fulano
Warlord
The idea for this thread is for people to discuss ideas on how to include new techs in from MoO2.
This link is to a website that describes all the techs in Masters of Orion II
http://strategywiki.org/wiki/Master_of_Orion_II/Table_of_Contents
I found out that many of the buildings in this game are coded to do what they do, like those that add population to planets or those that add to worker output.
I left out some unneeded techs.
Construction:
Artificial Planet Construction:
Can you add planets to a star? would require scripting
Advanced City Planning:
+1 max pop on all planets (national wonder) would require scripting
Power:
Outpost: ??
Food Replicators:
+2 food -1 industry (building) (Would require scripting)
Megafulxers:
+5 experience (national wonder) (Included in the minimod v2.0)
Sociology:
Xeno Psychology:
+relation with other players?
Alien Control Center: ??
Computers:
Scoutlab:
+50% attack vs Barbarians (and creatures) (Would require the barbarians to have unique ships)
Rangemaster Targeting Unit:
+1 first strike? (promotion) (Included in the minimod v2.0)
Biology:
Cloning Center:
+10% food (building) (Included in the minimod v2.0)
Telepathic Training:
+5% espionage (building or national wonder) (Included in the minimod v2.0) (or promotion for spies??)
Microbiotics:
+10% food (national wonder or building) (Would require scripting to make it increase food across the empire)
Terraforming:
+2 food per worker, +2 max pop (building) (Would require scripting)
Psionics:
+10% espionage (national wonder) (Included in the minimod v2.0 as a building)
Heightened Intelligence:
+1 gold per worker (national wonder) (Would require scripting)
Universal Antidote:+10% food (national wonder) (Would require scripting)
Biomorphic Fungi:
+1 food per worker (building) (Would require scripting)
Gaia Transformation:
+2 max pop, +1 food per worker (building) (Would require scripting)
Evolutionary mutation:
1 free tech, free great person (Included in the minimod v2.0, gives health and happiness and free tech)
Physics:
Communication Techs:
+5 free units each tech (It is possible if the techs enable civics that give free units)
Time Warp Facilitator:
+1 movement, +1 first strike (promotion) (Included in the minimod v2.0, allows multiple attacks per turn)
Star Gate:
+1 road travel or Airlift ability (or both?) (Would require scripting)
Hyper-Advanced Physics:
Doomstar II (Included in the minimod v2.0)
Force Fields:
Gyro Destabalizer:
+10% vs capital ships (promotion) (Included in the minimod v2.0)
Warp Dissipater:
can you reduce or prevent enemy withdrawal?
Stealth Suit:
10% espionage (national wonder?)
Pulsar:
+10% interception, +20% collateral (Included in the minimod v2.0)
Warp Interdictor:
Block barbarians from entering borders (Probably would require scripting)
Stasis Field: ??
Subspace Teleporter:
Para-drop ability (Would require scripting)
Hyper-Advanced Force Fields:
Doomstar III (Included in the minimod v2.0)
I will edit this list as people suggest ideas.
This link is to a website that describes all the techs in Masters of Orion II
http://strategywiki.org/wiki/Master_of_Orion_II/Table_of_Contents
I found out that many of the buildings in this game are coded to do what they do, like those that add population to planets or those that add to worker output.
I left out some unneeded techs.
Construction:
Artificial Planet Construction:
Can you add planets to a star? would require scripting
Advanced City Planning:
+1 max pop on all planets (national wonder) would require scripting
Power:
Outpost: ??
Food Replicators:
+2 food -1 industry (building) (Would require scripting)
Megafulxers:
+5 experience (national wonder) (Included in the minimod v2.0)
Sociology:
Xeno Psychology:
+relation with other players?
Alien Control Center: ??
Computers:
Scoutlab:
+50% attack vs Barbarians (and creatures) (Would require the barbarians to have unique ships)
Rangemaster Targeting Unit:
+1 first strike? (promotion) (Included in the minimod v2.0)
Biology:
Cloning Center:
+10% food (building) (Included in the minimod v2.0)
Telepathic Training:
+5% espionage (building or national wonder) (Included in the minimod v2.0) (or promotion for spies??)
Microbiotics:
+10% food (national wonder or building) (Would require scripting to make it increase food across the empire)
Terraforming:
+2 food per worker, +2 max pop (building) (Would require scripting)
Psionics:
+10% espionage (national wonder) (Included in the minimod v2.0 as a building)
Heightened Intelligence:
+1 gold per worker (national wonder) (Would require scripting)
Universal Antidote:+10% food (national wonder) (Would require scripting)
Biomorphic Fungi:
+1 food per worker (building) (Would require scripting)
Gaia Transformation:
+2 max pop, +1 food per worker (building) (Would require scripting)
Evolutionary mutation:
1 free tech, free great person (Included in the minimod v2.0, gives health and happiness and free tech)
Physics:
Communication Techs:
+5 free units each tech (It is possible if the techs enable civics that give free units)
Time Warp Facilitator:
+1 movement, +1 first strike (promotion) (Included in the minimod v2.0, allows multiple attacks per turn)
Star Gate:
+1 road travel or Airlift ability (or both?) (Would require scripting)
Hyper-Advanced Physics:
Doomstar II (Included in the minimod v2.0)
Force Fields:
Gyro Destabalizer:
+10% vs capital ships (promotion) (Included in the minimod v2.0)
Warp Dissipater:
can you reduce or prevent enemy withdrawal?
Stealth Suit:
10% espionage (national wonder?)
Pulsar:
+10% interception, +20% collateral (Included in the minimod v2.0)
Warp Interdictor:
Block barbarians from entering borders (Probably would require scripting)
Stasis Field: ??
Subspace Teleporter:
Para-drop ability (Would require scripting)
Hyper-Advanced Force Fields:
Doomstar III (Included in the minimod v2.0)
I will edit this list as people suggest ideas.