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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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It is a function of your tech vs theirs and racial traits. Take traits first. If you are say Klac and go against Burs, and tech is equal, you wil need more troops than they have pop. If it is a 40 pop planet, you will need to send at least 60, I would send more as I want to have near the pop max for the planet left after the fight.
If you go after a lessor race then you can get buy just a bit more than they have to capture. This will leave you will very little remaining citizens.
If you have better tech such as Rifle or Armor then you can reduce the number sent. With a big lead in tech, you can sent 20 troops to take a 100 pop planet. You should still always send at least as many troops as the max pop for the planet, if you can. You would like to end up with the planet already filled.
So if they have ground combat racial bonus, they are harder to beat at ground combat. If they have better tech for ground combat, they will be hard to beat and hence you need more troops. If you have any of those things, you can get by on less.
You can also do a little bombing, if need be, but I hate to lose those factories.
One trick to let you get a extra round or more of bombing/beaming is to not kill of the guarding fleet so fast. Instead of using all you ships to combat the fleet let some blast the planet. This presume, the fleet is not able to hurt you and you will not destroy the colony.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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To finish up on treaties. Races have a starting base for each race. This means Saks and Mrrs will have a hard time dealing with each other. Leaders personality has a modifier. Tech gifts are +5 perm modifier and breaking oath is perm negative. Wars also have modifiers, but not to core. Temp modifiers can be things like NAG and Allies, trades exchanges and the like. Every time you contact the AI you are hit with a -10 modifer, regardless of the outcome. If they have a treaty with someone you just attacked that will affect it. What it comes down to is:
Core reaction - their temp modifier, 2*leader personality, d100 roll, game level. Actions that will hurt: Council vote (abstain), Spying, Having too many planets, massing fleet on their boarder, attacking a player with out a declaration, genocide, destroy things of theirs, bio weapons used. So as you see a lot goes into it. The bottom line really is that once all or nearly all planets are colonzed, every one will be very tense and must go to war to get more land.
Last edited by vmxa1 on 06-07-2002 at 05:24
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Virtual Alchemist
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One effective tactic for capturing planets in MOO-1,
without depopulating your own, is to gradually build up
a big invasion force by convoying colonists between
friendly planets over several turns.
To illustrate, say two friendly planets (A and B are 2
turns away from each other, with a max population of
100). Say each planet contains 90 pop.
Turn 1 - send 5 pop points from A to B and send 5 pop
points back from B to A.
Turn 3 (just before the turn 1 convoys arrive), send 10
pop points from A to B, and 10 pop points back from B
to A. (ignore the warnings about max planet size -
you will send the next wave before it arrives.)
Turn 5 (just before the turn 3 convoys arrive), send 15
pop points from A to B, and 15 pop points back from B
to A.
Continue until the two planets are exchanging 50 pop
points (the max for a size 100 planet.) Then send 2
waves of 50 pop each to the target enemy planet.
The friendly planets should still contain 90+ colonists,
because the 45 pop convoy arrives just after you send
the 50 pop attack force.
Very effective...
VA
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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quote: Originally posted by Basilisk
is it because I'm supposedly more powerful than them (bigger, most tech etc)?
Even though I'm more powerful than them, they often beat me in ship battles.... |
Hey Basilisk, what were those battles? What numbers/types of ship? Were they tactical or not? If not, enough said. If you find that you are having your hands full in battles, but winning, do not kill all of the worst ships they have, let them retreat some. The AI tends to not scrap a ship design that is obsolete, if it has a bunch left. This can keep them from making new and better designs right away. If you are crushing them, then it does not matter. Oh, are these battles at their planets and if so do they have missile bases? If you get into one of those fights attach the save game here, I would like to see what is going on.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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My style is to make about 7-10 of a given model and then make a new design. Even if it is the same as the old one. I do this so I can scrap them without much pain. If you build more than 10-13 of a given model, it hurts to scrap them. I use only large size until the very end and often never build huge (don't need them).
Well should have said, I will have 1 or 2 missile boats styles until late in the game. Once they will no longer stay and fight at my bases, I drop the missile ships. I just make one for each planet that may get attacked. The MB will be med size with 1, 5 shot missile rack. I prefer to have merc missile as better ones go too far, I want them to be able to back up. I will kill Orion with large ships.
Last edited by vmxa1 on 21-07-2002 at 22:21
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