Its your prime bottleneck and tier 1s can be fully modded more cheaply.įrom there I follow the same pattern. The reason for so many tier 1s is cosmite. Usually they end up with a support, 1 biggun and the rest tier 1. I make many more tier 1s to fill out these secondary stacks too. The tier 1s get shifted into secondary stacks. Then I start making them and shifting them into my hero stacks. I get the city upgrades needed to make these bigger units. By that point I have always made sure to research a bigger and strategically important unit that I can start supplementing with. Do this for every hero you get until they have a full stack each. The thing is early game for literally every race you should be pumping out tier 1s with the occasional support specialist. This is when I generally take on the silver and gold site locations, throwing stacks of old chaff units into them on suicide missions to get one last bit of use from them while replacing them with a stronger force. I can usually figure out some interesting synergies (and enjoy never quite knowing, in any given game, what my end state's going to end up being). Later in the game, once the map has settled down some and I've absorbed one or two opponents' empires, I take stock of which units I have access to via starting race, conquered races, secret tech, and available npc dwellings. Rather than quality with powerful synergistic comps, I go with quantity, pumping out units from bases/summons/dwelling influence purchases. The idea is to have as many channels pumping out units as possible. Psynumbra and Promethean both get access to powerful summonable units almost immediately. The Kir'Ko can pretty efficiently get access to summonable grubs that can eventually evolve into higher tier units, for instance. My personal strategy is to ensure that, whatever race/class combo I play, there's always an early game strategy map summoning tech pickup. I've heard good things about Syndicate Promethean purifiers (there are two separate doctrines that can decrease their cost, meaning they can end up costing less to produce than scouts do). Key to early game is to churn out units efficiently.
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