Strategy Guide            v2.01

     Universe Creation Guide

What technology level you start at can also affect the overall difficulty, depending on your chosen race (or race's advantages/disadvantages)... There are 3 technology levels to start the game.
 PRE-WARP probably the easiest of all, as long as you are at "average" difficulty level or below. If you have a research modifier such as "+2 research", "Creative", "Democracy", or even "Artifacts Home world", this will be the easiest selection for you no matter what your difficulty level.
 AVERAGE starts you out with a colony ship and the basic drive and fuel cells. If you don't really have any advantages or disadvantages with researching, then this is probably the way to go. 
 ADVANCED starts you out with technology based on your race and difficulty level, a few colonies already established, and a fleet that takes up all your "command points". This level is basically for races that have disadvantages in research, such as "-1 Research", 
"Uncreative", "Feudal", or even "Low-G". Also starting out at this level helps if you've got the "Pre-Warp" section down, and need to work on diplomatic relations (since you can contact the other players on this level).

            Starting Out (new game)

First, I assume your starting with "Pre Warp", which requires being pickier with your technology. I suggest you take all your workers and put them researching Research Labs after Electronic Computer. This makes the beginning much easier, because you can then take all your scientists and assign them to something else while still generating some RP per turn. Next is Nuclear Drive if you are starting out at "Pre-Warp". Then I suggest you research Standard Fuel Cells, and build a Frigate for scouting (if you are not Omniscient). If you have "Tactical Combat" selected, take off the weapons on the Frigate 
design to build it a little faster.

If there is a good planet in your starting solar system, colonize it using a Colony Base. Otherwise, research Colony Ship, and then build one. When you build a Colony Ship, go find a planet to colonize ASAP. Also note that systems guarded by Space Monsters usually contain a very good planet, or a few good planets. The Orion star system, which is in every game and always guarded by the Orion Guardian, always has in it an "Ultra Rich Huge Gaia" class planet and an asteroid belt.  
Defeating the Orion Guardian gives you some technology increases, an extra officer (if you have room), and a super Battleship called "Avenger". You can pick planets for different "purposes". There are generally 3 types of planets... "Construction" planets, (usually Rich or better, and a medium or better size)...
"Farming" planets, where the empire's food needs are met (usually Terran or better, and a medium or better size)...
And "Research" planets, a colony devoted to getting Research Points (usually around Abundant, better with "Ancient Artifacts", and a medium or better size).

               So you have a new colony

Now that you have a new colony, I suggest you build stuff for the colony in a certain order, and according to "what type" of colony you have.

All (types of) Colonies
- Transport 1 or 2 colonists over first, make sure not to go into "negative freighter fleets"
- Marine Barracks (eliminates morale penalty for Feudal and Dictatorships)
- Cloning Center (+growth for larger planets)
- Automated Factory (+production)
- Pollution Processor (+production)
- Research Lab (+research)
- Hydroponic Farms (+total food)
- Robo-Miner Plant (+production)
- Holo Simulator (+morale)

Construction colonies - Anything that increases worker production (+production) OR reduces pollution (Robotic Factory, Astro University, Atmospheric Renewer, etc.)
Farming colonies  - Anything that increases farmer production (+food) (Soil Enrichment, Astro University, Weather Controller, etc.)
Research or "Artifacts" colonies - Anything that increases research (+research) (Supercomputer, Galactic Cybernet, etc.)
Large (15-20 max pop.) colonies - Make sure they build Cloning Center first. If you don't have the technology, then build 
Housing until you're at least half full.
Smaller (2-5 max pop.) colonies - Just "transport" some colonists from another colony over here, as many as needed WITHOUT 
going into negative freighter fleets (it takes 5 freighters to transfer 1 colonist unit)

             Relating with the other races

To fully understand the other computer-controlled races, you must realize that they are computer-controlled to kind of act like a real person in the scenario would, not a player. Unless you are really strapped for cash, you will probably want to make a "Trade Treaty" and a "Research Treaty" with the other races. They may not want to do it first, give them very low-end technology or small sums of BC to make them trust you more. After you get those two treaties, go for a "Non-Aggression Pact"...unless you did something to really piss 'em off, they will accept. After this, they will probably start to trust you more and more as long as you don't do something to make them mad or overly nervous. Here are a few things that can make them mad...

- Stealing technology (using a spy, "Espionage")
- Spying too much
- Destroying something using a spy (will usually make them REAL mad)
- Attacking them (usually leads to war)
- Building too many colonies in their systems (unless you have an "Alliance")
- Ignoring them (choosing the option "Ignore")
- Never giving them a break (never giving them what they want)
- Contacting them too much
- Being in war (if you are in war, they usually "Hate" you)
- Being too friendly with an enemy
- Having an Alliance with an enemy (they usually are pretty uneasy then)
- Sending too many ships of any kind in their territories and keeping them there
- Demanding too much
- Random events

This is only a small list. Note that spy actions can sometimes be blamed on other races (if you are good enough), and sometimes other races can blame you. Now let's see what makes them happy...

- Trading Technology with them, especially ones they want
- Giving them Technology (I suggest mostly useless or low-end tech, like Biospheres, Spaceport, etc.)
- Entering into a treaty
- Being in a treaty long enough
- Monetary Gifts (This usually works best if your relations are strained, or they need money)
- Other Gifts (Unless you're spineless, don't give them your systems)
- Attacking their enemies
- Going into wars with their enemies
- Random events

This is also only a small list. Let's talk about the ability to report on your enemy. When you select "Report" at the Races screen, you can click on another race to see information about them. All of their technology researched, how many spies they have against you, what wars/alliances they are in, and what their overall "style" is. The "style" is probably the most ambiguous.  It's usually a combination of two words. The first word represents their diplomatic style. The second word represents their "focus". Your opponents know the only viable way to win is to defeat everyone else...including you!

 If another race is lacking colonies, and can't seem to find any good ones, they may come knock on your doorstep to colonize an unoccupied planet in one of your systems. Note that they cannot colonize an Outpost of yours, and they usually do not colonize a system with a ton of defenses or a fleet orbiting it.

 If you have a race like the Psilons, with a lot of technology, you won't ever need to use "Espionage" to gain technology, you can usually just "Exchange Technology" with the other race, if you really think you need that item. First look at your technology list and see what level the technology is, if it can be obtained by your self easily enough. Such things as Terraforming, Gravity Generator, and Planetary Radiation Shield are must-haves, as well as better Fuel Cells (Deuterium, Iridium, etc.). If you are using a race that stinks with technology, send tons 'o spies off to steal technology from your enemies (but your diplomacy with these races may take a big dive depending on your spying ability).

In Masters of Orion II, you are a leader of a relatively small empire. Your goal is be leader of the entire galaxy. In Machevelli's "The Prince", it is said "The end justifies the means". This is totally true in Masters of Orion II. Usually what I do is gain the other race's trust, and wait a while, while I let them squabble amongst themselves, but don't let one race destroy another (if you see one losing too badly, join them, and then make a peace treaty). As in the real world, wars don't go until the enemy is totally destroyed, unless one has real superior military power. You must keep everyone alive and semi-happy until you gain enough power to start picking them off. Start with the weakest (and hopefully making another race or two join in with you), and wait a while before starting on another. Don't wait too long...you won't like the results!

As well, if a race asks you for some technology or you ask them, make sure it is a good trade! If they want a high-end technology (like Terraforming or Titan Construction) and they'll give you/you want a lower-end technology (like Xeno Psychology or Battlestation), don't take the deal! Unless you really want that technology they're offering!

Try to balance out the leaders you have. "Labor Leader", "Science Leader", "Galactic Lore", "Spiritual Leader", and "Famous" are the skills you should be looking for the most. "Famous" is very good since, if the leader has a high enough "Famous" rating, leaders will flock to you! Also having the attribute "Charismatic" assigned to your race helps a LOT with getting good Leaders.

Experience Level        Leader                          Officer
Level 1                 Administrator                   Commander
Level 2                 Commissioner                    Captain
Level 3                 Director                        Commodore
Level 4                 Magistrate                      Rear Admiral
Level 5                 Governor                        Admiral

Their skills are listed hopefully at their base experience level. Some Leaders and Officers only appear as certain experience levels. 

                        Leaders

Director Ailis, the Gifted (100 BC now, 2 BC maintenance) 
Environmentalist       -20%
Medicine               +30%
Spiritual Leader       +10%

Director Androgena (~300 BC now, 1 BC maintenance) 
Farming Leader         +10%
Financial Leader       +10%
Labour Leader          +10%
Medicine               +10%

Director Black Razor, the Enforcer (190 BC now, 4 BC maintenance) 
Assassin               +6%
Spy Master             +6%
Farming Leader         +20%
Labor Leader           +20%
Financial Leader       +20%

Director Brainac,  Version 1 (880 BC now, no maintenance) may have random skills and levels
Labor Leader           +20%
Spiritual Leader       +15%
Megawealth             +10BC per turn
Spy Master             +6%
Telepath               +6%

Director Brainac, Version 2 (320 BC now, 4 BC maintenance) 
Labour Leader          +30%
Medicine               +30%
Spiritual Leader       +10%
Researcher             +10RP per turn
Spy Master             +4%

Director Brainac, Version 3 (320 BC now, 3 BC maintence) 
Instructor             +2 exp. per turn
Spiritual Leader       +10%
Commando               +4
Tactics                +6
Telepath               +4%

Director Cassandra, the Elerian Mystic (240 BC now, 1 BC maintenance) 
Environmentalist       -20%
Spiritual Leader       +10%
Diplomat               +20
Telepath               +6%
Tech Knowledge: Telepathic Training

Director Chug, the Planetologist (200 BC now, 1 BC maintence) 
Enviromentalist        -20%
Farming Leader         +20%
Rearcher               +10RP per turn
Tech Knowledge: Terraforming

Magistrate Claw, the Klackon Taskmaster (750 BC now, 3 BC maintenance) 
Farming Leader         +45%
Labour Leader          +45%
Operations             +9

Administrator Crassis, the Labor Leader (30 BC now, 1 BC maintenance) 
Labor Leader           +10%

Administrator Draxx, the Spy Master (100 BC now, 1 BC maintenance) 
Assassin                 3%
Spy Master              +3%

Magistrate Electra, the High Priestess (~600 BC now, ~4 BC maintenance) 
Environmentalist       -20%
Farming Leader         +20%
Spiritual Leader       +10%
Telepath               +5%

Commissioner Emo, the Science Leader (30 BC now, 1 BC maintenance) 
Science Leader         +10%

Magistrate Felina, the Naturalist (~400 BC now, 1 BC maintenance) 
Environmentalist       -45%
Farming Leader         +45%

Administrator Galis, the Financial Leader (30 BC now, 1 BC maintence) 
Financial Leader       +10%

Director Galin, the Rogue Trader (320 BC now, no maintenance) 
Financial Leader       +20%
Megawealth             +10BC per turn
Trader                 +30%

Administrator Garron, the Ambassador (80 BC now, no maintenance) 
Diplomat               +15
Famous                 -60 BC 
Megawealth             +10BC per turn

Magistrate Grogg, the Gnolam Capitalist (~1000 BC now, no maintenance) 
Financial Leader       +45%
Labour Leader          +30%
Megawealth             +10BC per turn

Administrator Houri, the Environmentalist (40 BC now, 1 BC maintenance) 
Environmentalist       -15%

Director Khunagg, the Ruthless (180 BC now, 2 BC maintenance) 
Farming Leader         +20%
Labour Leader          +20%
Tactics                +4
Commando               +4

Commissioner Kimbuzzi, the Farming Leader (30 BC now, 1 BC maintenance) 
Farming Leader         +20%

Director Kirsus, the Psilon Scientist (200 BC now, 2 BC maintence) 
Science Leader         +30%
Researcher             +15RP per turn

Administrator Lydon, the Noble (80 BC now, no maintenance) 
Diplomat               +10
Famous                 -60 BC leader and officer hiring costs
Megawealth             +10BC per turn

Governor Malovane, the Battle Lord (1650 BC now, 5 BC maintenance) 
Instructor             +7 exp. per turn
Labour Leader          +75%
Spiritual Leader       +37%
Commando               +15

Magistrate Matrix, the Cyber Mage (600 BC now, 6 BC maintenance)
Science Leader         +45%
Spiritual Leader       +22%
Assassin                6%
Telepath               +9%

Magistrate Mentox, the Legendary Scientist (170 BC now, 3 BC maintenance)
 * comes with knowledge of research lab and auto labs
Science Leader         +45%
Researcher             +45%
Famous
 
Commissioner Necron, the Dark Lord (1200 BC now, 11 BC maintenance) 
Financial Leader       +60%
Labour Leader          +60%
Science Leader         +60%
Spiritual Leader       +30%
Telepath               +12%

Magistrate Nimrazz, the Master Tactician (~300 BC now, 1 BC maintenance) 
Instructor             +3 exp. per turn
Tactics                +9
Commando               +9
Operations             +9

Magistrate Orphus, the Peacemaker (510 BC now, 6 BC maintenance)
Instructor             +3 exp. per turn
Medicine               +45%
Spiritual Leader       +22%
Diplomat               +45
Famous                 -180 BC leader and officer hiring costs

Commissioner Ralleia, the Siren (120 BC now, 1 BC maintenance) 
Farming Leader         +40%
Labour Leader          +40%
Science Leader         +40%
Spiritual Leader       +20%

Director Rash-Iki, the Warlord (110 BC now, 2 BC maintenance) 
Tactics                +4
Labor Leader           +30%
Instructor             +3%
Commando               +4

Commissioner Tanus, the Revolutionary (760 BC now, 3 BC maintenance) 
Farming Leader         +40%
Labour Leader          +40%
Science Leader         +40%
Spiritual Leader       +20%
Tech Knowledge: Advanced Government (Galactic Unification, Federation, etc.)

Magistrate Torg, the Overlord (570 BC now, 4 BC maintenance) 
Farming Leader         +45%
Financial Leader       +45%
Labour Leader          +45%
Commando               +6

Administrator Urro, the Ikarian Doctor (60 BC now, 1 BC maintenance) 
Medicine               +15%
Researcher             +5RP per turn

Director Vallin, the Rogue Trader (140 BC now, no maintenance) 
Megawealth             10BC
Financial Leader       +20%
Trader                 +30%

Magistrate Vott, the Technomancer (380 BC now, no maintenance) 
Science Leader         +45%
Financial Leader       +20%
Researcher             +22%
Megawealth             10 BC

Administrator Yoda, the Elder Sensei  (60 BC now, 1 BC maintenance) 
Instructor             +1
Famous                 -90BC

Commissioner Xantus, the Supreme Leader (1410 BC now, 9 BC maintenance) 
Environmentalist       -60%
Financial Leader       +60%
Labour Leader          +60%
Science Leader         +60%
Spiritual Leader       +30%

Not sure Zog, th Gnolam Capitalist (180 BC now, no maintenance)
Financial Leader       +nn%
Labor Leader           +nn%
Megawealth             10BC
(Zog is listed in my guide, but does not show up in Coroion)

                              Officers

Commander Altos, the Alkari Pilot (120 BC now, 2 BC maintenance) 
Fighter Pilot          +5               +5 per level
Helmsman               +7               +8 per level
Navigator              +1               +0.5 per level

Commander Aquasarrious, the Trilarian Navigator (90 BC now, 1 BC maintence) 
Helmsman               +5
Navigator              +1
Weaponry               +5
(Really Long Name      +5)

Captain Caern, the Tulosian Mercenary (240 BC now, 2 BC maintenance) 
Helmsman               +10
Navigator              +1
Ordnance               +10
Security               +4
Weaponry               +10

Commander Cyr, the Fighter Ace (50 BC now, 1 BC maintenance) 
Fighter Pilot          +5

Rear Admiral Dalan, the Legendary Captain (nnn BC now, 9BC maintenance) 
Megawealth             10 BC
Weaponry               +30
Fighter Pilot          +30
Helmsmen               +30
Famous                 -360 BC

Rear Admiral Dantos, the Bandit Lord (nnn BC now, no maintenance) 
Ordnance               +30
Weaponry               +30
Fighter Pilot          +30
Helmsmen               +20
Famous                 -360 BC

Captain Diablo, the Cyber Marauder (160 BC now, 2 BC maintenance) 
Ordnance               +10
Weaponry               +10
Assassin                4%
Commando               +4
Spy Master             +4%

Captain Grak, the Bulrathi Commando (160 BC now, 1 BC maintenance) 
Security               +4
Famous                 -120 BC
Ordnance               +4
Commando               +6

Commander Gizmo, the Gadgeteer (50 BC now, 1 BC maintence) 
Engineer                2%
Researcher             +5RP per turn

Commander Grumm, the Armsman (40 BC now, 1 BC maintenance) 
Security               +2
Commando               +2

Commander Hawk, the Astrogator (80 BC now, 1 BC maintenance) 
Helmsman               +5
Navigator              +1

Captain Jarrad, the Explorer (200 BC now, 1 BC maintenance) 
Helmsman               +10              +5 per level
Navigator              +1               +1 per level
Weaponry               +10              +5 per level
Diplomat               +20%             +5% per level

Commodore Karg, the Pirate Captain (780 BC now, 6 BC maintenance) 
Galactic Lore          +22
Helmsman               +22
Navigator              +3
Ordnance               +22
Weaponry               +22

Captain Kher, the Smuggler (200 BC now, 2 BC maintenance) 
Helmsman               +10              +5 per level
Navigator              +1               +1 per level
Weaponry               +10              +5 per level
Trader                 +20%             +5% per level

Commodore Kronos, the Ancient Spacefarer (390 BC now, 4 BC per turn) 
Galactic Lore          +22
Helmsman               +15
Navigator              +3

Captain Kytryl, the Privateer (300 BC now, 3 BC maintenance) 
Helmsman               +15              +5 per level
Navigator              +2               +1 per level
Weaponry               +10              +5 per level
Trader                 +20%             +5% per level
Famous                 -120 BC

Admiral Loknar, the Last Orion (Gain from beating the Orion Guardian, no maintence) 
Fighter Pilot          +37
Galactic Lore          +37
Helmsman               +37
Ordnance               +37
Weaponry               +37

Captain Mukirr, the Mrrshan Warrior (180 BC now, 1 BC maintence) 
Weaponry               +15
Commando               +4

Commodore Mystic X, the Unknown (510 BC now, n maintenance)
Navigator               +2
Ordnance                +22
Weaponry                +22
Assassin                6%
Diplomat                +45 (note these are what I got the last time)

Captain Nhagg, the Armsmaster (~100 BC now, 1 BC maintenance) 
Ordnance               +15
Weaponry               +10
Commando               +6

Captain Nile, the Forsaken Warrior (160 BC now, 2 BC maintenance) 
Security               +6
Weaponry               +15
Commando               +6

Commander Ruola, the Weapons Officer (30 BC now, 1 BC maintenance) 
Weaponry               +5               +5 per level

Commodore Skaine, the Legendary Pilot (660 BC now, 5 BC maintenance)
Fighter Pilot          +22
Helmsman               +22
Navigator              +2
Weaponry               +15
Famous                 -270 BC leader and officer hiring costs

Admiral Slag, the Armsdealer (1540 BC now, no maintenance) 
Helmsman               +25
Navigator              +2
Weaponry               +25
Megawealth             +10BC per turn
Trader                 +75%

Captain Slith, the Rebel Pilot (~100 BC now, 1 BC maintenance) 
Helmsman               +10
Navigator              +1
Ordnance               +10
Weaponry               +10

Captain Sparky, the Meklar Cybernaut (140 BC now, 2 BC maintenance) 
Engineer                6%
Ordnance               +10
Tech Knowledge: Advanced Damage Control

Admiral Tellik, the Legendary Engineer (1500 BC now, 8 BC maintenance)
Engineer                15%
Ordnance               +37
Famous                 -480 BC leader and officer hiring costs
Operations             +15
Researcher             +37

Commodore Tulock, the Bounty Hunter (600 BC now, 5 BC maintenance) 
Helmsman               +22
Navigator              +2
Weaponry               +22
Assassin                6%
Commando               +6

Captain Tyranous, the Sakkra Armsman (80 BC now, 1 BC maintenance) 
Security               +4
Weaponry               +10
Commando               +4

Commander V'Larr, the Idependant Trader? (240 BC now, no maintence) 
Helsman                +5               +5 per level
Navigator              +1               +0.5 per level
Weaponry               +5               +5 per level
Megawealth             +10BC per turn

Overlord Xyphys, the Antarian Warrior, the Leader of the Antarans (he's the leader of the Antaran Star Fortress) nnn BC now, 14 maintenance
Fighter Pilot           +37
Helmsmen                +37
Ordnance                +37
Weapon                  +37
Security                +15

What you should research and the order is very important! First we must look at how one does research. A scientist gives you, normally, 3 RP for each one assigned to the field of science (things like Research Lab, Supercomputer, Heightened Intelligence, Feudal government, etc. can increase or decrease this). Let's say you want to research Fighter Bays (that takes 80 RP). If you assign 10 scientists to the field of science, you get 30 RP. Therefore, it will take you about 3 turns to research the chosen field. Note that you can assign RP to any field...what I mean is that if you are researching Fighter Bays for 80 RP and have researched 40 RP total already, you can switch to Hydroponic Farms, which also takes 80 RP, but now you have a 40 RP bonus (meaning, Hydroponic Farms will only take 40 RP or 2 turns now). Here's a list of what you should research to start. 

(Electronics) 
Research Laboratory (Optronics)
(Chemistry)
(Nuclear Fission)
(Cold Fusion)
Automated Factories (Advanced Construction) 
Deuterium Fuel Cells (Advanced Metallurgy)
Biospheres (Astro Biology)
Cloning Center or Soil Enrichment (Advanced Biology)
Planetary Supercomputer or Holo Simulator (Positronics)
Pollution Processor (Advanced Chemistry)
Battle Pods (Capsule Construction)
Robo Mining Plant (Robotics)
Fusion Drive (Advanced Fusion)
(Military Tactics)
Tachyon Communications (Tachyon Physics)
Xeno Psychology (Xeno Relations)    
Microbiotics (Genetic Engineering)
Terraforming (Genetic Mutations)
Neutron Scanner (Neutrino Physics)
Planetary Gravity Generator (Artificial Gravity)
Planetary Radiation Shield (Magneto Gravitics)
(Teaching Methods)
Atmospheric Renewer or Iridium Fuel Cells (Molecular Compression)
Virtual Reality Network (Galactic Networking)
Weather Controller (Macro Genetics)
Subspace Communications (Subspace Physics)
Stealth Suit (Electromagnetic Refraction)
Titan Construction (Astro Construction)  
Robotic Factory (Advanced Robotics)
(Advanced Government)
Nano Disassemblers or Microlite Construction (Nano Technology)
Anti-Matter Drive (Anti-Matter Fission)
Heightened Intelligence (Evolutionary Genetics)
Core Waste Dumps (Tectonic Engineering)
Uridium Fuel Cells (Molecular Manipulation)    
Pleasure Dome (Moleculartronics)      
Universal Antidote (Artificial Life)
Advanced City Planning (Superscalar Construction)
Hyperspace Communications (Hyper-Dimensional Physics)
Thorium Fuel Cells (Molecular Control)   
Gaia Transformation or Evolutionary Mutation (Trans Genetics)
Doom Star Construction (Planetoid Construction)       
Planetary Barrier Shield (Temporal Fields)      
Star Gate (Temporal Physics)
(Galactic Economics)                        
Remember I didn't include anything having to do with ship improvement (weapons, systems, etc.)