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Capt Dizle
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Vel, is that 139 pop or 139 votes?
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Capt Dizle
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Report from the Lt. Colonel:
MY 2200
Writing these reports is a tiresome chore. So are the worms....so far in the game I have lost 12 units to the natives.
Free market time! The base facilities are coming along nicely with the aid of those hard working supply miners.
Dipolmacy: 1 Pacts, 1 Treaties, 1 Vendetta, 1 Truce. (unchanged)
Stats:
# of bases: 19
# of techs: 26
Score: 322
Pop = 87
Income = 140/turn
Techs coming every 5[next breakthrough in 3]
Superstring in 3 turns
Active Units:
14 Formers
17 Clean scout infantry
1 Unity Rovers
4 Mind Worms
3 Sea Formers
1 Colony Pod
5 Clean Formers
25 Crawlers
1 Clean Destroyer Transport
1 Empath Scout Infantry (and yes, I made a kill with it)
2 Clean Sea Formers
Production:
5 Destroyer Probe Teams (guess what I have in mind?)
Secret projects completed:
Human Genome (I wonder if anybody noticed I spelled this wrong-twice)
Empath Guild
Planetary Transit System
Virtual World
Citizen's Defense Force
Working on 1 new secret project
Breakdown of Alpha Centauri Score:
Pop 86
Commerce 85
Tech 26
Secret Projects 125
I am now running Dem/FM/Wealth at 40-10-50
Somebody needs to make a spread sheet and enter all this data for analysis. I am not going to post any more because 1) I have only played to 2204, and 2) I want to give some others a chance to catch up.
Of course, at the rate Vel is playing and writing reports, he will transcend before morning.
He better, it might be the only way he can claim to have "transcended before jimmytrick"

ps. Vel, next time you post, why not include a run down of base facilities built. There is a screen that shows that so you won't have to count.
[This message has been edited by jimmytrick (edited November 06, 1999).]
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:13
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My apologies JT....I forgot that my council votes and population were not the same. Soon as I'm done here, I shall go back and edit the population figures in the three affected field reports so that the reflect population, rather than votes.... 
Now, for the good stuff:
Field Report to 2220:
Event Log:
2211: Finally remembered to upgrade my other unity rover and independed scout to Plasma, with an eye toward moving them down toward the base Santiago went for last time.
2212: Detour. Santiago lands elsewhere in the empire, kills the trance garrison, but cannot take the base (no moves left). Dropping into classic builder defense mode....piling crawlers and formers in the base with an eye toward upgrading the survivors to armored variants next turn. Also did a little garrison shuffling, moving two trance garrisons from nearby bases into the embattled one. (Base Defenses: Two Trance Garrisons, two crawlers, and a former)
2213: Both Trance garrisons killed in action, but they put up a good fight. The attackers are significantly weakened. Both Crawlers and the Former receive Plasma Armor upgrades.
2214: Santiago's attack force beaten by a frenzied, half-crazed (and obviously drunken) Former Driver. The driver was given the UoP Medal of Honor for bravery, and his former dubbed "Peace Frog."
Switching out of planned and back to market to get ready for stage two of the Boom. (Independent units arrive on scene....too late, but at least they're on the coast now).
2215: Got challenged for governorship by Lal (Santiago voted for him....was I surprised? LOL).....My burgeoning population enabled me to win the election despite that.
Tech Advance! Centauri Meditation
Popped a pod and got a Unity Chopper....I am now brandishing it in front of whomever wanders near my coast.
2217: Cashed in my two Plasma Crawlers for their full value to help rush a Hybrid Forest.
2219: Tech Advance: Advanced Subatomic Theory.
Game Stats at 2220:
# of Bases: Holding at 20, but will be expanding again soon.
# of Techs: 28
Income 464 per turn
Techs now coming in 3
Score: 349
Force Total:
18 Formers
2 Scout Patrols
8 Supply Crawlers
1 Unity Chopper
5 Clean Plasma Sentinels
1 Plasma Former ("Peace Frog")
1 Clean Transport
14 Trance Scout Garrisons
No Units currently in production
The Honored Dead:
1 Former
2 Clean Plasma Defense Rovers
1 Clean Sea Former
4 Trance Scout Garrisons
Goal for next segment: To rush build everything needed to begin phase two of the pop-boom.
Oops....forgot....JT - Per your request, here's the list of base facilities I had as of 2220:
12 Children's Creches
20 Recycling Tanks
1 Perimeter Defense
12 Recreation Commons
11 Energy Banks
20 Network Nodes
11 Hybrid Forests
8 Research Hospitals
2 Hab Complexes
-=Vel=-
[This message has been edited by Velociryx (edited November 07, 1999).]
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:13
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Field Report - The game at the end of Mission Year 2230
We're cruising along quite nicely now.....done with most of the essentials, and building defensive stuff now (Perimeter Defenses, Aerospace Complexes....gonna bulk up my garrisons and such until Fusion Labs....which should not be long now)
Event Log:
2222: Tech Advance! Silksteel Alloys
2225: Tech Advance! Follsil Fuels
2227: Tech Advance! Air Power
2230: Tech Advance! Mind/Machine Interface
# of bases - holding at 20, prepping a few new sites now.
# of techs = 32
Income: 562 per turn
Techs every three turns
Game Score: 402
Population: (correctly listed, this time ): 149
Active Forces:
18 Formers
2 Scout Patrols
8 Supply Crawlers
1 Alien Artifact on my Transport, making his way back to civilization
1 Unity Chopper! (which has done a fine job of killing worms, and is now hardened, despite the fact that I'm running wealth and he started at "very green"
1 Clean Impact Squad
1 Clean Missile Squad
1 Recon (Laser) Rover
1 Clean Plasma Defensive
6 Clean Sea Formers
1 Clean Transport
14 Trance Scout Garrisons
and, last but not least:
"Peace Frog"
No units currently in production
The Honored Dead:
1 Former
2 Clean Plasma Defensives
2 Clean Sea Formers (Santiago's really starting to get on my nerves with that)
4 Trance Scout Garrisons
Facilities at my bases at the end of this segment:
20 Children's Creches
20 Recycling Tanks
5 Perimeter Defenses
20 Recreation commons
16 Energy Banks
20 Network Nodes
7 Biolabs
20 Tree Farms
20 Hybrid Forests
13 Research Hospitals
20 Hab-Complexes
Everything is in place to do part two of the Pop-Boom....all that remains is to hit the switch.....could have started it already, but I was giving my formers a little more time to do some more planting before hitting the Nitro switch again.....but, starting in 2231, I'm gonna see how big the bases can get.... 
-=Vel=-
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Starting in 2185, the micromanagement bacame tiresome. Right now i'm wrapping up 2199, and will post 2200 stats verboosely. Looking promising 
2140
7 cities/ 10 pop
8 techs / breakthru in 7
1 contact
2170
12 cities/ 47 pop
20 tech / breakthru in 6
Lal is governor
3 SP complete
2190
20 cities/ 85 pop
26 tech/ breakthru in 4
Flo is gov'
5 SP complete
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Capt Dizle
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It looks like Flo has raised the bar and AnnC has a great game going. I wonder if there is a record for fastest transcend on a huge map?
I am going back to bed.
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ProvostB
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what do I put in this line?
Sep 1999 time: 05:13
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i transcended in 2261 on a huge map....
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AnnC
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State & Ontario
Sep 1999 time: 23:13
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Report from Ann the Academic:
2180 Stats:
18 bases
Pop: 55
Income: 94/yr
Score: 107
20 techs (most of the new ones acquired by trading)
Tech cost = 1010, Tech/turn = 204
researching Doc:Initiative, next breakthrough 1 yrs
Security Nexus:
18 Formers
18 Trance Scouts
5 Supply crawlers
2 Unity rovers
Production:
supply crawlers, infrastructure, SP
Virtual World to be complete in 4 yrs. Highest overall with top tech, pop, and territory ranks. Contact with all factions: Gaians, vendetta (their idea); Hive, truce; Morgan, pact; Spartans, vendetta (their idea); Believers, treaty; Peacekeepers, treaty.
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AnnC
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State & Ontario
Sep 1999 time: 23:13
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Report from Ann the Academic:
2190 Stats:
19 bases
Pop: 69
Income: 103/yr
Score: 149
24 techs (stopped keeping track of how they were acquired)
Tech cost = 1221, Tech/turn = 289.2
researching Synth Fossil Fuels, next breakthrough 4 yrs
Security Nexus:
18 Formers
15 Trance scouts
3 Clean trance scouts
13 Supply crawlers
2 Trance plasma cutters
2 Trance destroyer transports
2 Unity rovers
1 Unity foil
2 Artifacts
Production:
3 Destroyer probe teams
1 Clean trance scout
supply crawlers, infrastructure, SPs
Virtual World complete. Highest overall with top tech, pop, and territory ranks. Contact with all factions: Gaians, vendetta (their idea); Hive, truce; Morgan, pact; Spartans, vendetta (their idea); Believers, treaty; Peacekeepers, treaty.
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Capt Dizle
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No time to make a major report or even play.
38 techs in 2120 and the Gaians have declared war. I'll get MMI next turn and cash an artifact to keep Deirdre from getting it. That will be 40 techs, 3 from artifacts and one from a pod. Building fusion labs.
jimmytrick out
ps. I am definitely over my head at this point. Normally I go for the kill not this transcendence baloney, so I am making this up as I go. I guess I'll have to figure out the punishment sphere trick.
I keep giving my tech away as fast as possible but it is hard to help the A non I keep up. Nothing to steal!!!!!!
My fastest transcend on a huge map was after 2300. That's not going to do it.
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AnnC
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State & Ontario
Sep 1999 time: 23:13
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Report from Ann the Academic:
2200 Stats:
20 bases, 1 colony pod
Pop: 82
Income: 120/yr
Score: 193
26 techs (some researched, some traded, some stolen)
Tech cost = 1478, Tech/turn = 357.6
researching MMI, next breakthrough 3 yrs
Security Nexus:
19 Formers
10 Trance scouts
11 Clean trance scouts
1 Impact infantry
5 Probe teams
23 Supply crawlers
2 Trance plasma cutters
3 Destroyer probe teams
4 Trance destroyer transports
2 Unity rovers
1 Unity foil
2 Artifacts
Production:
2 Destroyer probe teams
3 Destroyer transports
2 Prove teams
1 Clean trance scout
1 Fungicidal former
supply crawlers, infrastructure, SPs
Human Genome, Virtual World, Maritime Control Center complete. Highest overall with top tech, pop, and territory ranks. Contact with all factions: Gaians, vendetta (their idea); Hive, truce; Morgan, pact; Spartans, vendetta (their idea); Believers, treaty; Peacekeepers, treaty.
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Report from Rektor Flo (shamelessly stolemn from Lt. Colonel, cause its such a pain to type):
MY 2200
Diplomacy: 3 Pacts, 2 Treaties, 1 Truce. (unchanged)
Gov: Rektor Flo, global trade pact
Stats:
# of bases: 22
# of techs: 31
Score: 727
Pop = 147
Income = 753/turn, maintainancde -101
Techs coming every 3 ; 720 techs/turn
Applied relativity in 3 turns
Active Units:
17 clean Formers
3 clean scout infantry
1 trance scout infantry
4 scour skirmisher
2 alien artifacts
1 unity Rovers
4 trance plasma sentinel
3 trance synthmetal sentinel
1 synthmetal garrison
1 scout rover
6 Sea Formers
2 Colony Pod
8 Crawlers
1 skirmship supply
1 trance plasma hoverboat
1 Missile infantry
6 Missile Rovers
4 scout patrol
Secret projects completed:
Weather Paradigm
Merchant Exchange
Command Nexus
Virtual World
Citizen's Defense Force
Neural Amplifier
Ascetic Viutues
Longevity Vaccine
Working on 2 new secret project
Breakdown of Alpha Centauri Score:
Pop 188
Commerce 308
Tech 31
Secret Projects 200
I am now running Dem/FM/Wealth at 50-0-50
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:13
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WOW.....Methinks Flo will put us all to shame.....GREAT game sir!! 
I have gone back and analyzed where my game went astray, and I've pinpointed a couple of areas....room for improvement.
The three things Vel did wrong in his game:
1) Did not make aggressive use of probe teams. I found myself in something of a diplomatic catch-22 here. Everybody wanted to play nice and sign treaties in the early game, and I was unwilling to risk the commerce income for the short term game of tech....thus, I had to do most of my own research (the exception being the trades made immediately after getting the Empath Guild...after that, I was refused trades at every turn...) 
2) No boreholes. Primarily, I was doing this out of curiosity. Normally, I build at least one per base, and even that would have had a profound impact on total research generated, but....(and now I know why curiosity killed the cat). 
3) A wierd beeline. I've been experimenting with a "hybrid" beeline which enables me to pull down combat techs in tandem with the typical builder stuff....it didn't work so well...LOL
All in all, I'd say I'm having a decent game tho....nothing to set the world on fire, and it certainly won't win the prize....I've already played beyond Meister Flo's estimated Transcend time, and he got to techs in 1 VERY quickly! (which I was mightily impressed with!).
Will try to finish my game tonight, and duly post the results.... 
-=Vel=-
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Capt Dizle
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My God, I thought I was doing okay. I should not have sent the game to Flo! Wow!
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Akron
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University of Planet under The Great Akron
Mission Log Summary (Planetfall to 2140):
2102: University Base founded!
2103: Baikonur founded!
2107: Breakthrough! Biogenetics discovered! First research breakthrough on Planet!
Information on Industrial Base found in the Unity Wreckage on the outskirts of University Base!
2110: Scout Patrol sights what seems to be an area of Unity Wreckage, but investigates only to find it to be an ancient alien artifact! It will now be escorted safely back to Baikonur for further study.
Another investigation further north by a Unity Rover yields a second artifact! Many remain puzzled and held in awe of the coincidental news. Further study on this one to be held in University Base.
2111: Breakthrough! Social Psych discovered!
First encounter with former colleague Sister Miriam, now leader of the Believers. Negotiations held immediately. Peace Treaty signed.
2116: First alien artifact arrives in Baikonur. Colonists are held in awe as it is brought through the city and linked to the Network Node. Scientists examine and study it and make wondrous discoveries on Ethical Calculus!
2118: Further study and examination of the second alien artifact in University Base leads to new discoveries on Planetary Networks!
Social Engineering restructured using recently discovered Planned Economics.
2121: Breakthrough! Discovery of Secrets of the Human Brain stimulates excitement in University Base, leading to discoveries on Gene Splicing!
2122: Relativity School founded!
2123: Zarya-Sunrise founded!
2134: Breakthrough! Knowledge on Industrial Economics refined for life on Planet!
2135: Zoloto-Gold founded!
Negotiations with the Believers held to reform relations. The University does not submit to threats regarding confidential information on Gene Splicing. Believers refuse to trade tech. Negotiations end.
2139: Mir Lab founded!
Drone riots begin at University Base! Special permission to rush Recreation Commons received.
2140: Monitoring Station founded!
Drone riots in University Base end.
End of 2140 Stats:
Well, a satisfactory first forty years, but I haven’t expanded quickly enough. The bases are still quite undeveloped, including the terraforming. Currently, tech progression is at an ugly eleven turns per tech. I’m looking to expand ruthlessly into the surrounding terrain to boost this stat. Since I usually play with Blind Research (challenging, frustrating, and interesting), I also found making a good beeline difficult. That’s right, this is the first time in four months I’m playing this way, so a little research in the datalinks was called for. I have yet to take a conquer tech, instead directing research towards Industrial Automation and then Environmental Economics. Expansion has proved slow as I have partially neglected to rush build and create an energy infrastructure, though in the last ten turns I caught on. Gene Splicing, though, has proved useful in boosting population growth. Anyway, here are the stats:
Rank: #1
Might: Unsurpassed
Tech: #1
All other categories are lead by other factions
Overall: #1
Second Place: Spartans
Diplomatic Status:
Treaty with Miriam
Total Techs: 10
Tech Per Turn: 25.2
Tech Accumulated: 126
Tech Cost: 270
Techs every 11 turns
Energy Reserves: 9
Total Income: 10
Total Maintenance: 0
Total Loan: 0
Net Income: +10/year
# of Bases: 7
Population: 11
Largest Base: University Base (size 3)
Base Facilities:
1 Headquarters
2 Recycling Tanks
7 Network Nodes
No Secret Projects under construction by any faction.
Security Nexus:
1 Colony Pod
6 Formers
4 Scout Patrols
Under Construction:
1 Trance Scout Infantry
1 Former
Units Lost:
1 Scout Patrol
1 Unity Rover (A treasured and valuable piece of equipment built on Earth lost in combat with a mindworm. The last of its kind. Gone.)
Breakdown of Alpha Centauri Score:
Population: 11
Technology: 10
Alpha Centauri Score: 21 (pathetic)
Well, not too bad for the first forty turns.
Looks like everyone else is far ahead of me in turns. And in their 2140 stats. Especially Flo. But how do you get 600 credits per turn by 2100??? Must know! Please give me the save and saves leading up to it! Please!
Anyway, how much time does everyone else spend playing Alpha Centauri? I can only squeeze one to two hours per day into my schedule. So it usually takes me a good week or so to finish a game.
Good Luck to everyone else. Well, now continuing on…
The Akron
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Capt Dizle
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Huh? Whatsa! Yawn.....
Oh, it's The Akron. I was asleep. I wrote a special program to wake me up when someone posts to this thread. Rings a bell.
The answer to your question is no sleep all weekend. I am sure you'll understand if I go ba.....zzzzzzzzzzzzzzzzzzzzzzzzzzzz
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:13
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Final Field Report. Game completed in Mission Year 2287.
(I saved off in 2280, but went ahead and played thru).
Final Score = 1347
Final Pop = 562
(I've got the event log, but mostly it's tech advances (1-3 per year), with a few SP completion notices thrown in....I was able to negotiate favorable peace settlements with the other factions I was warring with (ie, everybody but Yang), but no more slave factions....and, I had hoped to squeeze maybe one tech advance out of Morgan (which is why I gave most of his bases back, but he was not getting techs fast enough, and I finished the game before he could even get one....ah well).
Summary: An average game, esp. in light of Flo's masterful performance!! In fact, I think I'm gonna go back and use my original tech bee-line to see if I can come close to matching it....JT, I'd say, given your last report, that you've got a solid shot at opening up a can of whup....well, you know....hehehe....on me and topping that score.... If you're interested in doing this again tho, I'd certainly like another crack at it.... 
-=Vel=-
[This message has been edited by Velociryx (edited November 09, 1999).]
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AnnC
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State & Ontario
Sep 1999 time: 23:13
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Report from Ann the Academic:
2210 Stats:
22 bases, 1 colony pod
Pop: 95
Income: 133/yr (net)
Score: 239
33 techs (some researched, some traded, some stolen)
Tech cost = 2217, Tech/turn = 404.4
researching Superconductor, next breakthrough 2 yrs
Security Nexus:
43 Formers
9 Trance scouts
14 Clean trance scouts
1 Impact infantry
1 Trained Impact chopper
12 Probe teams
27 Supply crawlers
2 Trance plasma cutters
2 Destroyer probe teams
5 Trance destroyer transports
2 Unity rovers
2 Unity foil
6 Artifacts
Production:
3 Destroyer probe teams
1 Probe teams
1 Clean trance scout
1 Empath scout rover
1 Clean Chaos chopper
supply crawlers, formers, infrastructure, SPs
Human Genome, Virtual World, Maritime Control Center, Citizen's Defense Force complete. Highest overall with top tech, pop, and territory ranks. Contact with all factions: Gaians, vendetta (their idea); Hive, truce; Morgan, pact; Spartans, truce; Believers, treaty; Peacekeepers, treaty.
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