Some background:
I've played several hundred games of MOO, usually on Impossible/Small and with 3+ opponents. I find the Klackons, Psilons, and Humans to be easiest, Meks, Silis, Sakkra, and Alkari in the middle, and Darloks, Bulrathi, and Mrrshan the hardest.
Like vxma, I try to maintain a defensive posture focussing on tech and production, with only a minimal fleet and relying primarily on bases for defense, until I'm ready to "breakout". Usually by the time Stinger missles are on the scene (if not before) I'm ready to go on the offensive. I primarily use shoot-and-scoot medium missle ships at this point in the game to expand my territory one planet at a time. I still don't have a big defensive fleet at this point and what I do have follows my offensive fleet to protect my conquests while I consolidate; my own systems are still relying mostly on missle bases for defense. By the time megabolt cannons, high energy focus, and the like show up, I'm usually in a pretty commanding position and am ready to press for the endgame, and tend to switch to beam weapons, with either swarms of small fast ships built for punch & dodging or large/huge ships built for durability (or a combination of the above) depending on the game & what my opponents have. The game almost never lasts into the final third of the tech tree, as I find working with the limited tech available in the earlier parts of the game more interesting, so I'd rather just finish the game and start a new one. I do run the occasional zoo experiment where I leave someone alive while I finish off the tech tree but I generally don't bother.
I thought some sharing of ideas might be useful. For instance, I generally don't find that significant fleets are worthwhile before at minimum sublight engines as ships can't be refitted (whereas bases automatically upgrade and are cheaper to maintain) but perhaps someone else has a different experience.
Here's some tricks that I often use when playing:
- At the beginning of the game, I send out a small unarmed scout to every star in reach, and leave it there. If the enemy sends an unarmed colony ship and no escort, it will retreat from the scout. This delays their settlement and gives you a better chance to grab more planets.
- When I have a rich or ultra-rich planet that is done building factories and pop, if I'm not building ships there I will let it pump up my cash reserves by leaving it on industry, rather than setting it to research. This money can help development of new planets, speed up research elsewhere, or whatever. If it's ultra-rich, I can inject some of my reserves on that planet and the ultra-rich bonus will compound them to be more than what I spent in the first place. (If it's just rich, IIRC it comes out about even, so this is usually not worthwhile in that instance.)
- If I have a poor world, it's usually still productive enough that it's possible to defend primarily with bases, providing it's a decent size. However, ultra-poor worlds are very difficult to defend without a significant fleet (built elsewhere of course.) They are still worthwhile to colonize, however, as pop farms. I usually leave these guys pretty much strictly on terraforming and research, with some on bases in case I can eventually get enough permanent defenses in place for it to be secure. I don't build factories until I can successfully defend the place with my fleet; in this way, if an opponent does manage to capture it, I don't lose any technology (the chance of technology gain on capturing a planet is dependent on the level of industrialization.) Also, because the planet is ultra-poor, I know the AI will not be able to build up a significant defense on the planet and it will be easy to retake when the time comes.
Anyone else care to post some tips & tricks?
I've played several hundred games of MOO, usually on Impossible/Small and with 3+ opponents. I find the Klackons, Psilons, and Humans to be easiest, Meks, Silis, Sakkra, and Alkari in the middle, and Darloks, Bulrathi, and Mrrshan the hardest.
Like vxma, I try to maintain a defensive posture focussing on tech and production, with only a minimal fleet and relying primarily on bases for defense, until I'm ready to "breakout". Usually by the time Stinger missles are on the scene (if not before) I'm ready to go on the offensive. I primarily use shoot-and-scoot medium missle ships at this point in the game to expand my territory one planet at a time. I still don't have a big defensive fleet at this point and what I do have follows my offensive fleet to protect my conquests while I consolidate; my own systems are still relying mostly on missle bases for defense. By the time megabolt cannons, high energy focus, and the like show up, I'm usually in a pretty commanding position and am ready to press for the endgame, and tend to switch to beam weapons, with either swarms of small fast ships built for punch & dodging or large/huge ships built for durability (or a combination of the above) depending on the game & what my opponents have. The game almost never lasts into the final third of the tech tree, as I find working with the limited tech available in the earlier parts of the game more interesting, so I'd rather just finish the game and start a new one. I do run the occasional zoo experiment where I leave someone alive while I finish off the tech tree but I generally don't bother.
I thought some sharing of ideas might be useful. For instance, I generally don't find that significant fleets are worthwhile before at minimum sublight engines as ships can't be refitted (whereas bases automatically upgrade and are cheaper to maintain) but perhaps someone else has a different experience.
Here's some tricks that I often use when playing:
- At the beginning of the game, I send out a small unarmed scout to every star in reach, and leave it there. If the enemy sends an unarmed colony ship and no escort, it will retreat from the scout. This delays their settlement and gives you a better chance to grab more planets.
- When I have a rich or ultra-rich planet that is done building factories and pop, if I'm not building ships there I will let it pump up my cash reserves by leaving it on industry, rather than setting it to research. This money can help development of new planets, speed up research elsewhere, or whatever. If it's ultra-rich, I can inject some of my reserves on that planet and the ultra-rich bonus will compound them to be more than what I spent in the first place. (If it's just rich, IIRC it comes out about even, so this is usually not worthwhile in that instance.)
- If I have a poor world, it's usually still productive enough that it's possible to defend primarily with bases, providing it's a decent size. However, ultra-poor worlds are very difficult to defend without a significant fleet (built elsewhere of course.) They are still worthwhile to colonize, however, as pop farms. I usually leave these guys pretty much strictly on terraforming and research, with some on bases in case I can eventually get enough permanent defenses in place for it to be secure. I don't build factories until I can successfully defend the place with my fleet; in this way, if an opponent does manage to capture it, I don't lose any technology (the chance of technology gain on capturing a planet is dependent on the level of industrialization.) Also, because the planet is ultra-poor, I know the AI will not be able to build up a significant defense on the planet and it will be easy to retake when the time comes.
Anyone else care to post some tips & tricks?
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