The stay-or-leave decision
- First reserve enough movement to reach the yellow exit with the Flagship.
- Count optional rewards against permanent ship-loss risk and the timer cost.
- Leave once the expected value of one more city or objective is lower than preserving the fleet.
- A completed exit with a living Flagship remains viable even when the objective is failed.
Ways the developer documented delay
- Grow city population for income, victory points and additional next-map turns.
- Cross victory-point thresholds to gain more turns on the following mission.
- When rich, build expendable ships to leave behind for additional delay.
- Prefer Downtown-style population growth when immediate time pressure matters more than refinery income.
Version warning on breakpoints
- The Primer cited 10k, 15k and 25k victory-point thresholds.
- It cited a first left-behind fleet breakpoint of $50 and an example of one Battleship plus two PT Boats.
- Later Demo 0.12.4 notes say turn scaling was removed and base turns increased.
Evidence boundary
Those numeric breakpoints were developer-authored Demo guidance, not independently reproduced in release 1.0.4. Use the live tooltip as authority.