Master of Orion II: Battle at Antares - Gameplay

Gameplay

Master of Orion II is more complex than the original game, providing more gameplay options for the player. Three new alien races have been added, and there is the option for players to design and add their own race. Instead of the one planet per star universe found in the original there are now multiplanet star systems that can be shared with opponents. Spaceships can now engage in combat, marines can board enemy ships, and planets can be blown up. Multiplayer mode includes one-on-one matches and games with up to eight players.

Victory can be gained by military or diplomatic means. Major elements of the game's strategy include the design of custom races and the need to balance the requirements for food, production, cash and research. The user interface, which is mainly mouse-based, but includes keyboard shortcuts, provides a central screen for most economic management and other screens that control research, diplomacy, ship movement, combat and warship design.

Despite the game's name, conquering the Orion star system does not automatically win the game. There are three routes to victory: conquer all opponents; be elected as the supreme leader of the galaxy; or make a successful assault against the Antaran homeworld. To be elected, a player needs two-thirds of the total votes, and each empire's votes are based on the population under its control.

Star systems have at most five colonizable planets, and a few have none. Players can colonize all types of planets, although gas giants and asteroids require the planet construction technology. Colonizable planets vary in several ways, making some more desirable than others:

  • Population capacity, which on most planets can be improved by terraforming. "Toxic" planets cannot be terraformed.
  • Ease of growing food, which is important for the reasons described below. At the start of the game most planets are incapable of supporting agriculture, but terraforming can remedy this, except on "toxic" planets.
  • Rare planets which have "natives," a local population whose sole use is to grow food, but they do it very well.
  • Very rare "splinter colonies", which automatically join the empire that discovers them and acquire its racial advantages and disadvantages.
  • Sometimes other features that increase or decrease productivity in one or more of farming, industry, research and cashflow.

The most desirable systems are usually guarded by space monsters, much less powerful than Orion's Guardian but still a severe challenge in the early game, when fleets are small and low-technology.

Without food, a colony will starve to death. If an empire has an overall food surplus, it can prevent localized starvation by sending food in freighters, which are produced (in groups of five) just as any other ship and require a small amount of upkeep when in use. However, a single hostile warship of any size can blockade an entire system, preventing the delivery of food.

Each player can change each of its colonies' outputs by moving colonists between farming, industry and research, except that natives can only farm. All normal colonists pay a standard tax to the imperial treasury, but in emergencies a higher tax rate may be set at the expense of reducing industrial output. Players can use surplus money to accelerate industrial production at specified colonies, but not to increase agricultural or research output. The maintenance of buildings costs money, as does maintaining an excessively large fleet. Ships of different sizes require different numbers of "command points". These are provided by orbital bases, which are major construction projects for small colonies. This severely limits the size of empires' fleets in the early game, where one can have only one frigate (smallest type of ship) per starbase or one battleship (largest type of ship in the early game) per four starbases without having to "buy" command points, which is very expensive.

Research, usually followed by construction of appropriate buildings, can improve all types of productivity including cashflow and command points, and can reduce or eliminate pollution, which is otherwise a serious constraint on industrial output in the early game. Falling behind in technology is likely to be fatal. There are eight research areas divided into several levels, each of which contains one to four technologies. To research a higher-level technology, players must first have researched the previous level. "Creative" races acquire all the technologies at a particular level by completing one research project at that level; most races must choose only one technology from each level; "uncreative" races are given no choice; the game software randomly selects a technology for them at each level. Players can also acquire technologies by exchange or diplomatic threats, spying, hiring colonial leaders or ship commanders with knowledge of certain technologies, planetary conquest, capturing and dismantling enemy ships, random events, or by stumbling upon it in a derelict craft orbiting a newly discovered planet. All weapons and some other combat-related components benefit from miniaturization, in which further advances in the technology area that provides them will reduce the size and production cost of those components. Miniaturization also makes available modifications for most weapons, which usually entail a significant increase in their cost and size but can greatly improve their effectiveness in the right situations.

Master of Orion II provides a wide range of diplomatic negotiations: gifts of money or technology or even all the colonies in a star system; opportunities to demand such concessions from other players; technology trades; trade, non-aggression and alliance treaties. The diplomacy menu, called "Races" in the game, also enables the player to allocate spies between defensive duties and spying or sabotage against other empires, and to check opponents' technological progress and diplomatic relationships.

The designs of colony ships, outpost ships and troop transports are fixed. These three ship types can be destroyed instantly by even the weakest combat ship if they travel unescorted. Colony ships, outpost ships, troop transports and warships may benefit from technological advances that increase the range and speed of all of an empire's ships free of charge. Players can design warships, provided they choose the "tactical combat" option in game set-up. A maximum of five classes can be designed at a time, but an indefinite number may be in operation. Players can also refit ships to take advantage of technological improvements not available through free upgrades.

Ships can travel to any star system within their range, unlike games such as Space Empires or Master of Orion III, in which interstellar travel is possible only or mainly via "wormholes" and it is possible to set up easily defended choke points.

In Master of Orion II, space combat occurs only within star systems, either over a planet one side is attacking or on the outskirts of a system, if one side is driving away the other's blockaders or trying to prevent an enemy build-up. If the defending side has warships and several colonies in a system, they automatically scramble to defend whichever colony is attacked. Limitations on the size of empires' fleets mean that most battles involve only a handful of ships on each side. Ships do not form stacks as in Master of Orion, but move and fire individually. In general, enemy colonies can be taken over only after all orbital and planet-based defenses have been destroyed and all defending ships have been destroyed or forced to retreat. However, a fleet including telepaths will mind-control the colony, unless the defenders also include telepaths. In other cases the only way to seize control of an enemy colony is by invading. In order to do this, the attacking fleet must include some troop transports, which will be lost if the invasion fails, and at least transports will be permanently deployed on the planet if the invasion succeeds. A player cannot control ground combat: the result depends on numbers, ground combat technologies, racial ground combat bonuses, and some Leaders if present. However the game displays the progress of the combat and the ground combat technologies and bonuses used by each side. Mind-controlled colonies are instantly loyal to their new owners. Other recently occupied colonies on the other hand are disaffected, have poor productivity, and may rebel and rejoin the empire which founded them. Productivity slowly improves and the risk of rebellion slowly recedes, and there is a way to speed up these improvements. Instead of invading, a victorious attacker may destroy an enemy colony by various means.

From time to time players are presented with the opportunity to hire leaders, for an annual salary and usually a hiring fee. Colony leaders improve the farming and/or industrial and/or research and/or financial productivity of all colonies in the system to which they are assigned, and some improve the efficiency of defensive or offensive spies. Ship leaders improve the combat effectiveness of their ships and some improve their travel speed. A few leaders of both types also improve the performance of warships and/or ground troops under their command, or contribute directly to a player's finances, or attract other leaders, usually for a reduced hiring fee.

From time to time there are lucky breaks, disasters or emergencies which are not caused by any player's actions. These can be disabled in the game start-up menu.

Master of Orion II provides 13 pre-defined playable races, three of which are additions to those available in Master of Orion. The game also allows players to create custom races, and a group of enthusiasts regard race design as a crucial element of strategy. Each player starts with ten "picks" (race design points). Choosing advantageous traits reduces the number of picks available, while choosing disadvantages increases them, but players cannot choose more than ten picks' worth of disadvantages. Most of the options are major or minor advantages and minor disadvantages in farming, industry, research, population growth, money, space combat, espionage and ground combat. The race design system also offers "special abilities" that have various effects on various aspects of their effectiveness. The most expensive of these are:

  • "Tolerant" races have a higher population limit on colonized planets than most other races, and their industrial productivity is not reduced by pollution. This option is equally expensive as Lithvore.
  • "Lithovores" feed on the natural minerals of a planet, and do not need to farm. This option is equally expensive as Tolerant.
  • "Creative" races research all the technologies at each level by completing one research project; all other races must choose one technological application to develop out of a given research project; "uncreative" races get no choice and the software randomly selects an application to be developed from each research project undertaken. "Creative" is the third most expensive option, costing eight picks.

The player chooses the empire's form of government, which has almost as much influence on how it performs as the choices described above, but the "best" governments cost a lot of picks. Dictatorships are the most common governments for the pre-defined races, and cost no picks. Democracy provides major advantages in research and money, but is the most vulnerable to spying and sabotage. Unification government provides advantages in farming, industrial production and defense against espionage, but does not benefit from morale. Feudalism provides a large reduction in spaceship construction costs, but suffers from very slow research; the race design menu treats Feudalism as a significant disadvantage. Each government can be upgraded once by research, but the upgrades generally increase the advantages of each without decreasing its disadvantages.

This is mainly mouse-driven, but some screens also have hotkeys for important functions. The main screen consists chiefly of a map of the galaxy, which can be zoomed but not scrolled. Stars have names which are color-coded to show which empires have colonies round them, and dotted lines show friendly and enemy ship movements. Clicking on a star that the player has already visited produces a pop-up window that shows the planets round that star. Clicking a fleet allows the player to give orders and displays a pop-up which shows each ship in the fleet. The buttons along the bottom give access to various menus, and the icons on the right provide information about the status of the empire and access to additional menus.

Players can manage their economies almost entirely from the Colony List, which can be sorted by any of one of: Name, Population, Food production, Industrial production, Research production, the item currently being built, or Cash (BC) generated. The Colony List allows the player to access any colony's Build Menu, and to change a colony's output by moving colonists between Farmers, Workers and Scientists. The Build Menu allows the player to queue up to seven items (buildings, ships or spies) for construction at a colony, to refit ships in that colony's system and to design ships that may then be built at any colony. At the end of each turn Master of Orion II shows a report in which items link to the appropriate display, usually to a colony's Build Menu when a construction project has been completed. The Information Menu gives access to: a History Graph which shows how the player's empire compares with rival empires; the racial characteristics of all empires with which the player is in contact; the technologies the player has researched; and descriptions of all technologies – including the exotic ones the player cannot research – but may gain by beating Orion's Guardian or by capturing an Antaran ship and scrapping it afterwards.

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