BUILDING UNIVERSITIES
You build universities in order to gain
access to advanced units that will aid you in the pursuit of expansion and of war.
However, purchased to early or too late, the advantage/profit you will realise from these
purchases will be drastically reduced (that is, you make less money or get bogged down in
a war that you can no longer win). To determine the best time to buy a university, you
must first determine why and where.
You cannot know the
best time to build a university if you don't even know what you are building it for.
Building a new university just because you want to is usually not the best reason.
Instead, you need to determine if the price you outlay for the university is going to be a
good investment or not. So, how do you tell if the purchase of a particular university is
going to be a good investment or not? It is a matter of analysis. Analysis of the unit
itself and analysis of your situation. Taking a look at the advanced units , we can see
they can be categorised in two different ways: As Expansion or War units and as Key and
Non-Key units. Expansion units are valuable for their ability to allow you to capture more
cities (Panther), capture wrecks (Sharks) or move all your units faster (Hercules) and War
units are all the other units. Key Units are those that will have greatly improve your
ability to expand and/or wage war and non-key units are those that are not greatly useful
(and hence should not be purchased unless necessary to achieve some special goal, succeed
in some special tactic or to get one of the Key universities). A chart of all these is
available below.
|
Key |
Non-Key |
| Expansion |
Panther
Hercules |
Shark |
|
|
| War |
M-31/Elf
Striker/Tiger
Patriot
Scorpion
Furtif |
Commando
Grizzli
Artillery
Captain
Nuclear |
Air Freedom
Metal Knight
Shooter
Apache
Falcon |
Scud
Destroyer
Predator
Eagle |
As you can see, all the Expansion units are
considered to be Key Units, while only some of the War units can be considered Key and the
rest are Non-Key units. So why make the distinction at all? Basically, the Expansion Units
are Key for different reasons to the War Units that are Key. The general rule for success
in Metal Knights is for a Player to first expand to the point at which he is confident
enough to go to war and only then to begin a war. So too then, a Player should buy his
Expansion Universities first and his War Universities second.
Where a player purchase his Universities is also of concern. The primary rule of
University placement is to not build your universities where they can be taken before they
give you an advance or taken and used against you. This rule is not iron-clad however. In
some cases, taking a risk can be the key to victory (see my page on Overall Strategy for Individual Play)! Key Universities
should be built where the prototypes they provide can be immediately useful (if possible).
For Expansion Universities this is generally at the edge of your empire. For War
Universities a position close to an opponent, but safe from aggression (due to
fortifications, defensive units and/or inaccessibility) is best. Non-Key Universities
should simply be built where they cannot be used as a stepping stone to your base or
stolen before they come to fruition.
So, now that we know all this, let us take a
look at each of the Key Universities to determine the specifics of their utility (the why
and where of their purchase).
- Panther
- Why: The Panther is essentially the Soldier of the wealthy
empire. The advantage of the Panther of the Soldier in pure expansion sense is it's
ability to move 8 squares rather than 4. However, this is only useful when you are not
scrimping for every last dollar. A Panther may move twice as far as a Soldier, but
it is more than twice as expensive. Furthermore, a Soldier/Transport combination can
capture almost as many cities as a Panther/Transport combination can! Having said that,
those extra squares can be highly useful if you are going to lay down a factory at the end
of each turn or you are so rich that you can afford to put your expansion units in
Hercules. Essentially, the purchase of the Panther University is dependent on a money
figure. If you have more than enough money coming in, it is well worth the purchase. If
you don't, then don't bother!
Where: The Panther University should be built in a city on
the edge of your empire with a nearby Transport unit. This allows you to use the unit
where it is most valuable. On the expansion front!
Essential Criteria: Making $200 plus per turn (arbitrary
figure).
- Shark
- Why: The Shark is used primarily to collect Wrecks. As a
source of income, Wrecks are fantastic one-shot wonders. Once they are taken they are
gone. So if there are no wrecks there is no point in buying Shark technology. However, if
you can get out there and get at least 10 wrecks in the first turn you have Sharks, then
you could reap a handsome profit and should do so. This means that you should buy the
Shark University as early as possible while there a reasonable number of wrecks in range.
Where: The Shark University should almost always be bough in
a city on the edge of a river at the far reaches of your empire. However, if such a
position is at risk at all, you should rethink and move it somewhere safer. The important
thing to remember is that having a prototype Shark where it can collect several wrecks
before you need to buy more Sharks is an important boost to your efforts for that turn.
Essential Criteria: Can you collect at least 10 wrecks next
turn ($600 worth of wrecks on average and an arbitrary figure).
- Hercules
- Why: The Hercules is used to aid expansion and to provide
transport for long range attacks on enemy areas. As only a Hercules of all Transport units
can cross Mountain terrain, this means that the Hercules can be potentially game winning.
However, the Hercules is very expensive. You need to either wait until Turn 7 and buy a
Double University in a next-turn Metropolis ($264 and 8 turns, but no ground technologies)
or buy all the way up to Patriot before purchasing the actual Hercules University (a total
of $1244 and however many turns it takes, with the added bonus of the essential ground
technologies).
This means that you will have to lay careful plans with respect to the Hercules
technology. If you expect to be unable to spend the $1244 to buy up to the Patriot
University and then up to the Hercules University before Turn 8, then you should assign
one or two cities to become Metropolis on Turn 0. In this manner, barring death or
dismemberment of your empire, you will be sure to have the Hercules on Turn 8 at the
latest.
If you intend on buying the Hercules earlier, then you should follow this strategy in
buying the Universities up to Hercules. Firstly, spend as much cash on expansion as you
think necessary. If you don't have enough units on expansion duties to begin with, then
you can't use your Hercules! The Hercules technology is far too expensive to be worthwhile
for a small empire (excepting a small empire that is fuelled by the power of 100 wrecks!).
Once you have done that, spend as much cash as you need to on your vital defenses (see Offense and Defense). Obviously, there is no point in
having the Hercules technology if your empire has already been removed from any strategic
significance in the game. Finally, determine if you actually need the Hercules technology
to win the game or to make a surprise kill. If you playing an Airwar or Duel style map
where you must cross the Mountains to reach your opponent, then you will need the
Hercules as soon as possible. If you are playing a Naval map, then the Hercules may be a
waste of valuable cash. Of course, whether or not you actually need the Hercules or
can safely afford it anyhow is a highly subjective judgement based on your cash
resources and proximity to enemy forces. The ability to determine when you should and
shouldn't be making a rush to buy the Hercules technology is a skill of the experienced MK
player. Therefore, consider all that I have written here to be merely general guidelines.
Where: The Hercules University should be bought on the edge
of your empire. There are two possible places to do this. Firstly, where you can use it to
expand like mad. Secondly, where you can use it to leapfrog from a pre-existing factory
(or your own base if you can't even afford a factory) deep into enemy territory. This can
be risky as your opponent may then capture your university and turn the tables on you.
However, with the element of surprise on your side, it is an audacious move that I have
used many a time to get the drop on an enemy and eliminate them from the game!
Essential Criteria: That you already have enough expansion,
offensive and defensive units purchased to allow you to get this highly useful extra.
- M-31/Elf
- Why: If you purchase the M-31 you automatically get the Elf
with it for free. Note that you cannot get the Commando for free by contriving to purchase
the Elf (it is possible, but inadvisable to do)!
- Commando
- Why: Contrary to a somewhat popular belief the Commando is
no expansion unit. It is just too expensive for what it does for such drudgery. Use the
Panther to capture large numbers of cities. Use the Alphawarrior to assault enemy
defenses. The Commando is (as the name suggests) an elite unit that is suited to a very
special role. Basically, you use it to probe enemy defenses with its spying skill. It is
not too hard to determine safely whether any particular city is fortified and exactly how
many units are in that city (or in a base). As this is the case, the reason for purchasing
the Commando University specifically is to use it to go on the offensive against your
enemy. There is no specific point in purchasing it if you are not yet fighting or are
totally on the defensive. It would only cost you valuable cash.
Where: The Commando University is best purchased where it can
be used against an enemy immediately. However, if no enemy is immediately available or you
are on the defensive and merely purchasing the Commando to facilitate your purchase of
further technologies, then place it somewhere safe.
Essential Criteria: Are you going on the offensive?
- Striker/Tiger
- Why: The Striker technology is, generally speaking, a
smouldering pile of crap. However, the Tiger technology is very useful indeed and makes
this University more than worthwhile. Basically, the Tiger is used in an offensive role,
and in conjunction with close range units, where you expect to need to blow away some
heavy defenses but are not too worried about a counterattack. It is also useful when you
can only place so many units around a target and need to be able to hit it with more. This
is the first unit you will acquire that is capable of such things with relative ease.
Therefore, if you are expecting to have to kill something like 5-15 Porcupines to take out
a position, purchasing up to at least the Tiger University is a must.
Where: Build it somewhere safe. If you are ready to go to war
in force, then you probably have enough cash to laugh at not being able to use the
prototype/s and your opponent is probably ready to go to war and take it from you too.
Essential Criteria: Are you expecting heavy static defenses
and no counterattack?
- Grizzli
- Why: The Grizzli is a big, badder, costlier version of the
M-31. As such, you are using it to take and hold positions in enemy territory that have
stronger defenses than what an M-31 can easily take out. This means that you should
probably only purchase it when you require something that can take out a moderately
defended Base (10-20 Porcupines) or any Ground Unit invented before it. A good example of
this is when you go to surround an enemy base or factory to keep your enemy trapped.
Grizzlies are almost as tough as a Porcupine and harder to kill in the open. If your enemy
goes to a higher technology level, it becomes little more than cannon fodder.
Where: Build it somewhere safe. See Tiger above.
Essential Criteria: You need something to take and hold.
- Patriot
- Why: There are two extremely important reasons to buy the
Patriot. Firstly, it allows you to get the Hercules technology (which then allows you to
get the Nuclear down the track too). Secondly it allows you to defend those Hercules! This
is because a Patriot can actually attack back at any range and will actually take shots
that would normally hit the transport vehicle it is placed in. This allows you to do
various good things like making it hard to kill your Hercules. Which is a good thing if
you are flying it deep into enemy territory where you are going to leave yourself exposed
out in the open (crossing broad stretches of mountains usually). There is no other unit
that does this, so it should feature in any advance that you don't want to get blown away
instantly.
Where: Build it somewhere safe. You don't want the enemy to
get a virtually free factory (captures your city, buys 3 or 4 Patriots... Laughs as he
buys the factory you can't take back).
Essential Criteria: Do you need the Hercules? Do you need to
defend any Transportation Units from heavy aggression?
- Artillery
- Why: Artillery is for those cases where Tigers just won't
cut it... They are low Defense and considerably more expensive, but they can blow stuff to
smithereens fairly easily and can move very speedily (how does 11 strike you?). Not as
easily as Scuds, but Scuds are slow, 33% more expensive and are really an extreme
specialist unit. One good time to get Artillery is when your opponent has only 2 or 3
Porcupines and you know you can only get a low surround bonus (for whatever reason). The
extra cost for the Grizzly, Patriot and Artillery Universities is made up for the fact
that you actually have a chance of doing something to a Porcupine with that low surround
(less than 100%). The other reason for buying Artillery is for use in clearing weaker
enemy units. It can easily destroy anything weaker than a Grizzly (and it will hurt those
pretty badly too) and not get touched in return. Pretty good value for money that.
Where: Safety first with a combat unit. Place it where the
University will not get taken. At least not until it makes no difference to the outcome of
the game....
Essential Criteria: Heavy duty unit killing with low surround
and low casualties on your side required?
- Scorpion
- Why: The biggest baddest tank you are likely to use
seriously. If the money is flowing fairly freely, Scorpions can be used to head up an
attack on an enemy base and then make like super Porcupines after the damage has been
done. They can also be used to mow down anything smaller than a Metal Knight or another
Scorpion with a fair bit of ease. Personally, I rarely use these as I only play moderate
sized maps with low wrecks (in Individual games) or have only one real enemy to defeat in
an allied battle. But if you do get to sit around amassing large piles of cash (especially
in a No Nuke game), it couldn't won't hurt your chances to get it.
Where: You're kidding aren't you? If you're good enough to
have gotten this far, you probably already know better than to stick where any fool can
get a free tech ride from you....
Essential Criteria: Is it mega heavy duty killing time with
minimal surround and a reply expected?
- Captain
- Why: The Captain is the ultimate badass on the water. It
was once the ultimate badass on the land too, but that little logic flaw got fixed. If
there is something on the water that you don't like (enemy sharks say), then this is the
unit for the job. However, if you are playing on a map where it is desirable to
place your base on the water, there are probably a sizeable number of wrecks involved.
Basically, this means you will probably get your Captain technology for free, so let's not
even ask why, let's just say "Yay for Captains!" :)
Where: Captain University? Probably not. Next question.
Essential Criteria: Bwahahaha. See, previous comment.
- Furtif
- Why: It's invisible, it pretty much does the job of the
Eagle and Falcon put together. It's the baddest flying thing there is. However, because
flying combat things are generally useless except for very special roles, you should have
something very definitely in mind if you want this just for itself (say in a No Nukes game
where you don't need to get it because you can't get the Nuclear). To me, if you are going
to be flying around with Battle Aircraft, do it right and buy your way up to this number.
It is so much more the all round unit. And it is subtle to boot.
Where: Safety first. It's a combat unit.
Essential Criteria: You have money coming out of every
orifice in your empire and you want to be sneaky and brutal at the same time.
- Nuclear
- Why: The Nuclear weapon is the highest advance possible and
the ultimate in overkill. It will instantly destroy things and is almost prohibitively
expensive. This is why there are maps that are known as "Nuke" maps and those
that aren't. Nuke maps are so rich that all players can afford the nuclear weapon easily
enough or one or two players will be able to get it almost immediately. When you have so
much cash flowing that you are able to purchase the Nuclear unit, any group of units or
pile of Porcupines and/or Flags may be destroyed in one shot. This can make it very easy
to stop enemies from building any strong points in your territory and very hard for them
to adequately defend their base (they have to defend the base itself and a large radius
around it as you could just Nuke a path straight through and into their base). However,
due to the expense of the unit, there are some restrictions you should impose upon
yourself for its use in cases where cash is relatively tight (you and your opponent have
about the same amount so you need to use yours more effectively). Basically, only buy it
if you are going to need it. It costs $2000 to begin with, so unless you are going to be
able to kill $2000 worth of enemy units with the first shot (which includes taking a
heavily defended enemy base of course) then don't bother buying it. Afterwards, you need
to be able to kill $1000 worth of units every time you use one (as it costs you $1000
every time you do).
Where: Ahem. There is a bug that existed at one time and
probably still does where you might buy the Nuclear University only to discover that you
can only build the Nuclear unit in that city. Apparently you can avoid this by buying the
Metal Knight University before the Nuclear one (only costs you an extra $1000. ouch). In
any case, try and build this important university within range of a factory chain (7
squares probably) so that you don't have the problem of visibly porting Nuclears across
the battlefield (surprise is everything) if this evil bug should strike you.
Essential Criteria: Have you got more cash than you can stand
or an enemy/enemies with more Porcupines than you can kill with $3000-$4000 worth of
units?
INDEX