 |
|
Alexfrog
|
|
Moo 3 strategy info, by the beta tester Lore Weaver, authorized by Chantz (the producer).
Part 1 of 8..... one part giving strategy and info for each species type. This one is on the humanoids!
You will not be disappointed!
(unless you cant access stuff on IGMOO, in which case you will be disappointed)
http://www.ina-community.com/forums...threadid=261632
|
|
|  |
 |
|
MarkG
|
|
Grand Lord of Apolyton, Owner of all this land as far as the eye can see
|
|
Lore Weaver’s Strategy Guide: Humanoids
Species: Humanoid
Races: Human, Evon, Psilon
Hardwiring:
The Humanoid population has a general dislike for oppression and war. This is offset by a boost in research efficiency, senate effectiveness, initial relations, and Casus Belli. Being that they are small, quick, and crafty, they get a little bit of an initiative bonus in ground combat.
The Psilons get a further research bonus on top of the regular humanoids that is offset by a significant population growth penalty.
Do not take this to mean that the Humans and Evon are identical, they are not, there are slight differences in terraforming circles as well as other presently unmentioned bonuses.
__________________________________________________
__________
Customization Options:
Customizing Humanoids is fun. They get that sweet Representative Government pick for a total of zero points. The representative government series is hands and feet above the other, non collectivist, government types. When customizing Humanoids, I usually go for the trade/diplomacy/spy type races.
My favorite Humanoid race is one designed to get that ‘X’ win (I like the X win). Try this puppy on for size:
Base: Psilon
Bioharvesting: Poor (+0)
Mining: Poor (+0)
Manufacturing: Average (+0)
Research: Superior (+0)
Trade: Average (-20)
Environmental: Good (+20)
Economics: Specie (+0)
Accuracy: Poor (-10)
Reflexes: Poor (+0)
Toughness: Poor (+0)
Diplomacy: Good (-20)
Government: Representative (+0)
Starting Senate Member: No (+10)
Citizenship: Duty (+20)
Starting Minerals: Abundant (+0)
Starting Biodiversity: Diverse (+10)
Cunning: Sharp (-20)
Creativity: Original (+0)
Anataran Background (+10)
The idea behind this races is to grab as many reasonable worlds as you can on the fringe of the galaxy and research like mad. In the mid game, you’ll have to venture into the galactic core to stop those pesky senate victories. The diplomacy is knocked down just a touch because if you run into others in the fringe, you’ll want to be friends and not enemies. Diverse biodiversity (whoa, that’s a mouthful) is nice so that you can deal with the inevitable food shortages you will have while expanding quickly in the early game. On the tenth turn you should be able to build a colony ship every four turns. Leave no green world un-marked for colonization for the first fifty turns, unless it’s a frontier with a possible enemy.
One final note, switch your government to Republic on the first turn and adjust your oppressometer. The Republic government has the highest oppressometer tolerance out of all the representative government types. Corporate also has a high oppressometer tolerance, but reduces research and recreation.
Have fun!
__________________________________________________
__________
General Disadvantages:
Humanoids are incredibly sensitive to enemy spies, especially in the early game. Picking Republic or Corporate governments is a way to combat this a little, but may cause a disruption in your general strategy. I prefer to deal with enemy spies by raising the oppressometer a couple notches and offset the unrest by spending additional money in unrest reduction and having a fair amount of Recreation and Military DEA’s on most worlds.
__________________________________________________
__________
Development Plans:
This really depends on what you want your Humanoids to do. I like having the following development plan “All Planets: Research Primary, Trade Secondary, Recreation Tertiary”. With this base plan, most of your worlds will have one Recreation DEA, and most will have a plethora of Research DEA’s. Having Government as a tertiary priority on “New Planets” will put one Government DEA on most worlds as well.
It is important to fill out “Mineral Rich”, and “New Planets”. I like to define a player defined plan that focuses on Manufacturing, Infrastructure, and Military (in that order), for worlds that I feel should be building most of my Military (like Magnate Civilizations.)
__________________________________________________
__________
Research Strategy:
Research is very important for Humanoids. Typically you should be leaps an bounds over everyone save that crafty Trilarian player. If I am away from the senate I like to put 30% into Economics and Sociology and do an even split across the other schools. If I start in the senate or finally reach that other empire, I’ll typically drop economics and sociology down to 20% and split evenly amongst the rest.
The reason for doing this is the combination of economics and sociology go a long ways towards making your research engine even stronger. Sociology also has many advances in it to help you deal with spies. Dealing with spies in the mid to late game is EXTREMELY important to stop those vile enemies from stealing an Antaran X from you while you are researching it. Once you’ve gotten an X, especially the second X (my favorite), beefing up research in weapons is a good plan. People will start to declare war on you. Unless you’re Evon, in which case you are likely already at war!
__________________________________________________
__________
Game Play Strategy:
Over extension is a mild problem with Humanoids. Expand at a comfortable pace in the early game, if you manage to find a biodiverse world than it may be safe to expand a little faster. I prefer to capitalize on research whilst playing Humanoids, but building a strategy based on light warfare supplemented by spying works okay also. Try not to be at war with too many empires at once, your people will not approve.
__________________________________________________
__________
|
|
|  |
 |
|  |
 |
|
Main_Brain
|
|
Economic World Center
Jul 2002 time: 06:25
|
|
>>>>>>>Cybernetic Review now in Same Topic.<<<<<<<<<<
|
|
|  |
 |
|
MarkG
|
|
Grand Lord of Apolyton, Owner of all this land as far as the eye can see
|
|
Lore Weaver’s Strategy Guide: Cybernetiks
Species: Cybernetik
Races: Meklar, Cynoid
Hardwiring:
The key thing to note with the Cybernetik hardwiring is that they eat half food and half minerals. This is both a blessing and a curse. Your early game expansion will be seriously hurt when you do not have the ability to freight excess minerals to newer worlds. You have to be very crafty with what you do.
Cybernetiks enjoy a HUGE bonus to manufacturing, the largest manufacturing bonus in the game. They also enjoy an accuracy and initiative bonus. Cybernetiks are also privy to a very high oppressometer tolerance.
Cybernetiks are the second most hated race in the game. Guess who's number one
_________________________________________
Customization Options:
Customizing Cybernetiks requires some thought. You have to remember that the half and half food verses minerals hardwiring. Cybernetiks could become a very powerful war race, a very strong research race, and a very strong senate race, just to mention a few. Cybernetiks enjoy cheap toughness picks, Meklar enjoy some other cheap picks, but are penalized by not being able to select superior Bioharvesting or fantastic traders.
Here is a custom race that many of the Beta Testers have enjoyed. I first came up with the idea of recreating a Collectivist Cyborg empire (guess where that idea came from). My first shot at this put a strong emphasis on ground combat, several of the Beta Testers commented on the slowness of research, I agreed, put more of an emphasis on research while sacrificing ground combat skills.
Base: Cynoid
Bioharvesting: Poor (+0)
Mining: Superior (+0)
Manufacturing: Superior (+0)
Research: Good (+0)
Trade: Average (-40)
Environmental: Poor (+0)
Economics: Monetarists (+0)
Accuracy: Average (-10)
Reflexes: Average (-10)
Toughness: Average (-10)
Diplomacy: Poor (+0)
Government: Collectivist (+60)
Starting Senate Member: Random (+0)
Citizenship: Loyalty (+40)
Starting Minerals: Rich (+10)
Starting Biodiversity: Heterogeneous (+0)
Cunning: Slow (-40)
Creativity: Normal (-20)
Natural Engineers (+10) (Cybernetiks get this 10 points cheaper)
Tolerant (+10)
The main idea here is to customize a race that will have the highest manufacturing capabilities of any race in the game. I don’t know how you could create a more manufacturing savvy race. Citizen Cain claims that his Raas custom race can out perform this race in manufacturing. I disagree, the Hardwiring numbers show otherwise. Raas have other benefits though; we’ll get into that later. Hopefully CK will grace me with a copy of his Raas race.
_________________________________________
General Disadvantages:
The ½ and ½ rule significantly slows down your expansion speed. This is a very difficult thing to offset. You have to really stress mining, even on worlds where mining isn’t necessarily a wise thing to do.
Most races will hate you or be indifferent. You have a chance to make friends with Ichthytosians or Geodics, to others you will be a tough sell.
To offset these issues I like to put a slight research emphasis on physical sciences, sociology, and occasionally economics.
_________________________________________
Development Plans:
Development plans a crucial to the Cybernetiks. I typically do the following for my All Planets strategy, Primary Manufacturing, Secondary Mining, and Tertiary Military, assuming I’m going on the warpath. With Meklar, doing something research related is quite strong. Primary Research, Secondary Mining, Tertiary Manufacturing, makes a very effective strategy.
Other plans you’ll want to fill out are mineral rich (you want to mine there) and mineral poor. Setting Mining as primary for new planets is wise, secondary and tertiary priorities should be assigned according to your general strategy. For Cynoids, Trade is an excellent choice. There is nothing wrong with money.
_________________________________________
Research Strategy:
Physical sciences should be the focal point of your research. Cybernetiks need to have that mining edge so you have the hope of keeping up any sort of expansion. How much extra you want to put in is up to you. I’ll go as high as 40%, but not any higher. And I’d only recommend that if you're very hurting for mineral resources. The nice thing about physical sciences is that it has a lot of cool missile technologies in it, so you won’t be hurting in the weapons category.
Realistically, you’ll likely only want to slightly favor physical sciences and keep up with a reasonable amount of research in all of the other schools.
_________________________________________
Game Play Strategy:
When playing Cynoids, a good plan is to search out Itchthytosian and Geodic races and make trade agreements. Once you’ve got income coming in, you’ll be able to start exploiting your natural abilities. Going it alone with no friends is a difficult prospect when the effectiveness of your empire relies on trade income.
Playing Meklar is a bit of a different story. Meklar have really good spies. With Meklar, you’ve got “war supplements”. Spies help you damage the enemy’s infrastructure or steal Deep Extraction Mining from that slightly better research race. Meklar have a shot of getting along with Insectoid races. Meklar can’t support many wars, but they can support multiple wars without any allies. Effective spying makes a huge difference.
_________________________________________
|
|
|  |
 |
|  |
 |
|
Main_Brain
|
|
Economic World Center
Jul 2002 time: 06:25
|
|
Moo3 and holiday.. aye it wont be a bad Time ;=)
|
|
|  |
 |
|
Main_Brain
|
|
Economic World Center
Jul 2002 time: 06:25
|
|
>>>>>>>>>>>>Updated with Saurians/same Topic<<<<<<<<<<
|
|
|  |
 |
|
Zero_Washu
|
|
quote: Originally posted by MarkG
Lore Weaver’s Strategy Guide: Humanoids
QUOTE: We Steal content because we are too lame to make our own, we are so insecure we copy/paste other sites in fear people might see a real site.
__________________________________________________
__________ |
|
|
|  |
 |
|
Ultimate Trip
|
|
Thanks for posting this info.
|
|
|  |
 |
|
Main_Brain
|
|
Economic World Center
Jul 2002 time: 06:25
|
|
Wow now its coming really fast..
Lore Weaver’s Strategy Guide: Itcthytosians included.
|
|
|  |
 |
|
MarkG
|
|
Grand Lord of Apolyton, Owner of all this land as far as the eye can see
|
|
Lore Weaver’s Strategy Guide: Saurians
Species: Saurian
Races: Sakkra, Raas, Grendarl
Hardwiring:
The Saurians are a fairly robust species. They are fairly militaristic in nature, and thus enjoy some ground combat initiative and strength bonuses, as well as a despotic/tribal society that lends itself to oppression.
Saurians enjoy an increased pollution tolerance, as well as a population growth bonus. The Grendarl have a slightly higher growth rate than the other Saurians. I typically favor the Grendarl for this reason, but their economic and research suffers more than the other Saurians.
A wider range of planets is available to the lizards, and this plays well with their hardwiring.
Saurians will almost always be at war with Ichthytosians wherever they exist in the galaxy.
__________________________________________________
__________
Customization Options:
Customizing Saurians, in my opinion, isn’t necessary. The stocks Saurians are all quite formidable. However, there is nothing wrong with making the Saurians jive well with your playing style. While I do enjoy the production savvy races, I typically enjoy them in the form of Cybernetiks. The nice thing about Saurians though is their wide terraforming rings allows them to conquer Magnate civilizations easily and their stock picks are fairly average in nature (favoring military over research though). All these things are key when customizing your Saurian race.
To save space (and typing), I’ve decided to only list the modifications I make to the custom races.
Base Race: Raas
Mining: Superior (+40)
Economics: Monetarists (+20)
Accuracy: Poor (-20)
Reflexes: Poor (-20)
Diplomacy: Average (-20)
The main idea behind this race is to have stronger mining and economics skills to further overdrive industry. With the higher mining ability, you’ll have less of a need for Mining DEA’s to run your industry. This frees up more space on your worlds for Industry DEA’s. Now that you have an increased amount of Industry, it’s time to drive that industry with your stronger-than-average economy.
The thing that makes this race strong is the base race. Raas have the largest terraforming circles out of the entire Saurian species. This allows them to colonize more worlds and acquire Magnate civilizations. Magnate civilizations are incredibly important to this race because of its lackluster ground combat skills.
__________________________________________________
__________
General Disadvantages:
The base picks for all three of the Saurian races aren’t anything to write home about. They are all tweaked towards Military supremacy type games. Their research skills are below average and it is quite expensive to increase them. Saurian spies are also quite average. Any war that the Saurians are a part of needs to be won by the strength of their military. Due to the lack of economic and research skills, this military tends to be lower in quality. Hardwiring offsets this a little. Grendarl have no problem with troops, they have the second most powerful troops in the game. Sakkra have less of a technology problem, Raas make up the difference with increased numbers. All three races, however, lack the two abilities that their brethren specialize in.
__________________________________________________
__________
Development Plans:
Development plans for the Saurians should revolve around military. Military is an odd thing to add to any development plan. Military DEA’s are important to keep down unrest (for when you backstab that empire right next to you), and to train your ground troops faster. I prefer the following development plan for all three Saurian races, All Planets: Manufacturing primary, Mining Secondary, Military Tertiary.
Using Player Defined category, Mineral Poor, or Low Biodiversity for Primary Research is a good plan. I like to place Core worlds on research as well.
__________________________________________________
__________
Research Strategy:
For the first hundred turns, I prefer to place 30% in both the Physical Sciences and Energy Schools. I’ll typically take this away from Social Sciences (who need society?) and Biology (The Saurians are all decent bioharvesters). Putting Mathematics between 17-20% is a good idea too; it is an important supplement to your weapons research.
The point behind this research strategy is that Energy and Physical Sciences is the core of most weapon technologies. Staying competitive with your military technologies is very crucial to your success as a Saurian player. This research strategy allows you to quickly crush your near by neighbors and have an empire that has a respectable presence in the galaxy.
__________________________________________________
__________
Game Play Strategy:
Saurian strategy is all warfare related. The three base races treat warfare a little differently, so I’ll break them up and discuss them each on their own.
Sakkra: The Sakkra should attempt the X victory, it’s a little harder than the Orion Senate victory, but it is significantly more rewarding. Your early game should be crushing your neighbors with your superior military and making strong allies with any Ethereans you come across. An Antaran X victory should take you somewhere between 300-500 turns. If you start outside of the Senate, it is EXTREMELY important to fight your way into the core of the galaxy and hunt down all reasonable sized empires that are senate members. If you cannot contain the Senate members, you will lose.
Raas: Raas should go for a sole survivor victory. Your manufacturing capabilities allow you to build a large fleet, and in the mid game you should have a large enough empire to support a large number of ships economically. Again, if you are outside of the senate you must kill the stronger senate members. Raas empires can go for the X win, but you’ll probably be able to win by sole survivor much sooner (depending on Galaxy size).
Grendarl: There is a lot to be said for diplomacy by force. Grendarl enjoy the highest growth of any Saurian species, thus the Senate victory is a good option for them. They key is that you MUST hunt down and DESTROY COMPLETELY all Insectoid members of the senate. They have a higher population growth rate than you do. Grendarl are the second best ground troops in the game. Policing the senate should not be an issue for them. Once you’ve nailed the Insectoids, with the help of your trusty Etherean friends, a Senate victory should be in the bag by turn 120-200. If you don’t start in the Senate, one of the other two victory conditions will have to suffice (unless you can worm your way into the senate). The non-senate victories are fairly difficult for the Grendarl to achieve. That being said, Grendarl are my third favorite race in the game to play. I have a soft spot for beefy ground troops 
__________________________________________________
__________
|
|
|  |
 |
|
MarkG
|
|
Grand Lord of Apolyton, Owner of all this land as far as the eye can see
|
|
Lore Weaver’s Strategy Guide: Itcthytosians
Species: Itcthytosian
Races: Trilarian, Nommo
Hardwiring:
The highlight of Itcthytosian hardwiring is their oppressometer tolerance. They have the highest oppression tolerance of any species in the game, including the Magnate civilizations. Their watery heritage gives the Itcthytosians keen senses, thus giving them a respectable bonus to ground combat Initiative and Evade skills.
Itcthytosians have a reasonable amount of choice when it comes to planets. They like the thicker atmosphere worlds that have cooler temperatures. Cooler and denser worlds are preferred over their Saurian descendants predilection.
Itcthytosians are guaranteed to be at war with Saurians, they almost have more distaste for Saurians than they do for Harvesters. As an Itcthytosian player, you’ll be fairly good buds with any other species. Trilarian and Nommo have Good and Superior diplomacy respectively, thus making your stay in the galaxy reasonably pleasant.
Itcthytosians cannot select superior toughness. Nommo cannot select slow cunning. Nommo get Citizenship picks for half price.
__________________________________________________
__________
Customization Options:
The biggest choice you have to make for your custom Itcthytosian is the base race. If you plan on customizing something with strong citizenship, Nommo are an excellent starting block, they only have to pay 30 points for loyalty. Trilarians start with loyalty, but because they didn’t pay half price for their Citizenship picks, they gain 20 points per level of Citizenship they drop. Here is a custom race for you Itcthytosian fans to try out. It’s designed to get that Antaran X win, my favorite sort of win .
Base Race: Trilarian
Trade: Good (+20)
Starting Member of Orion Senate: Yes (+10)
Citizenship: Association (-40)
Antaran Background (+10)
This isn’t much of a change from the standard Trilarian Empire; the extra trade is nice to overdrive your industry with. You will not be short of money with this race. Antaran Background is like having free research labs on all your ships (kinda sorta), this will come in handy when you’re sending out Antaran eXpeditions. Starting in the senate will be a load off your chest. Fighting your way into the senate with the weaker Itcthytosian military is not fun. So this way, you can win by senate, or vote for the New Orions to stop the Insectoids from winning (accursed bugs). You’ll want to sign trade agreements with everyone you meet, save those evil Saurians. Be careful whom you ally with, you don’t want to be dragged into some psycho war with your allies. Humanoids and Ethereans make good friends though.
__________________________________________________
__________
General Disadvantages:
Itcthytosians have some of the worst ground troops in the game. They get a spiffy hardwiring bonus to their ground troops, but it’s not enough, they start with poor toughness, and the Nommo have poor accuracy and reflexes. Nommo are easily the worst ground troops in the game. Nommo also have the liberty pick to start with, this makes them very vulnerable to Social spies that can sneak past their boarders. Other than their strong research abilities and beefy oppressometer, they really have nothing going for them.
__________________________________________________
__________
Development Plans:
Your development plans should be focused on research. Itcthytosians have a strong oppressometer and that will save your research engine from any mishaps. ANY game where you play Itcthytosians you should have research with a primary emphasis. If you are playing Nommo, recreation should make it in as a tertiary, or even secondary, plan. If recreation is secondary, make trade your tertiary, Spaceport DEA’s and Recreation DEA’s get along quite well. When your playing Trilarians you don’t have to worry about moral, so Recreation can be omitted from your general strategy.
A Player Defined category is a wise thing to set up for worlds that you think should be manufacturing worlds. I typically prefer larger worlds with poor minerals, and Magnate civilizations to do manufacturing for my Itcthytosians. Even Gnolams fight better than Itcthytosians. However, you’d want to emphasize trade on any Gnolam world.
__________________________________________________
__________
Research Strategy:
Research strategy for Itcthytosians is fairly simple. This will be familiar to you MoO2 veterans, get research techs, and go nuts! To do this, I put 20% on both Economics and Sociology, then an even 15% amongst the remaining four schools. This gives the Itcthytosians a massive research boost while keeping them on the cutting edge of military technology.
__________________________________________________
__________
Game Play Strategy:
Itcthytosians have a hard time fighting their way into the galactic core to stop possible Senate victories. If you want a challenge, play on Hard or Impossible and keep re-starting until you aren’t in the Senate, and good luck. If you do start in the Senate, you have a reasonable shot at a Senate victory. It depends what other races are in the senate at the start of the game. I strongly recommend going for the Antaran X victory every time you play Itcthytosians. Sole Survivor is possible with Trilarians and Nommo, but very long and difficult, especially when you run across more militarily savvy races.
Research is the key for both Itcthytosian races. Your success or failure as an empire is based entirely on your research ability when you are an Itcthytosian.
If you are an Itcthytosian fan, and it’s your first time playing the game, if you don’t start in the senate, don’t expect to win .
Another important thing for your Itcthytosian Empire is acquiring ANY other race to do your ground combat for you. Itcthytosian troops are terrible. Because both Itcthytosian races are very diplo-savvy you may be able to trade some high technology for a world. Your best chance would be with an Evon empire, Itcthytosians have a good relationship with Humanoids, and Evon are quite respectable ground troops. Magnates are nice if you can find them as well.
__________________________________________________
__________
|
|
|  |
 |
|
Main_Brain
|
|
Economic World Center
Jul 2002 time: 06:25
|
|
Lore Weaver’s Strategy Guide: Ethereans
...
uhm how much are missing? Geodic and Insect?
|
|
|  |
 |
|
Main_Brain
|
|
Economic World Center
Jul 2002 time: 06:25
|
|
Silly you.
Everyone knows the Bananas are a Non-playable Race!
Bananas=Ikthul
|
|
|  |
All times are GMT. The time now is 05:25. Apolyton Time is 00:25. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|