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intrigue
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I have always like playing the Sakkra the best in MOO1...
My favorite strategy was to colonize as many high pop worlds I could fine - concentrate on ground combat techs and pop increasing techs. Then simply start sending invasion ships to enemy planets. Eventually I'd get the combat transporters too which was fun with this.
I also liked the Meklars... that extra set of factories was a nice edge throughout a game... I think I liked the Meklars because most of the other race's bonuses were acheivable with technology.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:24
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Cool, I should have noted that many factors go into the equation.
Difficulty setting and universe size, number of players and so on. If they Alk and Sak are close to each other and both have access to the same quality of planets, the Saks will over run them. If the human is playing the Alk on impossible level and the same condition, they will get over run more often than not.
If the setting is lower than Hard and they do not live in close proximity to one another, then the human can get out in front. I am presuming no funny business such as cheat codes or editors for this evaluation.
Since you have 20 votes (are they all yours or not) you are far enough into the game to over come the early jump the AI gets on the highest levels.
In a small map, it is all about your starting location. If you have a bad one you are dead on impossible. On hard it depends on how bad. I just played a hard game with a bad start to see what would happen. By bad I mean, I had HW and two other planets I could get to and expect to keep. The fourth planet was not close enough and I knew I could not hope to get there and hold it, only delay their start on it.
Anyway this was winnable, but it took a long time and the danger of a bad vote was ever present until I got 2 more planets.
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