Take planets by killing what defends them
#211 conquest is the fight now: a planet registers the garrison its setup authors, each defender's own death counts against it, and the last one takes the world. The capture points - stand in a ring, wait out a timer, once per ring - are gone, along with the editor palette that placed them. #212 conquest opens a dialog on the surface naming the research points recovered; the award travels with the signal, after it is banked. #209 the prologue's charted sectors go with the breach, so the map the survivors keep is of where they now are - and "chart 30 sectors" is no longer complete before they have flown anywhere. #218 enemy variety is gated on the FLEET, not on wave strength: a starting fleet meets chasers only at any wave number, and each vessel past three opens one more kind. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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@ -10,7 +10,7 @@ extends RefCounted
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#
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# 1. Nothing here may ask for something the player cannot yet reach. The
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# sharp edge is RESEARCH POINTS - they come only from conquering a
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# planet (GameState.mark_point_captured), so every node with a
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# planet (GameState.mark_garrison_enemy_destroyed), so every node with a
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# research_points cost sits after `conquest` below. Ore-only nodes -
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# Shipyards, Logistics - may come before it.
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# 2. A quest names ONE goal, and the brief says what it will take. Asking
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