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16.Sep: ZAKHAROV TURNS ELEVEN
15.Sep: `POSSIBILITY` IS ALL FOR NOW
15.Sep: THE SINGULARITY CONNECTION

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Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:37
  Old Post 13-07-2005 20:08
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Now at 2231 and building the TOE-- my tech rate is every two turns with 70% Labs and I plan to slam it to 100% Labs soon ( and experiment with FM/knowledge instead of green wealth)-- I do not want to peeve off the cult though as they are pretty good pactmates.

The agrarians had submitted to me, but when they would not give me a base I wanted, I broke pact and took it. They submitted again and gave up a base but when they would not give up more and started building probe teams, I figured it was best to take them out. They should live maybe another turn.

I am now number 1 in the powergraph and just recently got a message that the Hive and Pirates have joined forces against me. The Empire has hated me for while so soon it will be me and the cult pacted down south with me having a vendetta against all the northerners and the cult not enjoying much better relations. In the last two turns I have had forces landed near my crawler field which highlights my need to place a military outpost up there. My naval forces killed the transports but not before some of my crawlers died.

I am thinking that I may transcend and in the tech world my conquest of the agrarians has had a nice benefit of 3 AAs which I should be cashing very soon

Lazerus is offline Lazerus
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Jul 2002
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  Old Post 13-07-2005 21:49
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For some reason i've just started experiencing the interceptor bug crash which is annoying I've got the xp patch installed and the interceptors have been working fine until now which is even more odd.

It sounds like i've got the bigger military but you're going to beat me to transcendance, 2242 i'm going to get cybernetic, i think i'll switch to green/knowledge/cybernetic to try keep my police rating up and raise labs to get 1 per turn from there. Realised if i didn't waste calling the council to try for supreme leadership a little while ago i could probably have won via that in a few turns.

Wave choppers have slaughtered the pirates, Agrians are almost finished and i'm starting to take a few Hive coastal bases. Gaians are being a pain launching attacks from the Empire's bases but they're pacted with us both so he won't help me

Flubber is offline Flubber
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Aug 2000
time: 22:37
  Old Post 13-07-2005 22:08
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quote:
Originally posted by Lazerus


It sounds like i've got the bigger military


For sure although I am "unsurpassed" on that front in my game. I only have about a dozen choppers doing homeland security, 6 or 8 mopping up the Agrarian front and 2 sitting in seabases that are out of range of my lands and just barely in range of the Pirates, serving as an early warning bulwark from that direction-- I might actually build a few more bulwark seabases since its tough preventing the landings with the increased naval ranges.

quote:
Originally posted by Lazerus


but you're going to beat me to transcendance, 2242 i'm going to get cybernetic, i think i'll switch to green/knowledge/cybernetic to try keep my police rating up and raise labs to get 1 per turn from there.


Hmm tough to assess since I don't know where you are on the tech tree exactly-- I'm currently researching advanced EE with the idea of improving my former fleet-- my energy park has not been growing fast enough to accomodate my growing crawler group. After that heading to cybernetic would be a goal although I will risk the AA cashing even if it gives less useful techs techs. The TOE should guarantee me a tech a turn for a while . . . probably even at 70%

quote:
Originally posted by Lazerus


Realised if i didn't waste calling the council to try for supreme leadership a little while ago i could probably have won via that in a few turns.


I never really thought about that route . . . plus the self-denial of the EG would hurt me there ( its one of my self-restrictions against the AI now never to get the EG)

Lazerus is offline Lazerus
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Jul 2002
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  Old Post 13-07-2005 22:37
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quote:
For sure although I am "unsurpassed" on that front in my game. I only have about a dozen choppers doing homeland security, 6 or 8 mopping up the Agrarian front and 2 sitting in seabases that are out of range of my lands and just barely in range of the Pirates


ouch i think its a bigger acheivement you've got that many and so easily pushed them back ! I've been hitting highs of having around TEN dozen lol even then i've had my attacks blunted at times with the AI having just as many and so many interceptors.

quote:
I might actually build a few more bulwark seabases since its tough preventing the landings with the increased naval ranges.


yeah I've recently started quite a few bases around my continent to try give me that extra turn noticing any enemy transports but the only AI that used them in number and made it difficult to stop was the pirates in early game (at one stage having atleast 60)

Flubber is offline Flubber
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Aug 2000
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  Old Post 14-07-2005 00:55
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quote:
Originally posted by Lazerus


ouch i think its a bigger acheivement you've got that many and so easily pushed them back ! I've been hitting highs of having around TEN dozen lol even then i've had my attacks blunted at times with the AI having just as many and so many interceptors.





I don't think my Agrarians were as strong as in some of the other games. I framed them for a few things and they never got ahead tech-wise. They were beating the cult but I stopped that at an early stage and then the cult fought most of the war of attrition. My 8-1-14*2 choppers (commando or elite for the most part) do the emptying of bases and I bribed a few units along the way. I have NOT attempted attacks on the homelands of the other AIs as they have fusion power and I would need a substantially bigger force. Actually my preliminary thinking with the Pirates is to try to bribe away one of their good bases off their coast to have a safe haven for my shipping and then proberape them and kill anything that dares come in the open. I am delaying weapons upgrades since I currently have a science focus .

Lazerus is offline Lazerus
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Jul 2002
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  Old Post 14-07-2005 01:36
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Currently 2245 and realised just how far into the useless tech zone i am, first time in ages i've been on the left hand side of the tech tree and got quantum power before singularity heh, i tend to just wander about this high up the techs without any bee-lines. Switched to power and cybernetic so running 70% labs i've got my 1 tech per turn and dozens of elite quantum wave choppers
The Agrians just have a few coastal bases left, as do the pirates since i've taken over their entire land continent. Empire broke pact with me but hasn't attacked or anything yet. Starting to move choppers up ready for a hit on Yang.

Flubber is offline Flubber
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Aug 2000
time: 22:37
  Old Post 14-07-2005 02:18
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quote:
Originally posted by Lazerus
i tend to just wander about this high up the techs without any bee-lines. .


Me TOO !! Once I have fusion, MMI and shard weapons, I often forget which way to go and with a tech decision pretty much every turn, thats not good. I think I will haul out the old tech tree before I play my next turn

Lazerus is offline Lazerus
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  Old Post 14-07-2005 21:30
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quote:
I think I will haul out the old tech tree before I play my next turn


Damn woman took mine down off the wall and has put it away somewhere

Lazerus is offline Lazerus
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  Old Post 14-07-2005 21:52
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Really should have went green and taken a fungus approach earlier, it's really reaping rewards in that my new bases have almost instant tree farms combined with the sats and cloning vats is making growth easy. Also good for the defensive purposes that the bases were intended for.

Singularity 2248
I wonder if it's time for some PB's and a really explosive finish to the game Might be quicker then transcend.

Flubber is offline Flubber
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  Old Post 15-07-2005 01:14
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quote:
Originally posted by Lazerus
Really should have went green and taken a fungus approach earlier, it's really reaping rewards in that my new bases have almost instant tree farms combined with the sats and cloning vats is making growth easy. Also good for the defensive purposes that the bases were intended for.

Singularity 2248
I wonder if it's time for some PB's and a really explosive finish to the game Might be quicker then transcend.


Hmm -- I just got the cloning vats but a rain of missiles took out some of my crawler field ( I love seeing a missile wasted on a crawler) so that I had to go knowledge at 90% Labs in order to maintain a tech a turn. With cloning vats growth in many many bases I hope to maintain that rate while my next beeline is to Homo superior for the two free techs with the UT and almost as importantly, the nanohospital for my science city. I also need to beef up my defenses since only my crawlers prevented an unimpeded march of enemy soldiers to bases defended by 1-1-1 police scouts- I just prototyped my 1-6-1*2 AAA and my 13 attack choppers and will probably kick out another dozen or so of each

In other news, I just ended my pact with the Cult. I accepted him probing away two techs without complaint but when I saw EIGHT more probe teams enter my lands, enough was enough. The only way to defend would have been to build probe teams in EVERY base and I just was not willing to do that. Another reason I may need to beef up defenses

I really wish I had gotten to ODP's since busters are being built-- I believe after getting homo superior, ODPs will be my primary goal

Lazerus is offline Lazerus
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Jul 2002
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  Old Post 15-07-2005 01:39
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The agrians had over 100 probes in my game, and all were wasted because i got the hunter seeker

2252, getting 2 techs per turn and flying towards transcendance now, just got both later secrets, about to rush telepathic matrix and manifold SP's. Growth is almost uncontrolled - currently at 980 population, switching alot to transcendii

I finished the Agrians last turn and the pirates swore a pact with just 2 bases left. Massing Singularity wave choppers around Yangs coastline now, just rushing a few more drop troops and combined with others that can jump in when i complete Space elevator this turn i should weaken him abit. Will be tough pressing on though, he's actually really kamikazing his choppers ! last turn he sacrificed loads to take out my 8-AAA*4 aerospace defender in order to get my 5 choppers also sitting in that base !!
And he's still got over 60 choppers left lol

Lazerus is offline Lazerus
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  Old Post 15-07-2005 02:04
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Turns are sooo long ! 124 population increase this turn atleast

Last edited by Lazerus on 15-07-2005 at 02:17

Lazerus is offline Lazerus
King
Empires were built by dictators, not democracies.
Jul 2002
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  Old Post 15-07-2005 22:13
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Lose 30 kilos (of popups)

2254 the Hive surrenders, peace atlast on planet !!! Well ... sorta, truce with the Gaians

Flubber is offline Flubber
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Aug 2000
time: 22:37
  Old Post 15-07-2005 22:46
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Good stuff

I'm in the midst of turn 2238 and am building a nanohospital in my science base and also slamming things to 100% econ for one turn to start rushing hab complexes. I should also build the UT next turn and I am still raising land like crazy.

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:37
  Old Post 15-07-2005 22:49
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quote:
Originally posted by Lazerus
2254 the Hive surrenders, peace atlast on planet !!! Well ... sorta, truce with the Gaians


Weird-- my Gaians died a pretty early death. I had barely even met them.

If you have transcendii its pretty much just coasting to the end.

Flubber is offline Flubber
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  Old Post 15-07-2005 22:51
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quote:
Originally posted by Lazerus
Turns are sooo long ! 124 population increase this turn atleast


wow-- I find the same thing though-- I played for half an hour this morning and was on the same turn when I finished as when I started

Plus since I was going green for so long , the CV certainly booms up that population quick

Lazerus is offline Lazerus
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Jul 2002
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  Old Post 15-07-2005 23:23
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Well it's eventually completed 2256 so you've got plenty of time to beat me Flubber
Finished the game with around 1350 population and that was without trying until the last 4 turns.
Final score = 5167 !
My Gaians finished really strong, tech per turn, quantum power, and just about to research secrets of the manifolds. I think the fact i took the Hive and Pirates away from them and also kept nagging the Empire to leave them alone forming a nice trio between us is the reason.

Massive thanks for the scenario Chaos was a great challenge and a brilliant piece of designing in the way you've managed to make the AI's perform

Last edited by Lazerus on 15-07-2005 at 23:31

Lazerus is offline Lazerus
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  Old Post 15-07-2005 23:33
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Was nice watching the replay, everything so calm until around 2230-2235 and then boom, a massive yellow explosion flying over the agrians, into the pirates and then the Hive

Flubber is offline Flubber
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Aug 2000
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  Old Post 15-07-2005 23:43
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quote:
Originally posted by Lazerus
Well it's eventually completed 2256 so you've got plenty of time to beat me Flubber


I don't think I can beat that !! I need to haul out my tech tree and see how many advances away I am but I think 20 years to finish is far too much

Flubber is offline Flubber
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Aug 2000
time: 22:37
  Old Post 17-07-2005 15:23
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I couldn't quite manage to beat Laz as I transcended in 2260. I actually think I could go back to my last save and at least match the 2256 as I made a number of mistakes the key one being not reallocating a bunch of crawlers away from my best science city to avoid a lot of wasted labs. I had a bunch of turns (maybe as many as 5 )where my labs were way more than enough to get two techs in the turn but I was simply too lazy to rehome 30-40 crawlers. My other mistake was not grabbing quantuum power at the first opportunity to get some quantuum labs in my best bases.

In the last few years, the cult peeved me off again as they sent MASSES of probes at me even when treatied. Despite having no commerce, I managed to tech at 3 techs a turn at the end.

Thanks to chaos theory for an interesting scenario. The differences were intriguing but I found that playing as an isolationist builder worked pretty well as long as I raised enough land so that attacking forces came ashore away from anything vital. That and a couple of seabases that allowed no enemies to traverse certain waters helped a lot.

NO PBs flew. At the end I was tempted to start shooting down enemy satellites but figured every ODP was better as protection.

Blake is offline Blake
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Brainfallocatione
Oct 2000
time: 17:37
  Old Post 17-07-2005 16:33
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I'll have to try this. Wonder if I remember how to play... (what a silly question! ofcourse I do!) finding time otoh... let "just one more turn" handle that?

mart7x5 is offline mart7x5
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Sep 2002
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  Old Post 18-07-2005 06:41
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quote:
Originally posted by Darsnan
Your up awful late tonight mart7x5 - got a bad case of "Just One More Turnitis"?
You can't imagine how weak my immune system is for that particular kind of desease. I sometimes stay till 8 am up. From saturday to sunday. I am actually not sure why the invention of the free of work day was made. To train strength of will I guess.

I just took a look into alphax.txt.
Mines do not decrease nutrient production by -1. Nice.

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Brainfallocatione
Oct 2000
time: 17:37
  Old Post 18-07-2005 10:09
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Pretty easy so far, 2156.

I started out by loading a CP into a boat and sailing off yonder (impressive move speed), this CP got dumped off about 10 tiles from HQ and immediately founded a base, in case it was the territory of another player (as you can found in another players territory if you havn't met them). It turned out to be right next to the Dawn base Well of Souls.

Relations started off cordial with the Dawn, after a while he rang up in a panic about pirates, my first instinct was to laugh at him and his silly childhood fantasys but my advisor pointed out there was an oppurtunity here and I formed a pact with the dawn against these "Pirates". Sweet deal.

Boy did I feel silly when a couple of pirate ships showed up and killed one of my transports! Anyway the pact turned out useful when the cultists defended one of my bases from a pirate scout patrol attack.

At 2156 I have rapid crawler production, the Dawn has been thoroughly hemmed in by a line of bases, the Manifold Nexus is under my control (maybe boy genious shouldn't have showed me where it is!), I'm running wealth only, as Cha Clueless Dawn is in a pact with me, and I'd rather keep it that way until I feel the need to make him donate the Virtual World to my cause.

I forsee no serious problems, the PTS will probably be my first SP, but the Dawn pratically built the Virtual World for me. My strategy will probably be to conquer the Cult fairly soon and make them surrender, then donate the bases of other factions to them while I build up my homeland. The agrohippies are helping keep the dawn contained, and I'll probably conquer them and hand their bases over to dawn, prehaps making them submissive also. That's the plan anyway.

Lazerus is offline Lazerus
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  Old Post 18-07-2005 22:43
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oh just pray and pray that the Agrians don't become a rampant monster and you've got to kill hundreds of infantry with AAA or the Hive and pirates start sea bases packed with noodles all over your coast to pick off those crawlers

Illuminatus is offline Illuminatus
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Jul 2003
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  Old Post 21-07-2005 21:23 Visit Illuminatus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Certainly interesting scenario. I believe the key to winning the scenario is popping pods. I've sent probe teams to unity foils and ferried them across land where they popped pods with remarkably good results. As new bases grew slowly, I had them build several new PT for exploration which also explored a good portion of Planet and popped a dozen pods before falling prey to NL.

One of PTs ferried east encountered Cultist pod, which was successfully subverted for 200 credits, but was well worth it as Manifold Nexus is now in my teritory. I have a pact with Cult and trade technologies with them but to maintain pact I had not run FM in early years before IA (which I got in 2124).

I have popped up 15 artifacts by now (MY 2133), of which 11 were not destroyed by NL. I've used 6 of them to build PTS in 2125 , only a year after I discovered IA. I used one to speed Weather Paradigm, and payed out the rest recently with EC (had to help myself by taking a loan from Cult :scared. Four of them are active, but pretty far away, and foil is needed to transport safely three of them. Since I lost one to IoD it will take some time until they reach my teritory. If I haven't lost four of them to NL perhaps I could have saved money on building the TWP which I could use right now to hurry CPs in all bases.

I have pact with Cult, I have Agrians comm frequency, but since they show up as seething I avoid communication with them. A turn ago, I saw a fight between a MW and their CP which they lost. Surprisingly, their CP was about ten squares from my outer reaches, so I am worried a bit about eventual contact. Also, Cult also seems to send most of his CP westwards, thus denying my teritory. I attempted to buy one Cult base which is dangerously close to my teritory but the little brat asked for over 1000 ECs. We remain pacted, mostly due to me agreeing to any trade they suggest.

I've lost most of scouts by now, and most of them are escorting AA to shore. Hive has discovered SotHB ( ), and built HGP. It seems that it will soon finish Command Nexus too, beating Pirates. Strangely enough, no one is even attempting to build WW. Deirdre is building CDF. Due to PTS I presume I can match AI grow in future (17 bases now), but I spent almost all of my cash reserves and they are needed now to hurry CPs and RecTanks. When I get 4 AA back (hopefully without NL interference) I could perhaps build WW (if no one builds it) or CDF (since Cha Dawn is researching II). I will need to do something with Cult too, since its base is only 5-10 squares away from almost all of my western bases.

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Apr 2002
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  Old Post 25-07-2005 22:28
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conquest win 3 moves into turn 2251,reloaded the same save and transcended at 2241. am on orginal smac and played it yesterday(first smac game in ages).i finished tech advances by 2230 with 12000+ sci per turn (2 techs\turn),i got screwed up by the fact that smac golden ages dont pop boom,which i totaly forgot

i just used singularityL hover tanks with drop pods and finished everyone off in 20 turns or so...the hive added 10+ turns to this,i had to rush dozens of gravships on site(the hive homeland) to conquer them. used Sing busters,3 on hive,1 on pirates homeland(had nowhere that wasnt protected by aerospace to drop on)


i wonder if the smac versian isnt easier somehow,i got ALL SP except for four(of which only maritime was usefull). i never lost a base,and never built any defensive units even(constant FM).it might have been harder if they actually attacked me,but i was pacted with pirates+agrians=safe?

and i can upload my saves later,but im at my cousins house and unbeleivably we have no internet at home ATM(thats why i havnt been on lately)

do i get fastest win award?

Illuminatus is offline Illuminatus
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Well I transcended in 2256. . I did manage to get almost all midgame and lategame projects (I lost HSA and DT to AI however). Most of AIs were busy building missiles and needles.

Chaos Theory is offline Chaos Theory

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Oct 2002
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I suppose this one was a bit too easy. I'll make amends soon enough.

Flubber is offline Flubber
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Aug 2000
time: 22:37
  Old Post 25-07-2005 23:16
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quote:
Originally posted by Cataphract887
conquest win i wonder if the smac versian isnt easier somehow,


Perhaps-- well the tech tree will be different with a ton of different SPs available but I don't know if that would make it that much quicker

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Aug 2000
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  Old Post 25-07-2005 23:21
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quote:
Originally posted by Chaos Theory
I suppose this one was a bit too easy. I'll make amends soon enough.


Well I do know I played it far too safely in retospect. When I play a scenario on the first go through, I just play to win which means I am pretty conservative. If I played it now, knowing the layout of the factions I could have speeded development by ignoring military longer.

I don't know that it was "too easy", but it was defintely possible to build and pretty much ignore the other factions

 
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