Master of Orion II: Battle at Antares/Race design options: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
Restored Warlord
(Restored Trans-Dimensional)
(Restored Warlord)
Line 331: Line 331:


====Warlord [4]====
====Warlord [4]====
Races with the warlord special ability can support larger fleets as each colony (no matter if it has a starbase or not) provides 2 extra command points. All warship crews are one experience level higher than normal; they begin as Regular Crews and max out at Ultra Elite, while normal crews begin as Green Crew and max out at Elite. Legendary officers and leaders in the service of warlords can reach the maximum attainable skill level (6). Furthermore, Marine and Armor Barracks can support twice the normal number of ground troops.
Races with the warlord special ability can support larger fleets as each colony (no matter if it has a starbase or not) provides 2 extra command points. All warship crews are one experience level higher than normal: They begin as Regular Crews and max out at Ultra Elite, while normal crews begin as Green Crew and max out at Elite. Legendary officers and leaders in the service of warlords can reach the maximum attainable skill level (6). Furthermore, Marine and Armor Barracks can support twice the normal number of ground troops.


''One of the absolute best ways to spend four picks''. In Moo2, your ability to deploy ginormous fleets of death isn't limited by your industrial production—it's limited by your command points. Warlord eases that burden somewhat, especially in the early game, when you don't yet have technologies like Battlestations and Sub-space Communications. The improved crew experience and marine production are much less important. Like Telepathic, however, Warlord is no good to you until the shooting starts, so be sure to attack early and often.  
''Nice choice for rush strategies'' as the extra CP bonus allows you to build a strong fleet far earlier than you could ever hope without it. Rushing works best in small galaxies where there are vulnerable colonies nearby and there's no-one totally out of range building up a economic and technological lead. The improved skill of ship crews is slightly weaker than the +25 Ship Defense and +20 Ship Attack together, but that combination costs 5 Picks. The increase in command points is significant in the early game, when empires don't have enough starbases, command point techs or the finances to support a large fleet. Lots of small ships are cheaper to produce and provide more firepower than a few large ships at the same tech level, but they consume more command points compared to a few large ships, so only warlords can afford to use the early firepower advantage that lots of small ships can quickly provide. On the other hand if a rush fails or there are no vulnerable colonies within range (unlikely: out-of-range when using Deuterium Fuel Cells + Extended Fuel Tanks is pretty dang far), the 4 Picks would have been better spent elsewhere.  


Warlord is an extremely popular trait to purchase with Evolutionary Mutation, since it requires exactly 4 picks and its benefits haven't been made insignificant by technology by the time you get EM.
Warlord is a good pick after the Evolutionary Mutation research, since it requires exactly 4 picks and the extra command points and experience bonuses would allow a bigger and more powerful fleet, while research or production bonuses would not make as much of a difference as in the early game, because of the research/production boosting tech you already have (i.e. +1 research when a scientist normally makes 3 is 33% more, +1 research when a scientist makes 10 is just 10% more).


==Races==
==Races==
151

edits