Posted February 14, 2023
edit: this is for MOO2
Settings: Small Galaxy, Average tech, v1.5 (or 1.3), Impossible AI
Enough negative picks to get 10 extra points. I like feudal, -1 research, -1 spying.
+25 ship defense, +50 ship attack, large rich homeworld, telepathic, warlord
As soon as the game starts, transfer all scientists to production and start up a cruiser. No research at all, and no buildings either, this is all at war.
Cruiser design: 3 heavy mount lasers, 2 sets of 6 Point Defense lasers (for some reason spreading them out makes them less buggy)
This thing WRECKS any early game defenses. You just sit there at long range plinking away with your heavy mount lasers. Thanks to all the attack and defense bonuses, you can hit them but they can't hit you. Any missiles they fire will get gunned down by the PD lasers. I find that I do have to rotate them each turn to make sure the missiles move and don't double up, but as long as you stay patient and do that, you can take down any star base or early ships with ease. Then Mind Control and bam, instant win.
Thanks to feudal and going all-in on production, you can build one of these cruisers in about 17 turns. I know there's other builds that can get it done slightly faster, but none that completely dominate early warfare like this can. If you get lucky you might get a ship leader and gain even more bonuses. I've found I can usually conquer the entire galaxy before anyone has time to build a serious defense. And even if they do, it's easy enough to keep building more warships or refit them with stolen tech.
Anyone else try this? I've always heard that "early game is about missiles" or "ship attack/ship defense picks are terrible value." But I feel like this build is unstoppable, unless you get stuck out of range and with nowhere to place an outpost. In my most recent game, I won in 46 turns without breaking a sweat. That's faster than most races will even have a serious warship built.
Settings: Small Galaxy, Average tech, v1.5 (or 1.3), Impossible AI
Enough negative picks to get 10 extra points. I like feudal, -1 research, -1 spying.
+25 ship defense, +50 ship attack, large rich homeworld, telepathic, warlord
As soon as the game starts, transfer all scientists to production and start up a cruiser. No research at all, and no buildings either, this is all at war.
Cruiser design: 3 heavy mount lasers, 2 sets of 6 Point Defense lasers (for some reason spreading them out makes them less buggy)
This thing WRECKS any early game defenses. You just sit there at long range plinking away with your heavy mount lasers. Thanks to all the attack and defense bonuses, you can hit them but they can't hit you. Any missiles they fire will get gunned down by the PD lasers. I find that I do have to rotate them each turn to make sure the missiles move and don't double up, but as long as you stay patient and do that, you can take down any star base or early ships with ease. Then Mind Control and bam, instant win.
Thanks to feudal and going all-in on production, you can build one of these cruisers in about 17 turns. I know there's other builds that can get it done slightly faster, but none that completely dominate early warfare like this can. If you get lucky you might get a ship leader and gain even more bonuses. I've found I can usually conquer the entire galaxy before anyone has time to build a serious defense. And even if they do, it's easy enough to keep building more warships or refit them with stolen tech.
Anyone else try this? I've always heard that "early game is about missiles" or "ship attack/ship defense picks are terrible value." But I feel like this build is unstoppable, unless you get stuck out of range and with nowhere to place an outpost. In my most recent game, I won in 46 turns without breaking a sweat. That's faster than most races will even have a serious warship built.
Post edited February 14, 2023 by Luddite_