QuixotesGhost
Warlord
- Joined
- Aug 9, 2005
- Messages
- 272
I've love Dune, and as such always favor Feudalism when I play Moo2 - but it's very hard to overcome the research gap.
This is what I've been messsing around with recently.
Feudalism
Research -1
Ship Attack + 50
Ground Combat - 10
Spying +10
Rich Homeworld
Telepathic
Warlord
Blitz hard and fast obviously. I mainly rely on cruisers, getting my first up around turn 15-20. The first and second empires are relatively easy to kill, with +70 to attack (+ship attack and warlord bonus) missile and fighter tech pose little threat to me and I have the clear upper hand in beam wars. However around turn 60 - 80 my opponents start fielding early decent beam ships.
You know, Mass Drivers, Optronic Computers, Crews vetted through Space Academies, early shields, better armor... yada yada yada. Missles and fighters still don't scare me, but beams that can actually hit and do some decent damage do. Once these ships (spacestations to be more precise) hit the field I seem unable to grind them down through numbers. Mainly because my ships are very fragile.
I generally only research with vassal races because of my -1 research pick. So the techs I do research myself have to be carefully chosen and relatively cheap. What's my research plan? Should I bunker down for a bit and research a few key techs? I have great inherent espionage but its tricky to rely on it solely. I have more citizens and colonies and can generally outproduce my opponents but the -50% research penalty to feudalism hits hard.
I generally play with 5 races, average tech, average galaxy, impossible difficulty.
Big question - What military techs give me the most bang for my buck? And what are some good low-tech ship designs? Should I just start throwing missile boats at my enemies (note that most "missile boats" include fast-missile racks and merculites - very pricey techs for feudalists) ?
This is what I've been messsing around with recently.
Feudalism
Research -1
Ship Attack + 50
Ground Combat - 10
Spying +10
Rich Homeworld
Telepathic
Warlord
Blitz hard and fast obviously. I mainly rely on cruisers, getting my first up around turn 15-20. The first and second empires are relatively easy to kill, with +70 to attack (+ship attack and warlord bonus) missile and fighter tech pose little threat to me and I have the clear upper hand in beam wars. However around turn 60 - 80 my opponents start fielding early decent beam ships.
You know, Mass Drivers, Optronic Computers, Crews vetted through Space Academies, early shields, better armor... yada yada yada. Missles and fighters still don't scare me, but beams that can actually hit and do some decent damage do. Once these ships (spacestations to be more precise) hit the field I seem unable to grind them down through numbers. Mainly because my ships are very fragile.
I generally only research with vassal races because of my -1 research pick. So the techs I do research myself have to be carefully chosen and relatively cheap. What's my research plan? Should I bunker down for a bit and research a few key techs? I have great inherent espionage but its tricky to rely on it solely. I have more citizens and colonies and can generally outproduce my opponents but the -50% research penalty to feudalism hits hard.
I generally play with 5 races, average tech, average galaxy, impossible difficulty.
Big question - What military techs give me the most bang for my buck? And what are some good low-tech ship designs? Should I just start throwing missile boats at my enemies (note that most "missile boats" include fast-missile racks and merculites - very pricey techs for feudalists) ?