Master of Orion II: Battle at Antares/Computers

The Computer techs appear in the third row of the left column in the Research Menu.

0 RP: starting techs
None. You have to research all the Computer techs if the game starts at Pre-Warp.

50 RP: Electronics
Ship's targeting computer that increases "beam" weapons' chances of hitting by +25%. In practise not noticeably better than no computer. Note: If a computer is damaged or destroyed, the ship will lose the bonus.
 * Electronic Computer
 * Miniaturization: Reduces size and cost.
 * Modifications: none.

150 RP: Optronics
Building that increases a colony's research by a flat 5 RP plus 1 RP per scientist.
 * Research Laboratory (60 PP; maintenance 1 BC)

Ship's targeting computer that increases "beam" weapons' chances of hitting by +50%. Not cumulative with other computers.
 * Optronic Computer
 * Miniaturization: Reduces size and cost.
 * Modifications: none.

Achievement that makes missiles whose target retreats or is destroyed redirect themselves at the nearest enemy ship or base instead of self-destructing. Can increase the productivity of your missiles by up to 25% in the early game ("productivity" ?).
 * Dauntless Guidance System
 * Miniaturization: not applicable.

Best choice for non-Creatives: Research Laboratory is essential - if you fall behind in research so early in the game, you're dead (unless you're a blitzer in a small galaxy and you get lucky).

400 RP: Artificial Intelligence
Achievement that gives a +10% bonus for both "Spies" (espionage and sabotage against other empires) and "Agents" (your heroic counter-intelligence operatives).
 * Neural Scanner

Ship Special System that: generates RPs depending on the ship's size (RPs = 1, 2, 4, 8, 16, or 32; the 16 and 32 are for Titan and Doom Star ships, which you can't build until you get the relevant techs); gives a special attack bonus if fighting Space Monsters or Antarans. There are much better ways to increase research and to get attack bonuses that work against other empires as well as against Space Monsters or Antarans. Note: Antarans don't attack you until shortly after turn 220; and it takes almost that long to mount a successful attack on their home world.
 * Scout Lab
 * Miniaturization: Reduces size and cost.
 * Modifications: none.

Ship Defense System that improves defense against boarding parties by +20% to Marine Defense on a ship. But shields that are still functioning stop all boarding parties, giving you time to destroy them while on their way or, even better, destroy their mothership.
 * Security Stations
 * Miniaturization: Reduces size and cost.
 * Modifications: none.

Best choice for non-Creatives: Neural Scanner; espionage and sabotage are potent weapons in the early game, when warships are slow and weak. Particularly essential for Democracies, which are weak in counter-intelligence.

900 RP: Positronics
Ship's targeting computer that increases "beam" weapons' chances of hitting by +75%. Not cumulative with other computers. The first targeting computer that is worth using in offensive operations.
 * Positronic Computer
 * Miniaturization: Reduces size and cost.
 * Modifications: none.

Building that increases a colony's research by a flat 10 RP plus 2 RP per scientist.
 * Supercomputer (150 PP; maintenance 2 BC)

Building increases a colony's morale by +20%, which improves all of farming, industry, research and income. See Strength through Joy for an example of how useful a Holo Simulator can be.
 * Holo Simulator (120 PP; maintenance 1 BC)

Best choice for non-Creatives: usually Supercomputer.

For Creatives this tech level is the "end of the beginning". Colonies with four or more scientists should if possible stockpile production so they can build a Supercomputer immediately and a Holo Simulator on the next turn. Colonies that are going to build warships should usually omit the Supercomputer and build the Holo Simulator, then move some workers into research until a Pollution Processor is built.

1500 RP: Artificial Consciousness
Achievement that enables you to equip warships with missiles that have the EMG modification, which can be deadly against enemy ships.
 * Emissions Guidance System
 * Miniaturization: not by further Computers research; you can miniaturize the missiles by research in Chemistry‎.

Ship Special System that improves "beam" weapons' chances of hitting at long range to the same level that they previously had at one-third of the range.
 * Rangemaster Targeting Unit

Achievement that gives a +10% bounus for both "Spies" (espionage and sabotage against other empires) and "Agents" (counter-intelligence operatives).
 * Cyber Security Link

Best choice for non-Creatives: usually Emissions Guidance System, but Democracies should consider Cyber Security Link to counter their weakness in counter-intelligence.

2750 RP: Cybertronics
Ship's targeting computer that increases "beam" weapons' chances of hitting by +100%. Also improves your chances of shooting first if you play with the "ship initiative" option on (see the military sections of this guide for details). Not cumulative with other computers. The first targeting computer that is effective against ships that have a defensive bonus; hardly ever misses against other ships.
 * Cybertronic Computer
 * Miniaturization: Reduces size and cost.
 * Modifications: none.

Building that produces 30 RP without needing scientists. At this stage of the game it's good on planets with scuentists and amazing on planets without (which are probably the majority at this stage); typically increases an empire's research by 50%, sometimes more. When you start researching Autolab, all colonies should if possible stockpile production to build one immediately. You should already have strengthened you finances to handle the maintenance.
 * Autolab (200 PP; maintenance 3 BC)

Ship Special System that doubles all "beam" weapon damages that penetrates the target's shields. Deadly when coupled with a good computer and good beam weapons. It's effective agaist warships. Star Bases, missiles, fighters and ground-based defences (although atmospheres halve the effective power of "beam" weapons).
 * Structural Analyzer
 * Miniaturization: Reduces size and cost.
 * Modifications: none.

Best choice for non-Creatives: very difficult, as all three techs are extremely desirable. Hardly any can afford to take Structural Analyzer. Those who expect serious combat soon (offensive or defensive) and want to use "beams" take Cybertronic Computer and must attack quickly before those who take Autolab get a significant lead in technology.

This tech level is Creatives' most important payday - a few later ones may have equally large effects, but this one changes the game for Creatives: Autolabs enable them to research military techs fast (and Stock Exchanges, which they should build as early as possible, to meet the high costs of an invasion campaign); Cybertronic Computer + Structural Analyzer + reasonable "beams" kill larger enemy fleets fast ("beams" are best for Creatives because missiles lead to wars of attrition, which Creatives can't afford as they are generally slow at ship-building).

3500 RP: Cybertechnics
Robotic "colonists" that can only farm but each generates 3 more food than a normal colonist (excluding Natives) in the same environment. Its productivity is not influenced by racial, government or morale bonuses or penalties, but is enhanced by agricultural technologies that have been "built" on the colony. It does not contribute to a colony's cash income. All Androids are Tolerant (see note below).
 * Android Farmers (50 PP to build; maintenance 1 PP per turn)

Robotic "colonists" that can only do industrial work but each generates three more PP than a normal colonist in the same environment. Its productivity is not influenced by racial, government or morale bonuses or penalties, but is enhanced by construction technologies (both buildings and achievements). It does not contribute to a colony's cash income. All Androids are Tolerant (see note below).
 * Android Workers (50 PP to build; maintenance 1 PP per turn)

Robotic "colonist" that can only do research but generates three more RP than a normal colonist in the same environment. Its productivity is not influenced by racial, government or morale bonuses or penalties, but is enhanced by research buildings (but not by the Heightened Intelligence Achievement, see Biology). It does not contribute to a colony's cash income. All Androids are Tolerant (see note below).
 * Android Scientists (50 PP to build; "eat" 1 PP per turn)

Using Androids is a complex business:
 * They cost PP to build and to maintain, so you need to consider whether the benefits outweight the costs. The 1 PP maintenance per turn per Android can cause a significant reduction of effective production on Poor planets or if you have poor pollution-control technology.
 * They don't contribute to your income, so normal colonists are better if you're short of cash.
 * The fact that they are Tolerant is a mixed blessing. You can transfer Androids just like normal colonists (and with the usual Freighter costs), so in theory you create an all-Android colony with does not need pollution-control buildings and has a large "population". you can also build Androids in or import them into colonies that are full from the point of view of normal colonists - provided these colonists are not Tolerant. But if you then increase the colony's maximum population (e.g. by terraforming or by researching Advanced City Planning), you may not be able to take full advantage of this except by making more Androids - there may be reduced or zero scope for increasing the number of normal colonists, who contribute to your income.

Best choice for non-Creatives: the one that strengthens your greatest weakness. For example most Unification empires, especially UniTol, will usually prefer Android Scientists. On the other hand most research-oriented races will prefer Android Workers; and cash-rich Democracies can afford to populate small Rich or Ultra-rich planets entirely with Androids, turning them into very powerful shipyards. Android Farmers seem the least useful option in most cases, but cannot be completely ruled out.

4500 RP: Galactic Networking
Achievement that raises morale on all colonies by +20% immediately and at zero cost. See Strength through Joy for an example of how useful a 20% morale boost can be (the example uses a Holo Simulator; Virtual Reality Network is even better).
 * Virtual Reality Network

Building that increases a colony's research by a flat 15 RP plus 3 RP per scientist.
 * Galactic Cybernet (250 PP; maintenance 3 BC)

Best choice for non-Creatives: most go for Galactic Cybernet.

6000 RP: Moleculartronics
Building increases a colony's morale by +30%, which improves all of farming, industry, research and income. See Strength through Joy for an example of how useful a morale-boosting building can be.
 * Pleasure Dome (250 PP; maintenance 3 BC)

The best Ship's targeting computer, increases "beam" weapons' chances of hitting by +125%. Not cumulative with other computers. Only misses against Battleships or smaller warships that have either a +50% defensive bonus or a Displacement Device; hits anything else almost 100% of the time. Also maximizes your chances of shooting first if you play with the "ship initiative" option on (see the military sections of this guide for details).
 * Moleculartronic Computer
 * Miniaturization: Reduces size and cost.
 * Modifications: none.

Ship Special System than enables "beam" weapons to bypass the target's armor including Heavy Armor (they must first penetrate the shields) and triples the chance to damage weapons and other essential systems (and often causes drive explosions). Achilles Targeting Unit + good computer (at least Cybertronic) + good "beams" = mass murder of enemy fleets, and genocide if also supported by Structural Analyzer and High Energy Focus.
 * Achilles Targeting Unit
 * Miniaturization: Reduces size and cost.
 * Modifications: none.

Best choice for non-Creatives: excruciatingly difficult - non-Creatives should hope the game does not get this far.

This level is not often reached in competitive games, but it's a huge payday for Creatives, for whom 1 Battleship can sometimes destroy 4 to 6 non-Creative Battleships per combat turn (remember that Creatives also get Structural Analyzer and by this stage have probably also got High Energy Focus + Megafluxers; and at least Anti-Matter Drives).

Hyper-advanced Computers
If you get Achilles Targeting Unit, it initially requires a lot of space; miniaturizing it a couple of levels by Hyper-advanced Computers research allows you to add significantly more weapons, with gruesome consequences for your enemies.