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;Outpost Ship (100 PP; maintenance 1 CP or 10 BC)
;Outpost Ship (100 PP; maintenance 1 CP or 10 BC)
Ship whose main use is to extend your other ships' range. Creating an Outpost completely uses up the Outpost Ship. Outposts can be created on Gas Giants and Asteroid Belts as well as on planets. If you colonize a planet on which you have previously created an Outpost, the colony gets a free Marine Barracks; this improves the morale of new colonies for Feudalisms and Dictatorships. Note: you cannot land an Outpost Ship on an existing colony - so if you want to use one to provide a Marine Barracks for a new colony, the Outpost Ship must land at least 1 turn earlier than the Colony Ship or Colony Base. You cannot design Outpost Ships, and the game's hard-coded design includes Extended Fuel Tanks, which increases Outpost Ships' range by 50%. With the extended reach of your empire you will have more planets within range to colonize and, more importantly, have diplomatic access to other empires for opportunities for espionage and trade, which of course is a double-edged sword.
Ship whose main use is to extend your other ship's range. Creating an Outpost completely uses up the Outpost Ship. Outposts can be created on Gas Giants and Asteroid Belts as well as on planets. If you colonize a planet on which you have previously created an Outpost, the colony gets free Marine Barracks; this improves the morale of new colonies for Feudalisms and Dictatorships. Note: you cannot land an Outpost Ship on an existing colony; so if you want to use one to provide a Marine Barracks for a new colony, the Outpost Ship must land at least 1 turn earlier than the Colony Ship or Colony Base. You cannot design Outpost Ships, and the game's hard-coded design includes Extended Fuel Tanks, which increases Outpost Ships' range by 50%.


;Transport (100 PP; maintenance 1 CP or 10 BC)
;Transport (100 PP; maintenance 1 CP or 10 BC)
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;Augmented Engines
;Augmented Engines
Ship Special System that: increases ship combat speed by +5 combat squares per combat turn; reduces its chance of being hit by beam weapons (because the ship's extra mobility allows it to dodge); under the game's "ship initiative" rules, increases its chance of being allowed to fire before the enemy.
Ship Special System that: increases ship combat speed by +5 combat squares per combat turn; reduces its chance of being hit by "beam" weapons (because the ship's extra mobility allows it to dodge); under the game's "ship initiative" rules, increases its chance of being allowed to fire before the enemy.
*Miniaturization: Decreases size and cost.
*Miniaturization: Decreases size and cost.


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;Ion Pulse Cannon
;Ion Pulse Cannon
Ship  / Star Base Weapon that bypasses armour and structure, attacking the target's systems, and does 2 to 10 points of damage minus whatever is blocked by the target's shields. This may sound puny, but 2 shots that penetrate the shields are usually enough to make a ship's drive explode, and the Ion Pulse Cannon can also completely disable Star Bases, although you will need other weapons to destroy the Star Base, win the battle, and have your wicked way with the enemy colony. The Ion Pulse Cannon does have some limitations: it requires a lot of space and its range is short (useless in Ground Batteries); Class 3 Shields (Force Fields subject area) completely block damage from Ion Pulse Cannon; and it is totally ineffective against Space Monsters and Antarans, and ineffective against planet-based defenses.
Ship  / Star Base Weapon that bypasses armour and structure, attacking the target's systems, and does 2 to 10 points of damage minus whatever is blocked by the target's shields. This may sound puny, but 2 shots that penetrate the shields are usually enough to makes a ship's drive explode; and the Ion Pulse Cannon can also completely disable Star Bases, although you will need other weapons to destroy the Star Base, win the battle, and have your wicked way with the enemy colony. The Ion Pulse Cannon does have some limitations: it requires a lot of space and its range is short (useless in Ground Batteries); Class 3 Shields (Force Fields subject area) completely block damage from Ion Pulse Cannon; and it is totally ineffective against Space Monsters and Antarans, and ineffective against planet-based defenses.
*Miniaturization: Decreases size and cost.
*Miniaturization: Decreases size and cost.
*Modifications: (0) none; (1) CO; (2) AF.
*Modifications: (0) HV; (1) CO; (2) AF.


;Shield Capacitor
;Shield Capacitor
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*Miniaturization: Decreases size and cost.
*Miniaturization: Decreases size and cost.


Recommended choice for non-Creatives: depends on your strategy, but Ion Drive is usually best if you chose Augmented Engines rather than Fusion Drive at the previous level of Power tech - unless you intend to research Antimatter Drive very soon - but Antimatter Torpedoes are often an excellent choice at the next level of the Power tech tree. Shield Capacitor is good if you have or intend soon to have Class 3 or better Shields. Ion Pulse Cannon is good in the short term if your opponents cannot research Class 3 Shields because they chose some other tech at that level (you can check this in the Races Screen), but Ion Drive and Shield Capacitor give more lasting benefits in the right conditions.
Recommended choice for non-Creatives: depends on your strategy, but Ion Drive is usually best if you chose Augmented Engines rather than Fusion Drive at the previous level of Power tech - unless you intend to research Antimatter Drive very soon; but Antimatter Torpedoes are often an excellent choice at the next level of the Power tech tree. Shield Capacitor is good if you have or intend soon to have Class 3 or better Shields. Ion Pulse Cannon is good in the short term if your opponents cannot research Class 3 Shields because they chose some other tech at that level (you can check this in the Races Screen), but Ion Drive and Shield Capacitor give more lasting benefits in the right conditions.


==2000 RP: Anti-Matter Fission==
==2000 RP: Anti-Matter Fission==
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==2750 RP: Matter-Energy Conversion==
==2750 RP: Matter-Energy Conversion==
;Transporters
;Transporters
Ship Special System that beams Marines into enemy ships and Star Bases whose shields are down, and enables you to bomb planets from up to 12 spaces away. An effective way to board, if one doesn't have assault shuttles or tractor beams.
Ship Special System that:"beams" Marines into enemy ships and Star Bases, and enables you to bomb planets from up to 12 spaces away.
*Miniaturization: Decreases size and cost.
*Miniaturization: Decreases size and cost.


;Food Replicators (200 PP; maintenance 10 BC!)
;Food Replicators (200 PP; maintenance 10 BC!)
Building that converts 2 production into 1 food when needed. The conversion ratio means that Food Replicators are only usable on highly industrial planets, where using them can actually increase net production if output per worker is very high, but their maintenance cost is absurdly high (which is likely a mistake that was never fixed, since no other building comes close, even buildings that are several times more expensive and a lot more useful).
Building that converts 2 production into 1 food when needed. The conversion ratio means that Food Replicators are only usable on highly industrial planets, where using them can actually increase net production if output per worker is very high, but their maintenance cost is absurdly high(which is likely a mistake that was never fixed, since no other building comes close, even buildings that are several times more expensive and a lot more useful).


Recommended choice for non-Creatives: Transporters. Food Replicators have a ridiculous maintenance cost, making it the worst building in the game and rather a detriment than a bonus. Food Replicators are also totally useless for Lithovore races (which most research races are).
Recommended choice for non-Creatives: Transporters. Food Replicators have a ridiculous maintenance cost making it the worst building in the game and rather a detriment than a bonus.


==3500 RP: High Energy Distribution==
==3500 RP: High Energy Distribution==
;High Energy Focus
;High Energy Focus
Ship Special System that increases beam weapons' damage by +50%. This can extend the useful life of lower-tech beam weapons by enabling them to penetrate shields that would otherwise negate them (e.g fusion beam); this is excellent because lower-tech weapons with useful modifications generally provide more firepower per unit of ship space than your latest weapons.
Ship Special System that increase "beam" weapons' damage by +50%. This can extend the useful life of lower-tech "beam" weapons by enabling them to penetrate shields that would otherwise negate them; this is excellent because lower-tech weapons with useful modifications generally provide more firepower per unit of ship space than your latest weapons.
*Miniaturization: Decreases size and cost.
*Miniaturization: Decreases size and cost.


;Energy Absorber
;Energy Absorber
Ship Special System that decreases by 25% the damage your ships take, and store this energy for an attack you can use in the next turn.
Ship Special System that decreases by 25% the damage your ships take, and store this energy for an attack you can use released in the next turn.
*Miniaturization: Decreases size and cost.
*Miniaturization: Decreases size and cost.


;Megafluxers
;Megafluxers
Achievement that increases available space on all ships by +25%. Usually half the space on the ship is used for defensive equipment, so it'll allow you to increase weaponry by about 50%.<br />Miniaturization: Not applicable.
Achievement that increases available space on all ships by +25%. Usually halve space in ship is used for defensive equipment, so it's allow you to increase weapon quantity by about 50%.<br />Miniaturization: Not applicable.


Best choice for non-Creatives: depends on your strategy. If your opponent uses top shields, High Energy Focus provides the greatest increase in firepower. Otherwise take Megafluxers.
Best choice for non-Creatives: depends on your strategy. If your opponent uses top shields, High Energy Focus provides the greatest increase in firepower. Otherwise take Megafluxers.


This tech level is not always reached in competitive games, but it's a huge payday for Creatives: High Energy Focus + Megafluxers almost doubles a Battleship's firepower, assuming that a lot of the ship's space was already used by Special Systems such as Structural Analyzer (in the Computers tech tree).
This tech level is not always reached in competitive games, but it's a huge payday for Creatives: High Energy Focus + Megafluxers almost doubles a Battleship's firepower, assuming that a lot of the ship's space was already used by Special Systems such as Structural Analyzer (in the Computers tech tree).
Megafluxers cannot be obtained by scrapping captured ships; therefore, it's more important.


==4500 RP: Hyper-Dimensional Fission==
==4500 RP: Hyper-Dimensional Fission==
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;Hyper-X Capacitors
;Hyper-X Capacitors
Ship Special System that enables beam weapons to fire twice in a combat turn, but the ship then has to wait 1 combat turn without firing.
Ship Special System that enables "beam" weapons to fire twice in a combat turn; but the ship then has to wait 1 combat turn without firing.


Best choice for non-Creatives: depends on the situation. Hyper-X Capacitors is very good if you mainly use beam weapons. Otherwise Proton Torpedo is excellent and out-ranges any beam weapon (except Stellar Converter, which the manual classifies as a Special Weapon, although it benefits from some Special Systems that assist beam weapons). Hyper Drive is the least likely choice since Ion Drive crosses most gaps between systems in 1 turn and Ion Drive + Augmented engines gives you excellent combat speed, while real speed freaks will choose Interphased Drive at the next Power tech level; however, Hyper Drive may be useful if there are large gaps between systems.
Best choice for non-Creatives: depends on the situation. Hyper-X Capacitors is very good if you mainly use "beam" weapons. Otherwise Proton Torpedo is excellent and out-ranges any "beam" weapon (except Stellar Converter, which the manual classifies as a Special Weapon, although it benefits from some Special Systems that assist "beam" weapons). Hyper Drive is the least likely choice since Ion Drive crosses most gaps between systems in 1 turn and Ion Drive + Augmented engines gives you excellent combat speed, while real speed freaks will choose Interphased Drive at the next Power tech level; but Hyper Drive may be useful if there are large gaps between systems.


==10000 RP: Interphased Fission==
==10000 RP: Interphased Fission==
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;Plasma Torpedo
;Plasma Torpedo
Ship Weapon that does 120 damage minus 5 for every square it travels (but the NR mod prevents this reduction), only fires every other combat turn but, unlike missiles, has unlimited ammunition and can't be shot down by PD weapons. This travels at a normal speed and seldom hits in the same combat turn. The only defense against torpedoes is ECM Jammers, but non-Creatives seldom research these and Jammers take ship space that many players would prefer to use for other components.
Ship Weapon that does 120 damage minus 5 for every square it travels (but the NR mod prevents this reduction), only fires every other combat turn but, unlike missiles, has unlimited ammunition and can't be shot down by PD weapons. This travel at a "normal" speed and seldom hits in the same combat turn. The only defense against torpedoes is ECM Jammers, but non-Creatives seldom research these and Jammers take ship space that many players would prefer to use for other components.
*Miniaturization: Reduces size and cost.
*Miniaturization: Reduces size and cost.
*Modifications: (0) none; (1) ECCM, NR; (2) OV, ENV.
*Modifications: (0) none; (1) ECCM, NR; (2) OV, ENV.
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*Modifications:  none.
*Modifications:  none.


Best choice for non-Creatives: depends on the situation and your strategy, and this level is not often reached as most competitive games don't last long enough and this is one of the most expensive top levels. If you are not going for beam weapons, Plasma Torpedo is excellent. Otherwise Interphased Drive is generally better than Neutronium Bomb: in ''standard MOO II'' you don't need bombs, and  Interphased Drive's amazing combat mobility helps big ships and some high-tech beam weapons that do brutal damage but have twice normal dissipation (Plasma Cannon, Mauler Device; see Physics tech tree).
Best choice for non-Creatives: depends on the situation and your strategy, and this level is not often reached as most competitive games don't last long enough and this is one of the most expensive top levels. If you are not going for "beam" weapons, Plasma Torpedo is excellent. Otherwise Interphased Drive is generally better than Neutronium Bomb: in ''standard MOO II'' you don't need bombs, and  Interphased Drive's amazing combat mobility helps big ships and some high-tech "beam" weapons that do brutal damage but have twice normal dissipation (Plasma Cannon, Mauler Device; see Physics tech tree).


==Hyper-advanced Power==
==Hyper-advanced Power==
The Power tech tree contains several high-tech weapons and systems that would benefit from further miniaturization, especially if you use torpedoes. But if you use mainly beam weapons Hyper-advanced Physics is more beneficial. And Hyper-advanced research in Force Fields is almost always desirable too.  
The Power tech tree contains several high-tech weapons and systems that would benefit from further miniaturization, especially if you use torpedoes. But if you use mainly "beam" weapons Hyper-advanced Physics is more beneficial. And Hyper-advanced research in Force Fields is almost always desirable too.  


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