There's a difference between being on the same level as another game, and indiscriminately copying all their features. If that's what you try to do, you'll be in a perpetual game of catchup without a single compelling reason for gamers to play this instead of some high-end commercial game. GAE has a handful of coders. Megaglest has a handful of coders. Blizzard, EA, and Microsoft can have hundreds working on a single game if they want to. We can't compete on equal terms with companies who have hundreds of professionals devoting an entire 40-hour work week when we've only a dozen or so volunteers working in their spare time. Even giving it away for free isn't going to matter, because if the hardcore strategy gamers are already going to have their high-end commercial game anyway, then there is no incentive whatsoever to download a game that is completely inferior even if it doesn't cost them anything (because it obviously doesn't cost them anything to play the game they already own either). When they've already got Starcraft 2, Warcraft 3, Battle for Middle Earth 2, and Age of Empires 3, why bother with some indie ripoff? We're going against giants here, and you can't beat a giant by punching him in the face, because face-punching is something he's going to be infinitely better at than you are. Thus, you have to out-think him and come up with a different approach using your own skill set. We can never hope to out-code, out-model, or out-market EA, Microsoft, or Blizzard, but maybe we can come up with something that they don't have. Glest needs features that are innovative and unique, features that aren't available elsewhere, something that makes our game stand out as different and worth playing instead of looking like a poor substitute that tries and fails to live up to the industry standards. Obviously there are a lot of things that other RTS games have that Glest lacks and that it really needs, but whole-hog copying is not the way to make a successful and popular indie game.