This page presents a few effective race designs. Try them first, and then start experimenting. Most of these designs, except for "Blitz races", are for the medium to long-term, usually in Medium or larger galaxies with Pre-warp or Average Tech starts. And all are for standard 'MOO II - we can't predict which mods you will use. The race names generally follow the conventions used in most online discussions.
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This summarizes the main points in the discussion of race design options.
This is a common saying among MOO II players and it's 99% true. More people = more money and some combination of more research and more production.
More precisely, research + production = power. Farming not an objective, it's a requirement in order to support your workers and scientists. That's why Lithovore races are sometimes good: they accept a reduced total population in order to maximize production and (especially) research from the start. The reduction in population has 2 consequences: reduced cash income, which they should make up by researching building Spaceports and Stock Exchanges; and a reduced vote in meetings of the Galactic Council, which can be a factor in single-player games but is very unlikely to be a factor in multi-player (no other player will vote for the one with the largest population).
A later section will tell you how to grow your population fast.
In standard MOO II' it's impossible to design a "best in all situations" race.
MOO II is not perfectly balanced between production-oriented and research-oriented races - in practise production-oriented races have the advantage most of the time. The main reason for this is that Colony Ships are large construction projects for small, low-tech economies (500 production points), so production races colonize faster. This gives them higher populations in the short term; and when the production races construct research buildings on their new colonies they eventually out-research the research races because they have more colonies and therefore more research buildings.
On the other hand many production-oriented races have rather slow early-game research. Since a few high-tech warships almost always beat a larger number or tonnage of low-tech warships, research-oriented races have to be prepared to blitz production races as soon as they (research races) can launch a few ships.
So production races' advantage is usually greatest in fairly large galaxies with a small number of players, so that they do not have to worry so much about blitzes.
A gambler's race: if this race finds a few "wet" planets (Tundra, Ocean, Swamp, Terran) early in the game, it quickly becomes a monster in both production and research. In this case it should research and build Cloning Centers early to maximize population growth.
Works well in most starting positions (good or bad); its gamble is that a nearby aggressor will not take advantage of UniTol's slow early research by blitzing it. UniTol should research and build Soil Enrichment early (1 extra food per farmer), so that it can move some people from farming to research.
The fastest possible early research (if you ignore Creative's "two for the price of one" deals), and improved cash income, but with lower maximum populations. Its main weakness is having no traits that increase maximum populations. Biospheres (increase maximum population by 2 when built) and later Terraforming will be important to it. This race does best if it can kill a Space Monster that's guarding a planet with a large population capacity early in the game; its research advantages will provide the tools to do this. Later in the mid-game Android Workers / Scientists will boost its population (Androids are Tolerant, so you can add Androids to a colony that has reached its maxiumum biological population). DemoLithArti has no industrial production bonus; but it should be able to research and build Automated Factories and Robo-Miners very quickly; and its cash advantage enables it to buy things when half-built.
Researches fast and can also build up a large population; but quite weak at early production and expansion. It gets Automated Factories very quickly to compensate for its weaker production. After that it should research either Robo-Miners to boost production or Cloning Centers to take advantage of its high maximum populations.
This race gambles on getting early "wet" planets, and becomes a monster if it gets a few. This race is also a very dangerous blitzer if it finds a less advanced empire nearby - it's not the fastest to build ships initially, but speeds up as it researches and builds Robo-miners; then each warship it makes is probably better than the last because it researches fast.
This unusual race is sometimes described as a research race but it's really more of a balanced race: it sacrifices part of its potential research advantage to generate very serious money, and makes extreme use of the "buy when half-built" technique to get fast production. It can and should get Automated Factories very quickly to increase the rate at which it can "buy when half-built". Maximizing population growth will maximize both the cash advantage (more taxpayers), and its research; so Cloning Centers are important for this race. If its neighborhood contains high-capacity planets guarded by Space Monsters, it must use its research and cash advantages to produce monster-killing fleets quickly. If there are few "wet" planets nearby, Terraforming is important a little later in the game, and this race can afford to buy rapid completion of Terraforming projects; this may make it less of a gamble than Aquatic usually is.
Remember that Creative is controversial and 2-edged! Creative races often get crushed early but, if given time to develop, can win hugely - but to do so they must be very aggressive once they have a few decent warships.
Since Creative races usually have no production bonus, they are slow to build warships, so stockpiling production is important for them (covered later).
For the same reasons their younger colonies are vulnerable. And in the early game Creatives can't afford large defensive fleets because they have very few Starbases (these cost 400 production points, i.e. they're major construction projects for new colonies, especially for non-production races). One way to minimize this vulnerability is:
After producing colonies, the homeworld must maximize research in order to reach as fast as possible the tech levels at which Creatives start to get really useful "bonus" techs.
Creatives must attack as soon as they can build a couple of decent warships. They can attack with smaller fleets than non-Creatives because of their "bonus" techs:
This race gambles on getting "wet" planets nearby. If it does not get them, it's weaker than CreLithxxx because on "dry" planets UniAquaCre can't fully exploit its population and and farming advantages until it terraforms (mid-game tech; fairly expensive construction), while CreLithxxx gets a technology lead because it does not need to farm.
This race needs to maximize homeworld population and then, if it has "wet" colonies, their population too - a later page will cover population growth techniques. Since it has neither production nor cash bonuses, it should stockpile production in order to build things as soon as possible after the relevant research is completed (another technique that's covered later).
This avoids the gamble on getting "wet" planets, at the cost of reduced farming efficiency and reduced population capacity on the homeworld (compared with Aquatics). Its industrial advantages help it to colonize faster, but feeding the new colonists without Aquatic's additional farming bonus will reduce its early research. The food problem can be minimized by moving population from the new colonies to the homeworld, but that has lower population capacity than UniAquaCre so UniCreLgeRichProd needs to get a good large planet as early as possible to avoid a slowdown in either research or population growth - getting such a planet often involves killing a Space Monster and the Rich Homeworld helps in building a monster-killing fleet.
This race sacrifices UniCreLgeRichProd's industrial bonus in favor of faster research, in order to reach as quickly as possible the tech levels at which Creative gets really useful bonus techs; the industrial sacrifice mainly affects new colonies, since the homeworld is Rich. Like UniCreLgeRichProd, it avoids the gamble on getting "wet" planets, at the cost of reduced farming efficiency and reduced population capacity on the homeworld (compared with Aquatics). And it also needs get a good large planet as early as possible, if necessary by killing a Space Monster. Spaceport (increases a colony's tax income by 50% when built) is a very useful early tech for this race, enabling it to compensate for colonies' industrial weakness by buying things when half-built.
Another gamble on getting "wet" planets to colonize. This one sacrifices production and farming bonuses in favor of research and cash, so it needs to buy things at the right times. And it must beware of enemy spies, since Democracy is weak in defensive spying operations. If it comes through these difficulties in good shape, its power increases rapidly because it soon reaches the tech levels at which Creatives start to get really useful "bonus" technologies. Then its advantages in research and money allow it to cope fairly easily with the financial burdens of a large fleet and it can get aggressive.
Yet another gamble on getting "wet" worlds to colonize. It is the riskiest of these gambles, because it sacrifices farming, production, research and cash bonuses for the highest long-term population potential. These trade-offs make it a slower starter, so it really does not want early contact and very much prefers a large or huge galaxy with few players. On the other hand it does not need a huge number of colonies, which enables it to delay contact and to switch from colonization to research fairly early. Population-building techniques (covered later) are very important for this race in order to maximize research on the homeworld once it has finished building Colony Ships and Colony Bases.
Gets faster early research than non-Lithovores because it needs no farmers. But it has to turn this faster early research into longer-term advantages, usually via Creative's "bonus" techs, and then attack as soon as possible; otherwise the non-Creative races and the non-Lithovore Creatives will grow larger populations and out-research and out-produce it. This race has 1 unused Pick, but this can't be used without sacrificing something that's useful.
Use population growth techniques to maximize early homeworld research.
Another Creative race that does not gamble on "wet" planets. Gets faster production and colonization than CreLithLge because it takes Rich homeworld rather than Large Homeworld. But that means this race needs to get some high capacity planets early to grow its population. If all the good ones are guarded by Space Monsters, it should research monster-killing techs (covered later) as fast as possible then use the Rich Homeworld bonus to crank out the ships (stockpiling production is essential here too). Like other Creative races, it has to attack as soon as it can build decent warships, otherwise races that build larger populations will out-research and out-produce .
you start with
Keep 2 points left (that's important !)
Trade tech with other races for food techs (because you are lithovore and you will nether get them).
At some point research evolutionary mutation 4 extra points but with your two extra points you have access to 6 points picks
And you have 6 extra picks to take I usually take Warlord[4] (for the extra level on leaders and troops) and buy-off Ground Combat penalty (because it's time to board Antarian Ships)
Another option is to keep these 10 extra points for a +100% score bonus but I never chase big scores.
This section is about the all-out rushing "glory or death" types, not about the later but more sustainable attacking style of some research-oriented or balanced races described above. The blitz races described here are strongest in small galaxies, where all other empires's colonies are fairly close; they are risky in medium galaxies; and they are usually hopeless in larger galaxies because there's usually some race that's out of range and building up a huge industrial and technological lead. They can hardly ever afford to take -10 Ground combat [-2] and -20 Ship Defense [-2] because they need all the early-game military advantages they can get; so they can't use most of the positive Picks that give long-term benefits.
Blitzers' chances are best in Advanced Start games and worst in pre-Warp games:
Blitz races divide into 2 main groups, Telepathic and non-Telepathic:
This race can build a cruiser around turn 15 if managed well, and the cruiser can kill a low-tech starbase. But the ship is slow and has limited range, giving potential victims time to provide some sort of defense. An Outpost Ship can solve the range problem.
Trans-Dimensional races' ships are faster both in deep space and in combat. But this race loses the combat bonuses of TeleUniWarRichAtt. So it uses a strategy that plays to its strengths: research Fighter Bays (a bad choice in most situations); research Fusion Beams; build a Cruiser armed only with fighters (a mini-carrier) - fighters fire only at close range so accuracy is less of an issue; and Trans-Dimensional fighters move very fast in combat. The Cruiser gets to the target pretty fast too - and can get back in time to defend something if necessary.
Being Lithovore gives this race has a lot of options, as it does not farm and has increased research and / or construction capacity. For example by turn 40 it can research and build a Cruiser with MIRVed nuclear missiles, which provides impressive firepower for this early in the game.
This race had better win fast, because it has 2 handicaps each of which will be fatal on the not-so-long term: Feudal (50% research) and 50% population growth.
This race's "warships" carry nothing but marines - made tough by growing up on a High-G World. 4 empty Frigates (no weapons, just grunts; the frigates close in faster that way) board a star base and capture it. The Troop Tranports carry more High-G tough guys who capture the enemy colony; Troop Tranports are essential as the Frigates can't damage the colony. This only works until the enemy get shields (boarding parties can't pass through operational shields) or anti-boarding technology or techs to shoot down the Frigates.
The Warlord trait [4 Picks] was made for blitzing: the Ship Attack and Ship Defense bonuses alone would cost 5 Picks if chosen separately; and the extra command points enable Warlord races to use the fastest way of getting firepower into space, which is a lot of small ships.
Feudal + Warlord can produce a fleet very fast, and replace destroyed ships very fast; but it needs to win quickly, otherwise Feudal's poor research (50% of normal) will be fatal. For example: