Having to make tough choices adds to the fun of and the challenge of the game. Sometimes you have to try different tacts as you face new problems. It forces me to learn how some things work to get the most out of them and just makes the game play varied. A prewarp non creative race will make you work.
Announcement
Collapse
No announcement yet.
MoO2 Tech Choices
Collapse
X
-
Creative sure does solve a lot of headaches, but I just gotta have those 8 points! So I don't usually choose it unless I'm designing the race around it. Trading for techs is a decent substitute for it kind of.Good = Love, Love = Good
Evil = Hate, Hate = Evil
Comment
-
On the Gaia-Evoluton issue:
If I have to chose, I always go for evolution, and then pick, and it has right the exact name has utterly slipped my mind, the 4 point trait that gives you extra Support point (a starting trait for the Msharn). It always gives me a significant boost insupport points just in time in the late game for huge fleets.
I find chemistry 2000 level a hard choice:
Zortium, or the two nanotechs is difficult. I almost never get Zortium as neutornium is around the corner (damn zeon missiles!).
The Energy storage-megafluxer one is also hard, but push come to shove, I go for Megafluxers.
I almost always get Stellar Converters: best anti-planet defense weapon of all. Sit way back and wipe them out.If you don't like reality, change it! me
"Oh no! I am bested!" Drake
"it is dangerous to be right when the government is wrong" Voltaire
"Patriotism is a pernecious, psychopathic form of idiocy" George Bernard Shaw
Comment
-
Originally posted by GePap
On the Gaia-Evoluton issue:
If I have to chose, I always go for evolution, and then pick, and it has right the exact name has utterly slipped my mind, the 4 point trait that gives you extra Support point (a starting trait for the Msharn). It always gives me a significant boost insupport points just in time in the late game for huge fleets.
I do exactly the same thing.
Early on both the Elerians and the Mrrshrn can be a real pain with this trait and large offensive fleets.
Comment
-
A few quick thoughts. First don't worry about stealing tech take what you need and if you get the rest great, if not it was unnecessary.
Construction
----------------
80: Reinforced Hull vs Anti Missile Rockets:
No brainer Reinforced hull. Anti-missile rockets have no offensive cabability and if you don't take RH you will be meat against Emissions Guidance. Use Battle Scanners and lasers for missile defence in the early game.
150: Automated Factories vs Missile Base:
The choice is between AF & Heavy Armor. A production race may bypass AF if they are early attackers in a game with low players again once EGS comes heavy armor is somewhat neutralized. Planetary defences are worthless. If you are playing SP the computer on impossible is fodder, thus you don't worry about planetary protection you worry about speed annihilation, and in MP a few MIRV's and a runner (empty frig with Aug Engines and Battle pods) will take you out.
650: Battlestation vs Robo Mining Plant:
Another easy one, take production. With a good production race Robo Miners will take your pop farms near 500k per turn. With the extra production and population you can tax instead of take command points.
6000: Advanced City Planning vs Star Fortress:
At this point you must take SF. The addition of 4 pop per planet will not offset the taxation needed to maintain the fleet you are carrying at this point. Getting the extra command points only applies in MP as the game is over in SP.
3500: Energy Absorber vs High Energy Focus vs Megafluxers:
Megafluxers easy. You can fit a ton of stuff in. EA & HEF are not very important.
Chemistry
------------
Your tech tree through chemistry is probably the most vital, as it dictates pre turn 100 attacks. In playing SP, I usually go duets, poll proc, irrid and then zort. Range is key in reaching attacks, I never need better than zort to finish the game and the computer rarely has enough pd to handle the shear number of nukes they will see.
In MP games it is more common to see a different tree. Duets (unless you have a great start), Mercs (much better missile needed for MP games), Atmospheric Renewer and then Zort only taking the next fuel cell later.
Zort is a massive breaking point in the game. The tech run to zort is critical and if you time a good zort bb coming out at that time you will have a nice advantage.
Computers
--------------
150: Research Lab vs Optronic Computer vs Dauntless:
Not taking RL is impossible to overcome at this level.
400: Neural Scanner vs Scout Lab:
Scout lab is worthless, you shouldn't many have ships early. If you have them on the ships the ships are slow and worthless.
900: Holo Simulator vs Planetary Supercomputer vs Positronic Computer:
In SP games it is supers. Holo is out as a 10% morale bonus will not even remotely make up for the fact that all planets have 10 rp before scientists. Positronic is unnecessary as the computer can't design a decent ship. You won't need anything other than missiles at this level. On top of that your best races are all unification and can't use Holo Sims.
In MP the positronic may be enough to swing the power but only taking them will quickly allow you to put a game ending fleet on the board.
2750: Autolab vs Cybertronic vs Structual Analyzer:
This answer is almost the same as the above. Although in MP cybertronic is much more likely to allow you to put a game ending fleet on the board.
4500: Galactic Cybernet vs Virtual Reality Network:
Same as RL v HS. Unification never takes morale.
6000: Achilles Targeting vs Molecular Computer vs Pleasure Dome:
You don't need the research at this point. Take the comp if you don't have one and Achilles if you do.
Biology
---------
80: Biospheres vs Hydroponic:
Hydroponic and Subterranean are too expensive to maintain they will cause massive taxation problems. A uni farmer on an Aquatic planet does 4.5 before upgrades. Only farm on Oceans, Terran & Gaia, freighter your food.
400: Cloning Center vs Soil Enrichment:
Cloning is king. Again with uni aquatic farmers you don't need many.
1500: Subterranean Farms vs Weather Control System:
There is no choice WCS. If you need this tech relatively early you are in massive trouble.
2750: Heightened Intelligence vs Psionics:
Again you don't take morale as a unification.
Physics
---------
250: Battle Scanner vs Tachyon Communications vs Tachyon Scanner:
Battle scanner is key it is +50 to beams. TC is useless at this early level fleets are not large enough for it to matter.
900: Neutron Blaster vs Neutron Scanner:
Absolutely key to see your enemy coming.
1500: Jump Gate vs Sub-Space Communications:
No brain choice Sub Space, you usually research this as you are about to unload 3 new BB. You will need the command points desperately and if you don't well all the jump gates in the world won't save you from shear numbers.
2000: Multi Phased Shields vs Phasors:
Great weapon and PD weapon nuff said.
3500 Isn't there a choice on Plasma. Most of you probably take plasma cannon, but that is a useless weapon. By the time you get it close enough to do damage, a good player will take you down with emg. Take the plasma rifle you will need the bonus for ground combat and boarding efforts.
6000: Hyper Space Communications vs Mauler Device vs Sensors:
No choice, you need command points. The mauler device is useless. Give me phasors or gauss cannon any day. They both have AF.
Fields
-------
900: Class III Shield vs Radiation Shield:
Wrong choice it is Cl 3 v Warp disapators. In MP I usually take WD as I will kill you if I win the battle. If you have been following my thread I keep talking about EMG ships. If you don't have WD they are just a threat. If you do then I can either fire my 2 rounds and warp out knowing you can't hit my runner ships or if you have pd I will use my augy engines and significant fodder (just fast, hard) missiles until my mirv and mirv emg are just emptying into your hull. In SP I take cl3 as I usually run the ships back to their home where they eventually make a futile stand and usually my first bb that I put out will be effective even at the end of a game.
2750: Class V Shield vs Gauss Cannon:
Gauss is an awesome weapon. When you take it you need to run immediately to CL VII because they aren't great until they AF. Time your ships to come out the turn after you get cl7.
You did miss quite a few decisions.When you see the Vulture fleet coming your way you can count on 2 things. I brought enough to do the job and you should start looking for a new game.
Comment
-
Originally posted by originalbork
"6000: Advanced City Planning vs Star Fortress:
At this point you must take SF. The addition of 4 pop per planet will not offset the taxation needed to maintain the fleet you are carrying at this point. Getting the extra command points only applies in MP as the game is over in SP."
First let me say this was a nice job and I agree with it for the most part. Not that that matters. The only part I am not in concert with are minor and center around a game when not playing a Uni race. Just a small quibble.
Start with Star Forts, in some games your are correct, but for me I do not need a fleet so big that it can not be managed with my comand points as I will have lots of planets, so the 4 pop is just more income. This is not a critical choice and can be just a preference.
"400: Cloning Center vs Soil Enrichment:
Cloning is king. Again with uni aquatic farmers you don't need many."
This is one that is race dependant and situational. In an SP game, you really do not need cloners. If you are a Uni you can get by with out the soil.
"1500: Subterranean Farms vs Weather Control System:
There is no choice WCS. If you need this tech relatively early you are in massive trouble."
Again if not Uni or have some food enhancing trait, this choice is Farms. WC can not be put on all planet types. If you want to run food farms, then WC makes sense. This not so good if you are getting blockades layed on you, you will want farms then.
"900: Class III Shield vs Radiation Shield:
Wrong choice it is Cl 3 v Warp disapators. In MP I usually take WD as I will kill you if I win the battle. If you have been following my thread I keep talking about EMG ships. If you don't have WD they are just a threat. If you do then I can either fire my 2 rounds and warp out knowing you can't hit my runner ships or if you have pd I will use my augy engines and significant fodder (just fast, hard) missiles until my mirv and mirv emg are just emptying into your hull. In SP I take cl3 as I usually run the ships back to their home where they eventually make a futile stand and usually my first bb that I put out will be effective even at the end of a game. "
Yes in an MP you will want the warp for all the reason you gave and those can apply to SP as well. This group is a tough choice. In many games I have a lot of radiated planets and want the shield. I am willing to let the AI escape a few times as I will get the ships later. It is the class 3 shield I lament the most.
"2750: Class V Shield vs Gauss Cannon:
Gauss is an awesome weapon. When you take it you need to run immediately to CL VII because they aren't great until they AF. Time your ships to come out the turn after you get cl7."
I do not have a dog in this fight as I can take either one and be happy.
"You did miss quite a few decisions."
Not sure who you is here, but I did not miss any. I also do not agree that most will take plasma cannons. I have posted many times about not using them in most cases. Those that use them are probably creative and did not give up the rifles. After 131 the cannons got too expensive.
So in conclusion, a nice job, thanks and really I do not have any significant disagreement with it.
Comment
-
originalbork, reading this and your other posts, I see you have a lot of great knowledge, and that is cool. I've played some RTSs, and I know there is a big difference between SP and MP in those, so I wouldn't be surprised if there was one in 4X games too.
Unfortunately, along with that MP skill comes the MP attitude. "Wow, I roxxors and u sux LMAO!!!1111" and of course, make sure to call everyone a rook.
Seriously though, thanks for your post on this thread. It is cool to see an experienced MP perspective. I have no doubt you have plenty more MoO knowledge than I do.
It would just be cool if your posts didn't all say "I pwned you noob" somehow.
You did miss quite a few decisions.Good = Love, Love = Good
Evil = Hate, Hate = Evil
Comment
-
Meaning a few decisions you would have to make like
cells v armor
poll proc v merc
engines v augy
engines v bombs
transporters v engines or whatever goes with transporters.When you see the Vulture fleet coming your way you can count on 2 things. I brought enough to do the job and you should start looking for a new game.
Comment
Comment