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Ascendancy: Anyone know this one?

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dec...@ucla.edu

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Oct 23, 1995, 3:00:00 AM10/23/95
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Ok, I've been playing Ascendancy for a day now & I enjoy it immensely,
except of course for the problem that one never truly knows what each
technology does (numerically).

I understand that the research campus is a better version than the
laboratory, but, for instance, is the engineering retreat better? Or
is it a combination of laboratoy+factory, saving one square?

I basically want to get the most bang for the buck... any ideas?


------------------------
"More human than human is our motto..."

dec...@ucla.edu


Jonathan A. Fischer

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Oct 25, 1995, 3:00:00 AM10/25/95
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dec...@ucla.edu (dec...@ucla.edu) wrote:

> I understand that the research campus is a better version than the
> laboratory, but, for instance, is the engineering retreat better? Or
> is it a combination of laboratoy+factory, saving one square?

> I basically want to get the most bang for the buck... any ideas?

Well, I don't have the answer to your exact question, but I suspect that
the research campus will give you more research than an engineering campus,
because the same holds true for a megafactory vs a ... whatever the
city-block unit is called. Ie. the megafactory will give you the most
units of production per square, but the city block is a compromise, giving
you one less unit of production, but some prosperity (& research? I forget)
too.
--
Jonathan Fischer
jfis...@idirect.com


Beowulf92

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Oct 26, 1995, 3:00:00 AM10/26/95
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In article <46m1up$1c...@saba.info.ucla.edu>, dec...@ucla.edu
(dec...@ucla.edu) writes:

>If you look at it this way, what I
>do is build the metroplex on every white square, and build research on
>blue and industrial on red. That would (logically?) make the most
>productive planet.

You would be optimizing every square to it's fullest potential (and I
suppose an Artificial Hydroponifer on every green square). However, if
you're looking to build an industrial center, go ahead and put
Megafactories on every square. It sure cuts down on ship-building times
to have at least one planet set up this way.

Beowulf92

Capt Stern

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Oct 26, 1995, 3:00:00 AM10/26/95
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>Ok, I've been playing Ascendancy for a day now & I enjoy it immensely,
>except of course for the problem that one never truly knows what each
>technology does (numerically).
>
>I understand that the research campus is a better version than the
>laboratory, but, for instance, is the engineering retreat better? Or
>is it a combination of laboratoy+factory, saving one square?
>
>I basically want to get the most bang for the buck... any ideas?
>

I've had the same problem. The problem is that LogicFactory won't say. Their
strategy guide doesn't say, their manual doesn't say, their web page doesn't
say.

If you want the answers or think we deserve them, send E-mail to
sup...@logicfactory.com

Hopefully if enough of us complain they will back down from their high-handed
approach. And post the info in their FAQ.

Amazing isn't it? If we want to be able to play a game we paid for we have to
go begging for the needed info. And then be told "Sorry, we won't tell you"

One way to tell which would do you the most good is to save your game.
build item #1 and see what it did.
Blow up item #1 and repeat process with item #2.


dec...@ucla.edu

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Oct 26, 1995, 3:00:00 AM10/26/95
to
cpts...@wolfenet.com (Capt Stern) wrote:

>I've had the same problem. The problem is that LogicFactory won't say. Their
>strategy guide doesn't say, their manual doesn't say, their web page doesn't
>say.

>If you want the answers or think we deserve them, send E-mail to
>sup...@logicfactory.com

>Hopefully if enough of us complain they will back down from their high-handed
>approach. And post the info in their FAQ.

>Amazing isn't it? If we want to be able to play a game we paid for we have to
>go begging for the needed info. And then be told "Sorry, we won't tell you"

>One way to tell which would do you the most good is to save your game.
>build item #1 and see what it did.
>Blow up item #1 and repeat process with item #2.

Yes, it is rather an unprofessional way to handle customer support.

KRF9...@uconnvm.uconn.edu

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Oct 27, 1995, 3:00:00 AM10/27/95
to
In article <46n735$l...@newsbf02.news.aol.com>
The first example works well on large planets, but I have found it to be
more beneficial to specialize the smaller worlds. Metroplexes are nice,
but they only produce 1 unit of each resource (and give a temporary
Prosperity boost as well). Research campuses give three times as much
Research, and Industrial Megafacilities give twice as much Industry,
which can be very handy on a planet with only six squares (on such a world,
wasting space to gain a few extra habitation circles accomplishes little-
better to wait for the Lush Growth Bomb... :) ).
I eventually replace the Prosperity-boosting structures with more
practical buildings, as well. Prosperity suffers from vastly diminishing
returns. The structures which produce provide for your population must
be producing excess (food, or whatever) to give your planet Prosperity.
The larger your population, the more Prosperity-producing structures
you must have to produce any Prosperity at all. Eventually you will be
using so much space on Prosperity structures that you will end up with
a large, Prosperous population which is not really doing anything else
worthwhile. Also, once you have maxed out a planet, Prosperity structures
become a complete waste of space. They are great to get started on, but
after that...

Regards,

Benjamin E. Sones
krf9...@uconnvm.uconn.edu

Stephen Vakil

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Oct 30, 1995, 3:00:00 AM10/30/95
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In article <46n735$l...@newsbf02.news.aol.com> beow...@aol.com (Beowulf92) writes:
>From: beow...@aol.com (Beowulf92)
>Subject: Re: Ascendancy: Anyone know this one?
>Date: 26 Oct 1995 01:41:57 -0400

>>If you look at it this way, what I
>>do is build the metroplex on every white square, and build research on
>>blue and industrial on red. That would (logically?) make the most
>>productive planet.

>You would be optimizing every square to it's fullest potential (and I
>suppose an Artificial Hydroponifer on every green square). However, if
>you're looking to build an industrial center, go ahead and put
>Megafactories on every square. It sure cuts down on ship-building times
>to have at least one planet set up this way.

Overall I found having the majority of squares devoted to industry is best..:

1) If you have research sites, yes they pay more than a scientist takeover and
such, but what about when research runs out?

2) you can do more with it, alien hospitality, endless part, and it helps
building other stuff


DAVID BLUMGART

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Nov 5, 1995, 3:00:00 AM11/5/95
to
Someone asked:

-> >I understand that the research campus is a better version than the
-> >laboratory, but, for instance, is the engineering retreat better?
-> Or >is it a combination of laboratoy+factory, saving one square?

Someone else replied:

-> I've had the same problem. The problem is that LogicFactory won't
-> say. Their strategy guide doesn't say, their manual doesn't say,
-> their web page doesn't say.
-> [snip]
-> One way to tell which would do you the most good is to save your
-> game. build item #1 and see what it did.
-> Blow up item #1 and repeat process with item #2.

And I contribute:

I haven't tested it rigorously, but what I *think* is going on is that
if you want a pure play to max science, build the research center.
For shoes for industry, build the megaindustriplex thingy, and for
environment the hydroponic dingus. If you want to hedge and split the
difference between science and industry, crank out an engineering
retreat, and the logic factory for sci/environ.

Now here're my questions: Anyone figured out (in the ships display)
what the meaning is of those green chevron-like markers on the right
side of *some* of your ships?

And has anyone doped out how, under manual control, you use the smart
bombs? They're a helluva weapon against those stacks of ships the CPs
are fond of deploying, but I'm damned if I can get them to work except
under automatic.

And, once you've got a basic grasp of how this thing works, especially
ship combat, has anyone lost a game? I routinely get my butt kicked
by MOO on Impossible, and occasionlly even on Hard, and I've never
gotten close to losing Ascendancy. Where's that Antagonizer patch?

Gawd, I hope soneone does a FAQ for this game.

Rob C. Johnson

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Nov 6, 1995, 3:00:00 AM11/6/95
to

1) The green chevrons grow with age. That's it. I suspect it's
supposed to do something with the intelligence of the crew, and
can be countered by the Intellect zapper thing, but intelligence
or experience, whatever, doesn't seem to DO anything. A real
pity since it would be way cool. After all, if it did something
then weapons would miss occasionally, right? Then you could
recycle those early ships you built into awesomely skilled
snipers in dinky ships... Ah well, have to wait for MOA for
that I guess.

2) Select the smart bomb like you do any weapon or special,
point at an enemy ship, and fire just like a weapon. If there
are a lot of ships, right click instead of waiting forever for
em all to die. I had a real nasty slow down against 10+ ships
once... (I only colonized my home system, then clobberd
everyone on Hostile/very dense/7. Odd thing was, I won at
2/3rds control! 8-)

I once lost a game where I was only colonizing my home system
and I didn't have a fleet killer ship ready with smart bombs.
Ooops.

Rob Johnson at rcjo...@prairienet.org

Michael Dodge

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Nov 6, 1995, 3:00:00 AM11/6/95
to
dec...@ucla.edu (dec...@ucla.edu) wrote:

>Ok, I've been playing Ascendancy for a day now & I enjoy it immensely,
>except of course for the problem that one never truly knows what each
>technology does (numerically).

>I understand that the research campus is a better version than the
>laboratory, but, for instance, is the engineering retreat better? Or


>is it a combination of laboratoy+factory, saving one square?

>I basically want to get the most bang for the buck... any ideas?


to get the most bang for your buck......buy something besides
Ascendacy.


mike

Michael Dodge

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Nov 6, 1995, 3:00:00 AM11/6/95
to

>And I contribute:

>I haven't tested it rigorously, but what I *think* is going on is that
>if you want a pure play to max science, build the research center.
>For shoes for industry, build the megaindustriplex thingy, and for
>environment the hydroponic dingus. If you want to hedge and split the
>difference between science and industry, crank out an engineering
>retreat, and the logic factory for sci/environ.

>Now here're my questions: Anyone figured out (in the ships display)
>what the meaning is of those green chevron-like markers on the right
>side of *some* of your ships?

>And has anyone doped out how, under manual control, you use the smart
>bombs? They're a helluva weapon against those stacks of ships the CPs
>are fond of deploying, but I'm damned if I can get them to work except
>under automatic.

> And, once you've got a basic grasp of how this thing works, especially
>ship combat, has anyone lost a game? I routinely get my butt kicked
>by MOO on Impossible, and occasionlly even on Hard, and I've never
>gotten close to losing Ascendancy. Where's that Antagonizer patch?

>Gawd, I hope soneone does a FAQ for this game.

Here is my FAQ.......Dont waste your money on this game......


mike

Matthew Gann

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Nov 7, 1995, 3:00:00 AM11/7/95
to
I don't know if no one has stumbled on this yet, or if it just doesnt give the
info you're looking for, but there is a way to see what a structure does. When
selecting which structure to build for a colony do a shift-click on it and it
will tell you what that device does before you select it. Same for the ships
devices. Shift-click will usually give help on nearly anything in the game..
This much I like about the game.. If the auto-mangler just worked better, and
you could get more devices/research now...

Matt Gann


Joshua Io

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Nov 8, 1995, 3:00:00 AM11/8/95
to
mrm...@cyberspy.com (Michael Dodge) wrote:

>to get the most bang for your buck......buy something besides
>Ascendacy.

Yo, Mike. Stop banging on Ascendancy. You've made it clear you don't
like it. Others do.


A.Weston

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Nov 9, 1995, 3:00:00 AM11/9/95
to
Metroplex = outpost + factory + laboratory

Engineering retreat = factory + laboratory

Logic Factory = Agropilot + laboratory

Habitat = 2(?) outposts

Research Campus = 2 Labs

Industrial Megafacility = 2 Factories

Artificial Hydropinifier = 2 Agropilots

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