Since I rediscovered MOO1 a few months ago, I have to agree with Sirians conclusion that this is in fact one of the best 4X games ever made. Since some of you guys also seem to hope for a modern remake - what would you change?
my top 5 trivial changes:
1. no free war declarations
2. partially built ships go to reserve when switching production
3. unarmed ships can coexist in orbit
4. increase first vote planet threshold to 80%
5. make Psilons poor at weapons research
my top 5 tech changes:
1. planetary warp interdictor (attacking fleets cannot retreat)
2. linear planetology cleanup tech path
3. topolocical techs (planetary repulsor shield = enemy fleets need 1 more turn to arrive, hyperspace express lanes = double warp speed between own colonies); restrict stargates to small/medium ships
4. subspace energy transport (doubles max. reserve funding)
5. low / medium / high energy focus
my top 5 conceptual changes:
1. retreating stacks don't get their bombs and missles reloaded (even if battle is won) until spending a turn in orbit
2. proportional kill modell for bioweapons and collateral damage
3. occupation status for planets with enemy fleets in orbit (occupant gets council votes, planetary production goes to enemy reserves)
4. planet specific overhead for transferring to/from planetary reserve depending on number and distance of friendly neighbour planets (core planets have low, isolated planets high reserve overheads); replace explicit transfers by tax status (funded/tax free/normal/all to reserve)
5. replace sabotage by a civ1-like "incite revolt" function modified by number and distance of friendly neighbour planets, treat like rebellion event, revolting planets have their missle bases disabled until reclaimed by gropo
My top 5 new features:
1. multiplayer
2. optionally replace tactical combat by a "battle order" system (objective/target and retreat conditions for each stack) for multiplayer combat
3. client/server architecture with AI bots
4. progressive saves with replay option
5. text report and postscript map generation
cu
Ignatius
my top 5 trivial changes:
1. no free war declarations
2. partially built ships go to reserve when switching production
3. unarmed ships can coexist in orbit
4. increase first vote planet threshold to 80%
5. make Psilons poor at weapons research
my top 5 tech changes:
1. planetary warp interdictor (attacking fleets cannot retreat)
2. linear planetology cleanup tech path
3. topolocical techs (planetary repulsor shield = enemy fleets need 1 more turn to arrive, hyperspace express lanes = double warp speed between own colonies); restrict stargates to small/medium ships
4. subspace energy transport (doubles max. reserve funding)
5. low / medium / high energy focus
my top 5 conceptual changes:
1. retreating stacks don't get their bombs and missles reloaded (even if battle is won) until spending a turn in orbit
2. proportional kill modell for bioweapons and collateral damage
3. occupation status for planets with enemy fleets in orbit (occupant gets council votes, planetary production goes to enemy reserves)
4. planet specific overhead for transferring to/from planetary reserve depending on number and distance of friendly neighbour planets (core planets have low, isolated planets high reserve overheads); replace explicit transfers by tax status (funded/tax free/normal/all to reserve)
5. replace sabotage by a civ1-like "incite revolt" function modified by number and distance of friendly neighbour planets, treat like rebellion event, revolting planets have their missle bases disabled until reclaimed by gropo
My top 5 new features:
1. multiplayer
2. optionally replace tactical combat by a "battle order" system (objective/target and retreat conditions for each stack) for multiplayer combat
3. client/server architecture with AI bots
4. progressive saves with replay option
5. text report and postscript map generation
cu
Ignatius