Master of Orion is known as a "father" of all 4X games, even the term itself was coined at the preview of the 1st game (they say).
The fourth "X", which is "eXterminate", is a part i always didn't enjoy so much, though. I am a peaceful creature. Fortunately, i found that the most classic game of the series up to this day, - Master of Orion 2, - allows to entirely avoid this fourth X part! In other words, i recently learned last critically important bits and pieces which allow me to entirely avoid hostilities against any other (computer controlled) race. On "Impossible" difficulty, that is. So, all the people who say AIs inevitably get hostile on Impossible sooner or later? Yep, they are wrong. And in this post, i'll explain all about it.
The "3X3L" part from the title - is the genre MOO2 became nowadays, for me: "eXplore, eXpand, eXploit, Live and Let Live". However, much of the following will be useful for any MOO2 player, both single-player and multi-player - whenever AIs are around.
I've done 300th turn in my current Impossible-difficulty MOO2 game today, and it's still peaceful. No AIs make war with me. I could "win" the game dozens turns ago already by any of the 4 known ways to win - which are destroying Anataran homeworld; elections; being in alliance with enough AIs; wiping every AI out. But i still play it to see how things will develop, rejecting all alliance offers and picking "abstain" during elections. So far, two AIs were wiped out by other AIs, still 5 more survived to date.
So here's how i do it. In 4 easy simple steps, given in bold just below.
1. Things you need to do to have an entire peaceful game on Impossible difficulty in MOO2
1.1. Avoid building spies. You must have 0 spies and 0 agents at all times (you still have a way to prevent AIs stealing technologies, with this).
You don't need any defensive agents to prevent them stealing technologies - there is another way: regularly check Reports about each AI, and you'll see their spies whenever they are trying to steal technologies from you. So when you see that, contact the AI and demand to stop spying. If you have good relations (and you should), the AI will always agree to stop spying, and you won't take any diplomatic penalty for doing so. Even better, AIs refrain from any more spying action for quite a long time once they agreed to this demand you do - i don't (yet) have precise numbers, but it feels that it's for several dozens turns. Even if you're neither "Charismatic" nor "Telepathic" - this always works.
The reason why you must avoid building spies - is "framing". As soon as you have any spies, AIs who spy on other AIs will sometimes "frame" you: one AI will tell another AI that it was you who stole the latter AI's technology or did some sabotage. When this happens, your relations with the latter AI deteriorate massively, and it's not unusual to have that AI to declare war right away. But, if you have zero spies, AIs don't have an option to frame you. Why is it so? I don't know. But that's how it works, up to and including the most up-to-date 1.50.9 version when running it in "classic" mode.
AIs start to "frame" you the player during their own spy wars as soon as you got a spy. I tested it: built two spies, kept them as "agents". Very soon AIs started to regularly contact me, saying bad things, with that "You were framed" part appended to the end of their furious messages. Then i sent both spies to duty against one of AIs, but selected "hide" option, in hope that doing this will stop accusations. But nope, even that didn't stop framing. But much later during the test, both spies were killed - despite being in hiding, interesting, eh, - and soon after last spy of mine died, framing stopped! In my current game, i don't have any spies, and i don't have AIs framing me. Ever.
This is the key thing to maintain good diplomatic relations for longer than you'd normally want: thousands turns, probably. May be forever, even, provided you don't do anything bad to AIs. Granted, you could still have both spies and good relations with AIs by regularly making gifts, - but there are only so many technologies in the game, you'll run out sooner or later of techs for gifts, and i found that late in the game, money gifts sometimes do not improve relations with AIs at all.
1.2. Create strong enough fleet ASAP, maintain it at all times, and try to have much more powerful fleet than any AI has, also ASAP. Keep an eye on it as the game goes on, and build more and deadlier ships as needed.
Now this is self-explanatory. Si vis pacem, para bellum. As an additional precaution, i place most of my fleet into my "frontier" systems - let AIs see my boys are ready to kick ass if i'll ever get attacked.
No idea if AIs "see" it or not, - but i'm 100% sure that AIs don't hesitate to attack as soon as they see a defenseless system. No matter how good relations are: i've seen AIs attacking despite "Harmony" standing, breaking non-aggression, research and trade treaties and declaring war, completely out of the blue. And it was done by "Honorable Technologist" AI race whom i never did any bad before. So yeah, no AIs are "friends", but they always respect your borders if they see your fleet would easily vaporize theirs, if things go hot. Always.
Additionally, it helps if one is playing a Warlord race, and Imperium government (end-game; starts as Dictatorship). Because all the great many command points allow to eventually create a fleet so large and powerful that no AI would dare to attack it, - and yet still pay 0 BC for its maintenance.
1.3. Don't provoke AIs to make war, and obviously do not attack them yourself.
AIs don't like plenty things you may do and deem non-aggressive. Like, colonizing an empty system several parsecs away from their territory; declining an offer of allied to you AI to make war to another AI (for this reason, if you want eternal peace - decline any AI offer to become allies, maintain non-aggression pact only); keeping your ships in AI's system or in nobody's system near their territory; making demands; etc.
One special thing which you must pay much attention to - is your outposts, which you may make mid-game in order to "reach" certain system you want. Protect those as if they are your full-colony systems, - even more, actually, because outposts can't have star bases and ground batteries. And then, as soon as you don't need such outposts anymore, - give them away to some AI, as gifts. Because i've seen AIs sending fleet to attack a lone outpost without any my ships in its system - despite all the good relations. Worst thing of all, there is a bug in the game which forces the AI to declare a war once such an attacking fleet reaches the outpost's system - even if by the time it does you already gave away that outpost to that very AI who attempts to attack it, couple turns ago!
1.4. Make pacts with AIs ASAP (research treaty, trade treaty, non-aggression pact) and don't cancel them yourself.
Those serve to improve diplomatic relations enough to compensate self-deterioration of relations if no treaties are signed (which on Impossible difficulty happens quite fast). And it's a free source of extra RPs and BCs - and one big source early-game, too. So, win/win things to do.
Late-game, though, it's possible to cancel research treaty if you want, still maintaining peace. AIs won't like it, but it won't lead to instant war if everything else is fine. Why would you want to do it? Well, to slow AI development down, of course. Amount of RPs you get from any research treaty depends on how good the AI's science is. I imagine same is true on the "other side" of the treaty. Means, AIs get huge boost to their science if your science is uber-powerful. Like, in my current game, i'm doing well over 20k RPs a turn, and i imagine research treaty with me boosts AIs' science quite much.
Very late in the game, may be cancel trade treaty with most powerful AIs, too - if your per-turn BC income is in thousands and you want to maintain some balance between AIs.
That's it! Those 4 things in bold text right above, when done well, - will guarantee you a peaceful MOO2 game even on Impossible difficulty!*
Even if you have several systems colonized deep into AIs' own territory - like in my current game, where i colonized 4 systems deep "inside" AI's parts of the galaxy, those were ones protected by space monsters, so great systems to have. AI's did not attack me for colonizing those, nor ever after.
*One possible exception are "Repulsive" AI races, since you just can't do 1.4 with those. Well, in my current game, no AI races are repulsive, but i realize it might be not a common case. So, either roll starts with "save turn 1, then scout around to see if there are any repulsive races, if there is - restart, if there is not - load turn 1 and play on", - though i was lucky to have such a game without doing this, i understand it's something quite easily doable; OR, just kick that repulsive guys' butts to extinction after they declare a war on you. That p.1.2 is not just for show, after all, right?
2. Usefulnesses of peace for any usual 4X-style game
Even if you prefer to eXterminate everything, maintaining reliable peace with certain AI players for a certain while - is highly useful endeavor due to the following:
- not building spies (the 1st step above) means a bit faster development of everything else early-game;
- every extra AI who's not at war with you, especially ones at high positive diplomatic standing, - is one more source of technologies whenever you're playing non-creative race even while you're not using any spies to steal their technologies. Because you can still exchange technologies with AIs, and at certain points, once you know diplomatic system of MOO2, you can even learn how to make certain types of AI players to agree to your demands - in particular, to "demand technology". The latter way, you can get technologies when AIs don't offer them for exchange (and they often don't offer most recently-discovered ones);
- strategically, every AI who doesn't make war on you will most likely wage another war - against some other AI; they love to fight between themselves. This means that more AIs spend extra resources on making that war, more AIs lose ships, sometimes planets and lots of population, etc - all that slows them down quite much. Making you more able to get ahead, becoming the ultimate military force of the galaxy faster than otherwise possible;
- more trade and research treaties means, once again, faster overall development and earlier ability to wipe whole galaxy out, if you'd wish to;
- you can't prevent AIs to spy on you and occasionally steal your technologies even if you're running 63 agents to defend against it - if you're at war with them. They will do it. But when you're at peace - you can (see details of p.1.1 above).
And, because of the second requirement for peace (p.1.2 above - having most powerful fleet there can be), - you'll be ever ready to attack any enemy whenever you feel ready, so it's in no way _forcing_ you to remain peaceful. Just an option, which you may or may not use at your own discretion at any given moment, when you know how.
3. Details and notes for my current game (which i intend to play on, past turn 300 - possibly for many thousands turns)
Impossible difficulty game, Antarans on, Pre-warp start. Could technically win (end) this game by some turn ~200 iirc, back then i had two AIs voting for me plus my own people were already more than half population of the galaxy (subterranian race, and i love to do housing). Still, i keep going, selecting "abstain" during voting. By turn 300, over 75% of the galaxy's population is my race, and that's with only 20 systems out of "Huge" galaxy colonized by me.
Nearly 10 of those systems are near my homeworld system, the other half though are single systems here and there, some forming a "cluster" on the other side of the galaxy and some just being single systems deep into some AI's territory. This latter half are mostly systems which have 3 or 4 planets in them, and/or huge or couple of large planets. Which explains how i get over 75% of the galaxy's population out of only 20 star systems. And "subterranian", of course.
I named the race "Chenjesu" (yep, that's Star Control 2 folks). After evolutionary mutation, the race is:
-lowG, -ground_combat, -ship_defense, +subterranian, +large_home_world, +warlord, +charismatic, +telepathic, +lucky.
This race started as Lithovore + subterranian, and selected-then-deselected cybernetic to cancel out Lithovore during evolutionary mutation, allowing it to take all the above mentioned + picks. The Lithovore allows for very rapid development when paired with subterranian, and by the time i triggered the Mutation, which was early 200sh turn, most of my planets were already terraformed, so food did not become a problem. Having good reserve of freighters beforehard is recommended for this kind of mutation, of course. I didn't run into any trouble.
The end-game picks of this race are all focused towards things which are not obtainable by any other means, after-end-game-like. Like, i can get over 1.5k production per turn from my Orion system's best planet even now, why would i need more. My science is over 20k a turn, food is overabundant everywhere, and i've seen growth rates for over 2000k per turn on some UR planets i have at certain housing moments. While all 6 "+" picks named above - all give unique benefits otherwise unobtainable in the game, no matter how big and how well you grow your empire. Even the "large homeworld" is a thing you can't get otherwise, even if extremely very unimportant thing late-game, that is.
I especially adore "Lucky" pick. When you go for that "Live and Let Live" part, means you ain't going to do galaxy-wide genocide of other races and you purposedly avoid "winning" the game to keep going into the future, - this means very long games (thousands turns) and very high chances that without "Lucky", some of your planets will forever be reduced in their mineral classification. It's just a shame to see it happen. Of course, in practice it still means nothing, because you're so OP end-game. So it's 3 points "wasted" if to be pragmatic. Could be another 4-points + pick if not taking large homeworld, too. But hey, i see nothing better, too. For this thousand-turns-like end-game kind, that is.
I started to write down exact turns when remaining 5 AIs put spies against me. I feel there is a pattern about it. It probably will be certain, quite specific amount of turns after a demand to stop spying when they resume their spying attempts. I hope to find out how many, precisely, turns it takes, and i'll put my findings into this post via edit or into this topic if somehow unable to edit this post, soon.
-- in progress --
The fourth "X", which is "eXterminate", is a part i always didn't enjoy so much, though. I am a peaceful creature. Fortunately, i found that the most classic game of the series up to this day, - Master of Orion 2, - allows to entirely avoid this fourth X part! In other words, i recently learned last critically important bits and pieces which allow me to entirely avoid hostilities against any other (computer controlled) race. On "Impossible" difficulty, that is. So, all the people who say AIs inevitably get hostile on Impossible sooner or later? Yep, they are wrong. And in this post, i'll explain all about it.
The "3X3L" part from the title - is the genre MOO2 became nowadays, for me: "eXplore, eXpand, eXploit, Live and Let Live". However, much of the following will be useful for any MOO2 player, both single-player and multi-player - whenever AIs are around.
I've done 300th turn in my current Impossible-difficulty MOO2 game today, and it's still peaceful. No AIs make war with me. I could "win" the game dozens turns ago already by any of the 4 known ways to win - which are destroying Anataran homeworld; elections; being in alliance with enough AIs; wiping every AI out. But i still play it to see how things will develop, rejecting all alliance offers and picking "abstain" during elections. So far, two AIs were wiped out by other AIs, still 5 more survived to date.
So here's how i do it. In 4 easy simple steps, given in bold just below.
1. Things you need to do to have an entire peaceful game on Impossible difficulty in MOO2
1.1. Avoid building spies. You must have 0 spies and 0 agents at all times (you still have a way to prevent AIs stealing technologies, with this).
You don't need any defensive agents to prevent them stealing technologies - there is another way: regularly check Reports about each AI, and you'll see their spies whenever they are trying to steal technologies from you. So when you see that, contact the AI and demand to stop spying. If you have good relations (and you should), the AI will always agree to stop spying, and you won't take any diplomatic penalty for doing so. Even better, AIs refrain from any more spying action for quite a long time once they agreed to this demand you do - i don't (yet) have precise numbers, but it feels that it's for several dozens turns. Even if you're neither "Charismatic" nor "Telepathic" - this always works.
The reason why you must avoid building spies - is "framing". As soon as you have any spies, AIs who spy on other AIs will sometimes "frame" you: one AI will tell another AI that it was you who stole the latter AI's technology or did some sabotage. When this happens, your relations with the latter AI deteriorate massively, and it's not unusual to have that AI to declare war right away. But, if you have zero spies, AIs don't have an option to frame you. Why is it so? I don't know. But that's how it works, up to and including the most up-to-date 1.50.9 version when running it in "classic" mode.
AIs start to "frame" you the player during their own spy wars as soon as you got a spy. I tested it: built two spies, kept them as "agents". Very soon AIs started to regularly contact me, saying bad things, with that "You were framed" part appended to the end of their furious messages. Then i sent both spies to duty against one of AIs, but selected "hide" option, in hope that doing this will stop accusations. But nope, even that didn't stop framing. But much later during the test, both spies were killed - despite being in hiding, interesting, eh, - and soon after last spy of mine died, framing stopped! In my current game, i don't have any spies, and i don't have AIs framing me. Ever.
This is the key thing to maintain good diplomatic relations for longer than you'd normally want: thousands turns, probably. May be forever, even, provided you don't do anything bad to AIs. Granted, you could still have both spies and good relations with AIs by regularly making gifts, - but there are only so many technologies in the game, you'll run out sooner or later of techs for gifts, and i found that late in the game, money gifts sometimes do not improve relations with AIs at all.
1.2. Create strong enough fleet ASAP, maintain it at all times, and try to have much more powerful fleet than any AI has, also ASAP. Keep an eye on it as the game goes on, and build more and deadlier ships as needed.
Now this is self-explanatory. Si vis pacem, para bellum. As an additional precaution, i place most of my fleet into my "frontier" systems - let AIs see my boys are ready to kick ass if i'll ever get attacked.
No idea if AIs "see" it or not, - but i'm 100% sure that AIs don't hesitate to attack as soon as they see a defenseless system. No matter how good relations are: i've seen AIs attacking despite "Harmony" standing, breaking non-aggression, research and trade treaties and declaring war, completely out of the blue. And it was done by "Honorable Technologist" AI race whom i never did any bad before. So yeah, no AIs are "friends", but they always respect your borders if they see your fleet would easily vaporize theirs, if things go hot. Always.
Additionally, it helps if one is playing a Warlord race, and Imperium government (end-game; starts as Dictatorship). Because all the great many command points allow to eventually create a fleet so large and powerful that no AI would dare to attack it, - and yet still pay 0 BC for its maintenance.
1.3. Don't provoke AIs to make war, and obviously do not attack them yourself.
AIs don't like plenty things you may do and deem non-aggressive. Like, colonizing an empty system several parsecs away from their territory; declining an offer of allied to you AI to make war to another AI (for this reason, if you want eternal peace - decline any AI offer to become allies, maintain non-aggression pact only); keeping your ships in AI's system or in nobody's system near their territory; making demands; etc.
One special thing which you must pay much attention to - is your outposts, which you may make mid-game in order to "reach" certain system you want. Protect those as if they are your full-colony systems, - even more, actually, because outposts can't have star bases and ground batteries. And then, as soon as you don't need such outposts anymore, - give them away to some AI, as gifts. Because i've seen AIs sending fleet to attack a lone outpost without any my ships in its system - despite all the good relations. Worst thing of all, there is a bug in the game which forces the AI to declare a war once such an attacking fleet reaches the outpost's system - even if by the time it does you already gave away that outpost to that very AI who attempts to attack it, couple turns ago!
1.4. Make pacts with AIs ASAP (research treaty, trade treaty, non-aggression pact) and don't cancel them yourself.
Those serve to improve diplomatic relations enough to compensate self-deterioration of relations if no treaties are signed (which on Impossible difficulty happens quite fast). And it's a free source of extra RPs and BCs - and one big source early-game, too. So, win/win things to do.
Late-game, though, it's possible to cancel research treaty if you want, still maintaining peace. AIs won't like it, but it won't lead to instant war if everything else is fine. Why would you want to do it? Well, to slow AI development down, of course. Amount of RPs you get from any research treaty depends on how good the AI's science is. I imagine same is true on the "other side" of the treaty. Means, AIs get huge boost to their science if your science is uber-powerful. Like, in my current game, i'm doing well over 20k RPs a turn, and i imagine research treaty with me boosts AIs' science quite much.
Very late in the game, may be cancel trade treaty with most powerful AIs, too - if your per-turn BC income is in thousands and you want to maintain some balance between AIs.
That's it! Those 4 things in bold text right above, when done well, - will guarantee you a peaceful MOO2 game even on Impossible difficulty!*
Even if you have several systems colonized deep into AIs' own territory - like in my current game, where i colonized 4 systems deep "inside" AI's parts of the galaxy, those were ones protected by space monsters, so great systems to have. AI's did not attack me for colonizing those, nor ever after.
*One possible exception are "Repulsive" AI races, since you just can't do 1.4 with those. Well, in my current game, no AI races are repulsive, but i realize it might be not a common case. So, either roll starts with "save turn 1, then scout around to see if there are any repulsive races, if there is - restart, if there is not - load turn 1 and play on", - though i was lucky to have such a game without doing this, i understand it's something quite easily doable; OR, just kick that repulsive guys' butts to extinction after they declare a war on you. That p.1.2 is not just for show, after all, right?
2. Usefulnesses of peace for any usual 4X-style game
Even if you prefer to eXterminate everything, maintaining reliable peace with certain AI players for a certain while - is highly useful endeavor due to the following:
- not building spies (the 1st step above) means a bit faster development of everything else early-game;
- every extra AI who's not at war with you, especially ones at high positive diplomatic standing, - is one more source of technologies whenever you're playing non-creative race even while you're not using any spies to steal their technologies. Because you can still exchange technologies with AIs, and at certain points, once you know diplomatic system of MOO2, you can even learn how to make certain types of AI players to agree to your demands - in particular, to "demand technology". The latter way, you can get technologies when AIs don't offer them for exchange (and they often don't offer most recently-discovered ones);
- strategically, every AI who doesn't make war on you will most likely wage another war - against some other AI; they love to fight between themselves. This means that more AIs spend extra resources on making that war, more AIs lose ships, sometimes planets and lots of population, etc - all that slows them down quite much. Making you more able to get ahead, becoming the ultimate military force of the galaxy faster than otherwise possible;
- more trade and research treaties means, once again, faster overall development and earlier ability to wipe whole galaxy out, if you'd wish to;
- you can't prevent AIs to spy on you and occasionally steal your technologies even if you're running 63 agents to defend against it - if you're at war with them. They will do it. But when you're at peace - you can (see details of p.1.1 above).
And, because of the second requirement for peace (p.1.2 above - having most powerful fleet there can be), - you'll be ever ready to attack any enemy whenever you feel ready, so it's in no way _forcing_ you to remain peaceful. Just an option, which you may or may not use at your own discretion at any given moment, when you know how.
3. Details and notes for my current game (which i intend to play on, past turn 300 - possibly for many thousands turns)
Impossible difficulty game, Antarans on, Pre-warp start. Could technically win (end) this game by some turn ~200 iirc, back then i had two AIs voting for me plus my own people were already more than half population of the galaxy (subterranian race, and i love to do housing). Still, i keep going, selecting "abstain" during voting. By turn 300, over 75% of the galaxy's population is my race, and that's with only 20 systems out of "Huge" galaxy colonized by me.
Nearly 10 of those systems are near my homeworld system, the other half though are single systems here and there, some forming a "cluster" on the other side of the galaxy and some just being single systems deep into some AI's territory. This latter half are mostly systems which have 3 or 4 planets in them, and/or huge or couple of large planets. Which explains how i get over 75% of the galaxy's population out of only 20 star systems. And "subterranian", of course.
I named the race "Chenjesu" (yep, that's Star Control 2 folks). After evolutionary mutation, the race is:
-lowG, -ground_combat, -ship_defense, +subterranian, +large_home_world, +warlord, +charismatic, +telepathic, +lucky.
This race started as Lithovore + subterranian, and selected-then-deselected cybernetic to cancel out Lithovore during evolutionary mutation, allowing it to take all the above mentioned + picks. The Lithovore allows for very rapid development when paired with subterranian, and by the time i triggered the Mutation, which was early 200sh turn, most of my planets were already terraformed, so food did not become a problem. Having good reserve of freighters beforehard is recommended for this kind of mutation, of course. I didn't run into any trouble.
The end-game picks of this race are all focused towards things which are not obtainable by any other means, after-end-game-like. Like, i can get over 1.5k production per turn from my Orion system's best planet even now, why would i need more. My science is over 20k a turn, food is overabundant everywhere, and i've seen growth rates for over 2000k per turn on some UR planets i have at certain housing moments. While all 6 "+" picks named above - all give unique benefits otherwise unobtainable in the game, no matter how big and how well you grow your empire. Even the "large homeworld" is a thing you can't get otherwise, even if extremely very unimportant thing late-game, that is.
I especially adore "Lucky" pick. When you go for that "Live and Let Live" part, means you ain't going to do galaxy-wide genocide of other races and you purposedly avoid "winning" the game to keep going into the future, - this means very long games (thousands turns) and very high chances that without "Lucky", some of your planets will forever be reduced in their mineral classification. It's just a shame to see it happen. Of course, in practice it still means nothing, because you're so OP end-game. So it's 3 points "wasted" if to be pragmatic. Could be another 4-points + pick if not taking large homeworld, too. But hey, i see nothing better, too. For this thousand-turns-like end-game kind, that is.
I started to write down exact turns when remaining 5 AIs put spies against me. I feel there is a pattern about it. It probably will be certain, quite specific amount of turns after a demand to stop spying when they resume their spying attempts. I hope to find out how many, precisely, turns it takes, and i'll put my findings into this post via edit or into this topic if somehow unable to edit this post, soon.
-- in progress --
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