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?
1.3 Purpose and Contents of this FAQ
The FAQ ends with some stories about extraordinary games and events in Part
VI.
1.5 Other Sources of Information
Usenet:
alt.comp.sys.ibm.games.strategic - this is a very active newsgroup where
games like MOO2 are discussed
World Wide Web:
/www.microprose.com
- official Microprose homepage (ftp.microprose.com - Microprose's FTP server)
/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
/home.sprynet.com/sprynet/brucefchambers/
/www.erols.com/ziring/moo2_stars.html
Peter, the evil overlord
Contributors
Most information in this FAQ was taken from the usenet. I usually shortened
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.
Usually the author's name appears at the end of his/her statement, and it
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.
Unmarked statements and statements signed with "MCG" were written by me. I
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.
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>
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>
MOO2 - Master of Orion II: Battle at Antares
MOO - Master of Orion 1
MOM - Master of Magic
CP - Computer Player
NAP - Non-Aggression Pact
"square" always means a square on the combat grid, never a mathematical
operation.
-2.1 What is MOO2?
-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 Hardware Problems
-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 First Steps - hints and strategies for your first game
-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 Hotkeys
-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
-2.6 How to pick and/or customize the races against which you play
-2.7 Cheats
-2.7.1 Debug Codes
-2.7.2 Not-So-Random Number Cheat
-2.7.3 Guardian Tech Cheat
2.1.1 A short description of MOO2
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?
If you are playing the Win95 version, many video and sound problems can be
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.)
I couldn't run the install program until I discovered that UNIVBE wasn't
defaulting to the VBE2.0 extensions. Typing "univbe on vbe20" allowed me to
install and play Moo2. [Tan Shen Hsiao <krazykid@singnet.com.sg>]
If you are playing the Win95 version, many video and sound problems can be
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.
Of course switching off the animations and the music also speeds up play a
little.
2.2.6 The Game corrupts save games and/or crashes often
2.3 First Steps - hints and strategies for your first game
2.3.1 The MOOniac's First Steps
--- this part of the FAQ is under construction ---
2.3.2 Rob C. Johnson's First Steps
2.3.4 Van Piercy's First Steps
Keep taxes at 20% and keep Morale on your planets positive.
Keep a healthy spy ring but only for defensive spies: Don't bother spying on
your opponents.
2.3.5 John Emerson's First Steps
2.4.1 How can I customize the name of my race?
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
Enter - as clicking left mouse button
Additional Keys when System Window is open:
Esc - close system window
2.5.4 Fleets Screen Hotkeys
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
2.5.5 Leaders Screen Hotkeys
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
2.5.6 Races Screen Hotkeys
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
2.5.7 Info Screen Hotkeys
Esc - back to Main screen Enter - as clicking left mouse button
2.5.8 Colony Survey Screen Hotkeys
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 - ?
2.5.9 Colony Construction Screen Hotkeys
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
2.5.10 Ship Design Hotkeys
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
In the "Select Special System" Window:
- - scroll up list + - scroll down list Esc - cancel
2.5.11 Combat Hotkeys
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
2.5.12 Game Menu Hotkeys
S - Save Game N - New Game O - Settings
L - Load Game Q - Quit Game Esc - Return
2.5.13 Main Menu Hotkeys
C - Continue Game N - New Game H - Hall of Fame
L - Load Game M - Multiplayer Q - Quit Game
2.5.14 Popup Hotkeys
Y - Yes N - No Esc - Close box
2.6 How to pick and/or customize the races against which you play
Load the hex editor and open one of your save game files. Go to the address
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.
The pattern continues every 909 bytes (0x38D) for as long as you have
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!
On the main screen, hold down the <alt> key and type one of these codes:
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)
2.7.2 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>]
2.7.3 Guardian Tech Cheat
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>]
Some people wrote editors, cheats or other tools for MOO2. These are the
ones I know of:
moo2ed - A savegame patch which lets you modify your ship designs beyond
the limits of MOO2, last version is 1.4.
Program only available at moo2ed.zip [32KB]
By [VoXeL <booger@post1.com>]
raced - An savegame patch which lets you modify the picks (special
abilities) of each race, last version is 1.3.
By [Marc Fisher <mfisher@mail.cjnetworks.com>]
moobucks - A savegame patch which lets you edit the amount of BC in your
treasury, by [Marc Fisher <mfisher@mail.cjnetworks.com>]
m2cheat - A savegame patch which gives you 1 billion BC and all technology,
written by Nicholas Guttenberg.
moohero - A utility which extracts all leader's stats from the file
herodata.lbx, last version is 1.0.
By Branko[B.G.Dijkstra@wbmt.tudelft.nl].
In the past, you could obtain most of these programs at:
/www.galleria.net/moo2
-3.1 Some Lists And Tables
- -
-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 All Things That Can Affect ...
-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 Rules and Formulae
- -
-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
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 |
3.1.2 Compressed and Corrected Technology List
This list explains all technologies in MOO2. It is divided into the 8
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.
In this list all numbers start with "T" for "Tech list". They should start
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)".
The list starts with the first category, gives a very short survey of the
kinds of technologies in this category, and then explains them field by
field.
Each field is listed with its number and name, e.g. "T.5.2 Optronics". If
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").
Finally there will appear two numbers. The first one is the amount of RP
(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.
Example: Advanced Robotics (1.10) and Teaching Methods (4.4) both cost 2000
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.
After the field name and stats, all technologies of this field will be
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.
Finally the list will mention all effects of the technology in question.
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 moreT.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.
PP - Production Points necessary to build this structure
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 technologyMoney: 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
This list contains all wepons and ship systems, ordered by effect. The
Columns mean:
Effects - the effects of that system
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
3.1.4.2 Ship System Miniaturization
Miniaturization follows the following pattern:
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)
Some more notes on miniaturization:
- 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.
- However to get that level you _have_ to research it. Trading the Neutron
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.
- If you trade for a ship system that is higher than your tech level, you
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.
- If you trade for a ship system that is lower than your tech level, then
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
3.1.4.2.9 Non-Miniaturization of Orion/Antaran Techs
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 ?
3.2 All things that can affect ...
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.
If you, for example, want to max out research in your empire, have a look at
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.
The following 31 lists all use the same layout. The first line shows the
aspect that is covered by this table. Then all aspects that influence that
one are shown in the following order:
- Race Specials: The table lists the name of the special, describes its
effects and tells how many picks it takes to choose it.
- Technologies: Techs that affect that aspect as soon as they are researched
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.
- Buildings: Things that can be built on planets are listed here. The list
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.
- Systems: This is ship equipment like weapons, shields and special systems.
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.
- Weapons: Uses an extended "Systems" layout. It is only used in table
3.2.17 (Ship Offense: Beams) and is explained there.
- Planetary Gravity: The table names the condition and describes the effect.
- 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.
- Weapon Modifications: The table names the modification and describes the
effect. Then it displays the increase for size and cost of the weapon
(Cost/Size) and the necessassary miniaturization level (Min).
- Firing Arcs: The table names the arc, describes its effect and displays
the increase for size and cost of the weapon (Cost/Size).
- Leader Abilities: The table first describes the type of the ability: "S"
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.
- Events: The table names the random event and describes its effects.
- Other: The table names all other aspects that have influence and describes
their effects.
- Affecting: All aspects that are directly affected by the aspect in
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.
- Remarks: Other things to keep in mind considering this aspect.
- Bonuses: remark about Bonuses.
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:
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: 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 upRemarks:3.2.5 Research: Race Specials: Effects: Picks: -1 research -1 research per scientist (min. 1) -3 +1 research +1 research per scientist 3 +2 research +2 research per scientist 6 Feudal -50% research on all planets -4 Confederation -25% research on all planets -4+Research Democracy +50% research on all planets 7 Low-G World -25% res. on Norm-G, no penalty on Low-G, -10 troop -5 High-G World no -50% penalty on High-G, troops have +1 hit point 6 Artif. Homew. +2 research per scientist on homeworld 3 Technologies: Tech: RP: Total Federation +75% research on all planets (was +50%) 4.5.c 4500 8450 Height.Intell. +1 research per scientist on all planets 6.6.b 2750 6780 Buildings: PP BC Tech: RP: Total Research Lab +1 research/scient, +5 on planet 60 1 5.2.a 150 200 Supercomputer +2 res./scientist, +10 on planet 150 2 5.4.b 900 1500 Galac. Cybernet +3 res./scientist, +15 on planet 250 3 5.8.b 4500 13750 Android Scient. generates res. as scientist +3 50*1p 5.7.c 3500 9250 Autolab +30 research on planet 200 3 5.6.b 2750 5750 Planetary Gravity: Low-G World -25% penalty to food, production and science High-G World -50% penalty to food, production and science Planetary Specials: Artifact World +2 research per scientist on planet Orion Special +5 research per scientist on planet Leader Abilities: G Researcher +5 (7.5) research points per turn C Science Ldr. +10% (15%) research on all planets in system Events: Ancient Ship + scientists discover one new technology Computer Virus - have to start current research project from scratch Plague - one colony's research output redirected to finding cure Secret Experim. + scientists discover one new technology field Super Nova - one colony's research output redirected to finding sol. Other: Morale +/- 10% prod., food, res., money on planet per smile/frown *Research Treat [[lesser race pop * 0.5]* (1 + goverment bonus)] Conquered pop. -25% penalty on food, production, research unt. assimilated Scout Lab +(2^ship size class) research per turn (Tech 5.3.b 400 600) (always 20 due to a bug?) * Population changes is applied after 2 turns. After agreement, faster income grow have Democracy, slower - Feodal. Gov. bonus: Feodal -50%, Confederation -25%, Democracy +50%, Federation +75%. [Jurij Kashinskij <kashinskij@yahoo.com>]
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/frownBonuses: 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.
Population Growth:
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.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.
3.2.11 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: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 )
3.2.19 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?
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.* 50 503.3 Rules and Formulae3.2.30 Ship Size, Space and Cost: Technologies: Tech: RP: Total a) Ship Construction Titan Constr. enables you to build Titan Class ships 1.8.a 1150 3630 Doom Star Con. enables you to build Doom Stars 1.13a 7500 24130 b) Other Megafluxers +25% space on all ships and bases 2.7.c 3500 9530 Systems: Siz/Cst Siz/Cst Tech: RP: Total Battle Pods +50% space on ship -500%1600 -500%1600 1.4.a 250 530 Other: Ship Size 25/60/120/250/500/1200 space on class 1/2/3/4/5/6 ship. Ship Cost 20/70/250/600/1500/4000 PP for a class 1/2/3/4/5/6 ship. Affecting: Ship Speed +6/4/2/1/0/-1 to combat speed of ships of size 1/2/3/4/5/6. Remark: The +50% space bonus of the Battle Pods is relative to the base hull size without the use of Megafluxers, i.e. they provide 12/30/60/125/250/600 additional space (according to Size class), regardless whether Megafluxers have been invented or not. This may be a bug?
3.3.1.2 Distribution of Homeworlds
3.3.1.3 Game Setup in "Advanced Civilization" mode
3.3.2.3 Jobs of New Population
Morale:
A 20% morale penalty on multi-race colonies without Alien Containement Center.
[Peter DeVries<eabu1889@uci.edu>]
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>]
If you're quick, you can sometimes trade them the tech they just stole, too ... [ratboyfit@aol.com]
3.3.7.3 Things that CP's CAN do
3.3.7.4 Things that CP's CAN'T do
CPs don't seem to build Androids?
3.3.9.1 Antaran Fleet Development
3.3.9.2 Chances of being attacked by Antarans
3.3.9.3 Scrapping Antaran Ships
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
-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
-4.3 Expansion and Colonization
-4.4 Colony Management
-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 Research
- -
-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 Diplomacy
-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 Ship Designs / Combat Tactics
- -
-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 Strategies Against Various Opponents
- -
-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 Global Strategies
-4.10.1 Nice Guy (keep peaceful relations with everyone)
-4.10.2 Slaver Empire
-4.10.3 High Score Game
-4.11 Strategies for Specific Situations
-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 Strange Strategies to Try
-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
4.2.1 Discussion of Special Abilities
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
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]
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)
These are powerful picks since research and production are the key issues of
the game.
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)
4.2.1.29 Fantastic Traders (4)
4.2.1.34 Trans-Dimensional (5)
4.2.2 General Thoughts on How to Select Picks
4.2.3.1 Player's Favorite Races
These races are usually designed for maximum performance.
Race: Flames Gods
Picks:
Tolerant +10, Unification +6, -10 Spying -3,
-10 Ground Combat -2, -1/2 Food -3, -20 ship defense -2
The remaining four picks can be taken in several different variants:
Gods(my pride): +1 Research +3, and Large home world +1
OR
Mushmorok: Cybernetic +4
OR
Busy Bee: +1 Prodiction +3, Large home world +1
The +1 R pick gives you a comparetively good start in research of 16 RP. This is four RP more than a race which doesn't have a food or researh bonus. And in a multi-player game that is important. Every RP more than the other players can be vital in the early game, sometimes. Everything will be fine after researching Hydroponic Farm and Soil Enrichment. Unlike the others Soil Enrichment gives the Unificant +1.5 food per farmer.
The +50% production bonus of Unification combined with the no pollution effect of the Tolerant pick provides stable production which is greater than that of the other players. Furthermore, this combination eliminates to greater extend the loss of not being Creative - you do not need to research morale affecting technologies, and pollution removing facilities. While the other players suffer great pollution in the early game, and still cannot remove it before they get Core Waste Dumps, you don't care about it and research far more important and useful technologies. This also decreases some of the fields to only one technology, e.g. T.1.11, T.3.3, T.5.8, and other to two techs. You can find out yourself if you get the techs from somebody - you don't waste time researching a whole field.
But let's get to the point. The magic word in this game is PRODUCTION. I've experienced that several times. With the research of every tech which gives you production points, you get 50% more production than the other players, and when you get Galactic Unification 100% more production. A smart move by the creators of the game that Unification does not have morale. Imagine what would it be if you could achieve a 170% production bonus... Add a labor leader and a single worker will produce a Titan for a turn... But this is not possible, unfortunately. The real value of having a lot of production is in building a greater amount of ships for a shorter time. In the early game this allows you to expand your empire at a faster rate than the other players. Here's the basic relationship:
MORE COLONIES => MORE POPULATION => MORE OF EVERYTHINGThe food bonus is self-explanatory. I've ended up in a game with a single farmer to make food for 11 pop units. This is where the Mushmorok benefit more, since a farmer would feed 22 pop units, and the fact that they'd eat 1/2 PP should not bother you in the middle part of the game. It does not affect the production at all. However, Mushmorok have a slower start in research in the beginning of the game of only 12 RP.
For the Tolerant pick: I've made some tests with it and with the Subterranean. The ratio in the population is 1 to 1.25. It gets a little greater after the Subterranean get Terraforming, but the difference is not so great. Besides, the pollution tolerance and no need of additional maintenance of the buildings on Toxic/Radiated/Barren planets compensates the 4 picks difference. Furthermore, I think that the Tolerant races have a greater growth rate than the others, although I still haven't proved that.
Editors comment: Being Tolerant makes a planet count as one class friendlier,
which in turn means a higher maximum pop, and that in turn means a higher
growth rate.
[Flame <redjovps98@mail.acs.acad.bg> ]
Race: Chris Richards' Favorite
Picks:
+6 +20 Spying -3 -1 Research -2 -20 ship defense
+6 Telepathic -1 Poor Homeworld -2 -20 ship attack
+3 Charismatic -2 -10 troop combat
Comment:
My huge bonus with the other races from Charismatic/Telepathic lets me do
what I want. I hardly ever get caught when I steal or sabotage.
[Chris Jason Richards <richards@tamu.edu>]
Race: Chin'Kattorn
Picture: Psilons
Picks:
Creative +6, Warlord +4, Subterranean +6,
+1 Research +3, +1 Large Homeworld +1, -50% Growth -4,
-10% Ship Defense -2, -10% Troop Combat -2, -10%, Espionage -2.
Story: The Chin'Kattorn are a race of highly productive, pacifistic beings.
They greatly make up for their physical shortcomings by surpassing every other
race in speed of research.
Comments: This race is best used in a completely research-oriented strategy.
By the time you encounter another race, you should be well past their level of
advancement. Since this race is creative, you don't have to make choices
about the sciences you get. . .but I've found a VERY good researching order to
use with this. . .First, get the basic ship sciences out of the way, so you
can colonize and defend yourself. Then go after the sciences that give you
more research and aid in population growth. After that, go after the
production and finance sciences. Next comes the chemistry and force fields
sciences, so you can get rid of pollution and radiation. Finally, go after
the weapons and drives. The science is researched so fast this way that
you'll get the ship upgrades fast enough to keep up in the arms race.
Editors Comment: Whoa! Quite a lot of picks for such little people.
The only disadvantages I can spot here is the a tad slow growth,
which combined with no industrial bonus can mean trouble early on for
the pacifistic Chin'Kattorn, if the other aliens attack you with stolen techs.
[Falcon <falcon300@aol.com>]
Race: Christian Seitz' Favorite(aka Diplomats with a big stick)
Picks:
+6 creative +3 charismatic -2 -20 ship defense
+6 +2 production -4 feudal -2 -20 ship attack
+3 +50% pop growth -2 -10 ground combat
(2 spare picks for Telepathic when Genetic Evolution is researched)
Comment:
With some luck the leader with the autolab will join your forces early in
the game. With some more luck the psilons and the humans are in the game.
They will give you their planets & tech when you're asking them. I was able
to win the game without a single fight against an computer player fleet.
[Christian Seitz <seitz@krick.com>]
Race: Dan Tomso's Favorite
Picks:
+6 Unification +6 +100% pop growth -5 Low-G Homeworld
+6 Subterranean +2 Rich Homeworld -3 -10% spying
-2 -10% troop combat
Comment:
Unification is magnificent for boosting farming and production, especially
when you get Galactic Unification. In late game and late-mid game I can
really crank out whatever it is I want. Subterranean is the best benefit of
all, IMHO. Double population growth is impossible to duplicate with tech.
The best you can get is +50% or so, but there will always be more of me
than there are of you. Especially useful in early and mid game. Rich home
world is almost essential to get going faster than your neighbors,
especially in the harder levels.
Low G is easily surmountable, and the ground combat and spying penalties
are offset by the corresponding bonuses from Subterranean and Unification,
at least for defense. Just choose your offensive battles carefully.
With this race it is helpful to get Terraforming as quickly as possible,
since you can really take advantage of your high productivity/high
population growth rate. I also like Artificial Planets, which give me lots
of Huge planets to play with for late game development.
[Dan Tomso <djt@rpiv.mc.duke.edu>]
Race: David Michael Kass's Combat Race
Picture: Elerian (because running into them early will kill the race)
Picks:
-4 Feudal (for the ship discount and the picks)
-6 Repulsive (you weren't planning on being friendly, were you?)
+6 Telepathic (essential to take over planets fast, +10 spying - perfect)
+6 +50 attack (allows you to actually kill things with your beams)
+4 Warlord (extra command points, +15% on attack is nice also)
+2 +10 spying (This is how you get tech)
+2 Rich HW (Help out in building that first fleet)
Comment: It's not perfect, but seems to work well single player (and fails
miserably multiplayer). Possible things to change include the +50 attack
and the Repulsive.
WEAKNESSES: see general thoughts on combat-oriented races (4.1.2)
[David Michael Kass <dkass@cco.caltech.edu>]
Race: David Turriff's Favorite
Picks:
+10 Lithovore +3 +1 Production -2 -10 Spying
+6 Creative -6 Repulsive
Comment:
The Spying deficit is usually made up for with a technology such as that
Neural Scanner thingy. This totally nullifies the disadvantage. Repulsive
hurts sometimes, but if you pay off enemies until you're tough, it usually
isn't too bad. Creative and Lithovore give extreme benefits. In one game, I
had nearly every system on a huge galaxy colonized, except for a little
corner where the last systems of my final enemy were.
[David Turriff <dturriff@news.dct.com>]
Race: Elerian warrior babes from space
Picks:
+4 Warlord +6 Production +2 or High-G world
+4 Ground Combat +20 -4 Feudal
Comment:
I was nearly always behind in the tech, but as soon as I could board an
enemy ship (tractor beams are invaluable) it was all over.
[electric RAIN <kaneda@electric-rain.net>]
Race: J. Sigmon's Multiplayer Race
Picture: Darloks (Backstabbing)
Picks:
+6 subterranean +2 rich homeworld -2 -20 ship defense
+6 creative -4 -0.5 BC -2 -20 ship attack
+6 telepathic -2 -10 troop combat
Comment:
Creative makes the disadvantages negligible. [jsigmon@wvnvms.wvnet.edu]
2nd Comment::
Don't start any war at the beginning of the game. Colonize a
lot and put max on science. Be everyones friend and keepup
being in their favour by giving tech. Then kick their collective ass.
Always works... [Kevin Guiton <antkllr@ibm.net>]
Race: Jake Walter's Favorite
Picture: Psilons (makes sure only you have Creative advantage)
Picks:
-6 repulsive (you're going to get all the tech you want on your own)
+6 creative (gotta have it unless you plan to go in with guns blazing)
+4 +1 food (so you can focus on finding rich worlds)
+3 +1 prod.
+3 Omniscient (you need to know where everyone else is)
CommentS: You *will* have colonies producing trade goods in the mid game.
Price you pay for no trade treaties. Plan on it.
[Jake Walter <jake@iwaynet.net>]
Race: John Emerson's Starting Race
Picks:
+6 creative +7 democracy -2 -10 troop combat
+3 charismatic -2 -20 ship defense -3 -10 spying
+4 fantastic trader -2 -20 ship defense -1 poor homeworld
Comment:
I start out building defensive tech missle 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. I get ahead in research fast and I'm able to buy all my
industrial improvements to get some real kick ass production.
[John Emerson <shorts@ix.netcom.com>]
Race: John Rappel's Favorite
Picks:
+6 telepathic +4 cybernetic +4 warlord
+4 +50 ship attack +2 rich homeworld -4 feudal
-6 any other disadvantages
Comment:
An effective strategy in small and mid-size galaxies. Build a battleship
with all lasers (most heavy, some regular to shoot down any missiles the
CP's might use against you) right from the first turn. Then, conquer all
your neighbours before they even get oriented.
Your crew's advantages allow you to destroy enemy Star Bases from long
distance without them doing much damage in return - plus being Cybernetic
repairs any damage they do manage after every combat. Telepathy allows you
to take almost everyone's planets without ground fighting. I can usually
conquer two or three races easily, giving you fully developed homeworlds to
build more ships (and Star Academies, which increase your crew fighting
bonuses even more) with which to defend the empire. Plus, you can usually
take technology from your defeated opponents, and when you are the
pre-eminent power in the galaxy so early, you can also intimidate the less
warlike of the remaining opponents into giving you technology and even
systems. [John Rappel <jarappel@agt.net>]
VARIANT: Don't take the Warlord advantage. Take a ground combat penalty as
disadvantage. Wait around for automated factories and fusion beams before
building the battleship. Build TWO battleships to start. Make the Psilons
your "picture" so you don't have to fight them.[Brock Wood <bwood@rmi.net>]
Race: Joseph Fok's Favorite
Picks:
-4 0.5 BC penalty
-2 ship attack
-2 ship defense
-2 ground combat
+6 creative (an unfortunate must)
+6 subterranean (the extra pop make up for more scientics and workers)
+4 cybernetic (only need half food hence more scientists/workers)
+3 +50% pop growth
+1 large homeworld (to make up for that extra pick)
Comment: Money is never a problem, I always get a megawealth leader
somewhere. And those money generating building make up for the lost $.
[Joseph Fok <jfok@extro.ucc.su.oz.au>]
Race: Keith Bowen's Favorite
Picture: Sakkra (of course!)
Picks:
+6 +100 growth +4 +1 food -4 Feudal -3 -10 spying
+6 Subterranean +4 Warlord -6 Repulsive
Comment:
Not my picks are used, but this is just what I like to have. This setup is
basically an outright declaration of war on all the other races. No trade,
no treaties, just ATTACK! Not the 'optimal' race, but fun for any
expansionist-minded individuals. I'm not keen on the 'technology solves
everything' sort of gameplay. Those Psilon players who love to hole up and
build a tech lead better beware of this kind of opponent in multiplayer
conflicts!!! [Keith Bowen <bowen@cs.dal.ca>]
WEAKNESSES: From my experience with multiplayer, this will fail miserably.
The first problem is that it has no way of getting tech. With Feudal, you
will not be able to do effective research. With -10 spying (and no tech),
you're not going to be able to get your tech that way. With Repulsive, you
can't trade for it. Unlike MOO, in MOO2, you don't get enough tech for
taking planets to make that a workable source (and this race isn't even
that good at combat). This is going to put you way behind on the tech curve
with no way of catching up. This is going to make it hard to get to your
target (let alone develop a good economy). [David Michael Kass
<dkass@cco.caltech.edu>] Also see general thoughts on low-tech,
combat-oriented races (4.1.2).
Race: Nat Wong's Favorite
Picks:
+6 Unification +1 Large Homeworld
+6 Telepathic -3 -20 Spying
Comment:
What happens is that you eventually get a super home planet, the better for
churning out your tele-dominator large ships, and no real spying penalty
because you already have a natural +25!
[Nat Wong <nathuang@mbox2.singnet.com.sg>]
Race: Richard Kenan's Favorite 1
Picks:
+6 Telepathic +6 Unification -2 -20 ship attack
+6 Subterranean -6 Repulsive
Comment:
This is basically a declaration of war on the entire galaxy. You have a
huge highly productive and well fed population to run your industrial
machine. You build ships with missiles and Gyro Destabilizers early in the
game, to ignore the ship attack until tech can overcome it. You find an
enemy you think you can handle, blow up a starbase and any ground defenses,
and mind control the nearest colony. Instantly gets assimilated, and maybe
get some tech for free. Repeat as necessary. It might be worthwhile to
eradicate conquered slave races by transporting them to /dev/null (ie a
colony with no room for more colonists), so you can ship in your own
subterranean people, but if they have any good bonuses, you can keep them.
Just be sure to pick your fights carefully, and not to spy too much on
people who can beat you, and you've got it made. By the endgame, you take
Evolutionary Mutation and go for nothing to get a +40% score bonus.
Terraforming is a critical tech, fortunately you're guaranteed to get it if
you survive long enough to research it.
[RICHARD KENAN <eefacdk@acmey.gatech.edu>]
Race: Richard Kenan's Favorite 2
Picks:
+6 Telepathic +6 Subterranean -2 -20 Ship Attack
Comment:
Basically, this is a fast assault race. You might even take the
Subterranean and put in + growth, instead. Build a few (2 or 3) missile
cruisers in the early game, and take over half the galaxy. Then you win. It
works best in average and hard, in impossible you have to get kind of
lucky. Oddly, starting near a repulsive isn't as bad with this race,
because it gives you somebody you can attack without getting everybody else
mad. With huge pop at your native worlds (get as many as you can, of
course) you don't have to match the computer in the expansion game, and get
the most benefit for the production and maintenance cost of planetary
improvements. You instantly take over enemy planets, too, so no need for
any bombing or invasions. The minus to ship attack is meaningless, because
you're using missiles, or Gyro Destabilizers, if the game lasts that long.
It probably won't, though. [RICHARD KENAN <eefacdk@acmey.gatech.edu>]
Race: Robert Gresham's Favorite
Picks:
+6 Subterranean +3 +50% growth -4 -0.5 BC -2 -20% ship defense
+10 Lithovore +1 Large Home -2 -ground cmb -2 -20% ship attack
Comment:
Usually in control by the 20th year, and able to "purify" and repopulate
the galaxy by the mid 40s (this is what takes time). Pointers: 1. You need
planet construction. Spy and make sure your "pet" race has it and steal it
during the repopulation phase. Can give you 10% more population. 2. When
repopulating the galaxy, send one colony ship to each system. Put as many
colony bases as you can in the queue and turn it on auto. Keep note of the
systems with gas giants, and after all colony bases are built go back and
build planets and more colony bases. 3. Have max spies in your pet race.
Try not to keep Darloks for pets for obvious reasons.
[Robert Gresham <r.gresham@worldnet.att.net>]
Race: Roger Books' Favorite
Picks:
+6 Creative +3 Omniscient -2 -10% ground combat
+6 Subteranean -3 -10% spying
[Roger Books <books@mail.state.fl.us>]
Race: Sam Clifford's Favorite
Picks:
+6 Creative +6 +20 Spying -2 -10 Ground Combat
Comment:
Between the cre ative discovery and espionage I have a wealth of tech. My
strategy is defense, building some spies and ships, and being very
oportunistic. If a race has a weak fleet, send spies to sabotage. Early to
mid games races are saved only by their starbases and your effective spies
can destroy them. Be sure to bomb a couple of turns before invasion because
of your weak ground attack. Buy any leaders that help ground forces. Let me
know if this works as well for you, or any other deadly combinations (under
10 picks to be fair) [sam clifford <sam.clifford@sierra.com>]
Race: Nasty Rockeaters
Picture: Anything except Psilons
Picks:
Lithovore +10 Telepathic +6 Warlord +4 LowG -5 Ground Cmbt(-10) -2 Spying(-10) -3Comment: The Lithovore, Telepathic and Warlord combos mean that you don't have to build or research anything to do with food, ground combat or command points.
Race: "Standard" production and tech race
Picture: Darlok (you really have problems with them)
Picks:
-5 Low Gravity (the 25% penalty for normal planets isn't bad)
-3 -10 ground combat (you just aren't planning on attacking until you've
got good tech, and you're at -10 already)
-2 -10 spying (why we took the Darloks, you'll make it up in tech)
+6 Creative (all the tech)
+6 +2 Product. (we will out produce you)
+6 +2 Research (we will out research you)
+2 Rich HW (to produce that early research lab and automated factory)
Comment:
The penalties will be overcome by tech fairly soon. Whether to take the -10
to spying or attack is always a question (or just not take the rich HW, but
I usually like it). By the time you go to war, your graviton beams and ion
cannons will slice through their ships while your armor laughs at their
feeble fusion beams. [David Michael Kass <dkass@cco.caltech.edu>]
Race: Terrance LaCoursiere's Favorite
Picks:
+6 creative +3 +1 production -2 -20 ship defense
+3 +50% pop growth +3 +1 research -2 -20 ship attack
+3 charismatic -4 -0.5 BC -2 -10 ground combat
(2 spare picks for Telepathic when Genetic Evolution is researched)
Comment:
The only penalty that hurts in this game is the loss of money, until you
have built up a few planets and are creating trade goods. Makes me wish
there were further penalties for ground combat, since I never had to worry
about it yet. [Terrance LaCoursiere <terrance@cs.athabascau.ca>]
Race: Todd's Favorite
Picks:
+6 Unification +3 +1 Production
+6 Creative +3 +1 Research
+3 +50% Pop. Growth
-2 -20% ship attack (don't care while expanding, use nuclear missiles)
-2 -20% ship defense (the battle is over if you use nuclear missles)
-3 -10% spying (you don't meet any races early in the expansion race)
-2 -10% troop combat (nobody is invading you early on)
Comment:
This will get you going *real* fast in the early part of the game. By the
time you meet races, you are already the most powerful force in the galaxy.
[Todd K <todd_kepus@hp-singapore-notes1.om.hp.com>]
Race: Yuval Altman's Favorite
Picks:
+6 Unification +4 Fant. Trader +1 Large Home -4 -0.5 BC
+6 Telepathic +3 +10 Spying -4 Uncreative -2 -10 troop cmb.
Comment:
This is basically a spying game. The thing is to spread quickly. The more
races I meet, the better my tech is. Basically what we have here is a game
with good tech (at least as good as the enemies'), great production, great
farming, and a simple economical way to create money. Plus Telepathy, which
is great. [Altman Yuval - Vax <s3197557@techst02.technion.ac.il>]
4.2.3.2 Races for different strategies
The races were designed to make for games that are a bit different from the
usual.
4.2.3.3 Improved Standard Races
Race: Halflings Picks: +6 +100% growth +7 +2 food -4 feudal -2 -20 ship defense +3 +10% spying +3 lucky -2 -10 troop cmb -2 -20 ship attack Comment: I am not sure what lucky does but these guys had an huge rich gaia planet in their home system. [Christian Seitz <seitz@krick.com>] Race: Mind Flayers Picks: +6 creative +6 subterranean -4 feudal +6 telephatic +2 rich homeworld -6 repulsive [Christian Seitz <seitz@krick.com>] Race: Orcs Picks: +6 subterranean +3 +50% growth -4 uncreative -3 -10% spying +10 tolerant +1 large home -3 -1 research [Christian Seitz <seitz@krick.com>] 4.2.3.6 Warhammer 40,000 / Fantasy Battles Races Race: Chaos Picks: +3 +25 ship defense +4 Warlord +1 Large Homeworld +4 +50 ship attack +4 +20 ground combat -6 Repulsive [Spanish Inquisition <abner.4@postbox.acs.ohio-state.edu>] Race: Eldar Picks: +6 Creative +3 Lucky -4 -50% pop growth +3 +1 research +2 +20 ship attack [Spanish Inquisition <abner.4@postbox.acs.ohio-state.edu>] Race: Genestealers/Tyrannids Picks: +6 +100% pop growth +3 +1 Production -6 Repulsive +6 Unification +2 +10 Ground Combat -1 Poor Home world [Spanish Inquisition <abner.4@postbox.acs.ohio-state.edu>] Race: Orks Picks: +6 High G world +2 +20 ship attack +3 +50% growth -4 feudal +3 +1 production +2 +10 ground combat +4 warlord -6 repulsive [Spanish Inquisition <abner.4@postbox.acs.ohio-state.edu>] Race: Skaven Picks: +6 +20 spying +6 Subterrenean +4 stealthy ships -6 repulsive [Spanish Inquisition <abner.4@postbox.acs.ohio-state.edu>] Race: Slann Picks: +3 artifacts world +5 trans dimensional +6 +2 research -4 -50% pop growth [Spanish Inquisition <abner.4@postbox.acs.ohio-state.edu>] Race: Space marines Picks: +4 Warlord +5 +0.5 BC +3 +1 production +1 large homeworld [Spanish Inquisition <abner.4@postbox.acs.ohio-state.edu>] Race: Squat Picks: +6 Subterranean +2 Rich home +1 Large home -4 Feudal +6 +2 Production +4 Fant. Traders -5 -1 food [Spanish Inquisition <abner.4@postbox.acs.ohio-state.edu>]4.2.3.7 Other Races
Race: Macho Women With Guns Picture: Elerian Picks: +6 High-G Home +3 Charismatic -4 Feudal +5 something else Story: Ever consider the raw B-movie potential of the Elerians? MWWG are a staple of really horrible sci-fi flicks, and the Elerians have the perfect Graphics for it. Comment: I wanted to play a good Bulrathi boarding game, but I don't like the new Bulrathi racial picture much, so I delved into my inner cheeze and made modified Elerians/MWWG: As has been discussed in other threads, heavy G ground combat races with transporters and mass drivers (to take out shields) can have a lot of fun. [Martin Leslie Leuschen <martinl@rice.edu>] Race: Pseudo-Vorlons Picks: +6 High-G World (Vorlons are hard to kill) +6 Telepathic (make it easy to take over worlds) +4 Cybernetic (healing ships, eat less food but do eat production) +1 Large Homeworld -3 -1/2 food (don't need so much food, so not so bad) -4 -0.5 BC Comment: The favorite tactic with this species was to board enemy ships. All you need is transporters and a big enough gun to knock down enemy shields! [Rob C. Johnson <rcjohnso@prairienet.org>]
4.3 Expansion and Colonization
The best starting strategy I've come up with so far is "marking" my
territory with outposts. In fact I don't even build colony ships until later
on, about turn 100/150. Thats when I start building colony ships and
actually colonize all my outpost planets. I usually play dictatorship, which
gives me an automatic marine barracks when I colonize an outpost. Cost is
100 for outpost ship compared to a free 80 prodution points for a marine
barracks. And I can produce outpost ships a heck of a lot faster than colony
ships. The only time this doesn't work well is when I have an aggressive
repulsive race next door. They do tend to enjoy wiping out any undefended
planets. But that early in the game my colonies aren't defended anyways...
[DarkKnight <dmagnuso@rpts.tamu.edu>]
4.4.3.3 Assimilated Population vs. Own Population
4.4.3.4 Population vs. Androids
The point of Androids when your planet is at max population is that Androids
are Tolerant. Tolerant allows you to occupy uninhabited areas of your
planet, effectively increasing the max pop allowed.
For example, lets say you are a non-Tolerant race, and you have maxxed out
a planet with a pop of 19. The pop of the planet will show on the screen as
19/19. Now build an Android.
What happens is that the computer cautions you there may not be room for
him if you build him. Ignore that warning, and build the Android anyways.
This is because the warning for some reason does not take into account the
Tolerant bonus.
When the Android is built, not only is it alive and kicking, but your
planet now reads something like 19/22. It looks like your planet has
increased it max population, but this is not really the case; there is still
no new population growth among your fleshy non-Tolerant race present. What
the new max capacity represents is additional space for more of those
Tolerant Androids.
So, I guess the moral of this story is to only build Androids when your
planet is at max capacity, so you can add those extra Android citizens
without accidentally taking away from your non-Tolerant population capacity.
[James Winsor <jwinsor@earthlink.net>]
4.5.1.1 Advanced Construction (T.1.3)
- Automated Factories, Missile Base, Heavy Armor
4.5.1.2 Robotics (T.1.6)
- Robo Mining Plant, Battlestation, Powered Armor
4.5.1.3 Astro Construction (T.1.8)
- Titan Construction, Ground Batteries, Battleoids
Steal one or both from the Psilons. [Kagetora <kagetora@pernet.net>]
4.5.1.4 Ion Fission (T.2.4)
- Ion Drive, Ion Pulse Cannon, Shield Capacitor
4.5.1.5 Anti-Matter Fission (T.2.5)
- Anti-Matter Drive, Anti-Matter Torpedo, Anti-Matter Bomb
4.5.1.6 Advanced Metallurgy (T.3.2)
(Deuterium Fuel Cells, Tritanium Armor)
4.5.1.7 Nano Technology (T.3.5)
- Nano Disassemblers, Microlite construction, Zortrium Armor
4.5.1.8 Positronics (T.5.4)
- Positronic Computer, Planetary Supercomputer, Holo Simulator
4.5.1.9 Cybertronics (T.5.6)
- Cybertronic Computer, Autolab, Structural Analyzer
4.5.1.10 Advanced Biology (T.6.2)
- Cloning Center, Soil Enrichment, Death Spores
4.5.1.11 Magneto Gravitics (T.8.3)
- Class III shield, Planetary Radiation shield, Warp Dissipator
4.6.1 Don't make alliances
Rejecting an alliance has NEVER caused me any negative grief. Usually the
same race will come back again and again and yet again asking for that
alliance. I just refuse. The rare alliance I get into is usually with a race
that is (a) strong enough to fight well on their own and (b) has enough
spying strength that framing becomes problematic, i.e. I've allied with the
Darloks once when they were (a) big and (b) obviously difficult to spy
against. This worked fine because their spy bonuses plus spy tech bonuses
kept anyone from successfully spying on them and framing me. I've also
allied once with a very strong Klackon empire that had alot of spy tech (+
the unification defensive spy bonus) and again I never got framed. But
alliances with other races are a waste. [David Ramsey <dramsey@neosoft.com>]
4.6.2 Trade CPs Weapon Tech
For the most part CPs use weapons poorly. I give them about any weapons
tech. I do hold off on productive/research tech as that is what really drive
the game. I'll trade them about any weapon for something that makes me more
productive or better research - that's where the game is won. The CP's also
don't seem to use specials very well. It would have been nice if Simtex had
programmed them to use some of the combos that were so obvious from what the
tech implied, but unfortunately they don't. They just stink at ship design.
[Stephen C. Griffin <sgrif@pop3.concentric.net>]
4.6.3 Trade them Android Tech
CP's do not seem to build Androids, so maybe this is a safe tech to trade.
If it is, you should certainly do so because there are a lot of nice techs
in the 1000-1500 range, which you should be able to get.
[leonard@alw.nih.gov]
4.6.4 Trade to all CPs
If you are going to trade, trade the same tech with EVERYBODY (because the
CP's will anyway) and trade that tech AS SOON AS YOU DISCOVER IT. It has
it's highest value at that point before anyone else has had a chance to
steal it or research it themselves. And after you trade that tech item and
have gotten a bunch more goodies for it, go back around the diplomacy screen
and try to trade again. Maybe the Missile Bases that you just got will be
attractive to those Alkaris who didn't want to talk to you the first time.
4.8 Ship Designs / Combat Tactics
4.8.1 Discussion of Weapons and Systems
It is the enveloping damage X4 which makes the plasmas so terribly
destructive. Take a bank of heavy plasmas (heavy to reduce range dissipation
and to add a little extra punch), throw in structural analyzers (targets
ship weak points and doubles the beam value), high energy focus (adds
another +50% to whatever the darn beam was going to do in the first place),
and a good computer and suddenly that X4 damage means ALOT. You can do
similar with the fusion beam but since the fusion beam is (a) less powerful
overall and (b) the enveloping mod is an add-on, it just doesn't come close.
Banks of 10 or more heavy plasmas on a titan with the above mods can
sometimes do thousands of points of damage in one shot. i.e. The heavy
plasma does 9-45 points (per shield facing). So let's take an average value
of 27 points X4 = 108 points PER BEAM before the mods are applied. Add in
structural analyzer (X2) and we are up to 216 points per beam. Add in High
Energy focus and we are up to either 270 or 324 points depending on how MOO2
does the calculation. Now take 10 of these babies in one bank and you have
2700 points (minimum!) of damage. Since you can often get 2 banks of 10
heavies coupled with a smaller bank of 6-8 Fx standard plasmas (they are
great for shooting down fighters and missiles too!) this ship is carrying
around 5000-7000 points of damage PER TURN. Put 5 of these titans in a
battle group and go kill somebody's empire. It all comes down to that X4
enveloping mod though. Take that out and those numbers quickly drop down to
700-1000 points per turn. [Jeffrey M. George <j.george@ix.netcom.com>]
4.8.1.9 Emissions-Guided Missiles
4.8.1.16 Damper Fields (on non-Antaran ships)
4.8.2 Ship Building Strategies
4.8.2.1 Richard Kenan's Strategy 1
4.8.2.2 Richard Kenan's Strategy 2
4.8.3.4 Various Hints for Ship Design
4.8.5.1 Cheap Distraction
Have you noticed how much the planetary defenses hate/fear ships with bombs?
I've set up invasion fleets that have all the cool stuff on the battleship
and titans, and a bunch of dirt cheap frigates armed with nuclear bombs just
to distract the planetary weaponry. [ratboyfit@aol.com]
4.8.5.2 Cookoffs
Sometimes ships go down with a bigger explosion than usual, doing more
damage to the surrounding ships. They don't even have to have quantum
detonators onboard for it to happen. I've taken to calling these events
"cookoffs" since it appears that the damage done to the ship causes other
onboard weapons to "cookoff" setting off a major explosion. I've found that
a combination of heavy phasors followed immediately by heavy ion pulse
cannons can often cause this sort of behavior. I use this effect when I'm
facing large CP fleets. If he has a titan or doomstar in his front line, I
can often get it to detonate, thus taking as many as five surrounding ships
with it. And sometimes one of those will cookoff too setting off chain
reactions. I once took down 5 Sakkra doomstars, about 7 or 8 Sakkra titans,
10 or 12 Sakkra battleships and another 15-20 smaller ships in just two
combat rounds using only 6 of my own titans.
[David Ramsey <dramsey@neosoft.com>]
4.8.5.3 Self-Destruct
Self-destructing frigates and destroyers in FRONT of a nasty is a great way
to weaken it's shields enough where the shields FAIL on the side facing the
explosion. I usually build something fast enough to get in an enemy ship's
face, then as the enemy fires off missiles, fighters, shuttles, etc, I self
destruct my ship, taking the launched subsystems AND the enemy ship's
forward shield out. THEN, I follow up with my ranged attacks, funneling the
damage through the now-depleted front shields. If and when you get the
quantum detonator, your destruction damage is TRIPLED and REALLY lays waste
just about every shield and launched subsystem within 5 or 6 squares
distance. [Danno <saccad@pfizer.com>]
4.8.5.4 Cheap Bomber Squads
A tip for fights against shielded planets with highly advanced missile
bases: missile bases only shoot at a max of two targets/turn (I'm not sure
whether CPs ever shoot at more than one). It will take you two turns to run
up to the planet. That means that, at most, he can shoot at two of your
ships before you are in bomb distance. So make a bunch of frigates with
nuclear bombs (fusion if you got 'em). 8 frigates cost 8 command points,
which should be affordable to anyone. When you enter combat, first turn,
charge the planet. Missile base fires. Next move, watch carefully to see
which frigate(s) the missiles are aimed at. Turn these around and run to the
edge of the map, then retreat. The missiles follow harmlessly. The frigates
not aimed at run up and bomb. Second enemy turn, he fires again. One or two
more frigates die or run off. Etc. [leonard@alw.nih.gov]
4.9 Strategies Against Various Opponents
4.9.1 Strategies against Monsters
Eels and Amoebas are killed best with MIRV'd nuclear missles, as many as you
can fit. [unknown]
4.9.2 Strategies against the Guardian
4.9.2.1 Mass Drivers / Missiles / Ion Pulse Cannons Combo
Mass drivers and fast missiles to knock the shields down, ion cannons to
finish. [Doug Jacobs <djacobs@rahul.net>]
4.9.2.2 Neutron Blasters / Ion Pulse Cannons Combo
Blasters drop the shields (*FAR* less than the required 800 points of
damage) and the ion cannons will then eat up the internal systems and make
it blow up. Better yet, both are very low tech, and so can be used to kill
the Guardian early in the game, when Orion is still relevant to the outcome,
and even important. [RICHARD KENAN <eefacdk@acmey.gatech.edu>]
4.9.2.3 Gyro Destabilizers
40 Gyro Destabilizers did the job (they bypass the shields and armor), I
believe that even around 35 should do the job. [GPF <kordunei@newave.com>]
4.9.3 Strategies against the Antarans
4.9.3.2 Emission Guided Missiles
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
I have noticed that the Space Eels love using the "Behind and Pulsar" tactic.
They use their large movement rate (they can pull level to a fleet in the
first turn) to get behind your fleet so they are facing the wrong direction
and then using a pulsar every round.
Tractor beams looked like a good idea to me:
I once had an Eel very early on in an Average game (2 systems) which is
almost a disaster, until I researched tractor beam and sent 2 of them in
with another 3 cruisers. Keeping my distance I managed to lock 2 tractor
beams onto it before it was immobile and then could sit back at my leisure
and destroy it as it had no projectile weapons at all.
[Culain <caomhin@box.net.au>]
4.10.1 Nice Guy (keep peaceful relations with everyone)
I picked a race with disadvantages in ground attack, money, ship attack and
defense. Chose mutation later and didn't take any of those so it got to
340%. Stayed in one four planet system until about the seven hundredth turn
and then built a fleet of doomstars with 8 stellar converters each, phase
cloak and time warp. Left eight of these ships as defense, and as I built a
new one, would send it out to destroy. Rebuilt the galaxy, kept the Elerians
as pets and got 17,600 score. Could have broken twenty k if I had destroyed
every small planet. Will NEVER EVER PLAY like this again. It wasn't fun.
Took about 18 hours. [Robert K Gresham <r.gresham@worldnet.att.net>]
4.11 Strategies for Specific Situations
4.11.1 Trojan Planet
SITUATION: You are telepathic. You have fallen behind in tech against a
non-telepathic player who you do not mind to go at war with.
DESCRIPTION: Gift the other player a system. Take the system back via Mind
Control. You may acquire tech from taking the enemy world. Repeat.
COUNTER: Do not accept the gift. [Roger Books <books@mail.state.fl.us>]
4.11.2 Stirring War thru Shared Systems
SITUATION: You are the directly in the path of a CP empire that wants to
expand, but has no more unoccupied systems it can reach. You fear that the
CP will attack you.
DESCRIPTION: Build an outpost in a second CP's system, and give it to the
first one. This gives it a place to go other than you, and CPs do *not*
seem to share systems effectively with each other. This tactic almost
always seems to lead to war between the two CPs. Which is almost always a
good deal for you. [leonard@alw.nih.gov]
4.11.3 Offensive Prevention Against Framing
SITUATION: A race with good spying boni has contact with a race with poor
spying boni, and both have contact with you. You fear that the first race
will spy on the second race and frame you, which will ruin your relations
to the first race.
DESCRIPTION: If you make enough spies and keep them on the offense, each
player you spy on will keep a counterbalancing number of his spies on
defense. Then they aren't framing you or stealing you blind. Since you may
not be able to generate spies fast enough to shotgun everybody like this,
you can be a little more selective with who you spy on. Keep at least the
guy with good bonuses at home by spying on him. Or make him your ally.
[Steve Yancey <syancey@griffin.com>]
4.11.4 Blocking Outpost Ships
If two empires have colony/outpost ships in the same system then neither can
create a colony/outpost: after all, which one would get first pick? So
target empires with whom you have NAPs. Then create outpost ships and send
them to the target's home system and surrounding systems. When they get
there do NOT create the outpost; just leave the ship in orbit. Now your
"friend" will not be able to colonize and won't get mad at you. Later you
can build colony ships and wait or make them take theirs from the system so
you can colonize it yourself. Perhaps send a scout for "defense" in case
they attack. I suspect this also works against colony bases; which are
wasted if an alien has a colony/outpost ship in your system.
[Louie Landale <louie.landale@internetMCI.com>]
4.11.5 Potemkin Defense
SITUATION: You have a good production base, but no good ship technology to
build a powerful fleet. You fear that your neighbours might realize your
weakness and attack, or you want to demand technology from them.
DESCRIPTION: Keep lots of empty ships stationed at your planet, for the
intimidation factor. Whenever you do finally research some worthwhile
weapons or specials, you could always refit them. The AI takes fleet size
into account when thinking about war, and it will influence diplomacy as
well.
COUNTER: Just attack ... that's why this strategy will only work against
CPs. [idea by Richard Wesson <wesson@church.cse.ogi.edu>]
4.12 Strange Strategies to Try
4.12.1 No Offensive Weaponry
Try a race with NO OFFENSIVE WEAPONRY! You win only by boarding. In the
early going, use beam weapons to take the shields down only. Later, use
tractor beams to immobilize your enemies. You will also need Assault
Shuttles and/or Transporters. [unknown]
4.12.2 Real Borg Strategy
Play one of the "Borg" custom races and - as the "real" Borg - do not
research any tech by yourself! Don't build a single scientist, research lab,
supercomputer etc., get everything from your enemies.
[Idea from Ray Kerby <kerby@anet-dfw.com>]
4.12.3 Frigates Only
Since so many people rely on Doom Stars - why not renounce them? In fact,
renounce ALL ship sizes EXCEPT frigates. How many frigates will you need to
take down a Doom Star? [MCG]
4.12.4 Barbarian Horde
Try the barbarian horde approach - destroy defenses, invade, sell off
buildings, annihilate the natives, build an outpost, keep moving.
[Richard Wesson <wesson@cse.ogi.edu>]
4.12.5 Thematic Weapons
Sometimes it's fun to get "thematic" with your weapon choices. By this I
mean, if you want to emulate Klingons: use disruptors, photon torps, cloaks,
and transporters ... if you want to be the Federation: use phasors, photon
torps, multi-phased shields, and transporters .... etc. I once did "Star
Wars" and used only 3 basic weapon types: laser cannons (heavy mounts for
the turbolasers), anti-mater torps (photon torps don't look right or act
right, so these better match proton torps), and merculite missiles. (It gets
*hard* in the endgame, as the miniaturization factor starts to become
meaningless, but it;s still fun to get *your* ass kicked occassionally).
[Kagetora <kagetora@pernet.net>]
4.12.6 Uncreative/Repulsive Galaxy
Set up a customized game with all the players being *Uncreative* and
*Repulsive*, including yourself. Customize your race. Then pick the CP's,
add Uncreative and Repulsive, and give them miscellaneous picks (upgrade
governments first) to get them back to zero. Start with Pre-Warp technology.
It is funny to have massive battles and take over planets in a galaxy where
Lasers (although fully modified - hey, I just captured Mass Drivers!!) are
the best weapon and where shields are a rarity. Spying is a must in this
game, too. [ReluctantMessiah <jcopelan@nyx10.cs.du.edu>, rephrased]
4.12.7 Lowest Possible Score
Try to play for the LOWEST score. Believe it or not, if you actually lose,
getting yourself eliminated, you still receive score, for techs and for
time. The time bonus is substantial. So if you wanted the lowest score
possible you'd have to play the longest game that you could and get
eliminated, while researching next to nothing. It would definitely be a
challenge. [Craig Wood <burcity1@ix.netcom.com>]
-5.1 Program Bugs in Version 1.2
-5.1.1 Bugs in Combat / Combat Specs
-5.1.2 Bugs reagarding Money
-5.1.3 Bugs regarding Ship Travel
-5.1.4 Bugs regarding Diplomacy
-5.1.5 Bugs regarding Planetary Construction
-5.1.6 Scoring Bugs
-5.1.7 Various other Bugs
-5.1.8 Spelling Bugs
-5.1.9 May-be Bugs
-5.1.10 Bug Reports Without Version Number
-5.2 Online Help Corrections and Missing Information
-5.2.1 Corrections to the Tech Review
-5.2.2 Corrections to the Help in the Ship Design Screen
-5.2.3 Corrections to the Help Regarding Leader Abilities
-5.2.4 Corrections to the Planetary Construction Screen
-5.3 Manual Corrections and Missing Information
-5.3.1 Corrections to Chapter 5: Star Systems
-5.3.2 Corrections to Chapter 7: Research and Development
-5.3.3 Corrections to Chapter 8: Ships
-5.3.4 Corrections to Chapter 9: Mercenary Leaders
-5.3.5 Corrections to Chapter 10: Combat
-5.3.6 Corrections to Chapter 11: Managing an Empire
-5.5 Suggestions
-5.5.1 Suggestions for More Options
-5.5.2 Suggestions for Even Better Gameplay
-5.5.3 Suggestions for Better Combat
-5.5.4 Suggestions for an Even Better User Interface
-5.5.5 Suggestions for Even Better Descriptions
-5.5.6 Various Other Suggestions
5.1.1 Bugs in Combat / Combat Specs
5.1.1.1 The Unprotected Missiles Bug
Missiles do not profit from better Armor technologies. Even with Xentronium,
a Nuclear Missile can only take 4 points of damage, a Merculite 6, a Pulson
8, a Zeon 10.
5.1.1.2 The Accumulative Jamming Bug
The Wide Area Jammer (WAJ) provides a +70% missile evasion bonus to the
whole fleet which should not be cumulative with the effects of other ships'
own jammers (as stated in the Online Help, the manual does not say anything
about it). Actually the effect IS cumulative, even with the +130% that the
WAJ provides for the equipped ship itself. So, in fleets with at least one
ship with a WAJ, the missile evasion bonus is +70% for ships without jammers
(correct), +140% for ships with ECM jammers (should be +70%) and +200% for
ships with WAJs (should be 130%).
5.1.1.3 The Reapproaching Shuttles Bug
Assault Shuttles are not set adrift after dropping off their marines (as
stated in the manual, page 70), they return to the carrier and may be sent
off again. This means that the attacker can send an infinite number of
boarding marines - as long as the shuttles remain intact - whereas the
target ship has only its limited crew to defend the ship against these
hordes.
5.1.1.4 The Fixed Scout Lab Bonus Bug
The Scout Lab (Ship System) does not provide the promised beam attack bonus
when attacking Antares (I once had a bonus of 0 and another time of 10, but
I am not really sure about the second value). Against monsters and when
defending against Antarans it provides always +20 beam attack, not +10 per
ship size class as stated in the manual.
5.1.1.5 The Smaller Battle Pods Bug
Battle Pods always add 50% of the base hull size, regardless whether
Megafluxers (+25% space on all ships) have been researched or not. This
means that after inventing Megafluxers, Battle Pods will only give you 40%
additional space.
Guess it's a feature, not a bug.
5.1.1.6 The Afterburner Battle Pods Bug
Ships are faster when there is more unused space on them. This Unused space
speed bonus is apparently calculated by the formula
Bonus = (10 * ( unused_space / hull_size ) ) for every ship.
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. When you fill the additional space with more
equipment, the ship will be as fast as a ship without battle pods and
without the additional equipment. This should not be the case. Ships with
more equipment have more mass and therefore should be slower.
5.1.1.7 The Repeated Stasis Bug
Once a ship is put into stasis it can be destroyed without any retaliatory
strikes: Put ship A into stasis. At beginning of next turn release it from
stasis and shoot everything you have at it. Before that turn is over, put
the same ship back into stasis so it can't retaliate during its next turn,
AND ALL TURNS thereafter. SOLUTION: Once released from stasis, that ship
shouldn't be allowed to be put into stasis again until the following turn.
[Paul
When attacking a tiny planet with shields, the game crashes. (Workaround:
Use the "z" key for ultra-fast combat. Then the game doesn't try to draw the
shield being hit). [various posters]
5.1.2.1 The Good Old But Still Bothering Integer Overflow Bug
When I research more than 32767 research units per turn, the number becomes
negative and researching is impossible. The same goes for money (earning
more than 32767 BC per turn), this "negative" income is actually deducted
from the total. (Food production also goes negative, but this is very
unlikely to happen in a normal game.) (I wonder what happens to a really
large computer player empire when its income just drops by 60000 BC ...)
5.1.2.2 The Even More Negative Income Bug
The income that is shown at the Info Screen (Budget Breakdown) can also go
negative. This may be the same integer overflow bug, but it happens earlier,
because here your total income is shown, whereas the main screen only shows
your net income.
5.1.2.3 The "I Graciously Offer You These Debts" Bug
When your total income has gone negative, you can even "pay" 10% of this
negative income to any other player, who cannot avoid that because he cannot
decline your gift. This means that once a player has reached the total
income overflow, he can substantially hamper all other players by paying
each of them negative tribute. Since his own net income will still be
positive, he gains a major advantage.
The routines for calculating the total income should be checked. Also,
tribute should not be paid if the total income is negative. (Perhaps this
should automatically cancel the tribute treaty.)
5.1.3 Bugs Regarding Ship Travel
5.1.3.1 The Non-existent Speed Bonus Bug
The +2 travel speed speed bonus for Trans-dimensional races does
not work. The "Navigator" (leader ability) speed bonus does not work either
(at least not when the leaders have low levels). (Example 1: Save the game
before researching Evolutionary Mutation. Hit the Turn button. Choose no
additional race special. Look at the ETAs of your fleets. Now restore the
saved game, hit the Turn button and choose "Trans-Dimensional". The ETA's
will be the same, although there should be a difference at least for the
long distance trips. Example 2: Get a "Navigator" leader on a fleet and send
it off. Dismiss the leader. See if the ETA changes.)
5.1.3.2 The One Line With Two Lengths Bug
The distance that is shown in the Fleet Window when the chosen destination
is out of reach is not calculated correctly. When choosing a 2-player game,
you can check the distances by trying to send the fleet of Player A from
Homeworld A to Homeworld B and then trying to send the fleet of Player B
from Homeworld B to Homeworld A. The numbers that will be shown in red in
the Fleet Window will differ. (I had differences up to 8 parsecs in huge
galaxies.)
5.1.3.3 Stargate Bugs
I tried relocating ships from one planet to another with a blackhole in
between. The program wouldn't let me even though I could go from one planet
to the other through the stargate and relocations use the stargate for
getting there fast. Another irritating "feature" of stargates is that
freighters and leaders can't use them. Once you have stargates it should
never take more than one turn to ferry population around.
[Adam Littman <al51@cornell.edu>]
5.1.4 Bugs regarding Diplomacy
5.1.4.1 The Exchanged Names Bug
When you cancel a treaty, the other player will see his own name in the
message "(his name) has broken your ... treaty."
5.1.4.2 The Lost Technology Bug
When trading/demanding/offering technologies with/from/to other races, it
can happen that the technology list is too large to fit on one page. It will
then be divided in parts of 11 techs per page. On the first page the first
11 techs will be displayed. However, on all following pages only 10 techs
of the 11 techs that are supposed to be on these pages are displayed (there
is one line less space because you now need one line for the "Previous Page"
entry). This means that the techs that were number 22, 33, 44 etc on the
list will never appear on the pages, so that you cannot choose them.
Verification: When you pick another tech, trade it/get it/give it away and
then trade/demand/offer again, the tech list appears again minus the one
entry that you just chose. All "lost" techs behind the chosen tech now move
one entry upwards, meaning they will appear now. However, the techs that
were right behind them will now be "lost". (Note that this is not always
true. Sometimes picking one entry removes more than only this single entry
from the list, and sometimes the list order changes.)
5.1.4.3 The Stock Exchange Trade Bundle Bug
I have now come up twice with this interesting bug. When I don't have
Galactic Stock Exchange yet and I exchange it with some other race I get
Stock Exchange AND Astro University AND Advanced Government!
[Aleksi Ahtiainen <aleksi.ahtiainen@mbnet.fi>]
5.1.4.4 The Halved Tech Exchange Bug
Another bug I've noticed in the Null-Modem Link game: When I exchange tech
with the another human player, only the one who suggests the exchange gets
the tech! Of course I can get around this bug by giving the tech to the
other person. [Aleksi Ahtiainen <aleksi.ahtiainen@mbnet.fi>]
5.1.4.5 The We Hate Your Being Nice To Us Bug
Votes in the Council go just the other way one would expect: allies vote
against you, enemies for you. [Pekka Valve <Pekka.Valve@hut.fi>]
5.1.5 Bugs regarding Planetary Construction
5.1.5.1 The Repeat Build Colony Bases Bug
In the "Planetary Construction Orders Screen" the "Repeat Build" option does
not work for Colony Bases.
5.1.5.2 The Superfluous Colony Base Bug
I have 1 uncolonized planet in a system and want to colonize it with a
Colony Base. When I build that then the entry "Colony Base" does not vanish
from the Support List, however when I click again on "Colony Base" the
computer adds "Freighter Fleet" to the Production Queue. The entry "Colony
Base" then vanishes.
The entry "Colony Base" should vanish immediately after the number of Colony
Bases in the Production Queue equals the number of uncolonized planets.
5.1.6.1 The No Election Bonus Bug
I've finished two games in a row now by getting "elected" emperor of the
galaxy, but there was no bonus added to my score. I reloaded both games and
surrendered to one of the other races and I got the same score as when I won
the game! [Matt Raupp <moses@cybercomm.net>]
The manual lies on that one. You get no bonus for getting elected or for
playing in a large galaxy. The manual also says that if you have extra picks
left over, 2 for example, your score should multiply 120%, but that
reportedly doesn't work either. [Craig Wood <burcity1@ix.netcom.com>]
5.1.6.2 The Genetic Mutation Score Boost Bug
When you do not spend the 4 extra picks that you get from "Genetic Mutation"
tech, +40% are added to your score. This should not happen, 4 picks not
spent somewhere in the endgame should not affect score the same way as 4
picks not spent at the start.
5.1.7.1 The Crew Experience Bug
You get an experience level when you go *over* the experience level stated
in the manual; i.e., you need 51, not 50, points to become average. But all
experience is capped at 500. So, you never get elite crews unless you are a
warlord, and then you never get ultra-elites. [leonard@alw.nih.gov]
I have a feeling this is a MUST to have been fixed in 1.31 , but can't remember.
5.1.7.2 The Overcrowded Planet Crash Bug
I freighted 20 colonists onto Orion, which was already maxed out at 42 of 42
at that moment. The system crashed the same turn that the colonists arrived
when I switched to the colonies screen, or (reloading the auto-save) on the
next turn after that if I didn't do anything but press "Turn". I was playing
a subterranean lithovore. When I sent the colonists off, I didn't get the
usual warning that the planet was already full.
[Rick Robinson <rrobinson@earthlink.net>]
5.1.7.3 The Instant Leader Movement Bug
Click the leader and destination normally. Accept the 5 turn wait. Exit
leaders screen (to galactic view), reenter leaders screen. Place leader in
pool, then reselect the previous destination. This time no time delay will
be required. It appears that the official 'position' of the leader has
changed. This does not work if there is a leader already in the destination.
To put the leader 'back' where it was at the start of the turn now will
allegedly cost 5 turns. [Tim Firman <firman@lombardi.chem.wisc.edu>]
5.1.7.4 Old Planet Names Bug
Computer players will occasionally refer to planets with the old name( before
you changed the name).
. [Peter Schaefer <schaefer@malaga.math.uni-augsburg.de>]
5.1.7.5 Transport colonists+change profession bug
When transporting colonists to a different job field on a different colony,
the game checks the maximum of workers for the source planet, not for the target planet.
. [Peter Schaefer <schaefer@malaga.math.uni-augsburg.de>]
5.1.8 Spelling Errors
I did not notice any spelling errors in Version 1.31.
I am clearing this section, as pointing out the errors was it's purpose.
Thanks to all contributors.
5.1.9.1 The Imperium Morale Bug (?)
Imperium governments do not have the -20% morale penalty any more. However,
barracks still add 20% morale. This is a either a bug (barracks removing
non-existent morale penalty) or missing/misleading information in the manual
and Online Help. The line "barracks remove the -20% morale penalty under ...
governments" should then be rephrased into "add 20% morale under ...
governments". Also, the information that Imperium governments do not have
the penalty any more should be added into the Online Help and the manual
(page 82).
Another explanation that is more in line with the manual is that Imperium
governments suffer a -20% morale penalty (which can be removed by barracks)
AND AT THE SAME TIME a 20% morale bonus which applies anyway. In this case,
the 20% morale bonus (which is mentioned only in the manual on page 141)
should be explained also in the Online Help and on page 82 of the manual.
5.1.9.2 The Unload Troops Bug (?)
The routine for the "Unload Troops" option of transports is odd. Sometimes
it will allow me to station more Marines in a colony than the Marine
barracks would support, sometimes not.
5.1.9.3 The Assassination-Resistant Spies Bug
Spy assassination (leader characteristic) doesn't work. The message appears
but no spies are really lost. [Pekka Valve <Pekka.Valve@hut.fi>]
5.1.9.4 The No Instant Assimilation Bug
I captured Elerians' homeworld. The Elerians have a feudal government, so
instant assimilation, right? No. They even rebelled a few turns later, and
managed to defeat my occupation force. And no, they did not have the
Confederation advancement. [Pekka Valve <Pekka.Valve@hut.fi>]
5.1.10 Bug Reports Without Version Number
5.1.10.1 The "Diplomat Assassinated - so what?" Bug
When you assassinate a diplomat (random event) the message is that relations
have gotten bad, but when you look at the relationship bar, it hasn't nudged
a bit. [unknown]
5.1.10.2 The Refit Captured Ship Bug
All it takes is a leader in the ship in question. It will ask if you want to
send the leader back to the leader pool while refitting takes place and then
you decline (didn't try it with sending the leader back to the pool).
Presto, instant alien upgrade! You won't be able to replace any items you
remove if you don't have the tech for them (i.e you will lose the chance to
scavage the tech [I believe] if and when you scrap the ship), but other than
that, it keeps those captured junkers in shape for a few more battles.
[ReluctantMessiah <jcopelan@nyx10.cs.du.edu>]
5.1.10.3 The No Difficulty Score Bonus Bug
I waited a bit before posting this because I wanted to confirm it, but now
I'm sure: the scoring does NOT seem to be taking difficulty level into
account. Both my impossible wins are below a hard win in the Hall of Fame.
No big difference between them, except it took me a little longer for the
hard win (so, presumably, greater pop). [unknown]
5.1.10.4 The Android Morale Bug
I noticed that with android workers you get morale bonus contrary to what is
said in the manual. That means you get the +3 bonus being an android and you
get the morale bonus. If this is consistent, then it means always use
androids to do your production and use people for farms and science if the
morale bonus for these 2 resources is more than 3. [BOBO <yu10@cornell.edu>]
5.1.10.5 The Diplomatic Immunity thru Ignoring Bug
In a game that was a typical framefest, I set the Mrrshans, the only race
who didn't declare war on me so far, to IGNORE to see what would happen. It
seems I was now IMMUNE to frameups! 200 turns went by, and the whole rest of
the game the Mrrshans and I were happy, hunky-dory treaty partners! That is
just TOO strange an occurance to be mere coincidence. So, while IGNORE may
not stop declarations of war per se, it MAY be able to stop deterioration of
your diplomatic standing due to events such as framing - in other words, you
can "freeze" your friendly standing by hitting IGNORE.
[James Winsor <jwinsor@earthlink.net>]
5.1.10.6 The Long-Range Anti-Missile Lasers Bug
I had _heavy_ (continuous, autofiring, ... and the kitchen sink) lasers
shooting missiles from across the playing field. No other heavy beam weapon
can do this. If it's not a bug, it's a rather gaping oversight. Why use PD
weapons when your kitchen-sink lasers can knock those missiles/fighters out
as they leave the ship/planet? [Doug Jacobs <djacobs@rahul.net>]
5.1.10.7 The Negative Structure Points Bug
Once I couldn't fire at the enemy, nor would it fire if I did AUTO. It would
just sit there. However, after I did DONE DONE DONE (on all my ships), the
computer ships just blew up. No self-destruction, no firing, no moving...
nothing. [Chris Jason Richards <richards@tamu.edu>] This happened to me once
too - I scanned the enemy ships and found out they had negative structure
points. [Craig Wood <burcity1@ix.netcom.com>]
5.1.10.8 The Bilateral Tribute Treaty Bug
I had one game where the Klackons where paying me 10% tribute, then later
demanded that I give them 5% tribute (while they where still paying me 10%
tribute). [Pandrew@chatlink.com]
5.1.10.9 The No Outpost While Colony Ship Present Bug
I sent an outpost ship and a colony ship as a fleet, to a star system that I
wanted to build an outpost on. It never gave me a choice to build an
outpost. When they first arrived, I was asked if I'd like to build a colony.
I was never asked to build an outpost. The little "build outpost" menu
choice under the fleet window wouldn't show up. I finally had to send the
colony ship away to another star then, it let me build an outpost.
[dshort@nova.wright.edu]
5.1.10.10 The Repeated Phase Cloaking Bug
Unfortunately the Phasing Cloak works ten turns PER USE before turning into
a stealth cloak. That means that as soon as you turn it off it resets the
counter to 0 and you're good for another ten turns.
[Silverlock <croesus@earthlink.net>]
I also consider it a bug that, using a Time Warp Facilitator, you can
re-cloak in the same turn you de-cloaked, so the main limitation of cloaking
devices / phase cloaks gets disabled.
5.1.10.11 The Converted Lithovores Bug
When you are lithovoric and research Evolutionary Mutation, you can drop the
"lithovoric". All you do is turn cybernetic on and off when you get to the
race screen - then you have 14 new race picks to spend.
[Robert Gresham <r.gresham@worldnet.att.net>]
5.1.10.12 The Building Unresearched Structures Bug
I started up a new game and began playing when I noticed that after a while
whatever I started reseaching immediately appeared in my build lists and I
was able to build it even as I was reseaching it. Then a bit later I noticed
that the dimensional gate had just "appeared" in my build list, out of
nowhere! [roderick@intouch.bc.ca]
5.1.10.13 The Stasis Field Bug
In a big battle many of my ships are armed with stasis fields. I cover about
half of the CP's 16 battleships with the stasis fields and then kill the
other half. Then I hit DONE for all my ships, and the game freezes up hard,
apparently as a result of the enemy attempting to play his side with that
fleet of stasis inhibited ships. [TVspace <tvspace@aol.com>]
I have had the game lock up on me as well for many different scenarios
during battles. One scenario is this: I have 1 Doom Star attacking a planet
with a Star Fortress. I put the fortress in a stasis and destroy the planets
defenses and once they are gone, the game locks up.
[colwell@torolab.ibm.com <colwell@vnet.ibm.com>]
5.1.10.14 The Captured Stasis Field Bug
You can board a ship held in a stasis field, but once you have captured it,
the stasis field will not go away, even if the ship that put the stasis
field in place is destroyed or retreats.
[Vernon L. McCandlish <vernmcc@dreamscape.com>]
5.1.10.15 The Trading Just Stolen Tech Bug
If you're quick, you can sometimes trade the CP's the tech they just stole.
[ratboyfit@aol.com]
5.1.10.16 The No Council Vote Bug
I've played many games on large universes with 8 players and organic rich,
and have gotten a council meeting every time. My last game I switched to a
huge galaxy with 4 players and mineral rich. I was very careful to leave two
other races in the game; I had definitely enough momentum to win and wanted
to win by vote. But the vote just did not happen. About 95% of the systems
were colonized, and in the neighborhood 90% of planets were colonized.
[Craig Wood <burcity1@ix.netcom.com>]
5.1.10.17 The Surrendering Host Bug
In Multiplayer, the host cannot lose or surrender without killing the game.
I was playing a 3-player game and the host surrendered - the game crashed.
[U.S. Grant <USGrant@cris.com>]
5.1.10.18 The Unspyable Tech Bug
I've been unable to get some tech from races because it doesn't show up on
their tech list. For instance, I met the Psilons who didn't have biospheres
or hydro-farms. They had armor barracks, yet I couldn't steal them (didn't
show up on their tech list). Same went for things like stealth suit or low-g
harness. Most annoying. [Doug Jacobs <djacobs@rahul.net>]
5.1.10.19 Another Research Bug
I also hit a weird one two days ago playing a creative race. I was
researching field tech and the thing got up to 100%. I figure I've dumped
enough research into that to get a shot at the more expensive anti-matter
tech so I switched over. I hit a breakthrough (I think, memory is a bit
soft). In the same turn I captured anti-matter bombs from a CP's colony. The
game gave me the anti-matter bomb but took away ALL research points and made
me pick a field of study again without advancing my anti-matter power.
[Bob Bingham <sloth@sky.net>]
5.1.10.20 The Zero Population Empire Bug
see the according story (6.12) in Part VI.
5.2 Online Help Errors and Missing Information
5.2.1 Corrections to the Tech Review
5.2.1.1 The Online Help states that Star Fortresses add +20% to offense and
defense of all friendly ships in combat. In fact this bonus applies to beam
offense only.
5.2.1.2 The Online Help states that Space Academies add +2 to the starting
level of ships built on that planet and +2 experience points per turn for
every friendly ship in the system. In fact the numbers are +1 and +1. Also,
the experience-points-per-turn-bonus (but not the starting level bonus) of
Space Academies is cumulative: if you have a ship in a system with 4
Academies, this ship will get +4 experience points every turn. Since this is
explained nowhere, I do not know whether this is a bug or just missing
information.
5.2.1.3 The Galactic Currency Exchange is an Achievement, but the Tech
Review lists it under "Buildings".
5.2.1.4 The Galactic Cybernet provides +15 research on a planet. This
information is missing in the Online Help.
5.2.1.5 Space Scanners, Tachyon Scanners, Neutron Scanners and Sensors are
Achievements, but the Tech Review lists them as Equipment.
5.2.1.6 The Alien Control Center (ACC) removes the -20% morale penalty on
multi-racial colonies. The Online Help does not mention that. Instead it
states that the ACC assimilated aliens twice as fast and made them "work
harder". This is not true: they assimilate at a fixed rate of 1 population
unit every 2 turns, and production levels remain unchanged.
(Personally, I think the doubled assimilation rate would have been the
better solution. One of the main disadvantages of Unification government,
its extremely slow assimilation rate (20 turns per unit), isn't much to
worry about when you just have to spend 60 production units to build an ACC
and assimilate ten times faster!)
5.2.1.7 Psionics provides a +10% morale bonus on all planets under Feudal,
Dictatorship, Confederation and Imperium governments. The Online Help states
that the bonus only applied to Dictatorship and Imperium.
5.2.1.8 The Online Help does not give any information about the speed of
missiles (which is 8 + 2x the empire's drive level).
5.2.1.9 The Online Help does not provide or gives wrong information about
the speed of fighters, which is 6 + 2x drive level for Interceptors, 2 + 2x
drive level for Shuttles and 4 + 4x drive level for Bombers and Heavy
Fighters.
5.2.1.10 The Online Help does not provide information about the structure
points of interceptors (they have 2, modified by your best armor) and
bombers (they have 4, modified by your best armor).
5.2.2 Corrections to the Help in the Ship Design Screen
5.2.2.1 The help screens do not tell that Firing Arcs other than "Forward"
and "Back" cost more and take up more space. "Forward Ext" and "Backward
Ext" lead to a 25% increase of cost and size, "360 degree" to a 50%
increase.
5.2.2.2 The help screens that pops up when right-clicking on the hull sizes
in the Ship construction screen states that Titans have 150 armor and
structure points. In fact they have only 80 of each.
5.2.3 Corrections to the Help Regarding Leader Abilities
5.2.3.1 "Engineer" legendary officers repair per level 2 (or 3) of the
ship's structure or armor. The Online Help does not mention this.
5.2.4 Corrections to the Planetary Construction Screen
5.2.4.1 On the "Planetary Construction Orders Screen" the Colony Bases are
listed with a maintenance cost of 5 BC. This is odd; since the bases expire
when they are not used at once, they cannot have maintenance costs, can
they?
5.2.4.2 On the same screen, Spies are listed with a "Special" production
cost (although it always seems to be 100 production units). The 1 BC
maintenance cost per spy, however, is not mentioned. (This information is
also missing in the manual and in the Online Help).
5.3 Manual Corrections and Missing Information
5.3.1 Corrections to Chapter 5: Star Systems
5.3.1.1 Huge planets can have a base population (depending on the climate)
of 6-25, not 6-30 as stated in the manual (page 48).
5.3.2 Corrections to Chapter 7: Research and Development
5.3.2.1 The manual states that Star Bases add 2 and Battle Stations add 3 to
your command rating (pages 67 and 70). The true values are 1 and 2. The
manual has no information on command points generated by Star Fortresses
(page 73). The value is 3.
5.3.2.3 The information about fighters in the manual is very wrong. Fighters
do not have armor, but each fighter class has a base structure rating. This
base rate is multiplied with the bonus of the empire's best armor (as with
ships).
Interceptors have a base structure of 2 and a speed of 6 + 2x the speed of
the empire's fastest engine (I call this the "drive level"), not 3 structure
and 14 speed as stated in the manual (page 68).
Assault shuttles have a base structure of 3 and a speed of 2 + 2x drive
level, not 6 speed as stated in the manual (page 70). They will return to
the carrier and can be sent off again, they are not set adrift as stated in
the manual (page 70) (this may be a bug).
Bombers have a base structure of 4 and a speed of 4 + 2x drive level, not 10
speed as stated in the manual (page 72).
Heavy Fighters have a base structure of 5 and a speed of 4 + 2x drive level,
not 12 speed as mentioned in the manual (page 73). (Also see corrections for
page 131.)
5.3.2.4 Heavy Armor triples the armor points of a ship, instead of just
adding 50% as stated in the manual (page 68).
5.3.2.5 The manual states that Survival Pods are a System (page 69). In fact
they are an Achievement.
5.3.2.6 The manual states that Fighter Garrisons are equipped with 24
Interceptor squadrons or 18 Bomber squadrons or 12 Heavy Fighter squadrons
(page 69). In fact there are only 10, 6 or 4 squadrons respectively.
5.3.2.7 When troops conquer a planet, not all of them rebuild their
transports. The last 1-4 units of the surviving troops will stay. This
information is missing in the manual on page 75.
5.3.2.8 All missiles travel at a speed of 8 + 2x the empire's drive level
(this is the current maximum warp speed in your empire in parsec per turn).
In the manual, this information is missing for Nuclear Missiles (page 78)
and Merculite Missiles (page 79). The manual falsely gives fixed values for
the speed of the Pulson Missile (page 79) and the Zeon Missile (page 80).
5.3.2.9 Titanium Armor confers a +5 bonus to the ground troop combat rating
until Tritanium Armor is researched. This information is missing in the
manual on page 79.
5.3.2.10 The Space Academy costs 2 BC maintenance each turn, not 1 as stated
in the manual (page 81).
5.3.2.11 The Dauntless Guidance System is an Achievement, not a System as
stated in the manual (page 84).
5.3.2.12 The Emissions Guidance System is an Achievement, not a System as
stated in the manual (page 85). (Actually it is a Modification. But this
category does not exist.)
5.3.2.13 For Tachyon Scanners, Neutron Scanners and Sensors the base
detection range (BDR) has been confused with the detection range for small
ships (DRSS). They are not the same: the DRSS is always the BDR +1. The
numbers that are mentioned in the manual (pages 92, 92 and 95) denote the
BDR and NOT the DRSS (for the DRSS they should have been increased by 1).
5.3.2.14 The Research and Development section of the manual does not say
that shields lessen the strength of attacks by a number of points equivalent
to their shield class (pages 96, 97, 98, 99, 100).
5.3.2.15 A cloaked ship has a 50% chance that missiles miss it. This
information is missing in the manual on page 99. (Interestingly this 50%
chance works, although it is not a bonus to missile evasion.)
5.3.2.16 Hard Shields are immune to Shield Piercing. This information is
missing in the manual on page 99.
5.3.2.17 The Sub-Space Teleporter can teleport a ship over a distance of 20
squares, not 18 squares as stated in the manual (page 100).
5.3.2.18 The modification "Emissions Guidance (EMG)" is not explained in the
manual (page 103). It bypasses any armor and does its damage directly to the
ship's drive. It takes 4 times the cost and size of the regular missile.
5.3.2.19 The modification "Fast" adds +4 to the missile's speed, not +8 as
stated in the manual (page 103).
5.3.3 Corrections to Chapter 8: Ships
5.3.3.1 The manual does not tell that Firing Arcs other than "Forward" and
"Back" cost more and take up more space (page 112). "Forward Ext" and
"Backward Ext" lead to a 25% increase of cost and size, "360 degree" to a
50% increase.
5.3.3.2 The manual calls level 1 crews "Recruits" (page 116). The game
however uses the term "Green".
5.3.4 Corrections to Chapter 9: Mercenary Leaders
5.3.4.1 The "Helmsman" leader ability increases the beam defense of the
leader's ship only, not of the whole fleet as stated in the manual (page
119).
5.3.4.2 The manual states that the leader ability "Tactics" should increase
ship attack and ground troop strengt (page 120). In fact the ground troop
strength is not changed. The Online Help says that "Tactics" adds to the
ships' initiative - but initiative doesn't exist in the combat system.
Initiative does exist in 1.31, and can be enabled in the Main Options Menu.
5.3.5 Corrections to Chapter 10: Combat
5.3.5.1 Missiles are not protected by the empire's best armor as stated in
the manual (page 130). This may be a bug.
5.3.5.2 Fighter craft do not return to their target as stated in the manual
(page 131). Once they returned to the carrier you have to give them new
orders. Fighters also do not have any armor, but structure - the exact value
is the fighter type's base structure times the empire's armor bonus. The
line "as for missiles" should be deleted, at present missiles do not profit
from better armor technologies (this may be a bug?).
5.3.5.3 The Conquered Population Production Penalty is 25%. Conquered units
of population produce 75% of their normal rate, not 50% as stated in the
manual (page 137, and also on page 58).
5.3.6 Corrections to Chapter 11: Managing an Empire
5.3.6.1 Feudal and Confederation Governments have a -50% research penalty.
This information is missing in the manual on pages 140 and 141.
5.3.6.2 The manual states that in a Federation, loss of the Capitol will
result in a 35% morale penalty (page 141). In fact it is only a 20% penalty.
5.3.6.3 The Imperium government sets the defensive spy rating baseline to
15%. But - the Online Help states it should be set to 20%
- the manual (pages 19 and 142) also says it should be set to 20%.
- the manual (page 82) claims it should be "increased by 15 points"
(which is misleading because it suggests an increment to the
initial +10% bonus from Dictatorship government, this would
result in a +25% setting).
5.3.6.4 The terms "Agent" and "Counter-agent" in the manual (pages 149 and
150) are very misleading because the game uses different terms. "Agent"
should be displaced by "Spy", and "Counter-agent" should be displaced by
"Agent".
5.4.1 The manual states that the Artemis System Net (ASN) inflicts 150-550
points of damage which is neither mitigated nor absorbed by shields (page
74). The Online Help however claims that the ASN does 100-500 points of
damage less shields. Which is right?
5.4.2 The manual states that Shield Capacitors triple the shields' recharge
rate (page 76). The Online Help and the Ship Specials List (the box that
pops up when you design ships and add a new special) however claim that
Shield Capacitors raise the shield recharge rate by +70%. Which is right?
5.4.3 How exactly are beam weapon damage and chance to hit lowered by range?
5.4.4 How is the defense of fighters and missiles calculated? 5% per speed?
5.4.5 Do the bonuses for ground combat also apply to marines when boarding
ships? All of them?
5.4.6 Where do these miltia units that sometimes help defending a planet in
ground combat come from? How many of them will appear under which
conditions?
5.4.7 What does the leader ability "Tactics" really do?
5.4.8 What do asterixes close to leader abilities mean in 1.31 ?
5.5.1 Suggestions for More Options
5.5.1.1 Continue after Destruction of Antares:
I like the feature "Antaran Attacks" - their random raids put more spice to
the game. However I do not like that I win (and thereby end) the game when I
conquer Antares. It's too easy. Why should I even bother to fight against
the other empires when I can win the game by building some well-defended
planets, researching like hell, offering gifts to the other races to keep
them away and then conquering Antares as my very first offensive move? I
think destroying Antares should give the player a large permanent bonus to
his diplomatic points (after all, he just saved the galaxy) and some more
advanced technology, but nothing else. After all, there are some hostile
races out there in the galaxy, and one enemy leader or another might think
that it is a good opportunity to attack you when your fleet just has been
decimated by the Antarans... Could you include an option "Continue game
after Antares destroyed"?
5.5.1.2 Limited Tech Tree:
One of the features that were responsible for the marvelous replayability of
MOO I was the limited tech tree. There were many different games possible -
in a game with no high-tech bombs and very good planetary shields you had to
use strategies totally different from those in a game with no good shields
but devastative bombs. The (non-)existence of "Advanced Damage Control" or
"Warp Dissipator" in the tech tree could lead to strategy changes on a
galactic scale. The limited tech tree also made the game more dramatic ("Oh
my god - the Alkaris are stacking 32k-bombers again! PLEASE let me research
a Black Hole Generator, or at least some hi-tech MIRV missiles for my
planets!" etc.). In MOO II, in a comparable situation I would just take a
look at my tables and say "well, I will research this and that, and that
will solve the problem". You see the difference?
Please re-include this replayability with an option "limited tech-tree"
which takes, say, 10-20% of the technologies out of the game.
This option could either be toggled in the "Start Game"-menu or - if
including it there is too complicated - along with the other options in the
options menu. Players then have to toggle it in-game, but theoretically
there is nothing wrong with that. However it should be a one-way decision to
prevent people from toggling on and off until they have the tech tree they
need.
Since it is more difficult to play when you do not know which technologies
you can research, people who use this option should get a score bonus - the
earlier in the game they toggled the limited tech, the larger the bonus
should be.
5.5.1.3 More Difficulty Options
It would be nice if you could designate various ways in which to make the
game hard/impossible before the game. The are a number of advantages given
the CPs on the high levels, not all of which are fun. I don't mind facing a
galaxy full of erratic xenophobes that have more race-design points than me.
But I do mind not being able to trade tech effectively; it would be a lot
more fun to play with "easy" tech trading parameters, but impossible
everything else. [leonard@alw.nih.gov] You should be able to control
difficulty via five separate options: CP race picks, CP production bonus, CP
research bonus, CP personality, CP bias against humans. The latter could be
divided further into a tech-trading bias and a general diplomacy bias
(chances of going to war with a human player). [MCG]
5.5.1.4 Scalable Antaran Strength
An option to tone up or down the strength of the Antarans would be nice.
5.5.1.5 Scalable Research Cost
I'd like a tech multiple that you state when starting the game. That way
people who like the tech cost as it is would be happy, while I could have a
cost multiple of 5 (or whatever). This is an option that can't be to hard
to implement I hope. [Hans Gravander <Hans.Gravander@mailbox.swipnet.se>]
5.5.1.6 Customize Fuel Stations
I find the offense in this game too fast. I wish I could set things so that
(a) outposts do NOT provide fuel, or even (b) colonies do not provide fuel.
Starbases should *always* provide it. This would make possible interesting
border wars where neither player can hold turf long enough to build a base
to get fuel to penetrate the other side's front line. [leonard@alw.nih.gov]
5.5.1.7 Customize Technology Strengths
I would like to be able to specify the relative strength of defensive techs
(star bases, missile bases, planets shields, etc) compared to ship techs, so
that I can play a defensive game as well as an offensive game.
[leonard@alw.nih.gov]
5.5.1.8 Customize Random Event Frequency
Random events are too infrequent to rely on for anything, but mostly fairly
cool. It would be nice to be able to select their incidence in the game:
none, rare (same as now), occasional (three times current incidence),
frequent (one every few turns), and common (one or more every turn).
[leonard@alw.nih.gov]
5.5.1.9 Fast Screen Change
When changing screens there is a delay because instead of simply drawing the
new screen the computer first "fades out" the old one before "fading in" the
new one. I would appreciate an option "Fast Screen Change" that toggles this
delay on and off. On slow computers, drawing the screen alone takes long
enough.
5.5.2 Suggestions for Even Better Gameplay
5.5.2.1 Earlier Council Meetings
In large or huge galaxies, it takes VERY long before the council meets for
the first time. In fact I either won the game before the council ever met or
I won at the first meeting because by then I had the largest empire. This is
a shame because I like forming alliances, talk the other races into waging
war at each other, intriguing against the leading enemy etc. Early council
meetings encourage this element of gameplay because they impose a constant
threat that some enemy may get enough support to win the game. So, I favour
earlier council meetings (when 50% or 66% of the planets are colonized), or
another calculation method (it seems reasonable not to count gas giants and
asteroid belts as planets when calculating the percentage of colonized
planets. Otherwise, in galaxies where no player researched Artificial Planet
Construction, the council may never meet.).
5.5.2.2 Modifications for Fighter Bays
The Fighter Bays are a nice feature, but why can't we modify them? The
Weapon Modifications "Heavily Armored" and "Fast" would make sense for
fighters too (they also would allow more variability in strategies).
Fighters also have the problem that for a long time they cannot do more than
3 points of damage per shot - until the Phasor is invented, which can do
2-10 damage in the PD version. There should exist a 2-6 damage PD weapon for
fighters.
5.5.2.3 Need to Research Weapon Modifications
When your weapons have miniaturized, all weapon modifications will be
available. I think it would be more interesting if you had to research these
modifications first (like the Emissions Guidance Mod for missiles). In the
earlier stages of the game you could have to choose between "Continuous" and
"Auto Fire", or in the latter between "Armor Piercing" and "Shield
Piercing". The Missile modification may also be split in two fields of two
between which you have to choose. This way it would be much more challenging
for the player to choose his weapons.
5.5.2.4 Design / Scan Star Bases
It would be nice to choose which weapons to put on your starbases, or at
least to see which weapons are on them at the moment (out of combat). I'd
like to know when ion weapons are on my stations so I know how many other
techs I have to research to get rid of them. I just had the Antarans wipe
out one of my planets because the battlestation was loaded with Ion Pulse
Cannons and little else that could affect them. [3 unknown posters]
5.5.2.5 Better Planet Defenses
Star bases, etc. do not provide much of a defense against attacks by large
numbers of big ships. Why not let a planet build a more effective star base,
battle station or star fortress. For that matter, the same for a planet's
missile base, ground battery, and fighter garrison. Simply doubling the
number of weapons carried/installed for each additional entry in the
building list would be good. The building costs past the first of each
planet defense would also double. Building maintenance costs would more than
double for each enhancement, 4 x, exponential? Currently when I get past the
beginning of a game, I end up with exactly the same defenses for a terrible
planet as for an outstanding planet. With these changes a Moo2 player behind
in technology could compensate to a certain extent. Homeworlds could be made
really impossible to take. Excess money could be used for defensive
purposes. In the late game players would have to create fleets designed only
for taking out planets. [Nathan Eberhart <nathanebht@enter.net>]
5.5.2.6 Controlled Planetary Defense Upgrade
I would also suggest a dialog box popping up when you research a new beam or
missile/torpedo. It would ask if you wanted this new tech refitted into all
of your planet defenses. [Nathan Eberhart <nathanebht@enter.net>]
5.5.2.7 Variable Reassignment Travel Time
It always seems to take 5 turns for a leader to be reassigned. This time
span could be modified by the empire's drive technology level and by the
distance between the two star systems (the pool can be assumed to be at the
homeworld.)
5.5.2.8 Hyperspace Fluxes Should Affect Freighters
Flux's effecting freighters would cause one to rethink the importance of
hydroponics. I believe it should happen, at least on hard and impossible.
[Dave]
5.5.2.9 Initiating Contact Optional
I would like the option if I develop higher tech that would initiate contact
(ie range gets higher bringing them into range) then I should have the
OPTION of either initiating contact or not. This assumes that they DO NOT
have the appropriate tech to contact me of course. After all if I am the
Psilons its in my best interest to delay contact for as long as possible or
at least till I have some spies. I think a screen should pop up showing they
exist with a message like "We have discovered an alien race, should we
contact them or observe them from a distance?", and then the race would
appear in the races screen and be subject to spying on etc but would not be
able to counterspy till they develop the tech to reach you. You would of
course be notified when that event occured by them showing up as usual. This
should also apply to computer races that get higher ranges before real
people, they should be able to spy or sabatoge without us even knowing about
it. Although I suppose that for sabotage there should be a chance of capture
which would if succesful allow the enemy to know there was another race out
there (no specific race info though) and start using defensive spies
earlier. [Silverlock <croesus@earthlink.net>]
5.5.2.10 Diplomatic Penalty for Destroying Planets
I think other races should get upset when you start using the Stellar
Converter on planets. I mean, I use bioweapons and the whole galaxy declares
war on me, but I destroy an entire race planet by planet with an orbital
cannon and not a person even tries to steal the tech.
[Kagetora <kagetora@pernet.net>]
5.5.2.11 More Stable Alliances
I just don't understand how you can have a friendly alliance with a race on
one turn and then on the next turn they declare war on you (and you were NOT
framed for anything). There should be at least one turn (with maybe an
appropriate message) where your relation bar dips. [several posters]
5.5.2.12 Computer Should Use Terraforming
I'm playing in a mineral rich galaxy. None of the CPs tried to expand too
much, probably due to the lack of food. However, one weird thing is, the
Bulrathi got a hold of Terraform very early on, but never used it. I, and
other CP, managed to get Terraform from the Bulrathi. Again, with the
exception of myself, none of the CPs terraformed their planets.
[Kirati Laisathit <kirati@u.washington.edu>, rephrased]
5.5.2.13 Winning Alliance
It should be possible that an alliance of players wins a game - e.g. the
game is won when all remaining players are mutually allied. (You may impose
a score penalty for not having won alone.) Players who do not want to end
the game this way can always break one alliance one turn before the last
non-allied enemy is defeated.
5.5.2.14 Framing Choice
When my spies frame someone I would like to pick the race to frame. This is
the black art of diplomacy - getting your strongest enemies to hate each
other more than they hate you. It was a good strategy in MOO1. [unknown]
5.5.2.15 Weapon Modifications for Planetary Defense
I'd like to put enhancements on the missile base missiles. I'd like the
option of placing the Fast or Emission Guidance options on some Zeon
missiles and see if the Antareans can handle them.
[John Lansford <johnl@vnet.net>]
5.5.2.16 Demand Surrender in Diplomacy
Simtex should add a Demand Surrender Your Empire to the Demand menu. I could
use this when I've beaten up some CP till they have but a few planets left.
Since offering to surrender is an option, demanding that they surrender
should be an option too. Of course, the CP could refuse the demand to
surrender. If you are already at war they simply refuse and reply with some
biting comment. If not yet at war demanding surrender would mean they either
surrender or (if they refuse) they declare war on you.
[Tom <tomtech1@airmail.net>]
5.5.2.17 More Research Cost For Creative
Why not make the creative race have to spend more to develop each
breakthrough? The scientists are destracted by all the cool gadgets they
come up with, they are trying more things and so generate more laboratory
waste (failed attempts at a 'what if' experiment) thus driving up the
overall cost - making each discovery take longer to complete... etc.
[Doug Johnson <dougj@mayfield.hp.com>]
5.5.2.18 Allow Human Player to Replace CP in Multiplayer
I would like to have the option of having someone play a previously computer
controlled race. At present, if you have played for a while and are in the
network setup waiting for someone to log in (since the game does crash every
50 or so turns) and for some reason one of the machines is having a problem,
you can NOT start the game and then exit to help them out. You will have
just eliminated their position. [Glen Bucher <Glen@gcchem.com>]
5.5.2.19 Make Racial Bonuses Stick to Ships and Spies
You should be able to build different race's version of things like spies,
or, you should get ship bonuses based on race as well. For instance, if I'm
playing, say, the Sakkara, and I capture a Meklar planet, if I build a ship
there, it should have the Meklar's racial ability of auto-repair. Likewise
if I have an Alkari or Mrrshan planet. This would be a further incentive to
have multiracial colonies. Can you imagine the power of a planet with the
Klackons to build a ship, the Mrrshan to man the guns, a Meklar engineer,
and an Alkari pilot? (drool...) I'd also _love_ to capture a Darlok planet
and produce Darlok spies, or capture an Elerian planet, and build telepathic
colony brainwashing ships ... [Doug Jacobs <djacobs@rahul.net>]
5.5.2.20 Offensive Armored Ground Troops
The way the game is designed now, it is pointless to build armor barracks,
or battleoids. They just sit on the surface of your planet and do nothing.
If an enemy fleet comes, all that matters is you space defenses. After that,
your colony is toast, whether it be by capture or by planetary bombardment.
I think you should be able to use armored units in the offensive mode.
Otherwise, it might as well not exist [Panther <jreczek@cris.com>]. I'd say
you could build a normal troop transport with 4 troopers, or an armored
troops transport which could carry 2 tanks or battleoids, but be twice as
expensive to cover the cost of the droids. [Doug Jacobs <djacobs@rahul.net>]
5.5.2.21 Less Powerful Weapons
Some weapon techs either come too early for their power or are just plain
too powerful in relation to the others. Gyro Destabilizers and Plasma
Cannons in particular are badly in need of a little tweaking. How about
making Plasma Cannons take more space and Gyro Destabilizers be affected by
shields? Seems like this would fix them without making them less cool. [Paul
Schaaf <schaaf@u.washington.edu>] Either changing the space or modifying the
weapon would do just fine. In the case of GD's making them a little bigger
AND a little less effective would change everything. For the plasmas, why
not keep the current size but make the enveloping nature of the plasma into
an add-on. This would force you to research two levels higher before the
plasma became really killer AND it would change the space equation for the
weapon. The problem with the plasmas is this naturally enveloping nature of
the weapon. That makes the impact of the weapon X4 in value.
[David Ramsey <dramsey@neosoft.com>]
5.5.2.22 Stronger Antarans
The Antarans are supposed to be threatening the entire galaxy, so they
should start out with small raiding fleets like they do now to give you a
chance to start and then work up to monstrous invasion fleets that actually
conquer and take over star systems and then continue expanding from there.
The current pitiful little raiding fleets that can only get through your
defences if you don't bother to defend your planet at all are a complete
waste of time. They don't even take over the planet they attack if you do
let them through. All they do is bomb it a little and then disappear. I want
to see their fleets build in strength until they can take out a planet that
is defended by every planetary defense available. I've never been attacked
by ANY fleet by ANY race that has been able to manage this. Speaking of
planetary defenses, why don't the Antarans have any? They have a rockin Star
Fortress and maybe two or three other ships and no planetary defenses at
all? Also, as far as I can tell, the forces defending their planet are
always exactly the same. I've gone in at various different times during the
game with fleets ranging in size from one scout to 30 fully decked out doom
stars and the Antaran defenses haven't changed at all. This makes for a
highly anti-climactic endgame. I've never needed more than one doomstar to
take out that fleet. [Paul Schaaf <schaaf@u.washington.edu>]
5.5.2.23 Possibility to Hire Leader when already 4 employed
When I find a new leader and already have 4 employed, then I cannot hire
him/her. I'd like to be able to hire him, then switch to the leader screen
and dismiss one of the others. As it is, people always leave one slot free
for the stronger leaders that appear later in the game.
5.5.2.24 Slower Research
I know one feature I'd like is to slow down research, by at least a factor
of 10, if not much more. It'd be pretty interesting to have large scale low
tech combats. [Allen Wessels <awessels@netcom.com>]
5.5.2.25 Higher Maintenance Costs for High-End Buildings
Maintenance costs of high-end buildings should be substantially increased.
In late game, the money income is always so large there is a problem with
what to do with all the amassing money. And you DON'T have to pick +1 BC
Democracy for this problem. Higher maintenace costs would balance things a
bit. [Pekka Valve <Pekka.Valve@hut.fi>]
5.5.2.26 Tone down High-tech Food Production Enhancers
Maybe the high-tech food production enhancers should be toned down a bit.
Now I find that 2-3 planets equipped with Weather Controllers etc. can feed
my entire 50+ planet empire. [Pekka Valve <Pekka.Valve@hut.fi>]
5.5.2.27 Let planets build more than one thing per turn
I'd like to see planets able to build multiple items per turn if they have
the production to do so and the items are in their queues ... I think
smaller ships would be much more useful if you could build them more
quickly. Right now though, once my planets can crank out mediums (or larges)
in a single turn, building smalls is pretty inefficient.
[Scott A. Colcord <sacolcor@mtu.edu>]
5.5.2.28 Let "Buy" just double production
I don't really like the way the BUY function works ... I much prefer MOO I's
method of putting money in to double production. After all, no matter how
much you spend, that one colonist on a chunk of rock shouldn't be able to
crank out a battleship in a single turn.
[Scott A. Colcord <sacolcor@mtu.edu>]
5.5.2.29 Beg Button
For diplomacy, put in a beg button! Instead of demanding the computer
players do this or do that, allow players to plead and snivel for handouts.
The idea is players are not crushed with outright declaractions of war by
those who don't agree, as they too often do for failed 'demands'.
[AMRobinson <amrobinson@aol.com>]
5.5.2.30 Transfer special racial abilities on a percentage base
Base special racial abilities on the percentage of the race you have in your
empire. So if you had 10% darloks in your empire you would have a 10% racial
bonus increase (10% of their racial bonus percentage) for spies.
[Barry Gaudet <bgaudet@uoguelph.ca>]
5.5.2.31 Outpost Bases
It would be nice to have "outpost bases", which would be outposts that are
placed like colony bases. Following the 200/500 cost ratio of colony base to
colony ship, they should cost 40-50. [leonard@alw.nih.gov]
5.5.2.32 Improved Fighter Garrisons
I'd like to see Fighter Garrisons improved, because right now, they're next
to useless. Rather than having only one kind of fighter, they should have
all available kinds. (ie, instead of getting fighters replaced with bombers,
they get added, so you have 10 fighters *and* 6 bombers.) I'd also like to
see new craft come online much more frequently ... I've only had 2 combats
last long enough for my fighters to be replenished. Make it 5, or even 3
turns. [Eryk Nielsen <enielsen@top.monad.net>]
5.5.3 Suggestions for Better Combat
5.5.3.1 Larger Combat Grid
The fleets should start far enough apart that you are out of the effective
range of _all_ beam weapons. This gives both sides a chance to get off
missles and fighters, and choose some maneuver options. As it is, once you
get powerful enough beam weapons (say plasma cannons), if you go first, you
win. Against a planet, even at starting range, your first shots can take out
a battlestation and all the ground defenses (unless the defender happens to
have a good radiation shield). They would _surely_ have their missles and
fighters up before you were in range to fry them preemptively with your
beams (unless you were cloaked or could otherwise suprise them... hmmm).
This also contributes to what I see as a balance problem with the
usefulness of missiles vs. beams. In the "real" world, the main point of
missiles is that they can deliver a punch at a range far, far beyond what
any "direct fire" weapon can. In this game as it stands now, combat always
starts at practically point blank range. It is really only a question of
beam offense vs. beam defense. If both sides have very powerful beam offense
compared to the defense/shield/armor/structure of their opponent, then the
first shot wins.
If you posit a different sort of hyperspace though, where you can't "pop
out" right next to a planet, then the situation changes drastically. _Just_
by increasing the size of the tac map and starting forces further apart, you
don't have to fool with who goes first, because both sides have the option
of attempting to close to beam range or avoiding such an encounter (except
for the fixed defenses in a starbase or planet).
[Steve Yancey <syancey@griffin.com>]
5.5.3.4 Shield-Draining or Ship-Disabling Weapons/Commands
There ought to be a weapon that drains power or shields. The boarding idea
is very nice, but all too often I accidently destroy a ship I was trying
only to immobilize and board [David Turriff <dturriff@news.dct.com>]. I wish
you could order your ships to shoot to disable instead of firing off all the
weapons in the stack. [Doug Jacobs <djacobs@rahul.net>]
I would like to be able to hold down the shift key, and then tell my ship to
fire. Using the shift key would tell my ship to only fire only one of group
of weapons. This would make immobilizing ships much easier. It would also
let you spread your fire between opponent ships easier. If I'm in a close
battle, as soon as a ship is damaged to a certain extent I might want to
switch to a different target. [Nathan Eberhart <nathanebht@enter.net>]
5.5.3.3 Initiative
A basic, simple system of initiative would be more initiative points for
smaller ships, less for larger ships. Obviously a frigate is going to react
and move faster than a Doom Star, right? Other modifiers would include
engine/computer tech, leaders, and a bonus for attackers IF their attack
could not be detected. (Stealthy ships, no Starbase, etc etc.)
[Walter <lesliee@singnet.com.sg>]
Initiative exists in version 1.31
5.5.3.4 Faster Fighters and Projectiles
Another idea might be to increase fighter, missile speeds to approximate the
difference in todays navy of similar items. Fighters should be able to move
about 3 X the maximum movement distance of the fastest ship in the fleet.
[Silverlock <croesus@earthlink.net>] You could get the same effect by
decreasing the speed of ships, which also would solve problems 5.5.3.1 and
5.5.3.3 (larger combat grid / initiative). Beam Defense would have to be
enhanced, though (slower ships have less beam defense, making beams stronger
as they are already) [MCG]
5.5.3.5 Various Other Suggestions
Double the beam range penalties already built into the game. Greatly
improve the movement & turning of small ships over the larger classes of
ships. Use the highest ship combat speed to decide the starting side for
ship combat. Weaken missile bases, they seem a little too powerful
currently. Strengthen ground batteries, they seem ineffective in my
games. [Nathan Eberhart <nathanebht@enter.net>]
5.5.3.6 Multi-Racial Battles
Multi-racial battles. My Alkari allies and I should be able to make a
valiant stand together against an invading horde of Sakkra and Meklar ships
in one big, epic battle. Or, even if we're not allies, I could send some
ships to fight alongside theirs, and diplomatic relations would probably
improve. [Nicholas Jong <knjong@worldnet.att.net>]
5.5.4 Suggestions for an Even Better User Interface
5.5.4.1 Larger Sliding Bar in Colonies Screen
The Sliding Bar in the Colonies Screen is very small - if you click
only some pixels to the left or right, you miss it. Since the slider is to
be used quite often and since there is nothing to the right of the bar,
please let the bar respond to all clicks directly on the bar as well as to
the right of the bar.
5.5.4.2 Hotkey for "Next page of List"
Also there is no feature that shows the next/previous PAGE of colonies.
Please include a hotkey for this. PageUp/PageDown seem appropriate, as well
as Grey * and Grey / because you already used Grey + and Grey - for
scrolling up/down. Please reverse the latter two buttons, it is odd to
scroll down with a button that is on top of the scroll up button!
5.5.4.3 "Repeat Build" for blocks
In the "Colony Production Screen" I would like to have the possibility
to "Repeat Build" more than unit, for example "Build 3 Fighters, 1 Titan,
Repeat" or - which would be VERY useful - "Build Artificial Planet, build
Colony Base, Repeat".
5.5.4.4 Asteroids and Gas Giants in the "Planets Screen"
The "Planets" Screen should have another button with which I can add
Asteroids Belts and Gas Giants to the list of planets. This will be helpful
when I decide where to build an Artificial Planet. It will probably be too
difficult to let the user actually build the Artificial Planet from this
screen ... I would also like a button that allows me to iclude my own
colonies in this list.
5.5.4.5 Display of Distance AND E.T.A.
When a fleet is sent to a planet, the Fleet Window shows either the travel
time (in green, when the system is in reach) or the distance (in red, if the
system is out of reach). In both cases the window should display both
values. This would make it easier to estimate the distances inside my empire
and to estimate the scanner ranges.
5.5.4.6 Scanning fighters and missiles
In combat, it should be possible to "Scan" fighters and missiles to see
their speed and structure points. (At present only their number is
displayed)
5.5.4.7 Refit Design Template
The most needed interface addition IMHO is a mechanism for refitting an
existing ship to a design template (one of the 6) rather than having to do
the upgrades, by hand, for each ship. [unknown]
5.5.4.8 Refit Screen Button in Fleet Screen
It would also be nice if we could get directly to the refit screen from
the Fleet screen. [Silverlock <croesus@earthlink.net>]
5.5.4.9 More Information on Planetary Construction Screen
For me deciding what buildings to build on a planet is based on three
things. Its location, the type of planet, and what race is on the planet.
Currently I end up going back to look at other screens for this information.
I then have to re-enter this screen to pick what to build. [unknown]
5.5.4.10 Optional "Automatic Queue Update" when Tech Researched
Although I like MOO2's colonies screen, everytime I get some new technology
for a colony building (eg. robotic factories) I have to go to _each_ and
_every_ colony's production queue and add it manually. In the end game when
you generally have 20+ planets (or more if you're playing in a huge galaxy)
this takes a bit of time (CD read times notwithstanding).
[Patrick Scott <pscott@visi.net>]
When a new tech is acquired, I'd like the option to add the new building to
the top or bottom (or ask for each) of every colony's build queue.
[Louie Landale <louie.landale@internetMCI.com>]
5.5.4.11 Population Transfer Status Display
I'd like to have a way to find out the status of population transfers. I
would find myself forgetting who I had shipped where and how many more turns
it would be before they got there. [Steve Yancey <syancey@griffin.com>]
It would be best if transferred population appeared in the population
windows of their destination planets (both on Colony Screen and Colonies
Screen) as soon as they are sent off. However they should be marked in some
way to show that they are not yet there, and they can't be transferred again
while in that state. A small line above them could show their ETA. [MCG]
5.5.4.12 Go To Colony from Leaders Screen
You can get from a colony to its leader but not from its leader to the
colony. [Richard Wesson <wesson@church.cse.ogi.edu>]
5.5.4.13 Stick with the Fleet that hasn't received orders
When you give part of a fleet a destination, the main screen fleet display
stays with that part; this is confusing and annoying if you want to send
each of three frigates to a different destination.
[Richard Wesson <wesson@church.cse.ogi.edu>]
5.5.4.14 One-Click Access to Race Report
Why not be able to right-click on an alien races leaders picture to get the
'report'? [Richard Wesson <wesson@church.cse.ogi.edu>]
5.5.4.15 "Next Colony" Button
A "next colony" button and a "next colony where something is about to be
built" button should be added to the colony screen.
[Louie Landale <louie.landale@internetMCI.com>]
5.5.4.16 Deselect Buildings
Include the ability to deselect a building at a particular colony. It would
be similar to the way you turn off weapons during combat. Just click on it
until it turns red (maybe right click) and it becomes unavailable to either
the manual builder or the autobuilder. Click on it again to turn it green
and allow it to be built. [David Ramsey <dramsey@neosoft.com>]
5.5.4.17 Build ships based on slots rather than designs
One thing I wish the game would do is build ships based on their build slot
number, rather than design. That is, if I queue a "Scout" at a world, and
then (before it is built), change the design to a "Scout2" or whatever, I
would really like the game to automatically change all my build queues to be
building "Scout2"s. I spend a lot of time micro-managing build queues just
finding and replacing all "BB5"s with "BB6"s. There might be a *few*
situations where you really need more than 6 designs simultaneously in your
queues, but I would be willing to trade that off for smoother game play. As
things stand, you really cannot get very good use out of repeat because
there is always a higher tech to get that will make a better ship possible,
meaning redesign followed by click-fest. [leonard@alw.nih.gov]
That could be easy to do if they just change ships with the *same name* in
the building queues. If you need different designs, just use a different
name. Example: if you change the "BB1" design, and *keep* the name "BB1",
then all build queue instances get replaced. But if you *change* the name -
say to "BB5", then current instances of the "BB1" design do NOT change.
[Timo Pietila <tpietila@ratol.fi>]
5.5.4.18 Autobuy
Allow each colony to automatically buy the next item in its queue, given
certain conditions. For each planet, Autobuy should have four controlling
variables: a boolean on/off switch; a number from 2-4 that will define what
BC:resource ratio autobuy will not buy above; a maximum BC amount that
autobuy can spend per purchase; and a percentage of the player's total money
amount that he will permit autobuy to use per purchase. Thus, in the early
game you should be able to specify autobuying only for 2 BC:resource
situations (that is, when the resources for the buy are at least half
there), and only for (say) 5% of the total money supply, and no more than 60
BC/purchase. In the late game, you could set most planets on 3-4
BC:resource, 20% of your money, and a max of 400 or so. It might be better
to simply have an on-off autobuy switch for each planet, while the other
three variables are set globally. [leonard@alw.nih.gov]
5.5.4.19 Rename Ships
Also I would like to see an option to rename ships *after* they have been
built. This way I could see faster what ship contains what leader. Just
rename the ship with the leader on board. [Timo Pietila <tpietila@ratol.fi>]
5.5.5 Suggestions for Even Better Descriptions
5.5.5.1 Icons/Numbers for Hundreds:
There are no icons for Hundreds of Food/Industry/Research. Thus, when a
colony has already developed, the info boxes just show a mess of icons that
are so close together that no one can tell how many of them are there. (I've
had colonies with more than 1000 industry or research even without using a
leader or system special). I see four ways to work around this: a) include
icons for Hundreds (looks nicer); b) include an option that toggles the
display to show either icons or numbers (for the pragmatic type); c) let the
display switch to numbers at values above, say, 100; d) include an option
"switch to numerical colony output display at values >100".
5.5.5.2 Artemis Damage Display:
The message "Attackers pass through Artemis System Net" is misleading
because it sounds as if they suffered no damage at all. A short overview
of the amount of damage inflicted could help.
5.5.5.3 Re-Rename Size Classes:
The ship size classes should be re-renamed to Small/Medium/Large/Huge/Titan.
The current terms indicate specific purposes for ships of each size class,
but of course size class and purpose match only by coincidence. I often have
"Frigate class Scouts" or "Destroyer class Bombers" in my fleets - this is
very confusing.
5.5.6 Various Other Suggestions
5.5.6.1 Galaxy Editor
I'd like a galaxy editor just like the map editor in Civ2 so that one could
construct galaxies that have a bit more personality. I'm talking about
making some spiral galaxies ... some sparse galaxies ... some galaxies with
a ton of nebula or wormholes, or some with neither. As it is I feel like I'm
playing the same game over and over again except for the race I'm playing.
[TVspace <tvspace@aol.com>]
5.5.6.2 Customized Game Values
Put all the crucial numbers (building costs, weapon data, research costs,
command point costs etc.) to a text file which the game loads on startup,
like in CIV2. Everybody can then edit the numbers to her/his own liking.
[Pekka Valve <Pekka.Valve@hut.fi>]
5.5.6.3 Rename Systems after Discovery
I'd like to have the ability to change system names after discovery.
[Louie Landale <louie.landale@internetMCI.com>]
6.2 Let's Kill This Eel Together!
6.6 Victory thru Self-Destruction
6.8 Shield Capacitor With No Shields
6.11 Pyrrhic Victory
I was playing the Silicoids on a Large, Average Tech, Average Minerals
galaxy, and on the Average difficulty level. Things were going pretty well,
I had taken Orion, eliminated a few races, captured lots of planets, and
even captured an Antarean battleship. Then I turned to the other big guy in
the galaxy.
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
Hints for html-maintaining this thing:
Started to remove line wrapping wereever possible in order to allow the browser to handle it.