I was looking for the fast transcend strategy thread to add some minor tipps, but could not find it. So, I try to summarize what I learned from the posts of Vel & Korn and also add my little tips (e.g. economic hurry, tech order). Using this strategy, I was able to transcend in M.Y. 2179 (for more details on this game, I'll post a message in the General section). So, the guide summary:
Game Setup
----------
Customize random map:
size = tiny
ocean coverage = smallest
erosive forces = weak
native life forms = rare
cloud cover = dense
difficulty = transcend
Customize rules:
+ Higher goal (transcend victory)
- all other victory
+ do or die (don't restart factions)
- look first
- tech stagnation
+ spoils of war (steal teach @ conquer)
- blind research
- intense rivalry (low agressivity)
- no unity survey (turn on map!)
- no unity scattering (pods everywhere)
+ bell curve (no random events)
- time warp
+ iron man (just for score, could be off)
- randomize faction leader personalities
- randomize faction leader social agendas
Choose Spartans
In the first phase of the game, concentrate on conquare with recon & impact rovers, try to 'enslave' all the other faction, i.e. force them to surrender and swear pact to you.
A little extra tip:
swap captured bases with slaves => clears out the 'captured' status (drones)
Second phase: build up 5-6 bases with strong, research oriented infrastructure (leave out all the mineral and military related stuff). Make sure to build tree farms and hybrid forests and plant a lot of forests with formers around your bases.
Third phase: concentrate on maximum research using free-market, coordinate the research of other factions (always give all techs to the one which is about to make a break-through, keep collecting their new techs after). Take all their money every turn and make sure they are all in peace with each other and try equalize the bases among them to maximize global trading.
Social Engineering:
-------------------
(goal +2 economy, +4 research +4 effic)
democratic
free market
knowledge
cybernetic
For population boom:
Tree farm + Children's Creche all bases
Planned economy (&democracy gives +4 growth)
Late (2nd phase) pop-boom should use eudaimonic
(no negative efficiency of planned, gives +2 econ too like fm)
When making the Voice of planet (research no issue, max energy & industry):
democratic, green, knowledge, eudaimonic
When making the Ascent to Transcendence (only industry matters now):
switch from green to planned (democratic, planned, knowledge, eudaimonic)
Research goals (preferred tech order):
--------------------------------------
Designation: type and number leads the primary goals, dashes lead techs that are not important themselves, but they are prerequisite for subsequent primary goal techs (that is indicated by the Preq4 tag). If you can, choose a primary goal, otherwise choose the first Preq4 one. The starting techs of all factions are indicated by '*', you should try to avoid researching those and get them from the appropriate faction instead (if you can talk to them early enough).
1. Early conquer phase:
* E1. doctrine mobility = speeder (Spartans have it at start)
C1. applied physics = laser weapon 2
* D1. information nets = network nodes (can get it from Zakharov)
C2. nonlinear mathematics = impact weapon 4
2. Basic infrastructure:
* E1. centauri ecology = formers (can get it from Deidre)
* B1. social psych = recreation commons (can get it from Miriam)
E2. ethical calculus = children's creche, democracy
*- industrial base = merchant exchange, Preq industrial economics, polymorphic software (can get it from Morgan)
B2. industrial economics = free market
*-- biogenetics = Preq4 gene splicing (can get it from Lal)
B3-- gene splicing = research hospital, Preq4 ecological engineering
*-- doctrine: loyalty = Preq4 intellectual integrity (can get it from Yang)
E3. intellectual integrity = police units, Preq4 cyberethics, planetary economics
3. Energy & research boost, get ready for pop-boom:
- planetary networks = Preq4 cyberethics, virtual world
B4. cyberethics = knowledge SE
- ecological engineering = Preq4 environmental economics
B5. environmental economics = tree farm
B3. industrial automation = hab complex
B6. planetary economics = trade pact and hybrid forrests
-- secrets of the human brain = Preq4 centauri empathy
- centauri empathy = Preq4 centauri meditation, biology lab
E5. centauri meditation = empaths
4. Preconditions for more advanced research & energy collection
-- polymorphic software = Preq4 advanced subatomic theory, optical computers
-- optical computers = Preq4 superconductor, advanced military algorithms
-- advanced military algorithms = Preq4 pre-sentient algorithms
- pre-sentient algorithms = Preq4 orbital spaceflight, fusion power
5. Research (may switch with #6 if badly need more energy for rush-build)
- superconductor = Preq4 applied relativity, fusion power
D6. fusion power = fusion labs and engineer
B7. adv. ecological engineering = super former
- neural grafting = Preq4 mind/machine interface
C6. mind/machine interface = Thinker
6. Extra energy for rush builds & base # equalization (buy from biggest)
--- high energy chemistry = Preq4 advanced subatomic theory, synthetic fossil fuels
-- synthetic fossil fuels = Preq4 doctrine: air power
- doctrine: air power = Preq4 orbital spaceflight
D6. orbital spaceflight = unity fusion core: $500 * slave_factions
7. Faster (more advanced) research
--- bio-engineering = Preq4 retroviral engineering
-- retroviral engineering = Preq4 biomachinery
- biomachinery = Preq4 homo superior
-- doctrine: flexibility = Preq4 doctrine: initiative
- doctrine: initiative = Preq4 homo superior
E8. homo superior = nanohospital
- advanced subatomic theory = Preq4 applied relativity
.D5. applied relativity = super collider SP (2x lab) - may postpone!
-- superstring theory = Preq4 monopole magnets
-- silksteel alloys = Preq4 monopole magnets
- monopole magnets = Preq4 unified field theory, nanominiaturization
.C7. unified field theory = theory of everything SP (2x lab), Preq4 secrets, frictionless surfaces
---- synthetic fossil fuels = Preq4 organic superlubricant
--- organic superlubricant = Preq4 nanominiaturization
-- nanominiaturization = Preq4 industrial nanorobotics
- industrial nanorobotics = Preq4 Digital Sentience, frictionless surfaces
D10. Digital Sentience = cybernetic SE, Network backbone SP
& need .C7. unified field theory here latest, can't postpone any further
- frictionless surfaces = Preq4 Quantum power
D11. Quantum power = quantum lab
-- centauri genetics = Preq4 centauri psi
- centauri psi = Preq4 secrets of alpha centauri
- sentient econometrics = Preq4 secrets of alpha centauri
D12. secrets of alpha centauri = transcend citizen + free tech
8. More energy for fast completion
- the will to power = Preq4 secrets of creations
D10. secrets of creations - free tech
---- photon/wave mechanics = Preq4 probability mechanics
--- probability mechanics = Preq4 nanometallurgy
-- nanometallurgy = Preq4 matter compression
- matter compression = Preq4 super tensile solids
- advanced spaceflight = Preq4 super tensile solids
B10. super tensile solids = space elevator SP (2x econ)
9. Threshold of Transcendence
- secrets of creation = Preq4 threshold of transcendence
-- eudaimonia = Preq4 temporal mechanics
---- self-aware machines = Preq4 matter editation
--- matter editation = Preq4 matter transmission
-- matter transmission = Preq4 temporal mechanics
- temporal mechanics = Preq4 threshold of transcendence
E15. Threshold of Transcendence = Voice of Planet SP => Ascent to Transcendence
DO NOT NEED:
D12. singularity mechanics
B12. quantum machinery
??? E13. graviton theory
??? E14. applied gravitonics
C15. controlled singularity
Secret Projects:
----------------
1. merchant exchange
2. wheather Paradigm
3. super collider
4. theory of everything
opt 5. network backbone
opt 6. virtual world
opt 7. cloning vats
opt 8. longevity vaccine
opt 9. space elivator
opt 10. universal translator (optional let a slave build it)
11. voice of planet
12. ascend to transcendence
(I only made Merchant, Supercollider & Universal translator in my 2179 transcend game)
How to hurry economically:
--------------------------
Let's define the energy cost of the minerals in the hurry:
COST = hurry_price / minerals_to_completion
You get the hurry_price by attempting to hurry, you can get the minirals_to_completion from the F4 menu or by shift-right_click on the square of the base (it shows completed/total - you have to substract).
The main point is not to waste ore energy for hurry, then necessary, so:
cheapest_hurry = hurry_price - mineral_output * COST
economic_hurry = cheapest_hurry + 10 * COST
The later one makes sense if your mineral output is more than 10 and you plan to hurry the next item as well.
Guidelines:
1. only hurry, if you can get completion next turn (have enough energy for cheapest_hurry)
2. avoid hurry if you have less than 10 minerals accumulated, because the COST is much HIGHER in that case! The cheapest rates you can get:
COST = 2 for base improvements
COST = 3 for military units
COST = 4 for secret projects
3. if you want to hurry a secret project, build many supply units (speeders, copters etc) and assign them - even hurry those instead of buying the project by cash, because you can get better COST for supplies!
4. use economic_hurry instead of cheapest_hurry if you have enough energy and want to build several things in the same base, because the 10 extra minerals you pay with low cost will allow you to hurry again in the next turn for low cost.
Tipps to hurry final secret projects:
1. make supplies & use flip-flop trick of social engeneering when assigning
2. maximize the USE of mineral production of other bases by building special supply
units with increased cost (e.g. copter with some special ability)
goal is to use up all minerals by timing production for the AT turn
(e.g. base can produce 19 minerals => build 36 cost 2 truns before or
57 cost starting 3 truns before Ascent SP) Flying supplies also good
for being able to get there quickly from larger distance!
3. start scrapping non-essential base facilities few turns before end:
-first hab complexes (do not need them if do not want to grow anymore,
existing 14 population DOES NOT GET REDUCED to 7). [before Voice turn!]
-when research done Nanohospital [in voice of planet turn, energy production]
-when Voice done, Quantum Labs [last turn during Ascent build]
4. when slaves can no longer finish their research within useful time-frame, you
can start over-extorting the money: first take all by "otherwise cancel pact"
then sell them all your techs $25 each (they go into negative energy, loosing
some of their facilities in power overload, but you do not care about that
anymore in this phase of the game)
5. Last turn [building Ascent], you can extort further energy from slaves by
taking their bases and scrapping the most expansive facility of them.
(you can only scrap 1 from each base/turn, so your bases have already
given something but other factions did not!)
6. switch to Eudaimonic SE from cybernetic when research done, better production
rate for the SPs
<font size=1 face=Arial color=444444>[This message has been edited by zsozso (edited October 21, 1999).]</font>
Game Setup
----------
Customize random map:
size = tiny
ocean coverage = smallest
erosive forces = weak
native life forms = rare
cloud cover = dense
difficulty = transcend
Customize rules:
+ Higher goal (transcend victory)
- all other victory
+ do or die (don't restart factions)
- look first
- tech stagnation
+ spoils of war (steal teach @ conquer)
- blind research
- intense rivalry (low agressivity)
- no unity survey (turn on map!)
- no unity scattering (pods everywhere)
+ bell curve (no random events)
- time warp
+ iron man (just for score, could be off)
- randomize faction leader personalities
- randomize faction leader social agendas
Choose Spartans
In the first phase of the game, concentrate on conquare with recon & impact rovers, try to 'enslave' all the other faction, i.e. force them to surrender and swear pact to you.
A little extra tip:
swap captured bases with slaves => clears out the 'captured' status (drones)
Second phase: build up 5-6 bases with strong, research oriented infrastructure (leave out all the mineral and military related stuff). Make sure to build tree farms and hybrid forests and plant a lot of forests with formers around your bases.
Third phase: concentrate on maximum research using free-market, coordinate the research of other factions (always give all techs to the one which is about to make a break-through, keep collecting their new techs after). Take all their money every turn and make sure they are all in peace with each other and try equalize the bases among them to maximize global trading.
Social Engineering:
-------------------
(goal +2 economy, +4 research +4 effic)
democratic
free market
knowledge
cybernetic
For population boom:
Tree farm + Children's Creche all bases
Planned economy (&democracy gives +4 growth)
Late (2nd phase) pop-boom should use eudaimonic
(no negative efficiency of planned, gives +2 econ too like fm)
When making the Voice of planet (research no issue, max energy & industry):
democratic, green, knowledge, eudaimonic
When making the Ascent to Transcendence (only industry matters now):
switch from green to planned (democratic, planned, knowledge, eudaimonic)
Research goals (preferred tech order):
--------------------------------------
Designation: type and number leads the primary goals, dashes lead techs that are not important themselves, but they are prerequisite for subsequent primary goal techs (that is indicated by the Preq4 tag). If you can, choose a primary goal, otherwise choose the first Preq4 one. The starting techs of all factions are indicated by '*', you should try to avoid researching those and get them from the appropriate faction instead (if you can talk to them early enough).
1. Early conquer phase:
* E1. doctrine mobility = speeder (Spartans have it at start)
C1. applied physics = laser weapon 2
* D1. information nets = network nodes (can get it from Zakharov)
C2. nonlinear mathematics = impact weapon 4
2. Basic infrastructure:
* E1. centauri ecology = formers (can get it from Deidre)
* B1. social psych = recreation commons (can get it from Miriam)
E2. ethical calculus = children's creche, democracy
*- industrial base = merchant exchange, Preq industrial economics, polymorphic software (can get it from Morgan)
B2. industrial economics = free market
*-- biogenetics = Preq4 gene splicing (can get it from Lal)
B3-- gene splicing = research hospital, Preq4 ecological engineering
*-- doctrine: loyalty = Preq4 intellectual integrity (can get it from Yang)
E3. intellectual integrity = police units, Preq4 cyberethics, planetary economics
3. Energy & research boost, get ready for pop-boom:
- planetary networks = Preq4 cyberethics, virtual world
B4. cyberethics = knowledge SE
- ecological engineering = Preq4 environmental economics
B5. environmental economics = tree farm
B3. industrial automation = hab complex
B6. planetary economics = trade pact and hybrid forrests
-- secrets of the human brain = Preq4 centauri empathy
- centauri empathy = Preq4 centauri meditation, biology lab
E5. centauri meditation = empaths
4. Preconditions for more advanced research & energy collection
-- polymorphic software = Preq4 advanced subatomic theory, optical computers
-- optical computers = Preq4 superconductor, advanced military algorithms
-- advanced military algorithms = Preq4 pre-sentient algorithms
- pre-sentient algorithms = Preq4 orbital spaceflight, fusion power
5. Research (may switch with #6 if badly need more energy for rush-build)
- superconductor = Preq4 applied relativity, fusion power
D6. fusion power = fusion labs and engineer
B7. adv. ecological engineering = super former
- neural grafting = Preq4 mind/machine interface
C6. mind/machine interface = Thinker
6. Extra energy for rush builds & base # equalization (buy from biggest)
--- high energy chemistry = Preq4 advanced subatomic theory, synthetic fossil fuels
-- synthetic fossil fuels = Preq4 doctrine: air power
- doctrine: air power = Preq4 orbital spaceflight
D6. orbital spaceflight = unity fusion core: $500 * slave_factions
7. Faster (more advanced) research
--- bio-engineering = Preq4 retroviral engineering
-- retroviral engineering = Preq4 biomachinery
- biomachinery = Preq4 homo superior
-- doctrine: flexibility = Preq4 doctrine: initiative
- doctrine: initiative = Preq4 homo superior
E8. homo superior = nanohospital
- advanced subatomic theory = Preq4 applied relativity
.D5. applied relativity = super collider SP (2x lab) - may postpone!
-- superstring theory = Preq4 monopole magnets
-- silksteel alloys = Preq4 monopole magnets
- monopole magnets = Preq4 unified field theory, nanominiaturization
.C7. unified field theory = theory of everything SP (2x lab), Preq4 secrets, frictionless surfaces
---- synthetic fossil fuels = Preq4 organic superlubricant
--- organic superlubricant = Preq4 nanominiaturization
-- nanominiaturization = Preq4 industrial nanorobotics
- industrial nanorobotics = Preq4 Digital Sentience, frictionless surfaces
D10. Digital Sentience = cybernetic SE, Network backbone SP
& need .C7. unified field theory here latest, can't postpone any further
- frictionless surfaces = Preq4 Quantum power
D11. Quantum power = quantum lab
-- centauri genetics = Preq4 centauri psi
- centauri psi = Preq4 secrets of alpha centauri
- sentient econometrics = Preq4 secrets of alpha centauri
D12. secrets of alpha centauri = transcend citizen + free tech
8. More energy for fast completion
- the will to power = Preq4 secrets of creations
D10. secrets of creations - free tech
---- photon/wave mechanics = Preq4 probability mechanics
--- probability mechanics = Preq4 nanometallurgy
-- nanometallurgy = Preq4 matter compression
- matter compression = Preq4 super tensile solids
- advanced spaceflight = Preq4 super tensile solids
B10. super tensile solids = space elevator SP (2x econ)
9. Threshold of Transcendence
- secrets of creation = Preq4 threshold of transcendence
-- eudaimonia = Preq4 temporal mechanics
---- self-aware machines = Preq4 matter editation
--- matter editation = Preq4 matter transmission
-- matter transmission = Preq4 temporal mechanics
- temporal mechanics = Preq4 threshold of transcendence
E15. Threshold of Transcendence = Voice of Planet SP => Ascent to Transcendence
DO NOT NEED:
D12. singularity mechanics
B12. quantum machinery
??? E13. graviton theory
??? E14. applied gravitonics
C15. controlled singularity
Secret Projects:
----------------
1. merchant exchange
2. wheather Paradigm
3. super collider
4. theory of everything
opt 5. network backbone
opt 6. virtual world
opt 7. cloning vats
opt 8. longevity vaccine
opt 9. space elivator
opt 10. universal translator (optional let a slave build it)
11. voice of planet
12. ascend to transcendence
(I only made Merchant, Supercollider & Universal translator in my 2179 transcend game)
How to hurry economically:
--------------------------
Let's define the energy cost of the minerals in the hurry:
COST = hurry_price / minerals_to_completion
You get the hurry_price by attempting to hurry, you can get the minirals_to_completion from the F4 menu or by shift-right_click on the square of the base (it shows completed/total - you have to substract).
The main point is not to waste ore energy for hurry, then necessary, so:
cheapest_hurry = hurry_price - mineral_output * COST
economic_hurry = cheapest_hurry + 10 * COST
The later one makes sense if your mineral output is more than 10 and you plan to hurry the next item as well.
Guidelines:
1. only hurry, if you can get completion next turn (have enough energy for cheapest_hurry)
2. avoid hurry if you have less than 10 minerals accumulated, because the COST is much HIGHER in that case! The cheapest rates you can get:
COST = 2 for base improvements
COST = 3 for military units
COST = 4 for secret projects
3. if you want to hurry a secret project, build many supply units (speeders, copters etc) and assign them - even hurry those instead of buying the project by cash, because you can get better COST for supplies!
4. use economic_hurry instead of cheapest_hurry if you have enough energy and want to build several things in the same base, because the 10 extra minerals you pay with low cost will allow you to hurry again in the next turn for low cost.
Tipps to hurry final secret projects:
1. make supplies & use flip-flop trick of social engeneering when assigning
2. maximize the USE of mineral production of other bases by building special supply
units with increased cost (e.g. copter with some special ability)
goal is to use up all minerals by timing production for the AT turn
(e.g. base can produce 19 minerals => build 36 cost 2 truns before or
57 cost starting 3 truns before Ascent SP) Flying supplies also good
for being able to get there quickly from larger distance!
3. start scrapping non-essential base facilities few turns before end:
-first hab complexes (do not need them if do not want to grow anymore,
existing 14 population DOES NOT GET REDUCED to 7). [before Voice turn!]
-when research done Nanohospital [in voice of planet turn, energy production]
-when Voice done, Quantum Labs [last turn during Ascent build]
4. when slaves can no longer finish their research within useful time-frame, you
can start over-extorting the money: first take all by "otherwise cancel pact"
then sell them all your techs $25 each (they go into negative energy, loosing
some of their facilities in power overload, but you do not care about that
anymore in this phase of the game)
5. Last turn [building Ascent], you can extort further energy from slaves by
taking their bases and scrapping the most expansive facility of them.
(you can only scrap 1 from each base/turn, so your bases have already
given something but other factions did not!)
6. switch to Eudaimonic SE from cybernetic when research done, better production
rate for the SPs
<font size=1 face=Arial color=444444>[This message has been edited by zsozso (edited October 21, 1999).]</font>
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