Original sentence: Building is restricted to the original base, with no opportunity to expand to a new base.Compared to other mainstream RTS games, Dark Colony combat is somewhat simple.Dark Colony gameplay is focused on combat, so resource management and base building is very simple and inflexible.Every player starts the game with a base.For both races, there is a basic trooper unit that can fire at land and air targets, but has weak firepower and armor.The base consists of a pylon on which buildings are dropped (by "dropship") once you decide to buy them.There are 5-6 buildings per race, some of which may be upgraded.There are nine main unit types in the game (plus several special units, or "artifacts"); each of the two "races" has a version of each of the types, with only minor ability variation between the versions of each type of unit.There is one resource, which is a gas in the form of holes in the ground dispersed around the map.Therefor, each player's units are always produced the same spot throughout the game
Edited sentence: Every player has a base - a pylon on which buildings appear once you decide to buy them.For both races there is a basic trooper unit that can fire at land and air targets, but has weak firepower and armor.The focus in Dark Colony is on battles and battle tactics.There are 5-6 buildings per race.There are very few unit types in the game and the two "races" practically mirror each other.There is little resource management and base building in Dark Colony.There is one resource, which is a gas in the form of holes in the ground disperesed around the map.This area is relatively simplified as well.You can't decide to build somewhere else, and you can't expand (create a new base), so the units of a particular player always get produced at one and the same spot