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  • #31
    I have played to 2181 and will soon be posting a limited narrative and a comparison chart. I want to interject some comments about operations at this point. It is perfectly valid to undertake operations in a builder game because one must suffer the financial cost and deal with the consequences to political status and the impact on commerce.

    In this game I accepted a war pact with Lal against the Spartans early. This is a good move for several reasons, not the least is which is that Santiago generally researches different tech lines than Lal or the human player. At this point she has 4 techs unknown to me. It would be beneficial to gain those through infiltration rather than to research them myself.

    Although I do not have a good map of the Spartan's base locations, I can pinpoint them through careful inspection of the available map and infiltration data. So I am laying on an operation to steal that tech. This will require production of quite a few foil probes, which is a significant investment.

    One negative effect of stealing multiple techs is that your base research cost can jump dramatically afterward, cutting into the gain in terms of raw number of turns needed to get to the end of the tech tree.

    I will risk it, and therefore I am in a race to get the operation underway quickly. The longer it takes the more likely I will be cornered into researching the very techs that I want to steal due to tech selection limitations.

    I am being forced to research Intelluctual Integrity now even though Lal has it. He refused to trade because of it's link to a secret project. A secret project that I have no interest in building. Nor is Lal building it either. Sheesh.

    Comment


    • #32
      Event Log MY 2171-81

      2172

      Began the turn by failing to get the opportunity to research Progenitor Psych, needed to get me in position to research Adaptive Economics for the Planetary Energy Grid.

      Built the Empath Guild. Contact Morgan and traded Environmental Economics for Progenitor Psych. Great! Traded Ecological Engineering for Morgan's map. Gave Morgan Doc: Flex for good will. Accepted Morgan's treaty offer then gave him Doc: Loyalty for a Pact. Excellent.

      Contacted Dee and traded Centauri Empathy for her world map. I refuse her effort to extort tech and then accepted her offer of a Treaty.

      Changed research goal to Adaptive Economics at a lost of 40 research points. Five turns to go.

      Called council and was elected governor over Lal with Morgan's support. Not that it was needed. All other factions abstained. The increase commerce dropped the research rate to 4 turns.

      2173

      First fungal pop. Commerce income is 54 turn, 137 net energy credits and 262.8 labs per turn. Commerce is good.

      2176

      Approaching the point of planting tree farms I decided to go into debt to help finance it. Borrowed 363 credits from Morgan.

      Needing still more, I decided to have a tech fire sale. Sold 5 techs to Morgan, 4 to Dee, 6 to Lal, and one to Yang (gave him a tech for a truce first). Also traded Doc: Loyalty to Lal for Doc: Initiative. I even let Miriam extort a tech to see if she would buy some afterwards. No dice. I knew better but I got greedy. Altogether my bank account rises from 75 ec to well over 800.

      2178

      Built the Planetary Energy Grid. Nice boost.

      2179

      Allocated 10% to Psych SE to induce limited GA to induce some scatter pop booms. As this increased my economy at the bases affected resulting in +2 base energy there is little income loss and my tech production actually goes up.

      Note that I am playing a forest first, low pop opening. I wonder what might have been if I had tried the Buster high pop game.

      __________________________________________________ _
      Looking forward to the endgame I can see that using the Sikander base placement paradigm I will not be able to re-home all of my crawlers to the SSC as Hendrick did as I will need to keep them home to work condensers, at least in my inland bases.

      Or maybe I can build sky farms to handle that. We will see.

      I have uncovered the volcano so I am thinking of setting up some bases there for the express purpose of utilizing the mineral bonuses to pump out rover and trawler supply units for the SSC. But I don't know if I am going to have the time to make that pay off.

      Comment


      • #33
        Jogging up the road to erewhon

        Morgan Builder
        Mission Year 2181University beer run
        HendrickPlayerjimmytrick
        26Bases21
        81Population71
        6Commerce Rate5
        30Commerce Income

         99

        Total: 6

        Human Genome Project, Weather Paradigm, Planetary Energy Grid, Planetary Transit System, Empath Guild, Merchant Exchange

        Secret ProjectsTotal: 7

        Human Genome Project, Merchant Exchange, Planetary Transit System, Virtual World , Weather Paradigm, Planetary Energy Grid, Empath Guild

        21Technologies Discovered24
        1041Research Cost1350
        313Accumulated Research451
        285Labs per Turn355.5
        4 turnsTech Rate4 turns
        Neural Grafting in 3 turnsTech Goal

        Intellectual Integrity in 3 turns

        Free Market/WealthSocial Engineering Demo/Free Market/Wealth
        150Energy 642
        50-0-50Energy Allocation40-10-50
        332Gross Income253
        -75Maintenance -36
        257Net Income217
        4 Children's Crèche, 23 Recycling Tanks, 24 Recreation Commons, 14 Network Nodes, 8 Tree Farms, 3 Research Hospitals

         

        Infrastructure7 Children's Crèche, 20 Recycling Tanks, 21 Network Nodes, 2 Recreation Commons, 6 Tree Farms, 1 Research Hospital
        3 Scouts, 1 Unity Rover, 1 Synthmetal Sentinel Land Units1 Mining Laser,  1 Unity Rover, 2 Scouts, 1 Trance Synthmetal Garrison, 1 Synthmetal Garrison
        --Naval Units--
        --Air Units 1 Scout Chopper
        54 Formers, 49 Supply Crawlers, 3 Probe Teams, 4 Alien Artifacts, 1 Colony Pod, Non Combat Units47 Formers, 56 Crawlers, 2 Probe Teams, 5 Alien Artifacts, 2 Transport Foils, 4 Sea Formers
        117Total Units127

        Pact: None

        Treaty: Lal & Miriam

        Truce: Santiago & Lal

        Vendettaeirdre & Yang

         

        Politics

        Pact: Lal & Morgan

        Treaty: Deirdre

        Truce: Yang & Miriam

        Vendetta: Santiago

         

        Comment


        • #34
          Hendrick, I think I am gaining ground. You better issue some stock.

          Edit: Left 4 colony pods off my unit list above but since I got the table to work I am not about to edit it there. BTW, that little grin in the part showing Hendrick's political relationships was a typo. I swear.
          Last edited by Capt Dizle; February 3, 2003, 16:15.

          Comment


          • #35
            I think it is indeed highly likely you will gain some ground - until I pop boom in 2197. The Sikander build style also means much lower mineral production compared to my style... I don't think you will be able to throw nearly as many formers and crawlers at an energy park as I can.

            But we will see, it ain't over till Miriam sings.

            Oh and could you email the save files to me or post them here? I always like getting the feel of a game from the save files.
            Last edited by Hendrik; February 3, 2003, 16:47.
            http://xohybabla.ru

            Comment


            • #36
              beer run saves MY 2160-81

              Here you go.
              Attached Files

              Comment


              • #37
                MY 2188 Comparison

                Morgan Builder
                Mission Year 2188University beer run
                HendrickPlayerjimmytrick
                26Bases25
                87Population102
                7Commerce Rate5
                91Commerce Income

                 96

                Total: 7

                Human Genome Project, Weather Paradigm, Planetary Energy Grid, Planetary Transit System, Empath Guild, Merchant Exchange, Planetary Datalinks

                Secret ProjectsTotal: 7

                Human Genome Project, Merchant Exchange, Planetary Transit System, Virtual World , Weather Paradigm, Planetary Energy Grid, Empath Guild

                24Technologies Discovered26
                1478Research Cost1552
                350Accumulated Research655
                418Labs per Turn517.2
                4 turnsTech Rate4 turns
                Bio-Engineering in 3 turnsTech Goal

                Planetary Economics in 2 turns

                Demo/Free Market/WealthSocial Engineering Demo/Free Market/Wealth
                34Energy 844
                50-0-50Energy Allocation40-10-50
                429Gross Income395
                -127Maintenance -105
                302Net Income290
                7 Children's Crèche, 24 Recycling Tanks, 26 Recreation Commons, 21 Network Nodes, 14 Tree Farms, 9 Research Hospitals, 2 Habitation Complexes

                 

                Infrastructure19 Children's Crèche, 24 Recycling Tanks, 25 Network Nodes, 15 Recreation Commons, 19 Tree Farms, 2 Research Hospital, 1 Habitation Complex
                4 Scouts, 1 Unity Rover, 1 Synthmetal Sentinel, 1 Mining Laser Land Units1 Mining Laser,  3 Unity Rover, 1 Scouts, 1 Trance Synthmetal Garrison, 1 Synthmetal Garrison, 2 Empath Scout Defensive
                --Naval Units--
                --Air Units 1 Scout Chopper
                73 Formers, 60 Supply Crawlers, 3 Probe Teams, 4 Alien Artifacts, 1 Sea Former Non Combat Units51 Formers, 64 Crawlers, 2 Probe Teams, 6 Alien Artifacts, 1 Transport Foils,6 Sea Formers, 4 Skimship Probe Foils
                148Total Units147

                Pact:Miriam

                Treaty: Zakharov

                Truce: Lal

                Vendetta: Deirdre, Yang& Santiago

                 

                Politics

                Pact: Lal & Morgan

                Treaty: Deirdre

                Truce: Yang & Miriam

                Vendetta: Santiago

                 

                Comment


                • #38
                  MY 2188 Hendrick's Bane notes

                  The 2181-88 period was quiet on the diplomatic front. A limited pop boom induced by the 10% energy allocation has allowed the University to pass Morgan in population and draw even on most fronts. In fact I find the game positions to be remarkably close.

                  Interesting to note that I switched to SE choices FM, Wealth, and Demo ASAP and have remained in them for the entire game. I felt the efficiency boost from Demo was more valuable that the free minerals for new bases due to bdrones.

                  I now am faced with a decision about a possible switch to Knowledge. It seems more advantageous to remain in Wealth becasue a GA pop boom at a lower economy rating would reduce the energy yield in golden age bases. As time passes and the bases become larger this will not be as important a factor.

                  The industry bonus is also still helpful during a time period when I am looking to rush build facilities constantly.

                  I will build the Ascetic Virtures secret project as soon as I able with an eye toward constant movement to size 16 bases. Research hospitals are going in to be followed by Hybrid Forests.

                  I initially intended to make 25 core bases, I need one more as one of the bases I have built near Mt. Planet will be used for crawler/trawler production. I may also build some other specialist bases near Mt. Planet.

                  And of course as I begin to build the energy park I will need some extender bases so I can keep some units on the frontier to handle mind worms.

                  My two biggest concerns are avoiding eccodamage and finding a way to deal with Yang. As the energy park is going to extend towards him I have to be concerned about the danger of Hive airpower.

                  The first tech raid on the Spartans is coming up shortly.

                  Comment


                  • #39
                    Its 2200 and I am too tired to make a report. But I will share one thing, on this turn I got the event "solar flares". Having promised myself that I would play this game as hard as I can I must now go through all 81 of my crawlers, switch them to convoy energy and then go back and reset them next turn.

                    But not tonight.

                    Comment


                    • #40
                      MY 2188-2101 Notes

                      Emphasis on infrastructure and limited pop booms.

                      Tech raid on Santiago yielded Adaptive Doctrine, Optical Computers, Advanced Military Algorithms, Superconductor, and Nonlinear Mathematics.

                      Traded with Dee for Field Modulation.

                      The tech steal got me to the point of having all techs on the board. Given my tech rate acquiring additional techs from the AI is shaky. I determined then to cash in 5 of the 7 artifacts that I have, the other two being in transit.

                      This yielded Superstring, Pre-Sentient Algorithms, Retroviral Engineering, Fusion, and Centauri Genetics. The key tech I was looking for was Fusion of course. Fusion Labs are under construction. The artifacts were cashed in 2101. I will next pursue Advanced Ecological Engineering so that I can upgrade my formers to fusion, clean super formers.

                      Experienced solar flares as noted above and switched almost all of my crawlers to energy and specialists to technicians. This yielded a net of 4240 credits in 2101, which based on a 60-10-30 allocation was about 3.5 times my current income level. This beats the hell out of suffering an asteroid strike. This nice one time bonus will help to fund the fusion labs and former upgrades.

                      I forgot to go for the Global Trade Pact for a number of turns and was darn lucky to get it by a vote of 4-3. I was concerned about Deirdre as she has become quarrelsome. Both Morgan and Lal are magnanimous, but Lal could turn on me in a moment.

                      The only thing I am disappointed in as far as the comparision with the Morgan Builder game is the fact that Hendrick blew past me in population. This shows the difference between a carefully organized pop boom as demonstrated by Hendrick and the limited type of boom I am running with the 10% psych allocation. I will have to pay closer attention to growth over the next segment.

                      Now it's time to start that energy park.
                      Attached Files

                      Comment


                      • #41
                        Morgan Builder
                        Mission Year 2101University beer run
                        HendrickPlayerjimmytrick
                        26Bases25
                        212Population184
                        7Commerce Rate6
                        423Commerce Income

                        694

                        Total: 7

                        Human Genome Project, Weather Paradigm, Planetary Energy Grid, Planetary Transit System, Empath Guild, Merchant Exchange, Planetary Datalinks

                        Secret ProjectsTotal: 8

                        Human Genome Project, Merchant Exchange, Planetary Transit System, Virtual World , Weather Paradigm, Planetary Energy Grid, Empath Guild, Ascetic Virtues

                        36Technologies Discovered42
                        2341Research Cost2786
                        314Accumulated Research405
                        890.4Labs per Turn1068
                        3  turnsTech Rate3
                        turns
                        Superconductor in 3 turnsTech Goal

                        None in 3 turns

                        Demo/Free Market/KnowledgeSocial Engineering Demo/Free Market/Wealth
                        230Energy 4766
                        40-20-40Energy Allocation40-10-50
                        810Gross Income1549
                        -268Maintenance -287
                        542Net Income1262
                        25 Children's Crèche, 26 Recycling Tanks, 26 Recreation Commons, 25 Network Nodes, 24 Tree Farms, 3 Hybrid Forests, 20 Research Hospitals, 24 Habitation Complexes

                         

                        Infrastructure24 Children's Crèche, 25 Recycling Tanks, 25 Network Nodes, 23 Recreation Commons, 24 Tree Farms, 22 Research Hospital, 19 Hybrid Forests, 10 Habitation Complex, 1 Thermocline Transducer
                        4 Scouts, 1 Unity Rover, 1 Synthmetal Sentinel, 1 Mining Laser Land Units1 Mining Laser,  2 Unity Rover, 0 Scouts, 1 Trance Synthmetal Garrison, 1 Synthmetal Garrison, 3 Empath Scout Defensive
                        --Naval Units--
                        --Air Units 1 Scout Chopper
                        84 Formers, 67 Supply Crawlers, 3 Probe Teams, 0 Alien Artifacts, 5 Sea Former Non Combat Units65 Formers, 83 Crawlers, 2 Probe Teams, 2 Alien Artifacts, 1 Transport Foils, 7 Sea Formers, 5 Skimship Probe Foils
                        168Total Units174

                        Pact: Miriam

                        Treaty: Zakharov& Lal

                        Truce: None

                        Vendetta: Deirdre, Yang
                        & Santiago

                        No Global Trade Pact

                        Politics

                        Pact: Lal & Morgan

                        Treaty: Deirdre

                        Truce: Yang & Miriam

                        Vendetta: Santiago

                        Global Trade Pact 2195

                        Comment


                        • #42
                          The attachment you made was for year 1, not year 101
                          I am completely amazed at how many hybrid forests you have compared to me, quite impressive.

                          The next ten years are the sharpest in terms of pop growth and infrastructural development for my game, if you can maintain your lead then you will be ahead for the rest of the game.
                          http://xohybabla.ru

                          Comment


                          • #43
                            Hey, I am notorious for fumbling the late game.

                            I have gotten to 2209 and have built the supercolider, switched to knowledge, put in thinkers, switched allocation to 20-80. This results in a tech rate of one per turn. I feel pretty good about that. But I am in deep water as far as how to avoid researching the unnecessary techs. If I can avoid those I will shave some time off the game. Someone posted that you can do this by not researching Unified Field. Of course if give only that choice you have to take it.

                            I don't remember ever playing a game to trancendence with SMAX. So going through the end of the tech tree will be a first for me.

                            The game is pretty time consuming at this point.

                            One correction to my last chart, I built the Longevity Vacine in my SSC. This was more helpful than I thought but from this point forward credits will not be as important as labs. Working very hard to get more energy to the SSC. I haven't transfered the HQ there because I am unsure if I will gain enough to offset the lost energy from other bases due their inefficiency going up. Some of them are costal bases and boy, they are generating a lot of labs. Coastal bases rock.

                            Comment


                            • #44
                              Rock makes cliffs, sand makes beaches
                              I don't exactly know what I mean by that, but I mean it (Holden Caulfield)

                              Comment


                              • #45
                                Thanks for that info Mose. Thinks are much clearer now.

                                BTW, that has to be a record for your shortest post, no?

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