Welcome to the Master of Orion (MoO) FAQ.  This is version 
2.4 of that guide.  Thanks to all those who contributed. 
 
--pat traynor-- 
traynor@bostech.com 
 
Table of Contents: 
 
1     What is MOO? 
 
2     Frequently asked questions 
2.A   Is there any speech? 
2.B   How do you move the center of the map? 
2.C   What differences are there between the difficulty levels? 
2.D   When does the council meet? 
2.E   How do I change which ship icons I use? 
2.F   What affect does power have in designing ships? 
2.G   How powerful a machine do I need to run it? 
2.H   What good is the planet button in the combat display? 
2.I   When bombing enemies, does it make a difference how long the film runs? 
2.J   How do you transport troops? 
2.K   Is there a good way to split half of a huge fleet? 
2.L   How do I turn ships around in midflight? 
2.M   Could someone please make the combat algorithm more understandable? 
2.N   Why is the Internal Security percentage changed under 1.2? 
2.O   Is there a version to play via modem? (no) 
2.P   Can I build missile bases instead of shields? 
2.Q   What does "UPGR" mean on the defense slider? 
 
3     What bugs are known to exist? 
3.A   Bugs in 1.0 
3.B   Bugs in 1.2 
3.C   Bugs in 1.3 
 
3.A.1 BACKGRND.LBX bug 
3.A.2 Diplomat bug 
3.A.3 Slow mouse response bug 
3.A.4 The Gaia bug 
3.A.5 The too many ships bug 
3.A.6 The Doc check bug 
3.A.7 The colony ship bug 
3.A.8 The Orion Terra-forming bug 
3.A.9 The base maintenance bug 
3.A.10 The 1999 limit on Factories bug 
 
3.B.1 The Maximum Planet Terra-forming bug 
3.B.2 The Divide By Zero bug 
3.B.3 The Espionage Report bug 
3.B.4 The Lockup bug 
 
3.C.1 The Biological Weapon Bug 
3.C.2 The Missile Fire Bug 
3.C.3 The Combat Transporter Bug 
3.C.4 The Star Gate Bug 
3.C.5 The Environ Bug 
3.C.6 The Sixth Ship Bug 
3.C.7 The Treaty Breaking Penalty Bug 
3.C.8 The Empty Bribe Bug 
3.C.9 The Bogus Nebula ETAs Bug 
3.C.10 The Bogus Spy Rate Bug 
 
4     Clever Tricks 
4.A   Ship turnaround cheat 
4.B   Intelligence trick 
4.C   Research Allocation trick 
4.D   Excess Trade trick 
4.E   Future ship building trick 
4.F   Combat Tricks 
4.F.1 Park a repulsor today! 
4.F.2 "Baiting" the enemy. 
4.F.3 Diversionary tactics. 
4.F.4 Ship Teleporting trick 
4.G   Ship Design tricks 
4.G.1 No empty slots! 
4.G.2 Always have six active designs of ships! 
4.G.3 Weapons and specials with different ranges on the same ship. 
4.G.4 Save a weapon slot for bombs 
4.G.5 Antidote to repulsors: cloaking!  
4.H   Extended range colonizing 
4.I   Trading Upward 
4.J   The Best Defense is a Good Offense 
4.K   The Best Offense is a Good Defense 
4.L   Cheats 
4.L.1 Cheats by design 
4.L.2 Cheats due to bugs 
 
 
5     Strategies 
5.A   Introduction and caveat 
5.B   Beginner Tips 
5.C   Strategies for different stages of game 
5.C.1 Opening Game 
5.C.2 Middle Game 
5.C.3 End Game 
5.D   Strategies for specific races 
5.E   Strategies against specific races 
5.F   Strategies for different size galaxies 
5.G   Warfare 
5.G.1 Ship Design 
5.G.2 Weapon Choices 
5.H   Technologies 
5.I   Diplomacy 
 
6.0   Tables and Formulas 
6.1   Technology 
6.2   Weapons Comparison Charts 
6.3   Ground Combat Odds 
6.4   Guardian Stats 
 
7     Technology Listing 
7.1   Computer 
7.2   Construction 
7.3   Shields 
7.4   Planetology 
7.5   Propulsion 
7.6   Weapons 
 
8     The Future of Master of Orion 
8.1   Upcoming Patches 
8.2   Master of Orion Deluxe??? 
 
 
================================================================================ 
1. What is MOO? 
================================================================================ 
 
MOO is a game of interstellar exploration and conquest.  At the start of the 
game, you have just 1 planet, some population, and a few starships.  From that 
meager beginning, you have to explore the galaxy, create industry, colonize 
other worlds, research technology, conduct diplomacy (when you run into other 
alien races), deal with disasters, design and build your ever changing fleet 
of starships, and eventually either get elected Emperor of the galaxy or by 
military might subdue the other races.  If all of this sounds quite complex, 
it is and that is the appeal of this game. 
 
In defining what it is, some words about what it is not are also in order.  It 
is not an arcade or action type game.  All aspects of the game are conducted 
at your leisure and reflexes are not an issue.  Also, although it does include 
ship to ship combat, this aspect of the game is not the primary focus.  In 
fact, it is possible to push an auto button and the game will automatically 
play out the ship to ship combat.  You will normally (but not always) use that 
button.  If a more detailed tactical ship to ship combat game is desired, 
something like Rules of Engagement 2 might be a better choice. 
 
MOO has a lot of replay-ability for a number of reasons.  First, you can play 
any of 10 different races.  Each race has its weak and strong points.  For 
example, the Alkari race is a bird like species.  They are excellent pilots 
and they are also good at researching propulsion type technology.  The Darloks 
on the other hand are shape shifters and they are excellent spies good at 
inciting rebellion, conducting sabotage, and stealing other races technology. 
Second, each time you start a new game, the map is randomly generated.  What 
fate hands you can make a large difference in your approach.  For example, the 
presence of a nearby artifact world can help in researching technology. 
Third, you have control over the # of stars in the game and the number of 
alien races you are playing against.  Finally, there is a difficulty setting 
which affects how rapidly new technology is discovered. 
 
You should be aware that games can take a fair amount of time; as an extreme 
example, my first game took about 16 hours to complete.  From my own 
experience, the average game takes about 4-6 hours.  Because the game is so 
complex (and thus provides such a rich experience) it can be rather 
frustrating to learn at first.  This guide in part is intended to help you 
through that learning stage.  However, it does not stop there and it is hoped 
that even experienced players will find something of use here. 
 
================================================================================ 
2. Frequently asked questions 
================================================================================ 
 
2.A Is there any speech?  It mentions speech in the installation but I don't 
seem to get any. 
 
Answer:  There is no speech.  The speech part of some soundcards is used for 
special effects but not for speech. 
 
2.B How do you move the center of the map? 
 
Answer:  Point at a blank part of the screen you want centered and then click 
the left mouse button.  To move using the keyboard, see pg 4 of the Technical 
Supplement and Reference. If using the 1.2 patch, ALT-C will re-center the 
map on the currently selected planet. 
 
2.C What differences are there between the different difficulty levels. 
 
The manual mentions that it affects opponents production rates, expansion 
rate, technology development, and willingness to ally with you.  It is also 
supposed to affect the size of your initial fleet. 
 
It definitely affects the cost of developing new technology.  New technology 
costs Tech_level^2 * Difficulty_Factor * Race_Factor. 
 
The Difficulty factor is: 
 
20 - Simple 
25 - Easy 
30 - Average 
35 - Hard 
40 - Impossible 
 
2.D When does the council meet? 
 
It first meets when two thirds of the planets have been colonized.  It then 
meets every 25 years on the 24th, 49th, 74, and 99th years.  (Example 2449). 
 
It also bears mentioning that if you eliminate all races but one, the vote 
will no longer take place. You will have to play the game out to the bitter 
or not so bitter end. You then get the "Tyrant" ending. 
 
Contributed by: Dave Chaloux 
 
 
2.E How do I change the ships icons that I get?  I change races but the icons 
stay the same. 
 
The icons that you get to use depend on the color of the flag you select at 
the beginning of the game. 
 
2.F What affect does power have in designing ships? 
 
If you look at the Engine type popup, you will notice a column for number of 
engines of the selected type.  If you select something new which requires 
power, then the number of engines will go up to provide the necessary power 
for the new item.  Of course if new engines are required, the cost of the 
engines and space required for the new engines goes up in addition to the cost 
and size of the new item.  So the power is integral part of building ships. 
 
Contributed by: P. Michael Haffley 
 
 
2.G How powerful a machine do I need to run it? 
 
You must have 2 Meg of memory. That said the following report was on the net. 
 
------------------------------------------------------------------------------- 
I'm currently running MoO on a 286-12.  The box says that you need at least a 
  386, but I took the chance and bought it and it runs fine on my 286.  (I am 
  planning on buying a 486 this month, so I figured I could always wait for 
  the 486 if it wouldn't run at all on the 286) 
 
The only problems I've had are mouse response problems.  It would get to the 
  point that it would take a second or two to respond to mouse button actions 
  at times.  I just downloaded the first patch, and that seems to have fixed 
  it.  It still takes a half second or maybe a bit less to respond, but it's 
  not to bad.  I think the delay is in the sound area, since the button 
  graphics tend to respond in a timely manner, but there is a slight pause 
  before there is sound or any other result besides the button being 
  depressed. 
 
This isn't exactly a CPU hog like actions games are, so lack of CPU power 
  isn't crippling.  You should have no problems at all on a 386-33. 
 
Contributed by: Keith Hearn 
------------------------------------------------------------------------------- 
 
 
2.H What good is the planet button in the combat display? 
 
It will tell you the weapons, factories, and population of a planet.  Useful 
if you don't want to bomb it to dust.  And useful to know when it's a lost 
cause and your fleets should bug out. 
 
2.I When bombing enemies the little film keeps continuing.  Do I do more 
damage if I keep it going? 
 
Answer: NO 
 
2.J How do you transport troops? 
 
Click on the transport button.  Take the arrow like cursor that appears and 
click on the place you want to send them.  It will give you a slider asking 
how many to transport.  Select the number you want and OK it.  They will NOT 
appear on the map right away but will when you go to the next turn. 
 
This is one of those things that should have been made much clearer in the 
manual. 
 
2.K Is there a good way to split half of a huge fleet? 
 
You DON'T have to click 500 times to split 1000 ships.  It will remove over 5% 
of your group of ships if it is a large group (over about 50 I think). 
This is hidden in the manual somewhere.  If you want to send 500 out 
of 1000 ships start with 1000 ships and REMOVE 500 at 5%, if you want to 
send one ship out of that 1000 then start with 0 and click +1. 
 
Contributed by: F. Rodgers 
 
[Editors note: The percentage is now changed to 10% in large groups under 1.3] 
 
2.L How do I turn ships around in midflight? 
 
You don't until you get the Hyperspace communications tech advance. Then 
you simply click on the fleet and give them a destination just like you 
would if they were orbiting a planet. 
 
An exception to this is important in the 1.2 patch. If you have just given 
a fleet orders or if a fleet has just retreated, a new destination can be 
given even without hyperspace communications. 
 
2.M Could someone please make the combat algorithm more understandable? 
 
  [ Editor's note:  I've included a couple of corrections to the formula 
    that were submitted.  I haven't personally tested them, but if no one 
    disputes them after this release, I'll alter the original text with 
    the corrections. ] 
 
        Ok, I have been seeing a certain amount of confusion concerning 
starship battles in MOO, so I am going to attempt to explain the algorithm. If 
you are not mathematically inclined, don't panic, the combat is really quite 
simple. 
 
        Step 1) The computer compares your ships ATTACK to the defenders 
DEFENSE rating. If you fire beams he defends at beam defense, while, 
naturally, he uses his missile defense against missiles. All attack bonuses and 
defense bonuses are added at this point. The resulting comparison is reduced 
to an ABSOLUTE DIFFERENCE. Thus if you attack with a level 6 battle computer 
and he is defending at level 3 then your attack score is (+3). 
 
        Step 2) The computer generates a random number (sic) between 1 and 100 
and compares it to your attack value (found on page 58 of the manual by using 
our attack score, computed in step 1).  If the random number is greater or 
equal to your attack roll then you hit. 
 
        Step 3) The computer uses the SAME roll to computer raw damage. A roll 
of 100 indicates full damage, while your minimum attack roll indicates the 
weapon strikes for minimum damage. Rolls in between do more damage as they 
approach 100. For you mathematical types: 
 
DAMAGE CAUSED = (MAX-MIN Damage) * (1-[ (100-ATTACK ROLL))        ]) 
                                      | ---------------------     |+ MIN Damage 
                                      [ (100-Minimum attack score)] 
 
        EXAMPLE: I hit with a Hard beam (8-12) damage. I rolled a 70, while I 
needed a 20 to hit. Thus I strike for: 
 
        (12-8)* (1- (100-30)) 
                    -------  + 8 
                    100-20 
 
        or 
 
        4* (1-30/80) + 8 = 10.5 rounds to 10 damage. 
 
+--------------------- 
| Mike Lemmons <mikel@netlink.nix.com> offers the following correction 
| to the previous step: 
| 
| I'm writing a program to assist with designing ships.  I had a moment of 
| panic when I noticed that the FAQ damage equation was different than mine.  
| Then I determined that the FAQ equation simplified into mine.  My equation 
| also makes the order of evaluation clearer. 
|  
| >From the FAQ: 
| DMG CAUSED = (MAX-MIN Damage) * (1-[ (100-ATTACK ROLL))        ]) 
|                                    | ---------------------     |+ MIN Damage 
|                                    [ (100-Minimum attack score)] 
|  
| Mine: 
| DMG CAUSED = MIN Damage + [(MAX-MIN Damage) * (ATTACK ROLL-Minimum to hit) ] 
|                           |                   ---------------------------- | 
|                           [                       (100-Minimum to hit)     ] 
|  
| The square brackets around the two big terms in my version show that the 
| multiplication occurs before the addition.  Everything is done in 
| floating point. 
|  
| There is a mistake in the example that follows in the FAQ.  The 
| numerator should read (100-70) instead of (100-30).  The final answer is 
| correct, though. 
+--------------------- 
 
        Step 4) The computer subtracts the defender's shield level from your 
computer damage. Thus a 4 point laser hit does only 1 point of damage against 
class III shields. Weapons which halve opponent's shields, naturally, subtract 
only 1/2 their shield strength (rounded up, I THINK). 
 
+--------------------- 
| Correction on step 4 from Mike Lemmons: 
| 
| According to the Official Guide, shield fractions are rounded down. 
| (That's what computers normally do, unless told otherwise.) 
| I just realized that if you interpret this sentence as saying that DAMAGE 
| should be rounded up, then SHIELDS would be rounded down and the statement 
| would be correct. 
+--------------------- 
 
        The computer iterates these 4 steps for every weapon on every firing 
ship in your attacking fleet. 
 
        So what does this mean? 
 
        1) Good shields can make poor weapons next to useless. 
 
        2) PUT ON THE BEST TARGETING COMPUTER YOU CAN! It not only determines 
IF you hit, but also HOW WELL you hit and HOW MUCH DAMAGE you do. 
 
        3) Weapons which 1/2 enemy shields have a longer obsolescence cycle. 
 
        4) Note that excess damage will not carry over from target to target 
UNLESS you are using a streaming weapon such as a graviton beam. What this 
means is that a Death Ray will still only kill ONE small fighter. 
 
        5) Good ship designs often carry a number of top notch weapons for 
general purpose work (Auto-blasters or megabolt cannons), some hard beams for 
the occasional heavily armored target, and a few dozen light weapons for 
fending off fighter swarms. 
 
        I hope this helps to clear up some of the confusion regarding combat. 
 
Contributed by: Pat Casey 
 
2.N Why did the Internal Security percentage change in 1.2? 
 
   Under versions prior to 1.2, the Internal Security percentage shown on the 
Race Screen was composed of any racial bonus, any internal security spending, 
and 1% per level of computer technology. 
 
   This was not wholly accurate, as the computer technology modifier is not 1% 
per level of your technology, but 1% per level of the difference between your 
technology level and the person attempting to spy on you. 
 
   Version 1.2 and beyond does not show your computer technology level. 
 
2.O   Is there a version to play via modem? (no) 
 
   MicroProse has stated that they will NOT be adding modem play to 
MoO.  Their feeling on this is that the amount of effort that would  
have to be put into such a project would take away from their current 
development efforts. 
 
2.P   Can I build missile bases instead of shields? 
 
   If you have developed a planetary shield, a planet MUST finish building 
that shield before it will any missile bases.  This can be a real problem 
when you see an attack force heading for one of your colonies.  The best 
way to deal with this issue is just to make sure that your planets ALL 
build the shield once you research it.  Otherwise, it could make for a 
nasty surprise later on. 
 
2.Q   What does "UPGR" mean on the defense slider? 
 
   If you have existing missile bases on your colonies and you research a 
substantial missile tech advancement, your planetary bases are all  
automatically upgraded with the new missiles immediately.  But if you 
want to build additional bases, you have to pay for the upgrade before 
any new bases get built.  Therefore, if you put any resources to defense, 
you'll see "UPGR" in the defense slider until last upgrade has been paid. 
 
Contributed by: Katy Mulvey <rkm@vectorbd.com> 
 
================================================================================ 
3. What bugs are known to exist? 
================================================================================ 
 
Compared to many other games on the market, MOO is remarkably bug free. 
However, it does have a few.  The good news is that a patch exists to fix the 
more serious ones.  This patch is available in the following places: 
 
A) The MicroProse Bulletin Board. The # is (410) 785-1841. You need settings 
   of 8,N,1 and it supports up to 14.4 Kbs. The latest patch is moov13.zip 
   New copies of Moo are shipping with this version. 
 
B) The most recent patch (1.3) is also at ftp.uml.edu. It is located 
    in /msdos/Games/Patches as moov13.zip. 
 
The known bugs are as follows, and are categorized by the versions in which 
they appear. 
 
3.A      Bugs present in version 1.0 of Master Of Orion 
 
3.A.1 The program bombs out with a message similar to, "BACKGRND.LBX[xx] 
exceeds number of LBX entries".  This problem happens on machines with 7 Megs 
or more of EMS memory.  The patch fixes it.  Another fix is to configure your 
machine to have less than 2 Megs of EMS memory available. There have been 
some reports of LBX problems in 1.2, but these should be fixed by 1.3. 
 
3.A.2 The Diplomat Bug:  Sometimes the game will lock you out from access to 
all diplomatic functions.  This is normal after a counsel vote electing 
someone else emperor.  However, it occurs in other situations where it should 
not.  The patch also fixes this problem.  It can easily be worked around by 
saving and restoring the game.  It is apparently linked to someone accepting 
tribute. 
 
3.A.3 Sometimes mouse response time become very slow.  It stays slow until you 
turn off all sound. This has reportedly been fixed in version 1.3. 
 
3.A.4 The Gaia bug:  One of the high technology discoveries is supposed to 
allow for incredibly fertile plants.  When you get the discovery you are 
supposed to crank up the ECO bar and the planets are converted.  They never 
convert. This fixed in later versions. 
 
3.A.5 The to many ships bug:  If you have over 32768 ships (16 bit signed 
integer) then your number of ships goes negative. This is fixed in later 
versions. 
 
3.A.6 The Doc check bug: Has anyone else noticed this - I was playing MOO when 
the copy protection screen came up.  It said that the picture was between 
pages 27 and 27.  No problem, I look up page 27 and see that it appears TWICE 
on the list of choices!  Uh oh, which one... 
 
I chose the first one, and failed. 
 
The second go around was normal and I passed. 
 
Contributed by: James Borynec 
 
[Editor: I have heard no reports since 1.2 of this problem] 
 
3.A.7 The colony ship bug: When you have many different types of ships on 
a planet, AND a colony ship it will NOT ask you if you want to colonize 
every turn, and you have to move and come back OR move off all the other 
ships.  This bug is not consistent but it has happened enough to be 
annoying early on but now that I know the game I only have extra colony 
ships when I am waiting for greater tech range and want to grab planets 
fast. 
 
Contributed by: F. Rodgers 
 
[editor: This bug occurs when you turn down the initial request to colonize 
the planet. This was clear in the original context. I have heard no report 
of this bug in some time and I think the patch fixes it.] 
 
3.A.8 The Orion Terra-forming bug: This bug was first brought to my attention 
by Pat Casey and I have also seen it. In my case I was running the 1008 
patch. If you capture Orion and then terraform it you can really start 
cranking out the Research Points. In my game I was up at 180 max population 
because of +80 terraforming.  I then got the soil enrichment technology. 
Of course this is way out of order (tech 16 vs tech 38) and the game did 
not handle it very well on Orion.  I spent the credits to supposedly up 
the population but it did the opposite. I went from 180 population to 
something like 125. I did not notice this happening on any other world. 
 
In Pat's case this happened with Atmospheric terraforming and the affect 
was even more drastic dropping the max population to 50! 
 
This was fixed in 1.2, only to run into the Max Population Bug (see 3.B). 
 
3.A.9 The base maintenance bug: Several people have mentioned that if you 
get a large number of bases, your base maintenance cost can sky rocket. 
You might go from a maintenance cost of 5% to 80% or 90% in one year. This 
has only been reported with really large numbers of bases like 150 or so on 
a planet. Moral of the story is make sure you don't forget about a planet that 
is cranking out bases. It might completely hose your economy all at once. Also, 
since there is no way to scrap bases you end up having to go back to a save 
file. This is fixed in all versions beyond 1.2. 
 
3.A.10 The 1999 limit on Factories bug: It is possible with Maximum 
Terraforming + Gaia to get planets with populations of 300. With Robotic 
controls VII it should be possible to get 2100 factories. With Meklars and 
their + 2 on controls they could get up to 2700 factories. However, the 
game limits you to a max of 1999 and when you reach it does not adjust 
industry spending appropriately. This is fixed in 1.2 and beyond. 
 
3.B           Bugs from version 1.2 of Master of Orion 
 
3.B.1 The Maximum Planet Terraforming bug: Some planets (including Orion) would 
stay set on Terraforming even after reaching 300 million in population. 
Increased spending could result in reversion to the base value for the world's 
population, or even wiping out the colony. This is fixed in 1.3. 
 
3.B.2 The Divide By Zero bug: Under some circumstances (which seemed to be a 
combination of machine configurations and the bug), the program would crash with 
a Divide By Zero (in enormous letters) during ship combat. This is apparently 
fixed in 1.3. 
 
3.B.3 The Espionage Report bug: Under 1.2, you would never get any reports of 
enemy spies being captured at the espionage report screen. This is fixed in 1.3. 
 
3.B.4 The Lockup bug: Under 1.2, depending on the galaxy and the system, the 
computer would lockup. This is supposedly fixed in 1.3 [It has been reported to 
exist in 1.3] 
 
3.C           Bugs in version 1.3 of Master of Orion 
 
3.C.1 The Biological Weapon Bug: Bringing ships with Biological weapons into a 
system will reduce the population, even if the ships retreat immediately or 
are destroyed before ever coming near the planet. Found in multiple versions 
(other symptoms include biological attacks even when the Bombing option is 
cancelled if bio weapons are present). 
 
3.C.2 The Missile Fire Bug: Planetary missiles which should be destroying 
incoming fleets do no damage (under some circumstances) when fired manually. 
However, when the Automatic Combat is selected, the missile weapons work as 
they should. 
 
3.C.3 The Combat Transporter Bug: The Combat Transporter (level 45 
propulsion tech) has no effect on enemy missile bases.  Your troop 
transports will slip by enemy ships, but they still take full damage 
from planetary missile bases. 
 
3.C.4 The Star Gate Bug: Star Gate travel through nebulae shows 
erroneous E.T.A.'s.  Star Gate travel always takes one year, but if the 
line of travel passes through a nebula, the computer will display longer 
travel times. 
 
3.C.5 The Environ Bug: When listing a CP's tech's, Death Spores are listed 
as "Death Environ". 
 
3.C.6 The Sixth Ship Bug: When fighting against six different ship types 
in one battle, placing the cursor on the bottom ship will display the name 
and hit points of the planet where the battle is being fought, instead of 
the name and hit points of the enemy ship. 
 
3.C.7 The Treaty Breaking Penalty Bug:  According the the strategy guide, 
a penalty is invoked by the computer players on other players (both human 
and computer) which break any kind of treaties (alliance, trade, and 
non-aggression).  However, I've found that this penalty is invoked by 
computers players against me when they are the one that has broken the 
treaty!  I have had non-aggression pacts with computer players (CPs) early 
in the game and then the CP pops up and apologizes for breaking the treaty. 
Later, when I try to increase trade agreements or re-institute a non- 
aggression pact, they complain about me not honoring my past agreements. 
 
3.C.8  The Empty Bribe Bug:  Occasionally, a CP will tell me that they 
will reward me greatly for attacking another CP.  If it is convenient, I 
have then attacked this other CP.  Once I have done "sufficient damage" 
to this other CP, the first CP comes on and tells me that they really 
love me, and they give me some technology of their choosing that I don't 
have.  The bad part is that I don't actually get this technology to use! 
If it is a weapons technology, the weapon is not available for 
ship-building or ground combat, etc.  The first CP will even still offer 
to trade that tech. to me! 
 
3.C.9  The Bogus Nebula ETAs Bug:  At any speed greater than warp 1, the 
ETA calculation is invariably wrong.  Very hard to calculate joint 
arrival times of fleets on either offense or defense. 
 
	3.C.[7-9] contributed by Bryan Richardson <bmr@drmail.att.com> 
 
3.C.10  The Bogus Spy Rate Bug:  The production rates for spies on the 
race report are exaggerated by a factor of 2-4 at least.  Often I see 
production rates of "1y" or "2/y" or "3/y" but the next turn I have no 
spies in that empire although the "C" report shows none captured either. 
 
================================================================================ 
4. Clever Tricks 
================================================================================ 
4.A Ship redirection cheat 
 
This trick has been posted on the net, but I do not recall who originally 
posted it: 
 
Versions 1.2 and higher allow you to click on a retreating ships 
fleet and redirect it, either to another planet, or back to the planet 
they came from.  If you build a ship with missiles or bombs, you can 
attack a planet, use up your missiles or bombs, retreat, and then 
re-attack next turn, with all your missiles and bombs restored. 
 
 
4.B Intelligence trick 
 
This trick was also posted on the net, by somebody.  If you want to 
attack a race, and you want to know the population, number of 
missile bases, and number of factories on each of their planets, one 
way to find out is to perform sabotage on them.  Then when you are 
given an option what to do to what planet, you can click on each of 
their planets to find out this information about each one. 
 
4.C Research Allocation trick 
 
I ... eventually noticed the line in the manual [about taxing planets] 
that there was a 50% penalty, so I stopped doing it.  In case you wondered, 
putting money into your reserve by putting money in industry on a planet that 
is maxed out on factories has the same problem.  However, rich planets give 
you the same double bonus for industry expenditures that are going into the 
reserve, so you can put money from rich planets into the reserve without any 
overhead.  I've never done it, but presumably with a super-rich planet you 
could put the money into the reserve and get a 150% return, which you could 
even plow back into the same planet!  A cute feature. Also, there is one time 
that it is particularly useful to transfer money from a built-up planet to 
a recently colonized planet:  when you are expanding your frontier very 
rapidly, you should put lots of colonists on the frontier planets so that 
you can transfer colonists from last turn's newly colonized planet to this 
turn's newly colonized planet, thus putting population on newly colonized 
planets very rapidly, without waiting for transports to move all the way 
from your center planets to the fringe for every colonization.  However, 
due to the overhead of waste management, newly colonized planets often do 
not have enough money to transport half the population to another planet, 
so you need to have just a few BC in reserve to pay for it. 
 
Contributed by:  jacob@sun19.objy.com (Jacob Butcher) 
 
 
Generally, I do not have rich or ultra-rich planets do any research at 
all.  Any excess production I plow back into reserve.  For ultra-rich 
planets, I continually plow it back into the planet's production (this 
effectively increases the amount going into the reserve by a third. 
For example, suppose an ultra-rich planet has production of 100, all 
of which is going into reserve.  This means we are feeding 150 into 
reserve every turn.  If we then double this planet's production each 
turn by plowing 100 back in every turn, we are effectively feeding 200 
(or 200*3/2 - 100) into reserve every turn, or an increase of 50 over 
not doing any plowing back. 
 
I also then try to feed reserve into artifact planets, doubling their 
production every turn. If this production then goes into research, I 
am getting effectively double the research than if I had let some rich 
planet produce research rather than planetary reserve. (Note that it 
does not pay to have a non-rich planet feed into reserve, which is 
then fed to artifact planets.  This situation is a wash.) 
 
So every few turns, I make sure: 
 
all research spending for each rich and ultra-rich planet ----> 
planetary reserve instead. 
 
planetary reserve ----> Orion, ultra-rich planets, artifact planets, 
new planets, and rich planets producing ships (in that order) 
 
Contributed by cox@unx.sas.com (Jim Cox) 
 
4.D Excess Trade trick 
 
This is one I just recently discovered.  Although it is most useful 
for Humans, it also works with other races. 
 
The documentation notes that the maximum trade amount you can 
establish with another race is 25% of the lesser race's total 
production. 
 
When I first meet a race, I set trade at the minimum amount possible. 
Then I wait a long time until my trade is getting close to the 
maximum.  Then I renegotiate trade agreements.  But first I do the 
following: I take all my reserve and distribute it to a number of my 
planets for the next turn.  This fools the computer into thinking that 
I have up to twice the amount of production I really have.  Since I 
play impossible level where the computer races have OBSCENE production 
bonuses, I am usually last or near last in total production at this 
point, but I have artificially dramatically increased my production for 
one turn only.  Then I meet with each of the other races, and increase 
trade to the maximum allowed.  This trick can dramatically increase 
trade revenue. 
 
(Additional note: NEVER add small increments to trading amounts often, 
as the algorithm the computer uses to determine trade will work 
against you.  Do large increments at very infrequent intervals 
instead.  I usually do not increase trade until I can at least double 
the previous trade amount) 
 
Contributed by cox@unx.sas.com (Jim Cox) 
 
4.E Future ship building trick 
 
SHIP CHEAT (I hesitate to call it a cheat, but it is like the 
production cheat in CIV).  If you want to have a huge fleet "hidden" 
from the enemy, design a really huge ship with all sorts of expensive 
toys on it.  Then dedicate 1 click to SHIPS and set the planets 
producing this ship (I name it SHIP CHEAT, call me logical).  Then I 
forget about it because it will normally take 400+ years to build this 
ship.  When the time comes to "reveal" your fleet to the enemy, with 
you highly advanced fleet, you change the type of ship you were 
producing and presto....  instant invasion force!  Personally I like 
to do this around Zortium Armor.  You should be able to build speedy 
small ships for fodder (computer likes to attack largest NUMBERED 
fleet, I THINK at least on Average) and that's from one or two planets. 
The great thing about this is that you can design COOL large and HUGE 
ships (that you would actually use) and get them rather quickly 
without dedicating all resources to SHIPS.  [cox: Just be sure you 
keep up with these planets regularly to change the ship they are 
building or you may find yourself with a pretty worthless fleet, when 
they actually do finish building what you have told them to build!] 
 
Contributed by: Barry Bloom 
 
4.F Combat Tricks 
 
I have gotten some of the following tricks from the net, some from my 
own discoveries: 
 
4.F.1. Park a repulsor today! 
   By putting a stack of ships equipped with repulsor beams directly 
in front of your planet, no bombers will be able to get to your planet 
without destroying those ships first. 
 
4.F.2. "Baiting" the enemy. 
   I like to keep my first scouts around for awhile and keep them at 
my planets.  Then if the computer attacks the planet with ships that 
cannot penetrate the planetary shield they will continue moving 
forward until the scout is destroyed, being torn apart by planetary 
bases the whole time. 
 
   However, I am not sure this is wise.  I have recently stopped doing 
this, because it is really nice for the computer opponents to be 
keeping big fleets of outmoded designs around a long time.  Each turn, 
maintenance is being paid on those ships.  In addition, if the 
computer opponent continues to have a large fleet of these outmoded 
ships, maybe he won't design a brand new ship to replace it! 
 
4.F.3. Diversionary tactics. 
When I have ships defending a planet, I like to take the battle away 
from the planet.  Then the opponents' ships will attack my ships 
rather than moving to the planet and bombing it. 
 
4.F.4. Ship Teleporting trick 
 
My favorite way to crack planets with many missile bases is to use 
bombers with Sub-space Teleporters.  On your first move you can 
teleport right next to the planet and drop a load of bombs.  Even if 
you don't take out all of the bases, you're still in no danger.  The 
planet will launch a pile of missiles that will appear directly over 
the planet.  If you were able to take out at least half of the missile 
bases on your first drop, stick around and drop another load.  This 
should take out the rest of them, which will also eliminate any 
airborne missiles.  If you weren't able to take out half of the bases 
on the first drop, you are probably better off retreating and then 
coming back to the same planet for another bombing raid. 
 
A similar trick involves situations where you've taken out the 
missile bases, but there is a formidable fleet of defensive ships. 
Wait on the left side of the screen until they've passed the middle 
of the combat screen.  Then teleport to the right of the planet and 
drop a load of bombs.  The defensive ships will take a step toward 
you.  Teleport to the left.  They'll follow you.  Teleport to the 
right and bomb the planet, etc...  Occasionally, check the 'planet' 
button to see how you're doing.  Once the population reaches '0', 
your job is done.  Scram. 
 
These teleporting tricks will be absolutely useless if the enemy 
has subspace interdicters installed. 
 
Contributed by Pat Traynor traynor@bostech.com 
 
4.G Ship Design tricks 
 
4.G.1. No empty slots! 
 
Always fill up your weapon slots, unless you are putting less than 
four weapons on a ship.  Then you can continue firing slots of weapons 
at other stacks if one stack is destroyed by one slot.  For example, 
suppose you build a large ship with 10 autocannons and 2 death rays. 
Put five autocannons into each of two slots, and a death ray in each 
of the other two slots. 
 
4.G.2. Always have six active designs of ships! 
 
If you really only have one type of ship you want to build, make six 
copies of the same ship, and produce the different kinds on different 
worlds.  You have a lot more flexibility in attack and defense with 
multiple stacks than with a single stack. 
 
4.G.3. Try to put weapons and specials with different ranges on the same 
ship. 
 
This allows maximum flexibility in attack.  For example, suppose you 
put death rays (range 4), stellar converters (range 3), gauss 
autocannons (range 1), technology nullifier (range 4), neutron stream 
projector (range 2), and black hole generator (range 1) on the same 
ship type.  During a single attack, you can attack up to 6 enemy 
stacks as follows: Move four squares away from one stack, turn off 
specials, and fire at the stack (the death rays fire).  Turn specials 
back on, move if necessary and fire at another stack 4 squares away 
(technology nullifier fires). Then fire at another stack 3 squares 
away (neutron stream projector fires).  Then move if necessary next to 
two of those 32000 ship stacks, turn off specials, and fire 
autocannons at one, then turn on specials, and fire your black hole 
generator at the other. 
 
4.G.4. Save a weapon slot for something like bombs that you don't normally 
fire, on a fast high-initiative ship.  Then you can move towards enemy 
ships, unload your weapons, and then back away out of range of his 
fire. 
 
4.G.5. Antidote to repulsors: cloaking!  Evidently (according to some 
postings I have seen lately) a cloaked ship will not be repulsed by a 
repulsor!  I like to build cloaked bombers, i.e. smalls that have only 
bombs as weapons.  Their only mission is to get to the planet and bomb 
it.  The only time they are De-cloaked is after they have obliterated 
the missile bases with their high powered bombs.  And then they 
retreat.  (Of coarse, I send escorts to take care of any other ships 
that may be lurking around).   
 
4.G.6. Don't stack Black Hole Generators.  A stack of 1000 ships 
equipped with BHGs does no more damage than one ship of the same type. 
To get additional firepower, design different ships that are 
identical.  This is a very easy thing to do, because after you design 
the first one, the next time you hit the 'design' button, the last 
design remains, so you just have to 'build' again. 
 
One design that I found very useful is a Kamakazi ship.  It has a 
specific function, so there's no point in wasting unnecessary space. 
Until you get into the latter stages of the game, you'll need a 
large hull.  Strap on a BHG and a sub-space teleporter.  Give it 
big engines so that it doesn't take long to get to the enemy planet, 
but don't put any maneuverability or shields in there.  It WILL be 
destroyed.  Create three different designs of this ship and send one 
of each in on mammoth stacks of enemy ships.  With the teleporter, 
you will get first shot.  A trio of these ships can easily reduce a 
stack of 32000 large ships down to 2000.  On the next turn, a second 
trio can reduce that stack down to 150 or so.  Of course, with the 
BHG, results vary wildly.  You may take out the entire stack, or you 
might take out only 25%. 
 
4.H Extended range colonizing 
 
Wait til you have a few tech levels in construction and propulsion. 
Then design a _new_ colony ship, and add the reserve fuel tanks as 
well as the colony base.  Tech 3 in construction+propulsion seems to 
be enough to shrink the colony base and engines so that they both fit 
into a LARGE hull with the fuel tanks.  This will usually be _way_ 
before you get the range-6 or range-8 propulsion tech (or even the 
warp-3 engines!). 
 
Then your colony ship has the same range as your scouts, so colonize 
away! 
 
Contributed by Gregory Bond <gnb@bby.com.au> 
 
4.I Trading Upward 
 
On impossible level, the computer races (especially psilons) can get a 
huge tech advantage over me.  Solution: I trade low level but highly 
valued techs (such as inertial stabilizer) for very high tech items. 
To do this, I wait until the other race has gotten most of the 
high-tech advances. 
 
Then I try to trade with them.  Usually, they will not offer me 
anything valuable at first.  But I keep on cancelling the trade until 
they offer me something high-tech.  This may take several turns, as 
their diplomats often leave before I can get what I want.  But 
eventually, I can usually get a high-tech item in each of the six tech 
types this way.  Then the next time I make a tech advance in that 
area, I am allowed to research any item up to the tech level of the 
item I traded for.  (It's nice to directly research complete 
terraforming instead of +40, +60, etc. especially considering it only 
takes four times the research to discover a tech 50 advance as a tech 
25 advance).  I can leapfrog tech levels in this manner. 
 
Contributed by cox@unx.sas.com (Jim Cox) 
 
Another thing to consider is to give the enemy a useless tech.  If 
they have researched propulsions 3 and 5, they will often accept 
'4' in a trade.  This does them absolutely no good. 
 
Contributed by Pat Traynor traynor@bostech.com 
 
4.J The Best Defense is a Good Offense 
 
Sometimes the cp starts to get the upper hand on you and it looks 
like you're going to be pulverized.  They will mount an attack, 
sending waves of fleets down on your under-defended planets.  If 
it's starting to look like a losing battle, you might want to 
distract them by attacking them. 
 
Design the fastest small/medium bomber that you can.  Important 
things are: fast, good&plenty bombs, and if you can fit them in, 
reserve fuel tanks.  Don't waste money on shields or beam weapons. 
If this plan is going to work, you have to hope that you don't run 
into any defending ships, and that if necessary, you can outrun any 
launched missiles.  Send them to the enemy planets that are somewhat 
remote from you.  These will tend to have fewer defenses in place. 
If you can get a fleet of bombers out there and destroy a colony, 
the cp will often abandon its attacks on you to concentrate on 
re-colonizing the blasted planet.  The reserve fuel tanks are very 
nice on your bombers because that could take them out to enemy 
colonies that are especially undefended. 
 
4.K The Best Offense is a Good Defense 
I found this strategy to be quite handy when you're playing as 
Darloks, and everyone hates you. 
 
Build up your planetary defenses as strong as you can.  It may 
take a little experimentation to find out how much is enough. 
Research the best missile techs that you can.  And also, design 
a very small, wimpy ship.  This doesn't need anything, but perhaps 
one small weapon, like a laser.  Personally, I name this ship 
"BAIT".  When an enemy fleet is bearing down on one of your 
planets, make sure that you have one of these ships in orbit. 
 
When the enemy fleet arrives, they would normally see your 
overwhelming mass of missile bases, and they would immediately 
retreat.  But there is something about a weak ship that they 
can't resist.  They will march across the screen to wipe out 
that BAIT ship while you send wave after wave of missiles. 
The tricky thing here is that you have to be sure that you DO 
out-power the enemy fleet. 
 
I've managed to reduce an entire enemy fleet to next to nothing 
without ever having more than 5 ships in my fleet. 
 
Contributed by Pat Traynor <traynor@bostech.com> 
 
4.L Cheats 
 
I hesitated to put this section in, but since this IS a frequently 
asked question, it should be answered. 
 
4.L.1 Cheats by design 
 
<alt>-GALAXY 
This will basically eliminate the need for scouts.  You will be 
shown the basic stats of all planets in the galaxy as well as the 
location of enemy colonies and ships. 
 
<alt>-EVENTS 
This will stop all random events from happening, such as radiation 
accidents and rebellions. 
 
<alt>-MOOLA 
This adds 100 BCs to your planetary reserve. 
You must be in the 'Planet' screen to use this cheat. 
 
<alt>-P 
This will randomly change the personalities of the enemy leaders. 
 
Contributed by Pat Traynor <traynor@bostech.com> 
 
4.L.2 Cheats due to bugs 
 
The "Star Gate" cheat: After commanding a fleet of ships to move 
between two Star Gates, you can click on that fleet and redirect them to 
any planet within refueling range.  They will arrive in one year, 
regardless of distance or engine type.  Hyperspace communication is not 
required.  (Only tried on version 1.3) 
 
Contributed by Mike Lemons <mikel@netlink.nix.com> 
 
The "Hyperspace" cheat:  This cheat comes in handy if you have 
researched Hyperspace Communications, but have not, or were unable 
to research the higher "Controlled Environment" techs, such as 
'Toxic' and 'Radiated', and can therefore not conquer these types 
of planets.  Set your transports to go to a destination that will 
take at least two turns.  After the first turn, re-direct the 
en-route transports to the enemy-controlled colony.  They will 
attack it as though you had the required environmental technology. 
 
Contributed by Jonathan Hooper <hooperjj@warzone.win-uk.net> 
 
================================================================================ 
5. Strategy Guide 
================================================================================ 
 
5.A Introduction and caveat 
 
Note: IMPORTANT - Many of These tips appeared on the net and have been 
edited only slightly.  There are contradictions real and apparent in 
them.  It should be realized that most rules are not 100% true or 100% 
false; they work in some domains and not in others.  The presence of a 
tip or rule does not excuse the player from thinking.  There may be 
good reason to violate one in your particular situation. 
 
In MOO, each game is very different.  Games are modified not just by 
what race you play and what races you are playing against and what 
size galaxy you play in, but also in things such as what tech can be 
developed in that particular game.  Strategy can change immensely in a 
game where nobody gets stack-killing weapons, or auto-repair, or 
high-powered bombs, etc.  For me, this is what keeps me coming back to 
MOO.  If the same strategy was appropriate in every game, it would get 
old real quick. 
 
5.B Beginner tips 
 
5.B.1 It normally is better not to destroy a colony.  It is better to 
leave some population and then bring in transports and take the colony 
over.  This saves the cost of the colony ship.  It is sometimes better 
to bomb them to the ground.  An example of this is when they have 
superior technology for ground fighting and your losses would be 
prohibitive. 
 
Contributed by: Dave Chaloux 
 
 
5.B.2 A good strategy for a first game is the following.  Select a 
medium galaxy, simple level, with three opponents.  Play the Klackons. 
Spend money on all tech equally.  Keep factories and populations maxed 
and grow only as fast as you can defend.  Avoid wars, and when you 
have the resources (be sure to spend lots of money on technology) 
build up the missile defenses of your planets.  During the time you 
should have only a scout or two and a colony ship when you need one. 
 
Now you are ready to act.  You should be able to out-produce anyone. 
Be sure that you have kept your internal security maxed out, and your 
planets well fortified.  Now design the best ships you can, pick an 
opponent, and go to war! 
 
Contributed by: Dave Weinstein 
 
 
5.B.3 Just a small thing I ran across last night.  If you are 
expanding in an odd shape and you home worlds, where most of your 
colony ships are built the quickest are far away form your frontier. 
Find a planet that has an environment you don't have the tech for in 
the frontier area.  Then send a colony ship there.  Because you don't 
have the tech to colonize, it will just orbit and therefore be much 
closer (and quicker) to a planet you run across that you can base.  My 
empire developed into a 'L' shape, laying down, with my main producers 
at short end of the L as I expand out on the longer end. 
 
Contributed by: Donald Anglin 
 
 
5.B.4 Playing Out Games with Bad Planet Distributions 
 
I've got a tip for those who want to 'play out' those games where 
they are stuck with no colonizable planets within range. 
 
Scrap your colony ship! 
 
It's maintenance is about 10BC per year, so in 50 years you will have 
paid enough to buy a new one anyway. 
 
By scrapping it, you can build up your colony faster with the cash you 
get back (transfer it to your home planet on the planet screen). 
 
Build your planet up as fast as you can, then concentrate on propulsion 
research, and you might be able to win that game yet. 
 
This is really only recommendable if you like a challenge, but it's 
doable.  If you're looking for a new challenge, give it a try. 
 
Contributed by: Bronis Vidugiris 
 
 
5.B.5 Maximizing Planet Production 
 
A few notes on what to invest in to maximize production. 
 
At the start, for most races, this is factories.  Factories cost 10BC 
generate 1BC of income and 1BC of pollution (which costs 1/2 BC 
initially to clean up).  In 20 years, they will have paid for 
themselves.  This is the game default, non-surprisingly. 
 
Colonists cost 20BC to generate (via eco spending), and generate 1/2BC 
per year with no pollution.  In 40 years, they will have paid for 
themselves. 
 
Other conditions may shift the balance here too.  Factories tend to 
get the early breaks with reductions in cost, and reductions in waste 
output.  Colonists get later breaks, with vastly increased 
productivity (up to 2 at Planetology tech 50), cloning, advanced 
cloning, etc. 
 
Klackons start out with colonists equal in return rate to factories. 
I start out with colonists for a short time, but only until I get my 
planet(s) up to 50% of population where the natural population growth 
rate is maxed out.  Then I shift to factories, which will start to 
increase in productivity earlier.  (This is only with the Klackons, 
other races I start out with factories). 
 
The balance definitely shifts towards building colonists when one has 
had a population decrease on a world which already has a lot of 
factories (there are a lot of potential reason for such a decrease, 
sending out colony fleets is the most common).  The negative impact 
can be minimized by cranking out those colonists by spending that 
money on 'ECO'. 
 
Contributed by: Bronis Vidugiris 
 
5.B.6 Some General Observations: 
 
1.  TRADE.  I think most important.  Especially in large and huge 
games.  With trade and alliances I have been able to generate 1500+ BC 
a turn.  This provides lots of funds for spying!!!  Ideally, I don't 
establish them until they reach 300+ or whatever is the highest.  This 
may be more race specific since I got that number playing the humans, 
but I still get good money playing other races. 
 
2.  EXPANSION.  Noticed that some of the races will stagnate (stay on 
their home world only) when I expanded as quickly as I could (actually 
outstripped the rest of the races, no silicoids in the game). 
However, if I gave them (oh, so many options for "sending them on a 
wild goose chase") a better move, they wouldn't try and expand, even 
with good planets around.  Hope this is a function of the average 
level AI. 
 
3.  SABOTAGE.  This I think has hidden potential.  I decided to try 
and start a rebellion in a Mrrshan colony.  I am not positive about 
this, but once I got them over 15%, they really started rebelling. 
The next time they went to 30%!!  I got bored and invaded, and I swear 
it seemed to FALL much easier to my troops.  Any comments on this one? 
 
4.  DEATH FLEET.  I do the three suggested methods of attacking.... 
capture factories (large amounts enemy pop, large invasion force).... 
bomb til almost nothing....  and DEATH FLEET.  This is my favorite. 
By the time I use this it is pointless to take more colonies.  Nothing 
I hate more than trying to manage that much (kinda like 50+ cities in 
CIV).  What you do is just build a huge fleet with a lot of bombers 
and a few capital / large ships (maybe 30+ large, 6 HUGE) and go from 
planet to planet completely obliterating them.  Nothing more 
satisfying than seeing "100 million colonist killed" ;) 
 
Contributed by: Barry Bloom 
 
5.B.7 Basic whole-game strategies 
 
It seems to me that the key to winning with any race is to build a 
strong industrial base on at least 2 good-sized planets before 
committing any resources to research.  To grow the fastest, keep your 
home planet at about 50 people for maximum growth, and ship off 2 or 3 
each turn to your first colony.  For at least the first 10 years, 
devote all resources to factory construction. 
 
Start your research small at first, keep devoting resources to 
factories.  Until you've maxed out, I keep at least 1/4 of each 
planet's production in factory building, preferably 1/3 or 1/2.  I try 
to keep new colonies strictly devoted to factories. 
 
Don't devote any resources to shipbuilding until absolutely necessary. 
When your first two planets are nearly full, build a colony ship. 
Keep siphoning off people from your home planets to the new colony, 
keeping them at about 90% capacity for speed of growth.  By the time 
your 3rd colony is getting full, your second transport should be 
ready, and you are now in the expansion phase of building lotsa new 
colonies. 
 
I build friendly relations with my neighbors from the earliest.  While 
they devote resources to building low-tech fleets, I build industry 
and research tech.  Then, when I have a strong economy (like, maxed 
industry on my home world) and higher tech, I start building my 
warfleet. 
 
 
I devote at least 1/3 of my homeworld's production to shipbuilding, 
and usually a good fraction of my first colony's.  I prefer large 
ships, and use heavy weapons with their 2-space range.  As my tech 
grows, I save a few advances and then commission a new class of ships. 
I will usually have 3 different large warship designs current, plus a 
colony transport design (totally unarmed), and a long-range scout.  I 
find that small ships are virtually useless in combat, and medium 
ships nearly so (but I haven't played races that get combat 
advantages, where I might prefer medium ships). 
 
My very favorite specials are Battle Scanner (which gives you initiative and 
attack advantages, plus letting you see enemy ship stats), and Automated 
Repair.  Combined with heavy beams (2 space range), and a combat speed of 2, I 
can decimate even huge dreadnoughts by dancing and keeping them at a distance, 
if they only have speed 1 and beams with range 1. 
 
It is important to have at least beams and bombs in your ships.  I also 
usually add a missile or two.  Missile-only ships are sitting ducks once they 
expend their missiles.  I put in mostly heavy beams, one or two missiles, and 
fill up the rest with bombs.  Of course, I max out computers, ecm, engines, 
etc. 
 
I usually take on the 2nd strongest race that is nearby.  In my case, that was 
the Darloks, who I really hate cause they can steal my tech.  I don't attack 
until I have 2 or 3 higher tech large ships, then I decimate their nearest 
colonies.  Bomb 'em down to 5 or so, then send in the troops, at least twice 
as many as they have, preferably lots more, from your now-full homeworlds. 
This gives you an advance base.  Move onto the next planet and repeat, but 
this time ship troops from the first planet you took.  This eliminates any 
need for colony ships; you just eat the opponents worlds.  Meanwhile, your 
homeworlds should be churning out warships every 5 years or so. 
 
Keep the other races peaceful-like as long as possible.  Especially with 
Psilons, buy them off with a non-combat piece of tech as tribute; this makes 
them real happy.  Usually, some race has expanded like wildfire, and the 
council has met to decide between me and them, with no majority.  Try to 
convince the other races to have a non-aggression pact with you, and declare 
war on the big bad enemy. 
 
I have found trade to be nearly useless, unless you are playing Humans.  It 
takes forever to show a profit, and I've never seen anything close to the 
agreed-on amount.  Do it to make friends, but keep the amounts low. 
Especially, don't up it in small amounts over time; if you decide to be 
friendlier, just it a lot very rarely.  Also, don't trade lots with your 
soon-to-be major enemies, just 25 or so when you first meet them, to keep them 
pacified until you attack. 
 
After you've decimated or totally eradicated your first opponent, turn your 
sights on the big bad guy.  Create a warfleet to do scorched-earth tactics, 
just bombing each planet to (almost) nothing.  Remember to leave a few left; 
they're your colony base.  If you have improved scanners, you may see colony 
ships moving to new planets nearby.  Let 'em; as soon as the colony is formed, 
send in the troops.  (I love eating the opponents new colonies.)  If you see a 
bunch of transports heading to one of your planets, send a fleet to that 
planet, and you can kill most or all of them before they land. 
 
Conquered colonies should be kept fairly small, as they may get taken back. 
Devote their energies to research, not factories.  If you can manage to take a 
colony with factories, great, but don't get greedy.  The best way to do this 
is to decimate one colony to nearly nothing, then move your warfleet 
elsewhere.  The enemy may send a transport fleet to the decimated colony.  If 
so, then send your troops to take the planet that sent out the transports, 
which is now underpopulated. 
 
Build missile defenses only on your main colonies.  By devoting a small 
fraction of your resources to them, you should be able to build one each 5-10 
turns.  With proper tactics, your homeworlds may never be attacked.  But if 
they are, 4-10 missile bases will prevent enemies from making cheap attacks. 
If you see the enemy making a major attack, get a fleet there, fast.  Improved 
scanners that give destination and ETA are a must in a serious war. 
 
It is absolutely critical that your fleet be faster than your opponents. 
Research speed techs in preference to range (once you have range 4 or 5, that 
is).  In general, high tech is critical.  Ignore the 'fleet size' and 'total 
power' status lines; just keep production near the best, and tech higher if 
you can.  (If the Psilons are an opponent, this is likely impossible.  In that 
case, cultivate their friendship, and exchange tech a lot.  They tend to be 
peaceful.)  In general, exchange tech whenever possible, but I prefer to give 
non-combat advances in exchange.  Even if you have better stuff, trade for 
advances you don't have, as it will raise your tech levels. 
 
It is tempting to research robotics tech that allows you to build more 
factories, or terraforming tech to grow worlds.  Once you are in a serious 
war, resist this temptation.  In war, you can't afford to devote the resources 
to growth, you need them for ships and research.  Do these things before war 
breaks out, or between wars in a long game.  At any time, don't build 
expensive robotics factories until you've reduced the factory costs. 
 
On the espionage front, keep spies on every player.  When you are at war, 
change their missions to espionage, or sabotage only if they have no tech at 
all.  Your computer tech helps here.  I try to keep my overall espionage and 
counter-espionage spending at 10-15%. 
 
Contributed by: Douglas Zimmerman 
 
 
 
 
Phase 1: Send out scouts to two nearest worlds. Colonize all immediately 
available worlds quickly. Don't worry about anything further than 5 squares 
away, but make a bunch of cheap fighters and send them out to stake out 
planets. This will give you perhaps 2-5 planets, while your strongest 
opponents may have 3 times that number or more. Don't even think about 
being influential in the council for a while. 
 
Phase 2:  Settle in.  Expand if you can, but make sure you keep your tech 
spending high.  A good balance tends to work better than specializing.  Armor 
tech, ground fighting, and especially terraforming and factory control will 
help you hold your planets and make them more productive than your opponent's 
larger number.  Trade whenever possible.  Build lots of missile bases, and no 
ships.  Eventually you'll find yourself blocked in, probably by the groups 
more powerful than yourself.  Make sure you get frequent reports on their 
tech. 
 
Phase 3:  Go to war with one of the more technologically advanced groups.  Try 
to steal tech from them (they'll start the war).  Steal tech from anyone who 
goes to war with you.  Defend your home planets, don't attach except perhaps 
with bombing raids.  Concentrate on building up a fleet which could hold a 
planet by itself.  Then take a planet.  You should have sufficient resources 
to take one planet from even the strongest player and to hold it if you wait 
long enough.  Send transports from many colonies (not just one) and just 
eliminate the missile bases and ships guarding the planet, not the factories. 
Ideally, you'd like to take a rich planet, or one with artifacts.  You'll 
certainly want to take a developed one for the tech you'll gain. 
 
Phase 4:  Eventually whoever your at war with will stop beating on you.  Put 
that fleet to use on a weaker neighbour.  Don't eliminate them, but steal 
their inferior techs to pump up your own tech levels (make components cheaper, 
smaller).  By stealing from whoever wants to fight you, heavily defending your 
planets, spending little on ship-building, maintaining trade, and occasionally 
taking the choicest planets from your current enemies, your greater ability to 
assess the value of a given path of tech advancements will make you stronger 
than the computer. 
 
Case in point:  I just spent the last 600 years technologically inferior to 
the Psilons.  Despite the fact that they held Orion for 20+ turns (that I HAD 
to take from them) and discovered a derelict, I am now (just) superior to them 
technologically and militarily, and am in the process of beating them into the 
ground.  This is in a large galaxy which, at one point, they held over half 
the planets (I had about 6 then).  I'm playing as the Humans. 
 
RULES 
1.) Never take a planet you can't hold. 
 
2.) Never eliminate a foe.  Even the weakest can give you technologies you 
    leapfrogged, or specialize in an area where you are weak. 
 
3.) Don't destroy many colonies in a given area unless you can keep them from 
    being recolonized, or you're ready for a shift in the Balance of Power. 
 
5.) Do destroy colonies in a given area if two races you are trying to get to 
    fight are in that area in force. 
 
Disclaimer: I haven't tried this with Sakkra or Bulrathi, or in Huge galaxies. 
            It has worked on hard on small and medium, and average on large. 
            The strategy is especially suited to Psilon, Meklar, Darlok, and 
            Human empires. 
 
Contributed by: Michael Metzger 
 
 
5.C Strategies for different stages of game 
 
Like Chess, Master of Orion can be broken into three phases:  the 
opening, or the initial expansion phase (the computer does this phase 
really well), the middle game, where you hunker down and develop the 
worlds you have (the computer plays very poorly here), and the end 
game, where you try to take over at least enough to give you the win 
(again, the computer does not do this well.  It does not follow up on 
its victories enough).  Following are strategies for the different 
stages of the game: 
 
5.C.1 Opening Game 
 
        For some reason, all of my games (Huge/5/Hard or Impossible) 
develop in exactly the same way: 
 
1)  I put almost all of my tech into Planetology, (for pop. and possibly 
        controlled X environment if there are ultra-rich planets about) 
        Propulsion, (for a high enough range to reach the stars in my 
        corner) and Computers (for Improved production: some tech also in 
        Construction) 
2)  I colonize madly until I get 15-20 stars in a corner or edge. 
3)  I make peace/friendship w/ everyone else by trading and giving tech  
        (mainly because they're so far ahead of me in tech, etc.) and  
        concentrate on population and production development. 
4)  I block the vote in the first Galactic Council by abstaining (I've  
        always been in the running, but I've never ha enough votes to win). 
5)  4-5 years before the next vote, I get all the other races to declare 
        war on each other  (This has never been difficult:  For some reason, 
        whenever the two biggest CP rivals attack each other, all of their 
        alliances come apart, and everybody gets into a free-for-all) 
        I also make NA-pacts/alliances w/ everyone except my rival. 
6)  2-3 years before the vote, I attack my rival - suddenly, everyone in  
        the galaxy loves me and hates him. 
7)  Before he has a chance to attack, I win the Council vote. 
 
        This strategy works very well with Humans (because of the diplomatic 
and trade bonuses), Klackons, or Mecklars (for the production bonuses). 
        The big problem with this strategy, as everyone can probably see 
already, is that I never get to do any fun conquest - I never have enough 
tech or production to win a war against anyone without sacrificing my 
diplomatic situation or production. 
 
Contributed by: js187@jambo.cc.columbia.edu (Jason Scanlin) 
 
If a very early war is essential, you can often beat the computer early 
on with a somewhat poorer ship.  Build range-two weapons and a single 
range-one (for movement control), and have a movement rate of two (if 
you can't do this, it is too early to build a warship).  If the computer  
ship has range-one, you can soften it by staying at two, backing up, until 
you reach the board edge, thereby doing substantial damage while not 
taking any yourself.  If the computer ship has range-two, it will 
believe that it should fire from range two.  Close on it and fire from 
range one:  your weapons will do more damage as there is a penalty for 
range two fire!  The only thing to watch out for is that you don't want 
to back him into the corner so that he's forced to fire at range one. 
 
Contributed by: mkkuhner@evolution.genetics.washington.edu (Mary K. Kuhner) 
 
5.C.2 Middle Game 
 
        Your "mid Game" starts as soon as the majority of your worlds are 
industrialized and have >10 missile bases. It generally ends when the 
widespread availability of good bombs and large fleets shifts the game balance 
away from the defender. 
 
> 
        Well, a lot depends on the size of your galaxy. I'm assuming your are 
playing on large, and yes, 7 planets is a slow start. Suggestions for improving 
your initial expansion follow: 
 
        1) Place scouts over every nearby world, one per. The AI tends to 
colonize worlds it has explored before putting resources into arming its colony 
ships. By placing a scout over a planet, you deny the AI exploration and 
hopefully grab the colony yourself. 
 
        2) Build up your first two colonies and then start colonizing new 
worlds. Use one world to produce colony ships, and use the other to throw 
population bombs onto your new colonies. Then let them develop on their own 
while you colonize past them. Exception: Rich and Ultra Rich worlds are worth 
putting resources into to speed initial expansion. 
 
        3) Avoid building a fleet unless necessary. Most low-tech fleets are 
not useful against planets, thus the conquest of enemy colonies becomes a very 
slow process. 
 
        4) Play as the Klackons or Sakkras, both of whom will develop colonies 
rapidly. Alternately, play the alkaris and build fast, long range colony ships. 
 
        Tips on Rescuing a slow start: 
 
        1) Human Turtle. This works best as the humans, but can be effected 
with skillful bribery by almost anyone (yes, even the Darloks). Trade with all 
your neighbors to the hilt, and build no fleet. Maximize your tech and trade 
for it whenever possible. Sign non-aggression pacts with everyone and NEVER 
make an alliance as it may drag you into a war. Eventually, especially on 
Average or Hard, you can garner a tech advantage in this manner. Once that 
happens, its all a mop up. On impossible, this tactic will only work if your 
initial base is significantly larger and contains some good worlds. EXCEPTION: 
MOO versions below V 1.2 are quite a bit easier. 
 
        2) Balance of power: Pick the largest power you think you can deal 
with. Then induce a few nearby races (preferably the LARGEST power in the game) 
to declare war on them. Once they are heavily engaged (and likely losing), move 
in and stab them in the back with your own fleet. NOTE: This is dangerous 
unless you are prepared to finish off the race in question. They WILL hold a 
grudge. 
 
        3) Tech Raids: This is a gamble, but sometimes pays off if you are 
losing heavily in tech. Find a poorly defended, high tech world, and swarm it 
with troops, all of whom should arrive on the same turn. With luck, you should 
steal the planet out from under the missile bases. NOTES: A) Works best when 
missile techs are poor and your transports have good speed B) You will 
generally lose planets thus acquired unless you follow up with a supporting 
fleet, but you keep the tech. 
 
        4) Orion Hunting: Capturing Orion is a sure way to turn a losing 
situation into a possible winner. If it is within range, and you have at least 
the Neutron Pellet Gun, then consider making a play for it. Remember the rules 
of Orion in considering your fleet. Against the V 1.2 Guardian: 
 
        The guardian has 4,000 HP on Easy, 6,000 on Av. 8,000 on Hard, and 
10,000 on Impossible. 
 
        Assuming at least a battle computer Level 5, then each NPG will do 1.5 
damage.  Each mass Driver 4.5. 
 
        Rule 1: You must deliver > 30% of the guardian's HP per turn to kill 
it. Otherwise it will Auto-repair. 
 
        Rule 2: You will lose 250 fighters to the guardian's missiles before he 
runs out of ammo. 
 
        Rule 3: You will lose 125 Mediums to missiles if Titanium, 83 if 
duralloy, and 62 if Zortium. 
 
        Rule 4: Every odd turn, you will lose 4 small or medium ships. 
 
        Rule 5: Every Even turn, you will lose 14 small or medium ships. 
 
        Rule 6: The cheapest way to get a weapon into space is to strap it on a 
fighter. Medium, Large, and Huge ships cost more per ton of available space. 
 
        In general, on average level, 2000 fighters with NPGs will do the job. I 
generally wait for the mass driver, however.             
 
        Just a few suggestions... 
 
Contributed by pcasey@hmcvax.claremont.edu (Pat Casey) 
 
 
Invading an enemy colony with Combat Transporters: 
 
First of all.  It seems that each 1M troops that you send to a planet 
is in a separate transport.  So if 40M troops are arriving, then 
the computer must destroy 40 ships before they reach the planet. 
Since this is the case, it is sometimes useful to have a larger number 
of transport to overwhelm the defenders.  They have very little time/rounds 
to destroy these ships, so they can usually only destroy a limited number 
of them unless they have a strong defensive force.  So, if their defenses 
can destroy 20 ships in each wave, and you send 40/year for 5 years, 
then only 100 out of 200 troops arrived safely.  However if you send 
200 troops which all arrive at once, then 180 troops arrive safely 
and the success of your raid is much more likely.  Another advantage 
to having the force arrive all at once is that if the computer 
is slowly losing troops over time, then it has a chance to rebuild  
part or all of the lost population by allocating resources to ECO or 
sending troops from elsewhere.  This is especially painful if he has 
cloning technology.  So, effectively the attacks can be worthless because 
all troops the computer lost in the 1st wave might be renewed by the second 
wave this wave basically starts from scratch. 
 
In order to get an overwhelming force you usually need to send troops 
from several planets.  If the planets are different distances from 
the target, then send the troops from the farthest planets 1st and in 
later years send the troops from the closer planets.  Be sure to time 
it so that they all land together for maximum effectiveness. 
 
Contributed by Jerry Derby <jderby@nevada.edu> 
 
5.C.3 End Game 
 
 
 
5.D Strategies for specific races 
 
        Alkari --- 
 
        Pretty easy to win with.  The defense bonus is a godsend early in the 
game.  Expand hard and fast in the beginning, and put together a large fleet 
of small, nimble fighters and frigates (with a few fusion or omega V bombs). 
Then expand like a banshee.  These guys work great for almost any game plan 
EXCEPT the pacifist technologist game plan.  You need to fight to take 
advantage of their specials, so DO IT. 
 
        Bulrathi --- 
 
        I find them rather tough.  You are going to lag in computer tech, but 
you can offset that by stealing from more advanced races when you invade. 
Your +20 ground combat tech is really nice, but ONLY if you stay current in 
ground combat tech.  The problem is that to use it, you HAVE to fight.  You 
will step on a lot of toes playing here.  I suggest a hard expansion followed 
by a retrenchment and then a brutal war against your most advanced neighbor. 
Ignore casualties and TAKE PLANETS. 
 
        Darlok --- 
 
        Ok, I admit it, I like them because they have the coolest graphics (is 
that Stormbringer the Darlok warrior is holding?).  With that said, these guys 
are tough to play but a blast because you can really mess with the diplomacy. 
Don't expand too fast or the galaxy will turn on you since they already hate 
you.  Get computer techs as fast as you can, and turn up the spies.  Use your 
ability to frame to turn the strong races against each other (frame them for 
espionage acts).  Then move in to collect the pieces.  Early on, you may have 
to accept losing a few planets to avoid going to war with the whole galaxy. 
Bite the bullet and do it since A) they DO hate you and B) they CAN kill you 
and C) any excuse turns B into THEY WILL KILL YOU. 
 
        Human --- 
 
        Boring.  Sorry.  This is the only race I have won at through the 
diplomat option...  i.e. getting people to vote me into office when I have 
significantly less than 50% of the galaxy.  You are a pretty generic race 
other than your wonderful diplomacy so expand solidly, kill the weak and use 
your diplomacy to keep the strong from killing you.  Eventually, you should 
win.  You have a unique ability to concentrate on one enemy at a time since 
you can buy off other enemies cheaply, so USE IT.  Remember, peace is just the 
long period of retrenchment between wars. 
 
        Klackon --- 
 
        I hate these guys.  You start with an insane early expansion and then 
end in a whimper.  Your inability to develop decent propulsion techs is 
ultimately CRIPPLING.  So, expand insanely in the beginning, and then 
beg/plead/steal for good propulsion techs.  Only THEN should you even consider 
war.  DON'T get involved in a premature war.  No matter how strong your 
industrial base is, if your ships still rely on RETROs to get around then that 
inferior Alkari fleet zipping around on fusion engines will eat you alive by 
concentrating both strategically and tactically.  You should have your 
industries up and running smoothly long before the other races do, so use the 
breather thus offered to A) build good defenses and B) get a lot of cool 
construction techs. 
 
        Mecklars -- 
 
        I find these guys to be absolute cake, er, most of the time (grin). 
Expand early, but don't crush any toes.  Remember, you don't need as many 
planets as all those other non-industrialized races.  Keep people off your 
back with diplomacy until your industrial base gets rolling, and then, well, 
kill them.  Your weakness in planetology can mean a huge waste of resources 
going to cleaning your planets so Beg/plead/steal any waste reduction or eco 
restoration techs you can.  Your planets will have good defenses and you 
should have a nice, compact industrial base.  This allows you enormous freedom 
in a war since you are virtually impregnable (50+ missile bases), and can 
strike out in any direction.  Take your enemy's best planets and make them 
better.  Research robotic controls whenever available.  Fear the Doom Virus. 
Get the antidote. 
 
        Mrrshan --- 
 
        The Alkari's weaker brothers.  I find them harder to win with.  Their 
gunnery edge is nice, but not the equal of the Alkari's defense bonus.  You 
should go over to the offensive as early as possible, trade for good armor and 
construction techs with obsolete weapons and research the gauss autocannon as 
soon as it becomes available.  Don't rely on your gunnery edge to win you 
battles.  It helps, but it won't allow you to totally ignore the laws of 
numbers.  Remember, you may hit them better, but THEY CAN STILL KILL YOU. 
 
        Psilons --- 
 
        I know, everybody and their brother plays as the psilons because they 
get all the cool toys.  Grab what you can early, and DON'T piss anybody off. 
You are VERY weak early on.  Buy peace for the first half of the game while 
building a good tech edge, and then expand across the galaxy.  If you control 
15-20% of the galaxy you should be able to block anybody's election in the 
council until then.  An interesting alternate plan I have used is to quickly 
acquire a tech edge in shields and weapons and exterminate a few low-tech 
planets.  It often works, but if you get stopped, their vengeance will be 
terrible to behold.  I usually play the former strategy. 
 
        Sakkra --- 
 
        I love these guys.  You breed like rabbits, AND you get all the cool 
planetology techs early.  Well played, you can have 30% of the galaxy 
colonized before the end of your first expansion.  Sure, you will be spread as 
this as, well, very thin!  Anyway, as soon as your first rush in over, buy 
peace as long as you can, and build up your defenses, because the whole galaxy 
will come for you as you are almost definitely winning.  Once you get your 
defenses going, develop a good star fleet and start a relentless steam-roller 
advance across the galaxy.  If you fall behind in TECH, consider a few "Lizard 
Wave" attacks against weakly defended High Tech worlds.  You can afford the 
casualties.  Think of your empire like Russia in WWII ...  No matter how many 
troops you lose as long as they take losses too, you are winning.  Once you 
get cloning, and a few fertile planets, you can vat grow an invasion force 
every 2-3 turns.  I find these to be the easiest to win with UNLESS the 
Psilons get entrenched on the other end of the galaxy while you and your 
neighbors rumble.  If you don't stop them they will get a huge tech lead and 
Bio-Terminate your empire.  If you see this happening, carve a line through 
your enemies, conquering planets as you go until the Psilon empire is in reach 
and then terminate them. 
 
        Silicoid -- 
 
        Ok, I find these guys to be especially tough.  You start out very 
strongly, and colonize lots of worlds, BUT, your low birth rate is crippling. 
You will have lots of poorly inhabited worlds.  A well thought out counter 
attack can knock you off your rocker faster than you can say "Sakkra Swarm". 
So expand hard, but DON'T press your luck.  Then develop planetology tech's 
like a madman.  All those crappy 20 Habitability Toxic worlds look a lot 
better after +60 terraforming, atmospheric reconstruction, and cloning.  You 
face another problem in your poor tech ability.  YOU MUST control a large 
portion of the galaxy early on to offset this.  You can continue expanding 
long after the other races have run out of useful planets since you can 
colonize anything.  Expand as fast as your population growth will let you. 
Trade for any planetology tech you can get. 
 
        OK, now, I'll say it again, these are simply MY feelings on the races. 
I'm sure other people have different strategies and feelings.  Don't be afraid 
to improvise, and don't take what I've said as gospel. 
 
Contributed by: Pat Casey 
 
 
OK, I have a raging headache and am stuck in a lab but I'll give a quick 
"this race is best" list.  I don't have a manual so if I misspell a race 
name (or any other words) deal with it.:-) 
 
1.  Psilons, good to play with and a tough race to play against the computer 
with.  Screwed if you have a sub-standard starting position.  Create a 
'technocore' area with high defense on the outside and little on the inside 
(to save credits) get a major tech advantage and then explode outward in a 
orgy of destruction.  ALWAYS try to be in third in population so you can swing 
the council votes and not deal with alliances. 
 
2.  Klackons, nasty to play against, nice to play with.  You produce more 
early on in the game so attack once you have the needed tech to do so without 
major fleet lose.  Send out population to new planets quickly and build up 
populations before industry as each colonist is worth a factory. 
 
3.  Darloks - not great on either side but fun to play.  When attacked early 
in the game be sure to have the enemy home planet rebel, this usually nukes his 
war effort as the computer SUCKS at getting planets back from rebellion.  You 
can maintain the over all tech advantage by stealing from EVERYONE.  Frame 
groups in alliance with each other etc.  Only research computer tech after the 
first few advances and defend your planets WELL.  Later in the game when 
everyone is fighting everyone you can start to conquest. 
 
5.  Mmrrwhaters Alkwhaters Bulwhatevers - Icky bad to play, and not hard to 
beat when playing against them.  Their natural combat abilities are nullified 
by 2 tech levels, and thats all they have.  If you play them attack early 
cause you won't have much chance later.  Fight kill blood and pray they don't 
develop better computers propulsion or armor than you have respectively. 
 
3.  Silicoids - fun to play but hard to win with.  Slow pop growth and slow 
tech abilities are crushing in a war.  IF you can avoid being attacked for the 
first 100 turns of the game you can have a chance, but planet landing tech is 
cheap, and after enhanced echo restoration and 60% pollution, who cares about 
waste.  IE your advantages as a silicoid are limited.  PLUS the fact that the 
computer can invade planets he doesn't have the tech for so even that 
advantage is lost. 
 
6.  Meklars - cool to play with and hard to beat EARLY in the game.  Like the 
psilons being in third is not bad as you can equal or out produce the computer 
even with fewer planets.  (you can't lose a game in which you are equal to the 
computer in strength as the computer is a moron in combat.)  Meklars on 
ultra-rich planets are fun. 
 
7.  Sakkras - I have to take back the bad things I said about them in the 
past.  These guys are the easiest race to win with.  Expand like the plague 
and send out about 10 colonists to a planet to kickstart growth and watch the 
puppies grow.  This is the one race where you can be number 1 in pop early on 
and NOT loose the vote cause you have so many so early.  Invest in planet tech 
and robotic controls and watch the numbers grow.  These guys are also the best 
in ground combat (sorry bulrathi) as you can send wave after wave.  My 
favorite is having a race near by early on and taking all their planets and 
home planet before they can build a fleet. 
 
8.  Humans - a dull boring race of semi-idiot people who have no concept of 
self interest, or long term vision.  Oh, they aren't that great in the game 
either.  You can win with them but hey you can win with any race. 
 
Contributed by: F. Rodgers 
 
I assume that they will all eventually  
hate me, and treat them with appropriate spying and rapid buildups.  I  
use biological weapons as soon as I have plenty of stout missile bases on  
my frontier worlds, reject all offers of peace from a nation except in  
the early going (when I get none anyway), and steal them blind  
technologically.  I shoot up their colony ships.  Jeez, if you're going  
to be attacked for defending your own planet from their invasions, screw  
being nice.  If they establish a colony inside my 'territory', it will  
eventually be used as a basing point for meanness against me, so I just  
grab it and call in the navy.  Once I'm strong enough, I take stock of  
every insulting message, every unprovoked attack, and every other affront  
committed by the computer opponents, and exterminate them (genocide  
without hesitation) one by one, grabbing enough planets to keep basing  
forward.  Since the Darloks are the worst, if they are anywhere nearby,  
they go first--and a special effort is made to burn off all their planets  
as rapidly as possible (bio-bomb them into near-uninhabitability, heavy  
missiles to wipe out the rest of the people).  The quicker they're gone  
the better.  The humans are usually next, because I yearn to wipe that  
smirk off Emperor Alexander's pitiful face, making out to be such a great  
diplomat and peace-lover but always attack me anyway.  I usually wipe  
that smile off with Scatter-Packs and Heavy Blast Cannon. 
 
I'm pretty racist in MOO.  The only races I don't loathe are the Meklars  
and Klackons, because at least a) you know they're ruthless, no whiny  
pretenses and b) you better pack your lunch when you fight them.  I  
respect a dangerous opponent. 
 
Tactics against: 
 
Humans:  don't trade with them.  Blame them for spying. 
Meklars:  stay ahead in computer, steal from them, and grab a planet or  
two with all those factories and tech. 
Sakkras:  high ground combat. 
Klackons:  biologicals, pulsars, and scatter-packs. 
Psilons:  pray to whatever gods you have. 
Darloks:  total extermination as early as possible. 
Bulrathis:  biologicals and decent missiles fired by large packs of  
corvettes in support of a dreadnought or two. 
Alkaris:  same as Klackons. 
Mrrshans:  laugh at the puny bastards.  Attack them and make friends with  
others  by doing so.  Don't exterminate them and don't make peace with them. 
Silicoids:  biologicals; good ground combat; when you get Hyperspace  
Commo they're dead rock-meat. 
 
I'm not loved, but I win at the hard level. 
 
Contributed by: Julian Flint <flint@eskimo.com> 
 
 
5.D.1 Strategy for playing the Alkari 
 
With Alkaris, make fleets of small maneuverable bombers, and go on the 
offensive early; keep up propulsion research and you'll be unhittable. 
 
Contributed by: Drew Fudenber 
 
I decided to try a game where I would use no bases at all and instead would 
rely on missile ships for defense. This game was Hard-Medium-3 with the 
Alkari. The Alkari are ideal for a baseless strategy because of the 
defensive bonuses they get. Most of my ships were medium size. I would put 
in 1 missile (size 5 if possible) and 1 beam (neutron pellet guns worked well). 
I would then give them the best defense, computers, engines, maneuverability 
and armor that I could fit. Because they were of medium size, they cost perhaps 
half of what a base would cost. 
 
In the game I played, this strategy worked extremely well. I won in 2499 with 
none of the other three races voting for me. This was with the 1.2 version. 
Not having to worry about bombers knocking out my bases was a big plus. 
So was the fact that as my front lines changed (expanded) I could move in the 
defense. 
 
It was also kind of pleasant having the fleet section of the race status 
screen showing me as a significant power instead of having next to nothing. 
I did not find obsolescence to be a big problem. 
 
Anyway, this strategy can certainly be made to work for the Alkari and may 
work well for other races. Give it a try for a different kind of game. After 
some 34 other games, I needed to try something new. 
 
Contributed by chaloux@mandolin.mitre.org (Dave Chaloux) 
 
 
5.D.2 Strategy for winning with the Humans 
 
I have now managed to win as humans at hard level in medium galaxy.  It may 
have been luck, as the attempt to duplicate is still underway but here are 
observations: 
 
1) I now follow several others in "screening" initial galaxies - is this 
cheating? 
 
2) I attacked a few nearby weaklings in early middle game, then laid low and 
tried to have at most one enemy at a time - immediately bought off anyone else 
who became pissed. 
 
3) Alkaris wasted lots of resources attacking well defended planets, allowing 
me to build up technological lead. 
 
4) Medium size bombers with cloaking device and anti-matter bombs do wonders 
against all but best defense; omega bombs didn't arrive till the endgame. 
 
5) It's probably my own fault for being too conservative, but the endgame 
was boring- the last hour of play, I had my rich planets building ships, 
all else doing research. Ships were huge things-with level 9 shield, level 
11 missile defense, lots of beam weapons, energy focus, 50% repair, and 
omega bombs. Just one of these could take on a level X shield and 20 bases, 
plus some ships; problem: each bombardment took a long time to play out. 
Anyway, I didn't want to risk having any of my colonies captured for fear 
of leaking a tech, so I kept a few strong fast ships at home, and 
tended not to colonize planets I captured- which meant I had to level a 
few of them several times. too bad the computer can't be programmed 
when to quit! 
 
Contributed by: Drew Fudenberg 
 
 
5.D.3 Strategy for winning with the Psilons 
 
Hm, I've only played 3 times (on my 4th now) at Average, but I've never had a 
problem as Psilon.  Maybe the racial type just fits my attitude.  I prefer to 
leave them alone until they declare war, then wipe the floor with them -- by 
then I have twice the tech of anyone else in the game.  By the time a vote 
comes around, I've "absorbed" one or two races with my superior ground combat 
tech. 
 
This is large galaxy, 5 opponents, and medium, 4 opponents.  I suspect I'd 
have a harder time of it with less space, since it would be harder to build 
unassailable planetary defenses on my home planet.  I've always run into 
someone as I was working on my first or second colony. 
 
Contributed by: Todd Perry 
 
 
Yep.  BTW, I only play medium and large galaxy, with 4 and 5 opponents 
respectively.  Won a huge game once but it took MUCH too long to be fun. 
 
Someone else already posted a long list of good strategy for Psilon so I'll 
just elaborate...  first, I agree 100% on starting over if you don't have a 
good planet close by.  I've only had to do this twice, though.  Usually 
there's at least an Arid planet nearby with 50-60 max pop. 
 
I start my first colony, throw about 1/2 my population at it to get it mostly 
filled up, and spend as much as possible on industry for a couple decades. 
However, I DO start a trickle (10RP or so) of tech going from Mentar right 
away -- until you do this you don't get to start selecting tech.  I don't 
tweak tech spending much -- just a little extra in computers, construction, 
and planetology to start, and try to pick advancements that give you more 
people/factories.  Be careful not to neglect ground combat advancements, in 
fact, I usually give them preference when deciding what weapon to pick. 
 
I never get very diplomatic with other races -- usually feed them a few 
non-combative technologies to convince them to form an alliance, and ignore 
them afterward.  Trade doesn't seem worth the effort. 
 
Once I get above a couple hundred BC's on a planet, I *always* start throwing 
half my BC's back into tech.  Never neglect tech; it's your primary weapon. 
Don't make the mistake of ignoring tech to get those extra few factories next 
turn -- there's such a thing as diminishing returns. 
 
Anyway, by the time you hit your 5th planet, other races might have already 
gotten twice that.  You should still have a production level equal to theirs, 
thanks to terraforming and robotic controls. 
 
I concentrate on missile technology early in the game.  Scatter packs do 
enormous amounts of damage to LOWER tech ships; they become useless in a few 
decades, so KEEP UPGRADING.  I never make ships just to make them, usually I 
have no fleet except for the ships guarding my new colonies.  It's also 
important to stay ahead in missile tech so your bases can wipe out incoming 
fleets easily. 
 
As soon as the first race I've met declares war on me (and they always do :-) 
I pick the best looking planets they own, move in with ground forces and take 
them, and park several ships overhead to protect them.  I tend to make large 
ships that take several turns -- with the tech advantage, you can make ships 
that are near-impossible to damage.  Once the planets have gotten shields and 
are churning out bases, move on to the next group.  If at all possible, do NOT 
bomb planets you plan to take.  By the time you attack, you should have many 
more ground combat advances than the enemy.  You can take a planet easily with 
1/3 the troops they have, so don't bomb them and ruin their factories. 
 
The most successful game I ever had was when the Meklar declared war on me a 
few decades in.  Just afterward, they "exploded" (sent out about 8 colony 
ships all over the place).  I walked in and took Meklon with 50m troops to 
their 100m -- I only took 5 casualties, and got 500+ factories!  I went around 
and did the same thing to all their older colonies, then ran roughshod over 
their new colonies.  10 turns later, they had dropped from 2nd to 4th place 
and I had doubled my production. 
 
As for Orion:  I ignore it for a long time, since the computer's attempts to 
take it are pretty pitiful.  About the time I get Stellar Converters I build a 
huge ship, fill it with converters, add adv damage control, beam extenders, 
and lightning shields (or displacement device if I have it) and the best 
engines/computers/etc, and take about 8 turns to build it.  Then I stomp the 
guardian.  By that time, I don't really NEED orion, but it's better than 
letting some other race get the technology.  I usually win the game before 
Orion is a fully-developed planet. 
 
Contributed by: Todd Perry 
 
 
5.D.4 Strategy for winning with the Silicoids 
 
I find the Silicoids to be very easy to win with.  They key word for them is 
--- expand. 
 
I tend to prefer planets with difficult environments.  The other races can't 
colonize them, so leaving them basically undefended seems to work. 
Eventually, when other races start developing the tech to colonize them I do 
have to start building bases.  (Those few 'good' planets I take also have to 
be defended of course). 
 
Theoretically, I suppose, I'm vulnerable to bombing raids with undefended 
planets, but I find that other races just aren't that interested in attacking 
worlds they can't colonize, and they turn their attention elsewhere. 
 
Contributed by: Bronis Vidugiris 
 
 
5.D.5 Strategy for winning with the diplomatic races (Human & Darlok) 
 
I like both the Darloks and the Humans because I like to mess with the  
diplomacy screen.  For the humans it's quite easy (and fun) :) to have all 
the other races at war with each other while you conserve your resources. 
And if you're in a good defensive position playing the Darlok's it's fun to 
crank up sabotage and keep inciting the opponents' worlds to rebel.   
 
I don't know if my strategies are very effective, but they are kind of fun. 
 
What I do hate is the production bonus the opponents get on impossible/hard.   
I don't mind losing to the computer but I want to be out-maneuvered, not 
buried.   
 
Contributed by: disciple@u.washington.edu (Matthew Amendt) 
 
 
I find it easiest to win with the diplomatic races on Impossible 
level.  I have played 5 games on v1.3 Impossible/Large/5 with the 
Humans and Darloks, and I have yet to lose any of them.  One of those 
games (Humans) had a horrible start, where I had but 4 planets most of 
the game, yet I still won in the endgame (Yet I have won only 1 out of 
7 games with the warrior races, Bulrathis, Alkaris, and Mrrshans). 
 
Contributed by: cox@unx.sas.com (Jim Cox) 
 
If you play as a Darlok, it's in your best interest to make contact 
with the cps as soon as possible, especially Psilons (if they're in 
the game).  That way, you'll have all that many more techs available 
to steal. 
 
Contributed by Pat Traynor traynor@bostech.com 
 
 
5.E Strategies against specific races 
 
My notes on the other races as opponents are: 
 
   Alkaris (honorable militarists) - don't attack them unless you mean business. 
   Bulrathis (aggressive ecologists) - usually low-tech,  Make sure you 
      have high tech and at least 2 to 1 troops in ground attacks. 
   Darloks (aggressive diplomats) - the ones I love to hate.  My first target, 
      if nearby. 
   Humans (honorable diplomats) - try to be friends, as they won't attack first. 
      If powerful, they may be favored by the Council; if so, out-flank them 
      and destroy their allies rather than attacking them. 
   Klackons (xenophobic industrialists) - no real feeling for them. 
   Meklars (erratic industrialists) - not worth cultivating much as friends, 
      as they may turn on you for no reason at all. 
   Mrrshans  (ruthless militarists) Usually the least powerful, with few worlds 
      and no tech.  I cultivate their friendship, then sic em on my enemies. 
   Psilons (pacifistic technos) - I got a lot of advances from them as Humans, 
      by exchange.  But in the end, they were a big threat. 
   Sakkra (aggressive expansionist) Haven't been a threat.  They do tend 
      to break non-aggression pacts, but they've never attacked. 
   Silicoids - (xeno expansionists)  Usually the major enemy, with the 
      most worlds.  Definitely an enemy. 
 
Mind you, each opponent may differ from the standard.  You need to play close 
attention to their personalities in your game.  Expansionists are almost 
always enemies.  Xenophobes are hard to get friendly; you need to bribe them. 
Erratics can turn on you at any time.  Honorables are better as friends. 
Militarists should generally be allowed to build a huge low-tech fleet. 
 
Contributed by: Douglas Zimmerman 
 
5.E.1 Klackons: 
 
In my opinion Klackons are the toughest opponent in the game.  When I lose, it 
is normally to them.  They are just too efficient at getting an overwhelming 
position in the beginning.  Furthermore, since they tend to be xenophobic, 
they are tough to deal with diplomatically.  The two most effective strategies 
I have found against them are: 
 
1) Play games where they aren't involved! 
2) On a more serious note, attack them as soon as possible in the game.  This 
is especially true if you have a ground combat advantage of some sort.  If you 
can capture their colonies early in the game, they will keep depleting the 
population of their other planets to attack back.  This is doubly hard on them 
because their population is their strength!  They lose twice as much in 
production per person killed as the other races.  You will find that even in 
the beginning, their home worlds will be protected by missile bases.  Make 
sure you build some spacecraft that can take the bases out.  If you can't beat 
them early, you are unlikely to be able to beat them later on.  A little lead 
for them in production now tends to translate into a big lead in production 
and technology for them later.  By the way, the Sakkras have a built in ground 
attack advantage that is perhaps less obvious.  Specifically, they grow back 
faster so if you are trading population 1 for 1, they get the better of it.  I 
have creamed the Klackons with the Sakkras using this strategy. 
 
Contributed by: Dave Chaloux 
 
I agree that klackons are toughest- see my recent post for request on others 
experience.  Klackons are tough because (1) they invest in factories, (2) they 
will build thousands of gnats if you lack a stack-attack weapons, and, most 
impressively, (3) they switch to other ships (most recently medium and 
large-sized missile platforms) if you show up with a stack destroyer. 
[... editor] 
 
Humans are good for attacking Klackons, as Klackon gnats don't have strong 
weapons, so shields are very effective, and propulsion tech leads to 
a stack -killer.- 
 
Contributed by: Drew Fudenberg 
 
 
5.F Strategies for different size galaxies 
 
5.G Warfare 
 
5.G.1 Ship Design 
 
following are different people's ideas about what kinds of ships to 
design: 
 
5.G.1.a With regard to whether it is better to build large fleets of 
small ships or small fleets of large ships: 
 
Depends on the technology that I have, and the technology my principal 
adversary has.  This is why good espionage is vital.  If my opponent 
lacks streaming weapons, drive pulsars, or black hole generators (the 
principle anti-stack weapons), large fleets of tiny ships are very 
dangerous.  If they have them (and especially if they have good 
planetary bases with high end Scatter-Pack missiles), look to build 
big powerhouses. 
 
As I said in another post, don't make the mistake of fighting the last 
war. 
 
Another tip later in the game is to build Planetary Defense Stations. 
This is essentially a huge ship, with the maximum armor, and retro engines. 
Max out the shields, ECM, and targeting computer.  Spend nothing on Maneuver. 
 
The specials should be Repulsor beam, High Energy Focus, and Automated Repair 
or Black Hole Generator. 
 
Then load it to the maximum with beam weapons, especially streaming weapons. 
No missiles (use the planetary batteries for that).  Then station one at each 
planet.  Its entire job is to keep bombers off the planet.  Because you used 
retros, you'll get a lot more weapons on board, and it doesn't need to move 
much anyway. 
 
Contributed by: Dave Weinstein 
 
5.G.1.b This game appears to support the combined arms concept quite 
well.  I usually generate a fleet that consists of several regional 
task forces.  Each task force contains many long range missile boats 
(on small or medium platforms), several dedicated bombers (on medium 
or large platforms), several cruisers (beam/stream weapons on large 
platforms), and a few heavies loaded with short-range heavy hitting 
weapons (beams/streams/etc) (huge platforms). 
 
In attack, the missile boats concentrate on taking out the enemy's 
killer swarms (lots of small/medium platforms that attack en-masse). 
The object is to prevent these ships from hitting your heavy ships 
with a massed attack. 
 
The bombers head straight for the planet and toast the defensive 
systems.  Usually the planet targets the larger number of missile 
boats, and ignores the bombers.  If the bombers strike hard enough, 
the planet defenses will go down and any missiles launched will 
disappear. 
 
The cruisers escort the bombers to the planet.  It is important that 
the cruisers outnumber the bombers so as to make a more tempting 
target for any intercepting forces. 
 
The heavy ships usually hang back until the missile boats have killed 
enough of the enemy to prevent mass attacks.  They then swing out to 
take on the enemy heavy ships with any ammo left in the missile boats 
used for support. 
 
Of course the plan gets modified depending on the composition of the 
enemy fleet, but after playing large and huge galaxies, this seems a 
good tactic to use.  To take full advantage of this tactic you must 
stay current in missile technology or you will get to watch them 
bounce off the enemy's shields.  Side note: massed missile boats make 
nice raiders to go in an take out poorly escorted heavy platforms. 
 
Happy hunting! 
 
Contributed by: Karl S. Mathias 
 
 
5.G.1.c Suggested Ship types: 
 
                The Fighter 
 
                MAX Maneuverability and Attack. Ignore shields unless 
your tech level is absurd in which case strap on a low level one. Put 
on Either a Neutron pellet gun or a mass driver (if possible) to carve 
through armor. Inertial stabilizers are nice, so are teleporters. 
 
                Brutal early on, anti-stack weapons will butcher them 
late in the game unless you have an insane tech edge. If you are the 
Alkaris, ignore the above and build 'em all the time. 
 
                The Archer 
 
                Large ship with a lot of missiles. Scatter packs are 
nice unless your opponents have good shields. If your battle run long, 
strap on some torps and hang back. MAX Shields, + attack. If you need 
to save space, scrimp on maneuverability. After all, you want to hang 
back. 
 
                Vulnerable ships, but if you get some good missiles, 
they can be brutal. Scatter pack VII or X are excellent against all 
but the best defended enemy ships. If your missile tech is lagging, 
skip this class entirely. Stick to the shooters. 
 
                The Knight 
 
                Large ship with lots of good beam weapons. Max 
everything, armor, shields, etc. DON'T, however, use a double hull-- 
it eats too much space. Good weapons are mass drivers, hard beams, 
Gauss Autocannons (You gotta love 'em), and if you are facing lots of 
fighter stacks, Tachyon and Graviton rays. I avoid anything that 
doesn't halve enemy shields. That way the ships will still be 
effective in thirty years. 
 
                Resist the temptation to base your fleet around 
knights. Your fleet should remain BALANCED. The knights role is to 
clean up after the fighters and archers have chewed up the enemy. Too 
many of this class will eat all your fleet resources and get mauled by 
enemy fighter stacks which ate up your own, smaller, stacks. 
 
                The Gladiator 
 
                Huge, top of the line death star type ships.  They're 
fun, but hideously inefficient.  For the price of one Gladiator you 
can buy, literally, 200 small fighters.  Now, which would you rather 
face?  The purpose of the gladiator class is to carry all the cool, 
huge toys you develop.  This is where you deploy the black hole 
generators, the death rays, and the plasma torps.  Also, ALWAYS put on 
AUTO REPAIR, and DON'T skimp on armor, shields, or attack value. 
Maneuverability is of secondary importance to the other three. 
 
                The gladiator is a special purpose ship. Use one with 
black hole generators to eat enemy stacks, preferably AFTER they have 
engaged your fighters. They are also very tough, especially with 
auto-repair, so large numbers of enemies who cannot kill it in one 
round are basically doomed to die of attrition. 
 
                The Bomber 
 
                Don't build one. Its vulnerable and next to useless. 
Strap a few bombs on everything you build (they are small), and you 
won't need to waste resources on a ship which cannot fight. 
 
                Exception 1: n the opening, you may need a few dozen 
bombers as bombs are still pretty large. 
                Exception 2: There isn't one. 
 
Contributed by: Pat Casey 
 
 
        Ship design hint: Early in the came Computer players buy lots 
of ships with gatling and other lasers. A class IV shield is 
relatively easy to acquire and will make you INVULNERABLE to such 
weapons. The contrapositive is, of course, also true. So upgrade your 
fighters to neutron pellet guns as soon as possible. 
 
Contributed by: Pat Casey 
 
5.G.2 Best Weapons 
 
        At any rational tech level (I have yet to exceed 70 and I have 
won on impossible large a number of times), the Death Ray is an 
overpriced, oversized toy with no real use. 
        Consider that for the space of 1 death ray I can generally 
strap on some 20 pulse phasors. Against anything but a dreadnought, 
the pulse phasors are a better deal. 
        Pulse phasors: 12.5 DAM X 3 X 20 = 750 damage MEAN 
        Death Ray: 600 damage MEAN 
        Mind you shields will tend to shift this back towards the 
death ray, but you get no points for overkill! It will still only kill 
1 Fighter, while my pulse phasors could kill some 60. 
 
        At insane (above 70) tech levels, the death ray may be a 
better deal, but at the levels I tend to reach, it just isn't worth 
it. At least not the way I see things. 
 
Contributed by Pat Casey 
 
5.H Vital Technologies 
 
 
 
5.H Diplomacy 
 
        Ok, some notes on spying in MOO. 
 
        1) Just because somebody is spying on you does not mean you will get 
reports. They must A) succeed at spying on you and B) get caught before your 
counter-intelligence types will report to you. What this means in practice is 
that really good spies like the Darloks can rob you blind and either avoid 
being caught or frame somebody else for the act. 
 
        2) The fact that you do not receive reports on spying is a GOOD sign. 
It means your internal security forces are on the ball and people aren't 
messing with you. 
 
        3) In most Easy, Simple, and Average games, the computer doesn't use 
its spies well. Since it isn't spying heavily, you won't see much successful 
computer espionage. Exception: The Darloks can do wonders with a small budget. 
         
        4) In any game with the Darloks, DON'T be too prepared to trust all 
those reports about the Psilons spying on you. Accept the possibility, even 
the likelihood, that the Darloks are actually behind it and framing another 
race.  
 
        5) In any Hard or impossible game, IF you have a tech edge then you 
MUST play with a high internal security or risk losing it. If you are behind 
technically, then you can save money by not cracking down with the KGB types. 
 
        6) In my opinion, the only worthwhile use of spies is for espionage. 
Factory destruction is just not cost effective. Exception: IF the DARLOKS, 
then try these two gambits as they tend to be cost effective. First, try 
forcing enemy planets into rebellion and then invading after the invariable 
ground battles weaken the defender's empire. Alternately, try concentrating on 
missile base sabotage over one planet to soften it up for invasion. Again, as 
anybody but the Darloks, the cheapest way to blow up a missile base is with a 
cruiser. 
 
        7) Espionage is HEAVILY dependent on your computer tech relative to 
your target race. IF you can keep only one tech current and are counting on 
spies for the rest, then concentrate on computer widgets. 
 
        I hope this A) clears up some confusion and B) gives people some nasty 
ideas about how to use the Darloks fully. 
 
Contributed by: Pat Casey 
 
 
Spying is fairly hard, because: 
 
1) Your spies have to survive the initial launch (or roll) of the 
counter-intelligence (MI6 ? :-) forces, which is not too hard if you are not 
spying against Darloks or a race with much higher rate in Computer Tech. 
They have a unmodified 50% chance of being not stopped in their 
activities. 
 
2) The surviving spies have a 15 % chance (modified by a difference in Computer 
Tech and the 'Darlok bonus') of actually getting something done. If you  
are spying a race with a difference in Computer Tech of over 15 to his  
advantage, you'll never succeed! 
 
If one of your spies 'confesses' then you loose all the spies! 
 
I found out that spying the Darloks (bonus) and Psilons (advanced 
Computer Tech) is extremely hard. 
 
Contributed by: Petteri Bergius 
 
 
================================================================================ 
6.0 Tables 
================================================================================ 
 
6.1 Technology 
 
6.1.1 Cost of Tech in RPs for races average at making tech 
 
                Simple    Easy  Average  Hard   Impossible 
 
Tech level  1 =    20      25      30      35      40 
Tech level  2 =    80     100     120     140     160 
Tech level  3 =   180     225     270     315     360 
Tech level  4 =   320     400     480     560     640 
Tech level  5 =   500     625     750     875    1000 
Tech level  6 =   720     900    1080    1260    1440 
Tech level  7 =   980    1225    1470    1715    1960 
Tech level  8 =  1280    1600    1920    2240    2560 
Tech level  9 =  1620    2025    2430    2835    3240 
Tech level 10 =  2000    2500    3000    3500    4000 
Tech level 11 =  2420    3025    3630    4235    4840 
Tech level 12 =  2880    3600    4320    5040    5760 
Tech level 13 =  3380    4225    5070    5915    6760 
Tech level 14 =  3920    4900    5880    6860    7840 
Tech level 15 =  4500    5625    6750    7875    9000 
Tech level 16 =  5120    6400    7680    8960   10240 
Tech level 17 =  5780    7225    8670   10115   11560 
Tech level 18 =  6480    8100    9720   11340   12960 
Tech level 19 =  7220    9025   10830   12635   14440 
Tech level 20 =  8000   10000   12000   14000   16000 
Tech level 21 =  8820   11025   13230   15435   17640 
Tech level 22 =  9680   12100   14520   16940   19360 
Tech level 23 = 10580   13225   15870   18515   21160 
Tech level 24 = 11520   14400   17280   20160   23040 
Tech level 25 = 12500   15625   18750   21875   25000 
Tech level 26 = 13520   16900   20280   23660   27040 
Tech level 27 = 14580   18225   21870   25515   29160 
Tech level 28 = 15680   19600   23520   27440   31360 
Tech level 29 = 16820   21025   25230   29435   33640 
Tech level 30 = 18000   22500   27000   31500   36000 
Tech level 31 = 19220   24025   28830   33635   38440 
Tech level 32 = 20480   25600   30720   35840   40960 
Tech level 33 = 21780   27225   32670   38115   43560 
Tech level 34 = 23120   28900   34680   40460   46240 
Tech level 35 = 24500   30625   36750   42875   49000 
Tech level 36 = 25920   32400   38880   45360   51840 
Tech level 37 = 27380   34225   41070   47915   54760 
Tech level 38 = 28880   36100   43320   50540   57760 
Tech level 39 = 30420   38025   45630   53235   60840 
Tech level 40 = 32000   40000   48000   56000   64000 
Tech level 41 = 33620   42025   50430   58835   67240 
Tech level 42 = 35280   44100   52920   61740   70560 
Tech level 43 = 36980   46225   55470   64715   73960 
Tech level 44 = 38720   48400   58080   67760   77440 
Tech level 45 = 40500   50625   60750   70875   81000 
Tech level 46 = 42320   52900   63480   74060   84640 
Tech level 47 = 44180   55225   66270   77315   88360 
Tech level 48 = 46080   57600   69120   80640   92160 
Tech level 49 = 48020   60025   72030   84035   96040 
Tech level 50 = 50000   62500   75000   87500   100000 
 
 
6.1.2 Formula for research 
 
OK, so has anyone figured out the _real_ formula for research in MOO?  I tried 
to implement it as written, and it certainly doesn't work.  The interesting 
things I found is that once past the Base Cost, your breakthrough chance 
seems to increase by 1% for every 4% of the Base Cost you invest, at least 
under some circumstances... 
 
I found this by researching Improved Industrial Tech 9 (tech level 3) at 
average level - the cost is 270 RP's.  This is fine, and I should note I had no 
other new technologies in Construction.  By investing 270 RP's each turn, I 
found that you reach the base cost the first turn (no surprise), then the 
next 270 gives you only a 25% chance of discovering the technology - not 
only is there a 4% to 1% conversion, but there isn't any 15% interest on 
the first year's 270 investment.  The next 270 RP's gave a 58% chance.  So there 
is eventually interest earned (without interest it would just be a 50% chance), 
but there is some kind of delay built in.  I figured out vaguely how this 
worked, and the code below computes it.  It does seem to work for constant 
invested amounts, getting very similar results to MOO (+-1%; roundoff error 
near as I can tell). 
 
However, this code does not work for various cases.  For example, if you first 
invested 270 RP's (and so met the base cost) and then do 27% a turn, you get 
a return of: 
        270 - meet base cost 
         27 more - 3% (fine so far) 
         27 more - 10% 
         27 more - 17% 
         27 more - 25% 
         27 more - 32% 
 
There's a 7-8% gain each time, which (using the 4 to 1 rule) translates into 
about 76-86 RP gain each later turn for only 27 RPs in - you seem to earn a 
lot more RPs than your small investment would warrant.  Even with the full 15% 
of the previous years' investments you can't get from 3% to 10%.  So maybe 
there is a 2 to 1 conversion at low levels of investment after all.  Anyway, 
I've gone as far as I'd like with this puzzle - if anyone else makes any 
headway, let us know! 
 
BTW, the mean time for completing a project given a fixed percentage is 
simply 100/percentage years, e.g. if you have an 8% breakthrough level and 
then fund it at 1 RP a year to keep up the research (and so add minimal new 
investment), you will complete the project in 12.5 years on the average. 
Given the odd compounding behavior I saw with the 27 RP investments, it does 
look like a slow trickle does get you a lot of bang for your buck (as the 
rules say), but it's not at all clear to me how this algorithm works. 
 
 
/*======== moo_rps.c ==========*/ 
/* Compute technology advances given the base cost and a per year investment. 
 * By prefixing with the "+" sign, e.g. "+27" (or whatever), the investment 
 * is used for this year only and a new one can be entered. 
 * Seems to work for constant investments, but doesn't work for cases like 
 * target: 270   invest: +270 27 
 */ 
 
#include <stdio.h> 
#include <math.h> 
#include <string.h> 
 
#define BUFSIZE 256 
char    Buffer[BUFSIZE] ; 
 
#define round(a)        floor((a)+0.5) 
 
main(argc,argv) 
int argc;  char *argv[]; 
{ 
int     val ; 
float   target, invest, investsum, musthave, interest, lost_int ; 
float   chance, not_accumchance, origsum, old_interest, avg_year ; 
int     doit, year, cont_flag ; 
float   bc_per_rp = 4.0 ;       /* not 2.0, as the docs say */ 
 
    TargetInput: 
    printf( "target technology (in RPs): " ) ; 
    gets( Buffer ) ; 
    if ( sscanf( Buffer, "%d", &val ) != 1 ) goto TargetInput ; 
    if ( val <= 0 ) goto TargetInput ; 
    target = val ; 
 
    /* Compute investments */ 
 
    /* at this level, investment must be done */ 
    musthave = round(target * (1.0 + bc_per_rp)) ; 
    investsum = 0.0 ; 
    not_accumchance = 1.0 ; 
    old_interest = 0.0 ; 
    avg_year = 0.0 ; 
    cont_flag = 1 ; 
 
    year = 1 ; 
    while ( investsum < musthave ) { 
        if ( cont_flag ) { 
            InvestInput: 
            printf( 
                "investment (in RPs/year) [do `+93' for continued input]: " ) ; 
            gets( Buffer ) ; 
            if ( sscanf( Buffer, "%d", &val ) != 1 ) goto InvestInput ; 
            if ( val <= 0 ) goto InvestInput ; 
            cont_flag = strchr( Buffer, '+' ) ? 1 : 0 ; 
            invest = val ; 
        } 
 
        if ( year == 1 ) { 
            printf( 
                "\nTo reach technology of cost %f, investing %f per year\n\n", 
                target, invest ) ; 
            printf( 
                "year    investment    to min    chance    accum chance\n") ; 
        } 
 
        origsum = investsum ; 
 
        /* get interest for next year */ 
        interest = round( investsum * 0.15 ) ; 
 
        if ( interest > old_interest ) interest = old_interest ; 
 
        if ( interest > invest ) { 
            lost_int = interest - invest ; 
            interest = invest ; 
        } else { 
            lost_int = 0.0 ; 
        } 
 
        investsum += invest + interest ; 
 
        /* check if we've reached breakthrough stage */ 
        if ( investsum <= target ) { 
            printf( "%3d %14.0f %8.1f%%                      ", 
                year, investsum, 100.0 * investsum / target ) ; 
        } else { 
            /* note that additional research goes 4 RP to 1% increase */ 
            chance = ( investsum - target ) / target / bc_per_rp ; 
            if ( chance > 1.0 ) chance = 1.0 ; 
            avg_year += not_accumchance * chance * (float)year ; 
            not_accumchance *= ( 1.0 - chance ) ; 
            printf( "%3d %14.0f %8.1f%% %9.0f%% %9.0f%%", 
                year, investsum, 100.0, (float)round( chance * 100.0 ), 
                (float)round((1.0 - not_accumchance) * 100.0) ) ; 
        } 
        if ( lost_int > 0.0 ) { 
            printf( "    >>> Lost interest %g RPs\n", lost_int ) ; 
        } else { 
            printf( "\n" ) ; 
        } 
 
        old_interest = round( investsum * 0.15 ) ; 
 
        if ( old_interest > origsum ) { 
            old_interest = origsum ; 
        } 
/*printf( "old interest %g, origsum %g\n", old_interest, origsum ) ;*/ 
        year++ ; 
    } 
 
    printf( "\nAverage year of completion: %.2f\n", avg_year ) ; 
} 
 
Contributed by: Eric Haines 
 
 
6.2 Weapons Comparison Charts 
 
6.2.1  Estimated Damage for each Hit against different shields 
 
The following two charts show estimated damage for each turn for each 
weapon against each shield level: 
 
    Beam Weapons:                                                 Shields 
name        tech  dmg(shots)  sz/pow(bon) rng   0    1    2    3    4    5    6    7    9   11   13   15 
 
Laser          1   1- 4(x1)    10/ 25(+0)  1   2.5  1.5  0.7  0.2  --   --   --   --   --   --   --   --  
Hvy Laser      1   1- 7(x1)    30/ 75(+0)  2   4.0  3.0  2.1  1.4  0.9  0.4  0.1  --   --   --   --   --  
Gat Laser      5   1- 4(x4)    20/ 70(+0)  1  10.0  6.0  3.0  1.0  --   --   --   --   --   --   --   --  
^Neut. Pellet  7   2- 5(x1)    15/ 25(+0)  1   3.5  2.5  2.5  1.5  1.5  0.7  0.7  0.2  --   --   --   --  
Ion Cannon    10   3- 8(x1)    15/ 35(+0)  1   5.5  4.5  3.5  2.5  1.7  1.0  0.5  0.2  --   --   --   --  
Hvy Ion       10   3-15(x1)    45/105(+0)  2   9.0  8.0  7.0  6.0  5.1  4.2  3.5  2.8  1.6  0.8  0.2  --  
^Mass Driver  13   5- 8(x1)    55/ 50(+0)  1   6.5  5.5  5.5  4.5  4.5  3.5  3.5  2.5  1.5  0.7  0.2  --  
Neutron Blst  15   3-12(x1)    20/ 60(+0)  1   7.5  6.5  5.5  4.5  3.6  2.8  2.1  1.5  0.6  0.1  --   --  
Hvy Blast     15   3-24(x1)    60/180(+0)  2  13.5 12.5 11.5 10.5  9.5  8.6  7.8  7.0  5.5  4.1  3.0  2.0 
~Graviton     17   1-15(x1)    30/ 60(+0)  1   8.0  7.0  6.1  5.2  4.4  3.7  3.0  2.4  1.4  0.7  0.2  --  
^Hard Beam    19   8-12(x1)    50/100(+0)  1  10.0  9.0  9.0  8.0  8.0  7.0  7.0  6.0  5.0  4.0  3.0  2.0 
Fusion Beam   20   4-16(x1)    20/ 75(+0)  1  10.0  9.0  8.0  7.0  6.0  5.1  4.2  3.5  2.2  1.2  0.5  0.1 
Hvy Fusion    20   4-30(x1)    60/225(+0)  2  17.0 16.0 15.0 14.0 13.0 12.0 11.1 10.2  8.6  7.0  5.7  4.4 
Megabolt      25   2-20(x1)    30/ 65(+3)  1  11.0 10.0  9.0  8.1  7.2  6.3  5.5  4.8  3.5  2.4  1.5  0.8 
Phasor        26   5-20(x1)    20/ 90(+0)  1  12.5 11.5 10.5  9.5  8.5  7.5  6.6  5.7  4.1  2.8  1.7  0.9 
Hvy Phasor    26   5-40(x1)    60/270(+0)  2  22.5 21.5 20.5 19.5 18.5 17.5 16.5 15.6 13.8 12.1 10.5  9.0 
Auto Blastor  28   4-16(x3)    30/ 90(+0)  1  30.0 27.0 24.0 21.0 18.0 15.2 12.7 10.4  6.5  3.5  1.4  0.2 
~Tachyon Beam 30   1-25(x1)    30/ 80(+0)  1  13.0 12.0 11.0 10.1  9.2  8.4  7.6  6.8  5.4  4.2  3.1  2.2 
^Gauss Auto   32   7-10(x4)   105/105(+0)  1  34.0 30.0 30.0 26.0 26.0 22.0 22.0 18.0 14.0 10.0  6.0  3.0 
^Particle     33  10-20(x1)    90/ 75(+0)  2  15.0 14.0 14.0 13.0 13.0 12.0 12.0 11.0 10.0  9.0  8.0  7.0 
Plasma Canon  35   6-30(x1)    30/110(+0)  1  18.0 17.0 16.0 15.0 14.0 13.0 12.0 11.0  9.2  7.6  6.1  4.8 
Death Ray     36 200-1000(x1) 2000/2000(+0)3 600. 599. 598. 597. 596. 595. 594. 593. 591. 589. 587. 585. 
Disruptor     37  10-40(x1)    70/160(+0)  2  25.0 24.0 23.0 22.0 21.0 20.0 19.0 18.0 16.0 14.0 12.2 10.5 
Pulse Phasor  38   5-20(x3)    40/120(+0)  1  37.5 34.5 31.5 28.5 25.5 22.5 19.7 17.1 12.4  8.4  5.2  2.8 
Tri-focus Pl  45  20-50(x1)    70/180(+0)  1  35.0 34.0 33.0 32.0 31.0 30.0 29.0 28.0 26.0 24.0 22.0 20.0 
Stellar Conv  46  10-35(x4)   200/300(+0)  3  90.0 86.0 82.0 78.0 74.0 70.0 66.0 62.0 54.0 46.2 38.9 32.3 
Mauler Dev    48  20-100(x1)  150/300(+0)  1  60.0 59.0 58.0 57.0 56.0 55.0 54.0 53.0 51.0 49.0 47.0 45.0 
 
~:  These are streaming weapons, so damage carries over from one target to another 
^:  These are penetrating weapons, that halve the effects of shields. 
 
    Missiles and Torpedoes:                                       Shields 
name        tech  dmg(shots)  sz/pow(bon) spd   0    1    2    3    4    5    6    7    9   11   13   15 
 
Nuclear        1     4(x1)     50/ 20(+0) 2.0    4    3    2    1    -    -    -    -    -    -    -    - 
Hyper-V        4     6(x1)     70/ 20(+0) 2.5    6    5    4    3    2    1    -    -    -    -    -    - 
Hyper-X        7     8(x1)    100/ 20(+1) 2.5    8    7    6    5    4    3    2    1    -    -    -    - 
Scatter V     11     6(x5)    115/ 50(+0) 2.5   30   25   20   15   10    5    -    -    -    -    -    - 
Merculite     14    10(x1)    105/ 20(+2) 3.0   10    9    8    7    6    5    4    3    1    -    -    - 
Stinger       18    15(x1)    155/ 30(+3) 3.5   15   14   13   12   11   10    9    8    6    4    2    - 
Anti-Mat Trp  23    30(x1)     75/300(+4) 4.0   30   29   28   27   26   25   24   23   21   19   17   15 
Scatter VII   27    10(x7)    230/ 50(+2) 3.0   70   63   56   49   42   35   28   21    7    -    -    - 
Pulson        29    20(x1)    160/ 40(+4) 4.0   20   19   18   17   16   15   14   13   11    9    7    5 
Hercular      34    25(x1)    220/ 40(+5) 4.5   25   24   23   22   21   20   19   18   16   14   12   10 
Hellfire Trp  40    25(x4)    150/350(+6) 5.0  100   96   92   88   84   80   76   72   64   56   48   40 
Zeon          41    30(x1)    250/ 50(+6) 5.0   30   29   28   27   26   25   24   23   21   19   17   15 
Proton Torp   43    60(x1)    100/400(+6) 8.0   60   59   58   57   56   55   54   53   51   49   47   45 
Scatter X     44    15(x10)   250/ 50(+3) 3.5  150  140  130  120  110  100   90   80   60   40   20    - 
Plasma Torp   50   135(x1)    150/450(+7) 6.0  135  134  133  132  131  130  129  128  126  124  122  120 
 
  Note: Plasma Torpedo stats assume that torpedo fired at adjacent stack. 
 
6.2.2 Shield Protection 
 
Planet shield level where weapons cease to affect: 
 
2: Laser, Gatling Laser 
4: Heavy Laser, Ion Cannon, Nuclear Missile 
 
    Planetary Shield V: 
5: Neutron Pellet Gun 
6: Neutron Blaster, Hyper V Rockets, Scatter Pack Vs 
7: Mass Driver, Heavy Laser 
8: Heavy Ion Cannon, Graviton Beam, Fusion Beam, Auto Blaster, Hyper X Missiles 
 
    Planetary Shield X: 
10: Megabolt Cannon, Phasor, Pulse Phasor, Gauss Autocannon, Merculite Missiles, Scatter Pack VIIs 
12: Nuclear Bomb, Hard Beam, Heavy Blast Cannon 
13: Tachyon Beam, Hellfire Torps 
15: Heavy Fusion Beam, Plasma Cannon, Stinger Missiles, Scatter Pack Xs, Anti-Matter Torps 
 
    Planetary Shield XV: 
18: Stellar Converter 
20: Heavy Phasor, Disruptor, Fusion Bomb, Pulson Missile 
 
    Planetary Shield XX: 
25: Tri-Focus Plasma, Hercular Missiles 
31: Zeon Missiles, Proton Torpedoes 
 
Weapons beyond max defense: Mauler Device, Death Ray, Anti-Matter Bomb, Omega-V Bomb, 
                            Neutronium Bomb, Plasma Torps. 
(35 is maximum Planet Defense) 
 
 
Ship shield level where weapons cease to affect: 
 
4: Laser, Gatling Laser, Nuclear Missile 
6: Hyper V Rockets, Scatter Pack Vs 
7: Heavy Laser 
9: Neutron Pellet Gun, Ion Cannon, Hyper X Missiles 
11: Merculite Missiles, Scatter Pack VIIs 
13: Neutron Blaster 
15: Heavy Ion Cannon, Fusion Beam, Auto Blastor, Graviton Beam, Mass Driver, Stinger Missiles, Scatter Pack Xs  
 
Following weapons beyond max defense: 
Megabolt Cannon, Phasor, Pulse Phasor, Gauss Autocannon, Hard Beam, Heavy Blast Cannon, 
Tachyon Beam, Hellfire Torps, Heavy Fusion Beam, Plasma Cannon, Anti-Matter Torps, 
Stellar Converter, Heavy Phasor, Disruptor, Pulson Missile, Tri-Focus Plasma, Hercular Missiles, 
Zeon Missiles, Proton Torpedoes,  Mauler Device, Death Ray, Plasma Torps. 
 
 
6.2.3 Damage per unit of space: 
 
I have noted that if you are using current technology, the space that 
a weapon takes up is pretty well denoted by the following equation. 
 
(current size + power * (1 - current tech level/100) 
 
at least through tech level 60. 
 
The following tables then, show the total damage per turn (assuming 
all shots hit) for each unit of space used.  This is a handy means of 
comparing weapons of different tech levels: 
 
 
 
Weapon comparison for tech level 10 :  Assumption: Space = size + power * .9 
 
    Beam Weapons:                               Shields 
name       tech cost/spc(bon) rng  0    1    2    3    4    5    6    7    9   11   13   15 
 
Laser          1   2/ 28(+0)  1  .089 .054 .027 .009  --   --   --   --   --   --   --   --  
Hvy Laser      1   5/ 84(+0)  2  .048 .036 .026 .017 .010 .005 .002  --   --   --   --   --  
Gat Laser      5   7/ 77(+0)  1  .130 .078 .039 .013  --   --   --   --   --   --   --   --  
^Neut. Pellet  7   3/ 35(+0)  1  .100 .071 .071 .043 .043 .021 .021 .007  --   --   --   --  
Ion Cannon    10   4/ 47(+0)  1  .117 .096 .074 .053 .035 .021 .011 .004  --   --   --   --  
Hvy Ion       10  11/140(+0)  2  .064 .057 .050 .043 .036 .030 .025 .020 .012 .005 .002  --  
 
    Missiles and Torpedoes:                     Shields 
name       tech cost/spc(bon) spd  0    1    2    3    4    5    6    7    9   11   13   15 
 
Nuclear       1  27/ 45(+0)  2.0 .089 .067 .044 .022  --   --   --   --   --   --   --   --  
Hyper-V       4  46/ 64(+0)  2.5 .094 .078 .062 .047 .031 .016  --   --   --   --   --   --  
Hyper-X       7  81/ 99(+1)  2.5 .081 .071 .061 .051 .040 .030 .020 .010  --   --   --   --  
 
 
 
 
Weapon comparison for tech level 20 : Assumption: Space = size + power * .8 
 
    Beam Weapons:                               Shields 
name       tech cost/spc(bon) rng  0    1    2    3    4    5    6    7    9   11   13   15 
 
Laser          1   1/ 23(+0)  1  .109 .065 .033 .011  --   --   --   --   --   --   --   --  
Hvy Laser      1   3/ 68(+0)  2  .059 .044 .032 .021 .013 .006 .002  --   --   --   --   --  
Gat Laser      5   4/ 63(+0)  1  .159 .095 .048 .016  --   --   --   --   --   --   --   --  
^Neut. Pellet  7   2/ 26(+0)  1  .135 .096 .096 .058 .058 .029 .029 .010  --   --   --   --  
Ion Cannon    10   3/ 36(+0)  1  .153 .125 .097 .069 .046 .028 .014 .005  --   --   --   --  
Hvy Ion       10   6/107(+0)  2  .084 .075 .065 .056 .047 .040 .032 .026 .015 .007 .002  --  
^Mass Driver  13   6/ 74(+0)  1  .088 .074 .074 .061 .061 .047 .047 .034 .020 .010 .003  --  
Neutron Blst  15   5/ 62(+0)  1  .121 .105 .089 .073 .058 .045 .034 .024 .010 .002  --   --  
Hvy Blast     15  13/186(+0)  2  .073 .067 .062 .056 .051 .046 .042 .037 .029 .022 .016 .011 
~Graviton     17   5/ 72(+0)  1  .111 .097 .084 .072 .061 .051 .042 .033 .019 .009 .003  --  
^Hard Beam    19  12/127(+0)  1  .079 .071 .071 .063 .063 .055 .055 .047 .039 .031 .024 .016 
Fusion Beam   20   7/ 80(+0)  1  .125 .113 .100 .087 .075 .063 .053 .043 .027 .014 .006 .001 
Hvy Fusion    20  21/240(+0)  2  .071 .067 .062 .058 .054 .050 .046 .043 .036 .029 .024 .019 
 
    Missiles and Torpedoes:                     Shields 
name       tech cost/spc(bon) spd  0    1    2    3    4    5    6    7    9   11   13   15 
 
Nuclear       1  13/ 29(+0)  2.0 .138 .103 .069 .034  --   --   --   --   --   --   --   --  
Hyper-V       4  23/ 39(+0)  2.5 .154 .128 .103 .077 .051 .026  --   --   --   --   --   --  
Hyper-X       7  41/ 57(+1)  2.5 .140 .123 .105 .088 .070 .053 .035 .018  --   --   --   --  
Scatter V    11  62/102(+0)  2.5 .294 .245 .196 .147 .098 .049  --   --   --   --   --   --  
Merculite    14  69/ 85(+2)  3.0 .118 .106 .094 .082 .071 .059 .047 .035 .012  --   --   --  
Stinger      18 135/159(+3)  3.5 .094 .088 .082 .075 .069 .063 .057 .050 .038 .025 .013  --  
 
 
 
 
Weapon comparison for tech level 30 : Assumption: Space = size + power * .7 
 
    Beam Weapons:                               Shields 
name       tech cost/spc(bon) rng  0    1    2    3    4    5    6    7    9   11   13   15 
 
Laser          1   1/ 19(+0)  1  .132 .079 .039 .013  --   --   --   --   --   --   --   --  
Hvy Laser      1   2/ 57(+0)  2  .070 .053 .038 .025 .015 .008 .003  --   --   --   --   --  
Gat Laser      5   2/ 53(+0)  1  .189 .113 .057 .019  --   --   --   --   --   --   --   --  
^Neut. Pellet  7   1/ 21(+0)  1  .167 .119 .119 .071 .071 .036 .036 .012  --   --   --   --  
Ion Cannon    10   2/ 29(+0)  1  .190 .155 .121 .086 .057 .034 .017 .006  --   --   --   --  
Hvy Ion       10   3/ 85(+0)  2  .106 .094 .082 .071 .060 .050 .041 .033 .019 .009 .003  --  
^Mass Driver  13   3/ 52(+0)  1  .125 .106 .106 .087 .087 .067 .067 .048 .029 .014 .005  --  
Neutron Blst  15   3/ 49(+0)  1  .153 .133 .112 .092 .073 .057 .043 .031 .012 .002  --   --  
Hvy Blast     15   7/147(+0)  2  .092 .085 .078 .071 .065 .059 .053 .047 .037 .028 .020 .014 
~Graviton     17   3/ 54(+0)  1  .148 .130 .112 .096 .081 .068 .056 .044 .026 .012 .004  --  
^Hard Beam    19   6/ 93(+0)  1  .108 .097 .097 .086 .086 .075 .075 .065 .054 .043 .032 .022 
Fusion Beam   20   4/ 63(+0)  1  .159 .143 .127 .111 .095 .081 .067 .055 .034 .018 .007 .001 
Hvy Fusion    20  11/188(+0)  2  .090 .085 .080 .074 .069 .064 .059 .054 .046 .037 .030 .024 
Megabolt      25   6/ 67(+3)  1  .164 .149 .134 .120 .107 .094 .082 .071 .052 .035 .022 .012 
Phasor        26   7/ 78(+0)  1  .160 .147 .135 .122 .109 .096 .084 .073 .053 .036 .022 .012 
Hvy Phasor    26  20/234(+0)  2  .096 .092 .088 .083 .079 .075 .071 .067 .059 .052 .045 .039 
Auto Blastor  28  13/ 89(+0)  1  .337 .303 .270 .236 .202 .171 .143 .117 .073 .039 .016 .003 
~Tachyon Beam 30   9/ 86(+0)  1  .151 .140 .128 .118 .107 .098 .088 .080 .063 .049 .036 .026 
 
    Missiles and Torpedoes:                     Shields 
name       tech cost/spc(bon) spd  0    1    2    3    4    5    6    7    9   11   13   15 
 
Nuclear       1   7/ 21(+0)  2.0 .190 .143 .095 .048  --   --   --   --   --   --   --   --  
Hyper-V       4  12/ 26(+0)  2.5 .231 .192 .154 .115 .077 .038  --   --   --   --   --   --  
Hyper-X       7  20/ 34(+1)  2.5 .235 .206 .176 .147 .118 .088 .059 .029  --   --   --   --  
Scatter V    11  31/ 66(+0)  2.5 .455 .379 .303 .227 .152 .076  --   --   --   --   --   --  
Merculite    14  35/ 49(+2)  3.0 .204 .184 .163 .143 .122 .102 .082 .061 .020  --   --   --  
Stinger      18  67/ 88(+3)  3.5 .170 .159 .148 .136 .125 .114 .102 .091 .068 .045 .023  --  
Anti-Mat Trp 23  46/256(+4)  4.0 .117 .113 .109 .105 .102 .098 .094 .090 .082 .074 .066 .059 
Scatter VII  27 187/222(+2)  3.0 .315 .284 .252 .221 .189 .158 .126 .095 .032  --   --   --  
Pulson       29 149/177(+4)  4.0 .113 .107 .102 .096 .090 .085 .079 .073 .062 .051 .040 .028 
 
 
 
 
Weapon comparison for tech level 40 : Assumption: Space = size + power * .6 
 
    Beam Weapons:                               Shields 
name       tech cost/spc(bon) rng  0    1    2    3    4    5    6    7    9   11   13   15 
 
Laser          1   1/ 16(+0)  1  .156 .094 .047 .016  --   --   --   --   --   --   --   --  
Hvy Laser      1   1/ 47(+0)  2  .085 .064 .046 .030 .018 .009 .003  --   --   --   --   --  
Gat Laser      5   1/ 44(+0)  1  .227 .136 .068 .023  --   --   --   --   --   --   --   --  
^Neut. Pellet  7   1/ 17(+0)  1  .206 .147 .147 .088 .088 .044 .044 .015  --   --   --   --  
Ion Cannon    10   1/ 23(+0)  1  .239 .196 .152 .109 .072 .043 .022 .007  --   --   --   --  
Hvy Ion       10   2/ 69(+0)  2  .130 .116 .101 .087 .074 .061 .050 .040 .023 .011 .003  --  
^Mass Driver  13   2/ 38(+0)  1  .171 .145 .145 .118 .118 .092 .092 .066 .039 .020 .007  --  
Neutron Blst  15   2/ 40(+0)  1  .187 .163 .138 .113 .090 .070 .052 .037 .015 .003  --   --  
Hvy Blast     15   4/119(+0)  2  .113 .105 .097 .088 .080 .073 .065 .058 .046 .035 .025 .017 
~Graviton     17   2/ 42(+0)  1  .190 .167 .144 .124 .105 .087 .071 .057 .033 .016 .005  --  
^Hard Beam    19   3/ 72(+0)  1  .139 .125 .125 .111 .111 .097 .097 .083 .069 .056 .042 .028 
Fusion Beam   20   2/ 50(+0)  1  .200 .180 .160 .140 .120 .102 .085 .069 .043 .023 .009 .002 
Hvy Fusion    20   6/150(+0)  2  .113 .107 .100 .093 .087 .080 .074 .068 .057 .047 .038 .030 
Megabolt      25   3/ 50(+3)  1  .220 .200 .180 .161 .143 .126 .111 .096 .069 .047 .029 .016 
Phasor        26   4/ 62(+0)  1  .202 .185 .169 .153 .137 .121 .106 .092 .067 .045 .028 .015 
Hvy Phasor    26  10/185(+0)  2  .122 .116 .111 .105 .100 .095 .089 .084 .074 .065 .057 .049 
Auto Blastor  28   7/ 67(+0)  1  .448 .403 .358 .313 .269 .227 .189 .155 .096 .052 .021 .003 
~Tachyon Beam 30   5/ 63(+0)  1  .206 .190 .175 .161 .147 .133 .121 .109 .086 .067 .050 .035 
^Gauss Auto   32  17/123(+0)  1  .276 .244 .244 .211 .211 .179 .179 .146 .114 .081 .049 .024 
^Particle     33  10/100(+0)  2  .150 .140 .140 .130 .130 .120 .120 .110 .100 .090 .080 .070 
Plasma Canon  35   9/ 87(+0)  1  .207 .195 .184 .172 .161 .149 .138 .127 .106 .087 .070 .055 
Death Ray     36 228/2716(+0) 3  .221 .221 .220 .220 .219 .219 .219 .218 .218 .217 .216 .215 
Disruptor     37  18/153(+0)  2  .163 .157 .150 .144 .137 .131 .124 .118 .105 .092 .080 .069 
Pulse Phasor  38  22/107(+0)  1  .350 .322 .294 .266 .238 .210 .184 .159 .116 .079 .049 .026 
 
    Missiles and Torpedoes:                     Shields 
name       tech cost/spc(bon) spd  0    1    2    3    4    5    6    7    9   11   13   15 
 
Nuclear       1   3/ 15(+0)  2.0 .267 .200 .133 .067  --   --   --   --   --   --   --   --  
Hyper-V       4   6/ 18(+0)  2.5 .333 .278 .222 .167 .111 .056  --   --   --   --   --   --  
Hyper-X       7  10/ 22(+1)  2.5 .364 .318 .273 .227 .182 .136 .091 .045  --   --   --   --  
Scatter V    11  15/ 45(+0)  2.5 .667 .556 .444 .333 .222 .111  --   --   --   --   --   --  
Merculite    14  17/ 29(+2)  3.0 .345 .310 .276 .241 .207 .172 .138 .103 .034  --   --   --  
Stinger      18  34/ 52(+3)  3.5 .288 .269 .250 .231 .212 .192 .173 .154 .115 .077 .038  --  
Anti-Mat Trp 23  23/203(+4)  4.0 .148 .143 .138 .133 .128 .123 .118 .113 .103 .094 .084 .074 
Scatter VII  27  93/123(+2)  3.0 .569 .512 .455 .398 .341 .285 .228 .171 .057  --   --   --  
Pulson       29  75/ 99(+4)  4.0 .202 .192 .182 .172 .162 .152 .141 .131 .111 .091 .071 .051 
Hercular     34 145/169(+5)  4.5 .148 .142 .136 .130 .124 .118 .112 .107 .095 .083 .071 .059 
Hellfire Trp 40 150/360(+6)  5.0 .278 .267 .256 .244 .233 .222 .211 .200 .178 .156 .133 .111 
 
 
 
 
Weapon comparison for tech level 50 : Assumption: Space = size + power * .5 
 
    Beam Weapons:                               Shields 
name       tech cost/spc(bon) rng  0    1    2    3    4    5    6    7    9   11   13   15 
 
Ion Cannon    10   1/ 19(+0)  1  .289 .237 .184 .132 .088 .053 .026 .009  --   --   --   --  
Hvy Ion       10   1/ 56(+0)  2  .161 .143 .125 .107 .091 .076 .062 .049 .029 .014 .004  --  
^Mass Driver  13   1/ 29(+0)  1  .224 .190 .190 .155 .155 .121 .121 .086 .052 .026 .009  --  
Neutron Blst  15   1/ 32(+0)  1  .234 .203 .172 .141 .113 .087 .066 .047 .019 .003  --   --  
Hvy Blast     15   2/ 95(+0)  2  .142 .132 .121 .111 .100 .091 .082 .073 .057 .044 .032 .022 
~Graviton     17   1/ 33(+0)  1  .242 .212 .184 .158 .133 .111 .091 .073 .042 .020 .006  --  
^Hard Beam    19   2/ 56(+0)  1  .179 .161 .161 .143 .143 .125 .125 .107 .089 .071 .054 .036 
Fusion Beam   20   1/ 41(+0)  1  .244 .220 .195 .171 .146 .124 .103 .084 .053 .028 .011 .002 
Hvy Fusion    20   3/121(+0)  2  .140 .132 .124 .116 .107 .099 .092 .084 .071 .058 .047 .037 
Megabolt      25   2/ 38(+3)  1  .289 .263 .237 .212 .188 .166 .145 .126 .091 .062 .039 .021 
Phasor        26   2/ 49(+0)  1  .255 .235 .214 .194 .173 .153 .134 .116 .084 .057 .036 .019 
Hvy Phasor    26   5/146(+0)  2  .154 .147 .140 .134 .127 .120 .113 .107 .094 .083 .072 .062 
Auto Blastor  28   4/ 52(+0)  1  .577 .519 .462 .404 .346 .293 .244 .200 .124 .067 .027 .004 
~Tachyon Beam 30   3/ 48(+0)  1  .271 .250 .230 .211 .193 .175 .158 .142 .113 .087 .065 .046 
^Gauss Auto   32   9/ 83(+0)  1  .410 .361 .361 .313 .313 .265 .265 .217 .169 .120 .072 .036 
^Particle     33   5/ 66(+0)  2  .227 .212 .212 .197 .197 .182 .182 .167 .152 .136 .121 .106 
Plasma Canon  35   5/ 66(+0)  1  .273 .258 .242 .227 .212 .197 .182 .167 .140 .115 .093 .073 
Death Ray     36 114/1758(+0) 3  .341 .341 .340 .340 .339 .338 .338 .337 .336 .335 .334 .333 
Disruptor     37   9/108(+0)  2  .231 .222 .213 .204 .194 .185 .176 .167 .148 .130 .113 .097 
Pulse Phasor  38  11/ 77(+0)  1  .487 .448 .409 .370 .331 .292 .256 .222 .161 .110 .068 .037 
Tri-focus Pl  45  18/139(+0)  1  .252 .245 .237 .230 .223 .216 .209 .201 .187 .173 .158 .144 
Stellar Conv  46  38/302(+0)  3  .298 .285 .272 .258 .245 .232 .219 .205 .179 .153 .129 .107 
Mauler Dev    48  48/281(+0)  1  .214 .210 .206 .203 .199 .196 .192 .189 .181 .174 .167 .160 
 
    Missiles and Torpedoes:                     Shields 
name       tech cost/spc(bon) spd  0    1    2    3    4    5    6    7    9   11   13   15 
 
Scatter V    11   8/ 33(+0)  2.5 .909 .758 .606 .455 .303 .152  --   --   --   --   --   --  
Merculite    14   9/ 19(+2)  3.0 .526 .474 .421 .368 .316 .263 .211 .158 .053  --   --   --  
Stinger      18  17/ 32(+3)  3.5 .469 .437 .406 .375 .344 .312 .281 .250 .187 .125 .062  --  
Anti-Mat Trp 23  12/162(+4)  4.0 .185 .179 .173 .167 .160 .154 .148 .142 .130 .117 .105 .093 
Scatter VII  27  47/ 72(+2)  3.0 .972 .875 .778 .681 .583 .486 .389 .292 .097  --   --   --  
Pulson       29  37/ 57(+4)  4.0 .351 .333 .316 .298 .281 .263 .246 .228 .193 .158 .123 .088 
Hercular     34  73/ 93(+5)  4.5 .269 .258 .247 .237 .226 .215 .204 .194 .172 .151 .129 .108 
Hellfire Trp 40  75/250(+6)  5.0 .400 .384 .368 .352 .336 .320 .304 .288 .256 .224 .192 .160 
Zeon         41 134/159(+6)  5.0 .189 .182 .176 .170 .164 .157 .151 .145 .132 .119 .107 .094 
Proton Torp  43  62/262(+6)  8.0 .229 .225 .221 .218 .214 .210 .206 .202 .195 .187 .179 .172 
Scatter X    44 165/190(+3)  3.5 .789 .737 .684 .632 .579 .526 .474 .421 .316 .211 .105  --  
Plasma Torp  50 150/375(+7)  6.0 .360 .357 .355 .352 .349 .347 .344 .341 .336 .331 .325 .320 
 
 
 
 
 
 
Weapon comparison for tech level 60 : Assumption: Space = size + power * .4 
 
    Beam Weapons:                               Shields 
name       tech cost/spc(bon) rng  0    1    2    3    4    5    6    7    9   11   13   15 
 
Fusion Beam   20   1/ 31(+0)  1  .323 .290 .258 .226 .194 .164 .136 .112 .069 .037 .015 .002 
Hvy Fusion    20   2/ 94(+0)  2  .181 .170 .160 .149 .138 .128 .118 .109 .091 .075 .060 .047 
Megabolt      25   1/ 29(+3)  1  .379 .345 .310 .278 .247 .218 .191 .165 .120 .082 .051 .027 
Phasor        26   1/ 38(+0)  1  .329 .303 .276 .250 .224 .197 .173 .150 .109 .074 .046 .025 
Hvy Phasor    26   3/114(+0)  2  .197 .189 .180 .171 .162 .154 .145 .137 .121 .106 .092 .079 
Auto Blastor  28   2/ 39(+0)  1  .769 .692 .615 .538 .462 .391 .325 .266 .166 .089 .036 .006 
~Tachyon Beam 30   2/ 36(+0)  1  .361 .333 .307 .281 .257 .233 .211 .190 .151 .117 .087 .061 
^Gauss Auto   32   5/ 57(+0)  1  .596 .526 .526 .456 .456 .386 .386 .316 .246 .175 .105 .053 
^Particle     33   3/ 44(+0)  2  .341 .318 .318 .295 .295 .273 .273 .250 .227 .205 .182 .159 
Plasma Canon  35   3/ 49(+0)  1  .367 .347 .327 .306 .286 .265 .245 .225 .189 .155 .125 .098 
Death Ray     36  57/1179(+0) 3  .509 .508 .507 .506 .506 .505 .504 .503 .501 .500 .498 .496 
Disruptor     37   5/ 78(+0)  2  .321 .308 .295 .282 .269 .256 .244 .231 .205 .180 .156 .134 
Pulse Phasor  38   6/ 57(+0)  1  .658 .605 .553 .500 .447 .395 .345 .299 .217 .148 .092 .049 
Tri-focus Pl  45   9/ 97(+0)  1  .361 .351 .340 .330 .320 .309 .299 .289 .268 .247 .227 .206 
Stellar Conv  46  19/196(+0)  3  .459 .439 .418 .398 .378 .357 .337 .316 .276 .235 .199 .165 
Mauler Dev    48  24/185(+0)  1  .324 .319 .314 .308 .303 .297 .292 .286 .276 .265 .254 .243 
 
    Missiles and Torpedoes:                     Shields 
name       tech cost/spc(bon) spd  0    1    2    3    4    5    6    7    9   11   13   15 
 
Anti-Mat Trp 23   6/126(+4)  4.0 .238 .230 .222 .214 .206 .198 .190 .183 .167 .151 .135 .119 
Scatter VII  27  23/ 43(+2)  3.0 1.628 1.465 1.302 1.140 .977 .814 .651 .488 .163  --   --   --  
Pulson       29  19/ 35(+4)  4.0 .571 .543 .514 .486 .457 .429 .400 .371 .314 .257 .200 .143 
Hercular     34  36/ 52(+5)  4.5 .481 .462 .442 .423 .404 .385 .365 .346 .308 .269 .231 .192 
Hellfire Trp 40  38/178(+6)  5.0 .562 .539 .517 .494 .472 .449 .427 .404 .360 .315 .270 .225 
Zeon         41  67/ 87(+6)  5.0 .345 .333 .322 .310 .299 .287 .276 .264 .241 .218 .195 .172 
Proton Torp  43  31/191(+6)  8.0 .314 .309 .304 .298 .293 .288 .283 .277 .267 .257 .246 .236 
Scatter X    44  82/102(+3)  3.5 1.471 1.373 1.275 1.176 1.078 .980 .882 .784 .588 .392 .196  --  
Plasma Torp  50  75/255(+7)  6.0 .529 .525 .522 .518 .514 .510 .506 .502 .494 .486 .478 .471 
 
 
 
Contributed by Jim Cox (cox@unx.sas.com) 
 
 
 
6.3. Ground Combat Odds 
 
  [ Editor's note:  I've adjusted the Bulrathi's racial bonus to match 
    that in patch 1.2.  It was upped from 20 to 25.  There is also a 
    "defending race" bonus for the non-attacking race (+5) as of 1.3. 
    Thanks to Brian Wade <BWADE@relay.nswc.navy.mil> for this info. ] 
 
Following is a guide for how ground combat is determined: 
 
GROUND ROLL = d100 + Personal Combat Armor + Ship Armor Material 
                   + Personal Weapon + Race Bonus 
 
(d100 stands for a die roll uniformly distributed between 1 and 100). 
 
Individual troopers battle each other one on one.  Both sides do a 
ground role, highest wins and lives, the other loses a trooper.  The 
side that has eliminated all of the opponent troopers is the victor. 
 
 
Personal Shields (from force field technology): 
 
None(1)                         - 0 
Personal Deflector Shield(8)    - +10 
Personal Absorption Shield(21)  - +20 
Personal Barrier Shield(38)     - +30 
 
Personal Armor (from Construction technology): 
 
Combat Armor(1)                 - 0 
Battle Suits(11)                - +10 
Armored Exoskeleton(24)         - +20 
Powered Armor(40)               - +30 
 
Ship Armor (from Construction technology): 
 
Titanium Armor(1)               - 0 
Duralloy Armor(10)              - +5 
Zortrium Armor(17)              - +10 
Andrium Armor(26)               - +15 
Tritanium Armor(34)             - +20 
Adamantium Armor(42)            - +25 
Neutronium Armor(50)            - +30 
 
Weapons:  (from Weapons technology) 
 
None(1)                         - 0 
Hand Lasers(2)                  - +5 
Ion Rifle(12)                   - +10 
Fusion Rifle(24)                - +20 
Hand Phasor(31)                 - +25 
Plasma Rifle(42)                - +30 
 
Racial Bonus is +25 if Bulrathi, otherwise 0 
+5 if you are defending (v 1.3) 
 
 
To figure out ratio that is needed, add your highest bonuses in each 
category together, subtract the highest bonuses for your opponent, and 
consult the following formula or table for expected losses: 
 
 
P(Losing) = .5 * (100-Diff)*(99-Diff) 
            _________________________ 
                     (100)^2 
 
P(Tie) = (100-Diff) 
         ---------- 
          (100)^2 
 
So Expected lost =        Chance you lose 
                   --------------------------------- * Opponents # of troops 
                   (1-Chance you lose-Chance you tie) 
 
 
This leads to the following table: 
 
Differential      Expected Loss as Percentage of Opponent's forces 
------------      ------------------------------------------------ 
0                 100% 
+5                 82% 
+10                68% 
+15                56% 
+20                47% 
+25                39% 
+30                32% 
+40                22% 
+50                14% 
+60                 8% 
+70                 5% 
+80                 2% 
+90                < 1%    (maximum differential if not Bulrathis) 
 
For example, you are the Bulrathis. You have discovered: hand lasers, 
ion rifle, Armored Exoskeleton, Adamantium Armor.  Your opponents have 
made no ship armor advances, but have Personal Deflector Shields, also 
Armored Exoskeleton, and Hand Lasers. 
 
Their bonus would be 10 (for shield) + 20 (Armored Exoskeleton) + 5 
(Hand Lasers) + 5 (defending).  Yours would be 0 (for shield) + 25 
(Adamantium) + 20 (Exoskeleton) + 10 (ion rifle) + 25 (racial bonus). 
 
Your differential would be +40.  You want to send colonists from two 
colonies to take a world of the opponents with 100 pop.  If you send 
a total of 100 pop, you should expect approximately 78 to survive the 
battle. 
 
 
Contributed by Jim Cox and Dave Chaloux 
 
 
6.4 Guardian Cheat Sheet 
 
Okay....I wasn't gonna post my Guardian cheat sheet, but I will 
anyway. 
                        Simple   Easy   Average   Hard   Impossible 
Scatter Pack X's (5c)     5       25       45      65        85 
Stellar Converters        5       15       25      35       45 
Plasma Torpedos           6        9       12      15       18 
Beam/Missile Defense      1        3        5       7        9 
Shield Level              5        6        7       8        9 
Hit Points (x1000)        2        4        6       8       10 
 
Standard Features: 
1 Death Ray 
Attack Level 10 
Speed 2 
 
Specials: 
High Energy Focus 
Lightning Shield 
 
Contributed by: psifire@netcom.com (Mathew Yee) 
 
================================================================================ 
7  Technology Listing 
================================================================================ 
 
7.1 COMPUTER: 
 
Battle Scanner                  Reveals technical specifications of enemy 
                                spacecraft in combat. 
 
Ecm Jammer Mark I               Adds 1 level to defense against enemy missile 
                                attacks. 
 
Deep Space Scanner              Detects enemy ships up to 5 parsecs away from 
                                your colonie s and 1 parsec away from your 
                                ships. 
 
Battle Computer Mark II         Increases weapon accuracy to level 2. 
 
Ecm Jammer Mark II              Adds 2 levels to defense against enemy 
                                missile attacks. 
 
Improved Robotic Controls III   Allows up to three factories to be operated 
                                per population. The refit cost to upgrade to 
                                Robotic Controls III is half the standard 
                                cost of each factory. 
 
Battle Computer Mark III        Increases weapon accuracy to level 3. 
 
Ecm Jammer Mark III             Adds 3 levels to defense against enemy 
                                missile attacks. 
 
Improved Space Scanner          Detects enemy ships up to 7 parsecs away from 
                                your colonies and 2 parsecs away from your 
                                ships. Enemy destinations and ETA can also be 
                                accurately determined.  
 
Battle Computer Mark IV         Increases weapon accuracy to level 4. 
 
Ecm Jammer Mark IV              Adds 4 levels to defense ag against enemy 
                                missile attacks.  
 
Improved Robotic Controls IV    Allows up to four factories to be operated 
                                per population. The refit cost to upgrade to 
                                Robotic Controls IV is the standard cost of 
                                each factory. 
 
Battle Computer Mark V          Increases weapon accuracy to level 5. 
 
Ecm Jammer Mark V               Adds 5 levels to defense against enemy 
                                missile attacks.  
 
Advanced Space Scanner          Allows exploration of planets from colony 
                                bases up to 9 parsecs away and detects enemy 
                                ships up to 3 parsecs away from your ships. 
 
Battle Computer Mark VI         Increases weapon accuracy to level 6.  
 
Ecm Jammer Mark VI              Adds 6 levels to defense against enemy 
                                missile attacks.  
 
Improved Robotic Controls V     Allows up to five factories to be operated 
                                per population. The refit cost to upgrade to 
                                Robotic Controls V is one and a half times 
                                the standard cost of each factory.  
 
Battle Computer Mark VII        Increases weapon accuracy to level 7.  
 
Ecm Jammer Mark VII             Adds 7 levels to defense against enemy 
                                missile attacks. 
 
Hyperspace Communications       Allows you to communicate with ships and 
                                transports in hyperspace, and change their 
                                destinations while in route.  
 
Battle Computer Mark VIII       Increases weapon accuracy to level 8. 
 
Ecm Jammer Mark VIII            Adds 8 levels to defense against enemy 
                                missile attacks. 
 
Improved Robotic Controls VI    Allows up to six factories to be operated per 
                                population. The refit cost to upgrade to 
                                Robotic Control  VI is twice the standard 
                                cost of each factory. 
 
Battle Computer Mark IX         Increases weapon accuracy to level 9. 
 
Ecm Jammer Mark IX              Adds 9 levels to defense against enemy 
                                missile attacks.  
 
Battle Computer Mark X          Increases weapon accuracy to level 10. 
 
Oracle Interface                Coordinates all beam weapon attacks into one 
                                simultaneous burst of concentrated fire, 
                                halving the enemy's shield strength.  
 
Ecm Jammer Mark X               Adds 10 levels to defense against enemy 
                                missile attacks.  
 
Improved Robotic Controls VII   Allows up to seven factories to be operated 
                                per population. The refit cost to upgrade to 
                                Robotic Controls VII is 2.5 times the 
                                standard cost of each factory. 
 
Technology Nullifier            Scrambles enemy battle computers, reducing 
                                the level of the computers up to 2-6 levels 
                                each time the nullifier is fired. The weapon 
                                has a 4 space range.  
 
Battle Computer Mark XI         Increases weapon accuracy to level 11. 
 
------------------ 
7.2 CONSTRUCTION: 
 
Reserve Fuel Tanks              Extends the range of a ship by an additional 
                                3 parsecs. 
 
Improved Industrial Tech 9      Reduces factory construction costs to 9 BC 
                                each. 
 
Reduced Industrial Waste 80%    Decreases factory pollution levels to 80% of 
                                the normal rate. 
 
Improved Industrial Tech 8      Reduces factory construction costs to 8 BC 
                                each.  
 
Duralloy Armor                  Increases the hit points of ships and 
                                transports by 50%. Personal combat armor is 
                                also enhanced, adding 5 to all ground 
                                attacks. 
 
Battle Suits                    Armor that not only protects but also boosts 
                                strength. Adds 10 to all ground combat 
                                rolls.  
 
Improved Industrial Tech 7      Reduces factory construction costs to 7 BC 
                                each.  
 
Automated Repair System Reduced Undestroyed ships can repair up to 15% of 
                                their total hit points at the end of each 
                                turn. 
 
Industrial Waste 60%            Decreases factory pollution levels to 60% of 
                                the normal rate.  
 
Zortium Armor                   Increases the hit points of ships and 
                                transports by 100%. Personal combat armor is 
                                also enhanced, adding 10 to all ground 
                                attacks.  
 
Improved Industrial Tech 6      Reduces factory construction costs to 6 BC 
                                each. 
 
Improved Industrial Tech 5      Reduces factory construction costs to 5 BC 
                                each.  
 
Armored Exoskeleton             Advanced mobile suits that not only boost 
                                power and increase defenses but also offer 
                                limited flight to ground troops. Adds 20 to 
                                all ground combat rolls. 
 
Reduced Industrial Waste 40%    Decreases factory pollution levels to 40% of 
                                the normal rate. 
 
Andrium Armor                   Increases the hit points of ships and 
                                transports by 150%. Personal combat armor is 
                                also enhanced, adding 15 to all ground 
                                attacks. 
 
Improved Industrial Tech 4      Reduces factory construction costs to 4 BC 
                                each.  
 
Improved Industrial Tech 3      Reduces factory construction costs to 3 BC 
                                each.  
 
Tritanium Armor                 Increases the hit points of ships and 
                                transports by 200%. Personal combat armor is 
                                also enhanced, adding 20 to all ground 
                                attacks.  
 
Reduced Industrial Waste 20%    Decreases factory pollution levels to 20% of 
                                the normal rate.  
 
Advanced Damage Control         Undestroyed ships can repair up to 30% of 
                                their total hit points at the end of each 
                                turn.  
 
Improved Industrial Tech 2      Reduces factory construction costs to 2 BC 
                                each.   
 
Powered Armor                   Combines high mobility, anti-grav flight, and 
                                heavy armored plating to form the most 
                                advanced armor available for ground troops. 
                                Adds 30 to all ground combat rolls.  
 
Adamantium Armor                Increases the hit points of ships and 
                                transports by 250%. Personal combat armor is 
                                also enhanced, adding 25 to all ground 
                                attacks.  
 
Industrial Waste Elimination    Factories cease to pollute. 
 
Neutronium Armor                Provides the best internal protection of any 
                                armor and increases the hit points of a ship 
                                by 300%. Personal combat armor is also 
                                enhanced, adding 30 to all ground attacks. 
------------------ 
7.3 SHIELDS: 
 
Class I Deflector Shields       Absorbs 1 point of damage from all attacks. 
 
Class II Deflector Shields      Absorbs 2 points of damage from all attacks. 
 
Personal Deflector Shield       Protects individual ground troops with a 
                                directional force field. Adds +10 to all 
                                ground combat battles. 
 
Class III Deflector Shields     Absorbs 3 points of damage from all attacks.  
 
Class V Planetary Shield        Absorbs 5 points of damage from attacks 
                                against planet surfaces, and is cumulative 
                                with missile base deflector shields.  
 
Class IV Deflector Shields      Absorbs 4 points of damage from all attacks. 
 
Repulsor Beam                   Repels enemy ships back one space away from 
                                the attacking ship. The special weapon has a 
                                1 space range. 
 
Class V Deflector Shields       Absorbs 5 points of damage from all 
                                attacks. Absorbs damage from all hand 
                                weapons. 
 
Personal Absorption Shield      Adds 20 to all ground combat battles. 
 
Class X Planetary Shield        Absorbs 10 points of damage from all attacks 
                                against planet surfaces, and is cumulative 
                                with missile base deflector shields. 
 
Class VI Deflector Shields      Absorbs 6 points of damage from all attacks. 
 
Cloaking Device                 Renders ships nearly invisible until they 
                                attack. While cloaked ships receive a +5 to 
                                their missile and beam defenses. 
 
Class VII Deflector Shields     Absorbs 7 p oints of damage from all attacks. 
 
Zyro Shield                     An energy field that destroys incoming 
                                missiles and torpedoes 75% of the time, -1% 
                                per technology level of the missile. 
 
Class XV Planetary Shield       Absorbs 15 points of damage from all attacks 
                                against planet surfaces, and is cumulative 
                                with missile base deflector shields. 
 
Class IX Deflector Shields      Absorbs 9 points of damage from all attacks. 
 
Stasis Field                    Freezes one group of enemy ships up to one 
                                space away, for one turn. Frozen ships cannot 
                                attack or be attacked. 
 
Personal Barrier Shield         Completely encases the soldier in an nearly 
                                impenetrable force field. Adds +30 to all 
                                ground combat rolls. 
 
Class XI Deflector Shields      Absorbs 11 points of damage from all 
                                attacks.  
 
Class XX Planetary Shield       Absorbs 20 points of damage from all attacks 
                                against planet surfaces, and is cumulative 
                                with missile base deflector shields. 
 
Black Hole Generator            Creates a sub-space field that warps normal 
                                space creating an instantaneous black hole, 
                                destroying 25%-100% of enemy ships, -2% per 
                                shield class. 
 
Class XIII Deflector Shields    Absorbs 13 points of damage from all 
                                attacks.  
 
Lightning Shield                An energy field that destroys incoming enemy 
                                missiles and torpedoes 100% of the time, -1% 
                                per technology level of the missile.  
 
Class XV Deflector Shields      Absorbs 15 points of damage from all attacks. 
 
------------------ 
7.4 PLANETOLOGY: 
 
Ecological Restoration          Eliminates 2 units of industrial waste for a 
                                cost of 1 BC. 
 
Improved Terraforming +10       Increases the population capacity of planets 
                                by 10M for a cost of 5 BC per million. 
 
Controlled Barren Environment   Permits the colonization of barren planets.  
 
Improved Eco Restoration        Eliminates 3 units of industrial waste for a 
                                cost of 1 BC. 
 
Controlled Tundra Environment   Permits the colonization of tundra planets.  
 
Improved Terraforming +20       Increases the population capacity of planets 
                                by 20M for a cost of 5 BC per million. 
 
Controlled Dead Environment     Permits the colonization of dead planets. 
 
Death Spores                    Horrible biological weapons capable of 
                                reducing the maximum planetary populations by 
                                1 million per attack. 
 
Controlled Inferno Environment  Permits the colonization of inferno planets.  
 
Enhanced Eco Restoration        Eliminates 5 units of industrial waste for a 
                                cost of 1 BC. 
 
Improved Terraforming +30       Increases the population capacity of planets 
                                by 30M for a cost of 4 BC per million. 
 
Controlled Toxic Environment    Permits the colonization of toxic planets. 
 
Soil Enrichment                 Converts standard planets to fertile 
                                environments, increasing population growth by 
                                50% and raising the base planetary size by 
                                +25% for a one time cost of 150 BC.  
 
Bio Toxin Antidote              Reduces casualties taken from biological 
                                weapons by 1 million per attack. 
 
Controlled Radiated Environment Permits the colonization of radiated planets. 
 
Improved Terraforming +40       Increases the population capacity of planets 
                                by 40M for a cost of 4 BC per million. 
 
Cloning                         Allows bio engineered colonists to be grown 
                                at a rate of 1M per 10 BC.  
 
Atmospheric Terraforming        Converts hostile planets to standard minimal 
                                environments, normalizing population growth 
                                for a one time cost of 200 BC.  
 
Advanced Eco Restoration        Eliminates 10 units of industrial waste for a 
                                cost of 1 BC. 
 
Improved Terraforming +50       Increases the population capacity of planets 
                                by 50M for a cost of 3 BC per million. 
 
Doom Virus                      Dreadful biological weapons capable of 
                                reducing planetary populations by 2 million 
                                per attack. 
 
Advanced Soil Enrichment        Converts standard and fertile planets to 
                                gaias, doubling the population growth and 
                                increasing the planet's base size by +50% for 
                                the one time cost of 300 BC.  
 
Improved Terraforming +60       Increases the population capacity of planets 
                                by 60M for a cost of 3 BC per million. 
 
Complete Eco Restoration        Eliminates 20 units of industrial waste for a 
                                cost of 1 BC. 
 
Universal Antidote              Reduces casualties taken from biological 
                                weapons by 2 million per attack. 
 
Improved Terraforming +80       Increases the population capacity of planets 
                                by 80M for a cost of 2 BC per million. 
 
Bio Terminator                  Abominable biological weapons capable of 
                                reducing planetary populations by 3 million 
                                per attack. 
 
Advanced Cloning                Allows bio-engineered colonists to be grown 
                                at a rate of 1M per 5 BC. 
 
Improved Terraforming +100      Increases the population capacity of planets 
                                by 100M for a cost of 2 BC per million. 
 
Complete Terraforming           Increases the population capacity of planets 
                                by 120M for a cost of 2 BC per million. 
 
------------------ 
7.5 PROPULSION: 
 
Retro Engines                   Moves ships at warp one (1 parsecs per turn), 
                                and allows a maximum maneuverability of class 
                                I in combat. 
 
Hydrogen Fuel Cells (Range 4)   Fuel reserves allow ships to move up to 4 
                                parsecs away from colony planets. 
 
Deuterium Fuel Cells (Range 5)  Fuel reserves allow ships to move up to 5 
                                parsecs away from colony planets. 
 
Nuclear Engines                 Moves ships at warp two (2 parsecs per turn), 
                                and allows a maximum maneuverability of class 
                                II in combat. 
 
Irridium Fuel Cells (Range 6)   Fuel reserves allow ships to move up to 6 
                                parsecs away from colony planets. 
 
Inertial Stabilizer             Generates a field that reduces the inertia of 
                                ships, and adds 2 classes of maneuverability 
                                in combat (+2 defense and +1 combat speed). 
 
Sub-Light Drives                Moves ships at warp three (3 parsecs per 
                                turn), and allows a maximum maneuverability 
                                of class III in combat. 
 
Dotomite Crystals (Range 7)     Fuel reserves allow ships to move up to 7 
                                parsecs a way from colony planets. 
 
Energy Pulsar                   A potent engine modification which generates 
                                a sudden spherical burst of energy striking 
                                all adjacent ships for up to 5 points of 
                                damage plus 1 per two ships.   
 
Fusion Drives                   Moves ships at warp four (4 parsecs per 
                                turn), and allows a maximum maneuverability 
                                of class IV in combat.  
 
Uridium Fuel Cells (Range 8)    Fuel reserves allow ships to move up to 8 
                                parsecs away from colony planets. 
 
Warp Dissipator                 Specialized weapon that disrupts the warp 
                                fields surrounding enemy ships, reducing 
                                their speed by 0-1 each turn the weapon is 
                                fired. 
 
Reajax II Fuel Cells (Range 9)  Fuel reserves allow ships to move up to 9 
                                parsecs away from colony planets. 
 
Impulse Drives                  Moves ships at warp five (5 parsecs per 
                                turn), and allows a maximum maneuverability 
                                of class V in combat.  
 
Intergalactic Star Gates        Allows your ships to move between any two 
                                planets equipped with star gates in only one 
                                turn. Costs 3000 BC to build. 
 
Trilithium Crystals (Range 10)  Fuel reserves allow ships to move up to 10 
                                parsecs away from colony planets.  
 
Ion Drives                      Moves ships at warp six (6 parsecs pe r 
                                turn), and allows a maximum maneuverability 
                                of class VI in combat. 
 
High Energy Focus               Increases the firing range of all energy 
                                weapons by three.  
 
Anti-Matter Drives              Moves ships at warp seven (7 parsecs per 
                                turn), and allows a maximum maneuverability 
                                of class VII in combat. 
 
Sub Space Teleporter            Teleports ships to any space on the combat 
                                map and gives first initiative to the 
                                teleporting ship. 
 
Ionic Pulsar                    A powerful engine modification capable of 
                                generating a spherical burst of phased energy 
                                striking all adjacent ships for up to 10 
                                points of damage plus one per ship.  
 
Thorium Cells (Unlimited Range) Self-replenishing fuel that allows ships to 
                                move any distance from colony planets.  
 
Inter-Phased Drives             Moves ships at warp eight (8 parsecs per 
                                turn), and allows a maximum maneuverability 
                                of class VIII in combat. 
 
Sub Space Interdictor           Creates an intense gravity well surrounding 
                                colony planets and rendering sub space 
                                teleporters useless. The device is 
                                automatically placed in all missile bases. 
 
Combat Transporters             Transports equipped with these devices have a 
                                50% chance of beaming down onto enemy 
                                surfaces before the transports can be 
                                attacked by enemy ships and bases. 
 
Inertial Nullifier              Generates a field that negates the inertia of 
                                ships and adds 2 classes of maneuverability 
                                in combat (+4 defense and +2 combat speed). 
 
Hyper Drives                    Moves ships at warp nine (9 parsecs per 
                                turn), and allows a maximum maneuver ability 
                                of class IX in combat.  
 
Displacement Device             Randomly shifts the equipped ship in and out 
                                of normal space, allowing the ship to avoid 
                                one third of all non-area attacks. 
------------------ 
7.6 WEAPONS: 
 
Hand Lasers                     Direct-fire beam weapon that inflicts 1-4 
                                points of damage. Heavy lasers have a two 
                                space range and do 1-7 points of damage. 
 
Lasers                          Personal lasers that add 5 to your ground 
                                combat rolls. 
 
Hyper-V Rockets                 Swift missiles that explode for 6 points of 
                                damage and move at a speed of 2.5 
 
Gatling Laser                   An advanced laser that fires up to four times 
                                per turn for 1-4 points of damage with each 
                                hit. 
 
Anti-Missile Rockets            Trans-light rockets capable of destroying 
                                incoming enemy missiles 40% of the time, -1% 
                                per technology level of the missile. 
 
Neutron Pellet Gun              Heavy particle stream weapon that halves the 
                                effectiveness of enemy deflector shields and 
                                inflicts 2-5 points of damage.  
 
Hyper-X Rockets                 Missiles equipped with high energy warheads 
                                that explode for 8 points of damage, move at 
                                a speed of 2.5, and are controlled by a +1 l 
                                evel targeting computer. 
 
Fusion Bomb                     Bombs that explode for 5-20 points of damage 
                                on planetary targets only. 
 
Ion Cannon                      High intensity beam weapons capable of 
                                inflicting 3-8 points of damage. Heavy ion 
                                cannons strike for 3-15 and have a 2 space 
                                range. 
 
Scatter Pack V Rockets          Mirv versions of Hyper-V Rockets, splitting 
                                into five separate warheads that each explode 
                                for 6 points of damage and move at a speed of 
                                2.5 
 
Ion Rifle                       Personal beam weapons that add 10 to your 
                                ground attacks. 
 
Mass Driver                     A linear accelerator that halves the 
                                effectiveness of enemy deflector shields and 
                                inflicts 5-8 points of damage.  
 
Merculite Missiles              Hard-hitting, swift missiles that explode for 
                                10 points of damage, move at a speed of 3, 
                                and are controlled by a +2 level targeting 
                                computer. 
 
Neutron Blaster                 High powered beam weapons capable of 
                                inflicting 3-12 points of damage. Heavy 
                                neutron blasters strike for 3-24 points and 
                                have a 2 space range.  
 
Anti-Matter Bomb                Bombs that explode for 10-40 points of damage 
                                on planetary targets only. 
 
Graviton Beam                   Tractor-repulsor beam capable of rending 
                                ships to pieces. The beam strikes for 1-15, 
                                and the continuous streaming effect of the 
                                ray allows damage to carry over from one ship 
                                to another. 
 
Stinger Missiles                Slow, hyper-accurate missiles that do 15 
                                points of damage, move at a speed of 3.5, and 
                                are controlled by a sophisticated +3 level 
                                targeting computer. 
 
Hard Beam                       An energy-to-matter beam weapon that halves 
                                the effectiveness of enemy deflector shields, 
                                and inflicts 8-12 points of damage. 
 
Fusion Beam                     High intensity beam weapon capable of doing 
                                4-16 points of damage. Heavy fusion beams 
                                strike for 4-30 points and have a 2 space 
                                range.  
 
Ion Stream Projector            Fires an intense ionic blast reducing an 
                                opponents armor by 20% plus 1% per two firing 
                                ships. The projector has a range of 2 spaces. 
 
Omega-V Bomb                    High yield bombs that explode for 20-50 
                                points of damage on planetary targets only. 
 
Anti-Matter Torpedoes           High energy tracking torpedoes that deliver 
                                30 points of damage but may only be fired 
                                every other turn. Each torpedo is equipped 
                                with a +4 level targeting computer.  
 
Fusion Rifle                    Inaccurate but incredibly powerful beam 
                                weapons that add 20 to your ground combat 
                                rolls. 
 
Megabolt Cannon                 Releases multiple bolts of pure energy in a 
                                wide field. It has a +30% bonus chance to hit 
                                and strikes for 2-20 points of damage. 
 
Phasor                          Phased energy beams capable of inflicting 
                                5-20 points of damage. Heavy phasors strike 
                                for 5-40 points of damage and have a 2 space 
                                range. 
 
Scatter Pack VII Missiles       Mirv versions of Hyper-X Rockets, splitting 
                                into seven separate warheads that each 
                                explode for 10 points of damage, move at a 
                                speed of 3, and are guided by a +2 level 
                                targeting computer.  
 
Auto Blaster                    An advanced neutron blaster that fires up to 
                                three times per turn for 4-16 points of 
                                damage with each hit.  
 
Pulson Missiles                 Powerful missiles equipped with anti-matter 
                                warheads that explode for 20 points of 
                                damage, move at speed 4, and are controlled 
                                by a +4 level targeting computer.  
 
Tachyon Beam                    Fires an intens e stream of tachyon particles 
                                that strike enemy ships for 1-25 hits. The 
                                continous streaming effect of the ray allows 
                                it to carry damage over from one ship to 
                                another.  
 
Hand Phasor                     Potent hand held energy weapons capable of 
                                reducing an opponent to his component atoms. 
                                Adds 25 to your ground combat rolls. 
 
Gauss Autocannon                An advanced linear accelerator capable of 
                                firing four explosive rounds per turn that 
                                inflict 7-10 points of damage each. The 
                                projectile rounds half the effectiveness of 
                                enemy shields. 
 
Particle Beam                   High intensity particle accelerators capable 
                                of striking enemy ships up to 2 spaces away 
                                for 10-20 points of damage and halving the 
                                effectiveness of deflector shields. 
 
Hercular Missiles               Highly advanced missile that explodes for 25 
                                points of damage. The hercular missile moves 
                                at speed 4.5 and is controlled by a +5 level 
                                targeting computer. 
 
Plasma Cannon                   Fires intense bolts of energy that inflict 
                                6-30 points of damage. 
 
Death Ray                       An ancient weapon of unbelievably destructive 
                                power that inflicts 200-1000 points of damage 
                                with a 1 space range. 
 
Disruptor                       Unleashes tremendous bolts of pure energy 
                                that can strike enemy targets up to 2 spaces 
                                away for 10-40 points of damage. 
 
Pulse Phasor                    An advanced phasor capable of firing three 
                                bursts per turn for 5-20 points of damage 
                                with each hit. 
 
Neutronium Bomb                 Devastating bombs that explode for 40-70 
                                points of damage on planets only.  
 
Hellfire Torpedoes              Enveloping energy torpedoes that 
                                simultaneously strike all shields, delivering 
                                damage equivalent to four 25 point attacks. 
                                They may only be fired once every other 
                                turn.  
 
Zeon Missiles                   Most advanced missile available. Capable of 
                                striking enemy ships for 30 points of damage 
                                and moving at a speed of 5. The zeon missile 
                                is guided by a +6 level targeting computer. 
 
Plasma Rifle                    The most devastating hand held weapon 
                                available. Adds 30 to your ground attacks. 
 
Proton Torpedoes                High yield energy torpedoes that deliver 60 
                                points of damage but may only be fired every 
                                other turn. Each torpedo is equipped with a 
                                +6 level targeting computer. 
 
Scatter Pack X Missiles         Mirv versions of Stinger Missiles, splitting 
                                into ten separate warheads that each explode 
                                for 15 points of damage, move at speed 3.5, 
                                and are guided by a +3 level targeting 
                                computer.  
 
Tri-Focus Plasma Cannon         Fires a triad of high intensity plasma beams 
                                capable of inflicting 20-50 points of 
                                damage.  
 
Stellar Converter               Surrounds the target with an extremely 
                                powerful matter-energy conversion field, 
                                inflicting four 10-35 point attacks. It has a 
                                range of 3 spaces. 
 
Neutron Stream Projector        Fires a blast of concentrated neutrino rays 
                                reducing an opponents armor by 40% plus 1% 
                                per firing ship. The projector has a range of 
                                2 spaces.  
 
Mauler Device                   Unleashes enormous amounts of focused energy 
                                at enemy targets, inflicting 20-100 points of 
                                damage. 
 
Plasma Torpedoes                Pure energy torpedoes that deliver 150 points 
                                of damage, but lose 15 strength per space 
                                traveled. The launcher fires every other turn 
                                and has a +7 level guidance computer. 
 
------------------- 
 
The author of the Technology Listing is currently unknown.  If you were 
the person that submitted this, please send me your name so that I can 
give you the credit. 
 
================================================================================ 
8  The Future of Master of Orion 
================================================================================ 
 
8.1 Upcoming Patches 
 
In early and mid December '94, Amy (MPS BBS co-sysop) stated that there  
will NOT be version 1.4 of MoO, nor will there be a MoO-2.  In each 
case, she padded her answer with "...that I am aware of."  Since 
those December messages, several people, including myself, have asked 
about MoO enhancements but they were ignored. 
  
The January '95 issue of CGW reported that Simtex had been hired by MPS 
to write MoO-Deluxe. 
  
If I hear anything further, I'll pass it on. 
 
8.2 Master of Orion Deluxe??? 
 
See previous section. 
 
-------------- 
End of Master of Orion FAQ 
-------------- 
 
