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MOO3 questions.

I got this game for christmas and am still figuring it out somewhat. Looks fun.

About spies, besides oppressometer, is there another way to keep spies away? Also, the spies I've been getting so far in a game I started tend to get killed quickly and seem to always have low cloak/dagger skills, did I miss some way to make them better?

About diplomacy, I have the basics down and can get some empires on easy to like me but are there any suggestions for negotiating more interesting treaties or exchanges? I don't tend to use diplomacy in other civilization/space expamsion games I've played, maybe this time I'll need a bit. Also, what exactly do trade and research agreements do besides share research and trade?

On ship designs, what do the different types of weapons do and what are the different advantages of them? I once again get the basics of ship design but need help with more advanced stuff.

I'll figure out planets, research, economy, and budgets on my own, since they are my favorite parts of other games of this type, so I'll spend more time understanding them.

By the way, yes I'm new. ShadowHM pointed this particular forum out to me from the lurker lounge.
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MOO3... err... oh yes, that game. Most of us moved on from that one some time ago. tongue

The spies you get are random, IIRC. If you leave a spy at home and don't send him on a mission, he counts as a counter-espionage guy. I think we used good spies on missions to steal enemy tech, and left the not-so-good ones home to defend against AI spies.

I don't think we ever really figured diplomacy out all that well except that some of the rules that seem to govern it don't make a lot of sense. For instance if you beat up on an AI empire it can in some cases make your relations with them improve (I guess they try to suck up to get you to stop the pain.) Not sure why you'd expect trade and research agreements to do anything other than share research and trade...

Some weapons have more shield penetration than others, others have more accuracy, others don't lose energy over distance. Higher tech level weapons tend to do more damage, of course. Not really all that much to say here.

Really your best source for answers to these sorts of questions would be a dedicated MOO3 forum. Not that we mind questions, but I wouldn't say anyone here professes to be a supreme MOO3 expert or anything, certainly not after about a year of inactivity on that particular game. We gave up on it because we as a group ultimately came to the conclusion that the game had too many difficulties from a point of view of comparison gaming to be worth the effort of trying to do so.

Now, MOO I, you can get answers for. wink
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I got this game for christmas and am still figuring it out somewhat.

Voila! Therein lies the problem with the confusing mess that is MOO3. I hope that you can find a way to enjoy this game, because I sure didn't. hammer2:
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Hi,

minionman Wrote:I got this game for christmas and am still figuring it out somewhat.

The RB crowd played a MOO3 succession game way back when the game was rather new. Actually, three teams played the same scenario, and posted detailed turnlogs and some very good discussion over at the civfanatics forum, trying to figure out the game. You might take a look at these and read them; they should be quite informational.

Team A

Team B

Team C


Unfortunately, I wasn't able to participate due to RL events, and when I later returned to the game, the overwhelming amount of micromanagement, the confusing interface and the bad AI quickly turned me away. Well, I hope you will have more fun! smile

-Kylearan
There are two kinds of fools. One says, "This is old, and therefore good." And one says, "This is new, and therefore better." - John Brunner, The Shockwave Rider
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