Q1) Water bases?
A1) Sea bases are great in order to provide a stop over for an invasion force a base for air forces etc. Aside from military resaons sea bases are among the best for energy production. While hampered in terms of mins a sea base is a great raw energy producer if t-formed using kelp farms and tidal harnesses. A relatively low t-forming initial cost but produces largish energy. Rush build the science and econ facilities and you've gotten a nice base that has plenty of nuts for growth. Much later inthe game the bases become fairly mineral-wise productive with the build of several Nessus Mining sats. But by and large, I find myself mostly building and improving land bases.
Q2) Governors
A1) Never used them never plan to. The more you give to the AI to control the more the AI screws up your game. Same applies to automating formers. I don't mind micromanagement. Your game improves significantly by taking bases and formers out of the AI hands.
Q3) T-forming
A3) WHole volumes could be written on this subject. The jist of anything in the early game is this. Make sure your first worker can work a 2 nutrient square. All subsequent workers normally should work forests. Later on in the game you'll look to either stay predominantly forest or go to a specialist routine where you are doing more adavanced t-forming such as condesnor/farms and boreholes. Always look to take advantage of specials such as building a mine and road on a rocky square (this nets you 7 mins pre-restriction lifting era, a perfect site for a crawler!)
If your interested in more info check out
www.civgaming.net there is a lot of written material on the game in general and t-forming in the SMAC academy section.
Q4) Good Defense
A4) Best defense is offense. No but seriously, add to your mix a probe team and perhaps a best armor AAA unit and you normally should have more than enuff against the AI. Keep rovers in reserve for counter attacking. Build facs like aerospace and perimeter defense, childrens creches and you in pretty good shape. You normally only need worry defending the outer bases. The inner bases normally just get 1-1-1 police units for garrison puposes and drone quelling.
Q5) Interceptors
A5) I personally don't like automating these guys either.
Q6) Clean
A6) Yep infinite builds (up to game limits I suppose) w/o support. They're pricey. SO what I like to do is simply this. Any unit that I plan to have around a long time I look to make clean. Police Garrison units, and formers being the primary two. Combat units such as choppers, noodles etc., I figure its more important to churn out lots of cheap ones and send them to the front. Perhaps in time of peace I may upgrade them, but more often thean not I've got better uses for my EC's.
Q7) Punishment Spheres
A8) Yep a PS combined with clean reactors could churn out all the units you would ever need. More over most people build from all over the world send their units to one PS base and rehome their units there viola! a whole army/air force/navy of support free drone free units. This allows wars in Free Market for any faction.