There's two general power builds:
1. Forests spam + tree farms + boreholes
2. Farm + Condensors spam feeding specialists + boreholes
#2 requires more investment of former turns and is eventually more powerful. It's also a lot more dense with a smaller tile footprint per base. #1 is a lot quicker to lay down and early forests are production powerhouses, letting you produce more infrastructure and more bases quickly.
#2 also runs up massive ecodamage scores unless your bases have hybrid farms or you have a high PLANET rating. Personally, I prefer no borehole games. It reduces the OP-ness of The Weather Paradigm, increases the value of sea bases, and encourages the use of mines and solar collectors. I find that the borehole supertile runs roughshod over the terraforming game because it's always in your best interests to build more boreholes.
The concept of Wide vs Tall didn't exist then. Its a relatively new concept. SMAC expansion generally happens until all the land area is filled, and then you either go out after islands and new continents, or expand into the sea. Also, conquest.
Tall vs wide wasn't a serious thing but there was always a question of "too much expansion." That's why you had mechanics like corruption or bureaucracy to punish you for out of control base spam. Also implementations of tall vs wide don't work all that well. ICS is still too rewarding, played right. I've played Civ 5 with its horribly onerous anti-expansion mechanics in ICS by popping a great prophet from liberty finisher and using the religion to get something like pagodas and church property. I would settle even into desert, tundra, and snow tiles with their nonexistent yields.
Morganites would be one helluva Tall expansion civilization if not for their low pop limit, just stay there Free Marketing and expanding your economy into the infinite.
They can still go "tall" by just crawling a ton of tiles per base. It's still somewhat rewarding if you go treaty/pact heavy for the trade bonuses, and you don't have to lose econ to bureaucracy penalties. Early on with a high economy you can get very potent multipliers of your bases' energy production with the commerce rating. The downside is that between low populations and a 4 ECON economy giving you a free +4 energy per base square, it's really in your interests to ICS spam bases to become rich.
So imagining an hypothetical official patch released these days, it should increase the penalty for excessive number of bases, making it heavily onerous to go beyond the threshold, right?
Civilization 5 did that. It was a very unpopular decision. They started ramping up access to happiness bonuses in the expansions, since people hated this unhappiness mechanic that punished you for expanding or conquering or even growing your bases too fast.
About the 2 power build paths, thanks. I knew about the option #2 (Specialists) but never tried it out. What factions would accomodate it better?
Believers running a builder game (yes, this is a thing) demand this kind of former-heavy playstyle because their only advantage as builders is converting their support rating bonus into a massive former army to accelerate their bases, and they can actually run survivalist / Free Market / Wealth. They're the only ones who can couple this high support rating with a Free Market (Well, so can Yang, but Free Market is worthless with his penalties), but the ecodamage is immense that way (-4 PLANET). That means Forest Boreholes are probably safer early on (change into farms/condensers later when you have the improvements to keep ecodamage under control), but you can still use a lot of formers to build a lot of boreholes fast. The accelerated tile development gives them a serious infrastructure advantage to make up for their tech penalty, so the strategy works really well for them. Yang just enjoys a Police State for free so this also plays to his advantages nicely. Morganites are in the worst position to try this before clean reactors, since the support penalty combined makes it difficult to sustain a large number of formers per base, plus they have small bases making the food generation less valuable early on, but they can go Police State / Green / Wealth. Morganites usually like forest tiles anyway though because they're very quick to plant, and Morgan gets +1 energy on forest tiles from a 2 ECON rating, resulting in the 2 energy tile cap, plus forests reduce ecodamage which helps while you go Free Market. Lal cannot run Police State so his support rating is even worse than Morgan's, assuming Morgan uses Police State. Everyone else can do this while running Police State, but Police State is generally unpopular because it doesn't combo well with Planned or Free Market.
Nah, then you just force players to develop workarounds or you've punished all blobbing/conquest.
This is exactly what Civ 5 did. Early in Civ 5 the best way to go was permanent golden age Persians since golden ages suppressed all unhappiness. Later on they nerfed that but also relaxed the system by introducing more sources of happiness bonuses like through the religion system or by expanding the variety in luxury resources.
A better way would be to increase the pop cap for bases, start it around 15 and make habs take it to 30 or so, making it take about the same time to get to 15 as it takes to get to 6 or so now. Then increase the cost of facilities so that they aren't very cost efficient to build unless you're going to use 15+ squares. This way players want a lot more room for bigger bases like the AI does, which then forces more confrontation and fights that prevent out of control city spam. The problem with ICS now is that bases need so few squares. Roughly 6-8 squares gives you a fully functional and populated base. When you get satellites it goes down to 3-4 squares. So an ICSer only needs roughly a 10x10 region to throw down 10-20 cities that easily outproduce an entire map of "normally" placed cities, and if they can lock down a 20x20 region then they'll have 50+ cities even though that's not a huge amount of area in an average map.
Also nerf crawlers by making them cost support and make them unable to be made clean. Make raising seafloor to land much more expensive/time consuming too, since it's currently just way too easy to have 10 speeder formers going around building more space for much more efficient land bases than it is to build sea bases.
I agree with these suggestions. I would also include probe teams in the list of units that should never have clean reactors (as opposed to always, which is their default). It's a little asinine when you can create defense grids of armored crawlers / probe teams. In general, there should be a price associated with going crawler heavy, but at the moment there really isn't one.
What faction AIs fare better overall? Say I want to make the most competitive game as possible with the most badass AIs. Which ones should I pick (counting Crossfire too)?
The one I remember always giving me a headache is the Hive. Don't know why but they always seem to be strong in my games.
If you want clever playing AI, I would strongly recommend you just play Alpha Centauri classic with Kyrub's AI enhancement patch. If you just want to stack a SMAX game with the hardest foes though, then my guess is Aliens, Hive, Free Drones, Spartans, and Nautilus Pirates. I'm mostly curious how the inevitable Spartan+Pirate alliance would fare, since they both love the Power value.
I'm unsure about picking the aliens for my challenge /badass AIs game because I think they're too OP. Righr now Im inclined to this:
- Hive
- Peacekeepers
- Believers
- Pirates
- Drones
- Cyborgs
Without Aliens I'd guess Hive, Cyborgs, Drones, Pirates, Believers, Peacekeepers
Now I must ask: what is the single worst faction to play as? I always found it difficult playing the Drones, Cult and Hackers myself, but I've tried them only a couple times to be sure. (the Cult seems good if played ultra-agressively, for eg)
Spartans probably have it worst in the long haul. They do the best early game rushes, but they tend to fall off as the game progresses, thanks to their industry penalty. Once they're out-teched, they're generally screwed. Cult is also generally considered the worst faction in the game. He plays like a native version of Spartans, except he also has -1 ECON and thus can't even make use of Free Market, so his development is even worse than Santiago's. On the upside though, he can capture and wield mindworms really well for an aggressive native assault (every point of PLANET gives you +10% psi attack, so Green Cult = +40% psi attack), and natives tend not to go out of style until your enemies are packing trance, but if you get Dream Twister and Neural Amplifier even that won't stop your mindworms. Even with Trance, there exists a 3:2 advantage for land-based psi combat on top of your 40% psi attack bonus from your +4 PLANET, so your attackers stay viable. Essentially Cult is good at being aggressive and bad at everything else, but at least his psi units tend to stay relevant while he falls behind in tech.