Totally stumped

Dynalon

Chieftain
Joined
Nov 6, 2014
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I have been trying very hard to get into MoO 1 and 2 over the past week, with very little success. I'm not particularly stupid or bad at the strategy genre of games (transitioned to MoO from Star Traders 4X on Android, which I rather liked). I don't quite know what I'm doing wrong here. If I colonize a whole bunch of planets they'll be weak and open to attack. If I try to focus intensely on a few worlds, I have no industrial base and can be overwhelmed by the player with a dozen planets regardless, so neither approach seems to work. Sometimes I have a hard time just keeping my home planet / system supplied to expand at all, until well later than I would like. Other races suddenly want to invade me even when their report doesn't suggest they are particularly aggressive or erratic. Even the Humans got mad at me at least once in MoO 1 even though we were on good terms and I never did anything to them.

So I'm at my wit's end right now...

I have been playing with Large and Huge galaxies mainly using the Psilon race (reputedly the easiest) and some Sakkra, Average difficulty. Any other diagnostic info you need to troubleshoot my playing I'd be glad to come up with. I'm fully aware that Psilons are kind of crippled in MoO 2 until you have Gravity Generator, btw. I did read a lot of the stuff on strategywiki, the manuals, FAQs, hell even TvTropes. I'm just stuck.
 
Do you want to focus on MOO1 or MOO2? They're so drastically different it's hard to give general advice on either.

For MOO1, play the klackons on average, medium size, with 3 opponents. It's a good setting to learn on. This gives 48 stars, probably half are colonizable without any planet techs so if you get to 6 you're probably fine. 6 is pretty easy to colonize. Ignore poor planets til last.

It's hard to know what specifically you're failing on so I'll just give general advice. After you colonize a planet and your homeworld is around 70 population move 20 or so onto the new planet. Population growth is a reverse log function so it slows down as you get closer to the cap. I don't remember where ideal growth is but once you get over like 2/3rds capacity you don't grow as fast.

Playing klackons build a lot of factories on your homeworld first before a colony ship. You don't need to max it but I'd probably want about 140 factories before I start construction. This won't take long on klackons, trust me.

For research, determine how much range you need then go all in on propulsion to get it. Usually you can make do with fuel cells 4 or 5 at most. Remember you don't need to go directly to that juicy terran planet 8 parsecs away, you can settle the lesser minimal planet in between that's only 4 away, and then the terran one will only be another 4. Don't forget to send more colonists there!

If some better engine tech shows up get it. It makes your colonists move a lot quicker from one planet to another. But don't research past fuel cells 5 in propulsion, it's too expensive. Being klackon go all construction next and get an improved industry tech, I usually try to get 8. 7 is a little pricey.

After that is where you have to make real decisions. If you've had contact with anyone build a couple fighters/destoyers and orbit planets they can reach so they won't invade you. Then you probably want to research some better missiles and build about 5 bases on your outer planets. I max factories before building bases though. On the races screen make sure you assign some spys to them so you can see their tech. If they get a lot of force fields you need to make sure your missiles can damage them.

Next I'd probably research some planet techs, improved waste disposal is crucial for your economy and you probably want population +20 and then to improve all your planets. Then try for improved robotic controls 3 or 4. After you've maxed your population and factories at 3 or 4 you should have a great production base to conquer. You can now research more weapons, construction armors and maybe some more engine techs and build a fleet to capture the enemy. Again make sure you check info on their techs on the races screen to determine what weapons you need. If they have no planetary shields and only like deflector shields 3 or 4 you can probably just kill them with stinger missiles or something like that. If they have planetary shields 5 though you'll need at least fusion bombs.

Ship building advice, smaller ships pack much more punch cus you can build so much more of them. For the cost of one huge ship with maybe 30 lasers you can usually build 100 small ships with 1 laser. Think about it, 100 lasers vs 30 lasers, the small ones overall are more cost effective. You want to also put the best engines and manure levels you can on your ships and the best computer, even on your bombers because it increases bomb damage too. Make specialized ships carrying one weapon type, either beam weapons for your fighters or bombs for your bombers to hit planets, maybe some missile only ones if you want. You can ignore shields and ecm and never get armor 2, it's too much space, just do the best type armor 1 you can. Having shields and ecm is fine you just probably won't have space. Like it's better to make a small ship without those than have to go up to medium to pack those in. If you don't have enough weapon tech you may have to go up to medium though to fit your best bomb on your bombers though and that's ok, just don't build anything bigger than that.

Now one of the biggest things, you might already know this, how do you open up new technologies for research? The answer is in the manual in the tech section. Each tech group is divided up into tiers. To research something in the next tier you need any one tech from the previous tier. The tiers are divided by lines in the manual. You use this info to skip techs you don't care about and aim for ones you do. For example in computers you want to get improved robotic controls 3 but you aren't sure if it's available. If you own any of the techs from the first group (ecm jammer 1, deep space scanner, battle computer 2) and you can't see robotic controls 3 then you know it's hidden. So now you will have to go for robotic controls 4. If all you're interested in is unlocking that tech, then check you research options for the next tier. Say ecm jammer 2 and battle computer 3 both show up as options. Ecm jammer 2 is a lot cheaper than computer 3 so research that one to jump to the next tier. This information is invaluable and you should consult the manual often.

Another tip that took me a while to figure out, when using your missile bases you can change between scatter pack missles and regular missiles by hitting the button at the bottom of the screen in the middle that says missiles/5 pack. It's a toggle between what missiles are active. Cus sometimes your scatter pack missiles can't penetrate attackers shields and you shouldn't use them.
 
If you're playing MOO1 this strategy guide is very good (believe it or not since most guides of this type suck).

http://www.amazon.com/Master-Orion-Official-Strategy-Secrets/dp/1559585072

I still have my old copy and it helped me learn to win most of the time playing MOO1 Impossible.

That being said, I don't think I've played MOO1 this century (only MOO2 starting again 3 years ago). But if I do go back to MOO1, I'll reread the guide first.

Re: MOO1, I do recall both from the guide and my play, that in the early and mid game, Neutron Pellet Guns had the best bang for the buck.
 
If you're playing MOO1 this strategy guide is very good (believe it or not since most guides of this type suck).

I think the last good strategy guide was MOO2. After that, strategy guides became little more than re-written game manuals.

In some fairness, games are often patched online and there are changes where the manual and strategy guide become outdated.
 
I think the last good strategy guide was MOO2. After that, strategy guides became little more than re-written game manuals.

In some fairness, games are often patched online and there are changes where the manual and strategy guide become outdated.

Yes this is true about patches. I felt that the MOO2 guide was just OK whereas MOO1 guide was great.

The other good strat guide I found was a small book about Civ2 that came out at least a year after the game's release and was not officially sanctioned etc. It taught me enough about econ and trade and other stuff to become a Deity player for civ 2 which of course cut into my MOO time 15 years ago.
 
Yes they did a great job on the Moo1 guide. It was out, before any patches iirc.

On a huge map in Moo1 as the Klacs, build up the homeworld. Spam colony ships. Get massive, with lots of worlds, before they grab too many planets. EZ PZ with klacs. No need for the brains as a large empire will make techs come quickly.
 
Yes they did a great job on the Moo1 guide. It was out, before any patches iirc.

On a huge map in Moo1 as the Klacs, build up the homeworld. Spam colony ships. Get massive, with lots of worlds, before they grab too many planets.

Aha! Here is the man who taught me to build lots of scout ships and place them on every single system in range so that the opponents cannot scan or colonize them! It took me about two years to finally convert!

The forum game I posted (Klackon, Huge, Average) shows how ugly it gets when you do not do this.

I am still on the fence about whether it is best to build up Kholdan first and spam Colony Ships - or spam Colony Ships and then build up Kholdan. The number I have in mind is 21. Assuming no extra Industrial Techs or Waste Management Techs, if it takes more than 21 turns to build all the Colony ships I need to build, then I can get the last Colony Ship out earlier by building up Industry. Generally I think sooner is just better.

I might post up another Klackon game since somebody else is asking about how to expand in a Huge Galaxy.

EZ PZ with klacs. No need for the brains as a large empire will make techs come quickly.

I agree. Klackons are the best race to play with.
 
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