Please teach me some
Posted: Tue Apr 14, 2009 6:43 pm
Hi all,
I like to play Moo2 with a group of friends. We're probably weaker than any Kali player, but we have also arrived at UniTol+1Pr or UniAqua+2pr and 1pop-Housing pretty quickly (bunch of science students and competitive go/chess players, so the obvious things did occur to us).
We have now decided to change things up a bit with 1.4 patch, trying to encourage tech races.
The way we usually play now is
/nowh /noerport /richstart /planets=2 /noorion /nosplint /picks=14.
Galaxy is huge, impossible (not sure if that changes anything without AIs), organic-level is "normal", 3 players, pre-warp, no antarrans, no random events.
We ban omniscient, because it slows play.
Now, in these circumstances, what would you chose?
Last game I got away winning with UniTolAquaticProd+1. Presently I try UniAquaProd+2Sci+1ArtiLarge.
While these are incredibly quick to take 20 systems and it's fun to play them, it is not quite what we aimed for...
I think the problem with us might be that we do not really know how to play creative or democratic races properly. Usually when somebody tries, he ends up at turn 140 with about less than 100 pop in 5 systems, hoping to avoid contact with an UniTol, who at this time makes >1000 Science Points per turn with Autolabs alone...
I would be grateful if you guys would tell me which kind of 14-pick tech races might be competitive with the uber-producers for this setting... And how to use them properly.
Another thing: Reading through the forum I get the feeling that being Aquatic one ought to get Cloning early... None of us ever used these before - what's the idea? Get cloners on the housing planets (really? 100pp on a housing planet are >10 turns, that is 3-5 pop "invested", as in "not built"...) Or on deep planets and make sure to never let them fill up ( I guess we are sloppy there, we like our shipyards full, although it wastes some pop ) ?
100PP is pretty cheap, true - but 400RP this early in the game... that's like 10-15 turns later super-computers... Also: 200PP buy a colony base which settles a new housing planet, subsequently producing more pop than 2 cloning centers... Please enlighten me
Best regards and thank you in advance.
I like to play Moo2 with a group of friends. We're probably weaker than any Kali player, but we have also arrived at UniTol+1Pr or UniAqua+2pr and 1pop-Housing pretty quickly (bunch of science students and competitive go/chess players, so the obvious things did occur to us).
We have now decided to change things up a bit with 1.4 patch, trying to encourage tech races.
The way we usually play now is
/nowh /noerport /richstart /planets=2 /noorion /nosplint /picks=14.
Galaxy is huge, impossible (not sure if that changes anything without AIs), organic-level is "normal", 3 players, pre-warp, no antarrans, no random events.
We ban omniscient, because it slows play.
Now, in these circumstances, what would you chose?
Last game I got away winning with UniTolAquaticProd+1. Presently I try UniAquaProd+2Sci+1ArtiLarge.
While these are incredibly quick to take 20 systems and it's fun to play them, it is not quite what we aimed for...
I think the problem with us might be that we do not really know how to play creative or democratic races properly. Usually when somebody tries, he ends up at turn 140 with about less than 100 pop in 5 systems, hoping to avoid contact with an UniTol, who at this time makes >1000 Science Points per turn with Autolabs alone...
I would be grateful if you guys would tell me which kind of 14-pick tech races might be competitive with the uber-producers for this setting... And how to use them properly.
Another thing: Reading through the forum I get the feeling that being Aquatic one ought to get Cloning early... None of us ever used these before - what's the idea? Get cloners on the housing planets (really? 100pp on a housing planet are >10 turns, that is 3-5 pop "invested", as in "not built"...) Or on deep planets and make sure to never let them fill up ( I guess we are sloppy there, we like our shipyards full, although it wastes some pop ) ?
100PP is pretty cheap, true - but 400RP this early in the game... that's like 10-15 turns later super-computers... Also: 200PP buy a colony base which settles a new housing planet, subsequently producing more pop than 2 cloning centers... Please enlighten me
Best regards and thank you in advance.