It’s a build I really enjoy as well. I even use yellow color because of the way the small ships look. Sometimes I substitute Telepathic for Trans Dimensional. It makes it possible to beat larger fleets and even planetary missile bases with only a small fleet of unarmed scouts by using their own starbase against them.
Starting as Telepathic Creative Elerians on advanced, already with cruisers, and refitting them, I managed to win the entire game in 17 turns. No need to build transports or anything else.
This is very similar to something I used to do when I wanted to do a bit a of a change - Dumb Pirates. Feudal, uncreative, +ground combat, +attack, +defence, 2 picks left Basically the same process, but using lasers instead of missiles. Lasers can disable early game ships reasonably consistently, and +50 attack means all your ships have the equivalent of a free battle scanner so you can effortlessly shoot down missiles. Research is getting Physics 250 done asap to get auto fire lasers, while capturing and scrapping as many ships as possible to give you money and maybe tech.
I love doing unconventional play styles. Another interesting one is spying focused telepathic, using sabotage to destroy starbases so you can mind control planets. Another one is ground combat heavy g and rush assault shuttles while making sure you have the most pop so antaran attack you first. Then capture antaran ships for tech. Another one I like is rush for android workers and make a fully robot empire. Recently I'm doing farming fantastic traders who generate money by selling food and then buy everything. It works oddly well!
i love watching other people play games differently than i do. Got a kick out how you named your ship with L for leader. I do some things similar in other games but like battle tech for mech damage and battle brothers for defense and offense skills but never in my life did i ever think to put something into a ship name.
Indeed. I played a Feudal-Repulsive back then. And no Trans-Dimensional. I like this current race better. With Uncreative instead of Repulsive, you can get better leaders (always hoping for Navigators). And with Trans-Dimensional you have less chance for the Star Base to shoot down your frigates.
So I tried out this build a few days ago with a cluster map... and it was definitely weird. It kind of made for a more balanced way to play it. There was a couple of races that I couldn't rush until I stole or conquered deuterium fuel cells from someone else. Fuel cells were NOWHERE on my tech tree until it got all the way to urridium. And so long as they maintained any combat ships, I couldn't even build an outpost in their system. I like scenarios like this where you have a strong build but the AI can still throw you some curveballs to make it challenging.
This strategy also works in MOO4. But you have be careful. And keep your Troop Transports moving forward. Because each Troop Transport you build gets filled up with 4 Marines from the planet. The Marine Barracks replenishes them over time: 20 turns for most races (including Bulrathi), 10 turns for races with the Militaristic pick (Mrrshans and Terrans). If you have spare credits then you can scrap your (empty) Marine Barracks and quickly build/buy a new one to replace it (each Marine Barracks comes with 4 Marines already installed). This is somewhat costly but it lets you start building your next Troop Transport at the colony after one or a few turns instead of after 20 turns. This limitation isn't so bad, actually. Because you only deploy a single Troop Transport on each colony you successfully invade/capture - the rest of the Transports stay in orbit. And there really aren't so many enemy planets to conquer on any given map.
I also like this race (even in Huge galaxy vanilla prewarp). Ground combat and T-D made for each other. But i substitute high-G with bonuses for research and production.
@@moo2modWell,you don't need too much production in a huge blitz. But getting tractor beam or assault shuttles - artifacts world would help with that.
i use this setting. it gives very nice results: scaler=hq3x if you play on lower resolution than 3x, you can still use it as follows: scaler=hq3x forced
dunno. any race in theory is 'viable' against AI. but it depends what casual means. usually it means not using the race for what it was designed to do. if you want to use such research for research-turtling strategies, then you'll have a bigger challenge for sure.
In moo2, you don't really buy the stuff - you buy hammers. The cheap hammers you buy in your current building gets you full production of the planet in the next building in the queue For example you build 20 hammers stuff with 10 hammers production First turn, 0/20 Second turn 10/20 - buy Third turn, first stuff built, second stuff is already 10/20 ! - buy ! (2 stuff for 3 turns, then 3 for 4 etc till there's money) If you dont buy First turn 0/20 Second, 10/20 Third turn, stuff built, second stuff starts 0/20 You get your second stuff on the fifth turn instead of the third It's never as clean as it is in this example, but you see whar I mean (english is not my language, hope people will understand :D)
Similar to a build that kind of capped my teenage interest in the game. Uncreative, warlord but instead of ground combat I went telepathic and rushed a cruiser. IMO, warlord is overpowered. Honestly, telepathic is, too.
It’s a build I really enjoy as well. I even use yellow color because of the way the small ships look. Sometimes I substitute Telepathic for Trans Dimensional. It makes it possible to beat larger fleets and even planetary missile bases with only a small fleet of unarmed scouts by using their own starbase against them.
Starting as Telepathic Creative Elerians on advanced, already with cruisers, and refitting them, I managed to win the entire game in 17 turns. No need to build transports or anything else.
Very fun to watch this partial playthrough! Appreciate the explanations.. I think I need to get back into MOO2.
Please do!
This is very similar to something I used to do when I wanted to do a bit a of a change - Dumb Pirates.
Feudal, uncreative, +ground combat, +attack, +defence, 2 picks left
Basically the same process, but using lasers instead of missiles.
Lasers can disable early game ships reasonably consistently, and +50 attack means all your ships have the equivalent of a free battle scanner so you can effortlessly shoot down missiles.
Research is getting Physics 250 done asap to get auto fire lasers, while capturing and scrapping as many ships as possible to give you money and maybe tech.
Nice! After 25 years or so, a new strat. Didn't expect that.
I love doing unconventional play styles. Another interesting one is spying focused telepathic, using sabotage to destroy starbases so you can mind control planets.
Another one is ground combat heavy g and rush assault shuttles while making sure you have the most pop so antaran attack you first. Then capture antaran ships for tech.
Another one I like is rush for android workers and make a fully robot empire.
Recently I'm doing farming fantastic traders who generate money by selling food and then buy everything. It works oddly well!
I think it's so cool that you made a template to improve base Bulrathi. They are my favorite and I'll use your settings next game.
i love watching other people play games differently than i do. Got a kick out how you named your ship with L for leader. I do some things similar in other games but like battle tech for mech damage and battle brothers for defense and offense skills but never in my life did i ever think to put something into a ship name.
Good play!
Nice! I wasn't really feeling it until the frigates took out the star base :)
Told you, this is the BOSS race. They construct BOSS frigates. :)
early starbases are actually incredibly weak against this kind of build. Immobile by default and those boarding bonuses REALLY stack up
@@oneandy2which was the point of this build. I prefer telepathic over boarding but need a cruiser for that t.t
Nice video. A few years ago, you had a boarding party series I watched.
Indeed. I played a Feudal-Repulsive back then. And no Trans-Dimensional. I like this current race better. With Uncreative instead of Repulsive, you can get better leaders (always hoping for Navigators). And with Trans-Dimensional you have less chance for the Star Base to shoot down your frigates.
So I tried out this build a few days ago with a cluster map... and it was definitely weird. It kind of made for a more balanced way to play it. There was a couple of races that I couldn't rush until I stole or conquered deuterium fuel cells from someone else. Fuel cells were NOWHERE on my tech tree until it got all the way to urridium. And so long as they maintained any combat ships, I couldn't even build an outpost in their system.
I like scenarios like this where you have a strong build but the AI can still throw you some curveballs to make it challenging.
this is how the mabden destroyed the vadhagh
I also like to play this kind of race :)
nice!
This strategy also works in MOO4.
But you have be careful. And keep your Troop Transports moving forward.
Because each Troop Transport you build gets filled up with 4 Marines from the planet. The Marine Barracks replenishes them over time: 20 turns for most races (including Bulrathi), 10 turns for races with the Militaristic pick (Mrrshans and Terrans).
If you have spare credits then you can scrap your (empty) Marine Barracks and quickly build/buy a new one to replace it (each Marine Barracks comes with 4 Marines already installed). This is somewhat costly but it lets you start building your next Troop Transport at the colony after one or a few turns instead of after 20 turns.
This limitation isn't so bad, actually. Because you only deploy a single Troop Transport on each colony you successfully invade/capture - the rest of the Transports stay in orbit. And there really aren't so many enemy planets to conquer on any given map.
I also like this race (even in Huge galaxy vanilla prewarp). Ground combat and T-D made for each other. But i substitute high-G with bonuses for research and production.
production bonus is better than research bonus imo.
@@moo2modWell,you don't need too much production in a huge blitz. But getting tractor beam or assault shuttles - artifacts world would help with that.
I also enjoyed bulrathi and elurians sometimes
Is there some algorith in place, that you always get the leaders that you need?
There is no such algo in place, but getting Nimraaz (Command Rating) and Altos (Navigator) was defiitely awesome for this game.
Hi. Nice one play! thanks always interesting you content. May I ask you what kind of "scaler" you are use?
i use this setting. it gives very nice results:
scaler=hq3x
if you play on lower resolution than 3x, you can still use it as follows:
scaler=hq3x forced
@@moo2mod thank you sir. I will immediately try it out.
When designing the ship, does the Computer affect the ability of the missile to hit? Or is it just beam weapons?
no, computer does not affect missile hit chance, only the beams (including mass driver & gauss). also, computer increases a ship's initiative rating.
@@moo2mod oh i see. the initiative is why you left the computer on your Fang
correct!@@blueberrymuffintime1375
the ruzzians of moo2
what does the computer do for you, with missile boats ??
Raises initiative, so you can fire first.
@@moo2mod okay, i see. I guess i never really noticed/cared, as missile boats + empty scouts are kind of op against the AI
Why are you buying the ships when they only have 1 turn to build?
finishing the ship with money means that the production of the current turn can already be used for the next build project, speeding up production.
@@moo2mod Ok, thanks. That's indeed a small benefit for the ship/structure that's being built next.
would this be viable on a large map for "casual players" as well?
dunno. any race in theory is 'viable' against AI. but it depends what casual means. usually it means not using the race for what it was designed to do. if you want to use such research for research-turtling strategies, then you'll have a bigger challenge for sure.
Why do you keep buying scouts when they're going to build in one turn anyway?
In moo2, you don't really buy the stuff - you buy hammers.
The cheap hammers you buy in your current building gets you full production of the planet in the next building in the queue
For example you build 20 hammers stuff with 10 hammers production
First turn, 0/20
Second turn 10/20 - buy
Third turn, first stuff built, second stuff is already 10/20 ! - buy ! (2 stuff for 3 turns, then 3 for 4 etc till there's money)
If you dont buy
First turn 0/20
Second, 10/20
Third turn, stuff built, second stuff starts 0/20
You get your second stuff on the fifth turn instead of the third
It's never as clean as it is in this example, but you see whar I mean
(english is not my language, hope people will understand :D)
I have played like a billion games but never seen so much close starting locations, is this some custom mod map setting?
it's just a standard 'Small' map
Similar to a build that kind of capped my teenage interest in the game. Uncreative, warlord but instead of ground combat I went telepathic and rushed a cruiser.
IMO, warlord is overpowered. Honestly, telepathic is, too.
Telepathic is OP for sure, I still didn't touch it in this 1.50 improved mod tho...