Strategy

Most of this has been gleaned from other sources, a lot of which seem to be for earlier versions of MOO. I've tried to weed out stuff that's wrong, but haven't really tested these. They sound logical, though!

Ship Design

Carrier/IF ships aren't meant to slug it out with other armadas. They stand off and deliver their payloads. Missles are more effective for point defence than direct fire. If you are using IF ships, you probably want to run the battles yourself. After they fire their volleys, they need to reteat, because they're now deadweight.

Reconaisance

Don't mix cloasking/ECM eith ECCM, leave the ECCM to the escort ships. When used alone they must be fast and sneaky.

Include a single fighter and a single instance of the longest range direct fire weapon you have. This can make them more effective at not getting blown up in enemy systems. This can also efficently counter enemy ships to prevent conflict. Alternately, you can inclde a single LR ship with a couple recon for remote systems.

Fighters

The only difference between interceptors and SR fighters is only the latter can assault a planet.

Hit and Run

Create a bunch of IF ships with no armor, cloaking, and the smallest system drives available. Outfit them with as many missle racks as possible, with a single missle per rack. Create a bunch of squadrons with just these ships. To use them, create a task force, when they jump into a system, have them all fire their single volly at the planet you want taken out, then retreat.

Naming Ships

FInd one that conveys the info you need when assembling a task force:

Mission
This influences the behavior of the ship in combat, and identifies special purpose ships.
Speed
A task force moves at the speed of it slowest ship, both for system and star drives.
Cloaking/stealth
A task force is only as stealthy as it's most visible member.
Version number
A catchall for everything else, higher versions have better shields/weapons/specials.

Economics

Building ships require production points, PP's come from industry and population. Each PP, to start, costs 1 AU, up to the capacity of industry+population. You can force more PP's from them, up to 6x, but they cost more the harder you force. In theory, the AI tries to build the biggest ship it can in a 'reasonable' amount of time, though what it thinks of as reasonable is anyone's guess. I've had it build marines on a planet that can churn out a battleship in 2 turns, and at the same time shedule a battleship on a planet that takes 12 turns for a destroyer.

Development plans, with a couple of excetions, only control the constrution of DEA's. Planetary Defense will encourage fixed assets, but possibly not orbitals and system ships. The military-plolitical economy screen controls how the total income is dispersed.
All Planets Infrastructure Recreation Government
Unrest Government Military Recreation
Core WorldMineManufacture Military
Rich World Mine Mine Manufacture
Sweet Spot Research Farm Government
New World Farm Manufacture Moral
Secondary World Manufacture Military Research

Resources

Official Web Site
The Master of Orion 3 Guardian
Orion Sector
Space Combat Mechanics Guide
How to Make the AI Build the Big Boys

Tony Lill
Last modified: Sun Nov 16 16:43:41 EST 2003