I will enclose the next info in spoiler tags. It is like AAR, and some would prefer to try the game without spoilers.
- With 7 factions, map fills up quickly. AI do not have many bases, so SPs are not chosen often for build items. I think the first AI attempt was started Weather Paradigm in 2164. I got Merchant Exchange already.
- The same applies for human player, I have only 5 bases and no room for more land expansion, but this is no ICS, what I play now. And there is this feeling of slow development. Actually nice thing, with not many bases micromanagement is very small and there is no that rush feeling when playing larger maps.
- Less possibilities for rising land, it affects map much more, every map bonus is more valuable, since there is fewer of them, and also, rising land is going to Pangaea, bad for defenses.
2182, finally got Empath Guild, just wanted infiltration ASAP.
Spartans having only 2 bases have 6 unknown to me techs, including DAP and one Chaos penetrator flying! I neglected research for some time to get good energy, and this is now the result.
Running Wealth, Santiago is in vendetta for longer time now. Having total 4 vendettas now.
Playing casually, the map is small, yet still in late game when winning, I have 23 bases. No ICS, cause someone with ICS would fit many more bases.
Facilities are not that good, since for many turns I had to deal with AI. They all have 1 base, and still can after some turns produce several units and threaten Gaians.
- Interesting is, that when keeping all factions in play, during Council voting for those options, where there is YEA or NAY, my faction being vastly superior has little to say. So the AI voted melting polar caps, and that screwed up the map completely. I spent some decades building many formers to raise land. Lost some boreholes and mines.
- Year 2338, techs are 85%, cost is 1380 per tech and I can make a tech in 3 turns. If I had better fcilities, terrain and sats, I think I would be easily with 1 tech per turn.