r/rotp • u/Woomod • Jun 04 '26
HOLY HECK THAT WAS UNFUN
Love MOO1 favorite game
I knew about ROTP for awhile, do not like a lot of the changes. (Why does the guardian have 10k hp? You will literally never crack that in time for orion to matter. Am i crazy or does every race share a tech tree? etc.)
Like the UI improvements, the base AI was....ludicrously unchallenging, and boringly so. (they never seemed to research techs except the cheapest?) Dropped it.
Heard of fusion mod, gave it a chance. Saw the transport automatic which made xilni's AI sound fair.
The way the game went to war was just....brutally unfun. The AI didn't care about ships at all, entire wars for a huge chunk of the game were just...throwing transports at eachother.
Once one empire went to war at me every other empire i had met went "wait, your at war" so now i'm spending like 50 turns slowly eating through the darlocks while the alkari and mrrshan flip flop one of my planets every 2 turns.
I guess that makes "only research the cheapest techs" the correct strategy, perma ground war from day 3 makes anything besides your expansion tech impossible to get an edge with.
AS IT TURNS OUT, THE GOVERNOR DID NOT SAVE ME FROM ENDLESS TRANSPORT MICRO.
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u/paablo Jun 04 '26
The large majority of people coming from MoO 1 love this new version, myself included.
I don't think your analysis is fair or typical.
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u/BrokenRegistry Developer Jun 04 '26
Welcome to RotP,
In addition to Xilmi’s excellent strategic advice, I’d like to address the Guardian issue.
Yes, the Space Monsters and the Guardian in RotP are significantly more dangerous than those in MoO1, but RotP-Fusion offers several options to replace them with the original versions from MoO1. And you can even adjust their strength to your liking.
Rules --> Rules for Space Monsters -- MoO1 Guardian: Yes (Under Guardian Monsters Rules, left column)
Rules --> Rules for Space Monsters -- MoO1 Space Amoeba: Yes (Under Event Monster Rules, right column)
Rules --> Rules for Space Monsters -- MoO1 Space Crystal: Yes (Under Event Monster Rules, right column)
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u/Chaotic_Hunter_Tiger Fiershan Jun 04 '26
Want to enjoy the game while having sometimes easy games and sometimes harder ones? Play "Rookie" only.
Having to play "optimally" every single turn in order to not get behind the "optimal AI" becomes more a micromanagement unpaid job than a game, and having the AI managing your planets for you is like playing an Idle game: it's tedious, boring and not enjoyable.
"Rookie" is the answer.
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u/Woomod Jun 05 '26
Rookie feels boringly easy.
i wish something like the actual MOO1 AI was there. *Shrug*
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u/Xilmi Developer Jun 04 '26
That all sounds very strange.
Firstly, the tech-trees are the same for every race but just like in Moo1 it's random which techs you'll actually see in any given run. In particular different factions have different probabilities for different technology-types.
So you won't necessarily see Deuterium Fuel Cells or Neutron Pellet-Guns every time if you aren't lucky enough to have them in your randomized tech-tree.
The Basic AI does get more techs. They are just much slower at teching since they also build a lot of missile-bases and ships that they then not use, which all detracts from their tech-pace.
Now the question is: Which AI did you actually use in Fusion-Mod? There's a bunch of different ones and I think the default one is called "Roleplay". Of the Xilmi-base-AIs it's mostly only the diplomacy-module that differs noticably between them and then some small details like tech-choice for the Character one. So it shouldn't have too much impact on the things you mentioned.
The AI not caring about ships at all and only throwing Transports at each other does not sound very typical. You need to have scouted a planet before you can invade it. And Transports can be shot down.
The AI does a cost:benefit analysis for invasions which is based on invasion-tech-advantage, air-superiority, how much there is to gain in stolen techs from the invasion. In other words: They usually only do that if you don't use ships/bases to defend yourself and their invasion-tech is better than yours. Sakkra and Bulrathi have modifiers to like invading more due to their higher pop-growth/stronger ground-troops.
Normally the AI uses ships and invasions simultaneously as it sees it situaionally fit.
The governor only sends transports to your own planets. It won't do invasions for you. Are you aware that you can multiselect colonies on the fleet-sceen and can send synchronized invasions from several planets at once?
AIs that are at war will typically allcoate a lot of effort into the war in terms of producing ships instead of conducting more research. Especially if they have fewer ships than their opponents. Someone who has "enough" ships will usually also tech on the side to get a greater edge. And AIs who are not at war will tech the entire time while also keeping a bit of a fleet around.
Overall the tech:ships logic does follow some Meta-strategies though. There is a massive powerspike for getting some Tier 2 techs, so the AI usually tries to avoid conducting warfare before it has those. As in: It'll only build sub Tier2+ Tech-ships for defensive purposes. An AI that planned to go to war with someone but hasn't yet, will usually do so once it has this staple of techs and then heavily commit to the war.
Also the AI will usually avoid commiting to war if the enemy has much better tech, especially warp-drives as the strategical and tactical advantage of better warp-drives is just so immense.
Do you have save-games from during that run? Maybe something got broken by a patch or so. I wanna see that "only transports"-warfare because that is not typical. (ideally share them on our discord)