(From the official Master of Orion: Conquer the Stars Art Book) The Hindmost of the Darlok Cabal is a master among the peerless spies of the galaxy. The Hindmost is tasked with making the final call in acts of galactic subterfuge and must also pay the price if the Darlok agendas are uncovered. Apr 27, 2016 In this play through of Master of Orion I'll be controlling the newly released Darlock race and looking to win via one of the non-conquest victory conditions. How to use your spies. Don't waste spies. Making an army of spies. Silicoid Hater.
Master of Orion | |
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Developer(s) | Simtex |
Publisher(s) | MicroProse |
Producer(s) | Jeff Johannigman |
Designer(s) | Steve Barcia |
Programmer(s) | Maria Barcia, Steve Barcia, Ken Burd |
Artist(s) | Maria Barcia, Jeff Dee, George Edward Purdy, Frank Vivirito, Bill Willingham |
Composer(s) | David Govett |
Series | Master of Orion |
Platform(s) | MS-DOS, Macintosh |
Release | September 6, 1993 |
Genre(s) | Turn-based strategy |
Mode(s) | Single-player |
Master of Orion is a turn-based, 4Xscience fictionstrategy game released in 1993 by MicroProse on the MS-DOS and Mac OS[1] operating systems. The game is the first in its franchise, and the rights are held by Wargaming.[2] The player leads one of ten races to dominate the galaxy through a combination of diplomacy and conquest while developing technology, exploring and colonizing star systems.
Master of Orion is a turn-based game. In the first iteration of the franchise, one can only play against the AI (the computer). Human and AI players control the management of colonies, technology development, ship construction, inter-species diplomacy, and combat.[3]
The software generates a map randomly at the start of each game; the player can only choose the size of the galaxy, and the number and difficulty of AI opponents.[4] In the first game, star systems have at most one colonizable planet and a few have none. Later games have more planets.[5]
Master of Orion has 10 playable races, each with a specialty. For instance, the Humans have advantages in trade and diplomacy; the Bulrathi are the best at ground combat; the Silicoids ignore pollution and can colonize even the most hostile planets, but have slow population growth.[6] Each race is predisposed to like or dislike some of the other races,[7] and is advantaged or disadvantaged in different research fields.
The game begins with a single homeworld, one colony ship, and two scout ships that can be used to explore nearby stars. The game will sometimes produce random events which can be harmful or advantageous. One planet is Orion, 'throne-world of the Ancients' and most valuable research site in the galaxy,[8] protected by a powerful warship, the Guardian. Victory is gained either by eliminating all opponents or by winning a vote on peaceful unification.
There are seven normal and six hostile planet types.[9] The various hostile types require increasingly advanced technology to colonize.[10] Size determines the planet's initial population capacity. Mineral wealth dramatically influences a colony's industrial productivity while Habitability influences population growth rates. Hostile planets are the most likely to be rich or ultra-rich in minerals.[9] Artifact worlds contain relics of a now-vanished advanced civilization.[9] All planets can be upgraded to Gaia class with the appropriate technologies.[11] Planets can be upgraded in three ways:
Planet type does not affect the costs and benefits of terraforming and soil enrichment.
Sliders are used to allocate a colony's output between ship construction, planetary defenses, factory construction, ecology, and research.[10] Planetary population generates production, especially when assisted by factories.[12] There is a limit on the number of factories a unit of population can operate, but building upgrades can increase this.[13] Defence spending is used to build additional missile bases, upgrade missile bases or planetary shields.[13] Military and spy maintenance is deducted from every colony's production.[14] A planet's output can also be transferred to the treasury at a loss.
Ships can travel to any star system within their range and combat always occurs in orbit over a planet - it is impossible to intercept enemy ships in deep space.[15] Players can control space combat manually or ask the software to resolve combat automatically.[16]
The designers regard technology as the most important contribution to a player's success.[17] Funding can be put into one or all of the game's six independent tech tree fields, including Computers, Construction, Force Fields, Planetary Science, Vehicle Propulsion, and Weapons.
If a ship uses a component from a particular technology area, further advances in that area reduce the cost and size of the component; this effect is called 'miniaturization'. When one has researched all of the technologies in an area of the tech tree, further research can discover 'advanced technologies' in that area, which do not provide specific new capabilities but increase the miniaturization of ship components.[17]
Battles are almost always decided by numbers and technology rather than by clever tactics.[18] Players can design and use their own ships. There are four hull sizes; smaller sizes are harder to hit while larger ships can survive more damage and hold more components. There are eight types of components, each with different effects. Only six ship designs can be used at a time.
Master of Orion provides a wide range of diplomatic negotiations: gifts of money or technology; one-time technology trades; trade pacts that boost industrial output; non-aggression and alliance treaties. Players can also threaten each other, declare war and arrange cease-fires.[19] Each AI player remembers others' actions, both positive and negative, and will be unwilling to form alliances with a player who has broken previous treaties with it.[7]
Under AI control, each race has a ruler personality and an objective, such as Xenophobic Expansionist or Pacifistic Technologist. These traits guide their politics and economic management; for example militarists maintain large fleets and prioritize technologies which have military benefits, while ecologists put a lot of effort into pollution control and terraforming.[20] Traits vary from game to game.[20] Each race has most probable traits and avoids their opposites.[7] Races may occasionally revolt and change traits.
Hostile actions do not automatically cause war. Clashes are even expected at the opening of the game, when all sides are sending probes out into the unknown. On the other extreme, a ground assault must be knowingly targeted at an inhabited planet, and is a massive provocation.
Colonies can be bombed from space, or taken in ground invasions. Ground invasions can be conducted through enemy defenses. Present enemy ships or missile bases will fire on the approaching transports, possibly destroying some or all of them.[21] The invasion itself is fully automatic.[22] Results depend on numbers, technology and (if one of the races involved is Bulrathi) racial ground combat bonus.[23]
Invasion is expensive.[24] In the first game, there are no special soldier units; colonial population itself is sent to fight, exterminate the existing inhabitants, and form a new planetary population.[23][25] The production capacity of any remaining factories can be gleaned, and plundering of technologies if enough factories survived the attack.[23] Controlling a new system extends the range of the invader's ships.
Master of Orion is a significantly expanded and refined version of the prototype/predecessor game Star Lords (not to be confused with Starlord, also released by MicroProse in 1993). Steve Barcia's game development company Simtex demonstrated Star Lords to MicroProse and gaming journalist Alan Emrich who, along with Tom Hughes, assisted Barcia in refining the design to produce Master of Orion;[26][27] and the game's manual thanks them for their contributions.[28] Emrich and Hughes later wrote the strategy guide for the finished product.[29] MicroProse published the final version of the game in 1994.[30]
Star Lords, often called Master of Orion 0 by fans,[31] was a prototype and never commercially released (its intro opens with 'SimTex Software and Your Company present'). The crude but fully playable prototype was made available as freeware in 2001, stripped of all documentation and copy protection, in anticipation of the launch of Master of Orion III.[31] Major differences between Star Lords and Master of Orion include inferior graphics and interface, simpler trade and diplomacy, undirected research, a lack of safeguards to prevent players from building more factories than are usable and the use of transports rather than colony ships to colonize new planets. One feature of Star Lords that Master of Orion lacks is a table of relations between the computer-controlled races. The game was eventually made available for download on FilePlanet[32] and the home page for Master of Orion III.[31]
Reception | ||||||||||
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Emrich in a September 1993 Computer Gaming World preview described Master of Orion as 'the best that galactic conquest can offer', and summarized its type of gameplay as '4X', meaning 'eXplore, eXpand, eXploit, eXterminate'.[24][36] He and later commentators noted earlier examples of this genre, including Civilization (1991)[37] and Reach for the Stars (1983).[38] The magazine's full December 1993 review stated that 'Master of Orion is one of those games where one must actually put effort into finding something inadequate about the game design, and that in itself is probably the highest praise this reviewer can give a product.' The magazine concluded that it was 'a definite Game of the Year candidate as well as Exhibit A in many divorce cases'.[39] A February 1994 survey of space war games gave Master of Orion a grade of A-, stating that 'It's still conquest, but it's conquest that begins to have an interesting point to it'. The reviewer wished that the game supported multiple players, but predicted that 'I think MOO will safely reign supreme well into the new year'.[40] A 1994 survey of strategic space games set in the year 2000 and later gave the game four-plus stars out of five, stating that it was 'a richly-textured product. Graphics coupled with high play yield a high recommendation'.[34]
Next Generation reviewed the Macintosh version of the game, rating it two stars out of five, and stated that 'Strategy game of the year, NOT.'[35]
Master of Orion was named the best strategy game of 1993 by Computer Games Strategy Plus.[41] It also won Computer Gaming World's Strategy Game of the Year award in June 1994. The editors called it 'a game that is worthy of being called 'Civilization in Space', and wrote that it 'epitomizes and expands the 'Conquer the Galaxy' motif in strategy gaming'.[42]
In retrospective reviews, Allgame, GameSpot and IGN regarded MoO as the standard by which turn based strategy games set in space are judged, although Allgame regretted the lack of a multiplayer option.[43][44][45]
In 1996, Computer Gaming World ranked Master of Orion as the 33rd best game of all time.[46] In 2003, IGN ranked it as the 98th top game.[47]Master of Orion is a member of both GameSpy's Hall of Fame (2001)[48] and GameSpot's list of the greatest games of all time.[49]
In 1998, PC Gamer declared it the 45th-best computer game ever released, and the editors called it 'a great sci-fi space epic'.[50]
Two commercial sequels to Master of Orion have been released, Master of Orion II: Battle at Antares and Master of Orion III. The sequels are significantly more advanced in graphics and sound and feature large differences in gameplay, with some players claiming the original game remains the best version of the three.[51][52]
In 1997, MicroProse released a Master of Orion 'Jr.' scenario as part of the Civ II: Fantastic Worlds expansion for Civilization II. In 2001, Star Lords, developed as Master of Orion prototype, was released as freeware as part of the promotion for Master of Orion III. Also a potential future release of the MOO and MOO2 source code was indicated by the MOO3 developers in 2001.[53] In 2011, a clone of MoO II, titled Starbase Orion, was published by Chimera Software, LLC for the iPhone. The game setting has been the influence of Russian writer Sergey Lukyanenko's trilogy, the Line of Delirium.
In July 2013, Wargaming bought the Master of Orion franchise from the Atari bankruptcy proceedings.[2] A 'reimagining' subtitled Conquer the Stars was announced in June 2015[54] and released into early access on February 26, 2016. It was fully released on August 25, 2016.[55]
Master ofOrion II Table of Contents Walkthrough
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In the early game warships are slow and weak, and most empireshave very few Star Bases and therefore cannot afford to have largefleets.
Spies are a 'weapon' that can strike instantly, can be producedvery quickly and are not too expensive to maintain, as you can seeby comparing their costs with those of typical early-game warships(the 'or X BC' costs apply to ships that make your fleet exceedyour Command Points):
Production cost | Maintenance | |
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Spy | 100 PP | 2 BC |
Frigate | 40 PP | 1 CP or 10 BC |
Destroyer | 114 PP | 2 CP or 20 BC |
Cruiser | 346 PP | 3 CP or 30 BC |
Battleship | 795 PP | 4 CP or 40 BC |
In the very early game spying favors production races becausethey can most easily produce Spies and, if the maintenance costexceeds their income,can easily switch to making Trade Goods for a fewturns without losing much of their advantage in rapid colonization.And most production races are weak in early-game research, so theyhave a lot to gain from espionage.
Most non-Creative research races are Democracies, which is bothan advantage and a handicap in Spy wars: they have a good cashincome, which makes it fairly easy for them to pay for themaintenance of Spies; but they have a -10% disadvantage incounter-intelligence (defensive spying), and their fast researchmakes them attractive targets for espionage.
Creative races are usually Dictatorships. Their bonus techs makethem attractive targets for espionage, even to non-Creativeresearch races. Dictatorship has a +10% bonus in incounter-intelligence, but Creative races are no faster early-gameproducers than non-Creative research races, and Dictatorships havesmaller cash incomes than Democracies.
As soon as you make contact, check out theother empire to see whether they are a threat or an opportunityor both in terms of spying, and especially whether they have spyingbonuses or disadvantages; the Race Statistics screen and the RacesReport are the tools for this. And keep checking, in case they trya 'Spy rush' later.
Espionage (stealing techs) is only worth trying if your opponenthas a few techs you want ( know yourenemy!).
Sabotage (destroying the opponent's assets) may be worth tryingimmediately, as every race starts the game with a free Star Baseand Marine Barracks. The Star Base would cost 400 PP to replace,and its loss would halve the size of fleet your victim can runwithout having to 'buy' Command Points at 10 BC per CP. The MarineBarracks is cheaper to replace (60 PP), but a Dictatorship orFeudalism would be struggling under a 20% morale while it has noBarracks.
Generally you should delay sabotage until you've stolen all thetechs you actually want.
If your objective is espionage, it's worth trying 1 Spyimmediately because you may catch your opponent unprepared. 1 Spythat faces no opposing defensive 'Agents' will usually steal a techin under 5 turns. Even if that Spy is killed without stealing atech, you're forcing your opponent to build Spies when he / she /it would rather be building or stockpiling for something else - asignificant burden for opponents who have non-production races.
After the first solo mission it's generally a good idea to make3 to 4 Spies in a row, but keep them on counter-intelligence untilyou have the number you want:
Sabotage is more difficult, and you should use a gang of 3 to 4Spies for your first mission.
This generally applies most strongly to research races,including Creatives, since research races have more techs to stealand will find it harder to replace sabotaged assets.
You need to be clear about your objectives in early gamedefensive spying:
A research race's first line of defense is its productionstockpile.
But research races can seldom afford to wait until first contactbefore making Spies:
The trickiest part is guessing when first contact is likely tohappen. It's earlier in Small or crowded galaxies and in games withAverage Tech or Advanced starts. But a few turns before firstcontact is likely, Dictatorships should build 2 Spies andDemocracies should build 3 or 4. If they kill the opponent's firstSpy, that might persuade the opponent to give up offensive spyingfor a while. But keep checking the Races Report!
Eventually you will reach a situation where you have anadvantage in spying tech and you have several Agents. From thispoint onwards 12 Agents will generally be enough for Dictatorshipsand about 15 for Democracies. But keep checking the RacesReport.
The end-of turn report will tell you if you have lost offensiveor defensive Spies. Most governments should replace each lost Spywith 2 more until they reach 12 Agents; Democracies should replacewith 3 more until they reach 15 Agents.
The same applies to Spies lost while on offensive missions: ifyou let your total number of Spies decline, you're vulnerable to amass espionage or sabotage counter-attack. But if you repeatedlylose Spies on offensive missions, give it up and reinforce yourdefensive Agents.
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