Ok peace...
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The original post had to do with the new imposed capture of certain planets.
and here is a quote from mantis 1706
For most players, the changes in 4.043 should have almost no effect on their playing habits, I'd expect. The natural thing is to go after the goodies and see what you can accomplish -- and the AI Progress progression is designed around players actually trying to take some territory. That's the more fun way to play, usually (you get to actually do stuff and make decisions -- things happen), and it's easier to balance.
The trick comes in when players want to just have a few planets and then deep-strike like crazy. That's all well and good, but the endgame shouldn't be reachable by such a strategy alone. It's kind of the warp pipe problem in mario bros. 1: I could play levels 1-1, 1-2, 4-1, and then world 8 repeatedly by just using the warp zones, and so there was little incentive to do the rest. Mario 2 and 3 had similar ways to jump straight to the end of the game. As much as I love those games, I think that was a flawed design (largely brought on by the lack of a battery in those games).
Zelda 1, by contrast, had a big open world and you could do a lot of the dungeons out of order. You could even do part of the dungeons at a time, switching between them. Though there were a few that you had to do in sequence, at least getting the item from one before going to certain others.
But the bottom line was that there was no way to just walk into death mountain and win after the first dungeon if you happened to be really good at dodging. The later mario games (even super mario world, but especially the later 3D marios) also embraced this sort of strategy where players didn't have to play the entire game, and certainly not in sequence, but they had to play a lot of it to get to the end. I'm attempting to move AI War in that direction.