When I played this a lot as a teen in the late 90s I always did the creative turtle thing. I don't think I ever managed to win on Impossible back then.
Great game. Many technical improvements over MOO1 and some game play improvements like capturing ships and battle stars and ability to extract tech from them. But in my humble opinion it destroys the greatest game play feature of MOO1, the ability to run battles early and often and sometimes multiple battles in a single turn. This is the single most impressive game play feature of MOO1. The problem with MOO2 is it's diplomacy of sharing research and trade unduly punishes anyone who wants to test out their current tech level against another ai player current tech level in battle. What you end up with is many many turns of boring research nearly pointless because seldom are you going to use it in battle. But when you do battle MOO2 is still in a universe of it's own. Modern games simulate with little control given to the user or even ability to really understand what happened in the simulation. They are garbage in my humble opinion.
To counteract this defect of MOO2, play it with all species repulsive and compensate the ai with other perks consistent with that species specialty. Now you can try out attacking that nearby weak colony without heavy diplomacy penalty.
when he first showed at turn 28, i thought my empire (population) is still too small to justify the cost to hire him (60 BC for +20%). when he came back at turn 62, he was leveled up, and my empire had grown a bit, the investment (90 BC for +30%) seemed more worthwhile then.
Creative for 8 is still too cheap imho (it was only 6 in the original game). It's still a bit overpowered. I would give it 10 points. Or ideally, would mod the game as follows: Every race can research every tech, but has to pay the research points twice if they wish to research two techs in one category. That would remove hard choices like missile base vs. automated factories. Then, Creative could be lowered to 4 or 5 points.
When I played this a lot as a teen in the late 90s I always did the creative turtle thing. I don't think I ever managed to win on Impossible back then.
Looks like a good start, you always seem to have amazing luck, repulsive but finding an amazing hero hehe
Actually considered a restart after finding Kronos on the first system, but let's see where it takes us.
Orange! Is that the first time on a video? That's more shocking than the no-spoiler random events!
Hah, yeah this must be a first! Orange is the new Yellow. :)
never thought of elerian as elves, that may explain why their scientist/spy (can't recall which) have pointy ears
i want more!
'more' just happened. :)
Great game. Many technical improvements over MOO1 and some game play improvements like capturing ships and battle stars and ability to extract tech from them. But in my humble opinion it destroys the greatest game play feature of MOO1, the ability to run battles early and often and sometimes multiple battles in a single turn. This is the single most impressive game play feature of MOO1. The problem with MOO2 is it's diplomacy of sharing research and trade unduly punishes anyone who wants to test out their current tech level against another ai player current tech level in battle. What you end up with is many many turns of boring research nearly pointless because seldom are you going to use it in battle. But when you do battle MOO2 is still in a universe of it's own. Modern games simulate with little control given to the user or even ability to really understand what happened in the simulation. They are garbage in my humble opinion.
To counteract this defect of MOO2, play it with all species repulsive and compensate the ai with other perks consistent with that species specialty. Now you can try out attacking that nearby weak colony without heavy diplomacy penalty.
Hi rocco, how did you make it so that the items in the build menu was color coded? I saw it in one of your playthroughs. What mod is that?
it's a little mod that can be found on the MOO2 Discord server: discord.gg/45BnvY4
@@moo2mod thank you
Why did you delayed the financial leader?
when he first showed at turn 28, i thought my empire (population) is still too small to justify the cost to hire him (60 BC for +20%).
when he came back at turn 62, he was leveled up, and my empire had grown a bit, the investment (90 BC for +30%) seemed more worthwhile then.
Creative for 8 is still too cheap imho (it was only 6 in the original game). It's still a bit overpowered. I would give it 10 points. Or ideally, would mod the game as follows: Every race can research every tech, but has to pay the research points twice if they wish to research two techs in one category. That would remove hard choices like missile base vs. automated factories. Then, Creative could be lowered to 4 or 5 points.