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  2. Stellaris (video game) - Wikipedia

    en.wikipedia.org/wiki/Stellaris_(video_game)

    Stellaris received "generally favorable" reviews, according to review aggregator Metacritic. [48] A number of reviews emphasized the game's approachable interface and design, along with a highly immersive and almost RPG-like early game heavily influenced by the player's species design decisions, and also the novelty of the end-game crisis events.

  3. List of fictional galactic communities - Wikipedia

    en.wikipedia.org/wiki/List_of_fictional_galactic...

    This is a list of fictional galactic communities who are space-faring, in contact with one or more space-faring civilizations or are part of a larger government, coalition, republic, organization or alliance of two or more separate space-faring civilizations.

  4. Ecumenopolis - Wikipedia

    en.wikipedia.org/wiki/Ecumenopolis

    The concept is depicted in the video game Stellaris, where players are given the option of transforming planets into ecumenopolises, which provides a great deal of housing and space for industrial production through the construction of arcologies, at the cost of making the planet's natural resources inaccessible. [8]

  5. Modularity - Wikipedia

    en.wikipedia.org/wiki/Modularity

    Modularity is the degree to which a system's components may be separated and recombined, often with the benefit of flexibility and variety in use. [1] The concept of modularity is used primarily to reduce complexity by breaking a system into varying degrees of interdependence and independence across and "hide the complexity of each part behind an abstraction and interface". [2]

  6. Modular design - Wikipedia

    en.wikipedia.org/wiki/Modular_design

    A laptop that is designed to be modular. Modular design, or modularity in design, is a design principle that subdivides a system into smaller parts called modules (such as modular process skids), which can be independently created, modified, replaced, or exchanged with other modules or between different systems.

  7. Dynamic game difficulty balancing - Wikipedia

    en.wikipedia.org/wiki/Dynamic_game_difficulty...

    Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).

  8. Category:Modularity - Wikipedia

    en.wikipedia.org/wiki/Category:Modularity

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  9. Megacorporation - Wikipedia

    en.wikipedia.org/wiki/Megacorporation

    An example of the latter is Saudi Arabia, which gains the majority of its government revenues through its mega-corporation Saudi Aramco. [ citation needed ] In the book The Wal-Mart Effect , Charles Fishman describes Walmart as "[in] a whole class of megacorporations of which Wal-Mart is just the most extreme, vivid example".