Master of Orion - GeneralDirection
A pious Alkari Recorder struggles with a crisis of faith in the seedy city of Sorah. Seeking to accept the hand that fate dealt him, he wades into the morally treacherous waters of murder-for-hire.

Due to character limits we're not able to post the full story in this article, but we've created a discussion thread in the community hub with the tale of the Port of Sorah in all its glory.

Click here to read the full story, and feel free to ask questions about Alkari lore. We'll pass them on to our loremaster for answers.
Master of Orion - Kody
A pious Alkari Recorder struggles with a crisis of faith in the seedy city of Sorah. Seeking to accept the hand that fate dealt him, he wades into the morally treacherous waters of murder-for-hire.

Due to character limits we're not able to post the full story in this article, but we've created a discussion thread in the community hub with the tale of the Port of Sorah in all its glory.

Click here to read the full story, and feel free to ask questions about Alkari lore. We'll pass them on to our loremaster for answers.
Feb 8, 2016
Master of Orion - GeneralDirection
Your colonies are thriving, your technology is unparalleled, and virtually the entire galaxy holds you in high regard, but skimping on defenses has been the downfall of many empires.

Overview

This article discusses the various means to protect your empire from enemies. We will not delve into strategy and tactics — you will have your own thoughts on those subjects. Instead, this article will focus on available tools and the mechanics of using them.

Space Defenses

Ships

The main force defending your empire could be a single ship or a fleet of many ships. Ships (or fleets) have two defensive commands that, when used, will take them out of the automatic reminder system—so do not forget about those ships! The commands are:

  • Guard – This command is identified with a shield symbol. A ship set to guard stays at the current location, providing a platform for scanning (primarily as an early warning system). Ships on guard will not engage other fleets.
  • Block – This command is represented by a triangular symbol. A ship set to block acts the same as a ship set to guard, except that the blocking ship will attack enemy fleets at its location. This also prevents an enemy fleet from moving past your blocking ship. Blocked fleets must either attack the blocking ships, remain where they are, or retreat.

Note: Scout ships may only guard, they cannot block since they carry no weapons.



Factory Ships

These highly specialized ships have a number of functions including constructing Military Outposts and Space Surveillance Systems.

  • Military Outpost – These defensive stations are constructed at wormholes as a first line of defense. These stations automatically have the Block command on at all times. These stations take multiple turns to build and until fully constructed provide no defensive benefit.
  • Space Surveillance Systems – These platforms have no weapons and are permanently set on Guard. Their main advantage over Battle Stations is they are quick to construct and cheap to maintain. They provide an early warning system as their scanners can detect ships out to several parsecs.



System-Wide Defenses

At very high technology levels you can research a variety of system-wide defensive units. These defenses include:

  • Jump Gate – A Jump Gate is built in orbit around a planet; only one may be built per system. This structure allows fleets to travel instantly between any of your other Jump Gates. The ability to shift fleets quickly within an empire has a huge defensive benefit.
  • Warp Interdictor – This structure generates a destabilizing warp field with a radius of several parsecs. This destabilizing field causes enemy fleets to slow to a crawl—a movement rate of one parsec per turn. This can buy you valuable time to beef up defenses.



Planetary Defenses

Orbital Defenses

Your orbital defense will include your Star Base as well as ships defending the planet. A planet without any form of orbital defense will be quickly invaded or destroyed by an enemy fleet. Your Star Base and upgrades are briefly described below:

  • Star Base – This unit is an armed orbital station. It is required for battleship construction. Your home planet begins the game with a Star Base already in orbit.
  • Battle Station – Upgrades the Star Base into a more heavily armed platform. Scanner range is also increased.
  • Star Fortress – The ultimate upgrade of either a Star Base or Battle Station. This leviathan of orbital defenses is the defensive equivalent of a Doom Star.



Ground Defenses

On the planet’s surface you may construct numerous defensive structures. Some are useful only against planetary invasion by ground troops while others can fight enemy ships in orbit. A few advanced technologies provide planetary shielding that will prevent planetary assault or orbital bombardment until the shield collapses. Some structures that can be built include:

  • Marine Barracks – The basic ground defense unit used to defend against a planetary assault.
  • Armor Barracks – Allows a colony to train and maintain tank battalions.
  • Fighter Garrison – Initially equipped with interceptors, the garrison automatically upgrades with heavy fighters once these are researched.
  • Space Academy – A specialized training facility. Although it provides no defense on its own, the advanced training it provides boosts the effectiveness of Marines.



Ground-To-Orbit (GTO)

A few structures are able to aid in orbital battles or at least provide some defense against an enemy fleet. Until the enemy can clear your skies of orbital defense units, GTO structures may fire without fear of orbital bombardment or ground assault. GTO units can include:

  • Missile Base – Equipped with your most advanced missiles, these bases automatically fire on an enemy fleet in orbit. They augment your fleets and orbiting bases or, if no such units are available, they will engage as best they can until destroyed.
  • Planetary Shields – These shields come in various strengths, with the most advanced blocking all orbital bombardment from impacting the surface as well as preventing planetary landings. Such a shield must be collapsed through continuous bombardment.



Diplomatic Defenses

In your dealings with the other star-faring races, you have various diplomatic options that can prevent hostilities from breaking out, bring fighting to an end, or bring allies to help your cause. Once an embassy is established, treaties that aid in defense include:

  • Non-Aggression Pact – Each party agrees to not attack each other. While this does not provide free access to each other’s empires it does ensure that your ships will pass each other safely. A non-aggression pact is also the means by which a war is ended – provided the other race agrees to talk to you.
  • Declare War On – You may request a treaty with another race to declare war on a third race. Defensively you may be able to get help if the other leader believes such an act can aid them as well. Sometimes the offer of a BC “advance” can help tip a wavering leader into agreeing to this declaration.

Additionally, when you manage to elevate your Disposition with a race—that race’s overall opinion of you—to a high level, an Alliance becomes possible. One benefit of this treaty is mutual aid in time of war.

Disclaimer: This article is based on a "work-in-progress" build of Master of Orion and the information and screenshots included are subject to change.


Feb 8, 2016
Master of Orion - Kody
Your colonies are thriving, your technology is unparalleled, and virtually the entire galaxy holds you in high regard, but skimping on defenses has been the downfall of many empires.

Overview

This article discusses the various means to protect your empire from enemies. We will not delve into strategy and tactics — you will have your own thoughts on those subjects. Instead, this article will focus on available tools and the mechanics of using them.

Space Defenses

Ships

The main force defending your empire could be a single ship or a fleet of many ships. Ships (or fleets) have two defensive commands that, when used, will take them out of the automatic reminder system—so do not forget about those ships! The commands are:

  • Guard – This command is identified with a shield symbol. A ship set to guard stays at the current location, providing a platform for scanning (primarily as an early warning system). Ships on guard will not engage other fleets.
  • Block – This command is represented by a triangular symbol. A ship set to block acts the same as a ship set to guard, except that the blocking ship will attack enemy fleets at its location. This also prevents an enemy fleet from moving past your blocking ship. Blocked fleets must either attack the blocking ships, remain where they are, or retreat.

Note: Scout ships may only guard, they cannot block since they carry no weapons.



Factory Ships

These highly specialized ships have a number of functions including constructing Military Outposts and Space Surveillance Systems.

  • Military Outpost – These defensive stations are constructed at wormholes as a first line of defense. These stations automatically have the Block command on at all times. These stations take multiple turns to build and until fully constructed provide no defensive benefit.
  • Space Surveillance Systems – These platforms have no weapons and are permanently set on Guard. Their main advantage over Battle Stations is they are quick to construct and cheap to maintain. They provide an early warning system as their scanners can detect ships out to several parsecs.



System-Wide Defenses

At very high technology levels you can research a variety of system-wide defensive units. These defenses include:

  • Jump Gate – A Jump Gate is built in orbit around a planet; only one may be built per system. This structure allows fleets to travel instantly between any of your other Jump Gates. The ability to shift fleets quickly within an empire has a huge defensive benefit.
  • Warp Interdictor – This structure generates a destabilizing warp field with a radius of several parsecs. This destabilizing field causes enemy fleets to slow to a crawl—a movement rate of one parsec per turn. This can buy you valuable time to beef up defenses.



Planetary Defenses

Orbital Defenses

Your orbital defense will include your Star Base as well as ships defending the planet. A planet without any form of orbital defense will be quickly invaded or destroyed by an enemy fleet. Your Star Base and upgrades are briefly described below:

  • Star Base – This unit is an armed orbital station. It is required for battleship construction. Your home planet begins the game with a Star Base already in orbit.
  • Battle Station – Upgrades the Star Base into a more heavily armed platform. Scanner range is also increased.
  • Star Fortress – The ultimate upgrade of either a Star Base or Battle Station. This leviathan of orbital defenses is the defensive equivalent of a Doom Star.



Ground Defenses

On the planet’s surface you may construct numerous defensive structures. Some are useful only against planetary invasion by ground troops while others can fight enemy ships in orbit. A few advanced technologies provide planetary shielding that will prevent planetary assault or orbital bombardment until the shield collapses. Some structures that can be built include:

  • Marine Barracks – The basic ground defense unit used to defend against a planetary assault.
  • Armor Barracks – Allows a colony to train and maintain tank battalions.
  • Fighter Garrison – Initially equipped with interceptors, the garrison automatically upgrades with heavy fighters once these are researched.
  • Space Academy – A specialized training facility. Although it provides no defense on its own, the advanced training it provides boosts the effectiveness of Marines.



Ground-To-Orbit (GTO)

A few structures are able to aid in orbital battles or at least provide some defense against an enemy fleet. Until the enemy can clear your skies of orbital defense units, GTO structures may fire without fear of orbital bombardment or ground assault. GTO units can include:

  • Missile Base – Equipped with your most advanced missiles, these bases automatically fire on an enemy fleet in orbit. They augment your fleets and orbiting bases or, if no such units are available, they will engage as best they can until destroyed.
  • Planetary Shields – These shields come in various strengths, with the most advanced blocking all orbital bombardment from impacting the surface as well as preventing planetary landings. Such a shield must be collapsed through continuous bombardment.



Diplomatic Defenses

In your dealings with the other star-faring races, you have various diplomatic options that can prevent hostilities from breaking out, bring fighting to an end, or bring allies to help your cause. Once an embassy is established, treaties that aid in defense include:

  • Non-Aggression Pact – Each party agrees to not attack each other. While this does not provide free access to each other’s empires it does ensure that your ships will pass each other safely. A non-aggression pact is also the means by which a war is ended – provided the other race agrees to talk to you.
  • Declare War On – You may request a treaty with another race to declare war on a third race. Defensively you may be able to get help if the other leader believes such an act can aid them as well. Sometimes the offer of a BC “advance” can help tip a wavering leader into agreeing to this declaration.

Additionally, when you manage to elevate your Disposition with a race—that race’s overall opinion of you—to a high level, an Alliance becomes possible. One benefit of this treaty is mutual aid in time of war.

Disclaimer: This article is based on a "work-in-progress" build of Master of Orion and the information and screenshots included are subject to change.


Master of Orion - GeneralDirection
Battles to the death and black market deals are all in a day's work for a Bulrathi trader during the Harvest. A rare object leads him to a very particular buyer who challenges the trader's patience.

Due to character limits we're not able to post the full story in this article, but we've created a discussion thread in the community hub with the tale of The Harvest in all its glory.

Click here to read the full story, and feel free to ask questions about Bulrathi lore. We'll pass them on to our loremaster for answers.
Master of Orion - elpozoleolmeca
Battles to the death and black market deals are all in a day's work for a Bulrathi trader during the Harvest. A rare object leads him to a very particular buyer who challenges the trader's patience.

Due to character limits we're not able to post the full story in this article, but we've created a discussion thread in the community hub with the tale of The Harvest in all its glory.

Click here to read the full story, and feel free to ask questions about Bulrathi lore. We'll pass them on to our loremaster for answers.
Master of Orion - GeneralDirection
Your race begins with just one planet and sets out to rule the galaxy. Your top priority is to expand your empire.

The goal is to find advantageous planets for colonization, locate your potential allies and enemies, and, if you are lucky, discover the fabled Orion system. To acquire this information send out ships and explore!

You always begin the game with three ships orbiting your home planet: a colony ship, a frigate, and a scout. These ships provide a limited capacity to begin exploration—the first step to expansion. Every ship has the ability to scan planets, detect other races, and discover what's out there.
 
SHIP MOVEMENT
Before sending your ships into the unknown, you need to know how to move them. The mouse controls for the main galactic screen are simple:
  • Left Mouse Button – hold to pan around the galaxy; click on a fleet to select it
  • Wheel – zoom in and out of the galactic map
  • Right Mouse Button – assign a destination for a fleet
 

To select a ship or fleet to move, left click on the fleet and the fleet window will appear with all ships in that fleet displayed. If you want to move the entire fleet, you don’t need to do anything within the fleet screen. However, if you want to send only part of the fleet, left click in the fleet window on the ship or ships you want to move. Only the selected ships will move, while the rest will stay behind. Once a fleet is selected, you can hover over a prospective destination to see how many turns the fleet would take to get there.



In the example below, the Colony Ship has already moved to explore a planet. The scout has been selected to explore on its own, leaving the frigate behind. The scout will take 3 turns to reach the selected destination.


FLEET TRACKING
Zooming out will allow you to see where all of your fleets are. Clicking on them will display the fleet composition and allows you to move. The fleets of other races, if in detection range, will also be displayed (clicking on them will also show their fleet composition). You may also view all of your fleets, but not move them, by selecting your Fleet Control button.


DISCOVERIES
The galaxy contains many mysterious objects to be discovered:

Anomalies: These will appear as green, pulsating points in space. A ship can be sent to an anomaly. Once the ship arrives, you will learn what the anomaly is and receive its benefits. These include credits, advanced technologies, derelict ships, and more. 



Black Holes: Black Holes are rare stellar phenomena. Each Black Hole links to another Black Hole within the galaxy. Ships moving through the Black Hole travel instantly to its counterpart. When selected for travel, the destination Black Hole will be highlighted. These phenomena can be of strategic importance, especially ones located close to or within your empire!



Electromagnetic Disturbances: As your ships approach a planetary system, you will occasionally receive a notification that an electromagnetic disturbance has been detected. The planet where these disturbances are detected will be briefly highlighted. These can be one of two discoveries: an independent planet or a pirate enclave.
  • Independent Planet: Once discovered, the race inhabiting an independent planet will be available in your Diplomatic screen. They will contact you occasionally with quests, can be given gifts of BC, etc. An independent planet that becomes an ally will provide your empire with a number of benefits. However, turning them into enemies may end up hurting your empire in the long run.

  • Pirate Bases: Pirates, the scourge of space, establish bases in asteroid belts or on out-of-the way planets. If not destroyed they can grow in power, sending out more and stronger ships over time. Destruction of the base will often yield some small benefits.


Planetary Systems: In most cases you will find a planetary system at the end of a wormhole. From a distance you can readily see a planet’s relative size as well as any moons, but to receive more detailed information you will have to actually orbit the planet. Technology may exist to shorten this system exploration process.



Space Monsters: Lurking in the deep black of space there exists strange, gigantic lifeforms with insatiable appetites. These space monsters come in a variety of forms and strengths. Moving in to take a closer look at one may be the last thing your crew does before being devoured. You must determine if approaching a planet orbited by a space monster is worth the risk to the ship or fleet sent against the creature.



Star-faring Races: Eventually you will meet the other races. When contact is made, the emperor of that race will make themselves known. Interactions with your fellow galactic occupants can then be accessed through the Diplomacy screen. While you may be able to continue exploring your neighbor’s territory if you wish, keep in mind that other races can be fickle. You could find your ships, or even colonies, trapped behind enemy lines to be destroyed or seized.

 
OBSTACLES TO EXPLORATION
The galaxy is free for you to roam—until you run into another advanced race. The other star-faring races may block entrance into their territory by placing ships on guard duty or by building battle stations. If you run into this situation, only three options are open to you: destroy the blocking forces (which will lead to war), negotiate an open border treaty, or leave. If you succeed in obtaining an open border treaty, be careful; when the treaty lapses or if it is cancelled by either side, any of your ships within the other race’s territory may be trapped there. Also remember that, while such a treaty is in force, the other race will have full access to your empire as well.



Disclaimer: This article is based on a "work-in-progress" build of Master of Orion and the information and screenshots included are subject to change.
Master of Orion - elpozoleolmeca
Your race begins with just one planet and sets out to rule the galaxy. Your top priority is to expand your empire.

The goal is to find advantageous planets for colonization, locate your potential allies and enemies, and, if you are lucky, discover the fabled Orion system. To acquire this information send out ships and explore!

You always begin the game with three ships orbiting your home planet: a colony ship, a frigate, and a scout. These ships provide a limited capacity to begin exploration—the first step to expansion. Every ship has the ability to scan planets, detect other races, and discover what's out there.
 
SHIP MOVEMENT
Before sending your ships into the unknown, you need to know how to move them. The mouse controls for the main galactic screen are simple:
  • Left Mouse Button – hold to pan around the galaxy; click on a fleet to select it
  • Wheel – zoom in and out of the galactic map
  • Right Mouse Button – assign a destination for a fleet
 

To select a ship or fleet to move, left click on the fleet and the fleet window will appear with all ships in that fleet displayed. If you want to move the entire fleet, you don’t need to do anything within the fleet screen. However, if you want to send only part of the fleet, left click in the fleet window on the ship or ships you want to move. Only the selected ships will move, while the rest will stay behind. Once a fleet is selected, you can hover over a prospective destination to see how many turns the fleet would take to get there.



In the example below, the Colony Ship has already moved to explore a planet. The scout has been selected to explore on its own, leaving the frigate behind. The scout will take 3 turns to reach the selected destination.


FLEET TRACKING
Zooming out will allow you to see where all of your fleets are. Clicking on them will display the fleet composition and allows you to move. The fleets of other races, if in detection range, will also be displayed (clicking on them will also show their fleet composition). You may also view all of your fleets, but not move them, by selecting your Fleet Control button.


DISCOVERIES
The galaxy contains many mysterious objects to be discovered:

Anomalies: These will appear as green, pulsating points in space. A ship can be sent to an anomaly. Once the ship arrives, you will learn what the anomaly is and receive its benefits. These include credits, advanced technologies, derelict ships, and more. 



Black Holes: Black Holes are rare stellar phenomena. Each Black Hole links to another Black Hole within the galaxy. Ships moving through the Black Hole travel instantly to its counterpart. When selected for travel, the destination Black Hole will be highlighted. These phenomena can be of strategic importance, especially ones located close to or within your empire!



Electromagnetic Disturbances: As your ships approach a planetary system, you will occasionally receive a notification that an electromagnetic disturbance has been detected. The planet where these disturbances are detected will be briefly highlighted. These can be one of two discoveries: an independent planet or a pirate enclave.
  • Independent Planet: Once discovered, the race inhabiting an independent planet will be available in your Diplomatic screen. They will contact you occasionally with quests, can be given gifts of BC, etc. An independent planet that becomes an ally will provide your empire with a number of benefits. However, turning them into enemies may end up hurting your empire in the long run.

  • Pirate Bases: Pirates, the scourge of space, establish bases in asteroid belts or on out-of-the way planets. If not destroyed they can grow in power, sending out more and stronger ships over time. Destruction of the base will often yield some small benefits.


Planetary Systems: In most cases you will find a planetary system at the end of a wormhole. From a distance you can readily see a planet’s relative size as well as any moons, but to receive more detailed information you will have to actually orbit the planet. Technology may exist to shorten this system exploration process.



Space Monsters: Lurking in the deep black of space there exists strange, gigantic lifeforms with insatiable appetites. These space monsters come in a variety of forms and strengths. Moving in to take a closer look at one may be the last thing your crew does before being devoured. You must determine if approaching a planet orbited by a space monster is worth the risk to the ship or fleet sent against the creature.



Star-faring Races: Eventually you will meet the other races. When contact is made, the emperor of that race will make themselves known. Interactions with your fellow galactic occupants can then be accessed through the Diplomacy screen. While you may be able to continue exploring your neighbor’s territory if you wish, keep in mind that other races can be fickle. You could find your ships, or even colonies, trapped behind enemy lines to be destroyed or seized.

 
OBSTACLES TO EXPLORATION
The galaxy is free for you to roam—until you run into another advanced race. The other star-faring races may block entrance into their territory by placing ships on guard duty or by building battle stations. If you run into this situation, only three options are open to you: destroy the blocking forces (which will lead to war), negotiate an open border treaty, or leave. If you succeed in obtaining an open border treaty, be careful; when the treaty lapses or if it is cancelled by either side, any of your ships within the other race’s territory may be trapped there. Also remember that, while such a treaty is in force, the other race will have full access to your empire as well.



Disclaimer: This article is based on a "work-in-progress" build of Master of Orion and the information and screenshots included are subject to change.
Master of Orion - elpozoleolmeca

Put those colonists to work. After all, they did sign up to transform barren rock into a thriving world for your empire!

Overview
A number of factors impact your colonies and, ultimately, your empire. Your main decisions will involve colonist resource allocation, building production items, keeping morale up, and making sure a planet does not become too polluted. All of these elements in balance will unlock your colony's potential.   

Colonists and Resources
A colonist generates points toward resources equal to the number located in the resource space. These points are increased through technology and structures. A planet has three resources:

  • Research: The top resource in blue is Research. These points are applied to the current technology being researched by your empire. The more colonists assigned here from each of the planets in your empire, the quicker your research will be completed. Note: Research is the only colony resource function that affects your empire as a whole yet provides no direct benefit to the colony itself (barring a system wide disaster…).
  • Food: The middle resource in green is Food. Food is required to keep ALL colonists on your planet fed – if food is ever listed as a negative number your colonists will begin to die of starvation. Food also increases your population over time until the planet's maximum population is reached.
  • Production: The bottom resource in orange is Production. Every structure, ship, or project that you build requires Production to complete. More production points will see your selections built quicker.


A small “clock” symbol is located under each resource bar indicating how many turns remain to finish the current task. For Research, this would be the completion of the current technology being researched, Food indicates when your next population is available, and Production is the number of turns remaining until the selected project is completed. If you have reached maximum population, or are not currently researching or producing anything, a statement of “Full” or “Nothing being researched/produced” will appear.



Colony Production
While Research and Food are fairly simple to understand, Production requires a brief description on its functionality. To be self-sustaining, your colony requires structures. These structures generate additional resources, increase credits, keep your morale up, etc. Production is also used to build ships or additional long term projects.

In the Production menu you'll see all the structures, ships, and projects available to you. Click on the desired item to add it to the queue; you may have up to 5 items selected. The first item will begin while the other four will be produced in the order selected. As one item finishes the next will begin automatically. If the queue is empty you will be reminded to select a new item for production. To change the order of items, left click and drag the item to the new queue location. To cancel an item, left click and drag it to the “Cancel” button.





Pollution
As your colony develops, pollution will begin to become a concern. Pollution, if left unchecked, will cause the biome to degrade (a few planets are unaffected by pollution so will not suffer). However, you will receive advanced warning to this crisis – a red bar will appear above the affected planet on the galactic map, the planet screen will show the level of pollution with its negative impact, and, when a critical point is reached, your advisor will pop-up to issue a final warning.



Cleaning up pollution may be accomplished by two methods. Within the production menu under “Projects” you may select “Pollution Clean-Up." All Production will then be used to cleanse the current pollution, and, when completed, will automatically shut-off and start the next item in the queue.

The second method is through researching various technologies. Initially, these technologies will provide a small percentage reduction in generated pollution. More advanced technologies will increase this percentage up to a 100% reduction. Pollution, or lack of it, is also a factor in colonist morale.



Morale
Your colonists must be kept happy if you wish them to remain productive. When a colonist becomes unhappy they go on strike. When this happens they will no longer produce resource points. A number of factors can cause a colonist to go on strike. High taxes, pollution, a conquering race, etc. can all wreak havoc on your colony’s ability to grow.



Bringing a disgruntled colonist or colonists back to positive morale will require your intervention. Taxes can be lowered and certain structures generate a positive to morale (denoted by a happy face in the corner). Pollution should be kept under control as much as possible. For conquered races additional time combined with other morale enhancing options will eventually make them productive.



Empire Management Screen
For a broad overview, turn to your Empire Management screen to see how your colonies are doing. This screen will allow you to quickly view the health of your colonies. The information provided includes current resource production, production queue items and times, how much population is on strike and where, as well as other empire information. Be aware that this screen does not indicate planets approaching critical pollution levels, so heed any warnings regarding pollution.



Disclaimer: This article is based on a "work-in-progress" build of Master of Orion, and the information and screenshots above are subject to change.
Master of Orion - elpozoleolmeca

Put those colonists to work. After all, they did sign up to transform barren rock into a thriving world for your empire!

Overview
A number of factors impact your colonies and, ultimately, your empire. Your main decisions will involve colonist resource allocation, building production items, keeping morale up, and making sure a planet does not become too polluted. All of these elements in balance will unlock your colony's potential.   

Colonists and Resources
A colonist generates points toward resources equal to the number located in the resource space. These points are increased through technology and structures. A planet has three resources:

  • Research: The top resource in blue is Research. These points are applied to the current technology being researched by your empire. The more colonists assigned here from each of the planets in your empire, the quicker your research will be completed. Note: Research is the only colony resource function that affects your empire as a whole yet provides no direct benefit to the colony itself (barring a system wide disaster…).
  • Food: The middle resource in green is Food. Food is required to keep ALL colonists on your planet fed – if food is ever listed as a negative number your colonists will begin to die of starvation. Food also increases your population over time until the planet's maximum population is reached.
  • Production: The bottom resource in orange is Production. Every structure, ship, or project that you build requires Production to complete. More production points will see your selections built quicker.


A small “clock” symbol is located under each resource bar indicating how many turns remain to finish the current task. For Research, this would be the completion of the current technology being researched, Food indicates when your next population is available, and Production is the number of turns remaining until the selected project is completed. If you have reached maximum population, or are not currently researching or producing anything, a statement of “Full” or “Nothing being researched/produced” will appear.



Colony Production
While Research and Food are fairly simple to understand, Production requires a brief description on its functionality. To be self-sustaining, your colony requires structures. These structures generate additional resources, increase credits, keep your morale up, etc. Production is also used to build ships or additional long term projects.

In the Production menu you'll see all the structures, ships, and projects available to you. Click on the desired item to add it to the queue; you may have up to 5 items selected. The first item will begin while the other four will be produced in the order selected. As one item finishes the next will begin automatically. If the queue is empty you will be reminded to select a new item for production. To change the order of items, left click and drag the item to the new queue location. To cancel an item, left click and drag it to the “Cancel” button.





Pollution
As your colony develops, pollution will begin to become a concern. Pollution, if left unchecked, will cause the biome to degrade (a few planets are unaffected by pollution so will not suffer). However, you will receive advanced warning to this crisis – a red bar will appear above the affected planet on the galactic map, the planet screen will show the level of pollution with its negative impact, and, when a critical point is reached, your advisor will pop-up to issue a final warning.



Cleaning up pollution may be accomplished by two methods. Within the production menu under “Projects” you may select “Pollution Clean-Up." All Production will then be used to cleanse the current pollution, and, when completed, will automatically shut-off and start the next item in the queue.

The second method is through researching various technologies. Initially, these technologies will provide a small percentage reduction in generated pollution. More advanced technologies will increase this percentage up to a 100% reduction. Pollution, or lack of it, is also a factor in colonist morale.



Morale
Your colonists must be kept happy if you wish them to remain productive. When a colonist becomes unhappy they go on strike. When this happens they will no longer produce resource points. A number of factors can cause a colonist to go on strike. High taxes, pollution, a conquering race, etc. can all wreak havoc on your colony’s ability to grow.



Bringing a disgruntled colonist or colonists back to positive morale will require your intervention. Taxes can be lowered and certain structures generate a positive to morale (denoted by a happy face in the corner). Pollution should be kept under control as much as possible. For conquered races additional time combined with other morale enhancing options will eventually make them productive.



Empire Management Screen
For a broad overview, turn to your Empire Management screen to see how your colonies are doing. This screen will allow you to quickly view the health of your colonies. The information provided includes current resource production, production queue items and times, how much population is on strike and where, as well as other empire information. Be aware that this screen does not indicate planets approaching critical pollution levels, so heed any warnings regarding pollution.



Disclaimer: This article is based on a "work-in-progress" build of Master of Orion, and the information and screenshots above are subject to change.
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