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{{Header Nav|game=Master of Orion II | {{Header Nav|game=Master of Orion II}} | ||
[[ | [[Image:Moo2ResearchMenu472.png|thumb|The Research Menu at the start of a game. The highlighted tech area (Power) is being researched.]] | ||
The Computer techs appear in the third row of the left column in the Research Menu. | The Computer techs appear in the third row of the left column in the Research Menu. | ||
__TOC__ | __TOC__ | ||
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==50 RP: Electronics== | ==50 RP: Electronics== | ||
;Electronic Computer | ;Electronic Computer | ||
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. | |||
*Miniaturization: Reduces cost. | *Miniaturization: Reduces size and cost. | ||
*Modifications: none. | *Modifications: none. | ||
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;Optronic Computer | ;Optronic Computer | ||
Ship's targeting computer that increases "beam" weapons' chances of hitting by +50%. Not cumulative with other computers. | |||
*Miniaturization: Reduces cost. | *Miniaturization: Reduces size and cost. | ||
*Modifications: none. | *Modifications: none. | ||
;Dauntless Guidance System | ;Dauntless Guidance System | ||
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 | 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" ?). | ||
*Miniaturization: not applicable. | *Miniaturization: not applicable. | ||
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==400 RP: Artificial Intelligence== | ==400 RP: Artificial Intelligence== | ||
;Neural Scanner | ;Neural Scanner | ||
Achievement that gives a +10 bonus for both Spies (espionage and sabotage against other empires) and Agents (your | Achievement that gives a +10% bonus for both "Spies" (espionage and sabotage against other empires) and "Agents" (your heroic counter-intelligence operatives). | ||
;Scout Lab | ;Scout Lab | ||
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) | 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. | |||
*Miniaturization: Reduces size and cost. | *Miniaturization: Reduces size and cost. | ||
*Modifications: none. | *Modifications: none. | ||
;Security Stations | ;Security Stations | ||
Ship Defense System that improves defense against boarding parties by +20 to Marine Defense on a ship or | 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. | ||
*Miniaturization: Reduces size and cost. | *Miniaturization: Reduces size and cost. | ||
*Modifications: none. | *Modifications: none. | ||
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==900 RP: Positronics== | ==900 RP: Positronics== | ||
;Positronic Computer | ;Positronic Computer | ||
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. | |||
*Miniaturization: Reduces cost. | *Miniaturization: Reduces size and cost. | ||
*Modifications: none. | *Modifications: none. | ||
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;Holo Simulator (120 PP; maintenance 1 BC) | ;Holo Simulator (120 PP; maintenance 1 BC) | ||
Building increases a colony's morale by +20%, which improves all of farming, industry, research and income. See [[ | Building increases a colony's morale by +20%, which improves all of farming, industry, research and income. See [[Master of Orion II/Strength through Joy|Strength through Joy]] for an example of how useful a Holo Simulator can be. | ||
Best choice for non-Creatives: usually Supercomputer | 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. | 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. | ||
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==1500 RP: Artificial Consciousness== | ==1500 RP: Artificial Consciousness== | ||
;Emissions Guidance System | ;Emissions Guidance System | ||
Achievement that enables you to equip warships with missiles that have the [[ | Achievement that enables you to equip warships with missiles that have the [[Master of Orion II/Warship technologies|EMG modification]], which can be deadly against enemy ships. | ||
*Miniaturization: not by further Computers research; you can miniaturize the missiles by research in [[ | *Miniaturization: not by further Computers research; you can miniaturize the missiles by research in [[Master of Orion II/Chemistry|Chemistry]]. | ||
;Rangemaster Targeting Unit | ;Rangemaster Targeting Unit | ||
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;Cyber Security Link | ;Cyber Security Link | ||
Achievement that gives a +10 | Achievement that gives a +10% bounus for both "Spies" (espionage and sabotage against other empires) and "Agents" (counter-intelligence operatives). | ||
Best choice for non-Creatives: usually Emissions Guidance System, but Democracies should consider Cyber Security Link to counter their weakness in counter-intelligence. | 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== | ==2750 RP: Cybertronics== | ||
;Cybertronic Computer | ;Cybertronic Computer | ||
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. | |||
*Miniaturization: Reduces cost. | *Miniaturization: Reduces size and cost. | ||
*Modifications: none. | *Modifications: none. | ||
;Autolab (200 PP; maintenance 3 BC) | ;Autolab (200 PP; maintenance 3 BC) | ||
Building that produces 30 RP without needing scientists. At this stage of the game it's good on planets with scientists 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 | Building that produces 30 RP without needing scientists. At this stage of the game it's good on planets with scientists 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. | ||
;Structural Analyzer | ;Structural Analyzer | ||
Ship Special System that doubles all beam weapon | 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). | ||
*Miniaturization: Reduces size and cost. | *Miniaturization: Reduces size and cost. | ||
*Modifications: none. | *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. | 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 | 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== | ==3500 RP: Cybertechnics== | ||
;Android Farmers (50 PP; maintenance 1 PP) | ;Android Farmers (50 PP to build; maintenance 1 ''PP'' per turn) | ||
Robotic "colonists" that can only farm | 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 Workers (50 PP; maintenance 1 PP) | ;Android Workers (50 PP to build; maintenance 1 ''PP'' per turn) | ||
Robotic "colonists" that can only do industrial work | 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 Scientists (50 PP; | ;Android Scientists (50 PP to build; "eat" 1 ''PP'' per turn) | ||
Robotic "colonist" that can only do research | 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 [[Master of Orion II/Biology|Biology]]). It does not contribute to a colony's cash income. All Androids are Tolerant (see note below). | ||
Androids | Using Androids is a complex business: | ||
*They cost | *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. | |||
*They don't | *The fact that they are Tolerant is a mixed blessing. You can transfer Androids just like normal colonists (and with the usual [[Master of Orion II/Freight training | 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. | ||
*Androids don't suffer from gravity penalty. | |||
* | |||
Best choice for non-Creatives: the one that strengthens your greatest weakness. For example most Unification empires, especially [[Master of Orion II/Some effective race designs | 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. | |||
Best choice for non-Creatives: the one that strengthens your greatest weakness. For example most Unification empires, especially [[ | |||
==4500 RP: Galactic Networking== | ==4500 RP: Galactic Networking== | ||
;Virtual Reality Network | ;Virtual Reality Network | ||
Achievement that raises morale on all colonies by +20% immediately and at zero cost. See [[ | Achievement that raises morale on all colonies by +20% immediately and at zero cost. See [[Master of Orion II/Strength through Joy|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). | ||
;Galactic Cybernet (250 PP; maintenance 3 BC) | ;Galactic Cybernet (250 PP; maintenance 3 BC) | ||
Building that increases a colony's research by a flat 15 RP plus 3 RP per scientist. | Building that increases a colony's research by a flat 15 RP plus 3 RP per scientist. | ||
Best choice for non-Creatives: most go for Galactic Cybernet | Best choice for non-Creatives: most go for Galactic Cybernet. | ||
==6000 RP: Moleculartronics== | ==6000 RP: Moleculartronics== | ||
;Pleasure Dome (250 PP; maintenance 3 BC) | ;Pleasure Dome (250 PP; maintenance 3 BC) | ||
Building increases a colony's morale by +30%, which improves all of farming, industry, research and income. See [[ | Building increases a colony's morale by +30%, which improves all of farming, industry, research and income. See [[Master of Orion II/Strength through Joy|Strength through Joy]] for an example of how useful a morale-boosting building can be. | ||
;Moleculartronic Computer | ;Moleculartronic Computer | ||
The best 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) | 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). | ||
*Miniaturization: Reduces cost. | *Miniaturization: Reduces size and cost. | ||
*Modifications: none. | *Modifications: none. | ||
;Achilles Targeting Unit | ;Achilles Targeting Unit | ||
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 [[ | 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 [[Master of Orion II/Power | High Energy Focus]]. | ||
*Miniaturization: Reduces size and cost. | *Miniaturization: Reduces size and cost. | ||
*Modifications: none. | *Modifications: none. | ||
Best choice for non-Creatives: excruciatingly difficult - non-Creatives should hope the game does not get this far | 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 probably also | 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 [[Master of Orion II/Power|High Energy Focus + Megafluxers; and at least Anti-Matter Drives]]). | ||
==Hyper-advanced Computers== | ==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. | 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. | ||
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