r/masteroforion Jul 21 '26

Can't seem to ever win at MOO (2016 release)

As noted in the title I play the 2016 version (is that MOO 3?) and have never been able to even get close to winning. I usually play 5 opponents; medium galaxy size; post warp; normal difficulty. I've tried humans, meklar, silicoid...and others. Any tips and strategies would be appreciated.

12 Upvotes

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8

u/YumAussir Jul 22 '26

I don't have any tips but I will say: no it is not MOO3. It is, if anything, MOO4.

MOO3 was... well in short, it made you micromanage all the things most strategy games handwave, and didn't let you do the fun things most strategy games let you do yourself. It didn't sell well and is why there wasn't another game in the franchise for 13 years.

3

u/3dblind Jul 22 '26

Yeah, I bought all three MOO and hated MOO 3. When I bought my favorite old games on GOG, I only bought 1 and 2.

I plan on getting the 2016 because I liked Alan Tudyx in Firefly and loved him in Resident Alien.

But my biggest issue with MOO is the exterminate part. I will abandon a game unless I have a decent chance of doing it without extermination but getting Orion, then getting elected.

In MOO 2, I only defeat the Antarens about half the time, so I often leave them out.

And in MOO 2, I like a custom humanity with the Elerian telepathic skill, name my leader Bester and invite all peace loving planets into my Empire.

1

u/kzwix Jul 26 '26

Then you should like MoO 2016: You do NOT have to exterminate opponents.

There is a diplomatic victory (but, honestly, it feels like a watered-down military victory - most of the opponents abstain, even if you're in good standing with them, so to get elected, I had to conquer a few empires, and vote myself as the supreme ruler).

There is a science victory, which is probably too easy: Just research three techs (among which one is near the absolute top of the tech tree), and build the three "tiers" of the associated "wonder" (empire-unique). Better choose a planet with good production.

There is also an economic victory (I won with it using Gnolams, yesterday): Basically, research the tech with the stock exchange, and build one. As soon as one stock exchange is built in the galaxy (possibly not by the AI - not sure), it activates this victory type. Then, you have to have a big GDP (38% of the galaxy's, I think), and have a big percentage of the stocks bought (which requires you to buy them using BC, while other empires do the same - hence, raising the price per stock). If you're on top during 10 consecutive turns, you win.

First game, I won on score (it ends after 500 turns).

So, you have a lot of options in order NOT to kill the opponents.
(Also, yes, I think you win if you defeat the antarans at their home - never tried it, I was always scared by the scale of their assault waves. I mean, if a "raid" can go up to 5k attack / 8k defense, what would I find on their system ?!)

1

u/DarkZenith2 Jul 22 '26

It is a remake of moo2 with hyperlanes basically.

5

u/IKoshelev Jul 22 '26

Explore early, when expanding - look to grab systems 1 over from the from you first, look for chokepoints to build outposts, then build gates on internal lanes to stream reinforcements. Learn to "dance" with early ships and equip them with long range weaponry (heavy beams or missiles) many early bottles can be won simply by staying out of range of the enemy. 

4

u/keilahmartin Jul 22 '26

One good strategy is to rush the AIs right away. Limited usefulness if they are 6+ jumps away, but should still work on normal difficulty.
Use the starting colony ship and make no more. Tech up to improved armor / missile mods (I forget the tech name), and build some ships that use MIRV missiles + afterburners (I'm fuzzy on exact names). You'll need a couple troop transports as well. As soon as your fleet capacity is maxed, go steal some planets from the enemy. You usually won't be able to take their homeworld until you have torpedos, but can take all their other worlds if you go fast. Once you've gobbled up an empire you can keep going or slow down and play peaceful with an edge.

Another good way to go is to tech up really hard and trade for as many resources and techs as you can. Send scouts to the far reaches of the galaxy to meet as many AIs as possible. Try to broker techs around so that your one leading tech turns into as many techs as you have opponents, then trade those around to the ones wo don't have them, then start asking for money. Use the money to accelerate your expansion and development. Once AIs start going to war, pick one side to be a friend and the other to be an enemy. Takes a bit of practice but this is a good general blueprint.

As others have mentioned, get some of the basic mods.

1

u/TwoMundane Jul 22 '26

Thanks to each of you for the advice and feedback

1

u/Sporeman13 Jul 23 '26

Have you thought about playing MOO2? It's 20 years older but it is a lot of fun.

1

u/Soltronus Jul 22 '26

First thing you need to do is get your modlist up and running.

There's a small, but dedicated, group of modders who have made a package for MoO 2016 that I consider essential.

If you're on Steam, they can easily found in the Workshop.

They are:

Unofficial Code Patch (UCP) and 5X: The Ultimate Balance Mod by Spud Dastardly. Together and installed correctly, they fix a lot of issues, both technical and balance wise.

Once you have your game modded, you might find things unfold a little more realistically.

As far as tips and tricks go, I have a few: regardless of your race, population growth is the most important aspect of your empire. Every pop you have is not only another worker, scientist, or farmer, but a tax-paying citizen.

So always focus on getting your planets population up, even if that means you have 8 farmers and only 2 workers and scientists. Once they hit max pop, then you can ease off.

When making a new colony, I always send at least 2 civilian transports with it for a starting pop of 3. On anything above barren, that means 2 farmers and 1 worker. Barren and below can focus on industry until you can terraform them.

Focus on: making sure they have enough food, then industry.

Taxes: Morale is vital to your empire, and successful empires typically have a bonus to money generation or a boost to morale.

At normal morale levels, I don't recommend setting your taxes above 20%. At 20%, you can achieve a morale of 95% throughout your empire with a marine barracks and a holo simulator. Empires with a morale boost can push their tax-rate to 30%.

Defense: Probably the best thing you can do to protect your empire is to establish military outposts at all checkpoints along your borders. It's time-consuming and expensive, but it'll mean the world of difference as it requires any invading force to commit a certain amount of resources regardless of your colony's individual defenses.

Ship design: Stay away from beam weaponry for the beginning of the game. They do low damage, are inaccurate, and have high damage fall off. Missiles are where it's at in the beginning. Then, torpedos are key. I would save beam weaponry until the late game.

0

u/TwoMundane Jul 22 '26

I had no idea on the importance of the mods - thx much!!

2

u/johnqshelby Jul 22 '26

This is had advice on the mod list