posted 04-09-99 03:38 AM ET
Depends on the lay of the land, so to speak. Your two main options for terraforming leading to boosted energy production are to (a) drill to a new river from an aquifer; or (b) raise terrain levels to that you get the altitude boost to energy production.For river drilling, you really want to select the "right" location such that the new river will run a lengthy course to the sea. Done correctly, this can net you an incredible energy gain for each +1 energy along the river's run - and drilling is "free" unlike raise/lower terrain. Note that you can also go back and raise/lower to re-path old rivers as well.
Of course, if you don't have formers free to carry out these tasks, the cheap approach is to build many sea bases, each with as many tidal harnesses as possible. The flat energy gain for each harness is quite a bit given the construction time, and if you underlay each tile with kelp farms, growth rates are pretty phenomenal, as well. The downsiide to this approach is that if you try to maximize energy production on the ocean, it will mean shortchanging mineral production [not sea-based mineral mines] ... leaving you with bases that cannot "throw up" an infrastructure quickly enough to manage burgeoning populations or to get defensive units produced quickly enough to be safe. This leaves one with either "hurrying" production costs whenever possible - which will work for Morgan, given his immense stores of energy - or leaving these bases relatively undefended so that you can concentrate production on infrastructure [to produce talents] rather than defense forces.
I've also found that, in the late game, if your efficiency rating is high enough, throwing sea bases down all over the map, preferably atop "resource bonus" tiles, can quickly generate a lot of energy - even with low pop for each base, they will represent new markets for Morgan, each garnering his economy boosts to energy production. In this way, a lot of bases is better than a few large bases, as you will not have to worry (immediately) about getting the talent-producing structures [hologram theatre, etc.] in place as rapidly.
Note, also, that more bases = more benefit from orbital power transmitters, as the benefit is carried out for each base - this is especially the case if you have the transport SP and space elevator: each new base will start out pop 3 and so, will get +3 energy from your OPTs from teh get go. In the late game, its all about orbital facilities and building a lot of bases - terraforming drops out of the picture because most of it has already been done and/or the time involved is not really worth it, IMHO.
Does any of this fir the bill?
d.brodale
ps Note also that in the early game, since Morgan can only have pop 4 until Hab Complex, it is usu. worth it to spring bases like crazy and place them atop energy bonus tiles, regardless of production radius overlap ... that way, you get the bonus without having to also develop the tile to gain min/nutrients from it [as flat, arid energy bonus tile is not worth time in the early game to terraform into a productive tile].
pps In mid/late, if you haven't a lot of formers roving around to raise land, the best mix for large/developed bases are forests with rivers running through them plus tree farm and hybrid facilites ... you'll get more NRG from high terrain with mirrors, but the forest approach minimizes eco damage and provides a nice balance of resources for your producer bases [the one throwing up OPTs] to work with for the rest of the game.