![]() (Had some DirectX trouble and removed all DirectX games and reinstalled, following some odd Tech support advice.) I noticed two patches at (1.2 and 1.31). If they can find a way to make their games more balanced towards such an action, rather than the Early Rush, am I sure most would enjoy their games more. I am sure its a game that Sid and Brian have enjoyed in the past. MOO2 is a game balanced pretty well towards the build to the "industrial" age and sweep everything before you. And simple distance prevents an early rush (I love large and huge maps). The only way I know of to do so is to make use of the special properties of the Mind Control talents. There is also problems in following the Early Rush. I don't think Firaxis incorporated enough of MOO2 into SMAC (customize units and certain elements of diplomacy seem to be the only things they borrowed). The perfect Peaceful Expansionist is a very valid path in MOO2. Build Industry boosters first, then Research, then food, then money. Stay at peace until YOU are ready to go to war. MOO2 is a 4X game, and lets you follow the peaceful expanding builder well. Do not use your navy, as the antereans will most likely eat your navy. A planet with with star base/battle-station, missile base, beam weapons, and fighter stations will make short work of any antereans. If your fleet gets too big, grab the techs that raise your command points.įear not the Antereans until they start using Battleships. Rotate them through a secondary industry center and refit them occasionally. Take them.īuild the biggest ships possible. Then I leave it on AutoBuild.īuild spies each and every time the enemy succeeds in stealing something. ![]() I order all colonies to build Automated Factory, Research Lab, Hydro, and Spaceport. From then on, I chose Research (autolab, etc), Production (always welcome), Food, then Money. ![]() Then I go for either Hydro lab, or Automated factory (2nd set behind the top left choice). Research is the key in which you get the goodies to make supreme military units (called ships) in which one of your can wipe out many of theirs. It improves their opinion of you, and makes them vote for you, as long as they aren't the other choice for Supreme Commander.īut what if I want to kick everyone's but?įrom the start of the game, go research crazy. But you might have to pay tribute to your militant neighbors. Having one countless games using just diplomacy, 2 scouts, and endless colony ships, I can tell you its easily possible. Unlike SMAC, with its Psychotic Opponents, you can maintain peace with your neighbors and buy them off long enough to swap over your major industrial centers to making military units if you decide you might to. There ARE ways to do so (Mind control races), but I think they are a cracks in the design, not a feature. But that's alright, you shouldn't be doing so anyways.īut what about the Early Rush, Oh Dark One? Don't worry about. Low G means don't do ground invasions until you get some serious tech. Large gives your capital a good industrial base. Sub gives you more space to live per colony. It also lets you use your Spy force for home defense only. I like to play Subterrean, Creative, Low-G, Custom race on a Large world.Ĭreative is important, in that it lets you hop around the hard decisions. The Opp Eng will start off ahead of you, but you will surpass it and then be able to vote yourself in, kill the Antareans, or conquer the galaxy. That means, strong build up of your colonies. Second, remember the path of the Peaceful Expanist Builder. They have suggested using this forum as the place to talk about it. There has been a reawakening of MOO2 among a few of our former SMAC Strategists. Profile | register | prefs | faq | search MOOII - Strategies Welcome - Alpha Centauri Forums
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