recursal/Fanatic-Fandom huggingface dataset:
Energy absorber

**Energy absorber** is a ship special in *Master of Orion*.

## Description

While active, this device diverts any energy-based damage that reaches the ship and stores it in the Energy Absorber, effectively negating that damage. After the absorption effect concludes, a portion of the stored energy is redirected to the ship's shield, recharging it.
Deep-sea cooling

**Deep-sea cooling** is a colony structure in *Master of Orion*.

## Description

The massive amount of water on an Ocean planet allows construction of a large-scale Deep-Sea Cooling facility, an efficient means to dissipate the waste heat of huge research computer assemblies. Research points generated by the colony are increased.
Eoladi

The **Eoladi** are one of the playable races in *Master of Orion 3*. They are an "etherean" species, along with the Imsaeis. They do not appear in any other title of the series.

## Description

The Eoladi give almost everyone a slight pause when they are first encountered, as each individual possesses his own personal code of ethics. Once understood and accepted, however, the Eoladi are valued society builders and competent leaders. These skills came from the aftermath of the Etherean War, when all Etherean societies were shattered and had to be rebuilt from scratch. The Eoladi still believe that they have much to teach to the other Orion Sector races in the ways of personal and social improvement.
Drusilla

**Drusilla** (The Specialist) is a Colony leader in *Master of Orion*.

## Background

Drusilla left the brutally hostile home world of Alpha Ceti in search of more moderate climates to conduct her agricultural research. She ended up preferring the life of a scientist consult over the Terran academic realm where only military research gets proper funding.

## Bonuses

* Colony research +10% per rank
* Colony food growth +10% per rank
Cyber security link

**Cyber security link** is a tech achievement in *Master of Orion*.

## Description

The Cyber Security Link provides your populations with a direct mental link to their computers. This device allows your spies to circumvent enemy automated security systems. This achievement adds a bonus success chance to all your espionage operations.
Grassland

**Grassland** is a planet biome in *Master of Orion*. Mrrshan with knowledge of Xenobiotics can upgrade an arid planet into a grassland planet by dramatically altering moisture concentration in different areas of the planet via artificial underground aqueducts.

## Description

Grassland planets are formed by large continents with nothing but infinite savannahs.
Galaxy age

**Galaxy age** is a galaxy setup element.

* Young galaxies tend to be organic-rich, meaning that you'll have more habitable and oceanic worlds, but lower mineral classes across the board.
* Average galaxies have a mix of habitable worlds and mineral-rich, desolate planets.
* Old galaxies tend to have few habitable worlds and lots of barren, but mineral-rich planets.

## Impact

* The choice of galaxy age does have an impact on the viability of certain races. For example, in *Battle at Antares*, aquatic races like Trilarians will be effectively hamstrung, as their special racial pick will be all but useless in a galaxy filled with dead worlds. Choose accordingly.
Cavernous

**Cavernous** is a planet biome in *Master of Orion*. Klackon with knowledge of Xenobiotics can upgrade an arid or a desert planet into a cavernous planet by unleashing a swarm of automated diggers.

## Description

Cavernous planets are dry and rocky on the surface, but underground they are rife with humid caves and tunnels.
Battleship

**Battleship** is a ship type in *Master of Orion*.

## Description

Medium sized -yet powerful- ship with large load capacity and high hull rating.

Requires a star base or superior orbital platform for construction.

## Recognition chart

* Alkari
* Bulrathi
* Darlok
* Elerian
* Gnolam
* Human
* Klackon
* Meklar
* Mrrshan
* Psilon
* Sakkra
* Silicoid
* Terran
* Trilarian
* Antaran
Amandine

**Amandine** (The Athlete) is a Ship leader in *Master of Orion*.

## Background

Amandine is cocky, but has the skills to back it up. Her quick reflexes as an award winning and famous athlete on Trilar translated well to her training as a gunner and pilot in the military. She left the military on dishonorable terms after refusing to bow down and take orders from her superiors. She now seeks a paycheck and lives for moments of glory in battle, no matter who is in her crosshairs.

## Bonuses

* Ship beam defense +10% per rank
* Ship missile damage +10% per rank
* Global credit income +6% and +2% per rank above 1
Fluffy

**Fluffy** (The Nyunyu Avenger) is a Ship leader in *Master of Orion*.

## Background

Overly-trusting and compassionate, the Nyunyu are commonly victims of scams, theft, and manipulation. Fluffy is tired of watching his peers be made fools of, and has picked up a gun with his tiny fuzzy hands in order to seek vengeance.
Electra

**Electra** (The High Priestess) is a colony leader in *Master of Orion II: Battle at Antares*.

## Bonuses

* Telepath +2% (+2% per level)
* Environmentalist\* -15% (-15% per level)
* Farming Leader\* +15% (+15% per level)
* Spiritual Leader\* +15% (+15% per level)

## Strategy

A diverse range of skills, though Electra is aimed primarily at theme players, rather than minmaxers: She’s useless for UniTol, Lithovore, and other specialized custom races.
Glis

**Glis** are one of the independent civilizations in *Master of Orion*.

## Background

Artificial lights on the dark side of the planet betray the existence of intelligent life. The eccentric Glis look more like upright sacks of plasma than sentient creatures, but they have developed their civilization to the outbound limits of pre-warp. An impressive feat for beings with no visible appendages.

## Characteristics

A nomocracy is a rule by law. Upholding the rule of law is the cornerstone of this system, and a pure nomocracy would tolerate no immunity clauses for high office or foreign diplomats since no one can be above the law.
AM-715

**AM-715** (The Harvester) is a Colony leader in *Master of Orion*.

## Background

This unit serves the Overseer for highly confidential purposes. Search parameters for “Organic Facility” result in no accessible threads. Access code to personal archives rejected by admin login: Biological Growth Facility. This unit has software modules which suit espionage, production, and morale efforts.

## Bonuses

* Colony production +10% per rank
* Colony morale +10% per rank
* Spy experience gain +10% and +5% per rank above 1
Battle station

### Effects

Upgrades star base: +2 scanner range, +7 command points, repairs 20% of ship health per turn

 **Battle station** is a colony structure in *Master of Orion*.

## Description

The Battle Station is a more heavily armed version of the Star Base. It improves the range of planetary scanners.

Once the required technology is researched, a battle station can be upgraded to a star fortress.
Anna North

**Anna North** (The Analyst) is a Ship leader in *Master of Orion*.

## Background

Anna was a child prodigy in the slums of Zone 7 (Old New York) on Sol, reciting complicated formulas from memory as a young child. She was plucked from her desolate neighborhood and given a plush government contract, which gives her the means to pursue new knowledge across the stars. She now charts the course of her own ship and team, giving her the freedom to track down mysterious anomalies that thrill her analytical mind.

## Bonuses

* Ship missile damage +10% per rank
* Research +10% per rank
Hyperspace sensors

**Hyperspace sensors** is a tech achievement in *Master of Orion*.

## Description

Hyperspace Sensors provide extremely accurate scans and analysis of disturbances in both normal and hyperspace, and thus are capable of detecting ships at great distances. The detection range effects of ship size still apply. Sensors installed aboard ships also reduce the effectiveness of enemy missile jamming systems, lowering the targets Missile Evasion.
Gauss cannon

**Gauss cannon** is a ship weapon in *Master of Orion*.

## Description

The Gauss Cannon is an extremely powerful linear accelerator which hurls a massive burst of tiny projectiles at near light speed. Gauss bursts inflict damage, regardless of range. They are treated as beam weapons for accuracy purposes. The Gauss Cannon is a Shield Piercing technology, meaning that it completely bypasses their target�s shields.
Akirian

**Akirian** are one of the independent civilizations in *Master of Orion*.

## Background

You find the planet inhabited by the pious Akirians, a race of aquatic beings who have forsaken technology in search of spiritual illumination. They claim to live in peace and harmony with nature, but they know full well the dangers their holistic existence faces when confronted with the might of visitors from beyond the stars.

## Characteristics

A diarchy, or duumvirate, is a system where power is shared by two people with equal power, each having veto power over the other's decisions. However, the game only mentions "Trakshal" as the leader title. It is possible that "Trakshal" is their designation for both corulers at the same time. Historically, diarchies tend to appear as a compromise when two monarchs with equal power or legitimacy claim rule over the same land or people.
Diplomacy in Master of Orion II: Battle at Antares

Even if you're the type of emperor who shoots first and never talks, you're
still going to receive communications from the leaders of the galaxy's
other empires. Before you invade a particular race's space, you might
consider reviewing what you know about them. Most of the time, it's
prudent to avoid being at war with more than one other empire at a time
(or two if you're ambitious). If you're not a slavering warlord, the art of
diplomacy is even more important.

## Overview

All your diplomatic efforts are conducted via the Race Relations screen which contains a summary of your relations and allows you to ask for an audience (a meeting, essentially). Diplomacy begins whenever your ships become capable of reaching one
of a race's colonies or theirs can reach yours.

When you first meet a new race, the flavour of the diplomatic contact
depends entirely on their emperor's personality. Most leaders act tough
at first, even (or perhaps especially) when they perceive themselves to be
negotiating from a position of weakness.

How you react, what you do
during your usual activities, and what you ask or offer during audiences
determines the ongoing status of your relations. This status is measured
on a sliding scale (the one next to the portrait of the other empire's
ambassador). It's a linear scale, where your deeds and misdeeds are totaled to produce a summary.

## Audiences

One thing to keep in mind is that other emperors are just as busy as
you are. Repeated audiences encourage impatience, and even the
most friendly ally eventually refuses to meet with you. If this happens,
wait a few turns. Time restores your opponent's willingness to
communicate.

## Reputation

For the most part, the diplomatic effects of your actions are exactly what
you'd expect. Attacking a colony has a negative effect, for example, and a
gift of technology a positive one. There are, however, a few things you can
do during an audience that warrant explanation.
Chance Valheim

**Chance Valheim** (The Recruit) is a Ship leader in *Master of Orion*.

## Background

A survivor of intergalactic wars, Chance left behind a promising career in the Human military for the life of a mercenary. He has a troubled past, but carries the same honorable sense of duty that many Humans share.

## Bonuses

* Ship weapons max damage +4% and +4% per rank above 1
* Global credit income +6% and +2% per rank above 1
Degonite

**Degonite** are one of the independent civilizations in *Master of Orion*.

## Background

You arrive at a planet with no obvious signs of civilization. You can detect no power sources anywhere. However, upon close inspection, what you thought were mountain ranges turn out to be vast cities of stone. The natives are indeed civilized. Their construction techniques are awe-inspiring, though they are clearly not capable of space flight. They do however have some requests.

## Characteristics

A kritarchy is a system where the power belongs to courts of judges, who therefore assume executive and legislative powers in addition to judicial.
Audrieh

Audrieh is a plant-based life form marginalized by the Antarans before the events of *Master of Orion 3*, therefore making it a minor magnate race in the game.

Being plants, the Audriehs pollute less than other races. The species' plant-based origin and low food intake requirement also suggest the race is apt in photosynthesis. Audrieh, like the cybernetic Meklars and Cynoids, require half the amount of food per population compared to normal races.
Class I shield

**Class I shield** is a ship shield in *Master of Orion*.

## Description

Class I shields protect a ship from physical and energy attacks, absorbing damage before failing. Shields normally regenerate one-third of the total strength of the strongest facing, spread equally over all the damaged facings, each combat round.
Claw

**Claw** (The Klackon Taskmaster) is a colony leader in *Master of Orion II: Battle at Antares*.

## Bonuses

* Operations\* +3 (+3 per level)
* Farming Leader\* +15% (+15% per level)
* Labor Leader\* +15% (+15% per level)

## Strategy

Very expensive, but worth it if you run into Command Raitng problems. Exceptional at supercharging construction, particularly ships. A quick hack is to put Claw in charge of Trade Goods production and watch the output soar.
Aelia

**Aelia** (The Guide) is a Ship leader in *Master of Orion*.

## Background

Aelia is a skilled pilot and mechanic of average ability, but her true talents are in her ability to motivate and inspire troops even when facing certain death. They call her “the Guide” because of her ability to lead her troops from the brink of death and back.

## Bonuses

* Ship beam defense +10% per rank
* Ship repair per turn +4% and +2% per rank above 1
* Colony Ground Combat Rating +10% per rank
Adamantium armor

**Adamantium armor** is a ship armor in *Master of Orion*.

## Description

Adamantium Armor is the strongest available. It increases the structural hits of ships and fighters and absorbs an incredible amount of damage. Adamantium-based systems add bonus points to the combat strength of all ground Marines. It also strengthens and increases missile and system resistance.
Holo simulator

**Holo simulator** is a colony structure in *Master of Orion*.

## Description

The Holo Simulator facility creates realistic 3-D images using holographic projectors. This gives overworked populations the chance to experience relaxing and fantastic environments and interactions. The Holo Simulator increases a planet�s Morale.
Industry

**Industry** generates production, a critical resource, allowing you to develop your colonies and your fleet. The first *Master of Orion* uses planetary production to reflect the total production of a planet.

## Master of Orion: Conquer the Stars

Industry is determined by planet size and biome. A planet can have as many workers as half its planet size's "max cells" value multiplied by its "productive cells factor". Contrarily to farming, all planets are viable for industry, though the more developed biomes are still better. Gaia and uber planets allow maximum industry on a planet.

However, the number of workers is not the only factor. Production is also greatly influenced by the planet's mineral richness. A single worker on an ultra-rich planet will generate more production, all other things being equal, than three workers on an ultra-poor planet.
Chug

**Chug** (The Planetologist) is a colony leader in *Master of Orion II: Battle at Antares*.

## Bonuses

* Researcher +5 (+5 per level)
* Environmentalist -10% (-10% per level)
* Farming Leader +10% (+10% per level)
* Tech: Terraforming

## Strategy

Excellent early choice, especially with the free Terraforming tech. Otherwise, pick-dependent.
Camile

**Camile** (The Lady) is a Colony leader in *Master of Orion*.

## Background

The shrewd daughter of wealthy merchant on the Gnolam home world of Gnol, Camile insisted that new wealth could be attained through space exploration. Far from home and her fineries, Camile seeks independent wealth outside the shadow of her famous father.

## Bonuses

* Colony tax income +10% per rank
* Income from trade treaties +10% and +5% per rank above 1
Independent civilizations

**Independent civilizations**, or **minor civilizations**, occupy a single planet in a given system and do not have the technology or ambition to expand beyond their homeworld. They cannot be conquered, but it is possible to destroy them with orbital bombing and then send a colony ship to claim their planet; or you can settle on a different planet in their homeworld and turn them into a protectorate of your empire.

## Protectorate status

As a protectorate, a minor civilization will provide each turn all your colonies in their system with bonus resources:  food,  research, or  credits, depending on their class. You can invest in them to provide a greater yield (400  to reach level 2, and 800  more to reach level 3), which can be interesting if you have more than one colonies in their system.

They will also vote for their protector at the Galactic council. If several major civilizations have settled their system, they will ally which whichever has the greatest influence over them. There are three structures that bring influence points: the space port, the capitol, and the military outpost. One of each is enough (having two colonies with a starport each in their system will still only bring a single point), and building a capitol is only possible in your own home system. (Since the interplanetary administration is referenced in game code as the "system capitol", cf. IsSystemCapitol() function in Colony.cs, it is possible that capitol point was meant to come from this structure instead.)

## Unimplemented features

It was planned for minor civilizations to have "quests" where they would demand things of their protector and provide a reward a few turns after completion of their requests. Traces of this can be found in Globals.yaml, where rewards in the form of credits, research points, and marines are listed. Civilization.cs also contains dead code if you disassemble MasterOfOrion\_Data\Managed\Assembly-CSharp.dll.

Independent races can also provide production points to colonies, instead of credits, food, or research points, though none of them are set to do so.

Leaders from the minor races were also planned, and they have portraits and biographies (with some discrepancies) but they were not finished and are not enabled.

A banner and some placeholder values for a tenth race can also be found in the game data, but again they were not finished and added to the game.

## Trivia

Some of the portraits are likely mismatched. For example, the Nyunyu are described as "furry", a description that only matches the banner given to the Degonite instead. The description and portraits for independent leaders also show that Akirian, Thersonian, and Glis were rotated at some point.
Aisbog

**Aisbog** (The Commander) is a Ship leader in *Master of Orion*.

## Background

A young and vicious Silicoid who defected from the Silicoid armed forces because they found them too slow moving for their liking, Aisbog hates sharing resources. If managed properly, Aisbog can be sent on solo mission for the right price and return with everything that cannot be consumed.

## Bonuses

* Ship command points requirement -10% and -5% per rank above 1
* Leader hiring cost -10% and -5% per rank above 1
* Leader salary reduction -5% per rank
Guardian

**Orion's Guardian** is a ship type in *Master of Orion*.

## Description

A mighty unmanned ship that protects Orion.

## Evaluation

By far the single most dangerous ship in the galaxy, the Guardian is equivalent to a Doom Star in terms of resilience and firepower, but about three times faster and nimbler (equivalent to a Titan-class warship).

Confronting the Guardian requires a large numerical advantage, as much due to its durability as to its firepower. Luckily, the AI governing the Guardian generally focuses on destroying a single target, preventing its guns from firing on multiple targets and slaughtering attacking fleets.
Anka

**Anka** (The Brood Mother) is a Colony leader in *Master of Orion*.

## Background

Anka was a fertile brood mother for a powerful tribe on Sssla until wounds from a battle left her unable to bear children. Instead of staying with a tribe who would pity her, she took to the stars to make her own tribe among the aliens willing to learn her trade.

## Bonuses

* Leader experience gain rate +10% and +5% per rank above 1
* Leader appearance chance +20% and +8% per rank above 1
Colony structures

**Colony structures** are the basis of an empire, improving various areas of their functioning. All structures are categorized first by the area of a colony's functioning they affect, then by the type of bonus:

* , , , : bonus to the planet's output
* : bonus to farming
* : bonus to industry
* : bonus to science
* : bonus to taxes
* (SYS): bonus applies to entire system
* (EMP): bonus applies to entire empire
Evrard

**Evrard** (The Agrarian) is a Colony leader in *Master of Orion*.

## Background

Evrard was raised among the dense seaweed and vegetation that constitutes the majority of Trilarian diets. As the Trilarian leave their home world and travel to new planets, Evrard’s wealth of experience helps colonies adapt and grow the foods which are historically fundamental to their diet.

## Bonuses

* Colony food growth +10% per rank
* Leader experience gain rate +10% and +5% per rank above 1
Gaia transformation

**Gaia transformation** is a colony project in *Master of Orion*.

## Description

The Gaia Transformation introduces genetically engineered microorganisms into a world to create an environment perfectly suited to both plant and animal growth. The transformation can only be applied to Terran environments turning them into Gaia-class worlds.
Anaerobic colonies

**Anaerobic colonies** is a removed colony structure in *Master of Orion*.

## Description

Anaerobic Colonies, not limited by the conventional food production requirements, thrive on barren planets. These colonies provide additional Food Units (only available for Barren planets).

This structure was removed from the final game.
Production

**Industrial production** is the measure of a planet's ability to construct items for the empire, be they colony structures, colony projects, or ships.

## Overview

* Every colonist assigned to production produces according to the planet's mineral richness, with additional modifiers from colony structures and traits taken into account. Some colony structures also provide an amount of production that is added to the colony's pool regardless of colonist assignments.
* Industrial production also generates industrial *pollution*, at roughly one pollution per every five production units (described as percent).
Command points

**Command points** are a global resource and the primary limiting factor for fleet sizes in *Master of Orion*.

## Overview

Command points are a reflection of the size of your military. They act as fleet support: As long as the number of command points available exceeds the number of command points required by your fleets, ships have free support. However simple, this system also has a very simple punishment: If the number of required command points exceeds the amount available, you start paying upkeep costs - to the tune of 20 BC *per* missing point.

## Sourcing command points

### Structures

 Battle station |  | 320
 Star fortress |  | 600
Evon

The **Evon** are one of the playable races in *Master of Orion 3*. They are a "humanoid" species, along with the Humans and Psilons. They do not appear in any other title of the series.

## Description

The Evon have confounded their Orion Sector neighbors with their extreme secrecy. Their people are easily recognized by their iridescent blue-black skin and shimmering gown-like clothing, and their cities and structures are elaborate and ornate, revealing an intricacy in design that seems to parallel everything that they do. They are both mystical and mysterious, a society rich in ceremony and ritual, evoking questions that they will not readily answer...
Axelle

**Axelle** (The Convert) is a Colony leader in *Master of Orion*.

## Background

The morally structured Trilarian species believe strongly in a sense of honor. Axelle was the favored daughter of a Trilarian spiritualist who is very popular on Trilar, and she now seeks to spread her family and race’s legacy to the stars.
Colonial revenue services

**Colonial revenue services** is a colony structure in *Master of Orion*.

## Description

The foundation of the Colonial Revenue Services program brings together the most skilled economists on the planet to streamline and maximize existing revenue streams. The implementation of this program brings a Credits bonus per turn for the government.
Bomber bays

**Fighter bays** is a ship weapon in *Master of Orion*.

## Description

Bomber Bays carry short-range bombers similar to Interceptors, except that these are fielded with a single high-yield torpedo. Bombers fly out to their target, drop their payload at point-blank range, then return to the carrier for repairs, rearming, and refueling.
Grogg

**Grogg** (The Gnolam Capitalist) is a colony leader in *Master of Orion II: Battle at Antares*.

## Bonuses

* Megawealth +10 BCs

Financial Leader\* +15% (+15% per level)

* Labor Leader +10% (+10% per level)

## Strategy

If you want to exploit your system population to the fullest, can’t go wrong with Grogg. Stick him in a high population system and watch the cash flow.
Dictatorship

**Dictatorship** is one of the available governments in *Master of Orion II*.

It is considered an absolutely average government as far as custom races go and is the default government for most of them.

## Background

In a dictatorial government, one individual rules the entire
empire without having to answer to anyone else. Orders and
decisions are enforced through a ruthless and efficient organisation,
by any means necessary.

## Effects

* -20% morale penalty on colonies without marine barracks or armor barracks (the population needs to be kept in line).
* 8 turns to assimilate a unit of population in conquered colonies.
* +10% defensive spy effectiveness.
* Losing your capitol means -35% morale for all colonies until a new capitol is built.

## Advanced government

Upon unlocking the advanced government technology, a dictatorial empire becomes an Imperium:

* 4 turns to assimilate conquered population units.
* +20% defensive spy effectiveness.
* +50% command rating
Stalker

**Stalker** (The Predator) is a Ship leader in *Master of Orion*.

## Background

Stalker trained with the Bulrathi Imperial Claws as a long term undercover spy, mastering the art of hand to hand combat and intimidation tactics. He returned to Nazin after assassinating a key member of the Bulrathi War Trust and now serves on the front lines of the Cabal.

## Bonuses

* Ground combat rating +10% per rank (fleet-wide)
Nyunyu

**Nyunyu** are one of the independent civilizations in *Master of Orion*.

## Background

The furry Nyunyus hail you as soon as you get close to their planet. They might not have reached the stars yet, but yours are not the first space ships they've detected. They have been waiting for a new contact since deploying their long range scanners some hundred years ago, and receive you with arms wide open.

## Characteristics

A sortition is a system where decisions are taken by juries composed of randomly chosen citizens.
Random events

When a random event occurs a GNN report will pop up to inform you about it. Random events can be beneficial or harmful.

## List of random events

### Supernova

A sun is about to supernova which destroys an entire system, reducing all planets to asteroid belts. To stop this you have to assign population in the system to research a solution. If you have produced enough science points in a random amount of turns the supernova can be averted.

### Deadly Disease

A deadly disease strikes one of your planets and halves population growth (effectively halving food production). To find a cure you have to assign population to research. After enough research points are accumulated, a cure is found and the food production is restored.

### Planet mineral richness increase/decrease

Either through a random discovery of new mineral deposits or random depletion of existing ones the production rating of a planet can increase or decrease one grade, respectively. The player has no control over discovery or depletion of mineral deposits.

### Earthquake

An earthquake strikes one of your planets. Earthquakes come in minor or major varieties, both will destroy buildings on the planet in varying amounts.

### Computer Virus

A computer virus is detected and in effect cuts your total research In half.

### Population Boom

A population boom doubles the growth rate at a planet for a random amount of turns, until the population boom subsides. Both the start and the end of the event is announced over GNN.
Nadya

**Nadya** (The Explorer) is a Ship leader in *Master of Orion*.

## Background

Nadya was trained in the shamanistic rituals of the Hag, using her gifted sight to sense danger to planets in the galaxy. Her sight and the Hag led her to a mercenary ship where she now travels and tracks down those who threaten the integrity of planets. While her cause is noble, her means are harsh and merciless, causing her to be officially exiled from the Bulrathi Empire.

## Bonuses

* Ship travel speed +10% and +5% per rank above 1
* Ship weapons max damage +4% and +4% per rank above 1
Pasha

**Pasha** (The Soldier) is a Ship leader in *Master of Orion*.

## Background

A highly decorated veteran of the Imperial Claws, Pasha was discharged after a career ending mistake involving the loss of his entire team. The Emperor sent Pasha a discreet Special Request to return to combat, with the promise of redemption and reinstatement upon successful completion of the mission.

## Bonuses

* Ground combat rating +10% per rank (fleet-wide)
Government

**Government** is one of the most fundamental elements of your interstellar domain. Choosing a form of government is a strategic, long-term consideration, introduced in *Master of Orion II*.

## Master of Orion II

There are four basic forms of government, each of which has an advanced government form available. You cannot change your government, except for upgrading to a superior form.

* Feudalism → Confederation
* Dictatorship → Imperium
* Democracy → Federation
* Unification → Galactic Unification

## Master of Orion III

There are multiple government forms available. You can switch between them in the game, though it will cause significant unrest throughout your empire. They are shown here ordered (roughly) according to the structure of power, from one concentrated in the hands of a single entity to power being absolutely distributed.

* Despotism
* Monarchy
* Oligarchy
* Constitutional monarchy
* Corporate
* Democracy
* Parliamentary
* Republic
* Hive
* Unification
Science

**Science** produces research, a critical resource, allowing you to progress through the technology tree. The first *Master of Orion* uses planetary production to reflect the total production of a planet.

## Master of Orion: Conquer the Stars

Science is determined indirectly by planet size and biome. All of a planet's population can be scientist. Normally the population cap, and therefore how many scientists a planet can have, is as many as it can have farmers and workers both. In addition, the advanced city planning tech achievement increases this maximum by five for all planets in the empire, and with the Unofficial Code Patch, biospheres can increase this by two more.

The base research output per scientist is the same regardless of planet: it is dictated by the value of BASE\_RESEARCH\_OUTPUT\_PER\_TILE in Globals.yaml, which is normally 3. This can be improved by certain colony structures such as the advanced data center and the astro university. Note that the university can only be built in one planet per system, so the planet with the highest population is generally the best choice. The heightened intelligence tech achievement also improves the research output of all scientists across the empire.

Besides scientists, there are several ways to get an increase in research points. Colony structures such as the research laboratory and its upgrade the autolab, deep sea cooling, the planetary supercomputer, biospheres (without Unofficial Code Patch), and moon laboratory all provide a flat bonus. The presence of artifacts on a colonized world also does so. A space factory can build an asteroid laboratory on any asteroid belt, even outside of controlled systems. Colonies built in the Ban-el-Akir, Nyemor, and Thersonia systems also generate more research through exchanges with independent civilizations. Finally research treaties should not be neglected.
Matter converter

### Effects

50% of Food is retained when population grows (equivalent to 50% faster population growth)

**Matter converter** is a removed colony structure in *Master of Orion*.

## Description

The Matter Converter is an advanced technology which can be used to replicate existing stores of food into a new supply. Saves Food from a new population unit for the next.
Molith

**Molith** (The Diviner) is a Ship leader in *Master of Orion*.

## Background

While all Silicoid consume the minerals of planets, only a few can sense the potential of planets from a simple survey. Molith has heightened senses of nearby minerals and never fails in their assessment of valuable planets.

## Bonuses

* Ship travel speed +10% and +5% per rank above 1
Artemis system net

**Artemis system net** is a colony structure in *Master of Orion*.

## Description

The Artemis System Net is a gigantic spherical network of high-yield mines that surrounds an entire planetary system. When ship collides with a mine it suffers damage to its armor and internal systems, in that order. Shields do not mitigate or absorb Artemis damage at all.
Orbital batteries

**Orbital batteries** is a colony structure in *Master of Orion*. They replaced Ground batteries and the game data still refers to them as "ground batteries".

## Description

Orbital batteries are orbital-based beam weapon installations. They contain Heavy Mount and Point Defense versions of your best available beam weapons.
Master of Orion Wiki/Section 1

Welcome to the Official Master of Orion Wiki
The knowledge repository for the aspiring galactic ruler. We are currently maintaining 731 articles (2,900 pages), written by 33,881,470 users.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 2,900 pages (731 articles).

Spotlight: *Master of Orion*
Announced on 9th June 2015, Wargaming.net, *Master of Orion* is a restart of the *Master of Orion* series, authored by NGD Studios from Argentina. Following in the footsteps of its grand ancestors (with the exclusion of *Master of Orion 3*), it released in 2016 - giving everyone the ability to test their skills in crafting an interstellar empire and dominating all who oppose them - or failing miserably and watching as their people fall prey to stronger opponents.

Are you up to the task? *Master of Orion* is in Full Release now!
Cassandra

* MoO
* MoO II

MoO II* Telepath\* +3% (+3% per level)
* Environmentalist -10% (-10% per level)
* Spiritual Leader +10% (+10% per level)
* Tech: Telepathic Training

**Cassandra** (The Mystic) is a Colony leader in *Master of Orion* and *Master of Orion II*.

## Background

Cassandra is a loyal and chaste Elerian warrior who serves the Grand Marshal in many diplomatically sensitive missions. Her low-level telepathic abilities serve her well in the field and in diplomatic incidents alike.

## Bonuses

Master of Orion
* Colony ground combat rating +10% per rank
* General foreign disposition +10% and +5% per rank above 1

Master of Orion II
* Diplomat +10 (+10% per level)
* Telepath\* +3% (+3% per level)
* Environmentalist -10% (-10% per level)
* Spiritual Leader +10% (+10% per level)
* Tech: Telepathic Training

## Strategy

MoO2
A mixed bag. Her tech is welcome, particularly for non-Creative races, but if playing the UniTol race setup, there are far better choices.
Maja

**Maja** (The Captain) is a Ship leader in *Master of Orion*.

## Background

Maja was born on a deep space mining ship, surrounded by mercenaries and hired guns of all races and breeds. She eventually fell in with a Sakkra crew and trained with them as a rare Gnolam combatant, eventually gaining enough clout to command her own ship.

## Bonuses

* Ship command points requirement -10% and -5% per rank above 1
* Ship missile damage +10% per rank
Nyemorian

**Nyemorian** are one of the independent civilizations in *Master of Orion*.

## Background

Based on your telemetry readings, you arrive at Nyemor fully expecting to be escorted by Battlecruisers. However, you find a race of peaceful beings with incredibly advanced technologies but mysteriously without space travel.

## Characteristics

A magocracy is a fantasy system where political power is given to those who can demonstrate magical power, with the strongest wizards being at the top. With the technological focus of the Nyemorians, it can be assumed that their "wizards" are in fact the best scientists and engineers they have.
Necron

**Necron** (The Dark Lord) is a colony leader in *Master of Orion II: Battle at Antares*.

## Bonuses

* Telepath\* +3% (+3% per level)
* Financial Leader +15% (+15% per level)
* Labor Leader +15% (+15% per level)
* Science Leader +15% (+15% per level)
* Spiritual Leader +15% (+15% per level)

## Strategy

A typically late spawn, excellent if you have a free spot.
Orphus

**Orphus** (The Peacemaker) is a colony leader in *Master of Orion II: Battle at Antares*.

## Bonuses

* Diplomat\* +15 (+15 per level)
* Famous\* -60BCs (-60BCs per level)
* Instructor +1 (+1 per level)
* Medicine +15% (+15% per level)
* Spiritual Leader\* +15% (+15% per level)

## Strategy

Great early hire (Famous modifers are excellent)

* , but rapidly loses relevance the further you get into the campaign.
Ollin

**Ollin** (The Caretaker) is a Colony leader in *Master of Orion*.

## Background

All that Ollin wanted was a simple life on an outlying colony, making a humble living for the Hive. Instead, he was captured and brainwashed by aliens and forced to teach the efficient ways of the Klackon to his captors.

## Bonuses

* Colony food growth +10% per rank
* Colony pollution cleanup +10 per rank
Interplanetary security network

The **interplanetary security network** is a colony structure in *Master of Orion*.

## Description

The Interplanetary Security Network creates an advanced database across the system, collecting information about every single activity from inhabitants and structures. Provides additional Security to all your colonies in a system.
Marine barracks

### Effects

Generates 1 marine every 5 turns (used for planetary defense and troop transportation)

**Marine barracks** is a colony structure in *Master of Orion*. It enables ground defense by training marines to protect the colony from landing invaders, but does not protect against orbital bombardment. The maximum number of marines on a planet is equal to either half the planet's maximum population or at least four, whichever is higher. The Mrrshan racial trait of extended barracks then increases this value by 4.

## Description

Marine Barracks allow a colony to train and maintain ground troops to protect the colony from enemy invasions.
Lilka

**Lilka** (The Raider) is a Ship leader in *Master of Orion*.

## Background

Born among a brood of a hundred brothers, Lilka stands alone as a battle scarred warrior and bloodthirsty raider. Her ambitious dreams conquest lies beyond the limiting Throne of Guanar and take her to the stars.

## Bonuses

* Ground combat rating +10% per rank (fleet-wide)
* Global credit income +6% and +2% per rank above 1
Star base

**Star base** is a colony structure in *Master of Orion*.

## Description

The Star Base is an armed orbital platform used to build and service military spacecraft. This base has an extensive array of your most up-to-date weaponry. Placing the planet's scanners in orbit, away from atmospheric disturbances. Enables Battleship construction.

Once the necessary technologies are researched, a star base can be updated to a battle station or a star fortress.
Kei

**Kei** (The Akirian Highness) is a Colony leader in *Master of Orion*.

## Background

The soft, jelly like bodies of the Akirian have made them horrifically unsuited for combat, so they have collectively turned their interests towards science and academia. Kei, a curious creature with no eyes, limbs, or voice, took to the skies in order to learn more about the surrounding galaxy.

## Trivia

This description of the Akirians fit that of the Glis instead in the finished game.
Shotaro

**Shotaro** (The Philosopher) is a Colony leader in *Master of Orion*.

## Background

Shotaro was a respected member of the Philosophers, those who investigate the technologies which bring Elerians into the modern age of combat. However, his curiosity got the best of him and he was exiled from society for harboring alien propaganda and educational materials. He simply wanted to teach the people about Psilon shielding tech which could save many lives, but the Elerians banished him for being seduced by the evil of outside information.

## Bonuses

* Colony research +10% per rank
* Colony ground combat rating +10% per rank
Marcellus

**Marcellus** (The Engineer) is a Colony leader in *Master of Orion*.

## Background

Marcellus was mocked his entire life as a weakling and coward simply because he preferred reading the dense technical manuals of weapons over firing them. His resentment of the Terran lifestyle led him to pack up his bags and work for anyone willing to give him a chance.
Ocean

**Ocean** is a planet biome in *Master of Orion*. Although this planet class is naturally occurring, Trilarian with knowledge of Xenobiotics can also upgrade a Tundra planet by applying advanced planetology to convert the entire planet mass into water.

## Description

Ocean planets have most of their surface coverage by large bodies of water.
Master of Orion tools

This page lists **third-party tools** for use with *Master of Orion*.

## List

### Antares

**Antares** allows you to edit some hidden settings which are not available in the game interface. Right now it allows you to do the following:

* Change the interface language to and from: English, Russian, German, French, Polish, Czech, Turkish, Spanish (Spain), Spanish (Latin America), Portuguese (Brazil), Korean, or Japanese. *Note: not all languages are fully supported and completed yet.*

> Download latest version | Website

### Extractor

C# source code for extracting game resources.
GitHub Gist

### Unofficial Code Patch (UCP)

Unofficial Code Patch - Corrects a few hundred bugs and adds some additional features to the game.

Unofficial Code Patch on this Wiki

Unofficial Code Patch on ModDB
Multi-wave ECM jammer

**Multi-wave ECM jammer** is a ship special in *Master of Orion*.

## Description

The Multi-Wave ECM Jammer is similar to the primitive ECM Jammer, except that it spreads its jamming broadcast across the entire spectrum of targeting frequencies. Ships equipped with Multi-Wave ECM Jammers have a chance of misdirecting any incoming missile or torpedo. It is not possible to use both this and the ECM Jammer on the same ship.
RB458

**RB458** (The Disconnected) is a Ship leader in *Master of Orion*.

## Background

RB458 consciously disconnected from the Meklar Combine. Their independent identity and isolation from the Combine’s servers was an intentional secretive test, but when the test did not go as planned, the Overseer ordered all test subjects to be deconstructed. RB458 escaped, fearing death as no Meklar had before. They work on a contract basis in order to afford parts and upkeep on their frame.

## Bonuses

* Global credit income +6% and +2% per rank above 1
Missile base

**Missile base** is a colony structure in *Master of Orion*.

## Description

The planetary Missile Base is a defensive emplacement equipped with multiple launchers full of the best missiles you have. The base automatically fires to defend the planet against attacking ships.

## Strategy

The missile base is the cheapest and earliest planetary defense, making it a good choice for fledgling colonies. It is a sufficient protection against pirates.
Kirsi

**Kirsi** (The Gunner) is a Ship leader in *Master of Orion*.

## Background

Kirsi served faithfully in her regional Countess’s fleet and spent a few years as a gun-for-hire before returning to the Mrrshan armed forces. With her diverse experience, she is well-equipped to handle any situation from large scale fleet combat to small ship skirmishes.
Ixtli

**Ixtli** (The Builder) is a Colony leader in *Master of Orion*.

## Background

The Klackon are rabid builders and workers, and Ixtli is among the best of them. He is a capable and communicative overseer, unconcerned with personal glory or recognition.

## Bonuses

* Colony production +10% per rank
* Buyout cost reduction -10% per rank.
Space elevator

**Space elevator** is a colony structure in *Master of Orion*.

## Description

The construction of a Space Elevator greatly reduces the time and cost of shipping materials off-planet. The reduced shipping costs result in a reduced expense for ship building and all ships require less Production points for building once the Space Elevator is complete.
Personality

**Personality** is used by the game to determine the behavior of the races you encounter. While it is formally divided into personality *sensu strico* and objectives, these have been folded for convenience.

## Attitude

* Ruthless leaders attack with little or no provocation and are quite willing to sacrifice starships and people to achieve their goals.
* Erratic leaders are totally unpredictable. One year they may be peace ful and non-violent, while the next year they will go to war over any little excuse.
* Aggressive leaders will attack any time they are put in a favorable
* Pacifistic leaders are eager to maintain peaceful relations even after being attacked.
* Honorable leaders will never attack anyone that they are on good terms with. However, they will react twice as strongly to unprovoked attacks and sabotage.
* Xenophobic leaders hate everyone, halving the effects of positive diplomacy and doubling the diplomatic effects of hostile actions.

## Objectives

The leader’s objectives determine how the emperor will allocate resources
and focus technological research:

* Diplomats concentrate resources on trade with allies and espionage with enemies. Otherwise they seek a balance between military buildup, ecological maintenance, and technological research.
* Militarists seek to develop new and innovative weapons technology. They will build and maintain a large star fleet at all times.
* Technologists will focus resources on the development of new technology with little emphasis placed on any one single area.
* Ecologists wish to develop and maintain star systems which provide the best environments for population growth. They will concentrate technological research on planetology and construction above all other sciences.
* Industrialists seek to not only build the most factories possible, but to also acquire technology that will allow industry to grow and improve.
* Expansionists are primarily interested in expanding territory. They will spend considerable resources on developing propulsion and planetology technology. Furthermore, expansionists are more likely to send out transports to colonize new worlds.

## Default personalities

* Alkaris — Honorable Militarists
* Bulrathis — Aggressive Ecologists
* Darloks — Aggressive Diplomats
* Humans — Honorable Diplomats
* Klackons — Xenophobic Industrialists
* Meklars — Erratic Industrialists
* Mrrshans — Ruthless Militarists
* Psilons — Pacifistic Technologists
* Sakkras — Aggressive Expansionists
* Silicoids — Xenophobic Expansionists