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  • Comparison Game

    Originally posted by Googlie
    How about we each play a quick SP game (same factions are in it as the real game) to test our tech choices, terraforming styles, etc.

    Either post a year by year analysis, or a significant events analysis (techs, bases built, etc) or just an every 25 turn summary?

    Here's where the game can be found:



    Googlie


    Originally posted by Googlie
    Well - here's my not-too-great offering

    State of the Nation – 2125

    (sav at: http://apolyton.net/upload/view.php?...ompare2125.zip)

    3 bases, producing Colony Pod and 2 scout patrols
    4 population
    3 formers
    1 garrison scout
    2 Rovers
    1 gunfoil
    2 Unity transports
    1 alien artifact
    4 techs (Mobility, Flexibility, Ecology and Applied Physics)
    Next tech next year
    Tech costs 61 – techs per turn 7

    and

    State of the Nation, 2150

    (sav at: http://apolyton.net/upload/view.php?...ompare2150.zip)

    5 bases, 4 of them producing Colony Pod the WP at Sparta Command
    9 population
    5 formers
    5 Trance Scout Infantry
    2 Rovers
    1 Impact Rover
    1 gunfoil
    1 Unity transports
    1 alien artifact
    13 techs (Mobility, Flexibility, Ecology, Applied Physics, Biogenetics, Infonets, Ind Base, Social Psych, Secrets, Nonlinear Math, HEC, Ind Econ and Doc Loyalty)
    Next tech in 32 years
    Tech costs 381 – techs per turn 12

    All I can say in defense is that it's a lousy start postion and the mindworms and IoD's seem to be proliferating like rabbits.

    However, I do have the overall lead and the military, wealth and territory lead, (and did have the tech lead in 2149 before I contacted my pactmates and raised ec's thru selling techs) and I am pacted with 3 of the 4 factions I've met

    Now I'm in expansion phase, and will popuilate my continent over the next 25 turns

    G.


    Originally posted by Zeiter
    Hmmm, I couldn't open the save file, but I started a game on my own. All standard conditions, directed research, transcend.

    Horrible starting position, mostly dry and rocky. I get my second base established in 2105 near a monolith.

    I research cent ecology in 2107.

    I research doc:flexibility in 2111.

    Meet Yang in 2112. Traded for doc: loy and ind base.

    I research biogenetics in 2119.

    In 2120, I meet Lal. At this point I have 4 bases, 3 scout patrols, 3 scout rovers, 3 formers, and a few forests planted and some roads.

    I research ind econ in 2134. I meet Zakharov, who declares vendetta on me right away. I set to work on researching applied physics.

    In 2140, Yang declares vendetta on me too. I'm in a tight Yang/Zakharov sandwich right now, both are knocking on my doors with laser troops. I manage to pact with Lal, and trade for applied physics. I still don't have info networks, so I can't go straight to NL math. I change to info networks.

    2144: Yang captures one of my bases! Ahhhhh! I'm just now getting my first laser rovers into the field.

    2147: I recapture my city, and steal social psych (it was the best he had.)

    2154: I capture University base, steal info networks. Switch to researching NL math.

    2155: I'm about to finish NL math. I've made a "temporary" treaty with Zak until I can get my act together better. (impact weapons). I have 9 bases, 10 formers, 8 scout patrol, 2 sythmetal garrisons, 6 laser rovers, all of my bases forested and roaded together with sensor arrays near most of them. Population is 17. There's not much I can do but defend against Yang until I get impact rovers out there. I have the best military, and I am in 2nd on the power chart, waaaaay behind Deidre, who is running away with the game, seemingly.


    Originally posted by Maniac
    I started with Googlie's game. I've had a bit more luck than him: no worms, lot of bonus resources from pods and two materials pods finishing formers in Bunker 118. Hence my current OVERsupply of formers.

    One notable difference is that I've placed my bases much closer to each other on the principle that the sooner they're built, the sooner resources start coming in. As long as every base has at least one bonus resource in its base radius, so the first worker is very productive, about every location is fine by me, even if it's close near each other.

    http://apolyton.net/upload/view.php?...Maniac2125.zip


    Originally posted by Googlie
    I must confess to being guilty in PBEMs of still favoring the no-overlap system (and I also must confess that I think it's lost me quite a few games as a result)

    Where I've sen a player dominate around the 2190 - 2220 time frame it's usually been one with just a 3 (or sometimes just 2) tile spacing.

    Here's a typical layout for me (notice no overlap, but equally telling, a defender can't get from one base to assist in another unless it's a rover):


    Originally posted by Googlie
    State of the Nation – 2175



    9 bases, 3 of them producing Creches, 3 @ rec commons, 2 @ rec tanks and 1 colony pod

    21 population

    3 SP’s (HGP, Command Nexus and Merchant Exchange)

    7 formers

    9 Trance Scout Infantry

    2 Rovers

    1 Impact Rover

    15 techs (Mobility, Flexibility, Ecology, Applied Physics, Biogenetics, Infonets, Ind Base, Social Psych, Secrets, Nonlinear Math, HEC, Ind Econ, Doc Loyalty, Ethical Calculus and Planetary Networks)

    Next tech in 11 years

    Tech costs 519 – techs per turn 31



    State of the Nation, 2200



    11 bases,

    45 population

    3 SP’s (HGP, Command Nexus and Merchant Exchange)

    Facilities: 11 rec tanks, 8 rec commons, 7 creches, 4 NN.s and 1 Holotheater

    10 formers

    10 Trance Scout Infantry

    7 Trance Plasma Garrisons

    2 Rovers

    1 Impact Rover

    1 Impact Foil

    21 techs

    Next tech in 2 years (Ind Auto – pactmates won’t trade it, keep citing “don’t want me to get the PTS when I suggest a trade)

    Tech costs still 519 – techs per turn 70

    I was voted Governor in 2199 (Zak called the elction, and he and I were the candidates)



    Save for 2200: http://apolyton.net/upload/view.php?...arison2200.zip
    I'm building a wagon! On some other part of the internets, obviously (but not that other site).

  • #2
    I've played until MY 2150. The intention of this game was to get familiar with the Spartans (who I've hardly ever played before) and to try out if a pre-IndAut popboom can work. Two years ago I started a popboom in Fort Superiority and Bunker 118, and three other bases should start popbooming very soon too. So from now on it should be easy rolling.

    Here's a screenie from MY 2150. Due to the large size I didn't include image tags to avoid screwing up the thread layout. So just click this link:


    As I don't play PBEMs anymore, and as there aren't that many people to compare with who play the Spartans anyway, I don't know if this is a good result for playing this faction. However an experienced University or Morganite player would already have several secret projects and a labs production of over 100 by this date. So I don't see right now how we'll ever be able to compete with those guys.

    Anyway, here are some lessons I've learned from this game for future reference:
    • Lal doesn't like me.
    • Children's Creches are expensive. So don't start building them in five bases at once. I most likely wouldn't have the credits (to hurry rec commons) and police units to support so many popbooming bases at once anyway.
    • Once my empire gets settled a bit, all my bases start growing to size 2 at about the same time and I'll cross the first bureaucracy limit (and thus get b-drones in your old bases) as a consequence of my continuing expansion. Therefore I'll in no time end up from a situation of police unit abundance into a situation of police unit shortage and an inability to produce them in sufficient time. So try to prepare somewhat for that situation. There's no excuse for the Spartans to have to use doctors.
    • Secret projects are practically impossible to build if you don't have crawlers, artifacts or ogres. In this game I was unlucky and didn't get any artifacts from pod popping. No SP for me in other words. To increase the chances of getting some artifacts, try to build a transport foil asap if one can afford it. They'll have a higher chance of finding some than rovers or, obviously, gun foils. (And they can also be used to invade or transport probe teams to an unsuspecting neighbour )
    Attached Files
    Last edited by Maniac; June 30, 2004, 21:04.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

    Comment


    • #3
      .
      Attached Files
      Contraria sunt Complementa. -- Niels Bohr
      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

      Comment

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