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Economy Explained

Kezitaal's Photo Kezitaal 12 Dec 2015

News update on the main Master of Orion Websites (.com, .eu, .eu/de, etc..) English text also "spoilered" subsequent.

 

Spoiler

 

Basically no really new information for those who saw the PAX Australia Videos 1 and/or 2 but still nice to see.

 

I like the feature of the summary screen when a trade agreement ends (should be same than with research agreements).

 

Sad to see, that the russian community from my point of view is far better informed (i only use online translator) but they are always first to post news in the forum and there is .. lets say much more love in it when I see the russian facebook version vk,their website and their forum. Regarding the latest news we have their some different images in the economic section. I added the pictures from the russian news post into the "spoiler".

 


Edited by Kezitaal, 12 December 2015 - 12:30 PM.
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Gamling_JB's Photo Gamling_JB 14 Jan 2016

I wonder why they removed the Tech choices. To have to chose between 3 techs created a lot of interesting choices where you had to weigh your immediate need against your grand strategy. Since you could not have all weapons and buildings it made also the lesser tiers useful in the late game and no game or enemy exactly the same. 

 

This was also very important for diplomacy since tech trading and spying become so important. With a linear tech tree with few branches, tech trading and stealing becomes much stronger. this is very hard to balance. In my opinion was the greatest thing with Moo2 the balance between the tech and building, ship design systems. You didn't have to many buildings to build so you had time to build ships and if you only discovered improvement buildings your economy blossomed but your fleet became weaker.


Edited by Gamling_JB, 14 January 2016 - 09:58 AM.
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kyngarin's Photo kyngarin 22 Jan 2016

Artifact planets was allso a great boon, since you could get some of the missing tech upgrades, that you otherwise woudnt be able to get.

1 of 3 upgrades were great.

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Kezitaal's Photo Kezitaal 23 Jan 2016

View PostGamling_JB, on 14 January 2016 - 09:56 AM, said:

I wonder why they removed the Tech choices. To have to chose between 3 techs created a lot of interesting choices where you had to weigh your immediate need against your grand strategy. Since you could not have all weapons and buildings it made also the lesser tiers useful in the late game and no game or enemy exactly the same. 

 

This was also very important for diplomacy since tech trading and spying become so important. With a linear tech tree with few branches, tech trading and stealing becomes much stronger. this is very hard to balance. In my opinion was the greatest thing with Moo2 the balance between the tech and building, ship design systems. You didn't have to many buildings to build so you had time to build ships and if you only discovered improvement buildings your economy blossomed but your fleet became weaker.

 

They changed it recently back to choose a single research out of the offered.

 

Additionally I've read somewhere that they maybe intensify this by letting you choose a tech branch at the beginn of the game but this I've to search again.

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Gamling_JB's Photo Gamling_JB 23 Jan 2016

That is good news! I found the MoO2 tech system to be best so far. But the coming game Stellaris seems to have a really interesting system too. But I never got into the Europa Universalis games I prefer the turn based strategy games.

 

"Now, I want each new game of Stellaris to be a new and different journey. That is why the game does not have a “tech tree” in the classical sense. Instead, each time you start up a new research project, you are presented with three semi-random choices. This is a bit like drawing three cards from a deck of cards, picking one and returning the other two to the deck. However, to continue with this metaphor, the trick is in the shuffling... The deck is very much stacked, so to speak. Especially in the early game, some cards are extremely likely to end up in the top, so that all players get a fair start. What happens in the background is a complex weighting of various factors, like the ethics of the empire, the traits of the scientist character in charge of the department, the techs you already have, etc. I guess you could say the result is something like a fuzzy, hidden tech tree" 

 

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