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  Which faction is best at Trancend Level?

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Author Topic:   Which faction is best at Trancend Level?
Klug posted 05-14-99 01:33 PM ET   Click Here to See the Profile for Klug   Click Here to Email Klug  
Good Day,
I have a question for you folks. I've been playing at Trancend level using UOP & I've been having trouble. I'm a builder & I found that UOP has a lot trouble with drones. You get your first drone at Pop 2 & It gets worse from there. You HAVE to make rec. commons right off just to get a stable city Pop of 4 and if you want to get higher than that you have to have Police troops (with a decent Police modifier) and/or build the Virtual Network. If you playing transcend and your want to be able to build which faction do you use? I'd appreciate you input..
Thanks in Advance.
Klug

"YOu keep out of this he does NOT have to you shoot you now..."
Bug Bunny...

WyldKarde posted 05-14-99 01:36 PM ET     Click Here to See the Profile for WyldKarde  Click Here to Email WyldKarde     
The UN, easily. That extra talent means that while everyone else is at base size 2, using one to work and one as a doctor you've got 'em both working the land. That's a *bit* advantage in the early game.
Koshko posted 05-14-99 11:46 PM ET     Click Here to See the Profile for Koshko  Click Here to Email Koshko     
I beat Transcend with UoP. It's not that easy at first, but once you get into the game a bit, the drones won't be much of a problem. You'll have plenty of Psyche things working for you.

Virtual World is a must, but also build the Human Genome. This will give you that +1 Talent which will give you a little leeway.

icosahedron posted 05-18-99 05:05 PM ET     Click Here to See the Profile for icosahedron    
I play UoP on transcend, ironman, and I rarely have trouble with drones.

I keep track of how long it will take to grow each colony, and make sure to anticipate the growth with police units and/or rec commons as necessary. This is not a static strategy, but is fluid depending on the growth rates of the colonies.

Usually, I'll set down the second city near the first, so that police units can switch easily from one to the other (and also to get the second city cranking energy for tech sooner). So I'll usually have my first new city planted by 2104 (or even 2101 if my first base lands on a friendly river). I will build two scouts in each of the initial two bases, so that I will have a total of five scouts (the first is independent), and no support cost. This will allow my population to grow to 3 with no drones. By that time, I will have a recycle tank and rec commons in each base (hurry with cash a bit if necessary to head off the drones), and now my pops can get up to 4 with no problem. At this point, when my formers (one per base at this stage) are just getting cranked up, it will be awhile before I grow again. I will thus have two bases of pop 3-4, supporting two formers and 4 scouts, plus the "free" initial scout (yes, I spend the extra mineral to support the three units per base; it's more than worth it). Note also that the second scout at each base can be used to explore until the pop of its base nears three.

Now I build 1-3 colony pods per each of my initial bases to keep the bases from increasing pop, and to expand. Then I turn the best mineral base to Human Genome and use any artifacts to hurry it. So now I can grow my bases to pop 5 w/o a problem (each base will have two police units and a former, as I said before don't be afraid to spend one mineral in support, plus timely rec commons and extra talent from HGP; the police units will eventually be promoted to top-of-the line war units when necessary). The other of my twin starting cities builds the Command Nexus. Then I go for Virtual World and Citizen's defense force, only stopping for the other low level SP's if time permits. Use the artifacts to advance the SP's!!!!

My two core bases keep cranking out the SP's while the perimeter bases grow to pop 3-4 and do the amoeba thing, so that I can keep growing. As each base matures, it is used to do the necessary stuff such as building enough probe teams to have two per base, building prototype units so I'm ready for war, chipping in on SP's, and building supply crawlers. Mix in the base facilities as seems appropriate.

Bribe the warmongers until you have 6-10 cities, the four core projects I mentioned above, the probes, and the latest prototype units.

Then (circa 2150) go bash in their skulls.

- icosahedron

icosahedron posted 05-18-99 05:08 PM ET     Click Here to See the Profile for icosahedron    
Excuse me, I should have said circa 2200.

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