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ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

my dad posted:

Most of the time, aquatic does roughly the same for half the cost.

Percentage of the planet usable with no special picks:
25%: Toxic, Radiated, Barren, Desert, Tundra, Ocean
40%: Swamp
60%: Arid
80%: Terran
100%: Gaia

With Aquatic:
25%: Toxic, Radiated, Barren, Desert
60%: Arid
80%: Tundra, Swamp
100%: Gaia, Terran, Ocean

With Tolerant
50%: Toxic, Radiated, Barren, Desert, Tundra, Ocean
65%: Swamp
85%: Arid
100%: Terran, Gaia

I find a hell of a lot more toxic / radiated / barren / desert / arid planets than swamp or ocean.

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my dad
Oct 17, 2012

this shall be humorous
I often get plenty of decent tundra worlds.

But I guess we have somewhat different priorities and preferences, and they sum up in a way that makes one the optimal pick for my playstyle but not yours, and vice versa. For example, I think food is A BIG DEAL in the early game, especially with a civ that gets so much population capacity. And those 5 points of difference can go on something really nice.

Rawkking
Sep 4, 2011

nweismuller posted:

Some people may have considered this a 'gimmick' run. Arguably it is. That said, this particular custom race is my usual go-to for MoO2 games, and in many ways its 'gimmick' is no more gimmicky than the default Klackons. Although there may have been some variations in my style based on player input, this LP was nonetheless very close to my default style when playing MoO2.

Yeah, I'm really not very aggressive in this game.

I should probably clarify that the reason I originally thought this was a "gimmick" run was based solely on the title and the fact you had already done a LP of this game before. I just kind of assumed you were showcasing some kind of exploit in the game to generate far more money than anyone could reasonably spend at the expense of everything else and drowning the galaxy in wads of spacebucks. I realized it was just a custom race you liked based on your (standardish) gameplay very early in the reading, maybe even as early as building your first automated factory.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

Rawkking posted:

I should probably clarify that the reason I originally thought this was a "gimmick" run was based solely on the title and the fact you had already done a LP of this game before. I just kind of assumed you were showcasing some kind of exploit in the game to generate far more money than anyone could reasonably spend at the expense of everything else and drowning the galaxy in wads of spacebucks. I realized it was just a custom race you liked based on your (standardish) gameplay very early in the reading, maybe even as early as building your first automated factory.

Far more money than you can reasonably spend is more an endgame result for them, heh. Before that, it's more a great acceleration to development. Research new colony improvements and implement them very quickly!

ManxomeBromide
Jan 29, 2009

old school
What kinds of deals were you cutting with other star nations to keep them liking you? It seems like you're more aggressive with diplomatic options than I am used to seeing in MoO2 playthroughs, and the nuMoO options have been interesting to me in that regard as well.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

ManxomeBromide posted:

What kinds of deals were you cutting with other star nations to keep them liking you? It seems like you're more aggressive with diplomatic options than I am used to seeing in MoO2 playthroughs, and the nuMoO options have been interesting to me in that regard as well.

In Master of Orion 2, technology trades have a modest relations bonus. I aggressively trade technology, both to gain technology and as a diplomatic tool. Once I have a technology trade or two under my belt, they're very likely to accept at least one of a trade treaty or research treaty, if not both. Both of those slowly improve relations over time, and eventually pave the way for a non-aggression pact. With all treaties in place, relations effectively cap at 'peaceful'- you can only maintain higher relations with a full alliance, which I prefer to avoid because it can put me in a position where I have to break my word to somebody. Making sure to be honest, honorable, and focusing on positive-sum exchanges goes a long way toward keeping many AIs in MoO2 sweet, at least at Normal difficulty (which I play because my immersion gets hurt by obvious AI cheating, which happens at higher levels). This may not be enough if you're next to more aggressive neighbors who sense weakness on your borders, so sometimes I end up having to fight border wars as the Narestans, but unbroken peace is not an uncommon outcome.

E: Well, unbroken peace on my end. The other empires usually are pretty active after a certain point in trying to tear each other to shreds, because the AI is much poorer about maintaining permanent friendly relations than I am- I think in part because it's simultaneously addicted to spy games and takes espionage as a deadly affront. I manage to avoid most Espionage Wars because I use spies exclusively defensively under almost all circumstances and tend not to go insane over having some technology stolen from me. There is, of course, the case where I get framed for somebody else's espionage...

nweismuller fucked around with this message at 06:34 on Feb 2, 2017

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
No further questions, then? I have to ask Crazycryodude if he was still intending to provide us ships, or if he lost the will, if he's still paying attention to the thread at all.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Assorted Lore Compilation

On trade and 'credits':
Income from trade treaties accrues to both sides, and represents economic gains from trade that allow greater specialisation in both economies, as per standard Ricardian comparative advantage analysis (which I can explain if needed). Meklars excel both in straightforward heavy industry and in medical prosthetics; much of what Narestan civilisation imports from the Meklars is large quantities of refined metals ready for processing into finished products, as well as specialty prosthetics designed for Narestan use. Both the Autarchy 'credit' and the Interstellar Union 'crown' float on Narestan currency exchanges and are used to help trade with the associated state. The Autarchy and Interstellar Union do not have direct contact with one another as of yet, but limited quantities of Meklar or Mrrshan goods get re-exported from Narestan space to the other species. Both the Interstellar Union and the Autarchy maintain some moderate tariff barriers on outside goods, while in Narestan space unilateral free trade is the rule, with the only 'taxes' being insurance premiums on cargos. The game mechanic of 'credits' is an abstraction of different currencies and economic potential manifesting in capital ready to invest in infrastructure, the expert labor and specialised equipment needed for high-tech facilities, and so forth.

E: Oh, you asked about Narestan exports as well as imports- Narestan exports tend to focus on precision machinery, computer equipment, and luxury/entertainment items. All this said, the actual mix of imports and exports on a galactic scale is complex, and what I describe is necessarily a gross oversimplification.

On attitudes towards aliens and contact with them:
The average Narestan views both the Autarchy and the Interstellar Union as distasteful, but not worth the effort to challenge. Attitudes towards normal Mrrshan and Meklars is more positive, although most Narestans have never met an alien (although more have had some exposure to alien media and interest in alien culture isn't entirely unknown). The stereotypical view of Mrrshan admires their straightforwardness and honesty at the same time as regarding their hot-headed, passionate nature as bizarre and quaint. Stereotypical Meklar industriousness and attention to detail are likewise admired, while the strange quasi-religious ideology of cybernetics that permeates Meklar society is regarded as faintly sinister and smacking of fanaticism.

E: permanent emigration from the Autarchy or Interstellar Union is very rare, with neither government particularly willing to make it easy for its citizens to leave, and both Mrrshan and Meklars tend to view Narestan civilisation as rather disorienting in many ways, even if it is appealing in others. As such, most alien contact is with those directly involved in diplomacy and trade, although it is trivial for alien traders to roam where they wish while visiting. It is believed by some security firms that this is used as a cover for some industrial espionage activities.

On interspecies communications:
For most species, it is implied that there is a spoken language that is... well, reasonably amenable to being learned by other species. The three major species that are implied to have communications methods that are particularly alien may or may not be in this game. The Klackons are implied to have multiple bands of communication beyond spoken language, although they evidently ALSO have spoken language- this helps bind them together into an extremely cohesive eusocial society. I imagine that's at least partly pheromonal. The Elerians are implied to have both spoken language and powerful telepathic communications, inherently. The Silicoids appear to have a language based entirely on patterns of flashing lights, based on their art- which is part of why they're Repulsive and almost impossible to communicate with.

At our current level of computer technology (i.e., past the Artificial Intelligence tier with Neural Scanners, Security Stations, and Scout Labs), mechanical translators programmed with specific language pairs should be possible. Unlike Star Trek universal translators, these don't automatically decipher unknown languages, but they should be capable of a significantly better translation by meaning than stuff like Google Translate. They don't have the level of intelligence of a sapient translator and might miss some subtleties, but should effectively communicate basic meaning with few errors on the fly. If you can't afford a dedicated translator on staff and don't know the language, machine translation devices are likely your best bet. The fact that we have Xeno Psychology means that diplomatic teams and advertisers *can* have teams of xenologists as consultants who are deeply-versed in the cultural and psychological underpinnings of alien cultures, helping craft proposals and messages best-suited to sending the desired message across the cultural gaps, but even lacking that expert consultation basic understanding is more than possible.

On FTL and its rules:
Hyperspace is an alternate physical dimension with 'compressed' spatial relationships relative to normal space allowing functional faster than light travel. Punching between normal space and hyperspace is best accomplished near the edge of a deep (star-sized) gravity well, although in emergencies hyperspace can be breached deeper in (which is the mechanism behind combat retreats). As a practical matter, FTL travel in-system involves heavy and risky wear on drive units, to the extent that lacking critical safety reasons for escaping a situation via FTL, it's reserved for travelling to and from the edges of stellar gravity wells at the 'ideal' distance. With current technology, there is no communication possible in FTL, although faint gravitational and radiative 'echoes' from masses in hyperspace allow observers in realspace to get some advance warning of inbound ships in hyperspace, at least since we researched basic Physics. The traces are faint enough that normal pre-warp sensor technology and interpretation methods would only resolve them as background noise. Likewise, the gravitational influences of objects in realspace have fairly powerful effects in hyperspace, but modified in a chaotic enough fashion to make them difficult to interpret as more than navigation hazards under most conditions. Dropping out of hyperspace early is hypothetically possible, but would be extremely bad, in that if you're stuck between stars at slower-than-light speeds, you're in serious trouble, and you're not guaranteed to successfully breach back into hyperspace that far out of a gravity well. FTL doesn't have strange effects beyond the stress of being in a physical realm that tends to be subject to intense and hazardous gravitational flux and bursts of radiation with no apparent source- these hazards are avoidable by any competent navigation but are rough on a ship, and are a big part of why improved materials science was needed to make ships that could survive hyperspace at all.

On propulsion, shipboard gravity, life support, and heat management:
On a ship under way in FTL, 'aft' is 'down' due to running the propulsion. High-efficiency fusion torches are propulsion, but bunkerage for the drives is the primary limit on endurance for FTL ships- a massive proportion of the mass of any FTL ship is fuel. Given that building ships around fusion reactors at least provides an abundance of power, running atmosphere reprocessors and water filters to recycle air and water is practical. Food under way is combined by a combination of long-term shelf-stable rations and hydroponics that take advantage of waste in the cycle for fertilisation- even on small ships there's actually a great deal of space for storage relative to crew sizes. Radiators are used both in normal space and hyperspace, although retracting radiators for combat or when there's a threat of gravitational stresses ripping them off the side of the ship in hyperspace is necessary, hoping you can extend them again before the ship cooks.

On STL voyages and freighter crews:
Travel outside home systems happens, but it tends to be fairly rare- packing up to move to a new star system is a big commitment, but sometimes people look for new starts on another world. Freighter and explorer crews are insular, tight-knit, and very well-compensated- investing years of your life being shut in a freighter with a small other crew is a major sacrifice that takes great rewards to convince people to undertake. Taking an extensive library of entertainment material to keep crews from losing their freaking minds on the voyage is considered critical, and it's usual for freighter crewmembers to retire from the life after only a few voyages, investing the proceeds in helping them start up a new life. Even so, it can be difficult for people so isolated to readjust to wider society, and crewmembers can make lifelong friendships from shared service. There's some exposure to alien culture, but this in itself is a brief period at one end of a voyage- there's more exposure to the people who have enlisted on the same mad endeavor you have undertaken for years on end.

In-system, they keep the torches lit for the duration of the voyage, flipping for turnover at the midway point, as you have surmised. Given the power of modern drives and the constant thrust, this at least makes in-system voyages shorter than we are used to from our 21st-century perspective.

On cultural uniformity, variation, and body modification:
Nares eventually developed something like a unified global commercial culture, but this global culture is highly prone to spawning subcultures of greater or lesser longevity as interests strike people. The wider culture's zeitgeist could perhaps be described as 'sober but consumerist, technophilic, secular, and rationalistic'. Great merchants, scientists, and inventors are culturally prized and regarded as historically important to a greater extent than great kings or generals. Some religions survive to the modern era with reasonable adherence, but religious belief in itself is a minority view amongst the decidedly materialist Narestans. The most popular religion still extant holds that a great Judge regards the world and weighs the souls of those who live, rescuing the honest and just from oblivion in death, that truth and virtue might endure. The Judge is believed not to intervene in the course of normal life, simply choosing whom to save as they die.

Radical body modification might be considered somewhat unusual, but certain subcultures have developed an enthusiasm for the idea, and pursuit of interests that might be radically divergent from others is frankly almost expected within the wider culture. Narestans by temperment may tend towards being somewhat emotionally-muted by the standards of others, but nonetheless can be very idiosyncratic.

On religion:
As noted, Narestan spirituality is relatively rare in the modern era- the majority of modern Narestans are atheist materialists. Nonetheless a number of religions still survive. The single most popular of those surviving religions is the belief in the Judge, a powerful divine figure who is said to regard the world and weigh the souls of all its inhabitants, rescuing the souls of the honest and just from the oblivion of death at the moment of death. The Judge is believed, by its believers, to be indifferent to 'worship' and to be uninvolved in events in the material world, although prayers to the Judge to commend the good or evil that people do to its attention after the fact are reasonably common, as well as funerary rites expressing the hope that an individual was found worthy by the Judge. The Judge is not believed to be a creator-deity, but rather a part of the world that arose after the world came to be.

The next most-popular surviving religion is a polytheistic religion that holds a large family of divinities arose in the world who provide inspiration to mortals to achieve great things and administer the process of sorting the souls of all who live into their proper afterlives. By this religion's teachings, the whispering of inspiration and genius is frequently the work of the gods, who delight in seeing mortals at their best and highest. Offering thanks to the gods for their aid and swearing in their name towards some goal are both widely-spread amongst followers of this religion.

There are other, still smaller, religions still extant, but those two are the most significant ones by a wide margin. The metaphysical claims of the two religions about the afterlife directly contradict, and so belief in the two is mutually-exclusive.

On sensor technology and orbital traffic control:
Current sensor tech for Narestans looks a lot like refined and elaborated versions of 21st-century Human sensor technology- radar, IR, optical cameras, some delicate mechanical arrays meant to measure gravitational disturbances, and so on. The advances that allow Space Scanners along with Physics are not so much a groundbreaking breakthrough in new sensor types as further development of design and interpretation methods for existing sensor technologies. Given that existing sensor technologies allow early detection of incoming ships on FTL approach and detection of sublight ships fairly trivially, collision avoidance in open space is not terribly difficult. In orbit, it is generally considered that placing an object in orbit qualifies as a property claim on the orbit as a whole for the duration of the orbit, and ships in orbit will broadcast descriptions of their orbits. Orbiting an object in such a way to interfere with an existing orbit then makes you liable for the consequences, which means that anybody with any sense whatsoever spends time collecting all the positional description broadcasts and feeding it into their nav system before entering orbit. Likewise, construction of a launch facility on the ground goes with an effective claim on the launch routes up into orbit from the facility and the right to control traffic along those routes. Failure to broadcast orbit information when you claim an orbit is an excellent way to make your insurance consider you at fault for accidents.

The Interstellar Union places orbital traffic control under central military jurisdiction, while orbital traffic control for the Autarchy is administered by a civilian bureaucratic agency in peacetime.

E: For what it's worth, the principles behind claiming ownership of orbits are nearly identical to the principles behind claiming broadcast spectrum on planets in Narestan culture, although unlike orbits planetary broadcast spectrum doesn't tend to be vacated voluntarily nearly as often, and so actually is also treated as a saleable commodity if somebody wants to claim a portion of the spectrum already being used.

On Narestan naval traditions:
Well, thus far, their only armed presence in space has been strapping weapons on orbital shipyards which have yet to be tested in combat. Encountering the Interstellar Union and the Autarchy has been a wake-up call that there are other alien powers out there that aren't necessarily friendly. So far, diplomacy has worked well, but they're also not deceiving themselves into believing that a military dictatorship can necessarily avoid temptation against a totally unarmed target. Working out basic theory by security firms has been a matter of gaming scenarios out, partly inspired by their historical experience with military operations on their own planet- which, although by this point is old, at least provides some historical lessons.

To be perfectly frank, in many ways all their efforts in working out military theory are playing catch-up to other races, who have a much more developed military tradition that isn't encrusted by centuries of disuse. They do have penalties to each and every aspect of interstellar warfare, after all.

On art, entertainment, and culture:
The desire for beauty, comfort, and entertainment to make life more pleasant is a deep-rooted one amongst the Narestans, with evidences of arts and jewellry that date back to their Stone Age, and with a long tradition of art, literature, music, and games in their civilisations. As for the place of the arts in contemporary Narestan culture- as a rule, the visual arts tend to be regarded as explicitly decorative, with the heaviest emphasis on visual artistry in architecture and industrial design in order to make everyday items as beautiful as possible. Sculpture, painting, and so forth tends to be regarded as a way to make a decorative item specifically in the context of a larger piece of architecture. Fashion and jewellry providing adornment for the person of Narestans is likewise considered highly desirable, as an extension of the 'design of everyday things'.

Literature and music, on the other hand, rather than being regarded as 'decoration', tend to be regarded more in the category of 'entertainment'- and Narestan literary traditions eventually led to traditions of theater and film as well. Amongst the most popular heroes in Narestan literary works and in film are individuals who exhibit uncommon resourcefulness and cleverness in pursuit of whatever goals define the work. Narestan neophilia has led to them having a long tradition of speculative fiction imagining a world more advanced and full of more wonders than whatever world they currently inhabit with wide popularity, and speculative fiction continues to be the single largest genre in Narestan literature and film to the current day.

Meeting with Mrrshan and Meklars has led to an interest in alien traditions of art and a demand for imports of cultural products from both alien species, with some dedicated audiences for imported works. Mrrshan and Meklar cultural assumptions tend to be alien to Narestans, but nonetheless they are frequently interesting, if only for a change. Likewise, Narestan literature, music, film, and consumer goods exhibiting beauty due to Narestan standards of industrial design as an art are valuable exports to Mrrshan and Meklar markets.

On 'uniforms':
One cultural detail that the Narestans never developed- they do not do 'uniforms' in the same sense Humans do. They have situations where there is 'standard issue equipment' as required by the practical demands of a job, and in situations where clear identification of affiliation is critical (like with security field officers) they will have badges and brassards to mark people out, but the idea of 'dictating what clothes somebody has to wear to do a job' strikes them as incredibly overbearing and nonsensical. (For jobs like firefighting where the practical demands of protection actually end up dictating full protective outfits, this may be very close to a full uniform in practise, but in those cases personalisation of your own personal issue equipment tends to become almost universal.)

nweismuller fucked around with this message at 05:33 on Mar 28, 2017

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
OK, I'm going to be submitting this to the Archive now. Thank you, everybody who read and participated!

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
Thank you for the LP!

wedgekree
Feb 20, 2013
Thanks for a great LP!

ManxomeBromide
Jan 29, 2009

old school
Indeed. This may have been a somewhat "gimmicky" run, but I've never seen that gimmick before, so it's great to see what kind of stuff is possible in the game.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

ManxomeBromide posted:

Indeed. This may have been a somewhat "gimmicky" run, but I've never seen that gimmick before, so it's great to see what kind of stuff is possible in the game.

Out of modest curiousity, what did you think of this particular gimmick and the race concept?

For people in general, I was mildly concerned about whether the government I described for the Great Commonwealth of Gnol when we met them, fit best as a Dictatorship- do people think it was a good fit for a Gnolam Dictatorship?

ManxomeBromide
Jan 29, 2009

old school

nweismuller posted:

Out of modest curiousity, what did you think of this particular gimmick and the race concept?

Coming to it as I did out of the SMAC thread, the race concept was... not surprising. Previous MoO2 playthroughs I'd seen tended towards tech-industrial, and it wasn't until shortly before this LP started that I really began reading about how the game "should" be played if one is to have any reasonable degree of effectiveness. I won my first Easy-difficulty game of MoO2 either shortly before or shortly after the thread started. (As the Psilons, which I had previously had trouble with because I hadn't realized that Creative races work better if you don't tech-turtle and instead exploit your breadth of options in an early-midgame assault!)

quote:

For people in general, I was mildly concerned about whether the government I described for the Great Commonwealth of Gnol when we met them, fit best as a Dictatorship- do people think it was a good fit for a Gnolam Dictatorship?

I definitely got a "Doge" vibe from it (the leaders of the city states, not the one with the cryptocurrency named for it) which could be spun as Dictatorship or Feudalism depending on how tight-knit the inner circle was. We didn't see enough of them for it to gain any serious contradictions.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

ManxomeBromide posted:

Previous MoO2 playthroughs I'd seen tended towards tech-industrial, and it wasn't until shortly before this LP started that I really began reading about how the game "should" be played if one is to have any reasonable degree of effectiveness.

That makes me wonder how much what you've seen me do matches with what you've read you 'should' do. I freely admit I don't play much above Average, which is based on my basic irritation seem the game cheating in either direction in this sort of game. (I'd rather put up with inept AI than see AI that gets Magical Advantages, given that much of my satisfaction comes from trying to play in a consistent world. I confess this is probably strange.)

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
Back in the day I played on pretty high difficulties in this... and I generally didn't match what people said you should do. (I tended to play creative psilons, and I kinda totally disagree that they are supposed to rush or something. Your advantages are the accretion of all the little tech options that others don't get to pick, so you definitely do better later than earlier...)

One thing that *is* critical to high difficulties is though to take one enemy planet ASAP. The purpose of this is that AI 'cheating' is usually implemented by giving them additional picks in the custom race tree. But those picks are typically applied to their race, not their faction! So what you want to do is to acquire citizens from their faction with gloriously powerful +production or whatever stats, and slowly replace your citizenry with them. Boom, you get the benefits of the AI cheats as well - better, in faction, if you build a nice multicultural faction where you have everyone working on their strengths.

The other trick is that hit and run attacks using unshielded, unarmoured 2-shot MIRV nuclear missile smallships are very cost effective and don't factor in any accuracy and defense factors. You'll be deep into the midgame before beam weapons get good enough to kill such ships before they dump all their missiles and warp out, and armour/PD gets good enough to shrug off a saturation barrage of missiles.

Fangz fucked around with this message at 12:22 on Mar 29, 2017

ManxomeBromide
Jan 29, 2009

old school
The key insight is that (a) Creative costs points, (b) by endgame, a race that was designed to specialize will be outperforming you on raw numbers in whatever they specialized in, and (c) you can make that up with all the generic bonuses they had to skip to exploit their specialty properly. So you start out at a bit of a disadvantage, then gradually gain a crushing advantage that starts evaporating unless you hold a tech lead... and eventually tech caps.

A lot of the things I was not grasping was how to get colonies productive in any reasonable way - and I don't mean with housing/colony transport exploits, just the sense of "what to build, where, when, and why". One of the fun things about this is that races with Democracy basically start with a 20% bonus for not needing a Marine Barracks to keep order. Leveraging that stuff into place was the work I most needed to do.

Reading through the strategy wikis it was very entertaining to see players evolve from the original attitude of "Creative is basically mandatory for any play style" to "Creative is a very finicky double-edged sword" to "these three or four builds consistently outperform creatives in head-to-head deathmatch play".

Meanwhile, Uncreative remains and has always been a death sentence.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

ManxomeBromide posted:

The key insight is that (a) Creative costs points, (b) by endgame, a race that was designed to specialize will be outperforming you on raw numbers in whatever they specialized in, and (c) you can make that up with all the generic bonuses they had to skip to exploit their specialty properly. So you start out at a bit of a disadvantage, then gradually gain a crushing advantage that starts evaporating unless you hold a tech lead... and eventually tech caps.

Nah, I don't really agree. Working towards the endgame, the tech tree forces a number of nasty nasty choices so a creative race will end up eventually far better than a non-creative race by any metric. Tech caps, but it's not like you can go back through the tech tree and pick up the stuff you missed out.

Consider the final physics tech choice - you pick between either the best weapon that ignores all beam defense and kills planets, instant travel between all allied planets, and a device that lets ships move and act twice a turn. A non-creative race has to pick *one* of those, a creative race gets all three. That's not 'an advantage that starts evaporating....', that's effectively a doubling of your combat effectiveness. regardless of how combat specialised the enemy is. Elsewhere in the tech tree you get stuff like 'choose between +30% to all output, or ignore all armour', 'halve pollution or +1 production', etc etc. Basically creatives grow at the square rate, while non-creatives grow linearly.

Creatives fail in deathmatches when the game ends before the tech tree hits those points.

Fangz fucked around with this message at 11:39 on Mar 30, 2017

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Fangz posted:

Nah, I don't really agree. Working towards the endgame, the tech tree forces a number of nasty nasty choices so a creative race will end up eventually far better than a non-creative race by any metric. Tech caps, but it's not like you can go back through the tech tree and pick up the stuff you missed out.

Aggressive technology trading can mitigate a lot of that, though.

my dad
Oct 17, 2012

this shall be humorous

ulmont posted:

Aggressive technology trading can mitigate a lot of that, though.

Espionage, too.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

ulmont posted:

Aggressive technology trading can mitigate a lot of that, though.

Yes, but also usually by the end stages of the campaign there's not a lot of surviving factions, and certainly not surviving factions in an alliance with either other cooperating well enough to coordinate tech research in that way.

Espionage goes away as a concern for creatives because you'd be picking up stuff like Telepathic Training, Cyber Security Link, Neural Scanner... and so on that no sane non-creative player will ever pick up, and pumping out spies at ridiculously fast rates because of the production tech benefits. Meanwhile because espionage gives you a random tech, you'll most likely only get something lovely if you even successfully hit a creative race.

Fangz fucked around with this message at 16:10 on Mar 30, 2017

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nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
https://lparchive.org/Master-of-Orion-2-Redux-(by-nweismuller)/ This LP is now archived on the LP Archive. Thanks, everybody, for your reading and your participation, and I'll have the next nuMoO update out soon!

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