Let's Play Master of Orion 2 (My YouTube Series)

Why you used so weak and non-typical race to show the game?
No, sorry, the video too misleading from the start (housing with 8 pop on HW??)
 
I have no problems with seeing a start up LP for a weak stock race, as some players do play them, but please do a better job with your start up.

http://masteroforion2.blogspot.com/2005/03/master-of-orion-ii-strategy-guide.html will help you to get a better start up.

Anyhow, I am a pre-warp player, but let me see if I can steer you towards a better start next time with Alkari. If you don't want to refit your scouts, just go right for Research Labs like you did, but don't wastefully build housing with one worker at the start with your home planet.

Checking your video, all that building housing did was to raise your natural growth rate of 73k/t to 83k/t. This would result in only one extra pop unit every 100 turns!! Clearly there's something much better to do with that worker and that is research a while and then save up some production so that you can buy that lab once the research is complete and you've saved about half the needed 60 pp.

Altair has artifacts so take advantage of that by researching with 4 scientists. Once you get to about 10 turns from being guaranteed to get the labs tech, move one guy to production to save 3 pp/t building a colony base. Hopefully, your research will be complete just the same turn that you have 30 pp saved so you then pay 60 BC to buy your lab half built. This is most efficient. If you want to build a freighter fleet early as some point..OK then maybe start saving 3 pp/t from turn 1 (I don't play standard start so I won't have an early colony with a bad race so I am not sure)

Next go for Rein Hull and then Factories with the goal again to have 30 pp saved up once factory research has completed so that you switch production to it, and buy it half built.

Now your home planet is much more functional and you can begin further expansion with CB and CS.
 
Alkari have to go to fighters, than factories first, as they need more production than research. And best way of researching, in case you cant afford to simply store all-pre pollution prod is to went full RP before %, than switch all back to prod exept one after you got, say 10-15%. After getting high percentage this way, say 40-50% you can even try to research without any scientists, but this is about not crucial research; say for autofactories id switch back workers only till max pre-pollution prod, as you want it fast.
 
You are clearly a fast attack person if you prefer fighters and don't get reinforced hulls.

CyberSaber says that not getting Rein Hull is suicide later in the game.
http://masteroforion2.blogspot.com/2005/03/master-of-orion-ii-strategy-guide.html and scroll down to "Military Tech". But of course, if you've blitzed a couple AI's quickly it won't matter as you're overpowering and strong by then.

If I want to attack early I just use Nuke Missiles. Once I get the tech for either Mercs or Pollution I can MIRV them, but sometimes I've had to fight with basic Nukes.

As for Alkari going for Factories prior to Labs, have you tested it? Perhaps it is different with a standard start since your CS will make a new colony that will want a factory first.

Believe it or not, for pre-warp I tested the max tech race, DemoLith and even though they can get to factories very quickly it was a tiny bit better to get labs first. In comparison, either the factory or the lab was bought on the same turn, but I was slightly ahead in researching the next item when going lab first.

Yes we agree on how to research and build the fastest and best. Note that with a poor race like Alkari. 1 early worker gives 3 pp/t 2 workers give 6 pp/t. Any more workers cause pollution. Thus 3 early workers have 9 pp pollute down to 7 and 4 workers have 12 pp pollute down to 9.
 
Fighter bays are one of most imbalanced techs in game. They are much more effective than nukes. You skip them only if you intentionally want to make your life harder, or in case you're sure what you wouldnt do any fight before time of they going obsolete (say 120 turn versus human or T200 versus AI). As i sayd - this guide have some flaws, but it generally good ofc. You have to understand, what you often can already wipe all AI's (or human) with them by the time you can research pollution processor. And you totally miss the point what rhull is useful in MP game, but nearly useless VS AI. You need rhull only when your ships GOT hit. As early-mid game is about missiles\fighters + runners - there is no rhulls. Missile boats retreat after 2 shots as they run out of ammo anyway, so they evade upcoming missiles, and runners, eh, outrun them. So rhulls are of usage only when AI start to hit you with beams, and it SO late turns, so they are dead already, even if you go with zortium\merculites. Humans are able to use beams, so yes, in a long run you will need that rhull, the longer game goes - the more its needed.

Of course you can attack with nukes. Moreother, with right race you can win huge impossible without spending anything on research during the whole game, and use only basic nukes. But it much less effective way. And the main difference between fighters and missiles - is what fighters not only absurdly cheap both in RP's and production in comparison, but they are also do more damage than nukes, and do autoupgrade with fusion beams later (unlike nukes, where your already built missile ships wouldnt get mirv modification after you got polproc tech). Problem here is - after you got fighters and deuterium - you're already have all the needed tech to win AI, so you can just build a ships without any real focusing on research (of course you still want fusion pair later). So if you chose to wait to zort and build some ships with merculite instead - its roughly the same as if you will chose to wait till doomstars with plasma torpedoes - uneffective and not worthy the time - but surely will do work VS AI.

Of course, how else? You dont need labs so much, as you have artis, so you can go straight to them. With demolith you did something wrong then, as they need factories asap to build CBases. And lab is researched only after they all are built.

Yes, so you prefer not to use ones above the 6 prod, but its also uneffective to spend pop on RP while you're at %. You need all the prod you can get to be able to launch that ~100 turn battleship + transports attack from your one planet, and not just some research for few turns earlier, what you cannot use anyway. But its only about sqandered resources time of course, if you have aplenty of - you're trying to hit equally 100% in some turns without wasting prod on pollution, and also plan to change a research field if you went on too high percentage. In general - most effective way of research is go to % as fast as you can, then leave only 1-0 researcher. But it take too much time, obviously, so its also ineffective if you skip a turns without needed tech. So its about a balance here, what make the game as it: with huge resources you oppositely - do ineffective in terms of spending, but effective in terms of time thing - do 2x of RP cost and get all in one turn ideally (wasting half RP in process, but winning a time).
 
OK I'll have to try early fighters next game and especially if I don't spawn alone in a corner.

I did test DemoLith last night and indeed it is slightly better to get factory built and then build CB's and then labs.

Thx ,, neilkaz ..
 
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