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

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Your main expenses are:
Your main expenses are:
*Maintenance costs of buildings, especially early in the game when you'd like have Automated Factories at even the smallest colonies. Population growth usually cures that problem by increasing the number of taxpayers. That's one of the reasons why [[../Growing your population|growing your population]] is so important.
*Maintenance costs of buildings, especially early in the game when you'd have Automated Factories at even the smallest colonies. Population growth usually cures that problem by increasing the number of taxpayers. That's one of the reasons why [[../Growing your population|growing your population]] is so important.
*[[../Freight training|Moving colonists around]] in the early game to speed up your population growth. You need to manage this carefully until your population grows to a size where the number of colonists in transit is a small percentage of the total.
*[[../Freight training|Moving colonists around]] in the early game to speed up your population growth. You need to manage this carefully until your population grows to a size where the number of colonists in transit is a small percentage of the total.
*Spies' salaries, in the early game. This is another problem which diminishes as population growth increases your income.
*Spies' salaries, in the early game. This is another problem which diminishes as population growth increases your income.
*Having a fleet that requires more command points (CP) than your empire generates, which costs 10 BC for each CP of the deficit. This problem is most likely to arise when you move from defense to attack. Since it's fairly complex and the answer involves military strategy as well as good economic management, it's best to deal with it in the military parts of this guide.
*Having a fleet that requires more command points (CP) than your empire generates, which costs 10 BC for each CP of the deficit. This problem is most likely to arise when you move from defense to attack. Since it's fairly complex and the answer involves military strategy as well as good economic management, it's best to deal with it in the military parts of this guide.
*The need to build up as quickly as possible colonies that you have invaded, which generally involves buying quite a lot of buildings. This will also be dealt with in the military part of this guide.
*The need to build up as quickly as possible colonies that you have invaded, which generally involves buying quite a lot of buildings. This will also be dealt with in the military part of this guide.
*Also a little help for the new colonies with their Automated Factories, Robo Miner Plant and other production-oriented buildings, especially once they are half built and only cost 2 BC per production unit.
*Also a little help for the new colonies with their Automated Factories, Robo Miner Plant and other production-oriented buildings, especially once they are half-built and only cost 2 BC per production unit.


But in order to have the problems of mounting an effective attack you first have to manage your finances so that you can afford the industrial and research buildings you will need in order to produce an effective fleet, and that's what the rest of this page is about.
But in order to have the problems of mounting an effective attack you first have to manage your finances so that you can afford the industrial and research buildings you will need in order to produce an effective fleet, and that's what the rest of this page is about.
<!-- KEEP UNTIL MILITARY PART IS DEVELOPED
<!-- KEEP UNTIL MILITARY PART IS DEVELOPED
The problem of the CP deficit is more difficult, especially when you move from defense to attack. Exterminating enemy colonies can be effective in a small galaxy, where no-body has many colonies and the loss of 2 or 3 really hurts. But in a larger galaxy destroying 3 of an opponent's colonies only slows the opponent down a little because: the colonies you destroy are probably those furthest from the enemy's home system, and probably the least developed; the opponent's most important colonies are probably beyond your range and researching or building a fleet for the counter-attack. To inflict real harm on your opponent in a medium or larger galaxy you have to invade, because that: increases your resources as well as reducing your enemy's; extends your ships' range towards the most important colonies.  
The problem of the CP deficit is more difficult, especially when you move from defense to attack. Exterminating enemy colonies can be effective in a small galaxy, where nobody has many colonies and the loss of 2 or 3 really hurts. But in a larger galaxy destroying 3 of an opponent's colonies only slows the opponent down a little because the colonies you destroy are probably those furthest from the enemy's home system, and probably the least developed; the opponent's most important colonies are probably beyond your range and researching or building a fleet for the counter-attack. To inflict real harm on your opponent in a medium or larger galaxy you have to invade, because that increases your resources as well as reducing your enemy's, and extends your ships' range towards the most important colonies.  


Even if you have superior military technology, an effective invasion campaign requires: at least 3 Battleships (1 to attack, the other 2 to defend your conquests); at least 10 Transports and preferably about 20 (more if your opponent has very high populations or a ground combat bonus), because you have to plan on dropping additional troops to maintain control of your new conquests. That's 22 CP if you use 10 Transports or 32 if you use 20 Transports.  
Even if you have superior military technology, an effective invasion campaign requires: at least 3 Battleships (1 to attack, the other 2 to defend your conquests); at least 10 Transports and preferably about 20 (more if your opponent has very high populations or a ground combat bonus), because you have to plan on dropping additional troops to maintain control of your new conquests. That's 22 CP if you use 10 Transports or 32 if you use 20 Transports.  
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==Curbing costs==
==Curbing costs==
You have to do this in the early stages, because at that time you don't have the production and research capacity to increase your income quickly. Generally the least painful way to reduce costs is to avoid unnecessary costs.
You have to do this in the early stages, because at that time you don't have the production and research capacity to increase your income quickly. Generally the least painful way to reduce costs is to avoid any that are unnecessary.


===Running costs of fleets===
===Running costs of fleets===
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===Running costs of spies===
===Running costs of spies===
[[File:Moo2 RacesScreenReport.png|thumb|right|The Races (diplomacy) Screen's Report option shows how many Spies another empire has deployed against yours (in this example the row of icons just above the "hand" cursor on the left).]]
[[File:Moo2 RacesScreenReport.png|thumb|right|The Races (diplomacy) Screen's Report option shows how many Spies another empire has deployed against yours (in this example the row of icons just above the "hand" cursor on the left).]]
Spies can be a very dangerous weapon in the early game, as some races with espionage, financial or production advantages will use espionage or sabotage to weaken you long before they attack — think of Spies as a weapon with unlimited range. It's prudent to [[../Speeding up production|stockpile production]] and then produce 4 spies immediately you make contact with another empire. Unfortunately Spies cost 1 BC each per turn in maintenance, but that burden is less serious than having technologies stolen or buildings sabotaged.
Spies can be a very dangerous weapon in the early game, as some races with espionage, financial or production advantages will use espionage or sabotage to weaken you long before they attack — think of Spies as a weapon with unlimited range. It's prudent to [[../Speeding up production|stockpile production]] and then produce 4 spies as soon as you make contact with another empire. Unfortunately Spies cost 1 BC each per turn in maintenance, but that burden is less serious than having technologies stolen or buildings sabotaged.


Later you can reduce the amount you need to spend on maintaining Spies by researching technologies that improve your Spies' effectiveness — they still cost 1 BC per spy per turn, but you won't need to make so many. In the earliest stages you just have to put up with the expense of running Spies without making so many that you cripple yourself. So you should:
Later you can reduce the amount you need to spend on maintaining Spies by researching technologies that improve your Spies' effectiveness — they still cost 1 BC per spy per turn, but you won't need to make so many. In the earliest stages you just have to put up with the expense of running Spies without making so many that you cripple yourself. So you should:
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===Trade goods, taxes and surplus food===
===Trade goods, taxes and surplus food===
At the very beginning the only way to raise extra money is to turn production or food into cash, at 1 BC per 2 units of production or food (but you get nothing for 1 PP + 1 food). Raising taxes is seldom a good idea because it reduces effective production at all your colonies and thus reduces the rate at which your "baby factories" produce population and the rate at which growing colonies develop. It's better to produce Trade Goods than to raise taxes because you can choose which colonies bear this burden - preferably colonies that have a reasonable amount of stockpiled production so that they can build new buildings quickly — especially income boosters such as Spaceports.
At the very beginning the only way to raise extra money is to turn production or food into cash, at 1 BC per 2 units of production or food (but you get nothing for 1 PP + 1 food). Raising taxes is seldom a good idea because it reduces effective production at all your colonies and thus reduces the rate at which your "baby factories" produce population and the rate at which growing colonies develop. It's better to produce Trade Goods than to raise taxes because you can choose which colonies bear this burden preferably colonies that have a reasonable amount of stockpiled production so that they can build new buildings quickly — especially income boosters such as Spaceports.


Non-Lithovores will usually have a small food surplus, which will produce a small income - usually only 1-3 BC per turn in the early game. Lithovores will only have a food surplus if they colonize planets with Natives; but then it's usually 6-10 food per planet with Natives, which yields 3-5 BC. It's seldom worthwhile to increase food production to raise money: even on a Terran planet an early-game farmer produces only 2 food (worth 1 BC), while an industrial worker produces 3 units (worth 1.5 BC as Trade Goods) even without an Automated Factory. But if you have to produce Trade Goods at such a high rate that you have large losses due to pollution: (a) you've really messed up your economy; (b) try producing some Trade Goods elsewhere, or try producing surplus food, and see which produces the larger income.
Non-Lithovores will usually have a small food surplus, which will produce a small income usually only 1-3 BC per turn in the early game. Lithovores will only have a food surplus if they colonize planets with Natives, but then it's usually 6-10 food per planet with Natives, which yields 3-5 BC. It's seldom worthwhile to increase food production to raise money: even on a Terran planet an early-game farmer produces only 2 food (worth 1 BC), while an industrial worker produces 3 units (worth 1.5 BC as Trade Goods) even without an Automated Factory. But if you have to produce Trade Goods at such a high rate that you have large losses due to pollution: (a) you've really messed up your economy; (b) try producing some Trade Goods elsewhere, or try producing surplus food, and see which produces the larger income.


===Scrapping unwanted buildings===
===Scrapping unwanted buildings===
On the very first turn Unification and Democracy governments often scrap the Marine Barracks on their homeworlds to reduce maintenance and raise 30 BC to help buy things (usually Colony Bases or Automated Factories) - these governments suffer no morale penalty for not having a Barracks. Some players even think a Unification empire should scrap the homeworld's Starbase for the same reasons; the big disadvantage of that is that you can't use a Battleship as a production stockpile until you re-build the Starbase, because the largest warships that planets without Starbases build are Colony Ships, which cost only 500 PP, less than the 1000 PP or higher cost of a battleship.
On the very first turn Unification and Democracy governments often scrap the Marine Barracks on their homeworlds to reduce maintenance and raise 30 BC to help buy things (usually Colony Bases or Automated Factories) these governments suffer no morale penalty for not having a Barracks. Some players even think a Unification empire should scrap the homeworld's Starbase for the same reasons; the big disadvantage of that is that you can't use a Battleship as a production stockpile until you re-build the Starbase, because the largest warships that planets without Starbases build are Colony Ships, which cost only 500 PP, less than the 1000 PP or higher cost of a battleship.


===Spaceports and Stock Exchanges===
===Spaceports and Stock Exchanges===
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The first thing you'll notice here is that these buildings all typically pay for themselves immediately. The Holo Simulator's maintenance is paid for at 5 population, and the Pleasure Dome at 15, which means that every population unit past that is producing extra money for you. That's a fairly nice bonus; a Holo Simulator and Pleasure Dome add up, effectively, to another Spaceport, which can be a real booster for a money-centric racial build on top of being a major step up for your industry as well! And, of course, the extra PPs due to the morale bonus can translate into extra Trade Goods (i.e. BCs) as well.
The first thing you'll notice here is that these buildings all typically pay for themselves immediately. The Holo Simulator's maintenance is paid for at 5 population, and the Pleasure Dome at 15, which means that every population unit past that is producing extra money for you. That's a fairly nice bonus; a Holo Simulator and Pleasure Dome add up, effectively, to another Spaceport, which can be a real booster for a money-centric racial build on top of being a major step up for your industry as well! And, of course, the extra PPs due to the morale bonus can translate into extra Trade Goods (i.e. BCs) as well.


Morale boosters are usually of most benefit to Creative empires. For non-Creatives, the alternatives to Holo Simulator are Supercomputer (research booster; the most common choice) and Positronic Computer (the first decent combat computer); and non-Creatives usually forgo Pleasure Dome in order to get Molecular Computer (the best combat computer) or Achilles Targeting Unit (a real killer warship system that makes enemy ships' armor ineffective); and alternative to Virtual Reality Network is Galactic Cybernet (research booster).  
Morale boosters are usually of most benefit to Creative empires. For non-Creatives, the alternatives to Holo Simulator are Supercomputer (research booster—the most common choice) and Positronic Computer (the first decent combat computer), and non-Creatives usually forgo Pleasure Dome in order to get Molecular Computer (the best combat computer) or Achilles Targeting Unit (a real killer warship system that makes enemy ships' armor ineffective), and the alternative to the Virtual Reality Network is the Galactic Cybernet (research booster).  


Unification governments never get morale boosters.
Unification governments never get morale boosters.
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