>think Master of Orion is the apex of 4X to which others aspire
>"Why would I ever bother trying MOO1?"
>play the remaster anyway
The game is elegant, and lacks behind MOO2 in only two ways: no race creator, no leaders, and battles are worse. Colonising a new planet lategame? No need to build 30 buildings in a certain order, just move a few sliders. Only one planet per system. It means the game never gets bogged down in managing exponential details like in many other games.
Master of Orion 1: king of simple 4X
Just play Stellaris
>Stellaris doesn't have a metric frick ton of micromanaging
MOO is a certified boomer game it's time to move on now
Stellaris has mountains of fluff to distract from the fact that the essential 4Xs of the genre are still fundamentally the same as MOO. Ultimately what is your goal in Stellaris but to build up an empire and fleet to gobble up the others? You can roleplay and micromanage a hundred things but the game still boils down to moving ships between systems through lanes to eat up space. Sometimes you might tech rush first then do it or do an early expansionist rush with devouring swarm but it’s the same old shit really.
One might say every FPS game is still just clicking on enemies like in DOOM
>only two ways: no race creator, no leaders, and battles are worse
I can see why playing a super simple 4X appeals to someone who can't count to three.
I was originally just going to put races & battles, but thought of leaders and forgot to change the sentence
let's hope your next post is as valuable a contribution as the first
What about Imperium Galactica? It's fairly lightweight 4x with more emphasis on the story.
never heard of it
I consider Imperium Galactica 2 the best space 4X game to this day. What other space 4X has simcity-style colony building and RTS-style ground battles? Capturing enemy spies and turning them into double agents? The game was way ahead of its time.
It is more complex than MOO1 though, so if you want a streamlined and simplified (but still very good) experience, go with MOO.
>Just missed the Steam sale.
Frick! Frick!
Imperium Galactica 2 is one of those ambitious genre combining games where the execution is pretty lacking in every category. I thought I remembered it being good, but then I got it on Steam and got bored after a few hours. The city management is best left on autopilot since it's the same build order every time and you have to wait for populations to grow between each step on each world, and there's not much to the battles. At least it's funny that once you get powerful enough the game lets you just win every encounter without even trying to simulate any losses on your side.
IG2 does have one issue with game-wide effects: it takes a very long time to build ships.
Ship factories requires population to run and pop increases very slowly - and you can't transfer pop between planets -, so you probably won't have more than 2 factories in the same planet. And building even a single decent ship will take months. As such, when you beat an AI's main fleet, the game is over for them. They will never be able to rebuild a fleet in time. You will be free to capture all their planets unopposed (aside a meager ground resistance). Then you start snowballing and beat the other players.
The Krahen fleet is still an endgame threat however, if you're unprepared then YOU will lose your main fleet and then it's over for you.
that is combo of slow ship building, weak planetary defense and fast travel, add unlimited range and you get snowball combo
Imperium Galactica is such a cool concept, I wish it had caught on.
I wish there were more games that let you spend time as a middle admiral of a fleet instead of always having to be high command. The less scripted, the better.
You should try remnants of the precursors too.
As for the remake, the 5x mod is pretty good too. If fixes the few problems I have with the remake.
I never really liked Moo2 though, it felt too micromanagey in late game, individually placing buildings on each planet.
Problem with IG1 is that it offers zero replayability. Once you play the whole thing once there's no reason to go back again.
>remnants of the precursors
>walltext everywhere
>20 fps
>humans are gay filipino trannies
no thanks
dunno what this moronic burger boomer was thinking
Well, it's open source, if you don't like it fix it 😉
>open source
is it really?
i remember that boomer was pulling some dumb shit with licensing like he don't even own the 'art' he paid for
I dunno, but there are forks like this one: https://github.com/Xilmi/Rotp-Fusion
>https://github.com/Xilmi/Rotp-Fusion
Let's go sers
I played a couple of games and it's pretty good but these cumbersome sliders are irritating me. There's a lot of times when a planet is doing max research and I want to build one ship, or a few bases, or send transports, and I have to gay with the sliders, making sure not to disrupt the eco bar so that it doesn't go negative.
Consider how much less cumbersome the sliders are overall compared to buildings
>Consider how much less cumbersome the sliders are overall compared to buildings
That's mostly because game with only 5 sliders is simpler than a game that has buildings. Regardless, it would still be nice to be able to shift click on the big picture of the ship in the queue and make that automatically set max production to ship and queue 1.
If I were doing these sliders, I'd replace the planetary tech slider with "unspent" BCs. Unspent BCs are diverted to the empire to be divided between reserve, espionage, and research. All research spending should be controlled from a single slider on the global tech tab, with BCs first drawn automatically from artifact worlds. "Production - Net (Gross)" would be replaced by a tricolor bar to display Net, Gross, and Unspent.
A stellaris-style fleet manager would be welcome too. Actually this whole game should be remade using context menus and windows. Simple being able to ctrl-select on the main map and right click without having to open a new tab would be so much better. The game itself is good but it controls like something from the Win 3.1 era.
>between reserve, espionage, and research.
pardon me, between reserve and research. Espionage is drawn from gross production I believe.
you can lock bars and set how many basses you want to have(it build up to desired amount)
>only two ways: no race creator, no leaders, and battles are worse
>1 (one) - no race creator,
>2 (two) - no leaders,
>3 (three) - and battles are worse
Black person you can't even count. Why would anyone trust your moronic opinion on anything?
Less moronic than someone who doesn't read the thread before posting
>Master of Orion 1: king of simple 4X
its truly is
too bad that RotP is pozzed by that moronic boomer
pozzed how?
What game?
Stars in Shadow, pretty solid game, quite simple kind of mix of MoO 1 and 2
he changed graphics and added extra fanfic tier lore, changed few rules too
>have a shitbox PC with no GPU
>"it's a 2D game, should run fine"
>15 fps
>frick
>ask in forum, turns out you need a somewhat decent GPU to run it, despite being 2D
Too bad, I really wanted to play it
tbh having no rng or random races is not that bad
that way races get pretty distinct and you learn them by heart
its simple 4x games thread?
I guess it should be
the king of simple 4x is 2x
not true
its not exactly complicated but its not simple
play Swords in Shadows
it have slavery and stuff
I can't find this game is it mobile or something?
its Stars in Shadows, my bad
name is similar to Swords of the Stars and I mixed it
>try to shill game
>fail
>marauders laugh at me
sigh
looks like a simpler stellaris, I will try it out pirate it
>stellaris
nah
Its mix of Moo 1 and 2. Pretty good but not amazing.
This game was pretty good but I remember it was really buggy, like combat was really wonky. Has it had any updates? I think I even had the dlc which was worse.
>buggy
not really but the balance is off tbh
combat can be slow tho
>combat can be slow tho
Definitely go into the options and turn on fast animations. There seems to be a bug where the option turns itself off every time I launch the game, even though the box seems to be checked, so I have to turn it off and on again every time I play.
huh
its still slow when you have 50+ units per side, same problem like MoO 2 had
It's a bit streamlined at least. You can select multiple ships and have them all fire at once. IIRC double-clicking on a ship selects all ships of the same type which really speeds up battles that are overwhelmingly in your favor anyway
Can you say this game replaces MoO series, because it multiplied everything positive and removed the most negatives?
>Can you say this game replaces MoO series, because it multiplied everything positive and removed the most negatives?
nope
its tried different approach and have nice style but devs are lazy as frick(its side project at best) and many things are badly/lazily made, some design mechanics sucks and balance is off, I can elaborate if you wish
>planet textures switch as population grows, with more city lights and development visible from orbit
Is it realistic? No. Is it cool as hell? Yes, I wish more games would do it.
its pretty nice game
could be better but we have what we have
>see n- human
>day ruined
SotS did it as well
it really tried to be MoO TW
>no leaders
But that's a good thing. It doesn't make sense that on the scale of interplanetary genocides and star destroyers there are heroes magically increasing the productivity of the system by 25% or that you personally appoint captains on ships to the same effect.
Although I must admit MoO1 filters me hard (and I've played a lot of Civ and SMAC): I usually win by easy diplo victory with humans but when engaging in warfare I more often than not get outperformed by AI in building better ships (i.e. my junk vs their Wunderwaffe).
>I more often than not get outperformed by AI in building better ships (i.e. my junk vs their Wunderwaffe).
There's an easy (cheesy) way I've found in my time, at least early on
>build a large ship
>zero protection or manoeuvre, but put on a computer and as many 2-shot missiles as you can fit
>fire two shots at the enemy and retreat before they can land any hits
You won't be able to hold any ground, but you can do a lot of damage with hit-and-run
What about lots of small ships with higher manoeuvrability + Alkari? In theory, they should do very nicely early on.
just be Psilons, they can't beat you if you're like two tiers of tech ahead
>(i.e. my junk vs their Wunderwaffe)
how?
>never played MOO3
>finally decided to give it a try to see why it was hailed as franchise killer
>it ends to be very competent and working perfectly fine with some unique mechanics
Feels weird, was release a shitshow or nobody expected complexity it offered or something? I legit don't understand why it buried the series.
I remember a post of someone playing it at launch. After a few turns an alien race he never met told him that they're tired of being insulted by him and declared war. Few turns later they showed up again begging for peace. Then the game crashed. And apparently everything was automated to a point you could mash end turn button and win the game just like that.
I love everything about SE4 except the braindead AI
the combat from moo4 was mostly a better version of moo3. in moo3 combat everything was too small to look at and died instantly in almost comedic fashion. multiple planets per system, if i remember, was also from moo3.
>multiple planets per system, if i remember, was also from moo3
Moo2
it was completely broken
I'm more of a Space Empires 4 man myself.
What about Galactic Civilizations 2?
played it long time ago
don't remember much but it was quite boring and tiring to play and ship designer was total meme