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ThunderHammer
07-13-2004, 07:20 PM
I'm starting this thread for a place to put a concise list of helpful gameplay and strategy hints. These are some of the things I would have liked to know when I started playing and, well, some things I'm just learning. I would like to encourage all the MoO vets to chime in here with their own little tidbits of information. I will also be compiling thoughts from other threads and I hope that no-one will mind me stealing their notes.

First, this thread: Moo3 Acronyms Explained (http://www.ina-community.com/forums/showthread.php?s=&threadid=308808) is a mandatory read for all those unfamiliar with MoO III acronyms and/or are unfamiliar with internet/forum acronyms. I would like to get people to add to this list as well, there are still some things that I'm not sure of...

Here's my first little tidbit:

When controling space combat, if you order your ships to attack an area(pressing "A" then clicking on an area of space) and your ships start to circle instead of moving to that location, it usually means that there is a hidden enemy tf between that location and your fleet. To stop your fleets from circling, simply order them to attack a spot that is closer. I usually try about half way between the original spot I'd chosen and my TF.

The Wagster
07-14-2004, 04:29 AM
Good idea.

After deploying a task force go to the galaxy screen and press 'b' twice, you can now move that task force you just created rather than having to wait a turn. The AI does it so it ain't cheating:)

Lennier
07-14-2004, 11:52 AM
You only need to press the 'b' key once to get your TF to appear; you only need to press the 'b' key a second time if you don't want to see the "borders" view of the galactic map.

Here's my tip: Keep system taxes at 1-2% and empire taxes at 7-10%; the lower your empire+system taxes are, the higher your planetary taxes can be without causing unrest.

ThunderHammer
07-15-2004, 08:55 PM
I could copy and paste all the relevant info in these threads into one post or collection of posts, but then I'd feel like I was censoring the info and you might not be able to form your own opinions.

...And, well, I'm just too lazy. :) :cool:

Race Info

Complete Race Customization data, info on built in racial abilities (http://www.ina-community.com/forums/showthread.php?s=&threadid=266847)

Economics System

Economics 101 (http://www.ina-community.com/forums/showthread.php?s=&threadid=273336)

Paying the piper: taxes and leaders (http://www.ina-community.com/forums/showthread.php?s=&threadid=375259)

Development Plan Threads

Planetary Development Concepts and Tools for Macromanagers (http://www.ina-community.com/forums/showthread.php?s=&threadid=306415)

Strifeguard's DevPlan Strategy (http://www.ina-community.com/forums/showthread.php?s=&threadid=318498)

Development Plan Guide (http://www.ina-community.com/forums/showthread.php?s=&threadid=294276)

Diplomacy

Making Diplomacy Make Sense: Fish Friends, Lizard Lovers, and Humanoid Haters (http://www.ina-community.com/forums/showthread.php?s=&threadid=331031)

Space Combat Information

Space Combat Mechanics Guide (http://www.ina-community.com/forums/showthread.php?s=&threadid=290129)

Hard beams (http://www.ina-community.com/forums/showthread.php?s=&threadid=370256)- This is mainly a discussion about what the best direct-fire weapons are for a given period during the game.

Mass/Projectile Weapons (http://www.ina-community.com/forums/showthread.php?s=&threadid=350752)- A discussion about the best way to use these types of weapons.

Neither here nor there, but good info all the same!

Hab statistics (http://www.ina-community.com/forums/showthread.php?s=&threadid=378633)

Race Ladder of Power (http://www.ina-community.com/forums/showthread.php?s=&threadid=378494)

Transports (http://www.ina-community.com/forums/showthread.php?s=&threadid=378123)

Does anyone use the 5 and 10packs of Ships?? (http://www.ina-community.com/forums/showthread.php?s=&threadid=378615)- Please note that "5 packs" and "10 packs" refers to using the 5x and 10x build option in the Military Build Queue.

Grand Strategy: For times when any plan is better than no plan at all (http://www.ina-community.com/forums/showthread.php?s=&threadid=342764)

Government: Best and worst choices (http://www.ina-community.com/forums/showthread.php?s=&threadid=333559)

A way to approach Research (http://www.ina-community.com/forums/showthread.php?s=&threadid=384869)

Industry DEA Q (http://www.ina-community.com/forums/showthread.php?s=&threadid=305742)

To Glass or not to Glass, that is the question (http://www.ina-community.com/forums/showthread.php?s=&threadid=302874)

Benefits/Disadvantages to 0% Empire Taxes (http://www.ina-community.com/forums/showthread.php?s=&threadid=304481)

Designing the multi-purpose ship (http://www.ina-community.com/forums/showthread.php?s=&threadid=359251)

MoO3 Myths (http://www.ina-community.com/forums/showthread.php?s=&threadid=391328)

Industry DEA questions (http://www.ina-community.com/forums/showthread.php?s=&threadid=397546)

Racial Picks: Cunning or Creativity? Why, 007 of course! (http://www.ina-community.com/forums/showthread.php?s=&threadid=385256)

Opinions on Improving AI ship Design (http://www.ina-community.com/forums/showthread.php?s=&threadid=384173)

How can I maximize research / production? (http://www.ina-community.com/forums/showthread.php?s=&threadid=392968)

UI shortcuts (http://www.ina-community.com/forums/showthread.php?s=&threadid=384942)- These will definately make your MoO experience much more enjoyable.

The Wagster
07-16-2004, 04:38 AM
Originally posted by Klackonhivemind
I have never noticed this option in more then a year of playing so i thought id point this out incase some of y'all havnt either.

You can easily find out what planets are green for magnates if you want your new magnate Colony to build colony ships. (very handy if playing a low production race)

Just go to the Planets tab and in the lower left click view by whatever magnate you just found. Then Check the boxes for Uncontrolled, Similer Environment.

In my latest game as playing Psilons I have like 20 planets and its only turn 56 :up: Yay!

Chaos Effect
08-07-2004, 10:35 PM
Originally posted by Incubi:
I know that some of my rules of thumb are. Allways lock small planets with some sort of ground troop x10 with one space open for emergency builds ( like orbitals and bases ) And focus small planets on research. This way instead of them trying to build a ship in 25 turns that most others are makeing in one or two, they are makeing a major contribution to research and you never run out ground troops to use.

Another is once youre ship building needs reach the goal of building armadas, allways build time 10 if they can be built in less than 20 turns. you actualy build many more ships over time. On a similar note a grewat way to make sure youre biggest boy is built is to lock it in on x5 or 10 in youre top ship building planets.

Never except a non aggression or above unless you have something to get out of it, the ai will exploit the treatie and ruin you as much as if they where at war with you. You also cannot end those treaties without ending trade agreements as well ( that actually really sucks, who tought of that one???? )

This last one is not som much as a rule of thumb as it is just common practise for me. On turn one create a system colony after the following. Choose sytem ship, choose light cruiser, make system speed 500 and give it 2 colony pods. The great thing about this is that this ship can be built in just 2 turns longer than the basic system colony ( from home planet ) and you know the planet you land it on will not grow to a 2000 pop in two turns I don't know how effective this is playing anyone other than Evon. Just watch out for running out of food before the bioharvest are built.

Well one final one. If you have a start that requires a lot of fast exploreing. Make a lancer starship recon with no armour nor ecm eccm or focus, and give it a light laser ( for chaseing off colonies ) This ship is ony 254 au ( not pp but we all know that by now ) this extremly minimises the loss of groove due to lots of star lanes.

Originally posted by ThunderHammer:
1) In the early game *always build fighter and missile bases on your planets. These will easily knock down what the enemy can throw at you, thus allowing you to construct colony ships on your big worlds(instead of starships for border-patrol duty).

2)At the start of the game, design a system frigate for your border planets to construct once the bases are done. They srve double duty as they are useful for chasing off enemy colony ships and scouts as well as decent defence.

3)Try and get trade/research treaties with *every* race you meet(er... except the Ithkul). These will only benefit you.

4) If you start in the senate and a race on the far side of the map offers you a NAP, TAKE IT! It should be quite a while until/if your borders meet, and in that time relations between your empires should increase and you could have an ally if things go badly for you.

Originally posted by Lennier:
I've never had an AI use a NAP to "ruin" me; the worst they've done is annoy me by blocking colony ships. I annoy them back and block thier colony ships. With full alliances, the AI will start sharing systems with me. Of course, I'll start sharing systems with them, so we'll be even. I have never had an AI that I had a NAP or alliance with "ruin [me] as much as if they where [sic] at war with" me. I have used allies to keep enemies off my back until I was ready to deal with the galaxy. The diplomatic game is rich, complex, and full of traps; well-played it can bring great rewards.

Chaos Effect
08-09-2004, 06:27 PM
Originally posted by teecee1960
Offering exchanges works. It just requires quite a bit of homework before you offer.

1. Initiate an exchange to see what tech advances of yours the target empire does not yet have. Write them down.

2. Leave the diplomacy screen without making any offer.

3. Go to the tech matrix in the Technology screen.

4. Select the target empire's tech matrix.

5. Access the list you made in step 1 and cross off any tech that appears in the target empire's matrix.

6. What you have left on the list are techs that the target empire are ACTUALLY interested in.

7. Return to the diplomacy screen and offer up an exchange using only those techs that are still on your list.

It takes a bit of time, I know. It is, however, the only way that I know of to offer a meaningful exchange.

Actively trading, when used in conjunction with offensive spying, is a great help to your empire.

tc