BTW, what's the (un)official ranking of the factions from easiest to hardest to win with in SP?
I gave my estimates in an earlier post:
Tiers:
Godly: Aliens.
Powerful: Gaians, University, Cyborgs, Hive, Drones
Normal: Believers, Peacekeepers, DataAngels, (Morgan?)
Who? Spartans, Planet Cult, Pirates
With comments/reasons about particular cases. Morgan is a wildcard, alternating between shit-tier and powerful depending on many factors, but he can be rather dangerous if played to his full ICS strength (on Free Market and Wealth each base gives 6+ energy just by existing. Normal bases have 1-2. Aggressive base spam can bring you ridiculous money - but I mean 'aggressive'; you have to pop those bases as fast as Hive does).
Terraforming (starting):
arid flat - forest
arid rolling - forest
moist flat - forest
moist rolling - forest of farm+solar depending on height (+nutrient - may go just farm for a +4 food tile; +mineral - may go mine for a +5 min tile, but it's expensive)
rainy flat - forest (+nutrient - may go farm for a +5 food tile; +mineral - may go farm+mine for a +2 food/+4 min tile, but it's expensive)
rainy rolling - either nothing (just use the tile for food when you don't have the time to terraform it), solar, or farm+solar depending on height; in case of bonus resources go for specialized terraforming
rocky - either mine (if you lifted the min. limit), or terraform level to rolling. Mineral bonus on a rocky tile gives 7 minerals with a road. That's a lot in the beginning.
In most choises forest would be the right call. It's OP. Exceptions are the tiles that give more food, or resourse tiles.
Terraforming (advanced):
- boreholes everywhere, the more you can put, the better. I usually place landmarks with 'b' on the map where they can be built, trying to maximize the number.
- two condenser near each other boost their tiles to rainy automatically. As such, there is no difference whatsoever where you build condensers. They give most food, so if you are not using crawlers and actually work the tiles, they are preferable to build on rolling tiles for an extra mineral. With crawlers, you don't care. Build them when you need more food and where you don't plan to build boreholes. Build them on nutrient bonus tiles to get mad boosts to food production.
- echelon mirrors - don't bother. Outside of crawler energy farms (which consist of wide swath of land artificially raised to max height with the intention to gather energy with crawlers) they are useless to you, and boreholes give you better energy returns as well as more minerals.
- forest improves greatly with Tree Farms and Hybrid Forest facilities. In midgame forest + boreholes + condensers on high-yield nutrient tiles become the go-to combination.
- fungus starts to shine in a very late game. You can ignore it, it won't matter for anyone but Gaians who could use fungal tiles for easy 2 food (matters when you pop-boom and need 2 extra food to grow 1 pop per turn)
- you can drill rivers when you've got nothing better to do. It will give you +1 bonus energy per each worked river tile, and if placed smartly, you can really improve your output. Word of advice, though, rivers do strange things with tile heights. You do not want to do this during Global Warming, or you will find out that rivers have leveled the terrain you thought safe down to the sea level, and it submerged shortly thereafter.
- raising or lowering terrain is done mostly for the lulz, and only rarely to maximize tile yields (lowering a tile to place a borehole, for example). It can be used offensively, though, to expand an island nation and make it continental, to advance your land forces to the opponent who thinks himself safe behind his navy, to sink his bases etc.
Sea terraforming:
- either kelp farms and tidal harnesses, or don't bother. Mineral yields are too weak, and sea bases are weak in general.
* forests and kelp farms can grow and expand by themselves, making them excellent 'poor man's' terraforming options and potential fungal removers when you don't have time to do it manually. Sometimes I build a kelp farm near fungus and hope if eats its way through it. Sometimes it does.