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    FAQ by Zhaneel

    Version: 0.9 | Updated: 05/29/03 | Printable Version | Search Guide | Bookmark Guide

                         ==========Master of Orion III (MOO3)===========
                                        FAQ/Strategy Guide
                                                                  By: Zhaneel
    Table of Contents
    Version History [1]
    Notes [2]
       Personal Notes  [2-1]
       Acknowledgements [2-2]
    Introduction to the Game [3]
       For Players new to the Series [3-1]
       For Players of MOO2 [3-2]
    The Main Menu [4]
      Game Options [4-1]
    Starting a new game [5]
      Choosing a Race [5-1]
      Customizing your race [5-2]; includes breakdown of all choices
      Galaxy Setup [5-3]
    Your first Turn [6]
      Exploration [6-1]
      Your first colony ship [6-2]
      Your HomeWorld (Planet View, brief) [6-3]  
      The Economics Tab, in brief [6-4]
      Planetary and Regional Infrastructure, in brief [6-5]
      Planet Supply and Demand, brief [6-6]
    All of those Tabs [7]
    Micro versus Macro [8]
    Copyright Info [END]
    Playing the Game [5*]
      Your first couple of turns [5-1*]
        The SitRep [5-1a*]
      Colonizing and Expanding [5-3*]
        Colony Ship [5-3a*]
        Outpost Ships [5-3b*]
        Acquiring Colonies from the enemies [5-3c*]
      Spying [5-5*]
    Economics (by Designer Tom Hughes) [6*]
      Mining [6-1*]
      Bioharvest [6-2*]
    Victory [8*]
    Stats, Techs, and Numbers [9*]
      Preset Race Modifiers [9-1*]
      Magnate Race Modifiers [9-2*]
      Initial Diplomacy Modifiers [9-3*]
      Government Stats [9-4*]
      Antaran X Benefits [9-5*]
    Multiplayer [10*]
      LAN Games [10-1*]
      IP Games [10-2*]
      GameSpy Games [10-3*]
      Playing a Multiplayer Game [10-4*]
    FAQs: [11*]
    Mods and Links [12*]
    Version History [1]
    Current Version 0.9
        * Completely revamped order, style and information.  Added in Economics 101 
    from Developed, Government Stats.  Reworked some of the information I have, and 
    posted just to have a version up that I like better.  The older version is 
    appended at the bottom.  All previous version comments apply to that numbering 
    system.  Still tons of work I need to do.  Wouldn't mind a little help.  
    Interested in helping?  Have a section you want added?  Let me know.
    Version 0.7
        * Changed section separators; extended and improved upon sections 5-1, 5-2, 
    5-3; removed redundant questions from FAQ; corrected an error in the race 
    modifiers; change mod link as Orion Sector is no longer hosting mods, allowed 
    GameNation to post FAQ.
    Version 0.6
        * Updated FAQ portion, incorporated List of racial modifiers, moved some 
    questions to appropriate sections, created sections for Starting a Game, 
    the Game, Combat, Multiplayer, Stats and Links.  Posted while sections are 
    incomplete as requested.
    Version 0.5 (3/3/03)
        *First version.  Contains on basic questions and some thoughts and opinions 
    on game play and advice.  Lots of planned places for more information.
    Notes [2]
    Please do not expect this FAQ to take the place of the manual and in-game help.  
    It is not meant to do that.  I highly recommend you read the manual and 
    Readme.txt in addition to this FAQ.  Also, take advantage of the in game 
    encyclopedia (which can be easily modded) and the Master's Notes.  Yes, I know, 
    they are confusing but they do have helpful information.
    Finally, there is a ton of information online to be found.  The official forums 
    <http://www.ataricommunity.com/forums/forumdisplay.php?s=&forumid=224> have lots 
    of good threads that are stickied filled with information and the fans are very 
    willing to help out.  I mostly only read the strategy/gameplay forum 
    personally.  In addition, once the patch comes out you can expect the GameFAQs 
    forum <http://s1.cgi.gamefaqs.com/boards/gentopic.asp?board=3364> to pick back 
    up again.
    Personal Notes [2-1]
    I have beaten the game a couple of times at this point.  I have beaten the 
    Senate Victory and Antaran X Victory.  I'm currently working on a beat everyone 
    into the ground Victory.  I have played a couple of different races and galaxy 
    settings.  What you will find here are some good general tips, some of the 
    common questions from the GameFAQs and official boards, some reposts of 
    important stats from the spreadsheets, and some general strategy tips.  I plan 
    on extending this FAQ and adding some more of the technical behind the scenes 
    details and hints and tips as they come up and come to my attention.
    I have chosen to use [#-#] as an easy way for people to find the section they 
    are looking for.  Something I personally hate in other FAQs is the inability to 
    search for information easily.  
    This work is copyrighted by me, and is only able to be displayed online at 
    <http://www.gamefaqs.com>, <http://www.actiontrip.com>, 
    <http://www.moo3outpost.com> and <http://www.gamenation.com.au>.  
    If anyone wants to contact feel free to e-mail me <zhaneel69@hotmail.com>.  I 
    will not reply to flames, "I hated this game", "You are stupid" or other 
    juvenile responses.  I appreciate any corrections, both regarding grammatical 
    and informational errors.  If you have a tip that you want included, go ahead 
    and send it.  I promise to acknowledge you.
    Acknowledgements [2-2]
    I would like to thank my husband who preordered the game for me for Valentine's 
    Day 2003.  I would also like to thank Clan Orko for turning me on to the MOO 
    series in the first place.  I would also like to thank the hardworking 
    programmers, design team and quality assurance testers at Quicksilver and 
    Infograms for providing the game.  Finally, the people who post both questions 
    and answers on the board have been great.  I tried to make sure to give credit 
    where credit was due.  If you think I didn't credit you, let me know.
    I am severely indebted to many people on both the GameFAQs board and the 
    official boards for allowing me to beg, borrow, steal and discuss ideas.  There 
    are really too many to list but here are the top ones that come to mind: 
    Da_Blade, Brawler, Alastair, Tom Hughes, Dadga, ArcAngel_Brian, Ron_Lugge, 
    Introduction to the Game - Thoughts and Overview [3]
    For Players new to the Series [3-1]
    Master of Orion III is a turn-based strategy (TBS) game.  This means you will 
    have a turn to do a certain number of things, deal with repercussions of past 
    choices and plan for the future.  Some things will take many turns to complete 
    and some things will happen the next turn. 
    NOTE: It has been pointed out to me that MOO3 is a 4(5)X game: Exploration, 
    Expansion, Extermination, Exploit, and the fifth which I can't remember.  While 
    I agree that this is the marketing term, anywhere that I have a turn to sit and 
    think is TBS to me versus StarCraft/WarCraft/C&C being RTS games.
    You are playing a higher power controlling a galactic empire.  You start with 
    one planet and a few simple ships and you want to nurture you empire into the 
    best that is out there.  There are three main ways to win.  Killing all the 
    competition, convincing them you really are the best.  And finding five 
    secret Antaran X technologies.  There is a lot of neat backstory that is worth 
    reading for any player, but it doesn't really affect gameplay all that much.  
    Your main opponents will be the New Orions, who start out technologically 
    advanced and have control of the senate.  There will be other races vying to 
    become the most technologically advanced, but they are more on your level.  This 
    does not mean you should ignore them, only know that they should generally be 
    below you.  Use them and abuse them to gain colonies, technology and money to 
    help in your overall fight.
    For Players of MOO2 [3-2]
    While this is Master of Orion III, and therefore follows Master of Orion I 
    and II, it is not the same as either one of them.  Just like there were tons of 
    changes in both looks and gameplay between MOOI and MOOII, so are there in 
    MOOIII.  Those of you going in and expecting to find a more graphically pretty 
    version of MOOII with some updates are going to be disappointed.  This game is 
    a completely new game, and should be treated as such.
    The team at Quicksilver wanted to redesign MOO for many reasons.  I'm not going 
    to pretend I know all of them.  However, one thing that was high on their list 
    was to really have a view of controlling a galactic empire.  This is no easy 
    task.  A galactic empire has billions to trillions worth of population to 
    consider yourself with.  You could have anywhere from 1 to 250 systems, which 
    can have 1-8 colonized planets.  This generally doesn't happen, as you don't 
    want to colonize every single planet or system, but you can easily have 100 
    colonized planets in mid game.  Do you really want your later turns to take over 
    two hours to complete as you try to view each planet and give them orders?  I 
    sure don't.  So, Quicksilver introduced the Viceroy and gave the players the 
    option to automate much of the play.  Which is representative of how an empire 
    should be run.  Each colony shouldn't need the emperor's individual attention.  
    Only the ones having problems, the newly acquired ones and special production 
    centers should see regular visits from the Emperor.
    Many of the interfaces have changed.  There is no more corny Galactic News 
    Network announcements (for good or ill).  Your scientists and spies no longer 
    graphically tell you what they have discovered.  There is the Situation Report 
    (SitRep) instead.  While this gives lots of good information, many people 
    complain that it is too abstract and they lost the feeling of connection with 
    their people.
    You can no longer specifically choose what technology you want to research.  
    You have to set goals (a little like Alpha Centari Blind) and just hope you are 
    going down the right path.  And you no longer get specific information about 
    how these technologies will affect your colonies in their description.  This is 
    not necessarily a bad thing, as you have the general idea and the emperor 
    wouldn't understand every piece of technology his scientists discover in 
    reality.  I realize many players want this information in statistics, and I 
    will endevour to find and post those.
    I personally found the backstory very intriguing and I thought it was a neat 
    way to connect all three games in the MOO series.  Some people disagree and 
    think it sucks to have the mystique of the races removed and to know about the 
    genetic experimentation, but I think it's a good thing.
    The Main Menu [4-1]
    When you first load the game (after watching the pretty cinematic) you have a 
    couple of choices.  Obviously you can dive right in and start a new game or you 
    take some time to setup the options.  Once you've played a game, it is from 
    this screen that you can load an old game or just start a new one with all 
    the same settings as the last played.  You can also start a multiplayer game 
    from this screen or quit the game.
    NOTE: The form of the menu will change with the code patch to prevent 
    accidentally hitting Quick Start when you meant to Load a Game.  Rejoice.
    Game Options [4-1]
    Here you can set your Music, sound and graphics preferences.  However, 
    something very important are the Reminders.  I personally think the 
    incorporation of the reminders is a good idea.  It helps me return to reality 
    as this game is easy to lose oneself in, just like its predecessors.  And they 
    are pretty unobtrusive in the game.  There is a bug with am/pm as well as the 
    30/60 minute reminders, but this is being fixed in the data patch.
    Starting a New Game [5] 
    When you chose to play a new game, you will be faced with a series of options 
    for your racial characteristics and the galaxy characteristics.  The choices 
    will result in different games, so choose wisely.
    Choosing a Race [5-1]
    There are 16 races.  They are spilt into different sub-species.  Each races has 
    certain hard coded characteristics and preferences for "ideal" planets.  You can 
    find the list of racial characteristics in section #-# because I feel they can 
    be a little overwhelming to the new player.
    I'm going to pretend that this is a walkthrough and concentrate on one race.  
    This is the race that many feel is the best race for a beginner to try.  They 
    are the Evons (Humanoid).
    The Hardcoded stats are as follows:
    Max Oppressometer  3 
    War Tolerance  -1 
    Research Efficiency  105% 
    Senate Effectiveness  115% 
    Relations Bonus  +25% 
    Casus Belli Bonus  +6% 
    Ground Combat Initiative  +30   
    Lets look at those one by one.
    The Max Oppressometer represents the point at which you will start causing 
    unrest with this race.  The Oppressometer can be used to weed out spies, but 
    your population may become unhappy with the government looking over their 
    shoulder.  So, if you set your Oppressometer above 3, there may be some unrest 
    caused.  This can be modified via Government and research technologies.  And 
    there is a range.
    War Tolerance -1 means that the population doesn't like going to war.   If you 
    declare war on a civilization, there will be unrest as your population doesn't 
    like being at war.  Its not a huge deal, and you can make your population happy 
    other ways, but it does mean you don't want to be fighting everyone all at once.
    Research Efficiency 105% means that you have a tiny boost when it comes to 
    research.  Research costs money, and this stat means that your population will 
    be 5% better than the default for calculations on how much money you will need 
    to spend to get some research done.
    Senate Effectiveness 115% means that your bills will be more likely to be 
    seconded in the Senate than the default.  Nice if you are going for the Senate 
    Relations Bonus 25% means that you will have a nice increase to initial 
    reactions from other empires as well as more chances for them to trade with you 
    or make non-aggression pacts.  This is represented in the foreign matrix.
    Caucus Beli bonus 6% means that other empire's populations will like you a 
    little better than most, which makes it harder for the empire to declare war on 
    Ground Initiative +30 means that should you be involved in a war your troops 
    will have a major advantage over the enemy in being to strike first.  Use Attack 
    Surprise for these guys to take the full advantage of this stat.
    In addition Evons are hardcoded to prefer Moderate Gravity and a 
    Pressure/Temperature of 61/38, which is important in choosing planets later on.  
    NOTE: All humanoids share the same Gravity, Pressure, Temperature preferences so 
    this will be important for competition.
    All in all the Evons have no hard coded disadvantages, have some good 
    advantages, and will ensure that empires won't go to war with you unless you 
    really piss them off or start the war.  Which, IMO, is good for someone learning 
    the ropes.
    Customizing your race [5-2]
    Once you chose your race you can either accept the current picks or customize 
    them.  Each race starts will a different set of predone customization, so you 
    can choose a template and go from there.  In addition, some races can't pick 
    certain things and other races have decreased costs for certain picks.  For the 
    beginning, I recommend just going with the standard picks your first game, but 
    lets continue our example of the Evons.
    Okay, the Evons start out with the following stats:
    Bioharvesting: Average
    Mining: Average
    Manufacturing: Average
    Research: Average
    Trade: Good
    Enviornment: Superior
    Accuracy: Good
    Reflexs: Good
    Toughness: Average
    Diplomacy: Poor
    Government Type: Representative
    Starting Member of the Orion Senate: Random
    Citizenship: Loyalty
    Starting Planet Mineral Richness: Abudant
    Starting Planet Biodiversity: Heterogeneous
    Cunning: Dangerous
    Creativity: Adaptive
    Natural Engineers: No
    Fantastic Traders: No
    Tolerant: No
    Empathic: No
    Antaran Background: No
    Wow... that's a lot, huh.  Okay, let's go through it slowly.  As a note, it cost 
    points to upgrade from defaults and you gain points by going down.  You can 
    start the game with positive points (for a score bonus).  You cannot start the 
    game with negative points.
    Bioharvesting [5-2a]
    This is a measure of how productive your farms will be.  The difference between 
    each level (poor, average, good, superior) is 20 points.  
    Poor means that you will have -1 efficiency for all your farms AND you will gain 
    15% less from any rare materials harvested.  This can be hard to face if you 
    need food to live.  It is easy to over expand early on and be starving.  In 
    addition, while normally you can gain some bioharvesting from a Barren region in 
    the plains, this pick wouldn't produce anything until the bioharvesting DEA was 
    upgraded.  So you will be limited to where you could settle since you need food.  
    In addition, certain specials will earn you money if there are farms there and 
    you will earn 15% less from those trades with this pick.  Very hard for a 
    beginnger, unless playing the Silicoids.
    Average means just that.  You take no hits and no bonus and you can easily refer 
    to the tables to figure out where you want that bioharvest DEA.  You still have 
    to be a little careful about expanding too fast.
    Good means that you will gain a +1 to all efficiency and 15% bonus from rare 
    material sales.  This means that you could build a farm on a Barren or Hostile 
    region and still gain harvest from it.  The 15% bonus applies to the money 
    earned from rare material sales.
    Superior means that you have a +2 to all calculations for efficieny.  Never 
    worry about food again, unless your planet is blockaded.  You don't care if the 
    soil is Hostile or Toxis, you can coax it into giving you food (though it is 
    still better to be on a fertile region).  In addition you gain 30% on all trades 
    for rare material sales.  Very slick.  But it is over kill unless you are going 
    to be fast expanding.  Though you will gain some cash from the sales.
    Mining [5-2b]
    Generally follows the same idea as the Bioharvesting.
    Poor means you have -1 to all mining efficiency. This means that the lowest 
    producing mining DEA would have to be in the mountains of a Mineral Poor planet, 
    and it would only produce 1 with no additions.  This can be hard as is makes it 
    hard to supply all of your industries with minerals.  This lowers the # of 
    production points you will gain, which means that your empire will be slower to 
    build things and it will be more expensive.  In addition, you will have a 15% 
    penalty to selling those rare minerals.
    Average is just average.  Good enough to get by.  Okay for even Silicoids and 
    Cybernetic as they have a hard coded bonus to mining
    Good means that you will do okay (+1) even on mineral poor planets, though you 
    will really shine on those mineral rich planets.  Sometimes you will not be able 
    to build industry fast enough to keep up, which is okay since the excess gets 
    sold.  In additon, you have a 15% bonus to rare material sales.
    Superior means that you can squeeze gold from dirt (+2).  Okay, not really, but 
    you will have a massive amount of minerals and you industry DEAs will be working 
    overtime to keep up.  And you get a 30% bonus to selling rare materials.  This 
    is a good pick for Silicoids and/or Cybernetics, as they already have a major 
    bonus and they can just rake in the cash and spend it to speed up their 
    Manufacturing [5-2c]
    Again, similar to the bioharvesting and mining picks.
    Poor means that you will have -0.5 manufacturing capacity for all your industry 
    DEAs AND your population will have a -1 per population point.  Remember that 
    without DEAs your population still has some industry, but not much.  This hit 
    will make it very hard to bring new colonies along as they can't build things 
    quickly.  In addition, and craftsmanship materials will be sold at 10% penalty.
    Average is just average.  Yeah.
    Good gains you +0.5 manufacturing capacity (more population can work there) for 
    your industry DEAs and your population has +1 industry per population point.  
    With this pick you'll be able to get new colonies up and running faster so 
    piracy won't be as much of an issue.  In addition craftsmanship materials will 
    be sold at a 10% bonus.
    Superior gains you a full +1 to your manufacturing capacity, so if your 
    population doesn't grow fast enough, you may be underusing your DEAs.  But all 
    by themselves your population has a +2 to industry per population point and this 
    means that your worlds can build those ships faster.  In addition, you get a 20% 
    bonus for all craftsmanship sales.
    NOTE: Unlike Bioharvesting and Mining, you do not gain money for extra industry.  
    All industry goes towards reducing the cost of production points.  So you don't 
    gain money per se.
    Research [5-2d]
    All the last of the four DEAs.  Very similar to bioharvesting, mining, and 
    Poor gets you a -3 to research efficiency, meaning you are going to have to 
    spend more money to get those hydroponic farms.  In addition, you will suffer a 
    -0.5 number of test tubes for each population point.  No one wants to be a 
    scientist in your empire.
    Average is just average
    Good gains you a +3 to your research efficieny, making it cheaper to pay those 
    scientists to do their job.  In addition, your empire is kinda smart so you will 
    gain +0.5 test tubes for each population point.
    Superior nets you a +6 to your research efficiency (man, those scientists are 
    almost working for free) AND so many people are tinkering in their garages you 
    can 1 test tube per population point to put towards research.
    NOTE: Unlike Bioharvesting and Mining Test tubes all go towards determining the 
    cost of Research Points, so you don't gain money per se.
    Trade [5-2e]
    This related to the same idea as the previous picks, in that it affects how well 
    a certain DEA performs.
    Poor means that your space ports (who only generate MONEY through tourism) will 
    have a -1 to efficiency.  In addition, you will have a 10% penalty to trade 
    agreements, if you can get them at all.  Most races will be wary of your 
    "creative" math and stay away from you.
    Average is just average (whheee!).
    Good means that your gain a +1 to your spaceports efficiency (you must have 
    people good in marketing).  In addition, it will be relatively easy to gain 
    trade agreements and you will make an extra 10% off them.  
    Superior means that you gain a +2 to your spaceports efficieny ("You MUST see 
    this ball of string, its to DIE for!).  Other races will seek you out to trade 
    with you, and you fleece them for an extra 20% (Ferengi Rules of Acquistion 
    Environmental [5-2f]
    This relates to the how well your population deals with pollution.  They are 
    offset by 20 points.
    Poor will increase the negative effects of pollution by 20%.  Which not only 
    means that you will pay more to overwork your industry (as you pay to clean up 
    pollution) but if you have too much pollution your population experiences 
    unrest.  In addition you will have to 10% extra to terraform your planets.
    Average is nice.  Er... Average.
    Good means that you will reduce the negative costs and unrest of pollution by 
    15% and that you will be able to terraform for 10% less than normal.
    Superior means that you have integrated your industry with the world and 
    experience a 30% reduction in pollution production and related unrest.  In 
    addition, you can terraform for 20% less than other empires (special on aisle 
    Accuracy, Reflexes, Toughness [5-2g]
    As these picks all stack with each other and basically do the same thing, they 
    are all discussed here.  As a note, the difference in the picks is 10 points.
    There was some debate as to whether these picks affected more than ground 
    combat, but I have not seen any evidence that convinces me that it doesn't do 
    just what it says.
    Ground combat is only important if you are going to take over other races 
    planets rather than bombing them into obilivion.  I find Ground Combat faster, 
    but that my research makes up for most of the determinants that these picks can 
    Poor means that you will have -1 applied to a culmalative scale of 0 to 10 
    across Reflexes and Toughness.
    Average means no bonus or determinants.
    Good gives you a stacking +1 bonus.
    Superior gives you a stacking +2 bonus.
    Diplomacy [5-2h]
    This affects how the other races (AI only, no promises on human controlled, 
    though their population may follow this) see you and will interact with you.
    Poor means that other races will be slightly reduces their initial impression of 
    you (should have brushed your teeth) and they will be a little less likely to 
    make agreements with you.
    Average is well, you don't smell bad.
    Good improves other races attitudes toward you and they have a slightly better 
    impression of you (you must have worn a good purfume).  This makes them less 
    likely to attack and more likely to make alliances with you.
    Superior means that you have a greatly improved first impression and your 
    diplomatic skills are far beyond compare.  Alliances should come flying at you, 
    wars only if you choose.
    I suggest at least a good or superior pick if you are going after the Senate 
    Government Type [5-2i]
    This gets tricky.  There are 3 types of governments, and each one has at least 
    two choices within it so that you can change based on your empire's needs.  I 
    have chosen to just go over generalities here, but you can check out the 
    detailed stats on each government at section #-#.
    They range from Absolutist (0) to Representative (20) to Collectivist (60), 
    numbers in () being absolute prices, but certain races have each for a default.
    Absolutist includes Depostisim, Monarchy, Constitutional Monarchy and Oligarchy.  
    In general the Absolutist series has the idea that you switch to the government 
    you need at the time.  So, you have to know what government you need when and to 
    be able to deal with the unrest the constantly changing governments can have.  
    Some races do well with some of the absolutist series.  See Shuman's excellent 
    work on the official boards.
    Representative governments include Parlimentary, Democracy, Corporate and 
    Republic.  These governments do well over a race of races and play types.
    Collectivist governments include Hive and Unification.  It has been debated 
    whether or not they are worth their cost, but they generally have good 
    production and anti-spying techniques.
    Starting Member of the Orion Senate [5-2j]
    You can choose random for 0 points or either preset for 10 points.  Unless you 
    are going into a multiplayer game and both want to be the same, I say save the 
    10 points and just keep doing a quick game until you get the way you want.  
    There are advantages and disadvantages to both starting positions.  I don't know 
    which is better for beginners, though I suspect being on the Senate is easier as 
    you will be able to start getting treaties sooner and have income.
    Citizenship [5-2k]
    These picks all have a 20 point difference.  They relate to general unrest 
    Liberty means your citizens want absolute freedom and don't care that you upping 
    that oppressormeter to protect them from spies (sound like any country we 
    know?).  This will add +5 to all unrest calculations.  Can be handled by money 
    and certain DEA activities, but can be rough to expand due to piracy and tax 
    Association means your citizens want some freedom, but they understand that 
    sometimes you have to give to get.  Default unrest calculations.
    Duty means that your citizens are willing to be oppressed a little if it means 
    they can get on with their lives.  Deducts -7 from all unrest calculations.
    Loyalty means that your citizens like being oppressed.  No really.  You get a -
    15 to all unrest calculations, so crank up that oppressometer baby!
    Starting Planet Mineral Richness and Biodiversity [5-2l]
    I've combined these two as they are very similar.
    Bascially, this refers to your home world and (peripherally) your home system.  
    I include home system because MOO3 does follow some rules of astrophysics and 
    you are less likely to find a Mineral Rich planet near a Mineral Poor planet, as 
    the star system will be different age.  I'm not saying its gaurenteed that your 
    home system will reflect this choice, but it is more likely.
    You can increase the mineral richness (or biodiversity) for 10 points or 
    decrease it for 10 points.  Mineral richness affect default mining calculations, 
    and it can be hard to build more colony ships quickly on a mineral poor planet.  
    Biodiversity affects default bioharvesting calculations, which means less food 
    for a low biodiversity planet.  On the other hand, if you are a silicoid, what 
    do you care?  Might be worth knocking down the biodiversity and upping the 
    mineral richness for Silicoids and Cybernetics.  I don't think its ever worth 
    knocking the biodiversity for the regular races, though finding a way to up the 
    mineral richness can be good.
    Cunning [5-2m]
    Cunning is a reflection on your spies.  The picks will be reflected in all the 
    abilities (cloak, dagger) for your spies.  The picks are 20 points apart.
    Slow spies have -1 to their abilities.
    Sharp spies have default calculations.
    Quick spies have +1 to their abilities.
    Dangerous spies have +2 to their abilities and +10 to luck (life).
    Creativity [5-2n]
    This is a measure at how curious and creative your scientists are.  Even if you 
    have superior research, your scientists may be only REALLY good about thinking 
    about one thing.   In addition, if they are creative, they might find things 
    faster.  All picks are 20 points apart.
    Imitative scientists aren't very creative.  There will be a 5% increased chance 
    of your research running overtime.  Sometimes with an overrun there will be a 
    benefit, but these scientist were too dumb to see it by a 5% chance.  Finally, 
    your scientists don't want you to know they too so low, so there is a 5% chance 
    they won't tell when something is running over.
    Normal scientists try to figure things our and will let you know, usually, when 
    things are going poorly.  Average.
    Adaptive scientists can often see what others cannot.  So they work 5% faster 
    than normal, and have a 5% chance to see a new breakthrough that is related.  In 
    addition, they are 5% more likely to tell you that they need just a little more 
    time to work out that one last bug.
    Original scientists are really intelligent.  They have a 10% decreased chance of 
    running over, and if they do its because they may have used their 10% chance to 
    see a neat related breakthrough.  In addition, they're very honest. You have a 
    10% chance to know when things are going to take just a wee bit longer.
    Special Atributes [5-2o]
    There are five special attributes.  I haven't played with them much, so comments 
    are welcome.
    Natural Engineers (30) will gain you an addition 0.5 capacity for your 
    manufacturing on top of any manufacturing bonus.
    Fantastic Traders (10) will gain you an additional 15% for all trade agreements, 
    though it doesn't affect interest or how often you get those agreements.
    Tolerant (20) means the negative effects of pollution are reduced by 20%. While 
    this does stack with the environmental picks, it doesn't affect terraforming.
    Empathic (10) understand what other races think like, so their diplomacy is 
    increased in all areas.
    Antaran Background (10) is a must if you are going after the Xs.  Your chances 
    of discovering an X are increased by 20%.
    So what were doing again?
    Basically, you can customize at this point.  If I were going to customize the 
    Evon, I might take advantage of the fact that I don't care about ground combat 
    and put my Accuracy down to Average and my Reflexes down to Poor to be able to 
    up my diplomacy.  But that's all I'd do for a beginner.  And this isn't an in 
    depth FAQ on customizing and I wrote way more than I wanted about it anyways!
    From the customization screen you can also go back and rechoose your race if you 
    Galaxy Setup [5-3]
    This will largely determine the type of game you will play.
    **Random Event Generator**
    This has three settings (rare, normal, frequent).  I personally hate random 
    stuff in my games (even good random) so I put this to rare, but its up to you.
    **Number of Computer Players**
    You can set this number from 1 to 16.  Keep in mind this does NOT count the New 
    Orions, so you can really think of this as N+1 computer opponents.  The more 
    computer opponents the more chances for relations, good and bad.   In addition, 
    the more competition there will be for planets.  Keep in mind if you choose 16 
    it doesn't gaurentee that you will see all the other races because there can 
    randomly be two empires of the same race.
    **Timer Options:**
    Minutes per Game Turn (1-20 minutes) or unlimited.  The timer can be an 
    interesting addition.  You can always end a turn early, but you may caught 
    unawares if you didn't finish all your orders when the turn end came around.  I 
    recommend unlimited for your first game where you are still playing around.  
    When/If you use the timer keep an eye on it (you can change the display of 
    Turns/Cycles/Time/Timer) so that you take care of all business first and ship 
    design last.
    Minutes per Space Combat (1-10) is the max time until a draw is called for a 
    space combat.  I have never had one take over 6 minutes, but if you want to run 
    your ships around and prolong fights until your reserves arrive you may want to 
    shorten this.
    **Game Difficulty**
    Easy is easy.  Most races like you, they are slower at researching, more likely 
    to ally with you, etc.  Beaten this with ease.  Heard of a few people who didn't 
    but that was mostly because they didn't understand a lot of things, but you 
    reading this FAQ will be fine.
    Medium is a little harder.  Races may be more wary of you and they will send 
    more ships to defend their plants.  Working on beating this now.
    Hard is hard.  Races won't like you and may have a bonus to researching.
    Impossible isn't (or at least not that I've heard) mostly because the AI won't 
    attack much.  So while you may be fighting a 6 front war and gifting two other 
    races, you can beat the computer this way.  Thought I suspect the Xs would be 
    the easiest way.  Dunno, haven't tried.
    **Galaxy Type**
    There are two main types, Arms and Cluster.
    The Arm galaxies are large and have a center area surround by 2 or three arms.  
    You will have to come in a lot if you start on one of the arms to meet most of 
    the races.
    The Cluster galaxies are smaller, circular and you have less room to expand.
    In order:
    2 Arm Galaxy, Large has 150 stars.
    2 Arm Galaxy, Giant has 200 stars.
    3 Arm Galaxy, Huge has 250 stars.
    Small Cluster has 50 stars.
    Medium Cluster has 100 stars.
    Large Cluster has 175 stars.
    Huge Cluster has 250 stars.
    The size of the galaxy and the number of opponents change the difficulty.  Even 
    if you are on EASY a small cluster with 16 opponents can be as hard as if not 
    harder than MEDIUM on a large cluster with 8 opponents.  The less stars the more 
    competitive you are going to be over systems.
    NOTE: The manual says a 2 Arm Galaxy, Large with 3 opponents is a nice beginners 
    map.  I disagree.  I think that is too big and you will be BORED if you don't 
    start in the Senate.  But that's just me.
    **Star Lanes**
    You can chose the types of star lanes.  This will affect how easy it is to get 
    around and long it takes to get between stars.
    The types are fairly self-explanatory, so I'll present some argument for and 
    against certain types.  The more star lanes you have the more fronts you will 
    have to protect.  If there are only a few star lanes, you may only have to have 
    fleets at 2 planets instead of 6 to full cover all entrances to your space.  And 
    the length matters for that early scouting and colonization.  On the other hand, 
    if you can't get to the other races, they can't get to you...
    Specials relate to the frequency of planetary specials (I think).  As with 
    Random Events, I tend to keep this on Fewer and still find many specials.
    **Combats allowed per turn**
    Self-Explanatory.  This is the number of combats of each type you can control.  
    The range is from 0-10.  If you choose 0 then the AI will control all of them 
    <shudder>.  There is also unlimited for those warmongers among you.
    Victory Conditions:
    Perhaps one of the most important settings.  There are 3 ways to win.
    One that is always on is to become the Sole Superpower (beat everyone else, 
    including the New Orions) into submission.
    Being elected to the Orion Senate is another way to win.  This can be a bad 
    choice if you are not in the Orion Senate to begin with in a large galaxy as one 
    of the AI races could do this and then you lose.  Which sucks.  You can still be 
    elected with this win condition off, but it doesn't end the game.
    NOTE: There is a bug that allows you to load from the autosave of the turn where 
    the election happened and you can continue playing after the loss movie.
    Discovering all Five of the Antaran Xs is another way to win.  This is pretty 
    cool because you gain the nifty benefits along the way and most of the AIs don't 
    search for them (at least in my games on easy).  You can still search for and 
    get the Xs with this win condition off, and its worth doing as the Xs give you 
    some pretty neat bonus.
    Your first couple of turns [6]
    Once you've chosen your race, customized it and chosen your galaxy settings you 
    are ready to roll.  For your first game I recommend reading the Master's Notes 
    in addition to this FAQ, but you don't have to.
    When you start the game you will begin with one planet, one colony ship and two 
    scouts.  And many, many, many tabs.
    If you are playing post-pathch, you will also get a message in your SitRep that 
    a leader has joined your empire.  Go ahead and close that for now.
    I hope to guide your through your first couple of turns and introduce the tabs 
    and help you understand what is going on.
    Exploration [6-1]
    First things first, START EXPLORING.  There are usually at least two starlanes 
    (grey lines coming out of the star) leading away from your home planet.  Send a 
    scout down each one.
    How you ask?  RTFM.  Okay, fine.  Click on the hovering ship icon and a list 
    will pop up.  Select one scout and then click on a star that is connected to 
    your system.  You will notice a ship will start hovering on the left side of you 
    system.  This is important.  Ships that are in orbit are on the right side of a 
    star and ships that are traveling are on the left.  Repeat the select steps to 
    send your other scout to another starlane.
    You should have one ship remaining.  This is your first colony ship.  It is very 
    important to start expanding as quickly as possible and this is a key step.  But 
    you don't know where yet.
    Your first colony ship [6-2]
    Go ahead and double click on your home system.  A pretty cinematic will zoom in 
    and you will see a sun, with a few planets and one planet that has a colored 
    name.  This is the system view.  The colored planet is your homeworld.  The 
    other planets are possible colonization areas.  Single click on each one in 
    progression, noting the survey results.  You're looking for a Sweet Spot, Green 
    1, or Green 2 planet.  For the first part of the game you really only want to 
    settle on these habitabilities.  If you settle on a Yellow 1 or worse, you will 
    not gain a full colony from one ship and it will take time to come up and grow 
    slower. So look carefully.
    I'm not going to go into the more detailed colonization aspects here.  As long 
    as you have a green 2 or better planet chosen, you're set.  If you have more 
    than one to choose from either pick randomly or read the detailed colonization 
    section later on [].
    In order to colonize the planet, make sure you have selected the planet in your 
    System View.  Then go to the Forces tab at the bottom of your screen.  A menu 
    should pop up on the right.  There will be a number of ship icons and then two 
    square buttons near the bottom and two rounded buttons at the very bottom.  Find 
    the colony ship.  The icon looks like a fleet of shipos with a Red corner icon 
    featuring a circle over an arc.  Select it and you should see Colony Task Force 
    as the name.  Then choose "Create Colony." A little icon will appear next to the 
    planet you have chosen and a Green Flag will be on the ship icon and the planet 
    will be settled next turn.
    Your HomeWorld (Planet View, brief) [6-3]
    Now, go ahead and double click on your homeworld.  This will take you the Planet 
    View.  There is a ton of information here and much of it is hidden behind tabs 
    and expanding menus.  Which is fine 'cause you're only going to look at a little 
    The top area looks like the system view in miniture and can be used to jump to 
    other settled planets in this system, but there aren't any.
    The big image on the left is a view of your planet.  The ring around it is a 
    univalue ring, which gives you an approximate idea of how developed (relative to 
    your empire's max) this planet is.
    The survey stats are in the center of the screen.
    Glance to the lower left of the screen.  This is your abbreviated Economics tab.  
    You can see at quick glance how this planet is doing and what Dominant Economic 
    Activities (DEAs) are here.  The breakdown is on the left, the DEAs on the 
    The Economics Tab, in brief [6-4]
    You don't really need to change anything right now, and I will explain this more 
    in depth later.  Go ahead and expand the tab, however.  You will see a fuller 
    listing of your DEAs here (only bioharvesting, mining, industry, research and 
    recreation are shown in the abbreviated) in the top right.  The middle section 
    is your build queues.  The little icons don't make much sense, but you can 
    expand the military or planetary queue via the tabs on the right-hand side to 
    see a listing and to modfiy the queue.  I suggest making sure your homeworld is 
    building only colony ships.  If you had more than one good planet in your home 
    system, go ahead and delete the current queue (by double clicking on the icons) 
    and add as many SYSTEM COLONY ships as you need to settle all green or better 
    planets.  If there were no other good planets, then just make sure the queue is 
    building 3 colony ships.  You can adjust the slider (spending) here if you want, 
    and I would bump it up to at least 5%.  You can do more if you plan to micro, 
    but I would do this even if you want to leave everything up to the AI.
    The sliders at the bottom of the economics screen are not important right now 
    and I wouldn't mess with them if you are a beginning.  Go ahead and close the 
    Economics tab by clicking on the top.
    The middle bottom area has three expanding tabs, but we aren't going to expand 
    them right now.  The Classification area is important for knowing what 
    Development Plans are affecting this planet.
    The bottom right shows you what the planet is like.  The white area is sweet 
    spot, and the rings are habitability rings.  You can expand it to see what the 
    planet looks like relative to other types of races, though (pre-code patch) you 
    can't see what it is like for magnate races.
    Planetary and Regional Infrastructure, in brief [6-5]
    On the middle right-hand side you will see an expanding tab for "Planetary 
    Infrastructure."  Go ahead and open it.
    This is a listing of everything your planet has built.  There are planetary 
    buildings and regional buildings.  Your homeworld has 2 planetary buildings, 
    which have increased the size the of the maximum ship hull they can build.  
    Regional buildings are usually DEAs or DEA improvements.  Each DEA has specific 
    needs and things it provides.  On your homeworld there should be 2 bioharvest 
    DEAs, 2 mining DEAs, (at least if you are playing a non-cyber, non-geodic race; 
    cybers have 1 bio and 3 mining; geodics have 4 mining and no bioharvesting) 1 
    industry DEA, 1 Research DEA and Government DEA .  One Industry DEA will be in 
    progress.  It is good enough for right now to be able to see the different types 
    of DEAs and recognize which one is in progress.  Later you may want to change 
    what DEAs are present, but for now this is okay.
    To close this tab click the three dots in the upper right corner.
    Planet Supply and Demand, brief [6-6]
    The upper right-hand corner of the Planet View shows the planets production and 
    needs.  All the numbers will be white right now.  But this may change in the 
    future.  For bioharvesting and mining, white means there is a surplus and it is 
    being sold.  Green means that there is a surplus and the surplus is being 
    exported to a planet that needs it.  Yellow numbers (under produced) means that 
    the planet is importing goods.  Red numbers (under produced) means that the 
    planet is starving for minerals or food.  Industry, Production, Test Tubes and 
    Research points will always be white as they are planet specific.
    NOTE: Your empire will automatically move a surplus to a needed area.  Unlike in 
    MOO2, you do not have to build freighters.  The only way a colony is in need is 
    if there is an empire wide shortage, of that planet is being blockaded.
    DEA Employment is a measure of how much population is required and how many jobs 
    are filled.  DEA productivity from population is a measure of how efficiently 
    people are doing their jobs.  It is best if DEA Employment is an equal ratio and 
    DEA productivity is above or around 100%.  Government DEAs allow the 
    producitvity to be over 100%, as do certain other improvements.
    Unrest is a measure of how happy/unhappy your population is.  Green is good and 
    no problems.  Yellow means that productivity is falling.  Red means that 
    buildings are being destroyed and there is danger of a revolt.
    So, you've done a lot for your first turn.  You could do more, but for now go 
    ahead and hit the "Turn" button.
    After the loading time you will see your Situation Report (SitRep) come up.  If 
    you found a green planet to settle, you will see two messages about your 
    colonization.  One will be about the colony ship landing (happens regardless of 
    whether or not a full colony is formed) and another about the fact that you have 
    a full colony.  There many be other messages here, especially if you are a 
    member of the Orion Senate.  We'll deal with those later.
    Go ahead and click on a link to get to your new planet.  You will notice that 
    this looks similar to your homeworld.  You can explore in here.  You cannot 
    change the spending this turn, so the AI will take care of it.  This planet will 
    now sit here building for a while, and you can pay attention to it later.
    Hit the back button to go back to the SitRep and hit the spacebar to clear it.
    Your scouts are on their merry way and don't have anything to report.  So, since 
    you've got some down time you can explore some of the other tabs.
    All of those Tabs (TBA) [7]
    Micro versus Macro [8]
    You'll want to decide early on (at least by Turn 10, but as early as Turn 1, 
    though you can change through out the game) whether you want to Micromanage or 
    Macromanage your empire.  Micromanaging means that you don't trust your Viceroy 
    at all will deal with every little thing that comes up. Macromanagement means 
    you trust your Viceroy completely and only want to deal with the larger things 
    like diplomacy, wars, and general empire goals.  I tend to do a combo of both.
    If you want the Viceroy to stay out of your business, go to your Planet's 
    development screen and uncheck the "Planet Econ AI" box under your economics 
    tab.  You will need to do this for every planet you colonize/take over if you 
    want to control that planets development.  You will be responsible for setting 
    the econ sliders [see #-#], designating Military and Planetary build queues [see 
    #-#], setting the planetary tax, and planning the DEAs to be built on every 
    world.  If you don't set something they won't do it.  If you need something to 
    be changed, you have to go in and change it.  It is a lot of responsibility and 
    a lot of work and I don't recommend it unless you like 30 minutes turns and are 
    very knowledgable about the behind the scenes calculations the game does.  I 
    don't do nearly as well when I overcontrol as when I let the Viceroy do some 
    If you don't want to deal with your colonies on a personal level, let the 
    Viceroy handle it.  Be sure to set-up Development Plans [see #-#] for Important 
    planet types (New, Frontier, Secondary, All Planets, Mineral Rich, Unrest, 
    Starving, etc.), designate your Regional Zoning [see #-#] so that the desired 
    DEAs get built, and turn on auto-colonization [see #-#].  The viceroy will take 
    care of everything as best he can.  He'll develop your worlds, colonize new 
    ones, build ships and ground troops, fund research, terraform, and set planetary 
    tax rates as well as he can given the information you supply him with.  Sure, 
    you might end up with 100 troop ships.  Sure, one of your planets might be 
    starving because the Viceroy didn't build any bioharvest DEAs.  Sure, unrest 
    will run rampant as the Viceroy refuses to build military/recreation/government 
    DEAs (unless you are running a Balanced Zoning).  But that's all good right?  As 
    I said before, I tend to do a combo.
    My personal combo is the following: I designate all DEAs on all of my planets on 
    the turn they become a full colony.  This way, I know what's being built where 
    and I can set long term plans.  I don't trust the Regional Zoning to do a good 
    job.  I also set the military queue for all new planets, and whenever I'm in the 
    middle of a war or I feel I need something fast.  The Viceroy tends to build too 
    many troop ships for my taste so I nip that in the bud by watching the military 
    queues.  You can also prevent the troop ship build up by marking that design 
    obsolete in the Shipyards panel, but the Viceroy will just find something else 
    to build too many of, so I just pay attention to the queues.  I will admit its a 
    lot of work, and sometimes I just ignore a planet too long and the Viceroy 
    sneaks something in.  I leave the econ sliders alone, unless I want to rush a 
    job.  I leave the Planetary build queue alone too because I find the Viceroy 
    does a good job there.  I set up only a few Development plans, but one of my 
    mainstays is: All Planets; Infrastructure: Tertiary.  This way I guarantee that 
    my colonies will have the most up to date improvements for their DEAs ASAP, 
    which means more efficient colonies more quickly.
    Other combos I've heard about include Microing everything for the first 50 turns 
    to get a good empire going and then only microing the new planets, turning the 
    more developed ones over to the Viceroy.  Its up to you.  Find your balance.
    Copyright Info [END]
    Copyright 2003 Dawn Burnell (Zhaneel)
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other web 
    site or as a part of any public display is strictly prohibited, and a violation 
    of copyright.
    This is an unofficial FAQ and has been in no way sponsored by Infograms or 
    Playing the Game [5*]
    This is mainly an overview.  I will discuss possible strategies, but there are a 
    lot of races and many different types of players.   Pick what suits you and 
    experiment.  After all, that's part of the fun of playing a game, right?
    General Tips: 
    *Make a system defense ship or a (beam/missile/fighter) base as your first 
        military project in all new systems (sometimes overriding the Viceroy).  
        Pick whichever one has less production points.  This will get your piracy 
        under control ASAP.
    *Set Migration to all of your new colonies until they are at 5-7 population.
        This is done under the Planets Tab.  You can also Set Migration to Outpost 
        planets (less than 1000 pop) to decrease the time until they become a full 
    *Watch your food (minerals too if playing Mekklar, Cynoids, or Silicoids) to 
        make sure your population isn't starving.
    *Watch your spending.  You don't gain interest on a balance, like the manual 
        says, but you do get charged interest for a deficet.  I prefer keeping a 
        small (-30->100 AU) negative balance because I'm still earning +60 from the 
        last turn and only getting charged 3-4 AU each turn, which is worth it to me 
        to have more funds for research and grants.
    Your first couple of turns [5-1*]
    There isn't a lot you can do on your first turn other than that, so go ahead and 
    click the turn button.  On your next turn you can do a couple of things.  You 
    can set up your tech preferences, change your finances, and deal with your 
    general empire outlook on like.  Some specific things you'll want to do is check 
    on your new colony, and decide whether you are going to let the Viceroy plan all 
    the DEAs for your new colony or if you are going to do it yourself [section 5-
    2].  If you are a member of the Orion Senate, you'll want to start cultivating 
    diplomatic relations with the other races.  Trade treaties are great and I like 
    having the research boost from the research treaties.  In addition, these 
    treaties will increase the diplomatic relations between the two empires and 
    allow for the possibility of alliances later on.
    Always keep your scouts moving.  That is your main thrust early on.  Scout and 
    expand.  Expand using colony ships [see 5-3*].
    If you scout a system with a Guardian, take control of the combat and 
    immediately retreat.  You're ship will retreat to the last system visited.  Note 
    the system where the Guardian is so you can avoid it until you can take it on.  
    The map will NOT mark it for you.  I note the name of a nearby system and the 
    color of the star where the Guardian is so I can avoid it.
    Your viceroy will probably be trying to build a colony ship of some kind and/or 
    another scout ship.  This is just fine, although you can speed this up if you 
    want through micromanagement or change the priority of colonization versus 
    exploration.  If there is another green/sweet spot in your home system, 
    consider building a system colony ship as they are cheaper than a colony ship 
    (no warp drive) so you get another colony faster.  If there are no other green 
    worlds in your home system (and you still have your original colony ship) then 
    step up the scout ship production to find some good planets quickly.  On the 
    other hand, if you were able to colonize a planet you might want to just start 
    building another colony ship as your scouts should be able to find something by 
    the time it builds (they take a while early on).  The idea here is to colonize 
    the good worlds first and out-expand the other empires.  This will help you 
    later on as you'll have more planets to produce from and more votes in the Orion 
    Senate.  However, be careful not to over-expand.  If you have too many planets 
    you may lose some to starvation or to warlike enemies.
    I also recommend getting spies started training during your early turns.  But be 
    warned, this is an unplanned budgetary expense, so try to leave at least a 100 
    AU surplus the turn you first request training to start or you'll find yourself 
    severely in debt.  If I'm in the Orion Senate, I start training spies on turn 1, 
    if I'm not, I wait until turn 5 so that I can concentrate on early development.  
    But the timing is up to you.
    The SitRep [5-1a*]
    During your first couple of turns get used to using the SitRep.  It is very 
    handy.  On the other hand, there are things it won't tell you and sometimes 
    there are things you'll wish it wouldn't tell you.
    The first thing to understand is that you can filter the SitRep.  I don't think 
    the filters are the best in the world, but there is something to be said for 
    being able to shorten this late game.
    Red Items: These are very important.  Tech break throughs that result in 
    positive overruns, tech that will be running late, responses to diplomacy 
    offers, new spies and unrest problems will show up under this setting.
    Yellow Items: All DEA and DEA improvement upgrades, all planetary & military 
    contruction, techs availabilities and prototypes, slight unrest problems, colony 
    founding, enemy/offensive/defensive spy activity, system exploration and 
    planetary migration will show up here.
    Green Items: Task Force deployment, task force delay, tech level breakthroughs, 
    new techs and discovered specials, available to view will show up here.
    You can also filter just to see Tech Breakthroughs, Task Force Info, and [blank]
    There are certain things you cannot filter.  Declarations of War, results of any 
    combats, Antares X Mission reports (losing a ship, task force loss, archelogic 
    discovery, change in status) and landing of a colony ship (whether or not it 
    makes a fully colony) will always show up with an opaque background.
    I tend to leave them all on then sort by type rather than level as I disagree 
    with the red/yellow/green levels.  I will also do a quick scan of it all (even 
    in late game with over 40 lines) to make sure I don't miss anything.  And then 
    there are turns where I just don't care, so I only check red items and spy 
    activity.  How you use the SitRep is up to you, but you should use it.  There is 
    a lot of information there and if you are playing a macromanage style you need 
    this information to maintain your empire.
    Colonizing and Expanding [5-3*]
    NOTE: I play with Autocolonization Off, so all of my notes reflect this method.
    Expanding your empire is a necessary part of playing MOO3.  If you don't expand 
    you become stagnant and able to be easily conquered (witness the New Orions).  
    In addition you will have fewer planets to build a navy from, which means longer 
    ramping times.  Finally, your votes in the Orion Senate are based on your 
    population.  No population = no vote.  So, now that you know how important it 
    is, lets look at how to do it effectively.
    There are 7 ways to gain a new colony in this game.  They are via system colony 
    ships, via starship colony ships, via outposts, migration of your people, via 
    conquering an enemy planet, gaining a planet as part of a demand or tribute from 
    another race, and the special "Splinter Colony."  Each of these methods are 
    discussed below.
    For now, lets talk about what are the best places to colonize.  Each planet you 
    know about has a survey done on it.  This will tell you many things about the 
    planet, and help you decide if you want a colony there or not.  The first thing 
    to pay attention to is the desirability of the planet.  This desirability range 
    is (from better to worse): Paradise, Sweet Spot, Green I, Green II, Yellow I, 
    Yellow II, Red I, Red II.  The desirability affects not only how well your 
    population can manage once the colony is established (building maintenance, 
    population growth, DEA effectiveness, what DEAs can be built) but how easily you 
    can settle a planet.  Paradise, Sweet Spot and Green planets allow the full 
    complement of your colonists to land.  This means that if you send a colony pod 
    bearing ship, 1000 colonists will drop to establish a full colony.  If you send 
    an outpost pod bearing ship, 250 colonists will drop, giving you a quarter of a 
    population.  However, when landing on a yellow planet only half of the 
    population will survive to establish an outpost/colony.  This means that 1 
    colony pod is only worth 500(125) population.  You can solve this problem by 
    building bigger ships that carry more than one pod.  A Red Planet is even worse, 
    however.  Only a quarter of population from a pod will survive the trip down 
    (250 for colony, 60 for an outpost) and the maintenance costs are prohibitive.  
    Still, sometimes its worth it, and terraforming is always an option.  Also, keep 
    in mind that NO bioharvest DEAs can be built on Yellow II, Red I, or Red II 
    planets, unless you get biomorphic fungi and/or mineralmorphic bacterial.
    Other important considerations for colonizations are the Fertility rating (which 
    affects the default bioharvesting rates, the Mineral Abundance (the 
    effectiveness of Mining DEAs, the biodiversity (affects Bioharvest DEAs and 
    maybe Research DEAs), the size (how many regions the planet has and how much 
    population it can support) and the gravity (which affect maintenance costs and 
    ground combat if different from native), and of course the specials. Good 
    specials include Magnate Race (ALWAYS COLONIZE), Rare Gems, Ancient Artifacts, 
    etc.  Bad specials include Active Volcanoes, Ancient Battle Damage, Pollution, 
    Hostile anything, Erratic anything, etc.
    Sometimes a Mineral Rich Yellow I planet can be worth colonizing if you need 
    minerals, or a Green Planet with Active Volcanoes worth skipping depending on 
    your empire's needs and desires.
    Colony Ships [5-3a*]
    Colonizing via System Colony ships and Star Colony ships are very similar, so we 
    treat them together.  If you find a planet in a star system that is not a colony 
    of another race, you can colonize it via a Colony Ship.  If the planet is in the 
    same system as another colony you have, it is in your best interest to build a 
    system colony ship from that planet.  System colony ships, as designed, are 
    cheaper and quicker to build than Star Colony Ships because they are smaller and 
    have no warp drives.  The only exception to this rule is if you really want to 
    control that planet quickly and your in-system colony is still new and under 
    development.  Then building and sending a Star Colony Ship is justified.  Star 
    Colony Ships can travel the starlanes to colonize frontier worlds and newly 
    discovered systems.
    You'll notice I said building and sending.  It is not enough just to build the 
    ship.  You must tell it where to go (or have autocolonization turned on and let 
    Viceroy send the ship).  There are 2 ways to send a colony ship out.  The first 
    is to pre-mark all the planets you want to colonize.  In order to do this either 
    select the planet from the system screen, click on the "Forces" tab at the 
    bottom of your screen, and then the "Send Colony" button OR go to your Planets 
    tab from the Galactic Screen and find the desired planet among your list 
    (remember to filter and sort appropriately in order to easily find the planet) 
    and select it, go to the "Orders" tab at the bottom, and then the "Send Colony" 
    button from there.  Either way you do it there will be a new icon by the planet 
    indicating your order.  When the next colony ship is built it will automatically 
    form into a task force and head to the planet and colonize it.  The other method 
    for ordering a new colony is to build the colony ship, organize a task force 
    [see 5-6*], order the task force to system, and order the ship to colonize the 
    planet when it gets there.
    There are pros and cons to both methods.  The presetting method is good because 
    you don't waste a turn to create the task force once the ship is built and 
    another turn once the ship arrives at the system.  However, if you have many 
    planets preset and several colony ships built, all the colony ships will head to 
    the same planet until it is colonized, at which point all NEW ships will go to 
    the next one while the other ships continue to the planet.  Once they get there, 
    you will receive a message in your SitRep that will let you know they tried to 
    colonize but couldn't, so you have to go in and clear the AI order and redirect 
    them manually.  However, if you are paying attention, you can clear the AI 
    orders before the ship arrives in the system and redirect the ship to a 
    different potential colony.  Another Con is sometimes the Viceroy decides to 
    colonize in a different order than you would prefer.  Obviously the pros to the 
    manual method is complete control over where you are colonizing.  But the con is 
    wasting at least one turn to create the task force, more if you forget that the 
    ship was built.
    Outpost Ships [5-3b*] 
    Outpost ships function similar to Star Colony ships, except that they only carry 
    a quarter as many colonists.  When a planet is settled with less than 1000 
    people (by any method) it become an outpost.  Outposts are good just for 
    establishing a presence in another system.  In addition, outpost ships are 
    cheaper than colony ships, so you can settle the planet and then set migration 
    to it to speed up the colony without spending the time/money on a colony ship.  
    There is a rumor (rumor because I haven't bothered to verify this) that if an 
    outpost is put on a red II planet, then the full colony (if allowed to grow 
    naturally) will come up as a yellow II planet.
    Sometimes you will gain an outpost when you haven't sent a ship to that planet.  
    This is a result of your population migrating on their own.  Perhaps this new 
    planet is good for them (ie: Magnate/Conquerered race) and/or one your planets 
    is getting full.  These are hard to keep track of.  The way I follow it is by 
    using the Planets Tab, sorting by population with the Uncontrolled; Within 
    Borders filters on.  This will put any outposts you have at the top of the list.  
    Then you can set migration to them to speed up the process.  Look for the white 
    circle around the planet to determine if you have a settlement there or just 
    look at the orders tab to see if you can migrate there.
    Acquiring Colonies from the enemies [5-3c*]
    There are two methods of acquiring a colony from another race.  First, you can 
    demand that the race give you that planet.  If you are overpowering them or are 
    good friends or whatever, they may give it to you.  I've never managed to get 
    this to work, but then I haven't really tried.
    The other way is to conqueror a planet through ground combat.  If you win a 
    ground combat and there are no ground combat troops of 
    the enemy left, you will gain the planet with any intact developments and 
    Spying [5-5*]
    Spying is a very important part of MOO3.  Other empires will spy on you, which 
    means they could steal valuable technology or destroy buildings or kill your 
    leaders.  Conversely, you can spy on them and do the same thing.  I will discuss 
    offensive spying, then defensive spying.  But first, some general tips.
    If start of as a member of the Orion Senate, start training spies immediately 
    and never stop.  You have contact with a large number of races and they will 
    start sending spies against you as soon as you become more powerful than them.  
    If you start training spies immediately, you will always have some available to 
    you for offense and defense.  If you do not start off as a member of the Orion 
    Senate, I suggest waiting until around turn 20 to start training spies.   This 
    saves you money, which can be spent on planetary improvements and colonization, 
    but still gets you started in time to have spies when you do make contact.  
    Again, once you start training spies, don't ever stop.
    Offensive Spying [5-5a]
    In order to spy on other empires, you must already have contact with them.  You 
    must also have trained spies.  Head to the Personnel tab, the Spies subtab and 
    look at the righthand side.  This side consists of two more subtabs.  Active and 
    List of Spies.  The Active tab will list the empires where you have active spies 
    and how many you have in each empire.  The "List of Spies" is just that, and 
    where you activate spies for duty.  In order to activate a spy, select the spy 
    by their name and look at their stats.  There will be a "Insert Agent" button, 
    which will expand out to allow you to choose which empire to attack.  The Spy 
    will attempt to enter the Empire during the next turn.  If they succeed the 
    following turn they will attempt their mission.  If they fail, they will keep 
    trying.  When entering they can be caught and then you have to wait to see if 
    they come back or die.  If the enter they will continually try to sabotage the 
    enemy.  You will get updates on their progress in your SitRep, yellow stuff near 
    bottom.  You can pull an agent back at any time by going to the Personnel Menu 
    and Selecting the Empire and "Recall Agents" button.
    There are 6 different Types of Spies, who have different missions.
    Military: These spies will sabotage building fleets, shipyard buildings and 
    ground troop support buildings.
    Diplomatic: Coded wrong currently, act as Military spies.
    Scientific: These spies will either steal tech or sabotage research efforts.
    Political: These spies will try to assisinate any leaders the enemy has.
    Social: These spies will create unrest in colonies to slow down production.
    Government: These spies will blow up government buildings of the enemy.
    Defensive Spying [5-5b]
    Other empires blowing up your buildings?  Terrorizing your citizens?   You can 
    protect yourself.  If you have unassigned spies, they will attempt to protect 
    your citizens and catch spies.  You can also catch spies by increasing your 
    oppresometer.  But be careful, your population may resent having you invade 
    their personal space and become unhappy.  Consider increasing your spending 
    toward unrest to prevent production falling.  After the spies are caught, reduce 
    your oppressometer, if over maximum.  Some people recommend keeping your 
    oppressometer at max at all times, but I think that can reduce research and you 
    don't have to do it all the time.
    Economics (by Designer) Tom Hughes, designer, MOO3 [6*]
    Briefly, Food and Minerals - are the basic commodity needed to nourish the 
    population and fuel the economy. 
    Industry and Test tubes - are used as governors for the final price (in AUs) of 
    production points and research points respectively 
    Production Points and Research Points - are used as the cost for any 
    construction and research respectively(I.e. a ship that costs 1000 means it 
    costs 1000 PPs - the number of AUs needed depends on the Industry base of the 
    planet and your Industry overdriving efficiency) 
    And AUs make the worlds go around (pun intended) 
    Bioharvest DEA 
    2 regional blds (Hydroponic Farms and Subterranean Farms) 
    Population (except Geodic).....=>..life, Industry, and AUs 
    Industrial DEA (/w bio blds)....=>..Industry, and AUs 
    excess food sold off..........=>..AUs 
    Mining DEA 
    Population (only Geodic & Cybernetiks).=>.life, Industry and AUs 
    Industrial DEA.........................=>.Industry and AU's 
    excess minerals sold off................=>.AU's 
    Industrial DEA 
    AUs (Industry determines cost of PPs).=>..Production Points(PPs), Pollution 
    Test Tubes 
    Research DEA 
    AUs (Test Tubes determines cost of RPs).=>..Research Points(RPs) 
    Production Points 
    Industry + AUs 
    Building anything(the cost is in PPs)..=>.construction of building, troop, or 
    Research Points 
    Test Tubes + AUs 
    R&D of tech.(the cost is in RPs)..=>.any tech discoveries 
    Bioharvest DEA 
    Mining DEA 
    Industrial DEA 
    Spaceport DEA 
    Recreation DEA(with game patch) 
    pollution cleanup 
    Production Points 
    Research Points 
    ECONOMICS 101 (part 2.1) Mining DEAs 
    Mining DEA's produce minerals (and the AU's from using those minerals) and AU's 
    from rare byproducts. 
    All DEAs require pop to run. There are three levels of pop requirements, high, 
    med, and low. 
    There are also three cost basis for DEAs, high med, and low. 
    Mining DEAs have a LOW pop requirement and a LOW cost basis. Therefore, they are 
    an attractive DEA to build on young colonies. 
    The formula for determining the mineral output of a mining DEA is as follows: 
    (Base efficiency + Base efficiency mods ) * Efficiency mods * DEA Capacity 
    BASE EFFICIENCY - This is the basic mineral output of the mining DEA before any 
    mods affect it. You can think of this as the starting productivity of the DEA. 
    The base efficiency of a mining DEA depends on which region it is placed (only 
    mining and bioharvest DEAs are so effected) and is as follows: 
    Displayed as mineral richness by terrain type 
    __________Very Poor______Poor_____Abundent(average)______Rich_______Very Rich 
    A mining DEA placed in a region with mountain terrain on a planet with a mineral 
    richness of abundant would have a base efficiency of 5. That mining DEA would 
    produce 5 minerals if no other mods affected it. 
    BASE EFFICIENCY MODS are mods that directly affect the base efficiency of the 
    DEA and are added to the base efficiency before any other mods take effect. They 
    consist of: 
    (species mods + race picks + mining DEA buildings + mining DEA planetary builds 
    + mining achievements) 
    species mods 
    Elder Civilization (Antarans) EFFICIENCY +2, RARE 1.3 
    Silicoid_________________EFFICIENCY +4 (This might be a typo..seems pretty high) 
    Bulrathi_________________EFFICIENCY +1 
    race picks (Mining) 
    Superior (+2)_____1.3 
    Good (+1)_______1.15 
    Average (0)______1 
    Poor (-1)________0.85 
    Below is a table for the rest of the mods organized by increasing techs. The 
    numbers in () represent the mod to base mining efficiency. Don't be fooled by 
    the small numbers. These mods can have a MUCH greater impact on the final output 
    of the mine because they are factored in FIRST before any other mods. A +1 could 
    give a net boost of 25 to mining output late in the game. 
    cost___Tech Lvl___________DEA Bld_________Planetary Bld______Achievement 
    25___Economy 11____Automated Mine (+1) 
    60___Economy 21____Robo Mining Plant (+2) 
    60*__Physics 24_______________________Orbital Lithoscanners (+1) 
    0____Math Computers 29______________________________Geo Harmonic Principles(+1) 
    100__Economy 31____Nanotech Extractors (+3) 
    175*_Physics 40_______________________Mineral Analysis Network (+2) 
    * the cost is multiplied by the square root of the number of regions on the 
    planet. Therefore the multiplier has a range of 1-3.46. Weigh the benefit/cost 
    before building one of these planetary buildings because the cost is the same 
    regardless of the number of mining DEA present on the planet (I.e. don't build 
    one if there are no mining DEAs on the planet). 
    EFFICIENCY MODS are mods that usually affect all DEAs on the planet and are 
    (Infrastructure*Gravity*Leaders*Government type*Morale*Pollution*Specials*Moon 
    DEA productivity from population) 
    I will cover this later since it pertains to all DEAs on the planet. 
    DEA CAPACITY is from the DEA (always one) and any capacity buildings present. 
    All Capacity buildings require additional population to run and represent the 
    "extensiveness" of the DEA facilities. These buildings generally give a greater 
    boost to mineral production than efficiency buildings but cost more and require 
    population to run. 
    Cost___Tech Lvl__________Capacity Bld____________________Pop requirements 
    50_______0_____________Mine DEA----- (1)_________________________0.33 
    40____Physics 6________Deep Extraction Mining (+0.5 or +50%)______0.33 
    100___Physics 16_______Full Crust Mining (+1 or +100%)___________0.33 
    180___Physics 26_______Complete Mantle Mining (+1.5 or +150%)____0.33 
    300___Physics 36_______Deep Core Mining (+2 or +200%)___________0.33 
    If you have all 4 capacity buildings present in a mining DEA the total capacity 
    would be 6 and the pop requirements to run at 100% would be 1.65 pop 
    The amount of money earned from the usage of minerals depends on how they are 
    Consumed as food - 30 AUs/mineral 
    Consumed by Industrial DEAs to create Industry - 15 AUs/mineral 
    Any excess sold off - 7.5 AUs/mineral - this is multiplied by (100% - the 
    unemployment rate) to simulate supply and demand for the excess minerals. 
    Below is the money earned by a mining DEA producing only the minerals from its 
    base efficiency (all other mods having no effect in this example) and having ALL 
    of the minerals produced consumed by Industrial DEAs on the same or shipped any 
    other planet. 
    __________Very Poor______Poor_____Abundent(average)______Rich_______Very Rich 
    DOUBLE these numbers if all the minerals are consumed as food and HALF them if 
    all are sold off as excess. 
    This represents any exotic/rare minerals (like gold, gems, etc) found during the 
    mining process and gives a bonus to AU's produced by the mine without affecting 
    its normal output. 
    The formula is: AUs = minerals produced * mineral richness factor * 4 * race 
    This formula is illustrated below assuming a mining DEA with only it's base 
    __________Very Poor______Poor_____Abundent(average)______Rich_______Very Rich 
    __________Very Poor______Poor_____Abundent(average)______Rich_______Very Rich 
    tuning variable of 4 * race pick 
    gives a result of 
    __________Very Poor______Poor_____Abundent(average)______Rich_______Very Rich 
    The ratio of (AUs produced from using minerals : AUs from rare byproducts) is 
    determined by the mineral richness of the planet. As you can see the bonus from 
    rare minerals is trivial for Very Poor planets but is very significant for 
    planets that are Very Rich (being equal to the AU's earned from consuming all 
    the minerals as food - the max price for minerals). 
    The main purpose of the rare mineral bonus(and a similar bonus to bioharvesting) 
    is to give an incentive to place mining or bioharvesting DEAs on planets with 
    very good regions for these DEAs regardless of the need for the minerals or 
    bioharvest they produce. As the game progresses the need for mineral and 
    bioharvest DEAs will diminish and I don't want these DEAs to become rather 
    useless like farmers did late game in MOO2. This rare bonus will allow mining 
    DEAs to be viable choices for planets with good mineral richness even late in 
    the game and especially desirable when the need for minerals is significant. 
    ECONOMICS 101 (part 2.2) Bioharvest DEAs [6-2*]
    Bioharvest DEAs produce bioharvest(food) (and the AU's from using that food) and 
    AUs from rare byproducts. 
    All DEAs require pop to run. There are three levels of pop requirements, high, 
    med, and low. 
    There are also three cost basis for DEAs, high, med, and low. 
    Bioharvest DEAs have a MED pop requirement and a LOW cost basis. Therefore, they 
    are not quite as attractive as mining DEAs (but could be more necessary to avoid 
    starvation) to build on young colonies because of the higher population 
    The formula for determining the bioharvest output of a bioharvest DEA is as 
    (Base efficiency + Base efficiency mods ) * Efficiency mods * DEA Capacity 
    BASE EFFICIENCY - This is the basic bioharvest output of the bioharvest DEA 
    before any mods affect it. You can think of this as the starting productivity of 
    the DEA. The base efficiency of a bioharvest DEA depends on which region it is 
    placed (only mining and bioharvest DEAs are so effected) and is as follows: 
    First, bioharvest base efficiency is affected by the fertility and terrain of 
    the region it is placed in. To get a better picture of just what exactly 
    determines the fertility of a region I have included a table below. 
    Displayed as ecosystem density on top by habitability ring along the side 
    Maple leaf color_grass-green__green-brown__brown______red-brown_______red 
    _______________Very Dense__Dense______Average_____Sparse_____Very Sparse 
    Green 1________Fertile ______Arable______Hardscrabble_Subsistence___Barren 
    Green 2________Arable______Hardscrabble_Subsistence___Barren_______Hostile 
    Yellow 1_______Hardscrabble_Subsistence__Barren_______Hostile_______Toxic 
    Yellow 2_______Subsistence__Barren______Hostile_______Toxic________Toxic 
    Red 1__________Barren______Hostile _____Toxic________Toxic________Toxic 
    Red 2__________Hostile _____ Toxic ______Toxic________Toxic________Toxic 
    Fertility is a measure of how favorable the region is for supporting life 
    compatible to a particular species. Fertility affects the base efficiency of a 
    bioharvest DEA placed in and the maximum population growth rate of that region. 
    Ecosystem Density is the measure of the biomass of the region. It has a range 
    from very dense (dense tropical forest) to very sparse (desert). And is shown by 
    the color of the maple leaf on each region of the planetary infrastructure 
    display. The ecosystem density of a region doesn't change with respect to 
    species(I.e. it is the same no matter who is looking at the planet). The region 
    with the best ecosystem density has the best fertility. Also, if a region has a 
    grass-green maple leaf (very dense ecosystem density) it has the best fertility 
    allowed for a planet of that habitability ring. 
    A quick rational for regions having the same fertility but different 
    habitability/ecosystem density levels. A Green 2 planet with Very sparse region 
    is able to support about the same amount of compatible life as a Red 2 planet 
    with very dense region hence they both have the same fertility (hostile). The 
    second planet region can support more total biomass but only a small percentage 
    of that biomass would be compatible. 
    The habitability ring is determined by the location of the planet on the 
    habitability display (temperature and atmospheric density) and the distance of 
    that planet to the ideal habitability of a particular species. 
    Each horizontal row represents a planet habitability ring with the full range of 
    fertility allowed for that habitability ring. Ecosystem density is the only 
    factor that gives a variance to the fertility of the regions on a planet in a 
    particular habitability ring. 
    If a planet is terraformed one level, all regions will improve one fertility 
    level (except some toxic regions - I don't distinguish between toxic levels of a 
    region; if exposure to a region that is toxic harms in 5 minutes or 60 minutes, 
    it matters very little as in either case you're hurt ) 
    If a region is regionally terraformed one level (one ecological infrastructure 
    building added improving the ecosystem density of that region one level) its 
    fertility will also improve one level (again, except some toxic regions). 
    Now, lets talk about biodiversity. Biodiversity is kind of the bioharvest 
    counterpart of mineral richness. But you tend to find higher biodiversity with 
    older solar systems (the opposite of mineral richness) Biodiversity has two 
    effects in the game. 1) Affects starting ecosystem density of the planet. Each 
    region has the same chance of starting with any ecosystem density on a planet 
    with a biodiversity of Heterogeneous. Higher biodiversity increases the chance 
    of each region starting with a higher ecosystem density. 2) Affects the amount 
    of AUs generated by rare byproducts from bioharvest DEAs on that planet. 
    OK, now that I have given you a glimmer of how planet development works (I'll 
    explain more when I cover solar system creation), here's bioharvest base 
    Geodic Species Table 
    ____________Regional Dominant 
    Regional_____Terrain Type 
    Fertile ________6________5______4 
    Arable ________4________3______2 
    Barren ________1______0.5______0 
    Cybernetik Species Table 
    ____________Regional Dominant 
    Regional____Terrain Type 
    Fertile ________5_______5_______5 
    Arable ________3_______3_______3 
    All Other Species Table 
    ____________Regional Dominant 
    Regional____Terrain Type 
    Lush _________10______12______14 
    Alluvial ________6_______8______10 
    Hardscrabble ___1_______2_______3 
    Subsistence ____0_______1_______2 
    Hostile_________0_______0 ______0 
    Note: Remember, this is base bioharvest efficiency. Having a "0" only means that 
    building a bioharvest DEA on that region needs a building or achievement to 
    raise the bioharvest efficiency above zero. 
    A bioharvest DEA placed in a region with plains terrain and alluvial fertility 
    (the first region on all homeworld planets) would have a base efficiency of 10 
    for most species except for cybernetik (8) or geodic (6). That bioharvest DEA 
    would produce 10,8,or 6 bioharvest (depending on which species occupies that 
    region) if no other mods affected it. 
    BASE EFFICIENCY MODS are mods that directly affect the base efficiency of the 
    DEA and are added to the base efficiency before any other mods take effect. They 
    consist of: 
    (species mods + race picks + bioharvest DEA buildings + bioharvest DEA planetary 
    builds + bioharvest achievements) 
    species mods 
    Elder Civilization (Antarans) EFFICIENCY +2, RARE 1.3 
    race picks (Bioharvest) 
    Superior (+2)_____1.3 
    Good (+1)_______1.15 
    Average (0)______1 
    Poor (-1)________0.85 
    Below is a table for the rest of the mods organized by increasing techs. The 
    numbers in () represent the mod to base bioharvest efficiency. Don't be fooled 
    by the small numbers. These mods can have a MUCH greater impact on the final 
    output of the farm because they are factored in FIRST before any other mods. A 
    +1 could give a net boost of 25 to bioharvest output late in the game. 
    cost___Tech Lvl___________DEA Bld_________Planetary Bld______Achievement 
    25___Bio Sc 10_______Automated Biocare (+1) 
    60___Bio Sc 20_____Byproduct Reprocessing (+2) 
    60*__ Bio Sc 23_______________________Orbital Biomonitoring (+1) 
    0____ Bio Sc 28 (+Phys 25)_____________________________Biomorphic Fungi(+1) 
    100__Bio Sc 30_______Genetic Engineering (+3) 
    175*_Phys 39 (+MC 36)__________________Helio Regulator (+2) 
    0____Bio Sc 45 (+Phys 42)________________________Mineralmorphic Bacteria(+2) 
    150__Antaran_______Dyno Mutant Victuals (+4) 
    Any secondary tech requirement is shown as "(+tech lvl)". That secondary tech 
    lvl, if present, must also be satisfied before you can develop that tech. 
    * the cost is multiplied by the square root of the number of regions on the 
    planet. Therefore the multiplier has a range of 1-3.46. Weigh the benefit/cost 
    before building one of these planetary buildings because the cost is the same 
    regardless of the number of bioharvest DEAs present on the planet (I.e. don't 
    build one if there are no bioharvest DEAs on the planet). 
    Note: both bioharvest achievements (Biomorphic Fungi and Mineralmorphic 
    Bacteria) do more than just add to the base efficiency of bioharvest DEAs. They 
    also expand the range of habitability rings that will allow bioharvest DEAs to 
    be built. Normally, you can't build a bioharvest DEA on a planet with a Yellow 
    2, Red 1or Red 2 habitability ring. But one or both achievements will reduce or 
    eliminate this restriction. 
    Biomorphic Fungi__________expands bioharvesting 2 rings 
    Mineralmorphic Bacteria_____expands bioharvesting 1 ring 
    EFFICIENCY MODS are mods that usually affect all DEAs on the planet and are 
    (Infrastructure*Gravity*Leaders*Government type*Morale*Pollution*Specials*Moon 
    DEA productivity from population) 
    I will cover this later since it pertains to all DEAs on the planet. 
    I will partially explain two of these mods now because of player requests and 
    the fact that they influence the output of DEAs on your homeworld from the 
    beginning of the game. 
    DEA productivity from population - that number is shown on the planet screen and 
    represents the multiplier used to increase the efficiency of all DEAs on the 
    Government type - 
    Gov series____________Gov type______Bioharvest__Mineral__Industrial__Research 
    ABSOLUTIST_________ Despotism_________0.8______1.0______1.2_______0.95 
    ___________________ Monarchy__________0.8______1.0______1.3_______0.9 
    ___________________ Oligarchy__________0.9______0.9______1.0_______1.2 
    ___________________ Const.Monarchy____1.0______1.0______1.0_______1.0 
    REPRESENTATIVE_____ Corporate_________1.2______1.2______1.1_______1.05 
    ___________________ Democracy________1.15_____1.1______1.1_______1.05 
    ___________________ Parliamentary______1.0______1.2______1.3_______1.05 
    ___________________ Republicanism_____1.0______1.2______1.2_______1.05 
    COLLECTIVIST_______ Hive____________1.15______1.2______1.1_______1.05 
    There are additional areas that Gov mods affect but because of format 
    restrictions I will post the rest later. 
    DEA CAPACITY is from the DEA (always one) and any capacity buildings present AND 
    any FLUs present( I forgot to include FLUs in mining capacity - it is the same 
    as presented here). All Capacity buildings require additional population to run 
    and represent the "extensiveness" of the DEA facilities. These buildings 
    generally give a greater boost to bioharvest production than efficiency 
    buildings but cost more to build/maintain and require population to run. 
    Cost___Tech Lvl__________Capacity Bld____________________Pop requirements 
    50_________0___________Bioharvest DEA--- (1)_______________________0.67 
    40_____Bio Science 5____ Soil Enrichment (+0.5 or +50%)_______________0.67 
    100___ Bio Science 15___ Controlled Environment Farming(+1 or +100%)___0.67 
    180___ Bio Science 25___ Soil Rejuvenators (+1.5 or +150%)_____________0.67 
    300___ Bio Science 35___ Ecosystem Controller (+2 or +200%)___________0.67 
    If you have all 4 capacity buildings present in a bioharvest DEA the total 
    capacity would be 6 and the pop requirements to run at 100% would be 3.35 pop. 
    Up to 6 organtic FLUs could also employed. 
    Organic FLUs - the capacity of DEAs can also be increased by employing organic 
    FLUs. For each full integer capacity a DEA has one FLU can be employed (I.e. a 
    DEA with a capacity of 6 could employ a maximum of 6 organic FLUs). The benefit 
    to the DEA employing FLUs depends on the number employed and the FLU 
    Oppressometer setting. Each organtic FLU employed at a DEA increases the 
    capacity of said DEA by 0.1 times the Oppressometer setting (0-10) giving a net 
    benefit of 0.0 - 1.0 capacity increase for each FLU employed. Theoretically, 
    assuming maximum FLUs employed and maximum oppressometerare setting, organic 
    FLUs could double the capacity (and hence the production) of most DEAs. 
    Robotic FLUs - I will talk about this later. 
    The amount of money earned from the usage of bioharvest depends on how they are 
    Consumed as food - 20 AUs/bioharvest 
    Consumed by Industrial DEAs to create Industry - 10 AUs/bioharvest 
    Any excess sold off - 5 AUs/bioharvest - this is multiplied by (100% - the 
    unemployment rate) to simulate supply and demand for the excess minerals. 
    Note that the prices for bioharvest are lower than minerals. I did this for two 
    reasons. 1) Most species consume bioharvset as food (getting the better price). 
    2) Regional fertility can be improved by techs, allowing the eventual 
    possibility for all regions to be terraformed to the best fertility (lush). 
    Mining has no such benefit. 
    Below is the money earned by a bioharvest DEA producing only the bioharvest from 
    its base efficiency (all other mods having no effect in this example) and having 
    ALL of the bioharvest produced consumed by Industrial DEAs on the same or 
    shipped any other planet. 
    Regional Dominant 
    Terrain Type Ordered 
    By Species Preference 
    All Other______Plain____Broken __Mountain 
    Regional___ Favorable__Neutral__Unfavorable 
    Fertile ________60_______50_______40 
    Arable________40_______30 _______20 
    Hardscrabble __30_______20 _______10 
    Subsistence ___20_______10________0 
    DOUBLE these numbers if all the minerals are consumed as food and HALF them if 
    all are sold off as excess. 
    This represents any exotic/rare compounds from life forms found during the 
    bioharvesting process and gives a bonus to AU's produced by the farm without 
    affecting its normal output. 
    The formula is: AUs = Bioharvest produced * biodiversity factor * 2.5 * race 
    This formula is illustrated below assuming a bioharvest DEA with only it's base 
    Regional____Terrain Preference of Species 
    Fertile _________6_______5________4 
    Hardscrabble ___3_______2________1 
    Subsistence ____2_______1________0 
    Times biodivestity factor 
    ______Very Similar_____Simular____ Heterogeneous____Diverse_____Very Diverse 
    tuning variable of 2.5* race pick 
    gives a result of 
    Arable__10__8_ 5____20_15_10____30_23_15____50__38__25_____80__60_40 
    Barren __3__1__0_____5__3__0_____8__4__0____13___6___0_____20__10__0 
    Hostile __0__0__0_____0__0__0_____0__0__0____0____0___0______0___0__0 
    Note: the table above lists the AUs from rare bioharvest for each biodiversity 
    level and each terrain preference (favorable, neutral, unfavorable) of the 
    The ratio of (AUs produced from using bioharvest : AUs from rare byproducts) is 
    determined by the biodiversity of the planet. As you can see the bonus from rare 
    bioharvest is trivial for Very Sparse planets but is very significant for 
    planets that are Very Dense (being equal to the AU's earned from consuming all 
    the bioharvest as food - the max price for bioharvest). 
    The main purpose of the rare bioharvest bonus (and a similar bonus to mining) is 
    to give an incentive to place bioharvesting or mining DEAs on planets with very 
    good regions for these DEAs regardless of the need for the bioharvest or 
    minerals they produce. As the game progresses the need for bioharvest and 
    mineral DEAs will diminish and I don't want these DEAs to become rather useless 
    like farmers did late game in MOO2. This rare bonus will allow bioharvest DEAs 
    to be viable choices for planets with good biodiversity even late in the game 
    and especially desirable when the need for bioharvest is significant. 
    Regional bioharvest buildings. 
    There two buildings that produce bioharvest (but no rare bioharvest) at the 
    regional level without the need for a bioharvest DEA in that region. They are: 
    cost___Tech Lvl____________________Regional Bld________Bioharvest produced 
    15___Bio Science 02________________ Hydroponic Farms__________0.5 
    45___Physics 18 (+Bio Science 15)____ Subterranean Farms________1.0 
    These buildings allow planets to produce a nominal amount of bioharvest without 
    needing to devote a DEA slot to bioharvesting. This benefit is significant on 
    planets that are unable to place bioharvest DEAs because of poor habitability. A 
    little food is a LOT better than no food when it comes to starvation.  
    Victory [8*]
    You can be victorious several ways, depending on what settings you chose in the 
    If you are the sole empire active, and all others (including the New Orions) 
    have surrendered to you, you win.  This is something you cannot turn off.  You 
    must be very combat oriented to be able to win this way.
    If you are elected to the Senate as President, you win (Dipolmatic Victory).  In 
    order to do this, you have to have a balance of combat and diplomacy.  If you 
    have this victory marked, however, you can lose if some race other than the New 
    Orions is elected.  So, make sure to get in the Senate fast and prevent this 
    from happening.  Work on discrediting your strongest opposition and making 
    allies out of the weaker races.
    If your empire finds all five of the lost Antaran Xs (and researches them, I 
    think) you can win.  In order to do this, you must send out Expeditions.  You do 
    this from the Victory Tab.  Once there, there is a subtab for the Antaran 
    mission.  You have to click to send an expedition.  The computer will take ships 
    from your reserves pool until it decides it has enough and sends out the 
    expedition.  I think it is a good idea to wait until you have a large number of 
    ships in reserves before hitting this, because otherwise you might lose valuable 
    ships.  Many people recommend waiting until you have a large number of 1-2 
    rounds of upgrades obsolete ships to put into reserves.  That way those ships 
    are doing something useful and your newer ships won't have anyone dragging them 
    down.  Some people recommend putting research labs on your ships, so that when 
    they find an X they start researching it as they carry it back to your empire.
    NOTE: You can still search for the Xs without this victory condition.  And it's 
    a good idea, as you get many benefits from the Xs (see section #-# for more 
    Stats, Techs, and Numbers [9*]
    Preset Race Modifiers [9-1*]
    NOTE: Outdated due to data patch, I believe.  Confirm?
    From the OrionSector Encyclopedia Mod.  Which they got from the spreadsheets.
    Max Oppressometer  3 
    War Tolerance  -1 
    Research Efficiency  105% 
    Senate Effectiveness  115% 
    Relations Bonus  +25% 
    Casus Belli Bonus  +6% 
    Ground Combat Initiative  +30   
    Max Oppressometer  3 
    War Tolerance  -1 
    Research Efficiency  105% 
    Senate Effectiveness  115% 
    Relations Bonus  +25% 
    Casus Belli Bonus  +6% 
    Ground Combat Initiative  +30   
    Max Oppressometer  3 
    War Tolerance  -1 
    Research Efficiency  130% 
    Senate Effectiveness  115% 
    Relations Bonus  +25% 
    Casus Belli Bonus  +6% 
    Population Growth Penalty  10% 
    Ground Combat Initiative  +30   
    Max Oppressometer  6 
    Manufacturing Efficiency +40% 
    Ground combat Initiative  +10 
    Ground Combat Accuracy  +20 
    Uses Bioharvest Output 50% and Mining Output 50% to Feed Population   
    Max Oppressometer  6 
    Manufacturing Efficiency  +40% 
    Ground combat Initiative  +10 
    Ground Combat Accuracy  +20 
    Uses Bioharvest Output 50% and Mining Output 50% to Feed Population   
    Max Oppressometer  6 
    Polution Tolerance  +25% 
    Population Growth Bonus  +10% 
    Ground Combat Initiative  +10 
    Ground Combat Attack Strength  +20   
    Max Oppressometer  6 
    Polution Tolerance  +25% 
    Population Growth Bonus  +10% 
    Ground Combat Initiative  +10 
    Ground Combat Attack Strength  +20   
    Max Oppressometer  6 
    Polution Tolerance  +25% 
    Population Growth Bonus  +15% 
    Ground Combat Initiative  +10 
    Ground Combat Attack Strength  +20   
    Max Oppressometer  7 
    Ground Combat Initiative  +20 
    Ground Combat Evade  +30   
    Max Oppressometer  7 
    Ground Combat Initiative  +20 
    Ground Combat Evade  +30   
    Max Oppressometer  4 
    Ground Combat Initiative  +20 
    Ground Combat Attacks  +1   
    Max Oppressometer  4 
    Ground Combat Initiative  +20 
    Ground Combat Attacks  +1   
    Max Oppressometer  4 
    Population Growth Penalty  25% 
    Mining Effeciency  +40% 
    Ground Combat Armor  +20 
    Ground Combat Hit Points  +2 
    Uses Bioharvest Output 0% and Mining Output 100% to Feed Population   
    Max Oppressometer  4 
    Population Growth Bonus  30% 
    Ground Combat Initiative  +10   
    Max Oppressometer  4 
    Population Growth Bonus  35% 
    Ground Combat Initiative  +10   
    Max Oppressometer  6 
    War Tolerance  +1 (More likely to have war declared) 
    Senate Effectiveness  60% 
    Ground combat Initiative  +10 
    Ground Combat Rally Chance  +2 
    Ground Combat Rout Chance  +2 (Less Routs)
    Magnate Race Modifiers [9-2*]
    From the OrionSector Encyclopedia Mod.  Which they got from the spreadsheets.
    AJADAR - Protoplasmic  
    Max Oppressometer  4 
    Ground Combat Rating  3 
    Ground Combat Hit Points  +4   
    ALKARI - Avian  
    Max Oppressometer  4 
    Ground Combat Rating  3 
    Ground Combat Initiative  +40 
    Ground combat Evade  +60   
    AUDRIEH - Plant  
    Max Oppressometer  3 
    Polution Per Population  25% 
    Ground Combat Rating  5 
    Ground Combat Evade  +30   
    BRYE-EHTS - NonCorporeal  
    Max Oppressometer  6 
    Ground Combat Rating  4 
    Ground Combat Initiative  +30 
    Ground Combat Evade  +60   
    Max Oppressometer  5 
    Mining Efficiency  +10% 
    Ground Combat Rating  7 
    Ground Combat Initiative  +20 
    Ground Combat Attack Strength  +20 
    Ground Combat Armor  +10 
    Ground Combat Hit Points  +2 
    Ground Combat Morale  +2 
    Ground Combat Rally  +2   
    DARLOCK - Metashifters  
    Max Oppressometer  6 
    Senate Effectiveness  85% 
    Ground Combat Rating  3 
    Ground Combat Initiative  +30 
    Ground Combat Attack Strength  +20   
    Max Oppressometer  5 
    Unrest per Region  -30 
    Ground Combat Rating  3 
    Ground Combat Initiative  +10 
    Ground Combat Accuracy  +10 
    Ground Combat Evasion  +10 
    Ground Combat Rally  +4   
    Max Oppressometer  5 
    Trade Level  +1 
    Space Port Efficiency  +20% 
    Trade Efficiency  +20% 
    Ground Combat Rating  3 
    Ground Combat Initiative  +10 
    Ground Combat Rout  +2   
    Max Oppressometer  6 
    Military DEA Efficieny  +40% 
    Ground Combat Rating  4 
    Ground Combat Initiative  +30 
    Ground Combat Accuracy  +40 
    Ground Combat Evade  +10 
    Ground Combat Morale  +4   
    PHAIGOUR - Fungal  
    Max Oppressometer  4 
    Military Maintenance  85% 
    Population Growth Bonus  15% 
    Ground Combat Rating  3 
    Ground Combat Initiative  +10 
    Ground Combat Evade  +120   
    RHEA - Gargantua  
    Max Oppressometer  4 
    Ground Combat Rating  9 (Best) 
    Ground Combat Attack Strength  +20 
    Ground Combat Armor  +10 
    Ground Combat Hit Points  +2 
    Polution Per Population  200%   
    Initial Diplomacy Modifiers [9-3*]
    Here is the list of initial starting relations.  This is how YOU see the races.  
    If you want to know how a race feels about you, look for them and then their 
    reaction to you.  If there is no modifier, the starts off as neutral (0).  So, 
    all humanoids are neutral towards each other.  (note: Thanks Thranxes)
    New Orions, -20 every race. 
    Harvestors, -150 every race except new orions, -10
    (NOTE: Apply above to all below)
    --Humanoid--, -38 Geodic, -60 Cybernetik, +50 Ichthytosian, +14 Insectiod, +30 
    --Etherian--, +40 Geodic, -65 Cybernetik, +40 Ichthytosian, +14 Saurian,  
    --Geodic--, -38 Humanoid, +40 Etherian, -80 Cybernetik, -64 Insectoid, +30 
    --Cybernetik--, -60 Humanoid, -65 Etherian, +38 Geodic, +38 Ichthytosian, -14 
    --Ichthytosian--, +50 Humanoid, +40 Etherian, +38 Cybernetik, -140 Saurian 
    --Insectiod--, +14 Humanoid, -64 Geodic, -24 Saurian 
    --Saurian--, +30 Humanoid, +14 Etherians, +30 geodic, -14 Cybernetik, -140 
    Ichthytosian, +24 Insectiod
    Example: You are playing Psilions (Humanoid).  There are the New Orions, The 
    Harvesters, the Cynoids, the Silicoids and the Klakkon in your universe.  Your 
    starting views on these races would be as follows:
    New Orions: -20
    Harvestors: -150
    Cynoids (Cybernetik): -60
    Silicoids (Geodic): -38
    Klakkon (Insectoid): +14
    Ow... this would be a very hard game with that many races hating you at first.  
    You would want to cultivate a relationship with the Klakkons immediately, to 
    raise your relations and get some treaties.  Then you would probably want to 
    gift the Silicoids to raise them until you can start getting treaties, etc. 
    Unless you are just out to kill everyone, in which case it doesn't matter.
    Government Stats [9-4*] From Shuma (Official Boards)
    Bioharvesting: 115% (Good) 
    Mining: 120% (Superior) 
    Industry: 110% (Average) 
    Research: 105% (Average) 
    Military: 140% (Superior) 
    Recreation: 85% (Poor) 
    Spaceport: 85% (Very Poor) 
    Heavy Foot of Government: 90% (Superior) 
    Oppressometer Cost: 88% (Superior) 
    Oppressometer Range: 3 to 7 
    Forced Labor Range: 2 to 6
    Bioharvesting: 110% (Good) 
    Mining: 115% (Good) 
    Industry: 105% (Below Avg) 
    Research: 120% (Superior) 
    Military: 130% (Good) 
    Recreation: 100% (Average) 
    Spaceport: 95% (Below Avg) 
    Heavy Foot of Government: 90% 
    Oppressometer Cost: 90% 
    Oppressometer Range: 2 to 6 
    Forced Labor Range: 2 to 6
    Bioharvesting: 120% (Superior) 
    Mining: 120% (Superior) 
    Industry: 110% (Average) 
    Research: 105% (Average) 
    Military: 80% (Very Poor) 
    Recreation: 80% (Very Poor) 
    Spaceport: 120% (Superior) 
    Heavy Foot of Government: 95% (Good) 
    Oppressometer Cost: 96% (Good) 
    Oppressometer Range: 2 to 6 
    Forced Labor Range: 2 to 6
    Bioharvesting: 115% (Good) 
    Mining: 110% (Average) 
    Industry: 110% (Average) 
    Research: 105% (Average) 
    Military: 90% (Poor) 
    Recreation: 120% (Superior) 
    Spaceport: 100% (Average) 
    Heavy Foot of Government: 99% (Average) 
    Oppressometer Cost: 112% (Very Poor) 
    Oppressometer Range: 0 to 4 
    Forced Labor Range: 0 to 4 
    Government DEA Unrest Modifier: 150% 
    Military DEA Unrest Modifier: 50%
    Bioharvesting: 100% (Average) 
    Mining: 120% (Superior) 
    Industry: 130% (Superior) 
    Research: 105% (Average) 
    Military: 100% (Poor) 
    Recreation: 100% (Average) 
    Spaceport: 105% (Good) 
    Heavy Foot of Government: 102% (Poor) 
    Oppressometer Cost: 109% (Poor) 
    Oppressometer Range: 1 to 5 
    Forced Labor Range: 0 to 4 
    Government DEA Unrest Modifier: 150% 
    Military DEA Unrest Modifier: 50%
    Bioharvesting: 100% (Average) 
    Mining: 120% (Superior) 
    Industry: 120% (Good) 
    Research: 105% (Average) 
    Military: 120% (Good) 
    Recreation: 100% (Average) 
    Spaceport: 95% (Poor) 
    Heavy Foot of Government: 102% (Below Avg) 
    Oppressometer Cost: 111% (Very Poor) 
    Oppressometer Range: 1 to 5 
    Forced Labor Range: 1 to 5
    Bioharvesting: 80% (Very Poor) 
    Mining: 100% (Poor) 
    Industry: 120% (Good) 
    Research: 95% (Poor) 
    Military: 130% (Good) 
    Recreation: 95% (Below Avg) 
    Spaceport: 100% (Average) 
    Heavy Foot of Government: 104% (Poor) 
    Oppressometer Cost: 93% (Good) 
    Oppressometer Range: 5 to 9 
    Forced Labor Range: 3 to 7 
    Government DEA Unrest Modifier: 50% 
    Military DEA Unrest Modifier: 150%
    Bioharvesting: 80% (Very Poor) 
    Mining: 100% (Poor) 
    Industry: 130% (Superior) 
    Research: 90% (Very Poor) 
    Military: 110% (Average) 
    Recreation: 95% (Below Avg) 
    Spaceport: 105% (Good) 
    Heavy Foot of Government: 105% (Poor) 
    Oppressometer Cost: 94% (Good) 
    Oppressometer Range: 3 to 7 
    Forced Labor Range: 2 to 6 
    Government DEA Unrest Modifier: 50% 
    Military DEA Unrest Modifier: 150%
    Bioharvesting: 90% (Poor) 
    Mining: 90% (Very Poor) 
    Industry: 100% (Poor) 
    Research: 120% (Superior) 
    Military: 100% (Poor) 
    Recreation: 100% (Average) 
    Spaceport: 105% (Good) 
    Heavy Foot of Government: 99% (Average) 
    Oppressometer Cost: 101% (Below Avg) 
    Oppressometer Range: 2 to 6 
    Forced Labor Range: 2 to 6
    Bioharvesting: 100% (Average) 
    Mining: 100% (Poor) 
    Industry: 100% (Poor) 
    Research: 100% (Below Average) 
    Military: 100% (Poor) 
    Recreation: 120% (Superior) 
    Spaceport: 100% (Average) 
    Heavy Foot of Government: 101% (Below Avg) 
    Oppressometer Cost: 100% (Average) 
    Oppressometer Range: 2 to 6 
    Forced Labor Range: 0 to 4
    Antaran X Benefits [9-5*]
    NOTE: Must be found AND researched for benefits.
      From Tentacle on the boards:
      Antaran X 1: Social Structure
       -Reduces Unrest by 7 in ALL regions 
       -Lower Heavy Foot of Government by .75
       -Raise Oppressometer upper limit by 1
      Antaran X 2: Antaran Outlook
       -Raise Oppressometer upper limit by 1
       -Increase Space Port taxes by 20%
       -All spy abilities increase by 1
      Antaran X 3: Scientific Approach
       -Increases Population Research effects by 1
       -Increases Overruns by 10 in all cases
       *From Freekill
      Antaran X 4: Genetics
       -Increase Luck for ALL leaders and spies by 10
       -Population growth +25%
       -Reduce terraforming costs by 20%
      Antaran X 5: Antaran Mystery Solved
       -Improves Mining, Bioharvesting, and Manufacturing by 20%
       -Reduces Pollution by 50%
    Multiplayer: [8]
    This section is to help people setup those Multiplayer games as the manual is 
    next to useless.  There are 3 different ways to play this game over the 
    internet: LAN (local Area Network), IP (One player hosts and others join) and 
    through GameSpy (GameSpy lists the games).  The two easiest are LAN and GameSpy.
    LAN Games [10-1*]
    LAN means that you and all other players are on the same Local Area Network, 
    connected through a hub or switch.  You do not have to be connected to the 
    internet to play this way.  Generally used when friends get together for a LAN 
    Party or two friends bring their computers together for a weekend.  One player 
    creates the game, and the rest of the players join.
    For the Creator: Select LAN as your option, then hit create game (First box).  
    Fill in your Player Name and you Game name, then hit create again (second box).  
    Wait for players to request to join and allow them.  You'll see a list of the 
    players in the third box.  When everyone has joined, hit Launch.  Everyone picks 
    their race and the creator picks all the Game settings (universe size, specials, 
    For the Players: Select LAN as your option.  Wait for the Creator to create the 
    game.  You should see it listed in your third box.  Click on it, fill in your 
    user name and hit "Request Join."  The creator will accept or deny your request 
    and then (if accepted) you'll be able to chat with the other players until the 
    game is launched.  Pick/customize your race and wait for the Creator to set all 
    the settings.
    IP Games [10-2*]
    I haven't gotten this to work.  All comments welcome!
    GameSpy Games [10-3*]
    There are two ways to create and find games through GameSpy.  You must have 
    installed GameSpy Arcade in order to use the games hosted using this method.
    Using GameSpy Arcade:
    Start up GameSpy Arcade.  DO NOT LAUNCH MOO3.  Once you've logged in, pick 
    Master of Orion III from your list on the left.  This should bring up a listing 
    of the current games and from here you can join a game or create one.  You can 
    even password protect your games through this method if you want.  Once everyone 
    is in a game room and marked ready, the creator can launch the game, which will 
    cause MOO3 to load and bring you directly to the multiplayer screen.  DO NOT 
    change any settings or back up, or you will lose the connection to the game.  
    Just wait until the creator launches again from here to be able to pick your 
    race.  The Creator will be in charge of the game settings.
    From in the Game:
    I haven't been able to join a game through the server listing, but I'm behind a 
    firewall and didn't have the arcade installed at the time of testing.  Comments 
    Playing a Multiplayer Game [10-4*]
    The only thing I'm putting here is THE CHAT BOX.  It is hidden up a the top of 
    your display, under your summary area.  It is a small dropdown tab that you 
    can't see unless you are looking for it.  Find it, expand it down and chat that 
    way.  You cannot chat between turns and the scrolling is broken (IMO).  And the 
    box is very small.  But at least its something.  The chat box will be on top of 
    all your tabs/menus, so you will have to close it occasionally.
    How you chose to do a multiplayer game is up to you.  If you want to play 
    cooperatively, make sure to both be in the Orion Senate.  It is the only way to 
    gaurentee the ability to have communication from the beginning.
    FAQs: [11*]
    *What are the different DEAs and what do they do?
    Quicksilver wanted to encourage diversification and balance.  So each region can 
    only support 2 DEAs (and a Spaceport DEA).
    Each DEA increases the effeciency and amount of different points you can gain.
    Farming DEAs make more food, which feed your people.  They are best in Plains, 
    Fertile (Lush) and Green areas.
    Minings DEAs make more minerals, which supply your industry.  They are best in 
    Mountains.  I don't think biodiversity matters, but I could be wrong.
    Industry DEAs use minerals and help make more production points.  They also 
    increase your efficiency for making military and planetary installations.
    Military DEAs help reduce unrest and will fight invaders.  You must have a 
    military DEA to build any military infrastructure, such as a Mobilization 
    Government DEAs help reduce unrest.  You need these to be able to build a system 
    seat or any other government based planetary infrastructure.
    Recreation DEAs reduce unrest.  They benefit from biodiversity, IIRC.
    Research DEAs produce test tubes, which increases your efficiency for research 
    spending to make Research Points (RP).
    Spaceport DEAs (which you can't choose to build) trade with other planets 
    spaceports and general revenue (AU).
    *What is the best race?
      My first response is it depends on what type of game you want to play.  Choose 
    a race based on that.  If you want to out research everyone, pick a race strong 
    in research (or make one).  The Psilons are a good choice without  
    modificatioins.  If you want to have a race that will just out expand everyone, 
    pick the Klakkons.  If you want to never worry about food, give the Silicoids a 
    try (they only eat minerals, so expansion could be slow and be aware that a 
    diplomatic victory will be hard) or the Meklar or Cynoids (they eat half food 
    and half minerals).  If you want a diplomatic victory, try the Humans or Evons.
    *Why aren't I getting interest on my treasury balance?  
      This was an errata in the manaual.  For a full list of the errata in the 
    manual, read the README.TXT file or see section [#-#] of this FAQ.
    *How do I turn off the Viceroy?
      You can turn off the Economic AI in each, individual planet screen.  This will 
    prevent the Viceroy from resetting your economic sliders as well as filling 
    anything into the queue.  I believe this also prevents him from decided which 
    DEAs to build.  However, you cannot prioritize your DEA build orders, other than 
    through Development Plans [#-#].
    *I just got Hydroponic Farms [or other DEA improvement], how do I build them?
      You can't.  The DEAs and Viceroy will get around building these improvements 
    as the money (via the economic slider) is available.  Also, your development 
    plan will influence which improvements are built first.
    *What do the three classifications of the regions mean?
      In the Planets Screen, there is a development tab where you can see a break 
    down of each region.  The first Picture by a region is an indication of terrain.  
    There are 3 types: Mountains, Broken and Plains.  In general, farms do best on 
    Plains, farms and mines do okay on broken, and mines do best in the mountains.  
    However, the manual indicates that certain races will have benefits that change 
    this general rule.  The second icon is an indication of the biodiversity.  The 
    greener the leaf, the more diversity.  Biodiversity will help with farming, 
    research and (maybe) mining.  The third listing is an indication of how fertile 
    the land is, ranging from barren to lush.  The more fertile the land, the better 
    the farming is.
    *What are the planetary Specials?
      You can find them in the README.TXT file on your hard drive or on the 2nd CD 
    of the game.  I will include a listing later.
    NOTE: You can import a mod from <http://www.moo3mods.com/> to mod your 
    encyclopedia to include the planetary specials and the racial modifiers.  The 
    current version is v3.0. 
    *What do I do about Unrest?
      There are several things that cause Unrest and several solutions.  You can 
    find out specifically what is causing your unrest in the planet's demographic 
    tab, and the Unrest Subtab.  Lets look at the different types of unrest and how 
    to solve them.  
      Empire Unrest: This is most often caused by a Heavy Foot of Government (HFG), 
    which is defined by your oppressometer (found in the Empire Tab) and racial/tech 
    modifiers.  If it is set too high, your citizens get annoyed about being watched 
    so closely.  Another cause of Empire-wide unrest is high Empire-wide taxes.  The 
    setting for the taxes is found in the Finance tab, and the [blank] subtab.  A 
    seldom cause is a recent government change.  A final cause could be you have 
    violated a law passed by the Orion senate (if you are a part of the senate), 
    which can cause unrest.
      System Unrest: Caused by too high of a system tax or pirates.  You can change 
    the system tax in the Empire tab.  Pirates will plague your system if you have 
    more colonies than ships.  In order to get rid of the unrest start building a 
    system defense ship, usually pretty cheap.  You can also move an old task force 
    to the system until the ship gets built to keep those Pirates at bay.
      Colony Unrest: Caused by too high a colony tax, decrease it to help (found on 
    the planet screen).  Also, if you have a certain level of military funding 
    designated (through the Finance Tab) and you are spending more than the allowed 
    funding on military (yes, including colony ships) the colony will have unrest.  
    You can also build recreation, military and government DEAs to reduce unrest.  
    Building military units (infantry, etc.) may also help, especially if the colony 
    is shared between you and another race.  Finally, if you are working your 
    colonists too hard (dark red spending bars) they become unhappy.
    *Why does my planet keep building out of date plans?
      Even though you've marked the ship design obsolete, the viceroy had already 
    planned to build ships, many turns in advance.  So, if you want to make sure 
    there are no obsolete ships being built, mark the design obsolete.  Then go  
    through every planetary military queue and delete the old ships out and put in 
    your new one.  Or let the viceroy chose after you've cleared out the queue and 
    hit the turn button.  Or mark the design obsolete many turns before you want 
    that design to stop building, depending on the number of planets you have.
    *What does the whole tech tree look like?
      You will never get the full tech tree in any game.  At most (without spying or 
    trading) you can get 60-70% of the tech in a game, and that is only if you are 
    very creative and get lots of retro-research.  Some techs are gaurenteed to 
    every race.  These include the ship chassis, the system drives, the warp 
    engines, and probably some other things [comments welcome].  All of the other 
    techs have a percent chance to be researched.  In addition, the level of the 
    tech is a range.  Each tech has a base level, but it can be discovered +/- 2 
    levels from that baselevel.  So some games you get things sooner, some later, 
    some never at all.  It is for these reasons that a full tech tree listing is 
    unlikely, though I will try to get a listing of the Major required techs and 
    their base levels in a future FAQ.
    *Why did they kill off my favorite race?
      I don't know.  They felt like it?  It made a good story?  There are a couple 
    of theories and rumors, but I don't particularly care.  Regardless, there is a 
    chance to find a colony of these old races that you can use as forced labor or 
    Magnate Colony.
    *How do I make contact with other races?
      You must have a full colony within two starlanes of one of their colonies.  If 
    you are a member of the Orion Senate, you automatically have contact with all 
    other members of the Orion Senate.  But you will lose these contacts if you 
    leave the Senate or are kicked out and don't meet the above condition.
    *Why did the race I already had a trade agreement as for another one?
      They are either improving the treaty or re-upping it to make sure they don't 
    lose that income.  Its worth your while to check on these and instigate them on 
    your own.
    *What do the different colors on the sliders mean?
      They are a representation of how efficiently your money is being spent.  A 
    green, for every AU you spend you get a production (or research) point.  At 
    yellow, its 2:1.  And the oranges and reds are worse.  This information can be 
    found in your manual.
    *What can I do with my old ships?
      1) You can scrap them for some money, which can use for one time grants or 
    extra funds.
      2) You can send them to your new colonies to help fight pirates while your 
    colonies build their first system defense force/planetary bases.
      3) From ThrawFett (on the boards): I just thought of a cheap way to get X's. 
    Put all military ships (not troop, colony, or outpost) into Task Forces. Put a 
    lot of cheap ships (or use obsolete) in reserves and send your expeditions. This 
    will let you get rid of obsolete ships while sending out strong expeditions. 
    Also, the computer randomly selects military ships from the reserves when it 
    creates an expedition. To keep a ship 'safe', just put it in a task force.
      NOTE: You cannot refit older ships as in MOO2.
    *I've built tons of Research DEAs, but I'm not researching any faster. What 
    should I do?
      Research DEAs don't produce research in of themselves.  They produce Test 
    Tubes, which increase the efficiency of your research spending.  You must fund 
    the research using your economic sliders.  This will produce Research Points 
    (RPs) which will go towards your projects.
    *How do I defend against spies? (thanks to dakgm for most of these tips)
    Set the Oppression meter to maximum (after you make your first contact) and 
    leave it there for the entire game. In the Victory tab, you can see the rating 
    of your oppression as "Heavy-footed government". The higher the number, the 
    better your defense. You will also have high unrest, so be prepared to counter 
    it beforehand (increase spending against unrest in the finance tab). 
    Start making spies on the very first turn and never stop. When you meet the 
    first race, you're already prepared. You have a screen full of spies to use as 
    defense if necessary. In the Victory tab, check what rating your opponent has 
    for heavy-footed government. Send your spies in when the rating is low. They are 
    never prepared for the results! Then extract your spies and prepare for the 
    While you are doing all of this, research all of the spy tech. The spy tech is 
    mostly in the Biology and Social schools. There's also some scattered in the 
    Mathematics school. All the spy tech has an icon with a looking glass in the 
    You can always tell when the opponent is trying to send in spies. Watch for a 
    message in the Sitrep. The message will either say your spies killed one of 
    their's, or it will say your spies are putting the squeeze on all captured 
    spies. This is your clue. 
    If you kill spies, it will tell you who sent the spies. There is no political 
    message like in MOO2 where you can tell them to stop spying, but there is a 
    message that does the exact same thing. Go into the screen and "Threaten" the 
    race that is sending spies. This will usually cause them to stop (unless your 
    race is weak in military), but it can lead to war. 
    Remember to always keep the Oppression meter at maximum. This irritates your 
    population and helps to find the spies.  But if you have it at the max from the 
    beginning, your population does get used to it over time. 
    If you're sending in spies in large numbers to enemy territory, before long, you 
    will usually get a leader that is really, really helpful for spies. 
    Another helpful idea is to send it multiple spies at once.  You are more likely 
    to get in at least one to do some damage.  Always extract them the turn after 
    they do damage.  Don't leave them there to die.
    Finally, look at the stats on each of your spies.  High Luck spies are better 
    sent out than low luck.  High Cloak means that your spy will be able to hide 
    easier.  This helps in getting the spy into a mission and back out again.  High 
    Dagger is a representation of how likely the spy is to get away if captured.  
    Finally, there is Loyalty.  This is how loyal the spy is to your empire.  Low 
    Loyalty spies can be double agents!  It is a good idea to retire low loyalty 
    spies before they cause you damage.
    How do I initiate Ground Combat:
    1) Make Infantry/Marines/etc. at a System that has a mobilzation center or your 
    home system.
    2) Make sure you have a Troop Ship in reserves or make one so you'll have one.
    3) Go to "Ground Force Creation" from the Galaxy screen in the system you are 
    wanting to pull troops from.
    4) Create an army of your choice from your Infantry/Marines/etc. according the 
    rules provided.
    5) Click Create Force, which will take you to your space task force creation 
    6) It will pull as many troops ships as it needs for all of your army.  If you 
    don't have enough it won't let you accept.
    7) The next turn your Troop Task force will come up.
    8) Send it to the system you want to invade.  There should be no enemy ships in 
    the region, and I prefer to have a military task force there while I'm invading.
    9) When you transport arrives, you will have to choose the following when the 
    combat screen comes up:
    System Combat: Control Combat/Assualt Planet [if no ships in system, you will 
    get an auto victory]  NOTE: You must control the combat here to be able to land 
    Planetary Bombardment: Control Combat, again you must control here if you want 
    to land troops.
    Go ahead and bombard at this point if you feel like it, to reduce the ground 
    forces on the planet.  Then choose one of the following: Land Troops or Land all 
    Land Troops will land one of your armies.  Land all Troops will land all (duh).  
    At this point, the troop transport that were carrying those troops will disband 
    and head to the delay box.
    Ground Combat Scheduler: I think at this point you can either let the AI handle 
    it or do it yourself.  I prefer doing it myself.  And from here you can start 
    debating the points of how to run the combat.
    See pages 138-140 for the Planetary bombardment and Ground Combat screens and 
    System Tax:
    * System tax works 
    * It is calculated of GDP and trade just like planetary tax but for all planets 
    in the system. 
    * The planet with the system government always gets the money. 
    * The system tax income is not specified but is added to the planets balance 
    each turn. 
    Mods and Links [12*]
    This has a ton of mods available.  I personally really only like the 
    Encylcopedia mod, so that the planetary specials and the race info is easy to 
    have at hand.