MooII- Favorite Custom race combo

Pinstar

Ringtailed Regent
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Please do not post anything about MOO3, this thread is only to disguss the races of Moo2.

My favorite combonation in MOO2 for a custom race was:
Unification
Tolerant
Cybernetic

-.5 food
-.5 economy
-10 spying.

Unification's food bonus helps cancel out the food minus...and being cybernetic one only needed a single bread basket planet to feed the entire empire (picking hydropontic farms over biodomes)

The economy hurts until spaceports are researched, then it's painfull effects are negated as the race has enough production to build rather than buy.

The +15 unification bonus to defensive spying helps pad the -10 in the beinning.


The huge bonus to this race is the ablilty to colonize planets not based on their type but on their mineral richness. To this race, a Rich toxic is better than a poor gaia. Terriforming is something that can be put on the back burner... and when you get planet construction...those large and huge barrens are instantly useful. While the cybernetic eats away some production, the Unification bonus to production and the no need to worry about pollution makes an ultra rich planet capible of being an industrial powerhouse later on.

Cybernetic was originally chosen just as a way to properly deal with the food...but it's bonuses in combat are wonderful. The ability for ships to heal themselves each round makes them last longer.


I'm interested to hear other favorite races from other MOO2 fans out there
 
I would have to say Telepathic is the best ability of them all. Sure, tolerant really helps growth, but with telepathic you can concentrate on space combat and spying. No need to worry with offensive troops,s ince all you need at least is the lackluster Cruiser. I even played a game as an Uncreative, Feudal, Telepathic race and completely wooped ass. The Stealth Drive really came in handy for that quick hit-and-grab.
 
I'm not sure if the game is enjoyably (because of easiness) with the following traits, but at least they are very good:

* dictatorship
* -0.5 food
* cybernetic (penalties in food doesn't matter, combat bonuses are great)
* -10 spying (don't need to spy because I got the techs)
* creative (can't live without this one)
* -10 ground combat
* telepathic (no need for ground combat)
 
crystal said:
I'm not sure if the game is enjoyably (because of easiness) with the following traits, but at least they are very good:

* dictatorship
* -0.5 food
* cybernetic (penalties in food doesn't matter, combat bonuses are great)
* -10 spying (don't need to spy because I got the techs)
* creative (can't live without this one)
* -10 ground combat
* telepathic (no need for ground combat)

I was never a big creative fan. It took too many picks that I could use otherwise. Good espionage easily makes up for lack of creative. I think Uncreative is more fun anyway(wierd ship strategies and such).
 
sir_schwick said:
I was never a big creative fan. It took too many picks that I could use otherwise. Good espionage easily makes up for lack of creative. I think Uncreative is more fun anyway(wierd ship strategies and such).
Success with uncreative race depends on a lot of luck, I think. What if you don't get automated factories or research labs? :p

Anyway, maybe I should play more without creative trait.
 
Uncreative is just more fun otherwise every game tends to be the same. With uncreative you have to develop new strategies.
 
I tried just about all combos, but I can say that creative & telepathic were not worth the cost. I'd rather use a spy bonus &/or production bonus to get what I want.

Unification is nice...the bonuses easily make up for (-x) picks to open up more points for other bonuses.
 
Unification is best possible form of goverment. No doubt about this. However tele or cyber arent much usefull against real enemy. AI is stupid, but human is not. Creative is good, but also cannot much a fast producing race as aqa or tol.
Population and production is a key to win in moo2. Not the ships or techs. However sometimes they can win the game. But mostly its a waste of picks.

PK
 
I don't have the customization screen open, so I can't recall Exactly which ones I chose, but I always liked to play Uberbugs..

Klackon base
High Gravity
Subterranean
Extra Ground Combat?
Unification
Repulsive?
Uncreative
Bad spies

These were based loosely on the Araknid race from Starship Troopers. Fill a bunch of transports and start invading everyone in sight. :D


-Elgalad
 
Not a bad race :-)

I like chaos in this race. But i wouldnt try it vs humans ;-)

PK
 
Creative
Dictator
-1 ship attack
-1 spying
-1 ground attack
+1 research
Large, Rich homeworld
 
I suppose being Creative can make every game similar, but if you're playing to win, I don't see how its not necessary. Of course, in the earlier versions of the game it was only 6 picks as I recall.
 
Creative is not a good pick if u play to win only. Its too weak vs prod races.

PK
 
If u need full 20 picks go repulsive, -spy or -combat and defence.

PK
 
I developed a preference for Aquatic races early on; Aquatic Unifications seemed especially effective. Warlord and Telepathic were also very useful--Telepathic mostly for the high-speed conquest of planets. I like Omniscient for a while, but let's face it, that takes away a lot of the fun.

The most unexpectedly interesting race I ever played was (surprise!) Tolerant Subterranean. I gave them the Klackon picture and called them The Hive. They took a bit to really get going, but once they did, the huge populations quickly offset the lack of research and production bonuses; my best-ever planet population was 42 (i.e. 42 of those people-icon thingies).
 
Last Night I won with the Port'e, used Psilon picture, with these bonuses.

Rich Home World
Large Home World
+1 Research
-10 Ground combat
Telepathic

The only colony I ever built was in my home system. Basically for research I concentrated on Mass Driver and that field. This way I had Mass Driver and Level 3 Shields by turn 120. ALso, because of Espionage bonus, I was able to really rake in the enemy techs. Won in 270 turns.
 
Unification and +2 industry.You will outproduce anyone in the galaxy.And you can turn the propuction in research if you concentrate on getting the research producing buildings fast.For the rest of the picks (8, if you choose negative things for 10 picks) you can take what ever you want, creative is perhaps best.
For negative specials I would recommend repulsive on higher levels (you can't be extorted etc.) and -0,5 BC (not so hurting).

However, I agree the game if more fun if you are uncreative...you have to alter your strategy since you often will miss your personal favored tech.
 
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