Before going off on the finer details
of races, ship building, and other more
micro-management oriented duties, you should look at
a few of the basics that will help you immediately in
making things easier. There are plenty of variables
to adjust the game's difficulty.
Setting Yourself Up for
Success

When setting up the game, don't be
afraid to change it to make things a little easier on
you, especially if you're still getting your feet
wet. Sure, it might be nice to brag to all your
fellow gaming geeks that you play MOO2 on Impossible,
but it's not much of an accomplishment if the number
of successful turns you play is less than your shoe
size. Easy is only slightly tougher than Tutorial,
but they're both a great place to master some of the
fundamentals.
Bigger really is better, especially
when it comes to the size of your galaxy. Smaller
galaxies breed fierce competition as each race is
vying for the limited resources available, whereas in
a Huge galaxy you might never encounter another race.
Obviously the more players you get
involved in the galaxy, the less opportunities there
are for expansion. If you set the number of other
races down to about three you may play for several
hundred turns before you come across anybody, giving
you ample time to research technologies and get some
productive colonies going.
Though starting out with advanced
technology sounds like an easy way to save you some
time, you've got to realize that every other race
you're playing against is going to start at the same
level. Before you know it, everyone and his genetic
offshoot is paying you an unfriendly visit. It's best
to start out at Pre-Warp level and begin researching
Faster Than Light travel right away. The computer
opponents won't devote their energies here, so you'll
be able to get a jump on them in your galactic
expansion.
And unless you're some kind of
masochist or are playing with a Lucky race, you'll
probably want to start out with Random Events and
Antarans Attack turned off. You'll save yourself an
unbelievable number of headaches from such
party-poopers as monsters, pirates, and hyperspace
fluxes.
The First Hundred Turns

There are a lot of do's and don'ts in
a game like this, and you should keep them all in
mind as you begin your quest into this wacky world of
attrition.
Growth

There's a fine line between growing
too fast and going too slow. If you begin setting up
colony after colony without having enough freighters
and food supply to keep up with demand, you're just
asking for trouble. You need to make sure that the
colonies you have are doing well before you burden
yourself with more. On the other hand, you don't want
to under-do it either. If you keep all your
resources, people, and fleets in one system, a
well-executed attack from another race can
essentially blow you into extinction.
Ships

Just as you wouldn't want to send a
Colony ship to a completely unexplored area of the
universe, you wouldn't want to send two Colony ships
to the same system. Unless you're an Omniscient race
who knows that there is gold in them thar hills, be
sure to thoroughly explore an area before plopping
any colonists there, and sending two ships is just
overkill.
Don't be afraid to design your own
ships - nobody knows your needs better than you do.
Design them for maximum efficiency in their class.
Also keep in mind that early on, you have about as
much chance against the Antarans as the Jets against
the Cowboys, so you might as well do like Monty
Python and "run away, run away" at the
first sign of Antaran trouble. No sense in losing
your entire fleet.

Design ships for maximum efficiency in their class
More Flies with Sugar...

The name of the game is conquest, but
that doesn't mean you have to pick a fight with every
Tom, Dick, and Alkari who comes knocking on your
little corner of the universe. As in real life, you
should try to win each race's confidence, exploit
them, and only then should you pulverize them into
subjugation.


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