And here concludes our tale. I can't do justice in text to expressing the grandeur of the Transcendence ending; the experience of going through the several story interludes and project movies is spectacular. Play the game to see it for yourself.
I left off where I did last time because I needed to work out the final beeline to avert missing-tech holes. The final order goes as this:
The Will To Power
Nanometallurgy
Matter Compression
Super Tensile Solids
Matter Editation
Secrets of Creation
Matter Transmission
Eudaimonia
Temporal Mechanics
Threshold of Transcendence
Full disclosure, I hex-edited my 2219 save to change my current research to Will to Power instead of Nanometallurgy. (Same would have been possible by reloading from 2218, or if I'd simply worked out that beeline beforehand, so this was the same result with the easiest effort.) They had to go in that order; if Nanometallurgy came first, then in the next slot both Will to Power and Matter Compression would be blocked and I'd have no beeline choice. Frictionless Surfaces would be available, but it is not needed for the transcendence victory. There are a total of 7 nonrequired techs plus the repeatable placeholder Transcendent Thought which is equivalent to Civ's Future Tech.
It turns out that Threshold of Transcendence itself will be blocked in the slot that I need it in. Obviously it's not possible to rearrange anything when there's only one tech left. No matter what, Threshold has to be delayed by one slot somehow. The easiest way to perturb the modulus is to finally steal one of those first-level techs that I left forever missing, either Applied Physics or Doctrine Mobility from Gaia or Morgan.
2220: Discover The Will To Power, Nanometallurgy, Matter Compression. I don't need anything offered by these techs, just order up one Neutronium (8-armor) unit to prototype it for crawler upgrades. Also I neglected to note that Self-Aware Machines on the previous turn enabled mineral satellites, but I don't really need those either.
The one halfway interesting thing going on is my formers constructing a mag-tube network between most of my cities. This is mostly to facilitate moving around supply crawlers for the last few projects. It's possible to upgrade and add a crawler in the same turn if the upgrade happens within the base. To upgrade a unit requires all of its movement -- but that's still possible if it moved along a mag-tube for 0 cost. So the right approach was this: for a crawler working in the field, build a mag-tube
underneath it so it could then move out costlessly.
2221: Discover Super Tensile Solids, Matter Editation, Secrets of Creation, Matter Transmission (as Secrets freebie.)
My probe goes to steal a tech from Morgan (I'd rather deal with a vendetta in response from him than from Gaia, because his bases are generally farther away.) But he opens communications, and surprisingly agrees to simply sell me Applied Physics. Done! I'm not sure to what degree (if at all) the AI personalities actually influence what they want in trades; there's no definition in the faction data files for Morgan to desire energy or University to desire techs or anything like that.
The Transcendence victory requires two secret projects. Threshold of Transcendence tech enables the Voice of Planet for 600 minerals. Once that is built, then all factions (regardless of tech) can construct the Ascent to Transcendence for 2000. Discounted by Industry modifiers; I have none from SE now but still the Hive's native +1. If you're not doing what I'm about to do, it's common to switch from Cybernetic to Eudaimonic on the last turn since you don't need the research but to get the +2 Industry.
As in my speed transcend report, I set up to finish the game on the same turn as discovering the last tech. In my second-to-last base in production order, I ordered up any secret project, and upgraded a hovertank crawler to put 450 minerals into it plus added one other regular crawler. In my last base, I also ordered up any project, and now upgraded four rover or hovertank crawlers to 400+ minerals each and added them all to the project too. Finally, I set up my third-to-last base to build anything just in order to get a popup for the UI to jump into the production sequence at the right time.
2222: Discover Eudaimonia, Temporal Mechanics, Threshold of Transcendence.
During upkeep processing, when base 21 builds its facility, I can use F4 to jump to base 22 and change its already-filled project to Voice of Planet. Then when that completes, I use F4 again to jump to the last base and change its already-filled project to Ascent to Transcendence.
And there we go.
No longer mere earthbeings and planetbeings are we, but bright children of the stars.
Here are some numbers that are certainly numbers. That weird "0 Objectives Achieved" score is a bonus for speed to winning, which is the default objective when you're not playing a premade scenario.
Turns out that's my highest population score ever at 566. (My hall of fame has actually remained intact through copying among several computers ever since I started playing the game.) Not that that really means I played better, just put more effort into building/conquering more bases and booming all the way. Could have gone higher with needlejet colony pods and drop formers to all the nearby islands, but none of that would have made a difference on the research rate; even capturing eight Spartan bases was only a couple hundred labs out of the 10k.
My final labs count was 11,100, which could have been slightly higher by rushing more nanohospitals in the last two turns, but that wasn't needed (could not have saved a turn.) There's also one more labs multiplier among the nonrequired techs. Even from here, the labs count could have more than doubled again with hab domes to remove the population cap: then hybrid forests and more food satellites could have raised each base's population over 30, and all that population would be transcends. The ultimate possibility is to make every square a condensor, to boom every base to the maximum allowed by the program of size 127, but that's going to take 111 more turns to do the booming and I'm not doing that.