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5 Units in a batch need less training time than 1+1+1+1+1 units
in most cases the number at the end of the map indicates the number of players. You can change their team in the dropdown menu.
Also it is important to see anticipate the attack and to be ready. You can try playing with a revealed map, so you see when they are moving towards you. If you play with Fog of war, build a wood tower in the direction that you expect them to come from, garrison it with one soldier and research the technologies there.
I think you already know, but basically you just need wood, food and houses at the beginning. Keep an eye on the population limit. Use women for berries and fields, calvary for hunting and soldiers for wood. Use the alarm ring in the civil center when you get attacked and don't forget to send them back to war afterwards.
I think this wouldn't have much impact since you meet your opponents quite early into the game, nevertheless I agree that the Diplomacy system could use some inspiration
Hi, on game setup, you can set teams. To force the AI to make war at somone, you can set all to the same team, with the option "last man standing" (note this will probably just trigger them to immediately declare war on you).
You can also set the game to wonder victory and put yourself in the same team as the AI, this way the first to a wonder wins (Dont't forget to lock teams then.)
I heard about the ceasefire option, but I haven't tried it yet. I looked for it, but not too hard.
In MOO2 there's actually many ways to choose diplomacy over war (or the opposite).
One strategy I used which was absolutely hilarious, and it was my own invention, to get two races to go to war with each other: I sent two colony ships into their territories, one each, timed to arrive to unsettled systems at the same time. When the ships arrived, I told them to build a colony in a planet. This would get ME into big trouble, if I left it at that; but what I did at the very next turn was to go to the diplomacy screen and GIVE these colonies to them, but such that... imagine they were the Darlok and the Meklar, I give the new base in Meklar territory to the Darlok, and the base in Darlok territory to the Meklar. They are incapable of controlling themselves and not attack these new bases in their midst, and so they end up at war with each other. It could work with only one base; but I used two bases for extra insurance.
Yeah, the game never defaults to a war status, so if your race is not 'repulsive', and you make sure you have a respectable navy, and you use diplomacy to trade, and/or to exchange technologies, you can avoid war for the most part, if you want. But it's not for sure; sometimes espionage causes war, even if you were not spying, because sometimes the spies of another opponent manage to frame you.
If you are already at war, you can use the diplomacy screen to OFFER or SUGGEST a ceasefire; but they may say NO. The more or the sooner you ask, the worse the result is. Knowing when to sue for peace is an art in MOO2. You have to put yourself in the shoes of your opponent sometimes. If someone else declares war on them, that's a good time to sue for peace, for sure. But generally, the best ingredient is to be winning the war. If you are winning and you sue for peace, you usually get it. Sometimes your enemy may put a condition, like "give me system such and so as an incentive".
Cool. Good to hear, and glad to be understood. For now I guess I'll go back to Sandbox and for a challenge just try to win faster.
I suppose you guys never played Masters of Orion II? I picture you all much younger than me; MOO2 is from the days of .. DOS.
In MOO2 you're conquering planetary systems, rather than terrain, and riding space-ships rather than horses, and researching quantum displacement devices rather than iron swords, but it's the same thing otherwise. And that was a turn-based game, though it kept you on the edge of your chair anyhow.
The diplomatic paradigm was interesting, though, and even if it's not traditional in Age of Empire type games, I see no reason why it could not be imported or used as inspiration.
1) At the beginning of a game you haven't met your opponents yet, so you have NO diplomacy with them; your diplomatic screen is blank.
2) As you expand through the galaxy, you begin to meet your "opponents", usually one at a time. When you do, they fill a slot in your diplomatic screen, and now you can talk to them, offer them gifts or demand gifts from them; you can declare war, sue for peace, or suggest an alliance; you can send spies to their territory and tell them to steal technologies, or to do sabotage, or to hide. In this screen, you can also see how an opponent "feels about you" (in a love to hate scale); though their feelings are not always a sign of upcoming war or peace. They may hate you, but if you know that they fear you more than they hate you, you know they won't be declaring war any time soon; and viceversa: if you are weak, even if they love you and feel really bad about conquering you, they might do it anyways if it makes sense strategically.
3) Some races are more likable than others. The game allows you to create your own race, and one of the items is "repulsive", which makes your race automatically hated by everyone; but the value of this attribute is a whopping negative 6 points that you can spend on positive attributes. And there's a research item you can queue up that gives you extra points in diplomacy.
4) Offering gifts of gold or technologies or systems to a race makes them like you more, of course. Demanding tribute or gifts, and spying on them makes them like you less. Occupying a system too close to their territory makes them like you less in a big way, unless you are in a formal alliance with them.
5) When a race declares war on you, they do it verbally. The message is not always formal; for example "Our troops really need some target practice; so I've instructed them to try taking some of your systems. If we like the result, then it will be WAR.", though the status shows 'WAR' right away. The fact that war is not ON by default, but has to be declared, is the core of the difference.
I'm bringing this up because something along such lines would fit in well with 0ad, offering several advantages, namely,
a) No attacks at the beginning
b) When attacks come, you'll know why (declaration of war)
c) You can choose trade and diplomacy over war, *** in-game ***
d) Alliances are also possible in-game, but also may shift in-game, adding a new angle
Saying, because when I get attacked, in 0ad, I always ask "WHY is this happening?", and there is no answer. It just is.
Just realized what people will ask: Don't you have to eventually have war in order to win?
Not necessarily in MOO2. There were 3 ways to win a game in MOO2:
1) Conquering the whole "galaxy", system by system (lots of war)
2) Conquering the world of the Antarans, a transdimensional race that's always present in every game; but it's difficult, and you need to build a dimensional gate to get there...
3) Getting voted emperor of the universe (no war necessary, though it can happen in times of war). Every 50 years or so (game time) there is a vote, where all the races vote for one of two randomly selected contenders (sometimes you are a contender; sometimes not). To win, a contender has to get 2/3 of the votes, which is not easy. The number of votes each race gets is per the number of systems they have settled; so if you have 2/3 of the systems, you can vote for yourself and win. Otherwise, you can improve your chances by having good relationships. But most players DON'T want to win this way, and the way to avoid this win (or the war that may result from voting for the wrong opponent, as they threaten you sometimes), is to abstain. If you abstain, it is VERY rare that you'll be voted in anyways, though it happens occasionally. Most of the time it just prevents all parties from achieving a 2/3 majority, and thus the game continues.