posted 08-04-99 06:21 AM ET
Your economy collapses?? I've played all seven factions up to Thinker level, and although the one time I played Spartans on a Huge map their economy was only turning over about 20 credits/turn by the time I conquered the world, I've never had a sustained negative income.The bigger the map, the more peace for Builders, naturally.
I don't use base governors at all.
For Social Engineering, it is very important to observe when it's time to make a change.
Your first aim, unless you're the Peacekeepers, is to build as many bases as you can as fast as possible. This is particularly necessary for Morgan. Small maps make this goal very problematic for builders, so you will need to exercise every diplomatic fibre in your being.
Diplomacy is a mixture of lengthy experience and instinctive psychology. One false move and it's Vendetta!
Once your territory is marked out, and your base building has slowed, the PKs, Gaians and University will go Democratic/Planned/Creche to boost population. Morgan has to wait for Hab Complexes before this does much for him.
Free Market is good for energy and fast research early, when your bases are still small. If you're Morgan, then FM is a good choice until you build Hab Complexes.
Incidentally, you can fight a defensive war while in FM, but beyond your boundaries you're best option is to use Probe Teams to infiltrate datalinks, steal technology, buy bases, etc, as covert action doesn't make your citizens restive.
After HCs, the drones become a serious problem, and FM is less viable. I like to lead comfortably in the tech race, so around this stage I go Green.
Knowledge and Wealth have nearly equal effects on Research and Energy for most of the game. The decision rests on whether you need experienced troops or data security.
The SE energy sliders? Usually I set psych to zero, unless I want golden ages at my bases.
In my current game I'm Morgan. In mid-game, there was the event that triples energy income, so I set my SE to Demo/Green/Wealth (as best I recall) and Economy to 100% to earn a mint (well over 1000 energy that turn). No problems with drones, because my bases were still small, and I had Rec Commons, Network Nodes, Genome Project and Virtual World.
As an inveterate builder, I like my cities with the lot - unless I'm Miriam the Borg Queen
in which case I build armies, armies, and more armies, supporting them by rapidly increasing numbers of captured bases.
It's wise to put all the science boosting SPs in the base with the highest energy output. (But watch out for Planet Busters!) Unfortunately, I almost never get Merchant Exchange, or that would be there too.
There's no such thing as too many facilities, but there is such a thing as too much time spent building them.
You really must have a strong military, otherwise other factions will force even the most dedicated builder to a social engineering setting that's detrimental to your research and economy.
You should try to obtain Air Power well before your rivals do, and build your jets and set them to work immediately. Likewise for Mind-Machine Interface, copters and drop troops.
In mid-game, the must-have military techs include Clean Reactors and Fusion Power. You also want Non-Lethal methods and to place up to three Clean Police in each base to keep order.
If your faction allows it, go Fundamentalist Power for a few turns and build a highly skilled army, navy and airforce.
If your faction is naturally energy rich, build the cheapest units of each type, then go to a money-making SE and buy your units their upgrades: this will probably save precious time. The quickest with the best usually wins.
Nowadays, I no longer use automatic unit design: it's better to have a few meritorious units you intend to use, than 64 devised by an AI that hasn't a clue what your plans are.
The use of Probe Teams for sabotage, tech stealing, or base buying, always carries a high risk of detection and therefore of loss of reputation.
There is no diplomatic way to ensure that a prospective victim will be provoked to declare vendetta. As you say, sometimes they just won't bite. But give them enough provocation over a sustained period, and the chance will increase. (Deirdre to OldCodger: "What? your troops are infesting my land _again_? that's it, I've had it with you!")
There are three choices for land-sea ratio, given on one of the setup screens for random map design.
Terraforming: build the Weather Paradigm, lots of formers, direct them manually, or give them specific orders such as "build road to there" and "terraform up".
Aim for the Economics tech that gives Wealth, so that you can build loads of supply units (fission supply crawlers, and fusion supply rovers). They're excellent: they cost no upkeep, they harvest resources that your city is too small, or too far from, to put workers on, and they can be used to rush prototypes (yes!) and projects (beat those AI factions to the finish line repeatedly!). You can never have too many supply units. But again, apportion your time wisely between long-term planning and short-term necessity: always expect an attack.
A few Armored Trance (or AAA) Fusion Formers are good protection for other terraformers: I've seen lots of worms and a few enemy units bury themselves by attacking these.
What do I terraform for? Some threads have covered this much better than I can, but in the early game, you need Food, some Minerals, and always Energy. So you need Farms and Mines - careful with the Boreholes, they are eco-punishing.
Farms are best on Rainy squares, just as Mines are on Rocky. Everywhere else is most suitable for Forests, and Forests grow themselves.
Drilling to Aquifer to make rivers takes a while, but it is rewarding, so do this a lot.
In mid-game Tree Farms and Hybrid Farms make Forests more valuable.
Later on, the Centauri techs make Fungus a useful all-round resource. Build the Xenoempathy and Pholus SPs, so that fungus is your highway and your favorable battleground. Put trance/empath units, or your own worms, on patrol to kill lots of worms for more energy. remember, too: worms on fungus don't need upkeep.
Forests and Fungus are useful barriers to enemy invasions too.
Basically, for a builder, Energy Rules. So build lots of solar collectors and echelon mirrors in hedgerow fashion, for example:
ssssssss
eeeeeeee
ssssssss
eeeeeeee
ssssssss
Elevate the land as high as you can (so build as many formers as you can comfortably afford to support - zillions once you have clean formers), to collect maximum sunlight.
And remember, when you want lots more energy: Golden Ages!
What screens do I examine most? F2 research, F4 bases, Faction Profile, and I spend a fair time adjusting my social engineering.