I have started quite a few games, to get a feel for the early game strategies for MOO, and I have made a few observations regarding military and early colonization strategies.
I usually come out of the gate making a headlong rush to colonize everything in site, as is a tried and true turn based strategy game staple. However, I have been considering an alternative to this standard beginning strategy. I noticed that in almost every game I have played, no matter the galaxy size or number of opponents, that I almost always start in close proximity to one other race. As I colonize as rapidly as I can, and explore everything I can with my first two scout fleets, I invariably run across a neighboring empire. This immediately plunges me into the diplomatic arena. Most often, I also find that I am usually next to two races. Depending on the race I play, I also inevitably run afoul of one of my neighbors and before I know it, they are declaring war on my Empire. I currently use Colin The Grey's Mod Pack that heightens the AI aggressiveness, but even before I did this, I noticed that once I did make contact with an Alien Empire they would send scouts, and smaller fleets into my star systems, to snoop around, and almost always shortly thereafter, I see them sending colony ships to colonize those worlds in my systems, that suit their needs. With the mod this behavior is amplified. My Empire being spread thin to lay claim to as many worlds as I can find in my terraform range, I find myself unable to respond in force to the threat of having my neighbors right next door. This is similar to the AI's in Civ III founding a city right next to one of your border cities .
In my latest game using a modified Human race, I am going to try another tact. Instead of of rushing out blindly and trying to explore the entire Universe, I am going to concentrate on developing those worlds in close proximity. Once those worlds have developed, then, I will venture out further, gradually expanding as I do so. My thinking, is that I will be better prepared militarily, if my production level is more consistent among the majority of my worlds allowing me to build fleets more rapidly, and allowing me to sortie my fleets more quickly to my star systems, as they will be closer together. The moblization center, is without a doubt one of the most vital technologies, allowing you to deploy fleets quickly to your frontier systems, to deal with possible border incursions by the AI races. I have noticed that if you have a military fleet stationed at a system, that a enemy colony ships sent to that system will not be able to colonize it. Your fleet will not attack either as long as you are not at war with your neighbor. This is good defensive measure to prevent the enemy from colonzing too close to your core worlds. I believe that by building up those world in proximity first than expanding gradually my worlds will become more valuable and more easily defended. The AI however, does expand quickly and spreads itself somewhat thin (at least with the mod pack). The way I see it, when I am finally able to expand, if the enemy occupies a system that is valuable to my race, I am more capable of fighting an offensive war to capture the system, and what's more hold it afterwards, as my mobilization centers will be closer as well, allowing me to get my fleets and transports to the front, faster.
The subject of ground assaults and transports has also been a sore subject for many players. Admittedly in perfect world I would prefer it if after I have launched a successful assualt my troops and transports would not be banished to the delay box immediately afterwards. However, this is not the case. I have found the most sound approach is to think several turns into the future and plan ahead for ground assaults. My plan involves building several ground formations for both offensive and defensive operations, against my enemies. I will make sure that after I assemble my ground transport to assault the enemy world, I will also have enough units in my reserves to immediately create a second invansion force after the first has reached its target and successfully assaulted their target. I will also build a large reserve of standard infantry and mobiles to garrison those worlds I have conquered as I can immediately access the miltary menu of the newly conquered world and create a ground force there. With my surviving ground troops dispatched to the delay box, I can then build my second wave of transports at my closely located mobilization center.
Those are some of my ideas, just wanted to hear oppinions from other players, and if anyone else has tried this strategy and what their results were.
I usually come out of the gate making a headlong rush to colonize everything in site, as is a tried and true turn based strategy game staple. However, I have been considering an alternative to this standard beginning strategy. I noticed that in almost every game I have played, no matter the galaxy size or number of opponents, that I almost always start in close proximity to one other race. As I colonize as rapidly as I can, and explore everything I can with my first two scout fleets, I invariably run across a neighboring empire. This immediately plunges me into the diplomatic arena. Most often, I also find that I am usually next to two races. Depending on the race I play, I also inevitably run afoul of one of my neighbors and before I know it, they are declaring war on my Empire. I currently use Colin The Grey's Mod Pack that heightens the AI aggressiveness, but even before I did this, I noticed that once I did make contact with an Alien Empire they would send scouts, and smaller fleets into my star systems, to snoop around, and almost always shortly thereafter, I see them sending colony ships to colonize those worlds in my systems, that suit their needs. With the mod this behavior is amplified. My Empire being spread thin to lay claim to as many worlds as I can find in my terraform range, I find myself unable to respond in force to the threat of having my neighbors right next door. This is similar to the AI's in Civ III founding a city right next to one of your border cities .
In my latest game using a modified Human race, I am going to try another tact. Instead of of rushing out blindly and trying to explore the entire Universe, I am going to concentrate on developing those worlds in close proximity. Once those worlds have developed, then, I will venture out further, gradually expanding as I do so. My thinking, is that I will be better prepared militarily, if my production level is more consistent among the majority of my worlds allowing me to build fleets more rapidly, and allowing me to sortie my fleets more quickly to my star systems, as they will be closer together. The moblization center, is without a doubt one of the most vital technologies, allowing you to deploy fleets quickly to your frontier systems, to deal with possible border incursions by the AI races. I have noticed that if you have a military fleet stationed at a system, that a enemy colony ships sent to that system will not be able to colonize it. Your fleet will not attack either as long as you are not at war with your neighbor. This is good defensive measure to prevent the enemy from colonzing too close to your core worlds. I believe that by building up those world in proximity first than expanding gradually my worlds will become more valuable and more easily defended. The AI however, does expand quickly and spreads itself somewhat thin (at least with the mod pack). The way I see it, when I am finally able to expand, if the enemy occupies a system that is valuable to my race, I am more capable of fighting an offensive war to capture the system, and what's more hold it afterwards, as my mobilization centers will be closer as well, allowing me to get my fleets and transports to the front, faster.
The subject of ground assaults and transports has also been a sore subject for many players. Admittedly in perfect world I would prefer it if after I have launched a successful assualt my troops and transports would not be banished to the delay box immediately afterwards. However, this is not the case. I have found the most sound approach is to think several turns into the future and plan ahead for ground assaults. My plan involves building several ground formations for both offensive and defensive operations, against my enemies. I will make sure that after I assemble my ground transport to assault the enemy world, I will also have enough units in my reserves to immediately create a second invansion force after the first has reached its target and successfully assaulted their target. I will also build a large reserve of standard infantry and mobiles to garrison those worlds I have conquered as I can immediately access the miltary menu of the newly conquered world and create a ground force there. With my surviving ground troops dispatched to the delay box, I can then build my second wave of transports at my closely located mobilization center.
Those are some of my ideas, just wanted to hear oppinions from other players, and if anyone else has tried this strategy and what their results were.