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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:17
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My experiences with TBS have been largely playing Civ2, SMAC, Imp2. Most of all Civ2.
In that game its pretty much taken for granted that any serious player is playing on diety, the highest level. Strat tips in the forum, when they were for SP (and the hardcore mainly played MP) were assumed to be for deity, unless otherwise specified. Same for transcend level in SMAC, I think (transcend being even easier to win on than Civ2 deity) Imp2 had a complex difficulty system, aside from being much harder on the higher levels.
My impression from browsing here is that the impossible level of MoO2 is harder than Civ2 Deity. Nonetheless its also my impression that most serious players are playing on impossible, though not expecting to win as consistently as a serious Civ2 player in deity, SP. Is that correct? Are your strat comments here assuming impossible level play, unless otherwise specified?
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P-K
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Moo2 on immposible is definitly much easier then civ on deity.
On mp we always play imposibble, but rarely with AIs.
PK
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Brutalisk
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Hi "mark" , well, most of the experienced multi-player MOOers can beat the AI on impossible (almost) every time, it is safe to say.
(i don't believe in always and never, hence why i added words such as "most" and "almost")
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P-K
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"Ummm, P-K, difficulty level only effects the AIs. You do realize that, don't you?"
Of course it affects AIs level. So what ? We talked about which is harder : civ2 on deity or moo2 on impossible. Both computers are cheating, but in moo2 u can defend yourself in battles with good ships and tactics while civ2 u cant do that. If i would have to fight with AIs ships by they designs and tactics only, moo2 would be harder to win, but its not!
"The strategic difference of only being able to settle and exploit discrete points on the map makes more of a difference for MoO2 than difficulty level. It's like playing Civ on a map with nothing but small islands. If only crappy systems are in range you are screwed."
Not quite. Bad luck happens but AI is so dump that human player can easly overcome even much worse conditions. If two human players are in game, then map is a very strong factor.
"That said, certain AI combinations at Impossible do make the game very difficult. When you get agressive empires with augmented growth rates all around you they can easily swamp you."
Easily? Well i bet AI can easly kill newbies moo2 players, but hardly ever a veteran human opponent.
PK
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Zoetrope
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Melbourne, Victoria, Australia
Sep 1999 time: 05:17
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In MOO2, I always play Impossible; although I used MeltingPot to beef up the AI races to close to maximum extent, I haven't lost in ages. One time, a Darloks with +36 picks did beat me.
A COrion2 boosted race with +12 research and +12 industry that I wasn't expecting to be up against, was encountered at around turn 50 (prewarp) after it had conquered half the huge map , but it eventually fell to my gritted determination. 
In SMAC/X I've been playing Transcend for about 5 years, and rarely lose. Two occasions stick in my memory. One was on a small map when I was on a shoreline and the Usurpers landed right next to me. Replaying the game over and over never got me to survive more than a few turns extra.
The second memorable defeat was when I generated a map of scattered islands. I played as the Drones, landed on a 3x3 island, and spent turns 20 to 70 being bombarded silly by the Pirates. Technically, I didn't lose the game so much as my patience, but I'm sure they would have landed ground forces eventually.
The only Alien Crossfire faction I have real difficulty playing is the Spartans, whom I find unbearably slow, which is odd given that the fastest recorded Transcend-level wins by any player are with them. Maybe it's just that I'm an incorrigible Builder.
Civ2 I find a struggle at anything above King. I've only won one game at Emperor, and the best I did at Deity was to come second, and that was only because the first-placed Romans took such pity on me and generously donated me ample tech without having to be asked. Until Space Flight, that is: they were determined to reach Alpha Centauri before me (and they did). Perhaps they knew they'd need a head start once they got there. 
As for Civ3, I still struggle at the lowest levels. I'm worse at that than I am at one of my favorite series, the Heroes of Might & Magic games, where I always play at the pawn or knight levels.
In Civ3, one of the few things I have learnt is that mobility is important: producing Cossacks continually will beat large number of foot soldiers when at war, and in peacetime a wall of Cossacks keeps those pesky rival settlers off my land.
The other thing I learnt in Civ3 was to make more and more Workers, whatever the cost in food. Mother Ant knows that's the way to dominate the world. 
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Tiemler
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So who among you play Europa Universalis 2?
Amazing strategy game, although I can understand why its appeal would be more limited than the Civ series, since EU2 is based on about 400 years of history, rather than the whole expanse from prehistory to the info age.
But that finite time period is something I appreciate about it. You can play the whole grand campaign, without ever having such a technological lead over your opponents that they're helpless against you, apart from natives. And even as the major powers, you're not expected to conquer the whole world.
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GePap
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of the Big Apple
Nov 2001 time: 23:17
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Well, in MOO2, combat is very different- i am sure if Civ had an army type of combact and a tactical minimap, then the AI would invariably be better at fighting wars.
I myself am not a serious gamer- I like games, but I don;t care to spend the time to master every single little details to maximize outcomes. I generally play on average difficulty levels. I rarely lose, but most of the time I don;t play to win, but to play.
The one great AI failing in MOO2 is ship design. I think if the AI made killer ships like human players do, the game would be much harder. I mean, what good is a massive Doom Fleet (many of which I have faced) if the human player can make cruisers that can take out multiple doomstars in one turn?
I had a battle were a few dozen late tech cruisers, with time warps, phasing cloaks, and full upgrade phazors took out many times their number Doomstars.
If I had been using Titans, it would have been even more horribly lopsided.
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Tiemler
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I just played an insane game in a huge galaxy on Impossible. Despite using Unitol, I wasn't able to expand quick due to a slow start, and when I encountered my neighbors, they were equal or better in tech, which made for some very rough battles. We gained ground very slowly against the Klackons, and fought a stalemated conflict against the Humans, trading worlds back and forth as many as three times. With the development of Gauss Cannons, we were able to breach planetary defenses and finally defat both of these rivals.
By this time, though, the Darloks had been stealing massive amounts of tech from us, and had conquered one race and accepted the surrender of another. So they were a superpower, and we were just starting to compete. Anticipating an apocalyptic confrontation, I eliminated all the other pesky species, built up my empire, and prepared a fleet.
Unexpectedly, the Darloks defeated the Guardian and colonized Orion. They wasted no time attacking with a large fleet against which I was relatively unprepared, putting Loknar at the spearhead of a massive squadron of battleships and titans.
My fleet fared well against the enemy battleships, but every time Loknar turned up in a battle, he shredded my ships and bases. Eventually, I was able to concentrate enough ships in one system to ambush and exterminate Loknar, and although the rest of my fleet perished along with the system it was defending, the loss of the legendary captain stopped the Darloks' relentless advance.
With the loss of several colonies, my empire was hurting, but still researching at a fast pace. Soon I was able to produce titans armed with disruptors to challenge the still powerful Darlok fleet, and these ships turned the tide. Having won the naval war, I bombed out every Darlok system but Nazin and Orion, then gathered my fleet for the traditional naval review for the ceremonial firing of the stellar converter. It was rather amusing to win a game of MOO2 by obliterating Orion. 
Goes to show you. The AI can surprise you with a pretty tough game sometimes.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:17
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Sounds like you had fun. It seems that if you have not visited Orion by the time of RP 3500, the AI will soon do it.
I rarely hold Orion after killing the Guardian, so I often will come back later to bomb it out.
Last edited by vmxa1 on 21-12-2004 at 00:54
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GameGeek
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quote: Originally posted by vmxa1
Sounds like you had fun. It seems that if you have not visited Orion by the time of RP 3500, the AI will soon do it.
I rarely hold Orion after killing the Guardian, so I often will come back later to bomb it out. |
It does sound like Tiemler's game was a fun one. I recently had the Gnolams sneak out and kill the Guardian before I'd even found Orion, a rare occurrence in and of itself. Once I kill the Guardian, though, I almost always go ahead and colonize it. It's almost never fully developed before the end of the game, though. By the time I can take out the Guardian, I can usually take out the other species with little or no loss of ships. I find that I almost never have very much of the "take, lose, and retake" of planets, though. I either bomb the colony rather than conquer it, or go ahead and buy at least one planetary defense before moving on, preferably either rocket bases or ground batteries, depending on what tech I've got.
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GameGeek
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I have to agree w/ GePap. When I read the above posts the first time, I was thinking about losing planets to counterattacks, not revolt. So let me rephrase: I've rarely had planets go back and forth due to counterattacks. I've lost quite a few to revolts (usually due to the Sakkra horde).
With regard to method of attacking, for me, it's situational. If I'm in a position of strength, I'll attack along a wide front. If I'm getting pounded and need to refit, I'll send a "harassment fleet" of almost-obsolete ships and outposts deeper into enemy territory to bombard unguarded colonies, destroy starbases/battlestations, and take out what ships they can. Sometimes I can buy myself enough time to refit my main attack fleet.
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GameGeek
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Well, in order for me to use the "harassment fleet," obviously, I have to have enough resources and ships to spare some for that fleet. When I take a planet, if I have the $$, I'll buy either barracks &/or a ground defense (ground batteries or rocket bases). That helps against revolt and recapture. It may not save the planet, but it makes retaking it more expensive, at any rate. Even if I lose the planet to a reconquering fleet, it probably will have been worth it if they lose a few good ships in the process.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:17
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quote: Originally posted by vmxa1
If you do not have cash enough to rush a marine barracks and AMC, do not take the planet, dust it.
If you cannot hold the planet with your fleet, do not take it, dust it.
I would not put up any defensive structures until most others were done. I use a fleet to protect a new system. This is required as a Uni will have a long time to assimilate.
To prevent a revolt, unload marines after you capture. Get the barracks on the first turn regardless. Then rush AMC. If you have the tech, then an Armored Barracks.
After those you can do improvements. I tend to want a warp interdicter next in most cases. This can be delayed a bit while you get production structures up. |
In my current game (silicoids, huge galaxy, hard) I just took Trilar, largely intact. I rushbuilt an AMC first. I havent brought in lots of extra marines, but figure i should do that as soon as possible, as well as build a barracks.
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