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Darlok observations...

I'm currently winning my first Darlok game on impossible after several starts with disastrous diplo right off the bat. The key in this current game of mine was that the runaway AI, the Alkari, were already engaged in 3 wars with mostly erratic neighbors by the time the council vote came up, and I hadn't even met most of the other races, which allowed me to not only survive the first couple of council votes, but even vote for the Alkari safely and thus get on their good side, making sure that their unstoppable fleets were redirected elsewhere while I played catch-up.

I've found that, if you can get a reprieve from early AI dogpiling or lost council votes as the Darloks until, say, after 2425, then you can really have the game in the bag. The Darloks are a very "swingy" race--either you will do terribly with them due to bad diplo, or you will easily dominate once you steal some good techs and get your industrial base set up. When stealing techs, you can also use the opportunity quite often to frame others, thus setting intra-AI wars in motion and distracting them with fighting each other.

I have a feeling that the Darloks would dominate on the special asteroid mapscript that makes a lot of stars asteroid belts and postpones the council vote until someone captures Orion. The Darloks start the weakest and end the strongest, and the longer you can put off that council vote, the better. Even if you have to face one AI opponent in an early war, it is tough, but nearly always doable (unless they are a runaway Alkari or Psilon with a huge tech lead). Facing more than one, much less a final war, is where things start to become hopeless...

Other "swingy" races: the Bulrathi (very powerful situationally, while sometimes their advantages will go unused). And the Silicoids (great if there are hostile mineral rich planets nearby, not so great if the nearby planets are small, habitable, poor ones, in which case the Silicoids are just flat-out worse).

I wonder, which races are the least "swingy"? With which races does one tend to have the most even of chances with from game to game (whether those chances are good or bad). I'd say the humans have pretty evenly good chances in any game due to good diplo, which lets the strategic situation evolve more on your own terms according to whatever timetable happens to work best for you in that particular game (you might need more or less time to catch up in any given game). The Meklar are more consistent too, by virtue of the fact that their relative economic success is not as contingent upon having just the right sorts of planets nearby and planetology / propulsion tech in one's tree to snag a lot of planets early on. (Ref's Meklon gambit of deleting the starting colony ship is the perfect example of this. You know that you can at least be guaranteed in any game of having at least 1 superworld at Meklon). The Klackons, Psilons, and Sakkra I would consider to be a lower tier of "dependable and good." On the other hand, the Mrrshans have pretty evenly bad chances in any game, I'd say.
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I actually like the Darlok quite a bit, and was surprised to see them commonly ranked so poorly. With them, I tend to put all my research into computers and maybe one other tier (such as weapons or planetology), depending on conditions, and steal everything else with my high computer tech. The drawback is that to know what tech I should choose to steal from each player, I tend to end up having to record what techs from each player I'm missing on another spreadsheet (i.e. on another computer, since alt-tabbing sometimes screws things up), which I have to update every turn or two. So it's somewhat more tedious. But I actually like them quite a bit.
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Old thread but since I'm a newb I hope you'll permit me.

I've been playing Moo for years and I just discovered how much fun the Darloks can be. I'm currently riding a long streak on impossible (I employ a few cheats when starting a game to insure a fighting chance and I hate the vote and refuse to let a game end that way). So many games I should have lost and somehow won. There ain't nothin' like stealing Planetary Shields or the Biotoxin Antidote just as the enemy armada arrives to decimate your best planet.

In one game a couple of days ago I was down to just my home world and sued for peace with the Psilons. So I stole their best ground fighting tech and reclaimed my colony. I kept stealing their tech and managed to hold them off when they counter attacked. Now I had the range and weapons to find a weak neighbor I could pick on. So now I'm using the Psilon tech that I stole to grab weak neighbor's planets (and being rewarded with their tech in the process), and before you know it it's just the Psilons and me that are left and we're equal in power. I put all my research into propulsion and once I had the Subspace Teleporter I grabbed a cold one and enjoyed every second while I destroyed every one of there planets. I can't imagine that comeback with any other race. It was a lot of fun.
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