ForumsGame WalkthroughsColony Fast-Tech Strategy

22 7258
dudemanthing
offline
dudemanthing
6 posts
Nomad

Winning the Technology Race

Hey, so I'm taking a concept from Warcraft and applying it here.

What is teching?
Teching is when you neglect to build any units and instead upgrade all of your buildings to the highest tiers, saving your resources for the higher level units, thus winning the technology war.

Your ally becomes very important here. They should be able to make enough early units so that you can concentrate on your macromanagement instead of defence, although sometimes you may have to build a few units early on.

Your government should be Fascist for this. Both of these tactics rely on the stalling power of your teammate, and good micromanagement is very important.

-= If your buddy is air and you are ground =-

1. First, obviously, build a Bank. Upgrade it as soon as you hit $50.
2. Then build an Armory. Set it to gain money.
3. Then build another Armory. Again, set it to gain money.
4. Once you hit $40, build an Outpost. Upgrade it to a Barracks as soon as possible.
5. Upgrade your Barracks to an Arsenal as soon as you hit $80. Once you do, immediately switch both of your Armories from cash to people.
7. Start pumping out Black Queens.

After you have set up:
A) Retreat your BQ's if you see Sakata MK-2s coming and pump out mass Marines.
B) Always keep one or two waves of Marines in front of your BQs in case of missiles, unless you're on Cold War.
C) Remember to be flexible; If you need to start pumping out Hover Tanks, don't be afraid to do so.
D) If you start to run low on Energy, switch one of your Armories to gain Energy.
E) Note that you can keep pumping out Marines without worrying about the available people resource if you have 2 Armories going.

-= If your buddy is ground and you are air =-

1. First, as above, build a Bank. Upgrade it as soon as you hit $50.
2. Then build an Armory. Set it to gain money.
3. Then build a Generator. Upgrade it as soon as possible.
4. Once you hit $40, build a Forge. Upgrade it fully as soon as possible.
5. Now you are set up!

After you have set up:
A) You can make one wave of Scouts, then a wave of Phantoms behind them.
B) Set your Armory to gain money if you are building Phantoms.
C) In the late-game, use Gladiators. They are really hard to kill, and can be really good in waves.
D) If you put a lot of Scouts right outside firing range of the enemy base, but close enough to hit units that spawn as they come out, you can keep them from ever building up an army.
E) If you find yourself with somewhere like 300-400 cash and 100-200 energy, and you aren't on Cold War, demolish your Forge and build a Special Operations center. Then bomb all of their guys and their base to death!
F) Kill off BQs with Sakata MK-2s backed by your friend's Hover Tanks or Romans to cover the ground.

Any thoughts? If you've been winning a lot with this, tell me!

  • 22 Replies
ilovemoney249
offline
ilovemoney249
811 posts
Nomad

Hey thanks! Good guide by the way. Hopefully I can use this some time later on. It's hard for me to work it because the allies I get are completely stupid.

firetail_madness
offline
firetail_madness
20,591 posts
Blacksmith

The battle strategies are correct but the teching strategy isn't completely correct.

thisisnotanalt
offline
thisisnotanalt
9,821 posts
Farmer

Armory first is more efficient than bank first. That way, you can get to groditz, snipers, MK IIs and phantoms faster. Also, armories generate money faster than banks overall.

firetail_madness
offline
firetail_madness
20,591 posts
Blacksmith

I found out that the total amount to build armory supplies is actually more than it costs to build treasury. (60+25+25=110, 50+50=100)

lalala12
offline
lalala12
2,165 posts
Nomad

And the energy can pose a problem, unless you want to set your armory to energy...

Cause hospitals and deployment buildings require energy

Bronze
offline
Bronze
2,417 posts
Shepherd

I would rather be caps because fascists works better for forge and commies work better for outpost and caps are in between, thus being more versatile. Also, you don't need to build buildings fast when you are teching up, caps provides money quicker which is more important when teching.

Good job though, the more strategies floating out there the better.

firetail_madness
offline
firetail_madness
20,591 posts
Blacksmith

I set my armory for energy sometimes? (Mostly for hovers)

destinydude
offline
destinydude
2,052 posts
Nomad

What i do is make a bank, and fill the rest with armorys.Then get rid of bank and build foge/outpost and make sakatas or snipes.Sometimes it backires if someone is a rusher.

firetail_madness
offline
firetail_madness
20,591 posts
Blacksmith

Lots of roman rushes out there.

Bronze
offline
Bronze
2,417 posts
Shepherd

What i do is make a bank, and fill the rest with armorys.Then get rid of bank and build foge/outpost and make sakatas or snipes.Sometimes it backires if someone is a rusher.


Always look for a roman rush. As soon as you see the first roman get dished out the only thing you should worry about is getting a CT out.
lalala12
offline
lalala12
2,165 posts
Nomad

Seems that outpost = defends against rushes and forge = rusher, cause if you have a roman rush sent at your...you either...
A) Make romans!
B) Make scouts!

Both of which fail, as roman vs roman = they win for a bit, and scouts build too slowly and are single target.

=/

Bronze
offline
Bronze
2,417 posts
Shepherd

If you have to choose from scout or roman to defend a roman rush get romans. Scouts may not be attacked by romans but they simply don't have enough fire power to effectively halt a bunch of romans. I'm going off the fact that you have no units to defend with yourseld with when you see a rush coming.

firetail_madness
offline
firetail_madness
20,591 posts
Blacksmith

Phantoms own romans, though...

Bronze
offline
Bronze
2,417 posts
Shepherd

You shouldn't even have phantoms to defend a roman rush...

firetail_madness
offline
firetail_madness
20,591 posts
Blacksmith

Yeah, the romans you send out are distractions, because the center base land weapon is stronger.

Showing 1-15 of 22