Comprehensive guide to all the races in MOO1
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" Superior gunners "? " Enchanced factory controls ?" " Terrific ground fighters ?" What do these words mean? To give you a clear answer, you'll need to learn about all the gameplay mechanics affected, of which I'll give a short description and some pointers as well. This guide will run you through not only what do these unclear abilities entail, but also in what other hidden ways do these races differ, including technology and relations and how to overcome your disadvantages! As you can see, there are ten races available total, each with a separate unique ability. Unlike the sequel, there are no custom races, but I've never found it an issue. Choosing a race also makes it impossible for that race to be chosen by the AI. This can make the game significantly easier or harder, depending on your luck. Other than their special abilities, each race also has a proficiency ( or deficiency ) in certain technology fields . Which fields a race is good at often significantly affects their game plan. Also each race has a different attitude towards the other which affects their initial relations and the median value they tend to drift towards. This does not mean that they cannot become friends or enemies, but poor relations often tend to spiral into conflicts, while good ones often prevent warring for long enough for trade deals to blossom into a non-aggression pact or an alliance even! Another factor that's only relevant when playing against the AI is their personality . Each AI race will receive one of the six possible personalities and strategies . Each race has one primary for both personality and strategy , along with two alternatives for each. This affects their expected behaviour. We'll detail that in just a moment. If you are only interested in a specific race, feel free to skip ahead a few sections. I'll have everything summarized for each entry, but all of them will contain useful information about relevant gameplay mechanisms that you might be interested in as a new player. For technology, the available ratings for each race are: excellent , good , normal and poor . Excellent means -40% tech costs in that field. Good means -20% tech costs . Bad means +25% tech costs . Normal is the default, it won't be mentioned from now on. You'll notice that if you don't change the default sliders, you'll often run ahead in one or two fields, while you keep chugging along in others. This is due to this " hidden " modifier that affects various races. As some of them get really nice bonuses, while others have painful disadvantages, I'll take note of these values in each case. Knowing which fields is a race good at can make or break the game. No field can be ignored and if you fail to make up for your lackluster fields, you'll be severely left behind. Here's a table with each speciality listed. Normal values are left out. Race Computers Construction Force Fields Planetology Propulsion Weapons Another factor to consider is the relations. This affects the initial relations, as mentioned, along with the value that races tend to drift towards after periods of inactivity. As there's not much else to it, I'll just put the table in here and you may study it at your leisure. A few things to note: The Humans start at ' relaxed ' with everyone, which usually enough to start trading right away. This also means that your opponents are more likely to forgive after wars. The Darkloks have ' unease ' with everyone sans the Humans . It's hard to overcome and will lead to conflicts down the line, if you fail to secure trade or give tributes. The Bulrathi and the Psilons are quite neutral with almost everyone. For the Psilons it usually means they can tech in peace, which is bad for all of their opponents. The Meklars and the Silicoids have ' relaxed ' relations with each other, probably owning to their common inorganic nature. Other than the humans, they are the only races not neutral or hostile to each other by default. The Mrrshans have quite a ' restless ' rivalry with the Alkari , but they also start at ' wary ' with the Sakkra even! It's all but guaranteed that they'd be among the first ones to fight and even if you play as them, you are bound to find some rivals in most galaxies. Most other races have ' unease ' with many others, which is sometimes enough to spark an early war, but it's nothing that you should worry about too much. Longer term, it tends to make the said two races unfriendly, but it's not impossible to still make them like you. Races Alkari Bulrathi Darloks Humans Klackons Meklars Mrrshans Psilons Sakkra Silicoids Finally, a word about AI personalities and behaviour. There are six personalities : Ruthless : opportunist and often suicidal, lacks the ability to plan longer term Erratic : random and quirky, tends to randomly declare war or make peace Aggressive : the default, attacks whenever it's favorable, has a tendency to backstab weaker allies Pacifistic : forgiving and peaceful, tends to focus inwards unless provoked Honorable : keeps their word, does not take kindly to backstabbers and spies Xenophobic : impossible to please and does not care, they are likely to end up at war with everyone at point And likewise six strategies : Diplomat : the default, trades with friends, spies more on enemies than the usual, balanced economy Militarist : prioritizes fleet and weaponry, tends to be aggressive and fights for neutral planets Technologist : focuses on technology, often leaving fleet and defenses underdeveloped Ecologist : high priority on economy and building up colonies, often content with the planets they have Industrialist : builds up factories quickly and focuses on improving their potential, then they may switch to aggression Expansionist : tries to colonize as many planets as possible before consolidating their holdings Each race has a primary choice for both of them, then two-two secondaries with 20-20% chance of each occuring. Races Primary Personality Primary Strategy Secondary Personalities Secondary Strategies +3 beam defense, +3 missile defense, +3 initiative for each ship Excellent at propulsion , poor at force fields Restless with the Mrrshans , Unease with the Klackons , Sakkra ( Darloks and Humans will not be mentioned ) Honorable and Militarist AI by default (Subjective) tier: C Starting off, let me explain how attack and defense works in space combat. Each time a weapon fires, a number is rolled from 1 to 100 inclusive. If this value is at least 50 , the weapon hits the target and deals damage. For each level of attack for the attacker and each level of either beam and missile defense for the defender, the given level will be multiplied by ten and added to or subtracted from this roll. So if you have +3 attack due to Battle Computers III , but the opponent has +3 beam defense due to them being Alkari , the advantages nullify each other, so each hit will have the default 50% chance of landing. What happens when a weapon hits is another topic, but you get the idea. Each weapon has a minimum of 5% chance to hit, so even if your opponent has far superior defense, some attacks may still hit them, urging them to attack back quickly or get away. As with most things in this game, having a slight advantage is good, having a significant one is exponentially better. If you have five more defense than your opponent, only 5% of their hits are expected to land, down from the default 50% ! That's often around 90% less damage on average! If you have an advantage in one field, it's often beneficial to push it to the most you can. Initiative affects the turn order in which ships may attack. Higher ones come first and fire first when in range, which is essential for oneshotting doomstacks. It's not a very significant thing until late game though. Many things affect it, most notably targeting computers, manouver and battle scanners, yet it's not really something to build your core strategy around. There are some tricks t
ИсточникGHub Platform · автор06.09.2026, 05:45:08
" Superior gunners "? " Enchanced factory controls ?" " Terrific ground fighters ?" What do these words mean? To give you a clear answer, you'll need to learn about all the gameplay mechanics affected, of which I'll give a short description and some…
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