posted 07-02-99 10:52 AM ET
Hi folks, this was my last game:
Standard-sized random planet with standard settings (middle, average). Standard rules. Everthing just default, beside:
Iron Man, TI
blind research off / on (up to you
Off of course, if you are clever.
30-50% ocean.
Just easy to put. No special settings to special strategies or faction-choices.
The possible variations of settings are nearly countless. One can make a contest for every one of this.
This is for everybody, for every strategie and faction and playstile. No restrictions and so on. Just the easy way, how the game was likely planned to be played. Easy and fair to compare.
Ad in the faction.TXT �files of AI-players (backup old files):
TALENT, 4 (PK: TALENT, 2 ; UoP: leave out DRONE, 4)
SOCIAL, +INDUSTRY
SOCIAL, ++RESEARCH
That�s all.
The goal is:
- Fastest Transcendence with
- 50 transc. thought-techs and
- all SP (build or conquered)
You see the extraordinary challenge? Believers without reseach-penalty, UoP with ++++RESEARCH, no drone-problems and quicker building SP�s (and everything else). Also there is no way to escape into transcendence, while AI is busy to fight each other. You really have to build an army, defend AND attack. With the highest possible tech! I personally never was challenged to do this before in a builder-stile game won by transcendence.
Big-sized maps and lots of water favour human players. If you do not want to have much problems with AI-opponents, its ok to play like this (with huge, you also need a huge amount of time, if you do the necessary micromanagement). On 30-50% ocean, the AI plays much less inefficient. So you have a hard competition and still enough opportunities to use water-vessels intelligently on most maps.
The conditiones for the contest, may be they sound too hard for you. That was exactly I was looking for: Something (possibly too) hard to beat, even with a silly AI as opponents, so that it is a challenge for an experienced player.
.
I started a game with PK. Just a mediocre starting place. No rainy. No bonus. Only one pod and a little river. (The save-file, I gave to aceplayer for his scenario-page). When I realized, UoP is my next neighbour, I was excited. Being behind in tech is not too bad with UoP next door. Send over some probes ... ! Make him surrender and he will be your research-slave. But it came in another way.
First attack came from believers with transports. They surprised me with 422-rovers, when I had 212-ones. Later, they posessed half the world, eating up huge hive-imperium.
Fighting back Miriam and still force the building challenged me 100%, but I succeded. Then I was ready to take care for Zak. I faded when I realized his power. He had the parameter-defence-SP and many others, going to finish hunter seeker! Chaos (A8) and air-power against my A4, D3. Out of the first 15 SP�s I got only two.
This was a really unknown feeling for me (may be since the old days of CIV1, emperor level).
After about 100 turns, I wanted to resign. Thought: I made it too hard. ++reseach is just to much. They will kill me like a fresh mindworm, as they please. I�m good, but not as good to be able to handle this.
Zak had still a treaty with me, but his attitude in the communikation-window showed: agressive. Before restarting, I wanted to demolish this game just for fun and sent over two probes, one turn before Zak got hunter. I got 2 techs. Both times he declared, that he does not like this, and that I should do this not again. At that point, I realized that he didn�t think of me as an opponent to take serious, and that he is a peaceloving person against weak factions like me poor little underdog.
So I continued. Zak had 45 techs compared to my 35. Through intense micromanagement, I was able to at least keep this difference of 10 techs for a while.
This phase was most thrilling. Every moment Zak could come over.
When Miriam had a full-size power-column, UoP was 66% and mine was 45%. Later, when my column got even with Miriam, Zak declared vendetta on me. Then a high-tech-war started, what I never had before in SMAC like this.
Ok, every game comes out different. With other neighbours, may be some games are not to win. If you play my save-game, you know it is possible to win. Because, I am on the way to it. It is just a question of time to conquere UoP, the missing SP�s and to research 50 tr.thinker-techs (in the end, they will come in a bunch every turn).
.
just finished my game on TI+level (aceplayer referres to it on his page as: T50_Lal_2101).
Lot of fun and action. Normally, when i went for trancendence on odinary TI, I rushed through the science-tree, had a tech an more every turn, didn�t care for military-units, for AI-opponents didn�t care much about me. Mostly 111 scouts as defenders were enough. Many games I finished already after 90 to 150 moves, because the winner seemed to be settled. What I missed most was, that I never had a chance to work with the high-tech-units. Even when I played long enough to get these techs, there was no necessity to build these units.
Much different this game: although I was a builder (and a quite quick one), I had to fight in most phases of the game, with full concentration on the workshop to design the most effective units. Learned a lot with it.
In year 2227 I only had 2 SP�s (AI had 11, mostly Zak),
in 2314 I was ready to ascend
(but still had to fight a war against incredible huge Believers Imperium for the SP�s, and also reseach for 50 thought-techs).
Finished in year 2339
Score 11800 (only as tie-breaker)
with 1106%
There where more than 39900 labs per turn (with dem/green/science/kyb and 100% research), that makes a tech-rate of 5.4 !
Have fun with it.
ARES 7
You can load the save-file at the page of aceplayer:
http://www.geocities.com/TimesSquare/Dome/3802/
T50_Lal_2101