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3. Wind power is red, not green.Miriam’s biggest obstacle is her arbitrary minus-one planet rating. To begin with, forget about traveling through fungus. Getting stuck 5+ turns in a row is not uncommon. (Thank goodness she churns out lots of formers… she’ll need them). Frustrating. Scoring an early rover really helps here. Learning to navigate this dynamic (or getting lucky) is important to keeping Miriam competitive in the early land-grab and finding research pods. Moreover, if one happens to finally get in the red stuff or one wants to ward of roaming fauna, the minus-10 psi attack penalty really hurts you - it's barely enough to win most battles. Even veterans will have a habit of dying a lot, which means Miriam has to waste time replacing these scouts. This makes for a lot of unnecessary micromanagement. Did I mention she's not very fun to play?