I have a proposal for military production. The PB/crawler production method can be also applied with good effect to normal military units. This is done by taking advantage that crawlers are converted at 100% efficiency to prototype units.
To make this work, each or most of the bases needs to have spare crawlers within easy reach. When extra military units are required, all those cities who requires that unit will switch to the prototype design and the crawlers are cashed in. One unit will pay full cost and builds the unit, all the others are around halfway. Situation may arise when building cheaper units that the cost of the crawlers may exceed more than 50%. This may result in some slight inefficiency so either some minerals are lost or the rest of the unit cost is rush bought to full prototyping cost. But for costier units, this is less of an issue. Remember that prototype units have one better moral.
To achieve fast response time a good road network is essential. It also may be worthwhile to build rover crawlers simpler to allow crawlers to crawl further away from the city, that can still reach it within one turn.
The advantages of this method is that military units do not need to be built straight away. Also the cost of this unit can be prepared earlier, the crawler built can help towards the economy and the crawler requires no upkeep. It is like carrying cash that can be readily converted into unprototyped units or SPs. Also that cash may also accumlulate compound interest too.
By having less garrison units around, it reduces upkeep and it gives a false impression to other faction of false impotence (well not in 2-3 turns anyway).
The problem with this is that there needs to be designs that we want that haven't been prototyped yet. So the numbers of units built is limited to the number of participating bases. That's why we need lots of bases. Also the window when cities can participate depends on how urgently the units are needed and how easily the bases begin the new production.
An example is that the 2-1-1 infantry costs 3 rows. Using a normal crawler which costs 3 rows too, this unit can be rush built with crawlers in 1 turn and since the full price is paid, they will have better moral. Next unit upgrade session, one city could cash in more crawlers and after it has been built, the other units may upgrade with energy credits.
To make this work, each or most of the bases needs to have spare crawlers within easy reach. When extra military units are required, all those cities who requires that unit will switch to the prototype design and the crawlers are cashed in. One unit will pay full cost and builds the unit, all the others are around halfway. Situation may arise when building cheaper units that the cost of the crawlers may exceed more than 50%. This may result in some slight inefficiency so either some minerals are lost or the rest of the unit cost is rush bought to full prototyping cost. But for costier units, this is less of an issue. Remember that prototype units have one better moral.
To achieve fast response time a good road network is essential. It also may be worthwhile to build rover crawlers simpler to allow crawlers to crawl further away from the city, that can still reach it within one turn.
The advantages of this method is that military units do not need to be built straight away. Also the cost of this unit can be prepared earlier, the crawler built can help towards the economy and the crawler requires no upkeep. It is like carrying cash that can be readily converted into unprototyped units or SPs. Also that cash may also accumlulate compound interest too.
By having less garrison units around, it reduces upkeep and it gives a false impression to other faction of false impotence (well not in 2-3 turns anyway).
The problem with this is that there needs to be designs that we want that haven't been prototyped yet. So the numbers of units built is limited to the number of participating bases. That's why we need lots of bases. Also the window when cities can participate depends on how urgently the units are needed and how easily the bases begin the new production.
An example is that the 2-1-1 infantry costs 3 rows. Using a normal crawler which costs 3 rows too, this unit can be rush built with crawlers in 1 turn and since the full price is paid, they will have better moral. Next unit upgrade session, one city could cash in more crawlers and after it has been built, the other units may upgrade with energy credits.
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