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
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.
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.
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
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):
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
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
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