Turn 100
Posted: Wed Dec 15, 2010 6:52 pm
Hi.
I just started playing Moo2 again - yet to do MP, but have been reading this forum assiduously.
I want to benchmark my progress as I get familiar with the game again, specifically the infamous turn 100 progress check.
I've read a lot about specific strategies, but none really flesh out exactly when certain things occur at this stage of the game. I'd like to figure out, say, what tech a unitol should have while achieving 100 pop, or what kind of fleet a demolith would be fielding.
Here's the laundry list:
TURN 100:
describe your race?
pop?
tech? preferably which field currently researching, how far beyond supercomputers in the following research order:
http://strategywiki.org/wiki/Master_of_ ... arch_paths
RP?
Income?
systems?
fleet size?
CP?
How many players conquered?
I'm experimenting with democreative races right now on huge impossible. I find the computer to be easy to win regardless of situation, but I know MP is an entirely different ballpark.
My numbers right now are modest at best:
TURN 100:
describe your race? - some sort of democreative
pop? - very low, usually around 25-50
tech? after supercomps, robo miners and merc missiles, usually have finished all sub-250 techs, going onto cybertronic->autolabs
RP? ~300
Income? depends if I'm charismatic, if so, usually ~40-50. If not, ~20-30.
systems? 2-4
fleet size? *might* have a BB or some cruisers, but usually just spacemonster frigates, which can also kill cardboard AIs once I have mirv nukes
CP? 7-10
How many players conquered? none - this is probably one area I can work on, if my frigate fleet is effective. Powered armor makes ground combat relatively easy
There's a lot of talk about unitols hitting 100 pop, but at what cost to research? What kind of fleet size would such a race be fielding? The questions could go on, but I figure starting a discussion would be the best place to start. I've tried unitol myself (unitolcharisma, -shp atk/def, -GC, -spy) - at turn 250 I have 500 pop, Orion and have eliminated 3 races, which is about what kind of progress I make with democreative - maybe less pop and better tech. I have a feeling this is far from competitive - I hit 100 pop ~ turn 150. Mind you I've tried unitol only once. I know charisma is a very unpopular pick, but I've set myself to testing it for the time being.
Final question: what starting conditions are the most popular? It seems most of the caution regarding anti-blitz strategies would suggest that a med-large map or smaller is most popular, and I would guess that's due to time constraints. Oh, and that silly things like random events and antarans are turned off.
Thanks
I just started playing Moo2 again - yet to do MP, but have been reading this forum assiduously.
I want to benchmark my progress as I get familiar with the game again, specifically the infamous turn 100 progress check.
I've read a lot about specific strategies, but none really flesh out exactly when certain things occur at this stage of the game. I'd like to figure out, say, what tech a unitol should have while achieving 100 pop, or what kind of fleet a demolith would be fielding.
Here's the laundry list:
TURN 100:
describe your race?
pop?
tech? preferably which field currently researching, how far beyond supercomputers in the following research order:
http://strategywiki.org/wiki/Master_of_ ... arch_paths
RP?
Income?
systems?
fleet size?
CP?
How many players conquered?
I'm experimenting with democreative races right now on huge impossible. I find the computer to be easy to win regardless of situation, but I know MP is an entirely different ballpark.
My numbers right now are modest at best:
TURN 100:
describe your race? - some sort of democreative
pop? - very low, usually around 25-50
tech? after supercomps, robo miners and merc missiles, usually have finished all sub-250 techs, going onto cybertronic->autolabs
RP? ~300
Income? depends if I'm charismatic, if so, usually ~40-50. If not, ~20-30.
systems? 2-4
fleet size? *might* have a BB or some cruisers, but usually just spacemonster frigates, which can also kill cardboard AIs once I have mirv nukes
CP? 7-10
How many players conquered? none - this is probably one area I can work on, if my frigate fleet is effective. Powered armor makes ground combat relatively easy
There's a lot of talk about unitols hitting 100 pop, but at what cost to research? What kind of fleet size would such a race be fielding? The questions could go on, but I figure starting a discussion would be the best place to start. I've tried unitol myself (unitolcharisma, -shp atk/def, -GC, -spy) - at turn 250 I have 500 pop, Orion and have eliminated 3 races, which is about what kind of progress I make with democreative - maybe less pop and better tech. I have a feeling this is far from competitive - I hit 100 pop ~ turn 150. Mind you I've tried unitol only once. I know charisma is a very unpopular pick, but I've set myself to testing it for the time being.
Final question: what starting conditions are the most popular? It seems most of the caution regarding anti-blitz strategies would suggest that a med-large map or smaller is most popular, and I would guess that's due to time constraints. Oh, and that silly things like random events and antarans are turned off.
Thanks