Pages

Saturday, August 29, 2015

Master of Orion II: Bulrathi

See Master of Orion II: every race for introduction and links to games with other stock races.

Next race on the list are Bulrathi. Bearlike/doglike race specialized at ground combat. In Master of Orion I they had +25 ground combat bonus which gave them big advantage when invading planets early on and 20% discount on construction and weapon technologies which could potentially make their ships more dangerous with better armor and weapons plus more space for weapons. 25% more expensive computer techs penalty on the other hand meant they had harder time building those ships due to lower robotics control level and weapons were be somewhat less accurate.

In MoO II their traits got more diverse but still centered around ground combat: "+20 ship offense", "+10 ground combat", "high gravity" and dictatorship government. Ship offense bonus is simply extra beam accuracy, not a big deal but makes beam ships efficient slightly sooner. Ground combat is also flat bonus but with more significance than ship offense. In technologically even match +10 bonus makes 20% more chance to win a roll giving the 3:2 advantage (60% vs 40%). Interestingly +10 is not the biggest racial bonus for ground combat. Maybe developers felt Bulrathi needed an edge in space combat more then all the ground combat bonuses. High gravity trait is real kicker and it makes quite a number of changes. Homeworld becomes high gravity planet and the race receives immunity to 50% penalty on to high gravity worlds. This in a weird way translates to industry bonus, thing is rich and ultra rich planets tend to have high gravity. Large and huge planets too. When ordinary races come across large rich planet, they usually have to wait until midgame for planetary gravity generator building in order to eliminate gravity penalty. High G races on the other hand can fully exploit such planets from the start. Since high G races don't really need planetary gravity generator technology they are free to choose another tech from the field, either a gravity beam (strong midgame weapon) or a tractor beam (a special weapon that reduces target's combat speed, potentially immobilizing it). Cool thing in MoO II is ground combat in space, under certain conditions ships can be boarded and either raided or captured. Raiding damages or destroys random equipment such as weapons, shields, engines, computer or special equipment. If engines get destroyed, ship's warp core "breaches" and the whole ship explodes. Capturing ships is more lucrative business, captured ships can be used against their owner or scrapped for cash and new technologies if the ship has equipment unknown to captors. In order to board a ship one has to either get close to immobile target, teleport marines or land assault shuttles on it. Not the easiest task but some techs like the aforementioned tractor beam make it more reliable. And there is one more thing with "high G" trait, it gives an extra hit point to marines so in a way it directly improves ground combat odds.

In this game I had much more luck with starting location, two systems with artifacts, one with space monster and one unguarded. Ecu, the unguarded system had three decent planets, small ultra poor terrain with artifacts, large swamp and medium desert. Doesn't sound like much but unlike random barren or radiated planets usually found in vicinity of the homeworld, those are self-sustaining climates. Early on that that helps a lot, you don't need as many freighters and you don't need to dedicate your homeworld to farming and supporting colonies. Joseki, the system guarded by space hydra had only one planet but it was almost as good as Orion, large ultra rich gaia with artifacts. Hydra has strong attack, 3 beam attacks that always hit (like mauler device) and can do up to 60 damage but unlike space eel it lacks missile defense so swarm with 10+ missile frigates can kill it, especially if it chooses to attack missiles instead of ships.

By the turn 90 I've colonized Tyrius in the middle of galaxy, made contact with all other players, Sakkra, Humans and Trilarians and got some more lucky rolls: colony leader with megawealth and random event that turned my homeworld ultra rich. At that point luck made the game too easy. Only thing stopping me from attacking space hydra and colonizing sweet Joseki world was space flux, a random event that prohibits space travel (freighters can somehow still move food around). When space flux passed I've included Joseki to my economy and along with Sakkra became a candidate for Galactic Council. For some reason Humans were upset with me voting for myself and declared war on me. I really couldn't figure out why, I wasn't spying them, we were at good terms, they were not in the alliance with Sakkra, haven't had erratic personality and I had bigger fleet. They had bad planets though, were they trying to expand over me, why not invade Trilarians? I had no problem with war, destroyers with beams (3 AF AP ND lasers, tritanium armor, class I shield, battle scanner, heavy armor) started to replace not so old missile frigates and Human's Ussika system fell quickly. After 10 turns and some espionage they gave up, gave me gyro destabilizer and asked for peace. I agreed, I wanted Humans to use their research potential to get technologies I would either trade or steal, not to fight me. Sakkra on the other hand was one I wanted to test my fleet against so I tried to provoke the war by demanding terraforming. They knew what I was armed to the teeth and gave me the technology. Reluctantly I left them alone and went back to building up my economy.


Then Humans made a wrong move, demanded tribute and declared the war when I refused. I don't know what went wrong with them, they had no economy, focused on espionage technologies and were underestimating me despite all numbers showing they had no chance to win. Oh well, my ground troops set foot on one more system, Muru and as I was about to attack Aldebaran they asked for peace. Few turns later Trilarians asked me for alliance and I accepted, curious in which trouble would it lead me to. And then the game fell apart, on turn 231 Humans surrendered to Sakkra. I was facing a boring game of either eradicating Sakkra from all planets or being elected as the leader of Galactic Council once again.

After some thought I've decided to end the game by punching Antarans in the face, I mean, with ground combat/space marines and started to work my way up the tech tree. War between Sakkra and me finally broke out, I demanded Zortium and they violently refused. I attacked and conquered Aldebaran and they launched surprise attacked on Ursa with 4 battle ships and 6 smaller ships. Nebula around Aldebaran prevented me from pulling back my attack fleet so I had to defend with spare a little fleet around my shipyards, 2 destroyers and one cruiser. It was enough to win and also to capture one of their ships by losing only the cruiser and the star base. Scrapping captured ship gave me zortium armor and I've started to rebuild even stronger defense. Few turns and one Antaran attack on Aldebaran later Sakkra ceased fire and gave me Sol system. On top of that I demanded peace with Trilarians which they refused. For the rest of the game I've tried to keep Trilarians alive but they were hopeless. I've parked my ships in Trilarian systems hoping to destroy incoming fleets but Sakkra's turn was processed before mine and attacked and bombard to oblivion my ally before I had chance to drive them off. I tried giving Trilarians technologies and money but no amount was enough to keep them safe from invasion so in ended up giving them Sol system where I've built every defense building. By the turn 300 I've stole adamantium armor from Sakkra and attacked Orion. Rewards I've got were xentorium armor, death ray, particle beam and reflection field. I hoped for damper field but no luck this time.


50 turns later with few hyper advanced upgrades I was confident enough to attack Antares. I've made some bad choices along the way, picked stealth suit over personal shield and energy absorber over megafluxers so my ships and marines were not as strong as they could have been. For a good measure I've compensated quality with quantity. Antaran ships fell quickly after being immobilized by tractor beams and raided. Only one of their cruisers survived the first turn. On the second turn whole battle was over, I lost only 3 out of 17 battle ships.


The design I ended up with was a battle ship with phasing cloack, subspace teleporter and two tractor beams and mauler devices. I haven't had space for more weapons and had to wait for 3rd hyper advanced physics to even get this much. That's why I regret not having megafluxers especially since I didn't even use energy absorbers. I could have gone with less defense, when star fortress got first opportunity to fire it has completely destroyed two of my ships so automated repair was useless and shields could have been omitted without losing too much survivability. Image above shows my ship design and Antaran's star fortress before being destroyed. Look at how much damage raiders made. Luckily security stations was destroyed early on so odds were not too bad, 90 vs 110 other equipment followed shortly but weapons where hard to dispose of. When damper field got destroyed it was an easy task to destroy the station with mauler devices. All in all I've got my taste of Bulrathi both in ground combat and space combat, I had opportunity to play with tractor beams but the game didn't last long enough for transporters to come into play. Shame the game got derailed in the middle and AI players managed to research so few technologies. I was looking forward to powered armor technology which adds one more hit point to ground troops and space marines but is in the same field as robo-miner plant - a must have midgame industrial building. Maybe it would have happened if I was willing to trade strategic technologies like planetary supercomputer and aforementioned robo-miner plant.

Friday, August 14, 2015

Master of Orion II: Alkari

See Master of Orion II: every race for introduction and links to games with other stock races.

So, I've decided to play Master of Orion II with stock races and first race on the list are Alkari. They are also literally first on the race list in game (which is incidentally sorted alphabetically) and I never actually played with similar race.

Alkari are one of the many races MoO II inherited from MoO I. They are birdlike creatures who excel at piloting ships and hate catlike Mrrshans. In MoO I they had +3 to ship defense (roughly +30% to evade beams and missiles) and 40% discount to propulsion technologies, meaning they could improve ship speed, range and evasion faster.

In MoO II they have "+50 ship defense" and "artifacts homeworld" perks and "dictatorship" government. Ship defense bonus is large, +50 points to beam evasion and hidden +25 to missile evasion. It's basically inertia stabilizer without turning speed improvement. The bonus is not very useful early on when everybody use missiles and you don't have more defensive technologies. It's also no help versus space monsters since most of them have weapons that always hit. Once you get equipment for competent beam ship, the bonus will help you a lot. Paired with ECM jammer and trained (regular crew) it yields 102 missile evasion vs normal missiles and 67 evasion vs ECCM missiles which translates to 9.5% and 32% chance to be hit with no scanner and 73% with neutron scanner. Add inertia stabilizer to the mix and chances fall down to 3.4%, 14% and 48% respectively. Not bad considering it's usually hard to evade missiles. Evading beams is much easier, with this bonus and inertia stabilizer all ships would have at least 140 beam evasion and small ships with veteran and elite crew would be over 200 making them impossible to hit with beams without serious dedication to accuracy which AI doesn't do. Artifacts homeworld perk is there to get you faster to the mid game. It gives +2 research points per scientist on the homeworld only, that's 8 extra points on turn 1. With it getting research laboratory tech takes 8-9 turns less, about 5 turns less to get automated factory and almost 20 turns less to get planetary supercomputer. Great time saver early on and extra time can be used to either maintain technological lead or expand. Dictatorship is default government type in MoO II, colonies has to have barracks to mitigate 20% morale penalty and spy defense is increased by +10 points. Advanced form of dictatorship, imperium removes "no barracks" penalty while keeping +20% morale bonus from barracks, raises spy defense bonus to +20 and most importantly increases command points by 50%. Command point bonus is big deal, depending on the stage of the game you'll be spending 60% - 80% of command points on ships protecting owned systems. 50% more command points means your attack fleet could be twice or four times larger without having to pay maintenance fee. And that is recurring theme in the Master of Orion II, almost nothing is plain.

My starting location was near the center of the map (see the galaxy map below, Altair is my homeworld but as MoO player you already know that :)) so I've found Orion system and made contact with other races very early. First race I've found were Klackons at the bottom left corner but due to absolutely no suitable unguarded planet to colonize near starting system I was weak economically and it took some time to establish trade agreement with them. Trading techs certainly helped there. What didn't help was failed attempt to kill space eel guarding Yifne system. There were two large planets with decent climate and one was ultra rich. For some reason I though interceptors are going to synergize well with defense bonus and attacked the eel with two destroyers, each with one interceptor squadron. The eels have plasma flux weapon (stronger version of pulsar, area of effect weapon, always hits) and lightning field special (50% chance to destroy incoming missiles, torpedoes and fighters) which made it really well defended against early weapons, especially interceptors. Fortunately both ships successfully retreated and since I haven't had economy to make a swarm of missile ships I've abandoned the campaign for the time being. So I've tried my luck at the other end of Urna wormhole and hit the jackpot. There was Oshi system with large arid planet. I've made an outpost at Urna system and escorted colony ship with one of carrier destroyers to Oshi. Oh boy, I had reasons for military escort, it was on the other side of the galaxy and near the Mrrshan homeworld. It was only matter of time before they attacked. But before that I've made contact with Humans and started trading shortly after. My economy was good, research was getting even faster and trade got me couple of interesting techs, fusion bomb, missile base, mass driver and deuterium fuel cells. That made me free to research other techs in the same fields, most importantly class I shields and tritanium armor. By that time I've researched planetary supercomputer and soil enrichment on my own. When Mrrshans attacked I still had interceptors on my destroyer defending Oshi. I managed to destroy most of attacking fleet except the last ship. Thing is this game likes to round down numbers, if a squadron of 4 fighter loses a single member, it won't relaunch after returning to carrier. Since I had only one squadron per carrier it meant the carrier was useless after interceptors returned. I lost Oshi to ground invasion but as it turned out it was only minor setback. I've refitted remaining destroyer with autofire lasers, built another one plus a troop ship and liberated Oshi with them. No buildings and population was harmed in the process so I could continue where I've left of. The moment I've showed up in their Derke system (I've built one more destroyer so I can defend Oshi and attack with two ships) they requested peace and gave me 10% tribute. I've accepted it, ordered my fleet to return and demanded fusion drive, a technology I've hoped to gain during the war. To my surprise they agreed.



Then for some reason Humans declared war on me. There were few skirmishes at Urna system, I've lost an outpost, they lost half a dozen destroyers and almost as much frigates, I attacked their colony but didn't have enough bombs to destroy fighter garrison, made even bigger fleet, sent it to Urna, they got scared, asked for peace, gave me tachyon communication technology and all was good. Klackons declared war on me too, somebody framed me for espionage. Truth, I had decent number of spies but I was sending them to steal from Humans during the war and was honorable to those I was at peace with. After losing two battleships at Oshi they didn't make any more attacks. The reason was Antaran intrusion, they repeatedly attacked their colonies and destroyed their economy. Finally there was some period of peace. That gave me time to make few extra warships, a colony ship, kill space eel and colonize sweet Yifne system. Then Antarans attacked me at Altair. It was intense battle, I had a star base, fighter garrison, missile base and radiation shield on the planet and four destroyers armed with two autofire mass drivers (tritanium armor, fusion drive, electronic computer, class I shield, battle pods, battle scanner, inertia stabilizer and ECM jammer). They had four frigates and two destroyers. I barely survived, as I was destroying them one by one they had less and less cannons to shoot down nuclear missiles from planet, I've lost all ships and the star base but they were good distraction (ship defense bonus helped a lot) while nukes were doing the real damage.

Guess who made an audience with me then. Mrrshans! They asked for 5% tribute, I said no and got myself another war. Reason for rejection this time was my economy relied on every penny because I've lost trade agreement with Humans and Klackons and I was really looking forward to build up new colonies. Mrrshans reasoning was that I was weak after Antaran attack because I lost two thirds of my fleet. What they didn't take into account was that my fleet was made of powerful destroyers. The thing with destroyers is they can be built anywhere (bigger ships require star base) and on well developed colony it only takes two turns to build one. War was usual one, they attacked Oshi, lost a battle, brooded for a while and asked for peace when I positioned my fleet for an attack. At least my spies stole the merculite missile tech in the process. There was peace again, much longer then the last time. I've researched terraforming and started to colonize all the barren planets in vicinity, Herschel system, smaller planet in already colonized systems and Weg system near Klackons. I also colonized radiated planet in Urna system, Humans for some reason took toxic one. Then Galactic Council elections started. At the first few elections Klackons and Humans were candidates but after Antarans decimated Klackons and I expanded a little, I was there against Humans. By that time I've seen enough of Alkari, rapid early research, almost impossible to hit ships and Mrrshan opinion of them so I've decided to end the game through Galactic Council if the opportunity presents it self. So I started advancing construction field all the way up to advanced city building technology and taking planet construction in the process. My economy was thriving, military was strong in both quantity and quality. I moved from mass drivers to neutron blasters, upgraded shields to class III and armor to zortium.

There was one last war, for some reason Humans felt strong enough to demand Oshi system. I turned them down, I don't like giving away colonies. I would amuse them if it was small system but Oshi was the best system in my empire (two large planets, one small ultra rich and one normal). I said no, nope, not a chance no matter how charismatic you are and they responded with war next turn. Their first attack was at Altair no less. Again I defeated them with smaller ships without losing any. I've tried to remove them from Urna with experimental cruisers that had shield capacitor instead of ECM jammer but planetary defenses bested them. Simultaneously they colonized the Rotan system in the nebula and blockaded Herschel system with a single frigate. Colony in the Herschel system had a missile base so it was safe from invasion but it still took 50% blockade penalty. I had only one destroyer to spare, others were patrolling in other systems or blockading Urna, and sent it to bomb Rotan. I managed to destroy all buildings but couldn't finish off the last unit of population in a single turn so I've sent the ship to defend Herschel. I've attacked a frigate "blockading" my system but it had leader with defense bonus which prevented me from destroying it fast enough and it retreated to Rotan. It was a game of a cat and a mouse. I've decided to go offensive and attacked Rotan again while Human frigate came back to blockade Herschel. It took me three turns to finish off the Human colony in Rotan but when it was done, frigate didn't have enough fuel range any more to maintain the blockade and was forced to retreat. Other Human colonies fell soon afterwards, I've built another batch of cruisers (with ECM jammer this time), bombed Urna, bombed Elcorno and moved toward Sol, Human homeworld. When they saw the fleet, Humans offered hyperspace communication and asked for peace. I accepted.

I continued to arm myself expecting another war, building cruisers and upgrading them, swapped neutron blasters for graviton beams, fusion bombs with antimater ones, upgraded shields to class V and added hard shields in case of Antarans. In the mean time I expanded myself in the nebula colonizing Rotan and Grus and worked to improve relationship with other races. Klackons were still angry with me for espionage I have not done but eventually they accepted a non-aggression pact which improved relation enough to establish trade and research agreements which in turn improved relations even more. Mrrshans were a bit more agreeable to trade with me. Few elections passed and everyone voted for Humans. Since they together had less votes then me alone, no leader was elected. My fleet grew large and powerful enough to consider conquering Orion system. As I was refitting my older cruisers and preparing colony ship, Antarans appeared on the map, two cruisers 5 turns away from Altair. Not a big threat but nice opportunity to get some endgame techologies. I postponed my Orion campaign and started to build "assimilator" ships, battleships armed with assault shuttles and limited defenses, designed to capture ships. I calculated there would be three assimiltors when Antarans attack but then suddenly I won the game, two turns before battle with Antarans. There was Galactic Councile election and Klackons voted for me, though I think I would have won election anyway at that point.


Yeah I won! Still I was curious how many Antaran ships I could have captured and which technologies I would get from them and Orion. Loaded game few turns prior victory, refused to vote in Galactic Council, fought Antarans and successfully captured one cruiser, other self-destructed on capture. Scraping Antaran ship gave me particle beam and neutron bomb technologies. Then I've sent 10 cruisers to attack Guardian and won losing 4 ships. Orion gave me death rey, xentorium armor, reflection field and spatial compressor technologies.


All in on all it was a great game, challenging starting position, good AI interaction, interesting battles, nothing got too broken. And Alkari have demonstarted their strengths and weaknesses.

Wednesday, August 12, 2015

Master of Orion II: every race

Master of Orion II is an old game and I'm still playing it. It can thank it's longevity to the deep race customization and the research system that makes a player choose one path over the other. At first I was mainly playing it with "creative" race (gets all two or three technologies when advancing a field instead of only one) variations and occasionally with non-creative race (but not "uncreative") to try out some more powerful but risky combinations. Few years back I've played around various gimmicks, diplomacy, espionage, ground combat, missiles only, small ships only, etc.

Reading about stock races in both MoO I and II (mostly comments how they suck in multiplayer and how some races are plain weak) I've realized I haven't played most of them. I've played stock Psilons, Silicoids and maybe Humans on one of my first few runs. Psilons are only stock race with "creative" perk which makes them a great race for learning the game and OK choice for higher difficulty levels. After learning the game mechanics I, like most people, had tendency to play with custom races that were "creative" but had other perks different from Psilons. Problem is "creative" gives false sense of power, yes you have all the toys at disposal but wisdom in choosing technologies and little espionage can make you equally versatile and some other perk instead of "creative" can make your race expand and develop faster. There are many interesting combinations without "creative" perk. Stock Silicoids are one of them, they don't eat and don't care about environment, meaning they have roughly twice more research and industry points at the beginning then other races and can immediately exploit hostile large and/or rich planets. With a little customization say replacing slow population growth with some other negative perk could make even more powerful race.

Finding a right trait combination is practically mandatory on the highest difficulty single player and doubly so in multiplayer. Stock races are simply outclassed there. So I figured if I want to play a normal stock race I could set other settings to "normal". Not every game has to be 8 player huge map on impossible difficulty. In fact higher difficulty levels break empire interaction. Wars happen more often, if you play custom race with "repulsive" perk (no diplomacy beyond declare war but can pick more positive perks) you'll be declaring wars on sight. And there is flawed AI power estimation making it to either attack you thinking you are weak for favoring ship quality over quantity or to declare war on you because you've expanded more then they did. On average difficulty AI is much better at role playing and my first game in this series was really interesting. Below will be links to posts about the game with each race: