Disagree. This is not an entirely accurate statement. Real estate is the end all and be all of this game, not fleet. You can have all the fleet in the world, but you can only take 1/3 of your enemy's economy away. If an enemy has more real estate you will inevitably lose. Fleet is a means or tool by which to occupy real estate, but it is not the real "game winner."xJudicatorx wrote: E-hono(u)r
Farm view: Fleet is really cool and I'll get some whenever I'm not busy doing something else.
Farmer view: Fleet is the best route to increasing my credits and defending my bases, so I'll make as much of it as possible as quickly as possible.
Summary: There is no point to increasing capacity if you aren't always producing fleet - no point to increasing your economy if you won't be spending it on fleet. Fleet is the be all and end all in this game, so get a lot of it.
Disagree. Deterrence is not necessarily about never getting hit. It is about being chosen last. The idea of having strong defenses is not to avoid being hit, it is to make others (such as those with loads of fleet and no defenses) more attractive. The position posited here as the "farmer view" only works if you are in the top guild; otherwise it just makes it easier and more profitable for any enemy stronger than you to occupy your bases and continue to do so.xJudicatorx wrote: Defenses
Farm view: If I'm unprofitable, no one will bother to hit me so I'd better spend most of my money on that.
Farmer view: I wish someone would attack me so I could find their fleet and derb it.
Summary: Defenses are handy for when you're offline or just don't want to bother watching your scanners, but mostly aren't necessary if your fleet is around. As long as you have enough that no one can sneak up on you, you can spend those credits on other things.
Heard this a million times. CCs are a waste of space... Time and experience has proven otherwise. Difference of opinion, I guess. Assume for one second that you can have both good production and heavy CCs (which you can). Now what? The answer is, your enemy hurts when they try to perma OCC you. You are free more rapidly. Your defenses and econ can regenerate faster. Fleet can be derbed, but OCCs last forever!xJudicatorx wrote: Command Centers
Farm view: More command centers means more defenses so the more the better.
Farmer view: Command centers are the only structure in the game that gives absolutely no benefit, so I want to have just barely enough to hold all occupations.
Summary: Seriously, a crystal mine on a craters gives you more value than a command center that isn't holding an occupation. Putting 10 or 20 on each base is so costly in terms of area and population that you could double your production rate by disbanding them.
It was mentioned that a "crystal mine gives more value". There is the answer. Is "value" what you are truly after by creating CCs? NO! Is "value" the end all of this game? Obviously not because a single fighter on a base with 20 CCs can do twice the damage of one fighter with no CCs. If you lose a million fighters taking back an OCC'd base rather than half a million fighters you lost 5 million credits rather than 2,500,000. That doesn't sound like much of a "value" to me, considering the overall cost of Command Centers.
I think this guide is good and makes many good statements, but like everything else it is not entirely accurate and does not take all situations into consideration. To each their own.