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TERACytE
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I've been a frequent visitor to this forum for sometime (ever since I dusted off my MOO2 CD a year ago). One thing I have noticed is that some people have great tips for squeezing out extra research or development points, or neat tricks to colonize faster then your opponent. These are all great, but I find it's such a pain to search all of the threads for these cool tips.
Hence why I started this thread. If you have a great idea or cool trick for MOO2, why not list it here. This way it's in a single thread which people can search.
I apologise if this has been done before but I did not find it.
Here's my addition:
When researching a technology, once your research hits 50+%, move most (if not all) of your scientists to production. Your research will finish in about the same time & you sqeeze extra production from your planet for 2 or 3 rounds.
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TERACytE
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In multiplayer, aka competitive games, every turn you lose out on production also counts.
This is simply a tip. I have found it useful when you have a low production/high tech race. Production gets completed 2 or 3 rounds quicker. It's a trade off with the tech points that you loose. With Research labs, or other buildings which produce research points every round, your % of tech goes up. The percentage is simply "the odds that next round you will 'discover this tech". So you have a chance every round of discovering it. I've had tech at 30% being discovered the very next round, and some remaining undiscovered untill 100%.
However, with production, it is a different story. Production can only complete when all the production points are produced; never before (unless you purchase it).
So if you have a scenerio where your tech is at 50%, and you still have 10 rounds until a building (or ship) is completed, it makes sense to move a few scientists over to production.
Now this is a judgement call, you do not have to do this everytime. But if you are trying to build a colony ship to expand, and the tech you are researching is something which is not as pressing, then keep this tip in mind.
BTW, what is the random number exploit?
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:35
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The research trick is probably only used by reloading players, same as the RNG.
If you have 60% and move scientist to soemthing else and fail to get the tech when it would have otherwise been learn, it is bad.
The only way to get the best of both worlds is to reload until finding the min values to get the tech. This is cheating of course.
Same for the RNG for say a battle or a spy event. You can't know you need to adjust unless the out come was one you do not want. Then you can reload and alter the out come by doing something, such as adding another spy to stop a thieft.
The research gambit, exploit, cheat, whatever you want to call it is not worth doing after about turn 100 or there abouts anyway. You have too much going on.
Now for a legit ploy, well known I am sure. If you are a uni race, sell your barracks at the first turn. Later (if not a tele) you can rebuild the barracks for those troops.
In a real special case, some will sell the star base, if they are a Unitol as the production can rebuild it quickly later. The saved maint and addition gold can be very handy.
This is not a good plan if you have an aggressive race close to you.
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Brutalisk
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Teracyte: you come here asking for tips... I urge you to try your "50% trick in multiplayer against good players... you'll be mightly disappointed.
Old n Slow's tips are something worth taking note of, especially on removing the EXCESS tech so that u still have 100% for that turn.
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TERACytE
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I appreciate all of the comments; I found it's useful trick when playing the computer (used it today in fact). I've never played MOO2 in multiplayer.
Does anyone have any new tricks/tips to contribute to the thread?
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siron
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TERACytE's trick isnt bad.
Many MP-freaks use it. It largely depends on the tech that you research.
For example:
Some building like: robos, supercomp....etc and you know that u dont have enuff PPs saved to build it immediately after breakthrough....
The tech isnt that useful 1 turn earlier, when Teracytes trick fails. So u can try it. It is worth the risk.
Some wartech:
U are under attack....and u research for zort etc....RPs are more important in this case to survive....
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siron
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"When your build queue reaches the end, your planet will default to 'trade goods' once production is complete. When it is finished, you get that turns production converted into money, and you can still use this production to build with. However, I think that you lose all surplus production, so it can be bad early game."
No, even the surplus production is saved. It is just a bug. Using this bug is the so called CREDIT CHEAT. To avoid such crazy bias in 1.31 MP-games the following rule was formulated:
11. CREDIT CHEAT. All players must put housing at the end of all of their production queues and leave it there for the duration of the game.
BTW, this bug is fixed in the 1.4 patch.
"Ofcourse I still think that with a unitol race that warlord is better than +p LHW, but I think that it is a matter of playing style."
Sure, your race wins against the ai...and if you find rich or better in the first two systems that race is pretty strong.
1pop-housing is extremely important, therefore it is the best strategy to build cbases at start (for uni races). +p is an extremely good pick in combination with unitol because It gives you 7 prod per turn at your homeworld. (30 prod vs. 23).
Unitol without +p and without rich planet in hw is really a very slow start! So your race seems to be risky.
Best strategy for Warlord seems to be an attack at turn 70-75...the time where a prod races has researched the supercomps. (So you have a chance to steal them.)
If u don't have a very good start, with many rich planets you will have a problem to research the necessary wartechs for such a strike.
Generally warlord is preferred in combination with uni aqua. Aqua has no food problem at all. But your race has to take and build hydros?! If it has to take soil it is surely too slow. And it is a long way to ion drive without solving your food problem.
For example uni aqua warlord rhw and +p has also 30 prod at start. (Like uni tol +p). After the cbases it can tech a lot of faster. And the warlord strategy even works if there is no rich or natives-planet in the neighbourhood.
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Croesus
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Core Prime
Mar 2004 time: 22:35
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"Sure, your race wins against the ai...and if you find rich or better in the first two systems that race is pretty strong."
I did play a uni-tol +p LHW against the AI. My problem was that I had to put taxes ~40% to support my ships. the +p LHW helps quite alot at the begining, but warlord seems to help alot during mid-late game, since you might only need to tax ~10% or less. This difference in taxing means that during the mid to late game (given the warlord survives) warlords would have a higher production.
Another point I would like to make is that in the begining, if you encounter someone else soon, warlord does help because you can support more ships. For example, suppose you have 2 planets in your home system, and one expansion. How many Command Points would you have? Maximum 8, but more likely 6-7. A warlord would have 12-14, meaning atleast a 50% increase in CP, which I usually use for missile destroyers or defensive ships, making it easier to expand under pressure.
Maybe my problem is that I really haven't played online. I guess the people there don't use as many ships, and attack sooner, such that a cruiser is an attack force.
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siron
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scrapping starbase is quite common in nowh games. but in 4way with whs thats almost suicide. i often raped such players where i played uni aqua omni.
------------------------------------
bug-part removed.
Last edited by siron on 11-09-2004 at 17:32
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Dry
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Brussels
Sep 2000 time: 06:35
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quote: Originally posted by siron
Or do u mean that u can change your first item in the queue after u have bought it? (if this is possible under some circumstances -if so...u should not publish these circumstances-....that would be a very important bug which should be fixed....i never heard of it.....is this possible in 1.31?) |
That's exactly what I mean. That is in 1.31.
I don't think it is *THAT* important, because it works only 1 per turn (per colony of course). It is not like civ2 incremental build.
EDIT: details deleted
Last edited by Dry on 10-09-2004 at 23:31
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siron
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Ok. I edited my post too. IMHO its not a good idea to explain here how this bug can be abused....(because it is difficult to control this abuse in a MP-Game.)
I contacted Lord Brazen. And i hope he'll fix that.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:35
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quote: Originally posted by Straybow
I only play SP, but I never allow myself uni, tol, lith, or rep. Makes it too easy. |
I am not sure which is easier, having used Rep or not having used it.
I tend to think it is easy to not use rep, in that you can demand the crap out of the AI without it. You also get much better leades without it.
Of course if you do not use, you have to take other minus picks, but most are not a big deal.
In the the end I use it, because I do not want to be getting msgs from the races about this deal or that.
As to races, if I eliminate so many choices, I am down to playing the same game to frequently.
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Croesus
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Core Prime
Mar 2004 time: 22:35
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Here is a tip I just found. I am sorry if it has already been done before.
If your race is lithovore and you get the +4 picks from evol gene, then you can select cybernetic, and you get the +10 from lithovore back. Ofcourse this late in the game, you should be well on your way to victory, so what it can be used for is banking +14 picks into your score by then unselecting cybernetic.
When I did this (by accident), I couldn't chose certain things that I could afford. I could get +0.5 BC income, but not +1. I could only get +research, +prod, +food, but not +2. I could get aquatic, but that might be because I had +1 pick left over from the start. I also couldn't change my government type, nor could I remove low-G. I could get +50 to hit, even though I had -20, for 6 points. Same with defense.
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