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What's with MoO's RNG?

Okay. Just had to get a few things off my chest here.

Yes I know Master of Orion's random number generator (RNG) is supposed to introduce an element of unpredictability into games. But does it sometimes just seem like you're really fighting the RNG and not the computer races?

I've been trying to play a "beam-only" game suggested by Sullla in another thread. I've had two games now though where it gets screwed up and I can't really gauge how difficult it would really be or how my strategies should change, due to the random effects in those games.

In both games I decided to play as the Mrrshan to take advantage of the weapon bonus, on impossible difficulty.

Game 1:
This starts out pretty decent. I start out near some nebulae, and one of the stars inside one of them is a colonizable desert rich, just 4 parsecs away. So I expand and start researching range 4 upgrade as well.

In 2323, I encounter the Darloks. They declined to trade technologies, and they declined to make a trade agreement. But at the beginning of the very next turn, they declare war on me without provocation. Okay, fine. I let them colonize some of the planets around me, so that I can then invade those planets, to get Darloks to want peace, and so that I don't have to make colony ships for those stars. So for a while we're trading troops back and forth on those planets.

Now the colonies were strung out somewhat like an hourglass. The center of the hourglass is Antares, a size 30 planet, with the bulk of my colonies north of it, and the bulk of Darlok colonies south of it. In 2335, I captured Antares, so I started sending troops into Darlok territory from my other colonies. I had 32 troops remaining and captured 19 factories but didn't get any techs from it. Oh well.

But in 2343, I see:

   

The Darloks had just sent a large transport filled with 35 troops at my Antares. Because of the radiation, the planet's population size was reduced to 15. I got hand lasers quickly (in 2343 actually) to help my troops, and put some stuff on Antares (what's available in the area) to decrease their number of troops.

When their troops arrived in 2346, 33 of their 35 troops survived, and the battle ended up with:

   

Yes, their 3 remaining troops captured the same 19 factories but they get hand lasers out of it. True, my 15 troops killed 30 of theirs so my troops did better than average ("average" would have been killing 22 of their troops), but I had so few troops due to the radiation accident in the first place, and worse, because it's now a radiation planet, I was no longer able to send any troops to it. So their 3 troops could slowly build up the planet all they want without me being able capture them. I couldn't sent troops to any other Darlok colonies because they're all too far away; Antares was my opening to their other colonies. So the random event basically shut down the advance into the Darloks right there, specifically at the very turn that advantages the Darloks the most (i.e. right after they sent their troops, so their troops still get to arrive, but my colonists have died down to the max radiated population by the time their troops arrive).

During this time, in 2338, I encountered the Sakkra. Just like the Darlok, they declined trade agreement, and declared war on me the very next turn without any provocation.

In 2352, the first council was held. It was between me and the Sakkra. Most of the computers voted for the Sakkra (only the humans abstained), so the game ended with final war right there.

Game 2:
Just like the first game, this one started out pretty well. I was in the south part of the map. In 2319 GNN said the Silicoid already had 6 colonies so they seem to be the frontrunner. A while later, I found that they were to my east, and they happened to have an artifact planet as well as an inferno ultra rich planet. They declined trade agreement though. I had the Alkari relatively close to me to the north, but to my surprise, they never declared war on me even though they were restless with me ever since I encountered them. I tried to do a trade agreement with them every so often, but they rejected every time.

In 2355 we had the first council. It was between me and Meklar, but there were quite a few abstentions. The Alkari voted for the Meklar, so I voted for the Meklar too, to improve relations, but they still rejected my trade agreements afterward. Computer Alkari and Mrrshan seem to have no trouble allying with each other (they were allied in my Imperium 36 gentle game), but I guess it's just between the player or something that the Mrrshan and Alkari don't get along.

In 2373, there was a random event: a wealthy merchant! Unfortunately, the target of their largesse was the Silicoid, even though at this point they were the frontrunner. At the council the following turn, the Silicoid had 7 votes, I had 6, while the Alkari and Meklar had 5 each and the Psilon and Sakkra had 2 each. Because people abstained, I voted for the Silicoid, but even so, even though they were "relaxed" toward me, they still declined my trade agreement offerings.

In 2380, the Alkari finally declared war on me, having been restless with me all this time. When they launched their fleet at one of my colonies though, my 1 missile base was able to take care of it, because their fleet was still using lasers and heavy lasers.

In 2393, my spies on Alkari finally succeeded. I had the choice of tech categories available to me, and chose propulsion, hoping for their warp dissipator, but got range 7 instead. In retrospect, this was a big mistake; I knew their construction would have been duralloy, and getting duralloy for sure would have been much, much better than the chance of getting warp dissipator, because it would've increased my bases' hp by 50% and strengthened my transport ships and ground troops. Oh well.

On my first invasion on an Alkari colony, they survived it with 2 troops remaining. So I really should've chosen duralloy when I had the chance. Silicoid also took the opportunity to declare war on me, although they were off-and-on allied with the Alkari, and I'm not sure if they were allied with the Alkari at this point.

Anyway, at my next invasion in 2404, I ended up having 97 troops remaining, and captured 76 factories, but got no techs at all. Not a single one, even though the Alkari had more techs than me in every single tech field:

   

The capture meant I was in contact with the Meklar. They accepted my trade agreement. In the meantime, the Silicoid fleet arrived at one of my colonies. Their huge ships had something like 8 hp left when they destroyed my bases. Sigh.

A few turns later, in 2406, the Meklar declared war on me without provocation. It certainly wasn't because of my dealings with the Alkari, because they were at war with the Alkari too. Anyway, I start my invasion of Alkari's Xendalla.

Except in 2411, I notice that Xendalla was now Meklar's. Hopefully this means that there won't be many bases/ships in the way, since I was sending in troops unescorted.

In 2412, the Meklar fleet destroyed my bases just before I destroyed one of their ships. Sigh. The difference is that if their fleet is sufficiently weakened, then the bases that I make, even if destroyed, will gradually weaken their fleet. But if they have too many ships (i.e. too much firepower), then the 1 base I build every few turns won't destroy any ships before it's destroyed. So yeah not having duralloy is really hurting, although it's just bad luck that I'm having multiple battles where they're down to a few hp when my stuff gets destroyed. I do finally steal duralloy from the Alkari soon after, but it's already a bit too late.

Also in 2412, the Silicoid capture one of my colonies. Although they capture the colony's 72 factories with only 23 troops, they nevertheless made off with 3 of my technologies. Also, even though I had multiple colonies being besieged by the frontrunner Silicoid, a comet decides to go for one of my colonies:

   

Moro is (was) one of my "safe" colonies in the back that sends troops to the front lines when needed and does research when not. It was fully developed (had maxed factories). At this point, I don't have much of a fleet to speak of, and no way am I going to get one to Moro in time with the Silicoid fleets still on my bases. So the colony is effectively lost.

Hopefully things will get better though. In 2413, the Alkari sued for peace. I rejected to capture more of their planets (their planets were relatively weak), but they counteroffered with 1025 BC so I decided to take it and use that on my colonies. And in 2414, my troops arrived at the now-Meklar Xendalla.

Originally I had expected to land my troops unescorted through several Alkari bases, so I had sent a total of 263 troops to Xendalla. But since the Meklar had taken care of them, 250 of my troops got through the Meklar ships to land on Xendalla. 205 of those remained to take over Xendalla's factories. Hopefully I get something good with all those troops!

I ended up getting: battle computer 2.

A turn later, the Meklar captured my Dolz, which I had taken from Alkari and was still fortifying. My 97 troops captured 76 factories on it but didn't find anything; the 14 surviving Meklars captured 13 factories and managed to take inferno, one of my highest techs.

I manage to recapture Silicoid's Willow, with 15 surviving troops and 72 factories. This time I did get something: class 5 shields, which is a good boost. However, I found on subsequent turns that my missile bases were still using class 2 shields, not class 5 shields; I have no idea why. I was building bases (i.e. not pre-existing ones, but new ones), and was putting research into force fields.

I retake Dolz from Meklar, with 28 surviving troops taking 23 factories. I get...absolutely nothing from it. Meanwhile, the Silicoids recapture Willow, with 27 troops and 72 factories, and got my ion rifle, my most recent tech.

Is it just me or do my troops seem to have trouble finding techs, while the computers races have no problem getting techs from me? I don't think I've ever played a game where I capture so many planets and yet get so little, while the computers are able to take my best techs with ease. And this is on impossible difficulty, where the computer usually out-techs the player and so a few techs from computer races can really help out the player (and a computer race will usually have many techs to take). In fact, Meklar's techs the turn after I got battle computer 2 from them (with 205 troops on 16 factories) was:

   

I don't really know how the tech capturing works (other than "more surviving troops" and "more factories" increase chances/quantity of techs), nor how random events work (other than that it's supposed to help the underdog), but these are games where the player really didn't get much from tech-swapping in ground invasions while the computer races get a lot, and the random events favor the computer races even when they're leading already. Not to mention how the computer AI declares war randomly.

It's difficult to really get the flavor of variant rules (such as beam-only) when random stuff seems to outweigh the player's strategies sometimes -- in effect, playing a sophisticated version of roulette rather than a game whose outcome depends on the player's strategies. I'm guessing this is why a good deal of Imperium games restrict random events to be after year XXXX, or perhaps no random events at all, although this wouldn't affect how the computer vs player gets techs from invasions or how the computer races decide to declare war.

Anyone have some insight on how this stuff works, in terms of how the code rolls for the different random stuff in the game? I'd be interested to see if the code really does purposely screw the player on higher difficulties more often with respect to random events and techs from ground invasions, or if I'm just getting a bad streak. I'm using Kyrub's patch to generate new games and playing them unmodified.

Recap of the ground invasions:
Code:
User    Race      Year  Colony    Troops  Factories  Techs taken
Player  Mrrshan   2332  Stalaz    11      1          (none)
Player  Mrrshan   2335  Antares   32      19         (none)
Comp    Darlok    2336  Stalaz    18      1          (none)
Player  Mrrshan   2338  Stalaz    4       2          hyper-v
Comp    Darlok    2346  Antares   3       19         hand lasers
Player  Mrrshan   2404  Dolz      97      76         (none)
Comp    Silicoid  2412  Willow    23      72         hyper-v, personal deflector shield, range 7
Player  Mrrshan   2414  Xendalla  205     16         battle 2
Comp    Meklar    2415  Dolz      14      13         inferno
Player  Mrrshan   2415  Willow    15      72         class 5 shields
Player  Mrrshan   2417  Dolz      28      23         (none)
Comp    Silicoid  2417  Willow    27      72         ion rifle

Code:
User    Troops  Factories  Techs taken
Player  392     209        hyper-v, battle 2, class 5 shields
Comp    85      177        hand lasers, hyper-v, personal deflector shield, range 7, inferno, ion rifle
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Hey Vanshilar,

interesting that you bring up this point. Coincidently, I played a couple of Bear games yesterday (some of them were just unwinnable) and made comparable observations. It may be bad luck and just a subjective matter, but the AI tends to have a better tech grab after successful invasions. Furthermore, bad events seem to "favor" the human player (I rarely see an earthquake or the plague hitting the AI) and good events seem to favor (the strongest) AI race(s). I may check the strategy guide whether some of the referring game mechanics are revealed...

Back to the bears: I conquered a lot of planets and usually a warmup invasion (i.e. taking the first planet of an AI race) was needed in order to score more techs via the second invasion. E.g. I took the first fully developed Meklar colony with a lot of surviving Bears and only got BC2 with the Meklars being that galaxy's tech leader. The second and third developed colonies yielded better results.

But maybe our random sample is just too small? A human player could play several games with strange probabilities and still face an equally distributed universe. Anyways, I remember having a comparable discussion with Kyrub on MOM (I tend to have not a single Hero showing up at my wizards fortress during the first decades of the games) and he stated that the game mechanics seemed fair and it was just bad luck. wink

Just a small hint: Depending on the stage of the game and the galaxy size a smaller fleet is sometimes able to destroy the asteroid over a couple of turns (the Galactic news report the percentage rate of destruction), so never give up a colony on this event.
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I think the game was working exactly as intended. Let's go through:

GAME 1

* you start with a colonizable desert rich in a nebula nearby = you very lucky
* Darloks declare war immediately. What was the leader's personality? For example, declining trade and declaring war would not be out of character for a xenophobic expansionist, especially since your relations with Darloks always begin poor. Result = sounds normal
* radiated planet event is random but in this case the timing is bad = you unlucky
* Sakkras declare war immediately. Not uncommon since lizards and cats do not get along, even worse than with the Darloks. Again, what was the leader's personality? Result = sounds normal
* Council vote = computers voting for Sakkra. Probably really a vote against you since everyone hates the Mrrshans. Did you butter them up with tribute? Did you play diplomatic strategy? Result = sounds normal
* Also, if council vote was in 2352, you must be playing on a small map? Computer races face intense colonization pressure and will quick to expand borders forcefully.


GAME 2
* Silicoids have artifact and inferno ultra rich. Artifact = them lucky, ultra rich = typical Silicoid acquisition. Result = sounds normal
* More trade agreement declining. You won't automatically get a trade agreement if your relations are poor. Try buttering them up with tribute. Result = sounds normal
* Computer races do in fact work better together than with you, especially on impossible difficulty. Result = normal
* Wealthy merchant benefits frontrunner Silicoids. Good random events will more likely happen to less powerful races, but there is still a chance they will hit the frontrunner. Vice versa too. Result = lucky for Silicoids
* When you get a spy through, you do not have a random chance at everything they have. The stolen tech depends on the spy's successful die rolls. So for example, if your spy just barely squeaks through, you won't even have a chance at getting a high level tech. Unfortunately, no way to know how good the spy was. Keeping an eye on the enemy's tech and seeing which fields are available to steal can give you a ballpark on the highest level tech you have a chance at.
* Declarations of war are more likely as the enemy feels they have a military advantage over you. At impossible, this ratio is 3:1. Most humans seem not to build fleets, preferring missile bases only for long periods of time. However, if you trying playing and keep your fleet relatively current and closely behind in numbers, you can significantly reduce war.
* The large ships you were facing survived with few HP when your missile bases were destroyed. This is by design, and is the main advantage of large ships!
* The Alkaris gave you money for peace. This means they really did not want to keep fighting.
* Bases using class 2 shields when should have been 5 -- this sounds like a bug. I believe all missile bases should be instantly upgraded and you pay for the upgrade when you apply more spending on them. Not sure what's going on there.



FACTORY CAPTURE
Number of surviving troops has no effect. Every factory captured has a 2% chance of giving up a random enemy tech. On average, this means every 50 factories = one captured tech, but there is some randomness involved. Let's go through them (the first number is the captured factories):

1 = none = normal
19 = none = normal
1 = none = normal
2 = 1 tech = you extremely lucky
19 = 1 tech = Darloks quite lucky
76 = none = you rather unlucky
72 = 3 techs = Silicoids extremely lucky
16 = 1 tech = you quite lucky
13 = 1 tech = Meklar quite lucky
72 = 1 tech = normal
23 = none = normal
72 = 1 tech = normal

209 = 3 techs = you slightly unlucky
177 = 6 techs = computer pretty lucky



Two more notes: playing Mrrshan on small on impossible is the very hardest game of MOO possible. Also, I think you would really like the strategy guide. You can buy it on Amazon. It's the very best strategy guide ever made, by far. It explains all the things you are wondering about it precise detail and thorough depth.
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(May 13th, 2013, 03:43)Zygot Wrote: Playing Mrrshan on small on impossible is the very hardest game of MOO possible.

This is really all that needs to be said. Impossible is still a tough difficulty even after all these years that Master of Orion has been around, and the cats are the weakest race in the game. If you're playing on a Small galaxy, then it gets even harder still. Outside of some events hitting at the worst moment possible (which believe me, has happened to everyone who plays on Impossible frequently) there wasn't anything there out of the ordinary. Kitty's terrible diplomacy is the main reason why the Mrrshans are so difficult to play.
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(May 13th, 2013, 02:32)Nad Wrote: But maybe our random sample is just too small? A human player could play several games with strange probabilities and still face an equally distributed universe. Anyways, I remember having a comparable discussion with Kyrub on MOM (I tend to have not a single Hero showing up at my wizards fortress during the first decades of the games) and he stated that the game mechanics seemed fair and it was just bad luck. wink

Just a small hint: Depending on the stage of the game and the galaxy size a smaller fleet is sometimes able to destroy the asteroid over a couple of turns (the Galactic news report the percentage rate of destruction), so never give up a colony on this event.

Yeah, it's possible that because of the number of games I play that I'll inevitably come across a few where the dice rolls just keep going one way. Obviously I don't complain nor get annoyed about the games where I start off with an artifact and an ultra rich next to me, etc.

I gave up on the colony because I had my hands full trying to deal with invasions, so I didn't want to split my resources. Yes ordinarily I would've tried to save it.

(May 13th, 2013, 03:43)Zygot Wrote: * Darloks declare war immediately. What was the leader's personality? For example, declining trade and declaring war would not be out of character for a xenophobic expansionist, especially since your relations with Darloks always begin poor. Result = sounds normal
* radiated planet event is random but in this case the timing is bad = you unlucky
* Sakkras declare war immediately. Not uncommon since lizards and cats do not get along, even worse than with the Darloks. Again, what was the leader's personality? Result = sounds normal

I didn't keep that game so I can't go back and check. I'll be sure to pay more attention to leader personalities in the future though.

I'm certainly not saying that MoO has some master tactician behind the scenes saying "hmm what is the one random event that would really screw up this player's invasion strategy? I know, let's make the key planet radiated right after a computer race launches transports at it!" but that the random event really screwed up the works, and combined with the other dice rolls that went badly, well, the game just didn't go well. I colloquially call it "victim of probability": you know, that with all the rolls going on, someone is bound to roll 1's 10 times in a row and stuff.

(May 13th, 2013, 03:43)Zygot Wrote: * Council vote = computers voting for Sakkra. Probably really a vote against you since everyone hates the Mrrshans. Did you butter them up with tribute? Did you play diplomatic strategy? Result = sounds normal
* Also, if council vote was in 2352, you must be playing on a small map? Computer races face intense colonization pressure and will quick to expand borders forcefully.

Actually, it was a medium map. So having a council so early really caught me off guard. So I hadn't buttered up the other races yet because I wasn't expecting it. At this point though, yeah I was at war with everyone pretty much -- they declared war on me without provocation.

(May 13th, 2013, 03:43)Zygot Wrote: * More trade agreement declining. You won't automatically get a trade agreement if your relations are poor. Try buttering them up with tribute. Result = sounds normal

Yeah, I see a trade agreement as a luck thing. But that means that in some games I'll keep getting rejected over and over. Or is it that they'll always agree to trade once you've given them X BC or something?

(May 13th, 2013, 03:43)Zygot Wrote: * Declarations of war are more likely as the enemy feels they have a military advantage over you. At impossible, this ratio is 3:1. Most humans seem not to build fleets, preferring missile bases only for long periods of time. However, if you trying playing and keep your fleet relatively current and closely behind in numbers, you can significantly reduce war.

Yeah this was probably significant. Typically I'll have an early large ship at some point but here I was trying to play a beam-only map, but since it was unmodified, I didn't get any beam techs yet (got hyper-v, then hyper-x, then ion rifle). So if I had built anything it would've been outdated lasers or heavy lasers; hence I didn't have much of a fleet. Do the AI consider what type of fleet I have in deciding whether or not to attack, or does it just look at my upkeep (i.e. my fleet status bar) for this decision? I mean does a bunch of outdated ships deter the AI from declaring war?

(May 13th, 2013, 03:43)Zygot Wrote: * The large ships you were facing survived with few HP when your missile bases were destroyed. This is by design, and is the main advantage of large ships!

Oh I know, in fact I tend toward huge ships with auto repair whenever possible. But my bases have a certain chance to hit them (100% in this case since I was Mrrshan), and their ships have a certain chance to hit my bases (which was not 100%), but when the dice were rolled, multiple times I ended up just short; means it could have easily gone very differently.

(May 13th, 2013, 03:43)Zygot Wrote: * Bases using class 2 shields when should have been 5 -- this sounds like a bug. I believe all missile bases should be instantly upgraded and you pay for the upgrade when you apply more spending on them. Not sure what's going on there.

This ended up fixing itself several turns down the line; I had 5 shields several turns later. Yeah it was weird that it didn't apply instantly, I don't know why. It sucked for me though because it was in the middle of their invasions and those shields would've really helped.

(May 13th, 2013, 03:43)Zygot Wrote: FACTORY CAPTURE
Number of surviving troops has no effect. Every factory captured has a 2% chance of giving up a random enemy tech. On average, this means every 50 factories = one captured tech, but there is some randomness involved.

Well then assuming binomial distribution with 2% probability:
Probability of 3 or less successes in 209 tries: 39.7%
Probability of 6 or more successes in 177 tries: 14.6%
Probability of both occurring: 5.78%

I don't know if I should chalk this up to, given that I've played more than 17 MoO games, this was bound to happen at some point.

(May 13th, 2013, 03:43)Zygot Wrote: Two more notes: playing Mrrshan on small on impossible is the very hardest game of MOO possible. Also, I think you would really like the strategy guide. You can buy it on Amazon. It's the very best strategy guide ever made, by far. It explains all the things you are wondering about it precise detail and thorough depth.

Actually, I don't know about that. I was actually playing on medium (not small) map, but not sure how much of a difference that makes. I think generally the Mrrshan are held in low regard, but so are the Darloks, and I actually like playing as the Darloks a lot because I tend to steamroll the computers when I use them (other than some initial techs in planet/propulsion to grab planets, it's just purely computers and stealing from everyone else, and getting the races to declare war on each other in the process); I don't know if I simply have a different playing style that fits very well with the Darloks, such as having a separate spreadsheet of all the techs that the other races have so I know what tech field to choose when the steal menu comes up (and also keeping track of the relations, to know who to frame). What makes Mrrshan hard to play? If it's their diplo, well, Darloks have worse diplo but I can usually pull ahead anyway by framing (obviously, the cats aren't able to frame as easily though). Also, if it's that they tend to get into early wars, well, the attack bonus helps them quite a bit early on.

And yes, I'm very much into the game mechanics and the esoteric technical details of any game I play, so I'd very much like to get the strategy guide. I haven't gotten around to it though because I don't like to buy stuff online, but I'm sure it would answer a lot of questions I have about the game (especially since I focus on the details). Right now I'm looking into how the combat rolls are done, and finding that it doesn't seem to work "as advertised" (or, the way I understand it) based on what's given in the manual, so I'd like more information about it and lots of other stuff.

By the way: I did end up winning the second game. I ended up trading colonies quite a bit with the Meklars and the Silicoid (after they destroy/capture my colonies, I'd recapture those colonies when their fleet leaves), and slowly built up my techs that way. So my conclusion on all-beam game: doable, even as the Mrrshan on medium map on impossible. Although I wasn't able to do much until I got ion cannon in 2418 by trading 5 shields to the Alkari for it (which made them pretty strong defensively, but my main concerns were the Meklar and Silicoid) and my huge ship with heavy ion cannons was finally completed in 2437. So I would say, doable, but it would be really nice if the player could research ion cannon or mass driver or something, i.e. have some beam weapon available to use early on, rather than being stuck with heavy lasers.

Trying to kill planetary bases with beams was kinda funny, and yes, it was a race to stay ahead of the computer's shield techs. Also, I used ion stream projectors and warp dissipators, i.e. didn't limit my specials under "beam-only", but I can imagine that not being able to use things like warp dissipator would really hurt. I also built missile bases; not being allowed to build missile bases would also really hurt. I chose Mrrshan for the attack bonus, but I don't know if any other race would've been better for a beam-only game.
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Hmmm ... were you spending resources on DEF when Shield 5 came in? In my experience, MoO bases don't upgrade automatically; you actually have to pay the upgrade cost before the tech is applied - I believe you can have some planets with up-to-date shields and missiles while another is still using obsolete technology....
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(May 19th, 2013, 03:17)Vanshilar Wrote: Yeah, I see a trade agreement as a luck thing. But that means that in some games I'll keep getting rejected over and over. Or is it that they'll always agree to trade once you've given them X BC or something?

You can get a trade agreement at any time. However, success is dependent upon the AI's feeling towards you (current relations, number of tributes, oath breaker penalties, AI personality) and temporary modifier and a die roll.

(May 19th, 2013, 03:17)Vanshilar Wrote: Do the AI consider what type of fleet I have in deciding whether or not to attack, or does it just look at my upkeep (i.e. my fleet status bar) for this decision? I mean does a bunch of outdated ships deter the AI from declaring war?

I'm not sure, could be either way. I know the AI counts both ways in different circumstances -- in one case it assigns 1-4 points based on hull size, but when resolving AI-AI combat it somehow takes into account ship design.

(May 19th, 2013, 03:17)Vanshilar Wrote: Well then assuming binomial distribution with 2% probability:
Probability of 3 or less successes in 209 tries: 39.7%
Probability of 6 or more successes in 177 tries: 14.6%
Probability of both occurring: 5.78%

I don't know if I should chalk this up to, given that I've played more than 17 MoO games, this was bound to happen at some point.

Interesting. I don't really understand what this means though. crazyeye

(May 19th, 2013, 03:17)Vanshilar Wrote: What makes Mrrshan hard to play? If it's their diplo, well, Darloks have worse diplo but I can usually pull ahead anyway by framing (obviously, the cats aren't able to frame as easily though). Also, if it's that they tend to get into early wars, well, the attack bonus helps them quite a bit early on.

All races DISLIKE the Darloks except Humans. Problem is the Alkaris LOATHE the cats, the Sakkras HATE them, and the Bulrathis, Darloks, and Klackons DISLIKE them. Others are neutral. But overall they have the absolute worst diplomacy in the game, which affects every interaction with the other races, and once someone declares war on you, it can snowball.

Also their combat bonus just doesn't translate into that much of an advantage. Yes, you hit more and do more damage, but mathematically the Alkari bonus (especially when paired with Inertial techs) can be much more advantageous. They have no economic/research bonuses of any kind (edit -- excellent weapons, but what I meant was they lack more general advantages like psilon, klackon, meklar, etc). And their construction research sucks.

(May 19th, 2013, 03:17)Vanshilar Wrote: And yes, I'm very much into the game mechanics and the esoteric technical details of any game I play, so I'd very much like to get the strategy guide. I haven't gotten around to it though because I don't like to buy stuff online, but I'm sure it would answer a lot of questions I have about the game (especially since I focus on the details). Right now I'm looking into how the combat rolls are done, and finding that it doesn't seem to work "as advertised" (or, the way I understand it) based on what's given in the manual, so I'd like more information about it and lots of other stuff.

I've had a copy of the guide since it was published in 1994(?). It's great. I've been thinking about buying another and sending it to a book scanning service to get a PDF made. If that happens, I'll make it available somewhere.
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The real question is, can the random event likelihood be changed in the save file? I'd really love an End Of the World game where there is a 100% chance for someone to get an earthquake. smile
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(June 30th, 2013, 22:11)PlzBreakMyUmMap Wrote: The real question is, can the random event likelihood be changed in the save file? I'd really love an End Of the World game where there is a 100% chance for someone to get an earthquake. smile

Sort of. Each event only happens once in a given game, so you can't have e.g. an earthquake every year (or even every century). You CAN force an earthquake to occur early on in the game, but only by disabling all the other events and setting the "most recent event" year to the earliest possible date (which I think is 2300; the default earliest date for an event is 2340).
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