I know it's still very early in the development cycle, but I've hit something of a dead end in the game. The best strategy, as it turns out, is very one-dimensional:
- Populate asteroid
- Max out trees
- Move on
Ultimately, the types of seedlings you grow aren't of any concern to you - the numbers become large enough, and the asteroids varied enough, that you end up creating a single, well-balanced attack force simply by seeding every asteroid you come across. And then proceed to capture every asteroid in the belt.
I suppose the only reason for this is the fact that there are no limitations. For instance, C&C's games have no limits on the amount of units you're allowed to produce, so every game is effectively "Resource -> Build -> Attack", and it does get monotonous after a while.
However, Starcraft has survived as a game for so long because the RBA pattern fails spectacularly if you're up against skilled players. You can't simply rush in with a horde of units and automatically expect to win - every race has spellcasting units which would render mass strikes useless. Winning a Starcraft game generally requires you to harness the unique abilities, strengths and weaknesses of every single one of your units.
But most of all - there's a limitation of 200 Supply/Control/Psi. And some units cost way more than 1.
This means you're forced to spend your resources (Crystals/Gas) much more wisely, in order to craft a battle group unique to the situation you find yourself in - something that changes on every game. It also eliminates the one-dimensionality that so often plagues RTS games.
I don't know what your current plans are, but somewhere in Dyson, we have to come up against a limitation. Either on the max amount of seedlings, the maximum that can be rallied to one asteroid at any time, or a maximum amount of Dyson Trees that can be planted (forcing you to only seed asteroids with the best Speed/Energy/Strength mixes).