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big_canuk
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Leamington, ON, Canada
Jul 2000 time: 00:14
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There are many, many strategies and factors that can/should be used to transcend quickly. These may be different in MP vs SP games.
In SP games some of the most important are:
1. As was said crawlers. First mineral crawlers to get your industrial capacity up. They can be on forests or mines. Then energy crawlers/trawlers rehomed to your SCC, or group of science bases close to your HQ (so you don't loose the energy to inefficiency)
2. pop boom. I noticed you have res hosps in size 3 bases. This would IMHO normally be a bit early for me. They cost 3 upkeep, and are expensive. I generally would use that ind capacity for more crawlers, and then children's chreche and if necessary, tree farms and rec comms to support the pop boom (SE choices democratic and planned plus the CC should do it for most factions)
Only when I have the pop up to 5 or more and some specialists, do I normally build the RH.
3. Less military. Against the AI you can easily cope with minimal defenses and a smallish strike force to slowly take over enemies. Make sure you run FM, and therefore make sure your airforce is homed to an all specialist base(or less effectively to a base with a punishment sphere)
4. Lots more ideas, I'm sure. 
bc
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