It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Hello and welcome to the Master of Orion Early Access 1. We're excited to get your feedback on the six races currently implemented. Please use this thread as a central location to discuss what you like, what you dislike, and any other thoughts you might have.

The following is a list of the six races in Early Access 1:
- Alkari
- Bulrathi
- Human
- Mrrshan
- Psilon
- Sakkra
Post edited February 25, 2016 by schnellerdamon
avatar
schnellerdamon: Hello and welcome to the Master of Orion Early Access 1. We're excited to get your feedback on the six races currently implemented. Please use this thread as a central location to discuss what you like, what you dislike, and any other thoughts you might have.

The following is a list of the six races in Early Access 1:
- Alkari
- Bulrathi
- Human
- Mrrshan
- Psilon
- Sakkra
So far the races seem far too generic when compared with MOO or MOO2. Notably the lack of different government types, the fact that most races share a trait (Human and Psilon both start with government) means they are not as distinct as they should be.
Yeah, where is the government type listed and what are the benefits?
Alkari: Artifacts and + defense, both classics. Great

Bulrathi: Does their high-gravity feature effect their ground troops? If not, Bulrathi need a + to ground troops (or the extended barracks that the Mrrshan's get) for thematic reasons

Humans: Weak right now. In both moo1 and moo2 humans had a small research bonus. In moo1 they had "excellent " shield research, and 2 "good" research with no "poor." In moo2 they had bonus research from democracy. They could could use that small bonus again.

Mrrshan: Swap extended barracks with a + to beam weapon attacks. Mrrshan's whole theme has always been + to beams.

Psilion: Are there more specifics on the effects of "low gravity?" Other than that, looks good

Sakkra: Looks good
Psilon's Low Gravity should confer a negative combat bonus to ground combat (-10 in MoO2).

Bulrathi's High Gravity should confer a positive combat bonus to ground combat (+10 in MoO2), should also grant them more HP or some such because of their hardier nature.

Alkari get +Beam Defense, which is good. They also have Artifacts Homeworld which is good. Query: Does Artifacts Homeworld give the chance to discover a random tech? It only gave a bonus to research in MoO2. Figured it could have a chance to grant a random free tech (once or twice) whenever researching a medium/late field.

Mrrshan don't get +50 Beam Attack (if not +50, then an equivalent number that doesn't seem overpowered)- which is thematic for their warlike/aggressive nature. Extended Barracks seem kind of... meh.
AI doesn't seem to ever use planet construction, asteroid lab, etc. Just uses factory to build outposts and that's it.
seconded on that.. I am 2 for 2 games for being the winner. the AI needs to step up it's game to be competitive with me :D
I'm going to second post on Humans being weak, in MOO2 Humans were Charismatic which gave them a bonus to diplomacy and a bonus to getting good leaders early. It was the chance to get good leaders early that made the charismatic trait worthwhile. If you got a good colony leader early it more than compensated for the Human's other weaknesses.
You know what? It's a bit hard to comment on race balance just at the moment, and I think it's got something to do with the Humans seeming weak:

"Counterespionage: -25%".

Am I correct in thinking that this advantage currently does nothing whatsoever? :)
Will the CE Race (Terrans) have unique traits that unlock for custom races if you own the collectors edition? (would be nice - without new trait you can just copy the whole race with a custom race?)
More AI feedback.

AI generally won't "sacrifice" won't attack colonies with starbase/missile base early with destroyers even if it as a distinct advantage, because, I presume it knows it will lose most of its stack of destroyers. Whereas we humans know that's fine even if you've only got 1-2 destroyers left, you'll still be able to bomb the planet and crush the other guy.

Happened at least twice that AI ran from planets it should have attacked solely because Starbase/Misslebase present.

Race-wise: all default races need to be beefed up (Psilons aren't a problem if you attack them early, they don't have a lot of early defense, so a stack of five destroyers built early will take them out).

Which brings up the five-destroyer problem. If you build a fleet of five destroyers early you can take out the nearest race, you'll have trouble after that, but right now no race is prepared to deal with five destroyers early in the game.
Sakkra) I played Sakkra for a short while didn't really notice any population bonus. Very disappointing.

Mrrshan) I played Mrrshan best thing about them has been their Uber Planet grasslands. Ultra Rich Desert becomes grasslands and no longer produces pollution great. Mrrshan need bonuses to beam attacks, but then again who cares because beam weapons are pointless in this game, the age of Missiles is upon you! It would be nice if they had a Command Point bonus.

Psilon) I played as Psilons, noticed the tech speed, but definitely miss creative(Seems to me this could easily just cover those few tech that force rulers to choose which aspect of a tech they learn, creative doesn't have to choose, they just learn them all ).

Human) I think diplomacy is too difficult to maintain to think humans would be worthwhile and when espionage comes to play they will just be worthless.

Alkari) Alkari Beam Defense is silly when Missiles rule the galaxy. Artifacts? My Mrrshan game began with an Artifact Homeworld (Anyone who plays the seed get an artifact homeworld +2 research..meh)

Bulrathi) Bulrathi I started with a rich home world but in my first Psilon game first random event and my homeworld turned rich so meh. They In my opinion Bulrathi should get a bonus with terraforming, or converting a Gaia planet.

I've won all my games except Alkari quit because advisor screeching at me became too annoying and Sakkra just disappointed me too much.

Favorite Races are *Psilons* but tech comes so fast as whatever race you choose to play that their advantage seems redundant.

*Mrrshan*, because Uber Grasland Huge Ultra Rich Planet says the Cats will rule the galaxy!(Seems more like something Bulrathi should be able to do, Uber planets!

I must say I've been disappointed in the Race differences or lack thereof in the game.
Need to bring back

-Much more selective Tech in the Tech tree (Then give Psilons Creative). At least 1/2 the tech should be selective.

-Government Types (Feudal, Unification, Dictatorship and Democracy).

-Make Beamed Weapons relevant by allowing subsystem targeting with beamed weapons.

Then the races will be distinct.

Also I want to be able to turn off advisors. Haven't figured it out yet. Understand why they're in game for new players, but would prefer just text notifications of important things (pollution increasing on a planet) since I know what's going on.
After some more time with the game, more specific suggestions, some reiterations.

Humans need either a small bonus to research or BC production, or should get a solid bonus on trade treaty and research treaty returns. This would help simulate the passive BC and research bonuses they had in Moo1 and Moo2.

Psilion should regain their "creative" trait which gives them all technologies at any branch that requires a choice. I think plenty of techs already give you the choice mechanic, but maybe a few more could be added.

Mrrshan should get a bonus to beam weapon accuracy and possibly damage (including PD weapons of course).

Bulrathi need a bonus to ground troops unless high gravity does that already. Would also love to see them get a small bonus to ship hitpoints.

I disagree with the idea of adding governments, I don't think its necessary to vary the races. A couple small tweaks and we're already there I think.
avatar
akjone02: After some more time with the game, more specific suggestions, some reiterations.

Humans need either a small bonus to research or BC production, or should get a solid bonus on trade treaty and research treaty returns. This would help simulate the passive BC and research bonuses they had in Moo1 and Moo2.

Psilion should regain their "creative" trait which gives them all technologies at any branch that requires a choice. I think plenty of techs already give you the choice mechanic, but maybe a few more could be added.

Mrrshan should get a bonus to beam weapon accuracy and possibly damage (including PD weapons of course).

Bulrathi need a bonus to ground troops unless high gravity does that already. Would also love to see them get a small bonus to ship hitpoints.

I disagree with the idea of adding governments, I don't think its necessary to vary the races. A couple small tweaks and we're already there I think.
Disagree about governments. Was always crucial not just for default races, but for customized race design.

That said, if you implement more selective techs (and you should) then I agree Psilons need to be creative, again.

Humans need help without charismatic and leaders. In MOO2, Humans were quite weak, but an early good leader (which they would got reasonably often) could transform their early game. Honestly, I'd bring leaders back and give Humans charismatic.