Visitors beware! Soon, this page will be available only under
PART I: INTRO - Purpose, History, Necessities
PART II: FAQ - Background, Problems, First Steps
PART III: DATA - Lists, Charts and Tables for the Emperor
PART IV: STRATEGY - Hints, Tricks, Tactics, Strategies
PART V: BUGS - Bugs, Manual Corrections, Suggestions
PART VI: STORIES - MOO2 Stories
In case you have trouble downloading the document, I have broken up the document in two parts. The following table links to these documents.
PART I: INTRO - Purpose, History, Necessities
PART II: FAQ - Background, Problems, First Steps
PART III: DATA - Lists, Charts and Tables for the Emperor
PART IV: STRATEGY - Hints, Tricks, Tactics, Strategies
PART V: BUGS - Bugs, Manual Corrections, Suggestions
PART VI: STORIES - MOO2 Stories
Crosslinks between parts 123 and parts 456 will not work.
Master of Orion II was on the shelves in Germany on Monday, the 16th of
December. I had it at home on Tuesday. My flatmates did not see me again
until Thursday - no, not Thursday the 19th. I'm talking about Thursday the
2nd of January, when I crawled out of my room, tired and hungry, because my
food resources were depleted and these freighters just wouldn't show up.
This really IS one addictive game, and it really WAS worth one year of
waiting, teethgnashing and phoning my retailer thousands of times.
However, after playing it for some hours, I ran into certain problems. The
first was that the manual, which did a very good job in explaining the
interface and introducing me to the game, was not very helpful afterwards.
It withheld a lot of the more interesting information (like how the chance
to hit in combat is calculated), it ordered some information in a way that
it was diffcult to find what I was looking for (like the technology list),
other information was simply wrong (e.g. fighters have totally different
specs from those mentioned in the manual), and finally it had NO index.
(Microprose, how can you publish a 164 pages manual of a complex strategy
game WITHOUT an index?). The second problem was that the program had a
number of bugs. The patch to version 1.2 fixed some of them but not all.
Because of these problems I began to write down the information which I
needed to run my empires: A list of planetary buildings, a compressed and
corrected technology list, a list of all things that affect production, and
so on. I also wanted to gain a deeper understanding of how the game worked,
so I experimented a lot, deducted some formulae that neither the manual nor
the online help did mention and found some more errors. So I then went over
my lists again, checking every bit of information, ordering them in a
sensible way and completing them. (This way I missed the 31st of December
because I simply forgot it.)
Now I have some lists that proved to be very useful, at least for myself, in
understanding the game, running my empires and developing new strategies.
Since I put a certain amount of work and time into them, I decided that I
could as well put them together and offer them to other people who probably
ran into the same problems. So this FAQ emerged.
Of course, writing a FAQ always involves the problem of software piracy -
people might use the FAQ to learn playing illegal copies of the game without
the manual. I want to make clear that I DO NOT want to support piracy.
Master of Orion II has the potential of being a great game, and the people
who designed it make their lives from the money that they get from the
people purchasing their work. They are people like you and me, not same
anonymous robots who do not feel anything when you betray them. So, if you
are playing an illegal copy, GO AND BUY THE GAME!
By the way, you also WILL NEED the manual. First, as I said, although the
manual is not much help when you play the game it does a very good job in
explaining the user interface and introducing you to the different aspects
of a complex game. Second, this FAQ assumes that you have read and
understood the manual. Many explanations in this FAQ are very short, in
order to save space and make them fit into the tables, and if you do not
know the precise meaning of the words (for example how the game uses the
terms "category", "field" and "technology" in the research section), you
will not understand them. And third, if you had no manual, what would you do
with the "Manual Corrections" section of this FAQ?
I will not really call this document a FAQ because many aspects of a good FAQ
Despite these lacks I published the FAQ because I had the feeling that right
PS: I have changed the name of this to 'a FAQ' because I haven't found a better
Basically a FAQ can have two purposes: First, it can be made to help new
This FAQ has a small section that explains the game and helps you getting
The FAQ starts in Part II with a short explanation of what the game is
Part III contains a tech chart, a full tech list, a list of all buildings
Part IV is the strategy section. Here you will find hints and tricks,
Part V is a list of bugs, which will help you to prevent ruining your
The FAQ ends with some stories about extraordinary games and events in Part
For this first issue of the FAQ I concentrated on Part III, because I felt
I'm also planning on better cross-referencing and an index for future
In any case, if you have any idea regarding this FAQ, please mail me. I put
Usenet:
World Wide Web:
/pages.nyu.edu/~fqc4591/moo2.html
- another MOO2 FAQ
same faq as above, new location
/www.cs.tamu.edu/people/richards/moo2-races.shtml
- information on customizing your galaxy, some customized races
/theway.com/moo2/index.html
- FAQ, tech-list, customized races
Gamestar used to host gaming infos
Contributors
Most information in this FAQ was taken from the usenet. I usually shortened
Usually the author's name appears at the end of his/her statement, and it
Unmarked statements and statements signed with "MCG" were written by me. I
Peter Schäfer: I don't know how to contact Michael, and will do
any minor changes you wish to see to this faq.
The list of contributors:
Adam Littman <al51@cornell.edu>
You are free to use this FAQ as long as you own an original copy of Master
This is an unofficial FAQ. I sent Microprose a pre-version of the FAQ and
I tried my best to check and verify every bit of information, but no one is
I also want to apologize for my language. I'm not a native speaker, and
I shall not be responsible for anything that happens due to the information
"Master of Orion" and "Battle at Antares" are trademarks and "Microprose" is
This FAQ, and especially the tables in it, make use, sometimes quite
MOO2 - Master of Orion II: Battle at Antares
PP - Production Points (pick axes), necessary to build structures
CP - Computer Player
BOCV - Beam Offense Combat Value, the beam attack to hit chance
max. - maximal
? - throughout the lists the question mark denotes that this
"square" always means a square on the combat grid, never a mathematical
-2.1 What is MOO2?
-2.2 Hardware Problems
-2.3 First Steps - hints and strategies for your first game
-2.5 Hotkeys
-2.6 How to pick and/or customize the races against which you play
-2.7 Cheats
2.1.1 A short description of MOO2
MOO2 is a complex empire-building science-fiction strategy game in the
In MOO2 you play one of up to 8 races who want to control the galaxy. You
You start on one planet in one of 20-72 star systems (with 0-5 planets
Every ship you build can be designed differently. You determine its size,
You can play with up to 8 human or computer-controlled players via hotseat,
There are three ways to win the game: First, you can conquer all other
Some options allow you to customize your game. You can choose the size of
Of course this short survey cannot capture all aspects of the game, but even
Up to 8 players can join in one game of MOO2. Each of the players can be
Multiplayer games are reported to take quite long, e.g. approximately 10
The box says you need a 486 DX4, 100 MHz (or faster), 8 MB for DOS (16 for
Some people with slower systems (e.g. 486/DX2-66, 486DX-50) report that the
[David E Todd <davetodd@gte.net>] has some numbers:
A slow machine with all files copied to the hard disk is sometimes faster
First, let me say that both versions come on the same CD, so you don't need
At present the latest patch is v1.31. You can obtain the file "moo2v131.zip"
Note that there is a FAQ that addresses many hardware problems available at
If you are playing the Win95 version, many video and sound problems can be
I couldn't run the install program until I discovered that UNIVBE wasn't
If you are playing the Win95 version, many video and sound problems can be
On some computers the mouse pointer moves extremely fast, some buttons can
I had serious mouse problems when running without UNIVBE. Just about every
2.2.4 Network Problems
Some people had problems setting up a network game with the DOS version. The
Many people complained about frequent crashes in multiplayer games.
If you play the Win95 version, you may try to run the DOS version instead.
If it's still too slow, have a look at your autoexec.bat file. Does
If you have lots of memory (more than 16 MB), you can also try to increase
If it's still too slow, you can copy some more of the *.lbx files to your
If you do not have the 340 MB free disk space (265 MB if you already
If you do not have these 160 MB (85 MB if you already installed the game),
Of course switching off the animations and the music also speeds up play a
If you are using Smartdrive, turn off the write-behind cache to your hard
This section contains some tips on how you should start your first game.
--- this part of the FAQ is under construction ---
First I recommend playing at Average, so you can make a custom race. For
At least at the begining, Creative is a good way to get a feel for the techs
Anyways, the first things you should build are 2 Freighter Fleets. The first
From there on you have to be careful about what you colonize, and make sure
Finally, be sure to get into contact with others. Trade and Research
Oh, and keep an eye out for a good leader. They can be a big help!
Learning what technologies do is the first key. I recommend playing the
Customize your race for Creative, Subterranean and Rich home world (and any
Don't get into alliances; always build defenses (missile bases, star bases,
Maintain a basic combat fleet (6-10 ships of at least cruiser and battleship
Keep taxes at 20% and keep Morale on your planets positive.
Hold out for good heroes with multiple qualities including diplomacy,
Keep a healthy spy ring but only for defensive spies: Don't bother spying on
Be sure never to fall behind your opponents in Computers and Propulsion at
I play a charismatic, creative, fantastic trader, democracy with poor home
2.4.1 How can I customize the name of my race?
2.5.1 Main Screen Hotkeys
G - Game menu R - Races screen
F1 - show your next fleet
Alt-F1 - toggle "End of turn summary" on/off
Enter - as clicking left mouse button
Alt-Q - quit game immediately
Additional Keys when System Window is open:
N - sort by name R - sort by item currently produced
2.5.3 Planets Screen Hotkeys
+ - scroll down list Esc - back to Main screen
2.5.4 Fleets Screen Hotkeys
2.5.5 Leaders Screen Hotkeys
2.5.6 Races Screen Hotkeys
2.5.7 Info Screen Hotkeys
2.5.8 Colony Survey Screen Hotkeys
2.5.9 Colony Construction Screen Hotkeys
2.5.10 Ship Design Hotkeys
In the "Select Weapon" Window:
In the "Select Special System" Window:
2.5.11 Combat Hotkeys
2.5.12 Game Menu Hotkeys
2.5.13 Main Menu Hotkeys
2.5.14 Popup Hotkeys
[Chris Richards <richards@tamu.edu>] provided a detailed description on how
The easiest way to customize your universe would be to create a hotseat
Method I: Using a Network
* Network Card: If you have a network card, you will be able to select the
* No Network Card I: If you do not have a network card, or you are prompted
* No Network Card II: If you do not have a network card, or you are prompted
Save the game. It will still be saved as a network game. The next time you
Method II: Editing Saved Games
Load the hex editor and open one of your save game files. Go to the address
The pattern continues every 909 bytes (0x38D) for as long as you have
2.7.1 Debug Codes
On the main screen, hold down the <alt> key and type one of these codes:
moola - gives you 1000 BC
Someone parlamo italiano help me out here:
On a colony's build plan screen(!?), hold down the <alt> key and type one of these codes:
crunch - Finishes current building project(only moo2)
2.7.3 Guardian Tech Cheat
At present, only the effect of one command line option is known. If you find
/saveset
Some people wrote editors, cheats or other tools for MOO2. These are the
moo2ed - A savegame patch which lets you modify your ship designs beyond
raced - An savegame patch which lets you modify the picks (special
moobucks - A savegame patch which lets you edit the amount of BC in your
m2cheat - A savegame patch which gives you 1 billion BC and all technology,
moohero - A utility which extracts all leader's stats from the file
In the past, you could obtain most of these programs at:
/www.galleria.net/moo2
-3.1 Some Lists And Tables
-3.2 All Things That Can Affect ...
-3.3 Rules and Formulae
3.1.1 Technology Summary
The following chart gives you a survey of all the technologies that can be
Each box denotes a "field" of research. The first line in the box shows the
In every category you have to research level by level, meaning that you can
Note that the last line in the chart reads "10.000" for the first 4
3.1.2 Compressed and Corrected Technology List
This list explains all technologies in MOO2. It is divided into the 8
In this list all numbers start with "T" for "Tech list". They should start
The list starts with the first category, gives a very short survey of the
Each field is listed with its number and name, e.g. "T.5.2 Optronics". If
Finally there will appear two numbers. The first one is the amount of RP
Example: Advanced Robotics (1.10) and Teaching Methods (4.4) both cost 2000
After the field name and stats, all technologies of this field will be
Finally the list will mention all effects of the technology in question.
T.3 Chemistry
This category covers Armor, Fuel cells, Missiles and Pollution Reduction.
T.3.1 Chemistry (General) (Avg) (50 RP)
a) Nuclear Missile Sys Damage 8, Struct 4, Speed 8 + 2x drive level
Mods: ARM, ECCM, EMG, FST, MV
b) Standard Fuel Cells Shp Increases all ships' range to 4 parsecs.
c) Extended Fuel Tanks Sys Increases equipped ship's range by 50%.
d) Titanium Armor Shp +5 troop combat rating, standard armor.
T.3.2 Advanced Metallurgy (250 RP / 300 total)
a) Deuterium Fuel Cells Shp Increases all ships' range to 6 parsecs.
b) Tritanium Armor Shp +10 troop combat rating, 2 x armor and
structure on ships, fighters, buildings.
Replaces Titanium (3.1.d)
T.3.3 Advanced Chemistry (Adv) (650 RP / 950 total)
a) Merculite Missile Sys Damage 14, Struct 6, Speed 8 + 2x drive level
Mods: ARM, ECCM, EMG, FST, MV
b) Pollution Processor Bld Production divided by 2 before calculating
pollution (by 8 together with Atmo Renewer).
Costs 80 PP to build and 1 BC to maintain.
T.3.4 Molecular Compression (1150 RP / 2100 total)
a) Pulson Missile Sys Damage 20, Struct 8, Speed 8 + 2x drive level
Mods: ARM, ECCM, EMG, FST, MV
b) Atmospheric Renewer Bld Production divided by 4 before calculating
pollution (by 8 together with Poll.Proc.).
Costs 150 PP to build and 3 BC to maintain.
c) Iridium Fuel Cells Shp Increases all ships' range to 9 parsecs.
T.3.5 Nano Technology (2000 RP / 4100 total)
a) Nano Disassemblers Ach Doubles all planet's pollution tolerance.
b) Microlite Construct. Ach +1 production per worker
c) Zortrium Armor Shp +15 troop combat rating, 4 x armor and
structure on ships, fighters, buildings.
Replaces Tritanium (3.2.b)
T.3.6 Molecular Manipulation (4500 RP / 8600 total)
a) Zeon Missile Sys Damage 30, Struct 10, Speed 8 + 2x drive levl
Mods: ARM, ECCM, EMG, FST, MV
b) Neutronium Armor Shp +20 troop combat rating, 6 x armor and
structure on ships, fighters, buildings.
Replaces Zortrium (3.5.c)
c) Uridium Fuel Cells Shp Increases all ships' range to 12 parsecs.
T.3.7 Molecular Control (10000 RP / 18.600 total)
a) Thorium Fuel Cells Shp Unlimited ship range.
b) Adamantium Armor Shp +25 troop combat rating, 8 x armor and
structure on ships, fighters, buildings.
Replaces Neutronium (3.6.b)
T.3.8 Hyper-Advanced Chemistry (15000 RP + 10000 * Level)
T.4 Sociology
This category covers different fields, icluding money production
enhancement.
T.4.1 Military Tactics (150 RP)
a) Space Academy Bld +1 starting experience level for crews of
ships built on this planet.
+1 experience point per turn (and per Academy
in system) for crews of ships in system.
Costs 200 PP to build and 2 BC to maintain.
T.4.2 Xeno Relations (Adv) (650 RP / 800 total)
a) Xeno Psychology Ach +30 diplomatic points, helps negotiating.
b) Alien Control Center Bld Assimilate at 2 turns/unit, any government.
Removes 20% morale penalty of multi-racial
colonies.
Halves unrest of assimilated population.
Costs 60 PP to build and 1 BC to maintain.
T.4.3 Macro Economics (1150 RP / 1950 total)
a) Plan. Stock-Exchange Bld +100% money on planet
Costs 150 PP to build and 2 BC to maintain.
T.4.4 Teaching Methods (2000 RP / 3950 total)
a) Astro University Bld +1 food per farmer, +1 production per worker,
+1 research per scientist.
Costs 200 PP to build and 4 BC to maintain.
T.4.5 Advanced Government (4500 RP / 8450 total)
a) Confederation Ach No automatic assimilation if conquered.
Assimilate at 4 turns/unit (was 8.)
Ship building costs 1/3 of normal (was 2/3).
b) Imperium Ach +50% command rating (was 0).
Assimilate at 4 turns/unit (was 8).
+15 defensive spy rating (was 10).
-20% morale penalty still applies (barracks)
but also new +20% morale bonus (bug?)
c) Federation Ach +75% research and money (was 50%).
Assimilate at 2 turns/unit (was 4)
d) Galactic Unification Ach +100% food and industry (was 50%).
Assimilate at 15 turns/unit (was 20).
Own population morale can never be modified.
T.4.6 Galactic Economics (6000 RP / 14.450 total)
a) Gal. Currency Exch. Ach +50% money on all planets
T.4.7 Hyper-Advanced Sociology (15000 RP + 10000 * Level)
T.5 Computers
This category covers targeting computers, research enhancement, morale
enhancement, spying enhancement, androids and some ship systems.
T.5.1 Electronics (General) (Avg) (50 RP)
a) Electronic Computer Shp +25% beam attack to hit chance (BOCV)
T.5.2 Optronics (150 RP / 200 total)
a) Research Laboratory Bld +5 research on planet, +1 res. per scientist
Costs 60 PP to build and 1 BC to maintain.
b) Optronic Computer Shp +50% beam attack hit chance (BOCV)
Replaces Electronic Computer (5.1.a)
c) Dauntless Guidance S. Ach If target of missile/torpedo is destroyed or
phase-cloaked, weapon targets nearest enemy.
T.5.3 Artificial Intelligence (Adv) (400 RP / 600 total)
a) Neural Scanner Ach +10 to offensive and defensive spy rating.
b) Scout Lab Sys +1/2/4/8/16/32 research when installed on
small/medium/large/huge/titan/doomstar ship.
+10/20/30/40/50/60% beam attack for all ships
in same fleet against monsters/Antarans.
(in fact always +20% bonus which does not
apply when attacking Antares - bug?)
c) Security Stations Sys +20 troop combat for marines defending ship.
T.5.4 Positronics (900 RP / 1500 total)
a) Positronic Computer Shp +75% beam attack hit chance (BOCV)
Replaces Optronic Computer (5.2.b)
b) Plan. Supercomputer Bld +10 research on planet, +2 res. per scientist
Costs 150 PP to build and 2 BC to maintain.
c) Holo Simulator Bld +20% morale on planet
Costs 120 PP to build and 1 BC to maintain.
T.5.5 Artificial Consciousness (1500 RP / 3000 total)
a) Emissions Guidance S. Ach EMG Modification becomes available: missiles
damage first the shield, then engines only.
b) Rangemaster Target U. Sys Range accuracy as if distance was only 1/3.
Damage still reduced by range.
c) Cyber Security Link Ach +10 to offensive and defensive spy rolls.
T.5.6 Cybertronics (2750 RP / 5750 total)
a) Cybertronic Computer Shp +100% beam attack hit chance (BOCV)
Replaces Positronic Computer (5.4.a)
b) Autolab Bld +30 research on planet
Costs 200 PP to build and 3 BC to maintain.
c) Structural Analyzer Sys 2x damage for beams that penetrate shields.
T.5.7 Cybertechnics (3500 RP / 9250 total)
a) Android Farmers And Generate food as farmer +3 for 1 prod. unit.
Environmentally tolerant. Need 1 pop. space.
No racial bonus, income, tax, morale effects.
b) Android Workers And Generate production as worker +3 for 1 prod.
Environmentally tolerant. Need 1 pop. space.
No racial bonus, income, tax, effects.
DO use morale.
c) Android Scientists And Generate research as scientist +3 for 1 prod.
Environmentally tolerant. Need 1 pop. space.
No racial bonus, income, tax, morale effects.
DO NOT benefit from heightened intelligence.
T.5.8 Galactic Networking (4500 RP / 13.750 total)
a) Virtual Reality Netwk Ach +20% morale on all planets
b) Galactic Cybernet Bld +15 research on planet, +3 res. per scientist
Costs 250 PP to build and 3 BC to maintain.
T.5.9 Moleculartronics (6000 RP / 17.750 total)
a) Pleasure Dome Bld +30% morale on planet
Costs 250 PP to build and 3 BC to maintain.
b) Moleculartr. Computer Shp +125% beam attack hit chance (BOCV)
Replaces Cybetronic Computer (5.6.a)
c) Achilles Targeting U. Sys All weapons ignore armor. Triples chance of
any weapon hit that passes shields to strike
weapon or shield systems
T.5.10 Hyper-Advanced Computers (15000 RP + 10000 * Level)
T.6 Biology
This category covers mainly Food production enhancement, Population growth
enhancement, Terraforming, Bio Weapons and Antidotes
T.6.1 Astro Biology (80 RP)
a) Hydroponic Farm Bld +2 food on planet
Costs 60 PP to build and 2 BC to maintain.
b) Biospheres Bld +2 maximum population
Costs 60 PP to build and 1 BC to maintain.
T.6.2 Advanced Biology (Adv) (400 RP / 480 total)
a) Cloning Center Bld +100.000 population growth until maximum.
Costs 100 PP to build and 2 BC to maintain.
b) Soil Enrichment Spc +1 food/farmer if not on barr/tox/rad planet.
c) Death Spores Sys 10% chance to kill pop unit. Harms diplomacy.
T.6.3 Genetic Engineering (900 RP / 1380 total)
a) Telepathic Training Ach +5 to all spies
b) Microbiotics Ach +25% pop. growth. Halves bio weapon effects.
Replaced by Universal Antidote (6.7.b)
T.6.4 Genetic Mutations (1150 RP / 2530 total)
a) Terraforming Spc Terraforms Barren->Desert->Arid->Terran,
Barren->Tundra->Swamp->Terran, Ocean->Terran.
T.6.5 Macro Genetics (1500 RP / 4030 total)
a) Subterranean Farms Bld +4 food on planet
Costs 150 PP to build and 4 BC to maintain.
b) Weather Controller Bld +2 food per farmer
Costs 200 PP to build and 3 BC to maintain.
T.6.6 Evolutionary Genetics (2750 RP / 6780 total)
a) Psionics Ach +10 to offensive and defensive spies.
+10% morale on all planets if Feu/Dic/Con/Imp
b) Height. Intelligence Ach +1 research per scientist
T.6.7 Artificial Life (4500 RP / 11.280 total)
a) Bio Terminator Sys 20% chance to kill pop unit. Harms diplomacy.
b) Universal Antidote Ach +50% pop. growth. Quarters bioweapon effects.
Replaces Microbiotics (6.3.b)
T.6.8 Trans Genetics (7500 RP / 18.780 total)
a) Biomorphic Fungi Ach 1 food prod. per farmer on Tox/Barr/Rad worlds.
b) Gaia Transformation Spc Terraforms Terran to Gaia
c) Evolutionary Mutation Ach +4 picks of racial specials
T.6.9 Hyper-Advanced Biology (15000 RP + 10000 * Level)
T.7 Physics
This category covers mainly Scanners, Beam Weapons, Rifles and Fleet
Communications.
T.7.1 Physics (General) (Avg) (50 RP)
a) Laser Cannon Sys 1-4 beam damage, Mods: AF, AP, CO, HV, NR, PD
b) Laser Rifle Eqp +5 troop combat rating
c) Space Scanner Ach Detect ships at 1 + size class (2-7) parsecs.
T.7.2 Fusion Physics (150 RP / 200 total)
a) Fusion Beam Sys 2-6 beam damage, Mods: ENV, CO, HV, PD
b) Fusion Rifle Eqp +10 troop combat. Replcs Laser Rifle (7.1.b)
T.7.3 Tachyon Physics (Adv) (250 RP / 450 total)
a) Tachyon Communic. Ach +1 command per orbital base. Issue orders to
ships within 3 parsecs of base or Doom Star.
b) Tachyon Scanner Ach Detect ships at 3 + size class (4-9) parsecs.
-20 to target's missile evasion.
c) Battle Scanner Sys +50% beam attack to hit chance (BOCV),
+2 parsecs scanner range on galaxy map.
T.7.4 Neutrino Physics (900 RP / 1350 total)
a) Neutron Blaster Sys 3-12 beam damage. Mods: CO, HV
Kills 1 Marine per 5 points internal damage.
b) Neutron Scanner Ach Detect ships at 5 + size class (6-11) parsecs
-40 to target's missile evasion.
T.7.5 Artificial Gravity (1150 RP / 2500 total)
a) Tractor Beam Sys Slow or hold single ship prop. to size class.
No. of beams to hold ship equals size class.
Slowed ships' speed-related defensive bonuses
are lessened. An immobile ship is attacked
with +20 beam hit chance and can be boarded.
b) Graviton Beam Sys 3-15 beam damage. Mods: CO, HV
Additional 50% of damage that passes shields
is applied directly to structure.
c) Pl. Gravity Generator Bld Removes 25%(50%) penalty to food, production
and research on Low(High)-Gravity planets.
Costs 120 PP to build and 2 BC to maintain.
T.7.6 Subspace Physics (1500 RP / 4000 total)
a) Subspace Communic. Ach +2 command per orbital base. Issue orders to
ships within 6 parsecs of base or Doom Star.
Replaces Tachyon Communications (7.3.a)
b) Jump Gate Ach Increases speed of ships travelling between
two own colonies by +3 parsecs per turn.
T.7.7 Multi-Phased Physics (2000 RP / 6000 total)
a) Phasor Sys 5-20 beam damage. Mods: AF, CO, HV, PD, SP
b) Phasor Rifle Eqp +20 troop combat. Replcs Fusion Rifle (7.2.b)
c) Multi-Phased Shields Sys Maximum damage absorbed by shields is +50%.
T.7.8 Plasma Physics (3500 RP / 9500 total)
a) Plasma Cannon Sys 6-30 beam damage, enveloping. Mods: CO, HV
Double range damage penalty.
b) Plasma Rifle Eqp +30 troop combat. Replcs Phasor Rifle (7.7.b)
c) Plasma Web Sys Range 15, fires every 2 turns. Does 5-25
enveloping damage, next turn 5 less until 0.
Multiple webs act as one with accum. strength
T.7.9 Multi-Dimensiomal Physics (4500 RP / 14.000 total)
a) Disruptor Cannon Sys 40 beam damage. Mods: AF, HV.
No range damage penalty.
b) Dimensional Portal Sat Necessary to visit Antares.
Costs 500 PP to build and 2 BC to maintain.
T.7.10 Hyper-Dimensional Physics (6000 RP / 20.000 total)
a) Hyperspace Communic. Ach +3 command per orbital base. Issue orders to
all your ships. Replcs Subspace Com. (7.6.a)
b) Sensors Ach Detect ships at 8 + size class (9-15) parsecs
-70 to target's missile evasion.
c) Mauler Device Sys 100 beam damage, always hits. Mods: HV
Double range damage penalty.
T.7.11 Temporal Physics (15000 RP / 35.000 total)
a) Time Warp Facilitator Sys Ship gets 2 combat turns instead of 1.
b) Stellar Converter B/S 400 beam damage, enveloping.
No range damage penalty. Always hits.
Destroys planets outside combat.
Planetary version costs 1000 PP to build
and 6 BC to maintain.
c) Star Gate Ach Travel between two systems with own colonies
takes only 1 turn.
T.7.12 Hyper-Advanced Physics (15000 RP + 10000 * Level)
T.8. Force Fields
This category covers mainly Ship and Planetary Shields, ECM Jammer, Suits,
Inertial Stabilizer, other defensive ship fields and some weapons.
T.8.1 Avanced Magnetism (250 RP)
a) Class I Shield Shp Absorb (5 x size) damage before failing.
-1 enemy attack strength even when failed.
b) Mass Driver Sys 6 beam damage. Mods: AF, AP, HV, PD
No range damage penalty.
c) ECM Jammer Sys +70% missile evasion
T.8.2 Gravitic Fields (Adv) (650 RP / 900 total)
a) Anti-Grav Harness Eqp +10 troop combat rating
b) Inertial Stabilizer Sys +50 beam defense. 1/2 move cost for turning.
c) Gyro Destabilizer Sys (1-4 x size) structural damage. Range 15.
Passes shield and armor.
T.8.3 Magneto Gravitics (900 RP / 1800 total)
a) Class III Shield Shp Absorb (15 x size) damage before failing.
-3 enemy attack strength even when failed.
b) Pl. Radiation Shield Bld -5 bomb damage. Makes Radiated worlds Barren.
Costs 80 PP to build and 1 BC to maintain.
c) Warp Dissipator Sys Enemy cannot leave combat when WD active.
T.8.4 Electromagnetic Refraction (1500 RP / 3300 total)
a) Stealth Field Sys Ships invisible on Galaxy Map
b) Personal Shield Eqp +20 troop combat rating
c) Stealth Suit Ach +10 to offensive and defensive spy rolls.
T.8.5 Warp Fields (2000 RP / 5300 total)
a) Pulsar Sys (2-24 x size) damage to all ships/missiles/
fighters in 6 square radius. (Fighters and
Projectiles are size 1/2.)
b) Warp Field Interdictr Bld Slows all enemy ships to 1 parsec per turn.
2 Parsecs radius.
Costs 300 PP to build and 3 BC to maintain.
c) Lightning Field Sys 50% chance of destroying any fighter/missile/
torpedo trying to hit the ship.
T.8.6 Subspace Fields (2750 RP / 8050 total)
a) Class V Shield Shp Absorb (25 x size) damage before failing.
-5 enemy attack strength even when failed.
b) Multi-Wave ECM Jammer Sys +100% missile evasion
c) Gauss Cannon Sys 18 points beam damage. Mods: AF, AP, HV
No range damage penalty.
T.8.7 Distortion Fields (3500 RP / 11.550 total)
a) Cloaking Device Sys Hides ship from scanners. +80 beam defense.
50% chance that missiles miss (indepedent
from miss.evasion). Uncloaks while attacking
Recloaks after 1 turn without firing.
b) Stasis Field Sys Range 3. Holds 1 enemy ship in stasis. Enemy
is effectively removed from battle until
generator is switched off or destroyed.
Combat cannot end when ships are in stasis.
c) Hard Shields Sys -3 damage from any attack. Immune to SP.
Enemy cannot get Marines aboard with transp.
Shields work in nebulae.
Effects hold even when shields have failed
until generator is destroyed.
T.8.8 Quantum Fields (4500 RP / 16.050 total)
a) Class VII Shield Shp Absorb (35 x size) damage before failing.
-7 enemy attack strength even when failed.
b) Planetary Flux Shield Bld -10 bomb damage. Makes Radiated worlds Barren
Replaces Planetary Radiation Shield (8.3.b)
Costs 200 PP to build and 3 BC to maintain.
c) Wide Area Jammer Sys +130% missile evasion; +70% for all other
ships in fleet (only best bonus applies).
(actually the +70% fleet bonus IS cumulative
with the boni from the ships' own jammers.
This is probably a bug?)
T.8.9 Transwarp Fields (7500 RP / 23.550 total)
a) Displacement Device Sys 30% chance that any weapon misses completely.
b) Subspace Teleporter Sys Ship can jump 20 squares with no movemnt cost
c) Inertial Nullifier Sys +100 beam defense. No move cost for turning.
T.8.10 Temporal Fields (15000 RP / 38.550 total)
a) Class X Shield Shp Absorb (50 x size) damage before failing.
-10 enemy attack strength even when failed.
b) Plan. Barrier Shield Bld -20 bomb damage. Makes Radiated worlds Barren
Troops or Bio Weapons cannot enter planet.
Replaces Planetary Flux Shield (8.8.b)
Costs 500 PP to build and 5 BC to maintain.
c) Phasing Cloak Sys Ship cannot be detected or attacked for 10
combat turns. Then works like cloak (8.7.a)
T.8.11 Hyper-Advanced Fields (15000 RP + 10000 * Level)
T.9. Unresearchable Technology
T.9.1 Starting Technology
T.9.1.1 Capitol Bld Loss of Capitol results in moral penalty
until new Capitol built.
T.9.1.2 Pulse Rifle Eqp +0 troop combat rating (standard weapon)
T.9.1.3 Spy Network Ach Enables you to train spies.
T.9.2 Orion / Antaran Technology
T.9.2.1 Death Ray Sys 50-100 beam damage. Mods: CO, HV
Kills 1 Marine per 5 points internal damage.
Guaranteed if you kill the Guardian.
T.9.2.2 Reflection Field Sys Reflects beam weapons back to attacker at a
chance of: 10 / (10 + weapon attack damage)
Equipped on Antaran Titans and Battleships.
T.9.2.3 Damper Field Sys Quarters the damage a ship takes.
Not compatible with shields.
50% chance of killing Marines trying to
transport to ship.
Equipped on all Antaran ships.
The Damper Field will block any marine
casualties caused by Neutron Blasters
and Death Rays.
T.9.2.4 Quantum Detonatr Sys 50% chance of self-destruct when captured.
Triples destructive power of ship's explosion
Equipped on all Antaran ships.
T.9.2.5 Particle Beam Sys 10-30 beam damage, naturally shield-piercing
Mods: CO, HV, PD
Equipped on all Antaran ships.
T.9.2.6 Spatial Compr. Sys (4-32 x size) struct damage to everything in
2 square radius
Equipped on Antaran Cruisers (Intruders).
T.9.2.7 Xentronium Armor Shp +30 troop combat rating, 10 x armor and
structure on ships, fighters, buildings.
Negates Armor Piercing (not ag. Achilles T.U)
Replaces Adamantium (3.7.b)
Equipped on all Antaran ships.
T.9.2.8 Black Hole Gen. Sys Target Ship cannot move and is destroyed in
2 turns if generator or equipped ship cannot
be destroyed.
Equipped on Antaran Harbingers.
T.9.2.9 Phase Shifter Sys Teleport equipped ship or other ship 18 sqrs.
3.1.3 Planetary Building List
The following list shows all structures that can be built on planets. The
PP - Production Points necessary to build this structure
Money: PP BC Effects: Tech RP Total
Space Port 80 1 +50% money on planet 1.5.a 400 930
Stock Exchange 150 2 +100% money on planet 4.3.a 1150 1950
Trade Goods / / production turns into money (2:1) 0 0 0
Food, Production and Research:
Gravity Generat 120 2 remove -25%/-50% Gravity penalty 7.5.c 1150 2500
Astro Univers. 200 4 +1 food/farm, prod/work, res/sci 4.4.a 2000 3950
Food:
Hydroponic Farm 60 2 +2 food on planet 6.1.a 80 80
Subterr. Farms 150 4 +4 food on planet 6.5.a 1500 4030
Soil Enrichment 120 / +1 food/farmr if not Bar/Tox/Rad 6.2.b 400 480
Weather Cont. 200 3 +2 food per farmer 6.5.b 1500 4030
Food Replicator 200 10 convert 2 prod. into 1 food 2.6.b 2750 6030
Android Farmer 50*1p generates food as farmer +3 5.7.a 3500 9250
Production:
Automated Fact. 60 1 +1 prod/worker, +5 on planet 1.3.a 150 280
Robo Mine Plant 150 2 +2 prod/worker, +10 on planet 1.6.a 650 1580
Deep Core Mine 250 3 +3 prod/worker, +15 on planet 1.11a 3500 10630
Recyclotron 200 3 +1 prod/pop., no incr. pollution 1.9.a 1500 5130
Android Worker 50*1p generates prod. as worker +3 5.7.b 3500 9250
Robotic Factory 200 3 +5/8/10/15/20 prod. (Poor-Rich) 1.10a 2000 7130
Pollution:
Pollution Proc. 80 1 no pollution for 1/2 of product. 3.3.b 650 950
Atmospher. Ren. 150 3 no pollution for 1/4 of product. 3.4.b 1150 2100
Core Waste Dump 200 8 eliminates pollution completely 1.11b 3500 10630
Research:
Research Lab 60 1 +1 research/scient, +5 on planet 5.2.a 150 200
Supercomputer 150 2 +2 res./scientist, +10 on planet 5.4.b 900 1500
Galac. Cybernet 250 3 +3 res./scientist, +15 on planet 5.8.b 4500 13750
Android Scient. 50*1p generates res. as scientist +3 5.7.c 3500 9250
Autolab 200 3 +30 research on planet 5.6.b 2750 5750
Morale:
Holo Simulator 120 1 +20% morale on planet 5.4.c 900 1500
Pleasure Dome 250 3 +30% morale on planet 5.9.a 6000 17750
Capitol 200 / loss of capitol = morale penalty 0 0 0
Morale and Assimilation:
Alien Con. Cent 60 1 assim. 2 turns/pop., less unrest 4.2.b 650 800
Morale and Ground Combat Defense:
Marine Barracks 60 1 remove morale penalty; Marines 1.1.* 50 50
Armor Barracks 150 2 remove morale penalty; Marines 1.5.b 400 930
or (Battleoids) 1.8.c 1150 3630
Population Growth:
Cloning Center 100 2 +100.000 pop. per turn until max 6.2.a 400 480
Housing pp 0 pp*sqrt(25*{maxpop-pop}/{pop*maximum pop})
Max. Population:
Biospheres 60 1 +2 maximum population on planet 6.1.b 80 80
Terraforming 250* / improves planetary environment 6.4.a 1150 2530
Gaia Transform. 500 / forms Terran planets into Gaias 6.8.b 7500 18780
Shields (defense, also terraform):
Radiation Shld 80 1 -5 damage; terraforms Rad->Barren 8.3.b 900 1800
Flux Shield 200 3 -10 damage; forms Radiat.->Barren 8.8.b 4500 16050
Barrier Shield 500 5 -20 damage, forms Radiat.->Barren 8.10b 15000 38550
Troops/Bioweapons cannot enter
Defense Systems:
Missile Base 120 2 300 space for best missiles 1.3.b 150 280
Fighter Garrisn 150 2 40 Intcpt. or 24 Bomb. or 16 Hvy. 1.5.c 400 930
Gound Batteries 200 2 300 space for best HV / PD beams 1.8.b 1150 3630
Stellar Convert 1000 6 defends planet 7.11b 15000 35000
Artemis Sys.Net 1000 5 protects system with mine field 1.13b 7500 24130
Warp Interdict. 300 3 Slows enemy to 1 parsec/turn 8.5.b 2000 5300
Star Bases:
Star Base 400 2 +1 command, defends planet 1.1.* 50 50
Battle Station 1000 3 +2 command; +10% attack; defends. 1.6.b 650 1580
Star Fortress 2500 4 +3 command; +20% attack; defends. 1.12a 6000 16630
Crew Training:
Space Academy 200 2 new ships +1 lvl, all +1 exp/turn 4.1.a 150 150
Colonization:
Artif. Planet 800 / create planet from Giant/Asteroid 1.9.b 1500 5130
Colony Base 200 5* colonize another planet in system 1.1.* 50 50
Colony Ship 500 / colonize planet in new system 2.2.* 80 130
Outpost Ship 100 / build Outpost on Giant/Asteroid 2.2.* 80 130
Other:
Freighter Flt 50 / transport food or population 2.2.* 80 130
Transport 100 / incl. 4 Marines for ground combat 2.2.* 80 130
Dim. Portal 500 2 necessary to visit Antares 7.9.b 4500 14000
Spy 100 1 trains one spy 0 0 0
3.1.4.1 Ship System List
This list contains all wepons and ship systems, ordered by effect. The
Effects - the effects of that system
3.1.4.2 Ship System Miniaturization
Everytime when you research a new technology field, the ship systems
(including weapons) in the lower fields of this research category can
Lv - the research level
Each following column shows the values for one ship system. The system is
Sizes and costs for special systems are calculated differently from those
Miniaturization follows the following pattern:
Some more notes on miniaturization:
- However to get that level you _have_ to research it. Trading the Neutron
- If you trade for a ship system that is higher than your tech level, you
- If you trade for a ship system that is lower than your tech level, then
Orion/Antaran techs never miniaturize. They don't have a tech level assigned
3.2 All things that can affect ...
If you, for example, want to max out research in your empire, have a look at
The following 31 lists all use the same layout. The first line shows the
- Race Specials: The table lists the name of the special, describes its
- Technologies: Techs that affect that aspect as soon as they are researched
- Buildings: Things that can be built on planets are listed here. The list
- Systems: This is ship equipment like weapons, shields and special systems.
- Weapons: Uses an extended "Systems" layout. It is only used in table
- Planetary Gravity: The table names the condition and describes the effect.
- Weapon Modifications: The table names the modification and describes the
- Firing Arcs: The table names the arc, describes its effect and displays
- Leader Abilities: The table first describes the type of the ability: "S"
- Events: The table names the random event and describes its effects.
- Other: The table names all other aspects that have influence and describes
- Affecting: All aspects that are directly affected by the aspect in
- Remarks: Other things to keep in mind considering this aspect.
- Bonuses: remark about Bonuses.
3.2.1 Money:
3.2.2 Food:
Bonuses: Morale, leader, government, gravity, and building % bonuses only apply to the food/ prod/
res/ money produced by farmers/ workers/ scientists/ (population taxes + gold + gems),
and not to per planet production from buildings or trade goods.
3.2.4 Pollution
3.2.6 Morale:
Population Growth:
Max. Population:
Race Specials: Effects: Picks:
Aquatic Tundra, Swamp treated as Terran; Ocean, Terran as Gaia 5
Subterranean +2/4/6/8/10 max.pop on tiny/small/med/large/huge plan. 6
Tolerant All environments treated as one better 10
Technologies: Tech: RP: Total
Adv.City Plan. +5 max. population on every planet 1.12b 6000 16630
Buildings: PP BC Tech: RP: Total
Biospheres +2 maximum population on planet 60 1 6.1.b 80 80
Terraforming improves planetary environment 250* / 6.4.a 1150 2530
Gaia Transform. forms Terran planets into Gaias 500 / 6.8.b 7500 18780
Planetary Env.: Gaia Terran Arid Swamp Other
Tiny 5 4 3 2 1 <-- The table shows how
Small 10 8 6 4 3 the base max. pop. of
Medium 15 12 9 6 4 a planet is determined
Large 20 16 12 8 5 <-- by size and climate.
Huge 25 20 15 10 6
The table of the base max. pop. for Tolerant (Terran treated as Gaia):
Planetary Env.: Terran Arid Swamp Other
Tiny 5 4 3 3
Small 10 9 7 5
Medium 15 13 10 8
Large 20 17 13 10
Huge 25 21 16 13
Events:
Axis Shift + one colony's environment improved to Terran
Industr.Accid. - one colony's environment set to radiated?
Space Amoeba - toxifies planets?
Affecting:
Pop. Growth Population grows fastest on planets with a pop of 50%*maxpop.
3.2.9 Assimilation:
Race Specials: Effects: Picks:
Feudal Assimilate other races at 8 turns per pop. unit. -4
Own pop conquered will by enemy be assimil. at once.
Dictatorship Assimilate other races at 8 turns per pop. unit. 0
Democracy Assimilate other races at 4 turns per pop. unit. 7
Unification Assimilate other races at 20 turns per pop. unit. 6
Repulsive Assimilate at half speed. -6
Charismatic Assimilate twice as fast. 3
Telepathic Can totally assimilate enemy colony via Mind Control 6
from a large (or bigger) ship in orbit (instead of
bombing or invading) if enemy not telepathic.
Technologies: Tech: RP: Total
Confederation Assimilate at 4 turns/unit (was 8) 4.5.a 4500 8450
Imperium Assimilate at 4 turns/unit (was 8) 4.5.b 4500 8450
Federation Assimilate at 2 turns/unit (was 4) 4.5.c 4500 8450
Gal. Unific. Assimilate at 15 turns/unit (was 20) 4.5.d 4500 8450
Buildings: PP BC Tech: RP: Total
Alien Con.Cent Assimilate at 2 turns/pop unit 60 1 4.2.b 650 800
Leader Abilities:
G Telepath Negates effect of enemy telepathy in system (e.g. no Mind
Control takeover possible).
Affecting:
Food Conquered pop has -25% penalty on food until assimilated
Production Conquered pop has -25% penalty on production unt. assimil.
Research Conquered pop has -25% penalty on research until assimil.
Remarks:
Instead of assimilating enemy population it is also possible to annihilate
them at a rate of 1 pop.unit per turn. This will harm diplomatic relations
with every other race. This option does not exist for Democracies and
Federations.
3.2.10 Planetary Defense: (Structure, Shields, Systems, Star Bases)
Technologies: Tech: RP: Total
a) Shields
Class I Shield block 1 point damage 8.1.a 250 250
Cl. III Shield block 3 points damage, replace Class I 8.3.a 900 1800
Class V Shield block 5 points damage, replace Class III 8.6.a 2750 8050
Cl. VII Shield block 7 points damage, replace Class V 8.8.a 4500 16050
Class X Shield block 10 points damage, replace Class VII 8.10a 15000 38550
b) Armor
Titanium Armor Standard Armor, 100 Struct per building 3.1.* 50 50
Tritanium Arm. 200 Struct per bldg, replaces Titanium 3.2.b 250 300
Zortrium Arm. 400 Struct per bldg, replaces Tritanium 3.5.c 2000 4100
Neutronium Arm 600 Struct per bldg, replaces Zortrium 3.6.b 4500 8600
Adamantium Arm 800 Struct per bldg, replaces Neutronium 3.7.b 10000 18600
Xentronium Arm 1000 Strct per bldg, replaces Adamantium 9.2.7 Orion Orion
Buildings: PP BC Tech: RP: Total
Radiation Shld -5 damage; terraforms Rad->Barren 80 1 8.3.b 900 1800
Flux Shield -10 damage; terraf.Radiat->Barren 200 3 8.8.b 4500 16050
Barrier Shield -20 damage, terraf.Radiat->Barren 500 5 8.10b 15000 38550
Troops/Bioweapons cannot enter
Missile Base 300 space for best missiles 120 2 1.3.b 150 280
Fighter Garr. 40 Intcpt. or 24 Bomb. or 16 Hvy. 150 2 1.5.c 400 930
Gound Batter. 300 space for best HV / PD beams 200 2 1.8.b 1150 3630
Stellar Conv. defends planet 1000 6 7.11b 15000 35000
Artemis SysNet protects system with mine field 1000 5 1.13b 7500 24130
Warp Interdic. Slows enemy to 1 parsec/turn, 300 3 8.5.b 2000 5300
(gives you some time to react)
Star Base see section 3.2.31 400 2 1.1.* 50 50
Battle Station see section 3.2.31 1000 3 1.6.b 650 1580
Star Fortress see section 3.2.31 2500 4 1.12a 6000 16630
Other:
All military ships in the system will defend the attacked planet.
All weapons except missiles and bombs do only half damage against planets.
Planetary shields can never be weakened, only destroyed.
3.2.12 Spy Rating:
Race Specials: Effects: Picks:
-10 -10 penalty to all spies -3
+10 +10 bonus to all spies 3
+20 +20 bonus to all spies 6
Dictatorship +10 bonus to defensive spies 0
Democracy -10 penalty to defensive spies 7
Unification +15 bonus to defensive spies 6
Telepathic +10 bonus to all spies 6
Technologies: Tech: RP: Total
Imperium +15 to defensive spies 4.5.b 4500 8450
Neural Scanner +10 to all spies 5.3.a 400 600
Cyber Sec.Link +10 to all spies 5.5.c 1500 3000
Telepath.Train +5 to all spies 6.3.a 900 1380
Psionics +10 to all spies 6.6.a 2750 6780
Stealth Suit +10 to all spies 8.4.c 1500 3300
Leader Abilities:
G Assassin per level +2% (+3%) chance to kill an enemy spy each turn
G Spy Master per level +2% (+3%) to offensive spies
G Telepath per level +?% (+?%) to defensie spies, negates effects of
enemy's telepathy (e.g. Mind Control) in the system.
3.2.13 Diplomacy:
Race Specials: Effects: Picks:
Repulsive declare war and sue for peace are only dipl. actions -6
Charismatic +50% diplomacy, double effect of good and half effect 3
of bad diplomatic actions
Technologies: Tech: RP: Total
Xeno Psychol. +30% diplomacy bonus 4.2.a 650 800
Leader Abilities:
G Diplomat per level of leader +10% (+15%) diplomacy (cumulative?)
Events:
Diplom.Assassin - relations between 2 empires get worse
Diplom.Marriage + relations between 2 empires get better
Other:
Using bio weapons and annihilitang population harms diplomacy. (How much?)
3.2.14 Command Rating:
Race Specials: Effects: Picks:
Warlord Each colony produces 2 command points 4
Technologies: order command points Tech: RP: Total
a) Communic.: range per orbital base
Tachyon Comm. 3 parsecs 1 7.3.a 250 450
Subspace Comm. 6 parsecs 2 (replaces Tachyon Comm.) 7.6.a 1500 4000
Hypersp. Comm. unlimited 3 (replaces Subspace Comm) 7.10a 6000 20000
b) Other:
Imperium +50% command rating (was 0) 4.5.b 4500 8450
Buildings: PP BC Tech: RP: Total
Star Base +1 command point, defends planet 400 2 1.1.* 50 50
Battle Station +2 command pts, replcs Star Base 1000 3 1.6.b 650 1580
Star Fortress +3 command pts, replcs Battlest. 2500 4 1.12.a 6000 16630
Leader Abilities:
S Operations adds per level of the leader +2 (+3) to the command rating.
Other:
Military ships need 1 command point per size class.
Support ships need 1 command point each.
Remarks:
You always get 5 command points as a baseline.
If you do not have enough Command Points you have to pay 10 BC per turn for
every missing point.
3.2.15 Scanners and Stealth:
Race Specials: Effect: Picks:
Omniscient Knows all planets, sees all (even stealthy) ships. 3
Stealthy Ships Own ships do not appear on galaxy map 4
Technologies: Tech: RP: Total
Space Scanner 1+size class (2-7) parsecs 7.1.* 50 50
Tachyon Scann. 3+size class (4-9), replace Space Scann. 7.3.b 250 450
Neutron Scann. 5+size class (6-11), replace Tachyon Sc. 7.4.b 900 1350
Sensors 8+size class (9-15), replace Neutron Sc. 7.10b 6000 20000
Buildings: PP BC Tech: RP: Total
Star Base +2 scanner range at system 400 2 1.1.* 50 50
Battle Station +4 scanner range at system 1000 3 1.6.b 650 1580
Star Fortress +6 scanner range at system 2500 4 1.12a 6000 16630
Systems: Siz/Cst Siz/Cst Tech: RP: Total
Stealth Field Invisible on galaxy map 200%200 80%50 8.4.a 1500 3300
Cloaking Dev. Hides ship from scanners 250%250 100%62 8.7.a 3500 11550
Battle Scanner +2 scanner range on ship 250%100 100%25 7.3.c 250 450
3.2.16 Crew Experience:
Race Specials: Effects: Picks:
Warlord all crews (and leaders?) get a +1 exper. level bonus 4
Buildings: PP BC Tech: RP: Total
Space Academy new ships +1 lvl, all +1 exp/turn 200 2 4.1.a 150 150
Leader Abilities:
C Instructor per level of leader +1 (+1.5) experience per turn to every
ship and leader (not cumulative, only best bonus applies)
Other:
All ships and leaders gain +1 experience point per turn.
All ships and leaders gain +2 pts for every enemy ship they destroy/capture
Affecting:
Beam Attack +0/15/30/50/75 BOCV for Green/Regul/Vet/Elite/U-Elite crews
Beam Defense +0/15/30/50/75 BDCV for Green/Regul/Vet/Elite/U-Elite crews
Troop Combat +0/15/30/50/75 troop combat for lvl 1-5 crews when boarding
3.2.17 Ship Offense: Beams
Race Specials: Effects: Picks:
-20 -20% Beam attack to hit chance (BOCV) penalty -2
+20 +20% BOCV bonus 2
+50 +50% BOCV bonus 4
Systems: Effect: Siz/Cst Siz/Cst Tech: RP: Total
a) Computers:
Electr. Comp. 25% BOCV (see 3.1.4.2.5) 5.1.* 50 50
Optronic Comp. 50% BOCV (see 3.1.4.2.5) 5.2.b 150 200
Positronic C. 75% BOCV (see 3.1.4.2.5) 5.4.a 900 1500
Cybertronic C. 100% BOCV (see 3.1.4.2.5) 5.6.a 2750 5750
Moleculartr.C. 125% BOCV (see 3.1.4.2.5) 5.9.b 6000 17750
b) BOCV Modifiers (better chance to hit):
Battle Scanner +50% BOCV 250%100 100%25 7.3.c 250 450
Scout Lab +20% BOCV ag. monsters 300%150 120%35 5.3.b 400 600
Rangemaster TU BOCV range penalty calc. 200%200 80%50 5.5.b 1500 3000
as if range was only 1/3
c) Damage Intensifiers:
High En. Focus +50% beam damage 200%200 80%50 2.7.a 3500 9530
Struct.Analyz. 2x dmg if shlds penetr 150%200 60%50 5.6.c 2750 5750
d) Other:
Hyper-X Capac. 2 shots with 1 turn wait 200%200 80%50 2.8.c 4500 14030
Achilles T.U. All weap. ignore Armor 200%300 80%75 5.9.c 6000 17750
If shield penetrated 2x chance to hit weapons or shields
Weapons: Damage I 3ACEHPRS Spc Siz/Cst Siz/Cst
Laser Cannon 1-4 3ac hpr 10*5 3*1 7.1.* 50 50
Fusion Beam 2-6 cehp 10*6 3*1 7.2.a 150 200
Mass Driver 6 * 3a hpR 10*7 3*1 8.1.b 250 250
Ion Pulse Cann 2-10 * 3Ac sys 30*15 8*3 2.4.b 900 1280
Neutron Blastr 3-12 c h kil 10*8 3*2 7.4.a 900 1350
Graviton Beam 3-15 c h +st 15*12 4*3 7.5.b 1150 2000
Phasor 5-20 3 c hp s 10*10 3*2 7.7.a 2000 6000
Gauss Cannon 18 * 3a h R 10*10 3*2 8.6.c 2750 8050
Plasma Cannon 6-30 * cEh drd 25*15 6*3 7.8.a 3500 9500
Disruptor Can 40 * 3 h R 20*25 5*6 7.9.a 4500 14000
Mauler Device 100 h a+d 50*75 30*18 7.10c 6000 20000
Particle Beam 10-30 c hp S 15*35 15*35 9.2.5 Orion Orion
Death Ray 50-100 c h kil 30*75 30*75 9.2.1 Orion Orion
Stellar Conv. 400 * E R alw 500*500 200*125 7.11b 15000 35000
(see legend at the end of this section)
Weapon Modifications: Cost/Size Min
Auto Fire AF 3 -20% BOCV, but fires 3 times per turn +50% 2
Armor Piercing AP A Beam bypasses Armor, hits Struct/Syst. dir. +25% 1
Continuous CO C +25% BOCV +25% 1
Enveloping ENV E Hits 4 times (1 hit on each shield facing) +100% 2
Heavy Mount HV H +50% damge, only 1/2 range penalty to BOCV x2 0
and damage, unable to target fight./miss.
Point Defense PD P +25% BOCV; but 1/2 damage, 2x range penalty x1/2 0
to BOCV and damage
No Range Diss. NR R Damage is not reduced by range +25% 1
Shield Piercng SP S Beam bypasses shields +50% 1
Firing Arcs: Cost/Size:
Forward can fire straight on and up to 60 degree left/right +0%
Forward Ext straight on and up to 120 degrees to the left or right +25%
Backward Ext can fire straight back and up to 120 degr. left/right +25%
Backward can fire straight back and up to 60 degr. left/right +0%
360 Degree can fire in all directions +50%
Leader Abilities:
S Weaponry per level of the leader +5% (+7.5%) to the ship's BOCV.
S Galact. Lore per level +10% (+15%) to the fleet's BOCV against monsters.
S Ordnance per level +5% (+7.5%) to the maximum damage of the ship's
attacks (probably beam only?)
Other:
Crew Exp.Level +0/15/30/50/75% BOCV for Green/Reg/Vet/Elite/U-Elite Crews
Immobilized +20% BOCV against immobilized targets (including bases?)
Damage Destruction of the computer System removes its BOCV bonus.
Range to Target Damage only 90/80/70/60/50/40/35/0% if between you and your
target are 4/ 7/10/13/16/19/22/25 free squares at least,
also causes a BOCV penalty. How is it calculated?
Remarks:
Beams do only half damage against planets.
The calculation of the cost and size increments is done in three steps.
First all percentage ratings resulting from modifications and firing arcs
are summed up (e.g. Forward Extended Arc (+25%), Armor Piercing (+25%) and
Enveloping (+100%) together result in a +150% increment). Then cost and
size of the weapon are increased by this value (e.g. if the original cost
was 20 PP then 150% = 30 PP will be added, resulting in 50 PP cost).
Finally this result is doubled (or halved) for Heavy Mount (or Point
Defense) weapons (the example above leads to 100 PP cost for a HV weapon
or 25 PP for a PD weapon).
(Legend to the "Weapons" list:
A "*" in the "I" column indicates that this weapon has at least 1 intrinsic
Weapon Modification without the cost and size increments or the necessary
Miniaturization level. The 3ACEHPRS columns stand for one modification
each, if the weapon can have this mod, then the corresponding letter will
appear in its line. Intrinsic modifications are shown in CAPITAL letters.
The "Spc" column denotes another special bonus/penalty of this weapon:
kil - kills 1 Marine per 5 points of damage to internal systems
sys - bypasses armor AND structure, hitting systems directly
This weapon has no effect against monsters and Antarans.
+st - an additional 50% of the damage done will be applied to Structure
drd - double range dissipation (double range damage penalty)
alw - always hits, regardless of BOCV a+d - as alw and drd )
3.2.18 Ship Offense: Missiles
Race Specials: Picks:
-20 Defense -20% Beam defense (BDCV) penalty -2
+25 Defense +25% BDCV bonus (missiles are harder to hit) 3
+50 Defense +50% BDCV bonus (do these really apply to missiles?) 7
Technologies: Tech: RP: Total
a) Drives:
Nuclear Drive missile speed 12, defense? 2.1.* 50 50
Fusion Drive missile speed 14, defense? 2.3.a 250 380
Ion Drive missile speed 16, defense? 2.4.a 900 1280
Anti-Mat. Drv. missile speed 18, defense? 2.5.a 2000 3280
Hyper Drive missile speed 20, defense? 2.8.b 4500 14030
Interphased D. missile speed 22, defense? 2.9.a 10000 24030
b) Guiding Systems:
Emissions G.S. EMG Modification available 5.5.a 1500 3000
Dauntless G.S. if target destroyed, tar. nearest enemy 5.2.c 150 200
Systems: Siz/Cst Siz/Cst Tech: RP: Total
a) Missiles Damage Struct
Nuclear Miss. 8 4 20*20 5*5 3.1.* 50 50
Merculite Miss 14 6 20*20 5*5 3.3.a 650 950
Pulson Missile 20 8 20*20 5*5 3.4.a 1150 2100
Zeon Missile 30 10 20*20 5*5 3.6.a 4500 8600
b) Support
Fast Miss.Rack 2 shots with 1 turn wait 200%200 80%50 1.7.a 900 2480
Weapon Modifications (for all missiles): Cost/Size Min
Heav. Armored ARM doubles structure of missile +25% 1
El.Ctr-Ctr-M. ECCM only 1/2 chance that miss. is jammed by ECM +25% 1
Fast travel FST +4 combat speed (defense?) +25% 1
MIRV MV 4 separate warheads, hit as 4 missiles +100% 2
Emissions G.S. EMG miss. bypass armor and hit drive directly +300% 0
Other:
Shots/Combat 2/5/10/15/20 shots need -50/+0/+50/+75/+100% cost and size.
Remarks:
All missiles have a 360 degree firing arc.
If not jammed or shot down, missiles will always hit, delivering their
fixed amount of damage. They do full damage against planets.
Missiles can be targeted by beam weapons, interceptors and anti-missile
rockets.
The calculation of the cost and size increments is done in two steps. First
the "Shots per Combat" modification takes place. Then the Weapon Mod
increments are calculated with the result of the first step as the base.
Example: Missiles that cost 20 BC at 5 shots will cost 5 BC (25%) more
with the ECCM modification. With 20 shots, the missiles alone will cost 40
BC (+100%), and ECCM will now cost 10 BC more (25% of 40, NOT of 20!).
3.2.19 Ship Offense: Torpedoes
Technologies: No.: RPCost: Total
Dauntless G.S. if target destroyed, tar. nearest enemy 5.2.c 150 200
Systems: Siz/Cst Siz/Cst Tech: RP: Total
Anti-Matter T. Damage 25, Speed 20 30*15 12*3 2.5.b 2000 3280
Proton Torpedo Damage 40, Range 24 30*20 12*5 2.8.a 4500 14030
Plasma Torpedo Dmg 120 -5/sq, Spd 24 40*75 16*18 2.9.b 10000 24030
Weapon Modifications (for all torpedoes): Cost/Size Min
El.Ctr-Ctr-M. ECCM only 1/2 chance that torp. is jammed by ECM +25% 1
Enveloping ENV hits 4 times (1 hit on each shield) +100% 2
Overloaded OVR +50% damage +50% 1
Not Red.by Rng NR Damage is not reduced by range +25% 1
(only necessary for Plasma Torpedoes)
Remarks:
Torpedoes fire only every 2 turns and have a 360 degree firing arc. The
number of shots per combat is not limited (as it is for missiles).
If not jammed or shot down, torpedoes will always hit, delivering their
fixed amount of damage. They do only half damage against planets.
Torpedoes cannot be targeted by any weapon system. (really?)
3.2.20 Ship Offense: Fighters
Race Specials: Effects: Picks:
a) Beam attack:
-20 Attack -20% Beam attack to hit chance (BOCV) penalty -2
+20 Attack +20% BOCV bonus 2
+50 Attack +50% BOCV bonus (do these really apply to fighters?) 4
b) Beam Defense (Fighters are easier/harder to hit):
-20 Defense -20% Beam defense (BDCV) penalty -2
+25 Defense +25% BDCV bonus 3
+50 Defense +50% BDCV bonus (do these really apply to fighters?) 7
Technologies: Tech: RP: Total
a) Computers:
Electr. Comp. 25% BOCV 5.1.* 50 50
Optronic Comp. 50% BOCV 5.2.b 150 200
Positronic C. 75% BOCV 5.4.a 900 1500
Cybertronic C. 100% BOCV 5.6.a 2750 5750
Moleculartr.C. 125% BOCV 5.9.b 6000 17750
b) Structure:
Titanium Armor Struct: Int 2, Ass 3, Bom 4, Hvy 5 3.1.* 50 50
Tritanium Arm. Struct: Int 4, Ass 6, Bom 8, Hvy 10 3.2.b 250 300
Zortrium Arm. Struct: Int 8, Ass 12, Bom 16, Hvy 20 3.5.c 2000 4100
Neutronium Arm Struct: Int 12, Ass 18, Bom 24, Hvy 30 3.6.b 4500 8600
Adamantium Arm Struct: Int 16, Ass 24, Bom 32, Hvy 40 3.7.b 10000 18600
Xentronium Arm Struct: Int 20, Ass 30, Bom 40, Hvy 50 9.2.7 Orion Orion
c) Drive:
Nuclear Drive Speed: Int 10, Ass 6, Bom 8, Hvy 8 2.1.* 50 50
Fusion Drive Speed: Int 12, Ass 8, Bom 10, Hvy 10 2.3.a 250 380
Ion Drive Speed: Int 14, Ass 10, Bom 12, Hvy 12 2.4.a 900 1280
Anti-Mat. Drv. Speed: Int 16, Ass 12, Bom 14, Hvy 14 2.5.a 2000 3280
Hyper Drive Speed: Int 18, Ass 14, Bom 16, Hvy 16 2.8.b 4500 14030
Interphased D. Speed: Int 20, Ass 16, Bom 18, Hvy 18 2.9.a 10000 24030
d) Point Defense Beam Weapons (Interceptors and Heavy)
Laser Cannon 1-2 Damage 7.1.* 50 50
Fusion Beam 1-3 Damage 7.2.a 150 200
Mass Driver 3 Damage (is this one really used?) 8.1.b 250 250
Phasor 2-10 Damage 7.7.a 2000 6000
Particle Beam 5-15 Damage (is this one really used?) 9.2.5 Orion Orion
e) Bombs (Bombers and Heavy)
Nuclear Bomb 3-12 Damage 2.1.* 50 50
Fusion Bomb 4-24 Damage 2.3.b 250 380
Anti-Matter B. 5-40 Damage 2.5.c 2000 3280
Neutronium B. 10-60 damage 2.9.c 10000 24030
f) Marines (Assault Shuttles)
see Ship Offense/Defense: Marines
Systems: Effect: Siz/Cst Siz/Cst Tech: RP: Total
Fighter Bays 1 beam, fire 4x 30*10 30*2 1.2.b 80 130
Assault Shutt. carry 1 Marine 25*10 25*2 1.7.c 900 2480
Bomber Bays carry 1 bomb 60*30 60*7 1.10b 2000 7130
Heavy Fighters 2 bombs + 2 beams (2x?) 80*50 80*12 1.12c 6000 16630
Leader Abilities:
S Fight. Pilot per level +5 (+7.5) to the defense (BDCV) and beam weapon
damage (?) to all fighters in the fleet
Remarks:
Fighters have a 360 degree "launching arc" and launch in squadrons of 4.
They fly to their target, attack it at its weakest shield, then return to
the carrier. Those who made it back can be sent off again.
Fighters can be targeted by Beam Weapons, Interceptors and Anti-Missile
Rockets. They can target ships, Bombers and Heavy Fighters can also target
planets. Interceptors can target ships, missiles and fighters. Bombers can
throw bombs at other ships.
Fighters have a 50% chance to avoid the effects of any ship self-destruct
or warp core breach explosions.
3.2.21 Ship Offense: Bombs
Systems: Effect: Siz/Cst Siz/Cst Tech: RP: Total
a) Bombs
Nuclear Bomb 3-12 Damage 5*3 1*1 2.1.* 50 50
Fusion Bomb 4-24 Damage 7*5 2*1 2.3.b 250 380
Anti-Matter B. 5-40 Damage 7*6 2*1 2.5.c 2000 3280
Neutronium B. 10-60 damage 10*9 3*2 2.9.c 10000 24030
b) Support
Transporters 12 sq range (was 3) 200%100 80%25 2.6.a 2750 6030
Bomber Bays use bombs against 60*30 60*7 1.10b 2000 7130
ships and planets
c) Bio Weapons
Death Spores 10% to kill 1 pop 5*5 1*1 6.2.c 400 480
Bio Terminator 20% to kill 1 pop 7*8 2*2 6.7.a 4500 11280
d) Planet Destruction
Stellar Conv. destr. pl. from orbit 500*500 200*125 7.11b 15000 35000
Remarks:
Bombs always hit their target. They do full damage against planets. They
have a 360 degree firing arc.
The use of bio weapons harms diplomatic relations with all other races.
3.2.22 Ship Offense: Special Weapons
Systems: Effect: Siz/Cst Siz/Cst Tech: RP: Total
Plasma Web Rng 15, 5-25 env.dmg. 40*40 16*10 7.8.c 3500 9500
persists
Gyro Destabil. (1-4)x size struct dmg 75*50 30*12 8.2.c 650 900
Rng 15. Pass Shld/Arm
Pulsar (2-24)x size dmg to 50*30 20*7 8.5.a 2000 5300
ship/miss/fight, 6 sq rad.
Spatial Compr. (4-32)x size dmg to 50*40 50*40 9.2.6 Orion Orion
everything in 2 sq rad.
Black Hole Gen target cannot move, is 150*150 150*150 9.2.8 Orion Orion
destroyed in 2 turns
Tractor Beam slows/immobilizes ship 30*20 12*5 7.5.a 1150 2500
Stasis Field Rng 3. Target is frozen 75*75 30*18 8.7.b 3500 11550
and cannot be attacked
AntiMiss.Rock. Hit with 85% -5/square 20*5 8*1 1.2.a 80 130
ag. missiles/fighters
Energy Absorbr absorbs 1/4 of pot. 250%250 100%62 2.7.b 3500 9530
damage, throws back
Quantum Deton. 50% self-destr. when capt 60%90 60%90 9.2.4 Orion Orion
3x damage
Other:
(Self)Destruct Damage to adjacent ships. (How much? Which radius?)
Remarks
Special Weapons can target ships only (except Anti-Missile Rockets which
can target missiles and fighters only). Weapons that do damage in a radius
around them also hit missiles and fighters (both have size class 1/2).
If not stated otherwise, special weapons always hit theit target.
3.2.23 Ship Offense/Defense: Boarding Marines
Systems: Effect: Siz/Cst Siz/Cst Tech: RP: Total
Security Stat. +20 defense bonus 100%50 40%12 5.3.c 400 600
Troop Pods 2x Marines onboard 250%100 250%25 1.4.b 250 530
Assault Shutt. drop off Marines 25*10 25*2 1.7.c 900 2480
Tractor Beam slows/immobilizes ship 30*20 12*5 7.5.a 1150 2500
Transporters beam Mar. from 12 sq 200%100 80%25 2.6.a 2750 6030
if facing shld down
Hard Shields negate Transporters 200%200 80%50 8.7.c 3500 11550
Damper Field 50% to neg. Transp. 100%150 100%150
Neutron Blastr \ kill 1 Marine per 10*8 3*2 7.4.a 900 1350
Death Ray / 5 damage to systems 30*75 30*75 9.2.1 Orion Orion
Leader Abilities:
G Commando per level +2 (+3) to the troop combat of Marines and ground
troops in system. (Is this cumulative?)
S Security per level +2 (+3) to the troop combat of the fleet's
Marines when defending their ship against enemy boarders.
Other:
Experience when boarding or defending against boarders, ship crews get
a +0/5/10/15/20 bonus according to their experience level.
Ship Size 5/8/12/20/30/50 Marines Crew on class 1/2/3/4/5/6 ships.
Damage Each point of damage that penetrates shields and armor has
a 2% chance of killing a Marine.
Remarks:
You can board a ship if a) it is immobilized and your ship occupies an
adjacent square, b) you have transporters and its shield facing you is
down, c) you send Assault Shuttles.
Do the Ground combat bonuses also apply to Marine fighting? All of them?
Does cloaking affect boarding?
3.2.24 Ship Defense: Beam Defense (Beam DCV in Fleets Screen):
Race Specials: Effects: Picks:
-20 -20% BDCV penalty -2
+25 +25% BDCV bonus 3
+50 +50% BDCV bonus 7
Systems: Effect: Siz/Cst Siz/Cst Tech: RP: Total
Inert. Stabil. +50% BDCV, 1/2 turn cost 300%100 120%25 8.2.b 650 900
Inert. Nullif. +100% BDCV, no turn cost 300%450 120%112 8.9.c 7500 23550
Cloaking Dev. +80% BDCV when cloaked 250%250 100%62 8.7.a 3500 11550
Leader Abilities:
S Helmsman per level +5% (+7.5%) bonus to the ship's beam defense.
Other:
Combat Speed +5% beam defense per 1 square of combat speed.
Crew Exp.Level +0/15/30/50/75% BDCV for Green/Reg/Vet/Elite/U-Elite Crews
Remarks:
Does anyone know how the beam defense of missiles/fighters is calculated?
3.2.25 Ship Defense: Missile Evasion
Technologies: Tech: RP: Total
Tachyon Scann. -20 to target's missile evasion 7.3.b 250 450
Neutron Scann. -40 to target's m.e., replace Tachyons 7.4.b 900 1350
Sensors -70 to target's m.e., replace Neutrons 7.10b 6000 20000
Systems: Effect: Siz/Cst Siz/Cst Tech: RP: Total
a) ECM Systems:
ECM Jammer +70% missile evasion 200%100 80%25 8.1.c 250 250
Multi-Wave ECM +100% miss. evasion 200%200 80%50 8.6.b 2750 8050
Wide Area Jam. +130% ship, +70% fleet 400%400 160%100 8.8.c 4500 16050
b) Fields
Lightning Fld. 50% chance to destroy 200%200 80%50 8.5.c 2000 5300
miss./fight./torps
Cloaking Dev. 50% ch. missiles miss 250%250 100%62 8.7.a 3500 11550
c) Rockets
AntiMiss.Rock. Hit with 85% -5/square 20*5 8*1 1.2.a 80 130
ag. missiles/fighters
Remarks:
Missile Evasion helps against missiles and torpedoes, but not fighters.
Anti-Missile Rockets can target missiles and fighters, but not torpedoes.
Beam Weapons also can target missiles and fighters, but not torpedoes.
3.2.26 Ship Defense: Shields and other Fields
Systems: Siz/Cst Siz/Cst Tech: RP: Total
a) Shields Block: Absorb:
Class I Shield 1 5x size 200%100 50%25 8.1.a 250 250
Cl. III Shield 3 15x size 200%100 50%25 8.3.a 900 1800
Class V Shield 5 25x size 200%100 50%25 8.6.a 2750 8050
Cl. VII Shield 7 35x size 200%100 50%25 8.8.a 4500 16050
Class X Shield 10 50x size 200%100 50%25 8.10a 15000 38550
b) Shield Support
Shld Capacitor triples recharge rate 200%200 80%50 2.4.c 900 1280
Multi-Ph.Shlds +50% Absorption 200%200 80%50 7.7.c 2000 6000
Hard Shields Block +3 dmg, negate SP 200%200 80%50 8.7.c 3500 11550
c) Other Fields
Energy Absorbr absorbs 1/4 of pot. dmg. 250%250 100%62 2.7.b 3500 9530
throws it back
Displacem.Dev. 30% ch. any weapon misses 200%300 80%75 8.9.a 7500 23550
Phasing Cloak 10 turns invulnerability 300%450 120%112 8.10c 15000 38550
Damper Field Blocks 3/4 dmg, no Shield 100%150 100%150 9.2.3 Orion Orion
Reflect.Field can reflect beams 200%300 200%300 9.2.2 Orion Orion
Lightning Fld. 50% chance to destroy 200%200 80%50 8.5.c 2000 5300
miss./fight./torps
Leader Abilities:
Engineer per level +2% (+3%) to the ship's shield restoration rate.
Other:
Damage Destruction of the shield System takes away the shields.
Remarks:
Ships in stasis fields cannot be hit with any weapons.
3.3.1 Game Setup
3.3.1.1 Generation of Planets
Based on galaxy age the computer uses a certain table to select each star.
In each star system, it uses a table to find the number of planets. Based on
star class, orbital position, and galaxy age, a certain table is used to
select the climate type.[mark edward hardwidge <hardwidg@students.uiuc.edu>]
Playing on an Average galaxy the best I ever saw was Terran type worlds, but
that would be VERY rare. Usually barren/radiated/ toxic planets only. With
the nice Terran/Gaia's all protected by Space Monsters. After a while I got
bored with these galaxies and started playing Organic Rich. On OR you can
ROUTINELY see Gaia/Terran planets that are not protected by Monsters at all,
although they are STILL somewhat rare. I've started a new game and more
than once had the best planet anywhere within 12 parsecs end up being some
large/barren/abundant world. [Jim Vieira <*whiplash@axisnet.net*>]
3.3.1.2 Distribution of Homeworlds
Some people observed that the computer tends to spread the homeworlds in
(kind of) a circle around the map center. Orion often seems to be near to
the center. This pattern becomes clearer when playing on huge galaxies.
3.3.1.3 Game Setup in "Advanced Civilization" mode
In a game on the average level using an old universe (organic rich) and
starting with advanced civilization, the Bulrathi didn't get the usual 3-6
systems to start with. Instead they were stuck in their home system in a
corner of the galaxy behind a black hole. They couldn't get out to expand
and nobody could get in to conquer them. Based on this observation I made
the following guess as to how the computer sets up play when using the
advanced civilization mode:
First the computer appears to give everyone a homeworld.
Then the computer auto-plays the game without any wars allowed until
it reaches a certain number of turns/or level of tech development.
The computer then turns the game over to you to continue.
[David Ramsey <dramsey@neosoft.com>]
3.3.2 Colonies
3.3.2.1 Buildings
The game will automatically scrap useless buildings. When I builded a core
waste dump, which completely eliminates pollution, all older pollution
cleaning buildings were gone. [Ka On Lee <kolee@engsoc.carleton.ca>]
I'm pretty sure that buildings that replace other buildings cost less by the
amount of the building that they're replacing. I had a StarBase and was
building a BattleStation (just started). It had 22 turns left. I scrapped
the Starbase and now had 47 turns left to build the Battlestation.
[Richard Wesson <wesson@church.cse.ogi.edu>]
3.3.2.2 Population Growth
The 'base growth rate' is ( (number of colonists)*(space left on planet)
*1000) ^0.5 (I _think_. Basically this ranges from ~40 to ~80). Then this
number is modified by things like race growth rate, starvation, etc.
Finally, +100 is added for a cloning center. Multi-species colonies have
different growth rates for each species. Starvation causes -50 growth per
missing food.
[mark edward hardwidge <hardwidg@students.uiuc.edu>]
3.3.2.3 Jobs of New Population
The computer seems to assign new people to farms if food is low, otherwise
to whereever people are. That is, if we're producing only science, then it
adds to science. If only industry, then it adds to industry. If the colony
isn't producing enough food to feed itself, then the person gets assigned to
farming if it can, industry otherwise.
[K. Richard Pixley <rich@sendai.noir.com>]
3.3.2.4 Rebellions
I did take a planet from the Psilons that was populated by the Silicoids. A
couple of turns later it successfully rebelled from my benevolent rule and
rejoined the Silicoid Empire - but only temporarily (g).
[Stephen C. Griffin <sgrif@pop3.concentric.net>]
3.3.2.5 Multi-Racial Colonies
Pop Growth:
Tolerance:
Max pop: Morale:
[Peter DeVries<eabu1889@uci.edu>]
3.3.3 Ships, Weapons, Systems
3.3.3.1 Ships
There seems to be a limited to the total number of ships in the game, which
is around 1000. It does not matter which empire owns how many ships.
Captured ships normally can't be refitted. They can if you stick a leader on
the ship during the refit. This will not work for the Avenger.
[David Ramsey <dramsey@neosoft.com>]
3.3.4 Leaders
3.3.4.1 Leaders List
Thanks to [B.G.Dijkstra@wbmt.tudelft.nl] for the program "moohero", which
reads all leader's stats out of the leader.lbx file.
Ship Officers:
3.3.5 Diplomacy 3.3.5.1 Pacts and Treaties
I was wondering how come Non-aggression pacts seemed to be so much easier to
get in MOO2 VS MOO1. In 1 they denied access to your stars by other ships,
in 2 they encourage access to the rest of the universe thru using your
systems. [Silverlock <croesus@earthlink.net>]
I think that it helps to have a "cooling off" period prior to the peace
offer, and it also seems to help if I've got a butt-kicking fleet close by
as a threat. [Nathan Engle <nengle@indiana.edu>]
3.3.5.2 Trading Technology
At high difficultly levels the tech trades the CPs go for are always
drastically imbalanced in terms of the techs' RP costs. CPs seem to like to
trade at around double the cost, maybe triple. (I.e., for a 250 level tech
they want a 650 or 800 point one. So, generally you will *not* get any
decent deals; I rarely trade tech on impossible. [leonard@alw.nih.gov]
I am playing hard as normal human. Alkari was once my ally and we reached
the relation of harmony. When I exchanged tech with them, sometimes they
even offered me tech in a higher level than the one they wanted!
[Irwin Pui-Yin Choy <pychoy@unity.ncsu.edu>]
If you're quick, you can sometimes trade them the tech they just stole,
too ... [ratboyfit@aol.com]
3.3.5.3 Demanding
The AI definitely looks at fleet size for diplomatic actions. Try this: Get
a decent fleet up, so that you are larger in fleet strength (as displayed in
info) than some other race(s) you are friends with. Save the game, then
start making demands. Keep restoring and making demands until you determine
the biggest demand they will submit to. Next, scrap your fleet and try
again. If you have no fleet, CPs will go to war for almost anything more
than a demand to go to war or a minor system grab. Any tech demand seems to
set them off. [leonard@alw.nih.gov]
3.3.6 Spying
Many people complain that a) their defensive spies cannot stop the other
empires from stealing tech, even if they use many defensive spies and have
high espionage boni; whereas b) their offensive spies cannot steal tech from
the other empires, even if they use many offensive spies and have high
espionage boni. However, there are also people who have seen small numbers
of spies doing miracles. The exact rules for spying remain unknown (?).
[Werner Arend <kiiar01@commlink.zdv.uni-tuebingen.de>] suspects, based on
his observations on spying and ground combat, that "the way the
game-internal formulas work, small percentage boni to anything can have a
really devastating effect".
[Dave Osborn <osbornd@smtpgate.umkc.edu>] contributed: "In the MOO I
strategy guide, they almost penalized you for having too many spies. It is
likely that MOO II is doing the same thing. I have the best luck with around
4 defending spies and 1 at each enemy."
[Doug Jacobs <djacobs@rahul.net>] observed: "It's been my experience that
having TONS of spies will actually cause you to fail more than if you just
have a few. Maybe it's like a bell curve ... there's an optimal # of spies
for a given empire size. Too few will have little effect. Too many would
probably increase your chances of getting caught (with nothing to show for
it)."
Some people think that the spying mechanism has bugs, but I am not so sure
about that. Some observations that seem to indicate a bug can be explained
otherwise. For example, if everyone steals your tech, even races that have
no espionage boni, then perhaps there is only one advanced race doing all
the spying, which just frames the other races (when you have been robbed you
can check with the "Report" button in the diplomacy screen where the tech
really went).
If you have an espionage penalty due to a race special or goverment, and
another race with an espionage bonus is consequently spying at you, then it
appears logical that you will never get rid of it. You may hamper their
activities when you research the right tech, but since they have their
bonus, they sometimes still succeed until eventually they steal exactly that
tech, which will improve their chances even more. The only chance you have
under these conditions is to research other techs that improve your spy
rating before your enemy can steal the first tech. Or you have to put your
defensive spies to maximum performance, but at the moment no one knows how
to do that.
Of course, a buggy formula could also explain the phenomena mentioned above.
Since there are integer overflows elsewhere in the game, it is conceivable
that another overflow might be the reason for the observed ineffectiveness
of large numbers of spies.
Either way, the exact formula remains unknown unless a) someone hacks the
code or b) the formula gets derived through experiment and analysis. I
suggest that some MOOniac (who has a certain amount of spare time) does the
following: Another question that no one could answer so far is how the game determines
which race is being framed. Logically only races that are known to spy and
victim should be available for framing, but has each of those the same
chance or is there a bias, maybe based on how technically advanced each race
is?
3.3.7 Computer Players
3.3.7.1 CP's Strategies
It seems like, at low levels, need to expand leads to war only when the CP's
cannot expand without war. At medium, it leads to war when you control
really nice systems near the border. At hard level and up, it leads to war
if you have a colonized barren or better world in range of the CP's ships.
[RICHARD KENAN <eefacdk@acmey.gatech.edu>]
I have noticed that if you significantly pull ahead of another CP they will
stop or seriously slow down their research. They turn to building up
planetary defenses and ships. [Christopher Holko <cholko@mindspring.com>]
The CP's know how to blockade you and they do it very effectively. I had one
impossible game where part of my strategy was to heavily defend all my
systems with Battlestation, missile bases, etc, but no ships. Terraform all
my planets and then start cranking things out. Well the CP's just sent in
small 2 ship fleets to 3 or 4 systems which my cruisers couldn't deal with,
and they slowly starved me to death. That production penalty will absolutely
kill you, especially when the CP's get whatever % bonus they get for
impossible. [Craig Wood <burcity1@ix.netcom.com>]
I _think_ the CP's don't give much of a damn what you do with the
Repulsives. I guess THEIR relationships with the Repulsives aren't so good
either. In a recent game, the Darloks were my neighbors and Repulsive. They
started getting annoying, so I exterminated them. None of my NAP partners
minded in the slightest. [John Alcock <jalcock@watson.ibm.com>]
Sometimes, if you play a diplomacy game, and another opponent is destroying
colonies instead of assimulating them, a CP will choose to surrender to you
instead of being genocided. [Lee Cole <leecole@bigfoot.com>]
3.3.7.2 CP's Ship Designs
Each race has an emphasis, randomly determined at the beginning of the game,
and a device special, also determined at the beginning of the game.
What type of ship is built is determined randomly, but is usually along the
lines of its emphasis. For example, if a race has a fighter emphasis, most
ships are carriers, within their technology limit. Other emphases are beam,
missile, and special.
The special device theme is usually some focus that the CP's ships may have.
For example, ever run up against a race loaded up with tractors, battle
pods, and transporters? That's called a capture special. Other special
device emphases are bio weapons, cloaks, beam defense (e.g. inertial
nullifiers and stablizers), missile defense, armor, or shields.
The computer divides space in its ships into percentage categories, and
stuffs the best available weapon that will fit in that slot.
For the ship's defense, the AI allots space on their ships (some more than
others) to a "defense special". If the best weapon you are CAPABLE of
building is a beam weapon, the defense special is something good against
beam weapons (e.g. inertial stablizer). If the best weapon you are capable
of using is not a beam weapon, the defense special tends to be things like
anti-missile rockets, lightning fields, etc.
[Alan D Kohler <hwkwnd@poky.srv.net>]
3.3.7.3 Things that CP's CAN do
I've noticed that the CPs *will* actually mount a fleet to take Orion.
[Peter J. Stewart <petran@netcom.com>]
I have noticed that the CP _does_ suffer from a blockade. I've seen barren
CP worlds lose a point of pop a turn from a blockade.
[Steve Yancey <syancey@griffin.com>]
I had a fleet in orbit around a CP's planet and watched as the computer
popped out a missile base and fighter garrison _in one turn_ while I awaited
my fleet of transports to arrive. [Doug Jacobs <djacobs@rahul.net>]
3.3.7.4 Things that CP's CAN'T do
CPs don't seem to build Androids?
3.3.8 Monsters
It appears that monsters that invade the galaxy ("wild monsters") are
stronger than those who guard systems ("guardian monsters"). Guardian
monsters also lack some of the special abilities that wild monsters have.
At present I don't have much information about the specs and abilities of
the different monsters. Please help me out.
3.3.8.1 Space Amoeba
3.3.8.2 Space Crystal
Wild Crystals are telepathic. Once a crystal was zapping my battlestation
but I was hitting it for a fair amount when suddenly <damn!> it says
something like "Crystal takes over battlestation"! Which proceeded to blast
my planet and missiles I launched, then the crystal took over my ship the
same way...so much for me. [BillErikCo <sa_gutt@alcor.concordia.ca>]
3.3.8.3 Space Dragon
3.3.8.4 Space Eel
Only *WILD* Space Eels breed. They will go to a system, blockade it for a
while, and then spawn. The original Eel stays at the original system, and
the spawned Eel flies somewhere else. Both Eels then begin to breed at their
systems, etc. [unknown]
3.3.8.5 Space Hydra
3.3.9 Antarans
3.3.9.1 Antaran Fleet Development
The first Antaran ships are single weak scouts, but over time their forces
grow in strength and number. Some people tried to figure the rules that
govern this growth:
The Antaran fleet seems to be upgraded each time it shows up. The first
Antaran fleet starts off with one of the small ships and each successive
fleet adds one small ship. Once it reaches I think 6 ships it starts
changing them to the next larger size. The Antaran homeworld seems to
undergo simillar upgrades but I'm not to sure what the exact rate is.
[Jeffrey Mark Wong <jmwong@Hawaii.Edu>]
Actually, the Antaran raiding parties seem to be pulled from their home
fleet. As an experiment, I assaulted Antares just before and then just after
they sent out a raiding party, and sure enough, the home fleet was weaker by
some destroyers and frigates after they split off their raiding party. The
home fleet, in turn, is built up by the Antarans, I'd assume, the same way
you build your fleets, ie, they just build ships. Since I'd guess they start
with a pretty buff planet and loads of tech, they can build high tech ships
pretty fast. [RICHARD KENAN <eefacdk@acmex.gatech.edu>]
I don't think they have to follow the rules. I went in once and wiped out
all but 2 frigates and fortress, before losing. So next turn I sent in some
more ships to clean up and they had a new fleet. It wasn't as strong as the
first but they couldn't have built 5 ships in 1 turn!
[Karl Davis <davis@asuvax.eas.asu.edu>]
3.3.9.2 Chances of being attacked by Antarans
It seems that, like other negative random events, the Antarans tend to
strike the leading players more often.
Another thing that determines how bad the Antarans hit you is the size of
the galaxy. I usually play on huge or large and many games have rarely been
attacked (they're usually attacking someone half way across the galaxy).
However, in a small or medium galaxy you are more likely to be attacked
because of the galaxy, because it appears to me they tend to start in one
region and slowly move around.
[Stephen C. Griffin <sgrif@pop3.concentric.net>]
3.3.9.3 Scrapping Antaran Ships
When scrapping Antaran ships (at one of your colonies with a starbase), you
get 100% chance of one tech, then a 25% chance of each other tech you could
aquire. So with 4 tech items, you have a 1 in 64 chance to get all 4 tech
items. [Vernon L. McCandlish <vernmcc@dreamscape.com>]
3.3.10 Random Events
Negative events have a bigger chance to hit leading empires, whereas
positive events are more likely to strike empires that have fallen behind.
The "Lucky" race special improves this race's chance to encounter positive
events and negates the chance to encounter negative events.
The following list explains all possible events. Positive/negative events
are marked with a plus/minus sign respectively. Detailed information about
the duration, the size of effect and the necessary countermeasures will be
greatly appreciated.
3.3.11 Score
Compared to the score you can get from the population in your empire, every
other score component is just peanuts. But only YOUR OWN population counts
fully. Unassimilated population counts only 20%(?), and assimilated foreign
population doesn't count fully, too (This is only an impression I got, and
not verified). [Werner Arend <kiiar01@commlink.zdv.uni-tuebingen.de>] - Someone claimed the maximum tech score is ?212?, and that you do NOT get
points for hyper advanced techs, as the manual states. Think this is true.
It seems you don't get points for single tech, but for how far you have advanced
in the techs( Test: creatives don't have 3x tech ).
- The manual says you get a bonus for winning by council vote - but you
actually don't.
-4.3 Expansion and Colonization
-4.4 Colony Management
-4.5 Research
-4.6 Diplomacy
-4.8 Ship Designs / Combat Tactics
-4.9 Strategies Against Various Opponents
-4.10 Global Strategies
-4.11 Strategies for Specific Situations
-4.12 Strange Strategies to Try
I came to the conclusion that most playtesting of MOO2 must have been done
4.2.1.1 Population Growth Modifiers (-50%/+50%/+100% for -4/3/6 picks)
-50% growth can be fairly painlessly negated by cloning (400 RP). By the
These are fairly valued since they will have a huge impact on early game
There are other, less painful disadvantages than -1/2 food. It is a
-1/2 farming is almost an auto-pick for Aquatic, Unified, and Cybernetic
These are powerful picks since research and production are the key issues of
These are powerful picks since research and production are the key issues of
NEVER take +1 BC. Instead take +0.5 BC AND Fantastic traders (7 picks) and
4.2.1.10 Feudal Government (-4)
IF you get to Confederation, you are golden. But I find Feudal is crippling
4.2.1.12 Democracy Government (7)
NO WAY. The spy penalty is horrendous, especially at the hard and impossible
This is like starting with -10 spying, +0.5 BC, and +1 research, which would
Democracy is really only appropriate for the tech-dominance win. The key is
I think Unification is worth the price. In the early game Unified
In the early game, unification is something like having +1 spying, +1
Low-G is essentially a production penalty on most planets AND a ground
Heavy-G isn't worth it in my opinion, because there's no guarantee you'll
I don't take heavy-G often, but the main benefit is not living on HG worlds
If the computer gets through your fleet and can land on your homeworld,
The combat bonus, if you use it well, is worth more than 6 points. A High-G
Aquatic is not one of the best picks, but nearly worth the 5 picks you pay
4.2.1.17 Subterranean (6)
This pick is considered one of the "game killers". It gives you 2-10 more
This makes your homeworld be 33% larger (even more when combined with
1.2 Why a Pre-FAQ?
are missing. Up to now, it has no background information about the game, not
much of a strategy section only some contributors. All that it does is
correcting errors in the manual and in the online help, and providing some
tables which you may find helpful when deciding what to research or build next.
There remain many open questions - e.g. how does spying work exactly
- and so far there are no really advanced tables - like a chart that shows how
much damage any weapon does to each shield class in relation to its cost and size.
at the moment there are thousands of MOO2-players around the world thinking
about the same problems and having the same trouble, and I wanted to do
something against that. If this Pre-FAQ is a success - which will be
measured by the amount of MOO2-related mail reaching me in the near future -
I will turn it into a real FAQ. Of course I WILL need your help to do that.
source of information on the net yet. Keep contributing, and it will deserve
the name.
1.3 Purpose and Contents of this FAQ
players to get into the game. Second, it can give experienced players inside
information about the game, helping them to perform even better.
Unfortunately sometimes these two approaches contradict each other: the
former would demand long, explicit explanations that are easier to
understand, whereas the latter calls for short, precise, systematically
ordered information to have all the information about one aspect at hand
when you need it. So every FAQ maintainer has to make a decision which
approach to take.
started (2.4), but it focuses on tables, strategies and inside information.
The information contained there is very dense sometimes and you need to know
the basics of the game in order to use it. This approach was taken because
the manual explains the basics quite well, but is severely lacking in nearly
every other respect.
about, then continues with some solutions for hardware problems and a little
help on how to build an empire.
and one of all ship systems, as well as more than thirty tables which
explain how the different aspects of the game affect each other. A section
explaining some game-internal rules follows. There is a lot of redundancy in
this part - e.g. the effect of an Astro University will be described in the
tables for food, production, and research, because it affects all three
aspects - but this way you will have all the information on one aspect at
hand when you need it.
people's favorite race specials and ship designs, tips for combat, and
global strategies as well as strategies for specific situations. This part
is still developing, and at the moment I'm not quite satisfied with it. I
hope this will get better in the future.
empire, and a list of errors in the manual. This is also the place where
suggestions for new or improved features are collected.
VI.
that correct and usefully ordered information about technology, buildings,
systems, game rules and internals is needed first. However there still
remain many open questions (which hopefully will be solved in the future),
especially in the "rules" section. Part IV and VI will grow over time, as
more games are being played and new strategies develop. Part V will
hopefully shrink, although I fear that this might be wishful thinking. Part
II was collected hastily because I wanted to get the FAQ ready (many people
told me they waited for it); I will probably rewrite and expand it for the
next issue.
issues. However I suspect that the structure of the FAQ will undergo massive
changes depending on what the readers want and which information I get, so I
will add these parts only when I think that the FAQ has found its permanent
structure. I also think that the FAQ has grown _too_ large. When I started
collecting information, I wanted to leave the original postings as unchanged
as possible to give their authors the credit they deserve. I quickly found
that I had to shorten, rephrase and reorganize many postings to put some
structure into the FAQ. Now I'm thinking I might condense all postings about
one topic into one paragraph, with all the contributors listed after it.
This might make the FAQ shorter. Please give me your comments on this.
some effort into it (although admittedly a lot of time was spended
collecting and organizing other people's work) and it would be very
frustrating if I didn't get any feedback. Also, I plan to give out new,
up-to-date issues of the FAQ at least once in a month, so this is your
chance to tell me what you want and customize your FAQ.
1.5 Other Sources of Information
alt.comp.sys.ibm.games.strategic - this is a very active newsgroup where
games like MOO2 are discussed
/www.microprose.com
- official Microprose homepage (ftp.microprose.com - Microprose's FTP server)
/home.sprynet.com/sprynet/brucefchambers/
/www.erols.com/ziring/moo2_stars.html
Peter, the evil overlord
and sometimes edited and rephrased the postings, so before you flame someone
for something (s)he wrote, please flame me, it might be my fault. Only when
I _massively_ shortened and/or rephrased a posting, I noted that behind the
original author's name.
marks the last paragraph and everything above it up to the next marked
paragraph or heading as belonging to this statement. If an author's name
appears in a statement which is put in round brackets, than only the
bracketed statement was contributed by this author.
am Michael Gaul, and my address is gaul@informatik.uni-marburg.de>. This
address may expire at the end of february. Until then I hopefully know my
new address and can include it in future issues of this FAQ.
Alan D Kohler <hwkwnd@poky.srv.net>
Aleksi Ahtiainen <aleksi.ahtiainen@mbnet.fi>
Allen Wessels <awessels@netcom.com>
Altman Yuval - Vax <s3197557@techst02.technion.ac.il>
AMRobinson <amrobinson@aol.com>
Anthony Kirilusha <ak8t@avery.med.Virginia.EDU>
B.G.Dijkstra@wbmt.tudelft.nl
Barry Gaudet <bgaudet@uoguelph.ca>
BillErikCo <sa_gutt@alcor.concordia.ca>
Bob Bingham <sloth@sky.net>
BOBO <yu10@cornell.edu>
Brecken H. Uhl <buhl@aloha.nmsu.edu>
Brian Wirt <wirt@WOLFENET.COM>
Brock Wood <bwood@rmi.net>
Bruno Wolff III <bruno@cerberus.csd.uwm.edu>
Bryan Ericson <cgbce@ecom.ecn.bgu.edu>
Cereal <geek@arrowweb.com>
Chip Morris <morristm@quasar.phys.vt.edu>
Chris Jason Richards <richards@tamu.edu>
Christian Seitz <seitz@krick.com>
Christopher Holko <cholko@mindspring.com>
colwell@torolab.ibm.com <colwell@vnet.ibm.com>
Craig Wood <burcity1@ix.netcom.com>
CurtAdams <curtadams@aol.com>
D. B. Brown <dave@bme1.image.uky.edu>
Dan Tomso <djt@rpiv.mc.duke.edu>
Danno <saccad@pfizer.com>
DarkKnight <dmagnuso@rpts.tamu.edu>
datn@earthlink.net
Dave Osborn <osbornd@smtpgate.umkc.edu>
David Levin <dflevin@ix.netcom.com>
David Michael Kass <dkass@cco.caltech.edu>
David E Todd <davetodd@gte.net>
David Ramsey <dramsey@neosoft.com>
David Turriff <dturriff@news.dct.com>
Dean <pceasy@norfolk.infi.net>
Dean Gilbert <vertigo@microtec.net>
Doug Jacobs <djacobs@rahul.net>
Doug Johnson <dougj@mayfield.hp.com>
Doug Walker <dougw@hpwrce.mayfield.hp.com>
dshort@nova.wright.edu
electric RAIN <kaneda@electric-rain.net>
Eryk Nielsen <enielsen@top.monad.net>
Eugene Wong <genewong@cyberway.com.sg>
Ex Mudder <dkeith@xenu.best.com>
Falcon <falcon300@aol.com>
Flame <redjovps98@mail.acs.acad.bg>
Glen Bucher <Glen@gcchem.com>
GPF <kordunei@newave.com>
GUI TERENCE ANG <e0fq4z8c@credit.erin.utoronto.ca>
Hans Gravander <Hans.Gravander@mailbox.swipnet.se>
Irwin Pui-Yin Choy <pychoy@unity.ncsu.edu>
Jake Walter <jake@iwaynet.net>
James Winsor <jwinsor@earthlink.net>
Jeffrey M. George <j.george@ix.netcom.com>
Jeffrey Mark Wong <jmwong@Hawaii.Edu>
Jim Vieira <*whiplash@axisnet.net*>
John Alcock <jalcock@watson.ibm.com>
John Emerson <shorts@ix.netcom.com>
John Lansford <johnl@vnet.net>
John Mueller <JMueller@pacbell.net>
John Rappel <jarappel@agt.net>
Jonathan <flint@WOLFENET.COM>
Joseph Fok <jfok@extro.ucc.su.oz.au>
jsigmon@wvnvms.wvnet.edu
K. Richard Pixley <rich@sendai.noir.com>
Ka On Lee <kolee@engsoc.carleton.ca>
Kagetora <kagetora@pernet.net>
Karl Davis <davis@asuvax.eas.asu.edu>
Keith Bowen <bowen@cs.dal.ca>
Ken Fishkin <fishkin@acm.org>
Kirati Laisathit <kirati@u.washington.edu>
Lee Cole <leecole@bigfoot.com>
leonard@alw.nih.gov
Lone_War <Lone_War@fastinet.net>
Louie Landale <louie.landale@internetMCI.com>
Mad Max <crazymax@ix.netcom.com>
Mark
mark edward hardwidge <hardwidg@students.uiuc.edu>
Mark Henderson <mark@butterfield.demon.co.uk>
Martin Leslie Leuschen <martinl@rice.edu>
Matt MacLeod
Matt Raupp <moses@cybercomm.net>
Mike Kuninobu <yucca@discover.net>
Nat Wong <nathuang@mbox2.singnet.com.sg>
Nathan Eberhart <nathanebht@enter.net>
Nathan Engle <nengle@indiana.edu>
Nicholas Jong <knjong@worldnet.att.net>
Pandrew@chatlink.com
Panther <jreczek@cris.com>
Patrick Scott <pscott@visi.net>
Paul <paco@buffnet.net>
Paul Rosin <grosin@neosoft.com>
Paul Schaaf <schaaf@u.washington.edu>
Pekka Valve <Pekka.Valve@hut.fi>
Peter Geoffrey James DeVries <eabu1889@uci.edu>
Peter J. Stewart <petran@netcom.com>
Prowler <mbaldi@ix.netcom.com>
Ray Kerby <kerby@anet-dfw.com>
ReluctantMessiah <jcopelan@nyx10.cs.du.edu>
RICHARD KENAN <eefacdk@acmey.gatech.edu>
Richard Wesson <wesson@church.cse.ogi.edu>
Rick Nelson <rhnelson@teleport.com>
Rick Robinson <rrobinson@earthlink.net>
Rob C. Johnson <rcjohnso@prairienet.org>
Robert F. Clark, Ph.D. <rdclark@voy.net>
Robert Gresham <r.gresham@worldnet.att.net>
Roberto Ullfig <robo@suba.com>
roderick@intouch.bc.ca
Roger Books <books@mail.state.fl.us>
ratboyfit@aol.com
roneill@eden.com
sam clifford <sam.clifford@sierra.com>
Scott A. Colcord <sacolcor@mtu.edu>
Silverlock <croesus@earthlink.net>
Spanish Inquisition <abner.4@postbox.acs.ohio-state.edu>
Stephen C. Griffin <sgrif@pop3.concentric.net>
Steve Horn <steven2135@delphi.com>
Steve Wray <steve.wray@vuw.ac.nz>
Steve Yancey <syancey@griffin.com>
Tan Shen Hsiao <krazykid@singnet.com.sg>
Terrence Inouye <microbe@lava.net>
Terrance LaCoursiere <terrance@cs.athabascau.ca>
Thomas M. Holsinger <holsngrt@netbox.com>
Thomas Palm <tpalm@ele.kth.se>
Tim Firman <firman@lombardi.chem.wisc.edu>
Ting Lee <leeting@rice.edu>
Todd K <todd_kepus@hp-singapore-notes1.om.hp.com>
Tom <tomtech1@airmail.net>
TOM8OMan <tom8oman@aol.com>
TVspace <tvspace@aol.com>
Tyson Richard DOWD <trd@murlibobo.cs.mu.OZ.AU>
U.S. Grant <USGrant@usarmy.gov>
Van Piercy <vpiercy@ezinfo.ucs.indiana.edu>
Vernon L. McCandlish <vernmcc@dreamscape.com>
VoXeL <s4606352@mercury.np.ac.sg>
Walter <lesliee@singnet.com.sg>
Werner Arend <kiiar01@commlink.zdv.uni-tuebingen.de>
Will Culbertson <will@mcafee.com>
Will Dieterich <wdieteri@rmi.net>
William D. Hamblen <whamblen@acsu.buffalo.edu>
William Peterson <wfp@HiWAAY.net>
zoel_ii <zoel_ii@fastinet.net>
1.7 Disclaimer - legal stuff
of Orion II. You are free to copy and distribute this FAQ as long as you do
not charge for it. You do NOT have the permission to sell this FAQ, alone or
together with other files, on a CD, disk, or any other media.
asked them for their permission to include supposedly copyrighted material
like the full tech list. They gave me that permission, but Microprose was in
no other way involved in the creation of this FAQ and is in no way
responsible for the information contained here.
perfect, and so there may be mistakes in this FAQ. If you find one, or if
you can solve one of the many open questions, please mail me. You can find
my address at the begin of the FAQ.
sometimes I will form sentences that are unclear or unnecessarily complex. I
am sorry for that but I cannot really change it. Feel free to mail me
corrections of wrong or unclear sentences.
contained in this FAQ. (That should do it.)
a registered trademark of MicroPose Software, Inc. All other trademarks are
the property of their respective holders.
1.8 Abbreviations:
extensively, of the following, not too hard to recognize, abbreviations:
(Hmmm, should've abbreviated this sentence ;-)
MOO - Master of Orion 1
MOM - Master of Magic
RP - Research Points (beakers and microscopes), necessary for research
BC - Billion Credits, the money unit of the game
pop - population, or 1 population unit
NAP - Non-Aggression Pact
BDCV - Beam Defense Combat Value, a ship's defense against beams weapons.
dmg - damage
shld - shield
arm - the armor of a ship
sqrt - (math) square root of x, that is, sqrt(x)*sqrt(x)=x, x1/2
s^t - (math) s to the power of t, st.
str - (also struct) the structure of a ship
sys - systems, the internal systems of a ship
rng - range
sq - (also sqr) one square on the combat grid
spd - speed
spc - space, free space on a ship
x - times ("3x struct" means "Structure multiplied by three")
min. - minimal
information has not been verified or derived yet
really? - expresses doubt, I am not sure about that information.
operation.
PART II: FAQ - Background, Problems, First Steps
- This section is reserved for the standard "FAQ" part - background -
- information about the game, help with technical problems, solutions -
- for general problems regarding the game controls etc. It also contains -
- some hints on how to play your first game(s) and a list of cheat codes. -
-2.1.1 A short description of MOO2
-2.1.2 Multiplayer Abilities
-2.1.3 What hardware do I need to play MOO2?
-2.1.4 Are there any differences between the Win95 and the DOS version?
-2.1.5 What is the latest Patch?
-2.2.1 Video problems
-2.2.2 Sound problems
-2.2.3 Mouse problems
-2.2.4 Network Problems
-2.2.5 The game runs too slow
-2.2.6 The Game corrupts save games and/or crashes often
-2.3.1 The MOOniac's First Steps
-2.3.2 Rob C. Johnson's First Steps
-2.3.3 Roneill's First Steps
-2.3.4 Van Piercy's First Steps
-2.3.5 John Emerson's First Steps
-2.5.1 Main Screen Hotkeys
-2.5.2 Colonies Screen Hotkeys
-2.5.3 Planets Screen Hotkeys
-2.5.4 Fleets Screen Hotkeys
-2.5.5 Leaders Screen Hotkeys
-2.5.6 Races Screen Hotkeys
-2.5.7 Info Screen Hotkeys
-2.5.8 Colony Survey Screen Hotkeys
-2.5.9 Colony Construction Screen Hotkeys
-2.5.10 Ship Design Hotkeys
-2.5.11 Combat Hotkeys
-2.5.12 Game Menu Hotkeys
-2.5.13 Main Menu Hotkeys
-2.5.14 Popup Hotkeys
-2.7.1 Debug Codes
-2.7.2 Not-So-Random Number Cheat
-2.7.3 Guardian Tech Cheat
2.1 What is MOO2?
tradition of games like Civilization, Master of Orion (MOO), and Master of
Magic (MOM). MOO and MOM, also programmed by Simtex, are its direct
ancestors - MOO2 takes the original MOO setting, expands it and adds many
features from MOM. Like these, MOO2 is turn-based, i.e. the time will be
stopped while you enter your commands.
can choose from one of 13 pre-designed races or you can customize your own,
selecting from more than 50 special abilities. Different abilities call for
different strategies.
each). The population on your planet is divided into farmers, workers, and
scientists, which will produce food, production, and research respectively.
They will also yield money. Your workers can build colony ships with which
you can colonize other planets. They can also construct buildings on the
planet which will enhance this planet's output or defend the planet, and
they can build warships. Your scientists will research new technologies (in
8 categories) which will enable you to build better ships and more effective
buildings or give you other advantages.
number and types of weapons, shields, computer, and lots of special systems.
Outdated ships can be refitted with new technology. You move the ships
between the star systems, and when fleets of two different players meet at
one system, they can attack each other. Attacks will be resolved in a combat
screen where you control every move of every ship. You can attack with beam
weapons, missiles, torpedoes, fighters, or special weapons, or you can try
to board and capture other ships. When you are in orbit around an enemy
planet without defenses, you can bombard this planet or invade it with
ground troops. Conquered planets are added to your empire, and you can keep
their original population, who may have boni that your people don't have.
network, null-modem or TEN. Instead of going to war you can also form
non-aggression pacts or alliances, make trade treaties, and exchange
technologies. You can ask the other players to make war or peace with
another player, to give you a technology, or to surrender a system specified
by you. The computer players have the same options. You can also send spies
to your opponent's empires to steal technology or sabotage their colonies.
empires. Second, you can win one of the votes at the Galactic Council which
take place when nearly the whole galaxy is settled. Every player will have a
number of votes proportional to the population in his empire. You need two
thirds of all votes to win, so you probably need friendly empires who vote
for you. Third, you can defeat the Antarans at their homeworld. The Antarans
are a warlike species from another dimension who will occasionally send some
ships to raid randomly selected colonies. Their homeworld is guarded by a
high-tech fleet.
the galaxy, its mineral richness (versus the habitability of planets) and
the starting tech level - on the highest level each player will start with a
number of developed planets and will already have contact to some other
races, which will speed up play in multiplayer games. If you want you can
also remove the Antarans from the game or turn tactical combat off (the
computer will then determine the outcome of battles).
if you haven't played MOO2, you should now have a picture of what we are
talking about.
2.1.2 Multiplayer Abilities
either a human or a computer player. Multiplayer games can be played via
hotseat (all players sit on one computer and enter their commands when the
previous player his finished his turn), via network (each human player has
its own computer), via null-modem (two computers are connected at their LPT
ports), or via TEN (Total Entertainment Network, you play games on-line in
the internet).
hours for a 2 player game in a small or medium galaxy (on hotseat, might be
6 to 7 hours on a network). There are two main reasons for that: A) The turn
ends when all players have finished their turn and hit the "Turn" button.
Even when you finished your own turn quickly, you will have to wait until
the last player with his vast empire has completed all his micromanagement.
B) The battles are resolved one at a time, so while two players are
fighting, the others cannot do anything.
2.1.3 What hardware do I need to play MOO2?
Windows 95), a double-speed CD-ROM drive, a VESA-compatible video card, 75
MB on your harddisk, and a Microsoft compatible mouse. It recommends a
Pentium-90 and 16 MB RAM.
game runs fine and stable, albeit slow. The game has even been reported to
run on a 486SX-25 [Rick Nelson <rhnelson@teleport.com>].
"I am running MOO2 on a 486/66 24MB and on a 386/25 DX 8MB. The game runs
fine on the 486 - at worst, 10 seconds to generate a new turn late in the
game (generally about 2 sec). I have all files copied to my hard drive -
changing screens takes about 1 sec. On the 386 - I have copied as many files
as possible to the HD (only have a 150MB) and am getting the rest from a
network connection to the 486. This machine is slow, but the game is
definitely playable. Turn off the animations etc ... It takes about 2 min to
generate the map at the beginning of the game, and early turns take about 5
sec. Late in the game it starts to get painful with 30 to 60 sec turns (with
many fleets and worlds for the CPU to manage). Tactical combat is also slow.
If this was the only machine I had, I would not buy the game."
than a fast machine with a slow CD-ROM - see also section 2.2.5.
2.1.4 Are there any differences between the Win95 and the DOS version?
to worry which version to buy. The DOS version runs faster, but apart from
that there are no differences. You can even run the DOS version in a DOS
window under Windows 95. Note, however, that in multiplayer games ALL
players must use the same version.
2.1.5 What is the latest Patch?
via ftp.microprose.com (Microprose's FTP server) or www.microprose.com.
Don't be confused by the file "moov13.zip" - this is for MOO1.
2.2 Hardware Problems
Microprose's FTP server: ftp.microprose.com or www.microprose.com.
2.2.1 Video problems
solved when you use the latest DirectX 3 drivers. You can download the
latest redistributable version at:
/www.microsoft.com/mediadev/download/isdk.htm
run the DOS version you either need a video board with VESA 2.0 drivers
*or* you need to get UNIVBE or Display Doctor. Both are TSR's that load if
they can identify your video board's chipset and then provide VESA 2.0 BIOS
extensions and both are shareware. [David Ramsey <dramsey@neosoft.com>]
(MCG: Some players report that MOO2 didn't run together with the Display
Doctor. When they disabled the Display Doctor the problems disappeared.)
defaulting to the VBE2.0 extensions. Typing "univbe on vbe20" allowed me to
install and play Moo2. [Tan Shen Hsiao <krazykid@singnet.com.sg>]
2.2.2 Sound problems
solved when you use the latest DirectX 3 drivers. You can download the
latest redistributable version at:
/www.microsoft.com/mediadev/download/isdk.htm
people complained that they couldn't hear sound during the cutscenes.
This happens if you turn the music off in the "Game" menu. Just turn the
music on again.
2.2.3 Mouse problems
never be accessed because the mouse would always jump over them. Apparently
MOO2 has problems with certain mouse drivers. Using a different driver often
solves the problem. This problem has also been reported for some of the more
exotic input devices, like some trackballs and lightsticks. [MCG]
mouse click would freeze the cursor. It was worse with UNIVBE; all I got was
a blank screen. What I have to do before I play MoO2 is to load UNIVBE and
then run the VBETEST program that comes with univbe. Then everything works
fine. [William D. Hamblen <whamblen@acsu.buffalo.edu>]
program would always say "answer failed" immediately upon pressing the
button. However, the Win95 version worked fine. This may happen if the modem
takes too long to respond to the reset command. Changing the modem init
string from ATZ to just AT may solve the problem. [unknown]
Apparently there is no other solution than saving the game often, and hoping
for the next patch to fix some of the problems.
2.2.5 The game runs too slow
It is reported to run faster.
"smartdrive" (the disk caching program) appear after "mscdex" (the CD-ROM
driver)? If not, the CD-ROM will not be cached because when Smartdrive
initializes, it will not know that a CD-ROM is present. Just put smartdrive
after mscdex. [TOM8OMan <tom8oman@aol.com>, rephrased]
(MCG: Using Smartdrive can also induce another problem - see 2.2.6)
Smartdrive's cache size. However this will reduce the RAM available for the
game.
hard disk. You don't have to change any configuration files - anytime the
game wants to access a file, it will first look if the file is in the game
directory, and only if it can't find it there it will load it from the CD.
You will get the biggest improvement if you simply copy all files from the
CD into your game directory. But be sure not to overwrite the files that
you've already patched!
installed the game) necessary to do this, copy only some selected files. The
first file you should copy is STREAM.LBX. This is the music that plays from
the CD, and it is accessed a lot. If you don't have the space, do NOT copy
the following files: INTRO.LBX, ?????FIN.LBX and GENWINFN.LBX. These 10
files contain the intro and the cutscenes, and they need 40 MB disk space.
Also do NOT copy the TANM_*.LBX files. These 213 files contain the spinning
3d-objects that you see when you researched new tech, and they need 63 MB
disk space. The DIPLOMAT.LBX (45 MB, diplomat/scientist/soldier pictures and
animations), the COUNCIL.LBX (12 MB, graphics for council meetings) and the
ANTAROOM.LBX (11 MB, Antaran "diplomat" pictures and animations) can also
remain on the CD. You then only need about 160 MB for nearly the full game.
experiment to see which files will speed up gameplay more than others - and
mail me your results.
little.
2.2.6 The Game corrupts save games and/or crashes often
disk. You can do this by adding the /X switch to the smartdrive call in your
autoexec.bat, or you can run "smartdrv /X" before you run MOO2.
2.3 First Steps - hints and strategies for your first game
Some of these tips contradict each other, so I included several texts.
Choose the strategy that fits best to your style of playing.
2.3.1 The MOOniac's First Steps
2.3.2 Rob C. Johnson's First Steps
your custom race, choose Creative, no disads, Large homeworld, and spend the
last 3 points however you want.
you should go for. For example, the first thing I go for is the Research Lab
so I can research better. Then I like the Hydroponics Farm, as that 2 food
frees up a farmer to do other stuff. Next, I head for Automated Factory so I
can build stuff sometime today 8-).
so you can supply food from your home to your second colony, and the second
so you can move a colonist to the new world. After that, you either research
a tech that gives you a building, or build a building you've just
researched.
your food producing abilities and freighters match your needs. Hopefully,
there's a good rich or ultra-rich planet in range which isn't heavy/low g,
which can then become your major industrial center, building outposts to
extend range, colony ships for nifty planets, and so on.
treaties are a great help early on (later, they're pitiful compared to what
you produce).
[Rob C. Johnson <rcjohnso@prairienet.org>]
2.3.3 Roneill's First Steps
Psilons first, since you *can't* pick the wrong technology path with a
creative race. Play on tutorial for the first game or two, even easy is not
that easy! Don't expand too far away from your home bases. It's okay to
expand like a maniac in the beginning, but don't use wormholes to go across
the galaxy in the beginning -- stay near cover! Try to be as friendly as
possible with other races. Get every trade and especially research treaty
you can! Try not to sink too many resources into building combat ships until
you can make some good ones - they slow up your colony development (the
first 150-200 turns all I have is outpost and colony ships plus the two
scouts). Larger galaxies give you more breathing room in the beginning and
make for easier but slower games. Turn off Antaran Attacks until you get the
hang of the game. [roneill@eden.com, shortened]
2.3.4 Van Piercy's First Steps
other nice things you like within the 100% limit). Then colonize other
systems as fast as possible.
etc.) as soon as reasonable on EVERY planet, i.e., as soon as you've built
various factories, mines and pollution controls.
size). Keep your ships up to date with the Refit option. Stay alert to
defend against raids on your colonies: maintain good patrols! Of course be
sure that your Command Rating and your Freighter fleet are both running
surpluses.
megawealth or fame. Megawealth is really nice early in the game!
your opponents.
the same time. [Van Piercy <vpiercy@ezinfo.ucs.indiana.edu>]
2.3.5 John Emerson's First Steps
world, -20 ship attack, -20 ship defense, -10 spying and -10 ground combat.
I start out building defensive tech missile bases, battle stations etc. This
acts as a good anti-Antaran tactic. It also deters other races from
bothering me before I can get my fleet built. While those defenses are being
developed I try to snatch all the nice mineral rich worlds I can get my
hands on. This tends to play well with my strategy. I get ahead in research
fast and I'm able to buy all my industrial improvements to get some real
kick ass production. I pick the weakest of my opponents after getting a few
good ships built and start demanding his systems. I was able to successfully
demand 7 systems in my last game. I think it had to do with charisma plus
doomstars. At some point they refuse to give me any more of their systems
and by that time I usually have enough ships to crush them. Then I start
this demand routine over again. [John Emerson <shorts@ix.netcom.com>]
2.4 User Interface
You can't. Simtex forgot to implement this. But if you want to hex edit the
save file, your race's name is at offset 1AA23. [Tip from William Peterson
2.5 Hotkeys
C - Colonies screen I - Info screen
P - Planets screen T - end Turn
F - Fleet screen + - zoom in on galaxy map
L - Leaders screen - - zoom out of galaxy map
F2 - show your previous fleet
F4 - change relocations (If you've set relocations, you can choose a
system. All relocations will be changed to this system.)
F5 - show next system window
F6 - show previous system window
F9 - show distance between to stars (click "from"-cursor on one star,
move "to"-cursor across other stars, click RMB or
F10 - quicksave game to slot 10 (Autosave)
Alt-F2 - toggle "End of turn wait" on/off
Alt-F3 - toggle "Show enemy moves" on/off
Alt-F4 - toggle "Auto-select ships" on/off (in Win95: quit immediately)
Alt-F5 - toggle "Animations" on/off
Alt-F6 - toggle "Auto-select colony" on/off
Alt-F7 - toggle "Show relocation lines" on/off
Alt-F8 - toggle "Show GNN reports" on/off
Alt-F9 - load last saved/loaded game (yes/no-box appears)
Alt-F10- save to slot where you last saved/loaded a game (yes/no-box apprs.)
Esc - close system window
2.5.2 Colonies Screen Hotkeys
P - sort by population B - sort by BC
F - sort by food + - scroll up list
I - sort by industry - - scroll down list
S - sort by science Esc - back to Main screen
Enter - pick up all population in box (if mouse at population and empty)
drop population in box (if mouse at pop. box and pop. on mouse)
as clicking left mouse button (otherwise)
- - scroll up list Enter - as clicking left mouse button
F1 - show next fleet , - show next fleet
F2 - show previous fleet . - show previous fleet
F4 - relocate all ships to (select system)
Alt-F4 - cancel all relocations
A - mark/unmark all ships in fleet
R - relocate from (select system) to (select system)
S - scrap marked ships
U - toggle "show sUpport ships" on/off
C - toggle "show Combat ships" on/off
L - go to Leaders screen
Esc - back to Main screen
Enter - as clicking left mouse button
H - hire (select leader) , - show next system/fleet
P - move (select leader) to pool . - show previous system/fleet
D - dismiss (select leader) Esc - back to previous screen
S - show ship officers Enter - as clicking left mouse button
C - show colony leaders
A - Audience with (select emperor) R - Report of (select empire)
D - Declare war on (select empire) I - Ignore (select emperor)
Esc - back to Main screen Enter - as clicking left mouse button
Esc - back to Main screen Enter - as clicking left mouse button
A - toggle Autobuilding on/off L - go to Leaders screen
B - buy current project Esc - back to previous screen
< - show next colony Enter - as clicking left mouse button
> - show previous colony C - ?
R - Refit (select ship) Esc - cancel, back to previous screen
D - Design (select ship type) Enter - as clicking left mouse button
B - Buy first entry on queue
L - cLear all wepons and systems Esc - cancel, back to previous screen
B - Build (ok, back to prev.scrn.) Enter - as clicking left mouse button
B - toggle Beams on/off - - scroll up list
M - toggle Missiles on/off + - scroll down list
O - toggle bOmbs on/off A - Accept, back to Design Screen
S - toggle Special weapons on/off Esc - cancel, back to Design Screen
- - scroll up list + - scroll down list Esc - cancel
A - start Auto combat S - toggle Scan mode on/off
B - Board (select ship) R - Retreat active ship
W - let active ship Wait D - active ship Done
Z - super-fast auto combat O - show Options
C - Center on active ship Enter - as clicking left mouse button
S - Save Game N - New Game O - Settings
L - Load Game Q - Quit Game Esc - Return
C - Continue Game N - New Game H - Hall of Fame
L - Load Game M - Multiplayer Q - Quit Game
Y - Yes N - No Esc - Close box
2.6 How to pick and/or customize the races against which you play
to create your own scenarios:
multiplayer game. You will be presented with the usual dialogs of game
creation. Create all the races as you desire, including your own. Start the
game, select the race you want to play, and then immediately save the game.
Quit your current game. Now we need to get the computer to take control of
the other players.
There are two avenues of approach in getting the computer to take control of
the human opponents. Both avenues involve choosing Multiplayer | Network |
Load Game.
game to load and then press Start Game when the 1 of X humans have joined
dialog appears. This assumes that you have correctly configured your
network card for your operating system.
with the message comm failure, AND are running Windows 95, you can still
get this method to work by installing an IPX network protocol.
1. go to Settings | Control Panel | Network.
2. choose Add under Configuration.
3. choose Microsoft from the menu.
4. select the IPX protocol and Add it.
5. select OK and restart your computer.
Now proceed with the above Network Card solution.
with the message "comm failure", and do not want to install unwanted
drivers unders Windows 95, you can still get this method to work. Download
Kali. Kali allows you to play IPX games over the internet. Load up Kali,
launch MOO2 and proceed with the above Network Card solution.
load it you will have to load it using Multiplayer | Hotseat. Now, if you
save it again it will finally be recognized soley as a single player game.
Whew! Enjoy your new universe!
This method is a little more involved (and has not been tested by your
author). First, you will need access to a program that allows you to edit
the hex codes of a file. They can be readily found from the AltaVista search
engine.
0x1AA23. Notice this is the location of the race name. Add 19 bytes (0x13)
and you will be the location which designates computer or human player. For
our example, this would be 0x1AA36. The number will be 0x00 through 0x04 or
0x64. Humans are designated by 0x64 while the computers are the other hex
values. I am not sure what each value means (possibly personality). If you
do, let me know. If the number is 0x64 and NOT your race, change it.
players. So, the race name for Player 2 will start at 0x1B8CC (change
0x1B8df), the race name for Player 3 will start at 0x1C775 (change 0x1C788)
etc. When you are done editing the saved game, save the modified version and
enjoy!
2.7 Cheats
einstein - gives you all technologies
menlo - completes the current research in the next turn
iseeall - toggles omniscience on/off (You see all planets and ships and
have contact to all leaders. Costs 3 picks.)
score - shows your current score
canbonly1 - All computer players unite to fight you(only moo2)
allai - Random AI (what exactly ?)
ldr - unknown (something about leaders?)
snd - unknown (something about sound?)
LDR - miglioramenti segreti speciali "improve secret specials(?)"
SND - come sopra ma più avanzate "as above but more advanced(?!)"
2.7.2 Not-So-Random Number Cheat
Actually the random number is generated at the start of the game when
generating the star system. This base number is then used throughout the
game. Random numbers are used for a great number of events, such as asking a
race to do something diplomatically, bad/good events happening, etc. To test
this, wait until you have something happen to you the turn after you save
the game. Reload the save game, go to any race that is willing to trade tech
with you, say no when they offer some worthless piece of tech, and then go
to the next turn. See, nothing happens (or at least something different
happens). Remember that this is cheating though...
[DarkKnight <dmagnuso@rpts.tamu.edu>]
As a quasi-cheat (and a predictability factor), I've discovered that the
Orion techs gained move in a predictable manner. For example, when you beat
Orion, if you don't like the techs gained, load a save game and attack one
turn later ... all the techs move up one on the list (except Death Ray ...
seems you WILL get that). So if you're dying for a Damper Field, just attack
one turn later, until it gets on the list. [Dean <pceasy@norfolk.infi.net>]
2.8 Command Line Options
out anything about the others, please mail me.
/saveset %d
/maps
/seed - set a number(s?) for the random generator, so you can repeat runs
/nolog
/net
/quickstart
/skipintro - do not play the intro
/monsters
/date
2.9 Tools for MOO2
ones I know of:
the limits of MOO2, last version is 1.4.
Program only available at moo2ed.zip [32KB]
By [VoXeL <booger@post1.com>]
abilities) of each race, last version is 1.3.
By [Marc Fisher <mfisher@mail.cjnetworks.com>]
treasury, by [Marc Fisher <mfisher@mail.cjnetworks.com>]
written by Nicholas Guttenberg.
herodata.lbx, last version is 1.0.
By Branko[B.G.Dijkstra@wbmt.tudelft.nl].
PART III: DATA - Lists, Charts and Tables For the Emperor
- This part contains some information about gameplay. It can help you -
- to decide what to build or research next, how to equip your ships etc. -
- -
-3.1.1 Technology Summary
- -
-3.1.2 Compressed And Corrected Technology List
-3.1.2.1 Construction
-3.1.2.2 Power
-3.1.2.3 Chemistry
-3.1.2.4 Sociology
-3.1.2.5 Computers
-3.1.2.6 Biology
-3.1.2.7 Physics
-3.1.2.8 Force Fields
- -
-3.1.3 Planetary Structures
- -
-3.1.4 Ship Systems
-3.1.4.1 Ship System List
- -
-3.1.4.2 Ship System Miniaturization
-3.1.4.2 .1 Miniaturization of Construction Systems
-3.1.4.2 .2 Miniaturization of Power Systems
-3.1.4.2 .3 Miniaturization of Chemistry Systems
-3.1.4.2 .4 Miniaturization of Sociology Systems
-3.1.4.2 .5 Miniaturization of Computer Systems
-3.1.4.2 .6 Miniaturization of Biology Systems
-3.1.4.2 .7 Miniaturization of Physics Systems
-3.1.4.2 .8 Miniaturization of Force Field Systems
-3.1.4.2 .9 Non-Miniaturization of Orion/Antaran Techs
-3.2.1 Money
-3.2.2 Food
-3.2.3 Production
-3.2.4 Pollution
-3.2.5 Research
-3.2.6 Morale
-3.2.7 Population Growth
-3.2.8 Maximal Population
-3.2.9 Assimilation
-3.2.10 Planetary Defense
-3.2.11 Ground Defense and Troop Combat Rating
-3.2.12 Spy Rating
-3.2.13 Diplomacy
-3.2.14 Command Rating
-3.2.15 Scanners and Stealth
-3.2.16 Crew Experience
-3.2.17 Ship Offense: Beams
-3.2.18 Ship Offense: Missiles
-3.2.19 Ship Offense: Torpedoes
-3.2.20 Ship Offense: Fighters
-3.2.21 Ship Offense: Bombs
-3.2.22 Ship Offense: Special Weapons
-3.2.23 Ship Offense/Defense: Boarding Marines
-3.2.24 Ship Defense: Beam Defense
-3.2.25 Ship Defense: Missile Evasion
-3.2.26 Ship Defense: Shields and Other Fields
-3.2.27 Ship Defense: Armor, Structure and Systems
-3.2.28 Ship Speed
-3.2.29 Ship Range
-3.2.30 Ship Size, Space and Cost
-3.2.31 Star Base Combat Values
- -
-3.3.1 Game Setup
-3.3.1.1 Generation of Planets
-3.3.1.2 Distribution of Homeworlds
-3.3.1.3 Game Setup in "Advanced Civilization" mode
- -
-3.3.2 Colonies
-3.3.2.1 Buildings
-3.3.2.2 Population Growth
-3.3.2.3 Jobs of New Population
-3.3.2.4 Rebellions
-3.3.2.5 Multi-Racial Colonies
- -
-3.3.3 Ships, Weapons, Systems
-3.3.3.1 Ships
- -
-3.3.4 Leaders
-3.3.4.1 Leaders List
-3.3.4.2 Leader Levels
-3.3.4.3 Leader Rules
- -
-3.3.5 Diplomacy
-3.3.5.1 Pacts and Treaties
-3.3.5.2 Trading Technology
-3.3.5.3 Demanding
- -
-3.3.6 Spying
- -
-3.3.7 Computer Players
-3.3.7.1 CP's Strategies
-3.3.7.2 CP's Ship Designs
-3.3.7.3 Things that CP's CAN do
-3.3.7.4 Things that CP's CAN'T do
- -
-3.3.8 Monsters
-3.3.8.1 Space Amoeba
-3.3.8.2 Space Crystal
-3.3.8.3 Space Dragon
-3.3.8.4 Space Eel
-3.3.8.5 Space Hydra
- -
-3.3.9 Antarans
-3.3.9.1 Antaran Fleet Development
-3.3.9.2 Chances of being attacked by Antarans
-3.3.9.3 Scrapping Antaran Ships
- -
-3.3.10 Random Events
- -
-3.3.11 Score
3.1 Some Lists and Tables
researched in MOO2. Each column denotes one category of research. Each line
denotes one "level" of research. There are only 17 possible levels, each
marked which a certain cost of research points.
number of that field in its category (column) and the name of the field in
CAPITALS. The following lines show the technologies that this field offers.
You normally choose ONE from these technologies to research. You can NOT
research the other technologies in this field unless your race is
"Creative". A "(G)" in the upper right of the box denotes a "General" field.
In these fields you do not have to choose between the technologies, all are
researched together.
research the field in level 5 only if you already researched all previous
levels in that category. Since no categories has 17 Fields to research there
are empty boxes in the list. These take you automatically to the next level.
categories and "15.000" for the last 4. This is correct.
RP |1. CONSTRUCTION | 2. P O W E R | 3. CHEMISTRY | 4. SOCIOLOGY |
-------|----------------|----------------|----------------|----------------|
|1-ENGINEERNG (G)|1-NUCL.FISSN (G)|1-CHEMISTRY (G)| |
| Colony Base | Nuclear Drive | Nuclear Missile| |
50 | Star Base | Nuclear Bomb | Standard Fuel C| |
| Marine Barracks|----------------| Extend. Fuel T.| |
-------|----------------|2-COLD FUSN. (G)| Titanium Armor |----------------|
|2-ADV.ENGINEERG.| Colony Ship |----------------| |
| Anti-Miss. Rock| Freighters | | |
80 | Fighter Bays | Outpost Ship | | |
| Reinforced Hull| Transport | | |
-------|----------------|----------------|----------------|----------------|
|3-ADV. CONSTRUCT| | |1-MILIT. TACTICS|
150 | Autom.Factories| | | Space Academy |
| Missile Base | | | |
| Heavy Armor | | | |
-------|----------------|----------------|----------------|----------------|
|4-CAPSULE CONST.|3-ADV. FUSION: |2-ADV.METALLURGY| |
250 | Battle Pods | Fusion Drive | Deuterium FuelC| |
| Troop Pods | Fusion Bomb | Tritanium Armor| |
| Survival Pods | Augment.Engines| | |
-------|----------------|----------------|----------------|----------------|
|5-ASTRO ENGINRG.| | | |
400 | Space Port | | | |
| Armor Barracks | | | |
| Fighter Garrisn| | | |
-------|----------------|----------------|----------------|----------------|
|6-ROBOTICS: | |3-ADV. CHEMISTRY|2-XENO RELATIONS|
650 | Robo Mine Plant| | Merculite Miss.| Xeno Psychology|
| Battle Station | | Pollution Proc.| Alien Con. Cent|
| Powered Armor | | | |
-------|----------------|----------------|----------------|----------------|
|7-SERVO MECHANCS|4-ION FISSION: | | |
900 | Fast Miss. Rack| Ion Drive | | |
| Adv.Dmg.Control| IonPulse Cannon| | |
| Assault Shuttls| Shield Capacit.| | |
-------|----------------|----------------|----------------|----------------|
|8-ASTRO CONSTRCT| |4-MOLECUL.COMPR.|3-MACRO ECONOMIC|
1.150 | Titan Construct| | Pulson Missile | Stock Exchange |
| GroundBatteries| | Atmosphere Ren.| |
| Battleoids | | Iridium Fuel C.| |
-------|----------------|----------------|----------------|----------------|
|9-ADV. MANUFACT.| | | |
1.500 | Recyclotron | | | |
| AutoRepair Unit| | | |
| Artif.Planet C.| | | |
-------|----------------|----------------|----------------|----------------|
|10-ADV. ROBOTICS|5-ANTI-MATTER F.|5-NANO TECHNOLOG|4-TEACHING METHD|
2.000 | Robotic Factory| A-Matter Drive | Nano Disassembl| Astro Univrsity|
| Bomber Bays | A-Matter Torp. | Microlite Cnstr| |
| | A-Matter Bomb | Zortrium Armor | |
-------|----------------|----------------|----------------|----------------|
| |6-MATTR-ENRGY-CV| | |
2.750 | | Transporters | | |
| | Food Replicator| | |
| | | | |
-------|----------------|----------------|----------------|----------------|
|11-TECTONIC ENG.|7-HIGH ENERGY D.| | |
3.500 | Deep Core Mine | HighEnergyFocus| | |
| Core Waste Dump| Energy Absorber| | |
| | Megafluxers | |----------------|
-------|----------------|----------------|----------------|5-ADV. GOVERNMNT|
| |8-HYPER-DIM. FIS|6-MOLECUL. MANIP| Confederation |
4.500 | | Proton Torpedo | Zeon Missile | Imperium |
| | Hyper Drive | Neutronium Armr| Federation |
| | Hyper-X Capac. | Uridium Fuel C.| Galactic Unific|
-------|----------------|----------------|----------------|----------------|
|12-SUPERSCALAR C| | |6-GALACT. ECONOM|
6.000 | Star Fortress | | | Gal. Curr. Exch|
| Adv. City Plan.| | | |
| Heavy Fighters | | | |
-------|----------------|----------------|----------------|----------------|
|13-PLANETOID CN.| | | |
7.500 | Doom Star Cnst.| | | |
| Artemis Sys.Net| | | |
| | | | |
-------|----------------|----------------|----------------|----------------|
| |9-INTERPHASED F.|7-MOLECUL. CONTR| |
10.000 | | Interph. Drive | Thorium Fuel C.| |
(!) | | Plasma Torpedo | Adamantium Armr| |
| | Neutronium Bomb| | |
======|================|================|================|================|
| 13 fields with | 9 fields with | 7 fields with | 6 fields with |
| 36 technologies| 26 technologies| 19 technologies| 7 technologies|
| for 24.130 RP | for 24.030 RP | for 18.600 RP | for 14.450 RP |
RP | 5. COMPUTERS | 6. BIOLOGY | 7. PHYSICS |8. FORCE FIELDS |
-------|----------------|----------------|----------------|----------------|
|1-ELECTRONCS (G)| |1-PHYSICS: (G) | |
50 | Electr. Computr| | Laser Cannon | |
| | | Laser Rifle | |
| | | Space Scanner | |
-------|----------------|----------------|----------------|----------------|
| |1-ASTRO BIOLOGY:| | |
80 | | Hydroponic Farm| | |
| | Biospheres | | |
| | | | |
-------|----------------|----------------|----------------|----------------|
|2-OPTRONICS: | |2-FUSION PHYSICS| |
150 | Research Lab | | Fusion Beam | |
| Optr. Computer | | Fusion Rifle | |
| Dauntl.Guid.Sys| | | |
-------|----------------|----------------|----------------|----------------|
| | |3-TACHYON PHYS. |1-ADV. MAGNETISM|
250 | | | Tachyon Commun.| Class I Shield |
| | | Tachyon Scanner| Mass Driver |
| | | Battle Scanner | ECM Jammer |
-------|----------------|----------------|----------------|----------------|
|3-ARTIF. INTELL.|2-ADV. BIOLOGY: | | |
400 | Neural Scanner | Cloning Center | | |
| Scout Lab | Soil Enrichment| | |
| Security Statns| Death Spores | | |
-------|----------------|----------------|----------------|----------------|
| | | |2-GRAVIT. FIELDS|
650 | | | | Anti-Grav Harn.|
| | | | Inertial Stabil|
| | | | Gyro Destabil. |
-------|----------------|----------------|----------------|----------------|
|4-POSITRONICS: |3-GENETIC ENGIN.|4-NEUTRINO PHYS.|3-MAGNETO GRAVIT|
900 | Positr. Computr| Telepath.Train.| Neutron Blaster| Cl. III Shield |
| Pl. Supercomp. | Microbiotics | Neutron Scanner| Pl.Radiaton Sh.|
| Holo Simulator | | | Warp Dissipator|
-------|----------------|----------------|----------------|----------------|
| |4-GENETIC MUTAT.|5-ARTIFIC. GRAV.| |
1.150 | | Terraforming | Tractor Beam | |
| | | Graviton Beam | |
| | | Pl.Grav.Gener. | |
-------|----------------|----------------|----------------|----------------|
|5-ARTIF.CONSCSNS|5-MACRO GENETICS|6-SUBSPACE PHYS.|4-ELECTROM. REFR|
1.500 | Emissn.Guid.Sys| Subterr. Farms | Subspace Commun| Stealth Field |
| Rangemaster TU | Weather Contr. | Jump Gate | Personal Shield|
| Cyber Sec. Link| | | Stealth Suit |
-------|----------------|----------------|----------------|----------------|
| | |7-MULTIPHASED PH|5-WARP FIELDS: |
2.000 | | | Phasor | Pulsar |
| | | Phasor Rifle | Warp Field Int.|
| | | Multi-Ph.Shield| Lightning Field|
-------|----------------|----------------|----------------|----------------|
|6-CYBERTRONICS: |6-EVOLUT.GENETIC| |6-SUBSPACE FLDS.|
2.750 | Cybertr. Comp. | Psionics | | Class V Shield |
| Autolab | Height. Intell.| | MultiWave ECM J|
| Struct.Analyzer| | | Gauss Cannon |
-------|----------------|----------------|----------------|----------------|
|7-CYBERTECHNICS:| |8-PLASMA PHYSICS|7-DISTORT. FLDS.|
3.500 | Android Farmers| | Plasma Cannon | Cloaking Device|
| Android Workers| | Plasma Rifle | Stasis Field |
| Android Scient.| | Plasma Web | Hard Shields |
-------|----------------|----------------|----------------|----------------|
|8-GAL.NETWORKING|7-ARTIFIC. LIFE:|9-MULTIDIM.PHYS.|8-QUANTUM FIELDS|
4.500 | Virt.Real.Netwk| Bio Terminator | Disruptor Cann.| Cl. VII Shield |
| Galact.Cybernet| Univ. Antidote | Dimens. Portal | Pl. Flux Shield|
| | | | Wide Area Jamm.|
-------|----------------|----------------|----------------|----------------|
|9-MOLECULARTRON.| |10-HYPERDIM.PHYS| |
6.000 | Pleasure Dome | | Hyperspace Comm| |
| Molec. Computer| | Sensors | |
| Achilles Targ.U| | Mauler Device | |
-------|----------------|----------------|----------------|----------------|
| |8-TRANS GENETICS| |9-TRANSWARP FLDS|
7.500 | | Biomorph. Fungi| | Displacement D.|
| | Gaia Transform.| | Subspace Telep.|
| | Evolut.Mutation| | Inertial Nullif|
-------|----------------|----------------|----------------|----------------|
| | |11-TEMPORAL PHYS|10-TEMPORAL FLDS|
15.000 | | | Time Warp Facil| Class X Shield |
(!) | | | Stellar Convert| Pl.Barrier Shld|
| | | Star Gate | Phasing Cloak |
======|================|================|================|================|
| 9 fields with | 8 fields with | 11 fields with | 10 fields with |
| 24 technologies| 17 technologies| 29 technologies| 30 technologies|
| for 17.750 RP | for 18.780 RP | for 35.000 RP | for 38.550 RP |
Sum: 73 fields with 188 technologies for 191.290 Research Points.
categories, each category is divided into its fields of research, and each
field is divided into its technologies. They are numbered accordingly, e.g
8.5.a will denote the first technology (Pulsar) of the fifth field
(Warp Fields) of the eigth category (Force Fields). The numbers are the same
as in the chart above and will be used throughout this document.
with "3.1.2" because this is the number of the tech list section in this
FAQ, but this lead to confusingly long numbers like 3.1.2.8.5.a for the
Pulsar. Instead it has entry No. T.8.5.a - the "T" just replaces the
"3.1.2". Since all technologies start with a "T", this is usually not
mentioned when referring to them. I will just refer to "Pulsar (8.5.a)".
kinds of technologies in this category, and then explains them field by
field.
that field is "General" (you automatically research all technologies of this
field together), this will be noted in brackets after the name. Next there
may appear the abbreviation "Avg" (or "Adv"). These mean that you usually
have already researched this field (and all previous fields) when you play
on Tech Level "Average" (or "Advanced Civilization").
(research points) that you have to invest if you want to research that field
and if you already have researched all previous fields in that category. The
second one is the amount of RP that you have to invest into this _category_
to research that field. You will not be able to research field 5 if you have
not researched fields 1-4 before, so in a way the total cost for field 5
also includes the accumulated costs for all previous fields. This
accumulated RP cost is shown in the second RP number.
RP. But to research the former you have to invest 7130 RP into Construction,
whereas for the latter you only need to invest 3950 RP into sociology. Keep
this in mind when exchanging technologies.
listed, starting with a letter (a-d) and their name. Then a three-letter
abbreviation shows the type of this technology. The abbreviations mean:
Ach - Achievement Bld - Building Shp - Ship And - Android
Eqp - Equipment Sat - Satellite Sys - System Spc - Special
The technology types are well explained on page 66 of the manual.
T.1 Construction
This category covers mainly Production Enhancements, Star Bases, Fighters,
Barracks, Huge Ship Sizes and Planetary Defense.
T.1.1 Engineering (General) (Avg) (50 RP)
a) Colony Base Spc Colonize planet in same system.
b) Star Base Sat +1 command point, +2 scanner range at system
Can build large ships. Defends planet.
Repairs damaged ships in system automatically
Costs 400 PP to build and 2 BC to maintain.
c) Marine Barracks Bld Has 4 Marine units, +1 new unit per 5 turns
(max: 1/2 curr.pop. or 1/2 base max.pop.)
Removes 20% morale penalty in Feu/Dic/Con/Imp
Produce Infantry until Powered Armor (1.6.c)
is researched, then Powersuits.
Necessary to build Transport ships.
Costs 60 PP to build and 1 BC to maintain.
T.1.2 Advanced Engineering (80 RP / 130 total)
a) Anti-Missile Rockets Sys Range 15. Destroy incoming missile/fighter
with 85% chance (-5% per square distance)
b) Fighter Bays Sys 4 Interceptors with: Speed 6 + 2x drive level
Struct 2 (multiplied with best armor level),
best computer and Point Defense beam weapon.
Can target ships, planet, fighters, missiles.
Fly to target, attack weakest shield 4 times,
return to carrier, await new orders.
Fighters have a 50% chance to avoid the
effects of any ship self-destruct or warp
core breach explosions.
c) Reinforced Hull Sys Triples structure points.
Triples damage necessary to destroy drive.
T.1.3 Advanced Construction (150 RP / 280 total)
a) Automated Factories Bld +5 production at planet, +1 prod. per worker
Costs 60 PP to build and 1 BC to maintain.
b) Missile Base Bld 300 space for best missiles, unlimited ammo.
Costs 120 PP to build and 2 BC to maintain.
c) Heavy Armor Sys Triples armor points, negates Armor Piercing.
T.1.4 Capsule Construction (250 RP / 530 total)
a) Battle Pods Sys +50% space on ship
b) Troop Pods Sys Doubles number of Marines on ship
c) Survival Pods Ach Saves leader if at least 1 ship survived.
T.1.5 Astro Engineering (400 RP / 930 total)
a) Space Port Bld +50% money on planet.
Costs 80 PP to build and 1 BC to maintain.
b) Armor Barracks Bld Has 2 Armor units, +1 new unit per 10 turns.
(max: 1/4 current pop. or 1/4 base max.pop.)
Removes 20% morale penalty in Feu/Dic/Con/Imp
Units will be Tanks until Battleoids (1.8.c)
is researched.
Costs 150 PP to build and 2 BC to maintain.
c) Fighter Garrison Bld House 10x4 Interceptors or 6x4 Bombers (if
researched) or 4x4 Heavy Fighters (if res.).
Gives new fighters every 10 combat turns.
Costs 150 PP to build and 2 BC to maintain.
T.1.6 Robotics (Adv) (650 RP / 1580 total)
a) Robo Mining Plant Bld +10 production at planet, +2 prod. per worker
Costs 150 PP to build and 2 BC to maintain.
b) Battle Station Sat +2 command points, +4 scanner range at system
+10% attack for frndly ships defending planet
Repairs damaged ships in system automatically
Costs 1000 PP to build and 3 BC to maintain.
Replaces Star Base (1.1.b)
c) Powered Armor Eqp +10 troop combat rating, +1 troop hit point
Powersuits replace infantry (see 1.1.c).
T.1.7 Servo Mechanics (900 RP / 2480 total)
a) Fast Missile Racks Sys Fire missiles 2x in 1 turn. Require 1 turn
without firing missiles to recharge.
b) Adv. Damage Control Ach All ships compl. repaired after each battle
c) Assault Shuttles Sys 4 Shuttles with: Speed 2 + 2x drive level,
Struct 3 (multiplied with best armor level),
best computer and 1 Marine each.
Fly to target, drop off marine, do not return
to carrier (v1.31).
Drop Marine even if enemy's shields are up.
Marines are not deducted from ship's crew.
T.1.8 Astro Construction (1150 RP / 3630 total)
a) Titan Construction Shp Construction of Titan ship class possible.
b) Ground Batteries Bld 300 space for best HV and PD beam weapons.
Costs 200 PP to build and 2 BC to maintain.
c) Battleoids Eqp Armor Barracks now produce Battleoids.
+10 combat rating (to armored units)
Take 3 hits to destroy (3 Hit Points)
You automatically get Armor Barracks (1.5.b)
T.1.9 Advanced Manufacturing (1500 RP / 5130 total)
a) Recyclotron Bld +1 prod. per pop. unit, no incr. pollution
Costs 200 PP to build and 3 BC to maintain.
b) Automated Repair Unit Sys Takes per turn 20% of ship's armor and struct
damage and restores them, struct first.
Repairs 10% internal system damage each turn.
Completely repairs ship after battle.
c) Artif. Planet Constr. Spc Colony can transform a Gas Giant (Asteroids)
in the same system into a new Barren Norm-G
Abundant huge (large) planet.
T.1.10 Advanced Robotics (2000 RP / 7130 total)
a) Robotic Factory Bld +5/8/10/15/20 production on U.Poor/Poor/
Abundant/Rich/U.Rich worlds.
Costs 200 PP to build and 3 BC to maintain.
b) Bomber Bays Sys 4 Bombers with: Speed 4 + 2x drive level,
Struct 4 (multiplied with best armor level),
best computer and 1 of best bomb.
Can target planets and ships.
Fly to target, drop bomb on weakest shield,
return to carrier, await new orders.
T.1.11 Tectonic Engineering (3500 RP / 10.630 total)
a) Deep Core Mine Bld +15 production at planet, +3 prod. per worker
Costs 250 PP to build and 3 BC to maintain.
b) Core Waste Dumps Bld Eliminates pollution on planet completely.
Costs 200 PP to build and 8 BC to maintain.
T.1.12 Superscalar Construction (6000 RP / 16.630 total)
a) Star Fortress Sat +3 command points, +6 scanner range at system
+20% attack for frndly ships defending planet
Repairs damaged ships in system automatically
Costs 2500 PP to build and 4 BC to maintain.
Replaces Battlestation (1.6.b)
b) Adv. City Planning Ach +5 max.population for every planet
c) Heavy Fighters Sys 4 Hvy Fightrs with: Speed 4 + 2x drive level,
Struct 5 (multiplied with best armor level),
best computer, 2 bombs, 2 of best PD weapon.
Can target planets and ships.
Fly to target, drop 1st bomb, fire 2 beams,
hover around, drop 2nd bomb, fire beams
again, return to carrier, await new orders.
(Attack weakest shield always.)
T.1.13 Planetoid Construction (7500 RP / 24.130 total)
a) Doom Star Construct. Shp Construction of Doom Star ship class possible
b) Artemis System Net Sat Protect system with mine field
Mines hit small/medium/large/huge/titan/dstar
ships with 20/30/40/50/80/100%
Hit delivers 150-550 damage to armor, then
internal systems, not absorbed by shields.
(100-500 points less shields?)
Costs 1000 PP to build and 5 BC to maintain.
T.1.14 Hyper-Advanced Engineering (15000 RP + 10000 * Level)
T.2 Power
This category covers mainly engines, torpedoes and bombs.
T.2.1 Nuclear Fission (General) (50 RP)
a) Nuclear Drive Shp Moves ships at 2 parsecs/turn
b) Nuclear Bomb Sys 3-12 points bomb damage
c) Freighters Shp Transport 5 food or 1 population per 5 fr.
T.2.2 Cold Fusion (General) (Avg) (80 RP / 130 total)
a) Colony Ship Shp Colonize planet in new system.
b) Outpost Ship Shp Build Outpost on any uninhabited planet /
Gas Giant / Asteroid.
c) Transport Shp Includes 4 Marines for ground combat.
T.2.3 Advanced Fusion (Adv) (250 RP / 380 total)
a) Fusion Drive Shp Moves ships at 3 parsecs/turn
b) Fusion Bomb Sys 4-24 points bomb damage
c) Augmented Engines Sys +5 combat speed
T.2.4 Ion Fission (900 RP / 1280 total)
a) Ion Drive Shp Moves ships at 4 parsecs/turn
b) Ion Pulse Cannon Sys 2-10 beam damage on shields, then systems
(passes armor), no effect on monst/Antarans.
Mods: AF, CO
c) Shield Capacitor Sys Triples shield recharge rate
(SRR +70% of strongest shield?)
T.2.5 Anti-Matter Fission (2000 RP / 3280 total)
a) Anti-Matter Drive Shp Moves ships at 5 parsecs/turn
b) Anti-Matter Torpedo Sys 25 damage, speed 20, fires every 2 turns.
Mods: ECCM, ENV, OVR
c) Anti-Matter Bomb Sys 5-40 points bomb damage
T.2.6 Matter-Energy Conversion (2750 RP / 6030 total)
a) Transporters Sys Transport Marines on enemy ship from 12
squares away if the shield facing the
attacker is down.
Drop bombs on planet from 12 squares away.
b) Food Replicators Bld Convert 2 production into 1 food as needed.
Costs 200 PP to build and 10 BC to maintain.
T.2.7 High Energy Distribution (3500 RP / 9530 total)
a) High Energy Focus Sys +50% beam weapon damage.
b) Energy Absorber Sys Absorbs 1/4 of potential damage to ship and
can throw this energy on an enemy ship next
turn (always hits)
c) Megafluxers Ach +25% space on each ship
T.2.8 Hyper-Dimensional Fission (4500 RP / 14.030 total)
a) Proton Torpedo Sys 40 damage, range 24, fires every 2 turns.
Hit the turn they are fired.
Mods: ECCM, ENV, OVR
b) Hyper Drive Shp Moves ships at 6 parsecs/turn.
c) Hyper-X Capacitors Sys Fires beams 2 times in one turn. Require
1 turn without firing beams to recharge.
T.2.9 Interphased Fission (10000 RP / 24.030 total)
a) Interphased Drive Shp Moves ships at 7 parsecs/turn
b) Plasma Torpedo Sys Speed 24, fires every 2 turns.
Damage 120, -5 per square of distance.
Mods: ECCM, ENV, NR, OVR
c) Neutronium Bomb Sys 10-60 points bomb damage
T.2.10 Hyper-Advanced Power (15000 RP + 10000 * Level)
* Androids may be built repeatedly (as long as the planet can support more
list is ordered by the effects of those structures. If possible, these occur
in the same order as on the Colony Screen. The columns mean:
BC - BC's to pay for maintenance each turn
Effects - effects of the structure once it is built
Tech - Technology you have to research to be able to build this
structure. Numbers refer to those in the Tech List (3.1.2).
RP - research points necessary to research that technology
Total - total (accumulated) RP necessary to research that technology
population) and cost 1 production unit each.
Terraforming costs 250 PP the first time you use it, 500 PP the second
time you use it on the same planet and 750 PP the third time. You may
use it until the planet becomes Terran.
The Maintenance Cost of 5 for the Colony Base is probably a bug. Since
Colony bases expire if you do not use them at once, they do not need any
maintenance?
A star in the Tech Number (e.g. 2.2.*) means that this is a general field,
so you do not have to choose between the technologies.
3.1.4 Ship Systems
Columns mean:
Siz/Cst - Two pairs of values. The former shows size and production cost
of the unminiaturized system (when it has ben just researched),
the latter shows size and production cost of the system with
maximal miniaturization (usually systems can miniaturize six
times). See the explanation of sizes and costs in section
3.1.4.2 for further explanation.
Tech - Technology you have to research to be able to build this
structure. Numbers refer to those in the Tech List (3.1.2).
RP - research points necessary to research that technology
Total - total (accumulated) RP necessary to research that technology
Computers: Effect: Siz/Cst Siz/Cst Tech: RP: Total
Electr. Comput. 25% BOCV (see 3.1.4.2.5) 5.1.* 50 50
Optronic Comp. 50% BOCV (see 3.1.4.2.5) 5.2.b 150 200
Positronic C. 75% BOCV (see 3.1.4.2.5) 5.4.a 900 1500
Cybertronic C. 100% BOCV (see 3.1.4.2.5) 5.6.a 2750 5750
Moleculartr.C. 125% BOCV (see 3.1.4.2.5) 5.9.b 6000 17750
Beam Weapons:
Weapon: Damage I 3ACEHPRS Spc Siz/Cst Siz/Cst Tech: RP: Total
Laser Cannon 1-4 3ac hpr 10*5 3*1 7.1.* 50 50
Fusion Beam 2-6 cehp 10*6 3*1 7.2.a 150 200
Mass Driver 6 * 3a hpR 10*7 3*1 8.1.b 250 250
Ion Pulse Cann 2-10 * 3Ac sys 30*15 8*3 2.4.b 900 1280
Neutron Blastr 3-12 c h kil 10*8 3*2 7.4.a 900 1350
Graviton Beam 3-15 c h +st 15*12 4*3 7.5.b 1150 2000
Phasor 5-20 3 c hp s 10*10 3*2 7.7.a 2000 6000
Gauss Cannon 18 * 3a h R 10*10 3*2 8.6.c 2750 8050
Plasma Cannon 6-30 * cEh drd 25*15 6*3 7.8.a 3500 9500
Disruptor Can 40 * 3 h R 20*25 5*6 7.9.a 4500 14000
Mauler Device 100 h a+d 50*75 30*18 7.10c 6000 20000
Particle Beam 10-30 c hp S 15*35 15*35 9.2.5 Orion Orion
Death Ray 50-100 c h kil 30*75 30*75 9.2.1 Orion Orion
Stellar Conv. 400 * E R alw 500*500 200*125 7.11b 15000 35000
(legend: see section 3.2.17)
Beam Support:
Battle Scanner +50% BOCV 250%100 100%25 7.3.c 250 450
Scout Lab +20% BOCV ag. monsters 300%150 120%35 5.3.b 400 600
Rangemaster TU BOCV range penalty calc. 200%200 80%50 5.5.b 1500 3000
as if range was only 1/3
High En. Focus +50% beam damage 200%200 80%50 2.7.a 3500 9530
Struct.Analyz. 2x dmg if shlds penetr 150%200 60%50 5.6.c 2750 5750
Hyper-X Capac. 2 shots with 1 turn wait 200%200 80%50 2.8.c 4500 14030
Achilles T.U. All weap. ignore Armor 200%300 80%75 5.9.c 6000 17750
If shield penetrated 2x chance to hit weapons or shields
Missiles: Damage: Struct:
Nuclear Miss. 8 4 20*20 5*5 3.1.* 50 50
Merculite Miss 14 6 20*20 5*5 3.3.a 650 950
Pulson Missile 20 8 20*20 5*5 3.4.a 1150 2100
Zeon Missile 30 10 20*20 5*5 3.6.a 4500 8600
Fast Miss.Rack 2 shots with 1 turn wait 200%200 80%50 1.7.a 900 2480
Torpedoes:
Anti-Matter T. Damage 25, Speed 20 30*15 12*3 2.5.b 2000 3280
Proton Torpedo Damage 40, Range 24 30*20 12*5 2.8.a 4500 14030
Plasma Torpedo Dmg 120 -5/sq, Spd 24 40*75 16*18 2.9.b 10000 24030
Fighters:
Fighter Bays 1 beam, fire 4x 30*10 30*2 1.2.b 80 130
Assault Shutt. carry 1 Marine 25*10 25*2 1.7.c 900 2480
Bomber Bays carry 1 bomb 60*30 60*7 1.10b 2000 7130
Heavy Fighters 2 bombs + 2 beams (2x?) 80*50 80*12 1.12c 6000 16630
Bombs:
Nuclear Bomb 3-12 Damage 5*3 1*1 2.1.* 50 50
Fusion Bomb 4-24 Damage 7*5 2*1 2.3.b 250 380
Anti-Matter B. 5-40 Damage 7*6 2*1 2.5.c 2000 3280
Neutronium B. 10-60 damage 10*9 3*2 2.9.c 10000 24030
Bio Weapons:
Death Spores 10% to kill 1 pop 5*5 1*1 6.2.c 400 480
Bio Terminator 20% to kill 1 pop 7*8 2*2 6.7.a 4500 11280
Special Weapons:
Plasma Web Rng 15, 5-25 env.dmg. 40*40 16*10 7.8.c 3500 9500
persists
Gyro Destabil. (1-4)x size struct dmg 75*50 30*12 8.2.c 650 900
Rng 15. Pass Shld/Arm
Pulsar (2-24)x size dmg to 50*30 20*7 8.5.a 2000 5300
ship/miss/fight, 6 sq rad.
Spatial Compr. (4-32)x size dmg to 50*40 50*40 9.2.6 Orion Orion
everything in 2 sq rad.
Black Hole Gen target cannot move, is 150*150 150*150 9.2.8 Orion Orion
destroyed in 2 turns
Tractor Beam slows/immobilizes ship 30*20 12*5 7.5.a 1150 2500
Stasis Field Rng 3. Target is frozen 75*75 30*18 8.7.b 3500 11550
and cannot be attacked
AntiMiss.Rock. Hit with 85% -5/square 20*5 8*1 1.2.a 80 130
ag. missiles/fighters
Energy Absorbr absorbs 1/4 of pot. 250%250 100%62 2.7.b 3500 9530
damage, throws back
Quantum Deton. 50% self-destr. when capt 60%90 60%90 9.2.4 Orion Orion
3x damage
Boarding:
Security Stat. +20 defense bonus 100%50 40%12 5.3.c 400 600
Troop Pods 2x Marines onboard 250%100 250%25 1.4.b 250 530
Tractor Beam slows/immobilizes ship 30*20 12*5 7.5.a 1150 2500
Transporters beam Mar. from 12 sq 200%100 80%25 2.6.a 2750 6030
if facing shld down
Beam Defense:
Inert. Stabil. +50% BDCV, 1/2 turn cost 300%100 120%25 8.2.b 650 900
Inert. Nullif. +100% BDCV, no turn cost 300%450 120%112 8.9.c 7500 23550
Cloaking Dev. +80% BDCV when cloaked 250%250 100%62 8.7.a 3500 11550
ECM Systems:
ECM Jammer +70% missile evasion 200%100 80%25 8.1.c 250 250
Multi-Wave ECM +100% miss. evasion 200%200 80%50 8.6.b 2750 8050
Wide Area Jam. +130% ship, +70% fleet 400%400 160%100 8.8.c 4500 16050
Shields: Block: Absorb:
Class I Shield 1 5x size 200%100 50%25 8.1.a 250 250
Cl. III Shield 3 15x size 200%100 50%25 8.3.a 900 1800
Class V Shield 5 25x size 200%100 50%25 8.6.a 2750 8050
Cl. VII Shield 7 35x size 200%100 50%25 8.8.a 4500 16050
Class X Shield 10 50x size 200%100 50%25 8.10a 15000 38550
Shld Capacitor triples recharge rate 200%200 80%50 2.4.c 900 1280
Multi-Ph.Shlds +50% Absorption 200%200 80%50 7.7.c 2000 6000
Hard Shields Block +3 dmg, negate SP 200%200 80%50 8.7.c 3500 11550
Other Fields;
Energy Absorbr absorbs 1/4 of pot. dmg. 250%250 100%62 2.7.b 3500 9530
throws it back
Displacem.Dev. 30% ch. any weapon misses 200%300 80%75 8.9.a 7500 23550
Phasing Cloak 10 turns invulnerability 300%450 120%112 8.10c 15000 38550
Damper Field Blocks 3/4 dmg, no Shield 100%150 100%150 9.2.3 Orion Orion
Reflect.Field can reflect beams 200%300 200%300 9.2.2 Orion Orion
Cloaking Dev. 50% ch. missiles miss 250%250 100%62 8.7.a 3500 11550
Lightning Fld. 50% chance to destroy 200%200 80%50 8.5.c 2000 5300
miss./fight./torps
AntiMiss.Rock. Hit with 85% -5/square 20*5 8*1 1.2.a 80 130
ag. missiles/fighters
Armor/Structure:
Reinforcd Hull Struct x3, Drive x3 200%100 200%25 1.2.c 80 130
Heavy Armor Armor x3, negate AP 200%100 200%25 1.3.c 150 280
AutoRepair Un. Fix Arm,Struct,Sys. 200%200 80%50 1.9.b 1500 5130
Speed:
Augmented Eng. +5 combat speed 200%100 200%25 2.3.c 250 380
Inert. Stabil. 1/2 turn cost, +50% BDCV 300%100 120%25 8.2.b 650 900
Inert. Nullif. no turn cost, +100% BDCV 300%450 120%112 8.9.c 7500 23550
Subsp.Teleprt. 20 square jump in combat 200%300 80%75 8.9.b 7500 23550
Phase Shifter 18 sq. jump, target any % ? % 9.2.9 Orion Orion
TimeWarp Fac. ship gets 2 combat turns 300%450 120%112 7.11a 15000 35000
Range:
Ext.Fuel Tanks +50% range for ship 250%120 250%30 3.1.* 50 50
Space:
Battle Pods +50% space on ship -500%1600 -500%1600 1.4.a 250 530
Stealth:
Stealth Field Invisible on galaxy map 200%200 80%50 8.4.a 1500 3300
miniaturize - this means they cost less production to build, and often they
also take up less space. The following tables show how the size and cost of
each ship system change when you have researched a better tech level in the
same research category. The columns in the tables mean:
RP - research points necessary to achieve that tech level
Total - total (accumulated) RP necessary to achieve that level
noted on top of the column with its name and its tech number. Each line of
this column shows two numbers for the size and cost of that system at the
corresponding tech level. The leftmost number denotes the size of the
system, while the rightmost number shows its cost. The star "*" or percent
sign "%" between these numbers determine how they must be read - and now it
gets a little complicated.
for weapons. At any given tech level one weapon will have the same size and
cost regardless in which hull you put it. This is not the case for special
systems: They take up a certain percentage of the hull so that they need
more space and more production points in larger ships. Thus I had to
implement two ways of describing Size and Cost: for weapons it will read
something like "10*20", meaning "this is a weapon system (denoted by the
"*") and it takes up 10 space and costs 20 PP". For special systems, it will
read something like "125%63", meaning "this is a special system (denoted by
the "%") and it takes up 12.5% of the hull and costs 6.3 PP per 100 hull
space". (Note: The "hull space" in these calculations is the base hull
space, so if you have researched Megafluxers, you have 125% space on your
ship.) If this sounds complicated, it is. But if you understand it it will
greatly help you in planning ship designs.
Lvl Spc(shields+weapons) Spc(other) Prod
1 .80 (not torps) .8 .75
2 .66 (or special) .7 .55
3 .50 (weapons) .6 .40
4 .36 .5 .30
5+ .25 .4 .25
(round .5+ up) (always round up)(always round down)
(never to 0)
- You don't have to research new _weapons_ in order to miniaturize older
weapons. You just have to get a higher tech level in that category. It
doesn't matter whether you research the Neutron Blaster or the Neutron
Scanner, that old Laser Cannon will miniaturize anyway.
Blaster from another player won't give you the tech level and thus won't
miniaturize the Laser. There is one exception to this: If you get the last
technology of a field that you could research (i.e the field appears in
your research screen), you will get the according tech level. So if you
could trade for the Neutron Blaster and the Neutron Scanner, you would get
the tech level.
nevertheless can build that system immediately. Its cost and size are as
if you had just researched it. However the system will not miniaturize
unless your according tech level gets higher than the system's own tech
level. So if you obtained Graviton Beams through trade, those will not
miniaturize when you research the Neutron Blaster, or the Tractor Beam.
that system will at once miniaturize, as if you had possessed it all the
time.
3.1.4.2.1 Miniaturization of Construction Systems
Fighter Assault Bomber Heavy Anti-Miss.
Note: Shields treat the Doom Star hull size as if it had only 1000 space,
Bays Shuttles Bays Fighters Rockets
Lv: RP: Total: 1.2.b 1.7.c 1.10b 1.12c 1.2.a
2 80 130 30*10 20*5
3 150 280 30*7 16*3
4 250 530 30*5 14*2
5 400 930 30*4 12*2
6 650 1580 30*3 10*1
7 900 2480 30*2 25*10 8*1
8 1150 3630 30*2 25*7 8*1
9 1500 5130 30*2 25*5 8*1
10 2000 7130 30*2 25*4 60*30 8*1
11 3500 10630 30*2 25*3 60*22 8*1
12 6000 16630 30*2 25*2 60*16 80*50 8*1
13 7500 24130 30*2 25*2 60*12 80*37 8*1
14 25000 49130 30*2 25*2 60*9 80*27 8*1
15 35000 84130 30*2 25*2 60*7 80*20 8*1
16 45000 129130 30*2 25*2 60*7 80*15 8*1
17 55000 184130 30*2 25*2 60*7 80*12 8*1
Reinf. Heavy Battle Troop Fast Miss. Auto
Hull Armor Pods Pods Racks Repair U.
Lv: RP: Total: 1.2.c 1.3.c 1.4.a 1.4.b 1.7.a 1.9.b
2 80 130 200%100
3 150 280 200%75 200%100
4 250 530 200%55 200%75 -500%1600 250%100
5 400 930 200%40 200%55 -500%1600 250%75
6 650 1580 200%30 200%40 -500%1600 250%55
7 900 2480 200%25 200%30 -500%1600 250%40 200%200
8 1150 3630 200%25 200%25 -500%1600 250%30 160%150
9 1500 5130 200%25 200%25 -500%1600 250%25 140%110 200%200
10 2000 7130 200%25 200%25 -500%1600 250%25 120%80 160%150
11 3500 10630 200%25 200%25 -500%1600 250%25 100%60 140%110
12 6000 16630 200%25 200%25 -500%1600 250%25 80%50 120%80
13 7500 24130 200%25 200%25 -500%1600 250%25 80%50 100%60
14 25000 49130 200%25 200%25 -500%1600 250%25 80%50 80%50
3.1.4.2.2 Miniaturization of Power Systems
Nucl. Fusion AMattr Neutr. AMatter Proton Plasma Ion Pls
Bomb Bomb Bomb Bomb Torpedo Torpedo Torpedo Cannon
Lv: RP: Total: 2.1.* 2.3.b 2.5.c 2.9.c 2.5.b 2.8.a 2.9.b 2.4.b
1 50 50 5*3
2 80 130 4*2
3 250 380 3*1 7*5
4 900 1280 3*1 6*3 30*15
5 2000 3280 2*1 5*2 7*6 30*15 24*11
6 2750 6030 1*1 4*2 6*4 24*11 20*8
7 3500 9530 1*1 2*1 5*3 21*8 15*6
8 4500 14030 1*1 2*1 4*2 18*6 30*20 11*4
9 10000 24030 1*1 2*1 2*1 10*9 15*4 24*15 40*75 8*3
10 15000 39030 1*1 2*1 2*1 8*6 12*3 21*11 32*56 8*3
11 25000 64030 1*1 2*1 2*1 7*4 12*3 18*8 28*41 8*3
12 35000 99030 1*1 2*1 2*1 5*3 12*3 15*6 24*30 8*3
13 45000 144030 1*1 2*1 2*1 4*2 12*3 12*5 20*22 8*3
14 55000 199030 1*1 2*1 2*1 3*2 12*3 12*5 16*18 8*3
Augmented Shield Trans- High En. Energy Hyper-X
Engines Capacitor porters Focus Absorber Capacitor
Lv: RP: Total: 2.3.c 2.4.c 2.6.a 2.7.a 2.7.b 2.8.c
3 250 380 200%100
4 900 1280 200%75 200%200
5 2000 3280 200%55 160%150
6 2750 6030 200%40 140%110 200%100
7 3500 9530 200%30 120%80 160%75 200%200 250%250
8 4500 14030 200%25 100%60 140%55 160%150 200%185 200%200
9 10000 24030 200%25 80%50 120%40 140%110 175%135 160%150
10 15000 39030 200%25 80%50 100%30 120%80 150%100 140%110
11 25000 64030 200%25 80%50 80%25 100%60 125%75 120%80
12 35000 99030 200%25 80%50 80%25 80%50 100%62 100%60
13 45000 144030 200%25 80%50 80%25 80%50 100%62 80%50
3.1.4.2.3 Miniaturization of Chemistry Systems
Nuclear Mercul. Pulson Zeon Extended
Missile Missile Missile Missile Fuel Tanks
Lv: RP: Total: 3.1.* 3.3.a 3.4.a 3.6.a 3.1.*
1 50 50 20*20 250%120
2 250 300 16*15 250%90
3 650 950 13*11 20*20 250%65
4 1150 2100 10*8 16*15 20*20 250%50
5 2000 4100 7*6 13*11 16*15 250%35
6 4500 8600 5*5 10*8 13*11 20*20 250%30
7 10000 18600 5*5 7*6 10*8 16*15 250%30
8 25000 43600 5*5 5*5 7*6 13*11 250%30
9 35000 78600 5*5 5*5 5*5 10*8 250%30
10 45000 123600 5*5 5*5 5*5 7*6 250%30
11 55000 178600 5*5 5*5 5*5 5*5 250%30
3.1.4.2.4 Miniaturization of Sociology Systems
There are no ship systems in this category.
3.1.4.2.5 Miniaturization of Computer Systems
Note: Computers have no size. Their cost increases rapidly with the hull
size, but I couldn't figure out a formula. The table shows the cost for
Electronic Computers for all sizes (e.g. at tech level 3 it will cost 2 PP
on frigates, 8 on destroyers ... and 440 on doom stars). All other columns
show the values for frigates and doom stars only - the values between them
are the same as in the corresponding lines of the "Electronic Computer"
column.
Electronic Optronic Positron. Cybertr. Molec.
Computer Computer Computer Computer Comput.
Lv: RP: Total: 5.1.* 5.2.b 5.4.a 5.6.a 5.9.b
1 50 50 5/15/50/125/300/800
2 150 200 3/11/37/ 93/225/600 5..800
3 400 600 2/ 8/27/ 68/165/440 3..600
4 900 1500 2/ 6/20/ 50/120/320 2..440 5..800
5 1500 3000 1/ 4/15/ 37/ 90/240 2..320 3..600
6 2750 5750 1/ 3/12/ 31/ 75/200 1..240 2..440 5..800
7 3500 9250 1..200 1..200 2..320 3..600
8 4500 13750 1..200 1..200 1..240 2..440
9 6000 17750 1..200 1..200 1..200 2..320 5..800
10 25000 42750 1..200 1..200 1..200 1..240 3..600
11 35000 77750 1..200 1..200 1..200 1..200 2..440
12 45000 122750 1..200 1..200 1..200 1..200 2..320
13 55000 177750 1..200 1..200 1..200 1..200 1..240
14 65000 242750 1..200 1..200 1..200 1..200 1..200
Scout Security Range Structur. Achilles
Lab Stations Master Analyzer Trg.Unit
Lv: RP: Total: 5.3.b 5.3.c 5.5.b 5.6.c 5.9.c
3 400 600 300%150 100%50
4 900 1500 240%110 80%35
5 1500 3000 210%80 70%25 200%200
6 2750 5750 180%60 60%20 160%150 150%200
7 3500 9250 150%45 50%15 140%110 120%150
8 4500 13750 120%35 40%12 120%80 105%110
9 6000 17750 120%35 40%12 100%60 90%80 200%300
10 25000 42750 120%35 40%12 80%50 75%60 160%225
11 35000 77750 120%35 40%12 80%50 60%50 140%165
12 45000 122750 120%35 40%12 80%50 60%50 120%120
13 55000 177750 120%35 40%12 80%50 60%50 100%90
14 65000 242750 120%35 40%12 80%50 60%50 80%75
3.1.4.2.6 Miniaturization of Biology Systems
Death Bio
Spores Terminator
Lv: RP: Total: 6.2.c 6.7.a
2 400 480 5*5
3 900 1380 4*3
4 1150 2530 3*2
5 1500 4030 3*2
6 2750 6780 2*1
7 4500 11280 1*1 7*8
8 7500 18780 1*1 6*6
9 25000 43780 1*1 5*4
10 35000 78780 1*1 4*3
11 45000 123780 1*1 2*2
3.1.4.2.7 Miniaturization of Physics Systems
Laser Fus. Neutr Tract Grav. Pha- Plsma Plsma Dis- Mauler
Cann Beam Blast Beam Beam sor Cann. Web ruptr Device
Lv: RP: Total: 7.1.* 7.2a 7.4.a 7.5.a 7.6.a 7.7.a 7.8.a 7.8.c 7.9.a 7.10c
1 50 50 10*5
2 150 200 8*3 10*6
3 250 450 7*2 8*4
4 900 1350 5*2 7*3 10*8
5 1150 2500 4*1 5*2 8*6 30*20 15*12
6 1500 4000 3*1 4*1 7*4 24*15 12*9
7 2000 6000 3*1 3*1 5*3 21*11 10*6 10*10
8 3500 9500 3*1 3*1 4*2 18*8 8*4 8*7 25*15 40*40
9 4500 14000 3*1 3*1 3*2 15*6 5*3 7*5 20*11 32*30 20*25
10 6000 20000 3*1 3*1 3*2 12*5 4*3 5*4 17*8 28*22 16*18 50*75
11 15000 35000 3*1 3*1 3*2 12*5 4*3 4*3 13*6 14*16 13*13 40*56
12 25000 50000 3*1 3*1 3*2 12*5 4*3 3*2 9*4 20*12 10*10 33*41
13 35000 85000 3*1 3*1 3*2 12*5 4*3 3*2 6*3 16*10 7*7 25*30
14 45000 130000 3*1 3*1 3*2 12*5 4*3 3*2 6*3 16*10 5*6 18*22
15 55000 185000 3*1 3*1 3*2 12*5 4*3 3*2 6*3 16*10 5*6 13*18
16 65000 250000 3*1 3*1 3*2 12*5 4*3 3*2 6*3 16*10 5*6 13*18
Battle Multi-Ph. Time Warp Stellar
Scanner Shields Facilitat Converter
Lv: RP: Total: 7.3.c 7.7.c 7.11a 7.11b
3 250 450 250%100
4 900 1350 200%75
5 1150 2500 175%55
6 1500 4000 150%40
7 2000 6000 125%30 200%200
8 3500 9500 100%25 160%150
9 4500 14000 100%25 140%110
10 6000 20000 100%25 120%80
11 15000 35000 100%25 100%60 300%450 500*500
12 25000 50000 100%25 80%50 240%335 400*375
13 35000 85000 100%25 80%50 210%245 350*275
14 45000 130000 100%25 80%50 180%180 300*200
15 55000 185000 100%25 80%50 150%135 250*150
16 65000 250000 100%25 80%50 120%112 200*125
3.1.4.2.8 Miniaturization of Force Field Systems
Mass Gyro Pul- Gauss Stas. Warp Stealth Lightn. Subspc.
Drvr Dest. sar Cann. Field Dissip. Field Field Teleprt
Lv: RP: Total: 8.1b 8.2.c 8.5.a 8.6.c 8.7.b 8.3.c 8.4.a 8.5.c 8.9.b
1 250 250 10*7
2 650 900 8*5 75*50
3 900 1800 7*3 60*37 300%300
4 1500 3300 5*2 53*27 240%225 200%200
5 2000 5300 4*2 45*20 50*30 210%165 160%150 200%200
6 2750 8050 3*1 38*15 40*22 10*10 180%120 140%110 160%150
7 3500 11550 3*1 30*12 35*16 8*7 75*75 150%90 120%80 140%110
8 4500 16050 3*1 30*12 30*12 7*5 60*56 120%75 100%60 120%80
9 7500 23550 3*1 30*12 25*9 5*4 53*41 120%75 80%50 100%60 200%300
10 15000 38550 3*1 30*12 20*7 4*3 45*30 120%75 80%50 80%50 160%225
11 25000 63550 3*1 30*12 20*7 3*2 38*22 120%75 80%50 80%50 140%165
12 35000 98550 3*1 30*12 20*7 3*2 30*18 120%75 80%50 80%50 120%120
13 45000 143550 3*1 30*12 20*7 3*2 30*18 120%75 80%50 80%50 100%90
13 55000 198550 3*1 30*12 20*7 3*2 30*18 120%75 80%50 80%50 80%75
ECM M-Wave Wide A. Inert. Inert. Cloak. Phase
Jammer ECM Jm. Jammer Stabil. Nullif. Device Cloak
Lv: RP: Total: 8.1.c 8.6.b 8.8.c 8.2.b 8.9.c 8.7.a 8.10c
1 250 250 200%100
2 650 900 160%75 300%100
3 900 1800 140%55 240%75
4 1500 3300 120%40 210%55
5 2000 5300 100%30 180%40
6 2750 8050 80%25 200%200 150%30
7 3500 11550 80%25 160%150 120%25 250%250
8 4500 16050 80%25 140%110 400%400 120%25 200%185
9 7500 23550 80%25 120%80 320%300 120%25 300%450 175%135
10 15000 38550 80%25 100%60 280%220 120%25 240%335 150%100 300%450
11 25000 63550 80%25 80%50 240%160 120%25 210%245 125%75 240%335
12 35000 98550 80%25 80%50 200%120 120%25 180%180 100%62 210%245
13 45000 143550 80%25 80%50 160%100 120%25 150%135 100%62 180%180
14 55000 198550 80%25 80%50 160%100 120%25 120%112 100%62 150%135
15 65000 263550 80%25 80%50 160%100 120%25 120%112 100%62 120%112
Cl. I Cl.III Cl. V Cl.VII Cl. X Hard Displ.
Shield Shield Shield Shield Shield Shields Device
Lv: RP: Total: 8.1.a 8.3.a 8.6.a 8.8.a 8.10a 8.7.c 8.9.a
1 250 250 200%100
2 650 900 160%75
3 900 1800 130%55 200%100
4 1500 3300 100%40 160%75
5 2000 5300 70%30 130%55
6 2750 8050 50%25 100%40 200%100
7 3500 11550 50%25 70%30 160%75 200%200
8 4500 16050 50%25 50%25 130%55 200%100 160%150
9 7500 23550 50%25 50%25 100%40 160%75 140%110 200%300
10 15000 38550 50%25 50%25 70%30 130%55 200%100 120%80 160%225
11 25000 63550 50%25 50%25 50%25 100%40 160%75 100%60 140%165
12 35000 98550 50%25 50%25 50%25 70%30 130%55 80%50 120%120
13 45000 143550 50%25 50%25 50%25 50%25 100%40 80%50 100%90
14 55000 198550 50%25 50%25 50%25 50%25 70%30 80%50 80%75
15 65000 263550 50%25 50%25 50%25 50%25 50%25 80%50 80%75
not 1200. This means that shields on Doom Stars are slightly smaller and
cheaper than expected.
3.1.4.2.9 Non-Miniaturization of Orion/Antaran Techs
to them. Their sizes and costs are:
Death Ray 9.2.1 30*75 Reflect.Field 9.2.2 200%300
Particle Beam 9.2.5 15*35 Damper Field 9.2.3 100%150
Spatial Compr. 9.2.6 50*40 Quantum Deton. 9.2.4 60%90
Black Hole Gen 9.2.8 150*150 Phase Shifter 9.2.9 ?
MOO2 is a very complex game, the different aspects of the game are
interconnected and affect each other in many different ways. To understand
and to master MOO2 it is important to know these interdependencies. The
following tables will help you with that. For almost every aspect of the
game they list every aspect that can affect it.
table 3.2.5. There you see all the Technologies, Buildings, Environments,
Leader Abilities and some other aspects that can help you.
If you wonder why your production on planet x is unexpectedly low, take
table 3.2.3. It lists everything that can influence production, so by
checking this list you will eventually find out which aspect you forgot. You
will also learn a lot about the game mechanics this way.
If you want to equip ships, tables 3.2.17 to 3.2.30 will aid you. They cover
almost every aspect of ship equipment and combat.
aspect that is covered by this table. Then all aspects that influence that
one are shown in the following order:
effects and tells how many picks it takes to choose it.
are listed here. The table names the tech, describes its effect and gives
the number (Tech), research cost (RP) and total research cost (Total) of
the tech. The numbers correspond to those in the Tech List (3.1.2) and Tech
Chart (3.1.1). An RP Cost of "Orion" means that this technology cannot be
researched, you have to acquire it by defeating the Guardian or capturing
Antaran ships.
names the building, describes its effect and gives its production cost
(PP), maintenance cost (BC), the tech necessary to build it (Tech), also
the research cost (RP) and the total research cost (Total) of that tech.
Armor and engines are listed under "Technologies" because they immediately
take effect and you cannot choose between them.
The table names the system, describes its effect and then gives two pairs
of values for the size and cost (in production points) of that system. The
first pair describes the size and cost immediately after the system has
been researched (no miniaturization has taken place). You can use these to
estimate the sizes of the systems you are just researching. The second pair
shows the minimal cost and size this system can have. Usually systems can
miniaturize six times. For more information about these values, have a look
at section 3.1.4.2: Miniaturization.
After the Cost and Size numbers the table displays the tech necessary to
build that system (Tech), the research cost (RP) and the total research
cost (Total) of that tech.
3.2.17 (Ship Offense: Beams) and is explained there.
- Pl.Mineral Richn.: The table names the condition and describes the effect.
- Planetary Climate: The table names the condition and describes the effect.
- Planet. Specials: The table names the condition and describes the effect.
effect. Then it displays the increase for size and cost of the weapon
(Cost/Size) and the necessassary miniaturization level (Min).
the increase for size and cost of the weapon (Cost/Size).
means "Ship" and stands for abilities that only Ship Officers can have. "C"
denotes abilities of Colony Leaders, "G" General abilities (both types of
leaders can have this ablility). The table then names the ability and
describes its effects.
their effects.
question are listed here. The affected aspect is named and the effects are
described. Examples: Pollution directly affects production. Ship size
directly affects ship speed.
Race Specials: Picks:
-0.5 BC -0.5 BC per population unit (min. 0) -4
+0.5 BC +0.5 BC per population unit 5
+ 1 BC + 1 BC per population unit 8
Democracy +50% money on all planets 7
Fant. Traders +25%*pop trade treaty bonus, +100% for trade goods, 4
1 BC per surplus food generated (normally 0.5)
Technologies: Tech: RP: Total
Federation +75% money on all planets (was +50%) 4.5.c 4500 8450
Gal.Curr.Exch. +50% money on all planets 4.6.a 6000 14450
Buildings: PP BC Tech: RP: Total
Space Port +50% money on planet 80 1 1.5.a 400 900
Stock Exchange +100% money on planet 150 2 4.3.a 1150 1950
Trade Goods production turns into money (2:1) / / 0 0 0
Planetary Climate:
Radiatd,Desert +25% maintenance costs on buildings
Toxic +50% maintenance costs on buildings
Planetary Specials:
Gems +10 money on planet, added before percentage bonuses
Gold +5 money on planet, added before percentage bonuses
Leader Abilities:
G Megawealth +10 (+15) money per turn
G Trader per level +10% (15%) money on trade treaties
C Finan.Leader per level +10% (15%) money on all planets in system
Events:
Donation + one empire gets some money
Pirates - blockade? steal BC from colony? destroy with fleet?
Other:
Morale +/- 10% money, food, prod., res. on planet per smile/frown
*Trade Treaty [[lesser race pop * 0.5]* (1 + goverment bonus)]
Tribute Treaty 5% or 10% of the other empire's total income each turn
Tax Rate 0-50% of all planet's production turns into trade goods
* Population changes is applied after 2 turns.
Goverment bonus: Democracy +50%, Federation +75%.
[Jurij Kashinskij <kashinskij@yahoo.com>]
Bonuses: Morale, leader, government, gravity, and building % bonuses only
apply to the food/ prod/ res/ money produced by
farmers/ workers/ scientists/ (population taxes + gold + gems),
and not to per planet production from buildings or trade goods.
Race Specials: Effects: Picks:
-1/2 Food -1/2 food per farmer (min. 1) -3
+1 Food +1 food per farmer 3
+2 Food +2 food per farmer 7
Unification +50% food on all planets 6
Low-G World -25% food on Normal-G, no penalty on Low-G -5
High-G World no -50% penalty on High-G worlds 6
Aquatic Tundra and Swamp worlds are treated as Terran, Ocean 5
and Terran Worlds as Gaias.
Cybernetic consume 1/2 food and 1/2 production, repair ships 4
Lithovore population does not need food 10
Technologies: Tech: RP: Total
Gal. Unificat. +100% food on all planets (was +50%) 4.5.d 4500 8450
Biomorph.Fungi +1 food/farmer, Farming on all planets 6.8.a 7500 18780
Buildings: PP BC Tech: RP: Total
Hydroponic Farm +2 food on planet 60 2 6.1.a 80 80
Subterr. Farms +4 food on planet 150 4 6.5.a 1500 4030
Soil Enrichment +1 food/farmr if not Bar/Tox/Rad 120 / 6.2.b 400 480
Weather Cont. +2 food per farmer 200 3 6.5.b 1500 4030
Food Replicator convert 2 prod. into 1 food 200 10 2.6.b 2750 6030
Android Farmer generates food as farmer +3 50*1p 5.7.a 3500 9250
Gravity Generat remove -25%/-50% Gravity penalty 120 2 7.5.c 1150 2500
Astro Univers. +1 food/farm, prod/work, res/sci 200 4 4.4.a 2000 3950
Terraforming incr. base food prod. per farmer 250* / 6.4.a 1150 2530
Gaia Transform. Gaias have a 3 food/farmer base 500 / 6.8.b 7500 18780
Planetary Gravity:
Low-G World -25% penalty to food, production and science
High-G World -50% penalty to food, production and science
Planetary Climate:
Radia,Tox,Barr farming impossible
Des,Tndra,Arid 1 base food production per farmer
Ocn,Swmp,Terrn 2 base food production per farmer
Gaia 3 base food production per farmer
Planetary Specials:
Natives farmers, can't be reassigned, but work at an +2 food bonus
Leader Abilities:
C Farm.Leader per level +10% (+15%) food on all planets in system
Events:
Axis Shift + one colony's environment improved to Terran
Industr.Accid. - one colony's environment set to radiated?
Space Amoeba - toxifies planets?
Other:
Morale +/- 10% food, prod., res., money on planet per smile/frown
Conquered pop. -25% penalty on food, production, research unt. assimilated
Bonuses: Morale, leader, government, gravity, and building % bonuses only apply to the food/ prod/
res/ money produced by farmers/ workers/ scientists/ (population taxes + gold + gems),
and not to per planet production from buildings or trade goods.
Remarks:
Production can be bought with money. The Formula is a bit complicated: You
pay 10 BC for every Production Point (PP) until you have 10% of the
building's total PP cost together. Then you pay 5 BC per point until you
have 50% of the total PP cost. Then you pay 2 BC for every remaining PP.
Alternativaley, you can use this equivalent formula: You pay 2 BC for every
remaining PP, then an additional 3 BC for every remaining PP that is
needed to build the first 50% of the structure, then an additional 5 BC
for every remaining PP that is needed to build the first 10% of the
structure.
Race Specials: Effects: Picks:
Tolerant Pollution is ignored (no prod. necessary to clean up) 10
Tolerance affects max population by making each environment
count as the next highest type (almost) the actual data is:
Gaia/Terran Arid Swamp Other
Tiny 5 4 3 3
Small 10 9 7 5
Medium 15 13 10 8
Large 20 17 13 10
Huge 25 21 16 13
Technologies: Tech: RP: Total
Nano Disassmb. doubles all planet's pollut. tolerance 3.5.a 2000 4100
Buildings: PP BC Tech: RP: Total
PollutionProc. no pollution for 1/2 of product. 80 1 3.3.b 650 950
Atmospher.Ren. no pollution for 1/4 of product. 150 3 3.4.b 1150 2100
Core WasteDump eliminates pollution on planet 200 8 1.11.b 3500 10630
Planetary Environment:
Pollution Tolerance:
Planets ignore Pollution equivalent to their size level(tiny=1, etc.).
Tolerant Races have a Tolerance close to infinity.
(Someone might want to test whether it is possible to have pollution with a
tolerant race due to overflow.)
Leader Abilities:
C Enviromentalist per level -10% (-15%) pollution on all planets in system
Other:
Production Production/2-planet size (=Pollution Tolerance)
Note: the base (+5) production from Auto Factories doesn't count.
Affecting:
Production 1 pollution unit needs 1 production unit to be cleaned up
Remarks:
Bonuses: Morale, leader, government, gravity, and building % bonuses only apply to the food/ prod/
res/ money produced by farmers/ workers/ scientists/ (population taxes + gold + gems),
and not to per planet production from buildings or trade goods.
Research is only one way of gaining technologies. The others are: diplomacy
(exchange, demand, gift), espionage, ground combat, dismantling captured
ships at your colonies, defeating the Guardian (will yield 4 not
researchable techs), colonizing an Artifacts world first, hiring a leader
offering tech, and two random events ("alien space ship wreckage" and
"secret experiments").
Race Specials: Effects: Picks:
Feudal -20% morale penalty if no barracks on planet -4
-50% morale penalty if Capitol is lost
Dictatorship -20% morale penalty if no barracks on planet 0
-35% morale penalty if Capital is lost
Democracy -20% morale penalty if Capitol is lost 7
Unification ALL morale effects are ignored 6
Technologies: Tech: RP: Total
Imperium +20% morale on all planets 4.5.b 4500 8450
(but -20% penalty still applies - bug?)
Virt.Real.Netwk +20% morale on all planets 5.8.a 4500 13750
Psionics +10% morale everywh. if Feu/Dic/Con/Imp 6.6.a 2750 6780
Buildings: PP BC Tech: RP: Total
Marine Barrcks rem. -20 Governmnt morale penalty 60 1 1.1.* 50 50
Armor Barracks rem. -20 Governmnt morale penalty 150 2 1.5.b 400 930
or (Battleoids) 1.8.c 1150 3630
Alien Con.Cent. rem. -20 multi-racial moral pen. 60 1 4.2.b 650 800
Holo Simulator +20% morale on planet 120 1 5.4.c 900 1500
Pleasure Dome +30% morale on planet 250 3 5.9.a 6000 17750
Capitol loss of Capitol = morale penalty 200 0 0 0 0
Leader Abilities:
C Spir. Leader per level +5% (7.5%) morale on all planets in system
Other:
Multi-Race Col -20% morale pen. on multi-race colonies wo. Alien Con.Cent
Androids are not affected by morale!
Affecting:
Money +/- 10% money on planet per smile/frown
Food +/- 10% food on planet per smile/frown
Production +/- 10% production on planet per smile/frown
Research +/- 10% research on planet per smile/frown
Bonuses: Morale, leader, government, gravity, and building % bonuses only apply to the food/ prod/
res/ money produced by farmers/ workers/ scientists/ (population taxes + gold + gems),
and not to per planet production from buildings or trade goods.
The basic formula seems to be: sqrt(2000*{max.pop-pop}/{pop*max.pop})
Race Specials: Effects: Picks:
-50% Growth -50% population growth -4
+50% Growth +50% population growth 3
+100% Growth +100% population growth 6
Technologies: Tech: RP: Total
Microbiotics +25% population growth 6.3.b 900 1380
Univ. Antidote +50% growth, replaces Microbiotics 6.7.b 4500 11280
Buildings: PP BC Tech: RP: Total
Cloning Center +100.000 pop. per turn until max 100 2 6.2.a 400 480
Housing Production*sqrt(25*{max.pop-pop}/{pop*max.pop}) no tech req'
Planetary Environment:
Can anyone figure out how planetary environment affects population growth?
Leader Abilities:
C Medicine per level +10% (+15%) pop. growth on all planets in system
Events:
Population Boom + one colony's population growth is doubled (how long?)
Starvation:
-50 growth per missing food.
Remarks:
When beam weapons attack a planet, the computer does the following
calculation for every single weapon: First the weapon's raw damage is
calculated, then halved. Then the Planetary Shield (plus the empire's
shield level) block some more damage. The remaining damage is applied to
the planet's buildings.
Even when no shield has been built on a planet, damage is still blocked
according to the empire's shield level.
3.2.11 Ground Defense and Troop Combat Rating:
Race Specials: Effects: Picks:
-10 -10 troop combat rating penalty -2
+10 +10 troop combat rating bonus 2
+20 +20 troop combat rating bonus 4
Low-G World -10 troop combat rating penalty -5
High-G World +1 hit point for ground troops 6
Subterranean +10 ground troop combat rating bonus when defending 6
Warlord Ground troop build speed x2, max. troops on planet x2 4
Technologies: Tech: RP: Total
a) Armor
Titanium Armor +5 troop combat rating 3.1.* 50 50
Tritanium Arm. +10 troop combat, replaces Titanium 3.2.b 250 300
Zortrium Arm. +15 troop combat, replaces Tritanium 3.5.c 2000 4100
Neutronium Arm +20 troop combat, replaces Zortrium 3.6.b 4500 8600
Adamantium Arm +25 troop combat, replaces Neutronium 3.7.b 10000 18600
Xentronium Arm +30 troop combat, replaces Adamantium 9.2.7 Orion Orion
b) Rifles
Laser Rifle +5 troop combat rating 7.1.* 50 50
Fusion Rifle +10 troop combat. Replaces Laser Rifle. 7.2.b 150 200
Phasor Rifle +20 troop combat. Replaces Fusion Rifle. 7.7.b 2000 6000
Plasma Rifle +30 troop combat. Replaces Phasor Rifle. 7.8.b 3500 9500
c) Other
Anti-Grav Hrn. +10 troop combat rating 8.2.a 650 900
Personal Shld +20 troop combat rating 8.4.b 1500 3300
Powered Armor +10 troop combat to Infntry, +1 hit point 1.6.c 650 1580
Battleoids +10 troop combat to Armored, 3 hit points 1.8.c 1150 3630
Security Stat. +20 troop combat for Marines defending 5.3.c 400 600
their ship against enemy boarders
Buildings: PP BC Tech: RP: Total
Marine Barrcks 4 Infantry +1/5turns up to 1/2max 60 1 1.1.* 50 50
Armor Barracks 2 Armored +1/10turns up to 1/4max 150 2 1.5.b 400 930
or (Battleoids) 1.8.c 1150 3630
Leader Abilities:
G Commando per level +2 (+3) to the troop combat of Marines and ground
troops in system. (Is this cumulative?)
S Security per level +2 (+3) to the troop combat of the fleet's
Marines when defending their ship against enemy boarders.
Other:
Experience when boarding or defending against boarders, ship crews get
a +0/5/10/15/20 bonus according to their experience level.
Remarks:
1 militia unit generated from each 5 population unit, not natives or androids.
Militia have -10 penalty and don't use Powered Armor.
[Jurij Kashinskij <kashinskij@yahoo.com>]
Remark:
So, before every combat turn, the combat speed of all ships is calculated
according to the formulae above. The computer takes the base combat speed
of the empire's fastest engine, adds the size class bonus and then adds the
Unused space bonus. Since the ship's systems are miniaturized when you
research better technologies, any ship's Unused space bonus will grow over
time, making the ship faster.
The hull_size in the formula is the base hull size of ships of that size
class in the empire. This means that by equipping your ship with battle
pods, these will increase the unused space, but not the hull size, thereby
making your ship faster. Is this a bug?
3.2.29 Ship Range:
Technologies: Tech: RP: Total
Standard Fuel Cells 4 parsecs ship range 3.1.* 50 50
Deuterium Fuel Cells 6 parsecs ship range 3.2.a 250 300
Iridium Fuel Cells 9 parsecs ship range 3.4.c 1150 2100
Uridium Fuel Cells 12 parsecs ship range 3.6.c 4500 8600
Thorium Fuel Cells unlimited ship range 3.7.a 10000 18600
Systems: Siz/Cst Siz/Cst Tech: RP: Total
Ext.Fuel Tanks +50% range for ship 250%120 250%30 3.1.* 50 50
3.3 Rules and Formulae
Every race grows relative to it's portion of the populace, and also checks
it's maximum pop distinctly(? bold guess).
Multi-racial Tolerance seems to reduce the pollution penalty itself
based on the % of Tolerant pop on planet: if half of the pop is android
then the pollution penalty is half of what it would be otherwise.
If androids are built and the organics have a higher max.pop, due
to Aquatic or Subterranean, the total population will be far in excess of
any reasonable max pop before androids start killing off organics. (with
a subterranean race on a med. Terr. world and Adv. city planning: 21
androids and 9 organics filled the planet before any organics died (the
listed max pop was 23, and when the organics were killed off with more
droids 30 the listed max was 20. (definitely a bug)
A 20% morale penalty on multi-race colonies without Alien Containement Center.
Altos, the Alkari Pilot
Fighter Pilot +5, Helmsman* +7.5, Navigator +1
Aquasarrious, the Trilarian Navigator
Helmsman +5, Navigator* +1, Weapons +5
Caern, the Tulosian Mercenary
Helmsman +5, Navigator +1, Ordnance +5, Security +2, Weapons +5
Cyr, the Fighter Ace
Fighter Pilot +5
Dalan, the Legendary Captain
Famous* -90, Fighter Pilot* +7.5, Helmsman* +7.5, Ordnance* +7.5
Weapons* +7.5
Dantos, the Bandit Lord
Famous* -90, Megawealth +10, Fighter Pilot* +7.5, Helmsman +5, Weapns* +7.5
Diablo, the Cyber Marauder
Assassin +2, Commando +2, Spy Master +2, Ordnance +5, Weapons +5
Gizmo, the Gadgeteer
Researcher +5, Engineer +2
Grak, the Bulrathi Commando
Commando* +3, Famous -60, Operations +2, Security +2
Grum, the Armsman
Commando +2, Security +2
Hawk, the Astrogator
Helmsman +5, Navigator +1
Jarred, the Explorer
Diplomat +10, Helmsman +5, Navigator* +1, Weapons +5
Karg, the Pirate Captain
Galactic Lore* +7.5, Helmsman* +7.5, Navigator* +1, Ordnance* +7.5,
Weapons* +7.5
Kher, the Smuggler
Trader +10, Helmsman +5, Navigator +1, Weapons +5
Kronos, the Ancient Spacefarer
Galactic Lore* +7.5, Helmsman +5, Navigator* +1
Kytryl, the Privateer
Famous -60, Trader +10, Helmsman* +7.5, Navigator* +1, Weapons +5
Loknar, the Last Orion (after defeating the Guardian)
Fighter Pilot* +7.5, Galactic Lore* +7.5, Helmsman* +7.5, Ordnance* +7.5,
Weapons* +7.5
Mukirr, the Mrrshan Warrior
Commando +2, Weapons* +7.5
Mystic X, the Unknown
Random Captain
Nhagg, the Armsmaster
Commando* +3, Ordnance* +7.5, Weapons +5
Nile, the Forsaken Warrior
Commando* +3, Security* +3, Weapons* +7.5
Ruola, the Weapons Officer
Weapons +5
Skaine, the Legendary Pilot
Famous* -90, Fighter Pilot* +7.5, Helmsman* +7.5, Navigator +1, Weapons +5
Slag, the Armsdealer
Megawealth +10, Trader* +15, Helmsman +5, Navigator +1, Weapons +5
Slith, the Rebel Pilot
Helmsman +5, Navigator +1, Ordnance +5, Weapons +5
Sparky, the Meklar Cybernaut
Engineer* +3, Ordnance +5
Tellik, the Legendary Engineer
Famous* -90, Operations* +3, Researcher* +7.5, Engineer* +3, Ordnance* +7.5
Tulock, the Bounty Hunter
Assassin +2, Commando +2, Helmsman* +7.5, Navigator +1, Weapons* +7.5
Tyranous, the Sakkra Armsman
Commando +2, Security +2, Weapons +5
V'Larr, the Independent Trader
Megawealth +10, Helmsman +5, Navigator +1, Weapons +5
Xyphys, the Antaran Warrior (the Antaran hero defending Antares)
Fighter Pilot* +7.5, Helmsman* +7.5, Ordnance* +7.5, Security* +3,
Weapons* +7.5
Colony Leaders:
Ailis, the Gifted
Envionmentalist -10, Medicine* +15, Spiritual +10
Androgena,
Farming +10, Financial +10, Labor +10, Medicine +10
Black Razor, the Enforcer
Assassin* +3, Spy Master* +3, Farming +10, Financial +10, Labor +10
Brainac,
Random
Cassandra, the Elerian Mystic
Diplomat +10, Telepath* +3, Envionmentalist -10, Spiritual +10
Chug, the Planetologist
Researcher +5, Envionmentalist -10, Farming +10
Claw, the Klackon Taskmaster
Operations* +3, Farming* +15, Labor* +15
Crassis, the Labor Leader
Labor +10
Draxx, the Spy Master
Assasin* +3, Spy Master* +3
Electra, the High Priestess
Telepath +2, Envionmentalist* -15, Farming* +15, Spiritual* +15
Emo, the Science Leader
Science +10
Felina, the Naturalist
Envionmentalist* -15, Farming* +15
Galis, the Financial Leader
Financial +10
Garron, the Ambassador
Diplomat* +15, Famous -60, Megawealth +10
Houri, the Environmentalist
Envionmentalist* -15
Khunagg, the Ruthless
Commando +2, Farming +10, Labor +10, Tactics +6
Kimbuzzi, the Farming Leader
Farming +10
Kirsus, the Psilon Scientist
Researcher* +7.5, Science* +15
Lydon, the Noble
Diplomat +10, Famous -60, Megawealth +10
Malovane, the Battle Lord
Commando* +3, Instructor* +1.5, Labor* +15, Spiritual* +15
Matrix, the Cyber Mage
Assassin +2, Telepath* +3, Science* +15, Spiritual* +15
Megatron, the Relic Android
Farming* +15, Labor* +15, Science* +15
Mentox, the Legendary Scientist
Famous* -90, Researcher* +7.5, Science* +15
Necron, the Dark Lord
Telepath* +3, Financial* +15, Labor* +15, Science* +15, Spiritual* +15
Nimraaz, the Master Tactician
Commando* +3, Operations* +3, Instructor +1, Tactics* +9
Orphus, the Peacemaker
Diplomat* +15, Famous -60, Instructor +1, Medicine* +15, Spiritual* +15
Ralleia, the Siren
Diplomat* +15, Famous -60, Spiritual* +15
Rash-Iki, the Warlord
Commando +2, Instructor* +1.5, Labor* +15, Tactics +6
Tanus, the Revolutionary
Farming +10, Labor +10, Science +10, Spiritual +10
Torg, the Overlord
Commando +2, Farming* +15, Financial* +15, Labor* +15
Urro, the Ikarian Doctor
Researcher +5, Medicine* +15
Valin, the Rogue Trader
Megawealth +10, Trader* +15, Financial +10
Vott, the Technomancer
Megawealth +10, Researcher* +7.5, Financial* +15, Science* +15
Xantus, the Supreme
Envionmentalist* -15, Financial* +15, Labor* +15, Science* +15,
Spiritual* +15
Yota, the Elder Sensei
Famous* -90, Instructor* +1.5
Zog, the Gnolam Capilatist
Megawealth +10, Financial* +15, Labor +10
3.3.4.2 Leader Levels
Lvl Ship Officer Colony Leader
1 Commander Administrator
2 Captain Director
3 Commodore Magistrate
4 Rear Admiral Commissioner
5 Admiral Governor
6 Lord Admiral Lord
Each effect of every leader is multiplied with this leaders's level.
Exceptions to this rule are Megawealth (always stays at +10), Navigator and
perhaps Instructor (I haven't figured out the latter two yet).
3.3.4.3 Leader Rules
Leaders only live once for all players in the game. If you get one (or the
CP gets one) killed then they are dead. And usually the CP's have the early
money advantage and they get them killed off in combat.
[Lone_War <Lone_War@fastinet.net>]
If you have four leaders in any category, you will never get a new leader.
Unless all four of them are real good once I get a fourth leader I fire the
lousiest guy. This keeps me from losing any good leaders due to being
"full". If a leader shows up, and you don't hire him/her, he will also
prevent new leaders from showing up. Go to the leaders screen and dismiss
him. Even though you never hired him, you have to dismiss him to open up the
slot again for new leaders. [Craig Wood <burcity1@ix.netcom.com>]
When you fire a hero, it goes and asks other players. So firing a hero could
be a bad idea (especially in multiplayer). [Cereal <geek@arrowweb.com>]
Start a hot-seat multiplayer game with 8 identical races, none
should have espionage modifications. Give one race ("Provider") all the tech
with the according cheat. Give all techs except those that enhance spying to
another race ("Victim") and have this race produce a number of defensive
spies (e.g. 4). Save the game. Have the remaining six races ("Spies") spy at
the victim, each with a different number of spies (e.g. 1, 4, 9, 16, 25, 36)
and write down their success.
You may want to do this for a longer time
because the random number generator is involved in the formula, which will
distort the pattern that you want to find.
Afterwards load the previously
saved game and have the provider give some spy-enhancing tech to either the
victim or the spies (both situations should be tried). Repeat the experiment
under these conditions. In other trials you can change the number of the
victim's defensive spies. With all this data we then can calculate a
variable "average number of turns per success" for each number of offensive
spies against each number of defensive spies under each combination of
offensive/defensive spy ratings. By comparing these numbers we may be able
to derive the rules for spying.
Ancient Ship + one empire's scientists discover one new technology
Axis Shift + one colony's environment gets improved to Terran
Comet - destroys one colony if not destroyed by fleet?
Computer Virus - have to start current research project from scratch
Diplom. Assassin - relations between 2 empires get worse
Diplom. Marriage + relations between 2 empires get better
Donation + one empire gets some money
Earthquake - kills/destroys population and buildings on one colony
Exploded Ship - destroys one ship, a leader onboard gets killed
Hyperspace Flux - only trans-dimensional races can travel through Hypersp.
Industr.Accident - one colony's environment gets set to radiated?
Miner. Depletion - one colony's mineral richness gets lessened (how much?)
Mineral Deposit + one colony's mineral richness gets improved (how much?)
Mutiny - one ship now belongs to another empire
Pirates - reduce trade? steal BC from colony? destroy with fleet?
Plague - one colony's research output redirected to finding cure
Population Boom + one colony's population growth is doubled (how long?)
Secret Experimt + scientists discover one new technology FIELD
Space Amoeba - invades galaxy, toxifies planets?
Space Crystal - invades galaxy, kills colonists?
Space Dragon - invades galaxy, kills colonists?
Space Eel - invades galaxy, blockades system, spawns?
Space Hydra - invades galaxy, kills colonists?
Super Nova - one colony's research output redirected to finding sol.
Time-Sp. Anomaly - one system gets frozen (how long?)
Hyperspace Beast - randomly destroys travelling ships (how long/how many?)
Warp Funnel - one travelling fleet gets frozen (for how long?)
Wormhole + one travelling fleet reaches its destination at once
- Take other races planets by force - you don't get those "bonus" points if
you, say, demand them, or if they surrender to you.
[Craig Wood <burcity1@ix.netcom.com>]
PART IV: STRATEGY - Hints, Tricks, Tactics, Strategies
- This part contains hints on customizing races, expanding and managing -
- your empire, choosing which technologies to research, how to deal with -
- computer players, monsters, Antarans and the Guardian, and which ships -
- to build. It also offers some combat tactics and global strategies as -
- well as strategies for specific situations. -
-4.2 Custom Races
- -
-4.2.1 Discussion of Special Abilities
-4.2.1.1 Population Growth Modifiers (-50%/+50%/+100% for -4/3/6 picks)
-4.2.1.2 Food Modifiers (-0.5/+1/+2 for -3/4/7 picks)
-4.2.1.3 Production Modifiers (-1/+1/+2 for -3/3/6 picks)
-4.2.1.4 Research Modifiers (-1/+1/+2 for -3/3/6 picks)
-4.2.1.5 Money Modifiers (-0.5/+0.5/+1 for -4/5/8 picks)
-4.2.1.6 Ship Defense Modifiers (-20/+25/+50 for -2/3/7 picks)
-4.2.1.7 Ship Attack Modifiers (-20/+20/+50 for -2/2/4 picks)
-4.2.1.8 Troop Combat Modifiers (-10/+10/+20 for -2/2/4 picks)
-4.2.1.9 Espionage Modifiers (-10/+10/+20 for -2/2/4 picks)
-4.2.1.10 Feudal Government (-4)
-4.2.1.11 Dictatorship Government (0)
-4.2.1.12 Democracy Government (7)
-4.2.1.13 Unification Government (6)
-4.2.1.14 Low-G Homeworld (-5)
-4.2.1.15 High-G Homeworld (6)
-4.2.1.16 Aquatic (5)
-4.2.1.17 Subterranean (6)
-4.2.1.18 Large Homeworld (1)
-4.2.1.19 Rich Homeworld (2)
-4.2.1.20 Artifacts World (3)
-4.2.1.21 Poor Homeworld (-1)
-4.2.1.22 Cybernetic (4)
-4.2.1.23 Lithovore (10)
-4.2.1.24 Repulsive (-6)
-4.2.1.25 Charismatic (3)
-4.2.1.26 Uncreative (-4)
-4.2.1.27 Creative (8)
-4.2.1.28 Tolerant (10)
-4.2.1.29 Fantastic Traders (4)
-4.2.1.30 Telepathic (6)
-4.2.1.31 Lucky (3)
-4.2.1.32 Omniscient (3)
-4.2.1.33 Stealthy Ships (4)
-4.2.1.34 Trans-Dimensional (5)
-4.2.1.35 Warlord (4)
- -
-4.2.2 General Thoughts on How to Select Picks
- -
-4.2.3 Some Custom Races
-4.2.3.1 Player's Favorite Races
-4.2.3.2 Races for different strategies
-4.2.3.3 Improved Standard Races
-4.2.3.4 Star Trek Races
-4.2.3.5 Fantasy Races
-4.2.3.6 Warhammer 40,000 / Fantasy Battles Races
-4.2.3.7 Other Races
-4.4.1 Buildings
-4.4.2 Building Priorities
-4.4.3 Population
-4.4.3.1 Jobs
-4.4.3.2 Population Growth
-4.4.3.3 Assimilated Population vs. Own Population
-4.4.3.4 Population vs. Androids
- -
-4.5.1 Research Choices
-4.5.1.1 Advanced Construction (T.1.3)
-4.5.1.2 Robotics (T.1.6)
-4.5.1.3 Astro Construction (T.1.8)
-4.5.1.4 Ion Fission (T.2.4)
-4.5.1.5 Anti-Matter Fission (T.2.5)
-4.5.1.6 Advanced Metallurgy (T.3.2)
-4.5.1.7 Nano Technology (T.3.5)
-4.5.1.8 Positronics (T.5.4)
-4.5.1.9 Cybertronics (T.5.6)
-4.5.1.10 Advanced Biology (T.6.2)
-4.5.1.11 Magneto Gravitics (T.8.3)
- -
-4.5.2 Research Strategies
-4.6.1 Don't make alliances
-4.6.2 Trade CPs Weapon Tech
-4.6.3 Trade them Android Tech
-4.6.4 Trade to all CPs
- -
-4.8.1 Discussion of Weapons and Systems
-4.8.1.1 Fusion Beams
-4.8.1.2 Mass Drivers
-4.8.1.3 Ion Pulse Cannons
-4.8.1.4 Phasors
-4.8.1.5 Plasma Cannons
-4.8.1.6 Particle beams
-4.8.1.7 Death Rays
-4.8.1.8 MIRV Missiles
-4.8.1.9 Emissions-Guided Missiles
-4.8.1.10 Nuclear Bombs
-4.8.1.11 Bio Weapons
-4.8.1.12 Fighters
-4.8.1.13 Gyro Destabilizers
-4.8.1.14 Spatial Compressor
-4.8.1.15 Black Hole Generator
-4.8.1.16 Damper Fields (on non-Antaran ships)
- -
-4.8.2 Ship Building Strategies
-4.8.3 Ship Designs
-4.8.4 Fleet Composition
- -
-4.8.5 Combat Tactics
-4.8.5.1 Cheap Distraction
-4.8.5.2 Cookoffs
-4.8.5.3 Self-Destruct
-4.8.5.4 Cheap Bomber Squads
- -
-4.9.1 Strategies against Monsters
- -
-4.9.2 Strategies against the Guardian
-4.9.2.1 Mass Drivers / Missiles / Ion Pulse Cannons Combo
-4.9.2.2 Neutron Blasters / Ion Pulse Cannons Combo
-4.9.2.3 Gyro Destabilizers
- -
-4.9.3 Strategies against the Antarans
-4.9.3.1 Run Away
-4.9.3.2 Emission Guided Missiles
-4.9.3.3 Board them
-4.9.3.4 Use Black Hole Generators
-4.9.3.5 Anti-Antaran Ship Designs
- -
-4.9.4 Strategies against the Psilons
-4.9.5 Strategies against the Space Eel
-4.10.1 Nice Guy (keep peaceful relations with everyone)
-4.10.2 Slaver Empire
-4.10.3 High Score Game
-4.11.1 Trojan Planet
-4.11.2 Stirring War thru Shared Systems
-4.11.3 Offensive Prevention Against Framing
-4.11.4 Blocking Outpost Ships
-4.11.5 Potemkin Defense
-4.12.1 No Offensive Weaponry
-4.12.2 Real Borg Strategy
-4.12.3 Frigates Only
-4.12.4 Barbarian Horde
-4.12.5 Thematic Weapons
-4.12.6 Uncreative/Repulsive Galaxy
-4.12.7 Lowest Possible Score
4.1 Settings
with tactical combat off. With this setting, the CP's generic ship designs
combined with the statistical combat model that the game uses make the CPs
much tougher. Those of you who complain about how easy MOO2 is should try a
game on hard with tactical off. And watch out for the Antarans in this mode,
their typical 3-frigate raid will toast battlestations and battleships.
[U.S. Grant <USGrant@usarmy.gov>]
4.2 Custom Races
4.2.1 Discussion of Special Abilities
midgame, you should have almost completely negated the disadvantage.
For the positive modifier, consider the best case: terran planet at exactly
1/2 its max pop. For the three points, you get an extra 50K colonists/turn,
or one extra point of population after 20(!) turns. But for the same price
as +50 pop, you might have taken +1 production; you could have had *all* of
your workers producing an extra +1 resource for *all* twenty turns.
[leonard@alw.nih.gov]
development. [David Ramsey <dramsey@neosoft.com>]
4.2.1.2 Food Modifiers (-0.5/+1/+2 for -3/4/7 picks)
*crippling* pick for a non-unification, non-aquatic, and non-cybernetic
race. To feed 8 colonists takes 6 (!) of them, meaning you start 1/2 as
productive as normal races until you get decent food tech. Yuck. This is
*not* what you want in the most critical section of the game!
[leonard@alw.nih.gov]
(because of increased food production or less need for food), but junk
otherwise. [CurtAdams <curtadams@aol.com>]
4.2.1.3 Production Modifiers (-1/+1/+2 for -3/3/6 picks)
the game.
4.2.1.4 Research Modifiers (-1/+1/+2 for -3/3/6 picks)
the game. However there are people who rarely use scientists at all except
in the beginning of the game. This is possible because the research
technologies (research labs etc.) do not only enhance the output of
scientists, they also provide a base research output regardless whether
scientists are present or not. If you plan to rely on this base research
alone then the negative research modifier will barely hurt you.
4.2.1.5 Money Modifiers (-0.5/+0.5/+1 for -4/5/8 picks)
with the leftovers take Large Homeworld. And with all your money you'll do
way better than the poor fool who takes +1 BC.
[David Ramsey <dramsey@neosoft.com>]
4.2.1.6 Ship Defense Modifiers (-20/+25/+50 for -2/3/7 picks)
4.2.1.7 Ship Attack Modifiers (-20/+20/+50 for -2/2/4 picks)
4.2.1.8 Troop Combat Modifiers (-10/+10/+20 for -2/2/4 picks)
4.2.1.9 Espionage Modifiers (-10/+10/+20 for -2/2/4 picks)
at the start of the game: you can barely do science. You need at least a
little to get started with conquest, but by the time you get even mirv
nukes, your enemies are too far ahead of you. You can't catch up using tech
trades, because they long since have whatever you develop. You have to
conquer to catch up. But this is hard since they easily outproduce you,
being cheating CPs. Their designs are not good, but when they have more of
them *and* they are higher tech, they can prove to be an insurmountable
challenge. [leonard@alw.nih.gov]
4.2.1.11 Dictatorship Government (0)
levels and I can get the money advantages with fewer picks (+.5 BC and +1
research = 6 picks). The assimilation rate just isn't an issue and the
inability to exterminate conquered populations (especially ones that have
little to offer your empire) is a DISadvantage in my book.
[David Ramsey <dramsey@neosoft.com>]
cost 6 points if bought like that. Later on, the bonuses apply to tech
buildings in addition to population. And you *do* get to partake of morale,
which is a nice benefit. Furthermore, this government is a tech building
one, and tech beats everything else. So there is a self-reinforcing aspect
to democracy that is absent from unification: the more tech you get, the
better your government bonuses including the research one, and that makes it
even easier to get more tech. [leonard@alw.nih.gov]
almost no resources diverted into colonization. Everything goes into tech.
You don't care much about the CPs stealing whatever tech you don't instantly
trade to them, because they are not programmed to use the key one: Android
Workers. If used right, that is, in conjuction with research plusses and a
large artifact homeworld, Democracy is fairly priced. [leonard@alw.nih.gov]
4.2.1.13 Unification Government (6)
governments have no morale problems whatsoever and they have the 50%
production and 50% food bonuses plus the +15 spy defensive bonus. That early
game bonus can get a race started FAST especially if coupled with a
production bonus and/or a pop growth bonus. The standard dictatorship does
NOTHING for you in the early and middle game when compared with Unification.
Finally, when I play unification, I almost never bother to assimilate a
planet, so the slow assimilation rate doesn't hurt. I can usually produce
colony ships almost as fast as transports so if a planet looks like it might
rebel, I bomb it out and recolonize with my own people.
[David Ramsey <dramsey@neosoft.com>]
production and +1 food, or eight points. In the long run, unification gets
both better and worse: the +50% bonuses apply to tech bonuses, so they get
even better. BUT you don't get morale, which is a curse in the long run.
[leonard@alw.nih.gov]
4.2.1.14 Low-G Homeworld (-5)
combat penalty on most planets. Given that -5 is probably right.
[David Ramsey <dramsey@neosoft.com>]
4.2.1.15 High-G Homeworld (6)
find a good Heavy-G planet. And if you find a Heavy-G planet you like so
much get yourself a gravity generator. [Brian Wirt <wirt@WOLFENET.COM>]
without the penalty, but the ground combat bonus - since your troopers take
2 hits to kill, they are a match for Powered Armor and Tanks right from the
start. [David E Todd <davetodd@gte.net>]
you're done for anyway. And if you want to invade a planet just bomb it a
little until it's weak, or just send in overwhelming numbers of infantry.
[Brian Wirt <wirt@WOLFENET.COM>]
race with assault shuttles is very powerful and can get Antaran techs very
early in the game. Who can stop those shuttle carriers with Xentronium and
Damper field when everyone else still playing with only class 3 shields and
fusion guns? [Ka-On Lee <kol@bmersa8c.bnr.ca>]
4.2.1.16 Aquatic (5)
for it. The reason is that by being Aquatic, you *start* on a Gaia planet!
This means three food/colonist, not two, right out of the gate.
[leonard@alw.nih.gov]
space for population on any planet, which in turn gives you more money and
production/research. It is especially strong when combined with picks that
further enhance research and production.
4.2.1.18 Large Homeworld (1)
subterranean), which will fairly quickly - still in the early game -
translate into a 33% greater tech or production output.[leonard@alw.nih.gov]