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{{Header Nav|game=Master of Orion II: Battle at Antares}} | {{Header Nav|game=Master of Orion II: Battle at Antares}} | ||
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 '' | 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 ''MOO2'' - we can't predict which mods you will use. The race names generally follow the conventions used in most online discussions. | ||
==Basic principles== | ==Basic principles== | ||
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===Population is power=== | ===Population is power=== | ||
This is a common saying among '' | This is a common saying among ''MOO2'' 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 is not an objective, it's a requirement in order to support your workers and scientists. That's why Lithovore is an alternative to the other population boosting picks, despite not increasing maximum population; no need for farming means you will have more population in production and research and won't have to build freighters and pay transport costs. | More precisely, research + production = power. Farming is not an objective, it's a requirement in order to support your workers and scientists. That's why Lithovore is an alternative to the other population boosting picks, despite not increasing maximum population; no need for farming means you will have more population in production and research and won't have to build freighters and pay transport costs. | ||
===All race designs take a gamble on something=== | ===All race designs take a gamble on something=== | ||
In standard '' | In standard ''MOO2'' it's impossible to design a "best in all situations" race. | ||
===Production versus research races=== | ===Production versus research races=== | ||
'' | ''MOO2'' is not perfectly balanced between production-oriented and research-oriented races - in practice 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. | 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. |