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Strategic Planning 2170-2180

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  • Strategic Planning 2170-2180

    Since the war with Sparta could well be over, at least for a few turns, we can actually think of doing something useful in terms of winning this game.

    Since there is no obvious choice of goals & units anymore, I'd like to hear your thoughts about the following topics (and any I miss right now.)

    What do you think of formulating a strategic plan for the next five or ten years - provided that Sparta doesn't resume plane harassment.

    - Research vs. Economy

    With Gaia finishing Neural Grafting next turn and returning it to us, we can finish BioEng or MMI in 6 years or later, depending on our investment in tech vs. economy. Which one to choose and how much allocation?


    - Infrastructure & Growth

    Our bases haven't grown over the last ten years - time to speed population and infrastructure. There are only some RecTanks scattered around. Additionally, there are currently allocating 30% psych. With our cash position, we should be able to rush most of the necessary infrastructure.

    What do build first? RecCommons? Net Nodes? Creches? And then?


    - Terraforming

    We still have a couple of formers left - they will finish some mines soon. and I guess there will be some more mines on Mt. Planet. But what to focus on? Rebuild roads? More forest? Boreholes? More formers in general?


    - Defense

    Defense both in terms of units and strategies. How many planes we need? How many ground units? Shall we let the Hive come along and defend Choke On This?

    We also could formulate a XYZ Doctrine as proposal to Sparta telling them about restricted areas, exceptions and plane patrols.


    - Offense

    Offense towards the Hive, that is. What's the quickest way to get a truce? Destroy tons of units? Capture Manufacturing Warrens - perhaps save a few bucks and mind control it? What would be the cost?


    Any other thoughts?

  • #2
    Don't make me think! :P

    - Research vs. Economy
    I suggest we cash it up for a bit, and just rush, rush and rush.

    - Infrastructure & Growth
    Commons, Tanks. I don't really see the creches bring worth it, we're trying to get back on our feet, not popboom. Creches and Habs once we get some former power again?

    - Terraforming
    Mines around Mt. Drogue, I think. Support a decent defence, since no clean units yet.

    - Defense
    Haven't the foggiest, I'm afraid.

    - Offense
    Hit hard, then call for a truce. Try to get maps and probe control a couple of bases, calling after each time to see if he'll call truce. If he does and we want him on our good side, we could gift them back for brownie points.

    Just my 2e.c.

    -- CTO #endgame
    #play s.-cd#g+c-ga#+dgfg#+cf----q.c
    #endgame

    Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

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    • #3
      Because we are infiltrated, Sparta knows exactly where our are (at least those that are in cities). They also know where our working crawlers are (at least those that are within a base radius).

      We need to keep our units in motion. Keep them moving so that Spartan offensive planning is made more difficult.

      Do it randomly. Have no discernable pattern.

      Just keeping them static makes it easier for Sparta to plan.


      Mead

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      • #4
        *bump* and thanks for the input so far.

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