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Craig P.
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Moo1 had none of the city-building aspect of Civ, and battles worked rather like HoMM2/3 with unit stacks and a hex grid (IIRC, might have been a square grid though). Diplomacy and tech bore some relation.
Moo2 had the city-building aspect of Civ, and again diplomacy and tech bore some relation. Battles were turn-based, on a square grid, and didn't really work like any other game I've played.
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campfreddie
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Leeds, UK
Apr 2002 time: 05:23
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The biggest difference is that each MOO is unlike the previous one! Don't expect MOO3 to be MOO2 with better graphics and a few gameplay improvements (unlike Civ3 and Civ2)
MOO3 will have the city (planet) building aspect of civ, but with more depth and many helpful tools and (we hope) AI governors to help manage all the planets (unlike Civ, where it gets annoying to manage each build queue in every colony, and the governor AI is useless).
Movement and exploration are different, with star systems linked by 'star-lanes'. Star-lanes can be upgraded or downgraded a bit like building or pillaging roads and railroads in Civ.
Instead of civ-style fighting units and stacks, MOO3 has fleets (stacks) of task forces (units). Each task force consists of several ships and each ship is highly customisable (size/weapons/shields/engines/ECM/special systems). Ship and task force design is likely to one of the most enjoyable parts of the game.
Combat is REAL TIME. This is unlike the previous MOOs. You will have only limited control of your task forces (move here/attack this guy) but when you design the task force, you can set how it will act from several different options such as 'long range attack' or 'board and capture'. We haven't seen much about exactly how combat will work, but it seems (to me) a 'bit' like Medieval or Shogun: Total War but in space.
Diplomacy and spying - These are fairly important parts of MOO3. Much of the diplomacy is handled via a Star-Wars style galactic senate.
Wonders and Alpha Centauri Victory- Instead of wonders, MOO3 has 'X's. There are 5 of them. That's all we know. The developers are keeping this bit quite secret, but we know that if you can get all five X's you win.
Plot - Master of Orion has an interesting plot. To cut it short: Two powerful alien races had a big fight (Orions and Antarans). The Antarans lost and were exiled for a long time. When they got back, the Orion civilisation had fallen. Several minor races had colonised the area. The Antarans colonised the old Orion homeworld and set themselves up as rulers of the minor races. Something happened to the Antarans (civil war/something to do with the 'X's?) and they are finding it harder to control the minor races. This is where the game starts. You are one of the minor races.
If it's still there, read the backstory on the official site (not just the 'race backstory'). It's pretty long, pretty complicated and pretty cool.
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Xentax
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North Carolina
Apr 2002 time: 00:23
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The biggest difference between the Civ-line and the MOO line is the hands-on approach to combat; it's far more abstracted in Civ than in MOO.
As I've said before, get your hands on a copy of MOO or MOO2 (legally, please!). If you like them, you'll like MOO3 -- it's not the same thing rehashed, but most if not all of the core elements are still there, and that's what identifies a game as part of a series. In this case, it's designable ships, planetary empire building, espionage, diplomacy, diverse races, ground combat...the list goes on.
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