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-SafaN-
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Found this in the archive, mayB interesting for some of u. What are the other challenges. Just read about a 'nomad' challenge with gaia or planet cult where u may not have bases?
quote:
"One City Challenge"
Basic: (which is actually a two city challenge...or could be!)
1. You can't build any colony pods. (You can use your colony pod to found a new base at the beginning of the game.)
2. You must abandon conquered bases either by starving, turning over to friends or obliterating. (I've never quite come to grips with how the whole starving thing works....'s always seemed easier to just turn them over to a friend).
3. You must win by Ascent to Transcendence.
4. You must build at least 16 secret projects.
5. You may only build native military units and units without weapon(armor allowed).
6. You must choose the difficulty level higher than Librarian.
7. You can keep whatever you find in the unity pods.
Advanced Challenge(changes to basic challenge):
1. You must disband your initial colony pod immediately--IIRC, rather than disbanding the 2nd pod, you could simply add it to your OCC-base's population.
5. You can only build units with armor and no weapon.
7. You must disband any units you found in the unity pods.
Ultimate Challenge:
1. You can only build one base, disband any colony pod at start (no adding to your initial Pop).
2. Abandon any conquered base by starving, obliterating, or giving away (must be done on the same turn as the base is conquered)
3. You must win by Ascent to Transcendence.
4. Blind Research.
5. You may not build any units with weapon, armor, and psi-ability. You can only bribe enemy units.
6. You must disband any units found in unity pods(including transport foils)
7. You must build at least 16 secret projects.
8. You must play at transcend level.
9. You will play on the "Planet" map.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:35
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ya thishas been around for a while.
I gave done a few variants of OCC and did the nomad challenge twice. The nomad one is actually pretty easy if all the factions are linked. There is really not much strategy to it since it is tactics of keeping a worm force alive and massing them appropriately to attack.
Also, since you never research or build anything, the turns are pretty fast
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-SafaN-
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but with no citys u wil lose? or is the cp kept alive on hold?
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:35
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quote: Originally posted by -SafaN-
but with no citys u wil lose? or is the cp kept alive on hold? |
You have to hide your colony pods-- play with look first on of course-- on transcend you get 2 pods -- and not let them get killed-- personally I tried to find an inaccessible place and left a troop to guard them while the rest of my worms went hunting
The cult are better than the gaians at this challenge since the extra planet rating matters but all the other bonuses and penalties are irrelevant
As I say a boring challenge-- If some faction is on an island, you may NEVER be able to get to them.( no way to build a boat)
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Nabvrimn
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What if you modify that to disband your starting units so you start with a former? You still only have a scout patrol to start the ball rolling and you still have two colony pods to hide with, but you can also build land bridges using money from planetpearls. This way you could reach islands.
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