it has many features which still amaze me today. if you've played Supreme Commander, it 's almost exactly the same, except with worse pathfinder. if you like RTS games this is a must buy. i first got the game when i was in elementary school in 2000, two years after it's release. at that time, it was the grestest thing since sliced bread, and it still is. it's best moments are thrilling and explosive, with wreckage filling the playable area, and shards of Kbot dancing across the vast, unyeilding landscapes. it slwoest are filled with easy resource managent tht has depth but lacks complexity, making it easier to collect resources than it's cousins. all units are rendered in 3 dimensins using polygons. it has so many units it takes time to learn their advantages and dis advantages. navies are fully fleshed out and work similarly to land units. the tech tree is not, consisting simply of building the next teir from the base construction units. one beautiful strateg i worked out early on is that if you use a transport plane to pick up a construction unit produced by an ally or enemy of the opposite faction, you can order your commander to capture the unit without putting it down, which makes the process much easier, as the AI is rather manic in its movements, and NEVER sits still unless it's trapped by other units. when you capture it, it retains the ability to create it's faction's units and you can have arm teh when you're core or core tech when you're arm. this is fantastic, and i haven't seen it since. i thought i'd share that little gem with you as it also makes the game more fun when you have every unit at your disposal. finally, there is the music, which changes tracks depending on what is happeneing in-game. if you're in combat, the music plays some sweet ochestral battle music, and when building, they mellow out, and play peaceful, almost mournful music. definately one of jeremy Soule's best works. must buy 9/10. why nine? pathfinder is really rather stupid sometimes as units will refuse to take the easy path. this is solved i suppose through the ability to queue orders, but i advise keeping spaces in your base structure so your units can get through, and the enemy AI wil just build wherever, and have no general structure to it's bases even to the level of trapping it's units sometimes, and will build land units in excessive numbers on island maps for ome reason, and them line them all up on the beach. though the AI isn't partiularly intelligent, it can still be tough to beat. neat feature: metal maps are made of metal, and that means you can put you extractors ANYWHERE. cool, right?