@Erich_L Deal :) Just don't expect me to do voiceovers.
No meteors in sight yet...
However, I've added some simple but essential gui elements. There's transient event announcement bar at the bottom. Top left are "meteor karma" and "transmutation stars" counters.
A meteor karma point is won for each obliterated megalopolis in a turn. When it reaches a certain amount, the player wins a meteor strike on the next turn.
Transmutation stars are sort of a currency. For now, each star can be spent to swap a disaster card from your current hand for a new one that is guaranteed to be of a different type.
I implemented a framework for geostationary satellites, although I'm not yet sure if I'll use it. Need to test them to see if they don't introduce too much confusion. The mechanic is as follows; The Cog Planetary Command may decide to launch a terraforming satellite (TFS) once in a while. TFS will completely protect its coverage area from any of the player's disasters. Each satellite has a control tower located in a remote city outside of the coverage area. To eliminate a TFS, player must destroy the control city.
