- Extension planning
- Creep spawning and optimisation
- Remote mining
- Energy allocation and budgeting
- Fortification placement
- 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
- Create creeps
- Maintain creep numbers
- Balance roles
- Plan and "commission" structures
- Manage path-finding load
- Defend territory
- Attack territory
To start with let the planner only care about the room it's in. Later on we can add expansion strategies.
- 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
- Build extensions
- Maximum creep cost: 550
- Start to construct ultra-optimised roads, if needed
- Dedicated "cows" now possible (WORK*5)
- Tower construction.
- Build containers to put grazing output
- Initial safe mode tends to end here.
- Build Storage.