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  • #46
    Well, my beauitful Builder game has degenerated into a mop-up....::sigh:: Ah well.....

    Since everyone decided to stand against me (except for Yang, who has been very silent since I began my manuvers), I decided to see just how much trouble I could cause for them....

    Also, I noted that my base count was off in the last segment, and that is because I forgot to mention the capture of a pair of Santiago's sea bases....don't even know what year I got them in.....when I get into the war makin' aspect, I sometimes forget myself....LOL

    Event Log: Game to 2270
    2261: Tech Advance: Nanominiturization
    Captured Morgan Studios (Morganic)
    Captured Morgan Intersteller (Morganic)
    Captured Deirdre's fishery (Gaian)
    Captured Port Grace (Believing)

    Project Complete: Supercollider

    2262: Tech Advance: Advanced Ecological Engineering

    Captured Consecrated Waters (Believing)
    Captured Fisher of Men (Believing)
    Captured Hommel's Citidel (Mainland Spartan)

    2263: Captured Water Garden (Gaian)
    Captured Sea Outpost (Spartan)

    2264: Tech Advance: Industrial Nanorobotics
    Captured Water to Wine (Believing)
    Captured Garden of the Deep(Gaian)
    Captured The Lord's Mercy (Believing)

    2266: Project Complete: The Theory of Everything
    Tech Advance: Digital Sentience (Adding Cybernetic to the SE Mix) (Now Running Dem/Market/Wealth/Cybernetic) - 50/50 spread

    Founded Nadezjda Hope

    2267: Tech Advance: Sentient Econometrics

    Founded Cosmograd
    Founded Library of Planet
    Capture Great Zion (Believing)

    2268: Tech Advance: Self Aware Machines

    2269: Tech advance: Frictionless Surfaces

    Founded Buran Prospect
    Captured Morgan Transport (Morganic)

    2270: Communications are restored (I didn't even realize they were off....shows you how absorbed I get....LOL) ....Morgan contacts me and submits. I contact Santiago, but she still wants to fight. Planning to take another Believing base or two then try with her.....

    Game Stats:
    # of Bases: 44
    # of Techs: 53
    Income: 375 per turn
    Techs coming in every turn now.

    Population: 423
    Game Score: 914

    Active Units:
    Too damnned many to count in any reasonable amount of time....LOL

    More later....

    -=Vel=-
    PS....forgot to mention that when Morgan submitted, I gave back all but two of the bases that I took from him. Kept two so I could maintain a presence on his starting continent....just in case.....
    -V.
    [This message has been edited by Velociryx (edited November 07, 1999).]
    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

    Comment


    • #47
      No time to make a major report or even play.

      38 techs in 2120 and the Gaians have declared war. I'll get MMI next turn and cash an artifact to keep Deirdre from getting it. That will be 40 techs, 3 from artifacts and one from a pod. Building fusion labs.

      jimmytrick out

      ps. I am definitely over my head at this point. Normally I go for the kill not this transcendence baloney, so I am making this up as I go. I guess I'll have to figure out the punishment sphere trick.

      I keep giving my tech away as fast as possible but it is hard to help the A non I keep up. Nothing to steal!!!!!!

      My fastest transcend on a huge map was after 2300. That's not going to do it.

      Comment


      • #48
        Report from Ann the Academic:

        2200 Stats:

        20 bases, 1 colony pod
        Pop: 82
        Income: 120/yr
        Score: 193

        26 techs (some researched, some traded, some stolen)
        Tech cost = 1478, Tech/turn = 357.6
        researching MMI, next breakthrough 3 yrs

        Security Nexus:
        19 Formers
        10 Trance scouts
        11 Clean trance scouts
        1 Impact infantry
        5 Probe teams
        23 Supply crawlers
        2 Trance plasma cutters
        3 Destroyer probe teams
        4 Trance destroyer transports
        2 Unity rovers
        1 Unity foil
        2 Artifacts

        Production:
        2 Destroyer probe teams
        3 Destroyer transports
        2 Prove teams
        1 Clean trance scout
        1 Fungicidal former
        supply crawlers, infrastructure, SPs

        Human Genome, Virtual World, Maritime Control Center complete. Highest overall with top tech, pop, and territory ranks. Contact with all factions: Gaians, vendetta (their idea); Hive, truce; Morgan, pact; Spartans, vendetta (their idea); Believers, treaty; Peacekeepers, treaty.
        ACOL owner/administrator

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        • #49
          Report from Rektor Flo (shamelessly stolemn from Lt. Colonel, cause its such a pain to type):

          MY 2200


          Diplomacy: 3 Pacts, 2 Treaties, 1 Truce. (unchanged)
          Gov: Rektor Flo, global trade pact

          Stats:

          # of bases: 22
          # of techs: 31
          Score: 727
          Pop = 147
          Income = 753/turn, maintainancde -101
          Techs coming every 3 ; 720 techs/turn
          Applied relativity in 3 turns

          Active Units:

          17 clean Formers
          3 clean scout infantry
          1 trance scout infantry
          4 scour skirmisher
          2 alien artifacts
          1 unity Rovers
          4 trance plasma sentinel
          3 trance synthmetal sentinel
          1 synthmetal garrison
          1 scout rover
          6 Sea Formers
          2 Colony Pod
          8 Crawlers
          1 skirmship supply
          1 trance plasma hoverboat
          1 Missile infantry
          6 Missile Rovers
          4 scout patrol

          Secret projects completed:

          Weather Paradigm
          Merchant Exchange
          Command Nexus
          Virtual World
          Citizen's Defense Force
          Neural Amplifier
          Ascetic Viutues
          Longevity Vaccine

          Working on 2 new secret project

          Breakdown of Alpha Centauri Score:

          Pop 188
          Commerce 308
          Tech 31
          Secret Projects 200

          I am now running Dem/FM/Wealth at 50-0-50

          Comment


          • #50
            2210:

            diplomacy went down the drain. Vendetta with all 3 girlie factions. 2p acts and a treaty with the guys.

            23 bases/ 195 pop
            38 tech, output 1274.4
            9 SP

            2220:

            getting in techs every year now at 80% research :
            28 bases/ 256 pop
            47 tech
            11 SP

            2225:
            is waiting for my workday to finish (as if i had started yet . Exciting turn.
            Miriam is not a hugre threat, but has basically her whole army on my continent. Her tech 12-3*2-inf and 12-<1>*2-9 interceptors. Launched a surprise attack, and i don't have enough military to make it a quick campaign.

            The good thing: 51 techs, 1 next turn, + 2 from the universal translator in 2226. Captured an artifact from Miri, too

            27 bases/ 305 pop
            researching about 4000 points at 60%

            ETA for transcendence: 2245, unless the HQ gets busted before

            Comment


            • #51
              WOW.....Methinks Flo will put us all to shame.....GREAT game sir!!

              I have gone back and analyzed where my game went astray, and I've pinpointed a couple of areas....room for improvement.

              The three things Vel did wrong in his game:
              1) Did not make aggressive use of probe teams. I found myself in something of a diplomatic catch-22 here. Everybody wanted to play nice and sign treaties in the early game, and I was unwilling to risk the commerce income for the short term game of tech....thus, I had to do most of my own research (the exception being the trades made immediately after getting the Empath Guild...after that, I was refused trades at every turn...)

              2) No boreholes. Primarily, I was doing this out of curiosity. Normally, I build at least one per base, and even that would have had a profound impact on total research generated, but....(and now I know why curiosity killed the cat).

              3) A wierd beeline. I've been experimenting with a "hybrid" beeline which enables me to pull down combat techs in tandem with the typical builder stuff....it didn't work so well...LOL

              All in all, I'd say I'm having a decent game tho....nothing to set the world on fire, and it certainly won't win the prize....I've already played beyond Meister Flo's estimated Transcend time, and he got to techs in 1 VERY quickly! (which I was mightily impressed with!).

              Will try to finish my game tonight, and duly post the results....

              -=Vel=-
              The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

              Comment


              • #52
                University of Planet under The Great Akron
                Mission Log Summary (Planetfall to 2140):

                2102: University Base founded!

                2103: Baikonur founded!

                2107: Breakthrough! Biogenetics discovered! First research breakthrough on Planet!
                Information on Industrial Base found in the Unity Wreckage on the outskirts of University Base!

                2110: Scout Patrol sights what seems to be an area of Unity Wreckage, but investigates only to find it to be an ancient alien artifact! It will now be escorted safely back to Baikonur for further study.
                Another investigation further north by a Unity Rover yields a second artifact! Many remain puzzled and held in awe of the coincidental news. Further study on this one to be held in University Base.

                2111: Breakthrough! Social Psych discovered!
                First encounter with former colleague Sister Miriam, now leader of the Believers. Negotiations held immediately. Peace Treaty signed.

                2116: First alien artifact arrives in Baikonur. Colonists are held in awe as it is brought through the city and linked to the Network Node. Scientists examine and study it and make wondrous discoveries on Ethical Calculus!

                2118: Further study and examination of the second alien artifact in University Base leads to new discoveries on Planetary Networks!
                Social Engineering restructured using recently discovered Planned Economics.

                2121: Breakthrough! Discovery of Secrets of the Human Brain stimulates excitement in University Base, leading to discoveries on Gene Splicing!

                2122: Relativity School founded!

                2123: Zarya-Sunrise founded!

                2134: Breakthrough! Knowledge on Industrial Economics refined for life on Planet!

                2135: Zoloto-Gold founded!
                Negotiations with the Believers held to reform relations. The University does not submit to threats regarding confidential information on Gene Splicing. Believers refuse to trade tech. Negotiations end.

                2139: Mir Lab founded!
                Drone riots begin at University Base! Special permission to rush Recreation Commons received.

                2140: Monitoring Station founded!
                Drone riots in University Base end.

                End of 2140 Stats:

                Well, a satisfactory first forty years, but I haven’t expanded quickly enough. The bases are still quite undeveloped, including the terraforming. Currently, tech progression is at an ugly eleven turns per tech. I’m looking to expand ruthlessly into the surrounding terrain to boost this stat. Since I usually play with Blind Research (challenging, frustrating, and interesting), I also found making a good beeline difficult. That’s right, this is the first time in four months I’m playing this way, so a little research in the datalinks was called for. I have yet to take a conquer tech, instead directing research towards Industrial Automation and then Environmental Economics. Expansion has proved slow as I have partially neglected to rush build and create an energy infrastructure, though in the last ten turns I caught on. Gene Splicing, though, has proved useful in boosting population growth. Anyway, here are the stats:

                Rank: #1
                Might: Unsurpassed
                Tech: #1
                All other categories are lead by other factions
                Overall: #1
                Second Place: Spartans

                Diplomatic Status:

                Treaty with Miriam

                Total Techs: 10
                Tech Per Turn: 25.2
                Tech Accumulated: 126
                Tech Cost: 270
                Techs every 11 turns

                Energy Reserves: 9
                Total Income: 10
                Total Maintenance: 0
                Total Loan: 0
                Net Income: +10/year

                # of Bases: 7
                Population: 11
                Largest Base: University Base (size 3)

                Base Facilities:

                1 Headquarters
                2 Recycling Tanks
                7 Network Nodes

                No Secret Projects under construction by any faction.

                Security Nexus:

                1 Colony Pod
                6 Formers
                4 Scout Patrols

                Under Construction:

                1 Trance Scout Infantry
                1 Former

                Units Lost:

                1 Scout Patrol
                1 Unity Rover (A treasured and valuable piece of equipment built on Earth lost in combat with a mindworm. The last of its kind. Gone.)

                Breakdown of Alpha Centauri Score:

                Population: 11
                Technology: 10

                Alpha Centauri Score: 21 (pathetic)

                Well, not too bad for the first forty turns.

                Looks like everyone else is far ahead of me in turns. And in their 2140 stats. Especially Flo. But how do you get 600 credits per turn by 2100??? Must know! Please give me the save and saves leading up to it! Please!

                Anyway, how much time does everyone else spend playing Alpha Centauri? I can only squeeze one to two hours per day into my schedule. So it usually takes me a good week or so to finish a game.

                Good Luck to everyone else. Well, now continuing on…

                The Akron

                Comment


                • #53
                  Huh? Whatsa! Yawn.....

                  Oh, it's The Akron. I was asleep. I wrote a special program to wake me up when someone posts to this thread. Rings a bell.

                  The answer to your question is no sleep all weekend. I am sure you'll understand if I go ba.....zzzzzzzzzzzzzzzzzzzzzzzzzzzz

                  Comment


                  • #54
                    Final Field Report. Game completed in Mission Year 2287.

                    (I saved off in 2280, but went ahead and played thru).

                    Final Score = 1347
                    Final Pop = 562

                    (I've got the event log, but mostly it's tech advances (1-3 per year), with a few SP completion notices thrown in....I was able to negotiate favorable peace settlements with the other factions I was warring with (ie, everybody but Yang), but no more slave factions....and, I had hoped to squeeze maybe one tech advance out of Morgan (which is why I gave most of his bases back, but he was not getting techs fast enough, and I finished the game before he could even get one....ah well).

                    Summary: An average game, esp. in light of Flo's masterful performance!! In fact, I think I'm gonna go back and use my original tech bee-line to see if I can come close to matching it....JT, I'd say, given your last report, that you've got a solid shot at opening up a can of whup....well, you know....hehehe....on me and topping that score.... If you're interested in doing this again tho, I'd certainly like another crack at it....

                    -=Vel=-
                    [This message has been edited by Velociryx (edited November 09, 1999).]
                    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

                    Comment


                    • #55
                      My God, I thought I was doing okay. I should not have sent the game to Flo! Wow!

                      Comment


                      • #56
                        Report from Ann the Academic:

                        2210 Stats:

                        22 bases, 1 colony pod
                        Pop: 95
                        Income: 133/yr (net)
                        Score: 239

                        33 techs (some researched, some traded, some stolen)
                        Tech cost = 2217, Tech/turn = 404.4
                        researching Superconductor, next breakthrough 2 yrs

                        Security Nexus:
                        43 Formers
                        9 Trance scouts
                        14 Clean trance scouts
                        1 Impact infantry
                        1 Trained Impact chopper
                        12 Probe teams
                        27 Supply crawlers
                        2 Trance plasma cutters
                        2 Destroyer probe teams
                        5 Trance destroyer transports
                        2 Unity rovers
                        2 Unity foil
                        6 Artifacts

                        Production:
                        3 Destroyer probe teams
                        1 Probe teams
                        1 Clean trance scout
                        1 Empath scout rover
                        1 Clean Chaos chopper
                        supply crawlers, formers, infrastructure, SPs

                        Human Genome, Virtual World, Maritime Control Center, Citizen's Defense Force complete. Highest overall with top tech, pop, and territory ranks. Contact with all factions: Gaians, vendetta (their idea); Hive, truce; Morgan, pact; Spartans, truce; Believers, treaty; Peacekeepers, treaty.
                        ACOL owner/administrator

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                        • #57
                          duplicate
                          [This message has been edited by AnnC (edited November 09, 1999).]
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                          • #58
                            duplicate
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                            • #59
                              duplicate
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                              • #60
                                triplicate
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