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XCOMUFO & Xenocide

Play-by-email Offer


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After seeing that forum members in field thread was popular enough, i wanted to offer a new play-by-email type...

Collector`s Edition, Superhuman difficuity, no save/reload abusing. It would be hard to track, but please do not do it.

Gameplay time - 1 game month, then pass to next player. Report in the form of in-game report, like:

-----------------------------------------------X-COM PROJECT MONTHLY REPORT--------------------------------------------

Score:-60

 

LOSSES:

2 X-com soldiers killed

1 Interceptor lost

 

STAFF:

20 scientists hired

10 engineers hired

 

MISSIONS:

1 Terror Mission

3 Crashed UFOs

1 Base Defense

 

RESEARCH:

Laser Pistols completed

Laser Rifle in progress - Good

 

MANUFACTURE:

3 Laser Pistols produced

 

Buy/Sell/Transfer operations

8 Stun Rods purchased

3 Mind Probes sold

 

Bases:

Base A - constructed Alien Containment, General Stores.

Base B has been lost to the aliens!!!

--------------------------------------------------END OF REPORT-----------------------------------------------------------

Try not to lose the game, but do not prevent that by save/reload. You remember, that you can always crash UFOs far from base and use sit-on-terror-site-and-dust-off.(but the 2nd is not recommended)

Estimated game time:Depends of how many players. I think minimum would be 5 and then game time would be 20 months.

(Note:estimated game time means not how game will continue. Instead, once it ends, you will be allowed to send avenger to Cydonia(while the time did not run out, you can do all tech required for it, but not do it)

If an evil bug of corrupted score occurs, we can use xcom.dat and alien.dat from previous save.

 

That`s all...I hope this will get interest.

Edited by nonam
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15 views and no replies? Duh... sorry for double post, but as far as i browsed this forum, it`s unique, because all other games were "forum members in x-com". Also, this would get the thread a bit more noticed...
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That is surely intriguing. If my hands weren't full with RL matters at the moment, I could actually start the game (of course, it would be more interesting if there were players other than the two of us, but even two would suffice). A couple of first months require no more than a day of playtime (actually, the whole game could be beaten in a day), so it will not be too hard to participate.

 

Be warned, though, that I am terrible with night missions and especially with night terrors. Oh, do i hate them! :) And because I only play Ironman this leads to disasters early on. Last time I played, I lost my Skyranger to floaters in january. Floaters! Imagine what would happen if they were sectoids. Actually, in the very same game I lost more of my men to Reapers than to Cryssalids, and I have not seen a single floater ship since february (only snakemen from march to august)! Talk about playstyle. :)

 

If that's OK with you, we can determine a set of rules. I would not want to play the game without Seb76's brilliant work (Smoke! I loooove smoke! :)), and that means CE version. I think there should be something to nerf the profitability of manifacturing laser weaponry, and maybe restrict psi-abilities to line of sight (though I don't think we would get this far, somebody will definitely try to conquer Cydonia before that)? Suggestions are welcome.

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I have never been able to get a superhuman game going with 1st terror mission as sectoids:P. Even day ones.

I do not manufacture laser weapons for profit. I manufacture them to annihilate floaters, snakemen and even sectopods!:P(through i never saw a single sectopod) Can anyone point me to manufacturing profit? Since i wonder if fusion ball launchers could work...

I also do not lose night terror missions to floaters or snakemen. And i do play at superhuman. And i never try to recover crashed/landed ufos at NIGHT! And yet this elerium has forced me to build another general store, then another, then another...650 units and no use. Probably to manufacture 200 blaster bombs. :devillaugh:

Somebody might not agree with your conditions. I never used Seb76`s loader, because...well, i was lazy to try it out so i played with ET`s loader.

 

Wait a minute, you are from Russia... I am too as well. Btw what is RL?

 

About anticheats: Why restrict psi? Better not use it at all and track the reports carefully....

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I have never been able to get a superhuman game going with 1st terror mission as sectoids.

Plenty of times. But then it was in a broad daylight and they looked much less menacing then. Well, it's hard to look menacing when you are half a meter tall. :)

 

I also do not lose night terror missions to floaters or snakemen.

Ever? You must be a truly skillful commander then... but by the time you see a snakemen terror site you are probably armed to your teeth. It's the first months that are incredibly tough.

 

I never used Seb76`s loader, because...well, i was lazy to try it out

You absolutely should. Not only it is easy to install, but it fixes many bugs of the original game (including the ones I hated most: blaster launcher drift and funky fires) and introduces some very interesting mods (which, BTW, are all optional), like lifting restriction on smoke tiles, opening doors TFDD-style, using weapons in melee (ever beat mutons in the head with a rocket launcher?) and many others. It's fun!

 

Wait a minute, you are from Russia... I am too as well. Btw what is RL?

Comrade! :D A lot of UFO fans here. Guess that bug is there for a reason. 15 years of neverending fights with alien menace! :)

And RL is Real Life. I'm a bit busy right now, but if there won't be any more participants by the end of weekend, I could start the game myself.

 

About anticheats: Why restrict psi? Better not use it at all and track the reports carefully....

It's not an anticheat or something like that. It's just that I am reluctant to remove something from the game completely. Besides, with Seb76's loader it is very easy to restrict mind control to line of sight, it's one of the mods. This serves two purposes: first, you will need to bring your psi-troops out of the relative safety of the craft, and second, you will have to make a hard choice between controlling an alien (which might not work) and shooting him. And no more exponential psi-control, when every alien is mindcontrolled on turn 1. It leaves psi in the game but takes out what was overpowered.

Edited by Nevill
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OK, the game will be here by tomorrow. Made it through January. 4 UFO Assaults, 1 Terror Mission. Death count is sky high, but I had my reasons. :)

 

The game itself:

game_1.rar

Warning! The game will probably load without Seb76's executable but I don't know if there would be issues afterwards. Please use Seb76's Extender for compatibility!

The ini file with all bugfixes and a few mods enabled (this is not an Extender itself, just the ini file):

UFOExtender.rar

The mods are for convenience only (More Smoke, Reorder Soldiers in Craft, etc.) and do not alter gameplay in any way.

 

-----------------------------------------------X-COM PROJECT MONTHLY REPORT--------------------------------------------

Base "Domodedovo" is located in Moscow, Russia. Another base, "Vault 1x", is built in the middle of USA.

 

Score: 1228

Funding change: +550,000

 

LOSSES:

17 X-com soldiers killed. OMG Ah, well... Rookies :D

 

STAFF:

40 scientists hired

20 engineers in transit (hired them in January, 31th. Should have done it sooner)

13 soldiers in Skyranger, 3 are wounded. I guess that means 25 soldiers were hired this mounth. Costly.

 

MISSIONS:

1 Terror Mission

4 UFO Assaults

 

RESEARCH:

Laser Weapons completed

Laser Pistols completed

Laser Rifle completed

Motion Scanner completed

Mind Probe in progress - Unknown

 

MANUFACTURE:

13 Laser Pistols produced

4 Laser Rifles produced

2 Motion scanners in production, estimated completition time 1d/13h

 

Buy/Sell/Transfer operations

Too many things to mention. I think this section should be skipped entirely. You can load the game and check the general stores for details.

 

Suffice is to say, I bought 2 AC with HE and IN rounds for both killing and litting the battlefield. Then I learned this does not always work and bought 20 flares to boot. 2 Rocket launchers for Heavy Weaponry. Loads of grenades and explosives. 4 Stun Rods for Navigator hunting (failed). Selling alien equipment freely - I won't need Navigation Panels or Power Sources any time soon. Sold all Plasma Pistols and corpses, but kept the Plasma Rifles.

 

There are about 5 aliens in Alien Containment module, none of them of any value.

 

Bases:

Base "Domodedovo" - constructed Alien Containment, General Stores, Living Quarters, Large Radar. 2 Hangars are in progress.

Base "Vault 1x" - constructed General Stores and Small radar. A Hangar and Living Quarters are in progress.

 

Overall, it was somewhat an unusual start. First UFO was located on Jan 1st in Europe and flew all the way to South America (apparently, it was on a terror mission). Floaters at night, and before I had any means of "night vision"... oh, the horror! :) Actually, it went not that bad - only 2 soldiers were killed and one severely wounded. There was a moment when one of my scouts located an alien in the building, but used all of his TUs in the process. Then a sweeper walked closer and tried to shoot the floater from a window and missed. Not wanting to lose 2 soldiers, I ordered my Rocketeer, who was covering behind a wall of the same building, to walk away three or four tiles and shoot the wall in a suicide attempt to clean the line of fire for my "snipers". Miraculously, he not only lived through the blast, but also dodged all the bullets! That's one lucky bastard! Also, being in a hospital, he escaped the fate of the initial crew, who all died in 3 subsequent missions.

 

As for the dead... well, I knew storming a Medium Scout holding a Heavy Cannon armed with explosive bullets wasn't safe for health, but somebody had to do it. :) The soildier might have actually survived the ordeal, had it not been for the third alien lurking behing a Power Source. Well, this is going to happen alot while I am playing. :)

 

The second mission was on Jan 9th, sectoids in a Medium Scout. The first rookie to disembark the skyranger located an alien just 5 tiles away and missed with an autoshot. A fate well deserved. :angry: Other than that... one of my men took 2 hits from what I figured was a Plasma Pistol and lived. (That also happened a lot in this game, both for me AND the aliens, who sometimes required 4 hits from Standart Rifle to go down... unconscious!! :blink: And not just once or twice!) Having not researched medikits and being a meritocrat that I am, I decided that my wounded are to be given a privilege to enter the UFO first wielding an AC loaded with HE rounds. In he goes, and spots 3 Sectoids with their backs turned like this:

 

	-----
 /	   \
/		   \
I	 PS (X) I
I			I
\	(X)(X) /
 \__ R __/

 

He fires at the furthest alien with an autoshot hoping to hit those who are close to him in the process... and MISSES WITH ALL 3 SHOTS. That's right, 3 misses at point-blank range. That's some marksmanship! Thankfully, it is very difficult to miss completely with HE rounds and the targeted alien died to collateral damage. The sniper was annihilated next moment. 2 X-COM deaths and no Elerium. Oh well, I've seen worse.

 

Next mission was... I do not really remember, when. The Large Scout flew over Europe and landed somewhere in the North Pole. I was expecting an easy ride and even the night time didn't scare me. The problem made itself terribly clear after a couple of turns: the map was so flat that I had no valid targets to shoot IN rounds at! That was something I totally didn't expect! :Brickwall: As my troops were slaughtered from the dark corners of the map, I had to resort to using my own soldiers as living torches!! :devilburn: Boy, they weren't happy! As I started spotting aliens, they became the new targets. After cleaning the map I barged in the UFO... and got my share of Heavy Plasma almost immediately. Strangely enough, it seemed like it was shot from somewhere to the north. Another two soldiers entered the UFO in the same turn, one of them died to reaction fire from the same alien, and the other headed straight for the northern door... to find no one there. :huh: And only then I turned around and realised that the alien was standing 1 tile to the south from UFO's main door! What about the direction the shot came from? Was it a graphical glitch or just a lack of attention on my part? Other than that, there were no more casualties. 4 men dead, two wounded.

 

Bought many, many flares after that mission. Better safe than sorry.

 

Somewhere late in January I spot another UFO, and that is where things have gone very, very wrong. See, I wanted to get me a Navigator. I've done it numerous times, there shouldn't have been any major problems (apart from the time of the day, that is, night), or so I thought. Had only 2 Stun Rods, another set arrived 30 minutes after take-off. :angry: Stormed the UFO, stunning every alien I see while blasting everything on the outside to oblivion. Lost 2 men to Large Rocket misfire and another one to incorrectly executed grenade relay... with a proximity grenade (a funny one! :D). Then inside I shot one of the aliens with reaction fire, and by Murphy's law that had to be my Navigator! 6 men killed, 2 more in hospital.

 

Terror mission was launched shortly after in South America. Floaters. Fortunately, my skyranger was slow enough to arrive just minutes after dawn. I played the mission like I always do, that is, shouting CHAAAAAARGE! and running in the midst of my enemies with primed explosives on my belt. Amazingly, this actually paid off - I cleared the site in 8 turns with only 3 men dead and 7 civillians saved (out of 12 ). My only soldier with the laser rifle prototype scored 5 kills - field test was a success!

 

That's it. Nothing else of interest this month.

 

As for the rules - well, I am personally agaist the idea of estimated playtime or other artificial restrictions. I suggest playing a 1-Laboratory-per-base (1-Workshop-per-base?) challenge instead, it will increase playtime without putting a set limit to it. I also propose that going to Cydonia should be consentual, but should not be delayed further than 3 months from the moment someone announces they are ready to deal with an alien threat.

Edited by Nevill
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Sorry for no replies, didn`t notice...

----------------------------------------------X-COM PROJECT MONTHLY REPORT--------------------------------------------

Score: 422

Funding change:+65000

 

LOSSES:3 X-COM operatives

 

 

STAFF:

 

MISSIONS:

2 l UFO crash recovery. 1st one was a small scout, and 1 more mind probe could be handy in mantaining the $ balance. But...you see...i found that 1 snakeman in front of skyranger and it would be silly attacking him now and i forgot about high explosives and rocket launcher dude didn`t kill him...-3 score for that mission since the aimed rifle shot stunned him.

Then i had a crashed medium scout and also lost 1 soldier there. So after i started i decided to look into a nearby barn, but it was empty. I end turn and discover a snakeman was staying on a haystack and shot the guy with the autocannon(yes, i did carefully look

 

at the weight, so you lost a heavy weapon dude!)

 

 

RESEARCH:

Mind Probe - finished

Heavy Laser - finished

Laser Cannon - finished

 

MANUFACTURE:

4 Motion scanners manufactured at Domodedovo

3 laser cannons being manufacturd

 

Buy/Sell/Transfer operations:

2 Mind Probes sold

 

Bases:

Domodedovo: 2 hangars dismantled (i have decided that you wanted the base to easier to defend from alien invasion and demolished the 2 bottom hangars)

1 living quarters constructed and 1 demolished(i have decided that 1 less choke points is even easier to defend)

Vault 1x - large radar and 2nd hangar constructed

 

I renamed the save game

To make things easier, you copy this scetch for a report(that one has random stuff in it!)

 

----------------------------------------------X-COM PROJECT MONTHLY REPORT--------------------------------------------

 

 

LOSSES:

 

STAFF:

 

 

MISSIONS:

 

 

RESEARCH:

 

 

MANUFACTURE:

 

 

Buy/Sell/Transfer operations

 

 

Bases:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

lulz

GAME_1.rar

Edited by nonam
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OK, got your save, game in progress.

 

Well, I don't know if we want to coordinate our plans or just play independently, making use of whatever resourses at our disposal. If it is the former, we could share our thoughts on the current situation at the end of the month. I just noticed that engeneers I hired in January aren't seing much use, but their salaries eat up quite a bit of X-COM budget. They'd better work off their money or I'll just fire the lazy bunch. :)

 

It's a 1st day of spring and my luck is already at its fullest. I was wondering why you haven't got your terror mission, and my guess was quickly confirmed - a Large UFO flew over Canada heading somewhere to the South Asia. I found from the graphs that most of Alien activity in February transpired there, you SHOULD have gotten that terror then. Wait, you've set this up, didn't you?! :D The reinforcements were to arrive 3 days later, so I was left with 11 soldiers having a few Laser Weapons and LOTS of explosives as their equipment. At least, thanks to the listening post in the US, I scrambled the Skyranger beforehand and was spared a night mission. In the same time a small scout tried to sneak its way through Europe and was shot down moments before my troops landed in Bangkok. We'll see how it goes from there. I'll just pray they are not Snakemen. *shudders at a thought*

 

----------------------------------------------X-COM PROJECT MONTHLY REPORT--------------------------------------------

 

SCORE: 85

 

FUNDING CHANGE: -14000

 

2 Interceptors were lost trying to prevent second Terror Ship from landing. I knew it was trouble! But then, I was leasing them, so I didn't lose anything safe for time, scores and a few thousand bucks worth of equipment.

 

LOSSES: Let's see. 5+1+4+0+2+9 = 21. Ouch!

 

STAFF: Started with 11 soldiers, 3 more in hospital. Ended up with 8 soldiers, 2 more in hospital, and 12 in transit. Hired 20 more as a defense force for Vault 1x. That means 49 soldiers were hired.

 

40 Scientists were hired for Vault 1x to speed up the research. Put them to good use (stun bombs, or alloys, or alien craft).

 

MISSIONS:

2 Terrors (the last was a total failure), 1 crash recovery and 3 ground assaults.

 

RESEARCH:

Medikits researched

Plasma Rifle and Clip researched

Plasma Beam in progress

 

And I've got my Navigator!

 

MANUFACTURE:

4 Laser Tanks Produced, one of them lost

4 Medikits produced, one lost

1 Laser Pistol Produced, 1 lost

5 or 6 Laser Cannons produced

10 Heavy Lasers produced

10 Laser Rifles produced

 

BUY/SELL/TRANSFER OPERATIONS

Got some equipment for Vault 1x. Heavy equipment loss during the last terror mission (9 plasma rifles, rocket launchers, explosives and whatever was on my soldiers at the moment), you should see it for yourself. Sold alien equipment wantonly, safe for plasma rifles and a few heavy plasmas.

 

BASES:

White Pants constructed in South America. General Stores were constructed there. A Hangar, Living Quarters and a Small radar are in construction.

Additional General Stores were built at Domodedovo.

A Lab, Living Quarters and General Stores were built at Vault 1x.

 

game_1.rar

 

This post will be updated.

Edited by Nevill
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Geez, i wanted to turn and i had some low luck(damn your strategy!!! How are you supposed to go on with only 4 low rank soldiers?!?!?!?! I couldn`t waste high ranks, so i aborted the large scout recovery after losing them all in a gunfight near UFO. So many snakemen...and i could keep going, but while i was typing this i pressed some bizarre combination of keys and closed the browser :cussing: and wasn`t in mood to keep going this month anymore so i decided to retry that month from beginning again. Sorry about that.

 

I am angry about researching plasma weapons. Unfortunately i can`t accuse you about it as we didn`t discuss thisbefore...

Edited by nonam
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How are you supposed to go on with only 4 low rank soldiers.

It's pretty easy, actually. First, you kill those who have a rank higher than squaddie. Second, you hire a bunch of rookies and CHAAAAAARGE! I always find my high-ranking officers useless because I am too afraid to throw them into the action. With rookies, though, you can allow yourself a luxury to play a chess-like game. :)

 

I couldn`t waste high ranks, so i aborted the large scout recovery after losing them all in a gunfight near UFO.

So did you waste them (in a gunfight), or you couldn't? I do not quite understand you. :)

 

Actually, I had a similar mishap with a browser while typing the report above. What I was writing was that right after the first terror, where I lost 5 of my men, I was left with 6 high-ranking officers and reinforcements weren't arriving any time soon. It was really a difficult choise to make whether I should leave that scout for good or just do it and lose my only men who knew how to hold a weapon. Well, in the end I decided that the only soldier I need alive is my commander and that's how I played the game (that's why he is the only survivor of the late March massacre).

 

Of course, you are free to play as you like, but you should keep in mind that those whom you've managed to keep alive will most probably die by my hand when my turn comes. :) You might be less considerate about losing them. :)

 

i decided to retry that month from beginning again

Tsk-tsk. Not good, not good. :) Why didn't you continue? Lost interest, or what?

 

I am angry about researching plasma weapons.

Why? If you don't like it, don't use it. I just saw what happened with my interceptors coming and thought it would be a good idea to have some countermeasures. It's true that a Plasma Beam is a game breaker, though, and I can see why you are reluctant to use it (I might decide not to use it myself). But other than that... Why are you angry?

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I lost all 4 low ranked soldiers due to 5 snakemed walking out and in UFO at the same turn so while they didn`t suffer heavy casualties, i did.

And i decided to restart because i lost track of what have i made and the browser closure was quite annonying.

And...who said you should attack a terror ship?!?!?!?! What you want more, -400 points or -500 points due to 2 lost interceptors?

 

After this i want whatever is on my signature to happen. :devilburn:

 

I am in mood to keep going currently and can`t sleep, so i will try it again.

 

When i willl be in charge i will try not to research alien tech...for some period. Busy with autopsies & interrogations. And not gteting hypewave decoders.

 

 

----------------------------------------------X-COM PROJECT MONTHLY REPORT--------------------------------------------

 

SCORE: -70

Funding change: -269000

 

X-COM Agents have located an alien base in Pacific(you`d never know if it wasn`t my grand failure ! :D

 

LOSSES: 7 X-COM operatives, failed Terror Mission.

 

STAFF:

20 scientists fired at each base. You know that if i haven`t done this, you`d find yourself pretty much in debt, since there was almost no ufo i could even catch? All the landed ufos landed far of my base, this time before interceptors were ready.

I didn`t know that your soldiers were on your way, so i recruited 11 more. If i don`t fail that terror mission you`ll find overcrowding at the Moscow airport :P

 

 

MISSIONS:

A Terror mission popped at the end of month. I couldn`t catch to any of the UFOs so godly performance would help. And selling these weapons. Unfortunately i couldn`t do godly peformance as i can`t save youself if i care for civillians, so i was just sitting there listening to evil music until it ended. Then i pressed ok...

At 1st turn end i heard a chryssalid sound. Oups:(

At 2nd turn i found a snakeman. Unfortunately i wanted rookies to train. And i didn`t consider reaction shot. 1 soldier was killed.

Then, at the back of skyranger, when the turn has ended, i noticed a chryssalid and civillian. It zombified civillian stayed there. So i attacked their position with IN rounds but all i could do is set zombie on fire. And when i almost throught oh fuuu---, tank killed the chryssalid with a single snapshot!

 

Then the things started to get...weird. Preferably due to Seb76`s script of killing unconscious soldiers. The square with dead soldier was hit by snakeman and it displayed a message in box, preferably that she was blasted. I didn`t know, because text got all weird. When i looked in the inventory to find a high explosvie and kill that snakeman hiding in darkness i found that soldier`s name is messed up as well. Then when i wanted to shoot I-rounds, each time a shot hit the earth i heard a dying female scream!!! Like i somewhere read "Everytime you cheat, God kills a kitten" And i found 4 laser rifles in corner of map, so i decided things went really retarded , exited and realised i don`t have a save before terror site. Oh well.

----------------------------------------------REBOOTING-------------------------------------------------------------------------------------

1 medium scout crashed in sead

1 Terror Mission

 

At start i found 2 snakemen and 2 chryssalids near skyranger! This is luck, since i don`t have to search for damn buggers. And this is bad luck because who knows...

Incedinary fire didn`t go well. I annihilated a chryssalid to find a SECOND ONE standing there...or so i have throught, because another chryssalid who was in another buildling and was on fire as well could die because each time a smoke or fire appears, fire effects are triggered. Next turn...i was hoping that soldiers will react! But no one reacted except a soldier who was standing behind one soldier for some reason. 1 casualty and 1 zombie :(.

A lucky misclick caused 1 soldier to not fire. I lost some fire power and there were 3 chryssalids, not one!!!

 

Eventually i was left with 3 soldiers, probably 2 or 3 civie zombies, 1 chryssalid or snakeman or maybe even more. This is the time i used high explosives in desperate attempt to save yourself.

There were 2 snakemen and as i tried to kill one, other threw a grenade...damn these IN rounds! I think they are the core of the trouble. The game just frozen! Good i saved right before the mission.

-------------------------------------------------------RECURSING----------------------------------------------------------------------------

This time things went suprisingly well. On 2nd turn(1st turn was waiting in skyranger) i killed 3 snakemen with ease due to 1 hit laser rifle death.

Suddendly things turned into a big carnage, beginning with a snakeman that shot through furniture and i couldn`t shoot him due to no line of fire to chryssalid zombifying 2 of my soldiers. I killed chryssalid and a zombie who were on the ramp and flew away. -315 points are better than what could happen if i`d carry on. Not to mention that due to overuse of IN rounds ramp of skyranger turned into burning Rome...

 

RESEARCH:

Floater Navigator - complete

A live snakeman - complete

Laser Defense - complete

Alien Origins - complete (no...even if you don`t research these, ethereals will come and kill you one day)

 

MANUFACTURE:

14 laser cannons manufactured, 12 sold, others are for interceptors. Of course you 100% will reconsider...

7 medikits manufactured

 

Buy/Sell/Transfer operations

50 alien alloys sold - almost desperate on making some cash.

Armed Interceptors with avalanche launchers

Bases:

White Pants - 2nd hangar and large radar.

GAME_1.rar

Edited by nonam
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At this juncture, I recommend a separate strategy planning thread so that you can discuss your overall goals and coordinate a lot better. ;)

 

- NKF

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If we do not incovenience you in any way, I'd rather prefer staying here. Besides, it's fun playing like someone with a split-personality would. Hiring 40 Scientists one month and then immediately firing them to preserve the cash - you wouldn't experience these kind of things in your ordinary game! :D Edited by Nevill
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  • 3 weeks later...
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