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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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So, just fishing for cool MP stories, here.... I was wondering what's the longest anyone has played MP, in terms of the tech tree, when the game was still up in the air and the gaining of a certain tech really decided things. For instance, I'm certain no one's had Orbital Improvements matter much in an MP game, right? Otherwise we'd be hearing about the cool sattelite wars that happened, no? I'm sure everybody's had a game in which D:AP was the decisive tech.
The point is, it seems like MP games don't really "finish"--they usually just get played until it's obvious who's going to win. So, what's the latest tech that anyone's had decide the game? Has anyone had a game that was so neck-and-neck that the discovery of Quantum Chambers (reactor 3) turned the tide, (to mix metaphors)?
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:13
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You're right Mark - ACT003 was a neck-and-neck 3-way race to transcend. It was basically decided by who got the option to research Threshold first.
Better still from the point of view of deciding tech was AXT011 - Tig and Tau would be able to say how much difference, if any, their weapons techs made. I know Tau was dependent on blink to get through my defences so I would say that tachyons and antimatter saved my bacon there. But in that game, we did indeed build many satellites - a grand total of 50 were still up there by the final turn - and in fact Tig and Tau had quite a hard-fought ODP war for a few turns, Tig knocking them out to try to open up a way through for his buster, Tau throwing them up as fast as Tig could down them 
N-Space for flechettes and Self-Aware Machines for ODPs were perhaps the deciding techs in that game. Tig busted me first, then turned to bust Tau. Tau was saved by the flechette in his HQ, but Tig had another coming and Tau didn't want to trust his luck on a 50-50 chance again The buster was one turn from completion and so was Tau's first ODP ... I had the turn, Tig was next and then Tau. So as things stood, it gave Tig a tiny window to drop the buster before Tau's ODP was launched.
At that point, I was in ruins. Just been busted, no HQ, no decent cities to speak of and a magnificent air force of two x choppers, one heavily damaged I sent them both against the base where Tig was building the buster - attacked it successfully, destroyed a borehole and pushed the buster back a turn so that it built after Tau's ODP. It was really touch and go - very high mineral-producing base with lots of pop, and I think he only needed something like 6 minerals to finish the buster. So it wasn't enough to attack once successfully - I needed several good hits to stop him. If Tig had dropped the buster successfully, he would have been in a very strong position to take the game militarily ... edge of the seat stuff 
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Wow, cool stories, y'alls! More, more! That PB game sounds like it was awesome. The tree-farm game shows quite good strategic thinking. It's interesting that in both cases it's a dying faction that makes the decisive move. Any more stories of decisive techs?
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mark13
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Northampton, England
Sep 2000 time: 05:13
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Oh, wow, what a great game, from the sounds of things - are there any savegames available, out of interest? The only predictable part was the end, Misotu won.... 
I second Misotu's attempted recruitment, as it is a great way to not only play SMAC against real opponents, but also to interact properly with other factions, something not possible in SP.
Mis, were you not playing it as an SSC? How on earth did you manage to get the tech for the Ascent so quickly?
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Fitz:
Your games sound great. How do you manage to play LAN games, though? Don't they take forever? You actually get people to commit that amount of time? To play a proper game, especially one that lasts as long as Psi Gates, it must take you... gee, at least 8 hours? No? And all that waiting while other people take their turns...
I'd love to hear the stories of some of these games. Like you said, everyone complains (byotches) about how those techs--Psi Gates, Blink, Gravships--are useless because they're so late-game. And do Gravships actually have tactical advantages over aircraft and Choppers? No one ever talks about using these techs, so I'm very curious.
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Fitz
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& Anarchist
Mar 2000 time: 21:13
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We play LAN games by getting together four people, with their computers, for a whole ****ing weekend. That's usually 20+ hours total including friday night. Waste of time really, but a lot of fun. 
All the final techs are very important if you cann't transcend and everyone is close in military/economic power. The two most usefull militarily tend to be psi gates, and to a lesser degree, gravships. Gravships are the best air power for a reason. They only get one attack, but they can conquer bases, which can be a godsend with their range. Psi gates allow for a common tactic of an airborne colony pod, followed by a rush build of the gate. Then you can start funneling troops through them. I've never personally used that tactic, (since I'm not the best of us, I tend to be defending like mad), but I've been on the recieving end of it enough times.
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:13
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quote:

Originally posted by mark13 on 11-03-2000 08:34 AM Oh, wow, what a great game, from the sounds of things - are there any savegames available, out of interest? The only predictable part was the end, Misotu won.... 
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No, not at all. I was *extremely* lucky to win that game - seriously. See the next bit 
quote:

Mis, were you not playing it as an SSC? How on earth did you manage to get the tech for the Ascent so quickly?
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Yes, I played it as an SSC. Only one decent city - the rest were very poor. But my SSC had both the Supercollider and ToE, plus maybe 20 crawlers pulling in energy. I built a little energy park on the highest point on my island, and also built a number of aquifers. So the energy going into that SSC was pretty serious, and then I was running 70% or 80% labs for most of the mid game onwards. Quite a number of sky hydroponics, so a lot of specialists too.
Several reasons why we got to the Ascent tech so fast: first, we agreed on a builder game, so we were all researching like crazy. When you have UoP, CyC and Morgan all running somewhere around 80% labs for a quite a while, the techs come thick and fast.
Second reason was that Morgan (Tau) was looking very serious around the early part of the mid-game. So serious, in fact, that Tig and I agreed to exchange techs exclusively with each other, in order to hold him up. Then we downgraded our pacts with him to treaties, while maintaining pacts with each other. That broke down eventually of course (about the time Tig dropped the buster actually ) but it really helped mid-game.
Third reason was the commerce income - we were all pacted/treatied for most of the game and getting serious energy from commerce.
Mark, you'll be pleased to hear that I ran FM/Wealth almost all the game No psych allocation of course. Then you add the CyC +2 research and +2 efficiency and ... you're at the Ascent before you know it 
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mark13
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Northampton, England
Sep 2000 time: 05:13
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Wow - I have had a look at the save game, you say you were playing it as an SSC - even when the SSC got nuked, the techs were still coming in every three turns! There's backup for you.... 
To be honest though, I, for one, would find a 'pure' builder game quite dull, mainly because it limits your options so much. A game without so much as the threat of an invasion would be dull to me - you have to prepare for the unexpected.....it just seems silly to look at Misotu's coastline bases defended by a single scout patrol 
You say you were running no psych allocation, well WHY ON EARTH NOT?????? From the sounds of things, with even 10% psych allocation, your bases would have gone into a golden age and you'd have been positively raking in the energy, what with the commerce boost... 
But no, it still sounds like a fascinating game to be involved in - a scramble for the Ascent, not something I have experienced before...
All I need to do now is to wait six months for the other PBEMs to get into a similar situation.... 
[This message has been edited by mark13 (edited November 06, 2000).]
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:13
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Well, there was the threat of an invasion from the Aliens of course. I was pretty much spared most of that because of my pathetic position on the power graph and because Tig was in all-out war with them, so I guess they focused on him.
I'm not sure which year you're looking at, but in the MY immediately after the buster, I think my research rate dropped to 1 every 7 turns or similar. Panic! I had managed to move most of my crawlers out of the blast range, then rehomed them to better bases and threw up an HQ somewhere so it did indeed improve again pretty rapidly.
The builder game was pretty intense - very exacting in terms of making the right decisions about SE, facilities and energy. I've never thought so hard about strategy before, it was fascinating. I certainly found out a lot of stuff. The hard way And then once the war started ... it was such a blast just seeing what was possible in terms of switching from one footing to the other as fast as possible. You might enjoy this kind of game more than you think ...
Psych allocation. Yes, well ... Now that I almost understand the commerce formula thanks to you guys it seems clear that the +1 energy from GA is not so dramatic, necessarily, and especially not if the majority of your energy is derived from crawlers. I don't know - it'd be interesting to go back and experiment ...
quote:

All I need to do now is to wait six months for the other PBEMs to get into a similar situation....
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Are you playing any games on the tourny map, or are all of yours random map starts? The tourny map really gets the game going very rapidly, things get pretty interesting in not many turns at all. Quite a few of them end in transcend - or feature transcend attempts at least. If you haven't tried it yet, I'd recommend giving it a whirl.
[This message has been edited by Misotu (edited November 06, 2000).]
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Tau Ceti
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Kyoto, Japan
Nov 1999 time: 14:13
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Mark: 10% Psych would not have been enough to get Golden Ages. I know, as I consistently used that setting , and I had the HGP too. I did get GAs in one or two cities (those that had Hybrid Forests, I think); still, the additional 1 or 2 commerce income is not very significant, percentage-wise, when commerce is already at the 16 to 20 level (Global trade pact, pact, and +4 Econ from FM/Wealth/Morgan makes trade profitable!). I doubt it would have been worth a 10-20% reduction of the research rate, and econ was generally set as low as possible anyway.
And you should not knock the builder game until you have tried it. There may not be much military warfare (though there WAS quite a lot of it at the end), but there is certainly enough economic and diplomatic warfare to make up for it! And there is something pleasing about having games end in something other than one player presiding over a nerve gassed wasteland...
Mis: He has my 2171 turn (two years before the buster) and 2180. By that time you had recovered quite well, I must say...
Both: Mark has only random map games, but I have a tournament map game waiting for him, as soon as my email comes back up (see my latest thread in the multiplaying forum).
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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The tournament map sounds like a lot of fun. I can only afford to play one tournament game at a time right now, and the current one is on a random map--it's going pretty slowly. I'm really tempted to request another game, but I'm already spending too much time on SMAC.
Fitz:
I'm guessing you're using a campus LAN, or something like that, and you're students, right? All in the same computer lab or something? That sounds like a blast, wish I was still young... And the Airborne Pod/rush-built Psi Gate strategy sounds like a killer. What a cool idea!
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mark13
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Northampton, England
Sep 2000 time: 05:13
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I can't wait to play the tournament map - I have had a look at it, I've also heard you start with extra units (I hope so, transcending in 2180-odd, or I'm doing something very wrong ), which sounds like it should be a lot of fun....
Give the random games a couple of months, though, and I'm sure they will liven up pretty quickly - I tried to get into a good game quickly with ACT21, but, erm, well....
Believe me, Tau, I am not knocking the builder game, I am just saying that from the sounds of things, it would be quite dull. I had, of course, as Misotu pointed out, factored out the threat of alien invasion....but weren't you just an eensy weensy bit tempted to throw an army at your opponents? 
I can't wait, I just can't wait!!!!
Mark13
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