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Deploy quickly. Monitor real-time logs. Respond to messages. Troubleshoot issues. Maintain regulatory compliance. Next Feature:. Centrally manage syslog messages. Each device on your network creates hundreds of logs every minute. Close Feature. Security threats are constantly lurking, but the only way to stay ahead of them is by knowing when and where they occur in the first place.

Your ability to quickly respond to IT events can mean the difference between letting an issue run rampant, or stopping it in its tracks. Trigger email alerts, run scripts, log to file or ODBC database, forward messages, and more. Log collection and retention are staples among countless compliance frameworks.

Missing the mark on this requirement could negatively impact your business. Documentation is key to surviving an audit and avoiding fines and penalties associated with noncompliance. View graphs of syslog statistics over specific time periods.

As an IT pro, your work travels with you. The ability to monitor and manage logs should be untethered too. Reviewing whole groups of log data for issues or signs of malicious behavior is like searching for a needle in a haystack.

Perform advanced message filtering by host name, host IP address, priority, or time of day. Forward Windows events to your syslog server to take further action. Your success starts with the right resources. General Interest Car Audio. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.

You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser. Orion Concept Thread starter Primer65 Start date pm. Primer65 Member. Does anyone have a manual for this amplifier?

Or can someone point me in the right direction? I know it morphed into the higher produced HCCA Isn't the side technically an XTR? Thank you! More options. Can anyone point me in the right direction for finding one? Is there no one here? Perry Babin? I heard you were the man with all the paperwork. Exchange Technology: allows the trading of technology between empires.

The other emperor will give you a list of technologies that he would be willing to trade. After you choose which technology you are interested in, your opponent will give you a list of what he will accept in trade for that knowledge. Furthermore, a quick scan of this screen will reveal which planets have the best population growth and which ones are losing colonists to pollution.

When first entering the screen, the planet that you were previously viewing will be highlighted. Arrow Icons: If you have more than 12 planets under your control, the arrow keys will allow you to scroll the list up and down to find a particular planet.

Population: The current colony population is shown in the left box. If the population has changed since last turn an arrow will be displayed in the right box red for decrease and green for increase along with the amount of change. Unless the colony has been engaged in combat, a red arrow is a sure sign that industrial waste is killing off your population.

For details on population growth, see Colonizing Planets. Planetary Shields SHD : Planetary shields defend both populations and military bases from enemy space bombardment. Missile bases are protected by both Planetary Shields and their own Deflector Shields. Factories FACT : Industrial factories are the main source of colony production, but each factory requires at least one colonist unit to operate.

Eventually advanced robotics technology will allow colonists to operate multiple factories. Any factories beyond the control of the colonists can not be operated. Industrial Waste WST : The industrial waste shown beside the number of factories reduces the maximum number of colonists that can live on a planet.

The report screen is quite useful for identifying those planets that are having pollution problems and then jumping to them so that you can increase their ecology spending. Production PROD : The total production of a planet indicates how much a colony can build in a single turn. Space Dock: The type of ship currently under construction in the planetary space dock.

This entry will be blank if the planet is not building any ships. For details on the different types of environments, see the planetary view screen. Maintenance Costs: The spending shown at the bottom is a breakdown of maintenance spending for ships, missile bases, trade treaties and tribute.

Spending Costs: Show the costs for your spy network, security, ship and base maintenance. The amount of transfered funds that a colony can use in a year is limited to its total production, effectively doubling its available resources that year.

Any excess funds transfered to that colony will be used in subsequent years. Even if you have developed a powerful industry and a large fleet, a more advanced race can destroy you as surely as the Spanish Conquistadors did the Aztecs. There are six areas of science in Master of Orion: computers, construction, force fields, planetology, propulsion, and weapons.

Computer technology is used to develop battle computers, ECM jammers, deep space scanners, improved robotic controls, and the technology nullifier. Furthermore, your computer tech level improves your chances for success in espionage missions and sabotage operations.

Construction technology not only reduces the base cost of building starships, missile bases, and factories, but it is also used to develop technology that will create improved materials for armor, reductions in the amount of waste produced by each factory, and automated repair units. Do not underestimate the value of construction technology. Without it, you will not be able to produce ships quickly and efficiently.

Force Field technology is used to develop deflector shields, planetary defense shields, repulsor beams, stasis fields, lightning shields, and the cloaking device.

Planetology focuses on technology related to the environmental improvements. Planetology develops advanced ecological restoration, terraforming to expand the size of a planet, controlled environmental units to land on hostile planets, biological weapons, advanced cloning techniques, and soil enrichment to increase population growth rates. Improved Planetology also makes your populations happier and more productive. Propulsion technology develops faster starship engines, increased ship ranges, inertial stabilizers, warp dissipators, subspace teleporters, pulsars, and high energy focus units.

Propulsion technology is probably the most important at the beginning of the game because without increased range you may not be able to reach any other planets to colonize. Weapons technology is used to develop advanced weaponry for your ships, missile bases, and ground troops. Acquiring New Technology: Technology can be acquired in several ways: resource points spent on technology research, stealing technology from other races, exchanging technology with other races, or finding remnants of technology from conquered enemy planets.

Review Technology: A list of advances acquired in each area of technology can be displayed by clicking on the respective button in the upper left corner of the screen. The button highlighted in red is currently active. The advances acquired in the active area are listed in the section below the buttons. Clicking on a particular technological advance will give a detailed description of that advance at the bottom of the screen.

Technology Ratio Bars: The technology ratio bars on the right allow you to divide up the total research points accumulated from all of your planets between the six areas of science. To adjust the current ratios, click the mouse icon on the appropriate bar position that you wish to change.

The arrows at either end of the bar can be used for exact adjustments. Therefore, increasing allocations for one science will decrease the ratios for the other areas. If you wish to lock an area so that it cannot be altered, press the ratio description to the left of the bar.

This will change the description and bar colors to red signifying that you can no longer change that technology ratio bar. Each device has a base research cost that must be spent before the device can be completed. The light bulbs by each technology bar show how close you are to reaching that cost by filling up. Reduced Costs and Miniaturization: Advances in technology will reduce the cost and the size of technological devices. The higher your technology is above the minimum required level, the less it costs to build and the less space it takes on your ships.

Although there are no new devices above the 50th level, you can still decrease the size and costs of producing existing technology. The conflict is resolved immediately and continues until one side is totally destroyed, decides to retreat, or 50 turns have elapsed, forcing the attacker to retreat. If the defender does not have an orbital fleet, he can still defend the planet with ground missile bases.

Ship Facing: All of your ships begin on the left side of the screen, facing right, and all enemy ships begin on the opposite side. The number of ships in the group is indicated below each ship icon. When the ship count for a group drops to zero, the group is eliminated. In the case of planets, the count indicates the number of remaining missile bases. Initiative: The order in which ships move and fire is determined by their initiative ratings.

A ship with a higher initiative can also fire first when enemy ships come into range. There are two exceptions to the firing order: ships utilizing a subspace teleporter or a cloaking device fire first after moving or de-cloaking.

Current Ship: When it becomes time for a ship to move it will be shown surrounded by a shimmering red box. The ship can then move and fire its weapons. After firing all of its weapons the ship is assumed to be finished with its turn and will no longer be able to move until the next round.

Movement Icons: The type of action a ship executes when you click the mouse is determined by the current icon shape shown above the space. The move icon indicates that the ship can legally move to that space. A ship can move as many spaces in a turn as its combat speed. After clicking the mouse button, the ship will travel to the specified space. The cross hairs icon appears over enemy targets that are within range of your weapons. Clicking the icon fires all available weapons that are in range.

If some of your beam weapons have a shorter range, they will not fire, and may be used against other, closer targets, or as defensive fire if enemy ships move into their range. The question mark icon appears when the mouse is placed over one of your ships. Clicking the icon allows you to view the specifications for the ships in your fleet.

The red slashed-circle icon indicates that no valid action can be performed in that space. Auto Button: turns control of your fleet over to the computer. The computer will continue to automatically move and fire your ships until you click the mouse again. Done Button: ends the turn of the currently moving ship.

If the ship has not yet fired its beam weapons, it may still fire if enemy ships move into range later. Missile Button: turns missiles on or off for the currently moving ship. Since ships are equipped with only a limited number of missiles, you may want to fire your other weapons without also launching your missiles. The missile button can then be toggled to turn your missiles on or off.

In AutoCombat mode, the computer automatically selects the more effective type. Retreat Button: removes the current ship from combat. The enemy will have one turn to fire on your ship as it retreats off the screen. If you are victorious the ships will rejoin your fleet immediately after combat. Scan Button: may be used if at least one of your ships is equipped with a battle scanner, or if the combat is taking place at one of your colony planets. The scan button allows you to view all specifications of the enemy fleet.

Special Button: is used to activate and deactivate certain special devices, such as Stasis Fields and Pulsars. Wait Button: delays the currently moving ship until all other ships have moved. At the end of the turn, the ship may utilize any remaining movement and fire any weapons that have not already been used during the turn. Defensive Fire: If a ship has already had its turn, did not fire all of its beam weapons, and an enemy ship moves into range, the waiting ship gets an opportunity to fire its beam weapons first before the moving enemy ship can fire.

Victory and Defeat: The last player to have surviving ships or missile bases remaining on the combat screen is the victor. Each race has 1 vote for every units of population it controls. Races also tend to side with whomever controls Orion. Once the High Council has voted in a High Master, you may either accept their vote at that time, or challenge it.

If you decide to reject their decision, they will then jointly declare war on you in a battle to the bloody end. Give your colonies time to build factories and defenses before colonizing new planets. To form a new colony you must build a ship equipped with a colony base. It may be quite a while before recouping the cost of building a colony ship. They will certainly be targets for enemy attacks. Closely monitor waste buildup and never allow the waste to grow beyond An entire fleet can be defeated by a handful of ships equipped with superior technology.

Likewise, if your technology is superior, raise your internal security to protect your technology from other players. When maintenance costs grows too large, dismiss obsolete ships. Declaring war on multiple players will dramatically increase the difficulty of winning. Not only do you get an economic benefit, but your relations improve as well.

This will serve to eliminate a large number of spies within your empire even if they are hiding. The closer to the population maximum the colony is, the smaller the percentage of growth. Should the population maximum ever fall below the current population, the growth rate goes negative and colonists die off.

Technology will eventually allow you to convert hostile environments to standard environments and standard environments to gaias. Each 20 BC spent on this form of improvement increases growth by one colonist unit. With cloning technology, the cost is reduced to 10 BC per colonist, and with advanced cloning the cost is reduced even further to 5 BC each.

Additional growth can never exceed one-fourth the current population per year. The production can be used to build new ships and missile bases, create new factories, remove industrial pollution, and research new technology.

The production is displayed on the right side of the screen in terms of actual and total resources. The total resources are shown inside parentheses. The total represents not only the sum of colonists and factory production, but also the revenues from existing trade routes and funds transferred from the Planetary Reserve.

The actual production are the resources that can actually be used to build ships, bases, and industry. Colonies produce one unit of production for each working factory and half a unit for each colonist. When the game starts, only two factories can be manned by each colonist. Any excess factories beyond the control of the population can not be operated and generate no production. Improved robotic controls will allow the colonists to control more factories, but they must first be researched.

The total planetary production is reduced by the amount of ship maintenance, trading, tribute, espionage, and sabotage that the player has allocated. Be careful not to allow the ship maintenance to grow to a point where colonies cannot afford to produce any new ships or missile bases. Planetology technology increases the amount each worker produces.

In the beginning, each worker produces only one-half a BC per year, but by the time the 50th level of planetology is reached, each worker is producing two BCs per year. This extra production bonus is particularly useful when forming new colonies.

Mineral rich planets have an abundance of heavy metals necessary for construction. Ship production, missile base construction and new factory construction is doubled on rich and tripled on ultra rich planets. However, ecology and technology spending are unaffected.

Mineral poor planets, on the other hand, have constructions halved on poor and cut to one-third on ultra poor planets.

Factory Costs: Each factory costs a base of 10 BCs to build. Improved Factory Tech construction technology decreases the base costs of factories to as little as 2 BCs each. In general, without the factory improvements, it will be very expensive to build robotic factories.

The worse the relations, the more likely the opponent is to attack. The better the relations, the easier it will be to form treaties and trade technology. Altering the diplomatic relations depends on your actions. Attacks will worsen relations, while trade and tribute will improve them. At the end of the year, if you do nothing to change relations, the diplomatic scale will move back toward the neutral setting for both races.

Furthermore using biological weapons will make all races distrust you. Enemy emperors will remember your actions. Every time war is declared or a treaty is broken, a permanent diplomacy penalty is assigned to any future dealings.

Therefore, if you consistently break treaties and attack an opponent, he will be very unwilling to form new treaties and will only accept trades which benefit him more than you.

Non-aggression pacts and alliances do not immediately effect your diplomatic relations, but instead improve the relations as long as the treaty is enforced. Trade also improves relations, but not as much as a non-aggression pact or alliance. Finally, there will come a time when one empire recognizes its superior position and will attempt to eliminate all weaker competitors to win the game.

At this time no amount of tribute will prevent the enemy from attacking. Declarations of War: Once war has been declared, the enemy withdraws their ambassadors and existing treaties and trade agreements are broken. Until relations stabilize, the ambassadors will not return to even talk over peace agreements.

On the other hand, if they are succeeding, they will not be eager to discuss peace. If neither side attacks for a while, relations will eventually stabilize, ambassadors will return and be willing to negotiate for peace. Starting Diplomatic Relations: When play begins, each race starts with a diplomacy rating that reflects their suspicions and prejudices concerning the other races in the game.

Then, as the game goes and the diplomacy ratings change, relations will always gravitate back toward the starting diplomacy setting. Therefore, if you wish to remain allied with another race, you must continually perform positive diplomatic actions. The table below shows the starting diplomatic relations for each race. Note that the Humans in general are the most favored, while everyone hates the Darloks. As long as you are not actively engaged in a war with a race, you will be able to trade with them.

Both players then receive a percentage return based on the number of years the treaty has been established. The trade revenues are then divided up among your planets in proportion to their productions. For example, you could control two planets that have a combined production total of BC while your neighbor has three planets with a production total of BC. You both agree to exchange the maximum.

The profits are distributed proportionally among your planets. If one of your planets was producing BC per year and the other BC per year, the first would receive 10 BC trade profit and the second 15 BC profit.

This new return rate is then applied to the new treaty amount. Restarting trade relations requires rebuilding the trade routes from scratch.

Think twice before breaking a profitable trade treaty with another player. Tribute: When faced with imminent threat of war, you may attempt to appease a rival with an offer of tribute. While trade may be more cost-effective for improving relations with allies, antagonized opponents are unlikely to trade with you.

Tribute may be one of the only ways to improve relations and end a war. You can donate up to the total in your planetary reserve. Alternatively, you can offer needed technology as tribute. This will more dramatically effect relations, particularly if it was useful technology. If you are faced with several opponents all attacking at once, you should most certainly try buying peace from at least one. In Master of Orion, you can finance both espionage and sabotage operations.

The resources you allocate build spy networks, but your opponent is also spending resources on internal security to uncover and eliminate your spies. Spies ordered to perform Espionage steal technology from the laboratories of other races. Sabotage undermines a specific colony by destroying missile bases and factories, or inciting rebellion among the populace.

As long as you have any spy networks in an empire, your Report on their current technology see the Races screen will be current. Additional spies in each empire cost twice as much as the previous spy network, so a second spy costs twice the base amount, a third costs four times, a fourth costs eight times the base, etc. Darlok spies cost only half as much as other races.

Internal Security: Internal Security is used to uncover, thwart, and eliminate spy activity in your empire. Capturing Spies: Each year, your vigilant counter-intelligence forces are attempting to eliminate any spy activity in your empire.

If the enemy spies are hiding, though, the roll is reduced by Result mistaken identity, another race may be framed spy not discovered spy identified, infiltration attempts not stopped spy infiltration attempt stopped, but spy escapes spy infiltration stopped, and spy eliminated.

If no spies confess, then all spies who were not stopped from infiltrating make ONE roll to successfully infiltrate. If the spies have a higher Computer Tech level than the target empire, the difference is added to their roll.

The highest roll determines the highest piece of technology your spies find. You should probably sabotage missile bases on planets you intend to attack soon.

Sabotage Factories — Each spy destroys 1—5 factories for every 10 levels of Weapons Tech you have. They can have a drastic effect on your decisions. A winning strategy for one race can spell quick defeat for another. Alkari — The Alkari are descended from large birds and are still capable of limited flight. From an early age Alkari learn to master the subtleties of flight and three dimensional motion.

As a result, Alkari make superior pilots: their ships are very difficult to hit and, given equivalent designs, their ships will move before any others except the Mrrshan. The defensive bonus tremendously reduces the amount of damage taken. Bulrathi — The Bulrathi are a fierce bear-like race that possess incredible strength and constitution. Bulrathi players should always attempt to take colonies with ground forces even if outnumbered.

Darloks — The Darloks are a ruthless race of shape shifters capable of taking on the form of nearly any living being. This unusual ability to change forms makes them superior spies and allows them a bonus to all sabotage, espionage, and security functions. Of course, no one trusts a Darlok. Darlok players should concentrate on one or two areas of technology for a technological advantage and steal the rest.

Humans — While man may be physically weaker than many of the other races, his talent for trading and generally amiable nature has made him one of the best diplomats in the universe. Klackons — The Klackons are a large ant-like race with an extremely ordered society. Each individual is born to serve a single purpose, and does so without question. As a result, the Klackons are mobilized into an industrious society where each unit of population produces double the output of other races.

Klackons excel in quickly making productive new colonies. Meklars — For centuries the Meklars have developed and worn powered exoskeletons to compensate for their physical weakness. As a result, the Meklars are the acknowledged masters of cybernetic interfaces and are able to control two additional factories per population above and beyond their normal technological limit. Also, Meklars also do not need to pay to refit factories for Robotic Control.

Since Meklars can create powerful industries, Meklar players do not need to expand as quickly as the other races. Mrrshan — The Mrrshans are descendants of very large hunting cats, and although they have in general been able to curb their aggressive impulses, the Mrrshans still retain a keen hunter nature. Their sheer ferocity and natural instincts make Mrrshans the best gunners in the universe. Mrrshan ships move first in most situations and add four levels to their attack rolls.

Mrrshan ships equipped with multiple fire weapons can be particularly nasty. Like the Alkari, Mrrshan players should begin the game in an offensive posture and should attack their enemies almost immediately. They can also select from a greater number of devices to research than other races.

Psilon players should invest heavily in research, then guard their discoveries with high internal security. Technological advantages should be used as quickly as possible against more primitive races. Sakkras reproduce at twice the normal rate, and also get that reproduction bonus in addition to the benefits from Fertile or Gaia planets.



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