OK, I have a little game summary.
I wanted to try the creative mass driver ships out. I haven't played many games of Moo2, and I kind of suck at Moo2 to be frank, but this match seemed to work out just fine.
Setting:
Small
Pre-Warp
Organic
2 rivals
Antarans on
No events
Impossible
My picks:
Democratic
Creative
Omniscient
Rich HW
-50% pop
Repulsive
I'm afraid I didn't save the game until the end, but I have screenshots from the turn of victory so at least the layout can be seen. Starting system had an Average Abundant Desert world. Ubar system, my colony, will be discussed just below.
- Omniscient payed off immediately. It does that sometimes. I'd sooner take eyesight than +1 Sci or +1 Ind on any race; knowing where to deploy resources and what to plan for is, itself, worth a ton of resources. There was an unguarded splinter colony between me and the Coids. It was a matter of researching fuel cells and drives before they did (putting factory and research lab on hold - that part srsly sucked) and sending an unarmed frigate there. Just a small part of the pre-building stockpile. This boon preempted me from needing to build a colony ship in this match, which is nice because demo-cre's can't build $#!%. Ubar's splinter colony was a large poor terran. A decent place to send people to make food, make research, or make people.
- Rich HW was useless. My population had to stay on science.
- The 50pop penalty was less bothersome than I expected, thanks to creative. This was an unexpected piece of synergy I had not been thinking about. Bio Tech puts creatives in a very strong economic position with biospheres, farms, soil enrichment, and cloning centers. Those four penalty points become immaterial, but the obvious risk is cramming in 480~960 RP without getting mauled by an AI battleship.
As soon as I made contact with the two rivals, Humans and Silicoids, I began hemorrhaging techs. My agents were killed as soon as they were built. -10 defense. Each rival sent one spy against me. I gave up after building 4. I shouldn't even have built one; I could have gotten an extra Starbase, Cruiser, or pile of transports. I cannot remember which opponent got what, but I ended up fighting against my own:
- Optronic computers
- Robo Miners
- Fusion Beams
- Mass Drivers
- Heavy Armor
- Reinforced Hull
- Warp Interdictors
- ECM Jammers HAHA fkn noobs I'm using beam ships

- Aug Engines
...and somehow still won my battles, which means that Shield III AF Mass Driver ships are very viable, even if they aren't as strong as missile boats.
At pre-warp t80, the point where you might start seeing AI battleships, I was still trying to get a pre-build hammer stockpile for a couple cruisers. This was of course due to delaying the factories and labs to grab a splinter colony, and my repeated, failed attempts to protect my techs. Nonetheless, I had enough stockpile and tech to have non-mirv nuke boat designs on standby, for pinch-defense, as I finished battle pods and started on Shield III. I was prepared to send out bad missile boats; my goal here was to beat tracks down the Force Fields tech path but also not play stupidly (hoping that these two aren't mutually exclusive).
There were some fortuitous events. I think the RNG logic that governs spy actions also governs leaders, tech breakthroughs, and AI declarations. The big, nice thing was that the Coids declared on the Humans, not me. The humans were marginally closer, but I haven't known geography to stop a pissed-off AI. This happened at ca. t100. This gave me a lot of time to finish building ships.
Also, when techs were stolen, ship officers veritably beat my repulsive palace door down (had to recheck my traits in the info screen just to make sure things weren't amiss).
My fleet was a Cruiser and two Destroyers using the following designs. In a better world, another place, another time, I would have been able to reach supercomputers and positronic targeting, and/or I would have built two cruisers, but this is just what I managed.
I was most pleased to see that my shields did not crack. AF mass drivers dealt with enemy missile stacks well enough that a few of them could be spared for the attack while letting the shields absorb the rest. Battles were long and a lot of fun. I am used to missile boats settling matters for or against me in 3 turns. These were heroic battles of attrition, with boarding parties and all of it. Without racial military penalties, and with the perks of Force Field research, beam evasion and attack were both over 100, and ground troops and space marines could kick butt.
Maybe the enemy espionage backfired. Starbases might take Heavy Armor and ECM Jammers at the expense of some of their gunnery (I'm not sure). If this is the case it would actually have helped me, even in the case of Heavy Armor. My beam ships won wars of attrition with enemy starbases. Heavy armor just makes attrition take longer; it does not help break through shields. If it actually replaces ordinance on a starbase, then it could have turned into attrition what could have been a victory for the base. The Coids also built missile bases, but the missiles were easy fodder for AF mass drivers and, again, I won the wars of attrition with them.
The Humans built the saddest battleship I have ever seen. The leader they had on it detonated it after some long range mass driving. He took a good chunk of his own starbase with it.
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Based solely on this game (not much data to go on) Force Field research seems like a Creative's mere alternative to Chem. Definitely not a replacement. But it was a fun game...