[MoO] Whats the most unbalanced custom race you've ever made (MOO2)?

My brother probably has a serial mouse somewhere. I used to be able to play MOO2 without problems with a USB mouse until I hooked an Ethernet cable to my Linux machines to rescue some rare 2002 videos. Snagged the vids, but now the old battleship wont boot with a USB mouse connected.

I have a MOO2 CD.
 
Got the Win68 battleship running again. I still find my Sleestak with Uni Sub Rrepulsive -1 ground and +1 research still do quite well unless I get into an early war with the Humans or Klackons.

My termites with the Klackon pic and +1 population fare well too.
 
That's interesting that humans OR klackons would be a problem. Humans are very weak starters, and your picks look like a production race.

The game is sometimes a real lottery. I've taken high levels of 'meta' benefits (omniscience, telepathy, creative) and then an early conquest (on Impossible) makes the game a steam-rolling. Getting Repulsive Sakkra citizens early-on makes the rest of the game easy.
 
I haven't seen anyone post this yet, but I like to play as UniSubProd+2, which is an absolute beast at production. The only trick is that you need to "play nice" with the AI or just lay low for a while, but when you pick up Neutronium armor the tide turns and you become unstoppable.

UniSubProd+2 on a 42 population world is an insane amount of production.
 
@Cyb

UniSubProd+2 is 18 picks so you can either add RichHW for real sick production of 10.5 per worker starting on the home world and this means that your 5 workers generate 53pp which pollution reduces to 29. With a polluting race I usually want to, and esp. early when there's going to be things to build, leave one guy on production at all times. This guy does 11pp reduced to 8 by poll. HW capacity is 18.

UniSubProd+2 with LargeHW is only 19 picks so you can, if you want to not take repulsive and find 5 negative picks and interface with AI's or just take repulsive anyhow. This means that your HW cap. is 24, which is nice but now only 38 pp which reduces to 23 due to pollution. The lone worker generates 8 pp which is unaffected by pollution. Pollution starts to take affect later on larger planets. I somewhat prefer the higher production from RHW as this race-type will have plenty of high pop planets anyhow.

When Sub, feeding everyone can become an issue and sometimes the HW ends up mostly as a farming colony. If that's the case, LHW may be somewhat preferred. It would be nice to be able to use cloners for this race, but you really need soil enrichment which is enhanced by Unification..ie 2 becomes 3 and 3 becomed 4.5 food.

You'll want to do lots of pop 1 housing early on. In the game where I'm testing this race tonight, I had 3 planets doing pop 1 housing early on and with auto factories (labs sitting there giving me 5 rp as well) each planet with able to build a new guy quicker than every 4 turns, so I could transfer and fill up my planets quickly and efficiently.

... more tomorrow..will edit
 
@neilkaz

Yea, I usually take LargeHW and then take the following negative picks: -50% pop growth, -1/2 food and -20 ship defense. You're right about the HW becoming a feeding colony usually, so an early Gaia find or natives world is just GOLD with this build.

Very open to new ideas though.


EDIT: I'm much better off with -50% income (vs pop growth) aren't I?
 
@neilkaz

Yea, I usually take LargeHW and then take the following negative picks: -50% pop growth, -1/2 food and -20 ship defense. You're right about the HW becoming a feeding colony usually, so an early Gaia find or natives world is just GOLD with this build.

Very open to new ideas though.


EDIT: I'm much better off with -50% income (vs pop growth) aren't I?

I'm able to get by with a negative pop growth, but find negative food production a much harder thing to overcome. You start out with almost 2/3 of your pop needing to produce food.:eek: In the mod I made, for a while I tried giving some of the basic races negative food, but changed it after discovering in a test game that those races did very badly as AIs. If you are playing a universe that is tilted towards better farming in the initial settings, negative food isn't so tough because you'll have lots of farmable planets near. Usually, in my games with average farming/mineral settings, there are very few that can be farmed initially. Negative food makes for a very slow start.

I think the least harmful negatives are spy, ground combat, poor home world, pop growth, & low gravity world. More painful negatives, but doable are ship defense and offense, money and feudal government. Using repulsive and uncreative are more in the nature of game style choices.
 
@neilkaz

Yea, I usually take LargeHW and then take the following negative picks: -50% pop growth, -1/2 food and -20 ship defense. You're right about the HW becoming a feeding colony usually, so an early Gaia find or natives world is just GOLD with this build.

Very open to new ideas though.


EDIT: I'm much better off with -50% income (vs pop growth) aren't I?

This discussion of negs assumes that you don't want to play Repulsive.

-50% pop seems counterproductive to being sub since it will take considerably longer to build up to large planet capacity. You can build housing to help offset some of this but your housing colonies will also create new workers more slowly as well.

- food is counterproductive to Unification's farming bonus. As I just tested, if your race goes with -1/2 food, each farmer will produce 2.25 F on the HW and you'll need 4 farmers starting out rather than 3 which will mean 1 less guy available for both production and very importantly research.

One reason the UniAqua combo is very strong is that on the HW your farmers produce 4.5 food! Now you need only 2 farmers starting out and as your pop grows, a third farmer is all that is needed until you exceed 14 pop so your newborns can be efficiently used. UniAquaProd+2LRHW is extremely strong.

I don't care for - cash either since I'd expect to have to trade goods on a couple planets just to pay for building maintainance after a while. I also want to be able to buy the basic early critical buildings when half built on my colonies. You could do as I often do later on when a planet is not building anything (workers are researching and farming (if possible) and that is to have 1 worker trading goods (usually 1 worker, even with your very high production levels doesn't waste very much to pollution) but even then you may be short of cash.

Low grav gives a nice fat -5 but harms everything you do and normal grav planets until you can research and build grav generators. I don't really care for that either but will have to test it sometime.

One common way to get -9 is to use - ship def - ship attack (not an issue if you play with missiles and later on, hopefully you have good computer and battle scanner) and - ground combat (research anti grav harness and maybe even personal shield) and lastly -3 spying. Unification gives starting defensive spies +15 but even without a spying penalty and making 3 spies as soon as I encounter AI's, some early stuff is sometimes stolen even by non-Darloks. This situation is worse if you have -10 spying and you'll want to research Neural Scanner quickly which is the prereq for Supercomputers and that fine research boost. However, playing Impossible you're sometimes attacked early on and then you're better off if you've researched a couple military techs.

Negative traits are given negatives for a reason..they are all bad, but some are lots worse than others.
 
If you want a rocking high population production race you may want to try the following combo:

UniAquaSub with Large Rich HW for +20 and the usual -10 from Repulsive and -def -ground combat. The AquaSub combo means that almost all planets can support a decent pop and on good farming planets Aqua combined with Uni means 4.5 food/farmer so you can feed your growing empire. This race can also go for cloning centers rather than soil enrichment to really speed up pop growth.

The HW will have a max pop of 28!! Initially it will produce 45 production on the HW which reduces to 26 after pollution. This is not as much production as when using prod+2 but still a very effective ammount for building colony bases and ships. When researching, the lone colonist left to store up production gives you 8 pp/turn.

With this race and its very high pop HW I prefer LRHW to prod+1 even though prod+1 makes all new colonies better. If you decide to go with prod+1 rather than LRHW, your HW will be max pop of 21 producing 36pp reduced to 21 by pollution and a lone worker will produce on 6 pp.

If you want to interface with the AI's I'd go with RHW so you have only 19+ and then take 9 negs. I chose -GC -def and low G to see how bad low G is. Low meant that my abundant colonies could produce 4 pp rather than 5 per worker initially and that my rich ones were producing 6 rather than 8. This lead to less efficient pop 1 housing, but overall it wasn't crushing. LG also means -10 GC so my ground troops are weakened so I had to make lots of transports. Now that I have N armor and Plasma Rifle they are OK. I've now put grav generators on most planets the need them. Low G is a nuisance but seems fairly priced at -5 and there are certainly worse things that you could take. I could have gone with -att rather than - GC since I played the game almost only with missiles so -20 beam attack wouldn't hurt me.

My Rich HW was producing 45 pp at start reduced to 25 by pollution and not being large, had only 21 pop cap.

Alternately, for -9 go with -spy,-GC,-ship attack and def and be sure to research Neural Scanner rather quickly once you have other needed early game items done.

My game is fun as I've taken every tech from everyone except two very friendly AI's via conquest or my super spies. A spy leader quickly showed up and I lucked out with a free spy tech when I encountered an artifacts world so I decided to get all the spy techs. Was nice to steal autolabs instantly from the Gnols. I have huge population and research and production and a nearly effortless win coming up.

A note on enemy spies is that even with Neural Scanner and 3 agents to defend as well as my assasin leader, the Gnols managed with 1 spy to steal two techs early when I had +25 agents. I think this was just bad luck since normally I'd be safe early with those agents except from Darlok.

Any of these powerful custom production races are way to strong for AI's to deal with on Impossible.

.. neilkaz ..
 
I'm about to wrap up my third game with a fun change of pace race. UniTelSpy

Unified +6, Telepathathic +6, +20 spying, and RHW. So this is basically a production oriented telepathic race that has the maximum best spies (telepathic give +10 spying).

I start out normall for a production race, but once I meet an AI it becomes spy time. Once you add in Neural Scanner, two or three spies are scoring steals at least every other turn and especially from spy disadvantaged races, but I even stole a couple items from Darlok.

You need to be replulsive for this or you'll quickly start wars. As repulsive the AI's don't like your spying, but it isn't a quick war starter. The other -4 is comprised of -2 ground since you don't make troops and just mind control and I chose -20 attack since I am missile blitzing.

Fun to steal things right and left and also there's sabatoge to help the war effort somewhat although that is not much help to winning the game.

The spies max out at +75 offense and +90 for defensive agents and nothing will ever be stolen along the way if you keep up with spy techs and have 3 agents (although two or even one can suffice at times).

It is nice to steal the entire suite of techs in an area of research and save the time researching it. For some reason, I could never steal Fusion Rifle.

If there's a human or Sakkra AI you can take their techs almost as soon as they research them.

Of course using that +6 for something production oriented or for Aquatic and LHW is stronger but its fun to await the bounty you spies bring in which is added to when you go conquering.

.. neilkaz ..
 
You need to be replulsive for this or you'll quickly start wars. As repulsive the AI's don't like your spying, but it isn't a quick war starter.

I didn't know repulsive gave less chance of wars over spying. Since I don't use spying much because it causes wars, I'll have to remember that the future next time a play a repulsive of "spy" race. :)
 
I didn't know repulsive gave less chance of wars over spying. Since I don't use spying much because it causes wars, I'll have to remember that the future next time a play a repulsive of "spy" race. :)

When ur repulsive the AI's can't demand that you stop spying on them so additional thefts don't lead immediately to war like they sometimes do. Your relations drop, but as much as when you aren't repulsive from my experience.
 
Thanks. I'll have to try out a repulsive Darlok type custom race next. :)

I think that in your mod which gives all players quite a few early basic techs, that you'll find very early spying to be less useful that I do in Pre-warp vanilla. I do make sure to research the very early tech groups that give several basic techs since I will certainly want to and have to research them anyhow and stealing something like nuke missiles when I have to research that group anyhow isn't useful.

However, stealing something like Trit armor lets me research Deut cells and end up with both and you want both early on if possible. Most games I've been able to steal both of those and save the 250 RP. It nice to steal things like terraforming o stock exchange that are rather costly but the only item to be selected. This saves RP when you want to research higher items.

Democracies like the humans with their defensive agent penalty can be almost defenseless to 2 or 3 spies. I must have stolen 10 techs from them last night and was stealing some many from others as well as occasionly Darlok that it seemed like I was creative. Missile bases and fighter garrisons arent in my normal research path since I need things for production but they are nice to steal and can be rush bought when planet is suddenly threatened. If you aren't telepathic it is so nice to steal robo-miners so you can research powered armor which is a huge boost for troops and still useful if you plan to board ships.

I was sometimes leaving 3 spies on the humans even when they had nothing to steal and as soon as they researched something, it was mine. Sakkra with their -10 spying are also quite vulnerable and defenseless.

You should never fail to steal Merc Missiles, so go for pollution processor which is a cheap way to cut pollution and even provides ROInvestment on new lousy planets as the build up.

As I was mopping them up last night, at times there was nothing to steal. I few spies on each of the 3 remaining victims as sabatours and I was getting at least one thing destroyed almost every time and usually framing another race as well. By that time mu spies were maxed out at +75/+90

Have fun .. neilkaz ..
 
That's interesting that humans OR klackons would be a problem. Humans are very weak starters, and your picks look like a production race.

Yes, both the Sleestak and Termites are production races, with a tip toward midgame runaway research due to the Sleestak Sub population limits and research bonus, or the quick termite population bonuses.

Obviously the Klakons are not a problem for the termites, as they use the Klackon picture. But the worst thing for my Sleestak is to have the Klackons nearby. They outproduce me. Now as for the Humans, they are no trouble if they are nearby. I can wipe them out, and I do so as they are a poor slave race. If they are far away, fine. I can take care of them when the time comes. But what happens with the Humans is that they trade tech around and research tech and have it stolen and traded. I like to pull ahead in tech with my large population with Heightened Intelligence. Humans with their pretty good research and trading make this less advantageous.
 
neilkaz

Early spying could work well in the mod because if I'm usually behind in tech as I try to max ship production and colony infrastructure. I usually don't really catch up in tech till mid game. So early spying could be a very good strategy as long as it didn't lead to an early war I wasn't ready for. Since I could build and gets techs at the same time.

I do a lot of those other things you mention with spies, but usually I have lots more spies by mid game. By late game I sometimes have hundreds. Early game I often don't have enough, since I wasn't using them offensively out of fear of starting a war too soon, and I would put off making them because 100 at the beginning is a lot production time.

One thing with spying that's not so good is you cant tell what tech you will get. It's great when you get some that allow skipping a tech level of research. Or allows you to research another needed tech in the field, as you pointed out. I do this with tech trading. Before I negotiate, I get an idea of what techs I could use and which ones will allow me to skip researching a level. Sometimes if the AI has several techs I want, I may trade for one which isn't the best, but will allow me to skip a research level or to research its partner in that level, which I normally would have missed out on. If playing repulsive, there is no tech trades, so spying will be necessary. At least before I do much fighting and can get techs from conquest.
 
Scratch said "with tech trading. Before I negotiate, I get an idea of what techs I could use and which ones will allow me to skip researching a level. Sometimes if the AI has several techs I want, I may trade for one which isn't the best, but will allow me to skip a research level or to research its partner in that level, which I normally would have missed out on."

Yes, very good. With this super spy race, you'll often want to try to steal from the race that has the tech you want and little else. You'll do plenty of micro often taking a report on all races.

When I said to get all the cheap techs first, I mean to get the ones, that in prewarp (all I play since I believe to start from the beginning) that cost no more than 80 and give you several techs in a field even when not creative. These are so cheap to research and some are essential to the normal start up and exploration anyhow.

In my ongoing game of course I researched chemistry to get nukes, fuel cells, cardboard armor and fuel tanks all for 50 RP. Then I was able to steal every other tech up thru the Zort armor level. I kept the Psilon alive pinned to one blockaded planet to make sure to finish stealing all his tech. This was a huge 4050 RP savings...the RP saved can be used for Auto labs to further jack up research and for other goodies.

In Sociology..for some reason no AI had space acedemy nearly as early as I wanted it so I spent the 150 RP and grabbed it. But later on, I stole the useless techs at the next level..Xeno Psych..useless for repulsives and Alien Center useless for Telepaths since my mind control lets them understand how much better off they are being my slaves. This saved me a nice 650 RP.

If some AI lucks out and gets autolabs quickly...I assume they found the right leader that gives them to them..do what ever it takes to steal it since they may trade it around anyhow and you don't want to fall way behind in tech. Typically the human player ..ie we..are smart enough to build them everywhere and watch our tech level explode upwards.

Regardless of race..if an AI has autolabs and I am not close to researching it..I try to steal it..or even attack them and try to take it that way.

Anyhow..steal everything as soon as you have those cheapie techs that come in bunches done.

I stole about 10 techs from the human in one game as repulsive and still he didn't DOW me. But as non-repulsive..after the first steal he told me to bug off and the second steal was met with an instant DOW. Fortunately he was far away and harmless and about 30 turns later I went down the wormhole with an outpost ship and a few ships and transports and ended his misery.

Off course when I play a custom tele race I use Elerian picture to make sure the other tele isn't in the game to prevent mind control. If the enemy then has a tele leader..just dust the planet.

.. neilkaz ..
 
neilkaz

I tried a game with that spy race in my mod. The positive traits were uni government, +20 spy, +1 farm, warlord, trans dim, stealthy ships, omniscient, LHW. Negatives were repulsive, uncreative and PHW. I made these choices because I expected to make up for uncreative with the spying, the PHW because I needed a -1 trait and it's not usually a problem, and I wanted fast, stealthy ships early to get a jump on expanding without the AI seeing where I was going.

It didn't end up being the blazing success I had hoped. :lol: The techs I could research left out a lot of important ones. No improvements in the fields of production, research, pollution, spying, fuel cells, money, terraforming, and shields for both ships and planets (but in some tech fields I had one of the later techs). Specific techs lacking were gravity generator, cloning center, subterranean farms and probably a few other necessary ones. On the positive side, I had a good selection of beams, missiles, bombs, computers and hitting specials.

When I saw the research potential, I figured OK, good with ships and I can make up the rest with spying (getting started early) and the occasional tech from a leader. I got lucky early with leaders providing spaceport and automated factories and +20 income. But the hyperspace beast arrived about turn 60, just before my first colony ship was due to complete, and stopped movement for about 20 turns, slowing early expansion. It was around turn 120 that I finally met some of the others and got deutrium fc (through another leader, luckily).

Started spying right after and got a tech (cyber security link) on the first turn. :eek: I was spying on Humans and was getting a tech on average every 3-4 turns. Soon after that, the Elerians attacked a choice planet (natives) and took it with a titan. I had expanded instead of built up a fleet so I could contact the AI to gain needed techs by spying and that natives planet turned out to be one expansion too far which sealed the course of the game. :( That natives planet was too good to pass up, even though it was exposed and a likely choice target to the Elerians. I only had 2 farmable planets, besides my home, and they were still with low pop. The only farming tech I had was hydroponic farms, so my home was providing food for everybody. It was also my 2nd main production planet, of only 2. :eek:

I probably should have abandoned the game there, but I thought my luck might hold. It didn't. :( The problem was my planets were all either radiated, toxic or barren, with 1 each arid and tundra. They were maxed out in pop at 5-7 and I had no terraforming. My production rate was pitiful with only auto. fac. and no way to cut pollution. I had 2 planets that could build cruiser size within 12 turns, the rest took that long to build a destroyer. Then there was the lack of money, my low pop planets and lack of stock exchanges meant I was already running in the red before passing the ship limit. I could barely keep up with costs at 50% tax. It took forever to build ships and I couldn't build very many. There was no way I could afford to build any transports for invasions. I was also behind in tech and my ships were no match against the Elerians who was building titans when I could barely squeak out cruisers.

The Elerians took the natives system and one other, but then went after monster planets. I thought, cool, I got some time to catch up (if I can luck out on spying or leaders) and the monsters will take a heavy toll on the Elerian fleet (they were dragons).

Turns out the games cheats in monster vs AI battles. I didn't know that. In the mod I beefed up the monster weapons, and dragon breath should have been able to see off titan sized attackers, 1 per battle round, and the 8 phasor eyes were capable of destroying cruiser sized ships with 1 shot each. The Elerians attacked 3 dragon systems (this was a very nice galaxy for monster systems) and the most they lost was a destroyer and maybe a frigate. Their titans and battleships all survived.

The AI vs monster battles must be programed like AI vs AI battles where the computer roles a win for one side and gives the winner the system without any real battle. In the case of monsters, the AI makes a token force large enough to tackle the monster and wins automatically, otherwise they don't go there until they have the force. I've never seen an AI go after a monster or the guardian with a fleet and lose. They always win if they attack. In the mod, monster weapons are much more powerful, but the game still runs the program like the monsters are the same in monster vs AI battles (not vs human, the monster weapon boosts are very much in effect), so the monster boosts I made don't have any effect on the AI and they will send a much inferior force to the monster and still win with only token losses.

Back to the game. What I needed to survive was pollution processor, terraforming, stock exchange and robotic factory or robo-miners. I did finally manage to spy stock exchange, but it was too late to make much of a difference without terraforming to increase the necessary pop base. I stole gauss cannon very late, but discovered that upgrading a single cruiser would take 20+ turns at my strongest production planet. :eek:

The end came as a one-two-three punch. First one of those wandering space crystals approached my home system at 232 (5 turns to contact). Then at 235 Antarans were spotted headed to one of my outer systems (only a frigate, again in 5 turns). I had 4 cruisers armed with 7 assault shuttles each and I decided to take a gamble on capturing the Antaran frigate and hopefully some much needed tech superiority. So I sent them of to intercept the frigate. At turn 237 the crystal attacks the home system. I fought it off with 15 interceptor armed destroyers, losing only a couple. Then at turn 239 Elerians attacked my home system. I beat them off, but lost the bulk of my ships and was left with just 6 destroyers there. After the battle I saw the Elerians had a titan headed to my home system, which would arrive next turn (240). That would toast the home system, and the only 2 planets I had which could build cruiser sized ships. The Antarans would reach that outer system on 240, but they were no threat at all. Even in the best scenario, where I captured death ray or x armor from the Antarans (by capturing the frigate and scrapping it), I would never had been able to build enough ships fast enough to defend against the Elerians, who would just roll up my empire 1 system every couple of turns from that point on.

Lesson learned. Don't play uncreative without the tolerant trait and some other powerful boosts, like telepathy. :lol:

Edit, spying results:

134 Hum cyber security link
137 Hum battle pods
140 Hum fusion rifle
146 Hum fusion beam
151 Eler fusion drive
155 Hum emissions guidance system
156 Eler titans (lost contact with Humans)
168 Eler recyclotron
171 Eler planetary supercomputer (still had no research labs)
173 Eler battle scanner
174 Eler heightened intelligence
178 Eler powered armor
180 Eler android scientists
220 Eler gauss cannon
22.5 Mek planetary stock exchange
22.6 Eler battlestation

The spying was pretty good, though while I kept it up continuously, there were several times where I went for a long time without stealing any techs.

2nd edit: Darloks were also in the game, and a close neighbor. They did very good and were one of the top two in pop most of the game and also had a large fleet of battleships. They are uncreative, and also -1 res (and one of the repulsive AI in this game), but they also get tolerant. The game also gave them subterranean as one of their AI impossible playing level boosts and probably a better line up of techs and systems to colonize, judging from their tech and planet states.
 
@ scratch

If you try again..this is was my race for vanilla... "UniTelSpy

Unified +6, Telepathathic +6, +20 spying, and RHW. So this is basically a production oriented telepathic race that has the maximum best spies (telepathic gives +10 spying)."

Negs were -6 for Repulsive which is a must and -2 for ground and -2 for defense or offense depending on how much you plan to use beams.

Your mod's +/- are somewhat different, but anyhow, choose tele for a very important +10 spying and also not needing transports.

I'd not want to try this as uncreative since you'll want to add some spy techs from time to time, and if you don't have some needed econo-techs as repulsive and uncreative, things get very difficult since you can't trade for them. Your mod's leaders can help, but you aren't going to get the best leaders as repulsive.

How many spies/race were you using? I was using only a few. Often when I'd hit an impass and wasn't swiping techs, when I finished researching a spy tech, the stealing started again.

I played as Elerian picture so no Elerian enemies.

Again, this race is for the fun of espionage, and while rather useful, it is the UniTel blitz factor that makes it quite strong on vanilla.

.. neilkaz ..
 
neilkaz

That uni/tel/spy sounds like a killer. :) I was going to use tele, but wanted tolerant for sure, and needed omni because I'm still testing the mod and need it to see how it's working out for the AI. Unfortunately, with omni, there wasn't room also for tele. Even with the adjusted costs in the mod. ;)

I tried a new game with the race adjusted to include tolerant (dropped trans dim). Still missing a lot of important techs in the research line up, like no production buildings at all, but I got a little more balance in the rest of the fields. Having tolerant and uni meant good production figures, even at the start. Stole auto fac later.

In the first game the lack of spy techs (I did manage to steal one) probably held things back some, but the spying went pretty good, 16 techs in about 90 turns. I used only a couple spies at the beginning (it's all I had), and by the end as many as 12, probably averaging around 8. The AI had more spy techs. Except for the Humans, it was probably an uphill battle stealing techs in that game.

In the current game, which is just entering the mid game phase, I met the first AI much earlier (at turn 49 instead of 119). Met a total of 3 so far, and spied from all of them, but all 3 have uni governments. :eek: Started spying at 56, with 1 spy at Alkari, first steal at 86, right after placing the 4th spy there. Been gradually building up numbers, but have had to keep a lot of agents at home since these guys have stolen a few techs from me. Also seen a lot of my spies getting killed (at least 8). Managed to clean out the Alkari techs by 114 (they've gotten 1 more since), and concentrated on the Meklars and Trilarians (switching back and forth a couple of times) and boosting agents since. Most of the time again I had around 6-8 spying, cleaned out the Alkari with 4-6, now in the game it's up to 10. Due to the uni governments encountered so far in this game, I've only managed to steal about 9 techs in the first 100 turns of spying, so the spying isn't as fruitful as in the last.

Using tolerant made a major difference this time around, but it's still too early in the game to tell if I'm going to win it.

One thing I've noticed is that when I change the number of spies at a race, I often get a tech 1-2 turns later. If I leave the number static, I'll often go a long time without success. A lot of the time I don't get any techs after a change, it might be a coincidental thing, but maybe changing the numbers resets the spying rng in the program and can help a little?
 
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