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Aliens Colonial Marines Lawsuit

Perhaps inevitably, SEGA and Gearbox Software are named as defendants in a lawsuit over Aliens: Colonial Marines, the movie-based first-person shooter that met with a good deal of discontent after its recent release (thanks durandal). Polygon reports the suit was filed in the Northern District of California court by law firm Edelson LLC on behalf of plaintiff Damion Perrine, saying the game was falsely advertised. SEGA Europe has already received a scolding over how the visuals in the game did not live up to what was shown in prerelease trailers, and now this is being taken to the courts in the U.S. They offer the following excerpt from the court papers:

"Each of the 'actual gameplay' demonstrations purported to show consumers exactly what they would be buying: a cutting edge video game with very specific features and qualities," the claim reads. "Unfortunately for their fans, Defendants never told anyone consumers, industry critics, reviewers, or reporters that their 'actual gameplay' demonstration advertising campaign bore little resemblance to the retail product that would eventually be sold to a large community of unwitting purchasers."

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58. Re: Aliens Colonial Marines Lawsuit May 1, 2013, 23:34 Creston
Krovven wrote on May 1, 2013, 18:21:
With that said Anno games to me seem to thrive on efficient placement of resource buildings that ultimately means separating all resource and building types, thus not having an intermixed city at all.

The cool thing about Anno is that both approaches work, and both really are about equally valid. I quickly started doing the (as I call it) Production Central approach, where you ship every resource in the game to one island, put every single production factory there, and supply all your cities from there. The benefit is that it's easy to find where you put those electronics factories, and it's a cinch to see if a production line is breaking down, plus the really late-game high-end products are easy to produce as well, since you already have all the resources on this one island, thus all you need to do is plonk down some factories that produce the end product.

The downside of this approach is that you're going to be running an incredible amount of trade ships, often duplicating similar routes, just to ship this incredible volume of stuff around, and it can be very tough to judge how much you need to produce to fulfill a need, and you'll typically wind up overproducing a huge amount of goods, even those which sell for peanuts and are really of no value.

Putting factories on the city islands themselves means fewer trade routes and less overproduction, but it becomes more difficult to keep track of all of it unless you use a Statistics Building (which is a DLC thing), and of course you do have to deal with quite a lot of pollution issues (though only the Ecos really care about those.)

One thing to be very careful of with a Production island is to not let your eco balance go below -300 or so. Once it does, the game starts getting a chance to spawn tornadoes, and on medium or hard, they are fucking terrible things to have happen to you. I've literally lost an entire island city to a single tornado, plunging my entire empire into a 5000 credits per tick deficit. It was not a fun time rebuilding all that, especially since the fucking thing had also taken out three of my trade ships, and I didn't realize that until people were abandoning cities in droves because I wasn't feeding them...

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