I'm not a fan of the SCC approach, for a number of reasons.
#1: Like Frankychan, putting all my research eggs in one basket is abhorrent to me.
#2: In order to get the most from your SCC earlier on, you'll be terraforming an energy farm, which is, imo, not a very efficient use of terraformer time. More bases will almost invariably suit your faction better, especially later in the game when cloning vats and nutrient satellites can rachet up your population very swiftly. Besides, energy farms can be a great defensive liability.
#3: Tech advances are truncated on a per-base basis. This means that if you need 35 labs to complete a tech this turn, and your SCC is about to contribute 1000, you'll lose the 965 leftover labs. There are tricks you can learn to figure out where in the base order your base will be, and act accordingly, but that detail in accounting makes my head itch. Better to make each base produce labs efficiently for the its size.
#4: Tech is the most ephemeral advantage in the game. Unit techs can be reverse-engingeered, and other techs can be probed away. Now a bad tech rate can be a hamstring, especially before probes, but IMO you're far better off keeping tech parity with your competition while focusing on minerals to outbuild them.
#1: Like Frankychan, putting all my research eggs in one basket is abhorrent to me.
#2: In order to get the most from your SCC earlier on, you'll be terraforming an energy farm, which is, imo, not a very efficient use of terraformer time. More bases will almost invariably suit your faction better, especially later in the game when cloning vats and nutrient satellites can rachet up your population very swiftly. Besides, energy farms can be a great defensive liability.
#3: Tech advances are truncated on a per-base basis. This means that if you need 35 labs to complete a tech this turn, and your SCC is about to contribute 1000, you'll lose the 965 leftover labs. There are tricks you can learn to figure out where in the base order your base will be, and act accordingly, but that detail in accounting makes my head itch. Better to make each base produce labs efficiently for the its size.
#4: Tech is the most ephemeral advantage in the game. Unit techs can be reverse-engingeered, and other techs can be probed away. Now a bad tech rate can be a hamstring, especially before probes, but IMO you're far better off keeping tech parity with your competition while focusing on minerals to outbuild them.
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