Master of Orion II: Battle at Antares/Chemistry: Difference between revisions

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→‎50 RP: Chemistry: missile stats
(→‎50 RP: Chemistry: missile stats)
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This is a "''general''" tech level - even Uncreatives get all the techs.
This is a "''general''" tech level - even Uncreatives get all the techs.
;Nuclear Missile
;Nuclear Missile
Ship Weapon that does 8 points of damage when it hits (eventually - it's the slowest missile as well as the weakest).<br />Miniaturization: Reduces size and cost.<br />Modifications: (0) EMG if you have that tech; (1) ARM, FST; (2) MIRV.  
Ship Weapon that does 8 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.  
;Standard Fuel Cells
;Standard Fuel Cells
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.
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