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anybody interested in.... -
Apolyton Civilization Site
The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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As a relative newbie - beaten AI at transcend, read your guide(understand about 50% of it!) and playing several PBeM games I would be interested in doing this. Certainly the chance to kick my butt through the learning curve would be great! I don't have many preferences so I'll go along with the consensus.
'No room for human error, and really it's thousands of times safer than letting drivers do it. But the one in ten million has come up once again, and the the cause of the accident is sits, something in the silicon.' - The Gold Coast - Kim Stanley Robinson
'Feels just like I can take a thousand miles in my stride hey yey' - Oh, Baby - Rhianna
This game was played on the Morgan CGN Challenge Scenario, by Googlie. The difficulty was transcend. I was playing hybrid style...basically i was just building up enough bases, till i could go on the offensive all the while i was building an unsurpassed Super Base at Morgan Industries...tech was my main goal (going for a transcend win), while building up an efficient military was the my secondary goal. Without further ado here are the raw statisics given in 10 year intervals.
2105 *number of bases
2 *population
2
*minerals[/b]
6 *support costs
0 *Politics/Economy/Values energy/allocation
f/s/s 50/50 *Net Income
+8 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
20/17/5 (4) *Secret Projects
None *Diplomatic Relations
G: V
B: V *Military
L: 2-0-0 Scout Patrol
N: 0-0-0
A: 0-0-0
N: 0-0-0
2115 *number of bases
2 *population
2 *minerals
6 *support costs
0 *Politics/Economy/Values energy/allocation
f/s/s 50/50 *Net Income
+4 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
77/3/5 (16) *Secret Projects
none *Diplomatic Relations
G-V
B-V *Military
L: 3-0-0 Unity Rover
N: 0-0-0
A: 0-0-0
N: 1-2-0 Colony Pod
2125 *number of bases
4 *population
5 *minerals
17 *support costs
1 *Politics/Economy/Values energy/allocation
f/s/s 50/50 *Net Income
+7 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
77/69/8 (10) *Secret Projects
none *Diplomatic Relations
G-V
B-V *Military
L: 3-0-0 Unity Rover
N: 0-0-0
A: 0-0-0
N: 5-4-0 Former
2135 *number of bases
7 *population
7 *minerals
25 *support costs
3 *Politics/Economy/Values energy/allocation
f/FM/s 50/50 *Net Income
+20 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
136/57/25 (6) *Secret Projects
none *Diplomatic Relations
G-V
B-V *Military
L: 2-0-1 Scout Patrol
N: 0-0-0
A: 0-0-0
N: 10-4-0 former
2145 *number of bases
9 *population
11 *minerals
42 *support costs
4 *Politics/Economy/Values energy/allocation
f/FM/s 50/50 *Net Income
31 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
225/15/33 (7) *Secret Projects
none *Diplomatic Relations
G-V
B-V *Military
L: 2-0-1 Scout Patrol
N: 0-0-0
A: 0-0-0
N: 13-2-0 former
2155 *number of bases
11 *population
16 *minerals
55 *support costs
4 *Politics/Economy/Values energy/allocation
f/FM/s 50/50 *Net Income
+39 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
270/143/62 (7) *Secret Projects
none *Diplomatic Relations
G-V
B-V *Military
L: 4-1-1 Scout Rover
N: 0-0-0
A: 0-0-0
N: 12-0-2 former
2165 *number of bases
13 *population
23 *minerals
74 *support costs
6 *Politics/Economy/Values energy/allocation
f/FM/s 50/50 *Net Income
+44 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
369/81/59 (7) *Secret Projects
none *Diplomatic Relations
G-V
B-V *Military
L: 4-1-3 Scout Rover
N: 0-0-0
A: 0-0-0
N: 12-2-3 foil probe team
2175 *number of bases
12 *population
31 *minerals
89 *support costs
3 *Politics/Economy/Values energy/allocation
f/FM/s 50/50 *Net Income
+58 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
771/27/99 (8) *Secret Projects
VW *Diplomatic Relations
G-V
H-T
U-V
S-T
B-V
P-P *Military
L: 6-0-3 Impact Speeder
N: 0-0-0
A: 0-0-0
N: 10-6-3 probe team
2185 *number of bases
13 *population
41 *minerals
114 *support costs
6 *Politics/Economy/Values energy/allocation
f/FM/W 50/50 *Net Income
+86 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
1129/532/154 (8) *Secret Projects
VW
PTS *Diplomatic Relations
G-v
H-v
U-v
S-t
B-v
P-p *Military
L: 6-0-2 impact speeder
N: 0-0-0
A: 0-0-0
N: 23-6-3 supply crawler
2195 *number of bases
15 *population
46 *minerals
138 *support costs
7 *Politics/Economy/Values energy/allocation
f/FM/W *Net Income
124 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
1282/1115/137 (10) *Secret Projects
VW
PTS *Diplomatic Relations
G-v
H-v
U-tu
S-t
B-v
P-p *Military
L: 5-1-3 impact speeder
N: 0-0-0
A: 0-0-0
N: 40-7-3 supply crawler
2205 *number of bases
15 *population
51 *minerals
148 *support costs
10 *Politics/Economy/Values energy/allocation
f/FM/W 50/50 *Net Income
191 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
1980/810/307 (7) *Secret Projects
VW
PTS
EG *Diplomatic Relations
G-v
H-v
U-v
S-t
B-v
P-p *Military
L: 8-0-3 gatling speeder
N: 0-0-0
A: 0-0-0
N: 50-2-3 supply crawler
2215 *number of bases
15 *population
62 *minerals
- *support costs
- *Politics/Economy/Values energy/allocation
f/FM/W 50/50 *Net Income
300 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
2417/2190/434 (6) *Secret Projects
VW
PTS
EG *Diplomatic Relations
G-v
H-v
U-v
S-p
B-v
P-p *Military
L: 9-0-3 missle speeder
N: 0-0-0
A: 1-0-0 missile needlejet
N: 54-2-3 supply crawler
2225 *number of bases
19 *population
93 *minerals
- *support costs
- *Politics/Economy/Values energy/allocation
D/FM/W 50/50 *Net Income
486 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
2835/34/641 (5) *Secret Projects
VW
PTS
EG
AV *Diplomatic Relations
G-v
H-v
U-v
S-p
B-v
P-p *Military
L: 12-1-3 fusion rover (10-1-2*2)
N: 0-0-0
A: 3-2-0 conventional missile
N: 56-3-3 supply crawler
2235 *number of bases
19 *population
113 *minerals
- *support costs
- *Politics/Economy/Values energy/allocation
D/G/W 90/10 *Net Income
+1368 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
33/42/3202/253 (14) *Secret Projects
VW
PTS
EG
AV
NA
Sc
LR *Diplomatic Relations
G-v
H-v
U-v
S-p
B-v
P-p *Military
L: 10-1-6 shard speeder
N: 0-0-0
A: 4-2-0 shard needlejet
N: 71-5-4 super fusion formers
2245 *number of bases
33 *population
170 *minerals
- *support costs
- *Politics/Economy/Values energy/allocation
D/G/W 40/60 *Net Income
681 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
4140/91/2200 (2) *Secret Projects
VW
PTS
EG
AV
NA
Sc
LR
CF
ToE *Diplomatic Relations
G-v
H-v
U-v
S-p
B-v
P-p *Military
L: 14-10-4 drop shard speeder
N: 0-0-0
A:12-3-1 shard 'copter
N: 83-9-10 fusion destroyer transport
2256 *number of bases
55 *population
300 *minerals
- *support costs
- *Politics/Economy/Values energy/allocation
D/G/W 10/90 *Net Income
+179 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
4860/295/5028 (1) *Secret Projects
VW
PTS
EG
AV
NA
Sc
LR
CF
ToE
HGP
WP
XD
HSA
PM
NF *Diplomatic Relations
G-X
H-v
U-v
S-p
B-X
P-p *Military
L: 42-244?-6 drop shard hovertank
N: 0-0-0
A: 12-12-4 trained shard 'copter
N: 102-4-5 supply crawler
2265 *number of bases
73 *population
543 *minerals
- *support costs
- *Politics/Economy/Values energy/allocation
D/G/W/C 60/40 *Net Income
+3137 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
5940/1334/5214 (2) *Secret Projects
VW
PTS
EG
AV
NA
Sc
LR
CF
ToE
HGP
WP
XD
HSA
PM
NF
UT
NB
CV
NA *Diplomatic Relations
G-X
H-V
U-V
S-p
B-X
P-p *Military
L: 61-6-9 drop shard tank (13/1/3*3)
N: 0-0-0
A: 12-1-7 trained shard copter (13/2/14*3)
N: 100-0-7 supply crawler
2275 *number of bases
74 *population
677 *minerals
- *support costs
- *Politics/Economy/Values energy/allocation
D/G/W/E 100/0 *Net Income
+4533 *tech cost/tech accumulated/tech per turn: breakthroughs every X years
6840/2964/1960 (4) *Secret Projects
AtT (0 turns till it finishes) *Diplomatic Relations
G-X
H-v
U-sp
S-p
B-X
P-p *Military
L: 140-19-22 drop graviton tank (20/4/3*4)
N: 0-0-0
A: 3-0-9 trained graviton copter
N: 90-1-9 supply crawler
I think that the idea of a "Vanilla" civ is a good one...I think that It would also be a good idea to predetermine the ending year.
Why even draft reports? Why not just save every few turns, and then submit save files? All the neccesary records are stored in saved game any way.
Another thought: for SMAC/X and CivIII, this would be an excellent way to form tribes...by comparing strategies, people could form tribes in a more scientific manner. In fact...it might even be a decent idea to start up a Gameleague-type site that would be used to store and view these records.
"The only dangerous amount of alcohol is none"-Homer Simpson
I don't see why not...I think it would be a good idea to email sid or brian reynolds to see if they could help out at all...that would probably save tons of time and effort since they already know the programming.
"The only dangerous amount of alcohol is none"-Homer Simpson
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