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==The basics==
==The basics==
Freighters have 2 functions:
Freighters have 2 functions:
*Moving food between colonies. 1 Freighter can carry 1 unit of food. Food transfers are instantaneous, but the operating cost is 0.5 BC per Freighter per turn in which food is transferred.
*Moving food between colonies. 1 Freighter can carry 1 unit of food. Food transfers are instantaneous, but the operating cost is 0.5 BC per Freighter per turn in which food is transfered.
*Moving people between colonies. You need 5 Freighters to move 1 "person" (each "person" icon represents 1M colonists). Unlike food transfers, population transfers take a non-zero time that depends on your level of drive technology and the distance between colonies.  
*Moving people between colonies. You need 5 Freighters to move 1 "person" (each "person" icon represents 1M colonists). Unlike food transfers, population transfers take a non-zero time that depends on your level of drive technology.  
For example the upgrade from Nuclear Drive (1 parsec per turn) to  Fusion Drive (2 parsec per turn) halves the time for most transfers. Each Freighter used for population transfer costs 0.5 BC per turn while in flight; that's 2.5 BC per "person" transferred per turn until they arrive, and people don't pay any tax while in transit (they're in suspended animation).
For example the upgrade from Nuclear Drive (1 parsec per turn) to  Fusion Drive (2 parsec per turn) halves the time for most transfers. Each Freighter used for population transfer costs 0.5 BC per turn while in flight; that's 2.5 BC per "person" transferred per turn until they arrive, and people don't pay any tax while in transit (they're in suspended animation).


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==Keep spare freighters==
==Keep spare freighters==
Freighters are cheap to build and cost no maintenance while inactive, so it's silly to run short of them. And the consequences of running short can be severe for a young empire.  
Freighters are cheap to build and cost no maintenance while inactive, so it's silly to run short of them. And the consequences of running short can be severe for a young empire.  
Suppose for example you decide to transfer 2 "people" between systems and the transfer takes 3 turns (often the minimum time in the early game). During the 3 turns the population of a no-farming colony may grow and, if all your freighters are tied up in the population transfer, the starving colony's population will not grow. If several no-farming colonies grow in the same turn, the shortage may be enough to kill some colonists. Even worse, you can't control which colonies suffer the worst: the game software decides that. Too bad if starvation hits a Housing colony that you're relying on to pump up your population.
Suppose for example you decide to transfer 2 "people" between systems and the transfer takes 3 turns (often the minimum time in the early game). During the 3 turns the population of a no-farming colony may grow and, if all your freighters are tied up in the population transfer, the starving colony's population will not grow. If several no-farming colonies grow in the same turn, the shortage may be enough to kill some colonists. Even worse, you can't control which colonies suffer the worst, the game software decides that. Too bad if starvation hits a Housing colony that you're relying on to pump up your population.


The main screen has a panel at the bottom right that tells you how may Freighters you have altogether and how many are available for new tasks.
The main screen has a panel at the bottom right that tells you how may Freighters you have altogether and how many are available for new tasks.


==Increase your freighter fleet before invading==
==Increase your freighter fleet before invading==
Pay attention, you Lithovores, or you'll get a nasty shock when you go conquering! You too, Unifications and Aquatics; other races usually don't have your farming skills! Creatives had better listen up too: non-Creative empires usually don't have the morale techs you take for granted.
Pay attention, you Lithovores, or you'll get a nasty shock when you go conquering! You too, Unifications and Aquatics, other races usually don't have your farming skills! Creatives had better listen up too, non-Creative empires usually don't have the morale techs you take for granted.


Usually the first colonies you invade are on the edge of an enemy empire, so they're the least developed, and most of your enemies will not be Lithovores, so captured colonists will need to be fed.
Usually the first colonies you invade are on the edge of an enemy empire, so they're the least developed; and most of your enemies will not be Lithovores, so captured colonists will need to be fed.


The worst case is a huge no-farming planet with a Subterranean or Tolerant but not Lithovore population - that could be 15-20 new mouths to feed, needing 15-20 Freighters.
The worst case is a huge no-farming planet with a Subterranean or Tolerant but not Lithovore population - that could be 15-20 new mouths to feed, needing 15-20 Freighters.
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Even on farmable planets you're quite likely to see food shortages initially:
Even on farmable planets you're quite likely to see food shortages initially:
*They're usually sub-Terran, producing only 1 food per farmer and with no farming upgrades (e.g. Soil Enrichment).
*They're usually sub-Terran, producing only 1 food per farmer and with no farming upgrades (e.g. Soil Enrichment).
*The population will initially be angry (unless you mind-controlled them) and so unproductive that they don't feed themselves even if you move them all into farming. Newly-invaded colonies have no Barracks (they're destroyed in the ground battle), so if your Government is Feudal or Dictatorship there's an additional loss of morale that reduces farmers' productivity even more. And in any case you will usually want  at least some of the conquered colonists to build things, especially an Automated Factory (if not present already), Marine Barracks and (if you researched it) Alien Control Center to get them working productively as fast as possible.
*The population will initially be angry (unless you mind-controlled them) and so unproductive that they don't feed themselves even if you move them all into farming. Newly-invaded colonies have no Barracks (destroyed in the ground battle), so if your Government is Feudal or Dictatorship there's an additional loss of morale that reduces farmers' productivity even more. And in any case you will usually want  at least some of the conquered colonists to build things, especially Automated Factory (if not present already), Marine Barracks and (if you researched it) Alien Control Center to get them working productively as fast as possible.


Make sure you have at least 20 spare Freighters before invading (more if you are moving population between your existing colonies), and maintain that safety margin by building additional Freighters as you invade more enemy colonies.
Make sure you have at least 20 spare Freighters before invading (more if you are moving population between your existing colonies), and maintain that saftey margin by building additional Freighters as you invade more enemy colonies.


{{Footer Nav|game=Master of Orion II: Battle at Antares|prevpage=Feeding your people|nextpage=Speeding up production}}
{{Footer Nav|game=Master of Orion II: Battle at Antares|prevpage=Feeding your people|nextpage=Speeding up production}}
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