On creating synergy:
Synergy is the mathematical proof that the whole is indeed greater than the sum of its parts. It is the act of creating an empire where all parts work cooperatively to create an interlocking system of defense such that the would-be attacker has no other option but to look elsewhere for a fight. This is vital, because once you have secured the defenses of your own empire, then is the time to begin developing assets to launch an attack against a rival’s. Most of all, it is about controlling the flavor of the game (metagame) in such a way that even if the attacker believes he is playing “his game,” you’re actually forcing him to play yours.
The aggressor may argue that it is he who chooses the base to target, but the attacker is taking a short sighted view, for if your empire is operating as a synergistic whole, then an attack to any part of your empire can be dealt with easily, and with immediate, overwhelming force.
And how does one go about doing all this? ::shrug:: Beats me, but while we’re all hanging out here waiting for someone to come up with the answer to that question, here are a few thoughts on the subject:
Map Settings:
Keep in mind that almost all of my games are played out on huge maps, 50-70% water, arid conditions with high erosion. Not to say that these ideas will not be applicable to games played on other maps…the core principles remain the same, subject to modification by map size. Also, bear in mind that I never use pod scattering, which, when coupled with the conditions mentioned above makes the early mobility techs (flex and mobility) relatively less important to me than they might otherwise be.
Base Spacing:
I invariably space my bases three apart. Have for a long time. When coupled with the fact that my formers spend a good deal of time building roads in the early game, it gives me rapid expansion and creates turn advantage by giving me the ability to get pods in place and new bases established 1-2 turns after the pod is built. Contrast that with the image of a colony pod moving 4-5 spaces along territory which few roads have been built, and the advantages become clear. When comparing the two approaches, I can move my pod, build the base, rush the former, and sometimes have that former finish building a road AND tree planting on the tile in question before the other method even gets its base built! Do that every time you build a base, and you rack up quite a large resource advantage. Also, this tight base spacing sets the stage for very early game defense. With bases spaced in this fashion, it enables my infantry garrisons to travel from base to base, never ending their turn outside. Further, it enables my rovers (see below) to move between two bases, also ending their movement inside the relative safety of a base.
Sensors:
Whenever possible, sensors are built on base sites, even if this costs me a turn’s worth of turn advantage. Long term, the benefits outweigh 1-2 turns of speedier base building. I cannot tell you how many times that “unsnipable 25% bonus has saved my hide!
Prototyping:
All prototyping is done as soon as I get the tech for the latest weapon or armor. All prototyping is done on a rover chassis—except, obviously, for prototyping new chassis types. This gives me a core group of higher-than-normal-for-my-empire morale attack capable troops to deal with incoming threats to the empire before the rest of the defense network is in place. Also, EVERYTHING is prototyped separately, giving me a larger pool of higher morale troops. Prototyping everything separately may seem counter-intuative, in the sense that it ties up an increasingly large portion of a given base’s mineral suite. Here is where a nod to the military MUST be given though, as these prototypes will serve as the backbone of my army until the advent of air power. As such, having more high morale troops is better than completing prototyping faster, regardless of the slightly higher support costs—undone with the arrival of clean reactors, and countered even before that by adding a crawler or two when mineral counts drop below the desired threshold.
Garrisons:
All garrisons are simple scout patrols in the early game, Trance Scouts as soon as I get the requisite tech for it. (Exception – In my Morgan games, as soon as I make the switch to Market, the scouts are disbanded to help rush build whatever I’m currently working on, and infantry based probes are built with synth armor and trance (thanks Ogie!), nicely getting around Morgan’s –1 support problem.
Upgrades:
All prototyped rovers are upgraded to best/best configurations. At least two are given Empath ability when it becomes available. The Empath rovers are posted at opposite “ends” of the empire to watch for rogue worms, and the rest are dispersed as I get them to spots I regard as potential avenues of attack.
Morale:
A military unit that spends long periods of time at peace need not fear having low morale. For one thing, once you get clean reactors, there’s NO REASON you cannot have troops with decent morale in all your bases. This can be accomplished simply enough by training new clean troops at a Military-oriented base, and shipping them out to your other bases. The old troops can then be relegated to patrol duties, or sent on worm hunts to boost their morale. If they survive the hunt, you’re a few credits richer and have a morale boost too! Eventually, if the unit in question survives enough hunts, he can be added back into your “regular” force pool.
To that end, such units should be upgraded to Empath at the very least, and probably given resonance armor for the duration of their hunting career. True, this means that you’ll likely not even break even, comparing upgrade cost to worms killed, but you will end up with an ever-increasing number of good morale troops and that is always a good thing.
Alternate plan: Leave the troops as greenies, and use them as your first Field Operations Group. Assign them to a transport (or several, depending on how many green troops you’ve got), assign each transport an escort, and give the whole outfit 3-4 probe foils, and you’re in business! If you have superior tech, it will offset the low morale and turn them into a viable fighting force.
Expansion:
The first goal is to fill up the continent (if alone), or to block expansion of a rival faction (if not alone), so as to limit the amount of space they have available to work with on the continent, and to maximize my own territory. If needs be, in order to head off a rival faction’s expansion, I will break with my usual paradigm of expanding my bases 3-apart in order to place a base to choke expansion, back-filling as I am able.
As soon as I get six bases, three of them are selected for project work, and they begin immediately. Two of the six bases begin churning out crawlers to bulk up their mineral counts, and one base (referred to as the “Mother Base”) continues to build colony pods to further the expansion.
Project Work:
This, and the above note depend on whether the game is SP or MP. In SP, I generally try to get LOTS of projects, but in MP, I only shoot for the ones I feel are most vital to my plans. In MP then, I’d ignore everything but the VW, WP, and PTS for denial (if possible). Much as I like the Empath Guild, my beeline is such that I can seldom beat a determined player to it, so I live with the infiltration, figuring it’d have happened sooner or later.
Ignore projects that are not pivotal to your game!!! It doesn’t matter who gets them if you don’t need them or can work around them! Early game, the ones I value most are: Weather Paradigm (creates turn advantage by shaving terraforming time), HGP (fast completion allows for an early switch to Market, even if Rec. Commons are not in place, and besides, with so many bases, so close together, the extra talent in each really helps with control!)—exception: if I’m playing Lal, I skip this one--VW (especially if playing Zak), and PTS (again, with so many bases and terraforming work done in advance, the boost in pop is quite nice). A bit later comes the Empath Guild, and then I’m all done for a while. (And with the Empath Guild comes everyone’s comm frequencies, allowing me to pick up the mobility techs I intentionally skipped earlier). Once my “crawler bases” get their mineral counts up where I want them—14 for most, 20 for my designated polluter base—they begin sending their crawlers to the project bases to help wrap up the first three projects I’m working on. Once those bases finish their projects, they begin building crawlers, and the bases with crawlers begin building projects. Needless to say, they finish rather quickly.
The moment the projects I want are in hand, full attention turns once again to expansion, and all bases crank out pods until the continent has been filled to capacity. Note that this is done entirely without regard to b-drones, or anything else for that matter! If I get to the point where the base I’m founding begins with a drone in it, then that base gets a rush-built Rec. Commons as it’s initial build. Many of these problems will vanish when the expansion is done and I add Dem. To my SE mix, so I ignore them in the meantime. Also, snagging the PTS plays into this type of expansion as the smaller bases get additional drone control.
Filling up the continent with bases spaced three apart is another absolutely vital step in creating a synergistic defensive network, because by doing so you create an absolutely air tight network that will prevent any and all drop troop actions against your mainland when you build the Cloudbase academy (and you’d better build it!). Scratch one method of attack from the aggressor’s bag of tricks! Not one single tile of your continent is vulnerable to drop troops.
As soon as the continent has been filled, all coastal bases immediately set to work building the sea pods necessary to ring the continent with coastal bases. While they’re doing that, the bases in the interior are building infrastructure like mad rabbits, AFTER spending some more time on developing their mineral suites.
Notes about crawler placement:
Now that you’ve finished the “manifest destiny” portion of your interlocking defense, and set up the eventual “locking out” of drop troops from your continent, it’s time to deal with troops who will be arriving the old fashioned way. Let’s face it, a transport filled to the gills with bad guys can REALLY mess up your day. To that end, don’t just place your crawler’s “wherever it’s convenient.” Get in the habit of working with them and trying to figure out where they’ll do you the most good. Look at the map. Where are you on the globe? Have you seen anybody else yet? If so, what direction did they come from? Even if they’re friendly right now, it might be a good idea to begin by placing your crawlers along the coast, ESPECIALLY in the direction where you know or expect trouble in the future.
This too, seems counter-intuitive. Why would you intentionally want to put your crawlers in harm’s way?
To that I would answer: “Better your crawler than your base!”
So, don’t be shy about it, relentlessly blockade your coastline. Seal yourself in. With all of your bases spending time building crawlers, it won’t take long at all to do! And remember, building crawlers is itself on an acceleration curve, meaning that if the first crawler takes you six turns to build, it pops out and starts harvesting minerals for you, then maybe the second will only take five turns. And the third will be even faster, until you have all you need.
Congratulations, you’ve just finished another segment of your interlocking defense. Now, you have eliminated “non-marine” units from landing anywhere on your coast. They can’t even attack your units! Sure sure, you’ve got the problem that Marines can still cause trouble, but not for long! (and besides, at this point, even if they DO land, they’ll be stuck in that tile for at least another whole turn, ZOC’d in by units on both sides. But read on, you’re about to eliminate that as a threat to your mainland too!)
When the sea colonies are established, I’m invariably running Market, and have been for some time. Thus, a token garrison is not needed, so the first build is an Infantry-based probe, outfitted with best armor and trance. This provides the fringe base with both probe and worm defense for the price of a single “clean” unit. The base then begins work on a sea former, but is in no particular rush to finish it, and then will probably be set to build at least one more probe team. Remember here, the goal of the sea bases is not to become productive (though they will in time), but to serve as early warning stations in defense of the core of the empire. A bit later, they’ll also serve as bases for navy squadrons and the air force. For now, they’re just early warning posts.
And excellent early warning posts they are! At this point, with sea bases up and running, you’ll find yourself with a large swath of ocean all around your continent that’s closed in by your borders. From a Marketeer’s standpoint, that means you now have a theater of operations for your navy! You can move around in it anywhere you like, and not cause the first ripple of drone discontent! Plus, the ring of sea bases (optimally spaced four apart and 3-4 spaces from the coast) means that there’s NO WAY an enemy cruiser can slip up to your coast undetected—assuming you don’t get lazy about eliminating patches of fungus! No way. Nada. None. Zilch. Surprise at sea is no longer a possibility for your continent. And if you actively patrol the waters, or post a few sea crawlers or probes with deep radar, you can see them coming from even further out.
Sweet.
Vertical Investment:
All core bases set about maximizing the economy and building research centers as their first priority, interrupting this only when a new weapon or armor type becomes available, and then only long enough to complete the prototype (often accomplished in one turn, thanks to crawler production, which is on-going at any time I get a few spare turns where all current infrastructure builds have been completed. At this point, any bases on the coast will also get a perimeter defense built. No maintenance cost, and I generally don’t get the Citizen’s defense force.
The Perim. Defenses are probably not necessary, but it’s better to build them while you’re building than to wait and see. Consider it cheap insurance for your bases on the coast. Be glad if you never need it, but grin like the Cheshire Cat when you do, cos its already in place. In any case, That’s another piece of the interlocking network, and it sends out a strong visual signal as well. It says, “Don’t waste your time attacking here, cos we’re ready for that kinda noise.”
Clean Reactors:
The MOMENT you get them, select two of your newer bases, preferably on different parts of the continent, and build Command Centers here. These will serve as the training ground for your empire. Add more if you need them, but start with two and see what that gets you. Set those bases to the creation of an infinite supply of shell units. Infantry, Rovers, eventually Tanks, and spend some time in the Workshop dreaming up all manner of nasty configurations. To see what they look like and get a feel for upgrade costs, upgrade a few of your shells into these various configurations, and post them around your empire. Better still, transport them to a fringe base for added security.
And while you’re about it, set up two more bases for the exclusive production of probe teams. Make these bases coastal, so you can make foil and cruiser probes too. Just keep most of them home for the time being, but DO send a few out scouting. When you need them, they’ll be ready.
Two more bases get tapped for use as Naval Yards, and these crank out an endless supply of ships. Mostly foils, some cruisers, mostly warships, some transports. Create squadrons and get used to operating them as a cohesive unit. Send the squadrons to various fringe bases as they are created, and you’ll find yourself with an ever-increasing naval presence all around your continent.
When you get air power, set one base aside for the production of jets. You won’t need many, so one base is plenty. Make interceptors only if you’re running market and have not yet set up a punished base, or an all specialist base. When you DO get one of the two set up, start making Pens as well, homing them all to the base in question so there’s no discontent. Create “flights” of these (I make flights which consist of three pens and two interceptors, but do it however you want), and again, get used to operating the flight as a group. Send them out to your fringe bases as well and put them on regular patrol. This extends your “sight” further away from your continent still.
When you get MMI, set aside one base for the exclusive production of choppers, re-homing as needed to prevent discontent. Add one chopper to each flight of planes you’ve created, and put one chopper in every coastal base, and every fringe base that doesn’t have a flight of planes already in it.
Cost:
Sounds expensive, doesn’t it? Sounds like it’ll take a LONG time to set up, yes?
Not really.
Remember, you’re not actually building all these expensive units, you’re building shells. Build Impact Needlejets and upgrade them to what you need. So each plane costs you 170 credits? Big deal. Each plane only takes one turn to build, too, and that’s a good thing!
Set yourself up like that, and then just let your opponent TRY to figure a cost-effective way to attack you. Just let him try.
My money says he never even touches your coast.
-=Vel=-
PS:
Other Stuff:
When you fill up the continent, relocate your HQ to a centralized location.
When your sea formers have cleared out all the fungus patches you DON’T want, set up a few that you DO want. And when you make a fungal patch, STAFF IT!
Specialist Bases:
Personally, I find the PIA factor to be too much to contend with in making all of my bases “Pure Specialist” bases, so that generally only happens about one base in three or four, with the rest making use of the forests I’ve got planted all over the place (note too, that with bases three apart, I’ve got more specialists than average in any case, thanks to the relatively limited number of workable tiles per base), giving me a nice mix of specialists and workers). Not to mention, filling up the WHOLE continent with crawlers isn’t that attractive to look at, and….what can I say, I’m an artist at heart! I make cool looking empires, if I do say so myself!
Synergy is the mathematical proof that the whole is indeed greater than the sum of its parts. It is the act of creating an empire where all parts work cooperatively to create an interlocking system of defense such that the would-be attacker has no other option but to look elsewhere for a fight. This is vital, because once you have secured the defenses of your own empire, then is the time to begin developing assets to launch an attack against a rival’s. Most of all, it is about controlling the flavor of the game (metagame) in such a way that even if the attacker believes he is playing “his game,” you’re actually forcing him to play yours.
The aggressor may argue that it is he who chooses the base to target, but the attacker is taking a short sighted view, for if your empire is operating as a synergistic whole, then an attack to any part of your empire can be dealt with easily, and with immediate, overwhelming force.
And how does one go about doing all this? ::shrug:: Beats me, but while we’re all hanging out here waiting for someone to come up with the answer to that question, here are a few thoughts on the subject:
Map Settings:
Keep in mind that almost all of my games are played out on huge maps, 50-70% water, arid conditions with high erosion. Not to say that these ideas will not be applicable to games played on other maps…the core principles remain the same, subject to modification by map size. Also, bear in mind that I never use pod scattering, which, when coupled with the conditions mentioned above makes the early mobility techs (flex and mobility) relatively less important to me than they might otherwise be.
Base Spacing:
I invariably space my bases three apart. Have for a long time. When coupled with the fact that my formers spend a good deal of time building roads in the early game, it gives me rapid expansion and creates turn advantage by giving me the ability to get pods in place and new bases established 1-2 turns after the pod is built. Contrast that with the image of a colony pod moving 4-5 spaces along territory which few roads have been built, and the advantages become clear. When comparing the two approaches, I can move my pod, build the base, rush the former, and sometimes have that former finish building a road AND tree planting on the tile in question before the other method even gets its base built! Do that every time you build a base, and you rack up quite a large resource advantage. Also, this tight base spacing sets the stage for very early game defense. With bases spaced in this fashion, it enables my infantry garrisons to travel from base to base, never ending their turn outside. Further, it enables my rovers (see below) to move between two bases, also ending their movement inside the relative safety of a base.
Sensors:
Whenever possible, sensors are built on base sites, even if this costs me a turn’s worth of turn advantage. Long term, the benefits outweigh 1-2 turns of speedier base building. I cannot tell you how many times that “unsnipable 25% bonus has saved my hide!
Prototyping:
All prototyping is done as soon as I get the tech for the latest weapon or armor. All prototyping is done on a rover chassis—except, obviously, for prototyping new chassis types. This gives me a core group of higher-than-normal-for-my-empire morale attack capable troops to deal with incoming threats to the empire before the rest of the defense network is in place. Also, EVERYTHING is prototyped separately, giving me a larger pool of higher morale troops. Prototyping everything separately may seem counter-intuative, in the sense that it ties up an increasingly large portion of a given base’s mineral suite. Here is where a nod to the military MUST be given though, as these prototypes will serve as the backbone of my army until the advent of air power. As such, having more high morale troops is better than completing prototyping faster, regardless of the slightly higher support costs—undone with the arrival of clean reactors, and countered even before that by adding a crawler or two when mineral counts drop below the desired threshold.
Garrisons:
All garrisons are simple scout patrols in the early game, Trance Scouts as soon as I get the requisite tech for it. (Exception – In my Morgan games, as soon as I make the switch to Market, the scouts are disbanded to help rush build whatever I’m currently working on, and infantry based probes are built with synth armor and trance (thanks Ogie!), nicely getting around Morgan’s –1 support problem.
Upgrades:
All prototyped rovers are upgraded to best/best configurations. At least two are given Empath ability when it becomes available. The Empath rovers are posted at opposite “ends” of the empire to watch for rogue worms, and the rest are dispersed as I get them to spots I regard as potential avenues of attack.
Morale:
A military unit that spends long periods of time at peace need not fear having low morale. For one thing, once you get clean reactors, there’s NO REASON you cannot have troops with decent morale in all your bases. This can be accomplished simply enough by training new clean troops at a Military-oriented base, and shipping them out to your other bases. The old troops can then be relegated to patrol duties, or sent on worm hunts to boost their morale. If they survive the hunt, you’re a few credits richer and have a morale boost too! Eventually, if the unit in question survives enough hunts, he can be added back into your “regular” force pool.
To that end, such units should be upgraded to Empath at the very least, and probably given resonance armor for the duration of their hunting career. True, this means that you’ll likely not even break even, comparing upgrade cost to worms killed, but you will end up with an ever-increasing number of good morale troops and that is always a good thing.
Alternate plan: Leave the troops as greenies, and use them as your first Field Operations Group. Assign them to a transport (or several, depending on how many green troops you’ve got), assign each transport an escort, and give the whole outfit 3-4 probe foils, and you’re in business! If you have superior tech, it will offset the low morale and turn them into a viable fighting force.
Expansion:
The first goal is to fill up the continent (if alone), or to block expansion of a rival faction (if not alone), so as to limit the amount of space they have available to work with on the continent, and to maximize my own territory. If needs be, in order to head off a rival faction’s expansion, I will break with my usual paradigm of expanding my bases 3-apart in order to place a base to choke expansion, back-filling as I am able.
As soon as I get six bases, three of them are selected for project work, and they begin immediately. Two of the six bases begin churning out crawlers to bulk up their mineral counts, and one base (referred to as the “Mother Base”) continues to build colony pods to further the expansion.
Project Work:
This, and the above note depend on whether the game is SP or MP. In SP, I generally try to get LOTS of projects, but in MP, I only shoot for the ones I feel are most vital to my plans. In MP then, I’d ignore everything but the VW, WP, and PTS for denial (if possible). Much as I like the Empath Guild, my beeline is such that I can seldom beat a determined player to it, so I live with the infiltration, figuring it’d have happened sooner or later.
Ignore projects that are not pivotal to your game!!! It doesn’t matter who gets them if you don’t need them or can work around them! Early game, the ones I value most are: Weather Paradigm (creates turn advantage by shaving terraforming time), HGP (fast completion allows for an early switch to Market, even if Rec. Commons are not in place, and besides, with so many bases, so close together, the extra talent in each really helps with control!)—exception: if I’m playing Lal, I skip this one--VW (especially if playing Zak), and PTS (again, with so many bases and terraforming work done in advance, the boost in pop is quite nice). A bit later comes the Empath Guild, and then I’m all done for a while. (And with the Empath Guild comes everyone’s comm frequencies, allowing me to pick up the mobility techs I intentionally skipped earlier). Once my “crawler bases” get their mineral counts up where I want them—14 for most, 20 for my designated polluter base—they begin sending their crawlers to the project bases to help wrap up the first three projects I’m working on. Once those bases finish their projects, they begin building crawlers, and the bases with crawlers begin building projects. Needless to say, they finish rather quickly.
The moment the projects I want are in hand, full attention turns once again to expansion, and all bases crank out pods until the continent has been filled to capacity. Note that this is done entirely without regard to b-drones, or anything else for that matter! If I get to the point where the base I’m founding begins with a drone in it, then that base gets a rush-built Rec. Commons as it’s initial build. Many of these problems will vanish when the expansion is done and I add Dem. To my SE mix, so I ignore them in the meantime. Also, snagging the PTS plays into this type of expansion as the smaller bases get additional drone control.
Filling up the continent with bases spaced three apart is another absolutely vital step in creating a synergistic defensive network, because by doing so you create an absolutely air tight network that will prevent any and all drop troop actions against your mainland when you build the Cloudbase academy (and you’d better build it!). Scratch one method of attack from the aggressor’s bag of tricks! Not one single tile of your continent is vulnerable to drop troops.
As soon as the continent has been filled, all coastal bases immediately set to work building the sea pods necessary to ring the continent with coastal bases. While they’re doing that, the bases in the interior are building infrastructure like mad rabbits, AFTER spending some more time on developing their mineral suites.
Notes about crawler placement:
Now that you’ve finished the “manifest destiny” portion of your interlocking defense, and set up the eventual “locking out” of drop troops from your continent, it’s time to deal with troops who will be arriving the old fashioned way. Let’s face it, a transport filled to the gills with bad guys can REALLY mess up your day. To that end, don’t just place your crawler’s “wherever it’s convenient.” Get in the habit of working with them and trying to figure out where they’ll do you the most good. Look at the map. Where are you on the globe? Have you seen anybody else yet? If so, what direction did they come from? Even if they’re friendly right now, it might be a good idea to begin by placing your crawlers along the coast, ESPECIALLY in the direction where you know or expect trouble in the future.
This too, seems counter-intuitive. Why would you intentionally want to put your crawlers in harm’s way?
To that I would answer: “Better your crawler than your base!”
So, don’t be shy about it, relentlessly blockade your coastline. Seal yourself in. With all of your bases spending time building crawlers, it won’t take long at all to do! And remember, building crawlers is itself on an acceleration curve, meaning that if the first crawler takes you six turns to build, it pops out and starts harvesting minerals for you, then maybe the second will only take five turns. And the third will be even faster, until you have all you need.
Congratulations, you’ve just finished another segment of your interlocking defense. Now, you have eliminated “non-marine” units from landing anywhere on your coast. They can’t even attack your units! Sure sure, you’ve got the problem that Marines can still cause trouble, but not for long! (and besides, at this point, even if they DO land, they’ll be stuck in that tile for at least another whole turn, ZOC’d in by units on both sides. But read on, you’re about to eliminate that as a threat to your mainland too!)
When the sea colonies are established, I’m invariably running Market, and have been for some time. Thus, a token garrison is not needed, so the first build is an Infantry-based probe, outfitted with best armor and trance. This provides the fringe base with both probe and worm defense for the price of a single “clean” unit. The base then begins work on a sea former, but is in no particular rush to finish it, and then will probably be set to build at least one more probe team. Remember here, the goal of the sea bases is not to become productive (though they will in time), but to serve as early warning stations in defense of the core of the empire. A bit later, they’ll also serve as bases for navy squadrons and the air force. For now, they’re just early warning posts.
And excellent early warning posts they are! At this point, with sea bases up and running, you’ll find yourself with a large swath of ocean all around your continent that’s closed in by your borders. From a Marketeer’s standpoint, that means you now have a theater of operations for your navy! You can move around in it anywhere you like, and not cause the first ripple of drone discontent! Plus, the ring of sea bases (optimally spaced four apart and 3-4 spaces from the coast) means that there’s NO WAY an enemy cruiser can slip up to your coast undetected—assuming you don’t get lazy about eliminating patches of fungus! No way. Nada. None. Zilch. Surprise at sea is no longer a possibility for your continent. And if you actively patrol the waters, or post a few sea crawlers or probes with deep radar, you can see them coming from even further out.
Sweet.
Vertical Investment:
All core bases set about maximizing the economy and building research centers as their first priority, interrupting this only when a new weapon or armor type becomes available, and then only long enough to complete the prototype (often accomplished in one turn, thanks to crawler production, which is on-going at any time I get a few spare turns where all current infrastructure builds have been completed. At this point, any bases on the coast will also get a perimeter defense built. No maintenance cost, and I generally don’t get the Citizen’s defense force.
The Perim. Defenses are probably not necessary, but it’s better to build them while you’re building than to wait and see. Consider it cheap insurance for your bases on the coast. Be glad if you never need it, but grin like the Cheshire Cat when you do, cos its already in place. In any case, That’s another piece of the interlocking network, and it sends out a strong visual signal as well. It says, “Don’t waste your time attacking here, cos we’re ready for that kinda noise.”
Clean Reactors:
The MOMENT you get them, select two of your newer bases, preferably on different parts of the continent, and build Command Centers here. These will serve as the training ground for your empire. Add more if you need them, but start with two and see what that gets you. Set those bases to the creation of an infinite supply of shell units. Infantry, Rovers, eventually Tanks, and spend some time in the Workshop dreaming up all manner of nasty configurations. To see what they look like and get a feel for upgrade costs, upgrade a few of your shells into these various configurations, and post them around your empire. Better still, transport them to a fringe base for added security.
And while you’re about it, set up two more bases for the exclusive production of probe teams. Make these bases coastal, so you can make foil and cruiser probes too. Just keep most of them home for the time being, but DO send a few out scouting. When you need them, they’ll be ready.
Two more bases get tapped for use as Naval Yards, and these crank out an endless supply of ships. Mostly foils, some cruisers, mostly warships, some transports. Create squadrons and get used to operating them as a cohesive unit. Send the squadrons to various fringe bases as they are created, and you’ll find yourself with an ever-increasing naval presence all around your continent.
When you get air power, set one base aside for the production of jets. You won’t need many, so one base is plenty. Make interceptors only if you’re running market and have not yet set up a punished base, or an all specialist base. When you DO get one of the two set up, start making Pens as well, homing them all to the base in question so there’s no discontent. Create “flights” of these (I make flights which consist of three pens and two interceptors, but do it however you want), and again, get used to operating the flight as a group. Send them out to your fringe bases as well and put them on regular patrol. This extends your “sight” further away from your continent still.
When you get MMI, set aside one base for the exclusive production of choppers, re-homing as needed to prevent discontent. Add one chopper to each flight of planes you’ve created, and put one chopper in every coastal base, and every fringe base that doesn’t have a flight of planes already in it.
Cost:
Sounds expensive, doesn’t it? Sounds like it’ll take a LONG time to set up, yes?
Not really.
Remember, you’re not actually building all these expensive units, you’re building shells. Build Impact Needlejets and upgrade them to what you need. So each plane costs you 170 credits? Big deal. Each plane only takes one turn to build, too, and that’s a good thing!
Set yourself up like that, and then just let your opponent TRY to figure a cost-effective way to attack you. Just let him try.
My money says he never even touches your coast.
-=Vel=-
PS:
Other Stuff:
When you fill up the continent, relocate your HQ to a centralized location.
When your sea formers have cleared out all the fungus patches you DON’T want, set up a few that you DO want. And when you make a fungal patch, STAFF IT!
Specialist Bases:
Personally, I find the PIA factor to be too much to contend with in making all of my bases “Pure Specialist” bases, so that generally only happens about one base in three or four, with the rest making use of the forests I’ve got planted all over the place (note too, that with bases three apart, I’ve got more specialists than average in any case, thanks to the relatively limited number of workable tiles per base), giving me a nice mix of specialists and workers). Not to mention, filling up the WHOLE continent with crawlers isn’t that attractive to look at, and….what can I say, I’m an artist at heart! I make cool looking empires, if I do say so myself!
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