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The General, Vol.31, No.

5 (1997)
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the planet. The morale penalty for this

Getting a Good Start in won't matter to a Unified government. You


can do this with Aquatic as well, but it isn't

MASTER OF ORION II nearly as effective.


Creative is a mighty ability. You will
have a great tech advantage over non-Cre-
by Rick Moscatello ative races-a good choice for new players.
Experienced players know exactly what
his sequel game from Microprose dictatorship with all the medium/high tech technologies are necessary, and tend to

T requires a different mindset than the


original. Here are a few tips, orga-
nized into sections on race creation,
morale builders can easily compete with the
Unification government.
Democracy is the most expensive gov-
avoid this one eventually. Note that in the
latest update, Creative costs eight points
instead of six.
research priorities and early-game strategy. ernment, for no apparent reason. It grants a Telepathic is a valuable ability and
bonus to money (which you'll never need), cheaply priced. A telepathic player gets a
CREATING A MASTER RACE and a bonus to science that isn't particularly big bonus to spying (that's worth three
First off, don't bother with the pregener- helpful, because most advances don't mean points already), a small bonus to diplomacy
ated races-those were designed with "bal- much until you build them (e.g., the Space- (another point), and can immediately use
ance" in mind, and you want to win the port advance doesn't help you until you captured ships in combat. Even better, you
game, not come away with a draw. build a Spaceport, and you'll need one can capture worlds just by orbiting them
The best part about MASTER OF ORION II everywhere). Finally, Democracies suffer a with a cruiser-sized ship (the smallest size
is the ability to pick and choose what racial ten per cent penalty to defensive spying- that's worth building anyway). They
abilities you want for a Custom Race. You this means that those fast discoveries are instantly assimilate, removing the chance
get ten points worth of abilities, but this can likely to be stolen fast, as well. for revolts and immediately grant maxi-
be, and often is, increased by taking penal- Unification is an awesome form of gov- mum production. This also means that you
ties-each point of penalty gives you ernment, granting a 50 per cent bonus to won't have to build Transports (with
another point of ability. Let's look at a few Food and Industry (six points here gets you marines, the usual way to capture planets).
of these. much more than seven points spent in Pop- This is a mighty fine deal.
Farming is much more critical than one ulation modifiers). The advantages don't Warlord is a nice ability at every stage
would expect in a science fiction game. To stop there, as Unified governments don't of the game. Your economy will better sup-
take a penalty here is a bad, bad, idea, since need Marine Barracks, and get a nice bonus port warships, your warships will have
it will mean that 75 per cent of your popu- to defensive spying. The only drawbacks more experienced troops (this is devastat-
lation will need to be farmers-this only are that captured colonies don't assimilate ing with Ship Offense and Defense advan-
makes sense if you pick the Lithovore trait. quickly (not a big deal, as the percentage tages), and your mercenary leaders perform
A bonus here is an excellent idea, since it bonus more than compensates for this, and better. It is great for a military race in the
will allow you to produce more science and is not even a factor if your race is also Tele- short game, and pretty good the rest of the
industry. For example, suppose you had a pathic), and morale isn't a factor (likewise time. This isn't necessary, but it can be very
population of twelve, and you produced not a problem, since other races won't get a helpful.
two food units (the average). This means 50 per cent bonus through high morale until
that you'll need six population to make well into the game). MASTER OF ORION II by Microprose
twelve food, and you can use the other six The rule book forgets to mention that an System Requirement: DOS 5.0 or Win95,
population to create industry (average advanced Dictatorship, an Imperium, gets a 16 MB RAM, double-speed CD-ROM
industry production is three per unit of pop- +20 per cent bonus to morale (otherwise, drive, SVGA graphics, mouse. I found it
ulation). Take a +1 bonus to food produc- there is little reason to research Imperium). to run slowly on less than a Pentium
tion, and now you need only four popula- This makes it nearly the best advanced gov- 133MHz and unless you have a fast CD-
tion to feed everyone, giving you a 33 per ernment, although the +75 per cent bonus ROM drive, you should copy all the ':' .lbx
cent bonus to industrial production. This to food and production in Galactic Unifica- files to the hard drive, which will make
can be a huge factor throughout the game, tion is still superior. the game consume about 170 mb.
and is better than an industrial bonus; you There are many special abilities from Mental
may as well forget about getting a science which to choose, but only a few are good. Challenge
bonus, since it is unlikely for more than a Aquatic is priced well-for five points,
small percentage of your population to be you get a + I bonus to food production on AI Ability
involved directly in science. planets with water in them (fairly common
Feudal is a great government for build- in this game); this alone is worth four, since $~$$ Artistic Appeal

~~~~
ing ships-ships are 33 per cent cheaper you are only going to produce food on
with this government. Unfortunately, worlds suitable for it anyway. The extra Excitement
research is halved under feudalism, making
it a poor choice for anything but quick
point gives you a population capacity bonus
on Tundra, Swamp, Ocean and Terran G)8 00 Realism
games in relatively small universes; you
can only keep up in technology by con-
stantly capturing it from other players.
worlds-again, these are the worlds where
you'll want a higher capacity.
Subterranean is too expensive. A
00000 Replayability

Rating icons range from one (wretched or ten years


Dictatorship is the "basic" government, sneaky player will capture a Subterranean behind the state of the industry) to five (top 10% of
and it is pretty good, though the require- alien and put one of such race on each of industry). Four is good, three is passable (middle of
ment to build Marine Barracks can be a set- his already-populated planets-this will the road for the industry) and two is not great (bot-
greatly increase the population capacity of tom third).
back in the early parts of some games. A
52
The Eggheads should avoid early con-
flicts, and appease neighbors long enough
for the population advantages to become
insurmountable. Once you get to Cyber-
technics, you can build androids, making
the population penalty irrelevant.

RESEARCHING VICTORY
Once you know what techs are impor-
tant, the Creative attribute becomes much
less useful. While Creative players get
every tech in every field, non-Creatives get
to pick only one. I recommend the follow-
ing techs by order of acquisition.
Engineering: Reinforced Hull, Auto-
mated Factories (try to steal/get Missile
Bases from someone else), Battlepods,
Space Port, Robo Mining Plant (Powered
Armor almost as good), Advanced Damage
Contro], Titan Construction, Recyc]otron,
Robotic Factory, Deep Core Mining,
Advanced City Planrung, Doom Star Con-
You don't have to spend all your points. and a bunch of transports is enough to con- struction. Usually research in engineering
Unspent points give a ten per cent bonus to quer the universe. Note how Feudal is an becomes a low priority once Space Port is
your score for every point. By taking penal- advantage for a race that plans to build only achieved.
ties, and no advantages, you can easily get ships. Against humans, you don't need to Power: Fusion Drive (or Augmented
a score over 8,000, and have a real nail- take over planets all that much-a player Engines if you don't need speed), Ion Drive
biter of a game as well. will often just concede when his home- (ditto for Ion Pulse Cannons, whose use has
world is blasted into oblivion. Only by cap- been much reduced in versions 1.3 or later),
CUSTOM RACES turing technology and population can this Anti-Matter Drive, Transporters, Mega-
Here are a few Custom races. race be competitive throughout a game- fluxers, Hyperdrive, Interphased Drive.
don't forget to put Extended Range fuel Power is a low priority for research, and
The Rivers tanks on your first few ships, as nothing you should only go for it when you need
Good for playing against computer in slows down an assault like being unable to faster ships.
long games. reach the enemy. Chemistry: Tritamum Armor, Pollution
Disadvantages: -0.5 BC, -20 Ship The Eggheads Processor, Atmospheric Renewer (every
Defense, -20 Ship Attack, -10 Ground Good race for experimenting with tech- once in a while, you'll need Iiidium Fuel
Combat. Cells), Zortium Armor (the others are good
nologies.
Advantages: + I Food, +1 Production, Disadvantages: -50% Growth, -20 Ship too), Neutronium Armor, Adamantiurn
Unification, Telepathic, Large Home Defense, -20 Ship Attack, -10 Ground Armor. Having even a slight armor advan-
World. (Beginners should not take Large tage will allow you to cmsh your competi-
Combat.
Home World, +1 Production or -0.5 BC, in Advantages: +1 Food, +2 Production, tion. Don't build ships until you get Trita-
order to make finances easier.) Dictatorship, Creative, Rich Home World. nium. Fuel Cell technology is best avoided-
The Hivers is a powerhouse race. Uni-
fied Governments don't get many Com-
mand Points (CPs), and assimilate captured
races slowly. Telepathic cancels these
drawbacks, since no Transports means no
CPs are spent on them. This race can easily
conquer a Huge universe, even on the more
difficult settings, by the 30th game year.

The "Blitz"
Good for smashing Humans in small
universes.
Disadvantages: Repulsive, Feudal.
Advantages: +1 Production, +50 Ship
Defense, +50 Ship attack, Dictatorship,
Rich Home World, Warlord.
(Variant: Telepathic instead of Warlord
and Rich Home World).
While the typical human player is
researching a nifty Neutron Blaster, this
race will be blasting away his space station
with crude lasers. Two laser-armed cruisers
53
depends a lot on what you need at the time.
You can get nifty stuff, but by the time you
get it, you might own such a large percent-
age of the galaxy that you won't need it.
Still, Stellar Converters (which can destroy
planets) are fun to use.
Force Fields: Class I Shield (or Mass
Driver, both are useless), Anti-Grav Har-
ness, Planetary Radiation Shield, Stealth
Suit, Warp Field Interdictor, Class V
Shields (Some people love Gauss, but I
never use it), Hard Shields, Class VII
Shield, Subspace Teleporter, Class X
Technology advances can be reviewed on Shields. Shields take up space and offer Greetings from your newly-found neighbors
screens like these. Success in war often comes minimal protection. It is usually a crood give you the chance to talk your way out of
down to having the newest weaponry. idea just to take them off and put on ~ore an unwanted war (at least in the beginning).
weapons or better defensive stuff (at least
until you get to Class V or so). This is the
use Outposts to expand, in those rare, rare, lowest priority field to research once you other races will usually perform more
games where you aren't near anything. get Planetary Radiation Shield, and you slowly).
Sociology: Space Academy (duh), Alien only need it if you have several, large, rich, One important strategy that is often
Management Center (obviously not if Radiated planets. overlooked is having colonists build hous-
you're Telepathic). After this point, there ing as opposed to Trade Goods or workincrb
aren't any choices. If you are a Dictatorship THE EARLY GAME on a Star Base; an early population boost
or Unification, push for the advanced gov- Regardless of what race you use, early will reap large dividends later. Notice from
ernment if you can, otherwise there's research goes in the following order: Rein- the above chart how much Research Labo-
almost always something better. forced Hull, Automated Factories (immedi- ratories increases research-while Pollu-
Computers: Research Laboratory, ately build factories on every planet), tion Processors aren't necessary, it is
Neural Scanner, Planetary Supercomputer Research Laboratory (build immediately), mandatory to build Automated Factories
(the others are good too), Cyber Security Tritanium, Pollution Processor, and Battle and Research Labs on every planet, as soon
Link, Cybertronic Computer (Autolab is Pods. At this stage, you'll be able to build a as possible. As you don't get interest on any
better if you already have better ships, but Battleship with 18 Nuclear Missile Racks money you save, you should invest that
this is the best computer you will find for money by buying Automated Factories on
the research cost), Android Scientists, Vir- Table 1. Goals new colonies, rather than slowly building
tual Reality Network, Achilles Targeting Year m Colonies ~ Resr. Tech Disc. them. Try to keep your money low for
Unit (the others are good, too). Researching 3501 2 2 9 6 Reinforced Hull much of the early part of the game-having
computers allows you to research every- 3503.4 2 3 15 1I Automated Fact. too much money can motivate the AI to
thing else better. 3504.8 ~ 3 20 26 ResearcnLab. attack you!
Genetics: Hydroponic Farm (Biospheres 3505.7 2 5 23 72 Tritanium Once your colony has maximized its
if you have Natives or good bonuses to food population, and has built everything except
3506.9 2 5 26 82 Pollution Proc.
production), Soil Enrichment, Microbiotics 3.5[i:~-~ 5 3D 26 BattleJ'ods a Star Base, it can take several paths. If it
(Telepathy is good, too), Terraforming, 3507.8 First Contact with establishment of colony isn't Rich or Ultra-Rich, put the colonists
Weather Controller, Psionics, Universal in a third system. on research, and set production to Star
Antidote, Evolutionary Mutation (don't take Base-this "saves" the production you get
any mutations and you'll get a 40 per cent (in five different groups, each able to fire from the Automated Factory, since as soon
bonus to your score). Terraforming is a good as you get a new structure to build (like
two shots, Mirved, Fast, Heavily Armored,
place to stop research until you know you're Supercomputer), you can change produc-
with ECCM-electronic counter-counter
going to win, then push for the Mutation to tion at no penalty. Once the new structure is
measures). Such a ship can singlehandedly
get the score bonus. built, go back to Star Base, and keep doincr
defeat most monsters. Two such ships can
Physics: Fusion Rifle, Battle Scanner this until you need the CPs or defense th:r
Neutron Blaster, Planetary Gravity Genera~
beat every monster (except the Guardian),
crush most Antaran incursions, destroy any you can get with a Star Base. If it is a Rich,
tor (Tractors aren't bad, but won't be useful small, colony, have it build spies, spies,
until you miniaturize them), Jump Gate alien fleet that doesn't have at least Zortium
Armor, and allow you to destroy enemy spies. Don't even think about not buildincrb
(Subspace Communications if you are hav- . .

Star Bases with impunity until they get spIes untIl you have around 40. If it is a
ing trouble with command points), Phasors
Neutronium Armor. Often these ships sur- large, Rich colony (or Ultra Rich and not
(or the Rifle), Plasma Cannon (the best
vive until you attack Antares. Telepaths really tiny), build the Starbase and use it to
weapon if you get in close, even though
should build Missile-armed cruisers, which crank out Colony and military ships.
they doubled its size in version 1.3),
they need more of, since their empire can A player following these tips should
Dimensional Portal (in theory, anyway-I
grow very quickly. come out of the first ten years of the game
have captured this from the AI in every sin-
Table 1 sets goals for when you should ahead of a good computer player, and once
gle game I've ever played), Hyperspace
Communications, Star Gate (the game is complete the above research list. Mileage you are a bit ahead, it's a simple matter to
usually over by this stage). This is the will vary, of course. Just keep restarting the just keep re-investing your resources for
"Weapons" research tree, and the most game until you can consistently keep up ever higher returns.
important in a war game; what you pick with these numbers (with a Unified race,
*

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