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Antoine Fourrière wrote on Fri, Apr 11, 2003 01:52 PM UTC:
If my understanding of your rules and my implementation of them in a
Zillions file is correct -- anyway, it prevents Nebulae from crossing
controlled squares, including the squares which are controlled by the
other Nebula, but I haven't been able to take into account that same
limitation for that other Nebula, to limit the Nebula-controlled-square
limitation -- I reach the following conclusions:
1)The Nebula is the least mobile piece. Indeed, I have never seen a Nebula
move more than one square: there is always a friendly piece which prevents
the Nebula from crossing anything. Without a pack of friendly pieces, the
Nebula would be immediately captured.
2)The Galaxy is quite mobile. It is also very useful in protecting a
diagonal against a Spaceship. Maybe slightly too useful.
3)2a and 2c never attract a Galaxy or Spaceship, and 2b, hardly ever. Your
new rule doesn't prevent a Galaxy or Spaceship to hog the hyperspace on
2b, but it doesn't seem to matter. The Galaxy and Spaceship are simply
too valuable in the regular space.
4)It seems a Planet is not significantly stronger than a Star Cluster.
5)Your game is playable as it is, and even enjoyable, which is not so easy
when there is rifle capture, but only in the regular space.
Maybe your black hole on 2b should be replaced by a gigantic black hole in
2a-2b-2c, which could only be entered on 2a and exited on 2c or the
reverse, or maybe Galaxies should be able to send a neighbor  -- any
neighbor or just a Galaxy or Spaceship? -- on 2a or 2c to the price of
going themselves on 2b, or maybe some eleventh piece should be added to
each army, I don't know, these are just ideas that I throw out, I
haven't really thought about it.

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