Also, to Keith/Chris: I'm curious as to what kind of effort is required to make a tutorial scenario?
I've never actually made one from scratch, though the framework for doing so certainly seems like it would be easily applicable to new ones.
The main reason I haven't tried to make more is that every tutorial has to be updated for every major version because of how much stuff is changed. I even have to update them partially several times
between major versions in some cases because of major mechanic changes (metal merging with crystal, etc) so as to not leave the tutorials totally broken. All in all it's a significant chunk of "overhead work" that I don't want to make bigger.
And even with the updating that does happen to un-break the tutorials and update the text, etc, the _concepts_ of the tutorials gets more and more out of date. For instance, the bit where it makes you manually build harversters. Why?
Possibly just to make sure you realize what those things are, which perhaps is reason enough.
Or the bit where you raid the ion cannon in the intermediate tutorial. Yes, it's a good technique to know, but not really all that super-important nowadays. Though perhaps that will become relevant again if I get around to majorly buffing those and making them rarer, etc.
And I suppose it really needs a bit in there about hacking. Possibly sabotage-hacking a fort that's guarded by anti-bomber stuff
But for more advanced stuff like "how to use Riot Starships to neutralize surprisingly large hordes of AI ships", "how to get/use golems", etc, ultimately it'd be better if those were available in a form that didn't require the game itself to be updated significantly for those to continue being valuable. On the other hand, people do seem less likely to watch videos than to play in-game tutorials. If they wanted to watch videos they'd... well, watch videos.