Thanks for the detailed reply. I get the point you’re making.
I also read that you’re enforcing minimum distances between buildings (good idea) which would result in a reasonably spread out infrastructure.
Without knowing any details of the mechanics, in general, I’d see that as an opportunity to rush a small group of fast, light units in to enemy territory, find the infrastructure, split up and target it.
Avoid enemy units where possible and focus on hit and run on the buildings. If nothing else I’m going to force my opponent to spend a lot of AP attempting to defend their infrastructure which is geographically spread out. Given the apparent networked nature of the infrastructure I have the ability to take out key buildings that would provide an outsized benefit in slowing down my opponent.
If I started with 4 AP then I’d use, once in contact, 3 of them for harrassment and 1 for my own development. Provided I was mobile and spread out, I’d may well force my opponent into spending most of their AP into reacting and defending. I could even pull my units back a way’s for a few turns and go all out development while my opponent is chasing shadows.
This may well be null and void given specific game mechanics but a general, early rush, guerilla approach to attacking a spread out, vulnerable, infrastructure would be a fairly obvious approach.
Balancing the ability of a player to use something along those lines vs giving their opponent tools to counter it may be a challenge. If you constrained one strategy at the expense of another you’d end up with player’s herding towards the dominant strategy.
You’ve got three factions in the game, perhaps some asymmetry here that allows a faction to favour certain strategies at the expense of others? Probably going to have to do this anyway otherwise you’d end up with straight rock, paper, scissors and generic factions.
Sounds like you’ve already given all this a lot of thought but you’ve got a few interesting ingredients in the mix that other strategy games don’t that make it intriguing.
The finite pool of supply being the main one but also the reliance on a geographically diverse vulnerable infrastructure and the commander limited AP turn pool. Being able to stir that pot of curly ingredients and cook up a reasonable sized strategy/decision space for players to operate within sounds like fun.