Sid Meier's Alpha Centauri & Alien Crossfire > After Action Reports
Transcendence in 60 turns
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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/
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...
"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.
Oh, the time warp cheat isn't even playing the game. Respect for these speed runs.
Small phenomena are impressive! It makes me wonder if anything applies to a much larger map though.
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