The successor to the classic 4X game "Master of Orion", MoO2 is a blast. Whether it's better than the original is still hotly debated more than 25 years later. MoO2 extends the fun: more tech with branching trees; new Civ-like structure building on planets; multiple planets per star; wormholes, new nasty alien races as well as the old favorites; custom race design; more granular ship design plus ship upgrading; new diplomatic options; low-level, single ship combat plus new tactical options; and new victory conditions including defeat of the powerful Antareans who invade the galaxy and could very well wipe your beautiful empire in a turn if you're not careful! What's not to love? (WARNING: highly addictive game: not recommended for anyone who requires sleep, food, family, friends, a job/school, or has to be in a mythical place called "outside" whatever that is.)
Conquering the universe has long been a common fantasy, but it’s not going to happen. At least not in our lifetime. But a virtual galaxy — that’s another matter. Master of Orion II: Battle at Antares offers just such an opportunity. Be warned, however, that dominating the stars to build a galactic empire requires managing everything from scientific research to farming and mining.
There are many different races you can choose for this quest — even the lowly humans. Each race has its own strengths and shortcomings. If none of the offered races suit you, customize a new race by creating a profile and sets of advantages and disadvantages.
Master of Orion’s virtual galaxy is huge, with many star systems to explore. Each system yields different types of planets. Some are very hospitable to life but lack mineral resources, others are mineral rich but toxic and void of atmosphere. You must decide which ones are worth colonizing in order to maximize the return on your investment. Some planets need the benefit of highly advanced technological breakthroughs before they reach their full potential.
Your scientists develop many different types of technology. Some enhance colonies, some help colonists travel faster and more efficiently, and, of course, many are militaristic in nature, helping you to better defend against (or attack) your neighbors, who also are bent on dominating the galaxy. Be careful to balance a colony and its technical advancements with a strong space fleet.
For combat, Master of Orion offers two options: The computer can calculate the outcome of battles based on statistical analysis, or you can take control of your own destiny using a well-detailed combat scenario. Success in the latter case requires spending a lot of time designing and outfitting ships with various systems and weapons combinations. They are ultimately customizable, allowing for a wealth of combat strategies.
In addition to the take-the-galaxy-by-force approach is the option of building alliances with other races through diplomacy. Estabhsh various agreements and treaties, which, of course, may or may not be honored by one or both parties. The malicious side of diplomacy is espionage. You can send spies to other races’ home worlds to steal technology or sabotage colony operations. Spies also work within your own colonies, rooting out enemy spies who have been sent by the other races.
Once you have colonized a good portion of the galaxy (including the legendary star system of Orion) and have defeated your enemies, you might think you’ve got it made. Nope. There’s one last challenge before claiming victory. The Antarans (hence the name of the game) are a race of technologically advanced super-beings who were long ago banished to another dimension. During the course of the game, they find a way back into your galaxy and begin wreaking havoc everywhere they go.
Master of Orion has beautifully rendered graphics all around, as well as a good combat simulator and a great game concept. The star system and the scientific advances and technologies are particularly well done.
On the downside, it’s cumbersome to keep track of which star system has which resources and buildings after you’ve colonized more than a few planets. Domination can quickly degenerate into micromanagement.
Another unfortunate aspect is the manual’s lack of a getting- started chapter. There are no clues as to what the most important tasks are for building a colony or what the heck to do when you first land on a planet. The manual is merely a giant reference guide with a glut of small details to digest. The only way to figure out basic strategies is by arduous trial and error.
Albright, Wade. (January 1998). Master of Orion II: Battle at Antares. MacAddict. (pg. 58).