Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => After Action Reports => Topic started by: T-hawk on July 03, 2019, 03:18:34 PM

Title: Transcendence in 60 turns
Post by: T-hawk on July 03, 2019, 03:18:34 PM
Some folks here might know of my old report for a speed-run to transcendence victory in 76 turns.  I did a new run and writeup to improve on that, and got it all the way down to 60.  Base unmodded SMAC, transcend difficulty.  It's posted on my site here: http://dos486.com/alpha/speed2/ (http://dos486.com/alpha/speed2/)
Title: Re: Transcendence in 60 turns
Post by: Buster's Uncle on July 03, 2019, 04:04:11 PM
Impressive; I fancy myself quite the SP exploit master, but you used at least two cheats that are new by me.  ;b;  (I know one that makes Transcendence on the second turn possible, but few have the patience.  I, myself, have never actually bothered.)

-Note your custom title just granted...
Title: Re: Transcendence in 60 turns
Post by: Induktio on July 03, 2019, 08:59:30 PM
"But muh exploits, REEEEE"

Intuitively it's easy to see various loopholes in the game, but it seems a lot harder to picture how they will affect the game progression when you combine all of them into a single run. I'd guess it's the linear vs. exponential distinction. With multiple exploits, you gain a "multiplicative" benefit of all the effects they are individually able to produce.
Title: Re: Transcendence in 60 turns
Post by: Buster's Uncle on July 03, 2019, 09:46:03 PM
Oh, the time warp cheat isn't even playing the game.  Respect for these speed runs.
Title: Re: Transcendence in 60 turns
Post by: bvanevery on July 04, 2019, 03:45:32 AM
Small phenomena are impressive!  It makes me wonder if anything applies to a much larger map though.
Title: Re: Transcendence in 60 turns
Post by: T-hawk on July 04, 2019, 05:59:55 AM
There's another report on the site, 82 turns to transcendence on a standard size map also with the University.

The approach would scale to a big map just fine.  As long as there's more land, the Planetary Transit System will keep new bases expanding at a constant pace forever.  The limiting factor would be the distance at which all energy is lost to inefficiency (that formula does not scale up or down with map size), which would ultimately cap how fast you could reach the Cloning Vats.  There would exist some map size above which it would be faster to build creches and boom via SE methods instead of the Vats, or even just build crawlers for food and grow normally, either of which takes minimal tech.  Once you're at size 5 by any means, you have the good specialists and they aren't subject to inefficiency losses, so then there's no limiting factor related to map size, unless you hit whatever is the limit the program allows for number of bases or units (formers).

A huge map is 1.6x the tech cost of standard size, so the time is no more than that much above standard size, I could reach the Cloning Vats in 100 turns and then transcendence in 30ish from there.  A beyond huge map might at the most double those numbers.  I'd love to demonstrate all that, but it'd take me like a year to play a huge map's worth of micromanagement...
Title: Re: Transcendence in 60 turns
Post by: Petek on July 25, 2019, 06:27:10 AM
This thread (https://forums.civfanatics.com/threads/fastest-transcend-victory.434260/) might be of interest to the "fast transcenders." Only 36 turns. Massive use of exploits, jury-rigged settings and maps, though.
Title: Re: Transcendence in 60 turns
Post by: T-hawk on July 25, 2019, 04:06:31 PM
Yeah, the differences from that to mine are difficulty level and reloading for luck abuse.  Besides that, we're doing basically the same thing of a micro size map and most exploits.
Title: Re: Transcendence in 60 turns
Post by: clovenhoof on December 13, 2019, 05:31:58 PM
There's another report on the site, 82 turns to transcendence on a standard size map also with the University.

The approach would scale to a big map just fine.  As long as there's more land, the Planetary Transit System will keep new bases expanding at a constant pace forever.  The limiting factor would be the distance at which all energy is lost to inefficiency (that formula does not scale up or down with map size), which would ultimately cap how fast you could reach the Cloning Vats.  There would exist some map size above which it would be faster to build creches and boom via SE methods instead of the Vats, or even just build crawlers for food and grow normally, either of which takes minimal tech.  Once you're at size 5 by any means, you have the good specialists and they aren't subject to inefficiency losses, so then there's no limiting factor related to map size, unless you hit whatever is the limit the program allows for number of bases or units (formers).

A huge map is 1.6x the tech cost of standard size, so the time is no more than that much above standard size, I could reach the Cloning Vats in 100 turns and then transcendence in 30ish from there.  A beyond huge map might at the most double those numbers.  I'd love to demonstrate all that, but it'd take me like a year to play a huge map's worth of micromanagement...

Using your approach on a huge planet would be very effective in pursuing a conquest victory.  The first few dozen bases are the core that produce the energy and technology, and the inefficient ones outside that would be your weapons producers.

When you play to pursue a Transcend victory, what is your ratio of games abandoned from hopelessness to games completed or abandoned from boredom?
Title: Re: Transcendence in 60 turns
Post by: T-hawk on December 13, 2019, 07:39:01 PM
Effective for a conquest victory... or any victory really, once you have 10x the bases and population of all the AIs, you can cash in the win however you want.  A Supreme Leader vote is probably the most direct way in most cases.

Abandoned games... I've never had a hopeless one at all.  I don't really abandon from boredom either.  I only stop in order to restart, if I see some better way to do whatever I was trying to do in that particular game.  (Which can include a map layout that just doesn't turn out as well as I hoped.)  That happens often, typically 1-3 times per published report on my site, for SMAC and all of the Civ games.

Technically I do abandon hundreds of games on the first turn while seeking a good starting position, however you want to count that.