Well, after putting off playing Cheese Dong since the SMACX came out, I have finally gotten around to play this faction over the weekend. In truth I have been dreading it, -1 Eco and -1 Ind are not something that I was looking forward to do.
Now with 2 games under my belt I must say my opinion of this faction has changed quite drastically, though still not my favorite I will be playing with Cha some in the future. So what made me change my intial impression?
I'm a hybrid player, see Scott Johnson's thread on this for a very good discription and discussion of the play style) and Cha Dawn actually does very well for this play style. In the early game it is alabout the native lifeforms. That first mindworm quickly became a small army (3-4) This allowed me 3 things.
1) Without having to build any 'real' units, I could greatly concentrate my base production towards growth (colony pods and formers)
2) The energy collected from the natives that 'didn't see the light' and join me more then made up for the -1 eco in the early game
3) I had a formable small, very mobile, and always better then my enemies army. (btw.. both games I played were on Random world, the fungus on both seemed to be about average, maybe a touch more then average in the second game)
The 3rd point was the biggy in both games with a little monolith visiting to boost the life cycle of the captured worms and the 3:2 advantage of PSI combat plus +20% from faction bonus.. I was easily able to move the neighbors out of the way and in the proccess help myself to some of thier bases. All this without ever getting off the 'builder' model for my bases.
Some stadegy: Once I got foil chassis I rush built 2 gun foils and went out collecting IoD caputing one usually netted me 3 natives. My army and treasury grow and my army gets reinforcements. Drop the worms and spore launchers off where they are needed and I have the IoD for coastal base defense and for more IoD patroling now I have a good size navy too. the intial +2 Planet instead of the +1 the Gaians have seemed to make quite a bit of difference, both on the ease of capture and the number of natives I could have and still caputre more.
Midgame: Most hybrid players tend not to use FM as extensively as builders so the 'lose' of FM isn't devastating. Once my army reached a point where continuing the attacks would have diminishing returns, I stopped the attacks and used the 'free police' to keep the peace and let my city's pop boom a bit. Most for the time I found myself running Demo/Planned with an occassional switch to Green if I didn't need the growth and was on the offensive. Once I built the Asthetic Vitues.. (allowed me 2 police units) time for some more pop booming.
By freeing up my bases to 'build' my population grew much faster then it does in most games. Then supporting that pop. with mindworm police, allows even further growth. Getting the Govenorship away from Lal was fairly easy and early. Also the larger amount of territory expansion in the early game allowed me to build much more feasible 'energy parks' well inside my territory (something that for me is hard to do as I tend to play on standard or smaller maps where there is a limit to land and the AI with airstike the crawlers, I also can't stand to run an empire that is 'too' large; Huge map? I don't see how ya'll stand it, there are other reasons for a smaller map but that is another post )
Anyway, in conclusion, The benefits the faction offers my playstyle seems to balance out the negitives, something I really didn't expect. I'll stop referring to Cha Dawn as Cheese Dong.. It's MR. Chesse Dong from now on
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"Power does not corrupt; it merely attracts the corruptable"
Now with 2 games under my belt I must say my opinion of this faction has changed quite drastically, though still not my favorite I will be playing with Cha some in the future. So what made me change my intial impression?
I'm a hybrid player, see Scott Johnson's thread on this for a very good discription and discussion of the play style) and Cha Dawn actually does very well for this play style. In the early game it is alabout the native lifeforms. That first mindworm quickly became a small army (3-4) This allowed me 3 things.
1) Without having to build any 'real' units, I could greatly concentrate my base production towards growth (colony pods and formers)
2) The energy collected from the natives that 'didn't see the light' and join me more then made up for the -1 eco in the early game
3) I had a formable small, very mobile, and always better then my enemies army. (btw.. both games I played were on Random world, the fungus on both seemed to be about average, maybe a touch more then average in the second game)
The 3rd point was the biggy in both games with a little monolith visiting to boost the life cycle of the captured worms and the 3:2 advantage of PSI combat plus +20% from faction bonus.. I was easily able to move the neighbors out of the way and in the proccess help myself to some of thier bases. All this without ever getting off the 'builder' model for my bases.
Some stadegy: Once I got foil chassis I rush built 2 gun foils and went out collecting IoD caputing one usually netted me 3 natives. My army and treasury grow and my army gets reinforcements. Drop the worms and spore launchers off where they are needed and I have the IoD for coastal base defense and for more IoD patroling now I have a good size navy too. the intial +2 Planet instead of the +1 the Gaians have seemed to make quite a bit of difference, both on the ease of capture and the number of natives I could have and still caputre more.
Midgame: Most hybrid players tend not to use FM as extensively as builders so the 'lose' of FM isn't devastating. Once my army reached a point where continuing the attacks would have diminishing returns, I stopped the attacks and used the 'free police' to keep the peace and let my city's pop boom a bit. Most for the time I found myself running Demo/Planned with an occassional switch to Green if I didn't need the growth and was on the offensive. Once I built the Asthetic Vitues.. (allowed me 2 police units) time for some more pop booming.
By freeing up my bases to 'build' my population grew much faster then it does in most games. Then supporting that pop. with mindworm police, allows even further growth. Getting the Govenorship away from Lal was fairly easy and early. Also the larger amount of territory expansion in the early game allowed me to build much more feasible 'energy parks' well inside my territory (something that for me is hard to do as I tend to play on standard or smaller maps where there is a limit to land and the AI with airstike the crawlers, I also can't stand to run an empire that is 'too' large; Huge map? I don't see how ya'll stand it, there are other reasons for a smaller map but that is another post )
Anyway, in conclusion, The benefits the faction offers my playstyle seems to balance out the negitives, something I really didn't expect. I'll stop referring to Cha Dawn as Cheese Dong.. It's MR. Chesse Dong from now on
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"Power does not corrupt; it merely attracts the corruptable"
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