Another aspect of strategic importance was their interconnectedness. Which came into effect with the influence mechanic. In that way, it was much like playing a game of "Go". Surrounding enemy planets, and disrupting enemy planet interconnectedness would disrupt enemy control. Which would then cause entire networks of planets to fall.
Other planets were valuable simply because of the maps played on them. Certain maps favoured certain factions. Other maps had a large player count, and therefore could be defended by a large team of players. While other maps were single player maps, and could be defended by a single player. Other maps gave advantages to static defences, and gave a distinct home ground advantage. Making them very valuable targets to take and hold. There were some notorious examples where an enemy spawn point was in immediate range of the home base TML. There were other maps where home base T2 artillery would dominate the battlefield. There were even other maps where players spawned right next to each other. Which meant that spamming a load of T1 and T2 PD resulted in an "auto-kill"
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There was also the strategy of placement, which comes into effect when there are multiple factions. Meaning that GW was not a zero sum gain. Based on who was fighting with who at any particular moment in time. Certain planets became more or less valuable as they would allow or deny access to certain other factions.