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**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 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. | ||
**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 [[../Freight training|Freight training]]). | ||
{{Footer Nav|game=Master of Orion II: Battle at Antares|prevpage=Freight training|nextpage=Money matters}} | {{Footer Nav|game=Master of Orion II: Battle at Antares|prevpage=Freight training|nextpage=Money matters}} |