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toadfish

Long term design goals

  • Extension planning
  • Creep spawning and optimisation
  • Remote mining
  • Energy allocation and budgeting
  • Fortification placement

Required creep tasks:

  • Harvest energy
  • Upgrade controller
  • Build structures (which structures?) - we can start with some construction macros and move on to having the planner decide
  • Attack
  • Defend

Required planner tasks:

  • Create creeps
  • Maintain creep numbers
  • Balance roles
  • Plan and "commission" structures
  • Manage path-finding load
  • Defend territory
  • Attack territory

Planner Strategy

To start with let the planner only care about the room it's in. Later on we can add expansion strategies.

RC1

  • Maximum creep cost: 300
  • Just upgrade controller (always implied in later levels, just the main point of RC1)
  • No additional construction, this is a very temporary phase

RC2

  • Build extensions
  • Maximum creep cost: 550
  • Start to construct ultra-optimised roads, if needed

RC3

  • Dedicated "cows" now possible (WORK*5)
  • Tower construction.
  • Build containers to put grazing output
  • Initial safe mode tends to end here.

RC4

  • Build Storage.

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