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MOO2: advantages of multiracial society

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Jonathan

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Jan 6, 1997, 3:00:00 AM1/6/97
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Could have knocked me over with a feather when I saw this. Playing as
Psilons, managed to invade and capture Sakkra planet. Transported in some
of my own people. Planet *retained* its Sakkra (doubled) max population!
This points to an obvious tactic: grab a Sakkra world, scatter its people
throughout your empire, start growing again! Better than biospheres any
day of the week.
--
Jonathan

CList

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Jan 7, 1997, 3:00:00 AM1/7/97
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Stephen C. Griffin wrote:
> Not to ask a stupid question, but did the pop doubling occur for your
> worlds when you moved Sakkra to them?
>
> Regards,
>
> Steve

Yes, it does. I always have lots of freights handy to shuttle
populations around after conquering Sakkra worlds :)

- CList

Stephen C. Griffin

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Jan 7, 1997, 3:00:00 AM1/7/97
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Gerald Hayes

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Jan 8, 1997, 3:00:00 AM1/8/97
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Yes Steve, the planet's max population does increase the minute you
put a Sakkra (or any subterranian race) onto a planet. The increased
population will only be the Sakkras though.


Gerald Hayes
gha...@iusanet.cl*

Rob Hartwell

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Jan 11, 1997, 3:00:00 AM1/11/97
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In article <5ar2pm$1...@ratty.wolfe.net>, fl...@WOLFENET.COM (Jonathan) writes:
> Could have knocked me over with a feather when I saw this. Playing as
> Psilons, managed to invade and capture Sakkra planet. Transported in some
> of my own people. Planet *retained* its Sakkra (doubled) max population!
> This points to an obvious tactic: grab a Sakkra world, scatter its people
> throughout your empire, start growing again! Better than biospheres any
> day of the week.
> --
> Jonathan

This brings up some interesting points and I'm wondering if anyone has tried
them yet. First, can you mix more than one type of race on a planet. Could you
stick Sakkra, Psilons, and Humans together all on the same world? Also, if you
were to capture a race and then colonize a new world, could you transport the
captured race to the new world, remove your colonist, and then have a world
with only the new race (after he ran housing to max of course)? Because if
that's the case you could just capture the a single Sakkra and then populate
your entire empire with them. Take the one, put him on a world by himself and
run off some housing. Take one of his buddies and repeat the process elsewhere.
Man, I'm going to have to try that one! :)

--Rob

Dennis Benker

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Jan 12, 1997, 3:00:00 AM1/12/97
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On 6 Jan 1997 14:38:46 GMT, fl...@WOLFENET.COM (Jonathan) wrote:

>Could have knocked me over with a feather when I saw this. Playing as
>Psilons, managed to invade and capture Sakkra planet. Transported in some
>of my own people. Planet *retained* its Sakkra (doubled) max population!
>This points to an obvious tactic: grab a Sakkra world, scatter its people
>throughout your empire, start growing again! Better than biospheres any
>day of the week.
>--

Remember that you get a 20% morale loss on multi racial planets that
do not have an Alien Management Center. However, you do point out a
nice nuance I had missed. When you capture a Psilon world move them
around and use them for research only (+2 bonus), put captured Meklars
to industry (+2 bonus), put Silcoids on Toxic planets, and put Sakkar
to making food (+1 bonus). Neat trick. But you would need AMCs to
keep morale up.

>Jonathan

dbe...@usit.net

John Mueller

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Jan 12, 1997, 3:00:00 AM1/12/97
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I combined several races on one world before and it works out just fine
from a game play perspective. I'm not sure I got any special benefit by
doing so though. It might be interesting to try it again and see what
happens.

John Mueller

Irwin Pui-Yin Choy

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Jan 12, 1997, 3:00:00 AM1/12/97
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hart...@marshall.edu (Rob Hartwell) wrote:

>This brings up some interesting points and I'm wondering if anyone has tried
>them yet. First, can you mix more than one type of race on a planet. Could you
>stick Sakkra, Psilons, and Humans together all on the same world? Also, if you
>were to capture a race and then colonize a new world, could you transport the
>captured race to the new world, remove your colonist, and then have a world
>with only the new race (after he ran housing to max of course)? Because if
>that's the case you could just capture the a single Sakkra and then populate
>your entire empire with them. Take the one, put him on a world by himself and
>run off some housing. Take one of his buddies and repeat the process elsewhere.
>Man, I'm going to have to try that one! :)

Surely - I captured a Klackon planet and I moved the population
around. I was doing it for maximizing the Klackon population, but
usually I moved one or two pop. to a new colony for faster production.
Since I was playing normal Human, I had no problem with assimilation
even I didn't have Alien Control Centre (or Center if you like).
----------------------------------------------------------
Irwin Pui-Yin Choy
e-mail: pyc...@unity.ncsu.edu
Master of Parks, Recreation and Tourism Management program
North Carolina State University

ratb...@aol.com

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Jan 14, 1997, 3:00:00 AM1/14/97
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Once I'd gotten past the game balance point (you know, that part where
you'll win even if you play like a total idiot), I decided to make Orion
into a zoo, and moved one representative of each conquered race there. I
had Psilons, Trilarians, Silicoids, Sakkra and Darloks all living in
telepathic imperium inflicted harmony.

Werner Arend

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Jan 15, 1997, 3:00:00 AM1/15/97
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On 11 Jan 1997, Rob Hartwell wrote:

> This brings up some interesting points and I'm wondering if anyone has tried
> them yet. First, can you mix more than one type of race on a planet. Could you
> stick Sakkra, Psilons, and Humans together all on the same world?

Yes, you can do that, but it doesn't make sense. With some goverment types
you will even have nasty morale problems. I tried this once, but never
since.

> Also, if you
> were to capture a race and then colonize a new world, could you transport the
> captured race to the new world, remove your colonist, and then have a world
> with only the new race (after he ran housing to max of course)? Because if
> that's the case you could just capture the a single Sakkra and then populate
> your entire empire with them. Take the one, put him on a world by himself and
> run off some housing. Take one of his buddies and repeat the process elsewhere.
> Man, I'm going to have to try that one! :)

Of course, you can do that, too. If I have a race with research and
production boni, after I have conquered a planet, I usually start to genocide
it and replace the pop with my own, taken from a huge gaia world where I can
produce 1-1.5 population point per turn. If I have a race with global
enhancements like creative or charismatic, I do that the other way round,
taking my population away from the industrial/research worlds and replacing
them with captured Psilons/Klackons/Meklars. In that case, my race are the
elite galactic overlords, small in number but at the head of the empire,
while other races just the dirty work.
BTW: Any colonists from a subterranean race like the Sakkra will fit into
the additional population slots available to that race, regardless of who
the planet belongs to. That way, in the late game, I can have a huge planet
with 32 of my own colonists and the additional 17 Sakkra. I tell you,
THAT makes for an effective world. Take a Confederation government
and at some time, you'll probably be able to crank out Doom Stars at 1/turn.
Didn't try that last one, though...

Werner

>
> --Rob
>
>

Jonathan

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Jan 16, 1997, 3:00:00 AM1/16/97
to

In article <32D922...@pacbell.net>,

John Mueller <JMue...@pacbell.net> wrote:
>I combined several races on one world before and it works out just fine
>from a game play perspective. I'm not sure I got any special benefit by
>doing so though. It might be interesting to try it again and see what
>happens.

Only real benefit would be using people for what they are good at. I
assume that ground troops assume the characteristics of the ruling race,
so that it would be no good peopling a world solely with captured
Bulrathis for better ground defense. However, if you are playing Psilons
and you capture some Sakkras, no point whatsoever in putting them on
research duty. Hand 'em plows and hammers.

>> This brings up some interesting points and I'm wondering if anyone has tried
>> them yet. First, can you mix more than one type of race on a planet. Could you

>> stick Sakkra, Psilons, and Humans together all on the same world? Also, if you


>> were to capture a race and then colonize a new world, could you transport the
>> captured race to the new world, remove your colonist, and then have a world
>> with only the new race (after he ran housing to max of course)? Because if
>> that's the case you could just capture the a single Sakkra and then populate
>> your entire empire with them. Take the one, put him on a world by himself and
>> run off some housing. Take one of his buddies and repeat the process elsewhere.
>> Man, I'm going to have to try that one! :)

You could do just that. You wouldn't even have to put him on a world by
himself. Just park him somewhere with good growth and plenty of space,
and watch him hatch new Sakkras. Pretty soon you'd be a minority in your
own empire. Only difficulty is you have to assimilate him before you can
ship him.

Makes me wonder what captured Trilarians would do on Ocean worlds. Also
makes me wonder how the Gravity Generator works when Psilons (low),
Sakkras (medium) and Bulrathi (hi) all share the same world. Does it just
remove grav penalties and assume everyone's getting the environment they
need? (I believe it does.)

I think it's a lot of fun building a multicultural federation in this
manner. I've never reconquered an assimilated captured population unit
from a CP, but I assume they would show up in chains and have to be
reintegrated into your culture. (A wonder Silicoids can integrate at all,
but they can, and they sure don't eat much. Captured Meklars, now, could
change the economic balance. Captured humans are a rousing bore. I
wouldn't much like to be putting down a revolt by captured Bulrathis, if
such can occur. And I'd think that captured Psilons would be a real kick
in the research butt.)
--
Jonathan

John Mueller

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Jan 17, 1997, 3:00:00 AM1/17/97
to

>> Only real benefit would be using people for what they are good at. I
assume that ground troops assume the characteristics of the ruling race,
so that it would be no good peopling a world solely with captured
Bulrathis for better ground defense. However, if you are playing
Psilons and you capture some Sakkras, no point whatsoever in putting
them on research duty. Hand 'em plows and hammers.Only real benefit

would be using people for what they are good at. I assume that ground
troops assume the characteristics of the ruling race, so that it would
be no good peopling a world solely with captured Bulrathis for better
ground defense. However, if you are playing Psilons and you capture
some Sakkras, no point whatsoever in putting them on research duty.
Hand 'em plows and hammers. <<

Actually, I do make some race differentiation. For example, all my
Psilon slaves (when I allow them play) end up on research colonies. I
usually stick all my Klackon slaves on industrial worlds. Some races,
though, just don't have much to offer in the way of planetary advantages
except as a warm body. They end up going to boundary worlds for general
duty, so my own people don't have to take the risk.

John Mueller

Craig Richardson

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Jan 18, 1997, 3:00:00 AM1/18/97
to

In article <Pine.HPP.3.91.970115...@commlink.zdv.uni-tuebingen.de>,

Werner Arend <kii...@commlink.zdv.uni-tuebingen.de> wrote:
>
>
>On 11 Jan 1997, Rob Hartwell wrote:
>
>> This brings up some interesting points and I'm wondering if anyone has tried
>> them yet. First, can you mix more than one type of race on a planet. Could you
>> stick Sakkra, Psilons, and Humans together all on the same world?
>Yes, you can do that, but it doesn't make sense. With some goverment types
>you will even have nasty morale problems. I tried this once, but never
>since.

It makes sense in one case - if you have a research (industrial) world, and
your best scientists (workers) are not subterranean (tolerant), you can
stick a few extra subterranean (tolerant) colonists on there, essentially
for free...

--Craig

--
Craig S. Richardson (cri...@eskimo.com - http://www.eskimo.com/~crichar)
Player/Manager, Bleach United FC (Co-Rec Soccer [Seattle])
"... things don't look good for Craig. He's a stiff." - Gary Huckabay
Great moments in CM2 history: 4/28/08 - Cardiff City win the Premiership title

Andre Swenson

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Jan 21, 1997, 3:00:00 AM1/21/97
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On Sun, 12 Jan 1997 16:10:22 GMT, dbe...@usit.net (Dennis Benker)
wrote:

>On 6 Jan 1997 14:38:46 GMT, fl...@WOLFENET.COM (Jonathan) wrote:

>>Could have knocked me over with a feather when I saw this. Playing as
>>Psilons, managed to invade and capture Sakkra planet. Transported in some
>>of my own people. Planet *retained* its Sakkra (doubled) max population!
>>This points to an obvious tactic: grab a Sakkra world, scatter its people
>>throughout your empire, start growing again! Better than biospheres any
>>day of the week.
>>--

>Remember that you get a 20% morale loss on multi racial planets that
>do not have an Alien Management Center. However, you do point out a

an argument for Unification - with AMC(then sell it), telepathy,
charismatic or just tough it out

my 1st impossible win was vanilla Klackon
the Silicoids killed many more Silicoids than I did
100% production was better than Ultra Rich that game.


= Andre =============================== aswe...@pcug.org.au =
Aiee! Penguins on the Starboard Bow.


Jonathan

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Jan 22, 1997, 3:00:00 AM1/22/97
to

In article <32E007...@pacbell.net>,

John Mueller <JMue...@pacbell.net> wrote:
>>> Only real benefit would be using people for what they are good at. I
>assume that ground troops assume the characteristics of the ruling race,
>so that it would be no good peopling a world solely with captured
>Bulrathis for better ground defense. However, if you are playing
>Psilons and you capture some Sakkras, no point whatsoever in putting
>them on research duty. Hand 'em plows and hammers.
>
>Actually, I do make some race differentiation. For example, all my
>Psilon slaves (when I allow them play) end up on research colonies. I
>usually stick all my Klackon slaves on industrial worlds. Some races,
>though, just don't have much to offer in the way of planetary advantages
>except as a warm body. They end up going to boundary worlds for general
>duty, so my own people don't have to take the risk.

I usually don't find that I want to maintain enough freighters to really
do the job as efficiently as the above, but your methods are definitely
how I would do it if I had unlimited ability to shuffle people. I find
that by the time I'm to that point, I have the other races reduced to
servitude and am just building up to attack Orion or Antares. I think the
reason users here hit the 'too many ships' bug is that they are spending a
lot more time building a fleet than using it to pound their enemies to
plasma.
--
Jonathan

John Mueller

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Jan 23, 1997, 3:00:00 AM1/23/97
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I usually manage the races I capture, but not micromanage them. I
usually have a large freighter fleet anyway. It seems like some worlds
are constantly overproducing food, so I let them and just move it where
needed. That requires a large freighter fleet (and some amount of luck)
to keep people from starving.

So far I've never run into the "too many ships" bug. Either I just
don't let the game run as long as most people, or I only build just
enough ships to get the job done. Most of my energy is spent getting
research. Those extra research points can start to build up by the end
of the game <g>.

John Mueller

Mark Henderson

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Jan 25, 1997, 3:00:00 AM1/25/97
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In article <5c5mh8$a...@ratty.wolfe.net>, Jonathan <fl...@WOLFENET.COM>
writes

>I usually don't find that I want to maintain enough freighters to really
>do the job as efficiently as the above, but your methods are definitely
>how I would do it if I had unlimited ability to shuffle people.

You only pay maintenance on the freighters being used that turn. All
the rest are free. So just produce a new freighter fleet every time a
planet has nothing better to do and never worry about running short of
them again.
--
Mark Henderson
Wheathampstead, England.

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