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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@ -14,7 +14,7 @@ extends SceneTree
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# C. landing on a black hole spawns no resource provider and no capture
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# points at all (void's features_scene is null, and it has no
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# authored PlanetSetup) - yet the planet is immediately conquered
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# (register_capture_points treats zero required points as vacuous),
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# (a garrison of zero is vacuously already beaten),
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# so an extractor is buildable there right away
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# D. an extractor on a black hole mines dark matter locally exactly like
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# any other extractor, and a hub transporter banks it through the
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@ -132,7 +132,7 @@ func _process(delta: float) -> bool:
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# resolved at compile time, before autoloads are registered. Same
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# hazard the header of test_planet_setups.gd documents.
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if not game_state.is_planet_conquered(game_state.planet_id) \
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and int(game_state.total_capture_points(game_state.planet_id)) == 0:
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and int(game_state.garrison_total(game_state.planet_id)) == 0:
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return _fail("a black hole with no capture points required is not marked conquered")
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print("no resource provider; %d authored feature host(s)" % feature_host.get_child_count())
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