Thanks for continuing to develop the continent, certainly some were worried that this continent was going to get the "Hossin effect" where a draft remains implemented for 8+ years. I'm glad to see that the weaknesses of Interlink facilities are being addressed, as well as some bugs are getting sorted out. It's also good to hear that you haven't completely blanked on the production of "purple juice" from territory. That said, there is still much work to be done. Some pointers I would give: TRIDENTS: -The tridents aka. Space Needles need more space to breathe. Currently either the attackers have the defenders spawn camped, or they are losing. There really isn't a lot of back and forth at these bases. -There is a distinct lack of alternative paths to flank enemies who are dug in. I've had it happen that one route is a grinder, so I try to go around on what looks like it should be a path, only to find a dead end. -First, they just need a bigger foot print to allow for more rooms and paths. -Second, it would be cool to see an upper and lower floor added. Keep the control points on the current level, which would be the center level, but add some vertical flanking routes for the defenders to break out of their spawn room. The lower deck could have those glass floors you walk on in any touristy tower. THE SOUTHERN LATTICE: -This needs work. Very often the eastern faction are pressing the western faction's home territory, but that's because the map basically forces them to. -East of Dekat interlink, there are 3 blank bases in a row, followed by the home base. This unfortunately is not good for battle flow, as the lack of hard logistics creates a lot of uncountered zergs. -For context, this is a builder main telling you that 3 builder bases in a row is a bad idea. I would ideally want an even mix of 1 developer base to 1 builder base. This way, even when there is no PMB the existence of the construction site on the lattice means that field battles can take place. -Then, the no-build zones need to be placed smartly so that places builders will reasonable want to add fortifications will be available, but the fight inside the developer made base is free from interference. VEHICLES & WATER -Having half the vehicles float and half sink is producing weird results, and not in a good way. A proper vehicle column will have a mixed order of vehicles (think "combined arms") and having the light combat and logistics vehicles floating, which both exposes them and is a massive tell as to the location of the armour, is just not good. -I would rather have one standard for all vehicles. Either they all float, or they all sink. UNDERWATER COMBAT -You went to the trouble to develop underwater functions, and even made underwater specific kit for us, but then didn't put any objectives underwater. -You could change the sea post facilities to have 3 points instead of 1, with 2 of them underwater. Then there'd be a reason to go in the drink. -Tridents could have a 4th control point at the base in order to give troops a reason to go underwater there. Attackers could still capture the base with 3 out of 4 points, but they would have to clear out underwater resistance before they could use the lattice it opens. YOU TEASED A CONSTRUCTION UPDATE -Other than an ant update, all you did was give the silo console a phone update, ie you scrambled the crap out of the UI without adding any function. Next time you aren't updating construction, don't tease that you're going to update construction. Also, give me the option to have my old console back please.