Which of the following are you willing to give up for crawlers?
(1) Second interceptor to handle University Falcons.
(2) Additional needlejets to attack University bases and additional 'copters to defend captured University land bases and to attack units outside bases.
(3) Sea formers to terraform sea squares for existing bases (including Midway and all the captured sea bases) and to prep squares for new sea bases.
(4) Sea colony pods to claim Atlantic Ruins, New Sargasso and the area between University and the Hive.
(5) Ground units to hold Mir (I assume you do want to capture it and you don't want to let Zakharov have it back without a fight).
(6) Another probe cruiser to steal tech from Zakharov while we have the Hunter Seeker Algorithm and he doesn't.
(7) The Living Refinery which cost 400 minerals (we currently have a 50 mineral skimship supply and one 30 mineral supply - plus the three 10 mineral supply droids).
The reason for our problems balancing military against development are the Gaians. When the Gaians destroyed the two defenders at Koppernigk Observatory (now E pur si mueve), the University was going to replace the defenders with AAA probability sentinels which defend against our aircraft at 12 (armor 6 + 100% AAA) before taking into account perimeter defense, base, sensors and morale.
Without nerve gas, we don't have the firepower. So we sent in every available unit from Boiled Egghead, including the garrison to take E pur si mueve. Now it is a scramble to have enough units to exploit the beachhead. Because of our high efficiency, one strategy is to build a lot of trance scouts and recon rovers and upgrade them as needed (we may have to forego research for a few turns).
Take a look at E pur si mueve and turn some of those doctors into thinkers. Look what happens to the labs and compare the labs generated by E pur si mueve to the labs generated by Seaview. This shows the power of the specialist.
(1) Second interceptor to handle University Falcons.
(2) Additional needlejets to attack University bases and additional 'copters to defend captured University land bases and to attack units outside bases.
(3) Sea formers to terraform sea squares for existing bases (including Midway and all the captured sea bases) and to prep squares for new sea bases.
(4) Sea colony pods to claim Atlantic Ruins, New Sargasso and the area between University and the Hive.
(5) Ground units to hold Mir (I assume you do want to capture it and you don't want to let Zakharov have it back without a fight).
(6) Another probe cruiser to steal tech from Zakharov while we have the Hunter Seeker Algorithm and he doesn't.
(7) The Living Refinery which cost 400 minerals (we currently have a 50 mineral skimship supply and one 30 mineral supply - plus the three 10 mineral supply droids).
The reason for our problems balancing military against development are the Gaians. When the Gaians destroyed the two defenders at Koppernigk Observatory (now E pur si mueve), the University was going to replace the defenders with AAA probability sentinels which defend against our aircraft at 12 (armor 6 + 100% AAA) before taking into account perimeter defense, base, sensors and morale.
Without nerve gas, we don't have the firepower. So we sent in every available unit from Boiled Egghead, including the garrison to take E pur si mueve. Now it is a scramble to have enough units to exploit the beachhead. Because of our high efficiency, one strategy is to build a lot of trance scouts and recon rovers and upgrade them as needed (we may have to forego research for a few turns).
Take a look at E pur si mueve and turn some of those doctors into thinkers. Look what happens to the labs and compare the labs generated by E pur si mueve to the labs generated by Seaview. This shows the power of the specialist.
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