 19 June 2008 (UTC)

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