MooII- Favorite Custom race combo

I created the Irken race (from Invader Zim)

Warlord
Creative
-10 Spy
Dictatorship
Darlok picture
might also have been a Ground Combat negative as well
 
My usual race:
- creative
- +1 production
- telepathic
- low g
- -10 Ground combat
- dictatorship

Telepathic makes war waging so much easier, i don't want to live without it.
Since you can simply take over planets with your awesome mind powers, you don't need any ground combat. And the +1 production evens out the low g a bit.

In my last game i took a new approach without creativity:

- charismatic
- dictatorship
- telepathic
- low g
- +1 production
- -10 ground combat

This made a very diplomatic race, and my plan was to trade techs.
As luck would have it , i ended up starting next to the repulsive Silicoids.
 
We are the Borg, you will be assimulated into the hive mind. Your technological and biological likeness will be added to our own. Resistance is futile. :scan:
Cybernetic
Telepathic
unification
and I forget the negatives I did to get those points. :blush:
 
psilontech said:
We are the Borg, you will be assimulated into the hive mind. Your technological and biological likeness will be added to our own. Resistance is futile. :scan:
Cybernetic
Telepathic
unification
and I forget the negatives I did to get those points. :blush:
You just beat me to it. :D I actually chose Creative instead of Telepathic.

Negatives: repulsive, and if creative instead of telepathic also: ground combat -10.

A technology that should be used at all costs is of course: Multi-phased shields. :cool:
 
I 'm on Linux here (i have Windows only for MoO :lol: ) No, i don't think wine work really. Just a myth.
But i think i use :

Pic : Elerian (my grey lovely devil girls).
Creative (for have all the techs).
Telepathic (no need for ground attack, create transports, protect transports, etc.).
-10 spies (need build a lot of spies, that's all).
Rich and Big homeworld for lightning starts.

I can try uncreative for the free picks (i have no problem for trades and treaties, then i can trade techs, i think). Perharps a negative in ground combat (well, no need in attack with the Mind Control, and i always lose my ground defense - a war need to be win in space, squids !).
 
I would have to say I liked this:
subterranean, unification, large HW, +1 population, +10 spying, repulsive, and uncreative

Therefore you get fast expansion and construction and a good enough spying bonus for uncreative just to be a minor inconvince
 
A race I am going to be experimenting with is:
Unification, telepathic, stealthy ships, +1 production, -1/2 food, and repulsive.
I cancel out a few of the bonuses, namely the fairly expensive ones, but I maintain extra production and war-abilities, which is very good if you plan on rushing the opponent (especially when starting pre-warp). You get bombers and transport ships to beat the crap out of the opponent. Unfortunately, I will have to be very lucky to be placed nearby an opponent. Hopefully its a race like the klackons or another warlike race, so I have less compitition to worry about.
 
At first I always thought uni-tol was the only way to get good production... but then I discovered aquatic and lithovore offer you solid alternatives:

unification, tolerant, large rich hw = colony base after 6 turns from start
unification, aquatic, +2 production, large rich hw = colony base after 6 turns as well!
lithovore, +2 production, large rich homeworld = colony base after 7 turns... and way better research.

Now, consider the benefits of aquatic: a gaia hw, which gives you the same starting pop limit as tolerant, which holds for any of the watery planets you colonize(great in an organic rich galaxy), an extra food producing bonus from the gaia world, which means that after your colony base is finished, you will have one more researcher than unitol. This alone gives you the edge, all else being equal. However, you also have the opportunity to further increase production with pollution processor... this really lets you clobber a unitol in production.
And the benefits of lithovore: research is obviously superior, so even losing that one turn initially on the colony base, you get it back by having all 8 of your starting pop on research. Another bonus is not needing to research farming tech, like hydro farms. Biospheres gives you back some of the pop you lost by not choosing tol or aqua, and there's no tough decision between soil enrichment and cloning center. The hidden bonus of lithovore is the ability to instantly get infrastructure in place on colony bases by dropping in pop from your home world for a few turns. With unitol, you have to buy infra, especially if it's a poor or u-poor world, but lithovore lets you build the old fashioned way. Of course, you need to put up a marine barracks... but you really ought to do that anyway at some point, IMO.

Though perhaps my favorite way to play these days is an impossible 8 player galaxy, where I confine myself to one system... a "One System Challenge" if you will. I do reload until I get at least something in all five orbits of my home star... asteroids, gas giants, toxic worlds... as long as I can change it into another productive planet at some point. For this type of game I usually pick subterranean, and either lithovore/large artifacts hw, or aquatic/democracy/large hw.
 
Generally good points and yes I agree uni aqua 2prod lrhw is strong. I consider it even stronger than uni tol in a 4way with wormholes since the techlead assures flexibility when there is an early war. But when there are no wormholes uni tol has on most maps an edge...you overlook some small details:

unification, tolerant, large rich hw = colony base after 6 turns from start
unification, aquatic, +2 production, large rich hw = colony base after 6 turns as well!

Unitol wont produce it first BB on the hw therefore this race scraps the starbase very often. (Additionally 100PPs at start.)

However, you also have the opportunity to further increase production with pollution processor... this really lets you clobber a unitol in production.

Long way to poll proc and OTOH merculite is cool when you get the mirv mod on zort level (difficult to kill creas without merculites in a MP game). Your observation is true (in the long run) when you consider monster planets. But you overlook that uni tol works so well because of the rich and urich non-monster planets. These are mainly barren, toxic, etc. Useless for aquatic when you want to build battleships (too small) but a tolerant race has twice the pop capacity on these kind of planets. The tol-aqua competition is all about:
Does tol find enuff unguarded rich or urich planets?
Or are there nice amoebas, crystals or hydras near hw? Uni tol should consider to kill these monsters with interceptors then...it can build some early Laser-BBs there....(easily without poll proc)....and is ready for war then.
OTOH, aqua races can find nice wets and will gain a sufficient tech lead then. Also hv armor is sometimes an option with 2prod.

Another bonus is not needing to research farming tech, like hydro farms.

None of your above mentioned races should consider hydros anyway. They have enuff food. Hydros eat far too much maintenance (2BC).

Biospheres gives you back some of the pop you lost by not choosing tol or aqua, and there's no tough decision between soil enrichment and cloning center.

Mainstream is: Take soil when you have less than 4food per farmer!
Uni tol should generally take soil. The only exception is an early gaia near hw or lots of natives.
Uni aqua should generally take cloners. The exception is a poor neighborhood with less pop capacity. But in this case you wont take soil either. Go to supercomps or wartechs directly in this case.

The hidden bonus of lithovore is the ability to instantly get infrastructure in place on colony bases by dropping in pop from your home world for a few turns. With unitol, you have to buy infra, especially if it's a poor or u-poor world, but lithovore lets you build the old fashioned way.

All races should drop pop from your hw to the bases a few turns and buy the building when you have produced 50percent of the building to minimize the turns you dont use the colony bases for 1pop housing. Non-Lith races need round about 2 freighters early on (before rlabs). Just a small Lith bonus.

I do reload until I get at least something in all five orbits of my home star... asteroids, gas giants, toxic worlds...

Have you tried LordBrazen’s 1.4 patch with the planets switch? You can determine the minimum number planets in your hw. Take /planets=5 and you dont need any reloads when starts without asteroids or gas giants are acceptable for you. Or take /planets=4 when you want asteroids...you prolly need less reloads then:

http://masteroforion2.blogspot.com/2005/11/master-of-orion-ii-mods-overview.html
 
It is hard to go against the Unitol, but those races are all very strong. If I want to play an easy game at impossible, I will play the OCC much like you mentioned.

I will just do it as a creative race and then I do not have to think at all. I get all the techs and all I have to do is get up lots of spies and wait to break out. Of course this only works in SP.

This is something I do after I just had a hard CivIII game at Sid and I just want to relax a bit. I don't need to get great system, three planets is great.
 
Hmm, hadn't really looked into the 1.4 patch. Sounds useful... though I don't really want a home system so stacked as to have five habitable planets straight away. If there was a way to set orbits to 5, so that all 5 orbits are filled with something randomly, that would be nice.
vmxa- I agree, if you are creative it's easy enough to sit on three planets and relax, even on impossible. I've played with four planets with non creatives, but I just like seeing that fifth world there, completing my "perfect system". It's an aesthetic thing, really. Especially if it was a tiny toxic world you gave away, then attacked and stellar converted, then reconstructed, etc. Gives me something to do once I've researched everything, other than killing everyone, killing the antarans, etc. Oh, and I don't really like being creative. I like to take different paths through the tech tree, I feel it adds something to the experience.
 
Uni, Aqua, Prod+2, Lg R HW, -Rep, -GC, -SD.
Uni, Tol, Prod+1, Lg HW, -Rep, -GC, -SD.

Great races. :)

For fun: Uni, Aqua, Prod+1, Telep, -Rep, -GC, -SD.
 
I like:

klackon picture, uni, telephatic, +2 Spy, repulsive, uncreative and large homeworld.

It's really fun when the first race is contacted. Tons of spies to gather techs. when a game has a psilon, it's particullarly fun. all techs can be stealed. ahahahahah.
 
Back
Top Bottom