Just got the Prima Moo3 strategy manual and have skimmed it a few times. It was what I expected: a general overview with a few hopefully helpful reference tables, and some very general run-throughs that show how the game works. There was no in-depth discussion of strategy, nor were the race-specific strategies any more than the obvious (e.g. – espionage races should build spies).
It did generate a bunch of questions, though. Forgive me if these are answered in other areas/forums (I’m relatively new). I’ve tried to pry them out of the official site w/o much luck.
Technology – it looks linear, with a set of technology schools to research. Is there no either-or like Moo2, or random like Moo1?
Base/orbital upgrades – will these be upgraded to latest tech, like in Moo2? If I have to scrap and re-build my orbitals, groundbases, and troops all the time I will be seriously annoyed since I can’t count on the AI to do this competently (like Space Empires IV, where the AI leaves old, useless ground bases and orbitals intact because they are ‘full’). I understand ships can’t be upgraded, but I can live with that. They’re likely to die quickly anyway.
Ship construction – there was no discussion of ship construction except to say there are long range and close fighting ships, each of which can be assigned missions (good!). Is ship design by the AI only? Dan Q hasn’t gotten to this part yet, and I will be interested in what he says.
Food transport – in Moo2 you build freighters, which automatically supplied food to low or non-producing worlds. Based on the discussions and examples in the guide, it looks like it doesn’t work this way anymore. But, it is not clear. It seems like you give imperial ‘grants’ to allow the planetary manager AI to buy food if you don’t have enough, or rely on trade (how?). This is a level of micro management I will not particularly like. It also means you won’t colonize planets that aren’t ‘green’, as opposed to marginally habitable ‘yellow’ or hostile ‘red’ worlds. The result will be a serious competition for ‘green’ worlds.
World classification and races – the guide implies but doesn’t say if races will have different ‘green’ worlds. In other words, a worthless planet for one race may be paradise for another. I like this idea, if it is correct. Further, the guide suggests that sun type is important in ‘sweet spot’ worlds, but it doesn’t explain what this means. However, if all ‘terran’ worlds are green for everyone then this is not really meaningful since it will be must like Moo2.
It did generate a bunch of questions, though. Forgive me if these are answered in other areas/forums (I’m relatively new). I’ve tried to pry them out of the official site w/o much luck.
Technology – it looks linear, with a set of technology schools to research. Is there no either-or like Moo2, or random like Moo1?
Base/orbital upgrades – will these be upgraded to latest tech, like in Moo2? If I have to scrap and re-build my orbitals, groundbases, and troops all the time I will be seriously annoyed since I can’t count on the AI to do this competently (like Space Empires IV, where the AI leaves old, useless ground bases and orbitals intact because they are ‘full’). I understand ships can’t be upgraded, but I can live with that. They’re likely to die quickly anyway.
Ship construction – there was no discussion of ship construction except to say there are long range and close fighting ships, each of which can be assigned missions (good!). Is ship design by the AI only? Dan Q hasn’t gotten to this part yet, and I will be interested in what he says.
Food transport – in Moo2 you build freighters, which automatically supplied food to low or non-producing worlds. Based on the discussions and examples in the guide, it looks like it doesn’t work this way anymore. But, it is not clear. It seems like you give imperial ‘grants’ to allow the planetary manager AI to buy food if you don’t have enough, or rely on trade (how?). This is a level of micro management I will not particularly like. It also means you won’t colonize planets that aren’t ‘green’, as opposed to marginally habitable ‘yellow’ or hostile ‘red’ worlds. The result will be a serious competition for ‘green’ worlds.
World classification and races – the guide implies but doesn’t say if races will have different ‘green’ worlds. In other words, a worthless planet for one race may be paradise for another. I like this idea, if it is correct. Further, the guide suggests that sun type is important in ‘sweet spot’ worlds, but it doesn’t explain what this means. However, if all ‘terran’ worlds are green for everyone then this is not really meaningful since it will be must like Moo2.
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