master of orion ii
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disclaimer.

this is NOT meant to serve as a "faq" or any sort of general resource on Master of Orion II. There are enough pages on the Web that already do this job; it would be something of a waste of my time (not that this isn't already a waste... oh well) to duplicate their efforts. It is instead a small stockpile of strategic and tactical ideas for winning MoO2 and making the game more interesting.


impressions.

this seems to be a very well-designed game. I have not played the original Master of Orion recently enough to make a rigorous comparison, but this seems to be a more refined product. The level of complexity does make it a bit time-consuming to manage your colonies efficiently later on in the game, but the "build queue" is a great help in this respect. (Unfortunately, there's a disadvantage to using the build queue, which might be relevant if you're in a multiplayer game.)

however, as with most strategy games of this genre, this game is plagued with a poor computer AI and a number of very cheap and effective tactics that the playtesters apparently overlooked. Therefore, Master of Orion II's value lies primarily in its multiplayer network option (in which your friends can use the same cheap tactics that you do, thus creating a balanced, if somewhat unstable, equilibrium), with the single player option useful only for initially learning the game and testing out one's initial expansion against a functionally nonexistent opponent.


conventional strategy.

when I first played this game, I satisfied my more cowardly instincts and customized my race to a creative democracy with an large artifact homeworld and an additional +1 research bonus to all my citizens (taking my minuses to be repulsive, ship attack -20, and ground combat -10). I then stayed on my homeworld, never colonized any planets, and just researched as fast as I could. When I finally got temporal physics and a couple levels of hyper-advanced physics, I went ahead and built a few battleships equipped with stellar converters, battle pods (to fit more stellar converters), an achilles targeting unit, a structural analyzer, and a time warp facilitator. These battleships then went ahead and toasted some worlds belonging to my hopelessly technologically-backward neighbors, blowing up all the poor/ultra poor non-artifact worlds in the process just for the hell of it, then toasted the Guardian, and finally went ahead and knocked the daylights out of the Antaran home fleet just because they were bored of staying in their home dimension.

after doing so, I knew something was wrong with the computer AI. I had set the difficulty to average, and it was my first time playing, and I had used a completely reactionary "ostrich strategy", but the computer players never even came close to overwhelming me with the billion ships they should have been throwing at me. (of course, I did set the galaxy size to small to limit how many planets the computer players could take. But then they should have come at me all the sooner, especially since I had selected the "repulsive" race attribute.) After playing around with the game a bit more, experimenting with actually building colony ships, trying higher difficulty levels, and reading off a couple tips from newsgroups, I became aware that the "creative" race attribute I was always picking was making the game a lot easier, and the "gyro destabilizer" weapon that I was not using could make the game even easier (this was before the 1.31 patch).

eventually, I got bored of playing "spin the Guardian" and then using Loknar's ship to destroy everyone else, and I played a multiplayer game with a couple friends with the "creative" and "repulsive" race attributes (the latter because "repulsive" obviously influences computer personalities more than human personalities) banned, and the gyro destabilizer also banned. And then I developed a couple tricks which I'll describe here with some generic wisdom that I've skimmed off newsgroups and web sites and incorporated into my own playing style.

race picks: I'll list some of the relevant choices, roughly ordered by decreasing utility in a pre-warp game.

colony management: automated production is usually the first thing you want to build, since that allows you to quickly bootstrap your production level up to the point where you can produce all the other buildings and upgrades you want in fairly short order. I generally purchase an automated factory immediately upon founding a colony, and in the interest of rapid development, I don't have fresh colonies worry about farming (instead I maintain a large number of freighters to feed the colonists from my well-established worlds). Once all the automated production is in place, you can either use the planet as a housing colony or make it conventionally productive, or better yet, you can alternate between the two to your liking if you own at least two planets in the star system. Because of this, I strongly advocate colonizing systems with multiple habitable planets before colonizing lone-planet systems.


locally optimal strategies.

race picks:

this section used to be called "game-imbalancing strategies", and it was primarily composed of a description of how the unified/tolerant race plays, since I thought unified/tolerant was practically invincible. My opinion on the matter has changed, so I'll list a few races and developmental strategies which work well together.

expansionist: unification/subterranean/+50% growth/rich+artifacts HW. If there's at least one other planet in your home system, immediately build some colony bases, and sell your star base and marine barracks on the first two turns so you'll have money to rush-complete the colony bases. (Use your judgment on which colony bases to build before inventing AF, and which to build afterward.) Then research freighters if you founded any colonies (for +50k population growth on each housing colony), followed by reinforced hull and AF. Buy the factories ASAP on your housing colonies, then invent research lab, biospheres, pollution processor, and colony ship while your population grows. Build a few scouts in the background while researching pollution processor, so you'll know where to send your first few colony ships.

you should now be in a good position to colonize most of the systems around you (space monsters should fall to packs of destroyers armed with x2 MIRV nukes), and defend them properly (x2 MIRV nukes and empty frigates deter weaker attacks, and you have the production and research to counter heavier attacks as the need arises). Planetary supercomputer is your next major research priority, though you may want to get soil enrichment first.

colonizer: unification/tolerant/large+rich HW. Similar to the expansionist race, but you colonize significantly faster and research significantly slower. If the map is nice (i.e. you can reach a lot of star systems with just standard fuel cells + extended fuel tanks), don't even bother getting research lab; just build some colony bases, research freighters, build a set, research AFs, implement them, research basic chemistry, and get a few scouts while you research colony ship. It should be close to turn 40 when you finish this sequence; now it's time to pump out colony ships like there's no tomorrow. Make treaties with all the neighbors you can, and pay attention to the fleet graph so you won't be surprised (if a threat is developing, make it a priority to invent merculite missile).

this race has very poor weapons technology in the early game, so I don't suggest playing it in a competitive multiplayer game.

researcher: lithovore/subterranean/large+artifacts HW. You wait a lot longer to expand outside your home system (turn 80-90), but you are quite a force when you finally do, since you have already invented planetary supercomputer, robo miners, and atmospheric renewer. You'll probably have the ability to kill the Guardian before any other race; use it, and victory should be yours. I'll leave the early development details as an exercise to the reader, since they aren't that different from unified/subterranean.

ship design:

the missile boat is the king of the early game. Cheap enough to be purchased on any colony in a pinch, yet powerful enough to destroy ships two size classes larger, it is one of your best allies in your initial expansion phase. The best thing is, when you invent pollution processor, you automatically gain the ability to build missile boats.

there are several models of this ship... the basic design philosophy isn't obsolete until the Guardian falls.

(note: use appropriate numbers of "fodder missiles" (non-ECCM non-MIRV missiles with the same speed as your payload missiles) in the top weapon slots of your missile boats to weaken point defense.)

control frigate: an empty frigate with electronic computer and maybe augmented engines, battle pods, inertial stabilizer, and warp dissipator if you have them. This technically isn't a missile boat, but it is critical for the success of an early missile-based fleet. This ship can outrun missiles, and is extremely difficult to hit with beam weapons; thus, it allows you to prolong battles until the opponent retreats or your missiles have hit their targets.

you may want to make the warp dissipator model of this ship a destroyer, since you'll get higher beam defense and speed.

emergency frigate: one frigate armed with one to three double racks of appropriately enhanced MIRVed missiles. When you suddenly spot an attacking fleet, and you don't have a prepared defense, you make the weakest colonies in threatened system produce these.

deterrent frigate: one frigate with battle pods and two to four double racks of appropriately enhanced MIRVed missiles. 128 damage from a single frigate (if your opponent doesn't have good point defense) is enough to deter most enemies from attacking. If they still try, make them experience the humiliation of losing a battleship to a single frigate.

damage destroyer: a destroyer (with battle pods if possible) with as many appropriately enhanced MIRVed missiles as possible. This is the most common design; it is why it's a blessing to be surrounded by many space monsters, since this ship allows you to deal with them so easily. With no technology beyond pollution processor and battle pods, you can stuff 6 x2 MV,FST nukes on a destroyer; this equals 384 damage if the destroyer survives to fire both volleys. Rather nice, considering that you don't need a starbase to build it (which is one reason I advocate selling your initial starbase to accelerate non-unified/tolerant races; these destroyers should be sufficient for initial defense vs. CPs).

war battleship: a battleship with zortrium armor, reinforced hull, and as many appropriately enhanced MIRVed missiles as possible (you probably don't want battle pods since the power of this ship comes from its indestructibility; additional firepower is probably unnecessary). If you have an opponent that doesn't have EMG or zortrium armor, but is otherwise quite formidable, build as many of these as you can the turn after you invent zortrium armor, and immediately attack. As long as they don't have EMG, they simply won't have the firepower to destroy your battleships, and as long as they don't have zortrium armor, you won't have any difficulty blowing up what they build, so decimate as much of their empire as possible during this window of opportunity.

if your opponent is using an all-beam fleet, you may want to put inertial stabilizer + augmented engines on your battleships.


argh, I don't feel like writing the rest of this page at this moment...


want more?

Scott Carnahan's MoO2 page builds off of and clarifies some of the content on this page.

Antares has good message boards.

if you like other MicroProse games, specifically Civilization II, try the French Challenge.

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last modified 6 november 1998 by chris chang.