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This may sound over simplified, but there's no substitute for command points! This is usually the premier advantage of production races.  They have more colonies with more starbases.  When the Tachtron Communications is chosen at the 250 RP level a formidible (missile) fleet can be raised early in the game and supported with little to zero CP deficet, but not always
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This may sound oversimplified, but there's no substitute for command points! This is usually the premier advantage of production races.  They have more colonies with more starbases.  When Tachyon Communications is chosen at the 250 RP level a formidable (missile) fleet can be raised early in the game and supported with little to zero CP deficit, though not always.


I say missile because beam ships without the battle scanner can only hit starbases or ground installations, I do build and bring beams but, you'll need the missile boat loaded to the hilt to hit elusive targets!  I use fast armed ecm nukes (chaff to absorb hits), followed by fully modified nukes the fully modified mercs.  Fire the mercs second if they have class 3 shields.  
Use missiles, because beam ships without the battle scanner can only hit starbases or ground installations. You can build and bring beams, but you'll need the missileboat loaded to the hilt to hit elusive targets!  Use fast armored ECCM nukes (chaff to absorb hits), followed by fully modified nukes then fully modified mercs.  Fire the mercs second if they have Class III shields.  


The first step to preparation is define the objective-know what to prepare for! Is this a limited campain or is this a total conquer campain?
The first step to preparation is define the objective know what to prepare for. Is this a limited campaign or is this a total conquer campaign?


Eliminate when possible!  A limited campain can whittle 'em down to size and allow you to build more starbases in conquered worlds to increase fleet size before the final assault! Although painful, extra ships can be scraped if the BC crisis demands it once your goal is accomplished.
Eliminate when possible!  A limited campaign can whittle them down to size and allow you to build more starbases in conquered worlds to increase fleet size before the final assault. Although it's painful, extra ships can be scrapped if the BC crisis demands it once your goal is accomplished.


When the CP limit has to be busted, remember to heed the need for speed! That is, run the gauntlet as quickly as possible! Get a decent warp drive-Ion or better to cut down on travel time.  Also, try to build tranports as close as possible to the action to cut down on travel time.  Last but not least, build up the bank balance 200-300 at least, 500 or more is better and have a planet or 2 for trade goods to survive the BC crisis! It's ok to go -50-100 for a little while when you're properly prepared finacially.  You'll use transports as you conquer, as the number decreases thruogh atrition I'll build and send more as the budget allows.  This allows a long term military campain that's survivable by limiting the shortage to -40-80 BC.  Less by building trade goods.
When the CP limit has to be busted, remember to heed the need for speed. That is, run the gauntlet as quickly as possible. Get a decent warp drive Ion or better to cut down on travel time.  Also, try to build transports as close as possible to the action to cut down on travel time.  Last but not least, build up the bank balance 200-300 at least, or better yet 500 or more, and have a planet or two for trade goods to survive the BC crisis. It's okay to go -50-100 for a little while when you're properly prepared financially.  You'll use transports as you conquer; as the number decreases through attrition, build and send more as the budget allows.  This allows a long-term military campaign that's survivable by limiting the shortage to -40-80 BC.  Less by building trade goods.


As stated, when you conquer, you'll expend excess points as marines are killed.  1 CP for every 4 slain.  Unless it's a low pop outpost, you'll also need to reinforce the garrison to prevent the natives from becoming restless and overthrowing your hard won gain which results in an additional lowering of CP demand. Load up the conquered colony-losing it will extend the time you're in CP deficet. With trade goods production, I can shave my BC shortage to a bearable level or break even.
As stated, when you conquer, you'll expend excess points as marines are killed.  One CP for every four slain.  Unless it's a low-pop outpost, you'll also need to reinforce the garrison to prevent the natives from becoming restless and overthrowing your hard-won gain, which results in an additional lowering of CP demand. Load up the conquered colony losing it will extend the time you're in CP deficit. With trade goods production, you can shave your BC shortage to a bearable level, or possibly break even.
 
I try to take at least 1 high pop planet to feed people to low pop planets.  


Try to take at least one high-population planet to feed people to low population planets.
   
   
A cute trick to employ is: assimulation by starvation!  If the high pop planet is full you can starve it a bit by going -1 or -2 food which results in @ 50-100k starvation to get it just below maximum. Example: the pop is 15/15, and the actual pop is 15,031. After 1 round of starvation the pop will be 14/15.  Actual pop @ 14,931-14981.  After this is achieved, set food to positive and allow it to grow back (hopefully, 1 turn) and ship the new assimilated slave, er...citizen to the low pop world!  I've done this several times in a row resulting in faster pop growth after the pop has been reduced by 3-4 and you don't have to wait on slow traditional assimulation to get extra people where they're needed.   
A cute trick to employ is: assimilation by starvation!  If the high-population planet is full, you can starve it a bit by going -1 or -2 food which results in 50-100k starvation to get it just below maximum. Example: the population is 15/15, and the actual pop is 15,031. After one round of starvation the pop will be 14/15.  Actual population at 14,931-14,981.  After this is achieved, set food to positive and allow it to grow back (hopefully, one turn) and ship the newly assimilated citizen to the low-population world!  You can do this several times in a row resulting in faster population growth after the population has been reduced by 3-4 and you don't have to wait on slow traditional assimilation to get extra people where they're needed.   
 
Another benefit is a lower pop isn't as likely to overthrow your garrison.  Try to make marine count meet or exceed  1/2 of the total pop of the planet.  That is have, 5 or more for a pop 10 or 6 or more for 12, etc.  Sometimes the game won't let you do this by unloading as many as desired, so starvation is a way to accomplish this.


However, be carefull! AI usually starves the last conquest, but not always! Watch your low pop worlds so you don't lose them! If farming is possible there, you can usually stop the starvation where you don't want it.
Another benefit is a lower population isn't as likely to overthrow your garrison. Try to make marine count meet or exceed half the total population of the planet.  That is, have five or more for a population of 10, or six or more for 12, etc. Sometimes the game won't let you do this by unloading as many as desired, so starvation is a way to accomplish this.


This tactic will allow expidited starbases after factories and pollution controls (if needed) are built in newly conquered worldsViola! CP problem solved, or at least greatly diminished which can help to prepare phase 2-capturing the rest of their colonies!  
However, be carefulThe game usually starves the last conquest, but not always!


Chose the victim if possibleTolerant citizens are the best to go for-they build the quickest because they don't make pollution!  Look Ma! No atmosphere renewers!
This tactic will allow expedited starbases after factories and pollution controls (if needed) are built in newly conquered worldsVoila! CP problem solved, or at least greatly diminished which can help to prepare phase two - capturing the rest of their colonies.


I hope this post is beneficialI do admit, I haven't played online. I can't figure out the dosbox thing!  I'm much more cheeky than geeky!  Email me if you can help me play online, please! 
Choose the victim if possibleTolerant citizens are the best to go for — they build the quickest because they don't make pollution. No need for Atmosphere Renewer.


Jdunn1124@comcast.net  Happy hunting!
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This may sound oversimplified, but there's no substitute for command points! This is usually the premier advantage of production races. They have more colonies with more starbases. When Tachyon Communications is chosen at the 250 RP level a formidable (missile) fleet can be raised early in the game and supported with little to zero CP deficit, though not always.

Use missiles, because beam ships without the battle scanner can only hit starbases or ground installations. You can build and bring beams, but you'll need the missileboat loaded to the hilt to hit elusive targets! Use fast armored ECCM nukes (chaff to absorb hits), followed by fully modified nukes then fully modified mercs. Fire the mercs second if they have Class III shields.

The first step to preparation is define the objective — know what to prepare for. Is this a limited campaign or is this a total conquer campaign?

Eliminate when possible! A limited campaign can whittle them down to size and allow you to build more starbases in conquered worlds to increase fleet size before the final assault. Although it's painful, extra ships can be scrapped if the BC crisis demands it once your goal is accomplished.

When the CP limit has to be busted, remember to heed the need for speed. That is, run the gauntlet as quickly as possible. Get a decent warp drive — Ion or better — to cut down on travel time. Also, try to build transports as close as possible to the action to cut down on travel time. Last but not least, build up the bank balance 200-300 at least, or better yet 500 or more, and have a planet or two for trade goods to survive the BC crisis. It's okay to go -50-100 for a little while when you're properly prepared financially. You'll use transports as you conquer; as the number decreases through attrition, build and send more as the budget allows. This allows a long-term military campaign that's survivable by limiting the shortage to -40-80 BC. Less by building trade goods.

As stated, when you conquer, you'll expend excess points as marines are killed. One CP for every four slain. Unless it's a low-pop outpost, you'll also need to reinforce the garrison to prevent the natives from becoming restless and overthrowing your hard-won gain, which results in an additional lowering of CP demand. Load up the conquered colony — losing it will extend the time you're in CP deficit. With trade goods production, you can shave your BC shortage to a bearable level, or possibly break even.

Try to take at least one high-population planet to feed people to low population planets.

A cute trick to employ is: assimilation by starvation! If the high-population planet is full, you can starve it a bit by going -1 or -2 food which results in 50-100k starvation to get it just below maximum. Example: the population is 15/15, and the actual pop is 15,031. After one round of starvation the pop will be 14/15. Actual population at 14,931-14,981. After this is achieved, set food to positive and allow it to grow back (hopefully, one turn) and ship the newly assimilated citizen to the low-population world! You can do this several times in a row resulting in faster population growth after the population has been reduced by 3-4 and you don't have to wait on slow traditional assimilation to get extra people where they're needed.

Another benefit is a lower population isn't as likely to overthrow your garrison. Try to make marine count meet or exceed half the total population of the planet. That is, have five or more for a population of 10, or six or more for 12, etc. Sometimes the game won't let you do this by unloading as many as desired, so starvation is a way to accomplish this.

However, be careful. The game usually starves the last conquest, but not always!

This tactic will allow expedited starbases after factories and pollution controls (if needed) are built in newly conquered worlds. Voila! CP problem solved, or at least greatly diminished which can help to prepare phase two - capturing the rest of their colonies.

Choose the victim if possible. Tolerant citizens are the best to go for — they build the quickest because they don't make pollution. No need for Atmosphere Renewer.