Although I’m a Gaian at heart I have to admit I love playing Morgan. In role playing he can justify just about anything at the altar of economic advancement. Ah yes, there is the lure of amorality and self gratification (and gloating, too) and Morgan can be oh, so flexible (energy does that). In my SP and especially MP play I've found that Morgan’s optimal SE for empire polishing (peace, trade) and blood-makes-grass-grow depends on your level of development/tech.
Early game (for me this is before Tree Farms are built, mineral production not maxed, and no Doct:Air Power) – FM/Wealth works best optimize what you do best - energy production and trade. Wars are rather difficult to prosecute. You may be forced to accept an energy hit by replacing FM with Green if you need to take out someone.
In my mid game where you have at least tree farms at all core bases, very good development, a good array of supply crawlers maxing out mineral production, and good terraforming within a sprawling empire I like Dem/Green/Wealth. In many cases the energy production is higher due to the high (+4) efficiency, which is important since a low (0 or 1) or moderate (+2) rating can start dragging down your net energy production as your empire expands vertically and horizontally. Play with the SE settings to see where your energy/tech level falls - you may be surprised. The main benefit of this SE (or CEO Aaron's, for that matter) is that the gloves can come off without a penalty. By the time you have the tech and resources to build punishment spheres/clean units I’m usually well in to mid game and I typically don’t think it’s worth it – costly and very high pain-in-the-tush factor.
By late game (hybrid forests, max development, boreholes all over, tech advantage, energy satellites, advanced SE choices) you can do more or less what you want and it doesn't really matter. You can polish your core empire AND prosecute hostile takeovers of those who are less attuned to proper economic opportunities at the same time!
Hydro
Early game (for me this is before Tree Farms are built, mineral production not maxed, and no Doct:Air Power) – FM/Wealth works best optimize what you do best - energy production and trade. Wars are rather difficult to prosecute. You may be forced to accept an energy hit by replacing FM with Green if you need to take out someone.
In my mid game where you have at least tree farms at all core bases, very good development, a good array of supply crawlers maxing out mineral production, and good terraforming within a sprawling empire I like Dem/Green/Wealth. In many cases the energy production is higher due to the high (+4) efficiency, which is important since a low (0 or 1) or moderate (+2) rating can start dragging down your net energy production as your empire expands vertically and horizontally. Play with the SE settings to see where your energy/tech level falls - you may be surprised. The main benefit of this SE (or CEO Aaron's, for that matter) is that the gloves can come off without a penalty. By the time you have the tech and resources to build punishment spheres/clean units I’m usually well in to mid game and I typically don’t think it’s worth it – costly and very high pain-in-the-tush factor.
By late game (hybrid forests, max development, boreholes all over, tech advantage, energy satellites, advanced SE choices) you can do more or less what you want and it doesn't really matter. You can polish your core empire AND prosecute hostile takeovers of those who are less attuned to proper economic opportunities at the same time!
Hydro
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