![]() ![]() The main issue with adjacency is that it's not in the tooltips: Neither for the bonus that a specific structure receives from T1/2/3 power generators / hydrocarbon plant nor for the mass extractors / mass fabricators. If you think that way (DO I NEED THIS NOW), all the time, it becomes a habit (and yes - that takes practice) then you can adapt to any map situation - and break away from having to rely upon a fixed build order (which is the achilles heel of any programmed player). ![]() If you build something that is just sitting idle, then it's wasted effort that could have gone into something you need now. A lot of players justify this, in their mind, with phrases like 'I'll need it later' - don't buy into that. DONT OVERBUILD POWER - this is the #1 mistake - and it's easy to do. Essentially, you should always have a resource base project of some kind underway - either mass (priority) or power. ![]() Likewise, your resource base should grow steadily - not in jerky steps - keep a steady pace of upgrading - moving all your T1 extractors to T2 before committing to T3. Just because you've got your first T2 factory doesn't mean you should immediately start making T2 units - Yes - get one or two T2 engineers out there, to start reinforcing your power systems, or setup some meaningful fixed defenses, but you're still going to need numbers, and you won't be able to keep those numbers up, until you have more than one such factory - that, just like the T1 factories, you can run all the time, without worry about outstripping your resource base. The transition, from one tier, to a higher one, should never be abrupt - but gradual, so you don't outgrow your resource base. When it comes to upgrading factories - keep in mind that the point of upgrading is not only to gain access to building more powerful units - but increasing the build power of the factory - and a T2 factory can absolutely churn out T1 units - don't neglect that. Avoid overbuilding engineers just because you think you might need them. They're just pushing the problem around by redistributing build power that you already cannot feed. If you have a resource lock, no amount of engineers will fix it. Having a firm grip on what your economy really is - and what you're doing with it - can be skewed wildly by having large packs of engineers. Overbuilding engineers, especially to assist factories, is very convenient, but ultimately not very efficient, and it can be grossly misleading about the true state of your economy. Let that be your guide - knowing that you have a satisfactory cadre of engineers doing work in the field all the time - a factory should be your first choice - not more engineers. If you are at a point where you accruing lots of mass, then adding a factory, and getting it building all the time, is how you deal with that. Later on, when you have the energy - mass fabrication will further increase the savings that can be had - always remember - external engineers and engineering stations get NO benefit from adjacency when assisting factories - in fact - they dilute the impact of any adjacency the factory may have. Land factories are more mass heavy - so getting an adjacency to an extractor can be very valuable - and - that value increases as you tech up the extractor. Air plants need power - so power adjacency will help there. You should investigate adjacency bonuses - they are more fruitful than augmenting factories with external engineers. The goal of a factory should be to ALWAYS be making units - and the purpose of the economy is to feed that factory - and more of them - or bigger ones. There is a balance - and maintaining it is where a new player becomes a better player - or not. ![]()
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