MOO2 Tech Strategy
by Wuphon's Reach
Starting technologies (do in this order)
(comp) Research Labs (150rp)
(const) Reinforced Hull (80rp)
(const) Automated Factories (150rp)
(comp) Neural Scanner (400rp)
(comp) Planetary Supercomputer (650rp)
Now, at this point, you'll have a good number of research points being generated, and you'll want to expand as fast as possible (every additional colony gives you many more research points). The next choices depend on whether you need defense immediately or if you can wait another 10-20 turns before getting pummeled by your nearest neighbor (keep your neighbors happy for the first 100 turns through trade, exchanging research, giving tribute or other baubles). In the early game, MIRV'd nuke missles are key (does 4x the damage of a regular nuke missle). Fire off your two salvos and retreat to the corners of the map (or jump out, leaving a scout behind). Each missle does 8x4 points of damage and you'll be able to fit 4 or 5 in a Cruiser class hull.
Defense (gives you MIRV'd nuke missles)
(chem) Dueterium Fuel Cells (250rp) -> Pollution Processor (650rp)
Production (boost the economy)
(const) Battlepods (250rp) -> Spaceport (400rp) -> Robo Miners (650rp)
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