Hi all:
Haven't played single player in a long time, but I thought I'd give this a try to try out some of the new strats and tricks flying around. I'm using stockpile in queue, and will use upgraded crawlers. Haven't yet.
My strat looks very similar to Vel's, except, hoping I would get the EG, I went for the PEG, after Cent Empathy (I got the idea from Vel's 1st post, and the Idea that I could trade for restriction lifting techs. Its now 2134, and I just built the EG, and traded like crazy, and gave most techs to all my allies. I still have only 3 scouts. I will build probes now, I think.
I only got Gene Splicing on the restriction lifting beeline, but hopefully will get the EE's from pactmates soon.
I did some detailed reporting, but am giving that up now. I will just do the 10 year thing from now on.
Sounds like, from Vel's experience, I may be a little late, with my military, though I do have about 10 10+ min bases.
I'm thinking on a run for the VW, and the PEG simultaneously, with a switch to planned to build them. But that will further delay my military. Hmmm.... might have to go back to here if that doesn't work.
Here is the game log:
2101
to 50/0/50
move worker to forested nut sq
explore SW along river
former to 17,36 (road to next base site)
change to a CP
rps/turn 10.8
2102
former makes road
scout and cp toward enery special
Note: very beneficial for Uop to get 4 energy with base plus 1 worker: at 40/60 or 30/10/60 makes 3:1 split for 5 rps (nn +50% rounded *up*)
to 40/0/60 for breakthrough in 1
rps/turn 12
2103 tech ind base, choose Ind econ
scout to 97,21 (didn't make it)
CP to energy bonus square
rps/turn 12
2104 New CP to 104,20 (made it)
build base on 96,18 (energy bonus) Monitoring Station
rearange workers
former to 102,20
labs to 30/0/70 for breakthrough in 1
rps/turn 15.6
2105
tech ind econ, choose plan net
switch to FM and 40/0/60
scout inv monolith at 98,24
former road
CP to 102,22
switch to 50/0/50
rps/turn 16.8
next turn Univ Base will be 10.8 to get tech at 25rps
2106
scout to 101,25
base at 102,22 (thought about moving this puppy further along, but...) Otkreitia Discovery
former to 100,24
hurry formers at mon station (8 ec)(1 ec left)
17 rp/turn tech in 1 (25rps for tech)
2107
3 SPs started (all HGP) [added edit: by others of course]
tech - plan networks, take IA
formers built at Mon Station, switch to CP
former to 99,25 and build road
scout to 104,28
se to 40/0/60
cost = 54!, tech in 2 (25 rps/turn)
2108
Miriam starts the WP
Forest on 94.18
scout west
OD builds former, continue another
new former to 101,25
hurry CP at Univ Base (16 ecs, 3 left)
tech cost 54, accum 37, per turn 25.4
2109
UBase builds CP switch to crawler
tech IA take Biogen
can't switch to wealth, not enough ecs, drat!
Hive gets SotHB, drat
switch all bases to crawlers (eye to switching to wealth in 3 turns, so no mins will be lost producing anything prior to wealth)
scout to top of river, 101,29 (discover borehole)
former to 99,27 (another borehole, must be cluster)
tch cost 86, accum 6, per turn 25.2
2110
scout to 100,32
CP to 99,25
oops, scout out of territory so both UBase will drone riot. Let it cause labs more important than production
tech cost 86, accum 31, per turn 25.2
CP 1 active
Formers 3 active
scout 1 active
crawlers 3 in prod
4 pop
6 tech
10 score
2111
kopernick observ built on 97,23 Nut bonus and river, switch to crawler
scout to 97 31, back in territory
stop recording individual moves
Yes, biogen in 1
tech cost, 86, accum 57 t/t 31.2!!
2112
tech biogen, take soc psych
switch to wealth
switch to 50/0/50
same tech/turn 3 more ecs!
tech cost 128, accum 0, t/t 36
2113
hurry crawlers at OD, and MS
t c/a/t 128/36/36
2114
UBase, crawler, to CP
MS crawler to CP
OD crawler to Former
hurry crawler at KO, 19ec
2115
t c/a/t 128/108/36
2116
social psych, take SotHB
hurry former at OD 2ec
hurry CP at MS, 8 ec
t c/a/t 168/13/36 only 11 short of 4 years
2117
CP at UBase, switch to crawler
MS builds CP, switch to crawler
OD former switch to crawler
2118
hurry CP at KO, 16 ec
t c/a/t 168/85/34.8
2119
KO builds CP, continue CP
t c/a/t 168/118/33.6
2120
OD builds crawler, continue crawler
Budushii Dvor founded at 99,27
t c/a/t 168/152/30.6
+16ec/yr
CPs 2 active 1 prod
formers 4 active
scout 1 active
crawlers 5 active 4 prod
5 bases, 6 pop
6 pop
8 techs
14 score
2121
SotHB, Cent Eco, not offered, took Eth Calc
killed first MW, 80% damaged, whew
climactic research founded at 96,30
hurry crawlers at UB and MS
t c/a/t 221/19/48 only 10 short of 4 yrs
2122
UB builds crawler continue crawler
MS builds crawler switch to former
hurry CP at KO
build Mendelev College at 94,26 leave at scout because of below
Run into another worm, so back up and set toL
t c/a/t 221/68/55.2 tech in 3!
start reporting only highlights
2124
build Gagaril Memorial on 100, 32
2125
eth calc take Cent Emp
switch to demo
2127
t c/a/t 270/132/62.4
2130
cent emp, take prog psych
t c/a/t 321/48/70.8
+32 energy/year no extra facilities
CP 1 active
formers 11 active, 4 in prod
scouts 3 active, 2 lost
crawlers, 16 active 5 in prod
9 bases
15 pop
11 tech
26 score
2134
prog psych, take ad econ
build empath guild
trade for bunch of tech
give away most of rest
make 4 pacts
researching ad econ, 3 to go
t c/a/t 361/25/115.2
10 bases
30 votes, 20 pop(EG)
score:
pop 64
com 40
tec 15
sps 25
tot 144
just found another worm, and rather than attacking at 4:4, I set my scout on alert [shift]L. We'll see if it works. It sure worked great with my former in a base. It killed a 20% damaged worm, only getting 10% damaged itself. wow.
edited to add:
One of the reasons I have time to do this is because Googlie is on vacation in England/Scotland for a couple of weeks, slowing down a lot of my games (Thanks, G.).
When he gets back, his site would be a great one on which to hang these scenarios. He's always looking for traffic!
bc
Haven't played single player in a long time, but I thought I'd give this a try to try out some of the new strats and tricks flying around. I'm using stockpile in queue, and will use upgraded crawlers. Haven't yet.
My strat looks very similar to Vel's, except, hoping I would get the EG, I went for the PEG, after Cent Empathy (I got the idea from Vel's 1st post, and the Idea that I could trade for restriction lifting techs. Its now 2134, and I just built the EG, and traded like crazy, and gave most techs to all my allies. I still have only 3 scouts. I will build probes now, I think.
I only got Gene Splicing on the restriction lifting beeline, but hopefully will get the EE's from pactmates soon.
I did some detailed reporting, but am giving that up now. I will just do the 10 year thing from now on.
Sounds like, from Vel's experience, I may be a little late, with my military, though I do have about 10 10+ min bases.
I'm thinking on a run for the VW, and the PEG simultaneously, with a switch to planned to build them. But that will further delay my military. Hmmm.... might have to go back to here if that doesn't work.
Here is the game log:
2101
to 50/0/50
move worker to forested nut sq
explore SW along river
former to 17,36 (road to next base site)
change to a CP
rps/turn 10.8
2102
former makes road
scout and cp toward enery special
Note: very beneficial for Uop to get 4 energy with base plus 1 worker: at 40/60 or 30/10/60 makes 3:1 split for 5 rps (nn +50% rounded *up*)
to 40/0/60 for breakthrough in 1
rps/turn 12
2103 tech ind base, choose Ind econ
scout to 97,21 (didn't make it)
CP to energy bonus square
rps/turn 12
2104 New CP to 104,20 (made it)
build base on 96,18 (energy bonus) Monitoring Station
rearange workers
former to 102,20
labs to 30/0/70 for breakthrough in 1
rps/turn 15.6
2105
tech ind econ, choose plan net
switch to FM and 40/0/60
scout inv monolith at 98,24
former road
CP to 102,22
switch to 50/0/50
rps/turn 16.8
next turn Univ Base will be 10.8 to get tech at 25rps
2106
scout to 101,25
base at 102,22 (thought about moving this puppy further along, but...) Otkreitia Discovery
former to 100,24
hurry formers at mon station (8 ec)(1 ec left)
17 rp/turn tech in 1 (25rps for tech)
2107
3 SPs started (all HGP) [added edit: by others of course]
tech - plan networks, take IA
formers built at Mon Station, switch to CP
former to 99,25 and build road
scout to 104,28
se to 40/0/60
cost = 54!, tech in 2 (25 rps/turn)
2108
Miriam starts the WP
Forest on 94.18
scout west
OD builds former, continue another
new former to 101,25
hurry CP at Univ Base (16 ecs, 3 left)
tech cost 54, accum 37, per turn 25.4
2109
UBase builds CP switch to crawler
tech IA take Biogen
can't switch to wealth, not enough ecs, drat!
Hive gets SotHB, drat
switch all bases to crawlers (eye to switching to wealth in 3 turns, so no mins will be lost producing anything prior to wealth)
scout to top of river, 101,29 (discover borehole)
former to 99,27 (another borehole, must be cluster)
tch cost 86, accum 6, per turn 25.2
2110
scout to 100,32
CP to 99,25
oops, scout out of territory so both UBase will drone riot. Let it cause labs more important than production
tech cost 86, accum 31, per turn 25.2
CP 1 active
Formers 3 active
scout 1 active
crawlers 3 in prod
4 pop
6 tech
10 score
2111
kopernick observ built on 97,23 Nut bonus and river, switch to crawler
scout to 97 31, back in territory
stop recording individual moves
Yes, biogen in 1
tech cost, 86, accum 57 t/t 31.2!!
2112
tech biogen, take soc psych
switch to wealth
switch to 50/0/50
same tech/turn 3 more ecs!
tech cost 128, accum 0, t/t 36
2113
hurry crawlers at OD, and MS
t c/a/t 128/36/36
2114
UBase, crawler, to CP
MS crawler to CP
OD crawler to Former
hurry crawler at KO, 19ec
2115
t c/a/t 128/108/36
2116
social psych, take SotHB
hurry former at OD 2ec
hurry CP at MS, 8 ec
t c/a/t 168/13/36 only 11 short of 4 years
2117
CP at UBase, switch to crawler
MS builds CP, switch to crawler
OD former switch to crawler
2118
hurry CP at KO, 16 ec
t c/a/t 168/85/34.8
2119
KO builds CP, continue CP
t c/a/t 168/118/33.6
2120
OD builds crawler, continue crawler
Budushii Dvor founded at 99,27
t c/a/t 168/152/30.6
+16ec/yr
CPs 2 active 1 prod
formers 4 active
scout 1 active
crawlers 5 active 4 prod
5 bases, 6 pop
6 pop
8 techs
14 score
2121
SotHB, Cent Eco, not offered, took Eth Calc
killed first MW, 80% damaged, whew
climactic research founded at 96,30
hurry crawlers at UB and MS
t c/a/t 221/19/48 only 10 short of 4 yrs
2122
UB builds crawler continue crawler
MS builds crawler switch to former
hurry CP at KO
build Mendelev College at 94,26 leave at scout because of below
Run into another worm, so back up and set to
t c/a/t 221/68/55.2 tech in 3!
start reporting only highlights
2124
build Gagaril Memorial on 100, 32
2125
eth calc take Cent Emp
switch to demo
2127
t c/a/t 270/132/62.4
2130
cent emp, take prog psych
t c/a/t 321/48/70.8
+32 energy/year no extra facilities
CP 1 active
formers 11 active, 4 in prod
scouts 3 active, 2 lost
crawlers, 16 active 5 in prod
9 bases
15 pop
11 tech
26 score
2134
prog psych, take ad econ
build empath guild
trade for bunch of tech
give away most of rest
make 4 pacts
researching ad econ, 3 to go
t c/a/t 361/25/115.2
10 bases
30 votes, 20 pop(EG)
score:
pop 64
com 40
tec 15
sps 25
tot 144
just found another worm, and rather than attacking at 4:4, I set my scout on alert [shift]L. We'll see if it works. It sure worked great with my former in a base. It killed a 20% damaged worm, only getting 10% damaged itself. wow.
edited to add:
One of the reasons I have time to do this is because Googlie is on vacation in England/Scotland for a couple of weeks, slowing down a lot of my games (Thanks, G.).
When he gets back, his site would be a great one on which to hang these scenarios. He's always looking for traffic!
bc
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