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Hardest Moo2 game setting?

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  • #16
    Anyway if you give me positives other than cyb, you will only help me in one or another way. So if the hardest challenge includes any positive trait, this can only be cyb. That's what I'm trying to say.
    Against stupidity the very gods themselves contend in vain.

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    • #17
      I must be crazy because one of my favorite races has the -food and cyber.
      Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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      • #18
        Lots of people like to use Cyber, but it is not a good thing to eat your production, especially at the start where your repair function is not doing anything.

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        • #19
          cybernetic is a good thing guys, yes you eat production, but you produce more production then food, on a normal hw cybernetic gets 2 surplus industry right off the bat. then when you get autofactories, you can move over even more people to research, because the factory will feed them,etc.

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          • #20
            Well, it's all about different player strategies

            I see that in general most of the players in this forum focus on production-strategies - no, PK that doesn't mean you ignore everything else. Hence why anything ... counter-productive is found on your worst-off lists


            Garth: what were your other race picks then?

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            • #21
              I would take lowg, -1/2 food, -10 GC, Sub, Tele, Cyber, +10 spy( or any of the +3 picks), LargeHW.

              Not a great race, but fun.
              Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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              • #22
                cmon, pick some positives, give us an example

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                • #23
                  cyber: eats 1/2 food, 1/2 prod per turn. if you have only 1 person on a planet, no freighters, that 1 person cannot feed themselves (since they need both food and prod per turn.)

                  on a larger say arid planet, you must have 2 farmers and 2 workers to feed 8 population, leaving 4 pop for production/science. so, if you take the minus food, you need 4 farmers for the same population, leaving you 2 for production/science, while on a non-cybernetic race, you would still have 4 free workers.

                  in other words, taking cybernetic costs you whole population units, rather than parts of population.

                  it is generally negated though by unification, which makes it a good dual pick, which is one way of playing with -food/cyber.

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                  • #24
                    Whoha: there's a lot of bad combinations, but those players who are good enough can eventually win

                    "Freak-strategies" though, will be particularly difficult to those used to certain ways of playing...

                    I'll try to think of a couple of strategies for people to try...



                    Garth: I occasionally used Cyber myself, but I find the best strategy is usually using "multipliers" (eg unification) and large-population picks (best of them all, subterranean).
                    Last edited by Brutalisk; January 8, 2004, 00:23.

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                    • #25
                      Whoha: play the following:

                      - Pre-warp
                      - tactical combat on
                      - large galaxy
                      - average age
                      - antarans and random events on
                      - 5 players
                      - Difficulty: Impossible

                      Select your racial icon to be the Gnolams.

                      Try both of the following choices:

                      Feudal (-4), Charismatic(+3), Fantastic Traders(+4), Lucky(+3), Uncreative,(-4) Poor Homeworld(-1), +50 population growth(+3), +2 research(+6)

                      Dictatorship(0), Fantastic Traders(+4), Lucky(+3), Uncreative(-4), Low G(-5), Charismatic(+3), +1.0 BC money(+8), +20 ship attack


                      Try these two out and be fair with yourself and us. Others are invited to try them out as well and give feedback

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                      • #26
                        ah! i forgot about lucky, thats the pick that makes the antarans harder to capture

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                        • #27

                          blah

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                          • #28
                            Both of those races suck, if I have time I'll have to try one of them

                            I never used unification much, but I agree it's good. With hydro farms you can ease your food issues playing cyber. With those and either natives or a good food planet and some freighters the -food pick doesn't hurt that much.
                            Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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                            • #29
                              first attempt:
                              turn 116, founded first colony outside of my system, met the Sarka, got both treaties with them.

                              Turn 123, met psilons, got both treaties and a nap.

                              turn 126, got nap with sarka.

                              turn 132, founded second colony, met the klackons, xenophobic ecologists. got both treaties with them.

                              turn 147, got nap with Klackons.

                              turn 160, founded 4th or so colony, outright bought next colony ship.

                              turn 167, got ion pulse cannons and class 1 shields out of a wreck, discovered security stations.

                              turn 204, fuel link to orion found.

                              turn 213, purchased first battleship.

                              turn 221, Sarkas win a council victory.

                              Everything was real easy till the Psilon,human, and Sarka vote was 2/3rds of the galaxy.

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                              • #30
                                Second attempt:
                                turn 120, traded microbiotics with humans for research labs, and bought 3.

                                turn 156, traded for heavy armor with the trilarians, got all 3 treaties.

                                turn 197, my impetuous actions have lead to war with the humans.

                                turn 201, won first space combat against the humans.

                                turn 203, won second space combat.

                                turn 205, im at war with the trilarians.

                                this game was more difficult, since the ai actually declared war on me.

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