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{{Header Nav|game=Master of Orion II: Battle at Antares}}
{{Header Nav|game=Master of Orion II}}
[[File:Moo2 ColonyBuildMenu.png|thumb|Order production through the Build Menu.]]
[[Image:Moo2 ColonyBuildMenu.png|thumb|Order production through the Build Menu.]]
Producing things quickly is almost always desirable, and there are situations in which it's particularly important:
Producing things quickly is almost always desirable, and there are situations in which it's particularly important:
*Early in the game, especially if you are not playing as a high-production race. Getting colonies going is particularly important.
*Early in the game, especially if you are not playing as a high-production race. Getting colonies going is particularly important.
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==Buying things==
==Buying things==
[[File:Moo2ColonyList400.png|thumb|right|The Colony List is the best screen in which to buy things.]]
[[Image:Moo2ColonyList400.png | thumb | right | 400px | The Colony List is the best screen in which to buy things.]]
''MOO II'' allows you to buy things, so that construction is completed when you click the "Turn" button. The Colony List is the best screen in which to buy things:
''MOO II'' allows you to buy things, so that construction is completed when you click the "Turn" button. The Colony List is the best screen in which to buy things:
*Using it encourages you to look first at everything you need to consider before committing yourself to a specific purchase, including what else you might want to buy instead.
*Using it encourages you to look first at everything you need to consider before committing yourself to a specific purchase, including what else you might want to buy instead.
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First of all, don't buy if the bottom right box in the Colony List shows negative Income and your Reserve is under 200 BC - that sounds like a lot in the early game, but fast building means a fast rise in the total maintenance cost of your buildings, which will make the budget deficit worse; 200 BC can vanish very fast.
First of all, don't buy if the bottom right box in the Colony List shows negative Income and your Reserve is under 200 BC - that sounds like a lot in the early game, but fast building means a fast rise in the total maintenance cost of your buildings, which will make the budget deficit worse; 200 BC can vanish very fast.


There are a few situations where that rule can be interpreted flexibly. The most common one is where your deficit is entirely caused by [[../Freight training|moving colonists around]] and your budget will return to surplus when they arrive.  
There are a few situations where that rule can be interpreted flexibly. The most common one is where your deficit is entirely caused by [[Master of Orion II/Freight training | moving colonists around]] and your budget will return to surplus when they arrive.  
But if you're not 100% sure, don't buy yet: you might want to move other colonists next turn, so the deficit might not be so temporary; and the purchase will be cheaper on the next turn (see below).
But if you're not 100% sure, don't buy yet: you might want to move other colonists next turn, so the deficit might not be so temporary; and the purchase will be cheaper on the next turn (see below).


If your finances are in good shape, the best time to buy is usually when the thing is 50% complete - another advantage of using the Colony List is that just looking at it every turn soon gives you a good feel for how long things take to build. Buying something that is at least 50% complete costs 2BC per outstanding PP; but buying things earlier gives you a much worse ratio, and buying things you've just ordered (no turns of production completed) costs 4 BC per PP - not even a [[../Some effective race designs|DemoCash race]] can afford to do this often.
If your finances are in good shape, the best time to buy is usually when the thing is 50% complete - another advantage of using the Colony List is that just looking at it every turn soon gives you a good feel for how long things take to build. Buying something that is at least 50% complete costs 2BC per outstanding PP; but buying things earlier gives you a much worse ratio, and buying things you've just ordered (no turns of production completed) costs 4 BC per PP - not even a [[Master of Orion II/Some effective race designs |DemoCash race]] can afford to do this often.


When you click the "Buy" button, you'll see a dialog box that asks "Do you want to buy X production for Y BC?" If Y exceeds 2X, the item is less than 50% complete.
When you click the "Buy" button, you'll see a dialog box that asks "Do you want to buy X production for Y BC?" If Y exceeds 2X, the item is less than 50% complete.
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The general rule is: look at the sequence of things that have to be built in order to get to where you want to be; if there's a mixture of cheap and expensive items in the sequence, buy the cheapest item early rather than an expensive one at 50% complete.
The general rule is: look at the sequence of things that have to be built in order to get to where you want to be; if there's a mixture of cheap and expensive items in the sequence, buy the cheapest item early rather than an expensive one at 50% complete.


The Automated Factory example illustrates another important principle: arrange the sequence so that cheap items which boost production are early in the sequence and buy these early. When you're planning new colonies, you have to keep the sequence in your head. Once a colony is built you can use its [[:File:Moo2_ColonyBuildMenu.png|Build Menu]] to maintain the sequence of items. The Colony List allows the player to access any colony's Build Menu by clicking the colony's "Building" box (the "hand" cursor is about do this in the example above).
The Automated Factory example illustrates another important principle: arrange the sequence so that cheap items which boost production are early in the sequence and buy these early. When you're planning new colonies, you have to keep the sequence in your head. Once a colony is built you can use its [http://strategywiki.org/wiki/Image:Moo2_ColonyBuildMenu.png Build Menu] to maintain the sequence of items. The Colony List allows the player to access any colony's Build Menu by clicking the colony's "Building" box (the "hand" cursor is about do this in the example above).


Automated Factories are almost always the best candidates for early buying.
Automated Factories are almost always the best candidates for early buying.


===Getting the money to buy things===
===Getting the money to buy things===
This is important in the early game, when you have  so little cash and so much to build. It becomes important again when you start invading, but that will be covered later. [[../Money matters|Money matters]] gives some tips about fund-raising.
This is important in the early game, when you have  so little cash and so much to build. It becomes important again when you start invading, but that will be covered later. [[Master of Orion II/Money matters|Money matters]] gives some tips about fund-raising.


==Stockpiling production==
==Stockpiling production==
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===The best stockpile===
===The best stockpile===
The best stockpile is the most expensive item your technology allows you to build. For colonies with Starbases usually that's the most expensive warship you can build. And for a lot of the game that's a militarily useless battleship design with: Battle Pods if available, to increase the amount of expensive equipment you can include and thus maximize the cost; no shields or other special systems, as these are bulky but relatively cheap; usually the maximum number of the weapon that has the highest ratio of cost to space.
The best stockpile is the most expensive item your technology allows you to build. For colonies with Starbases usually that's the most expensive warship you can build. And for a lot of the game that's a militarily useless battleship design with: Battle Pods if available, to increase the amount of expensive equipment you can include and thus maximize the cost; no shields or computer or other special systems, as these are bulky but relatively cheap; usually the maximum number of the weapon that has the highest ratio of cost to space.


Important note: when a colony firsts orders a warship as a stockpile item, check that the build cost is as high as you want it to be. Existing weapons and other ship systems get smaller and cheaper as you do more research. That's great when you're producing real warships; but it means your stockpile items keep getting cheaper, so you have to re-design them to increase the amount of PP they can store. This issue only arises when you first add a stockpile item to a colony's build queue; stockpile items already in build queues don't get cheaper.
Important note: when a colony firsts orders a warship as a stockpile item, check that the build cost is as high as you want it to be. Existing weapons and other ship systems get smaller and cheaper as you do more research. That's great when you're producing real warships; but it means your stockpile items keep getting cheaper, so you have to re-design them to increse the amount of PP they can store. This issue only arises when you first add a stockpile item to a colony's build queue; stockpile items already in build queues don't get cheaper.


For colonies without Starbases the best stockpile item is a usually a Battlestation (1000 PP) if you have that technology or a Colony Ship (500 PP) if you don't - but these are rather cheap for stockpile items, and you have to be more careful not to make them accidentally (see below).
For colonies without Starbases the best stockpile item is a usually a Battlestation (1000 PP) if you have that technology or a Colony Ship (500 PP) if you don't - but these are rather cheap for stockpile items, and you have to be more careful not to make them accidentally (see below).
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If a colony is too close for comfort, you could do one of:
If a colony is too close for comfort, you could do one of:
*Move all workers into research. But the colony will usually have an Automated Factory and/or Robo-Miner that keeps producing PP even when unmanned.
*Move all workers into research. But the colony will usually have an Automated Factory and / or Robo-Miner that keeps producing PP even when unmanned.
*Produce something useful but not too expensive, so you still have plenty in the stockpile when you finish researching what you really want to build. Useful options include:
*Produce something useful but not too expensive, so you still have plenty in the stockpile when you finish researching what you really want to build. Useful options include:
**Housing would be a good choice if you have colonies with plenty of spare room. Housing and Trade Goods use all of a colony's current production, but won't bite into the stockpile.
**Housing would be a good choice if you have colonies with plenty of spare room. Housing and Trade Goods use all of a colony's current production, but won't bite into the stockpile.
**Trade Goods converts every 2 PP into 1 BC. Colonies usually get close to finishing stockpile items around the time you're preparing to attack (assumimg you're not a blitzer), and offensive war is expensive: during the build-up your fleet (including Troop Transports) may well increase faster than your production of Command Points, so you have to spend a lot on fleet maintenance; and getting newly-conquered colonies working decently often requires you to buy a lot of items, sometimes well before 50% complete.
**Trade Goods converts every 2 PP into 1 BC. Colonies usually get close to finishing stockpile items around the time you're preparing to attack (assumimg you're not a blitzer), and offensive war is expensive: during the build-up your fleet (including Troop Transports) may well increase faster than your production of Command Points, so you have to spend a lot on fleet maintenance; and getting newly-conquered colonies working decently often requires you to buy a lot of items, sometimes well before 50% complete.
**Troop Transports (100 PP; 1 CP) will be required if you're preparing to invade, but they cost command points so it's best build them at several research/farming colonies just before your main shipyard colonies deliver the warships. So Trade Goods is preferable until the final few turns of the build-up.
**Troop Transports (100 PP; 1 CP) will be required if you're preparing to invade, but they cost command points so it's best build them at several research / farming colonies just before your main shipyard colonies deliver the warships. So Trade Goods is preferable until the final few turns of the build-up.
**Spies (100 PP; maintenance 1 BC) are sometimes a good alternative, especially for colonies that are so far away from planets you want to invade that you don't want to build Transports there; but maintaining lots of Spies is expensive.
**Spies (100 PP; maintenance 2 BC) are sometimes a good alternative, especially for colonies that are so far away from planets you want to invade that you don't want to build Transports there; but maintaining lots of Spies is expensive.
**Freighters (50 PP) are often a good idea: they have no running cost while not in use, and you'll need them when you start invading (see [[../Freight training|Freight training]]).
**Freighters (50 PP) are often a good idea: they have no running cost while not in use, and you'll need them when you start invading (see [[Master of Orion II/Freight training|Freight training]]).  


===Stockpiling beyond your most expensive item===
{{Footer Nav|game=Master of Orion II|prevpage=Freight training|nextpage=Money matters}}
If you want to stockpile further than your most expensive item (say, to build your first Titan), you can repeat-build a cheap item (such as a completely empty frigate). You'll generate more PP than you spend building the ship, which will be stockpiled and dumped into your next large-PP item. You can either scrap your frigates, or use them to quickly board immobile unmanned ships or draw fighters away from your fleet. Enemy A.I. will not prioritize unarmed ships, so they can move relatively freely around the battlefield.
 
{{Footer Nav|game=Master of Orion II: Battle at Antares|prevpage=Freight training|nextpage=Money matters}}
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