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Facing Cortex: keep supply and scouting current

Recognize Cortex's changing development and pressure, keep a supplied defense, and inspect the opponent before choosing a counterattack.

Before you start: Choosing an AI opponentKeep the colony fedTraining and upgradesDefend the colony, not just the frontlineOrganize and supply an attack
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Cortex develops feeding and training while changing its army commitments. A town that looked quiet on the first scout visit can gain services or send warriors while you are constructing your own buildings. Keep supply and information current together.

This Standard duel on balanced for 2 follows red against cyan Cortex. The exercise is to maintain meals and healing during contact, recognize a construction project that cannot be supplied, and inspect the opponent before choosing the next commitment. It demonstrates a local supplied defense, not a completed victory.

Choose ordinary Cortex

In Custom game, put You and AI → Cortex on separate teams and choose Standard with experiments off. The selector displays Medium (1601). That is an offline difficulty estimate, separate from online OpenSkill ratings and authoritative ranks.

Cortex - Medium (1601) selection.

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Native Cortex selector: Medium (1601) is an offline difficulty estimate.

The ordinary Cortex opponent uses its built-in decision policy. Experimental learned policies are separate development options; this walkthrough uses the ordinary public selection. An imported save can preserve its own configuration, so start a fresh ordinary practice duel when comparing these observations.

Save the opening with Escape → Save. The map in this example started with seven workers, an explorer and existing defense towers. On another map, inspect the actual opening assets rather than assuming those towers or those totals will exist.

Establish supply before adding projects

Build an inn with B → I beside reachable food and wood, then right-click out of placement. Wait for completion, select the inn and watch Food, Inside and Working through deliveries and meals. A foundation cannot feed the colony, and a full food buffer does not tell you how many globs can eat simultaneously.

In this duel the first inn completed with Food 6/10 and Working 2/2. Barracks and hospital followed while warrior births were added to the swarm’s worker production. A second inn was completed as the population grew.

Red opening colony and selected completed inn.

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The first inn is complete beside food; inspect its panel before adding more demand.
Inn panel showing stock and separate service capacity.

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First inn: Food 6/10, Inside 0/4 and Working 2/2.

Build only services you can supply. The attempted school is a useful warning: it had Wood 7/7, Algae 0/2, and a message that workers could not access the needed resource. More workers or a higher request cannot make an unreachable delivery work.

School construction panel with Wood 7/7, Algae 0/2 and inaccessible resource warning.

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The school cannot receive its missing algae; adding a request cannot establish a route.

For a stalled project, inspect the missing ingredient, routes and worker eligibility. Release its unnecessary Working request while investigating. Shore-accessible algae can be harvested without swimming; a pond’s appearance alone does not establish an accessible shore. A swimming pool also trains individual globs over time rather than instantly granting the colony a water route.

Scout development and the approach

Use the opening explorer to inspect useful approaches. Place an exploration flag with F → E, then right-click out of placement. Move the request when it has answered the current question, and inspect revealed territory through the minimap. Your explorer’s flying route does not prove ground warriors can take the same route.

The first contact view showed cyan warriors approaching, a cyan war flag near the red approach, and a cyan hospital farther along the route. Those are reasons to inspect current enemy development and the local fight before committing defenders away from home.

Red and cyan globs, cyan war flag and hospital in revealed territory.

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Scouting reveals cyan contact, a war flag and a hospital along the approach.
Cyan settlement with training and army services in explored terrain.

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Later scouting records cyan services; the lost explorer means this becomes remembered territory.
Detail of remembered cyan buildings after the scouting visit.

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Cyan barracks, hospitals, school foundation, swimming pool and inn are visible in the scouting record.

The later scouting view recorded cyan barracks, hospitals, a school foundation, a swimming pool and an inn. The explorer was then lost; the red worker total also fell from nineteen to eighteen during continuing pressure. Remembered structures can stay visible after a scout disappears. Replace scouting before treating that view as current enemy-unit information.

Cortex weighs food capacity, staffing, available resources and training when choosing development. It can build support and expand onto another food catchment when its current supply is strained. Schools, movement training and army services depend on actual eligibility; they are not a guaranteed fixed build sequence or a recipe you must copy.

Its attacks also depend on known targets, force readiness and support distance. Waves can gather before marching, and new forces can form while older ones remain committed. A flag moving is a request changing, not proof that every warrior arrived together or that the previous force disappeared.

Do not rely on food pressure making the opponent passive. An established starving Cortex colony can attempt a more urgent attack. Serious damage at home can trigger defense, while minor harassment during an offensive commitment may not immediately recall its force. These are conditional tendencies: inspect the units and actual outcome before attributing a quiet interval to one cause.

Keep the home defense usable

When the colony already has a useful defending force, pause new demand before deciding to grow further:

  1. Select the swarm and set all Worker, Explorer and Warrior birth weights to zero for this exercise. Reduce its Working request to zero too. Birth weights govern future units; they do not change existing workers into warriors. A reduced hauling request alone can still leave births spending stored food.
  2. Keep both inns, the barracks and hospital reachable. Inspect actual occupants, stocks and HP rather than judging service readiness from the sprite.
  3. Paint a compact Guard area with A → G on the approach near meals and healing, then right-click when finished. Guard attraction helps idle warriors; it does not override an existing war-flag assignment or guarantee an evenly spaced line.
  4. Resume and check whether contact continues, supplies remain available, and defenders can return for services.
Swarm panel with Worker, Explorer and Warrior birth weights zero and Working 0/0.

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Set all birth weights and the hauling request to zero for this local hold.
Red home services and warriors near the southern guard strip.

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The compact guard area keeps the defense near two inns and the hospital.

The red colony had nineteen workers and eighteen warriors before this change. After the observed defense interval, both inns had Food 10/10: one held three occupants and the other four. The hospital had two occupants, and the eighteen-warrior total was still present. Those are useful signs that services remained available during the local hold; they do not prove every defender was healthy or an indefinite defense was established.

Inn panel showing full food buffer and four occupants.

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After the hold, the second inn has Food 10/10 and Inside 4/4.
Hospital panel showing Inside 2/2.

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The hospital has two occupants after the observed interval.

Gameplay clip

Ten silent seconds at native 1x speed follow meals after the local hold; this is not a victory clip.

The silent clip follows the home meal cycle after the local hold. Read the written steps alongside it: preserve services, inspect real arrivals and injuries, and check the resulting food and unit totals. Saving the functioning checkpoint lets you compare a later decision without reconstructing the opening.

Inspect again before a counterattack

A supplied hold creates time to choose the next operation. Scout current enemy services, the ground approach and the location of defenders. Inspect a real warrior’s food, health and training before assigning the force; a completed barracks is not evidence that every warrior has finished training.

A reachable, valuable target is only part of readiness. The force must gather, travel, fight and still reach meals or healing. Use Organizing an attack to plan a limited commitment and watch actual arrivals. Reassess when survivors return instead of immediately sending the same request out again.

Scroll to compare all columns ↔

What you seeWhat to inspectNext useful action
A school remains unfinishedMissing algae, reachable shore and eligibility messagesRelease competing requests and establish a real delivery route
Full inns but defenders keep leavingFood, Inside, trips and the position of the guard requestKeep service access close and observe through a meal cycle
Cyan services appear along the routeFresh scouts, defenders and ground accessUpdate the approach before choosing a target
Pressure seems to stop brieflyCurrent units, flags and your own service useSave and inspect; do not assume the opponent surrendered
A new commitment arrives piecemealActual Here/On the way counts and medical tripsGather or reduce the commitment before renewing it

Different rules change the exercise. No hunger removes ordinary feeding pressure, no resource growth prevents waiting for seed regrowth, and peaceful play removes ordinary combat. Return to Keep the colony fed or Recovering your colony if the supporting economy fails before another operation.