neilkaz
King
This is a continuation of what I started at the end of this thread. http://forums.civfanatics.com/showthread.php?t=324366
I just finished playing 13 games of MOO2 with my typical Cluster Map, Impossible, PreWarp, 8 player settings. I was able to win with 8 civs and lost with 5 civs
As expected some of the civs seem lots better for human play than other civs. On pre-warp, civs that have no advantage for research can really get stuck in the starting gate and I had trouble with most of those. Here's a run down.
I won quite easily with Klackons and Psilons and very easily with Silicoids. I won reasonably easily with Humans and Sakkras. I won with Meklar but it wasn't as easy as expected. I won with Alkari (had a nice spot) and Bulrathi (few enemies so I got rolling large). In most cases I won by attacking Antares rather than killing everyone or winning the vote.
Silicoid proved to be the easiest for me, and I was only 40 or 50 turns slower than what I could usually do playing the very OP UniTol custom race. Tolerant and Livorthore meant lots of planets with no pollution and no farming so more researchers and workers as needed. I also had a great starting spot.
Meklar was slower to get going than I expected as I was eating up some of my production and had a poor starting spot.
Sakkra inspite of the Feudal research penalty wasn't so bad since the farming bonus means 5 researchers at the start and fast population growth and big planets soon accellerated things.
I lost horribly with Darlok and I spawned near the Silicoid who hated me quickly and blitzed me. Usually I can defend this, but not this time.
I lost badly with Elerians and starting with only 6 research was SO SLOW. I have to try a quick teleblitz approach next game with them.
I never quite got the Mrrshans rolling enough to use their combat advantages as I spawned inbetween hostile civs.
I expected to do better with Gnolam, but was too slow and couldn't expand like I wanted to and eventually the Sakkras buried my empire.
I expected to do better with Trilarians but the nearby planets weren't good for Aquatic and I ran into strong hostile neighbors.
OK so it is back to war for me for the 5 civs that I lost with, starting with Darlok.
.. neilkaz, still having fun with this game after more than a decade ..
I just finished playing 13 games of MOO2 with my typical Cluster Map, Impossible, PreWarp, 8 player settings. I was able to win with 8 civs and lost with 5 civs
As expected some of the civs seem lots better for human play than other civs. On pre-warp, civs that have no advantage for research can really get stuck in the starting gate and I had trouble with most of those. Here's a run down.
I won quite easily with Klackons and Psilons and very easily with Silicoids. I won reasonably easily with Humans and Sakkras. I won with Meklar but it wasn't as easy as expected. I won with Alkari (had a nice spot) and Bulrathi (few enemies so I got rolling large). In most cases I won by attacking Antares rather than killing everyone or winning the vote.
Silicoid proved to be the easiest for me, and I was only 40 or 50 turns slower than what I could usually do playing the very OP UniTol custom race. Tolerant and Livorthore meant lots of planets with no pollution and no farming so more researchers and workers as needed. I also had a great starting spot.
Meklar was slower to get going than I expected as I was eating up some of my production and had a poor starting spot.
Sakkra inspite of the Feudal research penalty wasn't so bad since the farming bonus means 5 researchers at the start and fast population growth and big planets soon accellerated things.
I lost horribly with Darlok and I spawned near the Silicoid who hated me quickly and blitzed me. Usually I can defend this, but not this time.
I lost badly with Elerians and starting with only 6 research was SO SLOW. I have to try a quick teleblitz approach next game with them.
I never quite got the Mrrshans rolling enough to use their combat advantages as I spawned inbetween hostile civs.
I expected to do better with Gnolam, but was too slow and couldn't expand like I wanted to and eventually the Sakkras buried my empire.
I expected to do better with Trilarians but the nearby planets weren't good for Aquatic and I ran into strong hostile neighbors.
OK so it is back to war for me for the 5 civs that I lost with, starting with Darlok.
.. neilkaz, still having fun with this game after more than a decade ..

It was one of those games where I treatied my neighbors, so I figured I was safe and didn't build warships and put everything into expanding into more systems. Dumb move.
When planets that are maxed out in pop, I'll send one of their pop to a low pop planet. Moving extra pop to new colonies gets them productive earlier, and between that and moving food around, I'll still run short of freighters sometimes.
...well I knew who was next
, Psilons well below me but he wants to play really nice. Elerian to my left could be an issue but he gets into trouble with Psilons. Coids above me closer to the center so I know who enemy #1 is.
even as Darlok and with two agents a hostile AI stole Merc missiles from me quickly so I made a third agent and that was my last tech lost. Coids make a new colony close to me and it has no defences and the same for 2 more colonies so they are locked into Crysilon which I blockaded being, able to kill off his ships, while I waited to build a BB to take out the star base. Soon I had some very nice Silicoid slaves and a couple of largish rich and UR planets and now with MIRV Mercs I was on my way to domination. Psilons and I carve up weak Elerians.
The Klackons didn't declare war, but they canceled the treaties I had with them (by this time I had all the treaties except alliance with all the AI and depended upon these for income and research). They were the largest empire and provided the most treaty benefits and I went from an economic plus to a negative when those treaties got axed.
Still only use EMG missiles to attack the guardian, since by mid game, I try to capture the ships instead of destroy them. My favorite weapon in the early part of the game is fighters. They are more difficult for the AI to destroy than missiles are, and get to keep hitting for 4 turns (then the survivors return to the launching ship to be launched again). Against monsters, they allow early game destroyers to kill these fairly easily. Those early destroyers also function OK as defense against the early AI battleships the repulsives sometimes attack player systems with in the very early part of the game. In one game I defended a planet with several of these interceptor armed destroyers from a early game AI fleet of a battleship and a couple smaller ships. The fighters wiped out the AI before his beams were able to do much damage. Another similar fleet arriving a little later turned and ran as soon as I launched the fighters.
). He relied mostly upon plasma torpedoes and bombers. It was the torpedoes that were my main worry, since once fired, there is nothing to stop them hitting. A nice counter to a foe bent on capture without transporters. With my tech, and his reinforced hulls, it meant that his ships would be able to fire at least once before the hammer dropped and those torpedoes would press on irregardless and provide maximum bang. The other thing I noticed is he had dispensed completely with anti-missile rockets on all his new construction since the first battles we had. In those battles I didn't use missiles at all. That was the first time I've seen the AI not use the a-m rockets on their battleships. Does the AI use player tactics when designing their ships?
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