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Crabz
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Hello everyone, I just picked up MOO2 again after losing it 3 years ago in the 'junk room'. I'm glad to be back, but I've forgotten everything.
:Madban: YIKES. I always seem to run into problems around spying. I tend to run sub/lith and some other combo, because I like the large pops and the ability to obsess Research/Prod on diff planets or in combo etc.
Every game I play goes great and fast up to about class V shield or terraforming... I dunno turn numbers yet. I start getting robbed out of my mind, everything I try to keep as an advantage (tech wise, my play type) gets stolen away. I don't know how to work this out... any help?
Thanks,
-Phil
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Crabz
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Yikes, I have another problem...
I was reading the backed messages about the start of that democratic game, and I realized I always scoff at my early game tech choices, I usually get colony ships and engines first... That's bad? I had never stopped to think that strengthening my planet is a stronger decision. If anyone could break down the 'jist' (sp?) of it for me I love to read strategy, I just can't find anything anywhere about moo2!
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:32
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Here is a start path for a UniLith. Understand I am not saying this is the only way to play, but you will win.
Settings: Rep -GC -SD Lith Uni RHW LHW Huge PreWarp Mineral Rich 8 players Impossible Antarans ON Tactic Combat.
Worker dispositions are shown as x/y/z, where:
x= number of workers on food production
y= number of workers on industry
z= number of workers on research
R-abc denotes I started a new research project this turn and abc is the name of it.
AF= automated factory
CB= colony base
HW= homeworld
OP= outpost
PP= Pollution Processor
RL= research labs
SA= Space Academy
SB= star base
srt stands for started
T0 all on ind, srt CB, sold barracks
T6 colonized II , srt CB on HW, Housing on II 0/1/0
T12 colonize I, move 1 from II to HW, 0/1/9 on HW, R-EC, Housing on I, 0/1/0.
srt spy (this is a place holder)
T15 R-freighters
T17 R-std cell, switch HW to freighter
T20 R- CS switch to unarmed scout on HW
T22 srt prebuild
T24 srt second scout, sent scout out, Hire Gizmo
T24 scouts out, R-labs (0 RP),
HW 0/14/0 switch to CS (9 turns) I/II housing 0/1/0
T31 2 more pop moved to HW as they did not increase speed of CS, made them Sci 0/14/0
T35 CS out, srt CS (8 turns) 0/15/1
T38 colonize Naos set to housing, scout can move again
T43 CS out, srt CS on HW
T45 colonize Hali, other scout can move
T50 R- hulls (may consider Bio as HW full), switch to lab on all, buy on all,
but HW as it is 2 turns for CS
T51 Hali 0/1/0 housing (poor Huge), Naos 0/1/1 spy Pre for AF, Nazin I 0/1/2
spy Pre for Bio as Size 4, Nazin II 0/4/0 Lab
T52 HW finished CS, sent it out and do Lab 0/3/13 one turn.
Now follow this tech run, turns are dependant upon the planets you are dealt, but will be close.
Freighters
Std Cells
Colony Ship
Electronic Comp
Research Labs
R Hull
Auto Fact
Bios
Soil
T84 Laser
T93 Super
T95 B Pods
T98 Spaceport
T102 Robos
T103 Space Academy
T106 Duets
T109 Merc
T110 Augie
T116 Irridium
T121 Fusion Rifle
T123 Tach Comm
T132 Zort
T141 Antimatter Drive
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Iasius
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Germany
Jan 2003 time: 05:32
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Also, if you're not subterranean or creative, you'll soon be at your colonies max population. Having two more reasearchers on all your early colonies can be easily fed by the two extra farmers on the homeworld. Especially for a unification race.
I may opt for hydroponics if I'm democratic though.
I'm usually either creative and dictatorship or not creative and unification (or aquatic).
So I don't have that much of a food problem early on. Later it is not a problem with pretty much any race.
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Crabz
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Again I came to thinking, and the thought on my mind was this.
Why is lithovore so much better than subterranean? By end game you don't need 1/2 ur population farming, in fact far less, and with 2x the pop you'll easily be able to feed radiated colonies...
But aye, the problem lies in just that - end game. So much of this game is early game... It's yukky.
I didn't realize just how powerful feudalism is if you choose charismatic and telepathic >.< You can just trade for all the tech you need, and then exploit the tech u can't trade for LOL. That's only 9 points, and improved feudalism reduces ship costs to 1/3! That's far superior to unification (in terms of ship production) numerically about 1/6th better, and there is a 10point spread between them, (namely lithovore :P)
Yikes. I just don't understand this game like I'm supposed to, do I? The problem with the cha/tele is the reliance on running into friends, and being powerful enough for them not to destroy you instantly. The easiest way I've found to buy favor is to offer useless tech to non-creative races, if you are creative, like fusion beam or rifle, depending on their choice.
Does anyone else have an effective feudal build? If anyone wouldn't mind chatting, I think my msn/icq are in my profile, I'd love it if someone wanted to teach me something .
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Crabz
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Yep I'm beginning to look at Tol, it's beautiful. I am considering a sub/tol race, but again, it's powerful LATE game, I need to either have incredible skill to get there, or luck with my early planet choice.
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Crabz
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I've come to a new conclusion, it is quite amazing.
The only thing you need to win a fight is weaponry. If you are feudal, as I was, ship creation is a very unimportant, and fast ontaking. I am currently trying to figure out a balance by which I can produce easily, and also tech aswell... I'll keep everyone posted if I find an uberpowerful option ^_^
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Crabz
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would you be able to define tele blitz? I know that tele is telepathic... so It could have to do with mind controlling lots of colonies fast, right? What is the other part of it?
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