Master of Orion

Master of Orion

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casualsailor Apr 2, 2017 @ 10:09am
Research Slots
What determines the number of Research slots available on a planet?

Playing as generic Human I have a Large, Terran, Abundant, High gravity world with 2 slots but I have a Small, Tundra, Poor, Low gravity, Gold planet with 12.

Is this just random? Is there a way to know this before you colonize?
Last edited by casualsailor; Apr 2, 2017 @ 10:09am
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Showing 1-13 of 13 comments
Spud Dastardly Apr 2, 2017 @ 10:11am 
The number of population you have is always equal to the number of research slots. For each new population you get, you get another slot.
casualsailor Apr 2, 2017 @ 11:13am 
Ok, so just to be clear, Research slots will grow with each increase of population but Food and Production slots are fixed based upon Size and Type of planet?
casualsailor Apr 2, 2017 @ 11:39am 
Excellent! Thanks!

I've played a couple of campaigns but I just sort of hacked my way thru them without paying close attention to details. Now that I'm paying attention to details I'm trying to be more efficient by concentrating population on some planets in production for building ships faster and using the others to boost research when I noticed this and began to worry that plans might not work out.

Another Research question if I may. Obviously, if you want to get to Terraforming or Gas Planet compression sooner it is necessary to skip certain research. In terms of fighing ships is there an advantage in skipping those that provide stronger armor in preference to shields (or visa versa) and relying upon Mass Drivers for point defense verses anti-missile missles or in the end is the combination of such things stronger?

Put simply can one use ships with light armor and heavy shields and mass drivers for point defense and skip the research for heavy armor and anti-missile missiles without making ones ships too weak?

Edit: I just found that if you take the recommendations and do all the upgrades you do waste a lot of credits and time researching things that you ultimately replace without using.
Last edited by casualsailor; Apr 2, 2017 @ 11:41am
casualsailor Apr 2, 2017 @ 12:02pm 
Yeah the pre-requisites make it seem like you need all of them anyway.

It would have been nice if one had been given a choice of a tree that emphasized armor and mass drivers for PD and another that emphasized Shields and Missiles and that the results would have been competitive. This would have permitted some interesting choices since if your enemy is using weapons that cut thru shields then armor would be more important (and visa versa). As it is it seems the AI is just following the recommended upgrades and research.
bilbous Apr 2, 2017 @ 1:32pm 
He laughs at your gratuitous anonymous dig and thinks you are not a player at all. Have you completed your second game yet, Doc? It is nice to see you trying to help other players, though.

casualsailor: Doc would seem to be refering to me and my two pronged approach to research. I prioritize ship size and economic growth, not necessarily in that order, and leave the middle tech streams. I tend to lag behind the AI players in tech and other victory conditions until I have conquered one or two of them. I usually have a relatively strong fleet of missile boats early but few planets. Naturally that means I do not have a lot of command points. Sooner or later one of my neighbors makes the mistake of declaring war on me and volunteers for their own destruction.
casualsailor Apr 2, 2017 @ 2:40pm 
@bilbous Pardon the pun but I'm not sure "what's up with Doc."

But you reminded me of what got me thinking in those terms. I saw an interesting vid where a guy had taken frigates with Augmented Engines, Torps and mass drivers for point defense defeating a larger fleet consisting of a Cruiser, some destroyers and Frigates.

This made me think that their might be a lot of bloat in the tech tree that could be avoided.

bilbous Apr 2, 2017 @ 4:15pm 
torps are usually considered too slow. are you sure they weren't just mirved missiles? those are bugged so as to be excessively powerful. Of course I just got crushed by ai in multiplayer here my fleets got taken out by warp bases with the same tech as I was using. it was very strange.
casualsailor Apr 2, 2017 @ 5:55pm 
I'm not attesting to the validity of his strategy. But it was torps. He was using the Augmented Engines to get them to chase him then he'd fire the torps and speed away.

Here is the vid.

https://www.youtube.com/watch?v=BREblxgc5SA

bilbous Apr 2, 2017 @ 6:47pm 
it looks like that video was from early access or something due to the comments about the admiral ai being an hour old. I think that might still be possible, I trashed a larger fleet one with a few missile boats just by running around the perimeter staying out of range of their beam weapons which have facing limitations. missiles can fire 360 degrees but a lot of beam weapons are front only. not being able to fullscreen within the steam client didn't help but I watched that on youtube.

I've never used the augmented engines in that way. I don't like to get too fiddly with things.
bilbous Apr 3, 2017 @ 2:35am 
That explanation defies logic. It may well be true but please expose the mechanism whereby tech prices actually change from the start of the game. Is there some function where completion of a vertical line causes research points to be generated at a greater rate, or one which causes research points applied to new research to be multiplied? Show it to me. If you can do that I will agree with you that this is the stupidest game ever made. I believe there may be some such factor used in calculating tech victory condition rankings but the only evidence I have seen is anecdotal and thus suspect.

If you are going to try to help people do your own research and don't merely regurgitate other peoples arguments when you do not understand the language they are provided in. As far as I know from your own statements, Doc Greystone², you have completed exactly one game where you begged for help every step of the way, declared the game too easy and that you would never play it again. You also made many comments in threads slagging the game and trolling the developer. You then proceeded to delete multiple comments that showed you in a particularly bad light to rehabilitate your tarnished image. I had to delete a few of the posts in response to yours just to avoid looking like I was deranged. If you don't like the game why are you still here?

Grow up. Stand by your drivel and let the chips fall where they may. [insert inane platitudes here]

I love the smell of trollfood in the morning.
bilbous Apr 3, 2017 @ 3:11am 
If you look in TechTree.yaml you will see the cost for every tech. There does not seem to be any multiplier triggers but that doesn't mean they are not somewhere.

I really love Doc Greystone²'s fluctuating realities where he edits previous posts to reply to people he says he won't reply to. It is trolltastic.
casualsailor Apr 3, 2017 @ 8:48am 
You two seem to have your own thing going on here. And that fine. Don't let me get in your way. :steamhappy:

I understand what you are saying Doc. I've not done the math (and probably won't). But it might very well be that given the choice of researching a skill which provides additional research points early pay off later due to effectively "compound interest." Like I said, I'd have to do the math to verify that but I know in the game I'll often choose to build a buiding that reduces the cost of production (like the Space Elevator) before building a particularly expensive ship. The turns it takes to build the elevator may negate the benefits for the 1st ship but it should pay dividends for all additional ships. At least that is what one would think just looking at it.

@bilbous In the end I think its not a matter of skipping any of the 4 trees but rather when you take them. And that is dependant upon the game you are playing. I know I recently got a map with a bunch of irradiated planets near me. So, I clicked on the skill that gave me the radiation shield and let the game fill out the pre-requisites and went straight for that. Maybe that was a mistake or maybe it wasn't. Had I plenty of clean planets near me I'd have made a different choice.
Last edited by casualsailor; Apr 3, 2017 @ 8:49am
bilbous Apr 3, 2017 @ 1:08pm 
hmm gees, maybe I can't afford to build the titans right away but I can equip my missile ships with mirved pulson missiles. Maybe I can have 2 or 3 multi-planet systems with interplanetary administrations feeding the planet building the titans with production bringing the build time down and while I am doing this, research the Galactic Currency Market so my turn income goes over 1000 credits and I can buyout those titans when they get down to 2000 or so. It always seems to work for me. With enough slave labor on developed conquered planets what do I need a bunch of useless tech for? Completeness? make me laugh a little harder.

It is funny that people complain about ai opponents never having money, when I have trade agreements with as many as possible it is common for them to have reserves in the 1000s. At least until I don't need to trade any more.

I haven't figured out the multiplayer conditions yet, it seems that the difficulty levels are considerably different there. But at least I am still playing the game.

I never said you should not get things you need but you really don't need to colonize a lot of planets. I need 3 planets at the beginning of the game to get enough command points from starbases to conquer my first opponent. Once I start taking their planets my command points build up because one of the first things I build is starbases. The first thing is the Alien management center. I buy it out so my first loyal citizen comes in 3 turns not 8 and the rest follow promptly. Then I'll likely build the government center or marine base to minimize strikers then the starbase. I may need to substitute a food building or 2 somewhere there. I only waste time producing colony ships after my first 3 planets once I have surplus planets to my warfare needs.

By prioritizing combat and economic research I keep my ships competitive and maintain a place near the top of the economic victory chart. I am usually way down the chart on tech victory but I also usually win long before someone gets much over 7000 tech points.

I recommend you listen broadly to advice and then see what works for you. Choose your own way and don't slavishly follow anyone.

Multiplayer seems to be a whole different kettle of fish than single player and I do not know anyone who has a lot of experience at it. Certainly nobody posting here has made any such claim.
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Date Posted: Apr 2, 2017 @ 10:09am
Posts: 13