Well, with the coming release of Moo3 I am interested in MoO again, and found these forums. So I guess I'll check out something I have always wondered about in Moo2.
Namely: Did you all come to the same conclusions I did about twhat the 'best' custom reace and strategy was.
To note, I usually play on all the normal galaxy settings, with Medium or Large galaxy, with 8 players, on impossible mode.
I found the opponents on impossible to be rediculously easy in all but small galaxy, where they are still not too difficult if you know the right early defensive strategies (which I learned from my multiplayer play) turns 80-120 are the critical time for me, when I need to use big ships packed with 2xshot, Mirv/ECCM/Fast Missles, as defense since at that time I have no computer/beam weapons.
My best custom race:
Subterranean Unification Pop Growth+100% Rich Homeworld,
with -10 pts out of (Repulsive, Attack-, Defense-, Ground-)
The key for me was to not put too many people on industrial production, but to use many as scientists, to perform my tech burst fast enough.
Another great race: Lithovore Unified Artifacts Home, Large Home, with same 10 minuses. This goes faster at the start, but the other will catch up in tech around turn 80-90 and go faster, due to more people.
My strategy: (mainly a tech order)
Research Lab, Reinforced Hull, Automated Factories. (that order) then continue on to Planetary Supercomp, then RoboMiners (getting spaceport before RoboM)
Somehwere in there, when I needed them, I would get the Pollution reducers/ range increasers (which give me the better missles for defense), and Hydroponic Farms or Biospheres, and Cloning plants (for the lithovore race) or Soil Enrich (for the Subterr race)..the soil enrich can wait until after Robo Miners usually.
Robo miners comes when I am in the midst of a big population expansion (usually I hit RoboM in turn 55-60 or so) and it jumpstarts a big colonization wave, until I hit the borders will all my neighbors. (I have around 100 research a turn now)
At that time I am going for Autolabs like crazy. I hit Autolabs around turn 100, and immediately buildthem in as many places as possible (I now have over 500 research per turn).
I then get a couple more chemistry techs to get good armor and help my missles, and then go crazy on the beam weapons tech (and I get a shield, ecm jammer, and other tiny stuff).
In the beam weapons (lower left) tech, there are also the sensors and command point bonus techs, which I get.
Then at around turn 140 I hit plasma cannons. I begin the construction of a number of huge ships before this, so they are almost ready (I flip ship designs at the last minute, to the new ship)
I get the computer tech that costs 6000 that gives a huge to hit bonus, (this will take like 10 more turns), and then go on to whatever tech I feel like....more construction, better weapons, etc, while conquering the galaxy with a fleet that is unbeatable at turn 150 (except by another human with this or similar strat)
By turn 200 I have won (on huge it takes until maybe 220-240 to mop up)
races which are similar to the ones I gave, and similar tech orders will work almost as well (or maybe even a little bit faster, if you found a more perfect combination of abilities than me)
Also: Creative is way too expensive, and unnecessary ;-)
Who cares that you got both Heavy Armor AND Missle Bases (or whatever other combos are a big deal, and there are some tough choices, I know), when I kill you with a large fleet of ships with good armor and lots of plasma cannons with a good computer on turn 150 (or even start attacking your weakly defended places with huge 2xMirv/ECCM/Fast nuclear missles ships on turn 100?
Anyways, is that similar to the strategy that others out there consider to be the "best"? Or is there something even better?
If so, what turn would you have the beginnings of a fleet of ships together that I could not stop with my defenses (those missle ships)?
I'd be interested to know if there was a strat even better than I could come up with in my hundreds of hours of play.
Thanks!
Namely: Did you all come to the same conclusions I did about twhat the 'best' custom reace and strategy was.
To note, I usually play on all the normal galaxy settings, with Medium or Large galaxy, with 8 players, on impossible mode.
I found the opponents on impossible to be rediculously easy in all but small galaxy, where they are still not too difficult if you know the right early defensive strategies (which I learned from my multiplayer play) turns 80-120 are the critical time for me, when I need to use big ships packed with 2xshot, Mirv/ECCM/Fast Missles, as defense since at that time I have no computer/beam weapons.
My best custom race:
Subterranean Unification Pop Growth+100% Rich Homeworld,
with -10 pts out of (Repulsive, Attack-, Defense-, Ground-)
The key for me was to not put too many people on industrial production, but to use many as scientists, to perform my tech burst fast enough.
Another great race: Lithovore Unified Artifacts Home, Large Home, with same 10 minuses. This goes faster at the start, but the other will catch up in tech around turn 80-90 and go faster, due to more people.
My strategy: (mainly a tech order)
Research Lab, Reinforced Hull, Automated Factories. (that order) then continue on to Planetary Supercomp, then RoboMiners (getting spaceport before RoboM)
Somehwere in there, when I needed them, I would get the Pollution reducers/ range increasers (which give me the better missles for defense), and Hydroponic Farms or Biospheres, and Cloning plants (for the lithovore race) or Soil Enrich (for the Subterr race)..the soil enrich can wait until after Robo Miners usually.
Robo miners comes when I am in the midst of a big population expansion (usually I hit RoboM in turn 55-60 or so) and it jumpstarts a big colonization wave, until I hit the borders will all my neighbors. (I have around 100 research a turn now)
At that time I am going for Autolabs like crazy. I hit Autolabs around turn 100, and immediately buildthem in as many places as possible (I now have over 500 research per turn).
I then get a couple more chemistry techs to get good armor and help my missles, and then go crazy on the beam weapons tech (and I get a shield, ecm jammer, and other tiny stuff).
In the beam weapons (lower left) tech, there are also the sensors and command point bonus techs, which I get.
Then at around turn 140 I hit plasma cannons. I begin the construction of a number of huge ships before this, so they are almost ready (I flip ship designs at the last minute, to the new ship)
I get the computer tech that costs 6000 that gives a huge to hit bonus, (this will take like 10 more turns), and then go on to whatever tech I feel like....more construction, better weapons, etc, while conquering the galaxy with a fleet that is unbeatable at turn 150 (except by another human with this or similar strat)
By turn 200 I have won (on huge it takes until maybe 220-240 to mop up)
races which are similar to the ones I gave, and similar tech orders will work almost as well (or maybe even a little bit faster, if you found a more perfect combination of abilities than me)
Also: Creative is way too expensive, and unnecessary ;-)
Who cares that you got both Heavy Armor AND Missle Bases (or whatever other combos are a big deal, and there are some tough choices, I know), when I kill you with a large fleet of ships with good armor and lots of plasma cannons with a good computer on turn 150 (or even start attacking your weakly defended places with huge 2xMirv/ECCM/Fast nuclear missles ships on turn 100?
Anyways, is that similar to the strategy that others out there consider to be the "best"? Or is there something even better?
If so, what turn would you have the beginnings of a fleet of ships together that I could not stop with my defenses (those missle ships)?
I'd be interested to know if there was a strat even better than I could come up with in my hundreds of hours of play.
Thanks!
Comment