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MASTER OF ORION III REVIEWA Typical GameThis will be a kind of diary of a game I am sitting down to play. I wanted everyone to be able to get a "feel" for the game beyond all the technical data you get bombarded with from Apolyton, the strategy guide, and beta testers. I will be writing this as I play, not afterward, and also taking screenshots as I go. And now the show:[Turn 0 - Setup]I'll be starting this game in a large 2-arm spiral galaxy with medium-length/few starlanes and 10 AI empires. I'll be playing on medium difficulty (I'm such a baby). I have chosen to use stock Meklar because I'm not that familiar with each race's strong points yet, but I know I like the Cybernetik combat music and the Meklar look cool.Now, before you just go romping around the galaxy picking fights, you need to have an attack plan. Master of Orion III does not play well on the tactical details level; you really need to have some serious high-level strategies going or you will certainly lose. My plan is this: I want to colonize far away systems, set them up with heavy defenses, and "gel". That is: secure the perimeter of my territory which blocks access to the core, then colonize backwards to get everything in between. I call this "shell colonization" and plan to test it some more in other games. This could work well in lighter populated and larger galaxies. I would need a different strategy if I were playing in a cluster or with a lot of AIs. As the Meklar, i want to be able to have a large production base, so this may work. I also want to exploit their production capacity and develop a decent military and pick off other empires one by one. The problem is that Meklar have a hard start-up time because the eat 1/2 food, 1/2 minerals, which lends itself to the shell colonizing strategy. [Turn 1]![]() [Turn 12]Several turns later I encounter a Human empire close by and a Grendarl to the north. The Grendarl fried my scout so my northern exploration is, um, "discontinued". Meanwhile, I am mucking about to the south where a few stars hang out loosely connected but far away from the other guys.[Turn ~60]![]() The Humans have colonized one of my core systems which stands at the junction point between our two empires. I cannot work with them diplomatically and they are blockading my planet and my people are starving. I sent a 3-ship task force of low-tech patrols to scare them away. That did not work, so I have decided to raid the colony they have established (two I find out). I destroy their 3-ship fleet and knock away at the planet, but I don't have the power to take out their fighter base at this point and they cannot shoot me down in time; the battle ends in a draw. The good news is that they have no more ships blockading my system, but I do :-) The tables have turned, now they can starve for a while. [Turn 80]The Humans strike back! They have scraped together a smallish fleet and returned to Sung VII, the "junction planet". They quickly take out my unprepared defenses and launch a ground assault. I will probably lose this planet. My production is laughable and I can't get ships off the lines fast enough. My hope is that they take the planet and stay put so I can make a comeback later. I am trying to harass them with spies in military circles in the meantime.[Turn 83]The good news is, the enemies ground troops have been whittled away by my local militia. The bad news is they still hold space superiority and my people are starving again. If they launch another ground assault, I'll be through, as I have no more ground forces left.[Turn 104]The Humans are still holding space superiority over Sung. I decide to use a very evil human tactic: "Save & Reload"! I put together a test fleet of about half a dozen ships and send them to Sung. They are wiped out in less than 30 seconds! Explanation: The Humans seem to have a much better fleet composition than I do. Specifically , I got completely shredded by their first volley of missiles. The fact that they also had fighters and well-rounded beams makes them, at the moment, more than I could possibly handle. I have only a few ships, somewhat outdated. To make matters worse, the ol' Heavy Long Range Beam strategy that worked so well in MOO2 doesn't work so well in MOO3. I will have to design some ECM and point-defense ships to deal with the enemy missiles and fighters, while sending out my own missiles and fighters. Of course, all this takes time...[Turn 120]I'm producing as many ships as possible. My military budget plan is set to "Total War" and I've got most of my decent planets pumping out ships, but even at turn 120, only my home system is developed enough to churn out anything useful in combat. So my homeworld, Mu Caneri, is creating my new large fighter/carrier "Mother 1" design, while my minor planets are creating point-defense pickets.Surprise! While I'm gearing up to take back the Junction Planet, two things happen: A Human fleet is spotted on radar with a course set for Mu Caneri! Also, my colony on Sung has been starved to death and disappears :-( [Turn 121]I have enough (i hope) ships to make a dent in the Human fleet around Sung. Even though the colony on Sung is gone, they are using the breach in my borders to attack other planets further north. My empire is now split into two sections. I create 3 taskforces with about 15 ships in total. They are sent out and I see the Human fleet en passant coming for Mu Caneri.[Turn 122]The Humans show up at my homeworld with 7 ships. Luckily, I have 9 system defense ships waiting for them. They attempt to take the planet, but in a mild battle they are destroyed by my relatively up-to-date system fleet. Pheew![Turn 124]![]() [Turn 134]![]() ![]() [Turn 135]![]() [Turn 137]![]() [Turn 145]I land a few more troop ships on Sung colonies, one at a time. The lightly defended colonies fall easily. "At least it's a target-rich environment!" my army commander tells me :-)[Turn ~150]By this point it would seem that my small struggle is over. I am slowly absorbing Sung. The problem is that the Humans are #2 on the power graph, and I'm not sure how to interpret that. I am #5. However, my navy outranks theirs 3:1 now, so I am not too worried. I downgrade the military development a bit and refocus on industrial growth, secondary colonization, and research. But not too much... My Northern "friends", the Grendarl, declare war on me, but I'm not sure why. Perhaps they can be bought. Even if they can't, they are no large threat. Perhaps I will just land troops on their nicely developed colonies as well. But Humans first. Grrr...[Turn 212]![]() ![]() [Turn 220]![]() ![]() Talkback:This game highlights some good and bad points of MOO3 that should be talked about: One thing that stands out as a "real boner" is the fact that there is no more Final War (for those not familiar with MOO1+2, if you lose the senate victory, you had the option of continuing to fight... against every other empire in the galaxy! They trade all their best techs with eachother and become allies against you). For this game though, I could never even attempt a Final War, even if I had that option.This also shows that not being a member of the Senate has some serious drawback, like not knowing who is going to win. But it also has some goodpoints: I don't have to deal with all that election garbage and can concentrate on my own selfish interests. I lost this game for several reasons:
On the other hand, my ending power rank was 3. I thought my empire was small and defenseless, but I put up a good fight at least. This was my first game that I played to completion. Too bad I lost :-( But you know what they say: "It's not whether you win or lose, but how you play the game". Of, course, that has nothing to do with being Master of Orion. | ||||||||||||
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