Master of Orion 2: Battle at Antares walkthrough
- Master of Orion 2: Battle at Antares
- walkthrough
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==========Masters of Orion II============
Strategy Guide
v2.01
by The General
(generalmx@aol.com)
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---Table of Contents---
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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
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--Chapter 1-- *What "Masters of Orion II" is all about*
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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.
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---Chapter 2--- *Universe Creation Guide*
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"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.
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---Chapter 3--- *Random Events List*
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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.
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---Chapter 4--- *Race Selection Guide*
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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.
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---Chapter 5--- *Custom Race Creation Guide*
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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!
============================================================================================
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---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!
============================================================================================
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---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.