![]() This makes them much faster at upgrading than robotic or scavenger. They can use their extra claims to throw down 2 iron mines and 4 steel mills. Robots are terrible at making steel, expansive are amazing at it. You say there's no industry expansive are built for. ![]() I hate to say it but I don't feel like giving an indepth guide or anything, so i'll address some things in brief:ġ. With Pork or Heron's suggestions they might live up to their name, or perhaps a reduction of expansion costs would help.Įxpansive are, in my opinion, the most powerful faction in the game. While they need less steel they need more structures to obtain it, and should you solve your need for steel there is still the problem of glass. Success against them is not reflective of the strength of your faction, though I believe it's harder with expansive. They repeatedly sabotage the same exact tile regardless of how many goon squads you place there. They often build large numbers of structures during temporary shortages and then immediately turn them off. I've seen them engage in betting wars up to the tens of thousands for patent tech that can not even be leveraged on the map at hand. In general I never felt them to be weak.Īny faction can be made to work against the AI as it is still quite primitive. They're worst when "buy claim" is on the black market. They need less steel and have extra claims. In regular skirmishes they are strong as well. In the campaign they are by far the best faction because they naturally produce all needs of the colony Originally posted by El Guapo:Hmm, I find expansive to be very powerful. Is there some secret strategy which makes this faction viable? If not what changes would you propose to make them so? This has always been the case in any multiplayer games I've managed to pull together where anyone was foolish enough to choose them. In game the expansive simply accrue debt and get bought out. So long as they hedge efficiently against the eventually obscene prices of their upkeep resources they are open to any resource market they deem most profitable while the robotics inevitably go for power and electronics, scavenger for power or carbon-based, and scientific for water-based.Īt least on paper. ![]() They are not restricted to the efficient yet vulnerable clusters of the robotics and their claim ought to give them a high-value land and consequently a tempo advantage over the corner-cutting scientific. I believe the expansive were intended to be a faction of flexibility. In general they seem to accomplish all tasks slower and clumsier than the other factions. Where the scientific may build their farms right upon the water tile the expansive must spend their claim, energy, and most likely fuel mining it, and hopefully from a high yeild tile (which leaves you open to sabotage). Their HQ upgrades are notably more expensive than both scavenger and robotic and there is no industry which they are naturally built for. The expansive extra claim comes off as horribly inadequate. Of the four factions I've had the least success with expansive. ![]()
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