Any hints for a newbie?

Rheinmetall

Interplanetary Assassin
Joined
May 10, 2002
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After the game had rotted in the depths of my HD for almost a year I finally fired it up. So now I'm addicted and I'd like to learn how to play it better. I've finished a few games on easy, and quit one game on average after getting tired of the constant war that didn't go anywhere. I started reading through other peoples games already and I'm trying to learn from those too.

So how to start? What to research? What kind of ships to build? How often to update ship designs? How to wage war efficiently? I'm also pretty lost with diplomacy and it's effects? Is espionage any good? Any websites I should know about?
 
Hrm, quite a list of questions. I'll answer generally rather than specificly, as you seem to be looking for an overview.

Master of orion tends to play out in a fairly predictable 4 phases: Land Grab, Consolidation, Survival until fleet capable, War. There's chances to win the game outright through each phase, but that's generally how the game goes for a human player.

The first phase is a land grab. You do anything you can to get more planets. It's really important to get your fair share of planets at the beginning, as a small empire has an enormously more difficult time crawling back into the game compared to an average size empire.

Highlights of the land grab:

Propulsion, Planetology, Construction technologies are usually prioritized.

You build a lot of scouts to orbit planets - it's generally better to build a scout for every planet, than to use a single scout to scout more than one world (as a scout can chase off early AI Colony ships and scouts).

You may get some milage out of the Long Range Lemon - a medium hull equipped with 2 regular lasers and reserve fuel tanks - or a stack of popgun fighters (small with 1 laser, and a shield if you can get it) depending on your geography. The idea is to hold early stars against the early skirmish fleets of the AI so that you can settle them.

You have to be unafraid to fight for planets that you view to be strategically important, and you should embrace the philosophy of the weed. Be greedy. Spread like a virus. Let the AI tell you when to stop (it'll be obvious when stops you).

Phase two is consolidation. Assuming phase one went well, you'll now have from 4 to 18 worlds. Some of them, like your homeworld and second planet, are probably doing reasonably well. Others are far behind. You need to get them all up to speed, and you need to establish a solid defense. Generally this is where I swap over to an equalized technology budget (focusing on techs that improve my missile bases to start). The key concept here is to stand up your frontier (whatever it may be) and start cranking out missile bases. As you play you'll get an idea of how many missile bases is enough to deter current AI fleets. For now - assume you need more than you think you do on the perimiter, and slack on your back lines. Please note that no planet in your empire should have 0 bases at the end of this phase. You want to get your missiles on the cheap where possible by having bases in place before you get shield, missile, armor upgrades to make them more expensive.

During phase two, you've probably had a few "brush wars" or even a cold/hot war. The AI will test you, and you may or may not have been able to turn them back. Phase 3 consists of the long winter of superior AI Fleets and technology. You're going to have to hold on long enough to research, steal, trade, or luck your way into a successful starfleet technology. I don't consider going on a galaxyquest until I have a few key technologies (as a rule of thumb. In my latest game, armed with 2 fertile planets at the start as the bullrathi I waged a war of "buy a bear and send him to a friend" on nuc bombs, lasers, and luck against a coid - but that's for another discussion). Here's my shopping list for "fleet that won't get smashed arbitrarily while transports are en route"

I want a beam - ion cannons or better.
I want an engine - sub light or better (fusion is ideal).
I want a bomb - fusion or better.

I'm willing to use other technologies as they are available, but my usual "end of phase 3" indicator is that I have fusion bombs on a small, with fusion drives, and perhaps an inertial stabilizer. At that point you can glass most enemy planets.

Phase 4: War. The goal of phase 4 is really phase 1 in disguise. We want to achieve some extra land, and most importantly - use this period to aquire crucial missing technologies with the best researchers in MOO. The pointy sticked sort.

If left to my own devices, I often find myself picking a choice target as my "soon to be invaded" target, and rather than focusing on it immediately, I'll send my fleet to glass anything nearby it that I'm not interested in. Then I'll invade the world of choice. Which world is the right world will change based on your tech vs your opponents, but generally you want something around size 40-60. While larger worlds are larger prizes, a base 40-60 can support a surprising amount of factories, and the AI tends to underbuild missile bases, so they're a bit softer than avg.

Once you've aquired technological parity through a series of strategic invasions, you'll want to start seeing about holding what you take. Between bases/reserves and a repulsor or strong beamship, you should be able to take a single world and hold it. Generally when that starts happening, you're winning.

There's a lot that can go differently, of course, and you'll have to adapt to it as it comes - but the general pattern tends to hold in most of my games.
 
Thanks. That cleared some questions and raised many more. So in the beginning I should crank the research slider on the aforementioned techs. Should I build aleast some industry before starting serious research?

How does the planetary reserve work exactly?

Is it worth my time to build population on one developed planet and transport them to the edges of my empire to get the further planets productive faster?
 
In the begining you want to gain new planets everything else is secondary.

Generally, this means "can I build a colony ship and settle something?" if yes - do that. If no - figure out what you need to do, and do that.

You should absolutely plan on maxing your homeworld (to build colony ships) and probably keep world 2 at about half factory maximum (to allow you to send population off to new worlds) while it works on research. As your goal is "gain new planets" you won't need better force fields, better weapons, or better computers. You will need increased range, the ability to make planets habitable, or the miniaturization and cost savings from increased construction.

I generally expand as fast as I can - then when I reach a point where it's obvious I'll need tech to get the next world after the current colony ship lands, I worry about research. The earliest I've ever opened up research in a normal start, was when my homeworld was at 180 factories, and that was just to figure out what my range techs were so I could decide if I needed to build LR Medium Hulls to defend some planets or not.

The reserve is straightforward - once BC's are in it, you spend them out to the various planets and they can "at most" double production on that planet. You get the full alotment of BCs, but only at 1x production spent per turn. To get BC's into the reserve, you will always pay a penalty. 2 BCs spent = 1 BC saved in the reserve. Now, rich planets get double the BC's for their investments in industry (the typical way to get points into the reserve) and Ultra Riches get triple. These planet types let you sort of cheat the system by putting a bit of a dent in the penalty. You can also get BCs into the reserve when you scrap active ships (you get 1/4th the cost, but it goes directly to the reserve, instead of being halved again like the other methods). You'll also deposit some overflow from various sources as projects complete (again, halved as it goes in). The last way you can get BC's is via the merchant event (full value) or by taxing your empire (this is bad - causes waste management headaches and hurts developing worlds.).

Buying population is it's own ball game. If you're playing as a race with a production advantage (Klackon/Meklon) or as a race with a growth penalty/advantage (Silicoid/Sakkra) or as the bulrathi buying population can be a very effective investment. Remember that any population you "buy" will eventually pay for itself. The only question is would you gain more from factories. For the 4 races I mention, it's often very efficient to buy population (even at 20bc per) simply because they tend to make use of it. Sakkra/Bulrathi gain a fair bit of advantage from their population in invasions (you can land thousands of lizards in sequential turns in the late game if you feel up to micromanaging the transport system). The klackon and meklar gain their investment back in terms of production very quickly, as do the silicoids (as their natural growth rate is low and generally won't keep up with factories if you don't pay attention and invest in growing rocks.)
 
So these questions are addressed to Moo1?

Given the following, it looks like Rheinmetall's questions are about MOO1.
. . . . So in the beginning I should crank the research slider on the aforementioned techs. . . . . How does the planetary reserve work exactly?
 
I've used most of the little time I have to read the Sirians tutorial and I must say it's quite enlightening.

I did start a new game on average. I got lucky and managed to secure a barren ultra rich planet and a minimal one with artifacts. Got two aggressive AIs as neigbours. The ants attacked first and soon the cats followed suit. I got my ass handed to me by the insects, before getting missile bases up After building a decent fleet that was faster than the insect fleet I could counter their every move. Finally they got bored fighting me and turned on the Psilons and the Bullrathi.
 
Is it just me or are the Mrrshans like a joke race?

Several games I've played, I've spotted them with one planet, even though they are surrounded by the most advantageous start imaginable. They never seem to get anywhere, ever.

It's a bit like the trilarian tactic on MoO2 of colonising three systems then surrendering to the nearest power (granted I've only played the lower difficulties on MoO2 since I haven't had t that long)
 
The mrrshans are hobbled by their usual leader's disposition (Ruthless militarist).

They start wars they can just barely win, then keep that fleet around forever.

If they start in a corner of the map where they have no contact - they tend to do ok. I've seen some very scary mrrshan in huge galaxies for instance.

For small/medium play - they get contact early, and some idiot cat orders up a fleet of LASERS. Then they tend to get crushed by the missile bases of their opposition + class 2 deflectors.

If you ever see a runaway mrrshan though...let's just say that you're in for a rough time. While they don't as a rule generate the absurd starts that some of the other races do (I'm looking at you ape-boy) they tend to capitalize on a lucky runaway better, and absolutely will butcher you if they get firmly ahead.
 
The cats got eaten by me and the insects.
 
The mrrshans are hobbled by their usual leader's disposition (Ruthless militarist).

They start wars they can just barely win, then keep that fleet around forever.

If they start in a corner of the map where they have no contact - they tend to do ok. I've seen some very scary mrrshan in huge galaxies for instance.

For small/medium play - they get contact early, and some idiot cat orders up a fleet of LASERS. Then they tend to get crushed by the missile bases of their opposition + class 2 deflectors.

If you ever see a runaway mrrshan though...let's just say that you're in for a rough time. While they don't as a rule generate the absurd starts that some of the other races do (I'm looking at you ape-boy) they tend to capitalize on a lucky runaway better, and absolutely will butcher you if they get firmly ahead.

A runaway Mrrshan must be like the Yeti, it may exist but very few have ever seen it or something lol. They are almost always the first race to get splatted when I play. I always find them and the alkaris lag behind, probably because their racial bonus doesn't lend itself to expansion very much.
 
A runaway Mrrshan must be like the Yeti, it may exist but very few have ever seen it or something lol. They are almost always the first race to get splatted when I play. I always find them and the alkaris lag behind, probably because their racial bonus doesn't lend itself to expansion very much.

Ruthless Expansionist Kitties are scary, rare though they may be.
 
I finished reading the Sirians tutorial. The amount of slider micromanagement surprised me as I tend to forget to adjust them every turn. The tech slider trickery was a valuable lesson. Time to move on the other game writeups.
 
One more question for the road? What sorts of ships should I take against the orion guardian? And at what tech level I actually stand a chance and will it be worth it?
 
One more question for the road? What sorts of ships should I take against the orion guardian? And at what tech level I actually stand a chance and will it be worth it?

that changes depending on your difficulty levels. On the lower levels you can kill it with a few armed colony ships when you get later in the tech tree
 
The Guardian has 6000 points at Easy and scales up to 10k at Impossible. It will look like this at Impossible:

Lightning Shields
Adv Repair
Att level 10
HEF
1 Death Ray
Shield/Beam/Missile defense level 9
85 Scatter Pack X
45 Stellar
18 Plasma Torps

So you can figure out what you need to do any damage from that. What you can expect to suffer. It is possible to take it down with low level ships, but you need a lot of them.
 
The mrrshans are hobbled by their usual leader's disposition (Ruthless militarist).

They start wars they can just barely win, then keep that fleet around forever.

If they start in a corner of the map where they have no contact - they tend to do ok. I've seen some very scary mrrshan in huge galaxies for instance.

For small/medium play - they get contact early, and some idiot cat orders up a fleet of LASERS. Then they tend to get crushed by the missile bases of their opposition + class 2 deflectors.

If you ever see a runaway mrrshan though...let's just say that you're in for a rough time. While they don't as a rule generate the absurd starts that some of the other races do (I'm looking at you ape-boy) they tend to capitalize on a lucky runaway better, and absolutely will butcher you if they get firmly ahead.
How each AI races start is the biggest variable, in regards to how they will perform by the mid-game. Not to mention the kinds of neighbors each encounters as they expand.

For example, there were Honorable Industrialist Psilon that started off from a corner. It had a plenty of time to expand and develop before they ran into neighboring AI races. By the mid-game, they were #1 or #2 in overall power ranking. On the other hand, in another game, there were Erratic Technologist Psilons. Unfortunately, they started from the mid-left and soon encountered early-expansion races like the Klacks, the Silics and the Alkaris. The Psilons did not do as well this time around as their expansion was overshadowed by these neighbors -- they had to be content with grabbing the scraps.

As for the Mrrshans .... not common to see them become #1 or #2 in the overall power ranking, unless they can have a spectacular early-game -- which is rare. (Although they have much easier time getting into #1 or #2 in fleet strength ranking, since their personality tend to be Militarist.) Their mediocre tech and economy tend to make their fleet a massive collection of rubbish (unless they have bioweapons and you have no antidotes).
 
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