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catullus
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Norway
Jan 1970 time: 06:13
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Diplo contact is made automatically when one of his planets is within your range or (more likely, since Klackkons stink at propulsion tech) one of your planets are within his range, i.e. when distance between your two empires are less than or equal to max range tech of your two empires. Skirmishes (or even large battles) will occur in frontier zones without diplo contact (or diplo penalties) before planets in the zone are settled or one of you gain a range tech.
You don't build transports in MOO as you did in MOO2. Since all planets are self-sufficient, there is no need for food transports as you know them from MOO2. The personell carriers are really huge fleets of tiny unarmed ships, very cheap to build. The same as you use for transport between own planets. So you don't build them as such, they are made automagically when you choose transport between systems (to own planet or to the enemy).
You don't build spies, either. You allocate resources to security. In planets screen, you have a slider for federate tax level (to treasury) and to internal security (goes to educate spies for counter-espionage). In races screen, you have a slider for each race for resources allocated to spy network building in that empire. You can't rotate a spy buildt for one role into another role.
The spies themselves are mostly invisible, you usually only see their results. But you can get an update on number of spies caught by a keyboard shortcut (alt-s? look up in readme-file)
Most MOO players wait a while before invading (unless playing Bulrathi or Sakkra), since resources are better spent developing new worlds than getting bogged down in an early war. And Mrrshans are a warrior breed, tough from the start. Unless you are locked in a planetless corner of the galaxy, or the intended invasion object is very valuable (science or production), I would recommend to wait.
Other tips?
Do not neglect military. Defend border planets with some rocket bases and keep a mobile defense hanging around.
You can keep only 6 ship models. Plan them well. Name them after year or use another number system so you know which to scrap.
Watch your back.
The old Orion's place is found at http://www.geocities.com/TimesSquar...5630/index.html
(not updated for two years...)
The new Orion's palace is found at http://www.crosswinds.net/~stlo_blaze/index.html
(click Orion, not updated for one year... but the forum still has great activity)
Resources also found at http://www.gamepedler.com/ibm/masteroforion/index.html
including a link to the awesome html FAQ and the equally impressing html strategy guide (MUST HAVE!).
Consider yourself lucky to have found this truly outstanding gem of a game. I still play it, even more than Civ2.
C.
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Rex Little
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Don't forget that when you do invade, you want to wipe out any enemy warships at the target system, and the planetary defenses, before your transports arrive. You might also want to bomb the planet to reduce the population (and therefore the resistance to invasion), but be careful not to bomb so much that you kill all the population. If that happens, your transports won't be able to land and will be lost. You'll have to use a colony ship to occupy the planet.
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