No worries! Certainly in-game experience points people at what to examine more closely, but we're not memorizing stats or anything. There are too many combinations and permutations with all the ships to even remember which ones are stronger than other, in the main. It's on-the-fly analysis and decision making most of the time, rather than experts relying on pre-determined best-paths as in most other RTS games. Even if you've played for 100 to 200 hours of gametime, you'll still have to think critically and look at strong/weak data to make decisions, rather than just falling back on the same preferred pattern game after game. For me, whenever I get so that I have a best path in an RTS game (Cavaliers and Musketeers in Age of Empires III with French for me, for instance, along with a specific economic-focused build order), then that means I'm pretty much done with the game. My goal with AI War was to make it always exploratory, always different, so that expert players are not good at memorization but are good at actual tactics and strategy and decision making. Anyway -- that's a tangent, but still.