Actually, just like Creative leaders in vanilla civ, factions with a positive Planet Attitude (and thus free culture) will tend to build their bases further apart, not closer. That way they have a bigger chance to grab bonus resources, and are denying expansion room to other factions.
Ideally, both approaches don't contradict each other - first build bases far apart (5-7) tiles, fill the gaps with your culture, then build bases in the gaps later. I'm convinced that the last step is as important - with Hybrid those additional bases cause at least no maintenance for their number, they prevent existing bases from getting to big and each base more generates more +PV (one instance more to use pro-planet ressources and to build respective buildings)
That is to be expected. I have made no effort at all yet to improve pirate performance (or that of any SMAX faction for that matter). For the record, the view I improve AI performance is by playing a game with them as a team mate, and see what they do wrong.
I will consider it for the future. Though my next game will be as Svensgaard, it is hard to jugde how easy or difficult a faction is to handle you haven't played yourself. I can't get rid of the feeling that the current Svensgaard design maybe at least problematic in the critical beginning phase. For example, it could be a lack of minerals - the two tile boni he gets are about food and energy and while mines for landlubbers came with a cheap 1st level tech, Sveensgard is one or even two (more expensive) techs away from Mining Platforms.
Native life could be another factor. I'm not just refering to the fact that IoD and Lurks are a lot more mobile
even without fungus and that we don't have geographical barriers like on land - we also have 3:3 instead of 2:3 odds for the defender. That might sound like a big advantage at the first glance, but there is a lot of truth in what Panopticon said in another thread - the bias to the defender makes invading possible. The sea does offer very little terrain boni, so on defense you are as strong as on land standing on a rough tile or in forest jungle. Add in a river and PSI defense on land gets superior.
But if you now try to see your chance on getting the initiative vs. native life on sea, you have suddenly the 3:3 odds against you. Plus the fact when attaking NL on sea you must rely on ships...and there are no cheap flamethrower ships, specially suited vs. NL. And if you suceed in such close fights and don't bring really overwhelming numbers (which isn't possible in the very beginning) or retreat, you get killed in counter attacks often (because of the lacking terrain defense).
That's why I had that idea with pirate land units starting with amphibious - that would gave them an extra 50% defnese at least for their bases...
Maniac said:
I haven't tried it myself, but in theory it should be possible to remove the Great Dunes.
The Great Dunes with the Brown Algae are now inside my borders, but there is no way to clean the Dunes or build the Algae lab
Also, I found another nice way to fight native life - if you are lucky enough to have a Great Psych Chaplain around, just culture bomb the city under attack. This will block the next 80 fungal blooms plus that it likely increases the base radius - which means that, given that Terraformed is used, more tiles around the city get automatically cleaned from fungus.