Although I've played quite a few single player games, I never played a proper game until transcendence in the larger maps. I would get games started, but stop playing during the mid-game because I just got too bored. In order to keep my interest up, I decided to play a comparison game. I played a game from the starting save of Sikander's Builder Game with the University. A lot of people had played a game using the start save, so I figured it would be interesting to compare my game style to them. Anyway, here's what happened in the game:
2101-2120
I took Centauri Ecology as my free tech and decided to head straight for Industrial Automation. I switched to Free Market in 2113 and got IA in 2115.
2120 stats:
FM/Wealth, 50/0/50
Income: 12
Breakthroughs: 5 turns, tech per turn: 26.4
Techs researched: 7, researching: Social Psych (5 turns)
Bases: 4, population: 4
2121-2141
I continued my expansion until I hit the first bureaucracy limit, i.e. 9 bases. Every base built first a former, then continued with crawlers. My formers were busy planting forests and roads to future base sites. I decided to build the Virtual World and the Planetary Transit System as my first SPs. I finished both of them in 2141, and planted some new bases at the same time.
2141 stats:
FM/Wealth, 50/0/50
Income: 64
Breakthroughs: 3 turns, tech per turn: 140.4
Techs researched: 11, researching: Ecological Engineering (1 turn)
Bases: 15, population: 45
2142-2150
I continued building SPs, completing the Weather Paradigm in 2145 and the Human Genome Project in 2148. I stopped my expansion and started to prepare for a golden age pop boom so that I could get my bases up to size five, where they can support specialists. For this, I wanted each base to have one crawler, a condensor/farm and of course a Children's Creche. Note that I didn't need to build any Recreation Commons' during the entire game. By 2150 my first bases were ready to boom.
2150 stats:
Democracy/FM/Wealth, 50/10/40
Income: 81
Breakthroughs: 4 turns, tech per turn: 146.4
Techs researched: 14, researching: Progenitor Psych (2 turns)
Bases: 15, population: 49
2151-2160
Most of my bases were in pop boom, and the fringe bases were building colony pods and continuing my expansion. I built the Merchant Exchange in a coastal base in 2153, with the plan to use trawlers later. I also build the Planetary Energy Grid in 2157, which almost doubled my energy production. This came in handy for my continuing infrastructure builds, since I built recycling tanks in my bases and started the building of tree farms.
2160 stats:
Democracy/FM/Wealth, 40/10/50
Income: 256
Breakthroughs: 4 turns, tech per turn: 244.8
Techs researched: 17, researching: Applied Physics (3 turns)
Bases: 20, population: 98
2161-2170
I finished the Empath Guild in 2161, got elected Governor, and got a pact with Morgan as well as a few treaties and tech trades. I continued booming and building infrastructure, and I built a few more bases, though I pretty much run out of land.
2170 stats:
Democracy/FM/Wealth, 40/10/50
Income: 256
Breakthroughs: 3 turns, tech per turn: 721.2
Techs researched: 25, researching: Intellectual Integrity (2 turns)
Bases: 22, population: 155
2171-2180
This was a pretty slow decade. I was still booming, but more slowly, and I started to raise some land because I had run out of room.
2180 stats:
Democracy/FM/Wealth, 40/10/50
Income: 257
Breakthroughs: 2 turns, tech per turn: 1212
Techs researched: 30, researching: Pre-Sentient Algorithms (1 turns)
Bases: 24, population: 186
2181-2190
I got Fusion Power in 2183, probed Air Power from Miriam and continued by researching Mind/Machine Interface, Orbital Spaceflight and Retroviral Engineering. Fusion meant Engineers, who started to bring a lot of cash thanks to my close packing and specialist heavy approach. Fusion labs provided a very nice increase to my research and economy. I built The Ascetic Virtues, Longevity Vaccine and Cloudbase Academy.
2190 stats:
Democracy/FM/Knowledge, 50/10/40
Income: 1734
Breakthroughs: 2 turns, tech per turn: 1860.6
Techs researched: 38, researching: Biomachinery (1 turns)
Bases: 29, population: 257
2191-2195
I built the Cloning Vats, which combined with the Sky Hydroponics Labs meant a nice increase in population. I've raised some more land, built a few more bases and I'm getting Orbital Power Transmitters built.
2195 stats:
Democracy/FM/Knowledge, 30/10/60
Income: 1906
Breakthroughs: 2 turns, tech per turn: 2993.2
Techs researched: 44, researching: Homo Superior (1 turns)
Bases: 34, population: 365
2196-2200
I've get my super science city going, having built the Supercollider and Theory of Everything. I got two techs from The Universal Translator and I also cashed in a few Alien Artifacts I found earlier.
2200 stats:
Democracy/Green/Knowledge, 0/10/90
Income: 2061
Breakthroughs: 2/turn, tech per turn: 8157.8
Techs researched: 58, researching: Super Tensile Solids (1 turns)
Bases: 38, population: 503
2201-2205
I decided to skip building the Habitation Domes, and went hunting for some more Alien Artifacts instead. As soon as I got the Space Elevator built, I started dropping infantry transports carrying colony pods. I built bases next to unity pods and popped the pod with the transport. I netted something like 7 artifacts this way, but I saved just one turn overall, because I got a lot of useless techs from the artifacts. I also pod-boomed my SSC, getting it to a population of around 50. Anyway, I was getting Threshold of Transcendence next turn, which means that all that was left in the next few turns was building The Voice Of Planet and the Ascent To Transcendence. I ended up transcending in 2208.
2205 stats:
Democracy/FM/Knowledge/Cybernetic, 0/0/100
Income: 2086
Breakthroughs: 3/turn, tech per turn: 19621.5
Techs researched: 78, researching: Temporal Mechanics (1 turns)
Bases: 72, population: 755
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Although I was slightly faster than Archaic in his game, where he transcended in 2214 (saves here in CGN), I still feel there's a lot of room for improvement. I need to refine my tech beelines, terraforming and base spacing. I'd also need to hunt AAs more agressively and maybe I should get the SSC up earlier. Maybe I should even build a proper energy park. Anyway, I would be very glad to hear comments from the game and especially suggestions for improvement. I'm uploading some saves and I've got the saves for every turn if someone's interested.
2101-2120
I took Centauri Ecology as my free tech and decided to head straight for Industrial Automation. I switched to Free Market in 2113 and got IA in 2115.
2120 stats:
FM/Wealth, 50/0/50
Income: 12
Breakthroughs: 5 turns, tech per turn: 26.4
Techs researched: 7, researching: Social Psych (5 turns)
Bases: 4, population: 4
2121-2141
I continued my expansion until I hit the first bureaucracy limit, i.e. 9 bases. Every base built first a former, then continued with crawlers. My formers were busy planting forests and roads to future base sites. I decided to build the Virtual World and the Planetary Transit System as my first SPs. I finished both of them in 2141, and planted some new bases at the same time.
2141 stats:
FM/Wealth, 50/0/50
Income: 64
Breakthroughs: 3 turns, tech per turn: 140.4
Techs researched: 11, researching: Ecological Engineering (1 turn)
Bases: 15, population: 45
2142-2150
I continued building SPs, completing the Weather Paradigm in 2145 and the Human Genome Project in 2148. I stopped my expansion and started to prepare for a golden age pop boom so that I could get my bases up to size five, where they can support specialists. For this, I wanted each base to have one crawler, a condensor/farm and of course a Children's Creche. Note that I didn't need to build any Recreation Commons' during the entire game. By 2150 my first bases were ready to boom.
2150 stats:
Democracy/FM/Wealth, 50/10/40
Income: 81
Breakthroughs: 4 turns, tech per turn: 146.4
Techs researched: 14, researching: Progenitor Psych (2 turns)
Bases: 15, population: 49
2151-2160
Most of my bases were in pop boom, and the fringe bases were building colony pods and continuing my expansion. I built the Merchant Exchange in a coastal base in 2153, with the plan to use trawlers later. I also build the Planetary Energy Grid in 2157, which almost doubled my energy production. This came in handy for my continuing infrastructure builds, since I built recycling tanks in my bases and started the building of tree farms.
2160 stats:
Democracy/FM/Wealth, 40/10/50
Income: 256
Breakthroughs: 4 turns, tech per turn: 244.8
Techs researched: 17, researching: Applied Physics (3 turns)
Bases: 20, population: 98
2161-2170
I finished the Empath Guild in 2161, got elected Governor, and got a pact with Morgan as well as a few treaties and tech trades. I continued booming and building infrastructure, and I built a few more bases, though I pretty much run out of land.
2170 stats:
Democracy/FM/Wealth, 40/10/50
Income: 256
Breakthroughs: 3 turns, tech per turn: 721.2
Techs researched: 25, researching: Intellectual Integrity (2 turns)
Bases: 22, population: 155
2171-2180
This was a pretty slow decade. I was still booming, but more slowly, and I started to raise some land because I had run out of room.
2180 stats:
Democracy/FM/Wealth, 40/10/50
Income: 257
Breakthroughs: 2 turns, tech per turn: 1212
Techs researched: 30, researching: Pre-Sentient Algorithms (1 turns)
Bases: 24, population: 186
2181-2190
I got Fusion Power in 2183, probed Air Power from Miriam and continued by researching Mind/Machine Interface, Orbital Spaceflight and Retroviral Engineering. Fusion meant Engineers, who started to bring a lot of cash thanks to my close packing and specialist heavy approach. Fusion labs provided a very nice increase to my research and economy. I built The Ascetic Virtues, Longevity Vaccine and Cloudbase Academy.
2190 stats:
Democracy/FM/Knowledge, 50/10/40
Income: 1734
Breakthroughs: 2 turns, tech per turn: 1860.6
Techs researched: 38, researching: Biomachinery (1 turns)
Bases: 29, population: 257
2191-2195
I built the Cloning Vats, which combined with the Sky Hydroponics Labs meant a nice increase in population. I've raised some more land, built a few more bases and I'm getting Orbital Power Transmitters built.
2195 stats:
Democracy/FM/Knowledge, 30/10/60
Income: 1906
Breakthroughs: 2 turns, tech per turn: 2993.2
Techs researched: 44, researching: Homo Superior (1 turns)
Bases: 34, population: 365
2196-2200
I've get my super science city going, having built the Supercollider and Theory of Everything. I got two techs from The Universal Translator and I also cashed in a few Alien Artifacts I found earlier.
2200 stats:
Democracy/Green/Knowledge, 0/10/90
Income: 2061
Breakthroughs: 2/turn, tech per turn: 8157.8
Techs researched: 58, researching: Super Tensile Solids (1 turns)
Bases: 38, population: 503
2201-2205
I decided to skip building the Habitation Domes, and went hunting for some more Alien Artifacts instead. As soon as I got the Space Elevator built, I started dropping infantry transports carrying colony pods. I built bases next to unity pods and popped the pod with the transport. I netted something like 7 artifacts this way, but I saved just one turn overall, because I got a lot of useless techs from the artifacts. I also pod-boomed my SSC, getting it to a population of around 50. Anyway, I was getting Threshold of Transcendence next turn, which means that all that was left in the next few turns was building The Voice Of Planet and the Ascent To Transcendence. I ended up transcending in 2208.
2205 stats:
Democracy/FM/Knowledge/Cybernetic, 0/0/100
Income: 2086
Breakthroughs: 3/turn, tech per turn: 19621.5
Techs researched: 78, researching: Temporal Mechanics (1 turns)
Bases: 72, population: 755
------------
Although I was slightly faster than Archaic in his game, where he transcended in 2214 (saves here in CGN), I still feel there's a lot of room for improvement. I need to refine my tech beelines, terraforming and base spacing. I'd also need to hunt AAs more agressively and maybe I should get the SSC up earlier. Maybe I should even build a proper energy park. Anyway, I would be very glad to hear comments from the game and especially suggestions for improvement. I'm uploading some saves and I've got the saves for every turn if someone's interested.
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