Harv
Emperor
- Joined
- Dec 16, 2008
- Messages
- 1,945
Hi all!
Here is a MOO1 that I am playing on this Forum. The game is set up as follows:
It looks like I have Version 1.3 of the game.
Settings:
I am choosing the Klackons.
Their Flag shall be Red!
And I named their leader Krikit.
So a normal level difficulty with an easy to play race to start things off and make sure I know what I am doing - or at least recover if I am making too many bone (chitin) headed mistakes. If there are bugs in my game I am sure we will work them out!
The Klackon are Industrious and Productive (Oops - wrong game!) - They get twice the population bonus counted towards a planet's industry. At the beginning of the game, everybody gets 0.525 Industry per population unit but the Klackon gets 1.05. So this means more production in both the early and the late game.
Note that I am estimating the multipliers and I do not know the exact multipliers or mechanics.
Going along with the Productive Theme, the Klackon are Excellent at Constrution Research and get a 40% Discount towards the cost of the Research Project. They are Poor at Propulsion Research and pay a 25% Premium on Research Costs. They are Average in the other four fields.
Klackon Leaders tend to be Xenophobic Industrialists and I might consider playing that part. If the manual is correct, diplomatic relations start as follows:
Humans: Relaxed - Everybody gets along with the Humans!
Meklar: Neutral - Assuming they keep the number of colonies small!
Psilon: Neutral - Maybe everybody assumes them to be harmless!
Bulrathi: Neutral - Do you want to wrestle with one or just smile and nod?
Alkari: Uneasy - The Klackon are Industrious and the Alkari are Militaristic.
Mrrshan: Uneasy - They tend to be Ruthlessly Militaristic.
Darlok: Uneasy - Nobody trusts them.
Sakkra: Uneasy - They are too expansionistic.
Silicoid: Uneasy - So are they.
With the game settings above, I will encounter 5 or these 9 Races. I chose not to look at the big map when I rolled up the start so I therefore have no idea who is out there.
Here is the start:
I am not showing the Galaxy Map because that would spoil who else is there. Instead I will describe my position as approximately center right on the map, about 10 or 12 Parsecs from the right edge and about 15 Parsecs from the top edge of the map.
Here is a description of nearby stars, starting with the three that are within 3 Parsecs:
(0,-3) White
(2,-2) Blue
(-3,0) Blue
4 Parsecs:
(-4,1) Blue
(4,1) Blue
(-1,4) Red
5 Parsecs:
(1,5) Green - It cannot be seen on the map I posted but we will see it soon enough.
6 Parsecs:
(1,-6) Red
Blue and White Stars are not that good for Life Bearing Planets but maybe I get lucky and one of the three will have something.
So I will roll the dice and see what happens. I am planning to send the Colony Ship to the White Star and hopefully that does not turn out to be Orion! The Scout Ships will go to the Blue Stars.
If there are no Life Bearing Planets then I guess that Initial Colony Ship was a huge waste and sadly has to be scrapped. The money can then buy more Industry and then maybe invest in the appropriate technology.
If the Colony Ship finds Orion, then -uh- reload? Soldier up?
That is my strategy for Initial Exploration and Colonization and that will keep me busy for 3 to 6 Turns. Now I have a question about Micromanagement:
Is it worth buying the extra Population Point with Ecology Spending so that in the first three turns my Population goes 53, 56, 59? Or should I just let it grow natural and spend on Industry? Especially given the possibility that there is no Colonizable Planet nearby I am leaning towards natural growth.
If there is a second Colonizable Planet within my Three Parsec Range I plan to stop what I am doing on Kholdan and build another Colony Ship. Explore all the systems within Three Parsecs of the Colonies and then extend to Four and Five Parsecs.
Find all the Colonizable Planets and then figure out how to get there. For this stage of the game, this is the only discussion for techlology.
Thoughts? Comments?
Here is a MOO1 that I am playing on this Forum. The game is set up as follows:
Spoiler :
It looks like I have Version 1.3 of the game.
Settings:
I am choosing the Klackons.
Their Flag shall be Red!
And I named their leader Krikit.
So a normal level difficulty with an easy to play race to start things off and make sure I know what I am doing - or at least recover if I am making too many bone (chitin) headed mistakes. If there are bugs in my game I am sure we will work them out!
The Klackon are Industrious and Productive (Oops - wrong game!) - They get twice the population bonus counted towards a planet's industry. At the beginning of the game, everybody gets 0.525 Industry per population unit but the Klackon gets 1.05. So this means more production in both the early and the late game.
Note that I am estimating the multipliers and I do not know the exact multipliers or mechanics.
Going along with the Productive Theme, the Klackon are Excellent at Constrution Research and get a 40% Discount towards the cost of the Research Project. They are Poor at Propulsion Research and pay a 25% Premium on Research Costs. They are Average in the other four fields.
Klackon Leaders tend to be Xenophobic Industrialists and I might consider playing that part. If the manual is correct, diplomatic relations start as follows:
Humans: Relaxed - Everybody gets along with the Humans!
Meklar: Neutral - Assuming they keep the number of colonies small!
Psilon: Neutral - Maybe everybody assumes them to be harmless!
Bulrathi: Neutral - Do you want to wrestle with one or just smile and nod?
Alkari: Uneasy - The Klackon are Industrious and the Alkari are Militaristic.
Mrrshan: Uneasy - They tend to be Ruthlessly Militaristic.
Darlok: Uneasy - Nobody trusts them.
Sakkra: Uneasy - They are too expansionistic.
Silicoid: Uneasy - So are they.
With the game settings above, I will encounter 5 or these 9 Races. I chose not to look at the big map when I rolled up the start so I therefore have no idea who is out there.
Here is the start:
I am not showing the Galaxy Map because that would spoil who else is there. Instead I will describe my position as approximately center right on the map, about 10 or 12 Parsecs from the right edge and about 15 Parsecs from the top edge of the map.
Here is a description of nearby stars, starting with the three that are within 3 Parsecs:
(0,-3) White
(2,-2) Blue
(-3,0) Blue
4 Parsecs:
(-4,1) Blue
(4,1) Blue
(-1,4) Red
5 Parsecs:
(1,5) Green - It cannot be seen on the map I posted but we will see it soon enough.
6 Parsecs:
(1,-6) Red
Blue and White Stars are not that good for Life Bearing Planets but maybe I get lucky and one of the three will have something.
So I will roll the dice and see what happens. I am planning to send the Colony Ship to the White Star and hopefully that does not turn out to be Orion! The Scout Ships will go to the Blue Stars.
If there are no Life Bearing Planets then I guess that Initial Colony Ship was a huge waste and sadly has to be scrapped. The money can then buy more Industry and then maybe invest in the appropriate technology.
If the Colony Ship finds Orion, then -uh- reload? Soldier up?
That is my strategy for Initial Exploration and Colonization and that will keep me busy for 3 to 6 Turns. Now I have a question about Micromanagement:
Is it worth buying the extra Population Point with Ecology Spending so that in the first three turns my Population goes 53, 56, 59? Or should I just let it grow natural and spend on Industry? Especially given the possibility that there is no Colonizable Planet nearby I am leaning towards natural growth.
If there is a second Colonizable Planet within my Three Parsec Range I plan to stop what I am doing on Kholdan and build another Colony Ship. Explore all the systems within Three Parsecs of the Colonies and then extend to Four and Five Parsecs.
Find all the Colonizable Planets and then figure out how to get there. For this stage of the game, this is the only discussion for techlology.
Thoughts? Comments?