Master of Orion 2: Battle at Antares walkthrough
============================================================================================ ==========Masters of Orion II============ Strategy Guide v2.01 by The General (generalmx@aol.com) ============================================================================================ ----------------------- ---Table of Contents--- ----------------------- Chapter 1 - What "Masters of Orion II" is all about Chapter 2 - Universe Creation Guide (where everyone has a god complex) Chapter 3 - Random Events List Chapter 4 - Race Selection Guide (if you're gambling, wrong guide) Chapter 5 - Custom Race Creation Guide Chapter 6 - Starting Out (new game) Chapter 7 - So you have a new colony... Chapter 8 - Relating with the other races...they are edgy, aren't they? Chapter 9 - Scoring (sorry, only in MOOII) Chapter 10 - Leader Guide Chapter 11 - Technology Guide Chapter 12 - Other sources of help within the game Chapter 13 - Cheats (other then reading this guide!) Chapter 14 - Credits and Agknowledgments ============================================================================================ ------------- --Chapter 1-- *What "Masters of Orion II" is all about* ------------- ============================================================================================ Masters of Orion II is about galactic domination through diplomacy, research, and quick- thinking. It is a turn-based strategy game with about a billion things that can go wrong...or right. The object of the game is to be the "ruler of the galaxy". There are a number of ways this can be accomplished. All races (except yourself, of course) are "eliminated", or they have no colonies anymore. Though you do not have to eliminate them yourself (except the last race), you get extra "points" if you do. Once most or all the galaxy is colonized (IE the solar systems), there will be a "Galactic Ruler" vote held. The race with the most population, diplomatic relations (meaning good diplomatic relations), overall military power, amount of total colonies, and the number of races "eliminated" will be able to give themselves the most votes. You must get 3/4 of the TOTAL votes in order to be the "Galactic Ruler". If you realize you can't get the majority yet, you should probably "abstain" (not vote for anyone). It may take about 100-350 turns to get to this stage, depending on the size of the galaxy. If you have "Antarans Attack" selected, you can attack them. If you succeed in defeating the Antarans (which is REALLY hard, they are stronger than the Orion Guardian), your power will not be questioned any longer, and you will ascend the "galactic throne" (meaning, win). You also get extra points for defeating the Antarans (+200). The Antarans usually have a suped-up "Star Fortress" (better than "Battlestation"), some planetary defenses, and a suped-up Cruiser or Battleship to defend their homeworld. As you can see, the game is flexible for the ending. There are 3 possible ways to win the game, while how you win the game is even more flexible. ============================================================================================ --------------- ---Chapter 2--- *Universe Creation Guide* --------------- ============================================================================================ "Difficulty Levels" are present in this game. There is the obvious "Difficulty Level Modifier", but also other things you modify to increase/decrease the difficulty, or even give your race an advantage over the others. The Difficulty Levels are the obvious things to start at. However, one must realize what they change... Tutor Level gives you a huge advantage, since you are obviously a beginner to start at this level. You get a huge diplomatic bonus with dealing with other races, and even get a combat bonus. Easy Level is a little step above Tutor, with smaller bonuses for you. Average Level is the...average level. No bonuses to either side. You'll probably be on this level for a while. Hard Level gives you a diplomatic dis-advantage and gives the computer an "AI Bonus" with combat. Impossible Level gives you a BIG diplomatic disadvantage and gives the computer a bigger "AI Bonus" with combat. Basically this level is for military experts, as well as "gurus". As I stated before, other things can affect "difficulty". The size of the galaxy can affect "difficulty"... The easiest size is "Huge", because there are a ton of planets, and it reduces the chances of "crowding" in the galaxy. However, it also reduces the chances of a "Galactic Ruler" being even thought about. You also have the most time here to defeat the other players yourself, since there are very little wars here. But don't wait too long, since, if you do, the other players will be way too powerful. The "average" size is "Large", since this gives a good number of planets and not too much crowding, and gives a fair chance of "Galactic Ruler" votes in about 200 turns. Also, since there is less wars in this galaxy size, you will have more time to eliminate the other players yourself, therefore getting more total points. As in "Huge", waiting too long will result in bad consequences. The "harder" size is "Medium", because this size is smaller than the "average size". More crowding and wars. However there is an obvious limit to the power of an empire, since there are scarce systems to be colonized. "Artificial Planet" technology shines in this size. You have to be somewhat quick to get good systems before others do. The "hardest" size is "Small", since this is the smallest size of all, and makes all the other races more aggressive because of the lack of overall systems to colonize. However empires will have a small limit (unless they figure out how to use "Artificial Planet" or "Terraforming"), which can be used to your advantage, depending on various factors. "Artificial Planet" is a must-have here, and the "Galactic Council for Galactic Ruler Votes" will probably pop-up in only 50-100 turns. The "type" of galaxy is also important in the "difficulty levels", depending on your race... There are "3" types of galaxies. "Average" gives you a blend of both worlds, and is probably the best overall, unless you have some sort of good advantage with your race, such as "Heavy-G", "Tolerant", or "Lithosphere". "Organic Rich" tries to give you planets that don't have very harsh environments and usually these planets can even give food (usually these environments also support more life, therefore increases the max population). However the abundance of minerals in the overall galaxy goes down a bit. Usually do not pick this unless your race has a lot of "race disadvantages" like "Low-G" AND "-1/2 Food", or "Average" isn't giving you enough hospitable or medium/large planets. "Mineral Rich" tries to give you planets that are rich in minerals (planets that are rich in minerals increase the production a worker can do). However these planets usually have pretty harsh environments. If you are "Heavy-G", "Tolerant", "Aquatic", or/and "Lithosphere", this setting will give you an advantage over the other races. Usually this is the best pick, because you need much more production then food. Number of opponents also increases/decreases the overall difficulty... Size of Galaxy Number of Opponents for about no increase/decrease difficulty "Small" about "2" "Medium" about "4" "Large" about "5-6" "Huge" about "6-8" ("8" is the max # of opponents one can have) What technology level you start at can also affect the overall difficulty, depending on your chosen race (or race's advantages/disadvantages)... There are 3 technology levels one can start at. "Pre-Warp" - Probably the easiest of all, as long as you are at "average" difficulty level or below. If you have a research modifier such as "+2 research", "Creative", "Democracy", or even "Artifacts Homeworld", this will be the easiest selection for you no matter what your difficulty level. "Average" - Starts you out with a colony ship and the basic drive and fuel cells. If you don't really have any advantages or disadvantages with researching, then this is probably the way to go. "Advanced" - Starts you out with technology based on your race and difficulty level, a few colonies already established, and a fleet that takes up all your "command points". This level is basically for races that have disadvantages in research, such as "-1 Research", "Uncreative", "Feudal", or even "Low-G". Also starting out at this level helps if you've got the "Pre-Warp" section down, and need to work on diplomatic relations (since you can contact the other players on this level). Certain other selections can also affect the overall difficulty... There are 3 "other selections". "Tactical Combat" - Switches between "Tactical Combat" (selected) and "Strategic Combat (deselected). In "Strategic Combat", the computer will design all your ships, and the battles between ships will be represented with a de-facto sheet of what got destroyed and who won. In "Tactical Combat", the player will design his/her own ships and have control over the battles (but you can set the ships in battle on "auto"). For beginners, "Strategic Combat" is probably the way to go. However if you think you can design ships better then the computer, then use "Tactical Combat" and set your ships on AUTO during battle. "Random Events" - Sets in random events to happen. There are a lot of random events that can happen. If your race is "Lucky", then I suggest you select this. Otherwise, this will probably increase the difficulty, especially with fewer opponents. ============================================================================================ --------------- ---Chapter 3--- *Random Events List* --------------- ============================================================================================ Note that a system usually has to be colonized for any of these to happen, and some only happen to colonies themselves. Salvage Operation - You find one or two decent technologies in a lost ship. Can only happen if one of your ships is in transport. Hidden Wormhole - Teleports one of a ship in transit to the closest of the race's colonies. Population Boom - Doubles the growth of a colony for a while. Random Donation - Random donation to an empire's BC treasury, usually a substantial amount. Plague - decreases the population of a colony by a lot each turn until cured (the more scientists you have working at this colony, the faster this is stopped). Axis Shift - shifts the axis of a planet either to a more favorable or worse climate, usually either to Terran or Barren. Mineral Find/Loss - either increases or decreases the planet's mineral rating (usually goes either 2 steps up or 2 steps down). Pirate Raid - pirates raid all freighters, so nothing can come in/out of the colony until this problem is solved. Just put some fighting ships here, and, after a while, the fighters will defeat the pirates. Special Gain/Loss - I've never gotten this myself, but I hear it is possible. You can gain/lose a "special aspect" of a planet (Gold Deposit, Ancient Artifacts, Natives, Splinter Colony). Space Monster Attack - a Space Monster (Space Hydra, Dragon, Amoebae, Crystal) will attack a colony, bombard it, and then go away. Eel Looking for Love - An Eel, a pretty strong monster, will blockade a colony while it tries to spawn. Eels never attack colonies, so you will need to attack it to destroy it. After about 50-100 turns, the Eel spawns another Eel which goes to your nearest colony and blockades it as well. This spawning can continue until your whole empire is blockaded. Mercenary Dragon - a Space Monster (usually Dragon) is looking for something like gold. If you give it what it asks, he will attack ANY other colony (enemy included) at your command (Space Monsters are very slow, but can go anywhere), and then disappear. Random Diplomacy - with random events, I see a big change in the amount of "random diplomatic" happenings in the game. Sometimes even empires "surrender" to each other (if they are losing). Computer Virus - a computer virus in found in your systems, which result in a substantial loss in current RP (RP is needed to research technology). Random Breakthrough - your scientists suddenly had a burst of insight and finished researching whatever you are researching, regardless of how close you are. The more close you are to finish researching, the more frequently this will happen. Hyperspace Flux - no ship can go anywhere until this is gone, except if the race is Trans- Dimensional, such as the Trilarians. Time-Space Flux - "freezes" a colony in place, nothing can be done at this colony until this passes. Thankfully that colony doesn't need food, either. Hungry Space Monster - a hyperspace monster will randomly "eat" a ship passing through hyperspace until it isn't hungry anymore. Assassination - one of your diplomats tries to assassinate one of your opponent's diplomats, and your "relations" with that race weaken (they go down a notch or two). Supernova - This has never happened to me, but supposedly a system's star can start to go Supernova. To avoid all life in the system ending, assign all available colonists in that system to research. Comet Threat - This has never happened to me, but supposedly a system can become under threat of a comet. If you place enough strong ships in the system, their combined strength can blast away the comet before it does any damage. Also note that all of these random events can also happen to your opponents. So something good for them would be bad for you, and visa-versa. "Antarans Attack" chose whether you want the Antarans involved in the game or not. If you deselect this, you CANNOT "Attack the Antarans" to win the game, you can't attack them at all, they don't exist with this de-selected. With this selected, they will randomly send suped-up ships like "Frigates" or (later) "Destroyers" to attack colonies, then disappear. If you wait too long and have a big enough empire (or defeat their random attacks enough), they will consider you a "threat" and attack you more often. Selecting this increases the overall difficulty quite a bit. Having "Random Events" selected along with this will increase the chances of the Antarans attacking, and also if they consider you a "threat" or not. As well, the race you are also affects the overall difficulty, but that will be explained in the next chapter. ============================================================================================ --------------- ---Chapter 4--- *Race Selection Guide* --------------- ============================================================================================ Here are the races. They are sorted by estimated difficulty, starting with easiest and going to hardest. Note that although the first races listed are considered easier, Beginners should make up their own custom races. Psilon: "The scientists" - Low-G World - +2 Research - Creative - Large Homeworld - Dictatorship government The Psilons are by far the easiest out of all the races if you can play defensively for the first 100 turns or so. After about 100 turns, the Psilon's technology starts to give them bonuses beyond the other races. I suggest doing a research blitz with the Psilon, getting to a "Gravity Generator" (1150 RP) as soon as you can. "Xeno Psychology" (650 RP) is also very helpful in letting you play defensively against computer opponents. Human: "The diplomats" - Charismatic - Democracy government With their diplomatic bonuses, Humans have an even easier time playing defensively while having a greater research bonus (although not effectiveness) then any other race. As well, they usually gain better leaders then the other races, helping to balance out their faults. I suggest a Research blitz. Alkari: "The Archeologists" - +40% Ship Defense - Artifacts Homeworld - Dictatorship government The Alkari have an easier time starting out with their Artifacts Homeworld, giving a bonus that parallels the Psilons...until they expand. The Alkari should do a research blitz at first, followed by a ship blitz. Meklar: "The Assembly Line" - Cybernetic - +2 (industry) Production - Dictatorship government The Meklars can expand rapidly with their bonus and still research decently. Their Cybernetic ability becomes less useful the longer they wait, so its better to attack early as well. Elerian: "Mental Power" - Omniscient - Telepathic - +20 Ship Attack - +25 Ship Defense - Feudal government Elerians have many different types of bonuses. Omniscient gives them an edge early on, not needing to scout nearly as much. The Ship Attack and Defense bonuses, combined with their naturally Telepathic ability and Feudal Government make them excellent fighters. They must attack quickly, or the other races will leave them in the dust in terms of technology, although the diplomatic bonus from being Telepathic allows them to much more easily trade for tech. Darlock: "The Spies" - +20 for all spy actions (Agent AND Spying) - Stealthy Ships - Dictatorship government What do you think? Darloks should build tons and tons of spies, concentrating on stealing technology. Try to have a Psilon computer opponent. Combining that with a research blitz of their own will be a good idea, especially since they can place scout ships all around with their naturally Stealthy Ships. Bulrathi: "The Troopers" - High-G World - +10 Ground Combat - +20 Ship Attack Dictatorship government The Bulrathi's exactly ground combat ability allows them to more easily fend off opponents, and many times the best planets early on have Heavy Gravity. Trilarians: "The Navigators of Sea and Beyond" - Aquatic - Trans-Dimensional - Dictatorship government The Trilarians can get to their first planets quickly, and with Average or Organic Rich universes, have bonuses in size population. Gnolam: "The Traders" - Low-G World - +1 BC - Fantastic Traders - Lucky - Dictatorship government Gnolams make so much money, they can probably buy entire empires. They must be diplomatic to get the most out of their income, and go for the Gravity Generator (1150 RP) quickly because of their Low-G penalty. Unlike the Psilons, the Gnolams can buy the Gravity Generators first thing without much hit on their income. Klackon: "The Hive" - +1 Food - +1 Production - Uncreative - Large Homeworld - Unification government Even though the Klackon are Uncreative, they can probably build the fastest of any other face, especially early on. Anyone who wants to be the Horde should be ready for early, rapid expansion followed by a ship-making blitz. Sakkra: "The Brood" - -10 Spying (to both Agent AND Spying) - +100% Growth - +1 Food - Subterranean - Large Homeworld - Feudal government Sakkra's strength is a lot of people. Which is usually good, except they have a Feudal government so their research is greatly hindered even though they can have a lot of scientists quickly. However with all the extra people, they can build quickly and en-mass a force easily. Mrrshan: "The Warriors" - +50 Ship Attack - Warlord - Rich Homeworld - Feudal government The Mrrshan were made for combat. With their +50 Ship Attack, Warlord, and Feudal Government, their ships will be strong. The Mrrshan should expand rapidly at first and follow with a ship blitz, which is easier with their Feudal Government. Silicoid: "The Scapegoat" - -50% Population Growth - Tolerant - Lithovore - Repulsive - Dictatorship government Silicoids are definitely the hardest race to choose, being cut off from diplomatic relations. As well, they have a lower population growth which actually makes their Tolerant special ability not as spectacular as it could be. The Tolerant special only really works well with a lot of people, because the more people, exponentially the more pollution to clean up. And their Lithovore ability isn't that great either, as no race really needs a ton of farmers. ============================================================================================ --------------- ---Chapter 5--- *Custom Race Creation Guide* --------------- ============================================================================================ Custom Races allow you to change the advantages and disadvantages of a particular race. By de-selecting everything that is selected and selecting "Dictatorship" as your government, you will have 10 "Race Picks" and a 100% score. Note that a negative increases your total "Race Picks", while anything else (except 0) decreases it. The maximum race picks you can get is 20 by using negative race picks (penalties), and you cannot create a race with negative picks left. As well, in this mode, the other races will be given a random advantage or disadvantage depending on the difficulty level. However the race cannot have a disadvantage or advantage that clashes with their own disadvantages or advantages, and cannot "de-select" an advantage or disadvantage. Some races may have more than one advantage or disadvantage, with the same rules with "picks" applying. For example, usually the Sakkra are made Repulsive on the Average difficulty or better. If you have more than "100%" score, your score will be increased by the factor shown (each 1 extra "Race Pick" is equal to +10% score). I will explain what all the race "modifiers" mean, and even add what they count (+/-) in the "Race Picks". Population -50% Growth (-4) Decreases all colonies's growth by 50%. Of course, research benefits an decrease this disadvantage. I strongly suggest not to get this disadvantage, because more people is very good. +50% Growth (3) Increases all colonies's growth by 50%. More people is good, because almost all benefits such as Automated Factories, Research Lab, and even race benefits such as +1 Production, +1 Food all affect each colonist separately. So the more you have the quicker, the more benefits you reap. +100 Growth (6) Increases all colonies's growth by 100%, essentially doubling it. Not worth it for the cost. Farming -1/2 Food (-5) Decreases all individual farmer food production by -1/2. Of course, certain development and buildings can take away this decrease, and you cannot make a farmer give "negative food". This is actually not a very bad pick to make, although it will give you a disadvantage early on. +1 Food (4) Increases all individual farmer food production by +1. Not worth it. +2 Food (7) Increases all individual farmer food production by +2. This may be the worst pick out of the lot. While it may give a little help at the very start, it quickly becomes useless as without it, one planet or two planets can still feed your entire empire. Industry (production) -1 Production (-3) Decreases all individual worker production by -1. Of course, certain development and buildings can take away this decrease, and you cannot make a worker give "negative production". This is a very bad pick to make, don't use it to balance. +1 Production (3) Increases all individual worker production by +1. Not a bad pick to make. +2 Production (6) Increases all individual worker production by +2. Not worth it. Science (research) -1 Research (-3) Decreases all individual scientist RP (Research Point) production by -1. Of course, certain development and buildings can take away this decrease, and you cannot have a scientist give "negative RP". I was wrong with "+2 Food" being the worst pick out of the lot, THIS is the WORST PICK never pick this. Research is life, research is good. Research can do more for you then ANY of these benefits EVER will. If you pick this, expect to quadruple the game's difficulty. +1 Research (3) Increases all individual scientist RP production by +1. This is a very good pick to get, especially early on in the game and it is almost essential if you are a beginner. Technological superiority is an easy way to go. +2 Research (6) Increases all individual scientist RP production by +2. Out of all the + benefits that cost a lot of picks, this is probably the only one possibly worth it, especially since unlike food and minerals which have natural bonuses, research stands alone. However +2 Research is only one pick shy of "Democracy" (7) government, which increases research by 50% - a great deal more then just +2 per scientist! As well, the "Democracy" (7) government has a lot of other great benefits, so if you wish to concentrate on research, perhaps this isn't the best choice for its worth. Money (taxes, exports) -0.5 BC (-4) Decreases every 1 BC you get by -0.5 (effectively "halving" your income). This is only for taxes and exports, including trade goods. If your "flat" income is 0 and you have this selected, you will have a -1 income instead. Note that even if your Tax is set at 0% (you can change it by left-clicking on the money icon at the main star map), you still collect a small amount of taxes from each colony so you can pay for building maintenance. This small amount of taxes will also be cut in half with this pick. However this penalty isn't too bad if you play it safe - get into trade agreements with all other races as quickly as possible and wait until you have enough colonies dedicated to making money before you start breaking those agreements. Or you can just couple this penalty with the Democracy government, which effectively negates it. +0.5 BC (5) Increases every 1 BC you get by +0.5. If your "flat" income is 0, it will stay 0. This benefit is dubious. If you put enough colonies working just to make money, maybe you can just start buying stuff instead of building it, effectively increasing your production by a great deal. Maybe. As well, "Spaceport" (400 RP) has generally the same effect, increasing a colony's income by +50%. +1 BC (8) Increases every 1 BC you get by +1 (effectively "doubling" your income). If your "flat" income is 0, and this is selected, you will have a +1 income instead. For the same reason as +0.5 BC, the benefit of this is dubious at best. As well the "Stock Exchange" (1200 RP) has basically the same effect, increasing a colony's income by +100%. However unlike the "Spaceport" (400 RP), the "Stock Exchange" (1200 RP) is higher in the tech tree. Ship Defense ("ship evade") -20 Defense (-2) Decreases all ships' Missile Evasion and Beam Defense by -20. The crew's experience level and what the ship has equipped can take away this penalty. Just build a "Space Academy" (150 RP) on every planet you want to build ships at and the ship built will start with little to no penalty because of the increased experience level, or pick the "Warlord" (4) benefit. Generally this is a good penalty to take if you want more benefits. +20 Defense (3) Increases all ships' Missile Evade/Beam Defense by +20. Just one increase in experience level can do more then this, and the "Warlord" (4) pick starts off all ships at one experience level higher as well as more. +40 Defense (7) Increases all ships' Missile Evade/Beam Defense by +40. The "Warlord" (4) pick comes close to this benefit. Couple this with a "Space Academy" (150 RP) makes this pick mostly useless. Ship Attack ("ship hit%") -20 Attack (-2) Decreases all ships' Beam Attack and overall chance-to-hit by -20. The crew's experience level and what the ship has equipped can take away this penalty. Just build a "Space Academy" (150 RP) on every planet you want to build ships at and the ship built will start with little to no penalty because of the increased experience level, or pick the "Warlord" (4) benefit. Generally this is a good penalty to take if you want more benefits. If you needed to choose between a penalty in attack and a penalty in defense, take one in defense - a good offense is the best defense. +20 Attack (2) Increases all ships' Beam Attack and overall chance-to-hit by +20. Just one increase in experience level can do more then this, and the "Warlord" (4) pick starts off all ships at one experience level higher as well as more. +50 Attack (4) Increases all ships' Beam Attack and overall chance-to-hit by +50. The "Warlord" (4) pick comes close to this benefit. Couple this with a "Space Academy" (150 RP) makes this pick completely useless. Ground Combat (hit% with ground troops) -10 Ground Combat (-2) Decreases all ground troops' chance-to-hit by -10. Certain factors, such as ground troop- affecting technology and leaders with abilities like "Commando" can take effectively "null" this penalty. Generally this is a good penalty to take to get other bonuses, because "Fusion Rifle" (150 RP) is easy to research and nullifies this penalty. +10 Ground Combat (2) Increases all ground troops' chance-to-hit by +10. The "Subterranean" (6) pick does the same thing, while also offering other benefits. And the "Fusion Rifle" (150 RP) which is very easy to research and automatically available to all ground troops also gives the same bonus. Don't pick this. +20 Ground Combat (4) Increases all ground troops' chance-to-hit by +20. The "Subterranean" (6) pick combined with the "Fusion Rifle" (150 RP) technology does the same thing, while the Subterranean pick also offers other very useful benefits. As well, the "High-G World" (6) pick also grants about the same bonus in relative terms. Espionage (spying, agent) -10 Spying (-3) Decreases both the "Agent" and "Spying" attributes by 10%, therefore making them less effective. "Spying" affects the effectiveness working in alien empires, while "Agent" are spies working in your empire, defending against enemy spies. Certain development can effectively take away this penalty, as well as a leader with a "10%" or more rating as "Spy Master". This is generally not a bad penalty to take to get other benefits, especially if you have a "Dictatorship" (0) or a "Unification" (6) government. As well, a "Telepathic" (6) race also covers for this penalty. The first technology which effectively negates this is the "Neural Scanner" (400 RP). However if you do NOT pick the "Creative" (8) benefit, then expect to be doing a lot of Spying to steal your opponents' technology. +10 Spying (3) Increases both the "Agent" and "Spying" attributes by 10%, therefore making them more effective. If you did not pick the "Creative" (8) benefit, expect to be doing a lot of Spying to steal your opponents' technology. Otherwise, its mostly useless. This benefit is also found within the "Telepathic" (6) race benefit as well, and from the "Neural Scanner" (400 RP) technology. +20 Spying (6) Increases both the "Agent" and "Spying" attributes by 20%, therefore making them more effective. If you did not pick the "Creative" (8) benefit, expect to be doing a lot of Spying to steal your opponents' technology. Otherwise, its very much not worth it. This benefit is also found with the combination of the "Telepathic" (6) race benefit and the "Neural Scanner" (400 RP) technology. Governments Feudal (-4) Morale decreased by +20% in colonies without Marine/Armor Barracks. - Eight turns to assimilate a captured colony. - (Your) Feudal colonies assimilate instantly. - All ship production cost is decreased by 1/3. - All research decreased by -50%. For a beginner, this is definitely the hardest government, hence why its a penalty and not a benefit. However combined with the "Creative" (8) benefit and with enough scientists, the decrease in ship cost could actually be a decent benefit. Note that this pick and the Dictatorship government pick are very similar, yet this is considered a penalty. Instant assimilation of your colonies is annoying but not really much of a penalty. The real penalty is the -50% Research, so you can see how much the creators of the game put emphasis on research. To avoid the Marine/Armour Barracks morale penalty when colonizing a new planet, create an outpost on the planet first (which puts a Marine Barracks there), then colonize. Upgrades to "Confederation", in which... - Four turns to assimilate captured colony. - (Your) Colonies no longer assimilate instantly. - All ship production cost is decreased by 2/3. Dictatorship (0) - Morale decreased by -20% in colonies without Marine/Armor Barracks. - Eight turns to assimilate a captured colony. - "Agent" (defensive) spies get a +10% bonus. - If (your) capital is captured, -35% morale penalty until new capital is built. This is the completely average government, the ONLY pick which is considered neither a penalty nor a benefit. However if you scroll down and look at all the races, you'll notice almost all of them are Dictatorships! Maybe the creators are trying to tell us something. To avoid the Marine/Armour Barracks morale penalty when colonizing a new planet, create an outpost on the planet first (which puts a Marine Barracks there), then colonize. Upgrades to "Imperium", in which... - Four turns to assimilate a captured colony. - "Agent" (defensive) spies get a +20% bonus. - Total Command Rating increased by +50%. Democracy (7) - "Agent" (defensive) spies have a -10% penalty. - All research increased by +50%. - All Income (taxes, etc.) increased by +50%. - Four turns to assimilate a captured colony. - You are not allowed to "eradicate" (kill one per turn) a captured colony's population. - If (your) capital is captured, -20% morale penalty until a new capital is built. I actually do not consider this the best "beneficial" government, but it is up to you depending on what bonuses and penalties you pick. In fact, I do consider this the best government for beginners, unless you can have better picks with a Dictatorship (0). To take away the defensive spying penalty, a "Telepathic" (6) race or the "Neural Scanner" (400 RP) technology can be used. Upgrades to "Federation", in which... - All research and income increased by +75% - 2 turns to assimilate a captured colony. Unification (6) - "Morale" penalties/bonuses have no effect. - "Agent" (defensive) spies get a +15% bonus. - 20 turns to assimilate a captured colony. - All food production increased by +50%. - All industry production increased by +50%. - Do not need or want a "capital". I think this is the best government pick, and can be used for people a bit more experienced then beginners. The loss of Morale might sound like a bad trade-off, as it increases the effectiveness of everything for the colony by whatever percent. Yet you do not need to worry about any Morale penalties either. Anyway, increasing Production and Food output by a percent is much more effective then increasing it by +1 per worker, +2 per farmer, etc. By the time you get up to +50% for food and industry with Morale bonuses, you will have spent far more Research Points then upgrading to a "Galactic Unification" (6000 RP) costs. This government pick also makes the beginning of the game much, much easier. To help with the assimilation problem, which is annoying at best, build an "Alien Management Center" (650 RP) on the conquered planet. The center is also pretty cheap to buy. Upgrades to "Galactic Unification", in which... - All food and industry production increased by +100%. - 15 turns to assimilate a captured colony. Special Abilities Low-G World (-5) - Ground troops have -10% penalty. - +25% penalty for "Normal-G" worlds. - No penalty for "Low-G" worlds. This is a very, very bad pick to take, because a gravity penalty affects everything with a colony just like Morale does (and no, the "Unification" government doesn't help with gravity penalties). While the ground troop penalty isn't very hurtful, your research, food, and production will go down by -25% on most worlds until you can research and build a "Gravity Generator" (1150 RP). Before you think otherwise, Low-G worlds are the rarest of all types of worlds, and there are maybe two or four per universe, if not even less. This is definitely a penalty. High-G World (6) - Ground troops take +1 extra hit to kill. - No penalty for "Normal-G" AND "High-G" worlds. This isn't that great a benefit. The "Powered Armour" (400 RP) and "Gravity Generator" (1150 RP) technology do the same thing while being relatively low on the tech tree. Although a lot of the richest planets are High-G worlds, you can probably research both of them by the time you need to expand into the High-G worlds. Unless you have severe research penalties, don't pick this. Aquatic (5) - Tundra and Swamp are "Terran" class environments. (2 food per farmer, second biggest size limit) - Ocean and Terran are "Gaia" class environments. (3 food per farmer, biggest size limit) This is a great benefit ONLY if you made the universe "Organic Rich" or "Average", as it will give an even better planetary size limit then "Subterranean" (6). If you made the universe "Mineral Rich", avoid this benefit as it will be mostly useless. Subterranean (6) - Ground troops gain a +10% bonus. - All worlds' size is increased by that planet's size (IE +2 Tiny, +4 Small, etc.) After some research I have found this is a great benefit to have, because the more people you have, the more benefits you can reap from most of the other picks and most technologies. You can gain more food, build faster, and research faster with more people. There is sparse technology which can increase planetary size limits - only "Biospheres" (80 RP, with +2 increase when built) and "Advanced City Planning" (6000 RP, with a +5 increase for all). You may find yourself short on food with all the extra people, so either have more farming planets or research "Soil Enrichment" (400 RP) early on. The latter really works best with the "Creative" (8) pick, because then you also gain "Cloning Center" (400 RP) which I suggest you build FIRST on every new colony, as it increases the population growth by 100k per turn (which is usually a +50% increase). Because you get a ground troop bonus, I suggest you pick a ground troop penalty to get this benefit. Large Homeworld (1) - Doubles your starting homeworld's size. Its cheap, so if you have one extra pick, consider picking this. If you are a beginner and you have an extra pick, definitely get this. Otherwise the extra +10% to your score is better. This benefit does make the beginning a good bit easier. Rich Homeworld (2) - Your homeworld will have a "Rich" mineral class. Relatively inexpensive, this makes the beginning much easier. However you can also restarting your game until you have at least one Rich planet in your starting system, then build a Colony Base, which takes far, far less time then a Colony Ship - even with a Rich Homeworld. Poor Homeworld (-1) - Your homeworld will have a "Poor" mineral class. This is relatively a painless penalty to take, though it can make the beginning much harder. Just make sure you have at least one Abundant (though preferably Rich) planet within your starting solar system and make your homeworld your farming/research planet, and you should be fine. Artifacts Homeworld (3) - Your homeworld will have the special "Artifacts". Artifacts increase the research production by every scientist on your starting planet by +2. This makes the beginning and even into the middle much easier, however the "+1 Research" (3) pick costs the same, and coupled with a "Research Lab" (150 RP) offers a +2 bonus to research on ALL colonies. With a Research Lab, this bonus would only offer a +3 bonus on one planet in your empire, your starting planet. The rest would gain the normal +1 bonus from the Research Lab. Cybernetic (4) - Cyborgs consume 1/2 Food unit AND 1/2 Production unit instead of one Food unit. - Ships are completely repaired after combat. - Ships are repaired at 10% (structural and armor) during combat. - Ships are also repaired 5% (systems damage) during combat. - You can't be both Cybernetic and a Lithovore (10). This is a great pick! Your empire's food needs are relatively halved while there is a rather painless hit in production. Usually just one "Automated Factory" (150 RP) can provide the production needed to feed an entire colony (it would feed up to 10 colonists, as it makes 5 production as well as giving +1 production to each worker). The repairing bonuses coupled with a ship that has "Heavy Armour" (150 RP) increase the life-span of a ship tenfold. Although the repairing abilities can be researched as technology, they are rather high up on the tech tree and usually out-of-the-way for most research plans. "Advanced Damage Control" (900 RP) repairs all your ships after combat, no matter where they are and what special systems they have. "Automated Damage Control" (1600 RP) is a heavy special system that repairs structure and armour at 20% and systems at 10%, which is double of this pick. Lithovore (10) - Lithovores eat rocks instead of food, no need for farming (yet can still farm for income). - You can't be both Cybernetic (4) and a Lithovore. Unless from some bizarre twist of fate you keep getting blockaded, this is a very stupid pick for its high cost (the maximum cost a pick can take). This costs even more then the "Creative" (8) pick, while usually only freeing up about 5% of your population. If you really don't want to produce any food, then definitely take the "-1/2 Food" (-5) penalty and avoid picks like "Aquatic" (5) and "Unification" (6) government which give food production bonuses. "Trade Goods" is much better for income, so you never need to farm with this pick. Repulsive (-6) - Everyone dislikes you. - The ONLY diplomatic action you can do is declare war and surrender. - Captured colony assimilation time is increased by 50%. - Leaders and Officers are less likely to join. - Leaders and Officers usually raise their hiring cost. - You can't be both Charismatic (3) and Repulsive. If you are a beginner, picking this will be your downfall. It will probably increase the difficulty of the entire game tenfold. Not only can Leaders and Officers help balance out your other penalties and give very, very useful bonuses, but you can never exchange technology and enter into trade or research treaties with other races. Not to mention entering into an Alliance, though you shouldn't it do anyway except with a human player. As well, a Non-Aggression Pact is very nice and makes the game less annoying when another race sends an attack ship to a system you control without the intent of actually attacking. If you are looking for an insane challenge, try this penalty. To help with the assimilation time, be "Democratic" (6) and/or research "Alien Management Center" (650 RP) technology. Charismatic (3) - You gain a +50% diplomatic bonus - Captured colony assimilation time is decreased (probably by 50%). - Leaders and Officers are more likely to join. - Legendary Leaders and Officers are more likely to join. - Leaders and Officers usually decrease their hiring cost. - You can't be both Charismatic and Repulsive (6). Overall this is an average bonus to have because it is relatively inexpensive. "Xeno Psychology" (650 RP) and "Alien Management Center" (650 RP) technology, which can both be gained through the use of "Creative" (8) pick or just pain luck, have similar benefits (+30 Diplomatic bonus, faster assimilation). This is especially true coupled with a Leader who is "Legendary". Uncreative (-4) - Can only research one specific item at a time, never gain a whole "field of research". Generally decreases overall effectiveness of research by -50% to -75% (my estimate), out of a full effectiveness of 100%. This is not a good penalty to have, although when normal races (neither Uncreative or Creative) get pretty high up on the tech tree, they will almost never learn more then one technology from one branch. This will make the start of the game much harder, while later in the game technology can be exchanged or stolen. Creative (8) - When researching one specific item, you always get everything in its "field of research". Generally increases overall effectiveness of research to 200% (my estimate), far above the maximum effectiveness. I would say this is probably the best pick of all. No research can ever make up for being Creative, while being Creative can make up for almost all penalties and give even more bonuses then any of these race picks ever could. For beginners, this pick is a MUST. You can exchange technology and/or steal it to make up for the loss of technology from not being Creative, but a "research blitz" with the Creative ability is absurdly effective against all computer opponents except the Psilon, who also usually do a "research blitz". However this pick is also very expensive, so you could experiment with something like "Democracy" (7) and "+1 Research" (3) to get more benefits faster, or "Telepathic" (6) and "+1 Research" (3) to get an array of benefits and steal the rest...but I strongly recommend against experimentation for beginners. Tolerant (10) - No need to clean up pollution (effectively increasing production by +50%). - All planetary size limits are increased by +25%. A pick with the maximum cost, its actually pretty good. The technology that can eliminate pollution is "Core Waste Dump", which takes 2000 RP to research (ouch) and must be built on a planet before it can be used. The +25% increase in a planet's max population is about half that of "Subterranean" (6). A combination of "Unification" (6) and "Subterranean" (6) costs 12 picks while giving near the effect of Tolerant, yet with a few penalties and other more dubious bonuses. There is sparse technology which can increase planetary size limits - only "Biospheres" (80 RP, with +2 increase when built) and "Advanced City Planning" (6000 RP, with a +5 increase for all). Fantastic Traders (4) - +25% bonus profit from trade treaties. - +1 BC for every surplus food (instead of usual +0.5). - +50% bonus for all income from producing "trade goods". To state first, the actual benefit of this bonus is dubious for the same reasons stated with "+0.5 BC" (5) and "+1 BC" (8). This is usually a better bonus then "+0.5 BC" (5) while costing less, and can actually come close to the benefits of "+1 BC" (8) while costing half! Combined with "+0.5 BC" (5), this usually has triple the effectiveness of "+1 BC" (8) while costing only one pick more. Coupled with "Democracy" (7) you will have more money then you know what to do with while gaining other very useful benefits as well. The Leader skill of Trader is usually around the +25% benefit this pick gives. Telepathic (6) - +25% diplomatic bonus. - "Mind Control" (instantly assimilate) conquered planet. - +10% to all spy bonuses. - Immediately use ships captured in combat, instead of after. This is a decent pick, although a little expensive. If you're a very aggressive player, building umpti-million "Transport Ships" (used to invade a colony) can be extremely, extremely annoying. Of course you can always obliterate an enemy colony with bombardments, but then you're missing out on stolen technology, the race's bonuses, and a better score at the end. The diplomatic bonus and spying bonuses are also very useful, although "Charismatic" (3) and "+10 Spying" (3) together cost the same while offering better bonuses. Lucky (3) - Benefits more from random events. - Antarans usually do not attack a race with this. I'd advise against picking this, although it isn't very expensive. If you did pick this and you did NOT set "Random Events", then I question your intelligence. Just to note, a random event happens about every 50-100 turns, and many of the events are far from spectacular. I've played against the Gnolams many times, and the random events that popped up did favour them a lot, yet were not much of an improvement considering the 3 picks this takes up. Captured Antaran ships that don't blow up can also grant some good technology when scrapped. Omniscient (3) - Know the names of all systems and what types of planets in them. - Know where all ships are at all time (and where they are going), no matter what. Overall, I would say this is a decent pick for its cost, especially if you work hard to research better fuel (more ship range) or make lots of outposts. The Leader skill of Galactic Lore has the same effect except for knowing where all ships are, which can be helped (yet not a total compensation) with better "Communications" technology, ships strategically placed around the map, and constant scouting. However there are only two or three leaders with the Galactic Lore skill, and they are quite rare (one is Loknar, who you gain from beating the Orion Guardian). Stealthy Ships (4) - Other races do not see your ships coming, does not work against "Omniscient" races. Not a very useful pick. You can get the same ability with "Stealthy Ship" (3500 RP), which is a lot. This is rather useless against computer opponents, because the computer AI does not scout their opponents very often and does not react quickly to a force being massed near them. Trans-Dimensional (5) - Moves at two parsecs per turn without a ship FTL (Faster Than Light) drive. - +4 to the combat speed. - Cumulative with a ship's FTL drive. - Not affected by "Hyperspace Fluxes". - Still needs fuel, does not affect fuel reserves. A pick which is a bit below decent. Just to note, I'd say there is about 50-50 chance a Hyperspace Flux will happen within the first 100 turns of the game...if you have "Random Events" turned on. Getting places faster is nice, but for only 3 picks you can get "+1 Research" (3) which lets you research better drives, faster, anyway. I suppose it may be helpful if you are not "Creative" (8), because then you do not need to focus on researching drives so much, though the other stuff in the Power Field isn't really all what its cracked up to be until you get very, very far along. Warlord (4) - All ships produced start out at one experience LEVEL higher. - Ships can eventually reach "Ultra-Elite" status. - Ground defenders (Marines, Armor) are produced at double the normal rate. - Leaders and Officers act as if they are one experience LEVEL higher, usually. - Every colony you control gives you +2 command points. This is a very good pick unless you don't like being aggressive. It allows you to pretty much make a huge fleet without worrying about massive maintenance costs (if you get negative command points, your BC starts taking bad hits). As well, letting ships act one experience LEVEL higher gives great bonuses to your fleet, and the ground defense bonus of more troops is also nice. If Leaders and Officers actually work as one experience level higher (I'm not entirely sure), this pick would be even more worth it for the relatively low cost. Here are some example custom races you may find useful. All of them are of rather easy difficulty. If you are beyond a beginner, you probably have the knowledge to make things harder for yourself. The Smart Guys: They can research the fastest, quickly outclassing all their penalties and bonuses with their Creative ability. They'll be very vulnerable to spying, so make many spies early on. -20 Ship Attack (-2) -20 Ship Defense (-2) -10 Ground Combat (-2) -10 Spying (-3) Democracy (7) +1 Research (3) Creative (8) Large Homeworld (1) or better score Cyber Terror: Their Cybernetic ability combined with their Warlord capability allows them to be a terror in combat. Their +1 Research ability and their Creative attribute allows easier access to the best technology to go beyond their penalties, and the Warlord ability makes up for the Ship Attack/Defense penalties. As well, their Cybernetic ability decreases the food they need without much hit in production. If one of their worlds is blockaded, it decreases the amount of colonists starving drastically, especially with Hydroponic Farms. -20 Ship Attack (-2) -20 Ship Defense (-2) -10 Ground Combat (-2) -10 Spying (-3) Cybernetic (4) Dictatorship (0) +1 Research (3) Creative (8) Warlord (4) The Massive Horde: Their Unification government combined with their larger max population for each planet allows them to make ships quickly, and research quickly with more population to assign to research. As well, Subterranean can cancel out the ground combat penalty. However their Poor Homeworld penalty might be hard for beginners, because it makes first expansion more difficult. I suggest you try to have a galaxy with at least one Rich planet in your starting solar system. -20 Ship Attack (-2) -20 Ship Defense (-2) -10 Ground Combat (-2) -10 Spying (-3) Poor Homeworld (-1) Unification (6) Creative (8) Subterranean (6) The Brutal Horde: Like The Massive Horde above, this version doesn't have as much trouble starting out with better bonuses for ships yet without greater populations for all planets. This one is probably a little easier then The Massive Horde. -20 Ship Attack (-2) -20 Ship Defense (-2) -10 Ground Combat (-2) -10 Spying (-3) Unification (6) Creative (8) Warlord (4) Large Homeworld or 10% better score The Ecomancers: This is very similar to The Massive Horde, replacing similar traits for one another. However this version can make use of Morale, though their bonus cannot go to other races like the one before can, and they may have food problems. This one is probably even harder then The Massive Horde. -20 Ship Attack (-2) -20 Ship Defense (-2) -10 Ground Combat (-2) -10 Spying (-3) Tolerant (10) Creative (8) Large Homeworld (1) or 10% better score ============================================================================================ --------------- ---Chapter 6--- *Starting Out (new game)* --------------- ============================================================================================ First, I assume your starting with "Pre Warp", which requires being pickier with your technology. I suggest you take all your workers and make them research Research Labs after Electronic Computer. This makes the beginning much easier, because you can then take all your scientists and assign them to something else while still generating some RP per turn. Next is Nuclear Drive if you are starting out at "Pre-Warp". Then I suggest you research Standard Fuel Cells, and build a Frigate for scouting (if you are not Omniscient). If you have "Tactical Combat" selected, take off the weapons on the Frigate to build it a little faster. If there is a good planet in your starting solar system, colonize it using a Colony Base. Otherwise, research Colony Ship, and then build one. When you build a Colony Ship, go find a planet to colonize ASAP. Here is a little chart of what attributes of a planet are good and what are bad. Planet Attribute: High-G Bonus: Usually good minerals Penalty: -50% (all) production Planet Attribute: Normal-G Bonus: Usually medium or better minerals with good environment Penalty: None Planet Attribute: Low-G Bonus: None Penalty: Usually Small, -25% (all) production Planet Special: Artifacts Bonus: +2 Research in colony and some "discovered" technology Penalty: None Planet Special: Gold Deposists Bonus: Either +5 or +10 income (BC per turn) Penalty: Usually bad minerals and/or small Planet Special: Natives Bonus: Natives produce +2 food Penalty: They cannot be shifted and still take up space Planet Special: Splinter Colony Bonus: Automatic colony Penalty: Almost never on a great planet unless its one guarded by a powerful monster Planet Minerals: Ultra Poor Bonus: Usually good climate Penalty: Only 1 production per worker (worst) Planet Minerals: Poor Bonus: Usually better climate Penalty: Only 2 production per worker (bad) Planet Minerals: Abundant Bonus: 3 production per worker (average) Penalty: None Planet Minerals: Rich Bonus: 5 production per worker Penalty: Usually small and bad climate Planet Minerals: Ultra Rich Bonus: 8 production per worker (best) Penalty: Usually smallest of all and horrible climate Planet Climate: Toxic (0 Food) Bonus: Usually Rich or better Penalty: Everyone pollutes more, cannot be Terraformed, +50% maintence Planet Climate: Radiated (0 Food) Bonus: Usually Abundant or better, Can Terraform after Radiation/Flux Shield Penalty: Usually High-G, Cannot Terraform without Radiation/Flux Shield, +25% maintence without Radiation/Flux Shield Planet Climate: Barren (0 Food) Bonus: Usually Abundant or better, can Terraform Penalty: Sometimes High or Low-G Planet Climate: Desert (1 Food) Bonus: Usually Abundant or worse, can Terraform, can farm Penalty: +25% Maintence Planet Climate: Tundra (1 Food) Bonus: Usually Abundant or worse, can Terraform, can farm Penalty: None Planet Climate: Ocean (2 Food) Bonus: Usually Poor or worse, can Terraform, can farm Penalty: None Planet Climate: Swamp (2 Food, population limit x1.5 per size class) Bonus: Usually Poor or worse, can Terraform, can farm Penalty: None Planet Climate: Arid (1 Food, population limit x2 per size class) Bonus: Usually Abundant or worse, can Terraform, can farm Penalty: None Planet Climate: Terran (2 Food, population limit x3 per size class) Bonus: Usually Poor or worse, can Terraform, can farm Penalty: Usually poorer minerals Planet Climate: Gaia (3 Food, population limit x4 per size class) Bonus: Usually Abundant or worse, best food per farmer, best max. population, can farm Penalty: None Planet Size: Tiny (Size class 1) Bonus: Usually Rich or better Penalty: Smallest max population Planet Size: Small (Size class 3) Bonus: Usually Rich or better Penalty: Very small max population Planet Size: Medium (Size class 4) Bonus: Usually Abundant or worse, Average max population Penalty: None Planet Size: Large (Size class 5) Bonus: Usually Poor or worse, Larger max population Penalty: Poorer minerals Planet Size: Huge (Size class 6) Bonus: Usually Poor or worse, Largest max population Penalty: Poorest minerals, extremely rare to find one not guarded by a monster Also note that systems guarded by Space Monsters usually contain a very good planet, or a few good planets. The Orion star system, which is in every game and always guarded by the Orion Guardian, always has in it an "Ultra Rich Huge Gaia" class planet and an asteroid belt. As well defeating the Orion Guardian gives you some technology increases, an extra officer (if you have room), and a super suped-up Battleship called "Avenger". You can pick planets for different "purposes". There are generally 3 types of planets... "Construction" planets, where things can be built fast (usually Rich or better, and a medium or better size)... "Farming" planets, where the empire's food needs are met (usually Terran or better, and a medium or better size)... And "Research" planets, a colony devoted to getting Research Points (usually around Abundant, better with "Ancient Artifacts", and a medium or better size). ============================================================================================ --------------- ---Chapter 7--- *So you have a new colony...* --------------- ============================================================================================ Now that you have a new colony, I suggest you build stuff for the colony in a certain order, and according to "what type" of colony you have. All (types of) Colonies - Transport 1 or 2 colonists over first, make sure not to go into "negative freighter fleets" - Marine Barracks (eliminates morale penalty for Feudal and Dictatorships) - Cloning Center (+growth for larger planets) - Automated Factory (+production) - Pollution Processor (+production) - Research Lab (+research) - Hydroponic Farms (+total food) - Robo-Miner Plant (+production) - Holo Simulator (+morale) Construction colonies - Anything that increases worker production (+production) OR reduces pollution (Robotic Factory, Astro University, Atmospheric Renewer, etc.) Farming colonies - Anything that increases farmer production (+food) (Soil Enrichment, Astro University, Weather Controller, etc.) Research or "Artifacts" colonies - Anything that increases research (+research) (Supercomputer, Galactic Cybernet, etc.) Large (15-20 max pop.) colonies - Make sure they build Cloning Center first. If you don't have the technology, then build Housing until you're at least half full. Smaller (2-5 max pop.) colonies - Just "transport" some colonists from another colony over here, as many as needed WITHOUT going into negative freighter fleets (it takes 5 freighters to transfer 1 colonist unit) ============================================================================================ --------------- ---Chapter 8--- *Relating with the other races...they are edgy, aren't they?* --------------- ============================================================================================ To fully understand the other computer-controlled races, you must realize that they are computer-controlled to kind of act like a real person in the scenario would, not a player. Unless you are really strapped for cash, you will probably want to make a "Trade Treaty" and a "Research Treaty" with the other races. They may not want to do it first, give them very low-end technology or small sums of BC to make them trust you more. After you get those two treaties, go for a "Non-Aggression Pact"...unless you did something to really piss 'em off, they will accept. After this, they will probably start to trust you more and more as long as you don't do something to make them mad or overly nervous. Here are a few things that can make them mad... - Stealing technology (using a spy, "Espionage") - Spying too much - Destroying something using a spy (will usually make them REAL mad) - Attacking them (usually leads to war) - Building too many colonies in their systems (unless you have an "Alliance") - Ignoring them (choosing the option "Ignore") - Never giving them a break (never giving them what they want) - Contacting them too much - Being in war (if you are in war, they usually "Hate" you) - Being too friendly with an enemy - Having an Alliance with an enemy (they usually are pretty uneasy then) - Sending too many ships of any kind in their territories and keeping them there - Demanding too much - Random events This is only a small list. Note that spy actions can sometimes be blamed on other races (if you are good enough), and sometimes other races can blame you. Now let's see what makes them happy... - Trading Technology with them, especially ones they want - Giving them Technology (I suggest mostly useless or low-end tech, like Biospheres, Spaceport, etc.) - Entering into a treaty - Being in a treaty long enough - Monetary Gifts (This usually works best if your relations are strained, or they need money) - Other Gifts (Unless you're spineless, don't give them your systems) - Attacking their enemies - Going into wars with their enemies - Random events This is also only a small list. Let's talk about the ability to report on your enemy. When you select "Report" at the Races screen, you can click on another race to see information about them. All of their technology researched, how many spies they have against you, what wars/alliances they are in, and what their overall "style" is. The "style" is probably the most ambiguous, so I'll explain it here. It's usually a combination of two words. The first word represents their diplomatic style. The second word represents their "focus". Let me explain further. Aggressive - The opponent gets angered easily, and tries to goad others into combat. Although they talk tough, they do not nessecarily work often on ship building. Ruthless - The opponent is building a lot of ships, and enters into wars easily. This is the most aggressive computer opponent. If you have agreements with them, they will break them if they feel the need to. Erratic - The computer opponent does not like to focus entirely on one thing, and their diplomatic behaviors are erratic at best. It will be much harder to enter into treaties with them. They may break treaties, but usually don't. Pacifist - They avoid all conflict, probably not even owning much of a fleet. They will enter into treaties easily, and even give into demands without much of a fuss. They don't break treaties unless ordered to by another race. Honorable - The computer doesn't sneak around. They barely spy, and they honour all their agreements. Entering into a treaty is pretty easy, yet not as easy as Passive. However they will almost never break their agreements. Xenophobic - They almost never contact other races, and will need a great deal of coaxing to get even the most simple treaty. Thankfully, they also avoid combat with other races because they like to stay by themselves. Industrialist - Most of their population is assigned to working, and their technological development is more towards increasing production. Expanionist - They are furiously working on building more and more colonies, trying to amass a great enough population for some other agenda. They may just attack you for expansion, if they are hostile enough. Ecologist - A lot of their population is assigned to farming, with a surplus food generating income. Their technological development is more towards decreasing pollution. Technologist - Focuses on gaining new technology, and is probably pretty high up in the tech tree. Usually the Psilons are this. You may want to fear a Ruthless Technologist most of all. Militarist - They are building a lot of ships, especially " Transport Ships". Their technological development focus on weapons and other ship improvements. If they are a Ruthless Militarist, prepare to face quite a foe early on. Diplomat - They try to enter into treaties with everyone, and also try to be as likable as possible. Their technological development definitely includes "Xeno Psychology", and they trade a lot for technology they do not have. Remember that your opponents know the only viable way to win is to defeat everyone else...including you! On colonies... If another race is lacking with colonies, and can't seem to find any good ones, they may come knock on your doorstep (try to colonize an uncolonized planet in one of your systems). Note that they cannot colonize an Outpost of yours, and they also usually don't colonize a system with a ton of defenses or a fleet orbiting it. On spying... If you have a race like the Psilons, with a lot of technology, you won't ever need to use "Espionage" to gain technology, you can usually just "Exchange Technology" with the other race, if you really think you need that item. First look at your technology list and see what level the technology is, if it can be obtained by yourself easily enough. Such things as Terraforming, Gravity Generator, and Planetary Radiation Shield are must-haves, as well as better Fuel Cells (Deuterium, Iridium, etc.). If you are using a race that stinks with technology, send tons 'o spies off to steal technology from your enemies (but your diplomacy with these races may take a big dive depending on your spying ability). On the diplomacy and end result... Ever read Machevelli's "The Prince"? In Masters of Orion II, you are a leader of a relatively small empire. Your goal is be leader of the entire galaxy. In Machevelli's "The Prince", it is said "The end justifies the mean...", and this is totally true in Masters of Orion II. Usually what I do is gain the other race's trust, and wait a while, while I let them squabble amongst themselves, but don't let one race destroy another (if you see one losing too badly, join them, and then make a peace treaty). As in the real world, wars don't go until the enemy is totally destroyed, unless one has real superior military power. You must keep everyone alive and semi-happy until you gain enough power to start picking them off. Start with the weakest (and hopefully making another race or two join in with you), and wait a while before starting on another. Don't wait too long...you won't like the results! As well, if a race asks you for some technology or you ask them, make sure it is a good trade! If they want a high-end technology (like Terraforming or Titan Construction) and they'll give you/you want a lower-end technology (like Xeno Psychology or Battlestation), don't take the deal! Unless you really want that technology they're offering! Galactic Council...? There is also another way to do things...suck up to everyone, and make sure everyone likes you (maybe even enter into an alliance with another race), and make a HUGE empire...the bigger the better! When the "Galactic Council" is formed to elect the "Ruler of the Galaxy" (when 2/3 of the galaxy is colonized), you will probably have enough votes to win. There may be 2 or 3 Councils before you are voted in...just "abstain" until then. Any other way...? You can also defeat the Antarans at Antara (using a "Dimensional Portal" to get there, which only shows up if you select "Antaran Attack" at the beginning setup). After that, everyone will bow down to your superior power...however this will probably take more power than just defeating the other races, if not done right! (Usually a Doom Star followed by 3 Titans and 5 Battleships, with some average or good ship officers/"leaders", will be able to defeat the Antarans...but the same force could also probably wipe out the entire galaxy, not to mention the Orion Guardian about 20 times over!) ============================================================================================ --------------- ---Chapter 9--- *Scoring (sorry, only in MOOII)* --------------- ============================================================================================ Scoring is one of the "extras" of Masters of Orion II. Depending on several things, you can increase your score at the end of the game. Of course, if you lose totally, you get a score of 0. 500 - (turns taken) = turn +score, cannot be negative +2 for each captured colonist (including assimilated, basically means other races) +1 for each population of yours +5 for each "Hyper-Advanced" level researched +50 for each opponent eliminated by you +100 for defeating the Orion Guardian +200 for defeating the Antarans +50 or +100 for being elected "Ruler of the Galaxy" by the "Galactic Council" This all equals the "score", which is then increased by the percent which is determined by the % score of the custom race option (100% increases by 0%, 110% increases by 10%, etc.), then the "total score" is made from this. ============================================================================================ ---------------- ---Chapter 10--- *Leader Guide* ---------------- ============================================================================================ "Leaders" and "Officers" are a great bonus to "Masters of Orion II". They have a lot of special qualities that can affect a system or even your entire empire! Administration Abilities Environmentalist - Decreases the pollution level of all colonies in the system assigned. Good for before you have more advanced pollution-decreasing methods, such as "Atmosphere Renewer". Farming Leader - Increases the food grown by farmers in the system assigned. Great for almost all races, because surplus food becomes extra income (BC), and a surplus of about +5 food will be good "growing room". The system the farming leader is assigned to should be either Terran, Swamp, Ocean, or Gaia classes, and be "Farming Colonies"...a colony that can support your whole empire (with a good amount of "freighters")! Instructor - Increases the amount of experience per turn gained by ALL leaders and ships. Only the BEST value will be used. A leader with this is a keeper! Labor Leader - This is a great skill, because you can never have too much industry! This increases the production of workers in the system assigned. Great for systems that are Rich/Ultra Rich or just have 2 or so "Construction Colonies". A system with a leader like this will be able to produce! Science Leader - This skill is one of the best of all! This increases the research that scientists can produce in a system. Research is all-important in Masters of Orion II, so its very useful! Pairing up with a colony that has "Ancient Artifacts" makes a super team! Spiritual Leader - Raises the system's morale rating. This skill is great! Since morale increases ALL production (if they are "happy", represented with "smiling masks"). Definitely a good bargaining chip! Financial Leader - Increases each colony (in the system assigned) income by the percent listed. If you are short on cash, this is a good skill. Otherwise, not too much needed, but an "ok" skill. Medicine - Increases the growth rate of the system. Good for starting out colonies, but not overall a really "great skill". Tactics - Adds to the Ship Attack and Ground Combat of all Ships/Marines in the system. Good if you are under heavy attack, but not otherwise too "great" (Starbases, Battlestations, and Star Fortress add to accompanying Ship Attack AND Defense). General Abilities Assassin - Has a chance of assassinating an enemy spy (either on their side or one sent against you) every turn. A good ability, especially if you have a lot of technology (since there will be a lot of spies sent against you). Commando - Increases the Ground Combat strength of all troops in the system, either on ground or in a ship. Not overly great, unless you like trying to capture ships. Megawealth - Requires no maintenance cost (but usually an inflated hiring cost) AND increases your income by 10 BC per turn! This is great if you are just starting out (or just in -BC for too long)...otherwise, not overly needed. This is the only value that CANNOT go up with the Leader's experience level. Researcher - Generates RP (Research Points) every turn. If you didn't know, RP is used to research everything (scientists generate the basic "Research Points", RP). Good if either starting out or if the amount if high enough (and the other skills are good, too). Spy Master - Increases BOTH the "Agent" (Defensive Spying) AND "Spying" (Spying in an alien empire) by the percent listed. A pretty good ability. Tech Knowledge - Brings knowledge of a technology with him. Great if it's a good technology, like "Terraforming". Otherwise, don't make this too big a bargaining chip. However you can dismiss the leader or officer and still keep the technology. Telepath - Increases the "Agent" (Defensive Spying) percent and negates "Mind Control" at the leader's location. Trader - Increases the income earned from trade agreements with alien empires. Super if you are low on cash or per turn income (negative income). Otherwise, don't wet your pants with this one. Diplomat - Increases your diplomacy by a certain amount. A great skill in the earlier-to- middle stages of the game, where you need to form close bonds with your enemies to defeat them. Overall, a pretty good skill! Famous - Increases the chance of leaders wanting to join and decreases their hiring cost, too. If you have some sucky leaders, then this is a good leader to get...since this one will get you some better ones (just make sure you have room)! A great skill! Command Abilities Engineer - Increases the restoration rate of the ship's shields and overall damage repair in combat. As well, a ship with a leader with this skill are completely healed after (between) battle. Pretty good. Helmsman - Increase the Ship Defense (% evade) of every ship in the fleet (not ALL ships, just in the fleet with the ship who has a leader with this). Fighter Pilot - Increases the defense and beam weapon damage of all fighter craft used by the leader's fleet. Unless you really like Fighters (called "Interceptors" and "Bombers"), not worth it. Galactic Lore - Reveals the name, location, and planetary contents of all star systems. Also, this leader's fleet gains a good-sized bonus in both Ship Attack and Defense when fighting space monsters or Antarans. This is very useful! Very, very useful! A keeper! Navigator - Allows the leader's fleet to ignore the movement restrictions of a black hole or nebulae. In addition, the leader increases the fleet's speed by at least 1 parsec per turn. Not really that spectacular, because black holes and nebulae are actually rather rare. Operations - Increases your command points by a certain amount. This is great if you are in "negative" command points...otherwise, not the greatest skill. Ordnance - Increases the maximum potential damage of all ship's attacks. Sometimes good, sometimes not worth it...depends on the max. potential damage with this skill. Don't make your decision based on this, however. Security - Increases the combat strength of the ship's Marines when defending against an enemy's boarding party. Hello??? This is one of the most useless and not-worth-it skills, unless the enemy LOVES to board your ships (and 99% of the time they DON'T). Weaponry - Increases the Ship's Attack (of the ship assigned). This skill is pretty common, and also rather useful. Try to balance out the leaders you have. "Labor Leader", "Science Leader", "Galactic Lore", "Spiritual Leader", and "Famous" are the skills you should be looking for the most. "Famous" is very good since, if the leader has a high enough "Famous" rating, leaders will flock to you! Also having the attribute "Charismatic" assigned to your race helps a LOT with getting good Leaders. Also remember if you can't afford a leader you want, you always have 30 turns to get up the cash! And some leaders, if you don't hire them, will come back later at a higher experience level! However if you "dismiss" them, they will never come back. Here is the experience level list for leaders, I think: Experience Level Leader Officer Level 1 Administrator Commander Level 2 Commissioner Captain Level 3 Director Commodore Level 4 Magistrate Rear-Admiral Level 5 Governor Admiral Now here is a long list of leaders and officers I have encountered. Their skills are listed hopefully at their base experience level. Some Leaders and Officers only appear as certain experience levels. An asterisk denotes how I rate them, with five the best. For a list of what their abilities do, scroll up. Leaders Administrator Crassis, the Labour Leader (30 BC now, 1 BC maintenance) ** Labour Leader +10% Administrator Draxx, the Spy Master (100 BC now, 1 BC maintenance) *** Assassin 3% Spy Master +3% Administrator Galis, the Financial Leader (30 BC now, 1 BC maintence) * Financial Leader +10% Administrator Houri, the Environmentalist (40 BC now, 1 BC maintenance) *** Environmentalist -15% Administrator Urro, the Ikarian Doctor (60 BC now, 1 BC maintenance) *** Medicine +15% Researcher +5RP per turn Administrator Lydon, the Noble (80 BC now, no maintenance) **** Diplomat +10 Famous -60 BC leader and officer hiring costs Megawealth +10BC per turn Commissioner Emo, the Science Leader (30 BC now, 1 BC maintenance) *** Science Leader +10% Commissioner Kimbuzzi, the Farming Leader (30 BC now, 1 BC maintenance) *** Farming Leader +20% Commissioner Necron, the Dark Lord (1200 BC now, 11 BC maintenance) ***** Financial Leader +60% Labour Leader +60% Science Leader +60% Spiritual Leader +30% Telepath +12% Commissioner Tanus, the Revolutionary (760 BC now, 3 BC maintenance) ***** Farming Leader +40% Labour Leader +40% Science Leader +40% Spiritual Leader +20% Tech Knowledge: Advanced Government (Galactic Unification, Federation, etc.) Commissioner Xantus, the Supreme Leader (1410 BC now, 9 BC maintenance) ***** Environmentalist -60% Financial Leader +60% Labour Leader +60% Science Leader +60% Spiritual Leader +30% Director Androgena (~300 BC now, 1 BC maintenance) ***** Farming Leader +10% Financial Leader +10% Labour Leader +10% Medicine +10% Director Brainac, Version 1 (880 BC now, no maintenance) ***** Labor Leader +20% Spiritual Leader +15% Megawealth +10BC per turn Spy Master +6% Telepath +6% Director Brainac, Version 2 (320 BC now, 4 BC maintenance) ***** Labour Leader +30% Medicine +30% Spiritual Leader +10% Researcher +10RP per turn Spy Master +4% Director Brainac, Version 3 (320 BC now, 3 BC maintence) ***** Instructor +2 exp. per turn Spiritual Leader +10% Commando +4 Tactics +6 Telepath +4% Note: I think Director Brainac has random skills and levels, and may not come from templates. Director Cassandra, the Elerian Mystic (240 BC now, 1 BC maintenance) ***** Environmentalist -20% Spiritual Leader +10% Diplomat +20 Telepath +6% Tech Knowledge: Telepathic Training Director Chug, the Planetologist (200 BC now, 1 BC maintence) ***** Enviromentalist -20% Farming Leader +20% Rearcher +10RP per turn Tech Knowledge: Terraforming Director Galin, the Rogue Trader (320 BC now, no maintenance) **** Financial Leader +20% Megawealth +10BC per turn Trader +30% Director Kirsus, the Psilon Scientist (200 BC now, 2 BC maintence) ***** Science Leader +30% Researcher +15RP per turn Director Khunagg, the Ruthless (180 BC now, 2 BC maintenance) **** Farming Leader +20% Labour Leader +20% Tactics +4 Commando +4 Governor Malovane, the Battle Lord (1650 BC now, 5 BC maintenance) ***** Instructor +7 exp. per turn Labour Leader +75% Spiritual Leader +37% Commando +15 Magistrate Claw, the Klackon Taskmaster (750 BC now, 3 BC maintenance) ***** Farming Leader +45% Labour Leader +45% Operations +9 Magistrate Electra, the High Priestess (~600 BC now, ~4 BC maintenance) **** Environmentalist -20% Farming Leader +20% Spiritual Leader +10% Telepath +5% Magistrate Felina, the Naturalist (~400 BC now, 1 BC maintenance) **** Environmentalist -45% Farming Leader +45% Magistrate Grogg, the Gnolam Capitalist (~1000 BC now, no maintenance) **** Financial Leader +45% Labour Leader +30% Megawealth +10BC per turn Magistrate Matrix, the Cyber Mage (600 BC now, 6 BC maintenance) ***** Science Leader +45% Spiritual Leader +22% Assassin 6% Telepath +9% Magistrate Nimrazz, the Master Tactician (~300 BC now, 1 BC maintenance) ***** Instructor +3 exp. per turn Tactics +9 Commando +9 Operations +9 Magistrate Orphus, the Peacemaker (510 BC now, 6 BC maintenance) ***** Instructor +3 exp. per turn Medicine +45% Spiritual Leader +22% Diplomat +45 Famous -180 BC leader and officer hiring costs Magistrate Torg, the Overlord (570 BC now, 4 BC maintenance) ***** Farming Leader +45% Financial Leader +45% Labour Leader +45% Commando +6 Officers Antaran Overlord, the Leader of the Antarans (he's the leader of the Antaran Star Fortress) ? ? ? Admiral Loknar, the Last Orion (Gain from beating the Orion Guardian, no maintence) ***** Fighter Pilot +37 Galactic Lore +37 Helmsman +37 Ordnance +37 Weaponry +37 Admiral Slag, the Armsdealer (1540 BC now, no maintenance) ***** Helmsman +25 Navigator +2 Weaponry +25 Megawealth +10BC per turn Trader +75% Admiral Tellik, the Legendary Engineer (1500 BC now, 8 BC maintenance)***** Engineer 15% Ordnance +37 Famous -480 BC leader and officer hiring costs Operations +15 Researcher +37 Captain Caern, the Tulosian Mercenary (240 BC now, 2 BC maintenance) **** Helmsman +10 Navigator +1 Ordnance +10 Security +4 Weaponry +10 Captain Diablo, the Cyber Marauder (160 BC now, 2 BC maintenance) ***** Ordnance +10 Weaponry +10 Assassin 4% Commando +4 Spy Master +4% Captain Kher, the Smuggler (200 BC now, 2 BC maintenance) **** Helmsman +10 +5 per level Navigator +1 +1 per level Weaponry +10 +5 per level Trader +20% +5% per level Captain Mukirr, the Mrrshan Warrior (180 BC now, 1 BC maintence) *** Weaponry +15 Commando +4 Captain Nhagg, the Armsmaster (~100 BC now, 1 BC maintenance) *** Ordnance +15 Weaponry +10 Commando +6 Captain Nile, the Forsaken Warrior (160 BC now, 2 BC maintenance) **** Security +6 Weaponry +15 Commando +6 Captain Slith, the Rebel Pilot (~100 BC now, 1 BC maintenance) *** Helmsman +10 Navigator +1 Ordnance +10 Weaponry +10 Captain Sparky, the Meklar Cybernaut (140 BC now, 2 BC maintenance) **** Engineer 6% Ordnance +10 Tech Knowledge: Advanced Damage Control Captain Tyranous, the Sakkra Armsman (80 BC now, 1 BC maintenance) *** Security +4 Weaponry +10 Commando +4 Commander Altos, the Alkari Pilot (120 BC now, 2 BC maintenance) *** Fighter Pilot +5 +5 per level Helmsman +7 +8 per level Navigator +1 +0.5 per level Commander Aquasarrious, the Trilarian Navigator (90 BC now, 1 BC maintence) **** Helmsman +5 Navigator +1 Weaponry +5 (Really Long Name +5) Commander Cyr, the Fighter Ace (50 BC now, 1 BC maintenance) ** Fighter Pilot +5 Commander Gizmo, the Gadgeteer (50 BC now, 1 BC maintence) *** Engineer 2% Researcher +5RP per turn Commander Grumm, the Armsman (40 BC now, 1 BC maintenance) * Security +2 Commando +2 Commander Hawk, the Astrogator (80 BC now, 1 BC maintenance) ** Helmsman +5 Navigator +1 Commander Ruola, the Weapons Officer (30 BC now, 1 BC maintenance) ** Weaponry +5 +5 per level Commander V'Larr, the Idependant Trader? (240 BC now, no maintence) ***** Helsman +5 +5 per level Navigator +1 +0.5 per level Weaponry +5 +5 per level Megawealth +10BC per turn Commodore Karg, the Pirate Captain (780 BC now, 6 BC maintenance) ***** Galactic Lore +22 Helmsman +22 Navigator +3 Ordnance +22 Weaponry +22 Commodore Kronos, the Ancient Spacefarer (390 BC now, 4 BC per turn) ***** Galactic Lore +22 Helmsman +15 Navigator +3 Commodore Skaine, the Legendary Pilot (660 BC now, 5 BC maintenance)***** Fighter Pilot +22 Helmsman +22 Navigator +2 Weaponry +15 Famous -270 BC leader and officer hiring costs Commodore Tulock, the Bounty Hunter (600 BC now, 5 BC maintenance) ***** Helmsman +22 Navigator +2 Weaponry +22 Assassin 6% Commando +6 ============================================================================================ ---------------- ---Chapter 11--- *Technology Guide* ---------------- ============================================================================================ Technology is pretty much the key to Masters of Orion II. The person with the best and most technology will probably win! Here's a review of the technology you can research. The asterisks denote how I rate the "usefulness" of the technology, with the best having five. Engineering (upper-left) Engineering 0 RP (usually already known at any level of technology) - Colony Base ***** Type: Building Achievement Effect: Colonize a planet within system built. - Star Base ***** Type: Planetary Defense Satellite Effect: Build better ships, increase command points, add to offense and defense of defending ships, and attack aggressors. - Marine Barracks ***** Type: Building Effect: Make Marines for ground defense, eliminate morale penalty for Dictatorships and Feudal governments. Advanced Engineering 80 RP - Anti-Missile Rockets *** Type: Ship Auto-Defense Weapon Effect: Has an 85% chance to destroy enemy missiles, decreasing by 5% with each square from launched position. Miniaturization: Decrease in needed space. - Fighter Bays * Type: Ship Independent Weapon Effect: Launches four "Interceptors" which carry one of your best point-defense weapons and can fire them four times before needing to go back. - Reinforced Hull ***** Type: Ship Defense System Effect: Triples ship's current structure max, and is cumulative with armour upgrades. Advanced Construction 150 RP - Automated Factory ***** Type: Building Effect: +1 individual worker production, +5 to overall production - Missile Base *** Type: Planetary Defense Building Effect: Shoots missiles at enemy every turn with almost unlimited ammo. - Heavy Armor **** Type: Ship Defense System Effect: Triples ship's current armour max and negates "Armour Piercing" weapons. Capsule Construction 250 RP - Battle Pods ***** Type: Ship Special System Effect: Increases available space on ship by 50% of max. - Troop Pods * Type: Ship Special System Effect: Doubles Marine maximum. - Survival Pods * Type: Achievement Effect: Saves Officer on any ship from doom if at least one ship is left standing at end of battle. Astro Engineering 400 RP - Space Port ** Type: Building Effect: Increase colony's income from trade goods by 50%. - Armor Barracks ** Type: Building Effect: Make Tanks for ground defense, eliminates morale penalty for Dictatorship and Feudal governments. - Fighter Garrison *** Type: Planetary Defense Building Effect: Houses 10 interceptors and/or heavy fighters to defend colony. New fighters are made every 10 turns to replace ones destroyed. Robotics 650 RP - Robo-Miners ***** Type: Building Effect: +2 worker production, +10 overall production - Battlestation *** Type: Planetary Defense Satellite Effect: Better then a Star Base in terms of toughness and defending ship bonuses. - Powered Armor ** Type: Achievement Effect: +10 to ground combat and take one more hit to destroy. Servo Mechanics 900 RP - Fast Missile Racks *** Type: Ship Attack System Effect: Allows ship to fire 2 missiles in one round, waiting a turn with the inability to fire any missiles. - Advanced Damage Control **** Type: Achievement Effect: Repairs all ship damage after combat. - Assault Shuttles * Type: Ship Independent Weapon Effect: Small ships that automatically board enemy ships when in range, trying to either raid (damage) or capture them. Astro Construction 1150 RP - Titan Construction ***** Type: Ship Effect: Allows you to build Titan class ships. - Ground Batteries * Type: Planetary Defense Building Effect: Has a ton of beam weapons of both heavy-mount and point-defense types. - Battleoids ** Type: Achievement Effect: Robotic warriors that have a +10 ground combat bonus and take three hits to destroy. Not cumulative with Powered Armour. Advanced Manufacturing 1500 RP - Recyclotron ** Type: Building Effect: Each colonist, regardless of job, generates one production unit. - Automated Repair Unit ***** Type: Ship Defense System Effect: Repair 20% ship's armor and repair 10% structure each combat turn, and after combat completely repair ship. - Artificial Planet Construction **** Type: Building Achievement Effect: Gas Giants turn into "Huge Barren Abundant" and Asteroid Belts turn into "Large Barren Abundant". Advanced Robotics 2000 RP - Robotic Factory Type: Building Effect: Increases overall production by 5 to 20, depending on mineral type of planet. - Bomber Bays Type: Ship Independent Weapon Effect: Launches a ship which carries one of your best bombs, and can drop it four times before returning. Tectonic Engineering 3500 RP - Deep Core Mining ***** Type: Building Effect: +3 worker production and +15 overall production. - Core Waste Dump ***** Type: Building Effect: Eliminate all pollution penalties. Superscalar Construction 6000 RP - Star Fortress *** Type: Planetary Defense Satellite Effect: Better then a Battlestation in terms of toughness and bonuses, much better then a Star Base. - Advanced City Planning ***** Type: Achievement Effect: Increase planetary size limit of all planets in empire by +5. - Heavy Fighters *** Type: Ship Independent Weapon Effect: Launches ships which carry two point-defense weapons and two bombs, and can fire them four times before returning. Increased durability and speed from previous models. Planetoid Construction 7500 RP - Doom Star Construction ***** Type: Ship Effect: Able to make Doom Star class ships. - Artemis System Net *** Type: Planetary Defense Building. Effect: Do damage to all enemy ships per turn according to size class, about 150-550 damage each. Hyper-Advanced Engineering 25000 RP Construction (Level...) * Type: Advanced Achievement Effect: Add +5 POINTS to your score for each level researched here, and adds to miniaturization levels, decreasing the space of most ship weapons and equipment in this field as well as adding to enhancement options. Power (Upper Right) Nuclear Fission 50 RP - Freighters ***** Type: Achievement Effect: Allows food and people to be transported between colonies with enough freighter fleets. - Nuclear Drive ***** Type: Achievement Effect: Rate of ship travel is 2 parsecs per turn. - Nuclear Bomb ***** Type: Ship Weapon Effect: 3-12 Damage. Only works on planets. Miniaturization: Decreases space used. Cold Fusion 80 RP - Colony Ship ***** Type: Ship Effect: Able to make Colony Ships and colonize other systems. - Outpost Ship **** Type: Ship Effect: Able to make Outpost Ships and put outposts in other systems. Outposts allow re- fueling, surveillance, and place a Marine Barracks on the planet. - Transport ***** Type: Ship Effect: Able to make Transport Ships and invade enemy colonies. Note: All of these ships will be destroyed in combat if not escorted by a military ship. If the escort ship is destroyed, these ships will automatically run back to the nearest friendly system. Advanced Fusion 250 RP - Fusion Drive **** Type: Achievement Effect: Rate of ship travel is three parsecs per turn. - Fusion Bomb *** Type: Ship Weapon Effect: 4-24 Damage. Can only attack planets. Miniaturization: Decreases space used. - Augmented Engines * Type: Ship Special System Effect: Increases ship combat speed/movement range by +5. Note: The ship drives only affect how FAST you get there, if you have enough fuel you CAN still get there, just slower. Ion Fission 900 RP - Ion Drive ***** Type: Achievement Effect: Rate of ship travel is 4 parsecs per turn. - Ion Pulse Cannon ** Type: Ship Weapon Effect: 2-10 Damage. Bypasses armour and structure, attacking the ship's systems. Useless against Monsters or Antarans. Miniaturization: Autofire, Continuous. - Shield Capacitor *** Type: Ship Special System Effect: Increases the shield recharge rate by 70% of its maximum strength. Anti-Matter Fission 2000 RP - Anti-Matter Drive **** Type: Achievement Effect: Rate of ship travel is 5 parsecs per turn. - Anti-Matter Torpedoes ***** Type: Ship Weapon Effect: 25 damage. Fires every other turn with unlimited ammo. Explodes when target is reached. Miniaturization: Decreases space used. Overloaded, ECCM, Enveloping. - Anti-Matter Bomb ** Type: Ship Weapon Effect: 5-40 damage. Only works on planets. Miniaturization: Decreases space used. Matter-Energy Conversion 2750 RP - Transporters **** Type: Ship Special System Effect: Extends Marine boarding (if shields facing are down) and bombing range to 12 spaces. - Food Replicators *** Type: Building Effect: Converts 2 production into 1 food when needed. High Energy Distribution 3500 RP - High Energy Focus **** Type: Ship Attack System Effect: Increase beam damage by +50%. - Energy Absorber **** Type: Ship Special System Effect: Decrease damage by 1/4, absorbing the it instead into an attack that can be released in the next turn. - Megafluxers ***** Type: Achievement Effect: Increase available space on all ships by +25%. Note: This Strategy Guide is copyrighted by Matthew Carras and should not be altered without my consent. Hyper-Dimensional Fission 4500 RP - Proton Torpedo ***** Type: Ship Weapon Effect: 40 damage. Fires every other turn with unlimited ammo. Explodes when target is reached. Miniaturization: Decreases space used. Overloaded, ECCM, Enveloping. - Hyper Drive *** Type: Achievement Effect: Rate of ship travel is 6 parsecs per turn. - Hyper-X Capacitors ***** Type: Ship Attack System Effect: Fire two beam weapons per turn, having to wait one turn after without firing. Interphased Fission 10000 RP - Interphased Drive *** Type: Achievement Effect: Rate of travel is 7 parsecs per turn. - Plasma Torpedo ***** Type: Ship Weapon Effect: 120 damage, which decreases by 5 damage for each square from fired position. Fires every other turn with unlimited ammo. Explodes when target is reached. Miniaturization: Decreases space used. Overloaded, ECCM, Enveloping, No Range Dissipation. - Neutronium Bomb * Type: Ship Weapon Effect: 10-60 damage. Works only on planets. Miniaturization: Decreases space used. Hyper-Advanced Power 25000 RP Power (Level...) ** Type: Advanced Achievement Effect: Add +5 POINTS to your score for each level researched here, and adds to miniaturization levels, decreasing the space of most ship weapons and equipment in this field as well as adding to enhancement options. Chemistry (Upper Middle-Left) Chemistry 50 RP - Nuclear Missile ***** Type: Ship Independent Weapon Effect: 8 damage, exploding when target is reached. Miniaturization: Decreases space used. MIRV, Heavily Armoured, Fast, Emissions Guidance. - Standard Fuel Cells ***** Type: Achievement Effect: Able to go up to 4 parsecs before needing to re-fuel. - Extended Fuel Cells ***** Type: Ship Special System Effect: Increases ship's range by 50%. - Titanium Armor ***** Type: Armour Effect: Standard armour allows ships to exist in space without imploding and shields various things. Note: When you get "Extended Fuel Cells", all Transport, Colony, and Outpost ships are automatically equipped with it. As well, Missiles do not miss unless destroyed or jammed. Advanced Metallurgy 250 RP - Deuterium Fuel Cells ***** Type: Achievement Effect: Able to go up to 6 parsecs before needing to re-fuel. - Tritanium Armor **** Type: Armour Effect: Doubles ship's base armour and structure, and also increases ground combat by +10 while shielding missiles and fighters better. Advanced Chemistry 650 RP - Merculite Missile *** Type: Ship Independent Weapon Effect: 14 damage, exploding when target is reached. Miniaturization: Decreases space used. MIRV, Heavily Armoured, Fast, Emissions Guidance. - Pollution Processor ***** Type: Building Effect: Halves effects of pollution. Molecular Compression 1150 RP - Pulson Missile *** Type: Ship Independent Weapon Effect: 20 damage, exploding when target is reached. Miniaturization: Decreases space used. MIRV, Heavily Armoured, Fast, Emissions Guidance. - Atmospheric Renewer ***** Type: Building Effect: Decreases effects of pollution by 75%, cumulative with Pollution Processor. - Iridium Fuel Cells **** Type: Achievement Effect: Able to go 9 parsecs before needing to re-fuel. Nano Technology 2000 RP - Nano Disassemblers **** Type: Achievement Effect: Halves effects of pollution within the entire empire. - Microlite Construction ***** Type: Achievement Effect: Increases all worker's production by +1 within the empire. - Zortrium Armor ***** Type: Armour Effect: Triples ship's base armour and structure, and also increases ground combat by +15 while shielding missiles and fighters better. Molecular Manipulation 4500 RP - Zeon Missile *** Type: Ship Independent Weapon Effect: 30 damage, exploding when target is reached. Miniaturization: Decreases space used. MIRV, Heavily Armoured, Fast, Emissions Guidance. - Neutronium Armor ***** Type: Armour Effect: Increases ship's base armour and structure by 500%, and also increases ground combat by +20 while shielding missiles and fighters better. - Uridium Fuel Cells *** Type: Achievement Effect: Able to go 12 parsecs before needing to re-fuel. Molecular Control 10000 RP - Thorium Fuel Cells ***** Type: Achievement Effect: Able to go any distance, never needing to re-fuel. - Adamantium Armor *** Type: Armour Effect: Increases ship's base armour and structure by 700%, and also increases ground combat by +25 while shielding missiles and fighters better. Hyper-Advanced Chemistry 25000 RP Chemistry (Level...) ** Type: Advanced Achievement Effect: Add +5 POINTS to your score for each level researched here, and adds to miniaturization levels, decreasing the space of most ship weapons and equipment in this field as well as adding to enhancement options. Sociology (Upper Middle-Right) Military Tactics 150 RP Space Academy ***** Type: Building Effect: Any ship built by a colony with a Space Academy starts out one experience LEVEL higher. Any ship within a system with a Space Academy gains +1 experience each turn. Xeno Relations 650 RP - Xeno Psychology ***** Type: Achievement Effect: Adds 30 diplomatic points, helping dealings with other races. - Alien Management Center **** Type: Building Effect: Assimilate colonists by one per two turns and remove 20% morale penalty for multi- racial colonies. Macro Economics 1150 RP Planetary Stock Exchange ***** Type: Building Effect: Increases income from trade goods by +100%. Teaching Methods 2000 RP Astro University ***** Type: Building Effect: Increases production, farming, and research by +1. Advanced Government 4500 RP Imperium, Confederation, Federation, or Galactic Unification ***** Type: Achievement Effect: Upgrade for Dictatorship, Democracy, Fuedal, or Unification governments, respectively. Note: See "Custom Race Guide" and the part about what each "race modifier" does to see more info about the advanced governments. Galactic Economics 6000 RP Galactic Currency Exchange ***** Type: Achievement Effect: Increases income from trade goods for all colonies in your entire empire by +50%. Hyper-Advanced Sociology 25000 RP Sociology (Level...) * Type: Advanced Achievement Effect: Add +5 POINTS for each level researched here. Computers (Lower Middle-Left) Electronics 50 RP Electronic Computer ***** Type: Ship Computer Effect: Increases beam hit chance by +25%. Note: If a computer is damaged or destroyed, the ship will lose the bonus. Optronics 150 RP - Research Laboratory ***** Type: Building Effect: Increases scientist research production by +1, and overall RP by +5. - Optronic Computer *** Type: Ship Computer Effect: Increases beam hit chance by +50%. Not cumulative with other computers. - Dauntless Guidance System **** Type: Achievement Effect: Missiles which lose their target redirect to the nearest enemy ship or base instead of just the closest ship or base. Artificial Intelligence 400 RP - Neural Scanner *** Type: Achievement Effect: Add +10 to both "Agent" and "Spying". - Scout Lab * Type: Ship Special System Effect: Ship generates RP by its size, up to 32. Gives a special attack bonus if fighting monsters or Antarans. - Security Stations * Type: Ship Defense System Effect: +20 to Marine Defense on a ship. Positronics 900 RP - Positronic Computer *** Type: Ship Computer Effect: Increases beam hit chance by +75%. Not cumulative with other computers. - Planetary Supercomputer ***** Type: Building Effect: Increases scientist research production by +2 and overall RP by +10. - Holo Simulator **** Type: Building Effect: Increases morale by +20%. Artificial Consciousness 1500 RP - Emissions Guidance System **** Type: Achievement Effect: A miniaturization level which allows a missile to deal all damage to a ship's engines, bypassing the armour. - Rangemaster Targeting Unit * Type: Ship Attack System Effect: Increases beam dissipation range by 2/3, allowing a much greater distance to be between the ship and the target when using a beam weapon. - Cyber Security Link *** Type: Achievement Effect: +10 to both "Agent" and "Spying". Cybertronics 2750 RP - Cybertronic Computer *** Type: Ship Computer Effect: Increases beam hit chance by +100%. Not cumulative with other computers. - Autolab ** Type: Building Effect: Increases overall RP by +30. - Structural Analyzer ***** Type: Ship Attack System Effect: All damage the ship does that penetrates shields is doubled. Cybertechnics 3500 RP - Android Farmers *** Type: Android Effect: A special "race" which generates +3 food production and eats 1 unit of worker production instead of food. It is not affected by morale, does not generate income, cannot be taxed, and are considered Tolerant. They are affected by government, planetary, and building bonuses. - Android Workers * Type: Android Effect: A special "race" which generates +3 industrial production and eats 1 unit of worker production instead of food. It is not affected by morale, does not generate income, cannot be taxed, and are considered Tolerant. They are affected by government, planetary, and building bonuses. - Android Scientists ***** Type: Android Effect: A special "race" which generates +3 research production and eats 1 unit of worker production instead of food. It is not affected by morale, does not generate income, cannot be taxed, and are considered Tolerant. They are affected by government, planetary, and building bonuses. Galactic Networking 4500 RP - Virtual Reality Network ***** Type: Achievement Effect: Increase morale on all colonies by +20%. - Galactic Cybernet **** Type: Building Effect: Increases scientist research production by +3 and overall RP by +15. Moleculartronics 6000 RP - Pleasure Dome **** Type: Building Effect: Increases morale by +30%. - Moleculartronic Computer *** Type: Ship Computer Effect: Increases beam hit chance by +125%. Not cumulative with other computers. - Achilles Targeting Unit ***** Type: Ship Attack System Effect: Allows ship's weapons to ignore armour completely, and triples chance when passing through shields to damage essential weapons and shield systems. Hyper-Advanced Computers 25000 RP Computers (Level...) * Type: Advanced Achievement Effect: Add +5 POINTS to your score for each level researched here. Genetics (Lower Middle-Right) Astro Biology 80 RP - Hydroponic Farm **** Type: Building Effect: Increases total food by +2. - Biospheres ***** Type: Building Effect: Increases planetary size limit by +2. Advanced Biology 400 RP - Cloning Center ***** Type: Building Effect: Increases population growth by +100k (not +100%) - Soil Enrichment **** Type: Building Effect: Increases farming production by +1 per farmer. - Death Spores * Type: Ship Special Weapon Effect: Bombardment device, has a 10% chance of killing a colonist unit each time used. Your diplomatic relations will suffer severely. Genetic Engineering 900 RP - Telepathic Training ** Type: Achievement Effect: Increases both "Agent" and "Spying" by +5. - Microbiotics ***** Type: Achievement Effect: Increases population growth of all colonies by +25% and halves the effectiveness of Death Spores and Bio Terminators. Genetic Mutations 1150 RP Terraforming ***** Type: Terraforming Effect: Upgrade a planet. Barren becomes Desert or Tundra, Desert become Arid, Tundra becomes Swamp, and Ocean, Arid, and Swamp becomes Terran. Terraforming a planet will increase not only the food production and climate, but also the planet's maximum population. Macro Genetics 1500 RP - Subterranean Farms *** Type: Building Effect: Increases total food by +4. - Weather Controller ***** Type: Building Effect: Increases farming production by +2 per farmer. Evolutionary Genetics 2750 RP - Psionics **** Type: Achievement Effect: Increases both "Agent" and "Spying" by +10. Also increases morale by +10% if your government is a Dictatorship or Imperium. - Heightened Intelligence ***** Type: Achievement Effect: Increases all scientist research production by +1. Artificial Life 4500 RP - Bio Terminator * Type: Ship Special Weapon Effect: Bombardment device, has a 20% chance of killing a colonist unit each time used. Your diplomatic relations will suffer severely. - Universal Antidote ***** Type: Achievement Effect: Increases population growth of all colonies by +50% and decreases the effectiveness of Death Spores and Bio Terminators by 3/4. Not cumulative with Microbiotics. Trans Genetics 7500 RP - Biomorphic Fungi ** Type: Achievement Effect: Increases all planet's food production by +1 per farmer even if their production is 0. - Gaia Transformation **** Type: Terraforming Effect: Terraform a Terran-class planet into a Gaia-class planet, increasing the food production and size limit. - Evolutionary Mutation ***** Type: Achievement Effect: You gain four extra "Race Picks" to use with whatever you like, except you cannot alter your current picks and you cannot choose additional penalties. Hyper-Advanced Biology 25000 RP Biology (Level...) Type: Advanced Achievement Effect: Add +5 POINTS to your score for each level researched here. Physics (Lower-Left) Physics 50 RP - Laser Cannon ***** Type: Ship Weapon Effect: 1-4 damage. Heavy Mount and Point Defense capability. Miniaturization: Decrease space used. Autofire, Armor Piercing, Continuos, No Range Dissipation. - Laser Rifle * Type: Achievement Effect: Increases ground combat by +5. - Space Scanner **** Type: Achievement Effect: Base detection range of 2 parsecs. Note: Scanning devices will detect all ships (except "Stealthy"), but at a certain parsec away greater or less. Ship size classes may get bonuses: Small (Frigate) +0, Medium (Destroyer) +1, Large (Cruiser) +2, Huge (Battleship) +3, Titan +4, Doom Star +5. Fusion Physics 150 RP - Fusion Beam ***** Type: Ship Weapon Effect: 2-6 damage. Heavy Mount and Point Defense capability. Double range penalties. Miniaturization: Decrease space used. Continuos, Enveloping. - Fusion Rifle ** Type: Achievement Effect: Increases ground combat by +10. Not cumulative with other rifles. Tachyon Physics 250 RP - Tachyon Communications ***** Type: Achievement Effect: Allows you to tell a ship within 3 parsecs of a colony or outpost to change course in mid-transit. Add +1 command points for each Star Base, Battlestation, and Star Fortress. Not cumulative with any other communications Achievement.. - Tachyon Scanner *** Type: Achievement Effect: Base detection range of 3 parsecs. Your Star Base, Battlestation, and Star Fortress decrease aggressors' Missile Evasion by -20%. - Battle Scanner *** Type: Ship Special System Effect: Increases beam chance to hit by +50%. Increases scanning range outside of combat by +2. Neutrino Physics 900 RP - Neutron Blaster *** Type: Ship Weapon Effect: 3-12 damage. Heavy Mount capability. Every 5 damage done to internal systems kills one enemy marine. Miniaturization: Decrease space used. Continuos. - Neutron Scanner ***** Type: Achievement Effect: Base detection range of 5 parsecs. Your Star Base, Battlestation, and Star Fortress decrease aggressors' Missile Evasion by -40%. Artificial Gravity 1150 RP - Tractor Beam *** Type: Ship Special Weapon Effect: Greatly decreases target's combat speed, can immobilize a smaller ship. Cumulative with other tractor beams. - Graviton Beam ***** Type: Ship Weapon Effect: 3-15 damage. Heavy Mount capability. Additional structure damage is done if shields are penetrated. Miniaturization: Decrease space used. Continuos. - Planetary Gravity Generator ***** Type: Building Effect: Eliminates penalties for any abnormal planet gravity. Subspace Physics 1500 RP - Subspace Communications **** Type: Achievement Effect: Allows you to tell a ship within 6 parsecs of a colony or outpost to change course in mid-transit. Add +2 command points for each Star Base, Battlestation, and Star Fortress. Not cumulative with any other communications Achievement. - Jump Gate ***** Type: Achievement Effect: Increases rate of ship travel between your colonies by 3 parsecs. Multi-Phased Physics 2000 RP - Phasors ***** Type: Ship Weapon Effect: 5-20 damage. Heavy Mount and Point-Defense capability. Miniaturization: Decrease space used. Continuos, Autofire, Shield-Piercing. - Phasor Rifle ** Type: Achievement Effect: Increases ground combat by +20. Not cumulative with other rifles. - Multi-Phased Shields *** Type: Ship Defense System Effect: Increases damage shields can take by 50% of maximum strength. Plasma Physics 3500 RP - Plasma Cannon ** Type: Ship Weapon Effect: 6-30 damage. Heavy Mount capability. Naturally Enveloping. Double range penalties. Miniaturization: Decrease space used. Continuos. - Plasma Rifle *** Type: Achievement Effect: Increases ground combat by +30. Not cumulative with other rifles. - Plasma Web **** Type: Ship Special Weapon Effect: 5-25 damage per turn, decreasing at a rate of -5. Can only fire every other turn. Multi-Dimensional Physics 4500 RP - Disruptor Cannon *** Type: Ship Weapon Effect: 40 damage. Heavy Mount capability. No range penalties. Miniaturization: Decrease space used. Continuos. - Dimensional Portal *** Type: Building Effect: Gives option to "Attack Antarans" at colony built. You can only research this technology if you selected "Antarans Attack". Hyper-Dimensional Physics 6000 RP - Hyperspace Communications ***** Type: Achievement Effect: Allows you to tell a ship within any parsecs to change course in mid-transit. Add +3 command points for each Star Base, Battlestation, and Star Fortress. Not cumulative with any other communications Achievement. - Sensors ***** Type: Achievement Effect: Base detection range of 8 parsecs. Your Star Base, Battlestation, and Star Fortress decrease aggressors' Missile Evasion by -75%. - Mauler Device ***** Type: Ship Weapon Effect: 100 damage. Heavy Mount capability. Cannot miss. Double range penalties. Miniaturization: Decrease space used. Temporal Physics 15000 RP - Time Warp Facilitator ***** Type: Ship Special System Effect: Equipped ship gets an extra turn in combat. - Stellar Converter ***** Type: Ship Weapon/Planetary Defense Building Weapon Effect: 400 damage. Naturally Enveloping. No range dissipation, avoids all defenses. Completely destroys a planet when used for orbital bombardment, turning it into an asteroid field. Building Effect: Defends planet with the same force. - Star Gate ***** Type: Achievement Effect: Takes one turn to go between your colonies regardless of drives researched. Hyper-Advanced Physics 25000 RP Physics (Level...) **** Type: Advanced Achievement Effect: Add +5 POINTS to your score for each level researched here, and adds to miniaturization levels, decreasing the space of most ship weapons and equipment in this field as well as adding to enhancement options. Force Fields (Lower-Right) Advanced Magnetism 250 RP - Class I Shield ***** Type: Ship Shield Effect: Absorbs five times the ship's size in damage with shields. - Mass Driver **** Type: Ship Weapon Effect: 6 damage. Heavy Mount and Point-Defense capability. Damage not reduced by range. Miniaturization: Decrease space used. Autofire, Armour Piercing. - ECM Jammer ***** Type: Ship Defense System Effect: Increases ship's Missile Evasion by +70%. Cannot be used with any other ecm jammer. Note: Shields normally regenerate at 1/3 the total strength of the shields. Gravitic Fields 650 RP - Anti-Grav Harness * Type: Achievement Effect: Increases ground combat by +10. - Inertial Stabilizer **** Type: Ship Special System Effect: Increases beam defense by +50% and halves turning costs. - Gyro Destabilizer *** Type: Ship Special Weapon Effect: 1-4 structure damage times size class of ship. Magneto Gravitics 900 RP - Class III Shield ***** Type: Ship Shield Effect: Absorbs 15 times the ship's size in damage with shields. - Planetary Radiation Shield ***** Type: Building Effect: Changes a "Radiated" planet to "Barren". Reduces bombardment damage by -5. - Warp Dissipater ** Type: Ship Special System Effect: Prevents all ships, including your own, from retreating during combat. Electromagnetic Refraction 1500 RP - Stealth Shield **** Type: Ship Special System Effect: Ships are completely invisible on "Galaxy Map" unless race is Omniscient. - Personal Shield ** Type: Achievement Effect: Increases ground combat by +20. - Stealth Suit *** Type: Achievement Effect: Increases both "Agent" and "Spying" by +10. Warp Fields 2000 RP - Pulsar **** Type: Ship Special Weapon Effect: 2-24 damage according to ship's size class to all enemy ships, missiles, and fighters nearby. - Warp Field Interdictor * Type: Building Effect: Within a range of 2 parsecs, all enemy ships are slowed down to 1 parsec per turn. - Lightning Field ***** Type: Ship Defense System Effect: Has a 50% chance to destroy a missile, torpedo, or fighter attempting to strike the equipped ship each turn. Subspace Fields 2750 RP - Class V Shields ***** Type: Ship Shield Effect: Absorbs 25 times the ship's size in damage with shields. - Multi-Wave ECM Jammer ** Type: Ship Defense System Effect: Increases Missile Evasion by +100%. Cannot be used with any other ecm jammer. - Gauss Cannon **** Type: Ship Weapon Effect: 18 damage. Heavy Mount capability. Damage not reduced by range. Miniaturization: Decrease space used. Autofire, Armour Piercing. Distortion Fields 3500 RP - Cloaking Device *** Type: Ship Special System Effect: Ships are completely invisible on "Galaxy Map" except to Omniscient races. In combat, ships gain +80% to beam defense and +50% to missile evasion as long as it is cloaked. When decloaked, the ship must wait one turn without firing to recloak. - Statis Field *** Type: Ship Special Weapon Effect: Immobilizes target ship, can only be used on one ship at a time. - Hard Shields *** Type: Ship Defense System Effect: Increases absorbed damage of shields by +3. Allows the ship to use shields inside a Nebulae, Transporters cannot be used on the ship even with shields down, and the ship's shields cannot be avoided by shield-piercing weapons. Quantum Fields 4500 RP Class VII Shield ***** Type: Ship Shield Effect: Absorbs 35 times the ship's size in damage with shields. - Planetary Flux Shield ** Type: Building Effect: Changes a "Radiated" planet to "Barren". Reduces bombardment damage by -10. Replaces a Planetary Radiation Shield. - Wide Area Jammer ***** Type: Ship Special System Effect: Increases ship's Missile Evasion by +130% and increases Missile Evasion of all friendly ships in combat by +70%. Cannot be used with any other ecm jammer, and the bonus is not cumulative with the other ship's jammers. Transwarp Fields 7500 RP - Displacement Device ***** Type: Ship Defense System Effect: Anything that tries to attack the ship has a 30% chance to miss, regardless of all other factors. - Subspace Teleporter ***** Type: Ship Special System Effect: Allows ship to make a jump of up to 18 squares in combat without actually moving. Does not affect turning. - Inertial Nullifier *** Type: Ship Special System Effect: Increases beam defense by +100% and negates turning costs. Temporal Fields 15000 RP - Class X Shield ***** Type: Ship Shield Effect: Absorbs 50 times the ship's size in damage with shields. - Planetary Barrier Shield **** Type: Building Effect: Changes a "Radiated" planet to "Barren". Reduces bombardment damage by -20. Biological weapons have no effect and planet cannot be invaded unless this building is destroyed. Replaces a Planetary Radiation Shield and a Planetary Flux Shield. - Phasing Cloak ***** Type: Ship Special System Effect: Ships are completely invisible on "Galaxy Map" except to Omniscient races. Cannot be attacked while cloaked for the first 10 turns of combat, after which it acts like a regular Cloaking Device. When decloaked, the ship must wait one turn without firing to recloak. Hyper-Advanced Fields 25000 RP Fields (Level...) ** Type: Advanced Achievement Effect: Add +5 POINTS to your score for each level researched here, and adds to miniaturization levels, decreasing the space of most ship weapons and equipment in this field as well as adding to enhancement options. What you should research in about what order is very important! First we must look at how one researches. A scientist gives you, normally, 3 RP for each one assigned to the field of science (things like Research Lab, Supercomputer, Heightened Intelligence, Feudal government, etc. can increase or decrease this). Let's say you want to research Fighter Bays, that takes 80 RP. If you assign 10 scientists to the field of science, you get 30 RP. Therefore, it will take you about 3 turns to research the chosen field. Note that you can assign RP to any field...what I mean is that if you are researching Fighter Bays for 80 RP and have researched 40 RP total already, you can switch to Hydroponic Farms, which also takes 80 RP, but now you have a 40 RP bonus (meaning, Hydroponic Farms will only take 40 RP or 2 turns now). Here's a list of what you should research to start yourself off. Generally, these are the things that are crucial to research, the rest is up to you! Also note that you may have to research something not too useful or something you don't want until you get to something you want! Here we go... (Electronics) Research Laboratory (Optronics) (Chemistry) (Nuclear Fission) (Cold Fusion) Automated Factories (Advanced Construction) Deuterium Fuel Cells (Advanced Metallurgy) Biospheres (Astro Biology) Cloning Center or Soil Enrichment (Advanced Biology) Planetary Supercomputer or Holo Simulator (Positronics) Pollution Processor (Advanced Chemistry) Battle Pods (Capsule Construction) Robo Mining Plant (Robotics) Fusion Drive (Advanced Fusion) (Military Tactics) Tachyon Communications (Tachyon Physics) Xeno Psychology (Xeno Relations) Microbiotics (Genetic Engineering) Terraforming (Genetic Mutations) Neutron Scanner (Neutrino Physics) Planetary Gravity Generator (Artificial Gravity) Planetary Radiation Shield (Magneto Gravitics) (Teaching Methods) Atmospheric Renewer or Iridium Fuel Cells (Molecular Compression) Virtual Reality Network (Galactic Networking) Weather Controller (Macro Genetics) Subspace Communications (Subspace Physics) Stealth Suit (Electromagnetic Refraction) Titan Construction (Astro Construction) Robotic Factory (Advanced Robotics) (Advanced Government) Nano Disassemblers or Microlite Construction (Nano Technology) Anti-Matter Drive (Anti-Matter Fission) Heightened Intelligence (Evolutionary Genetics) Core Waste Dumps (Tectonic Engineering) Uridium Fuel Cells (Molecular Manipulation) Pleasure Dome (Moleculartronics) Universal Antidote (Artificial Life) Advanced City Planning (Superscalar Construction) Hyperspace Communications (Hyper-Dimensional Physics) Thorium Fuel Cells (Molecular Control) Gaia Transformation or Evolutionary Mutation (Trans Genetics) Doom Star Construction (Planetoid Construction) Planetary Barrier Shield (Temporal Fields) Star Gate (Temporal Physics) (Galactic Economics) Remember I didn't include anything having to do with ship improvement (weapons, systems, etc.) in here...since that is basically up to you! ============================================================================================ ---------------- ---Chapter 12--- *Other sources of help within the game* ---------------- ============================================================================================ Remember that you can "right-click" on many things in Masters of Orion II... MOOII also provides a handy "Reference" section which explains a lot of things, as well as a "Race Review" (race statistics), "Tech Review" (a review of what technology you have researched), and even a diagram of your resources and how things are going. Some things you can also right-click on... You can right click on the little "pick-axe" sign for industry to see what is affecting worker production and the total worker production of that colony. The same for the little "corn" sign for farming and the little "test tube" sign for research (note you have to actually be viewing the colony to do all this). This is very good in seeing how much penalties or bonuses are affecting everyone! ============================================================================================ ---------------- ---Chapter 13--- *Cheats (other then reading this guide!)* ---------------- ============================================================================================ So you're at your wits end, or you're just bored to heck. Well, now comes the not-so-ethical part. Then again you could have always downloaded MOOII off some pirating site, so you might not be so ethical to begin with! Note that you won't be listed in the "Hall of Fame" at the end, and other players will be notified in multiplayer of your cheating. Hold down the ALT key and type in any of these codes. moola Effect: Instant +1000 BC to your treasury. Use this at the Main Galactic Map. menlo Effect: Finishes any research currently in progress. Use this at the Main Galactic Map. crunch Effect: Finishes any construction currently in progress, in a colony. Use this at the Colony Screen. iseeall Effect: Grants omniscience for one turn. Use this at the Main Galactic Map. einstein Effect: Grants ALL technology. Use this at the Main Galactic Map. carbonlyl Effect: Allies all computer opponents against you in a war. Use this at the Main Galactic Map. ============================================================================================ ---------------- ---Chapter 14--- *Credits and Agknowledgments* ---------------- ============================================================================================ This Strategy Guide is copyright 2001 by Matthew Carras. Masters of Orion II is copyright 1996 by SimuTek and Microprose. This Strategy Guide is not associated with or endorsed by SimuTek or Microprose. You may freely distribute this Strategy Guide for noncommercial purposes if it is not altered in any way and I am credited. Thanks - Matthew Carras (aka "The General") who I couldn't do this without, namely because he is me. - "CjayC" for the wonderful site GameFAQs, a place I have been a longtime fan of. - SimuTek for developing Masters of Orion II... - ...and Microprose for shelling out the money for them to do so. Agnowledgments - Gamespot's Game Guide to Masters of Orion II. The only thing I actually took from there was the cheat codes (not their descriptions). I was missing a few. - ErgGibbson, just because I stole my disclaimer from one of his walkthroughs. I am so bad with legal stuff.
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