Wow. Just wow.
I've never seen a game with such a simple premise become so complicated, so quickly. Your risk-style gameplay combined with your use of a modern, accurate political map has brought to light the complexity of defending an empire. This could even become a learning tool in social studies, if one wished to prove a point.
I commend you, good sir.
Elaborating on my past comment: This game is mind-numbingly frustrating. On normal difficulty I could not beat the first level. The satisfaction of manufacturing a stable bottleneck isn't worth the mind-numbing and life-wrecking stress of being beaten back over and over.
Basically, fix the goddamn learning curve.
The game's great as it is, don't listen to those asking for trenches and whatnot. Its beauty lies in its simplicity. It could use an endless waves mode, though. And that 'tactical campaign' idea someone came up with sounds like fun. Like, where you have to solve half-done battles.
It's a good concept, but I can't help thinking that I have no reason to 'love' these squares. And getting close to someone doesn't necessarily mean getting hurt.
You realize that an 'honourary' member of the guard would be someone who is not officially a member, but is recognized as such by unanimous vote of the lower guards? They're fully fledged, not honourary.
This is a great concept marred by mediocre art and an undersized playing field. That long range cruisers have no marked advantage in my hands, which leaves me only the Aura starfighter, and even if I could use the long range cruiser effectively, it's still a vastly underdeveloped selection. Thoroughly disappointing. For those of you who think I haven't explored deep enough, I say what is the point of exploring if the journey is no fun? The game is not about winning, it's about enjoying the journey to the victory.