This mod catapults Empire at War into 2077. It maintains the game's design philosophy, while adding new units, better graphics, and deeper gameplay.

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Report RSS GC starting locations for the 1 planet start scenario (view original)
GC starting locations for the 1 planet start scenario
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Xorras
Xorras - - 345 comments

So core worlds are empty?
I mean, other factions have yellow neighbors, but empire doesnt?

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Wookienator
Wookienator - - 1,023 comments

I guess those planets also have pirates, because on the other screenshot Wayland clearly has pirates.

Edit: Just check the minimap of the rebel starting point screenshot.

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Xorras
Xorras - - 345 comments

Then empire has worse sensors than everybody else :o

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Jeroenimo Author
Jeroenimo - - 6,765 comments

There's a small bug where the Empire cannot detect hostile planets, but the Underworld and Rebellion can. It's thought to have to do with their need to steal tech/spread corruption.

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Guest
Guest - - 690,772 comments

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Large_Penis_Man
Large_Penis_Man - - 9 comments

I apologise if this has already been answered somewhere (If it's like a thread or something could I have a link?), but I was wondering why the ships- when spawning in, jump in twice? Again; apologies if this has been answered or changed in the up-and-coming version. Thanks.

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Jeroenimo Author
Jeroenimo - - 6,765 comments

Fixed in the next version.

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Large_Penis_Man
Large_Penis_Man - - 9 comments

awesome, thanks for your reply.

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