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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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As the person who proposed the no-bases challenge (which I called the Nomad challenge), let me say that I was mighty impressed when zsozso did it. It was zsozso wasn't it? I have a very poor memory. All I remember is that I proposed it, but never did it myself. To do it successfully, you have to play as Deirdre, so you can build a mindworm army. I never got past MY 2140.
And yes, there has been a zero facilities challenge, as well as a zero-facilities-one-city challenge, referred to generally as ZFOCC, a confusing anagram if you've never encountered it before.
But back on-topic, here's my two cents: self-limit your expansion. This also makes the game much more fun, because it limits micromanagement. I generally stop at ten bases. This can make the game much more challenging. For example, my current SP game is as the Usurpers. In general, people here eschew playing the Progenitors because they're so unbalanced. But I'm way behind the Cult of Planet in this game, because I've been trying to hold a really large territory with only ten bases, so I'm very spread out and vulnerable. It's fun.
If I conquer an opponent's bases, I have to either destroy them or give them back in a couple turns. I keep strictly to my ten-base limit. I actually wish there was a way to hard-code this kind of option into the game, like dictate a base limit for all factions, to prevent ICS, but oh well. It makes things more fun when you have to do the best you can with what you have.
Double-blind tech sounds like a very challenging way to play, too, but becoming familiar with the tech tree is essential if you want to play MP, so I don't recommend it until you feel confident you know your way around.
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