Master of Orion II: Battle at Antares/Strategies

These are the most common strategies for beating Master of Orion. Using these strategies will help you overpower your opponents, after which, you can win the game any way you please, by galactic senate, eliminating all opponents, or by destroying Antares (if enabled). These strategies mostly apply to the beginning of the game, during end game they all blend together. Your strategy will almost always be determined by your racial statistics. See ../Some effective race designs for some good races.

Blitz
This strategy is most often used by feudalistic governed, production type races. Starting with space- and/or ground-combat bonuses or Telepathic is also an advantage. It involves quickly finding and assimilating an enemy culture, taking their planets as well as hopefully capturing some key technology in the process. The idea is to overwhelm enemy defenses before he has the time to research high level technology or build a proper fleet. This strategy works best in smaller galaxies, and with fewer enemies, but even in huge galaxies it can be successful if you can get to the enemy soon enough. The most important thing to remember is that you must be fast.

Research
Begin by concentrating only on the vital techs. There are two basic research paths to choose from for a Blizt: Fighters or Missiles.
 * Fighters - Works best if your race starts with the +20 or +50 Attack bonus, or is creative (you won't need to choose between targeting computers and Labs/Planetary Computer). The quickest of the two paths to research, using fighters only requires Fighter Bays to start. You should then move your entire population into production to build a space fleet and launch your attack. Once the Blitz is underway, you can look to quickly gain other techs that will improve fighter performance: Fusion Drives, Fusion Beams, Tritanium Armor, Battlepods. One of the main drawbacks of blitzing with fighters is that you won't be able to bombard a planet during the subsequent troop invasion. Your troops will have to be strong enough to win the ground battle unaided.


 * Missiles - This method is more research-intensive than fighters and thus takes longer to start, but advanced missile techs remain viable well into the mid-game. Getting Deuterium fuel cells is a great choice, as it will miniaturize your nuclear missiles, and allow you to more easily get to your enemy's planets. You can build ships and start raiding/blockading now, but it is doubtful you will be able to destroy an enemy Starbase with such missiles. So the next level should be to get Merculite Missiles and Battlepods (grabbing Reinforced Hull and Automated Factory in the process). This will allow you to use MIRV nukes and fit 50% more missiles into your design. Those are the only essential techs to capture their home planet. Further improve performance by researching Chemistry (missiles/armor) and Power (drives) tech sectors as necessary. If the enemy starts deploying ships with EMC-Jammers, then counter with Tachyon or Neutron Scanner.

Blitzing works best against aliens that don't have Dauntless Guidance System, as avoiding enemy missile fire can be a problem till you get better drives. In this case, use a nimble Scout to hang back in system and wait for the attack to hit home while your other slower ships retreat to safety.

Production

 * Fighters - Your initial ship designs should simply fill the hull with nothing but Fighter Bays (if you launch your attack early enough, your ships will be hard enough to kill even without defenses). A fleet of 4 such Destroyers (8 FB total, 8 CP used) or 2 Cruisers + 1 Destroyer (10 FB total, 8 CP used) should be able to handle any enemy Starbase they are likely to encounter in the early game (10 FB can take out a lone Starbase outfitted with Battlescanners, Tritanum Armor, Reinforced Hull and Heavy Armor). Once you research Battlepods you can consider either adding more Fighter Bays or defensive systems as needed.

Begin producing outpost ships, transport ships and missile ships. (see ../Warship design/) The outpost ships will allow you to make a path to the enemy's territory. Once you have a route, move your missile ships and transports into orbit, and begin the invasion. Do your best not to harm the populace, just take out the defenses.

Assimilation
Usually taking their home planet is the key to decisively weakening alien resistance. Early enough and most races won't be able to recover from that loss. Beware of newly conquered planets being liberated by rebels! Now that you have a "slave empire" of the captured enemy planets, you can start filling in the gaps in your own tech tree, and improve your fleet for your next conquest. See ../Planning and winning wars/ for more information.

Expansion
This strategy is most often used by tolerant, subterranean or aquatic races and is complimented by rapid population growth. It is best used against tech heavy races, and does not work very well in multiplayer games. The expansion strategy is simply colonize everything. It works best in large galaxies where you can go a long time without even meeting other races. Given the time to set up, an entrenched expansionist empire can be nearly undefeatable as it will literally outnumber all the other players in every respect.

Research
Research necessary techs to quickly create colony ships. Automated Factories, Pollution Processor and Soil Enrichment is usually enough to be able to pump them out every 10 turns or so. If it is still taking too long, go for robo-miners.

Research Laboratory is an indespensible must-research and must-build technology for expansion and production strategies. Each Research Lab (which can be built in as little as 4 turns) provides a flat 5 research points even with NO population allocated to research. Given enough colonies this allows for competitive levels of research while having every single unit of population focus on Production and/or Farming.

Colonization
Have your home planet start pumping out colony ships. Colonize the best planets first, but once you run out, colonize the bad ones too. When your second planet reaches its max population, (or near to it) consider building a missile ship to defend your sprawling empire.

End Game
Soon, you will be able to make a colony ship in just five or six turns. Don't stop colonizing. Have a second planet build a defensive fleet, and climb the tech tree with your remaining colonies. Given enough time, an expansionist empire can "out-tech" nearly any other race, and have the production power to use it. Begin plans for crushing your enemy, or just elect yourself ruler of the galaxy.

Technology Blitz
The Technology Blitz is the best strategy vs. the computer. It is also the worst against human players because expansion and blitz races can easily overpower them. The important thing to the technologist, is time. A large galaxy is essential, it will keep the enemy off your back until you can reach the point where your superior technology will give you the edge over the enemy.

Races will be obviously geared to technology, usually having either creative, democracy or research bonuses.

Research
Research. Have one worker "stockpile" (see ../Speeding up production/) so that you can build your researched structures quickly. Get Automated Factories, Research Laboratory and Pollution Processor as soon as possible. Colonize the biggest planet you can find.

Colonize
When your second colony has sufficient population, move it to research and have your home planet build colony ships. Colonize until all the high population planets are colonized (5 pop or more). Poor is O.K., but toxic and high/low gravity is not. Do not overextend beyond what you can protect. Ideally you want to colonize all the planets in a star system, because every planet the enemy captures gives him some of your technology.

Warship from Hell
Build a destroyer or cruiser missile ship, or if you have enough physics and computers, get a beam ship. Make sure to build missile bases on all your planets. Soon you will be able to terraform all your planets to max population, and then research like mad. A short while later, you will have high level miniaturized technology, and can build a Warship from Hell.

Production
This strategy is similar to the blitz, but not quite the same. It is used by high production races, with non-feudal governments, races that have the ability to research fairly quickly. It is the most average of the strategies, moving through the game at a good pace and relying on production bonuses to get a fleet up faster than the technologists, and better equipped than the blitzers.

This strategy is most often used by races with good production bonuses and the unification government, like the Klackon.

Research
Start by researching some good production technologies. Automated Factories, Hydroponic Farms, Soil Enrichment, and Pollution Processor will do nicely. Colonize the biggest richest planet you can find, which is probably barren/radiated. Use freighters to feed it.

Take advantage of your ability to build Research Laboratories and Supercomputers quickly and produce as many as possible, freeing up more of your population for production rather than research.

Expand
Expand your empire with colony ships, but make sure you keep some scientists at all times, falling behind in technology will often be fatal. Use your production advantage to construct the maximum number of ships your command points will allow (the Warlord ability is useful here), and constantly build new ships and refit your existing ships to the most advanced technologies available to you.

End Game
You should now have a good sized empire, with decent technology. It will be flexible since you can switch from scientists to speedy shipbuilders quickly. You can continue to expand or begin production of a fleet. Graviton beam or higher is recommended as your weapon of choice.