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Defense economy (& anchors)

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Date Editor Before After
11/2/2023 1:57:49 AMUSrankCliver5 before revert after revert
Before After
1 The enemy provides you a trade: 1 The enemy provides you a trade:
2 Either you waste metal on defenses, 2 Either you waste metal on defenses,
3 Or you lose resources to our raids. 3 Or you lose resources to our raids.
4 \n 4 \n
5 That is defense. 5 That is defense.
6 \n 6 \n
7 These losses can be prevented, with "anchors!" Much like an anchor, although costly for the builder, is needed to keep a ship from floating away, there are many forms of defense that are costly, but mandatory to keep land control. 7 These losses can be prevented, with "anchors!" Much like an anchor, although costly for the builder, is needed to keep a ship from floating away, there are many forms of defense that are costly, but mandatory to keep land control.
8 \n 8 \n
9 === Raiding anchors === Raiding anchors become more costly with longer frontlines. 9 === Raiding anchors === Raiding anchors become more costly with longer frontlines.
10 - Raiders can be stopped by spending too many resources on riots (or counter-raiders), 10 - Raiders can be stopped by spending too many resources on riots (or counter-raiders),
11 - Stealth units can be stopped by spending a bit on scout screens, or a lot on structure screens, 11 - Stealth units can be stopped by spending a bit on scout screens, or a lot on structure screens,
12 - Air units can be stopped by building too many anti-air units, or raider units, or counter-air units. 12 - Air units can be stopped by building too many anti-air units, or raider units, or counter-air units.
13 \n 13 \n
14 === Assault anchors === Assault anchors become more costly with every key target, like anti-nukes, commanders, and fusion reactors. 14 === Assault anchors === Assault anchors become more costly with every key target, like anti-nukes, commanders, and fusion reactors.
15 - Assault units can be stopped by too many raiders, or fortifications. 15 - Assault units can be stopped by too many raiders, or fortifications.
16 - Artillery units can be stopped by shields, counter-artillery, raiders, and counter-assault units. 16 - Artillery units can be stopped by shields, counter-artillery, raiders, and counter-assault units.
17 - Nuke can be stopped by anti-nukes.
17 \n 18 \n
18 Arguably, a player's proficiency depends on how many anchors he chooses not to build. 19 Arguably, a player's proficiency depends on how many anchors he chooses not to build.