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Master of Orion

Master of Orion: Conquer the Stars is a reboot of the award-winning and critically acclaimed sci-fi strategy game first released in 1993. Being developed by Argentina-based NGD Studios and reimagined by Wargaming, the game is built around the 4X (Explore, Expand, Exploit and Exterminate) turn-based model.








Master of Orion Ship
Master of Orion Character
Master of Orion Character
Master of Orion Character
Master of Orion Screenshot
Master of Orion Screenshot
Master of Orion Screenshot
Master of Orion Screenshot
Master of Orion Screenshot - civil transport ship description
Master of Orion Screenshot
Master of Orion Screenshot
Master of Orion Screenshot - black hole description
Master of Orion Screenshot - colony management right
Master of Orion Screenshot - race selection right
Master of Orion Screenshot traveling through black hole map view
Master of Orion Screenshot ship route lays through two blue wormholes
Master of Orion Screenshot research screen right



The ascendant spacefaring 4X strategy game returns! A new chapter in the epic Master of Orion saga is poised to once again capture the imaginations of millions of gamers. 

Diehard fans of the first games will be ecstatic to know that this revival is being built under the watchful eyes of members from the original development team, in conjunction with NGD Studios in Buenos Aires! 

Discover Master of Orion as it was always meant to be: A fully orchestrated score, interstellar warfare and exploration against the backdrop of beautifully animated far flung galaxies. Confront hostile civilizations, negotiate with mysterious aliens, share knowledge with allies and uncover this newly imagined universe. 

Just a sampling of the features you will find at launch: 
  • - All 10 original Master of Orion races, brought to life through compelling AI and award-winning voice acting talent 
  • - Over 75 researchable technological advancements 
  • - Vast galaxies featuring up to a 100 different solar systems, each composed of myriad planets and stars 
  • - Customizable ships with diverse styles for each race 
  • - Multiple ways to win – including conquest, technological, diplomatic, and more 
  • - Enthralling gameplay that will have you saying “just one more turn” again and again



The Terran Khanate is the twisted reflection of the noble Human race. They are ambitious, persistent, and cunning. Yet, they were born of blood and war, leaving them unable to move past the traumas of their development. All they see is war. All they know is power, destruction, and ruthless manipulation. They see the galaxy as a lawless space ruined by social freedoms run rampant, leading the races to weakness and decay. The Khanate was born in a time of great struggle, during the time when Humanity was suffering through the domestic wars that left millions dead. The First of the Khans, a merciless and calculating individual who operated from the shadows, rose to power in this time of chaos. Dire circumstances called for radical solutions in the eyes of the Khan as he ordered bloody purges to stem the tide of deviancy, corruption, and greed. Castes were established and dissidents were hushed. All roots of humanity were burned away– leaving the newly formed Terran people to rise from the ashes. The Terrans, warped by their once Human instinct for survival, now seek to guarantee their position of authority in the galaxy. They intend to use their power to guide the errant races to the path of strength, or the will of the Khan, by forcefully removing their weakest aspects so the strong may thrive.


The Bulrathi may care for the welfare of lesser creatures and the wellbeing of planets, they are still a hot-headed and aggressive race that starts many intergalactic brawls. They are known as brutal conquerors throughout the galaxy, using their raw strength to get their way on the galactic stage. The reckless force behind their policies seems ironic when paired with the seemingly pure intentions they promote. At the end of the day, the Bulrathi only respect those who can match them in battle and those who do not back away from adversity. The Bulrathi Emperor exemplifies the contradictory nature of the Bulrathi: noble protector and ruthless destroyer. The Emperor is a dictator counseled by various political organizations which serve the military, economic, social, and other necessary needs of an empire. Thousands of years ago, the planet of Ursa, home world to the Bulrathi, was ravaged by warfare and disastrous environmental policies. A small band of Bulrathi scientists devoted their lives to developing rare machines that could breathe life back onto the damaged planet – bringing about one of the earliest known terraforming events in the modern universe. The process was a success and Ursa was successfully terraformed into a sustainable planet once more, but the technology was lost to the Bulrathi over many generations that made a mockery of “weak” scientists. The terraforming was a major event in the collective psyche of the Bulrathi. The death and resurrection of their home planet is remembered primarily through their belief system. Their past mistakes have made them into protectors of the defenseless and champions of planetary protection policies. The wounds of time have not healed for the Bulrathi, and they will bring ruin to those who do not heed their warnings.


The Humans always seem to see themselves as the underdogs of the Galactic Senate, even when they hold great power and influence. They act as if they do not care who likes them, yet are highly motivated by the opinions of others. They desire intergalactic respect on the political stage, yet are constantly beset by internal divisions. However, they are united in the fear that their race may one day be exterminated. The protection of their people is the strongest motivating factor for Humans. Sol, the long suffering home world of the Humans, has been on the brink of destruction more times than the Humans can count. Ravaged by countless wars and severe ecological disasters, early Human society had an abundance of experience in surviving disasters (especially those of their own making). By the time the Humans became concerned with their actions and began the unified effort to save Sol, it was too late and the planet was set on a course of decay. In their time of dire need, the Bulrathi made a chance encounter with the Humans. The Bulrathi, who had already survived the near destruction of their home world, offered the Humans rudimentary planetology technology in order to partially revive Sol. With that kindness, humanity was able to rally and to continue the efforts of revitalizing Sol. The Humans have a democracy where all citizens vote on major issues. Presidents are elected for 8 year terms and are served by their many consultants, political groups, and advisors. All advisors, from the Chiefs of Staff, who oversee the combined Human military efforts, to the Xenorelations Council that focuses on international affairs of diplomacy, are focused on making the Human race a force to truly be reckoned with in the intergalactic age. The Humans, declaring their place in the universe, refuse to fall after coming so far.


The Alkari desire to be the greatest warriors in the galaxy, bringing pride and honor to their family. The Alkari refer to themselves as “one family under the guidance of Gods,” referring to the pantheon of gods that Alkari society worships. The pantheon is led by the patriarchal God of Sky, Skree-Ak, often referred to as the Father of Alkari. The gods resemble the various breeds of Alkari and watch over specific realms of Alkari life. Their home world, Altair, is rich in artifacts due to the ancient and well documented history of the Alkari. However, long before the Alkari were the dominant race on their planet, Altair was a thriving Orion outpost. This contributes to the artifact world status that the Alkari benefit from, but also shows the guiding hand that pushed the Alkari from their earliest evolutionary development. The early centuries of Alkari civilization were dominated by vicious internal warfare between the great families of Altair. The years of warfare finally ended when the first Skylord united the families of all breeds to create the united Alkari government. The Alkari thrived under his generous dictatorship, witnessing revolutionary boosts in production, technology, and cultural achievements. The Alkari are now a dictatorship-style government called The Flock, which is still ruled over by a highly respected Skylord. The Alkari are a proud race which do not look upon offense with mercy. They are militaristic and noble, but often come to war with other races based on what some would see as minor infractions. Even as an increasing amount of intergalactic conflicts stretch Alkari resources and troops thin, their warrior ways mean that they refuse to back down from a fight.


The Sakkra are an aggressive, competitive race that fight to survive on crowded planets with little room for formal laws. They are a physically imposing race that are determined to prove themselves as worthy adversaries against any opposition in the galaxy. The strong are the only ones who survive on Sssla, the Sakkra home world, where there are regular fights to the death in the streets. The only way to stand out in the massive Sakkra population is to show great strength and to defeat any challengers to your claims. The Sakkra believe that the Mother-God and Father-God bore the first generation of Sakkra many millions of years ago. These first children formed the oldest tribes which Sakkra still claim as ancestors, yet the Mother and Father were so controlling that the first tribes united under a Hierarch to battle them for control. It is said that the battle lasted three days and when it was over, the gods were dead the Sakkra had united victoriously under their first Hierarch. They are a race which fondly remembers the brutal destruction of their own creators, whoever they were long ago. The government of the Sakkra is a feudal system composed of various tribes, headed by a Hierarch which represents them on the intergalactic stage. The government and the Sakkra people as a whole are called the Brood. It is an established fact that all Sakkra Hierarchs die on their throne. No one walks away peacefully and regime changes are an especially bloody time in Sakkra civilization. The Sakkra military makes up for what the Sakkra lack in diplomacy skills. Sakkra soldiers benefit from natural intimidation skills and a lifetime of internal warfare on their home planets. The Sakkra have a massive population which continues to grow at exponential rates – new planets are necessary to support their population.


The Mrrshan are elegant, rebellious, and independent creatures. They are a highly decorated race with beautiful art, architecture, and flawless personal style. Designs from Mrrshan culture often catch a high price in any market, as their products are exquisitely made and luxurious in nature. Fieras, the home world of the Mrrshan, is a sunny planet with spacious plains, dense jungles, and shining seas. The Mrrshan, while the most intelligent of life on Fieras, are not alone on their planet. They are surrounded by many vicious beasts and creatures, keeping the Mrrshan vigilant against attacks. These natural predators are thought to be one reason why the Mrrshan became such excellent soldiers later in their evolution. While they are a feudal government, nothing about their laws or policies are oppressive. The Mrrshan as a whole value freedom from religious, creative, political, and personal oppression. They believe in living as they please, loving whoever they want, and above all being fearless in battle. The Royal Family rules over the feudal government, with an Empress ruling over all. The Empress leads the Mrrshan into battle during times of war and manages her Royal court in times of peace. The Mrrshan royalty are looked upon as the source of strength for their battalions in times of war. The Mrrshan see the skies as a great adventure. They see beauty in the stars and majesty in the phenomena of the galaxies. They fight for freedom and the right to explore any corner of space they desire. The Mrrshan are too adventurous to be kept in the confines of their home galaxy when there are thousands of lands they have not seen. The Mrrshan are some of the deadliest gunners in the universe and they will use those gifts against any who try to block their path.


The Darlok struggle to understand what is “real” in the universe, as they are able to bend the way that the galaxy perceives them with their shapeshifting abilities. The self is the only thing which is knowable in the universe, everything else is blurred by individual perception and illusion. The greatest fear of any Darlok is that they forget their true self and cause. The history of the Darlok race is shrouded in mystery and myth. It was said that early intergalactic travelers landed on the Darlok home planet of Nazin many thousands of years ago. It was the first time that the Darloks had encountered an educated life form (which happened to be humanoid in appearance). It was the first time that the Darloks imitated another race’s appearance, but the surviving travelers described it as a nightmare. When the colonists fled from that “cursed and haunted” planet, they left behind the infrastructure and technology that jump started the Darlok civilization. The Darlok operate a dictatorship called the Cabal, ruled over by their Hindmost. The Hindmost relies heavily on spying, digital theft, and intelligence agencies in order to confidently rule the Cabal. The Darloks are excessively paranoid and xenophobic, but the Hindmost relies on his advisors to bring all knowable assets to the table. The Darloks operate as many independent agencies secretly serving the whole of the Cabal (and thus reducing the direct association to the government as a whole). The Hindmost oversees efforts between these agencies to reduce the risk of working against each other. So the Darlok continue to stalk the dark corners of space, stealing from the races whose form they take in order to advance their own civilization.


The Psilon are an intellectual race who value knowledge above all else. The Psilon priority on research and education has been so internalized that it is at the core of their physical evolution – they gradually changed over time into the physically weak beings that they are today. They dedicate their entire lives to research and focus their energy on their work, often blinding themselves to the world around them. They are incapable of showing emotion on a biological level. They have excellent manners and speak in relaxed tones. However, they do not understand the intricacies of nonverbal communication and most social cues, so the Psilons are a somewhat awkward race. Psilons take aptitude tests very early in their development stage that determines what their primary studies will be in life (results come in the form of suggested research specializations). Excellent engineering in Psilon society renders many menial jobs obsolete and delegated to robotic systems. Psilons operate a dictatorship style government called the Quanta, which is ruled over by the Controller. The Controller’s main duty is to manage intergalactic relations and oversee the allocation of government funds to various research facilities. Psilons typically generate revenue by selling access to their trademarks and patents. Top researchers often consult with the Controller on domestic issues. As an exceptionally peaceful and non-confrontational race, the Psilon do not have internal conflict and do not challenge the authority of the Controller. They hide behind their technology in war and will wait to strike until they are positive that they have the technological upper hand. A team of risk analysts serve the Controller to establish the measure of their advantage and minimize risks to Psilon assets.


The Klackon, born into their societal roles, live in perfect harmony. They work for the good of the community rather than serving the desires of the individual. In fact, the Klackon are seemingly born without personal interests, assuming the identity of the Hive from birth. They do not worry about traitors or morale, and as such are one of the few domestically at peace races. Kholdan, the home world of the Klackon, is a harsh planet under the gaze of a relentless sun. Most of the edible vegetation of from Kholdan is encased in a thick shell which must be cracked in order to access the softer flesh. Kholdan’s viable water reserves are connected in a vast series of interconnected underground caverns, where the Klackon build their elaborate subterranean cities. The early history of the Klackon is mostly unremarkable due to their lack of internal struggle. The Klackon began as mindless insects who were solely motivated by the demands of survival on a harsh planet. Over many millennia, the Klackon became more intelligent and aware but the Klackon identity remained unchanged. They are still bound by duty, evolution, and tradition. The Klackon have a unification government which is headed by a Queen who serves as a galactic representative of the race. The Queen’s role is to make critical decisions on behalf of the Klackon hive on the intergalactic stage. The primary intergalactic agenda of the Klackon is to protect the people at any cost. Every citizen, from the Queen to the lowest worker, will fall into place and die for the sake of the Hive.


The Meklar are hyper-logical machines which are all expansions of the same consciousness. The Meklar prioritize pursuits that are efficient, logical, and beneficial to the Combine. They do not have “values” that follow the same conventions as other races. As inorganic computers, they Meklar have priorities and objectives which function to advance their own knowledge and capabilities. They only seem to “fear” losing power or memory, which means a loss of ideal operation standards and leaves the Meklar infrastructure at risk. The Meklar home world of Meklon was once host to many diverse populations of organic wildlife, but they were driven high into the wooden mountains to avoid the urbanization of Meklar development. The Meklar have overtaken Meklon with their elaborate infrastructure that serves as a base for the complex mix of hardware and software development that fuels the empire. The Meklar are built, not born. They are built and plugged into the Meklar consciousness and become operational at full capacity as soon as they are integrated into the system. The organic beings within the Meklar are not born either, after becoming so weak and enslaved to the Meklar machine that they are no longer able to procreate. These beings were the creators of the Meklar, now enslaved to the powerful exoskeletons they built themselves. The only reason they still remain is because the Meklar fear that removing their creators from the network may activate hidden fail safes which could bring down the entire infrastructure. These beings are cloned and kept deep within Meklar hubs. It is unknown to what end they spread themselves across the galaxies - colonizing, watching, and updating their systems all the while. Some whisper that the Meklar search for an endless and renewable power source so that they may monitor all corners of the universe.


The Silicoid are a mysterious and inorganic race with no emotion, sentimentality, or feelings. Other races find the Silicoids to be repulsive and creepy, shunning contact or conversation with the Silicoids unless it cannot be avoided. The Silicoid people, referred to as the Crag, are led by a Keystone which acts as a dictator in their society. Silicoids run their society on an elder-respect basis, with the oldest of the Silicoids serving the Keystone. The Silicoid home world of Cryslon is dominated by unique mountain ranges. Cryslon is especially valuable to the Silicoid, as the Silicoid can only be grown at the Sacred Basin of their home world. Their population growth is precarious, often hovering near zero growth due to the long process it takes for Silicoids to grow. When Silicoids die, they are brought back to the Sacred Basin where they fall into the mineral rich waters and erode back into the materials which grow new Silicoids. The only clues that the Silicoid have of their origins are the same, dim genetic memories which they collect from their common birth place. A crystalline being of unknown time or origin shattered and fell into the mineral rich basin of ancient Cryslon. From this accident, the rock structures grown in this specific region gain the spark of life and bring their inorganic bodies into a state of awareness and consciousness. Silicoids are driven by a single force: the need to consume the minerals of planets. The conquer planets with their limited population solely for the purpose of stripping them of the valuable minerals which Silicoids need to survive. They are obsessed with the need for consumption and it is their only understandable motivation in intergalactic affairs.


1. Is there any speech? It mentions speech in the installation but I don't seem to get any.

Answer: There is no speech. The speech part of some soundcards is used for special effects but not for speech.

2. How do you move the center of the map?

Answer: Point at a blank part of the screen you want centered and then click the left mouse button. To move using the keyboard, see pg 4 of the Technical Supplement and Reference. If using the 1.2 patch, ALT-C will re-center the map on the currently selected planet.

3. What differences are there between the different difficulty levels.

The manual mentions that it affects opponents production rates, expansion rate, technology development, and willingness to ally with you. It is also supposed to affect the size of your initial fleet.

It definitely affects the cost of developing new technology. New technology costs Tech_level^2 * Difficulty_Factor * Race_Factor.

The Difficulty factor is:
20 - Simple
25 - Easy
30 - Average
35 - Hard
40 - Impossible

4. When does the council meet?

It first meets when two thirds of the planets have been colonized. It then meets every 25 years on the 24th, 49th, 74, and 99th years. (Example 2449).

It also bears mentioning that if you eliminate all races but one, the vote will no longer take place. You will have to play the game out to the bitter or not so bitter end. You then get the "Tyrant" ending.

5. How do I change the ships icons that I get? I change races but the icons stay the same.

The icons that you get to use depend on the color of the flag you select at the beginning of the game.

6. What affect does power have in designing ships?

If you look at the Engine type popup, you will notice a column for number of engines of the selected type. If you select something new which requires power, then the number of engines will go up to provide the necessary power for the new item. Of course if new engines are required, the cost of the engines and space required for the new engines goes up in addition to the cost and size of the new item. So the power is integral part of building ships.

7. What good is the planet button in the combat display?

It will tell you the weapons, factories, and population of a planet. Useful if you don't want to bomb it to dust. And useful to know when it's a lost cause and your fleets should bug out.

8. I When bombing enemies the little film keeps continuing. Do I do more damage if I keep it going?

Answer: NO

8. How do you transport troops?

Click on the transport button. Take the arrow like cursor that appears and click on the place you want to send them. It will give you a slider asking how many to transport. Select the number you want and OK it. They will NOT appear on the map right away but will when you go to the next turn.

This is one of those things that should have been made much clearer in the manual.

9. Is there a good way to split half of a huge fleet?

You DON'T have to click 500 times to split 1000 ships. It will remove over 5% of your group of ships if it is a large group (over about 50 I think). This is hidden in the manual somewhere. If you want to send 500 out of 1000 ships start with 1000 ships and REMOVE 500 at 5%, if you want to send one ship out of that 1000 then start with 0 and click +1.

10. How do I turn ships around in midflight?

You don't until you get the Hyperspace communications tech advance. Then you simply click on the fleet and give them a destination just like you would if they were orbiting a planet.

An exception to this is important in the 1.2 patch. If you have just given a fleet orders or if a fleet has just retreated, a new destination can be given even without hyperspace communications.

11. Can I build missile bases instead of shields?

If you have developed a planetary shield, a planet MUST finish building that shield before it will any missile bases. This can be a real problem when you see an attack force heading for one of your colonies. The best way to deal with this issue is just to make sure that your planets ALL build the shield once you research it. Otherwise, it could make for a nasty surprise later on.

12. What does "UPGR" mean on the defense slider?

If you have existing missile bases on your colonies and you research a substantial missile tech advancement, your planetary bases are all automatically upgraded with the new missiles immediately. But if you want to build additional bases, you have to pay for the upgrade before any new bases get built. Therefore, if you put any resources to defense, you'll see "UPGR" in the defense slider until last upgrade has been paid.


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