kyrub
Augur
- Joined
- Aug 13, 2009
- Messages
- 347
The type of start defines the game in MoO, so you may be quite right. Difficult start, bad setup for your race = hard game. Too easy a start, boring game (to me). En plus: Silicoids fare better in larger universes, because they have more potential to grab planets.
There's +- general concensus among veteran MoO (I do not count myself as a true MoO vet) that playing Silicoids well requires a very risky and quick development which potentially brings you to a loss of a few planets to invasions. But the final gain usually outweighs the loss. In the midgame, you suffer to hold on the planets, but you have to make the most of it. And as you say, Silicoid bonuses are gone in the endgame, so you need the fully developped planets in highest number to dominate. Not easy.
(Adv. Terraforming, you are right, I forgot that.)
I know this question is probably useles, but are you effective in quick grabbing of planets? Scout blocking, factories maxing, eco research to reduce price of Colony pods etc.? These are quite crucial game concept, otherwise you'll never tackle the impossible level.
There's +- general concensus among veteran MoO (I do not count myself as a true MoO vet) that playing Silicoids well requires a very risky and quick development which potentially brings you to a loss of a few planets to invasions. But the final gain usually outweighs the loss. In the midgame, you suffer to hold on the planets, but you have to make the most of it. And as you say, Silicoid bonuses are gone in the endgame, so you need the fully developped planets in highest number to dominate. Not easy.
(Adv. Terraforming, you are right, I forgot that.)
I know this question is probably useles, but are you effective in quick grabbing of planets? Scout blocking, factories maxing, eco research to reduce price of Colony pods etc.? These are quite crucial game concept, otherwise you'll never tackle the impossible level.