Sea bases can be very useful, and are possible to adequately defend without burning a hole in your pocket. The thing is you have to go all the way with them. An energy park consisting of supply foils on tidal harnesses is a very powerful thing, particularly when you have the Merchant Exchange. If you are going to build sea bases, you can use them to protect such an investment. A tenable energy park is extremely valuable, but must be surrounded by bases in order to prevent suicide choppers from blowing it to pieces. The solution is to to place the park at sea and surround it with sea bases. You should build the bases first, and you should only attempt this strategy if you have some sort of bay by your continent that is not too close to an enemy (that is, another) faction. The sea bases are economic drains, it is true, and must be staffed with air units, and the area around them must be patrolled by a powerful fleet of cruisers, but they can be made to pay off. The absolute bane of your existence is going to be the submarine aircraft carrier. A clever player may use this logically puzzling homonculus to get suicide choppers through to your energy park. Sometimes your patrolling cruisers will get him first, sometimes not. It's a risk you have to be willing to take.
This strategy will not work on every map. It requires you to be near to a highly concave coastline (your park should be surrounded 2/3 of the way around or better by land bases) and if you have lots and lots of room to expand, which on a huge map you often will, land colony pods for the most part become a better investment than supply convoys and large fleets. If you are in a good position to do it, however, it can single-handedly win you a nice technological advantage or even an economic victory. I have tested this mostly versus the AI so a lot of what I say is theory, but I think it's a good theory.
Also, I really don't know why, but most people do not seem to build needlejet transports. These can be used to carry colony pods, supply crawlers, and even (to a lesser extent) formers around the map, resulting in a surprisingly huge boost to the efficiency of your expansion. If you already have half a dozen or more of these things, it becomes easier to defend your sea bases if you get into a war without building too many naval transports, which have fewer peacetime applications.
Oh - and who says cruisers aren't worth it? Those are artillery units with 6 moves per turn, my friend. They are also the units that pick up those pods at sea, which is how the thread got started. If properly used they are the most valuable units in the game until gravships or orbital insertions come along, and that takes a long time.
In regard to the Green Maritime Pod strategy, however, I think that it is a good concept but is badly executed. You want to pop those pods as soon as possible. Don't explore and pass them by. If you are Deirdre, which I assume you are, your regular old non-empath foils are sufficient to take on those isles of the deep, and can start doing so early on if your first naval units are not probe foils. I prefer a combination of (4)-1-4 and (2)-2-4 ships. Get industrial Automation instead of all that other stuff - it's just wrong to go beelining for other techs and neglect Industrial Automation, the second or third most important tech in a builder game. That is probably why you only have tachyon bolts when it is already MY 2262. That's not awful, but you really could do better if you just pay more attention to your infrastructure.
Oh- and never, ever, ever, ever, ever sit on a bunch of alien artifacts without cashing them in. If you are so worried about someone stealing your tech advantage, you could use those artifacts to get to Pre-Sentient Algorithms and then hurry the Hunter-Seeker Algorithm. Even if somebody does probe rape you and gets all your advanced techs that is better than not having those techs yourself. By taking the techs later rather than earlier you are stunting your growth.
So that's about it; I'm done harping on everybody :-).
This strategy will not work on every map. It requires you to be near to a highly concave coastline (your park should be surrounded 2/3 of the way around or better by land bases) and if you have lots and lots of room to expand, which on a huge map you often will, land colony pods for the most part become a better investment than supply convoys and large fleets. If you are in a good position to do it, however, it can single-handedly win you a nice technological advantage or even an economic victory. I have tested this mostly versus the AI so a lot of what I say is theory, but I think it's a good theory.
Also, I really don't know why, but most people do not seem to build needlejet transports. These can be used to carry colony pods, supply crawlers, and even (to a lesser extent) formers around the map, resulting in a surprisingly huge boost to the efficiency of your expansion. If you already have half a dozen or more of these things, it becomes easier to defend your sea bases if you get into a war without building too many naval transports, which have fewer peacetime applications.
Oh - and who says cruisers aren't worth it? Those are artillery units with 6 moves per turn, my friend. They are also the units that pick up those pods at sea, which is how the thread got started. If properly used they are the most valuable units in the game until gravships or orbital insertions come along, and that takes a long time.
In regard to the Green Maritime Pod strategy, however, I think that it is a good concept but is badly executed. You want to pop those pods as soon as possible. Don't explore and pass them by. If you are Deirdre, which I assume you are, your regular old non-empath foils are sufficient to take on those isles of the deep, and can start doing so early on if your first naval units are not probe foils. I prefer a combination of (4)-1-4 and (2)-2-4 ships. Get industrial Automation instead of all that other stuff - it's just wrong to go beelining for other techs and neglect Industrial Automation, the second or third most important tech in a builder game. That is probably why you only have tachyon bolts when it is already MY 2262. That's not awful, but you really could do better if you just pay more attention to your infrastructure.
Oh- and never, ever, ever, ever, ever sit on a bunch of alien artifacts without cashing them in. If you are so worried about someone stealing your tech advantage, you could use those artifacts to get to Pre-Sentient Algorithms and then hurry the Hunter-Seeker Algorithm. Even if somebody does probe rape you and gets all your advanced techs that is better than not having those techs yourself. By taking the techs later rather than earlier you are stunting your growth.
So that's about it; I'm done harping on everybody :-).
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