Like it was said above, this is rather old thread. But the game is kinda immortal, so i don't feel necroing at all.
To the subject. I finally found my own "most unbalanced" custom race, after many games of MOO2, and it's quite unusual, too. Yet, to me, it feels very best. Call it "Psilorriors", if you might:
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Pic: Psilons (Psilons AI is one of worst things to happen in a game, plus some of features are the same with "vanilla" Psilons)
-5 low-G
-2 ground combat
-2 ship defense
-1 poor homeworld
+6 creative
+3 charismatic
+3 omniscient
+4 warlord
+4 no picks selected (140% score from the start, 180% score if nothing is changed at evolutionary mutation)
dictatorship government (0 picks)
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And this is designed for Hard difficulty for fun, and for Impossible for challenge. Now that does look quite unusual, eh?

But it's all very rational, and below, i explain how and why it is so.
1. The goal. This single-player custom race is not designed for blitz, obviously; in fact, it is not designed for victory before 500 turns, even. Because i found that most fun in MOO2 - is really LONG games. Thousands of turns. More on this later on. The race is designed to be interesting to play the longest, to be challenging to play early and mid-game, and to provide the most benefits possible long-term. If this is not your goal in MOO2, then this is not a race for you!
2. The reason behind Dictatorship government. Reason is simple: it's the best government real long-term into the game. Why? Because of two things:
- its advanced form - Imperium, - offers two very important late-game things: extra bonus to defensive agents (for a total of +20), and extra +50% command points;
- other governments do not provide any truly important late-game _net_ benefits. Democracy gives +75% (late-game) research and money income, but comes with a painful penalty to spying, total -30 in compare to Imperium. This penalty will stay with you _forever_, while bonus to income and research late-game becomes quite insignificant (you get tons of both anyways). Unification is still lower bonus to spying (only 15), and late-game, its +farming and +production bonuses simply vanish due to the fact that Imperium does get nearly the same effect from morale; this leaves unification with a big-time penalty to science (no morale, remember?), and nothing really good to compensate it. Feudalism's only noticeable good thing - faster ship building, - is insignificant late-game, when you have few planets which do 1k+ production per turn.
3. A small note about truly LONG games. I found it quite rather interesting to play with a single goal in mind: to protect and support non-aggressive AI races, to ensure their survival and even thriving, despite all the aggressive AI attempts to wipe them out. I do this without making any alliance and rarely via a war, of course, - others means are used, such as giving peaceful AIs helpful technologies to protect themselves better, placing a strong "seemingly neutral" fleet at a key system belonging to the peaceful AI, and using diplomacy to make aggressive AIs busy fighting each other.
4. Detailed description for every pick chosen (and not chosen). Here are all rational bits which were promised above!
4.1. default population growth - because -50% is quite _too_ harsh, while +50% is not needed for a long game, and there is always "housing" to build, if required;
4.2. default farming - because -1/2 is _too_ harsh at the start, forcing 3/4 of the homeworld population to farm, while any bonus is not significant even with a few +food-per-farmer technologies applied;
4.3. default industry - end-game, there is more than enough industry as it is, and keeping it at default makes early and mid-game quite nicely challenging and interesting, imho. Poor home world adds some stress early-game, which makes colonizing feeling more rewarding;

4.4. default science - the race is creative, which is already huge bonus to science; a penalty here would make early research dangerously slow;
4.5. default BC - once again, feels quite balanced, and also, tbh, not much important;
4.6. ship defense -20: best defense is offense, plus the race is Warlord, which boosts defense;
4.7. ship attack - default: it's enough, i found (with Warlord) for vast majority of late-game situations, and most mid-game ones too;
4.8. ground combat -10: with Creative, this will be negated rather early in the game, as well as another -10 to this from low-G. Ain't no fun to invade a huge with a pair of transports, feels too cheesy.

4.9. espionage default: with Darlocks not present (either at the start, or taken out), and Imperium, and full 63 defensive agents, and Creative for all extra bonuses, this seems to be enough to prevent AIs from stealing techs up to very late-game, by which time it stops to really matter.

4.10. Special abilities:
low-G on: mid-game, once grav gens available, this becomes "free 5 picks at no substantial cost". Early-game - extra difficulty, and one always feels nice for beating extra difficulty and improving (at least, i do

);
aquatic off: late-game, every planet except toxic ones - ends up being Gaia;
subterranian off: late-game, not needed; early game, too much help; plus, if so desired, can be taken at Evolutionary Mutation with this race;
large homeworld off: (too) much help early, totally irrelevant late-game;
poor homeworld on: a nice extra bit of difficulty very early on, forces one to make (and rely on) better production bases, which is imho good;
artifact homeworld off: too cheesy early on, irrelevant late-game;
cybernetic off: big trouble with very-early-game production, no significant benefit late-game;
lithovore off: too expensive for its effect, and also practically irrelevant late-game (when nearly all player's planets are made into Gaia);
charismatic on: one of very few (two?) means to get more (and better) leaders, cheaper leaders, and easier times with diplomacy (compensates - _somewhat_ - for higher difficulties' penalty to diplomatic actions). -50% to assimilation time is also nice thing to have. Stays useful for ALL game;
creative on: because if you'd find out that there is a tech you desperately want, but no AI researched it, some time after 300+ turns, - then you'll have nobody but yourself to blame!

tolerant off: rather expensive, and late-game it becomes insignificant;
fantastic traders off: totally insignificant late-game, and overpriced for its effect;
telepathic off: early and mid-game, it's too cheesy; if player likes, this race can take this at Evolutionary mutation time mid-game (instead of subterranean);
lucky off: master of orion does not need luck.

omniscient on: this is quite very cheesy at the start, i wish it wouldn't be; the true reason to take this is its late-game utility - it reveals ALL stealthied ships and fleets. Those are one of most annoying things which can happen late-game, warp interdictors or not.

stealthy ships off: becomes obsolete, i guess, upon getting "stealthy ships" tech for 3500 RP;
transdimensional off: at +5 picks, too overpriced; i'd take it for +2, consider for +3 may be, but +5 is just too much;
warlord on: for +4, you get more than one or two nice things; late-game, ultra-elite ships (which only Warlord can make possible) are definitely a nice thing to have, - as well as larger fleet, double amount of ground forces on planets and better officers.
That's pretty much it. My ultimate race. It starts slow, but Charismatic allows to keep everyone except repulsive race(s) not starting any war to me. Once repulsive one(s) are dealt with, it's time to protect and nurture those pacifist AIs (who usually gets destroyed without such help by other AIs). Most troublesome non-repulsive AIs can then be provoked to war (a good number of demands usually does the trick - and also sometimes provide very unusuall positive results upon initial few of them

). After all the standard research tree is done, it's time to research all those "future techs" up to 5+, since this helps to minituarize ship weapons, components, etc.
The "good" end for such a game happens, to me, when i manage to settle whole "galaxy" to peace (stable peace - nobody attacks nobody), at which point i stop to "abstain" at galaxy leader voting and vote for myself, thus allowing AIs to finally rejoice for finally getting a galactic leader (me). For it to work, at least two AIs are to survive (with a single AI surviving, or none, there will be "tyrant" ending). And, of course, i disable "antarans attack" at the beginning of the game, since i do not want any AI to go and beat antarans at some point. Not really sure they would, but just to be safe, to have as much time (turns) as i want to play before the "official ending", i just disable it.
P.S. By the way, once it's turn 500, score stops to be reduced no matter how many more turns player takes to complete the game, - while every "future technology" adds some points to the score. And this race has a potential to have 180% as its score modifier (if player so choses at Evolutionary mutation), thus a real long game with lots of future techs done has a potential to end up with higher score than any blitz would. And Psilorriors are, imho, the best to make it happen and have most fun in the process.
