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

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miniaturization at relevant levels / techs
(miniaturization at relevant levels / techs)
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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.
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.<br />Miniaturization: Reduces size and cost.<br />Modifications: none.


==150 RP: Optronics==
==150 RP: Optronics==
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Building that increases a colony's research by a flat 5 RP plus 1 RP per scientist.
Building that increases a colony's research by a flat 5 RP plus 1 RP per scientist.
;Optronic Computer
;Optronic Computer
Ship's targeting computer that increases "beam" weapons' chances of hitting by +50%. Not cumulative with other computers.
Ship's targeting computer that increases "beam" weapons' chances of hitting by +50%. Not cumulative with other computers.<br />Miniaturization: Reduces size and cost.<br />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 productivity of your missiles by up to 25% in the early game ("productivity" ?).
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" ?).<br />Miniaturization: not applicable.


Best choice for non-Creatives: Research Laboratory is essential - if you fall behind in research so early in the game, you're dead (unless you're a blitzer in a small galaxy and you get lucky).
Best choice for non-Creatives: Research Laboratory is essential - if you fall behind in research so early in the game, you're dead (unless you're a blitzer in a small galaxy and you get lucky).
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;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); gives a special attack bonus if fighting  
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.
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.<br />Miniaturization: Reduces size and cost.<br />Modifications: none.
;Security Stations
;Security Stations
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.
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.<br />Miniaturization: Reduces size and cost.<br />Modifications: none.


Best choice for non-Creatives: Neural Scanner; espionage and sabotage are potent weapons in the early game, when warships are slow and weak. Particularly essential for Democracies, which are weak in counter-intelligence.
Best choice for non-Creatives: Neural Scanner; espionage and sabotage are potent weapons in the early game, when warships are slow and weak. Particularly essential for Democracies, which are weak in counter-intelligence.
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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.
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.<br />Miniaturization: Reduces size and cost.<br />Modifications: none.
;Supercomputer (150 PP; maintenance 2 BC)
;Supercomputer (150 PP; maintenance 2 BC)
Building that increases a colony's research by a flat 10 RP plus 2 RP per scientist.
Building that increases a colony's research by a flat 10 RP plus 2 RP per scientist.
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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 [[Master of Orion II/Warship technologies| EMG modification]], which can be deadly against enemy ships.
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.<br />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
Ship Special System that improves "beam" weapons' chances of hitting at long range to the same level that they previously had at one-third of the range.
Ship Special System that improves "beam" weapons' chances of hitting at long range to the same level that they previously had at one-third of the range.
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==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.
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.<br />Miniaturization: Reduces size and cost.<br />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 scuentists 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.
Building that produces 30 RP without needing scientists. At this stage of the game it's good on planets with scuentists 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 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).
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).<br />Miniaturization: Reduces size and cost.<br />Modifications: none.


Best choice for non-Creatives: very difficult, as all 3 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 3 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.
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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 morale-boosting building can be.
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 morale-boosting building can be.
;Moleculartronic Computer
;Moleculartronic Computer
The best Ship's targeting computer, increases "beam" weapons' chances of hitting by +100%. 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 +100%. 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).<br />Miniaturization: Reduces size and cost.<br />Modifications: none.
;Achilles Targeting Unit
;Achilles Targeting Unit
Ship Special System than enables "beam" weapons to bypass the target's 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 holocaust if also supported by Structural Analyzer.
Ship Special System than enables "beam" weapons to bypass the target's 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 holocaust if also supported by Structural Analyzer.<br />Miniaturization: Reduces size and cost.<br />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.
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