MoO2: Strength of AI Races

Honkoid

Honk of the hill
Joined
Sep 3, 2001
Messages
187
Location
Germany
I recently started playing MoO2 again, wanted to try a creative aquatic democracy. Had some really ugly starts starting next to the Darloks, but anyway as the games progressed I was surprised, that the Gnolam when in game did exceptionally well.
Did you make similar observations, maybe regarding other races, except that repulsive AIs always draw the short straw?
 
Never paid a lot of attention to it, but my general impression is that is where they start that determines how well they do in the game. You can't really go by race as in Impossible games, you never know how many traits anyone will have.

Sometimes they have a lot of extra traits and that makes them a different race altogether.
 
The impossible races still stick to certain themes. You'll never see repulsive humans or feudal gnolams for example. Agreed, the starting position has huge influence over any players performance. Maybe the Gnolams just got lucky in my games.
 
Yes.
Here are a few of my observations.
1) Aquatic races tend to have more water based planets near them.
2) Heavy-G races tend to have hore Heavy-G worlds located near them.
3) +50 Ship Attack races tend to have more red stars around them.
4) +2 production races tend to have more poor worlds around them.

Sometimes, you can work this into an advantage, or just to try another race type.
Usually, whatever you find, won't matter too much, because, you choose a race, that is, how you plan to progress that game.
i.e. production, research, money, blitz, warlord, high pop, hybrid, or try something new.
usually, that last catagory flops. :)
 
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