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What is a smooth/optimal economic and tech progression supposed to look like?

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Date Editor Before After
6/3/2021 4:04:00 PMFIrankFine before revert after revert
6/3/2021 3:48:14 PMFIrankFine before revert after revert
6/3/2021 3:37:25 PMFIrankFine before revert after revert
6/3/2021 3:31:10 PMFIrankFine before revert after revert
6/3/2021 3:28:40 PMFIrankFine before revert after revert
6/3/2021 3:25:00 PMFIrankFine before revert after revert
6/3/2021 3:19:26 PMFIrankFine before revert after revert
Before After
1 I have found unit density to be the easiest way to think about ZK progression. This wiki article also outlines much of what is discussed above http://zero-k.info/mediawiki/index.php?title=Typical_game_progression 1 I have found unit density to be the easiest way to think about ZK progression. This wiki article also outlines much of what is discussed above http://zero-k.info/mediawiki/index.php?title=Typical_game_progression
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3 When worst comes to worst and you reach the midgame with map control / eco parity, a traditional tech tree of artillery/skirmisher hybrids arises - a blob of such is unassailable by conventional force as they can hide behind token numbers of escorts or inside the turret forest that lines both territories while still inflicting meaningful attrition even against highly mobile targets thanks to density scaling effects. Additionally. they themselves demolish such turret forests and thus are one of the strongest ways to fight an army consisting of artilleryskirms or weeding out their escorting force. 3 When worst comes to worst and you reach the midgame with map control / eco parity, a traditional tech tree of artillery/skirmisher hybrids arises - a blob of such is unassailable by conventional force as they can hide behind token numbers of escorts or inside the turret forest that lines both territories while still inflicting meaningful attrition even against highly mobile targets thanks to density scaling effects. Additionally. they themselves demolish such turret forests and thus are one of the strongest ways to fight an army consisting of artilleryskirms or weeding out their escorting force.
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5 By fire range, the tree goes roughly along the lines of fencer/recluse/rogue < ! stinger ! < dante < sling < emissary < firewalker < lance < merlin, with firewalker exhibiting standout riot-like properties. The progression may alternatively be disrupted by the airplane factory equivalent of unassailable artillery, likho, whose HP pool demands specific counters to economically fight. 5 By fire range, the tree goes roughly along the lines of fencer/recluse/rogue/scalpel < ! stinger ! < dante < sling < emissary < firewalker < lance < merlin, with firewalker exhibiting standout riot-like properties. The progression may alternatively be disrupted by the airplane factory equivalent of unassailable artillery, likho, whose HP pool demands specific counters to economically fight.