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Just got this game from the sale. Absolutely fantastic. I'd never played it before but I love 4X games and I'd heard a lot of good things about it.

Good to know that none of the glowing praise is just nostalgia talking, this game is incredible. I played my first game last night (Humans, on a huge 8-race normal pre-warp start on Tutor, of course) and it was an absolute blast. I loved being humans and establishing stellar relationships with all the AI. Non-aggression pacts and extremely lucrative treaties all around!

But here's my question:

Can I have more than five ship models available to build at a time? I'm used to the Alpha Centauri workshop where you just whip up a new unit and put it in a slot, but it looks like in MoO2 there's just the five slots and you kind of replace them as you go.

Is that how it works?
The 5 is all I have ever used, but then I am not a computer geek. The strength of MOO2 over MOO1 is that you don't lose the discontinued model. In one, when you wanted to upgrade the ships, you lost all of the older model ships and that could hurt if you were in a tight situation.

One thing you can do is continually upgrade the ships and number them. (ie..Tornado, Tornado 2) Some times I will add a letter designation similar to what the govt. does. (ie..Tornado, Tornado ECM) that stands for when I had enough room to add the ecm jammer.

Welcome to the addiction. There are no dumb questions when it comes to this game.
Yup, it only stores the 5 models you have currently designed. As Les229 said you could label your ships Mk. II, III, etc ... to keep track of the generation. And you can refit your older ships or keep them around.
Good to know, thanks for the answers.

Two more questions:

1. I've heard people talk about refitting colony ships onto smaller ship classes with Battle Pods to save on cost. How would I go about doing that? I can't find any sort of colony option in the ship design.

2. When certain races (Lithovores, etc) use production instead of food, does the production pull double duty? i.e. if I had a lithovoric race generating 5 prod on a planet, would that 5 prod go towards production AND food? Or would it be split, with 2.5 going to prod and 2.5 going to food?

Oh, also, I'm correct in assuming that food doesn't impact growth, so long as there's no starvation, right?
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KingCrimson250: Good to know, thanks for the answers.

Two more questions:

1. I've heard people talk about refitting colony ships onto smaller ship classes with Battle Pods to save on cost. How would I go about doing that? I can't find any sort of colony option in the ship design.

2. When certain races (Lithovores, etc) use production instead of food, does the production pull double duty? i.e. if I had a lithovoric race generating 5 prod on a planet, would that 5 prod go towards production AND food? Or would it be split, with 2.5 going to prod and 2.5 going to food?

Oh, also, I'm correct in assuming that food doesn't impact growth, so long as there's no starvation, right?
Hmmm ... I think number 1 might be a MoO1 option that isn't present in MoO2, but I'm not sure. Number 2, I think lithovores eat production and cybernetic organisms eat half food and half production. The advantage for lithovores is they don't need any farmers or farmer tech. As for 3, correct, except that you may need excess food before growing your empire in order to send food to new colonies that are focused on production and building themselves up.
Food also contributes to income.
True, although it's a fairly minimal contribution - more significant if you have Fantastic Traders, but if you want cash then you're better off setting a planet to Trade Goods than piling on extra farmers.


As for the colony ship question: that applies to MOO1 and MOO3, where "Colony Module" (of whatever type) is a ship system akin to a Battle Scanner; MOO2 uses generic colony ships instead.
Post edited September 23, 2012 by Garran
I usually keep food to only what I need and try to get it out of the way as soon as possible. Do you develop single food planets to feed all the planets, or raise what you need on each planet capable of producing food?
There isn't a single right answer to that because it will often depend on what types of planets you have available, along with your racial and tech support.

The advantages to generating food on every planet are that you don't have to maintain a massive freighter fleet or pay the (considerable) cost for using freighters to ship food around, and that you're less susceptible to planetary events or blockades taking out your food production and leaving all of the other planets to starve.

The downside is that you have to allocate some workers to farming on every planet that's producing food, and may have to spend some time building food-production facilities. Ultra-rich planets may be better off focusing entirely on industry than splitting their workforce between industry and farming, for example.
Lithovores don't need to eat food (or use production to survive for that matter), which is why the trait costs 10 points. They consume rocks essentially, which are pretty much infinite in a universe like MOO's.
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H2IWclassic: Lithovores don't need to eat food (or use production to survive for that matter), which is why the trait costs 10 points. They consume rocks essentially, which are pretty much infinite in a universe like MOO's.
I think it does cost production though ... doesn't it?
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H2IWclassic: Lithovores don't need to eat food (or use production to survive for that matter), which is why the trait costs 10 points. They consume rocks essentially, which are pretty much infinite in a universe like MOO's.
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crazy_dave: I think it does cost production though ... doesn't it?
IIRC cyborgs and androids consume productions, Silicoids simply don't need anything to sustain themselves. On the other hand, they reproduce extremely slowly.
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Garran: There isn't a single right answer to that because it will often depend on what types of planets you have available, along with your racial and tech support.

The advantages to generating food on every planet are that you don't have to maintain a massive freighter fleet or pay the (considerable) cost for using freighters to ship food around, and that you're less susceptible to planetary events or blockades taking out your food production and leaving all of the other planets to starve.

The downside is that you have to allocate some workers to farming on every planet that's producing food, and may have to spend some time building food-production facilities. Ultra-rich planets may be better off focusing entirely on industry than splitting their workforce between industry and farming, for example.

I usually try to researc h nearly all of the food producing facilities that I can and get each planet to produce as much of it's own as it can. Fkor instance, Each planet can have its own Hydroponic Farm, Subterranean Farm, and finally Food Replicators. Those that can grow food I also research Soil Enrichment.

I do try to limit the number of workers allocated to food production. The food I have to produce with workers I usually try to limit it to Terran, or Gia planets because of the greater yield.

Thanks. I was just wondering. I am always looking for a better way to do things.
Be careful about using Food Replicators. While they're useful for addressing shortages, they're expensive to maintain and operate (10 BC/turn maintenance cost, 2 production per food unit generated), so if you build them too aggressively you'll end up having financial/production trouble.

On the other hand, ocean and swamp planets have the same food output as terran planets (with a lower population limit), so they're also good for farming.
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crazy_dave: Yup, it only stores the 5 models you have currently designed. As Les229 said you could label your ships Mk. II, III, etc ... to keep track of the generation. And you can refit your older ships or keep them around.
A little tip on this - when editing a ship design, if you click the arrow to change the ship's model (appearance), it will automatically increment the model number (assuming it ends with roman numerals). So if you have a Wasp II, clicking to the next ship image will rename it to Wasp III. Very minor, but nice.