Then it's a prioritisation issue. If you encounter raiders early, getting a brigade out becomes priority. If pops starve to fund getting a brigade into the field and supplied, then no jokes they starve a turn.
Similarly a lot of new/inexperienced players do not prioritise nationalising their private truck station. You do this pretty much on first turn every time. Certainly within the first 10. It is too important not to. You cannot expand without that truck station nationalised.
I just fired up a quick moon game on regular. Harsh planet really, mostly took the rolls I got. Deliberately rerolled to eliminate mountains. This is six of one half a dozen other because minors get supply in mountains but overall mountains provide a strong defensive advantage against raiders. Lucked out a bit with a good disaster card, paranoia. Paranoia is a good card worth playing if you have unrest problems even if you don't need FP. It's pretty much a must play this early. I get archives, too expensive, 1000 credits and 50 PP as my fate cards. Both the credits and the PP, normally weak options, are brought around turn 5 to stabilise my economy and help me aggressively recruit leaders. I open with a recycling facility, luck again hit with city on ruins and triple ruins nearby. Takes about 6 turns to build due to IP constraints. Private econ eventually gets a water mine on the water deposit. More food, so I can stop buying it, is next.
Hold a ridge line with my militia against two raiders, who declared war turns 2 and 3. Not too many engagements but skirmishing every turn. Luckily one (A), after some initial probes, backed right off when I bloodied him on the ridge but the other (B) has been pretty aggressive. A is coming back into play now and has helped foul up an encirclement, along with the general godawfulness of militia. I am used to higher IP starts at the moment, due to playing on high pop Siwas, so I make the mistake of thinking I have some buggies and reg inf when I do not. I lose a militia unit outright to cockiness on my first botched encirclement attempt, motorised too, and lose a free adventurer militia who starve and are destroyed by roving units at some point. Link up became impossible due to the aggressive B raider.
A half strength inf MG brigade was raised turn 10. I sacrificed militancy, econ and FP to get there but it is done. I will probably be able to mop both raiders now and get two new populated zones. Minimally my city is permanently secure to the east because there is no way raiders take a ridge line from regular MG inf. I will be able to bring them to full strength in 2 to 3 turns. TBH, just sitting for 3 turns and not building anything would probably have got there faster but with even less of an econ base to then reinforce and support the inf.
If I can do it on regular in 11 turns on a moon facing down two raiders speedplaying to prove a point (albeit with a weirdly lucky start) then it will be possible on Siwa on beginner.
If you have your starting autosave for your last problem game, share it and I will either post or PM you a break down of my opening moves with screens. Quite serious about that offer BTW though can't do it now as it's late and I have work tomorrow.
If you want me to do this again with a harder moon, I'm happy to. Also happy to provide a breakdown with screens of these moon games.
This is not to brag. I am not fantastic at the game yet and I made several mistakes in this game, including ones I haven't noticed due to speed. My opener profiles and councils (I opened EC) where probably not optimal for a situation where warfare is inevitable early and required to stabilse. But I am not dead and probably cannot be finished by these two raiders. I have enough cash to buy off any more, though I hope my other neighbor is a scavenger or, at least, a distracted raider. It's more to say it's possible and things will get easier even if it does not feel like it will.
EDIT: all scaling options apply only to majors not minors. Minors will start with standard troops. You will start with a free brigade and even stronger militia. Mixed blessing as it can cause serious resource and logistics issues if you do not know how to handle these properly and ramp them aggressively early.
Just realised with the FP I could have bribed a raider and not tanked my militancy and relations. 1000 credits is a lot of money early. Goddamn...
< Message edited by Laiders -- 6/16/2020 12:26:11 AM >