Jeremy_Crowhurst: That's a good idea, I've never thought of trying to give a base to an AI faction that I didn't control. (It could be a great way to set up a massive technology steal....)
I've never used the editor, that's something I should check out. I think I'm missing out on something there.
Thanks!
mystikmind2000: If you want a massive technology steal, save up all your artifacts until you have an artifact in every one of your cities then make sure you have a network node in each city, then where reasonably possible, make sure you have stolen all the tech you can steal, because once you do the next step, your never going to find another tech to steal! So once you did all that, activate every artifact in 1 turn! The AI will never be ahead in technology over you again after doing that! Then you can upgrade all your units very nicely too.
Second phase...your going to want the super collider project, then as you explore the rest of the map, send all artifacts to the super collider city, but don't activate them yet, wait until you recovered all possible pods first, then activate them all in 1 turn!
In order to recover many artifacts , your going to need plenty of transport ships, preferably mind worm naval units and always try to keep a land unit on board - usually a spy because you always find lots of pods on coastal land tiles while exploring with ships.
Enjoy!
PS, i was forced to set pods to landing sites only in my games, because the above just made things too easy, even on 'thinker' difficulty!
That's something I've been thinking about for a long time, in terms of optimal efficiency of using the artifacts. The number of turns it takes to discover new technology remains pretty much consistent throughout the game, at least the way I play it, with cities producing an ever-increasing number labs that more or less stays in line with the ever-increasing number of labs required for a new technology.
What I generally do is hold off using the artifacts until I am researching Industrial Automation. In the early going, each subsequent research discovery costs 24-26 labs more than the previous one. So the first two are 22, then it typically goes 48-72-96-120 and so on. If, while researching something at 48, you activate two Artifacts then when you finish researching that tech, then next one jumps a step for each artifact, meaning to 120. IA is the one tech I don't want to get caught waiting for.
I'm also wary of using them early because it might give me Polymorphic Software or Optical Computers, which is way down the list of priorities in the early game.
That said, the game is one big race, and overall I think to get maximum turn advantage over the opposition it's better to get the most techs early rather than late. But I do see a huge potential benefit to what you're describing, and I will try that in my next few games.
Once I have Mind Machine Interface, I confess that I exploit the bug that gives combat units unlimited air drops in a single turn - if you use the mouse rather than the keyboard to do airdrops. I send a trance drop scout rover out to open up all the pods I can find. Then I build Drop Rover Transport units, and send them out to fetch the artifacts that are discovered. It's a little cumbersome, but I find using transport ships to be so dicey. I may be wrong but it seems like you run into way more islands of the deep in the water than mind worms on land.
Once you have Super Tensile Solids, and can build the Space Elevator, then the distance to recover them is no longer an issue, you go from anywhere to anywhere else in a single turn. But by that point, you generally just have a few technologies left to discover, I think 15 maximum.
Those projects that increase energy and labs at a single base are awesome. I build energy farms - areas of the map where I alternate a row of echelon mirrors with a row of solar collectors, then I elevate the land to get the solar collectors over 3000ft. I build supply rovers at all bases, and they all go to the base that has those projects and make it their new home base, then off they go to collect the energy.
I'm torn on the relative value of using artifacts to build wonders. The Weather Paradigm and Virtual World are pretty essential, but the Merchant Exchange has huge long-term value, and I'm a big fan of the Empath Guild.. It's really difficult to get all those wonders no matter how early you start cranking out supply crawlers to help with construction. Using two or three artifacts can be the difference between getting them all or not, and to me, some of those projects are more valuable than getting a tech ten turns early.
J.