|
Avenoct
|
 |
NC, USA
Apr 2001 time: 00:15
|
|
Yeah, that was kind of a blanket statement wasn't it?
Also, keep in mind, I was talking about the AI. But this has really different effects for AI and human players at different points of the game. Also, keep in mind for the examples below, I'm talking about AI factions that are focused ordinarily on growth and infrastructure.
1. Early Game: AI: AI has 3 bases, no current Colony Pods, and One former. It gets attacked. It wasnt working on much, so switching to 2 extra 1-2-1's and a 2-1-2 isn't a minerals question. It takes 10 turns to get these units finished and in the field. The other factions have all made a CP, another former, and have started a rec tanks. Now the units are done for the 'Defender' AI. As these are it's second military unit, some mineral production is going to be lost in their home bases for the former, and any additional units. So it trudges these units along the threat axis, and, get's clobberred, or the enemy gives in to a truce. Either way, it was an overreaction or too little too late. This faction is way behind.
2. Early Game, Human: Same thing really, but at least you might use these units as garrisons at new bases, rehoming them to balance the mineral problem.
3. Early-Mid Game, AI: AI has 6 bases, working on Net Node, 2 Secret Projects, a CP, a Former, and a Garrison. War starts, and production changes to (4) 4-1-2's and (2) 1-3-1's. Three of these are done immediately, at the bases that were working on the SP's and the Node, but now they have mineral-support costs. The SP was going to take 31 more turns, now its going to take 51 (ie never get done). As the war invariably ends, these units sit around home base, eating up support. The base that was working on it's own garrison sends that garrison off to war and begins another, only to get wiped out by a worm. The war, in the best case, ends early, but if it just becomes an endless attrition, the AI continues to pump out units and ends in mineral deadlock. The other factions get all the SP's, get nice terraforming and infrastructure, and make great enemies in the late game.
4. Early-Mid Game, Human: 6 bases, all working on crawlers. Human rush-finishes 3 of these, switches to (3) 4-1-2's at those bases, sneaks up and takes out an important offending faction base. That faction surrenders, is given the base back, and some tech. The other 3 crawlers get done, infrastructure resumes. Or, if you're really getting pounded, yes, you switch all 6 to defenders and counter-attackers, but you make darn sure you cripple the enemy inside of 10 turns or so (relative to the map size). Further, you use the surviving veteran units as border patrols, pod-poppers. You might disband or re-home the units that didn't see battle. In general, your minerals get back to normal asap.
5. Mid-Late Game, AI: AI has 12 bases, all producing 10-30 minerals a turn (factories). It's never been in a war, other than a few sniping battles or to steal tech. There's a couple garrisons in each base. Ruh roh, war! All 12 turn to building weird units: mindworms, even though negative planet rating and no biolabs, missiles, even though bad cost/damage ratio, some needlejets, and a garrison or two. These get finished, but the war isn't over, so it builds some more, tossing in an IOD, a chopper, and starting on a PB. If the war doesn't end soon, this faction is going to cripple itself, as above. But, if the enemy is closeby and if the AI get's lucky, it wins the war with a ton of units built fairly quickly. Now at peace, it switches back to infrastructure, which it still has decent minerals for.
6. Mid-Late Game, human: Two bases turn to building morale-rich hovertank shells. These are upgraded to something silly like 13-4-3 Elite AAA Hovertanks. Two choppers are dispatched from their garrison positions. Five turns later, the battle is over...etc.
That darn silly AI,
Smack
|