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NOTE: CURRENTLY WIP
NOTE: CURRENTLY WIP


= Overview =
== Overview ==


This guide is about unit selection for various situations, some general tactics and strategies for all 3 fields of battle; land, sea and air. All of these fields of battle in NOTA are equally important and it is advised not to concentrate solely on one at the expense of others.
This guide is about unit selection for various situations, some general tactics and strategies for all 3 fields of battle; land, sea and air. All of these fields of battle in NOTA are equally important and it is advised not to concentrate solely on one at the expense of others.




= Land =
== Land ==
 


=== Tier 1 ===
=== Tier 1 ===


The kbot is the unit which you should use for the mass of your army. It is cheap and dishes out the best fire power at cost. However, Kbots lack armor, health and speed but you get the most fire power for the cost.
The Kbot is the unit which you should use for the mass of your army. It is cheap and dishes out the best fire power at cost. However, Kbots lack armor, health and speed but you get the most fire power for the cost.
 
Vehicles are best used as tier 1 Kbot support as vehicle artillery and AA has better range than their Kbot equivalents. Vehicles also have greater speed and better armour (making them better base assault units). They are also less cost effective than Kbots in terms of damage dealing capacity.
 
If you need a mobile army for a big map you may want a a vehicle army because of the extra mobility and aforementioned armour. However, for that cost you could build 2 Kbot armies, which can push for more ground and still hold their own, and have more firepower.
 
 
=== Tier 2 ===
 
As tier 2 units hit the battle field tier 1 units will play a smaller role in the bigger battles, but one of the neat things about NOTA is that tier 1 units have important uses even into the late game where as in many other mods they are a waste of resources.
 
T2 units are really neat, you can see for your self in-game. The Arm Raptor IV Kbot is a work of art, even it you do not play NOTA you need to see this unit.


Vehicles are best used as tier 1 Kbot support as vehicle artillery and AA have better range. Vehicles also have greater speed.
If u need a mobile army for a big map u many want a a veh. army. I would rather have 2 decent kbot armies IMO as I can push for more ground and still hold my own.
Veh also have the armor, making them better (base/deffense assault units)
veh are less cost effective than kbots when compared 2 dmg dishing power.


as lvl2 units hit the battle field lvl1 units will play a smaller roll in the big battles, but one of the neat things about NOTA is that t1 units have important uses even into the late game where as in many other mods they are a waste of M.
=== Some notes on specific units ===


b4 moving on some nota land units need some credit
The peewee is a very useful unit in NOTA. It is cheap, moves at a high speed for a Kbot, has a spray attack, decent health, and does not take out all it's mates when it is killed! (Unlike in some other mods) The Core AK is the same but the lazers it has are just not as cool.


the peewee is a very useful unit in nota, it is cheap moves at a higher speed, sprays dmg, has decent health, and does not take out all it's mates when it is killed! THANK GOD! The aka is the same but lazers just are not as cool (:
Another ground unit u should know about are the speedy raider bots. They are fast, have a decent attack range, and do decent damage.
An opponent that micromanages these early on in the game can be a nightmare if you are not prepared. These raider bots are good for raiding, killing arty, snipers, and when micromanaged, small groups of kbots. DO NOT try to kill them with Arm Flash tanks. The Zeus, Core Instigator, and units whose projectiles move fast enough to hit fast moving targets are good for dealing with these.


another ground unit u should know about are the speedy raider bots[fast, decent attack range, and decent dmg]. an opponent that micros those early game can be worse than a nightmare if u were not prepared. These raider bots are good for raiding, killing arty, snipers, and, when micro'd small groups of kbots) DO NOT try 2 kill them with FLAsHES. The Zeus, core light tanks, and units whose projectiles move fast enough 2 hit fast moving targets are good for dealing with these. the t1 ground attack planes, which are beautiful (the toad and washp) are not as cheap or easily built but are wonderful for cleaning up problems in ur base[a toad can pick of raiders ur tour wind mill farm with no colattoral dmg -side note wind is not as highly explosive (= ].
Kbot artillery for both Arm and Core are great. They can fire on the move, and make a big boom :D


T2 units are really neat, u can see for your self.
the arm raptor IV is a work of art even it u do not play nota u need 2 see that unit.
Kbot arty on both for core, and arm are fun 2 have. Big Boom ;).


On 2 Air...
== Air ==
NOTA air is simply beautiful.
The best way and most cost efective way 2 establish air supremacy over ur air space is 2 build fighters. u use ground aa to make shure ur fighters win, it is not cost effective 2 use ground aa to hold ur air space. ground based aa will also be a deturent for enemy air craft, but does not = safty as cround attack air craft can remove small instances of aa with out much trouble.
As fighters can be lost easily over controled enemy air space is is normaly better 2 not 2 lose them in a conflict over ene,y air space, instead the more costly ground aa could be a safer option for your air force.
WARNING! only flack and shipbased high altitude missles will hit high flying planes, such as bombers. All other nifty aa is for low altitude air def. Flack is a splash unit, but also inacurate but can case premature deaths via engine fire. Once u have 8-10 flack it will become effective and enemy bomber losses will be heavy. transportable, YES TRANSPORTABLE ,static flack does the same dmg as no transportable but does have a faster turet turn rate so it is not bad for anti fighters[but still inacurate] Use a transport unit 2 carry transportable def. 2 new locations.


As ships are costly and as a result come with some aa it is a goo d idea not 2 fly near ships. torpedo bombers should be used unless in packs, but try 2 keep them from getting close 2 each other as ship aa wil deal splash 2 those poor planes of yours. If ur do not use them in packs pilots will not be comming home, nore will they tell stories of the great ships they sunk. Toads and washps can be used for hitting ships, but not subs. bombers and such will not be very effective for dealing dmg 2 ships as u will see.
=== Air defense ===
 
* The best way and most cost effective way to establish air supremacy is to build fighters. You should make use of ground Anti-Air to make sure that your fighters win, but it is not cost effective to use ground AA to hold your airspace. Ground based AA will also be a deterrent for enemy aircraft, but this does not equal safety as ground attack air craft can remove small groups of AA with out much trouble.
As fighters can be lost easily over enemy airspace is is normally better not to lose them in a conflict over enemy airspace. Instead, more costly ground-based AA could be a safer option for your air force.
 
* '''Warning!''' Only flak and ship based high altitude missiles will hit high flying planes such as bombers. All other AA is for low altitude air defense.
 
* Flak has splash damage but is also inaccurate, however, it can case premature deaths vby causing an engine fire. Once you have 8-10 flak it will become effective and enemy bomber losses will be heavy.
Transportable (yes, transportable!), static flak does the same damage as non-transportable versions and has a faster turret turn rate, so it is not so bad against fighters (but still inaccurate). Use a transport unit to carry transportable defenses to new locations.
 
 
 
=== Air VS Sea ===
As ships are rather costly and as a result come with some AA, it is a good idea not to fly near ships. Torpedo bombers should be used against ships, but not in heavily clumped packs, as ship AA will deal splash damage to those poor planes of yours and kill them off very quickly. If you do not use them in packs pilots will not be coming home, and they will not be able to tell stories of the great ships they sunk.  
Toads and Vashps can also be used against ships, but not subs. Bombers and such will not be very effective for dealing damage to ships as you will see for yourself.


There are sea based planes but land air is where it is at.
There are sea based planes but land air is where it is at.
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t2 air is a huge difference from t1, a pack of t2 bombers can give some t1 fighters a bad day and an eraly death as the t2 bombers have better aa and can not just a rear tail gun. Still, a good pack of t1 fighters will drops even t2 bombers. t2 fighters are better. 4-5 acuaretly placed bomb drops from a t1 or t2 stratigic bomber can eat most factories and a few more and a base constructor (tower) can turn pretty colors 2 (ie -BOOM-). about 32 bombers can kill a Com. Center and 9 stealth bomber do the same job. Stealth bombers use 200 e to use stealth. Any plane will detect stealth bombers, which means that late game the full base fighter patroles will eat any stealth bombing attempt. Wings are dandy lowflying lazer beaming monsters, but every aa can hit them /: so they can fall out of teh sky fairly quickly. They fly slow so a retreat need 2 be premeditated if the wing is 2 live [It has a lazer of death(ish) and 2 bombs] it does not have a large fuel tank so atm it is not a great deep strike unit, unless u have ur mobile airpads with u.
t2 air is a huge difference from t1, a pack of t2 bombers can give some t1 fighters a bad day and an eraly death as the t2 bombers have better aa and can not just a rear tail gun. Still, a good pack of t1 fighters will drops even t2 bombers. t2 fighters are better. 4-5 acuaretly placed bomb drops from a t1 or t2 stratigic bomber can eat most factories and a few more and a base constructor (tower) can turn pretty colors 2 (ie -BOOM-). about 32 bombers can kill a Com. Center and 9 stealth bomber do the same job. Stealth bombers use 200 e to use stealth. Any plane will detect stealth bombers, which means that late game the full base fighter patroles will eat any stealth bombing attempt. Wings are dandy lowflying lazer beaming monsters, but every aa can hit them /: so they can fall out of teh sky fairly quickly. They fly slow so a retreat need 2 be premeditated if the wing is 2 live [It has a lazer of death(ish) and 2 bombs] it does not have a large fuel tank so atm it is not a great deep strike unit, unless u have ur mobile airpads with u.


Yes there is fuel, and it makes for great game play. Air pads are cheap but needed. A t1 airfactory comes with a pad as part of the kit (= Woot!
Yes there is fuel, and it makes for great game play. Air pads are cheap but needed. A t1 airfactory comes with a pad as part of the kit (W00t!)


NOTA dog fights and air battles are awesome, even if ur the one loseing.
=== Some notes on specific units ===


the core Flying fortress is a very costly unit but a pain 2 kill as it has aa and a lot of armor and hp
The Tier 1 ground attack planes (Toad and Vashp), are excellent. They are not cheap or easily built but are wonderful for cleaning up problems in your base. A toad can pick off raiders in your wind mill farm without causing any collateral damage. Also note that Wind turbines are not as highly explosive compared to other TA-like mods.
Interceptors are the best way 2 kill them. If u have less than 20 t1 air craft after an ff comes ur not gunna have much of a fighter force left over. 20 t1 fighters have a decent survival chage if they attack as a group. The t2 interceptors are the way 2 kill an ff tho. Flack is not bad but an ff is flack resistant (flack will still kill it)
 
The Core Flying Fortress is a very costly unit but a pain to kill as it has AA and a lot of armor and health. Interceptors are the best way to kill them. If you have less than 20 Tier 1 aircraft after a flying fortress comes your not going to have much of a fighter force left afterwards. 20 Tier 1 fighters have a decent survival chance if they attack as a group. The Tier 2 interceptors are the best way to kill a flying fortress though. Flak is not bad but a flying fortress is flak resistant (flak will still kill it, however)


Napalm bombers are simply beautiful. they are fast and fly low 2 avoid a lot of aa. rocket towers or t2 rocket units can put a stop 2 them best. Napalm. Beautiful. Hit massed units with it. Hit econ farms with it. Love it. Hate it.
Napalm bombers are simply beautiful. they are fast and fly low 2 avoid a lot of aa. rocket towers or t2 rocket units can put a stop 2 them best. Napalm. Beautiful. Hit massed units with it. Hit econ farms with it. Love it. Hate it.




Sea.
== Sea ==
but first a word on huvers. huvers are cheaper that ship so nice 2 use as they do not cost as much. huver arty is the best huver unit for fighting ships. but understand that ships are the kings of the sea not huvers.6 huver arty will pwn a destroyer an u could pull it of with 4 if ur really good, but do not count on it. A huver transport will CARRY a MOHO builder. this is important as moho builders are very important units in nota and they are as slow as ever.
but first a word on huvers. huvers are cheaper that ship so nice 2 use as they do not cost as much. huver arty is the best huver unit for fighting ships. but understand that ships are the kings of the sea not huvers.6 huver arty will pwn a destroyer an u could pull it of with 4 if ur really good, but do not count on it. A huver transport will CARRY a MOHO builder. this is important as moho builders are very important units in nota and they are as slow as ever.


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units do different dmg 2 the different armor classes as u would expect.
units do different dmg 2 the different armor classes as u would expect.


Econ.
== Economy ==
econ is costly in nota which means using mms (metal makers) is not a way 2 get a heavy econ rolling. if e comes 2 you easily than use the mms, but th e production of unit will get u a lot further than throwing ur $$ into a bunch of fusions heavy econ building cost a lot of M and take time 2 build. getting mohos is a huge deal, and it costs u nearly 5000 M 2 get 2 ur first moho up and running. This means stat econs rise more steadily and are of huge value. moho s have more hp as they do cos a lot.
Economy is costly in NOTA which means that using MMs (metal makers) is not a way to get a heavy economy rolling. If you have a good supply of Energy then use MMs, but producing units will get you a lot further than throwing your resources into a bunch of fusions to sustain them.
Heavy economy building costs a lot of Metal and takes time to build. Getting Moho extractors (Mohos) is a huge deal, and it costs u nearly 5000 M 2 get 2 ur first moho up and running. This means stat econs rise more steadily and are of huge value. moho s have more hp as they do cos a lot.
In nota wind does not have a huge explosion so u do not have 2 be as afraid 2 use it.
In nota wind does not have a huge explosion so u do not have 2 be as afraid 2 use it.


Starting, building and teching
== General Strategies ==
After ur first five or more mex u can support a factory.
After your first five or more metal extractors (mexes) you can support a factory.
Factories can not be assisted in nota if u want a larger unit production u can build another factory. In nota diversity is very important as a result u would have a number of factories early on perhaps even b4 u could keep them all running at ful production. Building an air factory b4 going 2 t2 is often a wise idea. NOTA factories can increase and decrease their production speed so as not 2 consume resources or build as quickly, depending on ur desires.
Factories cannot be assisted in NOTA. If you want larger unit production you can build another factory. In NOTA diversity is very important as a result you should have a number of factories early on perhaps even before you can keep them all running at full production. NOTA factories can increase and decrease their production speed so as not to consume resources or build as quickly, depending on your desires.
once u have 3+ or so factories u might think of going to t2 depending on how the game is going. as u get a feel for the game u will know when adn if u want 2 tech. The tech 2 units are much more than the t1 units but also cost a good deal more so there will be many more t1 units than t2 units.
 
Once you have 3 or more factories you might think of going to Tier 2 depending on how the game is going. As you get a feel for the game you will know when and even if you want to tech. The Tier 2 units are much more useful than Tier 1 units but also cost a good deal more so there will be many more Tier 1 units than Tier 2 units.
Building an air factory before going to Tier 2 in any other area is also often a wise idea if you haven't already.

Revision as of 11:43, 30 June 2008

This is an NOTA players guide, made by 123v and edited/wikified by HeavyLancer. NOTE: CURRENTLY WIP

Overview

This guide is about unit selection for various situations, some general tactics and strategies for all 3 fields of battle; land, sea and air. All of these fields of battle in NOTA are equally important and it is advised not to concentrate solely on one at the expense of others.


Land

Tier 1

The Kbot is the unit which you should use for the mass of your army. It is cheap and dishes out the best fire power at cost. However, Kbots lack armor, health and speed but you get the most fire power for the cost.

Vehicles are best used as tier 1 Kbot support as vehicle artillery and AA has better range than their Kbot equivalents. Vehicles also have greater speed and better armour (making them better base assault units). They are also less cost effective than Kbots in terms of damage dealing capacity.

If you need a mobile army for a big map you may want a a vehicle army because of the extra mobility and aforementioned armour. However, for that cost you could build 2 Kbot armies, which can push for more ground and still hold their own, and have more firepower.


Tier 2

As tier 2 units hit the battle field tier 1 units will play a smaller role in the bigger battles, but one of the neat things about NOTA is that tier 1 units have important uses even into the late game where as in many other mods they are a waste of resources.

T2 units are really neat, you can see for your self in-game. The Arm Raptor IV Kbot is a work of art, even it you do not play NOTA you need to see this unit.


Some notes on specific units

The peewee is a very useful unit in NOTA. It is cheap, moves at a high speed for a Kbot, has a spray attack, decent health, and does not take out all it's mates when it is killed! (Unlike in some other mods) The Core AK is the same but the lazers it has are just not as cool.

Another ground unit u should know about are the speedy raider bots. They are fast, have a decent attack range, and do decent damage. An opponent that micromanages these early on in the game can be a nightmare if you are not prepared. These raider bots are good for raiding, killing arty, snipers, and when micromanaged, small groups of kbots. DO NOT try to kill them with Arm Flash tanks. The Zeus, Core Instigator, and units whose projectiles move fast enough to hit fast moving targets are good for dealing with these.

Kbot artillery for both Arm and Core are great. They can fire on the move, and make a big boom :D


Air

Air defense

  • The best way and most cost effective way to establish air supremacy is to build fighters. You should make use of ground Anti-Air to make sure that your fighters win, but it is not cost effective to use ground AA to hold your airspace. Ground based AA will also be a deterrent for enemy aircraft, but this does not equal safety as ground attack air craft can remove small groups of AA with out much trouble.

As fighters can be lost easily over enemy airspace is is normally better not to lose them in a conflict over enemy airspace. Instead, more costly ground-based AA could be a safer option for your air force.

  • Warning! Only flak and ship based high altitude missiles will hit high flying planes such as bombers. All other AA is for low altitude air defense.
  • Flak has splash damage but is also inaccurate, however, it can case premature deaths vby causing an engine fire. Once you have 8-10 flak it will become effective and enemy bomber losses will be heavy.

Transportable (yes, transportable!), static flak does the same damage as non-transportable versions and has a faster turret turn rate, so it is not so bad against fighters (but still inaccurate). Use a transport unit to carry transportable defenses to new locations.


Air VS Sea

As ships are rather costly and as a result come with some AA, it is a good idea not to fly near ships. Torpedo bombers should be used against ships, but not in heavily clumped packs, as ship AA will deal splash damage to those poor planes of yours and kill them off very quickly. If you do not use them in packs pilots will not be coming home, and they will not be able to tell stories of the great ships they sunk. Toads and Vashps can also be used against ships, but not subs. Bombers and such will not be very effective for dealing damage to ships as you will see for yourself.

There are sea based planes but land air is where it is at.

t2 air is a huge difference from t1, a pack of t2 bombers can give some t1 fighters a bad day and an eraly death as the t2 bombers have better aa and can not just a rear tail gun. Still, a good pack of t1 fighters will drops even t2 bombers. t2 fighters are better. 4-5 acuaretly placed bomb drops from a t1 or t2 stratigic bomber can eat most factories and a few more and a base constructor (tower) can turn pretty colors 2 (ie -BOOM-). about 32 bombers can kill a Com. Center and 9 stealth bomber do the same job. Stealth bombers use 200 e to use stealth. Any plane will detect stealth bombers, which means that late game the full base fighter patroles will eat any stealth bombing attempt. Wings are dandy lowflying lazer beaming monsters, but every aa can hit them /: so they can fall out of teh sky fairly quickly. They fly slow so a retreat need 2 be premeditated if the wing is 2 live [It has a lazer of death(ish) and 2 bombs] it does not have a large fuel tank so atm it is not a great deep strike unit, unless u have ur mobile airpads with u.

Yes there is fuel, and it makes for great game play. Air pads are cheap but needed. A t1 airfactory comes with a pad as part of the kit (W00t!)

Some notes on specific units

The Tier 1 ground attack planes (Toad and Vashp), are excellent. They are not cheap or easily built but are wonderful for cleaning up problems in your base. A toad can pick off raiders in your wind mill farm without causing any collateral damage. Also note that Wind turbines are not as highly explosive compared to other TA-like mods.

The Core Flying Fortress is a very costly unit but a pain to kill as it has AA and a lot of armor and health. Interceptors are the best way to kill them. If you have less than 20 Tier 1 aircraft after a flying fortress comes your not going to have much of a fighter force left afterwards. 20 Tier 1 fighters have a decent survival chance if they attack as a group. The Tier 2 interceptors are the best way to kill a flying fortress though. Flak is not bad but a flying fortress is flak resistant (flak will still kill it, however)

Napalm bombers are simply beautiful. they are fast and fly low 2 avoid a lot of aa. rocket towers or t2 rocket units can put a stop 2 them best. Napalm. Beautiful. Hit massed units with it. Hit econ farms with it. Love it. Hate it.


Sea

but first a word on huvers. huvers are cheaper that ship so nice 2 use as they do not cost as much. huver arty is the best huver unit for fighting ships. but understand that ships are the kings of the sea not huvers.6 huver arty will pwn a destroyer an u could pull it of with 4 if ur really good, but do not count on it. A huver transport will CARRY a MOHO builder. this is important as moho builders are very important units in nota and they are as slow as ever.

ships are huge investments and as a result a huge impact on the filed of battle losing sea and then haveing enemy navaly bombardments is not fun and a game ender. If there is sea on the map U WANT IT. As a ship is valuable u do not want 2 lose ur first ship so whtch it closely, but do not be afraid 2 use it cuz u just may catch ur enemy with his pants down. If an aa ship can park in ur harbor u can say good bye 2 ur air supremacy and then u've got a problem. The destroyers is really teh runt of the ship family but it's radar and sonar are huge. It has the most torpedoes of any ship(4 2 on each side), yet it's hp is a draw back. the curser is a great all purpse ship , I envy the core's the best ship you could dream up. Crusers have efectively 2 torpedoes a nice set of guns, decent range, and a small sonar radius (last I cheaked) faction sip difrences Arm ships are more single purposed and thus cost a lot less as they tipicaly have less aa, and are just not as much. Core ships tipicaly lack the range of the arm ships but do have more hp and are backing a more al purpose bite. an arm missle ship is much smaller but costs half the price. a core missle ship packs a heavy cruser gun battery and weapons to boot. A player who keeps his wallet in mind woudl prefer the arm missle ship as he can get more missle bang for the buck, but he will need 2 def his ship where as the core ship can dish some seriouse dmg 2 all units (but not subs) The core battel cruser is a floating pile of HP where as the arm battle cruser has half the HP, but can lay into his enemies with his massive long ranged guns.

Subs carry a lot of fire power; 3 unguided 1 guied torpedos, but have little hp and can be eaten with ease. subs van drop a lot of hur b4 torpedos reach them and if they are lucky they can even live. 2 lucky subs can kill a destroyer, but the same destroyer on a luckey day could also kill both subs in the same exchange.

an anti ship gun is a powerful weapon, but air can nock it out with some ease, so keep air supreamacy. a birtha can be built by a commander, a def, tower or the tower which can build all t2 and t3 structures. birtha's have a good range for controle over sea.

heavy longrange weapons are a great way 2 back ur sea effort, and a way 2 hold it.

Deffence... NOTA def. units are costly but very effective. Spending the M can be a set back, but if it was well chosen it will surve u well.u will find that nota does not have indestructabke supper units if u ur enemy hasn't the def, or aa removing large problems is posible. a nuke cannon, nuking silo, bitha, pinoco, orbital lazer are all kill able.

Tactics. Keeping ur army alive and microing u lines during confrontation is part of the game. A well lead army can achieve wonders. Raiding/attacking econ is big as NOTA econ is an investment. ground and mex are more valuable in nota than other mods. Doing raids and not just one all out attack will help u gain the upper had so u can make that heavy attack.

learning units abilities and weaknesses, and how 2 exploit them, as in NOTA range is by far not the most promenant exploitation, but only one of them. these exploitations in NOTA are a huge part of the fun, not to mention the complexity of the battle field.

Factors: cloaking, rate of fire, accuracy, armor classes, decloaking range area of effect, build time(which decides what is practical 2 produce), speed turn rate, turret turn rate, speed, cost vs #s and fire power, deployment, energy for construction 2 other units, dmg, range,and more

there are three armor classes light,medium and heavy units do different dmg 2 the different armor classes as u would expect.

Economy

Economy is costly in NOTA which means that using MMs (metal makers) is not a way to get a heavy economy rolling. If you have a good supply of Energy then use MMs, but producing units will get you a lot further than throwing your resources into a bunch of fusions to sustain them. Heavy economy building costs a lot of Metal and takes time to build. Getting Moho extractors (Mohos) is a huge deal, and it costs u nearly 5000 M 2 get 2 ur first moho up and running. This means stat econs rise more steadily and are of huge value. moho s have more hp as they do cos a lot. In nota wind does not have a huge explosion so u do not have 2 be as afraid 2 use it.

General Strategies

After your first five or more metal extractors (mexes) you can support a factory. Factories cannot be assisted in NOTA. If you want larger unit production you can build another factory. In NOTA diversity is very important as a result you should have a number of factories early on perhaps even before you can keep them all running at full production. NOTA factories can increase and decrease their production speed so as not to consume resources or build as quickly, depending on your desires.

Once you have 3 or more factories you might think of going to Tier 2 depending on how the game is going. As you get a feel for the game you will know when and even if you want to tech. The Tier 2 units are much more useful than Tier 1 units but also cost a good deal more so there will be many more Tier 1 units than Tier 2 units. Building an air factory before going to Tier 2 in any other area is also often a wise idea if you haven't already.