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- Anything from the Social tech tree.
- Anything higher than Terraforming in the Bio tree
- Class I shields. What a f***ing joke.
- Bombs/bioweapons
- Torpedoes
- Missiles other than nukes
- Beam weapons other than lasers, fusion beams, mass drivers, and plasma cannons.
- Special weapons other than the Gyro Destabilizer (because it's the best way to beat the Guardian of Orion) and Assault Shuttles (because they're the best way to capture Antaran ships).
- any ship systems other than Battle Pods, Battle Scanner, Damper Field, ECM Jammer, Heavy Armor, Hard Shields, High Energy Focus, Lightning Field, Reinforced Hull, and Structural Analyzer.
- Any technology that costs more than 3500 rp, except Dimensional Portal. I've already won the game by then. Even most techs at 2750 or 3500 will arrive too late to see significant use; I get to 1150 rp in all fields and then make a beeline for plasma cannons.
- Biospheres. I tend to avoid population-cap-raising features in general because I grew up playing Civilization II, where higher city populations provide no benefit but increase the risk of civil disorder. In Moo2, they're less bad, but they still increase the amount of food that needs to be shipped to planets where farming is impossible.
- tons of useless buildings in general (core waste dumps, replicators, armor barracks, warp dissipator, etc)
MoO 2 has no ill effects for higher pop colonies. In fact, you do want to have as much pop in one place as possible to pay less building maintenance. Do Hyproponic Farms serve you well?
Merculite missiles are nice upgrade over nuclear, especially if you can steal them and research Pollution Processor for yourself.
On planets where farming is possible, that's true. Few things suck in this game more than conquering a toxic, barren, or radiated planet from the Sakkra and suddenly needing to rearrange your empire's whole economy to feed the horny bastards.
The only upgrade over nukes is MIRV nukes :)
That strategy makes sense, I guess. Feeding people on a barren world costs BC whether it's coming from a hydroponic farm or from another colony via freighters, and hydro farms free up population on your food-producing worlds so you can put them on industry or science instead... but if you never colonize barren worlds to begin with, this isn't an issue.
Until you get terraforming. Then hydro farms significantly accelerate your exploit phase (fewer farmers = more terraformers).
[nodding] Yes, in some games I end up building exactly one hydroponic farm, on the home world, while Biospheres is built on every planet, even sometimes before robo-miners. Soil Enrichment is expensive to build but its no maintenance makes it attractive when feasible. It is kind of a mini-terriforming related to food only. Sometimes on a desert planet achieved by terriforming a barren one I will enrich the soil before proceeding with further (increasingly expensive) terriforming.
By reducing the need to import food from the homeworld, EVERY hydro farm that you build ANYWHERE will free up farmers on your breadbasket worlds :)
It's definitely not the first thing to build. Automated factories, Robo miners, and possibly a marine barracks and/or gravity generator would come first depending on the situation.
Hydro farms don't lose utility either. Freeing up farmers to put them on industry/research is always useful.
Oh yeah. This is what I sometimes refer to as a "terraforming sandwich". Starting on a barren world, I go:
Terraforming (to tundra/desert)
Soil Enrichment
Terraforming (to swamp/arid)
Cloning Centers
Terraforming (to terran)
Unfortunately, we're not allowed to put multiple instances of terraforming in the build queue, so this requires micromanagement.
He he, terraforming sandwiches. Mine use to look like ones from Garfield, 6 building, terraforming, 6 more buildings, terraforming, ...
Once you start terraforming, you've already won the game.
I rarely use colony leaders late game, but I usually purchase the megawealth ones so BC isn't a problem.
Food replicators: agreed. They use too much production and there are farming techs you can use. Excess food generates BC. Also, you conquer Sakkras and Klackons to do your farming.
Androids: agreed. they don't generate income, which is essential to my strategy since I buy a lot of stuff. I also think they don't get morale a morale bonus, which is key to productivity.
Core Waste Dumps: respectfully disagree. Once I get rolling and have a big empire, I can buy these outright, and buy them for planets I conquer.
Gyro Destabilizer: Respectfully disagree. These cut through armor and go straight to structure. They are a great beginning weapon, Even though others think they are cheating.I usually use them until I get phasors.