So, since my last competition was pretty much a discussion, I'll now close that and move over to this general colony discussion (the others are all specific)
TALK ABOUT ANYTHING RELATED TO COLONY (and beef burgers)
Heh I suppose the main reason I try to differentiate is that I've been with noob partners who, when I tall them to make Sakatas (when I'm outpost), will make spider's instead of MKIIs...
Sometimes, though, they do something like rushing the opponent before you get your timing rush, meaning the opponent's will be more prepared for your rush when it comes (because, I mean, if they're noob, it won't win the game)
Eh, I consider myself decent at 1v1. I lose occasionally, not counting the matches where I'm trying whacky things off of the top of my head (I was really curious to see how Groditz worked! Although I think I actually won that one). At least, 1v1 is what I'm best at. 2v2 isn't so good for me, although that might be me not being able to find a partner who agrees to running a cap-Roman Rush with my mon-Pride Rush XD
Also, the reason Colony has more posts is because it receieves infrequent patches that make the game better, as well as having multiplayer, which is huge.
Capitalist allows for a faster second building, whether you go Generator -> Forge, or the other way around. If you're going Generator first, you need to wait 10 ticks (50 seconds) as Fascist to get the Forge. If you're going Forge first, you need to wait 13 ticks (65 seconds) to get the Generator.
On the other hand, if you're capitalist, it takes 8 ticks (40 seconds) to get the Forge after Generator, and 10 ticks (50 seconds) the other way around.
In terms of Energy, Fascist does gain double the amount of Energy that Capitalist gains. However, getting the second building out 10 seconds earlier is pretty significant, especially if you consider the chance that you might not end the game.
Also, being Capitalist also means you can actually use Scouts more efficiently, as well. This is most significant against CT rushes, since tanks can't shoot up.
Fascist is completely fine, though, especially if you are considering a transition into a standard Forge play afterwards.
I have used a decent forge rush using Monarchy. I'm not sure if anyone else has done this but what do you think? 1. Build Bank 2. Forge 3. Make as many Romans as possible immediately (on rally) 4. Charge Romans 5. Build Armory when you have enough money 6. Build 2 Mod. Phantoms to take care of chronites 7. Build Generator and Upgrade to get Sakatas 8. If not defeated, transition into regular forge strategy with use of influence units.
Mod. Phantoms are quite strong (Man-toms? M-tom? Moms? ) They outdamage regular Phantoms against everything except for Special, and Special is still only by 1 damage.
However, the problem with the strategy listed there is that it is weak to Marines. Marines are really cheap, and will outproduce auto-Romans. At the same time, they are very powerful against said Romans (especially in larger numbers, where the range difference means a ton of Romans will be dead before even getting a shot off). Mtoms are GREAT against Marines, but you have to be REALLY careful. Receiving 11 Rockets to the face (all of which fire simultaneously) will kill one Mtom.
Luckily for you, Mtoms do kill Marines in 3 hits, and also have greater range. 2 Mtoms will kill a LOT of Marines
You still have to be careful, though, because Groditz can mean the end of your Mtom fun ^_^
Overall, nice build! I don't know if it would be able to beat a Specs rush, though.
but zeke i dont think marines can kill rallied romans. anyway that build is good if your partner is going sphinx, but i prefer to go fascist when i'm air.