(Can't post links yet. Need another post.)
Pop Boom one:
i.imgur.com/wgxmLK6.jpg
This is what I used for the remainder of the game shown in the background. +4 Support without any real issues other than growth.
i.imgur.com/eI8WtDe.jpg
Good for +2 econ. Maybe I should have used Green. (Didn't use this model. Just for demonstration.)
i.imgur.com/zX70l65.jpg
Fundy Planned Knowledge.
i.imgur.com/3PvpYdn.jpg
i.imgur.com/EDDeBe0.jpg
You are correct, 12 bases is a little small for production centres, but I usually play on Small maps because I don't like playing for three days straight on one map. (Gets boring, if I'm ahead of everybody else, and frustrating if I'm consistently behind.) The main problem I have with the +4 support image seen above is that it takes a llooooooong time to get there. If I was in MP, that would be enough time for some other builder faction to get a solid foundation and run away into the sunset: because I have to get Hab-domes, and that's Build 10 -- in the range of advanced spaceflight and nukes. On the other hand, pursuing a highly aggressive strategy as you say can be highly beneficial -- when you conquer bases, just move the support to the newly conquered base, freeing up your production centers to keep churning out new units, which is what I usually do. I don't give a hoot about the newly won bases other than temporary healing grounds (Command Nexus) and since they're usually badly terraformed and terribly located, I couldn't be bothered to fix such grievous errors.
I like having elite units. Sometimes an elite unarmored rover can defend itself without the liberty of retreating against a poor morale Impact unit and still come out on top, if severely damaged. That's why I gun for the Cyborg Factory, Command Nexus and put Aerospace Complexes in the air unit production bases. Elite infantry is also nothing to sneeze at when bringing down bases stuffed to the gills with defenders -- which is why I like running Fundamentalism. The hit to Efficiency and Labs is generally not a big deal, but I do compare the breathroughs per turn and cash per turn when I decide whether to run either Democracy or Fundy. If the difference isn't much (30ec, 1 turn, something like that) then I default to Fundy because by the time I get SE choices I'm sizing up the next-to-be-conquered, and that is usually the Hive.
Once I'm done with my little experiment on the current map I'm playing (huge map of Planet, two bases in the Freshwater Sea, gonna pump them up big, assuming the Hive who is #1 right now doesn't get out of control: I got most of the early SPs except for the HGP, which I don't care about) I'll try ICS as you say.
Pop Boom one:
i.imgur.com/wgxmLK6.jpg
This is what I used for the remainder of the game shown in the background. +4 Support without any real issues other than growth.
i.imgur.com/eI8WtDe.jpg
Good for +2 econ. Maybe I should have used Green. (Didn't use this model. Just for demonstration.)
i.imgur.com/zX70l65.jpg
Fundy Planned Knowledge.
i.imgur.com/3PvpYdn.jpg
i.imgur.com/EDDeBe0.jpg
You are correct, 12 bases is a little small for production centres, but I usually play on Small maps because I don't like playing for three days straight on one map. (Gets boring, if I'm ahead of everybody else, and frustrating if I'm consistently behind.) The main problem I have with the +4 support image seen above is that it takes a llooooooong time to get there. If I was in MP, that would be enough time for some other builder faction to get a solid foundation and run away into the sunset: because I have to get Hab-domes, and that's Build 10 -- in the range of advanced spaceflight and nukes. On the other hand, pursuing a highly aggressive strategy as you say can be highly beneficial -- when you conquer bases, just move the support to the newly conquered base, freeing up your production centers to keep churning out new units, which is what I usually do. I don't give a hoot about the newly won bases other than temporary healing grounds (Command Nexus) and since they're usually badly terraformed and terribly located, I couldn't be bothered to fix such grievous errors.
I like having elite units. Sometimes an elite unarmored rover can defend itself without the liberty of retreating against a poor morale Impact unit and still come out on top, if severely damaged. That's why I gun for the Cyborg Factory, Command Nexus and put Aerospace Complexes in the air unit production bases. Elite infantry is also nothing to sneeze at when bringing down bases stuffed to the gills with defenders -- which is why I like running Fundamentalism. The hit to Efficiency and Labs is generally not a big deal, but I do compare the breathroughs per turn and cash per turn when I decide whether to run either Democracy or Fundy. If the difference isn't much (30ec, 1 turn, something like that) then I default to Fundy because by the time I get SE choices I'm sizing up the next-to-be-conquered, and that is usually the Hive.
Once I'm done with my little experiment on the current map I'm playing (huge map of Planet, two bases in the Freshwater Sea, gonna pump them up big, assuming the Hive who is #1 right now doesn't get out of control: I got most of the early SPs except for the HGP, which I don't care about) I'll try ICS as you say.
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