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Enigma_Nova
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I often try to transcend, but there's usually this nagging voice in the background:
"You may have my size 1 base surrounded with 20 of your units but I'll still throw scout patrols at you!"
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swillwater
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The most satisfying for me is to be able to do it all.
Basically I conquer the entire planet and then achieve all possible victories at suitable intervals.
However, if I cannot get a conquer victory then I will attempt to achieve transcendence; that one has the best story line and it seems to be the ultimate goal for all of the human factions.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:32
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The alien victory is nice-- everyone should play the aliens once just top see the little movie.
I generally win a diplomatic victory. Playing out a completely won game is no fun so thats what I usually do.
I don't actually recall ever getting an economic victory unless it was just a situation where I conquered everyone leaving some pathetic remnants while I gathered the cash
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Illuminatus
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Salvaging Unity Fusion Core
Jul 2003 time: 06:32
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In the faction file.
There is a section with all the special rules.
; TECH = Free technology at start. Parameter
; is either a tech id (e.g. "Cen") to
; indicate a specific technology, or a
; number (e.g. 2) to indicate a number
; of player-selected technologies.
; MORALE = Morale modifier (if 0, indicates an
; exemption from negative modifiers from
; other sources).
; PSI = Percentage combat bonus for PSI Combat.
; FACILITY = Every new base gets this free facility.
; Param indicates facility (e.g. "4" is
; a Perimeter Defense) from the facilities
; list. Do NOT attempt to give satellites
; and secret projects this way.
; RESEARCH = Free research points per base per turn.
; DRONE = Extra drone at base (per "param"
; citizens, rounded down)
; TALENT = Extra talent at base (per "param"
; citizens, rounded up)
; ENERGY = Free energy reserves at start
; INTEREST = Energy reserves interest.
; Non-zero = constant percentage per turn (including negative)
; Zero = +1/base each turn
; COMMERCE = Increased commerce rate
; POPULATION = # to be added to population limit of
; each base for purposes of Habitation
; domes, etc.
; HURRY = Percentage change in costs of "Hurry"
; button on construction (e.g. 125 means
; 125% of normal cost, so 100 costs 125).
; UNIT = Extra free unit at start; param is
; index from units list (e.g. 0 equals
; Colonists, 1 Terraformers, 2 Scout
; Crawler)
; TECHCOST = Modifier % for tech research rate.
; (e.g. 125 means each discovery costs
; 125% the usual number of research
; points).
; SHARETECH = Gain any technology known to # other players
; TERRAFORM = Halves terraform raise/lower cost
; SOCIAL = Gives a modifier in the named social effect category
; ("SOCIAL, +EFFIC" raises the EFFIC rating by 1;
; "SOCIAL, --POLICE" lowers POLICE rating by 2);
; ROBUST = Halves the intensity of minus effects in the named
; social area ("ROBUST, EFFIC" halves minus efficiency
; effects in social model).
; IMMUNITY = Immunity from minus effects in the named social
; area. ("IMMUNITY, ENERGY" prevents minus energy
; effects in social model).
; IMPUNITY = Impunity :-) from minus effects from a particular
; social setting. "IMPUNITY, Police State" prevents
; all - effects from "Police State" setting.
; PENALTY = Opposite of impunity: doubles the negative effects
; of a particular setting.
; FUNGNUTRIENT= Modifier to NUTRIENT produced in fungus squares
; FUNGMINERALS= Modifier to MINERALS produced in fungus squares
; FUNGENERGY = Modifier to ENERGY produced in fungus squares
; COMMFREQ = Gets an extra comm frequency (another faction to
; talk to) at beginning of game. (Parameter is ignored)
; MINDCONTROL = Vehicles and bases immune to mind control
; FANATIC = +25% bonus on attack
; VOTES = Multiplier for governor votes
; FREEPROTO = Prototype cost reduced to zero for this faction
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Enigma_Nova
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Step 1. Buy Smax
Step 2. Locate facedit.exe
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geniemalin
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Economic.
But then again, my favourite faction is the Morganites, so it's probably to be expected.
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geniemalin
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You amass the required number of credits. Then you claim economic victory. The other factions have 20 (I think) turns to eliminate you or achieve victory themselves - if they can't, you corner the global energy market (and therefore win) at the end of that time.
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