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* MeaningfulName: Several of the names of the species. Oculons have one giant eye with excellent vision, Fludentri have bodies composed of liquid polymers, Chronomysts are mystics who can affect the flow of time...

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* MeaningfulName: Several of the names of the species. Oculons have one giant eye with excellent vision, Fludentri have bodies composed of liquid polymers, Chronomysts are mystics who can affect the flow of time...time, Nimbuloids are living gas clouds...
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* MeaningfulName: Several of the names of the species. Oculons have one giant eye with excellent vision, Fludentri have bodies composed of liquid polymers, Chronomysts are mystics who can affect the flow of time...
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* RidiculouslyCuteCritter: The Baliflids are described this way in universe — although judging from the art, this is a case of either UglyCute or InformedAbility (they are rather scrawny rodentoids with three tongues). Alien species find them so irresistibly cute that their special ability is to force all other species to make peace with them at once.

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* StarfishAliens: All of them. However, one of them (the Baliflids), do look like Earth rodents, and being tetrapods, aren't really that far from human, and another one, the Govorom, look like naked ladies, in a cartoony sort of way. Really! They do! With 3 boobs too!

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* StarfishAliens: All of them. However, one of them (the Baliflids), do look like Earth rodents, and being tetrapods, aren't really that far from human, and another one, the Govorom, look like naked ladies, in a cartoony sort of way. Really! They do! With [[{{Multiboobage}} 3 boobs boobs]] too!

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* LongSongShortScene: Every single alien theme song. All of them are of high quality, but barely last 30 seconds and only when you speak with that species you'll get its melody. So much potential wasted.

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* LongSongShortScene: Every Inverted with every single alien theme song. All of them are of high quality, but barely last 30 seconds and only when you speak with that species you'll get its melody. So much potential wasted.

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De-wick The Reptilians per TRS


* LizardFolk: The Chamachies (see page image). Kind of. They have six limbs, so they're not like any reptiles on Earth.



* TheReptilians: The Chamachies (see page image). Kind of. They have six limbs, so they're not like any reptiles on Earth.
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* GreenThumb: The Govorom, able to turn a desert into a paradise. This borders on GameBreaker in the mid-to-late game.

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* GreenThumb: The Govorom, able to turn a desert into a paradise. paradise: functionally, this turns all the tiles of a single planet (that they own) to red, green or blue, even if the planet is completely inhospitable (such as a barren world, with all black tiles), and they can do it every 150 days. This borders on GameBreaker in is an absolute GameBreaker: barren planets are more common than garden worlds (garden worlds being planets that have only red, green and blue tiles) and garden worlds are already 150% more productive than a normal world. With the mid-to-late game.ability to turn a huge barren planet (0% production) into a garden world (150% production), the Govorom can out-produce, out-research, and out-breed any competitor, making any planet they find hospitable, while other races will have to search for appropriate planets.
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In 2011, [[http://www.logicfactory.com/main/Logic_Factory.html The Logic Factory]] released a version of the game for iPhone and iPad.

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In 2011, [[http://www.logicfactory.com/main/Logic_Factory.html The Logic Factory]] released a version of the game for iPhone and iPad. Sadly, the conversion of all apps from 32-bit to 64-bit has left the game behind: it was not updated and is no longer available.

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* ColorCodedForYouConvenience: Tiles on planets are colored based upon whether or not they provide any benefits or drawbacks: blue ones boost research, red ones boost production, green ones boost prosperity (which leads to population growth), white ones are average, and black ones cannot be inhabited. Building a structure that produces the resource associated with the tile’s color will boost the amount of that resource produced (for example, a factory on a red tile will cause a greater increase in production than a factory on a different colored tile would). A late game technology allows you to turn black tiles into white ones.

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* ColorCodedForYouConvenience: ColorCodedForYourConvenience: Tiles on planets are colored based upon whether or not they provide any benefits or drawbacks: blue ones boost research, red ones boost production, green ones boost prosperity (which leads to population growth), white ones are average, and black ones cannot be inhabited. Building a structure that produces the resource associated with the tile’s color will boost the amount of that resource produced (for example, a factory on a red tile will cause a greater increase in production than a factory on a different colored tile would). A late game technology allows you to turn black tiles into white ones.
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* ColorCodedForYouConvenience: Tiles on planets are colored based upon whether or not they provide any benefits or drawbacks: blue ones boost research, red ones boost production, green ones boost prosperity (which leads to population growth), white ones are average, and black ones cannot be inhabited. Building a structure that produces the resource associated with the tile’s color will boost the amount of that resource produced (for example, a factory on a red tile will cause a greater increase in production than a factory on a different colored tile would). A late game technology allows you to turn black tiles into white ones.

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* AbsentAliens: Inverted. There are plenty of aliens but not a single human. Despite this, there are star systems with names like Philadelphia, Nougat, Bob, Oslo, Crimea, and Sophia.




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* XenoFiction: There are plenty of aliens but not a single human. Despite this, there are star systems with names like Philadelphia, Nougat, Bob, Oslo, Crimea, and Sophia.
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* EldritchAbomination: The Shevar definitely have traits of this. They are extradimensional inorganic beings that are hostile to all other life, and, to quote their starting description, "they aren't purposely hostile or evil, but [[BlueAndOrangeMorality their values are incomprehensible]] and they do not recognize the creatures of this universe as living beings". However, they are no more powerful than the other playable species. During diplomatic negotiations, however, they are {{Card-Carrying Villain}}s.

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* EldritchAbomination: The Shevar definitely have traits of this. They are extradimensional inorganic beings that are hostile to all other life, and, to quote their starting description, "they aren't purposely hostile or evil, but [[BlueAndOrangeMorality their values are incomprehensible]] and they do not recognize the creatures of this universe as living beings". However, they are no more powerful than the other playable species. During diplomatic negotiations, however, they are {{Card-Carrying {{Card Carrying Villain}}s.

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* AutoPilotTutorial.

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* AutoPilotTutorial.AutoPilotTutorial: And quite a long one, too.



* CardCarryingVillain: The Shevar do nothing but brag about how evil they are while negotiating with the player.



* EldritchAbomination: The Shevar definitely have traits of this. They are extradimensional inorganic beings that are hostile to all other life, and, to quote their starting description, "they aren't purposely hostile or evil, but [[BlueAndOrangeMorality their values are incomprehensible]] and they do not recognize the creatures of this universe as living beings". However, they are no more powerful than the other playable species.

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* EldritchAbomination: The Shevar definitely have traits of this. They are extradimensional inorganic beings that are hostile to all other life, and, to quote their starting description, "they aren't purposely hostile or evil, but [[BlueAndOrangeMorality their values are incomprehensible]] and they do not recognize the creatures of this universe as living beings". However, they are no more powerful than the other playable species. During diplomatic negotiations, however, they are {{Card-Carrying Villain}}s.

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* AlwaysChaoticEvil: When controlled by the computer, the Frutmaka and Shevar are very aggressive with declarations of war. It's not uncommon for them to be at war with literally everyone else, or to be annihilated before you even meet them. (The Dubtaks, on the other hand, are very hard to stay at war with, as they will pester you and ask for peace).


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* TheEeyore: The Swaparamans are like this in diplomatic negotiations - they even introduce themselves as "the sorrowful Swaparamans".


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* HardCodedHostility: When controlled by the computer, the Frutmaka and Shevar are very aggressive with declarations of war. It's not uncommon for them to be at war with literally everyone else, or to be annihilated before you even meet them. (The Dubtaks, on the other hand, are very hard to stay at war with, as they will pester you and ask for peace).
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* ArtificialStupidity: The game's AI is far from genius-level. Taking a look at most AI-controlled planets reveals a dismal sight of colonies with barely any industry/research/prosperity, while your own planets will probably be full of factories and labs. By the late-game stage, the computer will be trying to build huge ships with high-end equipment on such planets, which is likely to take hundreds of turns.
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* WaveMotionGun: You can accidentally end up with one, if one of your Xeno-digs nets you a late-game weapon tech near the start of the game. Sure, you can get a gun that can OneHitKill any enemy medium-size vessel, but it'll take you forever to build a ship with it using early game industry, and the weapon will likely require the amount of power your ship can barely provide, meaning your warship will be mostly full of power plants just to be able to charge the cannon. The ship's power will probably be drained after each shot, leaving the enemy to pound your ship for the rest of that turn with the other ships they were able to build while you've been building your one. Since most shields require power to function (and the one that doesn't barely blocks any damage), your ship will be, effectively, defenseless.
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* TheReptilians: The Chamachies. Kind of. They have six limbs, so they're not like any reptiles on Earth.

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* TheReptilians: The Chamachies.Chamachies (see page image). Kind of. They have six limbs, so they're not like any reptiles on Earth.
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* APartyAlsoKnownAsAnOrgy: The Endless Party planetary project boosts that planet's prosperity based on its industrial output.

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* APartyAlsoKnownAsAnOrgy: The Endless Party is a planetary project that boosts that the planet's prosperity based on its industrial output.output. Prosperity is what allows a planet's population to grow.
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* APartyAlsoKnownAsAnOrgy: The Endless Party planetary project boosts that planet's prosperity based on its industrial output.

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** Due to their inorganic nature, the Shevar, warlocks from another Universe, would count towards this too.



** Due to their inorganic nature, the Shevar, warlocks from another Universe, would count towards this too.
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* ArbitraryHeadcountLimit: Your maximum number of ships (no matter the size) is dependent on the number of star systems you control exclusively (above a certain minimum). Partial system control doesn't count, which can be annoying if another race colonizes a tiny planet in your system that you've been ignoring, leaving you one less ship you can build.


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* DomedHometown: At the start, the only way to increase the maximum population on your planets is to build Outposts. Later on, you can build larger Habitats, which also provide prosperity. Both of these look like large transparent domes with structures underneath.


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* MegaCity: You eventually learn to build those. They're a bit of a MasterOfNone type of structure, providing small amounts of industry, science, prosperity, and population space. Individually, higher-level structures that are focused on each aspect provide a lot more, but they can be a life-saver on small planets.
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* DeflectorShields: Shields are important in allowing a ship to survive more than a few hits. Depending on the strength and power supply, they either absorb or mitigate the damage. All but one type of shield is a heavy drain on the power plants when active. The remaining one consumes no power but is extremely weak. Planets can have orbital shields that prevent enemy ships from entering orbit, but they don't actually protect orbital or planetary structures from harm. Their only use is to prevent the enemy from launching invasion modules (which can only be done in orbit).


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* KillSat: You can build three types of active orbital defenses. An Orbital Missile Base has an okay range and dose decent damage but can only fire once per galactic turn (nothing prevents you from building several of these, though). A Short Range Orbital Whopper has the same range and deals the same damage but can fire up to three times per turn. A Long Range Orbital Whopper is the ultimate orbital defense structure and can fire over half a system away, although it's the same as the short-range version otherwise. Few shipboard weapons can out-range it.


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* OrbitalBombardment: If a planet is too well protected, you can bomb it to hell with Phase Bombs, each of which takes up a slot in the ship's configuration and is gone after a single use. It does, however, destroy a number of random structures and can even be used to depopulate a planet completely. However, it can only be done when a ship is ''not'' in orbit (i.e. the planet's orbital screen) but in interplanetary space very close to the planet.
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* ReactionlessDrive: Some of the drive systems have flavor text that describes them as this. In game terms, though, the only difference between all drives is speed and power consumption stats.

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