Excerpted from “Pre-Psilonic Galactic Civilizations” Vol. II, by Ectron Victor, retired Master Adjudicator, Psilon Central History Institute.
As a story is told and retold over the course of generations, no matter the attention paid to detail and no matter the importance of the tale, the truth is gradually nibbled away by little mistakes and innocent exaggerations. Carried off on these well-intentioned, tiny feet, the facts deteriorate softly and painlessly into a condition generally referred to as “shrouded by time.”
The legends concerning the Orions and Antarans are shrouded by time. What is certain is that at one time both races coexisted in the galaxy. The scope of their power and technical advancement has surely been enhanced by hyperbole, but that they were far superior to anything now known is indisputable. Perhaps it was inevitable that two such behemoths meet in violence. The legends paint the Antarans as ruthless, xenophobic killers, but we all know that history is written by the victors.
The Orion-Antaran war was a protracted holocaust of galactic proportions. While we can never know if they truly flung entire star systems across deep space as weapons (as the storytellers claim), our astrophysicists have uncovered evidence of directed energy bursts the power of which staggers the imagination. That both races had the ability to raze planets no one contests. The Orions eventually defeated the Antarans. Rather than exterminating the race, as the stories claim the Antarans would certainly have done, the Orions chose to imprison their enemies in a “pocket dimension” — a volume the size of a single star system, formed and carved somehow out of the fabric of space-time. Physicists to this day puzzle over the theory and the technique, but the result was obvious; the Antarans were banished one and all from this dimension.
At this point, even the storytellers admit that the legends become vague. Some time after the war, the Orion race inexplicably disappeared. They left only two legacies for the galaxy’s future inhabitants. One was the tales of their power and legends of the Antaran war; the other is the Orion system itself. One planet circles this star, and it is reputed to be the original home world of the Orion race. Despite the incredible potential this abandoned world must hold, no one has yet plundered or colonised it. The reason for this is that the system is only uninhabited, not undefended. The Orions left a single Guardian to protect their home. Perhaps they intend to return some day.
Perhaps the Antarans intend to return, too.
Order of Play
The manual never lays this out as a single list — it's pieced
together from the Multiplayer chapter (which describes the turn-resolution engine explicitly)
and the single-player "Ending Your Turn" section. Same engine either way; multiplayer just adds
a waiting room.
Each turn represents one-tenth of one galactic standard year. The manual doesn’t lay out turn order as a single numbered list — this sequence is pieced together from its Multiplayer Galaxies chapter (which describes the turn-resolution engine explicitly, since multiplayer makes the underlying mechanics visible) and its “Ending Your Turn” section. The engine works the same way whether you’re playing solo against the AI or against other people; multiplayer just adds a waiting room.
1. Give Your Orders
When a new turn begins, it’s almost as though you were playing alone — you make your decisions, give orders, and so on just as you would during any other game: adjusting colonies, moving fleets, allocating research, conducting diplomacy, and whatever else needs doing. Meanwhile, every other empire (human or AI) is doing the same, all at the same time. Nothing you decide takes effect yet — it’s only recorded as your orders for the turn.
2. End Your Turn Multiplayer-specific
You signal that you’re finished by clicking the Turn button. In a multiplayer game, this is where the Turn Monitor screen appears, tracking which players have and haven’t finished yet — until everyone is done, those who have finished can sit back or use the Chat window (messages are visible only to other players who have also finished their turn). [Multiplayer only: waiting for other players and the Turn Monitor/Chat screen don’t apply to a single-player game, where the turn advances as soon as you click Turn.]
3. Orders Resolve Simultaneously
As soon as everyone has clicked the Turn button (in single player, as soon as you do), all decisions and activities take effect at exactly the same time — nobody’s orders get priority over anybody else’s. Part of what happens at this point is fleet movement. If any two fleets end up occupying the same system, or a fleet of one empire is sitting in a system colonised by another, the potential for combat now exists, and that has to be dealt with before the more mundane aspects of the turn can proceed.
4. Combat, If Any
Every situation with combat potential is presented one at a time to the two empires involved — no combat in Master of Orion II can have more than two sides, offense and defense. If the result is a fight, it’s resolved immediately in the usual fashion (see the Combat section); empires not involved in that particular encounter simply wait. Once a fight is finished, the game moves on to the next combat situation. The turn cannot advance until every one of these empire-versus-empire encounters has been settled.
5. Automatic Turn-End Events
With movement and combat settled, the turn’s automatic events resolve — the manual doesn’t specify a strict internal order among these, only that they happen as part of wrapping up the turn: colony production completing, research breakthroughs, random galactic events, and so on. If you play with the default “End of Turn Wait” setting on, the game stops here and waits for you to click Turn again before the next turn begins. If you turn that setting off instead, turns keep flowing on their own until either you stop the clock yourself or one of the following happens:
What Interrupts Auto-Play
If you turn off “End of Turn Wait,” turns keep flowing on their own until you stop the clock, or one of these happens:
One of your fleets has arrived at its destination.
One of your colonies has run out of production orders.
An enemy’s fleet (or a space monster) has been detected heading for one of your fleets or systems.
One of your fleets, colonies, or outposts is attacked.
A random event has occurred.
Your scientists have made a breakthrough.
One of your colonies is experiencing starvation.
Your income or food supply per turn has become negative.
A Colony Base, Colony Ship, or Outpost ship has been built in a system with an unused planet.
The leader of another race requests an audience with you.
A mercenary leader offers to join your empire.
Tech Tree
All 191 researchable technologies, grouped by field and research
category, in order of Research Point cost. Click any technology in the grid to jump to its full
description below. Data compiled from the original game and cross-checked against the manual's
Research & Development chapter and the moo3.at technology archive.
Creates a colony on another planet inside the sme star system as the building colony.
Star Base
Armed orbital platforms used to service military ships. They are equipped with extensive weaponry, the best available scanner with a =2 scanning range bonus and a star dock capable of building ships larger than destroyers.
Marine Barracks
Lets the colony train troops for ground invasion protection. Begins with 4 marine units, then trains 1 unit every 5 turns, up to the planet's maximum population. Eliminates morale penalties for dictatorships and feudal governments.
Advanced Engineering 80 RP / 130 total
Anti-Missile Rockets
Can only target missiles. They have a maximum range of 15 squares and will fire defensively against approaching missiles if not yet fired in that turn. The chance to score a hit is 85% minus 5% per square distance.
Fighter Bays
Allows a ship to carry a group of 4 short-range fighters. They carry one beam weapon of the best type that can have the point defense modification, and can fire it 4 times before returning to the launching ship.
Reinforced Hull
Triples the structural integrity of a ship and provides more protection for the ship's drive system, tripling the amount of damage required to destroy it.
Advanced Construction 150 RP / 280 total
Automated Factories
Aid industry workers in their building of finished products. Generates 5 production and increases the production each worker generates by +1.
Missile Base
Contains 300 space units of your best missiles, with unlimited ammo.
Heavy Armor
Heavy armor negates armor piercing effects and reinforces the armor of a ship, tripling the amount of damage the armor can absorb.
Capsule Construction 250 RP / 530 total
Battle Pods
Battle Pods increase the available space on a ship by 50%.
Troop Pods
Troop pods house additional detachments of space marines, doubling the number of marines on board a ship. The additional marines can defend the ship or board enemy ships.
Survival Pods
Provides suspended animation facilities for legendary officers if their ship is destroyed. At least one friendly ship must survive the combat to rescue any surviving officers.
Astro Engineering 400 RP / 930 total
Space Port
Site for commercial transactions, increasing the money generation of a colony by +50%.
Armor Barracks
Creates tank battalions. It has 2 units when built, and adds 1 unit every 10 turns, up to half the planet's population. Eliminates the morale penalty for dictatorships and feudal governments.
Fighter Garrison
Planetary base that houses 10-interceptors. Fighter Garrisons are equipped with 6-bomber, or 4-heavy fighter squadrons when the appropriate technology becomes available. New fighters become available every 10 combat turns.
Robotics (Adv) 650 RP / 1580 total
Robo Mining Plant
Automate many difficult tasks, increasing the productivity of industrial workers. Generates 10 production and increases the production each worker produces by +2.
Battle Station
Heavily armed star base, with +4 parsec scanning range bonus. Adds +10% to the offense of ships in combat around it. Replaces a star base.
Powered Armor
Provides troops with superior power and mobility by mechanically magnifying their natural strength. Powered armor equipped troops have a +10 bonus to their combat rating and take +1 hits to kill.
Servo Mechanics 900 RP / 2480 total
Fast Missile Racks
Allows a ship to fire two volleys of missiles in one turn. Will only fire one per turn, after that unless the ship takes one full turn without firing missiles to reload.
Advanced Damage Control
Completely repairs ships between battles. Automatically included in all ships once the technology is researched.
Assault Shuttles
Squadron of 4 shuttles used to move 1 unit of marines each from the launching ship onto enemy ships. They take 3 hits to destroy, modified by your best armor, and move at a speed of 6.
Astro Construction 1150 RP / 3630 total
Titan Construction
The titan class of starship is gigantic in proportion to other ships, and requires advanced engineering techniques to both construct and integrate ship systems.
Ground Batteries
Ground installation that contains 300 space units of heawy mount and point defense versions of the best available beam weapons.
Battleoids
Giant robot fighting vehicles superior in power and mobility to conventional tanks. They have a +10 bonus to their combat rating and take 3 hits to destroy.
Advanced Manufacturing 1500 RP / 5130 total
Recyclotron
Allows scrap material reuse, reducing construction costs. Every unit of population generates +1 production. This increase does not count toward planetary pollution level.
Automated Repair Unit
Repairs a ship during combat, restoring 20% of the armor or structure and 10% of the ship's internal systems each turn during combat. After combat, the ship is completely repaired.
Artificial Planet Construction
A colony that has an asteroid field or gas giant within its star system can create a complete artificial planet capable of supporting life.
Advanced Robotics 2000 RP / 7130 total
Robotic Factory
Builds mechanical workers that add production dependent on a colony's mineral resources 5, 8, 10, 15 or 20.
Bomber Bays
Short range ships carrying a bomb that can be dropped on a planet or detonated on a ship. They carry one bomb each of the best type available. They move in groups of 4 at a speed of 10
Tectonic Engineering 3500 RP / 10,630 total
Deep Core Mine
Allows miners to build stable tunnels into a planet. Generates 15 production annd increases the productivity of each worker by +3 production each.
Core Waste Dumps
Take man-made toxic/polluting agents and store them deep within the surface of a planet, far below water supplies. Planetary pollution is completely eliminated.
Superscalar Construction 6000 RP / 16,630 total
Star Fortress
A large military orbital platform. Has a +6 parsec scan range bonus and adds +20% to both the offense and defense of all ships in combat around it. Replaces battlestations and star bases.
Advanced City Planning
Pre-planned, organized colony design techniques in organization increase the maximum population that can live on all planets owned by the empire by +5 million.
Heavy Fighters
Allow ships to carry heavy fighters equipped with 2 of the best point defense beam weapon and 2 of the best bomb available. They have 5 hits, modified by yours best armor, and move at speed 12.
Planetoid Construction 7500 RP / 24,130 total
Doom Star Construction
Mobile planetoid bases. They are the largest ships that can be built.
Artemis System Net
Network of mines. Ships have a chance of damage based on size: frigate-20%, destroyer-30%, cruiser-40%, battleship-50%, titan-80%, doomstar-100%. Damage is 100-500 points less shields.
Power
Nuclear Fission (General) 50 RP
Nuclear Drive
Capable of moving ship 2 parsecs per turn. This is the first ship drive that makes interstellar travel possible.
Nuclear Bomb
A high-yield orbital bombardment device engineered to destroy ground forces and colony installations, inflicting 3-12 points of damage.
Cold Fusion (General) (Avg) 80 RP / 130 total
Colony Ship
Capable of creating a colony in a distant star system. Will not engage in combat and will be destroyed when attacked if not escorted by a military ship.
Freighters
A group of ships to transport food or colonists as needed between worlds. Each fleet contains 5 freighters. The fleet can transport 5 food units or one population unit per turn.
Outpost Ship
Capable of creating an outpost on any uninhabited planet. Outposts functions like a colony, except no population units may be moved there. Outpost ships are unarmed and will be destroyed if not escorted by military ships.
Transport
Troop carrier for landing marine units on a planet. They do not engage in combat and will be destroyed if not escorted by military ships. Once used, they are dismantled. Can only be build on planets with marine barracks.
Advanced Fusion (Adv) 250 RP / 380 total
Fusion Drive
Capable of faster than light travel, moving a ship 3 parsecs a turn. All ship drives are automatically upgraded when this technology is discovered.
Fusion Bomb
A high-yield orbital bombardment device engineered to destroy ground forces and colony installations, inflicting 4-24 points of damage.
Augmented Engines
Increases ship's combat speed by +5.
Ion Fission 900 RP / 1280 total
Ion Drive
Capable of moving a ship 4 parsecs a turn. All ship drives are automatically upgraded when this technology is discovered.
Ion Pulse Cannon
fires a particle wave that overloads ships' systems and inflicts 2-10 pints of damage, bypassing all armor and structure. Completely ineffective against monsters and Antaran ships. Modifications: autofire, and continuous.
Shield Capacitor
Increases the recharge rate of ship shields by +70% of their maximum strength.
Anti-Matter Fission 2000 RP / 3280 total
Anti-Matter Drive
Capable of moving a ship 5 parsecs a turn. All ship drives are automatically upgraded when this technology is discovered.
Anti-Matter Torpedo
These torpedoes are balls of antimatter that explode on contact. They travel at a speed of 20 and inflict 25 points of damage and fire every other turn. Modifications: overloaded, enveloping and ECCM.
Anti-Matter Bomb
A high-yield orbital bombardment device engineered to destroy ground forces and colony installations, inflicting 5-40 points of damage per bomb.
Matter-Energy Conversion 2750 RP / 6030 total
Transporters
Allow a ship to move marines to an enemy ship at a range of 12 squares, as long as the shield facing the ship is down. Can also be used to drop bombs on planets up to 12 squares away.
Food Replicators
Alter the molecular structure of inorganic material to create edible food. Having a facility in a colony allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.
High Energy Distribution 3500 RP / 9530 total
High Energy Focus
Allows a ship to channel the fire of its energy weapons more efficiently, increasing damage by +50% over base regardless of range. It does not improve the chances of hitting distant targets.
Energy Absorber
One quarter of all damage inflicted on a ship is instead stored in the energy absorber. The ship must fire this stored energy at an enemy ship in the next turn or it is lost.
Megafluxers
Conduct and magnify energy transmission in less space, giving a ship more space for equipment. Increases the amount of equipment it can carry by +25%. Megafluxers are used automatically on all ships once acquired.
Hyper-Dimensional Fission 4500 RP / 14,030 total
Proton Torpedo
Energy projectiles traveling at trans-warp speed, striking their target the turn they are fired. They inflict 40 points of damage. Can be fired every other turn, with a max range of 24 squares. Modifications: overloaded, enveloping, ECCM.
Hyper Drive
Capable of moving a ship 6 parsecs a turn. All ship drives are automatically upgraded when this technology is discovered.
Hyper-X Capacitors
Allows ship beam weapons to fire twice in a turn. After firing twice, one turn must be spent without firing beam weapons; otherwise the weapon can only fire once per turn.
Interphased Fission 10000 RP / 24,030 total
Interphased Drive
Capable of moving a ship 7 parsecs a turn. All ship drives are automatically upgraded when this technology is discovered.
Plasma Torpedo
Plasma warhead capable of 120 points of damage. Travels with a combat speed of 24, losing 5 points of strength for each square traveled and firing every other turn. Modifications: overloaded, enveloping, ECCM, no range dissipation.
Neutronium Bomb
A high-yield orbital bombardment device engineered to destroy ground forces and colony installations, inflicting 10-60 points of damage.
Chemistry
Chemistry (General) (Avg) 50 RP
Nuclear Missile
Carries a high-yield nuclear warhead that inflicts 8 points of damage. Modifications: MIRV, emissions guildance, fast, heavily armored and ECCM.
Standard Fuel Cells
Supplies sufficient energy to propel a ship 4 parsecs before refueling.
Extended Fuel Tanks
Increases the overall range of a ship by +50%, but at the cost of considerable amount of space.
Titanium Armor
The standard armor of ships.
Advanced Metallurgy 250 RP / 300 total
Deuterium Fuel Cells
Supplies sufficient energy to propel a ship up to 6 parsecs before refueling.
Tritanium Armor
Ships with this armor have twice the base structure and armor points. The hit points of fighters are multiplied by 1.5. Adds +10 to ground troop combat strengths.
Advanced Chemistry (Adv) 650 RP / 950 total
Merculite Missile
Carries a powerful chemically-based explosive warhead capable of delivering 14 points of damage. Modifications: MIRV, emissions guidance, fast, armored, and ECCM.
Pollution Processor
Uses advanced chemicals to process factory waste. Only half of the actual production of the planet used to calculate pollution.
Molecular Compression 1150 RP / 2100 total
Pulson Missile
Carries a powerful high-energy pulse capable of delivering 20 points of damage. Modifications: MIRV, emissions guidance, fast, armored, and ECCM.
Atmospheric Renewer
Eliminates many dangerous particles from the atmosphere of a planet. The amount of production is quartered before calculating pollution. Effects are cumulative with a pollution processor.
Iridium Fuel Cells
Supplies sufficient energy to propel a ship 9 parsecs before refueling.
Nano Technology 2000 RP / 4100 total
Nano Disassemblers
Microscopic nano-machines capable of breaking down environmental contaminants. Doubles the number of production units a planet can produce before any pollution is created.
Microlite Construction
Using microscopic nano-machines to construct buildings and ships with less metal, but with the same strength and durability. Increases productivity of all workers by +1 production.
Zortrium Armor
Ships with this armor have 5 times the base structure and armor points. The hit points of fighters are multiplied by 2. Adds +15 to ground troop combat strengths.
Molecular Manipulation 4500 RP / 8600 total
Zeon Missile
Carries a powerful explosive warhead capable of delivering 30 points of damage. Modifications: MIRV, emissions guidance, fast traveling, armored and ECCM.
Neutronium Armor
Ships with this armor have 6 times the base structure and armor points. The hit points of fighters are multiplied by 5. Adds +20 to ground troop combat strengths.
Uridium Fuel Cells
Supply sufficent energy to propel a ship 12 parsecs before refueling.
Molecular Control 10000 RP / 18,600 total
Thorium Fuel Cells
Advanced fuel system that self-regenerates, providing all ships with an unlimited fuel supply and range.
Adamantium Armor
Ships with this armor have 8 times the base structure and armor points. The hit points of fighters are multiplied by 4. Adds +25 to ground troop combat strengths.
Sociology
Military Tactics 150 RP
Space Academy
Trains ship crews, adding 1 to their starting level. Ships stationed in the system gain 2 experience each turn.
Xeno Relations (Adv) 650 RP / 800 total
Xeno Psychology
Focuses on the motivation of other races in an attempt to form deals that are more appealing. The effect is to permanently add +30 diplomatic points to every deal offered to your opponents.
Alien Control Center
Provides better control of occupied alien populations: aliens work harder, assimilate into your empire twice as fast, and are half as likely to revolt.
Macro Economics 1150 RP / 1950 total
Planetary Stock-Exchange
Increases the revenues earned on a planet by +100%.
Teaching Methods 2000 RP / 3950 total
Astro University
Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.
Advanced Government 4500 RP / 8450 total
Confederation
The advanced form of a Feudal government is Confederation. Confederated empires receive the following benefits in addition to the usual Feudal characteristics. Assimilation of conquered colonists takes only 4 turns. Ship production costs are reduced further below the Feudal baseline (the exact fraction printed here was lost to a scanning artifact in the source PDF). Confederation populations no longer instantly assimilate when captured.
Imperium
Advanced form of dictatorship. Total command points generated are increased by +50% and all defensive spy rolls are at +20.
Federation
The advanced form of a Democracy is called a Federation. Federated governments receive the following benefits in addition to the usual Democratic characteristics. Assimilation of a unit of conquered population takes only 2 turns. The research and income bonus is increased to 75%.
Galactic Unification
The advanced form of Unification is Galactic Unification. Galactic Unification governments receive the following benefits in addition to the usual Unification characteristics. Assimilation time is reduced to 15 turns. The harmony production bonus (to food and industry) increases to 100%.
Galactic Economics 6000 RP / 14,450 total
Galactic Currency Exchange
Eliminates the need for hard currency, replacing it with instantaneous electronic exchanges. Increases the money generated by all colonies by +50%.
Computers
Electronics (General) (Avg) 50 RP
Electronic Computer
Directs starship weapons' fire and is automatically equipped on all ships, increasing chance to hit by +25%. This bonus is lost if the computer is damaged or destroyed.
Optronics 150 RP / 200 total
Research Laboratory
Houses state-of-the-art computer equipment, creating a superior research environment. Generates 5 research points and increases the research each scientist produces by +1.
Optronic Computer
Directs all starship weapons fire, adding +50 to the chance to hit. Bonus is lost if computer is destroyed.
Dauntless Guidance System
Provides friend-or-foe recognition guidance to missiles and torpedoes. They will retarget the nearest enemy ship if their target is destroyed.
Artificial Intelligence (Adv) 400 RP / 600 total
Neural Scanner
With improved data processing methods, the pathways of the brain can be mapped and analyzed. Provides a near perfect lie detector used by spies to elicit information, adding +10 to all spy rolls.
Scout Lab
A computer assisted laboratory that generates an amount of research dependent on the ship size: 1, 2, 4, 8, 16, or 32. Also adds +10 per size class to the attack roll of all ships in a fleet fighting space monsters or Antarans.
Security Stations
Automatically controls and monitors vital sections of ship, attacking intruders with computer-controlled weapons. Adds +20 to the combat rolls of marines when defending against enemy boarders.
Positronics 900 RP / 1500 total
Positronic Computer
Directs all ship beam weapons fire, adding +75% chance to hit. If the computer is damaged or destroyed, the ship loses the attack bonus.
Planetary Supercomputer
Supplies researchers with a vast amount of information. Generates 10 research points and increases the research each scientist produces by +2.
Holo Simulator
Capable of creating realistic 3-D images from holographic projections. Increases a planet's morale by +20%.
Artificial Consciousness 1500 RP / 3000 total
Emissions Guidance System
Tracks the warp signatures of a vehicle. If the missile penetrates the shields, all damage is applied to the ship's drive, bypassing any armor. Requires 4 times the space and cost 4 times more than regular missiles.
Rangemaster Target Unit
Corrects for long-range targeting inaccuracies, the actual range is divided by three for purposes of to-hit bonuses only.
Cyber Security Link
Provides a direct mental link to computers, allowing spies to circumvent many automated security systems. Adds +10 to all spy rolls.
Cybertronics 2750 RP / 5750 total
Cybertronic Computer
Learns and adapts using a neural net similar to the biological brain. Equipped on all ships, it adds +100% chance to hit with beam weapons. Attack bonuses are eliminated if the computer is damaged or destroyed.
Autolab
A completely automated research facility. Generates 30 research points.
Structural Analyzer
Links to ship's weapons array to more accurately choose target's weak armor points. All damage that penetrates the target's shields is doubled.
Cybertechnics 3500 RP / 9250 total
Android Farmers
Mechanical workers with a +3 food production bonus. Require 1 production unit per turn instead of food. They are unaffected by morale, receive no racial bonuses, and generate no income.
Android Workers
Mechanical workers with a +3 production bonus. Require 1 production unit per turn instead of food. They are unaffected by morale, receive no racial bonuses, and generate no income.
Android Scientists
Mechanical workers that generate 3 research points per turn. Require 1 production unit per turn instead of food. They are unaffected by morale, receive no racial bonuses, and generate no income.
Galactic Networking 4500 RP / 13,750 total
Virtual Reality Network
Creates a galaxy wide cyberspace connection which individuals can tap into to experience alternate realities. Increases morale +20% throughout your entire empire.
Galactic Cybernet
Nearly instantaneous galaxy-wide communications, allowing quick exchange of information and ideas. The cybernet generates 15 research points and each scientist generates +3 research each.
Moleculartronics 6000 RP / 17,750 total
Pleasure Dome
The ultimate in virtual holographic entertainment, creating completely immersive entertainment environments. It increases morale by +30% and is cumulative with holo simulator.
Moleculartronic Computer
Directs all starship weapon fire, adding +125% to the chance to hit. If the computer is destroyed, the ship loses the bonus.
Achilles Targeting Unit
Triples the chance of striking an enemy's weapon and shield systems and completely bypasses the target's armor.
Biology
Astro Biology 80 RP
Hydroponic Farm
An automated, sealed environment in which food can be grown, even on lifeless worlds. It increases the food output of a world by +2 food.
Biospheres
Enables a colony to better control environmental conditions, allowing colonization of the more intolerable areas of the planet. Maximum planetary population is increased by +2 million.
Advanced Biology (Adv) 400 RP / 480 total
Cloning Center
Allows doctors to replace failing or damaged organs, increasing the population growth by +100K each turn as long as the current population is below the planetary maximum.
Soil Enrichment
Using nano-machines, planetary soil can be molecularly enriched and fertilized, increasing the food a farmer can harvest by +1. Soil enrichment will not work in barren, radiated, and toxic planets.
Death Spores
Engineered viruses that attack organic lifeforms. Introduced by orbital bombardment, each launch has a 10% chance to kill one million colonists. Use of biological weapons incurs a major diplomatic penalty with all other races.
Genetic Engineering 900 RP / 1380 total
Telepathic Training
Develops the talents of naturally telepathic members of your race. Enables you to form a more effective police force with an ability to get the truth in a new way. Adds +5% to all spy rolls.
Microbiotics
Microorganisms used to create drugs. Increases the population growth rate of all planets by +25% and halves the percentage chance for death spores and bio-terminators to kill colonists.
Genetic Mutations 1150 RP / 2530 total
Terraforming
Makes a planet more hospitable. Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps and arid become terran. Each use on a planet increases cost by 250 production.
Macro Genetics 1500 RP / 4030 total
Subterranean Farms
An underground cavern system of automated farms. Increases the food output of a planet by +4.
Weather Controller
Modifies a planet's weather patterns to create a more stable farming environment. Food production is increased by +2 per farmer.
Evolutionary Genetics 2750 RP / 6780 total
Psionics
Allows you to create psychic beings of immense power. Spying bonuses are raised by +10. Morale on all planets is increased by 10% for dictatorships and imperium government.
Heightened Intelligence
Through genetic engineering, the average intelligence of the entire race is substantially improved, increasing the research of all scientists by +1.
Artificial Life 4500 RP / 11,280 total
Bio Terminator
The most advanced biochemical weapon ever devised, with a 20% chance of killing one million colonists. Use of biological weapons incurs a major diplomatic penalty with all other races.
Universal Antidote
Increases the population growth rate of all colonies by +50% and quarters the chance for death spores and bio-terminators to kills a population. Not cumulative with microbiotics.
Trans Genetics 7500 RP / 18,780 total
Biomorphic Fungi
Edible plants that grow anywhere, increasing the food output of all planets by +1 food per farmer, including worlds with 0 food output.
Gaia Transformation
Creates an environment suited to both plant and animal growth by introducing genetically-engineered microorganisms into the world. Can only be applied to terran environments.
Evolutionary Mutation
Allows you to mutate your race, altering their abilities. When evolutionary mutation is researched, you may choose 4 additional points of race development picks, to either remove disadvantages or increase advantages.
Physics
Physics (General) (Avg) 50 RP
Laser Cannon
Highly focused, coherent beams of light which deliver 1-4 points of damage. Modifications: autofire, armor piercing, heavy mount, continuous, point defense, no range dissipation.
Laser Rifle
A hand-held weapon that increases the combat rating of militia, troops, and armor by +5. The bonus is not cumulative with other rifles.
Space Scanner
Detects enemy ships. Base detection range is 1 parsec. Ships in transit can be detected 1 parsec further per size class of ship.
Fusion Physics 150 RP / 200 total
Fusion Beam
Projects a tetrium stream of charged particles, inflicting 2-6 points of damage Modifications: heavy mount, continuous, point defense, enveloping.
Fusion Rifle
A powerful hand-held rifle that increases the combat rating of militia, troops, and armor by +10. The bonus is not cumulative with other rifles.
Tachyon Physics (Adv) 250 RP / 450 total
Tachyon Communication
Integrated into star bases, battlestations and star fortresses. Emits signals which penetrate hyperspace. Ships within 3 parsecs can recieve your orders. Increases the command points of these bases by +1.
Tachyon Scanner
Detects enemy ships. Has a base detection range of 3 parsecs. Ships in transit can be detected 1 parsec further per size class of ship. Tachyon scanners reduce enemy ship's missile evasion by -20.
Battle Scanner
Increases a ship's chance to hit with beam weapons by +50%. Adds +2 parsecs to galactic scanning range.
Neutrino Physics 900 RP / 1350 total
Neutron Blaster
Fires an intense beam of lethal radiation. Inflicts 3-12 points of damage to shields. Any damage that penetrates the shields kills 1 marine unit for every 5 points of internal damage. Modifications: heavy mount, continuous.
Neutron Scanner
Detects enemy ships. Has a base detection range of 5 parsecs. Ships in transit can be detected at 1 parsec per size class of ship greater range. Neutron scanners reduce enemy ship's missile evasion by -40.
Artificial Gravity 1150 RP / 2500 total
Tractor Beam
It requires 1 tractor beam per size class of target ship to completely stop the target. Ships not held completely lose a portion of movement. Motionless ships can be boarded and are easy targets to hit.
Graviton Beam
Gravitic waves that tear a target apart. Inflicts 3-15 points of damage. Any damage penetrating the ship's shields inflicts extra structural damage. Modifications: heavy mount, continuous.
Planetary Gravity Generator
Creates artificial gravity to normalize a planet to standard gravity limits. Gravity generators eliminate the negative effects of low and high gravity fields.
Subspace Physics 1500 RP / 4000 total
Subspace Communication
Allows you to issue orders to any ship within 6 squares of a star system with a starbase, battlestation, or star fortress. Increases the command points given by a base by +2 points.
Jump Gate
Forms a controlled wormhole between two points, increasing the speed of ships moving through it by 3 parsecs a turn. Once discovered, all colonies will automatically be equipped with one.
Multi-Phased Physics 2000 RP / 6000 total
Phasor
Fires a trans-warp beam of phased energy that actually exists in several dimensions simultaneously, inflicting 5-20 points of damage. Modifications: autofire, continuous, heavy mount, point defense, shield piercing.
Phasor Rifle
A hand-held rifle that can almost disintegrate an opponent with one blast, increasing the combat rating of militia, troops and armor by +20. The bonus is not cumulative with other rifles.
Multi-Phased Shields
Allow ships to rapidly change the frequency of their shields, increasing the maximum strength by +50%.
Plasma Physics 3500 RP / 9500 total
Plasma Cannon
Fires a blast of plasma energy inflicting 6-30 poitns of damage to all 4 shields of the target. Only focuses well over a short range, doubling all range penalties. Modifications: heavy mount, and continuous fire.
Plasma Rifle
The most powerful held weapon, increasing the combat rating of militia, troops, and armor by +30. The bonus is not cumulative with other rifle bonuses.
Plasma Web
An energy web that envelopes a target within a 15 square range. Inflicts 5-25 points of damage per turn. Thsi damage persists, dissipating at a rate of 5 points per turn.
Multi-Dimensiomal Physics 4500 RP / 14,000 total
Disruptor Cannon
Fires intense bolts of energy that inflicts 40 points of damage. Damage from disrupter bolts is not reduced by range. Modifications: autofire, heavy mount.
Dimensional Portal
Allows ships to cross into the dimension of the Antaran home world. To use it, select a fleet in the same system as the portal and press the 'Attack Antarans' button on the fleet pop-up.
Hyper-Dimensional Physics 6000 RP / 20,000 total
Hyperspace Communication
Allows you to communicate with any ship already in hyperspace so you can change its destination. Increases the command points of star bases, battle stations and star fortresses by +3 points.
Sensors
Detects enemy ships. Has a base detection range of 8 parsecs. Ships in transit can be detected 1 parsec further per size class of ship. Sensors reduce enemy ship's missile evasion by -70.
Mauler Device
Fires a bolt of pure energy that always hits. Inflicts 100 points of damage, but with double the range penalties for dissipation. Modifications: heavy mount.
Temporal Physics 15000 RP / 35,000 total
Time Warp Facilitator
Allows a ship to shift in and out of the time-space continuum, enabling it to take an additional turn at the end of every combat turn.
Stellar Converter
A plasma cannon that can be mounted on a ship or planet. Automatically inflicts 400 hits to all shields of any ship, regardless of range and defense. Completely destroys a planet when used for orbital bombardment.
Star Gate
Allows instantaneous movement between any of your colonies. All colonies are automatically equipped with one once the technology is researched.
Force Fields
Advanced Magnetism 250 RP
Class I Shield
Protects ships from physical and energy attacks. Absorbs up to 5 times the ship's size in damage before failing, with each attack reduced by 1 points of damage. Regenerates 30% per combat turn.
Mass Driver
A rail gun firing a hyper-velocity projectile. Inflicts 6 points of damage. Damage is not reduced by range. Modifications: autofire, armor piercing, heavy mount, point defense.
ECM Jammer
Creates a magnetic pulse jamming both weapon tracking systems and missile guidance units, adding +70% to the ship's missile evasion.
Gravitic Fields (Adv) 650 RP / 900 total
Anti-Grav Harness
Allows ground troops and armor to fly, increasing their mobility and defense. Adds +10 to their ground combat rating.
Inertial Stabilizer
Creates a partial warp field that can operate in normal space. It vastly improves the ship's mobility and makes it considerably harder to target, adding +50 to ship's beam defense and halving movement cost for turning.
Gyro Destabilizer
Creates a sudden rift in a ship's subspace field. Weakens the inertial controls of the ship, spinning it in random directions, inflicting 1-4 points of structural damage times the ship's size class. Range is 15 squares.
Magneto Gravitics 900 RP / 1800 total
Class III Shield
Protects ships from physical and energy attacks. Absorbs up to 15 times the ship's size in damage before failing, with each attack reduced by 3 points of damage. Regenerates 30% per combat turn.
Planetary Radiation Shield
Reduces solar and cosmic bombardment so lifeforms can comfortably move about the surface. Radiated climates become Barren. Reduces damage against a planet by 5 points.
Warp Dissipator
Creates a large radius field about a ship that prevents any ship from enter into hyperspace. Enemy ships cannon retreat while the dissipator is functioning.
Electromagnetic Refraction 1500 RP / 3300 total
Stealth Field
Reduces the gravitic emissions from FTL drives. Ships equipped with stealth fields can not be detected at any range on the main screen.
Personal Shield
Deflects physical and energy attacks, increasing the combat rating of militia, troops and armor by +20.
Stealth Suit
Renders a person virtually invisible, blending the wearer into the background. Adds +10 to all spy rolls.
Warp Fields 2000 RP / 5300 total
Pulsar
When fired, causes violent vibrations in ships, missiles and fighters adjacent to the equipped ships. Inflicts 2-24 points of damage per size class of the ship damaged.
Warp Field Interdicter
Creates a warp destabilizing field around the star system in which it is built. Generates a field 2 parsecs in radius about the system that slows all enemy movement to 1 parsec per turn.
Lightning Field
Surrounds a ship in a powerful energized field capable of overloading the targeting system of any missile, torpedo or fighter. Has a 50% chance of destroying these weapons before they damage the ship.
Subspace Fields 2750 RP / 8050 total
Class V Shield
Protects ships from physical and energy attacks. Absorbs up to 25 times the ship's size in damage before failing, with each attack reduced by 5 points of damage. Regenerates 30% per combat turn.
Multi-Wave ECM Jammer
Jamming frequencies across the entire spectrum this device adds +100 to the ships missile evasion rating.
Gauss Cannon
An extremely powerful linear accelerator which inflicts 18 points of damage regardless of range. Modifications: autofire, armor piercing, heavy mount.
Distortion Fields 3500 RP / 11,550 total
Cloaking Device
Completely hides a ship from long range scans. In combat, it adds +80 to the ship's beam defense and missiles have a 50% chance to miss as long as the ship does not attack. Must wait one turn without firing to recloak.
Stasis Field
Places target in suspended animation. It cannot fire, recharge weapons, cloak or be attacked. Field has a 3-square range and will hold the target ship until the stasis field is turned off or destroyed.
Hard Shields
Reduces the damage of any attack by an additional 3 points. Allows operation of all shields in a nebula and prevents the use of enemy tranporters even after shields have been dropped. Immune to shield-piercing weapons.
Quantum Fields 4500 RP / 16,050 total
Class VII Shield
Protects ships from physical and energy attacks. Absorbs up to 35 times the ship's size in damage before failing, with each attack reduced by 7 points of damage. Regenerates 30% per combat turn.
Planetary Flux Shield
Seals planet in an energy field. Converts Radiated climates into Barren. Reduces damage against the planet 10 points. It replaces any planetary radiation shield already built.
Wide Area Jammer
Adds +130 to a ship's missile evasion rating, adds +70 to the missile evasion of other ships in the fleet. The fleet's bonus is not cumulative with any missile evasion bonus given by other jammers. Only the best bonus will apply.
Transwarp Fields 7500 RP / 23,550 total
Displacement Device
All weapons targeted against an equipped ship have a 30% chance of missing completely, regardless of any other considerations.
Subspace Teleporter
Allows a ship to execute a hyperspace jump of up to 20 squares. The jump does not change the ship's direction; it must rotate noramlly to change facing.
Inertial Nullifier
Creates a warp field that can operate in normal space. Increases ship mobility and makes it harder to target. Adds +100 to the ship's beam defense, and allows it to change direction without movement cost.
Temporal Fields 15000 RP / 38,550 total
Class X Shield
Protects ships from physical and energy attacks. Absorbs up to 50 times the ship's size in damage before failing, with each attack reduced by 10 points of damage. Regenerates 30% per combat turn.
Planetary Barrier Shield
Seals a planet in an energy field. Converts Radiated climates to Barren climates. Reduces damage against a planet by 20 points. Ground troops and biological weapons cannot pass.
Phasing Cloak
Allows a ship to temporarily enter another dimension instead of just visually disappearing. While cloaked, the ship cannot be detected or attacked. Can only function for 10 turns, after which it will act like an ordinary cloaking device.
Starting & Special Technology
Not part of the research tree above: every empire begins with these, and a small set of unique Orion / Antaran technologies can only be found on ancient worlds or captured from the Antarans themselves — they cannot be researched.
Starting Technology
Capitol
The heart of your empire's government, the capitol is required to maintain proper order. Losing the colony that has the capitol building will have severe effects, depending on your type of government. It can be rebuilt if destroyed, but otherwise can not be built.
Pulse Rifle
Hand-held weapon that fires high-velocity projectiles.
Spy Network
Trains a number of spies that you can either use as defensive agents or active spies to steal technology or sabotage enemy installations.
Orion / Antaran Technology
Death Ray
Fires an intense beam of cosmic rays inflicting 50-100 points of damage. Any damage that penetrates the shields kills 1 marine unit for every 5 points of internal damage. Modifications: heavy mount, continuous.
Reflection Field
Subspace field that reflects beam weapons back on the attacker. Chance to reflect is the ratio of reflection field strength of 10 to the sum of weapon attack damage and reflection field strength.
Damper Field
Surrounds a ship with an energy dampening field that reduces the damage a ship takes by 3/4. Has a 50% chance of distorting a transporter beam attempting to move troops onto the equipped ship, killing the troops instantly.
Quantum Detonator
Creates an interphase reaction when the ship is destroyed or self destructs, tripling the destructive power of the ship's explosion. Ships equipped with a quantum detonator have a 50% chance of self-destruct when captured.
Particle Beam
Fires a stream of matter in a focused energy beam that is naturally shield piercing, and inflicts 10-30 points of damage. Modifications: continuous, heavy mount, and point defense.
Spatial Compressor
Creates and instantaneous subspace distortion in a 2-square radius about the equipped ship. Everything in the area sustains 4-32 structural hits times its size class, ignoring shields.
Xentronium Armor
Ships with this armor have 10 times the base structure and armor points. The hit points of fighters are multiplied by 5. Adds +30 to ground troop combat strengths.
Black Hole Generator
Creates an artificial black hole. The target ship is trapped in an intense gravity pocket and cannot move. Unless the generator or the equipped ship can be destroyed in 2 turns, the black hole will destroy the target.
Planets
The star and planet characteristics you'll size up every time you scout
a new system — colour, size, minerals, gravity, climate, and the random system specials that can
make or break a colony site.
Planets come into two different categories: gas giants and habitable worlds. You can build a military outpost in a close orbit around a gas giant, but colonies can only survive on a solid planet. Every habitable world has several characteristics that determine how well a colony established there does.
Star Colour
Blue-White
Class B are the hottest of all the stellar furnaces, emitting extreme amounts of radiation. Blue-white stars are typically young and bright. They have planets that are mineral rich, but the intense output of the star makes them an extremely difficult place to support life.
White
Class F stars might be young, violent, low mass suns or ancient, withering dwarfs. In either case, they tend to have planets high in mineral resources, but barely able to support life.
Yellow
Class G suns are calm, run-of-the-mill, young to middle-aged stars. They are neither especially hot nor notably cool. Yellow stars almost always have planets with moderate mineral resources and environments tolerant of, if not friendly to, life.
Orange
K-class stars differ little from yellow stars, though they are usually older and cooler. These systems always include planets that are capable of supporting life, but are generally poor in mineral resources.
Red
Class M red giants are mature, cooler stars. Few planets survive the expansion to giant size, and those that do rarely have abundant mineral resources or easily habitable environments.
Brown
Brown dwarves are barely stars. These dim, cold suns have either burnt out almost all of their nuclear fuel or just never had the resources to shine in the first place. No planets orbit these extremely rare stars, but they’re more likely than other systems to have a system special.
Planet Size
Tiny
These planets normally measure no more than 5 thousand kilometres in diameter. Tiny planets are almost invariably Low-G, and thus have little or no atmosphere. Depending on the environment, each can support a maximum surface population of 1–5 units.
Small
Ranging from 5 to 10 thousand kilometres in diameter, small worlds normally have enough gravity to hold an appreciable atmosphere. These planets can support a maximum surface population of 2–10 units, depending on the environment.
Medium
Planets in the medium range (10 to 20 thousand km) can support 4–15 units of surface population (based on environmental factors). They are most often Normal-G and rarely lack an atmosphere.
Large
Those worlds with diameters of 20 to 50 thousand kilometres can support a maximum surface population of 5–20 units, depending on the environment. Though they range from Normal to Heavy-G, some have had their atmosphere blown away by an odd catastrophe.
Huge
These behemoth planets have diameters of more than 50 thousand km, and are unlikely to be less than Heavy-G. Each one can hold 6–30 units of surface population (how many is modified by the environment) and is almost guaranteed to have an atmosphere.
Mineral Richness
The density and number of accessible mineral resources on a planet are the determining factors for how much production can be done there. The abundance of minerals on a planet increases or decreases the amount of work a labouring unit of population can accomplish each turn. In addition, the mineral richness of a planet (together with its size) determines its mass, and therefore the strength of its gravity.
Ultra-Poor Base Industry / unit: 1
These planets either have been mined to exhaustion by previous inhabitants or somehow formed without appreciable deposits of useful ores. Industrial production per population unit is minimal on ultra-poor worlds.
Poor Base Industry / unit: 2
Poor worlds have some mineral content, but not enough to make them really attractive to industrious colonists.
Abundant Base Industry / unit: 3
Despite what it sounds like, planets with “abundant” minerals are considered the norm in this galaxy. Though not bursting with ores, these worlds offer enough to fill the needs of an average colonial population.
Rich Base Industry / unit: 5
Better than abundant is a world with a lithosphere rich in minerals. Even the most primitive mining techniques can be profitable on these planets.
Ultra-Rich Base Industry / unit: 8
Though rare, the ultra-rich world is a miner’s paradise, overflowing with useful deposits. Some of them poke right up through the surface, and you can just forage around on the ground for minerals.
Gravity
The strength of a planet’s gravity is determined in part by its size and mineral density. Gravity, expressed in terms of the “G” force, affects the amount of food a colony can produce, the level of industry its workers can sustain, and the amount of research possible there.
Low-G
Low-G planets have a gravitational pull less than half that of the Earth (1 G). The disorientation and increased number of accidents this causes decrease the output of farmers, scientists, and workers by 25%.
Normal-G
Normal gravity worlds have gravity very close to 1 G. Production rates on these planets are unaffected by gravity.
Heavy-G
Heavy-G planets put more than 1.5 G on their inhabitants. All three types of production are reduced by 50%.
Climate
Any type of life can support itself without artificial aids only on planets that meet certain environmental specifications. On hostile or less than perfect worlds, a significant percentage of the population’s efforts go toward life support, rather than breeding or industry. On top of that, some environments are so vicious that even buildings require more than the usual upkeep. Here are the types of planetary conditions you’re likely to encounter.
Radiated Base Food / unit: 0
Some planets (Mercury is a good example) have no natural protection against the cosmic radiation emitted by their primary star. This constant radiation causes rampant infertility and reduces the maximum possible population by 75%. Natural farming is impossible, and gradual but constant deterioration increases the maintenance cost of all buildings by 25%.
Toxic Base Food / unit: 0
There exist planets that have atmospheres so corrosive and hot (Venus, for instance) that they constantly eat away at even the toughest building materials. All structures erected on these planets have +50% maintenance costs. Farming is impossible.
Barren Base Food / unit: 0
The surfaces of barren planets are covered by solid and pulverised rock (like Earth’s moon). There is no soil, no surface water, and thus no potential for natural farming.
Desert Base Food / unit: 1
Desert planets have scarce, mostly underground water supplies and are constantly plagued by violent sandstorms. (Did someone mention Mars?) This perpetual weathering increases the maintenance cost of buildings by 25%.
Tundra Base Food / unit: 1
Permafrost covers the surface of a tundra planet throughout the year. Crops must be artificially warmed, and many farmers fall prey to otherwise minor accidents in the dangerous freezing conditions.
Arid Base Food / unit: 1
Arid worlds are nothing but rugged, rocky terrain, which is difficult to clear for farming. However, these planets offer lots of elbowroom.
Ocean Base Food / unit: 2
Water covers almost the entirety of an ocean planet. Colonies must be built underwater, and limits to the size and number of workable waterproof habitats keep the populations of these worlds relatively small.
Swamp Base Food / unit: 2
Swamp worlds have very little dry land. The surface is heavily layered with thick, wild vegetation and decomposing organic matter. Though these treacherous conditions are relatively fertile, the soggy heat promotes virulent organisms, which keep populations small.
Terran Base Food / unit: 2
Except for the configuration of continents, most Terran worlds differ only slightly from the Earth. For most races, no special equipment is necessary to survive on the surface.
Gaia Base Food / unit: 3
On some rare worlds, the ecosphere of the planet has evolved into a harmony so efficient and well balanced that it seems to function as one immense organism. These Gaia worlds are paradises for almost every type of being.
System Specials
Whenever you explore a star’s vicinity for the first time, there is a chance you’ll discover something unusual about that system. These random oddities are called System Specials, and they might be beneficial or disastrous. Some affect the system as a whole and some only a specific planet in the system. Specials can also be one-time effects. Except for Space Monsters, no system will have more than one special; a system with a monster will always have another special — that’s usually what drew the monster there in the first place.
Artifacts
An extremely advanced civilization once inhabited a world in the system, but has long since disappeared. Relics left behind add 2 to the amount of research generated by each scientist on that planet. Furthermore, the first empire to discover these artifacts and colonise the planet gets an immediate scientific breakthrough.
Cache
Your exploration vessel stumbles on a hidden cache of pirates’ booty, which is added to your treasury.
Debris
You find the valuable remnants of a wrecked ship floating aimlessly in the system. Enterprising crewmen manage to make a profit from it, which is added to your treasury.
Gems
One planet in the system has extensive gem deposits. Any colony established on that planet generates lots of extra tax revenue every turn.
Gold
A planet in the system is riddled with gold deposits. Any colony established on that planet generates extra tax revenue every turn.
Hero
A mercenary leader has been marooned on one of the planets in the system for some time. In gratitude for the rescue, this leader offers to join your empire for no hiring cost. You are still expected to pay maintenance, however.
Monster
A space monster resides in the system and immediately attacks any fleet that attempts to enter. The space monster can only be destroyed in combat.
Natives
Humanoid life has evolved on a planet in the system. If you colonise this world, the natives are integrated into the population of your colony. They work only as farmers (at a +2 food production advantage) and refuse to ever leave their home world. Natives do not take on your racial advantages or disadvantages.
Splinter
Long-lost space travellers from your race crash-landed and formed a colony on a planet in the system. The colony is small, but the population is glad to be reunited with the rest of your empire.
Wormhole
A stable twist in the fabric of hyperspace greatly accelerates travel between this system and another. Travel time between the two connected stars is reduced to 1 turn.
Races
All 13 playable races, their signature racial picks, and the manual's full
description of each.
Alkari
Ship Defense +50, Artifacts Home World, Dictatorship
The Alkari are an avian race descended from great flying reptiles. Reared as fliers, Alkari pilots have an almost instinctive grasp of the dynamics of three-dimensional motion. As a result, Alkari ships gain a 40% defensive bonus in space combat. Long ago, the Alkari home world was once a colony of the powerful Orion empire. The ancient artifacts left from that time give their researchers an advantage. The Alkari government is a Dictatorship.
Bulrathi
Ship Offense +20, Ground Combat +10, High Gravity, Dictatorship
A large, bear-like people, the Bulrathi possess tremendous strength and hardiness. They evolved on a high gravity (High-G) home world, and thus are able to colonise High-G and Normal-G planets without penalties. The Bulrathi enjoy a 10% bonus in ground combat and a +20 to the Ship Attack of all their ships. Their government is a Dictatorship.
A race almost as enigmatic as the ancient Antarans, the Darloks are shape-shifters who can assume almost any humanoid form. As a result, Darlok spies are 20% more likely to be successful on any mission. Their early research has run along lines parallel to their evolution, and so Darlok pilots have the ability to render their ships invisible to long-range detection. These mesomorphs’ government is a Dictatorship.
The warrior castes of the Elerians are the only face most outsiders ever see. This humanoid society is matriarchal, and to date only females are allowed to join the military. Those who do are provided with the best possible training. Thus, Elerian ships gain a 20% defensive and 20% offensive bonus in combat. While the females fight, the all-male philosopher caste has developed incredible mental powers. Their meditations have produced remote knowledge of every system in the galaxy, and their telepathic powers are second to none. The Elerians’ social structure is strengthened by a Feudal government in which only the warrior castes hold positions of power.
The Gnolams are a dwarf-like people from a Low-G home world whose society focuses almost exclusively on monetary gain as a measure of status. As a result, the Gnolams are Fantastic Traders, and thus receive greater benefit from trade treaties and higher than normal income from excess food and trade goods. The capitalistic nature of the Gnolam race is so intense that each unit of Gnolam population generates an additional 1 BC per turn. The Gnolams’ Low-G roots put them at a 10% disadvantage in ground combat. To maximise the potential for profit, their government is a business-friendly Dictatorship. Somehow, these lucky creatures always manage to avoid the consequences of random natural disasters.
Humans are the galaxy’s most charismatic race; they’re the deal makers and diplomats. When dealing with any other race, Humans gain a 50% bonus to their diplomatic efforts. Furthermore, the ever-flexible Humans have great cultural diversity, and as such assimilate conquered colonists with seeming ease. Mercenary leaders are eager to work with the Humans; their hiring prices are lowered for this race. For some reason, they still cling to a Democracy form of government.
The Klackons are an insectoid people from a large home world. Though they’re not exactly a hive mind, the Klackon communications system is fast and efficient, and the population is completely satisfied with their lives. This is reflected in their extreme industriousness. Klackon farmers produce 1 more food each than those of other races, and their workers also give +1 to production. The entire race communicates, thinks, and operates virtually as one. All this makes the Klackon practically, if not actually, a shared consciousness, and has paved the way for their successful Unification government. The down side to all this thinking alike is that the Klackons are rather Uncreative.
The Meklars are a physically weak race whose population has become dependent on cybernetic exoskeletons. This, of course, has led to even further physical deterioration, to the point that their bodies have atrophied to tiny, fragile husks. Unlike other races, Meklars survive partly on the lithosphere of their home world. They consume half a unit of minerals and half a unit of food each per turn (rounded up), instead of the usual unit of food. Furthermore, their powerful exoskeletons add to their production ability; millions of untiring Meklar factory workers each provide a +2 production bonus. Their cybernetic interfacing makes shipboard repairs possible without specialised equipment, even during combat. The Meklar government is a strict Dictatorship.
The Mrrshan look as though they’ve evolved from cat-like predators because they have. This genetic heritage has left them with keen senses and fast reflexes, which add 50% to their chances of hitting in ship-to-ship combat. The fierce Mrrshan are Warlords. Despite their mineral-rich home world, only a strict status-based social order has enabled the Mrrshan to control their fierce feline territorial instincts, so they have never been able to progress beyond a Dictatorship government.
The Psilons are a delicate race of brilliant researchers from a Low-G home world. Each Psilon scientist produces 2 more research than the galactic norm. In addition, the Psilons are very creative, and they never ignore a potential avenue of research. Thus, all technologies are available to their scientists. That ancient artifacts are plentiful on their home world doesn’t hurt. Peer review and tenure squabbles have prevented them from achieving a form of government more advantageous than a Dictatorship.
The Sakkra are a hardy reptilian race with impressive regenerative capabilities. As a result of their low mortality rates, the Sakkra population grows at double the normal rate (+100%). Overcrowding pressures, even on their large home world, long ago forced them to become partially subterranean, living both under and above the surface of a planet. This allows them to support a greater maximum population on every planet they colonise, and it makes their defensive ground troops 10% harder to dig out. These reptiles survive partly because they produce +1 food per farmer and partly because their Feudal government is so efficient at starting internecine wars. The life of the average Sakkra is by no means pleasant. Their dispirited spies operate at -10.
The Silicoids are an incredible oddity; they’re the only known sentient crystalline life form. These strange beings are lithovores; they eat minerals instead of food. Silicoids are environmentally tolerant, and thus can support a greater maximum population on nearly every type of world. They also spend no effort to clean up pollution, as it has no effect on them. They do, however, have an extremely low rate of reproduction, 50% below galactic standards. Their unusual chemistry also affects their ability to communicate with other races; Silicoids are considered repulsive by all other sentient species. The Silicoids have a Dictatorial government.
Trilarians are aquatic life forms. This race suffers none of the usual penalties associated with living on ocean and swamp worlds. In addition, there is a legend among the Trilarians that their race is descended from a long-lost Antaran colony. Regardless of whether there is any truth to this, this race has proven to be Trans-Dimensional. Even without the aid of FTL drives, Trilarian pilots can move their ships from star to star, though slowly. Ships with FTL drives move more quickly than they should. The Trilarian government is a Dictatorship.
Governments
Every empire's government is chosen at the start of the game and can
research its way to an advanced form.
Feudal
A feudal government structure rests on the inherited titles and holdings of an elite class, somewhat as in medieval Europe. An emperor keeps the throne of a feudal government by balancing and subtly encouraging the rivalries between the more powerful members of this class.
The morale of each planet under a Feudal government incurs a penalty of 20% until a Marine Barracks or Armour Barracks is built there. (Local troops are necessary to keep the serfs in line.)
It takes 8 turns for a Feudal government to assimilate a unit of population in a conquered colony.
Feudal populations will instantly assimilate if their colony is conquered by an opponent. (There is little loyalty to the central government, and local barons are always on the lookout for personal gain.)
Due to the generally warlike nature of feudal governments, ship production costs are 2/3 normal.
For the same reason, research is half the standard.
If the capital of a Feudal empire is captured, the entire empire is thrown into a state of anarchy as rival claimants to the throne battle for supremacy. This period of anarchy lasts until a new capital is built. Morale suffers a 50% penalty during this period.
→ Confederation advanced form
The advanced form of a Feudal government is Confederation. Confederated empires receive the following benefits in addition to the usual Feudal characteristics.
Assimilation of conquered colonists takes only 4 turns.
Ship production costs are reduced further below the Feudal baseline (the exact fraction printed here was lost to a scanning artifact in the source PDF).
Confederation populations no longer instantly assimilate when captured.
Dictatorship
In a dictatorial government, one individual rules the entire empire without having to answer to anyone else. Orders and decisions are enforced through a ruthless and efficient organisation, by any means necessary.
Due to the increased internal security needed to prevent revolts, defensive spies gain a 10% bonus to every mission.
The morale of each planet under a Dictatorial government suffers by 20% until a Marine Barracks or Armour Barracks is built there. (The presence of local troops is necessary to exert control.)
It takes 8 turns for a Dictatorship to assimilate a unit of conquered population.
If the capital of a Dictatorship is captured, a morale penalty of 35% is applied to all colonies until a new capital is built.
→ Imperium advanced form
The advanced form of a Dictatorship is an Imperium. Imperium governments receive the following benefits in addition to the usual Dictatorial characteristics.
Assimilation of conquered colonists takes only 4 turns.
The Defensive Spy bonus is increased to 20%.
Your command rating is increased by 50%.
Democracy
The “democracy” form of government is not a true democracy in the classical Greek style, but rather a “representative” democracy similar to that of the ancient United States of America. Control of the government is balanced between its multiple branches, and the population enjoys the most personal freedom allowed under any of the known forms of government.
Because of the emphasis on personal freedom, privacy, and civil rights in a Democracy, defensive spies operate under a 10% penalty.
On the other hand, greater personal liberty makes the people happier and more productive, giving a 50% bonus to both research and per capita (tax) income.
It takes only 4 turns for a Democratic government to assimilate a unit of conquered population.
Democracies are prohibited from eradicating conquered populations.
If the capital of a Democratic government is captured, the entire citizenry suffers a period of uncertainty and chaos. This results in a 20% morale penalty until a new capital is built.
→ Federation advanced form
The advanced form of a Democracy is called a Federation. Federated governments receive the following benefits in addition to the usual Democratic characteristics.
Assimilation of a unit of conquered population takes only 2 turns.
The research and income bonus is increased to 75%.
Unification
The Unification form of government is available to those scant few races that can exist harmoniously together without jealousy, envy, or concern for individual advancement. Each individual works for the good of the community rather than the self. The analogy is often made between a Unified government and a colony of bees. Though correct in some ways, this is a misleading comparison. Unified populations are neither mindless nor uncreative; some unknown characteristic (many have suggested genetic uniformity) simply allows them to forego competition with one another.
Since every individual works for the good of the whole, there can be no traitors. This gives Unification defensive spies a 15% bonus.
Unification colonies do not have morale as such. They do, however, receive a 50% bonus to food and industry production due to the harmonious nature of their society. This functions like a morale bonus.
All morale effects of buildings are ignored by Unification governments.
The vast societal differences make it difficult for outsiders to join a Unified culture. It takes 20 turns for a Unified government to assimilate a unit of conquered population.
The loss of the capital is irrelevant to a Unified race. Unified governments neither have nor need a capital.
→ Galactic Unification advanced form
The advanced form of Unification is Galactic Unification. Galactic Unification governments receive the following benefits in addition to the usual Unification characteristics.
Assimilation time is reduced to 15 turns.
The harmony production bonus (to food and industry) increases to 100%.
Ships
Building and designing your fleet — support ships, the Design Dock,
weapon installation, refitting, and crew experience.
There are two different types of ship in Master of Orion II: military and support. Support ships include all those used to expand and manage your empire. They do not fight, but are destroyed if an enemy military fleet chooses to engage them in combat.
Anything that isn’t a support ship is a military ship. Fleets of military ships can engage in combat with space monsters, other empires’ fleets, orbital bases, and planets. They’re also good for exploration, defense, and dealing with some of the random events that can occur.
To build a ship: go to the Construction Orders screen for the colony where you want to build it, click on the name of the type of ship you want to add to the Build Queue, make sure there is some industrial work going on at that colony, then wait for the job to finish (or pay for accelerated production). That gets you one of the standard, predesigned ships — fine if those designs suit your needs, or you’re playing with Tactical Combat turned off, but sooner or later most emperors like to take an active hand in designing their military ships. (Support ships only come in one flavour each; there’s no designing to be done for them.)
Support Ships
Freighters
Transport food and colonists (units of population) between colonies. Note that Freighters do not appear on the Galaxy Map.
Colony Ships
Establish new colonies on habitable worlds. There can be only one colony per planet.
Outpost Ships
Each build a military outpost on a single planet. These outposts act as scanning stations and as refuelling stops for fleets.
Transports
Carry Marines and Armour to enemy colonies for invasion purposes (ground combat). Transports can also ferry Marines to reinforce a friendly colony.
Hull Sizes
From smallest to largest — a bigger hull means more space for weapons, armor, and specials, but not every colony can build or refit one.
SmallMediumLargeHugeTitanDoom Star
The Design Dock
Getting to the Design Dock
The Construction Orders screen’s Design button changes the mouse pointer; move it over one of the existing ship design slots (the names of the military ships) and click. This removes the current design from that slot and opens the Design Dock so you can create your own template to put in its place. If you change your mind, the Cancel button restores the old design. Changing a design has no effect on any existing ships, or on ships already partway through a Build Queue — you simply won’t be able to build any more of that particular design afterward (unless you design one just like it).
When you first open the Design Dock, it’s filled in with the current design for the slot you chose, as a convenience — you can start from there instead of an empty hull if you like.
Name
At the top left is the name of the ship template. Every ship built from this design shares the name. Click anywhere in the box to change it: use Backspace to erase the current name, then type a new one (space is limited).
Icon & Hull Size
Below the name are the Icon and Hull Size boxes. Click any of the listed hull classes — Small, Medium, Large, Huge, Titan, Doom Star — to use it as the basis for your design (the current class is highlighted). The amount of equipment already selected can make smaller classes unavailable until you free up enough space. Selecting a class fills the Icon box with that hull size’s default icon and notes the total space available in that hull; click the arrows beside the icon to cycle through the available pictures for the ship’s final appearance.
Automatics
To the right of the Hull Size box, these two boxes list all the ship essentials — engines, shields, armour, fuel cells, and computer. The best of each you have available is automatically installed on every ship you build or refit (you can click the shield or computer to install a lesser system and save on build cost). Drives and fuel cells even get updated on existing ships without a refit. None of these essentials take up space that could go to optional systems. At the end of this listing, the ship’s base Beam Attack (Ship Attack plus bonuses), Beam Defense (Ship Defense plus bonuses), and Missile Evasion ratings are shown; these can change as you add optional systems.
Weapons Area
The large central area lists all the optional weapons systems slated for installation. Each listing includes: Number (how many emplacements of this weapon), Dmg (damage each emplacement inflicts per hit), Arc (the arc of effective fire — the portion of surrounding space in which the weapon can target an enemy), Cost (production cost each emplacement adds), Space (hull space each emplacement takes up), and Modifications (any modifications chosen for these emplacements).
Specials Area
Immediately below the Weapons Area, this lists all the optional special systems slated for installation, each with its name and a brief description of its effects.
Cost Counters & Buttons
At the bottom left are the two Cost Counters, tracking the total production Cost of the current design and the remaining Space Available in the hull — both update as you add and remove systems. To their right are three buttons: Clear removes all optional systems so you can start with a clean slate; Cancel discards your changes, restores the previous template to that design slot, and returns you to the Construction Orders screen; Build places the completed design into the chosen slot and returns you to that screen, ready to start building immediately.
Weapon Filters & Firing Arcs
To place weapons, click in the Weapons Area: click any blank spot to add a new weapon, or click an existing listing to remove or replace it. Either way, the Weapon Selection console appears, listing every weapon system you have available — name, damage potential, production cost, space required, and any supplementary information. Weapons that fit the hull under the current configuration are highlighted; those that won’t fit are dimmed. Click one to select it for installation, or use the Beam / Missile / Bomb / Special inclusion filters below the list to narrow it down. To simply remove a weapon, click the top option — No Weapon — then Accept.
Once you select a weapon, the Modifications catalogue below becomes active. The smaller box on the left is always the Firing Arc selector — applied primarily to beam weapons, though every weapon system has a firing arc. The selector shows the default arc for the chosen weapon; if it has an adjustable arc, click any of the arc options to change it. The larger part of the catalogue lists the modifications appropriate to the weapon and your current technology; adding modifications — including extended firing arcs — increases the required space and production cost, sometimes considerably. Use the up/down arrows beside the weapon number to set how many emplacements you want installed. Click Accept to finish, or Cancel to back out.
Weapon Filters
Beam — Adds “beam weapons” to the list (though not all of them are actually energy beams). These reach the target immediately and generally have a range of potential damage. Beam weapons’ chances of hitting depend on the Beam Attack of the firing ship and the Beam Defense of the target.
Missile — Controls the inclusion of missiles and torpedoes. These projectile weapons take time to travel to the target but generally do a predictable, set amount of damage. Barring enemy action, missiles and torpedoes never miss — but both can be diverted by electronic countermeasures (ECM), and missiles can additionally be destroyed en route by beam weapon fire.
Bomb — Includes unguided projectiles and biological weapons. Bombs installed in a ship are only useful against planetary targets (though the Bomber special weapon does use bombs against enemy ships) — you cannot bombard a colony unless at least one ship in the invading fleet has bombs installed. Bombs do not miss, but the target of their damage is chosen at random.
Special — Determines whether weapons systems that don’t fit the other categories are included — fighter squadrons and other unusual weapons.
Firing Arcs
Forward — Targeting in a 120-degree wedge centred on the front of the ship.
Forward Ext — An extended version of Forward, covering a 240-degree wedge.
Back — Targeting restricted to a 120-degree wedge centred on the rear of the ship.
Back Ext — An extended version of Back, covering a 240-degree wedge.
360 — The weapon can target an enemy in any direction.
Installing Specials
Placing special systems works much like selecting weapons, but is much less complicated. Click in the Specials Area — a blank spot to add a new system, or an existing listing to remove or replace it — and the Special Selection console appears, listing every special system available with its name, space required, production cost, and a brief description of its effects. Specials that fit the hull are highlighted; those that don’t are dimmed. To remove a special, click the top option — No Special. Unlike weapons, specials have no firing arcs or modifications to adjust, and you cannot install multiple copies of the same special system (extras would have no effect).
Refitting
In time, every ship becomes obsolete as you gain new technologies and systems. Luckily, anywhere you can build a ship, you can refit one (you cannot refit Large ships or anything bigger at a colony that doesn’t have a Star Base or better as an orbital dock).
To refit a ship, go to the Construction Orders screen for a colony in the same system as the ship, click the Refit button, and pick the ship you want refitted from the graphic display. You’re taken directly to the Design Dock — the same console used for original design — with one difference: you cannot change the ship’s hull size. Otherwise it works exactly as during design.
When you finish at the Design Dock, the refit job is placed in the Build Queue. Until the job completes and the ship returns to orbit, it is as if the ship did not exist. Refit jobs have one serious limitation: you cannot remove a refit from the Build Queue without destroying the ship.
Fleet Control
All of your ships in the same system are coordinated into a single fleet, which simplifies command and communications during a defensive action. If you send any of these ships elsewhere, they move together as a fleet — even a single ship sitting alone counts as a fleet. You can break a fleet into smaller fleets when giving travel orders, but not once you choose to engage in combat: all military ships in a fleet always enter combat as a group. You cannot order half a fleet to attack one planet and half to attack another, though ships you wish to protect can retreat once combat has begun.
Once a fleet is in hyperspace, you can no longer contact it to give orders (barring certain technologies) — you must wait until it reaches its destination. No fleet can travel farther from one of your colonies or outposts than the shortest range of any ship in that fleet, and the fleet travels at the speed of its slowest ship. If a fleet that is not out of range suddenly becomes out of range, it immediately retreats to the nearest friendly colony.
Crew & Marines
Every ship needs a crew. The complement of Marines for each military ship — and on a Transport — is assembled while the vessel is built, with no effect on the population or ground complement of the colony that builds it. Outside of combat there’s no reason to pay attention to a ship’s crew; they go about their business efficiently.
During combat, the crew becomes Marines in fact as well as in name. In a boarding action, the Marines do the fighting — defending when your ship is boarded, or forming the boarding party when you’re doing the boarding. As a ship takes damage, the crew may take casualties, lessening its ability to take part in and defend against boarding actions.
All troops, ground and shipboard alike, start as green Recruits (unless in service with a Warlord race). Each turn in space counts for 1 experience point, and every enemy ship destroyed or captured in combat adds 2 more. As the crew gains experience, they advance in rank and the ship gains combat bonuses.
Experience
Rank
Ship Attack
Ship Defense
Boarding
0
Recruit
Normal
Normal
Normal
50
Regular
+15
+15
+5
150
Veteran
+30
+30
+10
500
Elite
+50
+50
+15
*
Ultra-Elite
+75
+75
+20
* Ultra-Elite is only attainable by crews in the service of a Warlord race.
Combat
How a fight actually plays out — the Battle Map, moving and firing,
damage resolution, and what happens when you take the fight down to a planet's surface.
Getting Into a Fight
As you explore the galaxy and colonise the planets you find appealing, sooner or later you’re going to run into a space monster or one of the other races. No matter how nice a person you are or how benevolent an emperor, in a galaxy as competitive as this, combat is unavoidable.
If one of your fleets encounters a space monster or an Antaran fleet, battle begins right away; communication is impossible in these cases. Space monsters are not intelligent enough to negotiate with, and the Antarans consider you no more appealing than a cockroach in their salad. The situation is similar when a hostile fleet invades one of your systems. If the enemy fleet chooses to attack, your defending fleet (any and all of your ships in the system at the time of the attack) scramble to meet the challenge.
If you do not wish to engage in combat, click on the Close button. This orders your fleet not to attack anything in the system, but does not prevent other fleets from attacking you as if you were an unwelcome intruder (which you probably are). If you want to attack something in the system, click on your intended target. There’s one restriction on your possible choices: you cannot attack an enemy fleet directly if the empire that owns that fleet has a colony or outpost in the same system. Rather, you must select the ground target, and the fleet will rush to its defense — this assures that the planetary defenses are able to aid the defending fleet in combat. If the opposing empire does not have a ground installation in the system, you can attack its fleet directly. Remember, if any fleet that includes no military ships ends up engaged, there is no combat — the support fleet is defenseless, and the opposing fleet destroys it out of hand.
When one of your fleets enters a system occupied by a fleet, outpost, or colony of another race, the circumstances are different. In these cases, you have a choice of actions. A window similar to the System window appears — this is the Combat Selection window. Of the planets in the system, those which have a colony or outpost are noted. If you move the mouse pointer over each, an intelligence report of the defenses there (orbital bases and ground defenses) appears. At the bottom of the window, both your fleet and any other fleets in the system are represented; move the pointer over each of these to see a summary of the fleet’s composition.
Strategic Combat
The combat takes place without requiring your input or attention, and the result is announced immediately thereafter. The losing side suffers 100% casualties. The winning fleet might also be damaged, but at least one ship (or monster) always survives.
Tactical Combat
If, when you set up the game, you chose to play with the Tactical Combat option turned off, you needn’t worry about the rest of this section — once circumstances or your decision determines the players for a battle, the rest is automatic.
If you did not choose to turn off the Tactical Combat option, then you control every ship in your fleet throughout the battle. It would be extremely foolish (not to mention impossible) for the emperor to physically take part in every space combat in the galaxy. Thus, your control over a fleet in ship-to-ship combat takes the form of a two-dimensional representation of the fighting space called the Battle Map.
The Battle Map
Everything relevant to the combat taking place is represented on the Battle Map display. In addition, there are several smaller readouts that tell you more than a visual scan would reveal, and there are tools that allow you to give commands to your ships’ captains. The map itself takes up most of the display; below the map is the Command Console.
The Map
A visual representation of actual combat events, with certain extra information overlaid. You can control the appearance of many of these overlays via the Options console.
Ships, orbital bases, monsters, and planets are represented by fairly obvious icons. Your fleet always appears at the left. The icons are not sized to a real scale, but rather a relative scale — larger objects are pictured using larger icons than those of smaller objects, but not as much larger as the objects are themselves. A mouse pointer enables you to direct ship movement and weapons targeting. Missiles, torpedoes, fighter craft, and other projectiles far too small to spot visually are represented by tiny icons. Beam weapons’ fire and the effect vectors of special weapons, though totally invisible in vacuum, are represented as if they were travelling through an atmosphere.
The Active is surrounded by a modest halo — the Active is that vessel (ship, base, or planet) to which an emperor is currently giving orders. The range of potential movement of the Active is shown (if the option is enabled) by a shading of the space around it, and the shield arcs of the Active are displayed (if enabled) as green lines. The movement grid used to calculate ranges to targets and movement is shown (if enabled) by a lattice of thin lines. Damage done to any target is displayed briefly, at the time of the hit, as a number floating near the affected target.
Active
The leftmost readout on the Command Console shows a schematic scan of the Active. Its identity is listed at the top, the strength of each of the four shield facings (if the Active has shields) is represented graphically around the schematic, and its damage status (if applicable) is shown at the bottom. If you control the Active, you can right-click on this readout to view a detailed report on its design.
Damage status is represented as three stacked bars: armour appears as the upper, blue bar (normally it absorbs damage before internal systems and structure, but it’s possible for the lower bar to show damage while armour is still intact); the left-hand, red portion of the lower bar represents remaining structural hits; the right-hand, yellow portion of the lower bar represents remaining internal systems hits.
Note that planets have neither armor, nor shields, nor structure points — see Attacking a Planet.
Systems
To the right of the Active readout is a related listing, the Systems readout. You can click on either of the filter buttons at the top of this readout; what appears depends on which filter is active.
Weapons lists all of the weapons systems in or on the Active, along with the number of each type installed. Each listed weapon has its state of readiness denoted by its colour, and if the Active is under your control you can manually cycle a weapon’s status by clicking on it: Armed (bright green) — the weapon is ready and the target under the mouse pointer is in range and inside its firing arc; Ready (dimmer green) — you can fire this round if you find an appropriate target; Standby (yellow) — used already this round or deselected, becomes Ready next salvo; Out (red) — damaged beyond use, destroyed, or switched off. (Functioning Point Defense weapons which are Out still fire at missiles and fighter craft, but not enemy ships.)
Specials lists all of the non-weapon special systems installed on the Active. Working systems are highlighted, and those damaged beyond utility are dimmed. This readout is for information only — you cannot turn special systems on or off manually.
Buttons
In the centre of the Command Console are several buttons. Auto turns control of your entire fleet over to the captains on the scene — combat proceeds without your guidance unless you click the button again, and even then the captains respond as soon as they safely can, not necessarily immediately.
Scan activates the Active’s scanning equipment; the pointer changes so you can click any object on the map for expanded data, as many times as you like, until you switch scanning off again.
Board instructs the Marines on board an Active under your control to attempt a boarding action against an enemy ship or orbital base (Marines cannot board planets) — see Boarding Actions.
Retreat commands an Active ship under your control to leave combat at its next opportunity (the beginning of its next turn as Active). The ship shifts into hyperspace and sets course for the nearest system in which you have a colony or outpost. There is no way to rescind a retreat order, and for obvious reasons orbital bases and planets cannot retreat.
Options opens a miniature console of combat control toggles: Self Destruct orders an Active under your control to destroy itself, causing an explosion that damages everything close to it (planets cannot self destruct); Missile Warning sounds a brief impact siren whenever a missile or torpedo is about to strike a ship or orbital base under your control, giving you a chance at manual countermeasures; Fast Animations speeds up the display of ship, beam, and projectile movements; Show Legal Moves overlays the Active’s range of possible movement on the map; Show Shield Arcs overlays the Active’s shield facings on the map; Display Grid overlays the range/movement lattice on the map.
Done signals the Active that you have finished giving it orders for this combat round — any unused beam weapons (except Heavy Mount) and movement points are reserved for defensive use. When you send Done to the last thing under your control, the enemy’s combat round begins. Wait orders an Active under your control to await further orders until you have finished giving orders to the rest of the fleet; you can do this for any Active with unused weapons or movement points, for as many vessels as you like.
Info/Target
The readout immediately to the right of the centre buttons has two functions. When the mouse pointer is over empty space, it shows further information about the Active — the types of drive, shields, armour, fuel cell, and computer used in its construction. When the pointer is over any object, it displays targeting data for that object instead (essentially the same information as the Active readout would show if that object were the Active). Since enemy Actives flash through this readout quickly as you move the mouse, it’s a useful way to quick-scan the enemy fleet.
Tactical Map
The rightmost readout is a long-range overview of the entire Battle Map, with the area currently shown in the full map outlined. Click anywhere on this mini-map to centre the full Battle Map on the chosen spot.
Moving Ships
When a ship is the Active, you can use the mouse cursor to explore the limits of its range of movement. Whenever the cursor is in a place to which that ship can move during this round, a box approximately the size of the ship appears around the cursor — you can use the pointer for this, or turn on the Show Legal Moves option. Either way, when the pointer is where you’d like the ship to move, click on that spot and the Active ship moves immediately. (Any enemy projectiles targeting the moving ship move at the same time it does.)
If you want to rotate the Active ship, move the cursor to the area you want the ship to face, then right-click. The ship turns as far toward that direction as it can, given the movement points remaining. The cost in movement points of rotating is 2 points per 22.5 degrees of rotation (one-16th of a full circle), regardless of the size of the ship.
The type of drive each ship has (and some special systems) determine its speed in combat — this speed is the number of movement points that ship has to spend each combat turn, both for moving from place to place and for rotating to face a different direction.
Orbital bases cannot change position intentionally, though some special systems transport them from place to place. Every combat round, however, an orbital base uses all its movement points to rotate a full 45 degrees — this automatic action is intended to always keep the strongest shield facing the enemy.
Using Weapons
When you’re ready to fire the weapons installed on the Active, move the mouse pointer over your intended target. If your target is valid, the pointer changes to cross hairs — click, and all of the Ready weapons for which that target is in range fire at it. (If the ship’s computer determines that firing only some of the weapons will unquestionably destroy the target, then only that number fire.) That’s all there is to it.
Beams
Beam weapons are not necessarily high-powered, collimated, narrowly focused emissions from violent, subatomic reactions, but most of them are. A few are actually projectile weapons, but the bits of matter involved are accelerated to such incredible velocity that they’re delivered to the target at nearly beam speeds.
Beams target only objects within their defined firing arc, and shots reach the target immediately. The accuracy of a beam depends on the Beam Attack of the firing ship, the Beam Defense of the target, and the distance the beam must cover to reach its target — beams are more accurate at closer range. Most beams also lose coherence over distance, thereby losing potential to do damage: range lowers both the minimum and maximum possible damage a beam can inflict. Each beam does damage within a predetermined range; the actual damage done is based on the accuracy of each shot.
Missiles and Torpedoes
Missile weapons and Torpedoes are quite similar. Both are pre-targeted, guided projectiles that explode on impact, destroying themselves in the process of causing damage to a target.
Guided projectile weapons have an unlimited targeting range; range has no effect on either the accuracy or damage of missiles and torpedoes. They do take time to travel to the target — the speed of the missile or torpedo determines how far it moves each combat turn, and this speed also adds to the projectile’s defense rating. Barring interference, guided projectiles always hit their target. Possible interference includes jamming equipment; missiles also face the prospect of being shot down by beams or anti-missile rockets (it is not possible to destroy torpedoes this way). Ships protect their missiles with the best armour their empire has available — enemy weapons must destroy that armour before they can damage or destroy the missile itself.
Most missiles and torpedoes do a set amount of damage when they strike; neither range nor damage to the projectile alters this. Proton Torpedoes are an exception to most of these rules: these projectiles act more like beam weapons, hitting the target instantly (“direct fire”) when launched, though in other ways, including damage, they’re treated as normal torpedoes.
Bombs
Bombs are unguided projectiles designed for atmospheric penetration, including both explosive devices and biological weapons.
Ships equipped with bombs can only use those bombs against a planetary target; Bombers (a type of fighter craft) can use bombs against both ships and planets. Bombs never miss, but you cannot choose a specific target when causing damage to a planet. Ship bombs have a maximum range of 3 combat squares; Bombers always drop their payloads at a range of 1 square.
Fighter Craft
Single-pilot ships launched from a larger ship (the carrier) are all considered fighter craft. There are four types, each with its own weapon and specific use.
All fighter craft are installed in ships and launched to a target in squadrons of four — you cannot separate the fighters in a squadron to direct them at multiple targets. Fighter craft fly to their target, use whatever weapons they have at point-blank range, then attempt to return to their carrier. Once safely back, any surviving fighters rearm, refuel, get repairs, and return to the same target (if it still exists); once their primary target is no longer valid, fighters select a new target unless one is specified for them. Fighter craft always attack from the direction of their target’s weakest shield facing.
Like missiles, fighter craft are vulnerable to beam weapons (though not to jamming); their speed and armour (the best available, as with missiles) both contribute to their defense. With the exception of Interceptors, fighter craft cannot engage one another in dogfights — they only target enemy ships, bases, and planets. Interceptors can attack enemy fighter craft of all types.
Other Special Weapons
Each special weapon has its own particular effects and characteristics — refer to the Research and Development / Tech Tree section for the details on these systems.
Damage
When any weapon successfully hits an enemy, it does damage. (It’s true that there are several special systems and even one or two weapons systems that do no damage but have other effects detrimental to the enemy — for the sake of a clearer explanation, those systems are set aside here.) The way this damage is absorbed by the various defensive portions of the target, and what happens to damage that gets through those defenses, deserves a little explanation. Note that this section does not apply to planets, only to ships and orbital bases.
1. Shields
Shields are the first line of defense against damage. If the target has shields, whichever shield facing is hit absorbs as much damage as possible; the current strength of that facing determines how much damage it can absorb before falling. Once a shield’s strength reaches zero, that facing falls (at least for the rest of that combat round) and the remaining damage continues on. Note that if combat takes place in a nebula, all shields become inoperative, except for those on ships equipped with Hard Shields.
2. Armour
Armour is the second line of defense — a layer of ultra-tough alloy coats the entire hull and absorbs damage that might otherwise breach the hull and destroy vital internal systems. Armour also strengthens the ship’s (or orbital base’s) structure. When damage penetrates the shields, the armour absorbs as much as it can (generally speaking, a ship’s armour can absorb an amount of damage equal to the structural strength of the ship). Armour, once damaged, does not regenerate on its own — Cybernetic races, some ship systems, and some leaders make it possible to repair armour during combat.
3. Structure
Structure is what holds ships and orbital bases together. Any damage that gets past both the shields and armour has a good chance of hurting the target’s structural integrity. Any such damage lessens the structural strength of the vessel; when this reaches zero, the target explodes.
4. Internal Systems
Internal Systems are the basic functional parts of the vessel: the drive, targeting computer, shield generator, weapons, and special devices. Any damage that passes the shields and armour and does not do structural injury hits the internal systems. Which system suffers the damage is somewhat random, but larger systems tend to get hit more often due to their size. When any system takes enough damage, it is destroyed and the remaining damage moves on to the next internal system, until all of the damage has been applied.
Losing the computer eliminates any targeting bonus that system provided. Destruction of the shield generator takes away the vessel’s shields. If the drive is damaged, the ship’s ability to move is compromised; when a drive is destroyed, the vessel undergoes an uncontrolled drive reaction, and the resulting explosion destroys that target and damages everything within the radius of the blast.
5. Crew
Crew on duty inside a ship take certain risks. One is the chance to be killed by the consequential effects of damage to the ship: in addition to damaging the ship, each point of damage that penetrates both the shields and armour has a 2% chance of killing a crew member (Marine).
Attacking Planets & Invasion
Attacking a Planet
Although the distinction is blurred in places, attacking a planet is not the same thing as attempting to conquer a colony. There are three things an invader can do to a world and its colony: doing damage to the military installations on the surface during ship-to-ship combat (covered here), bombing an undefended planet, and conquering through ground combat (the latter two are covered under Invading a Colony).
Planets often have defensive installations in place — Missile Bases and Ground Batteries — which can target your ships, and your ships can target the planet. The differences between planets and ships, for the purposes of combat, are few: planets don’t move or retreat; planetary weapons never run out of ammunition and always have 360-degree firing arcs; Missile Bases can fire missiles throughout combat; planetary shields absorb a set amount of damage from every attack and can only be destroyed, never weakened or damaged; due to atmospheric reentry effects, all ship weapons except bombs and missiles do only half damage to planets; ships can bomb planets directly, but other ships only indirectly, via bombers.
Targeting a planet with most weapons is no different than targeting anything else, though a ship can only drop bombs on a planet from within a 4-square range. When enough damage has accrued against a planet, that damage is applied to and destroys one of the defensive installations. When all of these installations are gone (and the other defenders have been defeated or routed, too), combat ends — that’s when the other ways of hurting a planet become possible.
Boarding Actions
Shooting at enemy ships is not the only way to remove them from a battle. You can also damage or even capture enemy ships through boarding actions — the Marines at your disposal are as effective at attacking an enemy ship as they are at defending yours from boarders. There are two methods of boarding a ship.
Immobility: any ship that is no longer able to move — its drive has been damaged, or some special system holds it still and allows attacks on it — is a valid target for a boarding action. Once an opponent’s ship moves into a square immediately adjacent to the immobile ship, that attacker can send over a boarding party of ship’s Marines (using the Board button); the emperor in command decides how many to send and whether they’re attempting to capture or raid the ship.
Transporters: any ship equipped with Transporters can send Marines into any enemy ship within a 12-square range, if the shield facing the attacking ship has fallen. The emperor in command uses the Board button, sets the number of attackers, then instructs the Marines to either raid or capture the ship.
Shuttles: any ship equipped with Assault Shuttles can send them to attack a target ship and attempt a boarding action. Marines on Assault Shuttles always try to capture the target ship.
The Marines boarding the ship and those defending it fight it out the same way ground troops do when a colony is invaded. When Marines attempt to capture a ship, their object is to kill off the entire defending crew; if successful, ownership of that ship changes. If the race that gained ownership is Telepathic, that emperor can use the ship immediately, in the same combat — otherwise, the side that captured the ship must win the combat to retain the prize. After combat is finished, the new owner gets complete control of the captured ship.
When Marines raid a ship instead, their goal is to damage internal systems (Marines cannot do damage directly to the shields, armour, or structure of a target ship). Rather than killing defenders, any damage the attackers do destroys one internal system — smaller systems are more likely to be destroyed. For this reason, raids are often suicide missions.
Invading a Colony — Orbital Assault
If you win the combat that results from attacking an enemy’s colony world, your fleet gains control of the orbital space around the planet, giving you the opportunity to assault the colony itself. (This is also true if you attack a colonised planet that has no defending fleet.)
The first decision that comes your way is expressed in the Orbital Combat Selection window. From the safety of space, you can attack the colony without fear of retaliation. The complement of ground forces and number of buildings on the planet’s surface are noted on the left; the number of bomb hits your fleet is expected to inflict and the invasion troops you have available are noted on the right. Depending on the make-up of your fleet and the weapons installed on its ships, a few different options might appear:
Bombard begins the orbital bombardment of the planet — once bombing begins, the Bombard and Invade options are replaced by Drop All (let loose with all bombs at once, skipping the bomb-by-bomb report and going straight to the wrap-up) and Halt (stop the bombardment and return to the Bombard/Invade options; you cannot undo bomb damage already done). If your orbital attacks eliminate the entire population of the colony, the planet returns to uninhabited status and must be recolonised the usual way — but as long as at least one unit of colonial population remains, you can still invade.
Invade orders all the ground troops transported by this fleet to make planetfall and attempt to conquer the colony; once you click it, you give up the chance for any further orbital assault on this planet this turn.
Mind Control is available if your race is Telepathic and there is at least one ship of size Large or bigger in the attacking fleet — it guarantees a bloodless conquest without the necessity for an invasion (you don’t even need Transports). You cannot mind control another Telepathic race.
Destroy is available if one or more of the ships in your fleet are equipped with a Stellar Converter, giving you the option to destroy the planet outright.
Close ends your attack on this planet and closes the window — use this first if you do not wish to attack the colony at all.
Invading a Colony — Ground Combat
Once you click Invade, there’s nothing more you can do: the Marines drop to the planet’s surface and assault the colony. As emperor, your action now is limited to watching the invasion on the Ground Combat screen.
Near the top of this screen, your advisors note the important statistics on both the defensive (right) and offensive (left) forces, each coloured to match the banner of the corresponding empire. Any advanced weapons technology, armour, and equipment gives ground forces a better chance of winning the battle, and thus is listed here. Next to the icon for each type of ground force are two bits of information: the number denotes how many of that type of troop is taking part in this fight, and the heart icons represent the number of times each unit of this type must be hit to be killed.
At the bottom, the actual firefight is shown. You cannot give orders to ground troops during an invasion — this is a win-or-lose situation, and retreat is not an option.
When the fighting is over, the outcome is noted at the top of the screen. If the invasion failed, the planet remains in the hands of its current emperor. A successful invasion transfers control of the world, the colony, and the remaining population to the attacking empire.
Assimilate or Be Destroyed
Having conquered one of the colonies of an enemy empire, you have a choice to make. (Note that some forms of government don’t allow you this choice.) You can begin having the existing colonists — the captured population — exterminated, or you can attempt to incorporate them into your empire. If you choose the former, your troops will comply, though your relations with all other races in the galaxy will suffer. If you decide on the latter, it takes time for the conquered colonists to fit themselves into your culture — how long depends on a few factors. Until they become assimilated, the conquered units of population produce at half their normal rate.
In addition to being less than productive, unassimilated populations remain a threat to your hold on the colony. Unless there is an Alien Control Center in the colony, there is a chance each turn that the conquered aliens will attempt to revolt (the more unassimilated aliens, the larger the chance). If they do so, they fight it out with your ground troops for control of the planet — a loss for you is a gain for the world’s old ruler, and the colony reverts back.
Mercenary Leaders
Every mercenary who applies for work has a mix of abilities drawn from
these three categories.
During the game, odd individuals occasionally show up on your imperial doorstep, offering their services for hire. These are mercenary leaders. Some focus on helping you run the colonies in a single system (Colony Leaders), and some lend their leadership support to one of your ships or fleets (Ship Officers). All of them have positive effects to lend your empire — for a price.
When a mercenary asks for work, the window in which the communication appears provides all the information you need about that particular leader: his, her, or its qualifications (the effects that leader causes), experience level, and hiring price. Most leaders also have a maintenance cost every turn, too (it’s usually small).
Use the Reject or Hire button to announce your decision to the applicant. If you reject a mercenary, you have a few turns to change your mind. If you hire one, the hiring price disappears from your treasury and the leader appears in your Leader Pool. Rejected leaders often pop up again later, so if you can’t afford someone whose talents seem to match your needs, don’t let it bother you too much.
General Abilities
Some abilities have broad effects on your empire as a whole.
Researcher
Generates research points every turn, based on the leader’s experience level.
Telepath
Increases the effectiveness of all your agents defending against alien espionage and negates the effects of any enemy’s telepathy at the leader’s location.
Tech Knowledge
Reveals the secret of at least one unknown technology when hired.
Trader
Increases the income you receive from trade agreements with other empires.
Assassin
Has a chance of assassinating an enemy spy each turn.
Spy Master
Increases the effectiveness of all your spies operating in alien empires.
Galactic Lore
Reveals the location and characteristics of every planet in the galaxy and increases both the fleet’s Ship Attack and Ship Defense when fighting space monsters or Antarans.
Diplomat
Has a positive effect on your diplomatic status with all other empires.
Famous
Increases the chance of other mercenaries applying and decreases their hiring cost.
Megawealth
This leader is independently wealthy, and not only requires no maintenance cost, but also contributes income to your empire each turn.
Command Abilities
These abilities enhance the combat effectiveness of the ship or fleet to which you assign the officer.
Engineer
Increases the restoration rate of the ship’s shields and helps repair damage during combat. In addition, an Engineer repairs all structural and internal systems damage after each battle.
Helmsman
Increases the Ship Defense of every ship in the fleet.
Fighter Pilot
Increases the defense and the beam weapon damage of all fighter craft used by the officer’s fleet.
Commando
Increases the ground combat strength of all troops in the same system as the leader, both on planets and ships in orbit.
Navigator
Allows a fleet to ignore the movement restrictions caused by nebulae and black holes. In addition, a navigator increases the speed of the fleet by at least 1 parsec per turn.
Operations
Adds to your Command Rating, thus reducing or eliminating the maintenance cost of ships in your fleets.
Ordnance
Increases the maximum potential damage of the ship’s attacks.
Security
Increases the combat strength of the ship’s Marines when defending against an enemy boarding party.
Weaponry
Increases the Ship Attack of the officer’s ship.
Administration Abilities
These abilities enhance the productivity or morale of the colonies in the system to which the leader is assigned.
Environmentalist
Reduces the pollution produced by industry in the system to which the leader is assigned.
Farming Leader
Increases the amount of food grown on the colonies in the system.
Financial Leader
Increases the income generated by colonies in the system.
Instructor
Boosts the number of experience points earned each turn by all Marines and leaders in your empire.
Labour Leader
Increases the productivity of workers in the system.
Science Leader
Increases the research points generated by each colony in the system.
Spiritual Leader
Raises the morale of all colonial populations in the system.
Medicine
Increases the population growth rate of all colonies in the system.
Tactics
Improves the coordination of the military forces in the system, adding to the Ship Attack and the strength of ground troops.
Empire Management
Three empire-wide stats and systems that several race traits and
mercenary leader abilities modify, but that never got a full explanation of their own.
Command Rating
Enormous fleets can be devastating in their power, but they’re also an immense drain on the resources of all but the largest interstellar empires. Maintenance on the ships themselves, salaries for their crews, and the support infrastructure necessary to keep a fleet operational are all vital. An emperor, of course, should not be required to deal with the day to day, minute details of running the military arm of the empire. Rather, all of these minutiae are summarised for you in one overarching statistic: the Command Rating.
To see the breakdown on your Command Rating, click on the Command box on the Galaxy Map. Your rating is a number of points. Every orbital base (Star Base, Battle Station, and Star Fortress) you control adds to it. Those leaders you hire as ship officers also add to the rating. Every ship you build (except Freighter Fleets) uses points from this rating as a maintenance cost. The number of points a ship requires is the same as that ship’s size class (Small = 1, Medium = 2, and so on). Support ships count as small ships for the purposes of maintenance.
If you have enough Command Rating points to maintain your fleets, then everything runs smoothly. If you do not, everything still runs smoothly, but it costs you. For each rating point required by a ship that is not covered, 10 BCs come out of your income every turn. This makes building and managing efficient fleets nearly as vital as keeping your colonies on track.
Morale
Though morale is in some senses a colony by colony issue, its effects are felt throughout your empire. The colonists in every colony share an overall mood, which is expressed for your imperial review on the Colony screen for each colony. The morale of the colony as a whole is represented by a number of smiling or frowning face icons. No colony will have both at once, so you can quickly judge the status of that planet’s morale.
Why should you, as emperor, care whether your subjects approve of your method of rule? You hold the power of both the military and economic underpinnings of their livelihood, and any uprising would certainly bring instant starvation and doom. Thus, no colony (except captured ones) ever revolts. Yet there are less blatant ways for them to express their dissatisfaction — and their happiness. Every morale icon on the Colony screen represents a change of 10% in the total production output of the colony. Populations with high morale work harder, adding to the food, industry, science, and income of a world. Unhappy colonists get careless or slack off, and production drops drastically.
There are ways to intentionally change colonial morale. You can’t do much about your form of government, but many buildings and some leaders raise morale for a single colony or a whole system.
Note that both android populations and those under a Unification government do not experience high or low morale; in a sense, they are always merely content.
Contrary to what you might think, taxes have no effect on Morale.
Espionage
In this ultra-civilized, highly advanced galaxy, espionage is universally recognised as the natural and vital part of the art of diplomacy that it has always been. That doesn’t mean, however, that your attempts at spying and sabotage are appreciated by your opponents.
Every Spy you train and use can fulfil one of two functions. As an Agent, your spy goes off into the colonies of another race (of your choice, naturally). Undercover as one of them, the agent gathers information, tries to steal technologies you have yet to gain, or attempts to destroy some valuable piece of enemy property. As a Counter-agent, your operative roams inside your empire, ferreting out enemy agents and eliminating them. All your opponents have the same two types of spy.
The invisible wars that go on between your agents and enemy counter-agents and between your counter-agents and enemy agents are both deadly and silent. Every agent dutifully attempts to fulfil the assigned mission every turn. Most of the time, they simply fail. Sometimes, they are killed by counter-agents. In unusual instances, an agent might be killed and fulfil its mission. There is also a chance every turn that an agent will kill a counter-agent or succeed in doing the job. Whatever the case, the results appear quietly on your end of turn summary.
The rate of attrition for spies is high, and you should replace the eliminated ones regularly if you expect to have any success in the espionage game. Any agent’s success is noticed by the target race, and this invariably has an adverse effect on relations between the two empires.
Trade & Diplomacy
Income beyond taxation, the logistics that keep colonies fed, and the
treaties empires use to profit from — or protect themselves from — each other. The
Gnolams are the racial trade specialists, thanks to their
Fantastic Traders ability.
Trade Goods
Trade Goods instructs the colonists to make items for sale to other colonies. The taxes on these transactions add to the income generated by this colony. Every 2 industry converts to 1 BC.
Freighters
Not every habitable planet is capable of producing food. That doesn’t mean you won’t put a colony there, of course, just that you must find an alternate way of feeding the population. There are buildings that add food production capabilities to even the most hostile worlds, but a well managed empire has ways of sharing the bounty of the more fertile planets.
Freighter Fleets are the most efficient method. Every time you build one of these, you get 5 support ships, each of which is capable of transporting enough food each turn to feed an entire unit of population. This transfer, like the freighters themselves, is practically invisible. (Freighters never engage in combat or show up on scanners.) It’s entirely automatic. As long as you have freighters available, these ships are assigned to transport whatever food is needed from colonies with a surplus to those with a deficit.
You can also use freighters to move units of population from one colony to another. In this case, each unit moved requires the exclusive services of an entire fleet — 5 freighters. These ships are unavailable for other use during the transfer period; before you transport colonists, make sure you still have enough spare freighters to carry the necessary foodstuffs. If you decide you have too many freighters, you can click on the Freighters indicator to scrap some or all of them — you get a few BCs out of it.
The key is to have enough freighters. Both the Freighters indicator (on the Galaxy Map) and the Empire Summary (on the Colonial Overview) show how many freighters you have and how many of those are still available. Freighters do not use Command Rating points or BCs for maintenance — they’re worry-free in that respect. A blockaded system, though, neither sends nor receives goods via Freighter, and all production in that system is halved.
Taxes
Income is crucial to the success of your empire. The production of Trade Goods and sale of excess food help, and treaties with other races can contribute, but your primary source of funding is taxation. To set your imperial tax rate, click on the Treasury box (on the Galaxy Map), then click on the rate you want.
Here’s the downside: every rise in the tax rate causes a corresponding drop in production at every one of your colonies. If your tax rate is an astronomical 50%, fully half your production potential goes toward taxes. It’s exactly analogous to having that percentage of your colonies producing Trade Goods — taxes just spread the loss across the whole empire instead of concentrating it on one colony. Contrary to what you might think, taxes have no effect on Morale.
Diplomacy
Even if you’re the type of emperor who shoots first and never talks, you’re still going to receive communications from the leaders of the galaxy’s other empires. Before you invade a particular race’s space, you might consider reviewing what you know about them. Most of the time, it’s prudent to avoid being at war with more than one other empire at a time (or two if you’re ambitious). If you’re not a slavering warlord, the art of diplomacy is even more important.
All your diplomatic efforts are conducted via the Race Relations console. Essentially, you can get a status report on any race you have come into contact with, and you can send an emissary to demand an audience with a particular leader. Diplomacy begins whenever your ships become capable of reaching one of a race’s colonies — or theirs can reach yours.
When you first meet a new race, the flavour of the diplomatic contact depends entirely on their emperor’s personality. Most leaders act tough at first, even (or perhaps especially) when they perceive themselves to be negotiating from a position of weakness. How you react, what you do during your usual activities, and what you ask or offer during audiences determines the ongoing status of your relations. This status is measured on a sliding scale (the one next to the portrait of the other empire’s ambassador).
For the most part, the diplomatic effects of your actions are exactly what you’d expect. Attacking a colony has a negative effect, for example, and a gift of technology a positive one. There are, however, a few things you can do during an audience that warrant explanation.
Audiences
The status of relations between two empires (and sometimes their racial characteristics) determines what diplomatic options are available at any given time. When you are granted an audience with the ruler of another empire, you might see any or all of these:
Propose Treaty
Select this to offer your hand, claw, or whatever in one of several forms of friendship — see Treaties.
Break Treaty
This terminates one of the treaties you currently hold with this emperor. Keep in mind that breaking a treaty is not the same as a declaration of war, though it often leads to one.
Demand
If you want to make a demand or ask a favour of the other emperor, use this option — see the demand types below.
Offer Gift
Choose this if you want to try buttering up the other emperor. You can give away money, technology, or even one of your systems. If your goal is to demonstrate lasting subservience, you can also sign up to pay 5 or 10% of your income every turn.
Declare War
Once you enter a state of war with another empire, all treaties between you are cancelled. Fleets, outposts, and colonies are fair game for attack. Any fleet of one warring empire that sits unchallenged in a system colonised by the other combatant blockades that system — a blockaded system neither sends nor receives goods via Freighter, and all production in the system is halved. A war ends when a peace treaty is signed or when one side is defeated utterly or surrenders.
Surrender
At the end of your current turn, you surrender everything you have to this opponent: colonies, ships, money, and all. Your reign (and your participation in the game) ends then and there. Since this is such a momentous decision, you must confirm it.
Good Bye
This brings the audience to an end.
Demand Types
Declare War On
Asks the other emperor to recognise a common enemy and aid you in a war against that race.
Make Peace With
Asks that the other race end a war with some third party for the sake of your friendship.
Break Alliance With
Asks that the empire terminate an alliance with a specified third party. This allows you to go to war with one of the allies without drawing in the other.
5% Annual Tribute
Demands payment of a significant part of the empire’s income per turn to forestall your aggression.
10% Annual Tribute
Demands an unreasonable portion of the empire’s income. Unless you’ve got some incredible leverage, don’t get your hopes up on this one.
Stop Spying
Demands that this opponent recall all of the spies sent into your empire. You can verify compliance by checking a report on that emperor.
Tech
Demands a technology as the cost of sufferance.
Surrender (System)
Demands an entire star system as payment for continuing peace (or at least a pause in the carnage). You choose the system you want, then the other emperor decides whether to accede to your demand.
Remove Fleet From My System
Demands that an encroaching fleet leave your space at once. It doesn’t matter whether the fleet in question is blockading the system.
Cancel
Asks for nothing and takes you back to the previous list.
One thing to keep in mind is that other emperors are just as busy as you are. Repeated audiences encourage impatience, and even the most friendly ally eventually refuses to meet with you. If this happens, wait a few turns — time restores your opponent’s willingness to communicate.
Generally, emperors are busy and impatient beings. Even the most charitably disposed negotiator tires after three or four of the items on your agenda have been addressed. It might require several audiences to complete what you want to get done, but each one tends to be shorter and shorter. The more time you allow to pass between audiences, the more likely it becomes that an ambassador is available to meet with you.
Treaties
You can propose a treaty to any opponent, no matter what the status of relations between you (though that status might affect what kinds of treaty you can offer). The other emperor is under no obligation to accept. Each type of treaty is independent of the others — none is a prerequisite for any other. In theory you can go directly from a state of war into an alliance, and vice versa.
Trade Treaty
An agreement to allow commerce to pass over the borders between the two empires. This results in a short-term loss of income points for both sides as trade routes are financed, but a long-term benefit. Normally, it takes about 5 turns to reach the break-even point of a trade treaty. After that, both empires profit every turn as long as the treaty holds.
Research Treaty
Science knows no borders, except when they’re enforced. As soon as you allow them to, your researchers gladly share basic information, techniques, and data (though not full-fledged technologies) with those of another empire. This results in a short-term loss of income as you pay for lines of communication to be established, but a long-term benefit. It takes approximately 5 turns to reach the break-even point of a research treaty; after that, both empires get extra research points each turn as long as the treaty holds.
Peace Treaty
An agreement to end the current state of war between your two empires. One of the terms is that neither race will attack the other for a set number of turns — violating this has a severe negative effect on further relations. A peace treaty also negates those two empires’ ability to blockade each other’s colonies.
Non-Aggression
The pact of non-aggression is more than a peace treaty, but less than an alliance. Both sides agree not to attack one another, and relations between the two empires slowly grow more positive as long as the pact stands.
Alliance
The strongest treaty between two empires, and the one that causes the most diplomatic damage if it is broken violently. In essence, this is a non-aggression pact with a greater positive effect on relations — the longer the alliance holds, the warmer the friendship grows. Empires with alliances can use each other’s colonies and outposts for refuelling, significantly increasing the range of their fleets.
Tech Exchanges
When you offer to exchange technologies with another empire, or an opponent requests the same from you, it’s often a chance to make substantial progress with minimal cost. However, the consequences of handing over the wrong technology to an enemy can be devastating.
In essence, a technology exchange is a one-for-one proposition. The race proposing the trade names an advance, or offers a list of them to choose from. The other emperor decides whether any of the techs involved are attractive, then offers another tech in exchange. (There is no opportunity to retract an offer once it has been made.) If both parties agree, the trade takes place immediately — otherwise, you’re both free to try again.
Outside of research, conquest, and espionage, this is the only way to gain technologies you choose not to research, not to mention those that don’t appear on your research selection list at all.
Victory & Scoring
Three ways to win, and what actually goes into your final score.
Your long struggle against the hostile forces of the rest of the galaxy can only end in triumph or ignominy. If your last colony is destroyed or conquered, your empire no longer exists. In this case, your personal fate as an ex-emperor is something better left unmentioned.
On the other hand, you might win. The only way to win at Master of Orion II is to become supreme ruler of the entire galaxy. Of course, there’s more than one way to do that. In fact, there are three:
Conquest
Obviously, if yours is the only surviving race, as its emperor you rule the galaxy. Thus, you could win by conquering or destroying every colony of every other race — perhaps accepting an abject surrender or two.
Defeat the Antarans
An alternate method is to seek out and defeat the Antaran home fleet. This involves travelling to the Antaran home world, which is not possible until you have the right technology and build a Dimensional Gate. Once you defeat the awe-inspiring Antarans, all the other races in the galaxy recognise your overwhelming superiority and quickly capitulate. (This strategy is not available if you disabled Antaran Attacks when setting up your game.)
Galactic Council Election
The last and possibly most complicated method is to win an election of the Galactic Council. When nearly the entire galaxy has been settled, the threat of war over competition for the habitable planets becomes too great. The extant races gather and form the Galactic Council to prevent future war. The Council’s only order of business is to select a leader to rule the entire galaxy. Based on the size of each empire, the leader of every race is assigned a number of votes. Two contenders are chosen — those whose empires wield the most votes. How each race votes is determined on the basis of current diplomatic relations. If one of the nominees receives a full two-thirds majority of the votes, that leader becomes ruler of the galaxy and the game is over. Clearly, your intention is to prevent others from being elected until you can yourself be elected to hold sway over all of known space. Of course, there’s no way the council can force you to accept a decision you don’t agree with.
Scoring
For some players, winning is not everything — there’s also the matter of the score. (The game’s own high-score screen, reached after the credits roll, is styled as the “Hall of Fame.”) Without further ado, here are the guidelines by which Master of Orion II calculates your final score. The manual does not give exact point weights for any of these — your overall score is simply stated to be the sum of all of them.
The quicker you win, the higher your score; each turn the game takes subtracts from your total score.
Playing in a larger galaxy results in a score increase.
As the number of races involved in the struggle for galactic domination (not including the Antarans) goes up, so does your overall score.
Every research success adds to your point total. Hyper-Advanced technologies are worth more points than normal ones.
The total number of population units in all your colonies combined, including androids and captured colonists, is added to your score.
You also get a premium for captured population units. This premium is higher in smaller galaxies, since there are fewer opportunities to capture colonies when there are fewer stars.
Eliminating a race altogether results in a boost in your total. (If an empire is eliminated by a random event or by Antarans, the last player race to have attacked that empire gets this bonus.)
The race that defeats the Guardian and captures Orion gets a big chunk of points.
If you win via a vote of the Galactic Council, it makes a substantial addition to your total score (not to mention, you win the game).
Whichever empire defeats the Antarans at Antares gets the biggest point bonus of all (and wins, of course).
Your overall score is the sum of all these factors.
Special Abilities
The full glossary of racial special abilities referenced above.
Low-G World
Indicates that the race originally evolved on a home world with low gravity. This results in a population physically weaker than races from Normal-G or High-G worlds. Colonists from these races have difficulty adapting to intense gravitational fields, and can operate only on Low-G worlds without penalty. On Normal-G worlds, they suffer half the normal High-G penalty. Low-G troops suffer a 10% penalty during ground combat. Low-G World and High-G World are mutually exclusive.
High-G World
Means that the race originates on a High-G planet. The members of such a population are considerably hardier and physically stronger than races from other types of world, and thus their colonists can operate in both High-G and Normal-G worlds without penalty. In addition, High-G ground troops can sustain substantially more physical damage than other troops; they take 1 hit more than normal troops before being slain in ground combat. High-G World and Low-G World are mutually exclusive.
Aquatic
Races are spawned from ocean worlds, and therefore can more easily adapt to environments that are primarily water-based. For their purposes, Tundra and Swamp worlds count as Terran environments, and Ocean and Terran planets are considered Gaia class.
Subterranean
Races are semi-troglodytic—adapted to living underground through the construction of expansive complexes of chambers and tunnels. As a result, a subterranean race’s maximum population on any planet is increased by that world’s size class (i.e., +2 for Tiny, +4 for Small, and so on up to +10 for Huge). Finally, due to the difficulty in navigating the underground labyrinths to dig them out, subterranean troops receive a 10% ground combat bonus when defending their colonies.
Large Home World
Gives a race the advantage of having some elbowroom early on. A large home world allows greater population growth, which leads to more food, quicker research, and faster production.
Rich Home World
Is another early advantage that can make a big difference. A mineral-rich home world means accelerated production, which is a very good thing.
Artifacts World
Means that the race’s planet of origin was part of a great empire some time in the distant past. Artifacts from that time abound, giving the researchers a boost. Each unit of population assigned to science produces 5 research points instead of the usual 3.
Cybernetic
Races use mechanical appendages and artificial organs to sustain and augment their organic bodies. These populations consume minerals as well as food—one half unit of each. This cuts down on the necessity for farming, but causes an equivalent detriment to production. Their familiarity with machine interfaces allows these races to repair their ships completely after any combat. Even during combat, they fix armour and structural damage at 10% per round and systems damage at 5% per round. Cybernetic and Lithovore are mutually exclusive.
Lithovore
Describes those populations that have the ability to subsist on rock alone, without organic foodstuffs. These races can subsist on any planet simply by eating the minerals. This means farming is completely unnecessary (other than for profit) and freighters are unnecessary, except for transportation of colonists. Lithovore and Cybernetic are mutually exclusive.
Repulsive
Races find diplomacy frustrating, since all other races take an immediate dislike to the leader of a repulsive race. This severely limits the diplomatic options available. In addition, repulsive races assimilate conquered colonists into their population at only half the normal rate. Mercenary leaders are less likely to offer their services to a repulsive race, and they raise their hiring prices, as well. Repulsive and Charismatic are mutually exclusive.
Charismatic
Races make allies easily and quickly and can almost always talk themselves out of situations. This ability doubles the effects of all good diplomatic actions and halves that of negative ones. When proposing deals, charismatic races have a 50% bonus to the chance of acceptance. Since they’re so well admired, charismatic races assimilate conquered colonists easily into their population. Mercenary leaders are more likely to offer their services to these races, and they lower their hiring prices, too. Charismatic and Repulsive are mutually exclusive.
Uncreative
Describes those races that have great difficulty conceiving new ideas for applications of basic research. These races’ researchers and engineers only recognise the possibility of one technology associated with any field of scientific endeavour. The Uncreative and Creative options are mutually exclusive.
Creative
Races have little difficulty seeing the more unusual possibilities inherent in a field of study. As a result, these races are able to discover all of the technological applications appropriate to a field of research. No race can be both Creative and Uncreative.
Tolerant
Means that a race is practically immune to extreme environments. Typically, these races have strong regenerative properties or a metabolism quite unlike that of the average humanoid. Races that are tolerant can use 25% more of a planet’s surface for habitation, living in places no other race would dare and boosting the planet’s maximum potential population. Thus, for example, while a typical race could live on 25% of a Barren planet, a Tolerant race could use 50% of the same planet. Tolerant races also suffer no harm from pollution and need not spend production resources cleaning it up.
Fantastic Traders
Possess a keen understanding of economics and deal making. They receive a 25% bonus to the profit taken from trade treaties, plus 1 BC (instead of the usual half) for every surplus unit of food generated. On top of that, traders get a 50% bonus to all income derived from producing trade goods.
Telepathic
Races are capable of reading the minds of other beings, allowing them to exactly isolate the motivations of anyone with whom they are attempting to negotiate. As a result, telepathic races gain a 25% bonus when conducting diplomatic negotiations with other races. Furthermore, telepaths in orbit around an undefended planet can directly affect the thoughts of the besieged population. Highly trained telepaths are assigned as crew on each ship of size Large or bigger. These telepaths can break down the resistance of the enemy population and conquer the colony without bloodshed. (Of course, this doesn’t work on Telepathic races.) Telepathic races instantly assimilate conquered populations into their empire. Also, telepathic spies are extremely adept and get a 10% bonus, regardless of their mission. Unlike everyone else, Telepathic races can immediately use ships captured in combat.
Lucky
Refers to those races who, somehow, never suffer from random galactic disasters. Lucky races also benefit from more than their fair share of good random events. Space monsters and even the Antarans tend to overlook the colonies of lucky races.
Omniscient
Races are those who have some (usually secret) method of gleaning information from the entire galaxy without ever physically leaving home. Thus, these races know the make-up of every star system and planet throughout the entire galaxy at the start of the game. They see the whereabouts, movements, and destinations of enemy fleets, regardless of any stealth abilities or technologies.
Stealthy Ships
Some races have found ways to completely mask their ships from long-range sensors. This ability does not have any effect during combat, but it prevents a scanning system from detecting the approaching fleet.
Trans-Dimensional
Beings are capable of folding the fabric of space with their minds. This allows them to travel without the aid of FTL drives (though they still must have ships in which to travel). Those ships with FTL capability add 2 to the speed at which they travel the interstellar distances and 4 to their combat speed. Trans-Dimensional races are also not affected by Hyperspace Fluxes.
Warlord
Races evolve from cultures with a high regard for all things military or warlike. All ship crews of a warlord race begin at one level of experience higher than normal, and these crews have the potential to eventually reach Ultra-elite status. Ground defenders—Marines and Armour—are produced at double the normal rate, and warlord barracks can support twice the usual number of ground troops. Mercenary leaders working in the hire of a Warlord race are inspired by example, and have effects as if they were 1 experience level higher than they actually are. Every colony you control contributes 2 points to your Command Rating.