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{{Header Nav|game=Master of Orion II: Battle at Antares}}
{{Header Nav|game=Master of Orion II}}
[[File:Moo2ResearchMenu472.png|thumb|right|The research menu at the start of a game. The highlighted tech area (Power) is being researched.]]
[[Image:Moo2ResearchMenu472.png | thumb | right | 200px | The research menu at the start of a game. The highlighted tech area (Power) is being researched.]]
The Chemistry techs appear in the 2nd row of the left column in the Research menu.
The Chemistry techs appear in the 2nd row of the left column in the Research menu.


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Enables ships to travel go up to 4 parsecs from your nearest colony. All ships are fitted with your best Fuel Cells automatically, so in effect they do not increase a ship's production costs or reduce the space available for other components.
Enables ships to travel go up to 4 parsecs from your nearest colony. All ships are fitted with your best Fuel Cells automatically, so in effect they do not increase a ship's production costs or reduce the space available for other components.
;Extended Fuel Tanks
;Extended Fuel Tanks
Ship Special System that increases a ship's range by 50%, but requires quite a lot of space (60).
Ship Special System that increases a ship's range by 50%, but requires quite a lot of space.
 
*Miniaturization: Decreases cost.
 
;Titanium Armor
;Titanium Armor
The most basic grade of ship-building metal, known in many forums as "cardboard" or "tissue" because such ships are ridiculously fragile.
The most basic grade of ship-building metal, known in many forums as "cardboard" or "tissue" because such ships are ridiculously fragile.
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Enables ships to travel go up to 6 parsecs from your nearest colony. All ships are fitted with your best Fuel Cells automatically, so in effect they do not increase a ship's production costs or reduce the space available for other components.  The range of existing ships is upgraded immediately and at zero cost.
Enables ships to travel go up to 6 parsecs from your nearest colony. All ships are fitted with your best Fuel Cells automatically, so in effect they do not increase a ship's production costs or reduce the space available for other components.  The range of existing ships is upgraded immediately and at zero cost.
;Tritanium Armor
;Tritanium Armor
Twice as tough as Titanium Armor; gives ground combat units a +10 bonus; also makes fighters tougher. The first armor that's fit for combat.
Twice as tough as Tritanium Armor; gives ground combat units a +10% bonus; makes missiles and fighters tougher. The first armor that's fit for combat.


Best choice for non-Creatives: this decision is a miniature research strategy in its own right, with separate paths for Tolerant and non-Tolerant races:
Best choice for non-Creatives: this decision is a miniature research strategy in its own right, with separate paths for Tolerant and non-Tolerant races:
#For non-Tolerant races the key is that you will very soon need Merculite Missiles (in the next Chemistry level), as they are far better than Nuclear Missiles especially if your opponent gets Radiation Shield, which blocks most, if not all, damage done by Nuclear Missiles; the hidden secret is that the damage reduction is actually 5 + N, where N is the damage reduction by usual shields (N is the shield class). So if your opponent also has Class III or higher Shield, then Nuclear Missiles become completely ineffective against the planet with Radiation Shield. Even if the opponent don't have Class III Shield, you need huge amount of missiles, and it takes much more time; and their Missile Bases gleefully pound your ships with effectively infinite ammunition. You can't afford to wait for the next-level missile (Pulson Missile). If you plan to take Merculite Missiles at the next level, you forgo Pollution Processor. That means that, if your race is not Tolerant, you need Atmosphere Renewer (next level after Merculite Missile / Pollution Processor) for pollution control. So you can't have Iridium Fuel Cells (in the same tech level as Atmosphere Renewer) and therefore you need Deuterium Fuel Cells. All this means non-Tolerant non-Creatives take the risk of using Titanium Armor ("cardboard") until they research Zortrium Armor (higher up the Chemistry tech tree).
#For non-Tolerant races the key is that you will very soon need Merculite Missiles, as they are far better than Nuclear Missiles (especially if your opponent is Creative and soon gets Radiation Shield, which completely blocks all damage done by Nuclear Missiles; the hidden secret is that missiles do only 50% damage against planets, so Nuclear Missiles do 4 damage but Radiation Shield blocks 5, and their Missile Bases gleefully pound your ships with effectively infinite ammunition); you can't afford to wait for the next-level missile (Pulson Missile). That means that, if your race is not Tolerant, you need Atmosphere Renewer for pollution control (Pollution Processor is half as effective as Atmosphere Renewer, and is in the same tech level as Merculite Missiles, so non-Creatives can't have both). So you can't have Iridium Fuel Cells (in the same tech level as Atmosphere Renewer) and therefore you need Deuterium Fuel Cells. All this means non-Tolerant non-Creatives take the risk of using Titanium Armor ("cardboard") until they research Zortrium Armor (higher up the Chemistry tech tree).
#Tolerant races need Merculite Missiles just as much, but they don't need any pollution control, unless they want to allow for conquering non-Tolerant colonies, in which case they follow route 1. They often take Iridium Fuel Cells later and Tritanium Armor now.
#Tolerant races need Merculite Missiles just as much, but they don't need any pollution control (unless they want to allow for conquering non-Tolerant colonies, in which case they follow route 1). So they usually take Iridium Fuel Cells later and Tritanium Armor now.


==650 RP: Advanced Chemistry==
==650 RP: Advanced Chemistry==
;Merculite Missile
;Merculite Missile
Ship Weapon that does 14 points of damage when it hits. All missiles travel at a combat speed of 8 + (2 x the number of parsecs the empire's drive travel per turn on the Galaxy map); that's 14 to 22 squares per combat turn.<br />Miniaturization: Reduces size and cost.<br />Modifications: (0) EMG if you have that tech; (1) ARM, FST; (2) MIRV.
Ship Weapon that does 14 points of damage when it hits. All missiles travel at a combat speed of 8 + (2 x the number of parsecs the empire's drive travel per turn on the Galaxy map); that's 14 to 22 squares per combat turn.<br />Miniaturization: Reduces size and cost.<br />Modifications: (0) EMG if you have that tech; (1) ARM, FST; (2) MIRV.
Miniaturization: Decreases space used.  
Type: Ship Independent Weapon
Effect: 14 damage, exploding when target is reached.
Miniaturization: Decreases space used. MIRV, Heavily Armoured, Fast, Emissions Guidance.
;Pollution Processor (80 PP; maintenance 1 BC)
;Pollution Processor (80 PP; maintenance 1 BC)
Building that halves the effects of pollution.
Building that halves the effects of pollution.
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==2000 RP: Nano Technology==
==2000 RP: Nano Technology==
;Nano Disassemblers
;Nano Disassemblers
Achievement that doubles the number of production units a planet can produce before any pollution is created. Unlike the other pollution control techs this one does not reduce pollution by a percentage.
Achievement that halves the effects of pollution throughout the entire empire at zero cost. If a colony already has both Atmosphere Renewer and Polluiton Processor, the resulting level of pollution is 50% x 25% x 50% = 6.25%.
 
;Microlite Construction
;Microlite Construction
Achievement that increases all workers' production by +1 throughout the empire at zero cost.
Achievement that increases all workers' production by +1 throughout the empire at zero cost.
;Zortrium Armor
;Zortrium Armor
Twice as tough as Tritanium Armor, 4 times as tough as Titanium Armor; gives ground combat units a +15 bonus; makes fighters tougher. With this armor your ships are tough enough for mid-game war, especially if you have Class 3 or better shields (in the Force Fields tech tree).
Twice as tough as Tritanium Armor, 4 times as tough as Titanium Armor; gives ground combat units a +15% bonus; makes missiles and fighters tougher. With this armor your ships are tough enough for mid-game war, especially if you have Class 3 or better shields (in the Force Fields tech tree).


Best choice for non-Creatives: Zortrium Armor.
Best choice for non-Creatives: Zortrium Armor.
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Ship Weapon, the most powerful missile, does 30 points of damage when it hits. All missiles travel at a combat speed of 8 + (2 x the number of parsecs the empire's drive travel per turn on the Galaxy map); that's 14 to 22 squares per combat turn.<br />Miniaturization: Reduces size and cost.<br />Modifications: (0) EMG if you have that tech; (1) ARM, FST; (2) MIRV.
Ship Weapon, the most powerful missile, does 30 points of damage when it hits. All missiles travel at a combat speed of 8 + (2 x the number of parsecs the empire's drive travel per turn on the Galaxy map); that's 14 to 22 squares per combat turn.<br />Miniaturization: Reduces size and cost.<br />Modifications: (0) EMG if you have that tech; (1) ARM, FST; (2) MIRV.
;Neutronium Armor
;Neutronium Armor
The 2nd best armor you can research, 50% tougher than Zortrium; also gives ground combat units a bonus of +20; makes fighters tougher.
The 2nd best armor you can research, 50% tougher than Zortrium; also gives ground combat units a bonus of +20%; makes missiles and fighters tougher.
;Uridium Fuel Cells
;Uridium Fuel Cells
Enables ships to travel up to 12 parsecs from your nearest colony. All ships are fitted with your best Fuel Cells automatically, so in effect they do not increase a ship's production costs or reduce the space available for other components. The range of existing ships is upgraded immediately and at zero cost.
Enables ships to travel go up to 12 parsecs from your nearest colony. All ships are fitted with your best Fuel Cells automatically, so in effect they do not increase a ship's production costs or reduce the space available for other components. The range of existing ships is upgraded immediately and at zero cost.


Best choice for non-Creatives: depends on your strategy and overall situation, as  your earlier techs (Zortrium Armor; Merculite Missiles, now fully modified and miniaturized by 3 levels) are pretty good. Zeon Missiles are excellent if your ships are mainly armed with missiles; even if you prefer "beams", Zeon Missiles make your Star Bases significantly more powerful. Uridium Fuel Cells can help you get at your opponents, but if there's an uncolonized system halfway you could gamble by  sending an Outpost Ship and hoping there's at least a Gas Giant or Asteroid Belt which will allow you to create an Outpost. Since you probably want Adamantium Armor at the next level and therefore will forgo Thorium Fuel Cells, you may need to take Uridium Fuel Cells. Neutronium Armor is probably the least important option in most cases.
Best choice for non-Creatives: depends on your strategy and overall situation, as  your earlier techs (Zortrium Armor; Merculite Missiles, now fully modified and miniaturized by 3 levels; Iridium Fuel Cells) are pretty good. Zeon Missiles are excellent if your ships are mainly armed with missiles; even if you prefer "beams", Zeon Missile make your Star Bases significantly more powerful. Uridium Fuel Cells can help you get at your opopnents, but if there's an uncolonized system halfway you could gamble by  sending an Outpost Ship and hoping there's at least a Gas Giant or Asteroid Belt which will allow you to create an Outpost. Neutronium Armor is probably the least important in most cases.


==10000 RP: Molecular Control==
==10000 RP: Molecular Control==
;Thorium Fuel Cells
;Thorium Fuel Cells
Enables ships to travel an unlimited distance from your nearest colony. All ships are fitted with your best Fuel Cells automatically, so in effect they do not increase a ship's production costs or reduce the space available for other components. The range of existing ships is upgraded immediately and at zero cost.
Enables ships to travel go an unlimited distance from your nearest colony. All ships are fitted with your best Fuel Cells automatically, so in effect they do not increase a ship's production costs or reduce the space available for other components. The range of existing ships is upgraded immediately and at zero cost.
;Adamantium Armor
;Adamantium Armor
The best armor you can research, twice as tough as Zortrium; also gives ground combat units a bonus of +25; makes fighters tougher.
The best armor you can research, twice as tough as Zortrium; also gives ground combat units a bonus of +25%; makes missiles and fighters tougher.


Best choice for non-Creatives: Adamantium Armor. The only better armor is Xentronium, which you can't research but ''may'' gain by beating Orion's Guardian or scrapping a captured Antaran ship (tactics that are often forbidden in multi-player games against human opponents), or by "obtaining" them from another player who has done one of these feats. If you're concerned about range, you should have chosen Uridium Fuel Cells at the previous level; galaxies in which Uridium Fuel Cells are insufficient are extremely rare.
Best choice for non-Creatives: Adamantium Armor. The only better armor is Xentronium, which you can't research but ''may'' gain by beating Orion's Guardian or scrapping a captured Antaran ship (tactics that are often forbidden in multi-player games against human opponents), or by "obtaining" them from another player who has done one of these feats. If you're concerned about range, you should have chosen Uridium Fuel Cells at the previous level; galaxies in which Uridium Fuel Cells are insufficient are extremely rare.
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Very useful if your main weapons are Zeon or even Pulson Missiles (large numbers of EMG FST ARM MIRV Zeon Missiles are a terrifying avalanche); otherwise not really useful.
Very useful if your main weapons are Zeon or even Pulson Missiles (large numbers of EMG FST ARM MIRV Zeon Missiles are a terrifying avalanche); otherwise not really useful.


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