HK's MOO1 v1.2 Strategy Discussion Thread

also, I thought I said this in my previous post, but again I'm at 6 'o clock (middle down) in the galaxy.

the problem is that:

2nd colony star is 3 range (so I can get this, but it's at the edge of the galaxy so it doesn't allow me to now be in range of more stars).

3rd colony star is the next nearest inhabitable star is at 4 range. (so I have to first research warp 4 tech at ~140 RPs, then build a colony ship, then wait for it to get there)

4th+5th colony stars are now in range once I colonize that 3rd colony star. one of these is the terran ~115 pop and the other is an ocean 35 pop star. the good terran ~115 pop star is right between me and the klackons... and this also means they can get to my home star and wipe me out with their massive fleet

Let me see, if I understand you. Are you saying that you feel the issue you are having is that you are in the middle of the map? Do you have the save from turn 1 and if you do could you post it.

Are you playing Humans or some other race? It was a max race game, is that correct?
 
I can't provide a sav file, sorry.

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if you pretend this is the galaxy's shape:

123
456

or (but, it's more like the above though then the below)*

123
456
789

then, I'm at: 5* (upper grid galaxy shape) or 8 (lower grid galaxy shape)

I'm the Humans, with 5 opponents (Darloks, Psilons, Meklars, Alkaris, and *Klackons*)

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P.S.

I'm sure I can win the game, if I just turtle up and/or ignore the Klackons' expansion (and cozy up with them), lol

but being the perfectionist that I am...

I want that star, and to play a successful early/quick expansion game, hehe (passive/peaceful-colony ships and/or active/combat-transports or combat ships->raze star->my colony ship)
 
The settings above does not have the Klacs in the list, so is the reference to them for some other game?
 
Not much difference between Saks and Klacs, both can expand. They just use a different method.
 
I was going to make an attempt to play out a game close to yours to see what you may be running into. I ran a number of starts to finally find one that put me sort of in the middle. It turns out I have 1 planet 3 parsec and two 4 parsecs. I have nearly the same races (Darlok, Klac, birds, brains and cats), only the Meks are replaced by the cats. I think that is the best I can hope for or it would take a month to try to get the start the same.

What are my first moves? In no order, send out the two scouts to the 4 parsec stars and the colony to the 3 parsec star. Delete desings, other than the scout and colony ship. Put all research to Planetology for now. It makes little difference as no RP's are being generated.

2303 Colony is sweet as I found Yarrow a size 90 jungle. I send 3 pop form Sol.
2304 one scout runs into the Guardian and gets smoked. I design a new scout, but delay making one at this time.

It is a Ultra Rich Barren size 50. This is good, but I have no landing for it at this point. I now have a solid reason to do planetlogy first.

This is possibly a bad test as I can reach Tyr with the founding of Yarrow. Actually it is a match in that in your game you needed a range tech and in this one I need a planet tech. Both are level 3. I cannot recall the last time I played as a Human. Must have been an RB game. I never pick them as I do not want to trade.

2306 start on a scout to reach stars south of Yarrow.
2308 send out 3 pop to Yarrow.
2309 scout out. 1st scout finds Tau Cyngi and it is a radiated planet, so I move on. I do not worry about them exploring it. It will be a long time till it can be colonized, if ever.

2311 I am spending 9RP now so I get to pick a Planet tech. It offers two I need, +10 and Barren. You have some valid reason to go with Barren as it gets to the next list. It also is needed to grab Tyr. However this is Simple level so I can do as I please and I take +10.

First it is 40RP and Barren is 140. Second Tyr is safe for a very long time. The draw back is that I will postpone the date that Tyr is up and running. BTW I send out a gunboat to sit on Tyr. I have 3 total and a scout (the starting ship).

2315 find Bootis Desert 55, Ukka Jungle 85 and Collassa Desert 50. I can reach no other stars now.
2328 Barren in and I have Tundra and Dead. I select Dead, but adjust research to = now. Design a colony ship for Barren and start on one. I keep the cash for stuffing into Tyr. Yarrow is doing fine on its own. Gunboat runs off a brain boat at Tyr.

2332 drop spending on ship a bit.
2335 KLacs have 3 now and are #1 per GNN.
2336 two techs come in.
2337 Found Tyr and send it 18 pop.

2342 building a colony for Ukka. Send cash to Tyr each turn.
2347 Send col to Collassa as it cannot reach Ukka. Range tech 5 is 29%. I have 80% waste done.
2348 Range in and up spending on next col ship. Yarrow starts on a MB. Want to have 1 up in case a scout comes around.

2352 col ship off to Ukka.
2353 Yarrow and Sol send off pop to Collassa.
2354 Tyr is up and makig a MB, but is is UR and will not take long. In fact as the brains already tried to visit, I will put up several bases in Tyr.

2356 RC3 comes in and 4 techs are in the percentages.
2358 Find Lyae a size 25 Inferno south east of Collassa. I just skipped over that tech, but Lyae is in the far SE corner and can wait.

2359 colonize Ukka and send pop to it. Brains say hello and I see Mentar and Hyboria in grey.
2362 Vote in and two vote with me, I abstain of course.
2363 Nuc engines in finally.
2364 find Phyco size 90 Ocean and Paladia size 80 Terran. I think that ends the game. I will get both of these for sure, even if we have a tussel, which I doubt we would.

The purpose of these runs is to present a timeline and action plan for you to overlay on what you are doing to see what your progress looks like. It also shows how weak they are at this level.

I ignored any option to make deals with the Brains.
 
Is a break down like this of any use to you? I know it is not exactly like your game, but similar enough I hope.
 
it is alright, helpful, but I was more looking for how I should try to deal with the Klackons' powerful fleet (in my game), and we both wanting the same star between us, as we're neighbors.

Do I try to match them with a fleet of my own, and fight them for the star and maybe elimination, or do I jsut ignore them (cozy up with them) and let them have the star instead?

or instead of ship to ship combat, should I research techs that give me ground combat bonuses and try to sneak my transports to their stars past their fleets? (humans are excellent in Force Field tech)

etc?
 
I guess what I do not understand is how they are doing that well. Since that cannot be changed, I would make a stack of bombers and see, if I could catch them with the fleet out to sea. Rush in and try to glass the planet.

It is not going not do any good to send in troops, if you cannot defeat the fleet. They will just take it back.

I would not want them to have it as they will just get stronger. If you can get together a smaller fleet that can come in and kill of some of there ships and retreat, you could work on trying to whittle the fleet down.

Some 2 shot missile boats and maybe a sacrificial ship or two. Go in and launch the missiles at the fleet and then retreat, while the dither ship(s) hang around to let the missiles hit. Reteat, if they are still alive.

Your other choice would be a range 2 gun and a fast moving fleet. Hit and run and retreat, when things get bad. Just wear them down. If you get a repulsion beam, then all the better as long as they are not using range 2 guns.

The other choice is making large ships and ry to wear them down, but with 100+ ships that may not be viable. It would depend on the ships.

Remeber you do not need repulsors on each ship. Just on enough to keep one alive to push them back. I once made a huge repulsor so it could take the pounding, while the little guys popped away. These things should not happen below Hard level though.
 
ya, their fleet/production is really impressive/"magical":

it *IS* on simple difficulty level too!!!!

~ only 50 turns into the game:

Klackons:

~250 small ships with lasers
~110 small ships with lasers
150 HP (hit point) large ship with mainly lasers (like 1 missile too, but insignificant)
1-3 colony ships, lol

2 stars (home colony star + 2nd colony star)

and we're fighting over the terran 115 pop star between us

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while I have no fleet because I have to:

research warp 4 tech, colonize my 3rd star (forgot its type and pop) which then allows: AND THEN I CAN SEND ANOTHER COLONY SHIP TO THE CONTESTED TERRAN 115 POP STAR BETWEEN US WITHIN ONLY 50 TURNS!!!

argh! :P

repulsors are far away at this point in the game for me to research and use, lol. remember we're talking only ~ turn 50 ...

(and I don't get any council meeting, as I think I have to make contact with everyone, which I haven't gotten to do yet in any of my games)

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my tech order:

warp 4 tech (propulsion) = 180 RPs
eco res (1:3) tech (planetology) = 500 RPs
waste red 80% (construction) = 500 RPs

i guess I should get the waste red 80% first, because I can't build small ships with a missile (or a bomb) on them, I have to build the more expensive medium ships. or maybe I'm completely wrong, I haven't yet really studied what techs effect ship stuff space reduction stuff, lol.
 
The vote can trigger, even if you have not met others. It just take 2/3 of the planets to be colonized. Once that happens you get a vote every 25 years, even if that means back to back votes.

I did not run the numbers, but the good news is those small ships are 3HP and will die quickly. I know we have run off scores and hundreds of smalls in a short time. You may need to let them colonize that planet and hope they will send the fleet at your planet.

That gives you a chance to thin them out and sneak in to grab it. Rememebr you will have to be able to fend off a troop drop of 1/2 the pop of the planet they use to send the troops. If that is Kholdan, it will mena 50 transports.
 
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