OldEarthRelic
Warlord
- Joined
- Aug 26, 2014
- Messages
- 190
Criteria: Maximize chance of winning on higher levels on standard maps (whatever they are)
****. Can I edit a poll?
Machinery is just as well left off, would you even have the tech to do anything with your worker on turn 0? And another case that they could be dinner for the aliens.
Weapons Arsenal, and I don't think it's even close. The problem with a worker from the start is that it an be rendered useless by aliens. If one of those buggers wanders near your border you'll have to order your worker to hide in the city and do nothing until the danger has passed and possibly destroyed the improvements you have built. With a soldier you have another scout that can grab pods, protect/assist your explorer and protect protect your worker.
You mean your extra soldier will be able to protect your worker that you build ?
Like how your extra worker can be protected by the soldier that you build ?
You mean your extra soldier will be able to protect your worker that you build ?
Like how your extra worker can be protected by the soldier that you build ?
also, learn to dodge!
Make the workers learn to play dodgeball on the way to the planet, so they'll know what to do if they meet an alien.![]()
If you start with a soldier and then build a worker there is no window where your worker is without protection.