Master of Orion II: Battle at Antares

aka: MOO 2, Master of Antares
Moby ID: 182
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Legends speak somewhere in space of the mystical planet Orion. Created by the Ancients, it remains unclaimed due to a powerful Guardian that orbits the planet and keeps out intruders. These same Ancients long ago fought a war against the Antarans and banished them into another dimension. Now... long after the Ancients empire has vanished, new races take to the stars, wishing to establish their own star empires, defeat the Antarans and become... The Master of Orion.

Master of Orion II: Battle At Antares is a turn-based 4x space empire game and is the sequel to Master of Orion, reinterpreting that game from scratch. Unlike the original the game can be played single player or with other human players. The player takes the role of a ruler of one of thirteen races, while also having the extra option of creating a custom one. They must manage planet resources to build ships and facilities, improving production. Exploration of the galaxy is done via scouts and colony ships, which can establish new planets as part of the empire. Research must also be done to discover and utilize new technologies. Alien civilizations which are encountered can be negotiated with, or ships can engage in combat in a turn-based grid system. As new systems are explored, random events are triggered and strange artifacts found in orbit around unexplored planets. Wormholes can also be found which allow transport across dozens of parsecs into new star systems.

The game can be won in different ways: through conquest of all other races, being voted supreme leader of the galaxy or destruction of the Antaran race.

Spellings

  • é“¶ę²³éœøäø»IIļ¼šå®‰ē‰¹é›·ę–Æä¹‹ęˆ˜ - Simplified Chinese spelling

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Credits (DOS version)

51 People (48 developers, 3 thanks) · View all

Reviews

Critics

Average score: 81% (based on 23 ratings)

Players

Average score: 3.8 out of 5 (based on 205 ratings with 15 reviews)

Best turn-based galaxy-conquest game to date

The Good
High praise? Well deserved I would say. Master of Orion II is still on the top spot of my (very short) list of games with any real(!!) replay value.
The user interface is comfortable, graphics and sound add nicely to the overall mood, but what it really sets in front is the gameplay and the nearly infinite amount of tactics you can (must) use to win a game.
Winning with the Psilons is a piece of cake? Switch to an uncreative race and get yourself slaugthered the next few times. Can you adopt? How can the computer (great AI) grow that fast with the same race?
You will always find settings where the game is a real challenge.

The Bad
Towards the end (espacially if you are playing for a good score), the micro-management gets a bit tedious and if you finished it in one session you might feel a bit drowsy.

The Bottom Line
Turn-based space-exploration and empire-building game (fortunately not) out there. You can get it on earth.

Windows · by Zzap (56) · 2000

Nothing worse, but nothing better.

The Good
The second chapter in the classic MOO series, obviously, gives some audiovisual improvement: graphics and music are correct, and sound effects are specially remarkable. Now, instead of having to choose between pre-defined races, you can customize your own through a benefit / flaw system that costs or gives you picks; this is a good way to expand replayability and strategies to use, and is the best addition to Moo. Good (even necessary) fix were multiple planets in each system.

The Bad
The diplomatic model is rich in options, but making allies isn't worthy the effort, since little effect it has (improving the range of your ships, and nothing more: there is no cooperation between allies). Also, in very very few occasions you get fair tech exchanges: the AI always demands tech of superior (even much superior) value.

Tactical combat can be nice to see the first times, but it's poorly designed. Although range is taken in consideration and the Attack/Defense values isn't a bad system, current speed of the ship plays no role: if a 14-speed ship moves 7 squares a turn, in the next it shouldn't move at 0 or 14; it's unrealistic; a fast-moving ship shouldn't make a 180 degree turn at full speed, to put another example. The way combat is designed, all battles become soon a matter of close-and-shoot-until-one-of-us-explodes, so take the largest ship you can and don't bother anymore. There is no tactic. After some battles, you push the automatic (I remember a board game, Star Warriors, which combat system was the best I've seenā€¦ it would be a good system for tactical combat).

Colony management in Moo2 swifts to that of Civ-style, and that's a system I didn't like ever: a list of buildings and go on; in middle-later game, micromanagement is boring: build as many as you can, no more. How good could be the system in Moo improved. And the same can be told about tech and research: is somewhat stupid to make a choice between two or three applications in a fieldā€¦ and for some reason you can't research the rest! (the key to victory: Creative, and you needn't to exchange tech). The sliding bar system in Moo was better; why not simply improve it? If you're going to change anything, make something good! Changing for changing leads to the above: a silly system much worse than its predecessor.

The Bottom Line
Although improves features from Moo, replaces some good old ideas with bad ones. The sum is nothing worse, but nothing better.

DOS · by Technocrat (193) · 2002

If you don't own it already, you're mad.

The Good
This is probably one of my favorite games of all time, most enjoyable. It's nothing amazing to look at, the graphics are from way back when and the sound is almost 16 bit. But when I comes to retro PC oldies you can't beat Master of Orion 2.

For those of you who have never heard of MOO2, it is a game where you play the emperor of a space empire that starts small and you have to build it and defend your worlds, and become the greatest empire in the galaxy. However unlike some games, it's not needlessly complicated. It all starts with the race selection screen where you can choose to do what you like, pick a race based on your play style...or create your own race (a feature I much prefer).

Hidden under the visual facade of the 16 bit graphics is a really well built ecosystem/economic system. The AI battles with each other, sometimes your blamed for the actions of other races in a very under the table spies and cloak-and-dagger kind of way.

It's turn-based, each turn is about 10 years, allowing enough time for you to justify a planet being able to develop without it seeming a little daft.

The graphics are beautiful in their design, compared to today's standards they're rubbish, but really well drawn and your scientists move in a two frame animation, which I always find quite funny.

The thing that makes this game great is game play, for a space-strat-sim it's got something for everyone:

Science, a very deep research tree with benefits that actually have an impact when you get them. You can beat the game using science and your mind instead of brute force.

Terraforming, Genetic manipulation, Chemical weapons, Mass-destruction or BFGs that would make Doom pee itself.

The micromanaging of planets is fantastic, certain buildings will give you bonuses and certain races will have innate benefits you can take advantage of. You divvy out your possible working masses on each planet in to three piles:

1: Farmers
2: Workers
3 Scientists
A simple system that really makes it easy to get on with running the galaxy at large.

Building, buildings that benefit your people anything from theatres to hospitals can be built and most of them have upgrades; every little helps. You are able to customize ships, the way they look, what the fire power is even what kind of soldiers are onboard.

The ship builder is detailed, fun and easy to use, build the kind of ship you want, make 'Death Stars' that can destroy an entire planet, (but be warned destroying entire planets can really piss of those bug-eyed ETs) All ships have there place in the game, with the Deathstars (correctly equipped) being the be all and end all.

Fight, blow planets up (really cool animation for this), attack ships, take over planets and enslave the people, bombard planets and start afresh with your own people. Genocide is, at least in MOO2, kind of cool.

The fight system is based on a grid in a 2D plane, the space version is really fun to use, cool animations, little missile that takes a few turns to reach your target it's all about tactics and tactics are rewarded (which is always nice) . There is a 'calculate battle' button, which when your going through the universe taking over each system, ironically systematically, is really useful. The planetside version of this I will get to in a minute.

Peace is an option, you could always just make peace with everyone and become head of the council, thus winning. I really like that this was an option truly a open-minded game indeed. Really at odds with when it was made.

This game still has a great online community, even to this day. It's great fun if you have a home LAN network; even if you don't there is a hot seating mode. One computer can equal loads of fun.

The Bad
It is really hard to say what I DON'T like about MOO2 because I love it so much.

But, nothing is perfect (except maybe me). Most of the time your in for the long haul, and sometimes the AI creates a cascade of events which means that you are alone against an intergalactic superpower. Which as you can probably imagine is really annoying.

The planetside battles are really badly designed, it's nothing like the space combat and you have no control over the battles. It's all automated and often you watch your simple townsfolk in there own 16bit world, with there little poking sticks; getting beaten from afar by aliens in suits with big guns. This is really frustrating, especially when your spaceships are far out powering theirs. Who cares who can benchpress more, when you have a gun that can blow up a planet?

The diplomatic relations AI is a bit rubbish. And stupid. Ask it something enough and you'll find it'll do one of two things:

  1. Do what you ask.
  2. Declare War.

Now when all you've been asking is for sub-terrainian farm technology you start to ask yourself 'why?'. Which is almost unforgivable until your beating them to death with there own flux-capacitor and they are begging for peace and offering up there own mother to placate you.

This is however a really nice moment.

One thing that really really got on my nerves was the Antares, aliens from another dimension that would randomly attack random systems and decimate the planet and then fly back to their own home world (going to there dimension and killing them is a way of beating the game -not an easy feat I can tell you), if they happen to be attacking a system your just developing and it's not protected by your entire fleet you might as well give that planet up because it's back to the drawing board. This is a really annoying game mechanic that punishes those you don't get the fast engine tech early. Which is mean because I think that food is more important on developing worlds because rocket fuel doesn't feed babies. At least not yet.

The Bottom Line
Master of Orion 2 is at the end of it a game that has never left my hard drive, something which I've always thought as an achievement for a good game. MOO2 is a game I still play, I still enjoy and occasionally brings me something new that I never expected, something that is missing from the games of today.

This is a game for the ages, if you don't own it already; you're mad.

Windows · by BinaryDragon (18) · 2008

[ View all 15 player reviews ]

Discussion

Subject By Date
Compatibility - just use Steam MerlynKing May 8, 2022
Has anyone witnessed the battle at Antares? CalaisianMindthief (8172) Oct 6, 2015
Master of Orion II How to install in win7 Dim Gri (30) Oct 24, 2011

Trivia

Combat system

The whole tactical ship combat system has many similarities with the system used in Renegade Legion: Interceptor. This not is not only restricted to technical aspects. If one examines the ship graphics in Interceptor more closely, there should be a moment of dƩjƠ vu.

Development

The folks at SimTex were calling this game Master of Antares when it was in early development. Later the name was changed to Master of Orion 2 so the game would be more easily recognized by consumers as the sequel to the award-winning original.

References

  • Loknarā€™s ship was christened as ā€œAvengerā€, exactly the same as the ship you need in X-COM to travel to Cydonia. Even the graphics are similar! Take a look at them and compare! Coincidence?
  • Another coincidence with X-COM? Perhaps the similarity between "Elerium" (the alien energy source from X-COM) and the "Elerians" (the matriarchal psychic race of Moo2) is intentional?
  • In another X-COM coincidence... both Master of Orion games as well as the first X-COM game have an alien race named "Silicoid", however the look of the creatures is very different between the two game series.
  • The Antaran Star Fortress (when you travel to their homeworld via Dimensional Portal) is commanded by a Ship Captain. His (her?) name is Xyphys, the Antaran Warrior, and has the following abilities: "Fighter Pilot* Helmsman* Ordnance* Security* Weaponry*" as noted in the moohero.lbx archive.
  • Phasers, food replicators, transporters, federation type government, the human leader being bald, charismatic and democratic and a few of the ship designs may be references to Star Trek:The Next Generation.

Awards

  • Origin Awards
    • 1996 - Best Fantasy or Science Fiction Computer Game

Information also contributed by Chris Martin, Dum Gri, lilalurl, NGC 5194, PCGamer77, Technocrat and WildKard.

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Contributors to this Entry

Game added by Tomer Gabel.

Macintosh added by Terok Nor.

Additional contributors: PCGamer77, Kalirion, David Ledgard, CaesarZX, Patrick Bregger, Dim Gri, MrFlibble, J D.

Game added August 4, 1999. Last modified January 31, 2024.