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Mrrshan's RULE!!!

Discussion in 'Other Civ-Related Games' started by MXB, Dec 28, 2008.

  1. MXB

    MXB Chieftain

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    ;-) Well just for fun. I'm a cat person and so naturally they're my faves. They can be challenging to play (both MOO and MOO2) because of the required aggression. I'm no pacifist (hardcore wargamer since the age of 12) but in these empire building games I generally like to let my builder aspect shine forth more, I get enough massive destruction in my real wargames. So the kitties do force me to attack more than I'd like. I guess I strike first if I can, then settle down to an enforced peace and build some more then return to the offensive.
     
  2. ecuwins

    ecuwins Emperor

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  3. vmxa

    vmxa Deity Supporter

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    At least you can give them what ever traits you want in II.
     
  4. neutrino

    neutrino Warlord

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    The toughest race to play ... grrrrrrrrrr (or meooooow) ... in MOO! :D I have not played II and III, but I think the Mrrshans would be a good 'final exam' for MOO. If you can succeed with Mrrshans, then you can succeed with all the other races.

    I do not enjoy playing as a Mrrshan that much, mainly because two things I have ran into which can make the life of a space-faring cat more miserable than a house cat: 1) Not having early terraform and eco cleanup techs within my tech tree; 2) Not having enough non-hostile worlds within reach early in the game.

    1) and/or 2) Bad! Because lack of early terraform + eco boosts = stagnant early economy. My weapons bonus means little if other races start pumping out better warships and in quantity. Because the Mrrshans have no intrinsic economic bonus of any kind, any one of these two early-game bottlenecks hit the cats pretty hard. (Contrast that with the Meklars, the Klackons or the Sakkras, for example.)

    But things can get pretty funny once a player succeeds into a runaway Mrrshan Empire. Because of the way the Mrrshans have been set-up, they have difficult default diplomatic relations with just about everyone else other than the Humans. Might as well indulge in a killing spree and finish the game with the tyrant ending! :p
     
  5. Murky

    Murky Deity

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    In MOO2, the Mrrshans are Dictatorship, +50 ship offense, Rich Home World and Warlord.

    It would suck in competitive multiplayer but could work against the other AI races. You would just build lots of small beam weapon ships and be aggressive in attacking early.
     
  6. RefSteel

    RefSteel Pacifistic Technologist

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    If you love the Mrrshans, and especially the challenge they provide, you might want to try your hand at the latest MoO Imperium at Realms Beyond. We're playing "Beyond Poverty" Mrrshans -- starting with an Ultra-Poor homeworld! You can see all the details (and read our reports or post your own when the game closes in about 2 weeks) at the Realms Beyond forums.
     
  7. Phlegmak

    Phlegmak Deity

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    In Master of Orion 1, I found that the Mrrshans always start with very few good planets around. Man, that sucks. Because of that only, Mrrshans are very hard to play.
     
  8. Sullla

    Sullla Patrician Roman Dictator

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    Umm... the Mrrshans are tough to play as because they have the worst diplomacy in the game (even worse than Darloks if you have Sakkra or Alkari neighbors), a crippling tech penalty (Poor in Construction), and their two racial advantages (Excellent in Weapons, +3 Computers rating) are only good in battle and carry no economic advantage. Their actual starting planets are completely random.

    You may be working from a small sample size of games played as the kitties. :)
     
  9. neutrino

    neutrino Warlord

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    Yeah ... everyone starts with Terran 100 max pop world, (unless someone tweaks the saved game file :p). I think the element of luck is at its strongest in the initial placement -- more than anything else, how easy or difficult one can find as many non-hostile and non-poor worlds of decent max pop (at least 50) within range carries repercussions into the development phase.
     
  10. kyrub

    kyrub Chieftain

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    Actually, it is +4 comps (in the guide). Another mark of precise design: Alkari bonus is only +3 defense, because the defense is more useful generally.
     

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