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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@ -44,8 +44,8 @@ func _initialize() -> void:
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target_planet_id = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
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# This test is about the resource-id gate, not conquest itself (see
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# test_planet_conquest_gate) - pre-conquer the target directly.
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game_state.register_capture_points(target_planet_id, 1, "research_lab")
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game_state.mark_point_captured(target_planet_id, 0)
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game_state.register_planet_garrison(target_planet_id, 1, "research_lab")
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game_state.mark_garrison_enemy_destroyed(target_planet_id)
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game_state.reset_progression()
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for node in GameState.SKILL_TREE:
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game_state.unlocked.append(node.id)
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