
Of course this also suggests a dedicated Upgrader creep.

So we’ll need logic to get them to find energy to pick up, and then to choose a place to put it. The carry creeps don’t need any work parts just MOVE and CARRY. I call this guy a Carry creep, cuz, you know, CARRY. We have a specialized harvester, and so we need a specialized hauler. That also means we’ll need a creep to do the hauling for us. You’ll be able to extract every unit of energy that source produces with a minimum of energy wasted on parts that creeps never use. So we have a possible strategy here: build a container right next to a Source, then build a creep with 5 work parts, no carry, and one move, and then move it on top of the container. If a creep harvests energy but has no carry parts, they’ll drop it if they’re standing on a container, the energy goes directly into the container. We can also create containers (in fact, we could have done that at RC1 if we had wanted to). The max number of extensions in RC2 is five - and with each holding 50 energy, that gives us up to 550 energy to spawn creeps. The major difference is extensions, which means we can start building larger creeps. So here in RC2 we have more stuff to play with, but not everything. Bases start becoming interesting (and defensible) once you’ve got towers, containers, and extensions. One of the reasons to rush to RC2 is that we’re very limited in RC1: only 300 energy for creeps, and limited structures. Just get 200 energy to your Controller and you can start upgrading. We’re also adding a Builder creep, to construct the containers and extensions we’ll need.

We’ll cover dedicated creep roles, splitting our “Boot” creep into three parts: harvesting, carrying, and upgrading.

RC2 doesn’t so much add a bunch of features as it adds features that suggest a dramatic increase in the complexity of code.
