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There's a lot to unpack here. I love the planet, quite a stunning display. I really wanted to get into figuring out how things work, but there was a bit too much.

I think pairing things down a bit and focusing on some core experiences and streamlining those would have helped. There's just a lot of complexity and facets here which make it hard to understand what's going on, and I would perpetually get tripped up with dialogs sticking around or not or clicking on the planet when trying to navigate to the next step, especially as I saw the targets in the tutorial on the planet appearing over whatever window I had opened. Or trying to deselect what I had selected. Having hotkeys is great, but they should be indicated in the UI as well, especially for the buildings.

The whole UX really needs an audit for the level of depth the game provides at the moment, it really reads like I see so many UIs these days with just a lot of extra complexity, dense amounts of information, and layers of information. It was just hard to understand what a city was taking in and what it needed as every resource had a listing even if it wasn't relevant. Outside that in just the world view a clear toggle switch for resource view would have been good, as well as making selection its own toggle mode aside all the buildings to make it easier to get back to a 'safe' way to select cities and other buildings.