Here you go Keith. This save is about the Warp Counter Attack bug I mentioned before. Squad 2, the massive FS Fleet, is deep in AI space, and moving into range on a Warp Counter Attack Guardpost. When I kill this post it almost always picks a planet well in my backyard, and WAY out of range for any counter attack wave to reach. There is another Warp Counter Attack Guardpost on the planet, and in the few cases where killing the first didn't trigger into my backyard, killing that one did.
Ok, here's what's going on:
1) Counterattack posts only "scan" from planets where the AI has a unit with "warp-gate-wave" or "warp-gate-full". Generally this just means either Warp Gates or Warp Gate Guardians. Though I think AI Eyes also count, they did at one point at least (iirc).
2) If a counterattack post literally cannot find ANY target within range of all planets it can "scan" from, it just picks a random planet out of the total set.
3) In the save you posted there, an awful
lot of warp gates have apparently had
very unfortunate accidents. Thus, there's just nowhere for the counterattack post to reach, so it goes random.
If I colonize the neutral "FA Veramente Schifo" planet in the bottom-left quadrant, and then pop one of those counter attack posts, the counter wave goes there.
In other words it's working as designed, you've just left it no valid targets so it's picking invalid ones