The Aggressive Player's Strategy Guide Tips and tricks for the Aggressive Master of Orion Player Uploaded By Morgan Wesley and John Mueller. This guide will include some of the most effective techniques for completely obliterating your computer opponents. It will list some of the best and most destructive technology and how to put them to their most effective use against planets and starships. I hope you find this guide useful and if you have any additional information on Master of Orion please e-mail me at Dan Wesley 73363,430. If this guide generates enough response I will put out a guide for defensive players and an all purpose compendium containing both guides and much new material. General Tactics The Yo-yo techniques is one of the most effective techniques possible against all computer opponents if you have a high enough level of technology (Hyperspace communications, etc...). It involves using ships armed with missiles (possibly any other weapon but the effects will not be as good). Send your ships to an enemy planet when you arrive fire off your missiles and once they have all made contact retreat immediately (for those of you who don't like to retreat, this tactic is not a true retreat). Once your ships are out of orbit (headed back to your own planet) use Hyperspace communications to send them immediately back to the planet in the next movement phase, repeat as necessary. You don't have to have hyperspace communications when using vesions 1.2 and 1.3. You just need to click on the ship and redirect it back to the planet immediately after the attack. This means that you can use this tactic in the early game as well. In my past games I have found that small ships with a form of bomb(preferably at least fusion) attacking in huge fleets is one of the best ways to reduce enemy planets to stardust. When using this strategy remember to always overestimate your opponents defenses(ships, missile bases, etc...) it very upsetting to build a fleet of tiny ships and have them demolished by the defenders before they can reach their targets. If you are a player who hates to see his ships rapidly destroyed in space combat then you should either not use this tactic or get over it, this tactic is not what one would call successful in the numbers category of the game, when you use it expect to take incredibly large losses. When fighting large groups of small ships use a combination of Stream Projectors, and Pulsars, and if you really want to wipe them out rapidly just arm a ship with a blackhole generator and a true beam weapon such as the graviton or tachyon beam. If at all possible when fighting large groups of any type of ship stay out of their weapon range at all costs, I have seen a fleet of almost 700 huge size battlecruisers with Neutronium 2 armor wiped out by a fleet of 32k small ships armed with 1 laser each and Tritanium armor! Always arm your large/huge ships with a repulsar beam when they use a small ship strategy. When fighting large ships with powerful weapons always either use your largest ships in the greatest numbers possible or your smallest ships in fleets of 32k armed with at least a neutron pellet gun. When fighting large ships always remember they may be big but the aren't always maneuverable and if they are armed with missiles you can usually duck behind a patch of asteroids and take out most opposing fire and all the opposing forces. When using missile launchers use the two shot variety in mass numbers it allows you to get all your missiles to your target faster and sooner. This tactic works extremely well with the Yo-yo technique. When using this technique I suggest using small to medium sized ships armed with two launchers and a beam weapon (just in case). When fighting huge multi-size and multi-number fleets just counter with your own multi-fleet. If at all possible take out the small and huge ships first and temporarily ignore the medium and large ships (unless there are more of them) and always try to put the enemy at some sort of disadvantage if at all possible. If you are attacking their planet they will always try to protect it before they protect themselves so send a group of your most resilient ships to attack the planet as a distraction while your main forces blasts them into space atoms from behind. If they are attacking your planet the same is true they will always concentrate on it first so use that against them, build dummy planets near the border that have no value at all other than to lure the attacking force into an ambush (put as many missile bases on these planets as possible). Never keep ships in orbit because that will usually keep the computer away, instead put your forces into orbit about one turn away and as soon as you see an enemy force headed towards the planet send your fleet out as a welcoming party. If you are wondering why near the end of the game (I measure this in total tech levels, around 50 is the beginning of the end) the enemy doesn't use Hyperspace communications to recall their ships once your fleet gets to your planet I can only say "I don't know!" but rest assured unless you're playing an impossible level game they will not in my experience ever recall their fleets. Always match the technology that you try to achieve to the race that you're playing. You can find the technology levels on page 63 of the manual. There is a quick and easy way to optimize your technology levels for the Alkari, Bulrathi, Klackon, Mecklar, and Mrrshan races. Go to the Technology screen and press the "=" key. This will set all the technology levels to equal amounts. Now, check for all the standard cost "-" categories and click on them to make them red. This usually leaves two or three categories blue. Set the poor categories to 0 and add that amount to your good or excellent categories. For example, the Alkari would have double the technology amount for propulsion and none for force fields. Now, concentrate on stealing technology from your poor category from other races (taking their planets with factories intact achieves the same goal). This strategy tends to maximize your technology as quickly as possible. Use the technology you gain as the basis for building ships and other activities. For example, if your race builds great weapons but is terrible in the construction area, you might want to concentrate on building a lot of small fast ships with advanced weaponry. Fighting your technology edge areas tends to reduce any gains you make to almost nothing. Don't worry too much if it looks like the CPs are getting way ahead in one area or another. You will start to catch up as the game progresses. Diplomacy is a major weapon in this game. Use it help you keep each race at bay until you are ready to deal with them. Deal with one race at a time if possible and reduce them to one planet. Now, make a deal with one of the other races to make war on the other race together. Let the other race take the other planet so you don't have to take the hit on your relationship with other races. The overall benefit of this strategy is that you can design one specific class of ship (or even two) to deal with that race's weaknesses. This allows you to maintain four generic warships and a colony ship. If you go on the offensive, remember to always attack more than one CP planet (of the same race) at a time. A CP can deal very effectively with one planet under fire, they cannot deal with a multiple planet scenario very well. Always try to capture the CP's factories intact. This will net you some free technology. Always use your race's best features to your advantage. For example, scout for unprotected planets when playing the Bulrathis. Use their superior ground force capability to attack more than one planet at once. Keep the enemy ships at bay by attacking one of their planets with your fleet. Don't fight to win on that planet; fight to survive instead and you'll preserve most of your fleet. Leave the battle scene as soon as you conquer the planets you were really after. Specific Tactics: Vs Humans When fighting Humans always remember they will usually have very powerful force fields and they will also have fairly advanced propulsion systems. When fighting humans always do two things equip your ships with shield effectiveness reducing weapons such as Mass Drivers, the Gauss Autocannon, and the Particle Beam. Also remember that because of their diplomatic skills they can also coerce other races into attacking you so if you are at war with the humans expect it to get really chaotic very quickly. Specific Tactics: Vs Alkari When fighting the Alkari remember they will always have extremely sophisticated propulsion technology making them harder to hit (a good comparison would be trying to hit a fly from 50 feet with a slingshot!). When fighting Alkari do your self a favor and DON'T USE MISSILES!. The only truly effective weapon against them is the Megabolt Cannon because of it +30% chance to hit bonus. Remember to fight the Alkari with your smallest fastest ships. Specific Tactics: Vs Silicoids Remember this the Silicoids are not technologists. When fighting them you will usually have the upper hand in speed and weapon systems so I would suggest just using Ye Old Smash and Bash approach to fighting them. Always remember that the Silicoids expand fast because of their immunity to so many environments and if left unattended they will simply take the galaxy out from under your nose and then if they win the council election, instead of having a pin cushion to poke at you will have to deal with a porcupine that always has just that one extra quill that will stab you over and over again. Specific Tactics: Vs Sakkras The Sakkras can present a problem very quickly because their numbers lets them build many more ships then most races. When fighting Sakkras use heavy weapons and lots and lots of bombs on their planets. If you want to you can always just bomb their planets just enough to keep them on their knees before your empire. Specific Tactics: Vs Mrrshans Like the Alkari the Mrrshans have ships that will make your fastest look like a snail. They also use superior weapons on their ships so you should either keep close track of their current level of weapon tech. In combat they will usually get the initiative and stomp on you the first round of combat. In the second round you can play their maneuverability against them. When they attack you simply just sit there and shoot at them. They will fidget and move around just to show of there speed and will sometimes give up a strategically superior position when that happens just move in and take it, then proceed to demolish their ships (they will miss more often because they are moving). Once again because of their difficulty to hit Megabolt Cannons are the most effective weapon against Mrrshan ships. Specific Tactics: Vs Psilons When fighting Psilons remember they are the ones with the high technology. They are mainly pacifists but even a cornered mouse will fight as bravely and as savagely as a lion. The Psilons prefer heavily armored ships with a good deal of missiles on them. About the only way to beat the Psilons is by always using a large number of ships with superior long range weapons and the Yo-yo technique. There is no better weapon to use against Psilons but High Energy focus works well as a modifier for heavy lasers to increase there range substantially so they can be used almost like artillery. Specific Tactics: Vs Meklars They are going to always have a much larger fleet than you because of their increased number of factories and computer technology. When fighting Meklars try to beat them in raw weapon strength and shield protection. Remember to keep their population in check or they will simply produce a huge starfleet and wipe your fleet out completely and then proceed to demolish your colonies. Use the Yo-yo technique against the Meklars as often as possible this will keep their fleets down to a manageable levels also use continual bombing to keep them continually re-building factories and forcing them to divert resources from more necessary areas. This same tactics works to some extent on the Psilons and Klackons but not as well as it works on the Meklars. The best weapons to use against the Meklars are the same as those you would use against any large group of ships. Specific Tactics: Vs Klackons When fighting Klackons use hit and run tactics and use the Yo-yo technique to keep them from concentrating a huge fleet also attack on as many fronts as possible using lightning raids to keep them guessing and to keep them from offering any form of coordinated resistance. If they manage to build their maximum factories their racial benefits will make them out produce even a race with Improved Robotics Controls 3-7. Like the Meklars, Klackon ships will attack in large numbers and will have advanced armor on them. The most effective weapons against them are stream projectors or other weapons which decrease the effectiveness of armor. Specific Tactics: Vs Bulrathi The Bulrathi are ground fighters not pilots generally the best thing to do is to simply out fly them and out gun them. If you want the highest success rate fight against their weak point which is their computers if they can't block your missiles what can they do, and if they can't hit you because of their bad targeting computers well that's their tough luck! When fighting them attack from a distance and use shield reducing weapons against them. They may have superior weapons but an Oracle Interface or a High Energy Focus makes all the difference in combat with them. Specific Tactics: Vs Darloks The Darloks are a spy race so chances are they will "find" new technology at just about the same time you do. If you really hate the fact that you are always equal to them in shield and weapon tech. Then simply build more weapons on to your ships. The one problem about fighting Darloks is they have no real combat weaknesses. They do how ever have social weaknesses and also none of the other races really like spies so why not get the other races fighting your battle for you and then just doing the last bit of mopping up. There is no better weapon for fighting the Darloks just use fleet size and Yo- yo attacks to keep them weakened. Specific Tactics: Using Humans When using the Humans use their diplomactic advantage to keep everyone liking you and hating each other. The humans’ shield, and propulsion advantage can be a great benefit if you are a person who likes to use run and gun strategy when fighting in space. Their speed also allows them to reach other planets and block the other races, colonization attempts. Specific Tactics: Using Alkaris When using the Alkari keep your fleets small and your ships fast. The Alkaris’ biggest advantage comes from their ability to use small ships so well. It would be foolish to usea large number of big ships while using the Alkaris. Also try to use a large number of bumbers when fighting over enemy planets because the Alkaris can dodge the missiles and turn the planets bases into space ruble. Specific Tactics: Using Silicoids When using the Silicoids there is only one thing to remeber; BUILD COLONIES! That is the only advantage the Silicoids have and also try to avoid planetology research because other then coloning they do not need much else. Specific Tactics: Using Sakkras The Sakkras are a good race to use if you are someone who likes rapid uncontrolled expansionism. Their planetology advantage will let you get ahead in council votes. This is not a military race, it is a growing race that will wither and die if thrown into un-needed battles and long wars. Specific Tactics: Using Mrrshans The same strategy that works for the Alkari works for the Mrrshans. Try to concentrate on getting fast smalls each armed with a megabolt or mass driver cannon. In higher level games try to develop smalls with Maulers. These are a fighting race so destroy enemy planets with bombers and then have a wave of colony ships behind them. Specific Tactics: Using Psilons Use their technology advantage to buy your enemies trust and then strike from behind using technoogically superior ships. Specific Tactics: Using Meklars Use their computer advantage to build tons of factories and missle base and then slowly expand over the rest of the Galaxy. The Meks can usually out research most races near the middle of the game because of their resource rates. Specific Tactics: Using Klackons Research construction technology completly until you have level fifty. Steal whatever else you need from your opponants. You can then use your superior armor to methodically take everyone of your enemies’ planets. Your low polution levels will let you concentrate on technology and ship building while your enemies try to keep their planets clean. Specific Tactics: Using Bulrathi Use your weapons and hand to hand combat advantage to take planets and technology away from the CPU. If you are losing and are desperate always remeber that a large number of small ships armed with bombs can take out one heck of a lot of missle bases and planets before it is destroyed. Always try to keep your combat on the ground. Specfic Tactics: Using Darloks Always remember to steal and sabotage. Research Computers until you have a huge lead over the CP then just steal all their technology. At some point their will be a war, use your spies to destroy missle bases on one planet then take it over. Keep doing this until your opponent offers peace then accept. Some of the Best General All Purpose Ships ever Designed Phantasms- A group of small ships all equipped with Cloaking Devices and Sub-space Teleporters. These ships can be armed with just about any weapon you want. I personally like to use what I call the Spectre, a phantasm armed with an Energy Pulsar and a Mauler Cannon. My other design is called the Wight because of the effects of its Neutron Stream Projector and Hellfire Torpedoes. Spectres and Wights usually work together because of their complimentary forms of weaponry. Demons- A group of medium ships with Sub-space Teleporters and Lightning Shields. Once again these ships can be armed with what you feel you would need against your opponent(s). I use a form of Demon called the Tempter its primary role is for use in ambushes around my decoy worlds. It is equipped with Hyperdrives and stellar converters as well as an Ion Stream Projector, making it both a fast and deadly ship. Warriors- A group of large ships outfitted with Sub-Space Teleporters and always a Ionic Pulsar. As all my ships the Warrior can be equipped with any weapon necessary. One version I use for an all purpose fighter is called the Archer it carries 5 Scatter Pack X two shot missile racks (arrows) and for good measure it carries a Mauler Cannon and Neutron Stream Projectors. Demigod- A single ship, my Demigod class War Cruiser is the most destructive ship ever designed by a mortal man (or so I hope). It carries a Subspace Teleporter, an Ionic Pulsar, and a Blackhole Generator. Its carries 5 Plasma Torpedo launchers, 15 Death Rays, 20 Scatter Pack X five shot missile racks, and for good measure 20 Mauler Cannons. It has a Maneuverability of IX and use Hyper drives. It is made out of Neutronium 2 armor and has a Shield Strength of 15, and it carries a Battle Computer and EM both level X. This ship works alone or with an Archer and some Spectres and Wights for good measure. Best Technology Everyone argues that one technology is better than another but is it really? In my personal opinion no technology is better than another because it all depends on a person's playing style. But in my point of view these are the best and if you use the strategies given in this guide they will serve you very well indeed. Weapons 1st Place Mauler Cannon 2nd Place Scatter Pack X Missiles/ Neutron Stream Projector 3rd Place Hellfire Torpedoes Computers 1st Place High Energy Focus 2nd Place Oracle Interface 3rd Place Improved Robotic ControlsVII/Hyperspace Comm. Planetology 1st Place Complete Eco. Restoration/Terraforming +120m 2nd Place Advanced Soil Enrichment/Atmospheric Terra. 3rd Place Advanced Cloning Propulsion 1st Place Sub-space Teleporters 2nd Place Ionic Pulsars 3rd Place Thorium Cells Construction 1st Place Neutronium Armor 2nd Place Powered Armor 3rd Place Industrial Waste Ilimination Force Field 1st Place Lightning Shield 2nd Place Blackhole Generator 3rd Place Cloaking Device All these pieces of equipment are vital to beating Master of Orion with as little hassle as possible. When equipping ships remember to make their weapons, shields, and engines compatible (its not to bright to equip ships with Maulers and give them Retros and a Class I shield) also always make your new ships to counter your enemies strengths (if they have superior missiles use Zyro shields , etc...). I hope you enjoyed this strategy guide and fell free to send E-mail if you need any help in this game, I can usually answer within 24 hours. Credits John Mueller Tips and Tactics/Editor/Author Thomas M. Holsinger Tips and Tactics Morgan Wesley Tips and Tactics/Author/Editor