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Blake
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Brainfallocatione
Oct 2000 time: 17:13
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Hmmmmm.
The best way in general would probably be to build command centres in a couple of bases and dedicate them to building troops and prototyping. The rest of your empire can go on expanding. Ofcourse you should do this anyway, just in case Miriam or Yang (or god forbid, both) come to play in your territory.
Another good comprimise is to use Gaians and capture a force of worms, this doesn't slow your expansion at all. Although worms are not ideal for actually capturing bases they can harrass and provide an active defence, both against other players and wild worms.
By far the best faction for what you want to do is the Hive, which I always play as a builder, start by simply expanding Yang style (suprise), no-one can expand faster than Yang. Focus mainly on colony pods, each base only needs to build a former (or two) and a couple of scout patrols, then more colony pods. Once you run (or sprawl, prehaps?) into someone which needs a clobbering get any base which has just finished it's latest construction to build an Impact Rover (other bases just continue with colony pods or infastructure), the bases near the border should build (4-2-1, 2-3-1) infantry. In about 5-8 turns you should have assembled a mixed hoarde, the border bases continue building units for war re-inforcements while all the interior bases resume infastructure. The great thing about the Hive is that no SE change or great planning is required to go to war, you can just do it whenever it is convenient. Even when playing yang as a builder it hurts none to have half a dozen bases churning out military units, these bases are very cheap, only requiring a command centre and two scout patrols (rec tanks, rec commons optional)
While most factions benefit greatly from focusing on one area Yang doesn't, it is easy enough to actually have half of your empire playing the builder game while the other half goes momentum (and both halves likely have as many cities as a standard faction), while this may be possible for other factions to do it would not be a good idea!
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shimmin
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Illinois, USA
Sep 1999 time: 05:13
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Early game fighting is tricky. At this phase of the game, production is slow, unit movement is slower, and tech development is still relatively fast. This creates a sort of "future shock" for your military. By the time you build an army and send it someplace, it is often obsolete compared to the defenders it will find.
Even the momentum-based "roverun" strategy is normally played expansion as fast as possible, and then segueing into mass production of war materiel. Miriam "The Lord is my impact rover" Godwinson is particularly good at this.
The one exception I'd make is if in your early game scouting you find yourself sharing a continent with a militarily unprepared faction (for example, one with two bases, one undefended) and can take them out quickly, do so. The benefits of not having to split a continent and avoiding a costlier war 50 turns down the line easily compensate for a few turns' lost expansion.
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Skanderbeg
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of the Anti-Alien Forces of the Cult of Planet
Nov 2000 time: 05:13
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quote:

Originally posted by SMACed on 01-16-2001 05:19 PM
quote: Miriam "The Lord is my impact rover" Godwinson
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Who's made fun of more, Miriam or the gender challenged Cult? |
They are VERY different! Miriam is a warmonger by heart.
Playing Cha Dawn as a warmonger will normally lead you to defeat. The AI plays him as a warmonger (with his vendettas with all other factions), and we all know the results. The only way he can make war is the wormrush,
and in early game he will not have enough conventional
troops to backup the worms. Normally, the wormrush strategy would fail for Cha Dawn. Surprisingly (?), it is better to start playing Cha Dawn as a builder! Expand, and use the worms for pod-popping and as garrison for your bases (police bonus!), until You are the strongest faction. Then You can go to war, but be careful. Do not make You more enemies than You can fight.
To the main topic: On the higher levels, going to war in the early game is very dangerous. It's an "All or Nothing"-strategy, perhaps suitable for Miriam or Yang, but not for the other factions. You have not very much troops in the early game, and if You move them away from Your bases in your enemies territory, they will miss You as defenders. And in early game, You normally haven't infiltrated your enemies, and You haven't complete planet maps, so, there is always the possibility of a evil surprise. You send Your rovers to Zak in the west, and suddenly, Yangs rovers appear in the East, and such things. Another thing is, that in early game there are no big differences in tech, so You will not have better weapons than Your enemy.
For my opinion, it is much better to focus on building and expansion in the early game. Build colony pods, basic infrastructure (recreation commons, pressure domes (I know, most people build recycling tanks, but I prefer to build pressure domes), and childrens creches), two defenders for each base (hand weapon infantry with best armour + X-Rover with best weapon, no armour) and try to get some neat secret projects.
With this basics You can get the tech lead in long terms, and THEN You can go to war with better weapons!
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Sindai
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Unless of course you're running fundy and plan to keep doing so for a long, long time....
Same goes for Yang and Police State.
That's why the two of them are so damn annoying. Both of them hate you unless you run their SE, and their SE favorites are absolutly terrible for anyone but them....
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