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- Welcome to the Master of Orion (MoO) FAQ. This is version
- 2.4 of that guide. Thanks to all those who contributed.
-
- --pat traynor--
- traynor@bostech.com
-
- Table of Contents:
-
- 1 What is MOO?
-
- 2 Frequently asked questions
- 2.A Is there any speech?
- 2.B How do you move the center of the map?
- 2.C What differences are there between the difficulty levels?
- 2.D When does the council meet?
- 2.E How do I change which ship icons I use?
- 2.F What affect does power have in designing ships?
- 2.G How powerful a machine do I need to run it?
- 2.H What good is the planet button in the combat display?
- 2.I When bombing enemies, does it make a difference how long the film runs?
- 2.J How do you transport troops?
- 2.K Is there a good way to split half of a huge fleet?
- 2.L How do I turn ships around in midflight?
- 2.M Could someone please make the combat algorithm more understandable?
- 2.N Why is the Internal Security percentage changed under 1.2?
- 2.O Is there a version to play via modem? (no)
- 2.P Can I build missile bases instead of shields?
- 2.Q What does "UPGR" mean on the defense slider?
-
- 3 What bugs are known to exist?
- 3.A Bugs in 1.0
- 3.B Bugs in 1.2
- 3.C Bugs in 1.3
-
- 3.A.1 BACKGRND.LBX bug
- 3.A.2 Diplomat bug
- 3.A.3 Slow mouse response bug
- 3.A.4 The Gaia bug
- 3.A.5 The too many ships bug
- 3.A.6 The Doc check bug
- 3.A.7 The colony ship bug
- 3.A.8 The Orion Terra-forming bug
- 3.A.9 The base maintenance bug
- 3.A.10 The 1999 limit on Factories bug
-
- 3.B.1 The Maximum Planet Terra-forming bug
- 3.B.2 The Divide By Zero bug
- 3.B.3 The Espionage Report bug
- 3.B.4 The Lockup bug
-
- 3.C.1 The Biological Weapon Bug
- 3.C.2 The Missile Fire Bug
- 3.C.3 The Combat Transporter Bug
- 3.C.4 The Star Gate Bug
- 3.C.5 The Environ Bug
- 3.C.6 The Sixth Ship Bug
- 3.C.7 The Treaty Breaking Penalty Bug
- 3.C.8 The Empty Bribe Bug
- 3.C.9 The Bogus Nebula ETAs Bug
- 3.C.10 The Bogus Spy Rate Bug
-
- 4 Clever Tricks
- 4.A Ship turnaround cheat
- 4.B Intelligence trick
- 4.C Research Allocation trick
- 4.D Excess Trade trick
- 4.E Future ship building trick
- 4.F Combat Tricks
- 4.F.1 Park a repulsor today!
- 4.F.2 "Baiting" the enemy.
- 4.F.3 Diversionary tactics.
- 4.F.4 Ship Teleporting trick
- 4.G Ship Design tricks
- 4.G.1 No empty slots!
- 4.G.2 Always have six active designs of ships!
- 4.G.3 Weapons and specials with different ranges on the same ship.
- 4.G.4 Save a weapon slot for bombs
- 4.G.5 Antidote to repulsors: cloaking!
- 4.H Extended range colonizing
- 4.I Trading Upward
- 4.J The Best Defense is a Good Offense
- 4.K The Best Offense is a Good Defense
- 4.L Cheats
- 4.L.1 Cheats by design
- 4.L.2 Cheats due to bugs
-
-
- 5 Strategies
- 5.A Introduction and caveat
- 5.B Beginner Tips
- 5.C Strategies for different stages of game
- 5.C.1 Opening Game
- 5.C.2 Middle Game
- 5.C.3 End Game
- 5.D Strategies for specific races
- 5.E Strategies against specific races
- 5.F Strategies for different size galaxies
- 5.G Warfare
- 5.G.1 Ship Design
- 5.G.2 Weapon Choices
- 5.H Technologies
- 5.I Diplomacy
-
- 6.0 Tables and Formulas
- 6.1 Technology
- 6.2 Weapons Comparison Charts
- 6.3 Ground Combat Odds
- 6.4 Guardian Stats
-
- 7 Technology Listing
- 7.1 Computer
- 7.2 Construction
- 7.3 Shields
- 7.4 Planetology
- 7.5 Propulsion
- 7.6 Weapons
-
- 8 The Future of Master of Orion
- 8.1 Upcoming Patches
- 8.2 Master of Orion Deluxe???
-
-
- ================================================================================
- 1. What is MOO?
- ================================================================================
-
- MOO is a game of interstellar exploration and conquest. At the start of the
- game, you have just 1 planet, some population, and a few starships. From that
- meager beginning, you have to explore the galaxy, create industry, colonize
- other worlds, research technology, conduct diplomacy (when you run into other
- alien races), deal with disasters, design and build your ever changing fleet
- of starships, and eventually either get elected Emperor of the galaxy or by
- military might subdue the other races. If all of this sounds quite complex,
- it is and that is the appeal of this game.
-
- In defining what it is, some words about what it is not are also in order. It
- is not an arcade or action type game. All aspects of the game are conducted
- at your leisure and reflexes are not an issue. Also, although it does include
- ship to ship combat, this aspect of the game is not the primary focus. In
- fact, it is possible to push an auto button and the game will automatically
- play out the ship to ship combat. You will normally (but not always) use that
- button. If a more detailed tactical ship to ship combat game is desired,
- something like Rules of Engagement 2 might be a better choice.
-
- MOO has a lot of replay-ability for a number of reasons. First, you can play
- any of 10 different races. Each race has its weak and strong points. For
- example, the Alkari race is a bird like species. They are excellent pilots
- and they are also good at researching propulsion type technology. The Darloks
- on the other hand are shape shifters and they are excellent spies good at
- inciting rebellion, conducting sabotage, and stealing other races technology.
- Second, each time you start a new game, the map is randomly generated. What
- fate hands you can make a large difference in your approach. For example, the
- presence of a nearby artifact world can help in researching technology.
- Third, you have control over the # of stars in the game and the number of
- alien races you are playing against. Finally, there is a difficulty setting
- which affects how rapidly new technology is discovered.
-
- You should be aware that games can take a fair amount of time; as an extreme
- example, my first game took about 16 hours to complete. From my own
- experience, the average game takes about 4-6 hours. Because the game is so
- complex (and thus provides such a rich experience) it can be rather
- frustrating to learn at first. This guide in part is intended to help you
- through that learning stage. However, it does not stop there and it is hoped
- that even experienced players will find something of use here.
-
- ================================================================================
- 2. Frequently asked questions
- ================================================================================
-
- 2.A Is there any speech? It mentions speech in the installation but I don't
- seem to get any.
-
- Answer: There is no speech. The speech part of some soundcards is used for
- special effects but not for speech.
-
- 2.B How do you move the center of the map?
-
- Answer: Point at a blank part of the screen you want centered and then click
- the left mouse button. To move using the keyboard, see pg 4 of the Technical
- Supplement and Reference. If using the 1.2 patch, ALT-C will re-center the
- map on the currently selected planet.
-
- 2.C What differences are there between the different difficulty levels.
-
- The manual mentions that it affects opponents production rates, expansion
- rate, technology development, and willingness to ally with you. It is also
- supposed to affect the size of your initial fleet.
-
- It definitely affects the cost of developing new technology. New technology
- costs Tech_level^2 * Difficulty_Factor * Race_Factor.
-
- The Difficulty factor is:
-
- 20 - Simple
- 25 - Easy
- 30 - Average
- 35 - Hard
- 40 - Impossible
-
- 2.D When does the council meet?
-
- It first meets when two thirds of the planets have been colonized. It then
- meets every 25 years on the 24th, 49th, 74, and 99th years. (Example 2449).
-
- It also bears mentioning that if you eliminate all races but one, the vote
- will no longer take place. You will have to play the game out to the bitter
- or not so bitter end. You then get the "Tyrant" ending.
-
- Contributed by: Dave Chaloux
-
-
- 2.E How do I change the ships icons that I get? I change races but the icons
- stay the same.
-
- The icons that you get to use depend on the color of the flag you select at
- the beginning of the game.
-
- 2.F What affect does power have in designing ships?
-
- If you look at the Engine type popup, you will notice a column for number of
- engines of the selected type. If you select something new which requires
- power, then the number of engines will go up to provide the necessary power
- for the new item. Of course if new engines are required, the cost of the
- engines and space required for the new engines goes up in addition to the cost
- and size of the new item. So the power is integral part of building ships.
-
- Contributed by: P. Michael Haffley
-
-
- 2.G How powerful a machine do I need to run it?
-
- You must have 2 Meg of memory. That said the following report was on the net.
-
- -------------------------------------------------------------------------------
- I'm currently running MoO on a 286-12. The box says that you need at least a
- 386, but I took the chance and bought it and it runs fine on my 286. (I am
- planning on buying a 486 this month, so I figured I could always wait for
- the 486 if it wouldn't run at all on the 286)
-
- The only problems I've had are mouse response problems. It would get to the
- point that it would take a second or two to respond to mouse button actions
- at times. I just downloaded the first patch, and that seems to have fixed
- it. It still takes a half second or maybe a bit less to respond, but it's
- not to bad. I think the delay is in the sound area, since the button
- graphics tend to respond in a timely manner, but there is a slight pause
- before there is sound or any other result besides the button being
- depressed.
-
- This isn't exactly a CPU hog like actions games are, so lack of CPU power
- isn't crippling. You should have no problems at all on a 386-33.
-
- Contributed by: Keith Hearn
- -------------------------------------------------------------------------------
-
-
- 2.H What good is the planet button in the combat display?
-
- It will tell you the weapons, factories, and population of a planet. Useful
- if you don't want to bomb it to dust. And useful to know when it's a lost
- cause and your fleets should bug out.
-
- 2.I When bombing enemies the little film keeps continuing. Do I do more
- damage if I keep it going?
-
- Answer: NO
-
- 2.J How do you transport troops?
-
- Click on the transport button. Take the arrow like cursor that appears and
- click on the place you want to send them. It will give you a slider asking
- how many to transport. Select the number you want and OK it. They will NOT
- appear on the map right away but will when you go to the next turn.
-
- This is one of those things that should have been made much clearer in the
- manual.
-
- 2.K Is there a good way to split half of a huge fleet?
-
- You DON'T have to click 500 times to split 1000 ships. It will remove over 5%
- of your group of ships if it is a large group (over about 50 I think).
- This is hidden in the manual somewhere. If you want to send 500 out
- of 1000 ships start with 1000 ships and REMOVE 500 at 5%, if you want to
- send one ship out of that 1000 then start with 0 and click +1.
-
- Contributed by: F. Rodgers
-
- [Editors note: The percentage is now changed to 10% in large groups under 1.3]
-
- 2.L How do I turn ships around in midflight?
-
- You don't until you get the Hyperspace communications tech advance. Then
- you simply click on the fleet and give them a destination just like you
- would if they were orbiting a planet.
-
- An exception to this is important in the 1.2 patch. If you have just given
- a fleet orders or if a fleet has just retreated, a new destination can be
- given even without hyperspace communications.
-
- 2.M Could someone please make the combat algorithm more understandable?
-
- [ Editor's note: I've included a couple of corrections to the formula
- that were submitted. I haven't personally tested them, but if no one
- disputes them after this release, I'll alter the original text with
- the corrections. ]
-
- Ok, I have been seeing a certain amount of confusion concerning
- starship battles in MOO, so I am going to attempt to explain the algorithm. If
- you are not mathematically inclined, don't panic, the combat is really quite
- simple.
-
- Step 1) The computer compares your ships ATTACK to the defenders
- DEFENSE rating. If you fire beams he defends at beam defense, while,
- naturally, he uses his missile defense against missiles. All attack bonuses and
- defense bonuses are added at this point. The resulting comparison is reduced
- to an ABSOLUTE DIFFERENCE. Thus if you attack with a level 6 battle computer
- and he is defending at level 3 then your attack score is (+3).
-
- Step 2) The computer generates a random number (sic) between 1 and 100
- and compares it to your attack value (found on page 58 of the manual by using
- our attack score, computed in step 1). If the random number is greater or
- equal to your attack roll then you hit.
-
- Step 3) The computer uses the SAME roll to computer raw damage. A roll
- of 100 indicates full damage, while your minimum attack roll indicates the
- weapon strikes for minimum damage. Rolls in between do more damage as they
- approach 100. For you mathematical types:
-
- DAMAGE CAUSED = (MAX-MIN Damage) * (1-[ (100-ATTACK ROLL)) ])
- | --------------------- |+ MIN Damage
- [ (100-Minimum attack score)]
-
- EXAMPLE: I hit with a Hard beam (8-12) damage. I rolled a 70, while I
- needed a 20 to hit. Thus I strike for:
-
- (12-8)* (1- (100-30))
- ------- + 8
- 100-20
-
- or
-
- 4* (1-30/80) + 8 = 10.5 rounds to 10 damage.
-
- +---------------------
- | Mike Lemmons <mikel@netlink.nix.com> offers the following correction
- | to the previous step:
- |
- | I'm writing a program to assist with designing ships. I had a moment of
- | panic when I noticed that the FAQ damage equation was different than mine.
- | Then I determined that the FAQ equation simplified into mine. My equation
- | also makes the order of evaluation clearer.
- |
- | >From the FAQ:
- | DMG CAUSED = (MAX-MIN Damage) * (1-[ (100-ATTACK ROLL)) ])
- | | --------------------- |+ MIN Damage
- | [ (100-Minimum attack score)]
- |
- | Mine:
- | DMG CAUSED = MIN Damage + [(MAX-MIN Damage) * (ATTACK ROLL-Minimum to hit) ]
- | | ---------------------------- |
- | [ (100-Minimum to hit) ]
- |
- | The square brackets around the two big terms in my version show that the
- | multiplication occurs before the addition. Everything is done in
- | floating point.
- |
- | There is a mistake in the example that follows in the FAQ. The
- | numerator should read (100-70) instead of (100-30). The final answer is
- | correct, though.
- +---------------------
-
- Step 4) The computer subtracts the defender's shield level from your
- computer damage. Thus a 4 point laser hit does only 1 point of damage against
- class III shields. Weapons which halve opponent's shields, naturally, subtract
- only 1/2 their shield strength (rounded up, I THINK).
-
- +---------------------
- | Correction on step 4 from Mike Lemmons:
- |
- | According to the Official Guide, shield fractions are rounded down.
- | (That's what computers normally do, unless told otherwise.)
- | I just realized that if you interpret this sentence as saying that DAMAGE
- | should be rounded up, then SHIELDS would be rounded down and the statement
- | would be correct.
- +---------------------
-
- The computer iterates these 4 steps for every weapon on every firing
- ship in your attacking fleet.
-
- So what does this mean?
-
- 1) Good shields can make poor weapons next to useless.
-
- 2) PUT ON THE BEST TARGETING COMPUTER YOU CAN! It not only determines
- IF you hit, but also HOW WELL you hit and HOW MUCH DAMAGE you do.
-
- 3) Weapons which 1/2 enemy shields have a longer obsolescence cycle.
-
- 4) Note that excess damage will not carry over from target to target
- UNLESS you are using a streaming weapon such as a graviton beam. What this
- means is that a Death Ray will still only kill ONE small fighter.
-
- 5) Good ship designs often carry a number of top notch weapons for
- general purpose work (Auto-blasters or megabolt cannons), some hard beams for
- the occasional heavily armored target, and a few dozen light weapons for
- fending off fighter swarms.
-
- I hope this helps to clear up some of the confusion regarding combat.
-
- Contributed by: Pat Casey
-
- 2.N Why did the Internal Security percentage change in 1.2?
-
- Under versions prior to 1.2, the Internal Security percentage shown on the
- Race Screen was composed of any racial bonus, any internal security spending,
- and 1% per level of computer technology.
-
- This was not wholly accurate, as the computer technology modifier is not 1%
- per level of your technology, but 1% per level of the difference between your
- technology level and the person attempting to spy on you.
-
- Version 1.2 and beyond does not show your computer technology level.
-
- 2.O Is there a version to play via modem? (no)
-
- MicroProse has stated that they will NOT be adding modem play to
- MoO. Their feeling on this is that the amount of effort that would
- have to be put into such a project would take away from their current
- development efforts.
-
- 2.P Can I build missile bases instead of shields?
-
- If you have developed a planetary shield, a planet MUST finish building
- that shield before it will any missile bases. This can be a real problem
- when you see an attack force heading for one of your colonies. The best
- way to deal with this issue is just to make sure that your planets ALL
- build the shield once you research it. Otherwise, it could make for a
- nasty surprise later on.
-
- 2.Q What does "UPGR" mean on the defense slider?
-
- If you have existing missile bases on your colonies and you research a
- substantial missile tech advancement, your planetary bases are all
- automatically upgraded with the new missiles immediately. But if you
- want to build additional bases, you have to pay for the upgrade before
- any new bases get built. Therefore, if you put any resources to defense,
- you'll see "UPGR" in the defense slider until last upgrade has been paid.
-
- Contributed by: Katy Mulvey <rkm@vectorbd.com>
-
- ================================================================================
- 3. What bugs are known to exist?
- ================================================================================
-
- Compared to many other games on the market, MOO is remarkably bug free.
- However, it does have a few. The good news is that a patch exists to fix the
- more serious ones. This patch is available in the following places:
-
- A) The MicroProse Bulletin Board. The # is (410) 785-1841. You need settings
- of 8,N,1 and it supports up to 14.4 Kbs. The latest patch is moov13.zip
- New copies of Moo are shipping with this version.
-
- B) The most recent patch (1.3) is also at ftp.uml.edu. It is located
- in /msdos/Games/Patches as moov13.zip.
-
- The known bugs are as follows, and are categorized by the versions in which
- they appear.
-
- 3.A Bugs present in version 1.0 of Master Of Orion
-
- 3.A.1 The program bombs out with a message similar to, "BACKGRND.LBX[xx]
- exceeds number of LBX entries". This problem happens on machines with 7 Megs
- or more of EMS memory. The patch fixes it. Another fix is to configure your
- machine to have less than 2 Megs of EMS memory available. There have been
- some reports of LBX problems in 1.2, but these should be fixed by 1.3.
-
- 3.A.2 The Diplomat Bug: Sometimes the game will lock you out from access to
- all diplomatic functions. This is normal after a counsel vote electing
- someone else emperor. However, it occurs in other situations where it should
- not. The patch also fixes this problem. It can easily be worked around by
- saving and restoring the game. It is apparently linked to someone accepting
- tribute.
-
- 3.A.3 Sometimes mouse response time become very slow. It stays slow until you
- turn off all sound. This has reportedly been fixed in version 1.3.
-
- 3.A.4 The Gaia bug: One of the high technology discoveries is supposed to
- allow for incredibly fertile plants. When you get the discovery you are
- supposed to crank up the ECO bar and the planets are converted. They never
- convert. This fixed in later versions.
-
- 3.A.5 The to many ships bug: If you have over 32768 ships (16 bit signed
- integer) then your number of ships goes negative. This is fixed in later
- versions.
-
- 3.A.6 The Doc check bug: Has anyone else noticed this - I was playing MOO when
- the copy protection screen came up. It said that the picture was between
- pages 27 and 27. No problem, I look up page 27 and see that it appears TWICE
- on the list of choices! Uh oh, which one...
-
- I chose the first one, and failed.
-
- The second go around was normal and I passed.
-
- Contributed by: James Borynec
-
- [Editor: I have heard no reports since 1.2 of this problem]
-
- 3.A.7 The colony ship bug: When you have many different types of ships on
- a planet, AND a colony ship it will NOT ask you if you want to colonize
- every turn, and you have to move and come back OR move off all the other
- ships. This bug is not consistent but it has happened enough to be
- annoying early on but now that I know the game I only have extra colony
- ships when I am waiting for greater tech range and want to grab planets
- fast.
-
- Contributed by: F. Rodgers
-
- [editor: This bug occurs when you turn down the initial request to colonize
- the planet. This was clear in the original context. I have heard no report
- of this bug in some time and I think the patch fixes it.]
-
- 3.A.8 The Orion Terra-forming bug: This bug was first brought to my attention
- by Pat Casey and I have also seen it. In my case I was running the 1008
- patch. If you capture Orion and then terraform it you can really start
- cranking out the Research Points. In my game I was up at 180 max population
- because of +80 terraforming. I then got the soil enrichment technology.
- Of course this is way out of order (tech 16 vs tech 38) and the game did
- not handle it very well on Orion. I spent the credits to supposedly up
- the population but it did the opposite. I went from 180 population to
- something like 125. I did not notice this happening on any other world.
-
- In Pat's case this happened with Atmospheric terraforming and the affect
- was even more drastic dropping the max population to 50!
-
- This was fixed in 1.2, only to run into the Max Population Bug (see 3.B).
-
- 3.A.9 The base maintenance bug: Several people have mentioned that if you
- get a large number of bases, your base maintenance cost can sky rocket.
- You might go from a maintenance cost of 5% to 80% or 90% in one year. This
- has only been reported with really large numbers of bases like 150 or so on
- a planet. Moral of the story is make sure you don't forget about a planet that
- is cranking out bases. It might completely hose your economy all at once. Also,
- since there is no way to scrap bases you end up having to go back to a save
- file. This is fixed in all versions beyond 1.2.
-
- 3.A.10 The 1999 limit on Factories bug: It is possible with Maximum
- Terraforming + Gaia to get planets with populations of 300. With Robotic
- controls VII it should be possible to get 2100 factories. With Meklars and
- their + 2 on controls they could get up to 2700 factories. However, the
- game limits you to a max of 1999 and when you reach it does not adjust
- industry spending appropriately. This is fixed in 1.2 and beyond.
-
- 3.B Bugs from version 1.2 of Master of Orion
-
- 3.B.1 The Maximum Planet Terraforming bug: Some planets (including Orion) would
- stay set on Terraforming even after reaching 300 million in population.
- Increased spending could result in reversion to the base value for the world's
- population, or even wiping out the colony. This is fixed in 1.3.
-
- 3.B.2 The Divide By Zero bug: Under some circumstances (which seemed to be a
- combination of machine configurations and the bug), the program would crash with
- a Divide By Zero (in enormous letters) during ship combat. This is apparently
- fixed in 1.3.
-
- 3.B.3 The Espionage Report bug: Under 1.2, you would never get any reports of
- enemy spies being captured at the espionage report screen. This is fixed in 1.3.
-
- 3.B.4 The Lockup bug: Under 1.2, depending on the galaxy and the system, the
- computer would lockup. This is supposedly fixed in 1.3 [It has been reported to
- exist in 1.3]
-
- 3.C Bugs in version 1.3 of Master of Orion
-
- 3.C.1 The Biological Weapon Bug: Bringing ships with Biological weapons into a
- system will reduce the population, even if the ships retreat immediately or
- are destroyed before ever coming near the planet. Found in multiple versions
- (other symptoms include biological attacks even when the Bombing option is
- cancelled if bio weapons are present).
-
- 3.C.2 The Missile Fire Bug: Planetary missiles which should be destroying
- incoming fleets do no damage (under some circumstances) when fired manually.
- However, when the Automatic Combat is selected, the missile weapons work as
- they should.
-
- 3.C.3 The Combat Transporter Bug: The Combat Transporter (level 45
- propulsion tech) has no effect on enemy missile bases. Your troop
- transports will slip by enemy ships, but they still take full damage
- from planetary missile bases.
-
- 3.C.4 The Star Gate Bug: Star Gate travel through nebulae shows
- erroneous E.T.A.'s. Star Gate travel always takes one year, but if the
- line of travel passes through a nebula, the computer will display longer
- travel times.
-
- 3.C.5 The Environ Bug: When listing a CP's tech's, Death Spores are listed
- as "Death Environ".
-
- 3.C.6 The Sixth Ship Bug: When fighting against six different ship types
- in one battle, placing the cursor on the bottom ship will display the name
- and hit points of the planet where the battle is being fought, instead of
- the name and hit points of the enemy ship.
-
- 3.C.7 The Treaty Breaking Penalty Bug: According the the strategy guide,
- a penalty is invoked by the computer players on other players (both human
- and computer) which break any kind of treaties (alliance, trade, and
- non-aggression). However, I've found that this penalty is invoked by
- computers players against me when they are the one that has broken the
- treaty! I have had non-aggression pacts with computer players (CPs) early
- in the game and then the CP pops up and apologizes for breaking the treaty.
- Later, when I try to increase trade agreements or re-institute a non-
- aggression pact, they complain about me not honoring my past agreements.
-
- 3.C.8 The Empty Bribe Bug: Occasionally, a CP will tell me that they
- will reward me greatly for attacking another CP. If it is convenient, I
- have then attacked this other CP. Once I have done "sufficient damage"
- to this other CP, the first CP comes on and tells me that they really
- love me, and they give me some technology of their choosing that I don't
- have. The bad part is that I don't actually get this technology to use!
- If it is a weapons technology, the weapon is not available for
- ship-building or ground combat, etc. The first CP will even still offer
- to trade that tech. to me!
-
- 3.C.9 The Bogus Nebula ETAs Bug: At any speed greater than warp 1, the
- ETA calculation is invariably wrong. Very hard to calculate joint
- arrival times of fleets on either offense or defense.
-
- 3.C.[7-9] contributed by Bryan Richardson <bmr@drmail.att.com>
-
- 3.C.10 The Bogus Spy Rate Bug: The production rates for spies on the
- race report are exaggerated by a factor of 2-4 at least. Often I see
- production rates of "1y" or "2/y" or "3/y" but the next turn I have no
- spies in that empire although the "C" report shows none captured either.
-
- ================================================================================
- 4. Clever Tricks
- ================================================================================
- 4.A Ship redirection cheat
-
- This trick has been posted on the net, but I do not recall who originally
- posted it:
-
- Versions 1.2 and higher allow you to click on a retreating ships
- fleet and redirect it, either to another planet, or back to the planet
- they came from. If you build a ship with missiles or bombs, you can
- attack a planet, use up your missiles or bombs, retreat, and then
- re-attack next turn, with all your missiles and bombs restored.
-
-
- 4.B Intelligence trick
-
- This trick was also posted on the net, by somebody. If you want to
- attack a race, and you want to know the population, number of
- missile bases, and number of factories on each of their planets, one
- way to find out is to perform sabotage on them. Then when you are
- given an option what to do to what planet, you can click on each of
- their planets to find out this information about each one.
-
- 4.C Research Allocation trick
-
- I ... eventually noticed the line in the manual [about taxing planets]
- that there was a 50% penalty, so I stopped doing it. In case you wondered,
- putting money into your reserve by putting money in industry on a planet that
- is maxed out on factories has the same problem. However, rich planets give
- you the same double bonus for industry expenditures that are going into the
- reserve, so you can put money from rich planets into the reserve without any
- overhead. I've never done it, but presumably with a super-rich planet you
- could put the money into the reserve and get a 150% return, which you could
- even plow back into the same planet! A cute feature. Also, there is one time
- that it is particularly useful to transfer money from a built-up planet to
- a recently colonized planet: when you are expanding your frontier very
- rapidly, you should put lots of colonists on the frontier planets so that
- you can transfer colonists from last turn's newly colonized planet to this
- turn's newly colonized planet, thus putting population on newly colonized
- planets very rapidly, without waiting for transports to move all the way
- from your center planets to the fringe for every colonization. However,
- due to the overhead of waste management, newly colonized planets often do
- not have enough money to transport half the population to another planet,
- so you need to have just a few BC in reserve to pay for it.
-
- Contributed by: jacob@sun19.objy.com (Jacob Butcher)
-
-
- Generally, I do not have rich or ultra-rich planets do any research at
- all. Any excess production I plow back into reserve. For ultra-rich
- planets, I continually plow it back into the planet's production (this
- effectively increases the amount going into the reserve by a third.
- For example, suppose an ultra-rich planet has production of 100, all
- of which is going into reserve. This means we are feeding 150 into
- reserve every turn. If we then double this planet's production each
- turn by plowing 100 back in every turn, we are effectively feeding 200
- (or 200*3/2 - 100) into reserve every turn, or an increase of 50 over
- not doing any plowing back.
-
- I also then try to feed reserve into artifact planets, doubling their
- production every turn. If this production then goes into research, I
- am getting effectively double the research than if I had let some rich
- planet produce research rather than planetary reserve. (Note that it
- does not pay to have a non-rich planet feed into reserve, which is
- then fed to artifact planets. This situation is a wash.)
-
- So every few turns, I make sure:
-
- all research spending for each rich and ultra-rich planet ---->
- planetary reserve instead.
-
- planetary reserve ----> Orion, ultra-rich planets, artifact planets,
- new planets, and rich planets producing ships (in that order)
-
- Contributed by cox@unx.sas.com (Jim Cox)
-
- 4.D Excess Trade trick
-
- This is one I just recently discovered. Although it is most useful
- for Humans, it also works with other races.
-
- The documentation notes that the maximum trade amount you can
- establish with another race is 25% of the lesser race's total
- production.
-
- When I first meet a race, I set trade at the minimum amount possible.
- Then I wait a long time until my trade is getting close to the
- maximum. Then I renegotiate trade agreements. But first I do the
- following: I take all my reserve and distribute it to a number of my
- planets for the next turn. This fools the computer into thinking that
- I have up to twice the amount of production I really have. Since I
- play impossible level where the computer races have OBSCENE production
- bonuses, I am usually last or near last in total production at this
- point, but I have artificially dramatically increased my production for
- one turn only. Then I meet with each of the other races, and increase
- trade to the maximum allowed. This trick can dramatically increase
- trade revenue.
-
- (Additional note: NEVER add small increments to trading amounts often,
- as the algorithm the computer uses to determine trade will work
- against you. Do large increments at very infrequent intervals
- instead. I usually do not increase trade until I can at least double
- the previous trade amount)
-
- Contributed by cox@unx.sas.com (Jim Cox)
-
- 4.E Future ship building trick
-
- SHIP CHEAT (I hesitate to call it a cheat, but it is like the
- production cheat in CIV). If you want to have a huge fleet "hidden"
- from the enemy, design a really huge ship with all sorts of expensive
- toys on it. Then dedicate 1 click to SHIPS and set the planets
- producing this ship (I name it SHIP CHEAT, call me logical). Then I
- forget about it because it will normally take 400+ years to build this
- ship. When the time comes to "reveal" your fleet to the enemy, with
- you highly advanced fleet, you change the type of ship you were
- producing and presto.... instant invasion force! Personally I like
- to do this around Zortium Armor. You should be able to build speedy
- small ships for fodder (computer likes to attack largest NUMBERED
- fleet, I THINK at least on Average) and that's from one or two planets.
- The great thing about this is that you can design COOL large and HUGE
- ships (that you would actually use) and get them rather quickly
- without dedicating all resources to SHIPS. [cox: Just be sure you
- keep up with these planets regularly to change the ship they are
- building or you may find yourself with a pretty worthless fleet, when
- they actually do finish building what you have told them to build!]
-
- Contributed by: Barry Bloom
-
- 4.F Combat Tricks
-
- I have gotten some of the following tricks from the net, some from my
- own discoveries:
-
- 4.F.1. Park a repulsor today!
- By putting a stack of ships equipped with repulsor beams directly
- in front of your planet, no bombers will be able to get to your planet
- without destroying those ships first.
-
- 4.F.2. "Baiting" the enemy.
- I like to keep my first scouts around for awhile and keep them at
- my planets. Then if the computer attacks the planet with ships that
- cannot penetrate the planetary shield they will continue moving
- forward until the scout is destroyed, being torn apart by planetary
- bases the whole time.
-
- However, I am not sure this is wise. I have recently stopped doing
- this, because it is really nice for the computer opponents to be
- keeping big fleets of outmoded designs around a long time. Each turn,
- maintenance is being paid on those ships. In addition, if the
- computer opponent continues to have a large fleet of these outmoded
- ships, maybe he won't design a brand new ship to replace it!
-
- 4.F.3. Diversionary tactics.
- When I have ships defending a planet, I like to take the battle away
- from the planet. Then the opponents' ships will attack my ships
- rather than moving to the planet and bombing it.
-
- 4.F.4. Ship Teleporting trick
-
- My favorite way to crack planets with many missile bases is to use
- bombers with Sub-space Teleporters. On your first move you can
- teleport right next to the planet and drop a load of bombs. Even if
- you don't take out all of the bases, you're still in no danger. The
- planet will launch a pile of missiles that will appear directly over
- the planet. If you were able to take out at least half of the missile
- bases on your first drop, stick around and drop another load. This
- should take out the rest of them, which will also eliminate any
- airborne missiles. If you weren't able to take out half of the bases
- on the first drop, you are probably better off retreating and then
- coming back to the same planet for another bombing raid.
-
- A similar trick involves situations where you've taken out the
- missile bases, but there is a formidable fleet of defensive ships.
- Wait on the left side of the screen until they've passed the middle
- of the combat screen. Then teleport to the right of the planet and
- drop a load of bombs. The defensive ships will take a step toward
- you. Teleport to the left. They'll follow you. Teleport to the
- right and bomb the planet, etc... Occasionally, check the 'planet'
- button to see how you're doing. Once the population reaches '0',
- your job is done. Scram.
-
- These teleporting tricks will be absolutely useless if the enemy
- has subspace interdicters installed.
-
- Contributed by Pat Traynor traynor@bostech.com
-
- 4.G Ship Design tricks
-
- 4.G.1. No empty slots!
-
- Always fill up your weapon slots, unless you are putting less than
- four weapons on a ship. Then you can continue firing slots of weapons
- at other stacks if one stack is destroyed by one slot. For example,
- suppose you build a large ship with 10 autocannons and 2 death rays.
- Put five autocannons into each of two slots, and a death ray in each
- of the other two slots.
-
- 4.G.2. Always have six active designs of ships!
-
- If you really only have one type of ship you want to build, make six
- copies of the same ship, and produce the different kinds on different
- worlds. You have a lot more flexibility in attack and defense with
- multiple stacks than with a single stack.
-
- 4.G.3. Try to put weapons and specials with different ranges on the same
- ship.
-
- This allows maximum flexibility in attack. For example, suppose you
- put death rays (range 4), stellar converters (range 3), gauss
- autocannons (range 1), technology nullifier (range 4), neutron stream
- projector (range 2), and black hole generator (range 1) on the same
- ship type. During a single attack, you can attack up to 6 enemy
- stacks as follows: Move four squares away from one stack, turn off
- specials, and fire at the stack (the death rays fire). Turn specials
- back on, move if necessary and fire at another stack 4 squares away
- (technology nullifier fires). Then fire at another stack 3 squares
- away (neutron stream projector fires). Then move if necessary next to
- two of those 32000 ship stacks, turn off specials, and fire
- autocannons at one, then turn on specials, and fire your black hole
- generator at the other.
-
- 4.G.4. Save a weapon slot for something like bombs that you don't normally
- fire, on a fast high-initiative ship. Then you can move towards enemy
- ships, unload your weapons, and then back away out of range of his
- fire.
-
- 4.G.5. Antidote to repulsors: cloaking! Evidently (according to some
- postings I have seen lately) a cloaked ship will not be repulsed by a
- repulsor! I like to build cloaked bombers, i.e. smalls that have only
- bombs as weapons. Their only mission is to get to the planet and bomb
- it. The only time they are De-cloaked is after they have obliterated
- the missile bases with their high powered bombs. And then they
- retreat. (Of coarse, I send escorts to take care of any other ships
- that may be lurking around).
-
- 4.G.6. Don't stack Black Hole Generators. A stack of 1000 ships
- equipped with BHGs does no more damage than one ship of the same type.
- To get additional firepower, design different ships that are
- identical. This is a very easy thing to do, because after you design
- the first one, the next time you hit the 'design' button, the last
- design remains, so you just have to 'build' again.
-
- One design that I found very useful is a Kamakazi ship. It has a
- specific function, so there's no point in wasting unnecessary space.
- Until you get into the latter stages of the game, you'll need a
- large hull. Strap on a BHG and a sub-space teleporter. Give it
- big engines so that it doesn't take long to get to the enemy planet,
- but don't put any maneuverability or shields in there. It WILL be
- destroyed. Create three different designs of this ship and send one
- of each in on mammoth stacks of enemy ships. With the teleporter,
- you will get first shot. A trio of these ships can easily reduce a
- stack of 32000 large ships down to 2000. On the next turn, a second
- trio can reduce that stack down to 150 or so. Of course, with the
- BHG, results vary wildly. You may take out the entire stack, or you
- might take out only 25%.
-
- 4.H Extended range colonizing
-
- Wait til you have a few tech levels in construction and propulsion.
- Then design a _new_ colony ship, and add the reserve fuel tanks as
- well as the colony base. Tech 3 in construction+propulsion seems to
- be enough to shrink the colony base and engines so that they both fit
- into a LARGE hull with the fuel tanks. This will usually be _way_
- before you get the range-6 or range-8 propulsion tech (or even the
- warp-3 engines!).
-
- Then your colony ship has the same range as your scouts, so colonize
- away!
-
- Contributed by Gregory Bond <gnb@bby.com.au>
-
- 4.I Trading Upward
-
- On impossible level, the computer races (especially psilons) can get a
- huge tech advantage over me. Solution: I trade low level but highly
- valued techs (such as inertial stabilizer) for very high tech items.
- To do this, I wait until the other race has gotten most of the
- high-tech advances.
-
- Then I try to trade with them. Usually, they will not offer me
- anything valuable at first. But I keep on cancelling the trade until
- they offer me something high-tech. This may take several turns, as
- their diplomats often leave before I can get what I want. But
- eventually, I can usually get a high-tech item in each of the six tech
- types this way. Then the next time I make a tech advance in that
- area, I am allowed to research any item up to the tech level of the
- item I traded for. (It's nice to directly research complete
- terraforming instead of +40, +60, etc. especially considering it only
- takes four times the research to discover a tech 50 advance as a tech
- 25 advance). I can leapfrog tech levels in this manner.
-
- Contributed by cox@unx.sas.com (Jim Cox)
-
- Another thing to consider is to give the enemy a useless tech. If
- they have researched propulsions 3 and 5, they will often accept
- '4' in a trade. This does them absolutely no good.
-
- Contributed by Pat Traynor traynor@bostech.com
-
- 4.J The Best Defense is a Good Offense
-
- Sometimes the cp starts to get the upper hand on you and it looks
- like you're going to be pulverized. They will mount an attack,
- sending waves of fleets down on your under-defended planets. If
- it's starting to look like a losing battle, you might want to
- distract them by attacking them.
-
- Design the fastest small/medium bomber that you can. Important
- things are: fast, good&plenty bombs, and if you can fit them in,
- reserve fuel tanks. Don't waste money on shields or beam weapons.
- If this plan is going to work, you have to hope that you don't run
- into any defending ships, and that if necessary, you can outrun any
- launched missiles. Send them to the enemy planets that are somewhat
- remote from you. These will tend to have fewer defenses in place.
- If you can get a fleet of bombers out there and destroy a colony,
- the cp will often abandon its attacks on you to concentrate on
- re-colonizing the blasted planet. The reserve fuel tanks are very
- nice on your bombers because that could take them out to enemy
- colonies that are especially undefended.
-
- 4.K The Best Offense is a Good Defense
- I found this strategy to be quite handy when you're playing as
- Darloks, and everyone hates you.
-
- Build up your planetary defenses as strong as you can. It may
- take a little experimentation to find out how much is enough.
- Research the best missile techs that you can. And also, design
- a very small, wimpy ship. This doesn't need anything, but perhaps
- one small weapon, like a laser. Personally, I name this ship
- "BAIT". When an enemy fleet is bearing down on one of your
- planets, make sure that you have one of these ships in orbit.
-
- When the enemy fleet arrives, they would normally see your
- overwhelming mass of missile bases, and they would immediately
- retreat. But there is something about a weak ship that they
- can't resist. They will march across the screen to wipe out
- that BAIT ship while you send wave after wave of missiles.
- The tricky thing here is that you have to be sure that you DO
- out-power the enemy fleet.
-
- I've managed to reduce an entire enemy fleet to next to nothing
- without ever having more than 5 ships in my fleet.
-
- Contributed by Pat Traynor <traynor@bostech.com>
-
- 4.L Cheats
-
- I hesitated to put this section in, but since this IS a frequently
- asked question, it should be answered.
-
- 4.L.1 Cheats by design
-
- <alt>-GALAXY
- This will basically eliminate the need for scouts. You will be
- shown the basic stats of all planets in the galaxy as well as the
- location of enemy colonies and ships.
-
- <alt>-EVENTS
- This will stop all random events from happening, such as radiation
- accidents and rebellions.
-
- <alt>-MOOLA
- This adds 100 BCs to your planetary reserve.
- You must be in the 'Planet' screen to use this cheat.
-
- <alt>-P
- This will randomly change the personalities of the enemy leaders.
-
- Contributed by Pat Traynor <traynor@bostech.com>
-
- 4.L.2 Cheats due to bugs
-
- The "Star Gate" cheat: After commanding a fleet of ships to move
- between two Star Gates, you can click on that fleet and redirect them to
- any planet within refueling range. They will arrive in one year,
- regardless of distance or engine type. Hyperspace communication is not
- required. (Only tried on version 1.3)
-
- Contributed by Mike Lemons <mikel@netlink.nix.com>
-
- The "Hyperspace" cheat: This cheat comes in handy if you have
- researched Hyperspace Communications, but have not, or were unable
- to research the higher "Controlled Environment" techs, such as
- 'Toxic' and 'Radiated', and can therefore not conquer these types
- of planets. Set your transports to go to a destination that will
- take at least two turns. After the first turn, re-direct the
- en-route transports to the enemy-controlled colony. They will
- attack it as though you had the required environmental technology.
-
- Contributed by Jonathan Hooper <hooperjj@warzone.win-uk.net>
-
- ================================================================================
- 5. Strategy Guide
- ================================================================================
-
- 5.A Introduction and caveat
-
- Note: IMPORTANT - Many of These tips appeared on the net and have been
- edited only slightly. There are contradictions real and apparent in
- them. It should be realized that most rules are not 100% true or 100%
- false; they work in some domains and not in others. The presence of a
- tip or rule does not excuse the player from thinking. There may be
- good reason to violate one in your particular situation.
-
- In MOO, each game is very different. Games are modified not just by
- what race you play and what races you are playing against and what
- size galaxy you play in, but also in things such as what tech can be
- developed in that particular game. Strategy can change immensely in a
- game where nobody gets stack-killing weapons, or auto-repair, or
- high-powered bombs, etc. For me, this is what keeps me coming back to
- MOO. If the same strategy was appropriate in every game, it would get
- old real quick.
-
- 5.B Beginner tips
-
- 5.B.1 It normally is better not to destroy a colony. It is better to
- leave some population and then bring in transports and take the colony
- over. This saves the cost of the colony ship. It is sometimes better
- to bomb them to the ground. An example of this is when they have
- superior technology for ground fighting and your losses would be
- prohibitive.
-
- Contributed by: Dave Chaloux
-
-
- 5.B.2 A good strategy for a first game is the following. Select a
- medium galaxy, simple level, with three opponents. Play the Klackons.
- Spend money on all tech equally. Keep factories and populations maxed
- and grow only as fast as you can defend. Avoid wars, and when you
- have the resources (be sure to spend lots of money on technology)
- build up the missile defenses of your planets. During the time you
- should have only a scout or two and a colony ship when you need one.
-
- Now you are ready to act. You should be able to out-produce anyone.
- Be sure that you have kept your internal security maxed out, and your
- planets well fortified. Now design the best ships you can, pick an
- opponent, and go to war!
-
- Contributed by: Dave Weinstein
-
-
- 5.B.3 Just a small thing I ran across last night. If you are
- expanding in an odd shape and you home worlds, where most of your
- colony ships are built the quickest are far away form your frontier.
- Find a planet that has an environment you don't have the tech for in
- the frontier area. Then send a colony ship there. Because you don't
- have the tech to colonize, it will just orbit and therefore be much
- closer (and quicker) to a planet you run across that you can base. My
- empire developed into a 'L' shape, laying down, with my main producers
- at short end of the L as I expand out on the longer end.
-
- Contributed by: Donald Anglin
-
-
- 5.B.4 Playing Out Games with Bad Planet Distributions
-
- I've got a tip for those who want to 'play out' those games where
- they are stuck with no colonizable planets within range.
-
- Scrap your colony ship!
-
- It's maintenance is about 10BC per year, so in 50 years you will have
- paid enough to buy a new one anyway.
-
- By scrapping it, you can build up your colony faster with the cash you
- get back (transfer it to your home planet on the planet screen).
-
- Build your planet up as fast as you can, then concentrate on propulsion
- research, and you might be able to win that game yet.
-
- This is really only recommendable if you like a challenge, but it's
- doable. If you're looking for a new challenge, give it a try.
-
- Contributed by: Bronis Vidugiris
-
-
- 5.B.5 Maximizing Planet Production
-
- A few notes on what to invest in to maximize production.
-
- At the start, for most races, this is factories. Factories cost 10BC
- generate 1BC of income and 1BC of pollution (which costs 1/2 BC
- initially to clean up). In 20 years, they will have paid for
- themselves. This is the game default, non-surprisingly.
-
- Colonists cost 20BC to generate (via eco spending), and generate 1/2BC
- per year with no pollution. In 40 years, they will have paid for
- themselves.
-
- Other conditions may shift the balance here too. Factories tend to
- get the early breaks with reductions in cost, and reductions in waste
- output. Colonists get later breaks, with vastly increased
- productivity (up to 2 at Planetology tech 50), cloning, advanced
- cloning, etc.
-
- Klackons start out with colonists equal in return rate to factories.
- I start out with colonists for a short time, but only until I get my
- planet(s) up to 50% of population where the natural population growth
- rate is maxed out. Then I shift to factories, which will start to
- increase in productivity earlier. (This is only with the Klackons,
- other races I start out with factories).
-
- The balance definitely shifts towards building colonists when one has
- had a population decrease on a world which already has a lot of
- factories (there are a lot of potential reason for such a decrease,
- sending out colony fleets is the most common). The negative impact
- can be minimized by cranking out those colonists by spending that
- money on 'ECO'.
-
- Contributed by: Bronis Vidugiris
-
- 5.B.6 Some General Observations:
-
- 1. TRADE. I think most important. Especially in large and huge
- games. With trade and alliances I have been able to generate 1500+ BC
- a turn. This provides lots of funds for spying!!! Ideally, I don't
- establish them until they reach 300+ or whatever is the highest. This
- may be more race specific since I got that number playing the humans,
- but I still get good money playing other races.
-
- 2. EXPANSION. Noticed that some of the races will stagnate (stay on
- their home world only) when I expanded as quickly as I could (actually
- outstripped the rest of the races, no silicoids in the game).
- However, if I gave them (oh, so many options for "sending them on a
- wild goose chase") a better move, they wouldn't try and expand, even
- with good planets around. Hope this is a function of the average
- level AI.
-
- 3. SABOTAGE. This I think has hidden potential. I decided to try
- and start a rebellion in a Mrrshan colony. I am not positive about
- this, but once I got them over 15%, they really started rebelling.
- The next time they went to 30%!! I got bored and invaded, and I swear
- it seemed to FALL much easier to my troops. Any comments on this one?
-
- 4. DEATH FLEET. I do the three suggested methods of attacking....
- capture factories (large amounts enemy pop, large invasion force)....
- bomb til almost nothing.... and DEATH FLEET. This is my favorite.
- By the time I use this it is pointless to take more colonies. Nothing
- I hate more than trying to manage that much (kinda like 50+ cities in
- CIV). What you do is just build a huge fleet with a lot of bombers
- and a few capital / large ships (maybe 30+ large, 6 HUGE) and go from
- planet to planet completely obliterating them. Nothing more
- satisfying than seeing "100 million colonist killed" ;)
-
- Contributed by: Barry Bloom
-
- 5.B.7 Basic whole-game strategies
-
- It seems to me that the key to winning with any race is to build a
- strong industrial base on at least 2 good-sized planets before
- committing any resources to research. To grow the fastest, keep your
- home planet at about 50 people for maximum growth, and ship off 2 or 3
- each turn to your first colony. For at least the first 10 years,
- devote all resources to factory construction.
-
- Start your research small at first, keep devoting resources to
- factories. Until you've maxed out, I keep at least 1/4 of each
- planet's production in factory building, preferably 1/3 or 1/2. I try
- to keep new colonies strictly devoted to factories.
-
- Don't devote any resources to shipbuilding until absolutely necessary.
- When your first two planets are nearly full, build a colony ship.
- Keep siphoning off people from your home planets to the new colony,
- keeping them at about 90% capacity for speed of growth. By the time
- your 3rd colony is getting full, your second transport should be
- ready, and you are now in the expansion phase of building lotsa new
- colonies.
-
- I build friendly relations with my neighbors from the earliest. While
- they devote resources to building low-tech fleets, I build industry
- and research tech. Then, when I have a strong economy (like, maxed
- industry on my home world) and higher tech, I start building my
- warfleet.
-
-
- I devote at least 1/3 of my homeworld's production to shipbuilding,
- and usually a good fraction of my first colony's. I prefer large
- ships, and use heavy weapons with their 2-space range. As my tech
- grows, I save a few advances and then commission a new class of ships.
- I will usually have 3 different large warship designs current, plus a
- colony transport design (totally unarmed), and a long-range scout. I
- find that small ships are virtually useless in combat, and medium
- ships nearly so (but I haven't played races that get combat
- advantages, where I might prefer medium ships).
-
- My very favorite specials are Battle Scanner (which gives you initiative and
- attack advantages, plus letting you see enemy ship stats), and Automated
- Repair. Combined with heavy beams (2 space range), and a combat speed of 2, I
- can decimate even huge dreadnoughts by dancing and keeping them at a distance,
- if they only have speed 1 and beams with range 1.
-
- It is important to have at least beams and bombs in your ships. I also
- usually add a missile or two. Missile-only ships are sitting ducks once they
- expend their missiles. I put in mostly heavy beams, one or two missiles, and
- fill up the rest with bombs. Of course, I max out computers, ecm, engines,
- etc.
-
- I usually take on the 2nd strongest race that is nearby. In my case, that was
- the Darloks, who I really hate cause they can steal my tech. I don't attack
- until I have 2 or 3 higher tech large ships, then I decimate their nearest
- colonies. Bomb 'em down to 5 or so, then send in the troops, at least twice
- as many as they have, preferably lots more, from your now-full homeworlds.
- This gives you an advance base. Move onto the next planet and repeat, but
- this time ship troops from the first planet you took. This eliminates any
- need for colony ships; you just eat the opponents worlds. Meanwhile, your
- homeworlds should be churning out warships every 5 years or so.
-
- Keep the other races peaceful-like as long as possible. Especially with
- Psilons, buy them off with a non-combat piece of tech as tribute; this makes
- them real happy. Usually, some race has expanded like wildfire, and the
- council has met to decide between me and them, with no majority. Try to
- convince the other races to have a non-aggression pact with you, and declare
- war on the big bad enemy.
-
- I have found trade to be nearly useless, unless you are playing Humans. It
- takes forever to show a profit, and I've never seen anything close to the
- agreed-on amount. Do it to make friends, but keep the amounts low.
- Especially, don't up it in small amounts over time; if you decide to be
- friendlier, just it a lot very rarely. Also, don't trade lots with your
- soon-to-be major enemies, just 25 or so when you first meet them, to keep them
- pacified until you attack.
-
- After you've decimated or totally eradicated your first opponent, turn your
- sights on the big bad guy. Create a warfleet to do scorched-earth tactics,
- just bombing each planet to (almost) nothing. Remember to leave a few left;
- they're your colony base. If you have improved scanners, you may see colony
- ships moving to new planets nearby. Let 'em; as soon as the colony is formed,
- send in the troops. (I love eating the opponents new colonies.) If you see a
- bunch of transports heading to one of your planets, send a fleet to that
- planet, and you can kill most or all of them before they land.
-
- Conquered colonies should be kept fairly small, as they may get taken back.
- Devote their energies to research, not factories. If you can manage to take a
- colony with factories, great, but don't get greedy. The best way to do this
- is to decimate one colony to nearly nothing, then move your warfleet
- elsewhere. The enemy may send a transport fleet to the decimated colony. If
- so, then send your troops to take the planet that sent out the transports,
- which is now underpopulated.
-
- Build missile defenses only on your main colonies. By devoting a small
- fraction of your resources to them, you should be able to build one each 5-10
- turns. With proper tactics, your homeworlds may never be attacked. But if
- they are, 4-10 missile bases will prevent enemies from making cheap attacks.
- If you see the enemy making a major attack, get a fleet there, fast. Improved
- scanners that give destination and ETA are a must in a serious war.
-
- It is absolutely critical that your fleet be faster than your opponents.
- Research speed techs in preference to range (once you have range 4 or 5, that
- is). In general, high tech is critical. Ignore the 'fleet size' and 'total
- power' status lines; just keep production near the best, and tech higher if
- you can. (If the Psilons are an opponent, this is likely impossible. In that
- case, cultivate their friendship, and exchange tech a lot. They tend to be
- peaceful.) In general, exchange tech whenever possible, but I prefer to give
- non-combat advances in exchange. Even if you have better stuff, trade for
- advances you don't have, as it will raise your tech levels.
-
- It is tempting to research robotics tech that allows you to build more
- factories, or terraforming tech to grow worlds. Once you are in a serious
- war, resist this temptation. In war, you can't afford to devote the resources
- to growth, you need them for ships and research. Do these things before war
- breaks out, or between wars in a long game. At any time, don't build
- expensive robotics factories until you've reduced the factory costs.
-
- On the espionage front, keep spies on every player. When you are at war,
- change their missions to espionage, or sabotage only if they have no tech at
- all. Your computer tech helps here. I try to keep my overall espionage and
- counter-espionage spending at 10-15%.
-
- Contributed by: Douglas Zimmerman
-
-
-
-
- Phase 1: Send out scouts to two nearest worlds. Colonize all immediately
- available worlds quickly. Don't worry about anything further than 5 squares
- away, but make a bunch of cheap fighters and send them out to stake out
- planets. This will give you perhaps 2-5 planets, while your strongest
- opponents may have 3 times that number or more. Don't even think about
- being influential in the council for a while.
-
- Phase 2: Settle in. Expand if you can, but make sure you keep your tech
- spending high. A good balance tends to work better than specializing. Armor
- tech, ground fighting, and especially terraforming and factory control will
- help you hold your planets and make them more productive than your opponent's
- larger number. Trade whenever possible. Build lots of missile bases, and no
- ships. Eventually you'll find yourself blocked in, probably by the groups
- more powerful than yourself. Make sure you get frequent reports on their
- tech.
-
- Phase 3: Go to war with one of the more technologically advanced groups. Try
- to steal tech from them (they'll start the war). Steal tech from anyone who
- goes to war with you. Defend your home planets, don't attach except perhaps
- with bombing raids. Concentrate on building up a fleet which could hold a
- planet by itself. Then take a planet. You should have sufficient resources
- to take one planet from even the strongest player and to hold it if you wait
- long enough. Send transports from many colonies (not just one) and just
- eliminate the missile bases and ships guarding the planet, not the factories.
- Ideally, you'd like to take a rich planet, or one with artifacts. You'll
- certainly want to take a developed one for the tech you'll gain.
-
- Phase 4: Eventually whoever your at war with will stop beating on you. Put
- that fleet to use on a weaker neighbour. Don't eliminate them, but steal
- their inferior techs to pump up your own tech levels (make components cheaper,
- smaller). By stealing from whoever wants to fight you, heavily defending your
- planets, spending little on ship-building, maintaining trade, and occasionally
- taking the choicest planets from your current enemies, your greater ability to
- assess the value of a given path of tech advancements will make you stronger
- than the computer.
-
- Case in point: I just spent the last 600 years technologically inferior to
- the Psilons. Despite the fact that they held Orion for 20+ turns (that I HAD
- to take from them) and discovered a derelict, I am now (just) superior to them
- technologically and militarily, and am in the process of beating them into the
- ground. This is in a large galaxy which, at one point, they held over half
- the planets (I had about 6 then). I'm playing as the Humans.
-
- RULES
- 1.) Never take a planet you can't hold.
-
- 2.) Never eliminate a foe. Even the weakest can give you technologies you
- leapfrogged, or specialize in an area where you are weak.
-
- 3.) Don't destroy many colonies in a given area unless you can keep them from
- being recolonized, or you're ready for a shift in the Balance of Power.
-
- 5.) Do destroy colonies in a given area if two races you are trying to get to
- fight are in that area in force.
-
- Disclaimer: I haven't tried this with Sakkra or Bulrathi, or in Huge galaxies.
- It has worked on hard on small and medium, and average on large.
- The strategy is especially suited to Psilon, Meklar, Darlok, and
- Human empires.
-
- Contributed by: Michael Metzger
-
-
- 5.C Strategies for different stages of game
-
- Like Chess, Master of Orion can be broken into three phases: the
- opening, or the initial expansion phase (the computer does this phase
- really well), the middle game, where you hunker down and develop the
- worlds you have (the computer plays very poorly here), and the end
- game, where you try to take over at least enough to give you the win
- (again, the computer does not do this well. It does not follow up on
- its victories enough). Following are strategies for the different
- stages of the game:
-
- 5.C.1 Opening Game
-
- For some reason, all of my games (Huge/5/Hard or Impossible)
- develop in exactly the same way:
-
- 1) I put almost all of my tech into Planetology, (for pop. and possibly
- controlled X environment if there are ultra-rich planets about)
- Propulsion, (for a high enough range to reach the stars in my
- corner) and Computers (for Improved production: some tech also in
- Construction)
- 2) I colonize madly until I get 15-20 stars in a corner or edge.
- 3) I make peace/friendship w/ everyone else by trading and giving tech
- (mainly because they're so far ahead of me in tech, etc.) and
- concentrate on population and production development.
- 4) I block the vote in the first Galactic Council by abstaining (I've
- always been in the running, but I've never ha enough votes to win).
- 5) 4-5 years before the next vote, I get all the other races to declare
- war on each other (This has never been difficult: For some reason,
- whenever the two biggest CP rivals attack each other, all of their
- alliances come apart, and everybody gets into a free-for-all)
- I also make NA-pacts/alliances w/ everyone except my rival.
- 6) 2-3 years before the vote, I attack my rival - suddenly, everyone in
- the galaxy loves me and hates him.
- 7) Before he has a chance to attack, I win the Council vote.
-
- This strategy works very well with Humans (because of the diplomatic
- and trade bonuses), Klackons, or Mecklars (for the production bonuses).
- The big problem with this strategy, as everyone can probably see
- already, is that I never get to do any fun conquest - I never have enough
- tech or production to win a war against anyone without sacrificing my
- diplomatic situation or production.
-
- Contributed by: js187@jambo.cc.columbia.edu (Jason Scanlin)
-
- If a very early war is essential, you can often beat the computer early
- on with a somewhat poorer ship. Build range-two weapons and a single
- range-one (for movement control), and have a movement rate of two (if
- you can't do this, it is too early to build a warship). If the computer
- ship has range-one, you can soften it by staying at two, backing up, until
- you reach the board edge, thereby doing substantial damage while not
- taking any yourself. If the computer ship has range-two, it will
- believe that it should fire from range two. Close on it and fire from
- range one: your weapons will do more damage as there is a penalty for
- range two fire! The only thing to watch out for is that you don't want
- to back him into the corner so that he's forced to fire at range one.
-
- Contributed by: mkkuhner@evolution.genetics.washington.edu (Mary K. Kuhner)
-
- 5.C.2 Middle Game
-
- Your "mid Game" starts as soon as the majority of your worlds are
- industrialized and have >10 missile bases. It generally ends when the
- widespread availability of good bombs and large fleets shifts the game balance
- away from the defender.
-
- >
- Well, a lot depends on the size of your galaxy. I'm assuming your are
- playing on large, and yes, 7 planets is a slow start. Suggestions for improving
- your initial expansion follow:
-
- 1) Place scouts over every nearby world, one per. The AI tends to
- colonize worlds it has explored before putting resources into arming its colony
- ships. By placing a scout over a planet, you deny the AI exploration and
- hopefully grab the colony yourself.
-
- 2) Build up your first two colonies and then start colonizing new
- worlds. Use one world to produce colony ships, and use the other to throw
- population bombs onto your new colonies. Then let them develop on their own
- while you colonize past them. Exception: Rich and Ultra Rich worlds are worth
- putting resources into to speed initial expansion.
-
- 3) Avoid building a fleet unless necessary. Most low-tech fleets are
- not useful against planets, thus the conquest of enemy colonies becomes a very
- slow process.
-
- 4) Play as the Klackons or Sakkras, both of whom will develop colonies
- rapidly. Alternately, play the alkaris and build fast, long range colony ships.
-
- Tips on Rescuing a slow start:
-
- 1) Human Turtle. This works best as the humans, but can be effected
- with skillful bribery by almost anyone (yes, even the Darloks). Trade with all
- your neighbors to the hilt, and build no fleet. Maximize your tech and trade
- for it whenever possible. Sign non-aggression pacts with everyone and NEVER
- make an alliance as it may drag you into a war. Eventually, especially on
- Average or Hard, you can garner a tech advantage in this manner. Once that
- happens, its all a mop up. On impossible, this tactic will only work if your
- initial base is significantly larger and contains some good worlds. EXCEPTION:
- MOO versions below V 1.2 are quite a bit easier.
-
- 2) Balance of power: Pick the largest power you think you can deal
- with. Then induce a few nearby races (preferably the LARGEST power in the game)
- to declare war on them. Once they are heavily engaged (and likely losing), move
- in and stab them in the back with your own fleet. NOTE: This is dangerous
- unless you are prepared to finish off the race in question. They WILL hold a
- grudge.
-
- 3) Tech Raids: This is a gamble, but sometimes pays off if you are
- losing heavily in tech. Find a poorly defended, high tech world, and swarm it
- with troops, all of whom should arrive on the same turn. With luck, you should
- steal the planet out from under the missile bases. NOTES: A) Works best when
- missile techs are poor and your transports have good speed B) You will
- generally lose planets thus acquired unless you follow up with a supporting
- fleet, but you keep the tech.
-
- 4) Orion Hunting: Capturing Orion is a sure way to turn a losing
- situation into a possible winner. If it is within range, and you have at least
- the Neutron Pellet Gun, then consider making a play for it. Remember the rules
- of Orion in considering your fleet. Against the V 1.2 Guardian:
-
- The guardian has 4,000 HP on Easy, 6,000 on Av. 8,000 on Hard, and
- 10,000 on Impossible.
-
- Assuming at least a battle computer Level 5, then each NPG will do 1.5
- damage. Each mass Driver 4.5.
-
- Rule 1: You must deliver > 30% of the guardian's HP per turn to kill
- it. Otherwise it will Auto-repair.
-
- Rule 2: You will lose 250 fighters to the guardian's missiles before he
- runs out of ammo.
-
- Rule 3: You will lose 125 Mediums to missiles if Titanium, 83 if
- duralloy, and 62 if Zortium.
-
- Rule 4: Every odd turn, you will lose 4 small or medium ships.
-
- Rule 5: Every Even turn, you will lose 14 small or medium ships.
-
- Rule 6: The cheapest way to get a weapon into space is to strap it on a
- fighter. Medium, Large, and Huge ships cost more per ton of available space.
-
- In general, on average level, 2000 fighters with NPGs will do the job. I
- generally wait for the mass driver, however.
-
- Just a few suggestions...
-
- Contributed by pcasey@hmcvax.claremont.edu (Pat Casey)
-
-
- Invading an enemy colony with Combat Transporters:
-
- First of all. It seems that each 1M troops that you send to a planet
- is in a separate transport. So if 40M troops are arriving, then
- the computer must destroy 40 ships before they reach the planet.
- Since this is the case, it is sometimes useful to have a larger number
- of transport to overwhelm the defenders. They have very little time/rounds
- to destroy these ships, so they can usually only destroy a limited number
- of them unless they have a strong defensive force. So, if their defenses
- can destroy 20 ships in each wave, and you send 40/year for 5 years,
- then only 100 out of 200 troops arrived safely. However if you send
- 200 troops which all arrive at once, then 180 troops arrive safely
- and the success of your raid is much more likely. Another advantage
- to having the force arrive all at once is that if the computer
- is slowly losing troops over time, then it has a chance to rebuild
- part or all of the lost population by allocating resources to ECO or
- sending troops from elsewhere. This is especially painful if he has
- cloning technology. So, effectively the attacks can be worthless because
- all troops the computer lost in the 1st wave might be renewed by the second
- wave this wave basically starts from scratch.
-
- In order to get an overwhelming force you usually need to send troops
- from several planets. If the planets are different distances from
- the target, then send the troops from the farthest planets 1st and in
- later years send the troops from the closer planets. Be sure to time
- it so that they all land together for maximum effectiveness.
-
- Contributed by Jerry Derby <jderby@nevada.edu>
-
- 5.C.3 End Game
-
-
-
- 5.D Strategies for specific races
-
- Alkari ---
-
- Pretty easy to win with. The defense bonus is a godsend early in the
- game. Expand hard and fast in the beginning, and put together a large fleet
- of small, nimble fighters and frigates (with a few fusion or omega V bombs).
- Then expand like a banshee. These guys work great for almost any game plan
- EXCEPT the pacifist technologist game plan. You need to fight to take
- advantage of their specials, so DO IT.
-
- Bulrathi ---
-
- I find them rather tough. You are going to lag in computer tech, but
- you can offset that by stealing from more advanced races when you invade.
- Your +20 ground combat tech is really nice, but ONLY if you stay current in
- ground combat tech. The problem is that to use it, you HAVE to fight. You
- will step on a lot of toes playing here. I suggest a hard expansion followed
- by a retrenchment and then a brutal war against your most advanced neighbor.
- Ignore casualties and TAKE PLANETS.
-
- Darlok ---
-
- Ok, I admit it, I like them because they have the coolest graphics (is
- that Stormbringer the Darlok warrior is holding?). With that said, these guys
- are tough to play but a blast because you can really mess with the diplomacy.
- Don't expand too fast or the galaxy will turn on you since they already hate
- you. Get computer techs as fast as you can, and turn up the spies. Use your
- ability to frame to turn the strong races against each other (frame them for
- espionage acts). Then move in to collect the pieces. Early on, you may have
- to accept losing a few planets to avoid going to war with the whole galaxy.
- Bite the bullet and do it since A) they DO hate you and B) they CAN kill you
- and C) any excuse turns B into THEY WILL KILL YOU.
-
- Human ---
-
- Boring. Sorry. This is the only race I have won at through the
- diplomat option... i.e. getting people to vote me into office when I have
- significantly less than 50% of the galaxy. You are a pretty generic race
- other than your wonderful diplomacy so expand solidly, kill the weak and use
- your diplomacy to keep the strong from killing you. Eventually, you should
- win. You have a unique ability to concentrate on one enemy at a time since
- you can buy off other enemies cheaply, so USE IT. Remember, peace is just the
- long period of retrenchment between wars.
-
- Klackon ---
-
- I hate these guys. You start with an insane early expansion and then
- end in a whimper. Your inability to develop decent propulsion techs is
- ultimately CRIPPLING. So, expand insanely in the beginning, and then
- beg/plead/steal for good propulsion techs. Only THEN should you even consider
- war. DON'T get involved in a premature war. No matter how strong your
- industrial base is, if your ships still rely on RETROs to get around then that
- inferior Alkari fleet zipping around on fusion engines will eat you alive by
- concentrating both strategically and tactically. You should have your
- industries up and running smoothly long before the other races do, so use the
- breather thus offered to A) build good defenses and B) get a lot of cool
- construction techs.
-
- Mecklars --
-
- I find these guys to be absolute cake, er, most of the time (grin).
- Expand early, but don't crush any toes. Remember, you don't need as many
- planets as all those other non-industrialized races. Keep people off your
- back with diplomacy until your industrial base gets rolling, and then, well,
- kill them. Your weakness in planetology can mean a huge waste of resources
- going to cleaning your planets so Beg/plead/steal any waste reduction or eco
- restoration techs you can. Your planets will have good defenses and you
- should have a nice, compact industrial base. This allows you enormous freedom
- in a war since you are virtually impregnable (50+ missile bases), and can
- strike out in any direction. Take your enemy's best planets and make them
- better. Research robotic controls whenever available. Fear the Doom Virus.
- Get the antidote.
-
- Mrrshan ---
-
- The Alkari's weaker brothers. I find them harder to win with. Their
- gunnery edge is nice, but not the equal of the Alkari's defense bonus. You
- should go over to the offensive as early as possible, trade for good armor and
- construction techs with obsolete weapons and research the gauss autocannon as
- soon as it becomes available. Don't rely on your gunnery edge to win you
- battles. It helps, but it won't allow you to totally ignore the laws of
- numbers. Remember, you may hit them better, but THEY CAN STILL KILL YOU.
-
- Psilons ---
-
- I know, everybody and their brother plays as the psilons because they
- get all the cool toys. Grab what you can early, and DON'T piss anybody off.
- You are VERY weak early on. Buy peace for the first half of the game while
- building a good tech edge, and then expand across the galaxy. If you control
- 15-20% of the galaxy you should be able to block anybody's election in the
- council until then. An interesting alternate plan I have used is to quickly
- acquire a tech edge in shields and weapons and exterminate a few low-tech
- planets. It often works, but if you get stopped, their vengeance will be
- terrible to behold. I usually play the former strategy.
-
- Sakkra ---
-
- I love these guys. You breed like rabbits, AND you get all the cool
- planetology techs early. Well played, you can have 30% of the galaxy
- colonized before the end of your first expansion. Sure, you will be spread as
- this as, well, very thin! Anyway, as soon as your first rush in over, buy
- peace as long as you can, and build up your defenses, because the whole galaxy
- will come for you as you are almost definitely winning. Once you get your
- defenses going, develop a good star fleet and start a relentless steam-roller
- advance across the galaxy. If you fall behind in TECH, consider a few "Lizard
- Wave" attacks against weakly defended High Tech worlds. You can afford the
- casualties. Think of your empire like Russia in WWII ... No matter how many
- troops you lose as long as they take losses too, you are winning. Once you
- get cloning, and a few fertile planets, you can vat grow an invasion force
- every 2-3 turns. I find these to be the easiest to win with UNLESS the
- Psilons get entrenched on the other end of the galaxy while you and your
- neighbors rumble. If you don't stop them they will get a huge tech lead and
- Bio-Terminate your empire. If you see this happening, carve a line through
- your enemies, conquering planets as you go until the Psilon empire is in reach
- and then terminate them.
-
- Silicoid --
-
- Ok, I find these guys to be especially tough. You start out very
- strongly, and colonize lots of worlds, BUT, your low birth rate is crippling.
- You will have lots of poorly inhabited worlds. A well thought out counter
- attack can knock you off your rocker faster than you can say "Sakkra Swarm".
- So expand hard, but DON'T press your luck. Then develop planetology tech's
- like a madman. All those crappy 20 Habitability Toxic worlds look a lot
- better after +60 terraforming, atmospheric reconstruction, and cloning. You
- face another problem in your poor tech ability. YOU MUST control a large
- portion of the galaxy early on to offset this. You can continue expanding
- long after the other races have run out of useful planets since you can
- colonize anything. Expand as fast as your population growth will let you.
- Trade for any planetology tech you can get.
-
- OK, now, I'll say it again, these are simply MY feelings on the races.
- I'm sure other people have different strategies and feelings. Don't be afraid
- to improvise, and don't take what I've said as gospel.
-
- Contributed by: Pat Casey
-
-
- OK, I have a raging headache and am stuck in a lab but I'll give a quick
- "this race is best" list. I don't have a manual so if I misspell a race
- name (or any other words) deal with it.:-)
-
- 1. Psilons, good to play with and a tough race to play against the computer
- with. Screwed if you have a sub-standard starting position. Create a
- 'technocore' area with high defense on the outside and little on the inside
- (to save credits) get a major tech advantage and then explode outward in a
- orgy of destruction. ALWAYS try to be in third in population so you can swing
- the council votes and not deal with alliances.
-
- 2. Klackons, nasty to play against, nice to play with. You produce more
- early on in the game so attack once you have the needed tech to do so without
- major fleet lose. Send out population to new planets quickly and build up
- populations before industry as each colonist is worth a factory.
-
- 3. Darloks - not great on either side but fun to play. When attacked early
- in the game be sure to have the enemy home planet rebel, this usually nukes his
- war effort as the computer SUCKS at getting planets back from rebellion. You
- can maintain the over all tech advantage by stealing from EVERYONE. Frame
- groups in alliance with each other etc. Only research computer tech after the
- first few advances and defend your planets WELL. Later in the game when
- everyone is fighting everyone you can start to conquest.
-
- 5. Mmrrwhaters Alkwhaters Bulwhatevers - Icky bad to play, and not hard to
- beat when playing against them. Their natural combat abilities are nullified
- by 2 tech levels, and thats all they have. If you play them attack early
- cause you won't have much chance later. Fight kill blood and pray they don't
- develop better computers propulsion or armor than you have respectively.
-
- 3. Silicoids - fun to play but hard to win with. Slow pop growth and slow
- tech abilities are crushing in a war. IF you can avoid being attacked for the
- first 100 turns of the game you can have a chance, but planet landing tech is
- cheap, and after enhanced echo restoration and 60% pollution, who cares about
- waste. IE your advantages as a silicoid are limited. PLUS the fact that the
- computer can invade planets he doesn't have the tech for so even that
- advantage is lost.
-
- 6. Meklars - cool to play with and hard to beat EARLY in the game. Like the
- psilons being in third is not bad as you can equal or out produce the computer
- even with fewer planets. (you can't lose a game in which you are equal to the
- computer in strength as the computer is a moron in combat.) Meklars on
- ultra-rich planets are fun.
-
- 7. Sakkras - I have to take back the bad things I said about them in the
- past. These guys are the easiest race to win with. Expand like the plague
- and send out about 10 colonists to a planet to kickstart growth and watch the
- puppies grow. This is the one race where you can be number 1 in pop early on
- and NOT loose the vote cause you have so many so early. Invest in planet tech
- and robotic controls and watch the numbers grow. These guys are also the best
- in ground combat (sorry bulrathi) as you can send wave after wave. My
- favorite is having a race near by early on and taking all their planets and
- home planet before they can build a fleet.
-
- 8. Humans - a dull boring race of semi-idiot people who have no concept of
- self interest, or long term vision. Oh, they aren't that great in the game
- either. You can win with them but hey you can win with any race.
-
- Contributed by: F. Rodgers
-
- I assume that they will all eventually
- hate me, and treat them with appropriate spying and rapid buildups. I
- use biological weapons as soon as I have plenty of stout missile bases on
- my frontier worlds, reject all offers of peace from a nation except in
- the early going (when I get none anyway), and steal them blind
- technologically. I shoot up their colony ships. Jeez, if you're going
- to be attacked for defending your own planet from their invasions, screw
- being nice. If they establish a colony inside my 'territory', it will
- eventually be used as a basing point for meanness against me, so I just
- grab it and call in the navy. Once I'm strong enough, I take stock of
- every insulting message, every unprovoked attack, and every other affront
- committed by the computer opponents, and exterminate them (genocide
- without hesitation) one by one, grabbing enough planets to keep basing
- forward. Since the Darloks are the worst, if they are anywhere nearby,
- they go first--and a special effort is made to burn off all their planets
- as rapidly as possible (bio-bomb them into near-uninhabitability, heavy
- missiles to wipe out the rest of the people). The quicker they're gone
- the better. The humans are usually next, because I yearn to wipe that
- smirk off Emperor Alexander's pitiful face, making out to be such a great
- diplomat and peace-lover but always attack me anyway. I usually wipe
- that smile off with Scatter-Packs and Heavy Blast Cannon.
-
- I'm pretty racist in MOO. The only races I don't loathe are the Meklars
- and Klackons, because at least a) you know they're ruthless, no whiny
- pretenses and b) you better pack your lunch when you fight them. I
- respect a dangerous opponent.
-
- Tactics against:
-
- Humans: don't trade with them. Blame them for spying.
- Meklars: stay ahead in computer, steal from them, and grab a planet or
- two with all those factories and tech.
- Sakkras: high ground combat.
- Klackons: biologicals, pulsars, and scatter-packs.
- Psilons: pray to whatever gods you have.
- Darloks: total extermination as early as possible.
- Bulrathis: biologicals and decent missiles fired by large packs of
- corvettes in support of a dreadnought or two.
- Alkaris: same as Klackons.
- Mrrshans: laugh at the puny bastards. Attack them and make friends with
- others by doing so. Don't exterminate them and don't make peace with them.
- Silicoids: biologicals; good ground combat; when you get Hyperspace
- Commo they're dead rock-meat.
-
- I'm not loved, but I win at the hard level.
-
- Contributed by: Julian Flint <flint@eskimo.com>
-
-
- 5.D.1 Strategy for playing the Alkari
-
- With Alkaris, make fleets of small maneuverable bombers, and go on the
- offensive early; keep up propulsion research and you'll be unhittable.
-
- Contributed by: Drew Fudenber
-
- I decided to try a game where I would use no bases at all and instead would
- rely on missile ships for defense. This game was Hard-Medium-3 with the
- Alkari. The Alkari are ideal for a baseless strategy because of the
- defensive bonuses they get. Most of my ships were medium size. I would put
- in 1 missile (size 5 if possible) and 1 beam (neutron pellet guns worked well).
- I would then give them the best defense, computers, engines, maneuverability
- and armor that I could fit. Because they were of medium size, they cost perhaps
- half of what a base would cost.
-
- In the game I played, this strategy worked extremely well. I won in 2499 with
- none of the other three races voting for me. This was with the 1.2 version.
- Not having to worry about bombers knocking out my bases was a big plus.
- So was the fact that as my front lines changed (expanded) I could move in the
- defense.
-
- It was also kind of pleasant having the fleet section of the race status
- screen showing me as a significant power instead of having next to nothing.
- I did not find obsolescence to be a big problem.
-
- Anyway, this strategy can certainly be made to work for the Alkari and may
- work well for other races. Give it a try for a different kind of game. After
- some 34 other games, I needed to try something new.
-
- Contributed by chaloux@mandolin.mitre.org (Dave Chaloux)
-
-
- 5.D.2 Strategy for winning with the Humans
-
- I have now managed to win as humans at hard level in medium galaxy. It may
- have been luck, as the attempt to duplicate is still underway but here are
- observations:
-
- 1) I now follow several others in "screening" initial galaxies - is this
- cheating?
-
- 2) I attacked a few nearby weaklings in early middle game, then laid low and
- tried to have at most one enemy at a time - immediately bought off anyone else
- who became pissed.
-
- 3) Alkaris wasted lots of resources attacking well defended planets, allowing
- me to build up technological lead.
-
- 4) Medium size bombers with cloaking device and anti-matter bombs do wonders
- against all but best defense; omega bombs didn't arrive till the endgame.
-
- 5) It's probably my own fault for being too conservative, but the endgame
- was boring- the last hour of play, I had my rich planets building ships,
- all else doing research. Ships were huge things-with level 9 shield, level
- 11 missile defense, lots of beam weapons, energy focus, 50% repair, and
- omega bombs. Just one of these could take on a level X shield and 20 bases,
- plus some ships; problem: each bombardment took a long time to play out.
- Anyway, I didn't want to risk having any of my colonies captured for fear
- of leaking a tech, so I kept a few strong fast ships at home, and
- tended not to colonize planets I captured- which meant I had to level a
- few of them several times. too bad the computer can't be programmed
- when to quit!
-
- Contributed by: Drew Fudenberg
-
-
- 5.D.3 Strategy for winning with the Psilons
-
- Hm, I've only played 3 times (on my 4th now) at Average, but I've never had a
- problem as Psilon. Maybe the racial type just fits my attitude. I prefer to
- leave them alone until they declare war, then wipe the floor with them -- by
- then I have twice the tech of anyone else in the game. By the time a vote
- comes around, I've "absorbed" one or two races with my superior ground combat
- tech.
-
- This is large galaxy, 5 opponents, and medium, 4 opponents. I suspect I'd
- have a harder time of it with less space, since it would be harder to build
- unassailable planetary defenses on my home planet. I've always run into
- someone as I was working on my first or second colony.
-
- Contributed by: Todd Perry
-
-
- Yep. BTW, I only play medium and large galaxy, with 4 and 5 opponents
- respectively. Won a huge game once but it took MUCH too long to be fun.
-
- Someone else already posted a long list of good strategy for Psilon so I'll
- just elaborate... first, I agree 100% on starting over if you don't have a
- good planet close by. I've only had to do this twice, though. Usually
- there's at least an Arid planet nearby with 50-60 max pop.
-
- I start my first colony, throw about 1/2 my population at it to get it mostly
- filled up, and spend as much as possible on industry for a couple decades.
- However, I DO start a trickle (10RP or so) of tech going from Mentar right
- away -- until you do this you don't get to start selecting tech. I don't
- tweak tech spending much -- just a little extra in computers, construction,
- and planetology to start, and try to pick advancements that give you more
- people/factories. Be careful not to neglect ground combat advancements, in
- fact, I usually give them preference when deciding what weapon to pick.
-
- I never get very diplomatic with other races -- usually feed them a few
- non-combative technologies to convince them to form an alliance, and ignore
- them afterward. Trade doesn't seem worth the effort.
-
- Once I get above a couple hundred BC's on a planet, I *always* start throwing
- half my BC's back into tech. Never neglect tech; it's your primary weapon.
- Don't make the mistake of ignoring tech to get those extra few factories next
- turn -- there's such a thing as diminishing returns.
-
- Anyway, by the time you hit your 5th planet, other races might have already
- gotten twice that. You should still have a production level equal to theirs,
- thanks to terraforming and robotic controls.
-
- I concentrate on missile technology early in the game. Scatter packs do
- enormous amounts of damage to LOWER tech ships; they become useless in a few
- decades, so KEEP UPGRADING. I never make ships just to make them, usually I
- have no fleet except for the ships guarding my new colonies. It's also
- important to stay ahead in missile tech so your bases can wipe out incoming
- fleets easily.
-
- As soon as the first race I've met declares war on me (and they always do :-)
- I pick the best looking planets they own, move in with ground forces and take
- them, and park several ships overhead to protect them. I tend to make large
- ships that take several turns -- with the tech advantage, you can make ships
- that are near-impossible to damage. Once the planets have gotten shields and
- are churning out bases, move on to the next group. If at all possible, do NOT
- bomb planets you plan to take. By the time you attack, you should have many
- more ground combat advances than the enemy. You can take a planet easily with
- 1/3 the troops they have, so don't bomb them and ruin their factories.
-
- The most successful game I ever had was when the Meklar declared war on me a
- few decades in. Just afterward, they "exploded" (sent out about 8 colony
- ships all over the place). I walked in and took Meklon with 50m troops to
- their 100m -- I only took 5 casualties, and got 500+ factories! I went around
- and did the same thing to all their older colonies, then ran roughshod over
- their new colonies. 10 turns later, they had dropped from 2nd to 4th place
- and I had doubled my production.
-
- As for Orion: I ignore it for a long time, since the computer's attempts to
- take it are pretty pitiful. About the time I get Stellar Converters I build a
- huge ship, fill it with converters, add adv damage control, beam extenders,
- and lightning shields (or displacement device if I have it) and the best
- engines/computers/etc, and take about 8 turns to build it. Then I stomp the
- guardian. By that time, I don't really NEED orion, but it's better than
- letting some other race get the technology. I usually win the game before
- Orion is a fully-developed planet.
-
- Contributed by: Todd Perry
-
-
- 5.D.4 Strategy for winning with the Silicoids
-
- I find the Silicoids to be very easy to win with. They key word for them is
- --- expand.
-
- I tend to prefer planets with difficult environments. The other races can't
- colonize them, so leaving them basically undefended seems to work.
- Eventually, when other races start developing the tech to colonize them I do
- have to start building bases. (Those few 'good' planets I take also have to
- be defended of course).
-
- Theoretically, I suppose, I'm vulnerable to bombing raids with undefended
- planets, but I find that other races just aren't that interested in attacking
- worlds they can't colonize, and they turn their attention elsewhere.
-
- Contributed by: Bronis Vidugiris
-
-
- 5.D.5 Strategy for winning with the diplomatic races (Human & Darlok)
-
- I like both the Darloks and the Humans because I like to mess with the
- diplomacy screen. For the humans it's quite easy (and fun) :) to have all
- the other races at war with each other while you conserve your resources.
- And if you're in a good defensive position playing the Darlok's it's fun to
- crank up sabotage and keep inciting the opponents' worlds to rebel.
-
- I don't know if my strategies are very effective, but they are kind of fun.
-
- What I do hate is the production bonus the opponents get on impossible/hard.
- I don't mind losing to the computer but I want to be out-maneuvered, not
- buried.
-
- Contributed by: disciple@u.washington.edu (Matthew Amendt)
-
-
- I find it easiest to win with the diplomatic races on Impossible
- level. I have played 5 games on v1.3 Impossible/Large/5 with the
- Humans and Darloks, and I have yet to lose any of them. One of those
- games (Humans) had a horrible start, where I had but 4 planets most of
- the game, yet I still won in the endgame (Yet I have won only 1 out of
- 7 games with the warrior races, Bulrathis, Alkaris, and Mrrshans).
-
- Contributed by: cox@unx.sas.com (Jim Cox)
-
- If you play as a Darlok, it's in your best interest to make contact
- with the cps as soon as possible, especially Psilons (if they're in
- the game). That way, you'll have all that many more techs available
- to steal.
-
- Contributed by Pat Traynor traynor@bostech.com
-
-
- 5.E Strategies against specific races
-
- My notes on the other races as opponents are:
-
- Alkaris (honorable militarists) - don't attack them unless you mean business.
- Bulrathis (aggressive ecologists) - usually low-tech, Make sure you
- have high tech and at least 2 to 1 troops in ground attacks.
- Darloks (aggressive diplomats) - the ones I love to hate. My first target,
- if nearby.
- Humans (honorable diplomats) - try to be friends, as they won't attack first.
- If powerful, they may be favored by the Council; if so, out-flank them
- and destroy their allies rather than attacking them.
- Klackons (xenophobic industrialists) - no real feeling for them.
- Meklars (erratic industrialists) - not worth cultivating much as friends,
- as they may turn on you for no reason at all.
- Mrrshans (ruthless militarists) Usually the least powerful, with few worlds
- and no tech. I cultivate their friendship, then sic em on my enemies.
- Psilons (pacifistic technos) - I got a lot of advances from them as Humans,
- by exchange. But in the end, they were a big threat.
- Sakkra (aggressive expansionist) Haven't been a threat. They do tend
- to break non-aggression pacts, but they've never attacked.
- Silicoids - (xeno expansionists) Usually the major enemy, with the
- most worlds. Definitely an enemy.
-
- Mind you, each opponent may differ from the standard. You need to play close
- attention to their personalities in your game. Expansionists are almost
- always enemies. Xenophobes are hard to get friendly; you need to bribe them.
- Erratics can turn on you at any time. Honorables are better as friends.
- Militarists should generally be allowed to build a huge low-tech fleet.
-
- Contributed by: Douglas Zimmerman
-
- 5.E.1 Klackons:
-
- In my opinion Klackons are the toughest opponent in the game. When I lose, it
- is normally to them. They are just too efficient at getting an overwhelming
- position in the beginning. Furthermore, since they tend to be xenophobic,
- they are tough to deal with diplomatically. The two most effective strategies
- I have found against them are:
-
- 1) Play games where they aren't involved!
- 2) On a more serious note, attack them as soon as possible in the game. This
- is especially true if you have a ground combat advantage of some sort. If you
- can capture their colonies early in the game, they will keep depleting the
- population of their other planets to attack back. This is doubly hard on them
- because their population is their strength! They lose twice as much in
- production per person killed as the other races. You will find that even in
- the beginning, their home worlds will be protected by missile bases. Make
- sure you build some spacecraft that can take the bases out. If you can't beat
- them early, you are unlikely to be able to beat them later on. A little lead
- for them in production now tends to translate into a big lead in production
- and technology for them later. By the way, the Sakkras have a built in ground
- attack advantage that is perhaps less obvious. Specifically, they grow back
- faster so if you are trading population 1 for 1, they get the better of it. I
- have creamed the Klackons with the Sakkras using this strategy.
-
- Contributed by: Dave Chaloux
-
- I agree that klackons are toughest- see my recent post for request on others
- experience. Klackons are tough because (1) they invest in factories, (2) they
- will build thousands of gnats if you lack a stack-attack weapons, and, most
- impressively, (3) they switch to other ships (most recently medium and
- large-sized missile platforms) if you show up with a stack destroyer.
- [... editor]
-
- Humans are good for attacking Klackons, as Klackon gnats don't have strong
- weapons, so shields are very effective, and propulsion tech leads to
- a stack -killer.-
-
- Contributed by: Drew Fudenberg
-
-
- 5.F Strategies for different size galaxies
-
- 5.G Warfare
-
- 5.G.1 Ship Design
-
- following are different people's ideas about what kinds of ships to
- design:
-
- 5.G.1.a With regard to whether it is better to build large fleets of
- small ships or small fleets of large ships:
-
- Depends on the technology that I have, and the technology my principal
- adversary has. This is why good espionage is vital. If my opponent
- lacks streaming weapons, drive pulsars, or black hole generators (the
- principle anti-stack weapons), large fleets of tiny ships are very
- dangerous. If they have them (and especially if they have good
- planetary bases with high end Scatter-Pack missiles), look to build
- big powerhouses.
-
- As I said in another post, don't make the mistake of fighting the last
- war.
-
- Another tip later in the game is to build Planetary Defense Stations.
- This is essentially a huge ship, with the maximum armor, and retro engines.
- Max out the shields, ECM, and targeting computer. Spend nothing on Maneuver.
-
- The specials should be Repulsor beam, High Energy Focus, and Automated Repair
- or Black Hole Generator.
-
- Then load it to the maximum with beam weapons, especially streaming weapons.
- No missiles (use the planetary batteries for that). Then station one at each
- planet. Its entire job is to keep bombers off the planet. Because you used
- retros, you'll get a lot more weapons on board, and it doesn't need to move
- much anyway.
-
- Contributed by: Dave Weinstein
-
- 5.G.1.b This game appears to support the combined arms concept quite
- well. I usually generate a fleet that consists of several regional
- task forces. Each task force contains many long range missile boats
- (on small or medium platforms), several dedicated bombers (on medium
- or large platforms), several cruisers (beam/stream weapons on large
- platforms), and a few heavies loaded with short-range heavy hitting
- weapons (beams/streams/etc) (huge platforms).
-
- In attack, the missile boats concentrate on taking out the enemy's
- killer swarms (lots of small/medium platforms that attack en-masse).
- The object is to prevent these ships from hitting your heavy ships
- with a massed attack.
-
- The bombers head straight for the planet and toast the defensive
- systems. Usually the planet targets the larger number of missile
- boats, and ignores the bombers. If the bombers strike hard enough,
- the planet defenses will go down and any missiles launched will
- disappear.
-
- The cruisers escort the bombers to the planet. It is important that
- the cruisers outnumber the bombers so as to make a more tempting
- target for any intercepting forces.
-
- The heavy ships usually hang back until the missile boats have killed
- enough of the enemy to prevent mass attacks. They then swing out to
- take on the enemy heavy ships with any ammo left in the missile boats
- used for support.
-
- Of course the plan gets modified depending on the composition of the
- enemy fleet, but after playing large and huge galaxies, this seems a
- good tactic to use. To take full advantage of this tactic you must
- stay current in missile technology or you will get to watch them
- bounce off the enemy's shields. Side note: massed missile boats make
- nice raiders to go in an take out poorly escorted heavy platforms.
-
- Happy hunting!
-
- Contributed by: Karl S. Mathias
-
-
- 5.G.1.c Suggested Ship types:
-
- The Fighter
-
- MAX Maneuverability and Attack. Ignore shields unless
- your tech level is absurd in which case strap on a low level one. Put
- on Either a Neutron pellet gun or a mass driver (if possible) to carve
- through armor. Inertial stabilizers are nice, so are teleporters.
-
- Brutal early on, anti-stack weapons will butcher them
- late in the game unless you have an insane tech edge. If you are the
- Alkaris, ignore the above and build 'em all the time.
-
- The Archer
-
- Large ship with a lot of missiles. Scatter packs are
- nice unless your opponents have good shields. If your battle run long,
- strap on some torps and hang back. MAX Shields, + attack. If you need
- to save space, scrimp on maneuverability. After all, you want to hang
- back.
-
- Vulnerable ships, but if you get some good missiles,
- they can be brutal. Scatter pack VII or X are excellent against all
- but the best defended enemy ships. If your missile tech is lagging,
- skip this class entirely. Stick to the shooters.
-
- The Knight
-
- Large ship with lots of good beam weapons. Max
- everything, armor, shields, etc. DON'T, however, use a double hull--
- it eats too much space. Good weapons are mass drivers, hard beams,
- Gauss Autocannons (You gotta love 'em), and if you are facing lots of
- fighter stacks, Tachyon and Graviton rays. I avoid anything that
- doesn't halve enemy shields. That way the ships will still be
- effective in thirty years.
-
- Resist the temptation to base your fleet around
- knights. Your fleet should remain BALANCED. The knights role is to
- clean up after the fighters and archers have chewed up the enemy. Too
- many of this class will eat all your fleet resources and get mauled by
- enemy fighter stacks which ate up your own, smaller, stacks.
-
- The Gladiator
-
- Huge, top of the line death star type ships. They're
- fun, but hideously inefficient. For the price of one Gladiator you
- can buy, literally, 200 small fighters. Now, which would you rather
- face? The purpose of the gladiator class is to carry all the cool,
- huge toys you develop. This is where you deploy the black hole
- generators, the death rays, and the plasma torps. Also, ALWAYS put on
- AUTO REPAIR, and DON'T skimp on armor, shields, or attack value.
- Maneuverability is of secondary importance to the other three.
-
- The gladiator is a special purpose ship. Use one with
- black hole generators to eat enemy stacks, preferably AFTER they have
- engaged your fighters. They are also very tough, especially with
- auto-repair, so large numbers of enemies who cannot kill it in one
- round are basically doomed to die of attrition.
-
- The Bomber
-
- Don't build one. Its vulnerable and next to useless.
- Strap a few bombs on everything you build (they are small), and you
- won't need to waste resources on a ship which cannot fight.
-
- Exception 1: n the opening, you may need a few dozen
- bombers as bombs are still pretty large.
- Exception 2: There isn't one.
-
- Contributed by: Pat Casey
-
-
- Ship design hint: Early in the came Computer players buy lots
- of ships with gatling and other lasers. A class IV shield is
- relatively easy to acquire and will make you INVULNERABLE to such
- weapons. The contrapositive is, of course, also true. So upgrade your
- fighters to neutron pellet guns as soon as possible.
-
- Contributed by: Pat Casey
-
- 5.G.2 Best Weapons
-
- At any rational tech level (I have yet to exceed 70 and I have
- won on impossible large a number of times), the Death Ray is an
- overpriced, oversized toy with no real use.
- Consider that for the space of 1 death ray I can generally
- strap on some 20 pulse phasors. Against anything but a dreadnought,
- the pulse phasors are a better deal.
- Pulse phasors: 12.5 DAM X 3 X 20 = 750 damage MEAN
- Death Ray: 600 damage MEAN
- Mind you shields will tend to shift this back towards the
- death ray, but you get no points for overkill! It will still only kill
- 1 Fighter, while my pulse phasors could kill some 60.
-
- At insane (above 70) tech levels, the death ray may be a
- better deal, but at the levels I tend to reach, it just isn't worth
- it. At least not the way I see things.
-
- Contributed by Pat Casey
-
- 5.H Vital Technologies
-
-
-
- 5.H Diplomacy
-
- Ok, some notes on spying in MOO.
-
- 1) Just because somebody is spying on you does not mean you will get
- reports. They must A) succeed at spying on you and B) get caught before your
- counter-intelligence types will report to you. What this means in practice is
- that really good spies like the Darloks can rob you blind and either avoid
- being caught or frame somebody else for the act.
-
- 2) The fact that you do not receive reports on spying is a GOOD sign.
- It means your internal security forces are on the ball and people aren't
- messing with you.
-
- 3) In most Easy, Simple, and Average games, the computer doesn't use
- its spies well. Since it isn't spying heavily, you won't see much successful
- computer espionage. Exception: The Darloks can do wonders with a small budget.
-
- 4) In any game with the Darloks, DON'T be too prepared to trust all
- those reports about the Psilons spying on you. Accept the possibility, even
- the likelihood, that the Darloks are actually behind it and framing another
- race.
-
- 5) In any Hard or impossible game, IF you have a tech edge then you
- MUST play with a high internal security or risk losing it. If you are behind
- technically, then you can save money by not cracking down with the KGB types.
-
- 6) In my opinion, the only worthwhile use of spies is for espionage.
- Factory destruction is just not cost effective. Exception: IF the DARLOKS,
- then try these two gambits as they tend to be cost effective. First, try
- forcing enemy planets into rebellion and then invading after the invariable
- ground battles weaken the defender's empire. Alternately, try concentrating on
- missile base sabotage over one planet to soften it up for invasion. Again, as
- anybody but the Darloks, the cheapest way to blow up a missile base is with a
- cruiser.
-
- 7) Espionage is HEAVILY dependent on your computer tech relative to
- your target race. IF you can keep only one tech current and are counting on
- spies for the rest, then concentrate on computer widgets.
-
- I hope this A) clears up some confusion and B) gives people some nasty
- ideas about how to use the Darloks fully.
-
- Contributed by: Pat Casey
-
-
- Spying is fairly hard, because:
-
- 1) Your spies have to survive the initial launch (or roll) of the
- counter-intelligence (MI6 ? :-) forces, which is not too hard if you are not
- spying against Darloks or a race with much higher rate in Computer Tech.
- They have a unmodified 50% chance of being not stopped in their
- activities.
-
- 2) The surviving spies have a 15 % chance (modified by a difference in Computer
- Tech and the 'Darlok bonus') of actually getting something done. If you
- are spying a race with a difference in Computer Tech of over 15 to his
- advantage, you'll never succeed!
-
- If one of your spies 'confesses' then you loose all the spies!
-
- I found out that spying the Darloks (bonus) and Psilons (advanced
- Computer Tech) is extremely hard.
-
- Contributed by: Petteri Bergius
-
-
- ================================================================================
- 6.0 Tables
- ================================================================================
-
- 6.1 Technology
-
- 6.1.1 Cost of Tech in RPs for races average at making tech
-
- Simple Easy Average Hard Impossible
-
- Tech level 1 = 20 25 30 35 40
- Tech level 2 = 80 100 120 140 160
- Tech level 3 = 180 225 270 315 360
- Tech level 4 = 320 400 480 560 640
- Tech level 5 = 500 625 750 875 1000
- Tech level 6 = 720 900 1080 1260 1440
- Tech level 7 = 980 1225 1470 1715 1960
- Tech level 8 = 1280 1600 1920 2240 2560
- Tech level 9 = 1620 2025 2430 2835 3240
- Tech level 10 = 2000 2500 3000 3500 4000
- Tech level 11 = 2420 3025 3630 4235 4840
- Tech level 12 = 2880 3600 4320 5040 5760
- Tech level 13 = 3380 4225 5070 5915 6760
- Tech level 14 = 3920 4900 5880 6860 7840
- Tech level 15 = 4500 5625 6750 7875 9000
- Tech level 16 = 5120 6400 7680 8960 10240
- Tech level 17 = 5780 7225 8670 10115 11560
- Tech level 18 = 6480 8100 9720 11340 12960
- Tech level 19 = 7220 9025 10830 12635 14440
- Tech level 20 = 8000 10000 12000 14000 16000
- Tech level 21 = 8820 11025 13230 15435 17640
- Tech level 22 = 9680 12100 14520 16940 19360
- Tech level 23 = 10580 13225 15870 18515 21160
- Tech level 24 = 11520 14400 17280 20160 23040
- Tech level 25 = 12500 15625 18750 21875 25000
- Tech level 26 = 13520 16900 20280 23660 27040
- Tech level 27 = 14580 18225 21870 25515 29160
- Tech level 28 = 15680 19600 23520 27440 31360
- Tech level 29 = 16820 21025 25230 29435 33640
- Tech level 30 = 18000 22500 27000 31500 36000
- Tech level 31 = 19220 24025 28830 33635 38440
- Tech level 32 = 20480 25600 30720 35840 40960
- Tech level 33 = 21780 27225 32670 38115 43560
- Tech level 34 = 23120 28900 34680 40460 46240
- Tech level 35 = 24500 30625 36750 42875 49000
- Tech level 36 = 25920 32400 38880 45360 51840
- Tech level 37 = 27380 34225 41070 47915 54760
- Tech level 38 = 28880 36100 43320 50540 57760
- Tech level 39 = 30420 38025 45630 53235 60840
- Tech level 40 = 32000 40000 48000 56000 64000
- Tech level 41 = 33620 42025 50430 58835 67240
- Tech level 42 = 35280 44100 52920 61740 70560
- Tech level 43 = 36980 46225 55470 64715 73960
- Tech level 44 = 38720 48400 58080 67760 77440
- Tech level 45 = 40500 50625 60750 70875 81000
- Tech level 46 = 42320 52900 63480 74060 84640
- Tech level 47 = 44180 55225 66270 77315 88360
- Tech level 48 = 46080 57600 69120 80640 92160
- Tech level 49 = 48020 60025 72030 84035 96040
- Tech level 50 = 50000 62500 75000 87500 100000
-
-
- 6.1.2 Formula for research
-
- OK, so has anyone figured out the _real_ formula for research in MOO? I tried
- to implement it as written, and it certainly doesn't work. The interesting
- things I found is that once past the Base Cost, your breakthrough chance
- seems to increase by 1% for every 4% of the Base Cost you invest, at least
- under some circumstances...
-
- I found this by researching Improved Industrial Tech 9 (tech level 3) at
- average level - the cost is 270 RP's. This is fine, and I should note I had no
- other new technologies in Construction. By investing 270 RP's each turn, I
- found that you reach the base cost the first turn (no surprise), then the
- next 270 gives you only a 25% chance of discovering the technology - not
- only is there a 4% to 1% conversion, but there isn't any 15% interest on
- the first year's 270 investment. The next 270 RP's gave a 58% chance. So there
- is eventually interest earned (without interest it would just be a 50% chance),
- but there is some kind of delay built in. I figured out vaguely how this
- worked, and the code below computes it. It does seem to work for constant
- invested amounts, getting very similar results to MOO (+-1%; roundoff error
- near as I can tell).
-
- However, this code does not work for various cases. For example, if you first
- invested 270 RP's (and so met the base cost) and then do 27% a turn, you get
- a return of:
- 270 - meet base cost
- 27 more - 3% (fine so far)
- 27 more - 10%
- 27 more - 17%
- 27 more - 25%
- 27 more - 32%
-
- There's a 7-8% gain each time, which (using the 4 to 1 rule) translates into
- about 76-86 RP gain each later turn for only 27 RPs in - you seem to earn a
- lot more RPs than your small investment would warrant. Even with the full 15%
- of the previous years' investments you can't get from 3% to 10%. So maybe
- there is a 2 to 1 conversion at low levels of investment after all. Anyway,
- I've gone as far as I'd like with this puzzle - if anyone else makes any
- headway, let us know!
-
- BTW, the mean time for completing a project given a fixed percentage is
- simply 100/percentage years, e.g. if you have an 8% breakthrough level and
- then fund it at 1 RP a year to keep up the research (and so add minimal new
- investment), you will complete the project in 12.5 years on the average.
- Given the odd compounding behavior I saw with the 27 RP investments, it does
- look like a slow trickle does get you a lot of bang for your buck (as the
- rules say), but it's not at all clear to me how this algorithm works.
-
-
- /*======== moo_rps.c ==========*/
- /* Compute technology advances given the base cost and a per year investment.
- * By prefixing with the "+" sign, e.g. "+27" (or whatever), the investment
- * is used for this year only and a new one can be entered.
- * Seems to work for constant investments, but doesn't work for cases like
- * target: 270 invest: +270 27
- */
-
- #include <stdio.h>
- #include <math.h>
- #include <string.h>
-
- #define BUFSIZE 256
- char Buffer[BUFSIZE] ;
-
- #define round(a) floor((a)+0.5)
-
- main(argc,argv)
- int argc; char *argv[];
- {
- int val ;
- float target, invest, investsum, musthave, interest, lost_int ;
- float chance, not_accumchance, origsum, old_interest, avg_year ;
- int doit, year, cont_flag ;
- float bc_per_rp = 4.0 ; /* not 2.0, as the docs say */
-
- TargetInput:
- printf( "target technology (in RPs): " ) ;
- gets( Buffer ) ;
- if ( sscanf( Buffer, "%d", &val ) != 1 ) goto TargetInput ;
- if ( val <= 0 ) goto TargetInput ;
- target = val ;
-
- /* Compute investments */
-
- /* at this level, investment must be done */
- musthave = round(target * (1.0 + bc_per_rp)) ;
- investsum = 0.0 ;
- not_accumchance = 1.0 ;
- old_interest = 0.0 ;
- avg_year = 0.0 ;
- cont_flag = 1 ;
-
- year = 1 ;
- while ( investsum < musthave ) {
- if ( cont_flag ) {
- InvestInput:
- printf(
- "investment (in RPs/year) [do `+93' for continued input]: " ) ;
- gets( Buffer ) ;
- if ( sscanf( Buffer, "%d", &val ) != 1 ) goto InvestInput ;
- if ( val <= 0 ) goto InvestInput ;
- cont_flag = strchr( Buffer, '+' ) ? 1 : 0 ;
- invest = val ;
- }
-
- if ( year == 1 ) {
- printf(
- "\nTo reach technology of cost %f, investing %f per year\n\n",
- target, invest ) ;
- printf(
- "year investment to min chance accum chance\n") ;
- }
-
- origsum = investsum ;
-
- /* get interest for next year */
- interest = round( investsum * 0.15 ) ;
-
- if ( interest > old_interest ) interest = old_interest ;
-
- if ( interest > invest ) {
- lost_int = interest - invest ;
- interest = invest ;
- } else {
- lost_int = 0.0 ;
- }
-
- investsum += invest + interest ;
-
- /* check if we've reached breakthrough stage */
- if ( investsum <= target ) {
- printf( "%3d %14.0f %8.1f%% ",
- year, investsum, 100.0 * investsum / target ) ;
- } else {
- /* note that additional research goes 4 RP to 1% increase */
- chance = ( investsum - target ) / target / bc_per_rp ;
- if ( chance > 1.0 ) chance = 1.0 ;
- avg_year += not_accumchance * chance * (float)year ;
- not_accumchance *= ( 1.0 - chance ) ;
- printf( "%3d %14.0f %8.1f%% %9.0f%% %9.0f%%",
- year, investsum, 100.0, (float)round( chance * 100.0 ),
- (float)round((1.0 - not_accumchance) * 100.0) ) ;
- }
- if ( lost_int > 0.0 ) {
- printf( " >>> Lost interest %g RPs\n", lost_int ) ;
- } else {
- printf( "\n" ) ;
- }
-
- old_interest = round( investsum * 0.15 ) ;
-
- if ( old_interest > origsum ) {
- old_interest = origsum ;
- }
- /*printf( "old interest %g, origsum %g\n", old_interest, origsum ) ;*/
- year++ ;
- }
-
- printf( "\nAverage year of completion: %.2f\n", avg_year ) ;
- }
-
- Contributed by: Eric Haines
-
-
- 6.2 Weapons Comparison Charts
-
- 6.2.1 Estimated Damage for each Hit against different shields
-
- The following two charts show estimated damage for each turn for each
- weapon against each shield level:
-
- Beam Weapons: Shields
- name tech dmg(shots) sz/pow(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
-
- Laser 1 1- 4(x1) 10/ 25(+0) 1 2.5 1.5 0.7 0.2 -- -- -- -- -- -- -- --
- Hvy Laser 1 1- 7(x1) 30/ 75(+0) 2 4.0 3.0 2.1 1.4 0.9 0.4 0.1 -- -- -- -- --
- Gat Laser 5 1- 4(x4) 20/ 70(+0) 1 10.0 6.0 3.0 1.0 -- -- -- -- -- -- -- --
- ^Neut. Pellet 7 2- 5(x1) 15/ 25(+0) 1 3.5 2.5 2.5 1.5 1.5 0.7 0.7 0.2 -- -- -- --
- Ion Cannon 10 3- 8(x1) 15/ 35(+0) 1 5.5 4.5 3.5 2.5 1.7 1.0 0.5 0.2 -- -- -- --
- Hvy Ion 10 3-15(x1) 45/105(+0) 2 9.0 8.0 7.0 6.0 5.1 4.2 3.5 2.8 1.6 0.8 0.2 --
- ^Mass Driver 13 5- 8(x1) 55/ 50(+0) 1 6.5 5.5 5.5 4.5 4.5 3.5 3.5 2.5 1.5 0.7 0.2 --
- Neutron Blst 15 3-12(x1) 20/ 60(+0) 1 7.5 6.5 5.5 4.5 3.6 2.8 2.1 1.5 0.6 0.1 -- --
- Hvy Blast 15 3-24(x1) 60/180(+0) 2 13.5 12.5 11.5 10.5 9.5 8.6 7.8 7.0 5.5 4.1 3.0 2.0
- ~Graviton 17 1-15(x1) 30/ 60(+0) 1 8.0 7.0 6.1 5.2 4.4 3.7 3.0 2.4 1.4 0.7 0.2 --
- ^Hard Beam 19 8-12(x1) 50/100(+0) 1 10.0 9.0 9.0 8.0 8.0 7.0 7.0 6.0 5.0 4.0 3.0 2.0
- Fusion Beam 20 4-16(x1) 20/ 75(+0) 1 10.0 9.0 8.0 7.0 6.0 5.1 4.2 3.5 2.2 1.2 0.5 0.1
- Hvy Fusion 20 4-30(x1) 60/225(+0) 2 17.0 16.0 15.0 14.0 13.0 12.0 11.1 10.2 8.6 7.0 5.7 4.4
- Megabolt 25 2-20(x1) 30/ 65(+3) 1 11.0 10.0 9.0 8.1 7.2 6.3 5.5 4.8 3.5 2.4 1.5 0.8
- Phasor 26 5-20(x1) 20/ 90(+0) 1 12.5 11.5 10.5 9.5 8.5 7.5 6.6 5.7 4.1 2.8 1.7 0.9
- Hvy Phasor 26 5-40(x1) 60/270(+0) 2 22.5 21.5 20.5 19.5 18.5 17.5 16.5 15.6 13.8 12.1 10.5 9.0
- Auto Blastor 28 4-16(x3) 30/ 90(+0) 1 30.0 27.0 24.0 21.0 18.0 15.2 12.7 10.4 6.5 3.5 1.4 0.2
- ~Tachyon Beam 30 1-25(x1) 30/ 80(+0) 1 13.0 12.0 11.0 10.1 9.2 8.4 7.6 6.8 5.4 4.2 3.1 2.2
- ^Gauss Auto 32 7-10(x4) 105/105(+0) 1 34.0 30.0 30.0 26.0 26.0 22.0 22.0 18.0 14.0 10.0 6.0 3.0
- ^Particle 33 10-20(x1) 90/ 75(+0) 2 15.0 14.0 14.0 13.0 13.0 12.0 12.0 11.0 10.0 9.0 8.0 7.0
- Plasma Canon 35 6-30(x1) 30/110(+0) 1 18.0 17.0 16.0 15.0 14.0 13.0 12.0 11.0 9.2 7.6 6.1 4.8
- Death Ray 36 200-1000(x1) 2000/2000(+0)3 600. 599. 598. 597. 596. 595. 594. 593. 591. 589. 587. 585.
- Disruptor 37 10-40(x1) 70/160(+0) 2 25.0 24.0 23.0 22.0 21.0 20.0 19.0 18.0 16.0 14.0 12.2 10.5
- Pulse Phasor 38 5-20(x3) 40/120(+0) 1 37.5 34.5 31.5 28.5 25.5 22.5 19.7 17.1 12.4 8.4 5.2 2.8
- Tri-focus Pl 45 20-50(x1) 70/180(+0) 1 35.0 34.0 33.0 32.0 31.0 30.0 29.0 28.0 26.0 24.0 22.0 20.0
- Stellar Conv 46 10-35(x4) 200/300(+0) 3 90.0 86.0 82.0 78.0 74.0 70.0 66.0 62.0 54.0 46.2 38.9 32.3
- Mauler Dev 48 20-100(x1) 150/300(+0) 1 60.0 59.0 58.0 57.0 56.0 55.0 54.0 53.0 51.0 49.0 47.0 45.0
-
- ~: These are streaming weapons, so damage carries over from one target to another
- ^: These are penetrating weapons, that halve the effects of shields.
-
- Missiles and Torpedoes: Shields
- name tech dmg(shots) sz/pow(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
-
- Nuclear 1 4(x1) 50/ 20(+0) 2.0 4 3 2 1 - - - - - - - -
- Hyper-V 4 6(x1) 70/ 20(+0) 2.5 6 5 4 3 2 1 - - - - - -
- Hyper-X 7 8(x1) 100/ 20(+1) 2.5 8 7 6 5 4 3 2 1 - - - -
- Scatter V 11 6(x5) 115/ 50(+0) 2.5 30 25 20 15 10 5 - - - - - -
- Merculite 14 10(x1) 105/ 20(+2) 3.0 10 9 8 7 6 5 4 3 1 - - -
- Stinger 18 15(x1) 155/ 30(+3) 3.5 15 14 13 12 11 10 9 8 6 4 2 -
- Anti-Mat Trp 23 30(x1) 75/300(+4) 4.0 30 29 28 27 26 25 24 23 21 19 17 15
- Scatter VII 27 10(x7) 230/ 50(+2) 3.0 70 63 56 49 42 35 28 21 7 - - -
- Pulson 29 20(x1) 160/ 40(+4) 4.0 20 19 18 17 16 15 14 13 11 9 7 5
- Hercular 34 25(x1) 220/ 40(+5) 4.5 25 24 23 22 21 20 19 18 16 14 12 10
- Hellfire Trp 40 25(x4) 150/350(+6) 5.0 100 96 92 88 84 80 76 72 64 56 48 40
- Zeon 41 30(x1) 250/ 50(+6) 5.0 30 29 28 27 26 25 24 23 21 19 17 15
- Proton Torp 43 60(x1) 100/400(+6) 8.0 60 59 58 57 56 55 54 53 51 49 47 45
- Scatter X 44 15(x10) 250/ 50(+3) 3.5 150 140 130 120 110 100 90 80 60 40 20 -
- Plasma Torp 50 135(x1) 150/450(+7) 6.0 135 134 133 132 131 130 129 128 126 124 122 120
-
- Note: Plasma Torpedo stats assume that torpedo fired at adjacent stack.
-
- 6.2.2 Shield Protection
-
- Planet shield level where weapons cease to affect:
-
- 2: Laser, Gatling Laser
- 4: Heavy Laser, Ion Cannon, Nuclear Missile
-
- Planetary Shield V:
- 5: Neutron Pellet Gun
- 6: Neutron Blaster, Hyper V Rockets, Scatter Pack Vs
- 7: Mass Driver, Heavy Laser
- 8: Heavy Ion Cannon, Graviton Beam, Fusion Beam, Auto Blaster, Hyper X Missiles
-
- Planetary Shield X:
- 10: Megabolt Cannon, Phasor, Pulse Phasor, Gauss Autocannon, Merculite Missiles, Scatter Pack VIIs
- 12: Nuclear Bomb, Hard Beam, Heavy Blast Cannon
- 13: Tachyon Beam, Hellfire Torps
- 15: Heavy Fusion Beam, Plasma Cannon, Stinger Missiles, Scatter Pack Xs, Anti-Matter Torps
-
- Planetary Shield XV:
- 18: Stellar Converter
- 20: Heavy Phasor, Disruptor, Fusion Bomb, Pulson Missile
-
- Planetary Shield XX:
- 25: Tri-Focus Plasma, Hercular Missiles
- 31: Zeon Missiles, Proton Torpedoes
-
- Weapons beyond max defense: Mauler Device, Death Ray, Anti-Matter Bomb, Omega-V Bomb,
- Neutronium Bomb, Plasma Torps.
- (35 is maximum Planet Defense)
-
-
- Ship shield level where weapons cease to affect:
-
- 4: Laser, Gatling Laser, Nuclear Missile
- 6: Hyper V Rockets, Scatter Pack Vs
- 7: Heavy Laser
- 9: Neutron Pellet Gun, Ion Cannon, Hyper X Missiles
- 11: Merculite Missiles, Scatter Pack VIIs
- 13: Neutron Blaster
- 15: Heavy Ion Cannon, Fusion Beam, Auto Blastor, Graviton Beam, Mass Driver, Stinger Missiles, Scatter Pack Xs
-
- Following weapons beyond max defense:
- Megabolt Cannon, Phasor, Pulse Phasor, Gauss Autocannon, Hard Beam, Heavy Blast Cannon,
- Tachyon Beam, Hellfire Torps, Heavy Fusion Beam, Plasma Cannon, Anti-Matter Torps,
- Stellar Converter, Heavy Phasor, Disruptor, Pulson Missile, Tri-Focus Plasma, Hercular Missiles,
- Zeon Missiles, Proton Torpedoes, Mauler Device, Death Ray, Plasma Torps.
-
-
- 6.2.3 Damage per unit of space:
-
- I have noted that if you are using current technology, the space that
- a weapon takes up is pretty well denoted by the following equation.
-
- (current size + power * (1 - current tech level/100)
-
- at least through tech level 60.
-
- The following tables then, show the total damage per turn (assuming
- all shots hit) for each unit of space used. This is a handy means of
- comparing weapons of different tech levels:
-
-
-
- Weapon comparison for tech level 10 : Assumption: Space = size + power * .9
-
- Beam Weapons: Shields
- name tech cost/spc(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
-
- Laser 1 2/ 28(+0) 1 .089 .054 .027 .009 -- -- -- -- -- -- -- --
- Hvy Laser 1 5/ 84(+0) 2 .048 .036 .026 .017 .010 .005 .002 -- -- -- -- --
- Gat Laser 5 7/ 77(+0) 1 .130 .078 .039 .013 -- -- -- -- -- -- -- --
- ^Neut. Pellet 7 3/ 35(+0) 1 .100 .071 .071 .043 .043 .021 .021 .007 -- -- -- --
- Ion Cannon 10 4/ 47(+0) 1 .117 .096 .074 .053 .035 .021 .011 .004 -- -- -- --
- Hvy Ion 10 11/140(+0) 2 .064 .057 .050 .043 .036 .030 .025 .020 .012 .005 .002 --
-
- Missiles and Torpedoes: Shields
- name tech cost/spc(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
-
- Nuclear 1 27/ 45(+0) 2.0 .089 .067 .044 .022 -- -- -- -- -- -- -- --
- Hyper-V 4 46/ 64(+0) 2.5 .094 .078 .062 .047 .031 .016 -- -- -- -- -- --
- Hyper-X 7 81/ 99(+1) 2.5 .081 .071 .061 .051 .040 .030 .020 .010 -- -- -- --
-
-
-
-
- Weapon comparison for tech level 20 : Assumption: Space = size + power * .8
-
- Beam Weapons: Shields
- name tech cost/spc(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
-
- Laser 1 1/ 23(+0) 1 .109 .065 .033 .011 -- -- -- -- -- -- -- --
- Hvy Laser 1 3/ 68(+0) 2 .059 .044 .032 .021 .013 .006 .002 -- -- -- -- --
- Gat Laser 5 4/ 63(+0) 1 .159 .095 .048 .016 -- -- -- -- -- -- -- --
- ^Neut. Pellet 7 2/ 26(+0) 1 .135 .096 .096 .058 .058 .029 .029 .010 -- -- -- --
- Ion Cannon 10 3/ 36(+0) 1 .153 .125 .097 .069 .046 .028 .014 .005 -- -- -- --
- Hvy Ion 10 6/107(+0) 2 .084 .075 .065 .056 .047 .040 .032 .026 .015 .007 .002 --
- ^Mass Driver 13 6/ 74(+0) 1 .088 .074 .074 .061 .061 .047 .047 .034 .020 .010 .003 --
- Neutron Blst 15 5/ 62(+0) 1 .121 .105 .089 .073 .058 .045 .034 .024 .010 .002 -- --
- Hvy Blast 15 13/186(+0) 2 .073 .067 .062 .056 .051 .046 .042 .037 .029 .022 .016 .011
- ~Graviton 17 5/ 72(+0) 1 .111 .097 .084 .072 .061 .051 .042 .033 .019 .009 .003 --
- ^Hard Beam 19 12/127(+0) 1 .079 .071 .071 .063 .063 .055 .055 .047 .039 .031 .024 .016
- Fusion Beam 20 7/ 80(+0) 1 .125 .113 .100 .087 .075 .063 .053 .043 .027 .014 .006 .001
- Hvy Fusion 20 21/240(+0) 2 .071 .067 .062 .058 .054 .050 .046 .043 .036 .029 .024 .019
-
- Missiles and Torpedoes: Shields
- name tech cost/spc(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
-
- Nuclear 1 13/ 29(+0) 2.0 .138 .103 .069 .034 -- -- -- -- -- -- -- --
- Hyper-V 4 23/ 39(+0) 2.5 .154 .128 .103 .077 .051 .026 -- -- -- -- -- --
- Hyper-X 7 41/ 57(+1) 2.5 .140 .123 .105 .088 .070 .053 .035 .018 -- -- -- --
- Scatter V 11 62/102(+0) 2.5 .294 .245 .196 .147 .098 .049 -- -- -- -- -- --
- Merculite 14 69/ 85(+2) 3.0 .118 .106 .094 .082 .071 .059 .047 .035 .012 -- -- --
- Stinger 18 135/159(+3) 3.5 .094 .088 .082 .075 .069 .063 .057 .050 .038 .025 .013 --
-
-
-
-
- Weapon comparison for tech level 30 : Assumption: Space = size + power * .7
-
- Beam Weapons: Shields
- name tech cost/spc(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
-
- Laser 1 1/ 19(+0) 1 .132 .079 .039 .013 -- -- -- -- -- -- -- --
- Hvy Laser 1 2/ 57(+0) 2 .070 .053 .038 .025 .015 .008 .003 -- -- -- -- --
- Gat Laser 5 2/ 53(+0) 1 .189 .113 .057 .019 -- -- -- -- -- -- -- --
- ^Neut. Pellet 7 1/ 21(+0) 1 .167 .119 .119 .071 .071 .036 .036 .012 -- -- -- --
- Ion Cannon 10 2/ 29(+0) 1 .190 .155 .121 .086 .057 .034 .017 .006 -- -- -- --
- Hvy Ion 10 3/ 85(+0) 2 .106 .094 .082 .071 .060 .050 .041 .033 .019 .009 .003 --
- ^Mass Driver 13 3/ 52(+0) 1 .125 .106 .106 .087 .087 .067 .067 .048 .029 .014 .005 --
- Neutron Blst 15 3/ 49(+0) 1 .153 .133 .112 .092 .073 .057 .043 .031 .012 .002 -- --
- Hvy Blast 15 7/147(+0) 2 .092 .085 .078 .071 .065 .059 .053 .047 .037 .028 .020 .014
- ~Graviton 17 3/ 54(+0) 1 .148 .130 .112 .096 .081 .068 .056 .044 .026 .012 .004 --
- ^Hard Beam 19 6/ 93(+0) 1 .108 .097 .097 .086 .086 .075 .075 .065 .054 .043 .032 .022
- Fusion Beam 20 4/ 63(+0) 1 .159 .143 .127 .111 .095 .081 .067 .055 .034 .018 .007 .001
- Hvy Fusion 20 11/188(+0) 2 .090 .085 .080 .074 .069 .064 .059 .054 .046 .037 .030 .024
- Megabolt 25 6/ 67(+3) 1 .164 .149 .134 .120 .107 .094 .082 .071 .052 .035 .022 .012
- Phasor 26 7/ 78(+0) 1 .160 .147 .135 .122 .109 .096 .084 .073 .053 .036 .022 .012
- Hvy Phasor 26 20/234(+0) 2 .096 .092 .088 .083 .079 .075 .071 .067 .059 .052 .045 .039
- Auto Blastor 28 13/ 89(+0) 1 .337 .303 .270 .236 .202 .171 .143 .117 .073 .039 .016 .003
- ~Tachyon Beam 30 9/ 86(+0) 1 .151 .140 .128 .118 .107 .098 .088 .080 .063 .049 .036 .026
-
- Missiles and Torpedoes: Shields
- name tech cost/spc(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
-
- Nuclear 1 7/ 21(+0) 2.0 .190 .143 .095 .048 -- -- -- -- -- -- -- --
- Hyper-V 4 12/ 26(+0) 2.5 .231 .192 .154 .115 .077 .038 -- -- -- -- -- --
- Hyper-X 7 20/ 34(+1) 2.5 .235 .206 .176 .147 .118 .088 .059 .029 -- -- -- --
- Scatter V 11 31/ 66(+0) 2.5 .455 .379 .303 .227 .152 .076 -- -- -- -- -- --
- Merculite 14 35/ 49(+2) 3.0 .204 .184 .163 .143 .122 .102 .082 .061 .020 -- -- --
- Stinger 18 67/ 88(+3) 3.5 .170 .159 .148 .136 .125 .114 .102 .091 .068 .045 .023 --
- Anti-Mat Trp 23 46/256(+4) 4.0 .117 .113 .109 .105 .102 .098 .094 .090 .082 .074 .066 .059
- Scatter VII 27 187/222(+2) 3.0 .315 .284 .252 .221 .189 .158 .126 .095 .032 -- -- --
- Pulson 29 149/177(+4) 4.0 .113 .107 .102 .096 .090 .085 .079 .073 .062 .051 .040 .028
-
-
-
-
- Weapon comparison for tech level 40 : Assumption: Space = size + power * .6
-
- Beam Weapons: Shields
- name tech cost/spc(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
-
- Laser 1 1/ 16(+0) 1 .156 .094 .047 .016 -- -- -- -- -- -- -- --
- Hvy Laser 1 1/ 47(+0) 2 .085 .064 .046 .030 .018 .009 .003 -- -- -- -- --
- Gat Laser 5 1/ 44(+0) 1 .227 .136 .068 .023 -- -- -- -- -- -- -- --
- ^Neut. Pellet 7 1/ 17(+0) 1 .206 .147 .147 .088 .088 .044 .044 .015 -- -- -- --
- Ion Cannon 10 1/ 23(+0) 1 .239 .196 .152 .109 .072 .043 .022 .007 -- -- -- --
- Hvy Ion 10 2/ 69(+0) 2 .130 .116 .101 .087 .074 .061 .050 .040 .023 .011 .003 --
- ^Mass Driver 13 2/ 38(+0) 1 .171 .145 .145 .118 .118 .092 .092 .066 .039 .020 .007 --
- Neutron Blst 15 2/ 40(+0) 1 .187 .163 .138 .113 .090 .070 .052 .037 .015 .003 -- --
- Hvy Blast 15 4/119(+0) 2 .113 .105 .097 .088 .080 .073 .065 .058 .046 .035 .025 .017
- ~Graviton 17 2/ 42(+0) 1 .190 .167 .144 .124 .105 .087 .071 .057 .033 .016 .005 --
- ^Hard Beam 19 3/ 72(+0) 1 .139 .125 .125 .111 .111 .097 .097 .083 .069 .056 .042 .028
- Fusion Beam 20 2/ 50(+0) 1 .200 .180 .160 .140 .120 .102 .085 .069 .043 .023 .009 .002
- Hvy Fusion 20 6/150(+0) 2 .113 .107 .100 .093 .087 .080 .074 .068 .057 .047 .038 .030
- Megabolt 25 3/ 50(+3) 1 .220 .200 .180 .161 .143 .126 .111 .096 .069 .047 .029 .016
- Phasor 26 4/ 62(+0) 1 .202 .185 .169 .153 .137 .121 .106 .092 .067 .045 .028 .015
- Hvy Phasor 26 10/185(+0) 2 .122 .116 .111 .105 .100 .095 .089 .084 .074 .065 .057 .049
- Auto Blastor 28 7/ 67(+0) 1 .448 .403 .358 .313 .269 .227 .189 .155 .096 .052 .021 .003
- ~Tachyon Beam 30 5/ 63(+0) 1 .206 .190 .175 .161 .147 .133 .121 .109 .086 .067 .050 .035
- ^Gauss Auto 32 17/123(+0) 1 .276 .244 .244 .211 .211 .179 .179 .146 .114 .081 .049 .024
- ^Particle 33 10/100(+0) 2 .150 .140 .140 .130 .130 .120 .120 .110 .100 .090 .080 .070
- Plasma Canon 35 9/ 87(+0) 1 .207 .195 .184 .172 .161 .149 .138 .127 .106 .087 .070 .055
- Death Ray 36 228/2716(+0) 3 .221 .221 .220 .220 .219 .219 .219 .218 .218 .217 .216 .215
- Disruptor 37 18/153(+0) 2 .163 .157 .150 .144 .137 .131 .124 .118 .105 .092 .080 .069
- Pulse Phasor 38 22/107(+0) 1 .350 .322 .294 .266 .238 .210 .184 .159 .116 .079 .049 .026
-
- Missiles and Torpedoes: Shields
- name tech cost/spc(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
-
- Nuclear 1 3/ 15(+0) 2.0 .267 .200 .133 .067 -- -- -- -- -- -- -- --
- Hyper-V 4 6/ 18(+0) 2.5 .333 .278 .222 .167 .111 .056 -- -- -- -- -- --
- Hyper-X 7 10/ 22(+1) 2.5 .364 .318 .273 .227 .182 .136 .091 .045 -- -- -- --
- Scatter V 11 15/ 45(+0) 2.5 .667 .556 .444 .333 .222 .111 -- -- -- -- -- --
- Merculite 14 17/ 29(+2) 3.0 .345 .310 .276 .241 .207 .172 .138 .103 .034 -- -- --
- Stinger 18 34/ 52(+3) 3.5 .288 .269 .250 .231 .212 .192 .173 .154 .115 .077 .038 --
- Anti-Mat Trp 23 23/203(+4) 4.0 .148 .143 .138 .133 .128 .123 .118 .113 .103 .094 .084 .074
- Scatter VII 27 93/123(+2) 3.0 .569 .512 .455 .398 .341 .285 .228 .171 .057 -- -- --
- Pulson 29 75/ 99(+4) 4.0 .202 .192 .182 .172 .162 .152 .141 .131 .111 .091 .071 .051
- Hercular 34 145/169(+5) 4.5 .148 .142 .136 .130 .124 .118 .112 .107 .095 .083 .071 .059
- Hellfire Trp 40 150/360(+6) 5.0 .278 .267 .256 .244 .233 .222 .211 .200 .178 .156 .133 .111
-
-
-
-
- Weapon comparison for tech level 50 : Assumption: Space = size + power * .5
-
- Beam Weapons: Shields
- name tech cost/spc(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
-
- Ion Cannon 10 1/ 19(+0) 1 .289 .237 .184 .132 .088 .053 .026 .009 -- -- -- --
- Hvy Ion 10 1/ 56(+0) 2 .161 .143 .125 .107 .091 .076 .062 .049 .029 .014 .004 --
- ^Mass Driver 13 1/ 29(+0) 1 .224 .190 .190 .155 .155 .121 .121 .086 .052 .026 .009 --
- Neutron Blst 15 1/ 32(+0) 1 .234 .203 .172 .141 .113 .087 .066 .047 .019 .003 -- --
- Hvy Blast 15 2/ 95(+0) 2 .142 .132 .121 .111 .100 .091 .082 .073 .057 .044 .032 .022
- ~Graviton 17 1/ 33(+0) 1 .242 .212 .184 .158 .133 .111 .091 .073 .042 .020 .006 --
- ^Hard Beam 19 2/ 56(+0) 1 .179 .161 .161 .143 .143 .125 .125 .107 .089 .071 .054 .036
- Fusion Beam 20 1/ 41(+0) 1 .244 .220 .195 .171 .146 .124 .103 .084 .053 .028 .011 .002
- Hvy Fusion 20 3/121(+0) 2 .140 .132 .124 .116 .107 .099 .092 .084 .071 .058 .047 .037
- Megabolt 25 2/ 38(+3) 1 .289 .263 .237 .212 .188 .166 .145 .126 .091 .062 .039 .021
- Phasor 26 2/ 49(+0) 1 .255 .235 .214 .194 .173 .153 .134 .116 .084 .057 .036 .019
- Hvy Phasor 26 5/146(+0) 2 .154 .147 .140 .134 .127 .120 .113 .107 .094 .083 .072 .062
- Auto Blastor 28 4/ 52(+0) 1 .577 .519 .462 .404 .346 .293 .244 .200 .124 .067 .027 .004
- ~Tachyon Beam 30 3/ 48(+0) 1 .271 .250 .230 .211 .193 .175 .158 .142 .113 .087 .065 .046
- ^Gauss Auto 32 9/ 83(+0) 1 .410 .361 .361 .313 .313 .265 .265 .217 .169 .120 .072 .036
- ^Particle 33 5/ 66(+0) 2 .227 .212 .212 .197 .197 .182 .182 .167 .152 .136 .121 .106
- Plasma Canon 35 5/ 66(+0) 1 .273 .258 .242 .227 .212 .197 .182 .167 .140 .115 .093 .073
- Death Ray 36 114/1758(+0) 3 .341 .341 .340 .340 .339 .338 .338 .337 .336 .335 .334 .333
- Disruptor 37 9/108(+0) 2 .231 .222 .213 .204 .194 .185 .176 .167 .148 .130 .113 .097
- Pulse Phasor 38 11/ 77(+0) 1 .487 .448 .409 .370 .331 .292 .256 .222 .161 .110 .068 .037
- Tri-focus Pl 45 18/139(+0) 1 .252 .245 .237 .230 .223 .216 .209 .201 .187 .173 .158 .144
- Stellar Conv 46 38/302(+0) 3 .298 .285 .272 .258 .245 .232 .219 .205 .179 .153 .129 .107
- Mauler Dev 48 48/281(+0) 1 .214 .210 .206 .203 .199 .196 .192 .189 .181 .174 .167 .160
-
- Missiles and Torpedoes: Shields
- name tech cost/spc(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
-
- Scatter V 11 8/ 33(+0) 2.5 .909 .758 .606 .455 .303 .152 -- -- -- -- -- --
- Merculite 14 9/ 19(+2) 3.0 .526 .474 .421 .368 .316 .263 .211 .158 .053 -- -- --
- Stinger 18 17/ 32(+3) 3.5 .469 .437 .406 .375 .344 .312 .281 .250 .187 .125 .062 --
- Anti-Mat Trp 23 12/162(+4) 4.0 .185 .179 .173 .167 .160 .154 .148 .142 .130 .117 .105 .093
- Scatter VII 27 47/ 72(+2) 3.0 .972 .875 .778 .681 .583 .486 .389 .292 .097 -- -- --
- Pulson 29 37/ 57(+4) 4.0 .351 .333 .316 .298 .281 .263 .246 .228 .193 .158 .123 .088
- Hercular 34 73/ 93(+5) 4.5 .269 .258 .247 .237 .226 .215 .204 .194 .172 .151 .129 .108
- Hellfire Trp 40 75/250(+6) 5.0 .400 .384 .368 .352 .336 .320 .304 .288 .256 .224 .192 .160
- Zeon 41 134/159(+6) 5.0 .189 .182 .176 .170 .164 .157 .151 .145 .132 .119 .107 .094
- Proton Torp 43 62/262(+6) 8.0 .229 .225 .221 .218 .214 .210 .206 .202 .195 .187 .179 .172
- Scatter X 44 165/190(+3) 3.5 .789 .737 .684 .632 .579 .526 .474 .421 .316 .211 .105 --
- Plasma Torp 50 150/375(+7) 6.0 .360 .357 .355 .352 .349 .347 .344 .341 .336 .331 .325 .320
-
-
-
-
-
-
- Weapon comparison for tech level 60 : Assumption: Space = size + power * .4
-
- Beam Weapons: Shields
- name tech cost/spc(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
-
- Fusion Beam 20 1/ 31(+0) 1 .323 .290 .258 .226 .194 .164 .136 .112 .069 .037 .015 .002
- Hvy Fusion 20 2/ 94(+0) 2 .181 .170 .160 .149 .138 .128 .118 .109 .091 .075 .060 .047
- Megabolt 25 1/ 29(+3) 1 .379 .345 .310 .278 .247 .218 .191 .165 .120 .082 .051 .027
- Phasor 26 1/ 38(+0) 1 .329 .303 .276 .250 .224 .197 .173 .150 .109 .074 .046 .025
- Hvy Phasor 26 3/114(+0) 2 .197 .189 .180 .171 .162 .154 .145 .137 .121 .106 .092 .079
- Auto Blastor 28 2/ 39(+0) 1 .769 .692 .615 .538 .462 .391 .325 .266 .166 .089 .036 .006
- ~Tachyon Beam 30 2/ 36(+0) 1 .361 .333 .307 .281 .257 .233 .211 .190 .151 .117 .087 .061
- ^Gauss Auto 32 5/ 57(+0) 1 .596 .526 .526 .456 .456 .386 .386 .316 .246 .175 .105 .053
- ^Particle 33 3/ 44(+0) 2 .341 .318 .318 .295 .295 .273 .273 .250 .227 .205 .182 .159
- Plasma Canon 35 3/ 49(+0) 1 .367 .347 .327 .306 .286 .265 .245 .225 .189 .155 .125 .098
- Death Ray 36 57/1179(+0) 3 .509 .508 .507 .506 .506 .505 .504 .503 .501 .500 .498 .496
- Disruptor 37 5/ 78(+0) 2 .321 .308 .295 .282 .269 .256 .244 .231 .205 .180 .156 .134
- Pulse Phasor 38 6/ 57(+0) 1 .658 .605 .553 .500 .447 .395 .345 .299 .217 .148 .092 .049
- Tri-focus Pl 45 9/ 97(+0) 1 .361 .351 .340 .330 .320 .309 .299 .289 .268 .247 .227 .206
- Stellar Conv 46 19/196(+0) 3 .459 .439 .418 .398 .378 .357 .337 .316 .276 .235 .199 .165
- Mauler Dev 48 24/185(+0) 1 .324 .319 .314 .308 .303 .297 .292 .286 .276 .265 .254 .243
-
- Missiles and Torpedoes: Shields
- name tech cost/spc(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
-
- Anti-Mat Trp 23 6/126(+4) 4.0 .238 .230 .222 .214 .206 .198 .190 .183 .167 .151 .135 .119
- Scatter VII 27 23/ 43(+2) 3.0 1.628 1.465 1.302 1.140 .977 .814 .651 .488 .163 -- -- --
- Pulson 29 19/ 35(+4) 4.0 .571 .543 .514 .486 .457 .429 .400 .371 .314 .257 .200 .143
- Hercular 34 36/ 52(+5) 4.5 .481 .462 .442 .423 .404 .385 .365 .346 .308 .269 .231 .192
- Hellfire Trp 40 38/178(+6) 5.0 .562 .539 .517 .494 .472 .449 .427 .404 .360 .315 .270 .225
- Zeon 41 67/ 87(+6) 5.0 .345 .333 .322 .310 .299 .287 .276 .264 .241 .218 .195 .172
- Proton Torp 43 31/191(+6) 8.0 .314 .309 .304 .298 .293 .288 .283 .277 .267 .257 .246 .236
- Scatter X 44 82/102(+3) 3.5 1.471 1.373 1.275 1.176 1.078 .980 .882 .784 .588 .392 .196 --
- Plasma Torp 50 75/255(+7) 6.0 .529 .525 .522 .518 .514 .510 .506 .502 .494 .486 .478 .471
-
-
-
- Contributed by Jim Cox (cox@unx.sas.com)
-
-
-
- 6.3. Ground Combat Odds
-
- [ Editor's note: I've adjusted the Bulrathi's racial bonus to match
- that in patch 1.2. It was upped from 20 to 25. There is also a
- "defending race" bonus for the non-attacking race (+5) as of 1.3.
- Thanks to Brian Wade <BWADE@relay.nswc.navy.mil> for this info. ]
-
- Following is a guide for how ground combat is determined:
-
- GROUND ROLL = d100 + Personal Combat Armor + Ship Armor Material
- + Personal Weapon + Race Bonus
-
- (d100 stands for a die roll uniformly distributed between 1 and 100).
-
- Individual troopers battle each other one on one. Both sides do a
- ground role, highest wins and lives, the other loses a trooper. The
- side that has eliminated all of the opponent troopers is the victor.
-
-
- Personal Shields (from force field technology):
-
- None(1) - 0
- Personal Deflector Shield(8) - +10
- Personal Absorption Shield(21) - +20
- Personal Barrier Shield(38) - +30
-
- Personal Armor (from Construction technology):
-
- Combat Armor(1) - 0
- Battle Suits(11) - +10
- Armored Exoskeleton(24) - +20
- Powered Armor(40) - +30
-
- Ship Armor (from Construction technology):
-
- Titanium Armor(1) - 0
- Duralloy Armor(10) - +5
- Zortrium Armor(17) - +10
- Andrium Armor(26) - +15
- Tritanium Armor(34) - +20
- Adamantium Armor(42) - +25
- Neutronium Armor(50) - +30
-
- Weapons: (from Weapons technology)
-
- None(1) - 0
- Hand Lasers(2) - +5
- Ion Rifle(12) - +10
- Fusion Rifle(24) - +20
- Hand Phasor(31) - +25
- Plasma Rifle(42) - +30
-
- Racial Bonus is +25 if Bulrathi, otherwise 0
- +5 if you are defending (v 1.3)
-
-
- To figure out ratio that is needed, add your highest bonuses in each
- category together, subtract the highest bonuses for your opponent, and
- consult the following formula or table for expected losses:
-
-
- P(Losing) = .5 * (100-Diff)*(99-Diff)
- _________________________
- (100)^2
-
- P(Tie) = (100-Diff)
- ----------
- (100)^2
-
- So Expected lost = Chance you lose
- --------------------------------- * Opponents # of troops
- (1-Chance you lose-Chance you tie)
-
-
- This leads to the following table:
-
- Differential Expected Loss as Percentage of Opponent's forces
- ------------ ------------------------------------------------
- 0 100%
- +5 82%
- +10 68%
- +15 56%
- +20 47%
- +25 39%
- +30 32%
- +40 22%
- +50 14%
- +60 8%
- +70 5%
- +80 2%
- +90 < 1% (maximum differential if not Bulrathis)
-
- For example, you are the Bulrathis. You have discovered: hand lasers,
- ion rifle, Armored Exoskeleton, Adamantium Armor. Your opponents have
- made no ship armor advances, but have Personal Deflector Shields, also
- Armored Exoskeleton, and Hand Lasers.
-
- Their bonus would be 10 (for shield) + 20 (Armored Exoskeleton) + 5
- (Hand Lasers) + 5 (defending). Yours would be 0 (for shield) + 25
- (Adamantium) + 20 (Exoskeleton) + 10 (ion rifle) + 25 (racial bonus).
-
- Your differential would be +40. You want to send colonists from two
- colonies to take a world of the opponents with 100 pop. If you send
- a total of 100 pop, you should expect approximately 78 to survive the
- battle.
-
-
- Contributed by Jim Cox and Dave Chaloux
-
-
- 6.4 Guardian Cheat Sheet
-
- Okay....I wasn't gonna post my Guardian cheat sheet, but I will
- anyway.
- Simple Easy Average Hard Impossible
- Scatter Pack X's (5c) 5 25 45 65 85
- Stellar Converters 5 15 25 35 45
- Plasma Torpedos 6 9 12 15 18
- Beam/Missile Defense 1 3 5 7 9
- Shield Level 5 6 7 8 9
- Hit Points (x1000) 2 4 6 8 10
-
- Standard Features:
- 1 Death Ray
- Attack Level 10
- Speed 2
-
- Specials:
- High Energy Focus
- Lightning Shield
-
- Contributed by: psifire@netcom.com (Mathew Yee)
-
- ================================================================================
- 7 Technology Listing
- ================================================================================
-
- 7.1 COMPUTER:
-
- Battle Scanner Reveals technical specifications of enemy
- spacecraft in combat.
-
- Ecm Jammer Mark I Adds 1 level to defense against enemy missile
- attacks.
-
- Deep Space Scanner Detects enemy ships up to 5 parsecs away from
- your colonie s and 1 parsec away from your
- ships.
-
- Battle Computer Mark II Increases weapon accuracy to level 2.
-
- Ecm Jammer Mark II Adds 2 levels to defense against enemy
- missile attacks.
-
- Improved Robotic Controls III Allows up to three factories to be operated
- per population. The refit cost to upgrade to
- Robotic Controls III is half the standard
- cost of each factory.
-
- Battle Computer Mark III Increases weapon accuracy to level 3.
-
- Ecm Jammer Mark III Adds 3 levels to defense against enemy
- missile attacks.
-
- Improved Space Scanner Detects enemy ships up to 7 parsecs away from
- your colonies and 2 parsecs away from your
- ships. Enemy destinations and ETA can also be
- accurately determined.
-
- Battle Computer Mark IV Increases weapon accuracy to level 4.
-
- Ecm Jammer Mark IV Adds 4 levels to defense ag against enemy
- missile attacks.
-
- Improved Robotic Controls IV Allows up to four factories to be operated
- per population. The refit cost to upgrade to
- Robotic Controls IV is the standard cost of
- each factory.
-
- Battle Computer Mark V Increases weapon accuracy to level 5.
-
- Ecm Jammer Mark V Adds 5 levels to defense against enemy
- missile attacks.
-
- Advanced Space Scanner Allows exploration of planets from colony
- bases up to 9 parsecs away and detects enemy
- ships up to 3 parsecs away from your ships.
-
- Battle Computer Mark VI Increases weapon accuracy to level 6.
-
- Ecm Jammer Mark VI Adds 6 levels to defense against enemy
- missile attacks.
-
- Improved Robotic Controls V Allows up to five factories to be operated
- per population. The refit cost to upgrade to
- Robotic Controls V is one and a half times
- the standard cost of each factory.
-
- Battle Computer Mark VII Increases weapon accuracy to level 7.
-
- Ecm Jammer Mark VII Adds 7 levels to defense against enemy
- missile attacks.
-
- Hyperspace Communications Allows you to communicate with ships and
- transports in hyperspace, and change their
- destinations while in route.
-
- Battle Computer Mark VIII Increases weapon accuracy to level 8.
-
- Ecm Jammer Mark VIII Adds 8 levels to defense against enemy
- missile attacks.
-
- Improved Robotic Controls VI Allows up to six factories to be operated per
- population. The refit cost to upgrade to
- Robotic Control VI is twice the standard
- cost of each factory.
-
- Battle Computer Mark IX Increases weapon accuracy to level 9.
-
- Ecm Jammer Mark IX Adds 9 levels to defense against enemy
- missile attacks.
-
- Battle Computer Mark X Increases weapon accuracy to level 10.
-
- Oracle Interface Coordinates all beam weapon attacks into one
- simultaneous burst of concentrated fire,
- halving the enemy's shield strength.
-
- Ecm Jammer Mark X Adds 10 levels to defense against enemy
- missile attacks.
-
- Improved Robotic Controls VII Allows up to seven factories to be operated
- per population. The refit cost to upgrade to
- Robotic Controls VII is 2.5 times the
- standard cost of each factory.
-
- Technology Nullifier Scrambles enemy battle computers, reducing
- the level of the computers up to 2-6 levels
- each time the nullifier is fired. The weapon
- has a 4 space range.
-
- Battle Computer Mark XI Increases weapon accuracy to level 11.
-
- ------------------
- 7.2 CONSTRUCTION:
-
- Reserve Fuel Tanks Extends the range of a ship by an additional
- 3 parsecs.
-
- Improved Industrial Tech 9 Reduces factory construction costs to 9 BC
- each.
-
- Reduced Industrial Waste 80% Decreases factory pollution levels to 80% of
- the normal rate.
-
- Improved Industrial Tech 8 Reduces factory construction costs to 8 BC
- each.
-
- Duralloy Armor Increases the hit points of ships and
- transports by 50%. Personal combat armor is
- also enhanced, adding 5 to all ground
- attacks.
-
- Battle Suits Armor that not only protects but also boosts
- strength. Adds 10 to all ground combat
- rolls.
-
- Improved Industrial Tech 7 Reduces factory construction costs to 7 BC
- each.
-
- Automated Repair System Reduced Undestroyed ships can repair up to 15% of
- their total hit points at the end of each
- turn.
-
- Industrial Waste 60% Decreases factory pollution levels to 60% of
- the normal rate.
-
- Zortium Armor Increases the hit points of ships and
- transports by 100%. Personal combat armor is
- also enhanced, adding 10 to all ground
- attacks.
-
- Improved Industrial Tech 6 Reduces factory construction costs to 6 BC
- each.
-
- Improved Industrial Tech 5 Reduces factory construction costs to 5 BC
- each.
-
- Armored Exoskeleton Advanced mobile suits that not only boost
- power and increase defenses but also offer
- limited flight to ground troops. Adds 20 to
- all ground combat rolls.
-
- Reduced Industrial Waste 40% Decreases factory pollution levels to 40% of
- the normal rate.
-
- Andrium Armor Increases the hit points of ships and
- transports by 150%. Personal combat armor is
- also enhanced, adding 15 to all ground
- attacks.
-
- Improved Industrial Tech 4 Reduces factory construction costs to 4 BC
- each.
-
- Improved Industrial Tech 3 Reduces factory construction costs to 3 BC
- each.
-
- Tritanium Armor Increases the hit points of ships and
- transports by 200%. Personal combat armor is
- also enhanced, adding 20 to all ground
- attacks.
-
- Reduced Industrial Waste 20% Decreases factory pollution levels to 20% of
- the normal rate.
-
- Advanced Damage Control Undestroyed ships can repair up to 30% of
- their total hit points at the end of each
- turn.
-
- Improved Industrial Tech 2 Reduces factory construction costs to 2 BC
- each.
-
- Powered Armor Combines high mobility, anti-grav flight, and
- heavy armored plating to form the most
- advanced armor available for ground troops.
- Adds 30 to all ground combat rolls.
-
- Adamantium Armor Increases the hit points of ships and
- transports by 250%. Personal combat armor is
- also enhanced, adding 25 to all ground
- attacks.
-
- Industrial Waste Elimination Factories cease to pollute.
-
- Neutronium Armor Provides the best internal protection of any
- armor and increases the hit points of a ship
- by 300%. Personal combat armor is also
- enhanced, adding 30 to all ground attacks.
- ------------------
- 7.3 SHIELDS:
-
- Class I Deflector Shields Absorbs 1 point of damage from all attacks.
-
- Class II Deflector Shields Absorbs 2 points of damage from all attacks.
-
- Personal Deflector Shield Protects individual ground troops with a
- directional force field. Adds +10 to all
- ground combat battles.
-
- Class III Deflector Shields Absorbs 3 points of damage from all attacks.
-
- Class V Planetary Shield Absorbs 5 points of damage from attacks
- against planet surfaces, and is cumulative
- with missile base deflector shields.
-
- Class IV Deflector Shields Absorbs 4 points of damage from all attacks.
-
- Repulsor Beam Repels enemy ships back one space away from
- the attacking ship. The special weapon has a
- 1 space range.
-
- Class V Deflector Shields Absorbs 5 points of damage from all
- attacks. Absorbs damage from all hand
- weapons.
-
- Personal Absorption Shield Adds 20 to all ground combat battles.
-
- Class X Planetary Shield Absorbs 10 points of damage from all attacks
- against planet surfaces, and is cumulative
- with missile base deflector shields.
-
- Class VI Deflector Shields Absorbs 6 points of damage from all attacks.
-
- Cloaking Device Renders ships nearly invisible until they
- attack. While cloaked ships receive a +5 to
- their missile and beam defenses.
-
- Class VII Deflector Shields Absorbs 7 p oints of damage from all attacks.
-
- Zyro Shield An energy field that destroys incoming
- missiles and torpedoes 75% of the time, -1%
- per technology level of the missile.
-
- Class XV Planetary Shield Absorbs 15 points of damage from all attacks
- against planet surfaces, and is cumulative
- with missile base deflector shields.
-
- Class IX Deflector Shields Absorbs 9 points of damage from all attacks.
-
- Stasis Field Freezes one group of enemy ships up to one
- space away, for one turn. Frozen ships cannot
- attack or be attacked.
-
- Personal Barrier Shield Completely encases the soldier in an nearly
- impenetrable force field. Adds +30 to all
- ground combat rolls.
-
- Class XI Deflector Shields Absorbs 11 points of damage from all
- attacks.
-
- Class XX Planetary Shield Absorbs 20 points of damage from all attacks
- against planet surfaces, and is cumulative
- with missile base deflector shields.
-
- Black Hole Generator Creates a sub-space field that warps normal
- space creating an instantaneous black hole,
- destroying 25%-100% of enemy ships, -2% per
- shield class.
-
- Class XIII Deflector Shields Absorbs 13 points of damage from all
- attacks.
-
- Lightning Shield An energy field that destroys incoming enemy
- missiles and torpedoes 100% of the time, -1%
- per technology level of the missile.
-
- Class XV Deflector Shields Absorbs 15 points of damage from all attacks.
-
- ------------------
- 7.4 PLANETOLOGY:
-
- Ecological Restoration Eliminates 2 units of industrial waste for a
- cost of 1 BC.
-
- Improved Terraforming +10 Increases the population capacity of planets
- by 10M for a cost of 5 BC per million.
-
- Controlled Barren Environment Permits the colonization of barren planets.
-
- Improved Eco Restoration Eliminates 3 units of industrial waste for a
- cost of 1 BC.
-
- Controlled Tundra Environment Permits the colonization of tundra planets.
-
- Improved Terraforming +20 Increases the population capacity of planets
- by 20M for a cost of 5 BC per million.
-
- Controlled Dead Environment Permits the colonization of dead planets.
-
- Death Spores Horrible biological weapons capable of
- reducing the maximum planetary populations by
- 1 million per attack.
-
- Controlled Inferno Environment Permits the colonization of inferno planets.
-
- Enhanced Eco Restoration Eliminates 5 units of industrial waste for a
- cost of 1 BC.
-
- Improved Terraforming +30 Increases the population capacity of planets
- by 30M for a cost of 4 BC per million.
-
- Controlled Toxic Environment Permits the colonization of toxic planets.
-
- Soil Enrichment Converts standard planets to fertile
- environments, increasing population growth by
- 50% and raising the base planetary size by
- +25% for a one time cost of 150 BC.
-
- Bio Toxin Antidote Reduces casualties taken from biological
- weapons by 1 million per attack.
-
- Controlled Radiated Environment Permits the colonization of radiated planets.
-
- Improved Terraforming +40 Increases the population capacity of planets
- by 40M for a cost of 4 BC per million.
-
- Cloning Allows bio engineered colonists to be grown
- at a rate of 1M per 10 BC.
-
- Atmospheric Terraforming Converts hostile planets to standard minimal
- environments, normalizing population growth
- for a one time cost of 200 BC.
-
- Advanced Eco Restoration Eliminates 10 units of industrial waste for a
- cost of 1 BC.
-
- Improved Terraforming +50 Increases the population capacity of planets
- by 50M for a cost of 3 BC per million.
-
- Doom Virus Dreadful biological weapons capable of
- reducing planetary populations by 2 million
- per attack.
-
- Advanced Soil Enrichment Converts standard and fertile planets to
- gaias, doubling the population growth and
- increasing the planet's base size by +50% for
- the one time cost of 300 BC.
-
- Improved Terraforming +60 Increases the population capacity of planets
- by 60M for a cost of 3 BC per million.
-
- Complete Eco Restoration Eliminates 20 units of industrial waste for a
- cost of 1 BC.
-
- Universal Antidote Reduces casualties taken from biological
- weapons by 2 million per attack.
-
- Improved Terraforming +80 Increases the population capacity of planets
- by 80M for a cost of 2 BC per million.
-
- Bio Terminator Abominable biological weapons capable of
- reducing planetary populations by 3 million
- per attack.
-
- Advanced Cloning Allows bio-engineered colonists to be grown
- at a rate of 1M per 5 BC.
-
- Improved Terraforming +100 Increases the population capacity of planets
- by 100M for a cost of 2 BC per million.
-
- Complete Terraforming Increases the population capacity of planets
- by 120M for a cost of 2 BC per million.
-
- ------------------
- 7.5 PROPULSION:
-
- Retro Engines Moves ships at warp one (1 parsecs per turn),
- and allows a maximum maneuverability of class
- I in combat.
-
- Hydrogen Fuel Cells (Range 4) Fuel reserves allow ships to move up to 4
- parsecs away from colony planets.
-
- Deuterium Fuel Cells (Range 5) Fuel reserves allow ships to move up to 5
- parsecs away from colony planets.
-
- Nuclear Engines Moves ships at warp two (2 parsecs per turn),
- and allows a maximum maneuverability of class
- II in combat.
-
- Irridium Fuel Cells (Range 6) Fuel reserves allow ships to move up to 6
- parsecs away from colony planets.
-
- Inertial Stabilizer Generates a field that reduces the inertia of
- ships, and adds 2 classes of maneuverability
- in combat (+2 defense and +1 combat speed).
-
- Sub-Light Drives Moves ships at warp three (3 parsecs per
- turn), and allows a maximum maneuverability
- of class III in combat.
-
- Dotomite Crystals (Range 7) Fuel reserves allow ships to move up to 7
- parsecs a way from colony planets.
-
- Energy Pulsar A potent engine modification which generates
- a sudden spherical burst of energy striking
- all adjacent ships for up to 5 points of
- damage plus 1 per two ships.
-
- Fusion Drives Moves ships at warp four (4 parsecs per
- turn), and allows a maximum maneuverability
- of class IV in combat.
-
- Uridium Fuel Cells (Range 8) Fuel reserves allow ships to move up to 8
- parsecs away from colony planets.
-
- Warp Dissipator Specialized weapon that disrupts the warp
- fields surrounding enemy ships, reducing
- their speed by 0-1 each turn the weapon is
- fired.
-
- Reajax II Fuel Cells (Range 9) Fuel reserves allow ships to move up to 9
- parsecs away from colony planets.
-
- Impulse Drives Moves ships at warp five (5 parsecs per
- turn), and allows a maximum maneuverability
- of class V in combat.
-
- Intergalactic Star Gates Allows your ships to move between any two
- planets equipped with star gates in only one
- turn. Costs 3000 BC to build.
-
- Trilithium Crystals (Range 10) Fuel reserves allow ships to move up to 10
- parsecs away from colony planets.
-
- Ion Drives Moves ships at warp six (6 parsecs pe r
- turn), and allows a maximum maneuverability
- of class VI in combat.
-
- High Energy Focus Increases the firing range of all energy
- weapons by three.
-
- Anti-Matter Drives Moves ships at warp seven (7 parsecs per
- turn), and allows a maximum maneuverability
- of class VII in combat.
-
- Sub Space Teleporter Teleports ships to any space on the combat
- map and gives first initiative to the
- teleporting ship.
-
- Ionic Pulsar A powerful engine modification capable of
- generating a spherical burst of phased energy
- striking all adjacent ships for up to 10
- points of damage plus one per ship.
-
- Thorium Cells (Unlimited Range) Self-replenishing fuel that allows ships to
- move any distance from colony planets.
-
- Inter-Phased Drives Moves ships at warp eight (8 parsecs per
- turn), and allows a maximum maneuverability
- of class VIII in combat.
-
- Sub Space Interdictor Creates an intense gravity well surrounding
- colony planets and rendering sub space
- teleporters useless. The device is
- automatically placed in all missile bases.
-
- Combat Transporters Transports equipped with these devices have a
- 50% chance of beaming down onto enemy
- surfaces before the transports can be
- attacked by enemy ships and bases.
-
- Inertial Nullifier Generates a field that negates the inertia of
- ships and adds 2 classes of maneuverability
- in combat (+4 defense and +2 combat speed).
-
- Hyper Drives Moves ships at warp nine (9 parsecs per
- turn), and allows a maximum maneuver ability
- of class IX in combat.
-
- Displacement Device Randomly shifts the equipped ship in and out
- of normal space, allowing the ship to avoid
- one third of all non-area attacks.
- ------------------
- 7.6 WEAPONS:
-
- Hand Lasers Direct-fire beam weapon that inflicts 1-4
- points of damage. Heavy lasers have a two
- space range and do 1-7 points of damage.
-
- Lasers Personal lasers that add 5 to your ground
- combat rolls.
-
- Hyper-V Rockets Swift missiles that explode for 6 points of
- damage and move at a speed of 2.5
-
- Gatling Laser An advanced laser that fires up to four times
- per turn for 1-4 points of damage with each
- hit.
-
- Anti-Missile Rockets Trans-light rockets capable of destroying
- incoming enemy missiles 40% of the time, -1%
- per technology level of the missile.
-
- Neutron Pellet Gun Heavy particle stream weapon that halves the
- effectiveness of enemy deflector shields and
- inflicts 2-5 points of damage.
-
- Hyper-X Rockets Missiles equipped with high energy warheads
- that explode for 8 points of damage, move at
- a speed of 2.5, and are controlled by a +1 l
- evel targeting computer.
-
- Fusion Bomb Bombs that explode for 5-20 points of damage
- on planetary targets only.
-
- Ion Cannon High intensity beam weapons capable of
- inflicting 3-8 points of damage. Heavy ion
- cannons strike for 3-15 and have a 2 space
- range.
-
- Scatter Pack V Rockets Mirv versions of Hyper-V Rockets, splitting
- into five separate warheads that each explode
- for 6 points of damage and move at a speed of
- 2.5
-
- Ion Rifle Personal beam weapons that add 10 to your
- ground attacks.
-
- Mass Driver A linear accelerator that halves the
- effectiveness of enemy deflector shields and
- inflicts 5-8 points of damage.
-
- Merculite Missiles Hard-hitting, swift missiles that explode for
- 10 points of damage, move at a speed of 3,
- and are controlled by a +2 level targeting
- computer.
-
- Neutron Blaster High powered beam weapons capable of
- inflicting 3-12 points of damage. Heavy
- neutron blasters strike for 3-24 points and
- have a 2 space range.
-
- Anti-Matter Bomb Bombs that explode for 10-40 points of damage
- on planetary targets only.
-
- Graviton Beam Tractor-repulsor beam capable of rending
- ships to pieces. The beam strikes for 1-15,
- and the continuous streaming effect of the
- ray allows damage to carry over from one ship
- to another.
-
- Stinger Missiles Slow, hyper-accurate missiles that do 15
- points of damage, move at a speed of 3.5, and
- are controlled by a sophisticated +3 level
- targeting computer.
-
- Hard Beam An energy-to-matter beam weapon that halves
- the effectiveness of enemy deflector shields,
- and inflicts 8-12 points of damage.
-
- Fusion Beam High intensity beam weapon capable of doing
- 4-16 points of damage. Heavy fusion beams
- strike for 4-30 points and have a 2 space
- range.
-
- Ion Stream Projector Fires an intense ionic blast reducing an
- opponents armor by 20% plus 1% per two firing
- ships. The projector has a range of 2 spaces.
-
- Omega-V Bomb High yield bombs that explode for 20-50
- points of damage on planetary targets only.
-
- Anti-Matter Torpedoes High energy tracking torpedoes that deliver
- 30 points of damage but may only be fired
- every other turn. Each torpedo is equipped
- with a +4 level targeting computer.
-
- Fusion Rifle Inaccurate but incredibly powerful beam
- weapons that add 20 to your ground combat
- rolls.
-
- Megabolt Cannon Releases multiple bolts of pure energy in a
- wide field. It has a +30% bonus chance to hit
- and strikes for 2-20 points of damage.
-
- Phasor Phased energy beams capable of inflicting
- 5-20 points of damage. Heavy phasors strike
- for 5-40 points of damage and have a 2 space
- range.
-
- Scatter Pack VII Missiles Mirv versions of Hyper-X Rockets, splitting
- into seven separate warheads that each
- explode for 10 points of damage, move at a
- speed of 3, and are guided by a +2 level
- targeting computer.
-
- Auto Blaster An advanced neutron blaster that fires up to
- three times per turn for 4-16 points of
- damage with each hit.
-
- Pulson Missiles Powerful missiles equipped with anti-matter
- warheads that explode for 20 points of
- damage, move at speed 4, and are controlled
- by a +4 level targeting computer.
-
- Tachyon Beam Fires an intens e stream of tachyon particles
- that strike enemy ships for 1-25 hits. The
- continous streaming effect of the ray allows
- it to carry damage over from one ship to
- another.
-
- Hand Phasor Potent hand held energy weapons capable of
- reducing an opponent to his component atoms.
- Adds 25 to your ground combat rolls.
-
- Gauss Autocannon An advanced linear accelerator capable of
- firing four explosive rounds per turn that
- inflict 7-10 points of damage each. The
- projectile rounds half the effectiveness of
- enemy shields.
-
- Particle Beam High intensity particle accelerators capable
- of striking enemy ships up to 2 spaces away
- for 10-20 points of damage and halving the
- effectiveness of deflector shields.
-
- Hercular Missiles Highly advanced missile that explodes for 25
- points of damage. The hercular missile moves
- at speed 4.5 and is controlled by a +5 level
- targeting computer.
-
- Plasma Cannon Fires intense bolts of energy that inflict
- 6-30 points of damage.
-
- Death Ray An ancient weapon of unbelievably destructive
- power that inflicts 200-1000 points of damage
- with a 1 space range.
-
- Disruptor Unleashes tremendous bolts of pure energy
- that can strike enemy targets up to 2 spaces
- away for 10-40 points of damage.
-
- Pulse Phasor An advanced phasor capable of firing three
- bursts per turn for 5-20 points of damage
- with each hit.
-
- Neutronium Bomb Devastating bombs that explode for 40-70
- points of damage on planets only.
-
- Hellfire Torpedoes Enveloping energy torpedoes that
- simultaneously strike all shields, delivering
- damage equivalent to four 25 point attacks.
- They may only be fired once every other
- turn.
-
- Zeon Missiles Most advanced missile available. Capable of
- striking enemy ships for 30 points of damage
- and moving at a speed of 5. The zeon missile
- is guided by a +6 level targeting computer.
-
- Plasma Rifle The most devastating hand held weapon
- available. Adds 30 to your ground attacks.
-
- Proton Torpedoes High yield energy torpedoes that deliver 60
- points of damage but may only be fired every
- other turn. Each torpedo is equipped with a
- +6 level targeting computer.
-
- Scatter Pack X Missiles Mirv versions of Stinger Missiles, splitting
- into ten separate warheads that each explode
- for 15 points of damage, move at speed 3.5,
- and are guided by a +3 level targeting
- computer.
-
- Tri-Focus Plasma Cannon Fires a triad of high intensity plasma beams
- capable of inflicting 20-50 points of
- damage.
-
- Stellar Converter Surrounds the target with an extremely
- powerful matter-energy conversion field,
- inflicting four 10-35 point attacks. It has a
- range of 3 spaces.
-
- Neutron Stream Projector Fires a blast of concentrated neutrino rays
- reducing an opponents armor by 40% plus 1%
- per firing ship. The projector has a range of
- 2 spaces.
-
- Mauler Device Unleashes enormous amounts of focused energy
- at enemy targets, inflicting 20-100 points of
- damage.
-
- Plasma Torpedoes Pure energy torpedoes that deliver 150 points
- of damage, but lose 15 strength per space
- traveled. The launcher fires every other turn
- and has a +7 level guidance computer.
-
- -------------------
-
- The author of the Technology Listing is currently unknown. If you were
- the person that submitted this, please send me your name so that I can
- give you the credit.
-
- ================================================================================
- 8 The Future of Master of Orion
- ================================================================================
-
- 8.1 Upcoming Patches
-
- In early and mid December '94, Amy (MPS BBS co-sysop) stated that there
- will NOT be version 1.4 of MoO, nor will there be a MoO-2. In each
- case, she padded her answer with "...that I am aware of." Since
- those December messages, several people, including myself, have asked
- about MoO enhancements but they were ignored.
-
- The January '95 issue of CGW reported that Simtex had been hired by MPS
- to write MoO-Deluxe.
-
- If I hear anything further, I'll pass it on.
-
- 8.2 Master of Orion Deluxe???
-
- See previous section.
-
- --------------
- End of Master of Orion FAQ
- --------------
-
-