Hi, all. I'm new to this site but not to MoO; I played it quite a lot back in the day. I've recently come back to it and have had a good time with it. I'm fond of playing conducts to make my game a little spicier ("conducts" from the Roguelike world, I'm still proud of my six-conduct NetHack Tourist ascension.)
While searching around on the Internet for MoO resources, I found this Meklar one world challenge, and it looked irresistable. I read several of the other Imperium reports here and I was pleased to find other people enjoy playing MoO as much as I do. So, did I lead the robots to victory? I played this Imperium game over the weekend and wrote down almost everything I did. As a result my full report is altogether too long and has something like 200 illustrations:
http://www.codehappy.net/games/rbo27/
The report above is very, very long. The short, short version follows:
At the start I had to choose from two overarching strategies: first, to simply strafe any new colonies that were settled nearby, keeping the AIs out of range and completely forestalling the council, or second, to play as an insane diplomat, let the AI expand close to me to be in constant contact with as many races at once as possible, relying on espionage to climb the tech ladder rapidly, and cautiously managing relations to keep the council votes indecisive. I opted for the latter because it sounded like a lot more fun to me. It was a blast.
This did introduce a larger element of chance to the game as the xenophobe warlord approach would, as there were a couple of early council votes I could not do much about. But in the end I made it through seventeen votes. I accomplished this by frequent (very frequent) espionage frames, a couple of small bombing wars, throwing my council votes one way or another, and later on, gifting or trading planetology techs to the laggard civs to keep them close in pop ("Anti-Missile Rockets for Atmospheric Terraforming? Well, Mr. Durpp, we find your offer fair and equitable.")
The Darlok and I were BFFs, since I couldn't spy on them very well I used trade to boost my one world economy fairly significantly.
The Alkari were the dominant race for most of the game, and they did a lot of my Propulsion research for me, including a few key discoveries. Also, their toy cannon war fleets were huggable, not fearsome. Emperor Farseer and I may have had a few disagreements along the way but my robots really owe a lot to him.
The Bulrathi were the #2 force for most of the game, and we had a love/hate relationship when we were in contact. I shouldn't have wasted time trying to trade with the bears, but I did anyway. Their fleet made the final ten turns of the game a little more interesting.
I didn't see anything of the Mrrshan except their colony ships scouting Aquilae, the radiated world, and a few council votes, where they mostly favored the Alkari (they were at war with the bears and the Darlok both early on.) Despite their council support, the birds genocided them early.
Most of my research was in our specialty Computers to keep my espionage effective, with a few notable exceptions early on; I filled in the tree with a crazy army of spies. Once I had Omega-V bombers, Thorium cells and Sub Space Teleporter it was all over but for the shouting. Extermination victory 2798.
I made some ridiculous mistakes, as you can read in the full report -- my MoO game is a bit rusty and I think I was playing far too much in the wee hours of the morning -- I spotted a few going over the report after the game so and I'm sure the players here can spot many more. But I am also sure there are some enjoyable bits.
This was a great game!
While searching around on the Internet for MoO resources, I found this Meklar one world challenge, and it looked irresistable. I read several of the other Imperium reports here and I was pleased to find other people enjoy playing MoO as much as I do. So, did I lead the robots to victory? I played this Imperium game over the weekend and wrote down almost everything I did. As a result my full report is altogether too long and has something like 200 illustrations:
http://www.codehappy.net/games/rbo27/
The report above is very, very long. The short, short version follows:
At the start I had to choose from two overarching strategies: first, to simply strafe any new colonies that were settled nearby, keeping the AIs out of range and completely forestalling the council, or second, to play as an insane diplomat, let the AI expand close to me to be in constant contact with as many races at once as possible, relying on espionage to climb the tech ladder rapidly, and cautiously managing relations to keep the council votes indecisive. I opted for the latter because it sounded like a lot more fun to me. It was a blast.
This did introduce a larger element of chance to the game as the xenophobe warlord approach would, as there were a couple of early council votes I could not do much about. But in the end I made it through seventeen votes. I accomplished this by frequent (very frequent) espionage frames, a couple of small bombing wars, throwing my council votes one way or another, and later on, gifting or trading planetology techs to the laggard civs to keep them close in pop ("Anti-Missile Rockets for Atmospheric Terraforming? Well, Mr. Durpp, we find your offer fair and equitable.")
The Darlok and I were BFFs, since I couldn't spy on them very well I used trade to boost my one world economy fairly significantly.
The Alkari were the dominant race for most of the game, and they did a lot of my Propulsion research for me, including a few key discoveries. Also, their toy cannon war fleets were huggable, not fearsome. Emperor Farseer and I may have had a few disagreements along the way but my robots really owe a lot to him.
The Bulrathi were the #2 force for most of the game, and we had a love/hate relationship when we were in contact. I shouldn't have wasted time trying to trade with the bears, but I did anyway. Their fleet made the final ten turns of the game a little more interesting.
I didn't see anything of the Mrrshan except their colony ships scouting Aquilae, the radiated world, and a few council votes, where they mostly favored the Alkari (they were at war with the bears and the Darlok both early on.) Despite their council support, the birds genocided them early.
Most of my research was in our specialty Computers to keep my espionage effective, with a few notable exceptions early on; I filled in the tree with a crazy army of spies. Once I had Omega-V bombers, Thorium cells and Sub Space Teleporter it was all over but for the shouting. Extermination victory 2798.
I made some ridiculous mistakes, as you can read in the full report -- my MoO game is a bit rusty and I think I was playing far too much in the wee hours of the morning -- I spotted a few going over the report after the game so and I'm sure the players here can spot many more. But I am also sure there are some enjoyable bits.
This was a great game!