The Master of Orion 3 CD-ROM game has a ReadMe file where you can view
both the License Agreement and updated information about the game. To view
this file, double-click on that file in the Master of Orion 3 directory found on your
hard drive (usually C:\Program Files\Infogrames Interactive\ Master of Orion 3).
You can also view the ReadMe file by first clicking on the START button on your
Win98/Me/2000/XP taskbar, then on Programs, then on Infogrames Interactive,
then on Master of Orion 3, and finally on the ReadMe file item. We strongly
encourage you to take the time to read this file in order to get the benefit of
changes made after this manual went to print.
* Indicates device should be compatible with DirectX®version 8.1 or higher.
®
98/Me/2000/XP-compatible
SETUP AND INSTALLATION
1. Start Windows®98/Me/2000/XP.
2. Insert the Master of Orion 3 CD-ROM game disc 1 into your CD-ROM drive.
3. If AutoPlay is enabled, a title screen should appear. If AutoPlay is not enabled,
double-click on the “My Computer” icon on your Win98/Me/2000/XP desktop. Next, double-click on your CD-ROM icon to install the game. If the install
screen still does not appear at this point, double-click on the “setup.exe” file
in the root folder of the Master of Orion 3 game disc.
4. Follow the remainder of the on-screen instructions to finish installing the
Master of Orion 3 CD-ROM game.
5. Once installation is complete, click on the Start button on the
Win98/Me/2000/XP taskbar and choose Programs/Infogrames
Interactive/Master of Orion 3/Master of Orion 3 to start the game.
Note: You must have the Master of Orion 3 game disc 1 in your CD-ROM
drive to play.
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INSTALLATION OF DIRECTX®
The Master of Orion 3 CD-ROM requires DirectX®8.1 or higher in order to run. If
you do not have DirectX®8.1 or higher installed on your computer, click “Yes”
when asked if you would like to install it.
THE ORION SECTOR PART I
CENTER ONE
The native name of this system is lost
to time, and now is remembered only
by the cold moniker “Center One.”
Situated in the Galactic Core near an
unstable wormhole nexus, Center One
gave rise to a unique civilization, a
combination of the system’s original
inhabitants and numerous visitors from
other systems who, trapped by the
unpredictable effects of the nexus,
chose to stay there rather than gamble
with its capricious nature. In this way, Center One’s original civilization blossomed into a multi-species culture, diverse in ideas, sciences, beliefs, and language.
The wormhole nexus was a curious affair, a single point that orbited Center One’s
star (often referred to as Solarus, “the first sun”) in a highly elliptical orbit. That
point served as the endpoint for many other wormholes throughout the galaxy.
However, traveling through that point led not to a fixed destination, but rather to
ever-changing locations that even the most advanced calculating machines of the
time could not predict with any accuracy. All that was known for certain was that
nothing that entered or left the nexus ever returned from whence it came.
The presence of the nexus accelerated the natural aging process of Solarus,
but at such a slow rate as to go unnoticed by local astrophysicists. Only when
Center One’s ruling factions determined that the best solution to eliminating
|criminals and undesirable elements from their society was by sending them on
a one-way trip through the nexus did the sun’s degeneration become evident.
Thousands of massive “exile” ships were dispatched in this manner, carrying with
them the undesirables of Center One society and enough resources to keep
them alive and well until they landed, theoretically. But this increase in usage of
the wormhole nexus led to its own increased instability, and through that, the
destabilization of Solarus itself to the point where it began its final countdown
to nova a few billion years early. With barely a century to spare, Center One’s
civilization faced total annihilation.
The government sponsored several programs to create giant colony ships
capable of carrying its people to safety through the wormhole nexus, ironically
following the outcasts that they themselves had deemed “undesirable.” Other
independent factions worked on their own to create similar ships. Dozens
were launched before Center One finally vanished in its sun’s death cry.
Though future historians would often speculate on the precise location of
Center One, more pressing events put such studies on hold until they became
nothing more than fodder for authors of speculative fiction.
Historical Note: One of the unique achievements of the Center One civilization was the establishment of
a calendar based not only on the revolution of its primary planet around Solarus, but on the position of
the wormhole nexus as well. As a result of this, Center One “cycles” were of variable length, from one to
two Human years in duration. The mathematical formula for calculating the length of these cycles was
extremely precise and allowed for the determination of cyclical lengths thousands of cycles in advance. For
the purpose of historical consistency, th is record will use 1 GC (Galactic Cycle) as the year that the Center
One star went nova. 0 GC is the year prior to that, and years before then are measured in negative GC
Historical Note: One of the many species that inhabited the Center One system was less heterogeneous
than most. This group occupied a terraformed moon and interacted little with the rest of Center One
society. They were, however, extremely intelligent and equally militant, providing the system with a local
defense force and occasionally participating in large-scale research projects, including studies of the
wormhole nexus. This species would one day be called Antarans. They themselves were the creation
of another, older race that had deliberately sent them to Center One for reasons yet unknown...
THE EXODUS
It is estimated that over a hundred million people left Center One before its
destruction, whether willingly or unwillingly. Those forced out by governmental
relocation programs were known as the Exiles, while those who went in the
evacuation ships were remembered as the traveler tribes, or just Travelers. The
journeys of the Travelers became the stuff of legends among the tribes, even as
the tribulations of the Exiles became their mythologies. Not everyone who left
Center One made it to safety; many colony ships were lost before ever finding
safe haven, and many others started colonies that failed and faded away.
The Exiles were fortunate, in a sense. They were sent through the wormhole
before its instability grew to dangerously erratic levels, and were deposited
within a concentrated area of space on the other side of the Galactic Core.
Some were even lucky enough to end up in the same systems together.
Regardless, they took several centuries to establish themselves on a score of
neighboring systems in the galactic core, and using slower-than-light (STL)
drives and some stable wormholes managed to reunite and form a clannish
empire. This organization of Exiles was government at its most basic, barely a
step above anarchy, for they were all criminals, dissidents, rogues, and other
unwanted members of Center One’s “elite” society. But they were united by
their common situation, and they were hungry for revenge against those who
had cast them out. It drove them to prosper as best as possible, and from
there, build up a force that would one day strike back at their oppressors.
They named the central star in their empire Mizar, after a mythological God of
Vengeance, and called themselves the Mizara.
The Travelers were better equipped and prepared than the Exiles, and
therefore when they settled on their new homeworlds, they were able to
quickly establish colonies and secure their positions. However, as many of
them passed through the wormhole toward the end of its life span (it was
destroyed when Solarus finally went nova), the random distribution pattern
of the nexus scattered them much farther apart than the Mizara were.
Further, the majority of them ended up in one of the galaxy’s spiral arms,
where the lower stellar density slowed down exploration of local space.
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During the centuries that the Mizara were building their empire and their
forces, the Travelers were ever-so-slowly developing their home systems
and probing neighboring stars for signs of life.
Among the many Travelers, the two most notable examples were the scientific
elitists who settled in the Orion star system, known as the Orions, and the militant
isolationists who settled in the Antares star system, known as the Antarans. Both
of these groups were fortunate enough to colonize extremely rich and fertile worlds
that allowed them to expand and develop far more rapidly than most of the other
Travelers. To the Antarans’ advantage, they were closer to the Galactic
Core, and thus had several star systems within close reach for expansion.
To the Orions’ advantage, their original population included some of the best
scientists and engineers from Center One, and this gave them the technological
edge over the other Travelers.
Several other Travelers also developed at an excellent pace, having chosen
similarly bountiful systems in the lower galactic arm to colonize. Together the
Orions, the Antarans, the Dubhei, the Shaula’a, the Bellatricians, the Meissans,
the Alioth, the Mintakans, and the Saiph would shape galactic history.
THE SPEED OF LIGHT
The one thing inhibiting the expansion of all the Travelers and Exiles was light
speed. Up until then, even with the great advances from Center One’s civilization
and additional discoveries made by the tribes’ scientists, exceeding the speed of
light and traveling through hyperspace remained a mystery. Slower-than-light
travel made colonization and expansion difficult, for it took many months just to
travel within their own systems, much less to neighboring stars. Here the Mizara
had the advantage, for even with STL travel, the stellar density in the core was
such that neighboring stars were rarely more than one or two cycles distant at
high sub-light speeds. Thus they were able to expand quickly, discover their
neighbors who had been similarly exiled, and band together. Not so for the other
Travelers, who frequently had to travel at least four to six cycles to find any
nearby star systems at all, much less any suitable for colonization.
This slow tempo of expansion affected the way their civilizations viewed the
timing and pacing of cultural advancement. They developed an incremental
approach to societal evolution, avoiding rapid cultural shifts and socio-political
upheaval by improving their civilizations gradually.
Historical Note: Th is “Social Incrementalism” theory is based largely on what was discovered about other
STL empires of this period that developed but did not survive. Common among their ruins was a pattern
of rapid technological advancements that ended abruptly amid relics of warfare and civil breakdown. The
hypothesis was that, because their cultural development was more transitory than long-term, each of
these civilizations “went nova” and burned itself out after a bright but brief period of time.
But science marched inexorably onward, and soon the remaining Travelers
discovered the secrets of faster-than-light travel and the use of hyperspace.
This led to a rapid drive for expansion and colonization among all the Travelers,
who were eager to spread out into the stars and find their lost brothers,
wherever they might be. However, for centuries the Travelers expanded alone,
finding no traces of those who had left Center One with them. Some found the
remains of failed Traveler groups; others discovered primitive species who were
nowhere near as advanced as they themselves were.
Historical Note: It was fortunate that, during this time of FTL expansion, the Mizara had not yet
discovered the secrets to FTL travel. This is not surprising, for the majority of the original population of
the fragmented Mizara colonies consisted of the extreme lower class of society, not the most
brilliant of scientists and engineers. As a result, their scientific progress was considerably slower and
weaker than that of the other Travelers.
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CHAPTER ONE: OVERVIEW
INTRODUCTION
Twenty thousand Galactic Cycles have passed since a supernova annihilated
the diverse, multi-species culture of Center One. Over a hundred million sentient beings are believed to have left Center One before its destruction, whether
willingly or unwillingly. These exiles and travelers spread out across their arm of
the galaxy, and planted the seeds from which many powerful spacefaring civilizations evolved.
Over the course of eons, these civilizations explored vast ranges of interstellar
space, expanded, and fought bitter wars of conquest. Many have fallen, and to
those who remain the tales of the Elder Civilizations such as the Orions are
mere myths, distant echoes of what might have been.
Yet the footprints of the Orions do remain, waiting for those inquisitive and
persistent enough to find them. Artifacts of great power, and secrets powerful
enough to transform entire civilizations, await those who explore this storied
part of the galaxy. Other Elder Civilizations also exist, and beyond them, deep
in the Galactic Core, another power grows slowly but surely. Are you prepared
to become the Master of Orion, and to discover the truth behind the Orion
Sector and its inhabitants?
Welcome to the world of Master of Orion 3. Your journey begins here.
MOUSE AND KEYBOARD SHORTCUTS
GALAXY MAP
MOUSE FUNCTIONS
Select Star or Bring up Task Force Assembly Left-click on Star
Go to System Survey ScreenDouble Left-click
Go to Selected PlanetDouble Left-click on
Pan Map Left/Right/Up/DownMove Mouse Pointer to
Pitch Map Up/DownRight-click and Hold,
Rotate Map Left/RightRight-click and Hold,
Zoom Map In/OutMouse Wheel
KEYBOA RD COMMANDS
Cancel any Open Window
Go back one screen
Zoom Galaxy Map Out- (minus key)
Zoom Galaxy Map In+ (plus key)
Pan Map Left/Right/Up/DownLeft, Right, Up, Down
on Star
Planet on the System
Survey Screen
Screen Borders
Move Mouse Up/Down
Move Mouse Left/Right
Forward/Back
arrow keys
KEYBOARD COMMANDS
Cancel any Open Window
Go back one screen
Quit only from the Main Galaxy MapESCAPE
Center on HomeworldH
Cycle Forward/Backward Through Known Star SystemsS/SHIFT+S
Cycle Forward/Backward Through Colonized Star SystemsC/SHIFT+C
Cycle Forward/Backward Through FleetsSHIFT+F
Toggle Distance between 2 star systems on/off. Click on
Star, and then move cursor over another star to
see distance between the two.D
Process TurnENTER/RETURN
Situation Report.
Galactic Encyclopedia.
Technology Screen. Press once to bring up, again to go awayF2
Finance Screen.
Empire Screen.
Personnel Screen. Press once to bring up, again to go awayF5
Foreign Office Screen.
Planets Screen.
Ship Design Screen. Press once to bring up, again to go awayF8
Victory Screen. Press once to bring up, again to go awayF9
Toggle Through Panels (F2-F9 Screens)TAB
Toggle Star Lane Borders On/Off B (/)
Toggle Wormholes On/OffW
Toggle Nebula On/OffN
Toggle Fleet Icons On/OffF
Go to Galaxy MapG
Normalize RotationEnter
Normalize Rotation, Zoom and ScrollShift+Enter
Press once to bring up, again to go away.Spacebar
Press once to bring up, again to go away
Press once to bring up, again to go awayF4
Press once to bring up, again to go awayF7
(CONTINUED)
Press once to bring up, again to go awayF1
Press once to bring up, again to go away
F3
F6
SPACE COMBAT
SPACE COMBAT MOUSE FUNCTIONS
Pan Map Left/Right/Up/DownMove Mouse Pointer to Screen Borders
Pitch Map Up/DownRight-click and Hold, Move Mouse
Rotate Map Left/RightRight-click and Hold, Move Mouse
Zoom Map In/OutMouse Wheel Forward/Back
Select Task Force/Planet/OrbitalLeft-click on Task Force/Planet/Orbital
Lasso Select Task Force(s)Left-click and Drag over Task Force(s)
Select All Task Forces of that TypeDouble Click on Task Force
Select Multiple Task ForcesShift+Left-click on Multiple Task Forces
Selected Task Force MoveRight-click on Map
Selected Task Force AttackRight-click on Enemy Task Force
Selected Task Force PatrolShift+Right-click on Map
Up/Down
Left/Right
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SPACE COMBAT KEYBOARD COMMANDS
Pan Map Left/Right/Up/DownArrow Keys
Pitch Map UpEnd, Semicolon (;)
Pitch Map DownHome, Single Quote (‘)
Rotate Map RightInsert, Left Bracket ([)
Rotate Map LeftPage Up, Right Bracket (])
Zoom Map In+ (plus key)
Zoom Map Out- (minus key)
Selected Task Force MoveM or Right-click on Map
Selected Task Force AttackA or Right-click on Map
Selected Task Force PatrolP or Shift+Right-click
Lock Camera on to Task Force TAB
Toggle Follow Mode On/OffF
Locked Top Down ViewENTER
Isometric ViewZ
GROUPING TASK FORCES
Group Task ForceSelect Task Forces and
Select GroupPress corresponding
Jump to GroupDouble-press
on Map
then press Control 1-9
row key (1-9)
corresponding row
key (1-9)
KEY GAME CONCEPTS
LAYER OF THE ONION APPROACH
Each player has an individual playing style. We therefore provide you with access
to the information you want by providing numerous logical paths to find it,
allowing you to navigate the UI quickly in a way that is most natural for you.
In MOO 3 a clear visual connection always exists between the present
sub-screen/mode and that screen’s hierarchy in the overall game. Many
items, words, or labels in MOO3 are also tagged as hyperlinks that will immediately
take you to a relevant screen, location, planet, space battle, ground campaign, etc.
So if, for example, your Situation Report (SitRep) notifies you of a revolt
and you want to go to the specific planet where that revolt is occurring,
you have multiple options for doing so. You may close the SitRep screen
then navigate through the galaxy, first selecting the appropriate solar
system and then the planet in revolt. Alternately, you could click on the
hyperlink-style name of the planet on the Situation Report. Yet another way
would be to go the Planet button from the bottom toolbar and select the
planet from there.
GALACTIC ENCYCLOPEDIA
The Galactic Encyclopedia is your online hyperlinked database that supplements
this manual. It is your catch-all information source for every aspect of the game.
It contains information on technologies, races, ship types, star types, building
types, political structures, economics, etc. Use it often!
SITUATION REPORT (SITREP)
At the start of each new turn the Situation Report (SitRep) pops up offering a
summary of events and occurrences both new and pending. The SitRep is
completely hyperlinked and will take you, with one left-click, exactly where
you need to go. Think of it as your Galactic PDA.
THE GAME TURN
Each Game Turn represents approximately one to two “Earth years” of real
time, or one Galactic Cycle (a duration determined by the orbit of the wormhole
nexus around Center One, the birthplace of the original Orion civilizations).
Because space and ground combat occur each turn if needed, each battle is
therefore the culmination of approximately two year’s worth of campaigning
and maneuvers.
THE ORION SECTOR PART II
THE ANTARAN OUTLOOK
The Antarans, during this time,
created a series of ultra-fast deep
space probes to do remote exploration
around their sector. Launching thousands
of probes out into space, they searched
for signs of habitable worlds, alien life,
and their Traveler brethren. They
focused heavily on probing the
Galactic Core and its dense stellar
population, looking for more worlds to
colonize; they even searched for the remains of Center One. Now that they
were away from the stifling Center One system, expansion became the
primary objective on the Antarans’ agenda. Their bellicose nature gradually
led them to develop into a very rigid but efficient military dictatorship. As
they expanded their borders, their innate sense of superiority coupled with
their encountering nothing but the most primitive of life forms led them to
an arrogant belief in their own “manifest destiny”— it was clear that the
galaxy was theirs for the taking.
Historical Note: Th is attitude of the Antarans was preprogrammed into their instincts by the race that
engineered them. Again, the true purpose for this remains a mystery...
This belief took a solid slap in the face around 1390 GC, however, when one of
their probes accidentally passed through a mono-directional wormhole and ended
up on the other side of the Galactic Core, in the middle of Mizara territory, and
more accurately, in the middle of a Mizara war fleet. The probe transmitted several
moments of footage that shocked the Antaran Central Command: thousands of
unidentified but well-armed ships patrolling a heavily populated system. Brief
scans of the ships showed weapons technology comparable to that of the
Antarans themselves. The probe was destroyed quickly, but the Antarans had
seen enough: someone else was out there, and they were not to be trifled with.
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This discovery would alter their outlook forevermore. Fearful and envious of an
unknown civilization that might challenge their claim to the galaxy, the Antaran
leaders instituted sweeping policy changes that affected every aspect of their
society, increasing their internal security and espionage forces, pumping massive
energies into research, and making sure that the entire empire was under direct
and absolute control of the Antaran Central Command. This new outlook would
remain with the Antarans for millennia to come.
FIRST CONTACT
The exact date that the Travelers first met each other is now lost to history; the
Orions believe their encounter with the Dubhei was the earliest, but studies of
Antaran military records indicate that the Antarans may actually have found
and killed at least two Traveler groups many years before. Most records from
this early time period have been lost, and so it may never be certain when
the Travelers were reunited. Regardless of historical inaccuracies, the relative
proximity of seven of the original Travelers led to a broad reunion over the
course of a century of exploration somewhere around 1600 GC.
Historical Note: The seven tribes that occupied a significant portion of the lower spiral arm of the galaxy
were the Orions, the Antarans, the A lioth, the Meissans, the Dubhei, the Mintakans, and the Saiph. The
Shaulas and the Bellatricians had indeed been killed or assimilated by the Antarans during their expansions
many years earlier. Only three other Traveler tribes survived the exodus from Center One: the Polarids, the
Denebi, and the Tarazedi. The Polarids developed an empire very quickly on another edge of the galactic
core, and would soon encounter the Mizara. The Denebi and the Tarazedi ended up on the opposite side of
the galaxy. Their story will be told another day...
The legends of the reunion of the Travelers were many, all epic tales of a glorious
first contact and the incredulity and joy of finding each other after so many
centuries apart. As is often the case, the truth was nothing like the rosy picture
painted by mythology. Fifteen centuries of separate evolutionary, cultural and
social development had rendered the Travelers completely unrecognizable to each
other. It took over a century for researchers to gather enough data from linguistic
similarities and historical records to realize that they all were descended from the
original Travelers who had left Center One. With the confirmation of this discovery,
the progeny of Center One felt that they were the ones destined to shape the
galaxy’s future. As they met and related old tales and exchanged ideas, they
began calling themselves “Elder Civilizations,” for none of them had found any
evidence of anyone above and beyond them. None save the Antarans, at least...
but they held their secrets to themselves, for even with the joy of reunion, the
meetings between Elder Civilizations were not always friendly affairs.
Centuries of separation had neutralized the once heterogeneous nature of Center
One’s civilization. Now, the different Tribes viewed each other with a little more
suspicion, a little more unease than before. Questions hung unspoken in their
meeting halls: Who was the stronger? Who had more technology? Who had
better worlds? Who was a threat? Their differences became food for suspicion,
and mutual coexistence became a more and more distant concept with each
passing cycle.
THE DAWN OF THE ORION SECTOR
In a bold, long-term experiment, the Orions sought to resolve this conflict by
studying its effects among more primitive species. Within their territory were
many worlds already occupied by native life forms, some of which were already
sentient. Subtle genetic manipulation of these races allowed them to evolve
and develop at accelerated rates, and the Orions observed these base cultures
and their histories in an effort to gain insight into their own dilemma.
In this manner, the Orions manipulated and studied dozens of primitive societies
within their sector, trying to duplicate the conflict the Elder Civilizations faced in
myriad small-scale scenarios. Though it is unknown whether such research ever
produced any results that the Orions wanted, the experiments did give rise to
the races that would one day call themselves Mrrshan, Bulrathi, Klackon, Psilon,
and Alkari.
Historical Note: It is interesting to note that all of the races who were experimented on by the Orions
eventually developed religious or mythological stories of ancient and powerful god-like beings descending
from the sky in chariots or ships of fire. The Orions’ presence did not go unnoticed, and in the end, these
stories became their legacy. Some of these legends would one day drive the young Orion races to claim
that they were the true heirs to the Orion throne.
Historical Note: The Humans were also thought to be a remnant of this experiment, although the
Humans would vehemently deny such an insulting view of their origin, believing instead in their own
divine creation. They are, however, the result of another experiment...
Genetic engineering was not a new technology, but it had frequently been
relegated to smaller duties such as agricultural enhancements, medical
research or biological warfare. This was a new step, and it was a step that
would be taken again, in ever-increasing strides.
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CHAPTER TWO: GETTING STARTED
THE MAIN MENU
The Main Menu allows you to begin
new games, load saved games, start a
multiplayer game, adjust game options;
view credits and quit when you’ve had
enough. To navigate your way around
the Main Menu simply point the mouse
pointer to the option you want (it will
highlight) and left-click to select it.
NEW GAME
Begins a new game and leads you
through the Race Selection and Galactic Set-Up screens.
LOAD GAME
To load a previously saved game, select this option to bring up the Load Game
screen. Select the game you want to load by highlighting one of the save game
slots and clicking on it. Then click on the Load Game button.
SAVE GAME
The game will automatically save your last turn. If you want to save a game at
any point, select the Game Menu (see page 40), then choose Save Game.
Enter a name for your saved game, or use the default name.
QUICK GAME
Quick Game uses the settings from your last played game to generate a new
game automatically for you. After you have twisted all the knobs and made all
your tweaks to your game settings, you can use the Quick Game feature to
generate a new universe. Not happy with the cards you were dealt? Click again
until you get the universe of your dreams.
GENERAL GAME OPTIONS
Allows you to adjust the various Game
Options. The Confirm button will save
your changes and return you to the
Main Menu. The Cancel button will
discard you changes and return you to
the Main Menu.
SOUND AND MUSIC
Music Volume Slider
To adjust game music levels, position the mouse pointer over the Volume
Arrow, then click and drag to the desired setting. You may also click anywhere
within the box to jump to that setting.
Sound Effects Volume Slider
To adjust sound effect levels, position the mouse pointer over the Volume Bar,
then click and drag to the desired setting. You may also click anywhere within
the box to jump to that setting.
ANIMATIONS
Cinematics
Turn the game cinematics on or off.
User Interface Animations
Turn the user interface aperture menu animations on or off.
Diplomatic Animations
Turn the animations seen on the diplomacy screen on or off.
PLAY TIME REMINDERS
You can set reminders so that you don’t forget that you do have a life on Earth.
Work and school are optional; we are not responsible for loss of income, however,
nor can we write a note to your boss/teacher.
General Reminder
These are time-based reminders. These are good for things like eating and
sleeping.
Specific Reminder
These reminders can be used to make sure your family life does not completely
go down the drain.
GAMER TIP: Al ways set your priorities. Live human encounters are beneficial to your well-being and add
balance to your world.
Note: See the ReadMe file regarding video and performance settings.
MULTIPLAYER
Takes you to the Multiplayer Options
screen, where you can connect up
and test your mettle against human
opponents.
CONNECTION WINDOW
The first thing you’ll need to do is
decide what sort of connection will be
used to get to the other players. This
can be either a Local Area Network
(LAN) or the Internet.
LAN
Select this option if you’re playing on a private network — in your own house,
for example. All of the players must be located on the same local network.
Typically, everyone will be set up on a single hub, or connected via the home
or office’s internal network cabling.
HOW TO FIND YOUR IP ADDRESS USING WINDOWS® 98/Me/2000/XP
When you play MOO3 on GameSpy, you do not need to know your IP
address. However, if you host a game on the Internet without the help of
GameSpy, then any player who wants to join that game will need to know
your IP address.
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To find your IP address so that you can communicate it to other players, follow
the steps detailed below:
Connect to your ISP (Internet Service Provider). You MUST do this before continuing.
1. If you are using Windows® 98/Me, click on the Start button on the
taskbar, and then click on Run. When the Run window appears, type
“winipcfg” (without quotes), and then click OK. The box labeled “IP Address”
is your IP address for that session. Note: Your IP address may change each
time you log on, depending on your ISP.
If you are using Windows® 2000/XP, click on the Start button on the
taskbar, then select Programs, then Accessories, and then click on Command
Prompt. When the Command Prompt window appears, type “ipconfig” (without quotes), and then hit Return. Your IP address for that session will be displayed in the Command Prompt window. Note: Your IP address may change
each time you log on, depending on your ISP.
2. If you are hosting the game, you must communicate your current IP address
to the other players wishing to join the game. You can do this via:
• E-mail – Use your e-mail program to send your IP address to other
players, OR
• Phone – Call the other players and tell them your IP address via a sec-
ond phone line, OR
• Chat or Instant Message Programs – Use programs such as ICQ or
AOL Instant Messenger to send your IP address to the other players.
MOO3 incorporates GameSpy networking technology in order to make multiplayer
games as easy as possible to set up and play. If you select GameSpy, you’ll be
able to see games hosted by players anywhere on the Internet, and be able to
create games that those players can see. When you hit Create Game after
selecting the GameSpy button, MOO3 will contact GameSpy’s servers and
announce the creation of a new game.
Creating a Game
Once you’ve selected your connection method, click the Create Game button
to set up your machine as the host for a new game, using the selected
connection method.
Resuming a Game
If you’ve previously been playing a multiplayer game but quit for any reason,
you and the other players can resume from where you left off. If this is what
you want to do, click the Resume Game button instead of Create Game once
you’ve selected your connection method.
CHAT WINDOW
This window works like the chat window in most other games. Type what you
want to send into the text field at the bottom of the window, and either click
the Send Message button or hit the Enter key. You’ll see your message in the
scrolling region above, along with the messages typed by any other players.
Infogrames Interactive does not monitor, control, endorse, or accept responsibility for the content of text or
voice chat messages transmitted through the use of this product. Use of the chat function is at your own
risk. Users are strongly encouraged not to give out personal information through chat transmissions. Kids,
check with your parent or guardian before using the chat function or if you are concerned about any chat
you receive.
AVAILABLE GAMES WINDOW
This shows a list of all games currently available through the connection
method that you’ve selected. If you’re on a LAN, MOO3 uses “broadcast mode”
to announce new games and listens for broadcasts from other servers. If you’re
on the Internet, connected via GameSpy, you’ll see all of the games currently
available via GameSpy’s servers. If you want to join a game hosted by another
player, select the game you want from this list and click the Join Game button.
Quit
Exits the game.
CHOOSE RACE SCREEN
You can choose to play one of 16
distinct races, each with its plusses
and minuses. You may also create a
Custom Race by clicking on the
Customize button.
SELECTING A RACE
To select a “Stock” Race, move the
mouse pointer over to one of the eight
Species Tabs and click on it to activate
the appropriate race sub-menus. Then
move the mouse pointer over to a specific race name and click on it to select it.
You’ll see the race’s “Picks” and attributes displayed, along with a graphical representation and a brief text description of that race’s characteristics and tendencies.
Once you are satisfied with your race selection, enter a race name and click on
the Choose Race button to proceed. If you would like to tweak your race to your
liking, use the Customize button and create specialized minions of your own.
Races have two sets of attributes: one that comes from their species
(which is not user-modifiable), and one that is specific to their race, and that
is generally modifiable by the player. For example, Trilarians always prefer
worlds with lots of water, since they are aquatic by nature. But they can
decide whether or not they want to start the game as members of the Orion
Senate, or have special skills in trade or diplomacy. Those are skills that are
not fundamental to their species.
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SPECIES AND RACES
HUMANOID SPECIES
Human
The Humans are the master manipulators of the Orion Sector, and have ruled or
actively attempted to do so for thousands of Galactic Cycles. Sly and greedy, they
take by force only what they cannot take through negotiation or trade. Recent
Humans claim to be descendants of the Ancient Orions. Although most empires
of the Orion Sector scoff at the arrogance of such a presumption, there is enough
uncertainty in Humanity’s origins to lend credibility to this “ancient legitimacy”...
Evon
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...
Psilon
The Psilons have always been devoted to the pursuit of knowledge, a devotion
that borders on fanaticism. During the Dark Age, in exchange for favor from the
Antaran overlords, the Psilons willingly allowed the Antaran geneticists to
experiment on and manipulate their bodies to increase their capacity for
learning and research. The Psilons of today are the result of centuries of horrific
genetic reconstruction: mentally powerful, but with their bodies weakened to
the point where they must use hover chairs to move and mechanical waldoes
to physically manipulate items in their world.
CYBERNETIK SPECIES
lar
Mek
Calling themselves the “Pure Ones” to signify their complete separation from
the corruption of biological matter, the Meklar are masters of mathematical and
computer sciences, and their mechanical efficiency makes them both supreme
industrialists and formidable foes in combat. Contemptuous of organic life forms
(the “flesh beasts” of the Orion Sector), they also eschew their technologies,
including economics and ecological science. They despise the Cynoid, their
Cybernetik brothers who have not yet rejected their biological origins.
Cynoid
The Cynoid have not completely turned their back on their biological origins,
and are cyborgs, unlike the completely artificial Meklar. The Cynoid are ruthless
and brilliant when it comes to economic calculations and financial matters. They
understand the value of money, how to work it, how to use it, and how to
exploit it in every way possible. Outstanding barterers, they are often interested
in improving the lot of their citizens to make them more productive and, hence,
more taxable.
SAURIAN SPECIES
Sakkra
The Sakkra are closest genetically to the original Saurians that forced their own
evolution and left the Ichthytosian homeworld in exile thousands of cycles ago.
They are highly aggressive, easily angered, and carry a bitter scaly patch on
their shoulders. Their age-old hatred of the Ichthytosian species flavors every
aspect of their society, and their drive to build and expand is often a pretext
for finding and eliminating every trace of their ancient enemies.
Raas
The Raas were bred by their fellow Saurians as highly productive slave
laborers, and were sold and used throughout the Orion Sector until the end
of the Great War. They orchestrated a vast and bloody revolution that
ultimately earned them their freedom. They left to found a new society, with
their own governments and religion. Their industrious natures are still there,
and now they finally have a chance to work for themselves and take their
place in the history of the Orion Sector.
ndarl
Gre
Grendarl society relies on two core ideals: loyalty and indifference to physical
hardship. Their clan-based social structure emphasizes placing the group
before the individual, with supreme honor resting on the concept of death
before failing the Clan. They are warriors, deriving just as much honor and
glory from battle with their foes as from supporting the Clans.
ICHTHYTOSIAN SPECIES
rilarian
T
The Trilarians are one of the oldest races in the Orion Sector, and are known for
being extreme traditionalists. They are a peaceful race, and their society places
great emphasis on art, architecture, and philosophy. They have changed very
little since the War of the Depths and the Second Exile, trying desperately to
regain the glories of their past while preparing for the new future that awaits
them in the Orion Sector...
Nommo
The Nommo are a cephalopodic species that once coexisted with the Trilarians.
They left after the War of the Depths to found their own empire, based on
their more radical and militaristic beliefs. They believe they are descended
directly from the “Old One,” the god of the first Ichthytosians who brought them
wisdom (and who, ironically, was an Antaran scientist who began the first
steps of genetic modification to the Ichthytosians). This delusion that they are
“children of god” has occasionally led to holy wars against those who might
deny them their birthright, most notably the Trilarians who still lay claim to
what the Nommo consider “their” homeworld...
ETHEREAN SPECIES
Imsaeis
The Imsaeis are the most keenly observant of the Etherean races, which plays
well with their ingratiating manner. Their ability to gain acceptance through
good listening and humility has made them valuable participants in diplomatic
negotiations, and has provided them with vast amounts of information and
intelligence. The Imsaeis always know more than they say, and while on the
outside they seem to be agreeable and engaging, secretly they are constantly
striving to be in control of events around them.
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Eoladi
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.
GEODIC SPECIES
coid
Sili
Curiously unique, the Silicoids represent a true divergence from other life and its
origins in the Orion Sector. They are believed to have come about from the
shards of a giant sentient crystal that was destroyed above their home planet.
Each Silicoid begins as an asexually created shard, incubated in a nutrient bath,
and eventually grows into an individual with all of the prior knowledge of its
“parent.” This efficiency comes at a cost of speed, however, so forethought and
careful planning are key to any successful Silicoid society.
INSECTOID SPECIES
Klackons
The Klackon Hive Mind is the ultimate picture of a harmonious society working
for the greater good of all. The Klackons revere this purity of social form, not
even noticing the cost in creative or original thought. This unity of purpose
makes the Klackons brutally industrious and organized, with leaders born for
their tasks and directing the masses without question.
Tachidi
The Tachidi are among the largest races in the Orion Sector. Like the Klackons,
they are extremely industrious and productive, but they have overcome the
limitations of the Hive Mind and now view the universe with insatiable curiosity.
This curiosity is their biggest challenge, however, as it is the curiosity of a child,
one that does not know that you can hurt the puppy if you pet it too hard...
HARVESTER SPECIES
hkul
It
The Harvester Project was the result of the Antarans’ quest for a biological
agent that would infect most life forms and either kill them outright or render
them mentally docile and obedient. It was a major endeavor, with dozens of
research labs working on various facets of the project. And, in the end, the
Antarans succeeded in breeding a parasite that did exactly what they wanted it
to do. Now that parasite has been unleashed, and the Orion Sector races are
right to be afraid of a species dedicated to wiping them out to the last.
CHOOSING A PLAYER FLAG
Now you must select a Flag or Banner that will be used to identify items within
the game such as Deployment Centers and Empire seats in the Galaxy, System
and Planet screens. In addition, your flag will be displayed in areas such as
Diplomacy and Ship Combat where it may be necessary for you to discern at a
glance what is yours and what belongs to another race.
RACE PICKS SCREEN
CREATING A CUSTOM RACE
You are not limited to playing as one of
the sixteen “Stock” races of the Orion
Sector. You can customize any of these
races into a design of your own creation.
To create a Custom Race, first select a
representative Race from the Choose
Race screen, and select the Customize
button. Think of this as creating a
unique mutant strain of that race.
This brings you to the Race Picks screen.
Racial Picks (attributes) can affect your empire in either a positive or negative
way. You may make adjustments to the specific pick option by selecting the
appropriate radio button. A description of each pick option appears in the
Selected Details box and will give you vital information on how it affects that
specific Race Pick.
Browse through each Race Pick and adjust the options according to your
tastes. As you adjust specific Race Picks, your pool of Pick Points (shown at
the bottom of the Current Race Picks window) will increase and decrease
depending on the type of setting you choose. Your current total spending for
each Race Pick is displayed on the right side of the window. You are allowed to
start a game with extra Pick Points remaining, but you are not allowed to start
the game with a negative Pick Point total.
When you are satisfied with your configuration, you may enter a name for
your new Race and then click on the Confirm button to move on. To reset all
Race Picks back to the pre-set numbers for that Race, click on the Reset All
Picks button.
GALACTIC SET UP
After choosing your race, you’ll be taken to the Start New Game screen. Here,
you’ll set up the galaxy to match the kind of game you want to play. There
are Nine Big Decisions that you must make in order to proceed.
RANDOM EVENT GENERATOR
This controls the frequency of random events, both helpful and hurtful, that
occur during gameplay. Any race can be the target of an event, and some
events affect all races. Events are self-explanatory, occur as the game
progresses, and are conveyed in the SitRep at the beginning of each turn.
Click on the Frequency list box to make your selection.
• Rare – Events will happen once in a blue moon.
• Normal – A good balance that will keep you on your toes but isn’t
too intrusive.
• Frequent – You’ll be dealing with stuff left and right. Be prepared:
frequent random events can lead to uncontrollable situations!
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NUMBER OF STARTING COMPUTER PLAYERS
Determines the number of starting AI players. You can have from 1 to 15
opponents who are randomly chosen at the start a game. Choosing fewer
opponents, naturally, allows you more time to develop colonies, technology,
and fleets before you make first contact. Choosing more players sets up a
galaxy destined for lots of action and conflict over scarcer resources. Click on
the Spin Box Arrows to adjust the range of the starting number.
GAMER TIP: For an easier game, we suggest starting with just 1 to 3 opponents.
TIMER OPTIONS
Similar to “speed chess,” Timed Turns put pressure on you to make all your
decisions for that turn before time runs out. Additionally, Interest and Debt
(see Economy and Finance) will be factored into gameplay, creating even
more pressure to get things done as fast as possible.
• Minutes Per Turn – Sets the timed length of a game Turn, from 1
minute to 20 minutes. Click on the Spin Box Arrows to adjust the range.
• Unlimited Time – Check this box and you’ll have all the time in the
world to make your decisions. Interest and Debt will not be factored into
gameplay. Selecting this feature overrides the Minutes Per Turn setting.
• Minutes Per Space Combat – Sets the timed length of a battle in the
Space Combat mode. If combat lasts longer than this amount of time
without a victory by one of the players, the combat will be terminated,
players will be returned to the Combat Scheduler screen, and the battle
will be declared a “draw.” Note that this also applies to automated
combats fought by the computer. If this time value is extremely short,
or the combat is extremely complex, or both sides have incredibly
strong armor, the computer may be unable to complete the combat in
the designated amount of time, and the battle will therefore be declared
a draw.
• Unlimited Combat Length – Check this box and you’ll have all the
time you want to play space combats. There will never be a timeout.
Note that this also applies to automated combats. If you’re in a huge
battle that the computer needs to fight, or if the battle is difficult to
resolve because both sides have extremely powerful armor, it will take as
much time as it needs to resolve the combat before you can proceed to
the next turn.
GAME DIFFICULTY
This sets the level of difficulty for the computer AI. Click on the Game Difficulty
list box to make your selection.
• Easy – AI opponents will be less aggressive. Things will develop easier
and you’ll do better diplomatically.
• Medium – A well-balanced game that will challenge you to the fullest. If
you feel like you’re familiar with the basics of the game, including espionage and diplomacy, you’re ready for this.
• Hard – Be prepared for the fight of your life. Your AI opponents will use
every means at their disposal to prove you are a pretender to the title
of Master.
GALAXY TYPE
Galaxies come in all shapes and sizes but for the sake of simplicity, in this game
they’re boiled down to seven specific classifications that give you the flexibility to
play a quick game, a long drawn out saga or something in-between. Arm
Galaxies are disk shaped while Clusters are spherical in nature. Click on the
Orion Sector Size list box to set the size of the galaxy.
• Two-Arm Galaxy, Large – Will generate a large 2-Arm Galaxy
containing approximately 150 stars. A good beginner’s map when
played with 3 or fewer opponents, this system will leave you with
some room to expand before you make contact with other races.
• Three-Arm Galaxy, Large – Will generate a large 3-Arm Galaxy
containing approximately 200 stars. A big map with lots of potential choke
points and plenty of room to expand.
• Three-Arm Galaxy, Huge – Will generate a huge 3-Arm Galaxy
containing approximately 250 stars. You’ll have all the time in the world
to expand, especially if you’re out toward the rim, and may not even
make contact with all races. Prepare for the long haul!
• Cluster, Small – Will generate a small Cluster containing approximately
50 stars. This guarantees early contact with other races, fierce competition
for planets and resources, and a relatively quick game.
• Cluster, Medium – Will generate a medium Cluster containing
approximately 100 stars. As with the Small Cluster, you’ll have early
contact with other races and play a fast-paced game.
• Cluster, Large – Will generate a large Cluster containing approximately
175 stars. You’ll have time to develop your empire and gain some
footholds before you encounter other races.
• Cluster, Huge – Will generate a huge Cluster containing approximately
250 stars. Even playing against 16 races, you’ll have plenty of breathing
room and expansion opportunities.
STAR LANES
Star Lanes represent “highways in the sky” that your spaceships and fleets
can utilize while exploring the galaxy. You can set the length and frequency of
Star Lanes by clicking on the Star Lanes box and choosing between Short or
Long and among Few, Many and Lots to determine their density.
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SPECIALS
Specials are galactic anomalies, such as solar winds, wormholes, black holes, and
ancient space dust debris that can affect the galaxy and combat in a certain way
for a random number of turns. Like the Random Event Generator, you can set the
frequency of specials generated by clicking on the Orion Sector Specials list box
and choosing either Fewer, Average or More specials.
COMBATS ALLOWED PER TURN
In order to ensure that complex multiplayer games move along at a reasonable
pace, you can use this control to limit the number of combats per turn in which
each player can participate. If this is set to three, for example, everyone will be
allowed to join as many as three separate space combats per turn. If any
given player has more than three combats, that player will be deemed to have
declined to participate in the battle, and the computer will automatically resolve
that player’s combat. In effect, the player delegates the detailed management
of the combat mode to the fleet admiral.
VICTORY CONDITIONS
The people and Leaders of your empire generally know what to do, but one
thing they don’t know how to do is win the game! That’s where you come in.
Master of Orion 3 offers a variety of different paths to victory, each one
unique in its approach. To select a Victory Condition, check the appropriate box
by clicking on it.
• SOLE SURVIVOR – All other empires must be completed destroyed or
subjugated to your control to win the game.
• ELECTION TO LEAD THE ORION SENATE – Through diplomatic
maneuvering, manipulation, and deviousness, get yourself appointed to
head the Orion Senate.
• UNCOVER THE ANTARAN MYSTERY – The most difficult and challeng-
ing of the victory conditions, this condition will require you to use your
skills in every area of the game, from technical innovation and invention
to the ability to infiltrate another empire undetected. In addition, you will
need to send Task Forces on special missions of exploration into
uncharted space (see Antaran Expeditions for further details).
START GAME
Once you’ve set up your options and
are satisfied with your choices, click on
the Start Game button to generate the
Galaxy and bring up the Galactic
Command Interface screen.
THE ORION SECTOR PART III
THE ELDERS CIVIL WAR
With the distrust and suspicion that
was growing among the Elder
Civilizations, the concept of peaceful
coexistence grew increasingly distant as
the shadow of war loomed large over
their region of the galaxy. Despite the
establishment of embassies within every
empire, diplomacy itself was often
strained and tense at best. Skirmishes
at borders became more and more frequent, espionage was rampant, and war machines sprang to life at every corner.
The Elder Civilizations gradually polarized into two distinct factions — the Orion
League, led by the technologically advanced Orions, and the Central Entente, led
by the militaristic Antarans. The Antarans chose their allies carefully, inviting the
Alioth and the Meissans to ally with them. All of their empires had borders on or
near the galactic core, which would, the Antarans hoped, eventually give them a
clear and easy path of access to combat the lurking menace within. With the
Orion League occupying larger portions of the spiral arm, the Antarans also
reckoned that the Orions would eventually have nowhere to expand except into
the wall that would be Antaran space, and the Antarans had every intention of
making that wall unbreakable. The two factions were sitting on a powder keg,
and the fuse was terribly small.
A border skirmish between the Alioth and the Dubhei in 2103 GC provided the
spark to light that fuse, and they soon escalated hostilities from brushfire war to
limited war to all-out galactic warfare. Each faction was called upon to support
its ally, and within scant cycles all the Elder Civilizations were involved in a
galactic civil war, the likes of which has never been seen since. Whole planets,
suns, and star systems were annihilated as the battles raged, claiming billions
and billions of lives. Fleets of ships dashed themselves against each other in
brutal contests for territory. The Elder Civilizations lit the galaxy on fire with
their immense and bloody conflict.
Historical Note: The local Orion races of circa 17000 GC would one day be awed by the power that the
Guardian of Orion wielded, from its crew-killing Death Rays to its nearly impenetrable Xintium Armor and
much more. Those races would fail to realize that the Guardian was little more than an AI-controlled
battleship in the ancient Orion Navy, and that ships many times larger and stronger had once existed...
Historical Note: In this area of space, only the Gargantua Civil War (15995-17013 GC) came close to
rivaling the sheer destruction that the Elders caused in their battles.
Throughout the war, Orion diplomats sought to lessen the hostilities, even as
their scientists studied the primitive races within their sector for clues on what
could be done to stop the war. But the Antarans were determined to see it
through, driving their forces to fight with fanatic zeal, believing that victory
would make them stronger, and grant them the territory and resources they
would need for a war in the galactic core. For 400 cycles, the seven Elder
Civilizations strove to exterminate one another. But ultimately, the outcome of
the war was decided not by soldiers, but by scientists.
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The Trinity Project provided the Orions with what they felt was the most
bloodless and direct solution to the war. Using principles learned from the
recently discovered field of Trans-Dimensional Physics, the Orions theorized
that they could “imprison” the Antarans in an other-dimensional space akin to
the “space” contained within wormholes or hyperspace. The idea was that the
entire Antaran Sector could be enveloped in a bubble that would then be
transported into another dimension and thus isolated from the universe. The
Orion scientists were not entirely certain where that would be, but they all
agreed that anywhere was better than where they were: leading the Central
Entente in a war that was costing hundreds of millions of lives a year. Various
experiments with objects of different sizes seemed to demonstrate success,
and the power of a device needed to envelop an entire sector would not be
beyond the capacity of a well-protected doom star, and so the plan to transport the Antaran sector was approved by the Orion League leaders.
Antaran intelligence, however, was extremely pervasive, and soon infiltrated
even the top-secret labs where the Trinity Project had been finalized. Too late
the Antaran Central Command received the transmissions from their spies; too
late they realized that the Orions did indeed have a means of stopping them.
The Antaran Supreme Commander was issuing orders to his fleets to evacuate
the sector when the doom star Tr in it y reached the heart of the Antaran Sector
and activated the dimensional encapsulator.
In a heartbeat, the entire Antaran Sector vanished from space, never to be
seen again.
Historical Note: Orion scientists often wondered what exactly happened to the Tr in ity at that moment; it
was never verified whether the sh ip was destroyed with the use of the encapsulator, whether it went into
other-dimensional space with the Antaran Sector, or whether it remained beh ind as a derelict within the
dead zone left behind by the Antaran Sector...
THE LONG NIGHT
With their strongest ally neutralized, the other civilizations in the Central Entente
soon caved in to the overwhelming power of the Orion League. The Orions, now
clearly the dominant civilization, dictated the terms of surrender, and in 2539 GC
formed the short-lived Orion Federation, setting up an elaborate throne for the
first (and only) Orion Dynastic Chancellor on their homeworld.
Not long after the end of the Elders Civil War, the grim aftereffects of the Orions’
experiments in Trans-Dimensional Physics came to light. Radiating out from the
center of the Antaran Sector (now nothing more than a vast empty region of
space that explorers called the Dark Zone) came a wave of disruptive energy
that completely destabilized all hyperspace travel. One by one the Elder
Civilizations’ empires were swallowed up by the hyperspace flux, paralyzing their
ships and isolating many of their worlds. Some systems that relied on interstellar
commerce for food and supplies starved and collapsed. Others, cut off from their
original homeworlds, were forced to become their own independent empires.
The Orion Federation turned on the Orions, blaming them and their Trinity
Project for the hyperspace flux, and demanding that they undo the Antarans’
imprisonment. Unfortunately, the Orion scientists had not worked out a means
of retrieving anything stored in other-dimensional space, and thus had no idea
as to how to either undo the Antaran’s prison or repair the damage done to
hyperspace. They worked desperately to find a solution, even as, one by one,
the Elder Civilizations’ communications channels were cut off by the hyperspace
flux, their last words frequently damning the Orions for their destruction. The
people of Orion blamed their leaders for the disruption of hyperspace, and
protested against them with increasing fervor. In a final act of desperation, the
Chancellor ordered the preparation of a research task force, loaded with the best
equipment available, and dispatched the scientific community en masse to
research a solution to the hyperspace flux away from the increasingly unstable
Orion system. The task force was placed under the command of the Chancellor’s
sole heir in an effort to protect the Orion lineage should the Chancellor himself be
slain in an upcoming revolution.
The Orion system itself was defended by a lone battlecruiser, later known
as the Guardian of Orion, which the military high command had equipped
with top-of-the-line weaponry and the most advanced cybernetic AI and
self-support mechanisms available. As predicted, the people of Orion rose up
against the government, and the revolution that followed (assisted by the
detonation of numerous biological warheads) drove the population down
to the point of no return. Within a few thousand cycles, the people of Orion
were no more.
This hyperspace flux would ebb and flow for nearly 15,000 Galactic Cycles,
with occasional periods of calmness that would allow for FTL travel. But,
always, the flux would return...
Historical Note: A lthough the Orions in the Orion system eventually died out, other pockets of Orions
survived, isolated from the rest of the sector by the hyperspace flux. The same fate befell most of the
other Elder Civilizations. As for the Orion Research Fleet, they were never heard from again, although
traces of them have been found on many planets throughout the sector. The Dynastic Chancellor’s heir
was also lost to time, leading to speculation as to whether he might have founded a new colony, named
a new heir to follow him, or, as popular legend suggests, infused his own genetic material into developing
local races, giving rise to the belief that any of the local Orion races could unknowingly be harboring an
heir to the true Orion throne...
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CHAPTER THREE: MAIN GAME/GALAXY VIEW
GALACTIC COMMAND INTERFACE
When the galaxy has been generated
and the game begins the first thing
you’ll see is the Galaxy Map and the
Galactic Command Interface screen.
This is the central interface from which
you conduct your entire imperial campaign. Several useful components can
be found on this interface — including
the map itself! At the beginning of
most campaigns, that’s all you see in
the galaxy, but as you explore your stellar neighborhood, other things gradually show up on the map.
The center portion of your screen is a 3D map of your entire galaxy. The
Galaxy Map can be rotated and zoomed by using the following keys:
GALAXY MAP KEYS
Mouse RolloverHighlight Star
Left-clickSelect Star
Page UpRotate Galaxy Left
InsertRotate Galaxy Right
HomeRotate Galaxy Up
EndRotate Galaxy Down
Equal Key (=)Zoom In
Minus Key (-)Zoom Out, Back one screen
Think of the Galactic Map as having three layers: the Galaxy Layer, the System
Layer, and the Planet Layer. Let’s take a look at the Galactic Map and how you
go about navigating through layers and selecting stars and planets.
The galaxy is “discus” shaped — like a pancake that’s thicker at the center
than at the edges. Depending on the selections you’ve made at the start of the
game, it may be a simple cluster of stars, or may have two or three “arms” like
the Milky Way.
Every star system you can visit is shown on the map in the color of its primary
star. If you look closely, you’ll notice that your Home System is labeled by
Name and in your Imperial Color. After you have explored other systems, their
labels will show up as well. Systems colonized by any race (including yours!)
are labeled in that Empire’s color. When you control systems (have more planets
there than anyone else) at both ends of a star lane, that lane will be displayed
in your empire’s color. There will also be a flag in your empire’s color next to
each star with a Deployment Center, and a special one for your Empire seat.
Another special characteristic of the MOO3 galaxy: it’s set up to make it easy
to navigate when seen from the top-down view. None of the stars overlap,
and all of the Star Lanes will be easily visible. Even if you’ve spun the Galaxy
Map around, you can always return quickly to this top-down view by hitting
the “G” key.
Each star has up to eight planets, each of which can have up to five moons.
The System screen shows you all of the planets in a given solar system and
summarizes the important information about each.
Near the Center of the galaxy is the star Orion, which once led the mighty Orion
League in this sector of space. Nearest Orion will be stars that feature older,
more developed and “civilized” worlds and governments — or that once did.
Around the edges of the galaxy are likely to be the newer, rising civilizations.
Each star generated will use the standard astronomical nomenclature to describe
it in addition to its name. While each solar system can have a maximum of eight
planets each with five moons, the average will be four planets with two moons
each. Note that some stars will be so big or so hot that the inner planetary
orbits do not exist — anything that might have been there at some point in the
past has been incinerated.
Larger planets will tend to have more moons and those moons will tend to be
smaller compared to their parent planet. Conversely, smaller planets will tend
to have fewer moons that will tend to be closer to planet in size. You may
sometimes find “double planets” in which a planet and its single moon are
nearly the same size.
The Spectral Class (color) and size of a star will affect the nature of the solar
system around it. In game play terms, you can use these to guide your civilization
in choosing which stars to explore first. That’s because stars of a certain Spectral
Class and size will tend to offer the best chances for a given race of finding a
habitable planet or moon. Temperatures are measured in degrees Kelvin, which are
the same as Celsius measurements except that zero is at absolute zero instead of
the freezing point of water. Zero Celsius = 273 Kelvins.
GAMER TIP: Generally, as you might expect, hotter stars will have hotter planets, but the situation is a
little more involved than simply looking at the stellar temperature. A planet’s temperature is based on the
total amount of radiation received from the star’s surface, which depends on the star’s size as well. A large,
cool star may end up delivering more warmth to a planet than a small, hot one.
Violet-White stars are the hottest, followed by Blue-White, White, Yellow-White,
Yellow, Orange, and Red. Typically, the hotter stars are the younger ones; they
tend to fall in the middle of the size range. Cooler stars are usually very small or
very large. Red giant stars, like Betelgeuse, can often be enormous. That star
would stretch all the way past the orbit of Mars in our solar system.
To select a Star, simply move the mouse cursor over it and it will highlight to get
information. You can then double-click on any star you have already visited to
open up the System Survey screen.
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GAME TOOLBAR
Along the top of the Galaxy Map is the Game Toolbar. This controls saving and
loading, turn processing, and a few other things. From left to right, you have
the following options and information at your disposal.
GAME MENU
Click on the Game Menu button to Start a New Game, Load a Game, Save a
Game, and Exit from MOO3.
SITREP BUTTON
One of your most valuable tools is your
Situation Report screen. Click on the
Situation Report tab or press the
spacebar to bring up the SitRep reports
on events and activities that occur in the
empire. These events may range from
new wars, to new planets, to new buildings. The SitRep screen will show up at
the beginning of each turn, highlighting
key events from the previous turn.
For each event, there are two icons. The first is prioritized based on importance
level. Events colored red require immediate attention — new wars, first contact
with new civilizations, revolts, and so on. Yellow events are important but not
urgent. They include routine diplomatic messages, new laws in the Orion Senate,
reports of minor unrest, and the like. Green events are strictly informative in
nature, and usually involve completion of routine construction projects. The
second icon shows what screen, event type or area of the game to which it
pertains (Planet, System, Technology, etc..).
Many events feature hyperlinks to specific screens. For example, if a message
involves a planet, you can click on the planet name to be taken to the Planet
screen. Similarly, Diplomatic messages include hyperlinks to the messages they
announce, and messages announcing new Leaders include links to the Leaders
panel of the Personnel screen.
GAMER TIP: If you want to focus only on certain categories of events, you can filter out the ones that
don’t interest you. Players will often filter out Green events, for example, in the later phases of a game.
TIME
Click to get clock, turn, and current Galactic Cycle.
INTEREST ON TURN
Shows how much Interest/Deficit you are accumulating each turn. The Green
Bar gives you an at-a-glance view, while holding the mouse cursor over the
bar will give you a hard number. This feature only functions when you are
playing a game with time-based turns.
GALACTIC ENCYCLOPEDIA
The Galactic Encyclopedia is your
online hyperlinked database and
supplement to this manual. It is your
catch-all information source for every
aspect of the game. It contains
information on weapon technologies,
races, ship types, star types, building
types, political structures, economics,
etc. Use it often!
Using the Galactic Encyclopedia is
simple and intuitive. To open it, click on the Galactic Encyclopedia button at
the top of the screen. You can browse by Table of Contents or by Subject
Index by clicking on either button, or type in a keyword and hit the Find button to search for something specific. You can also jump to related entries by
clicking on the hyper-linked (underlined and colored) text next to the picture. To
close the Galactic Encyclopedia, click on the Galactic Encyclopedia button or
press the ESCAPE key.
TURN BUTTON
When you’re done making adjustments to your colonies, moving fleets, and
whatever else needs doing, you signal the end of your turn by clicking the
Turn button. Once you do this, things are out of your hands until every other
race has had their turn and all the production and random events have been
finished. If you are playing with non-timed turns, one turn takes place every
time you click the Turn button.
If you are playing with timed turns, time will flow until either (1) you click the
Turn button, or (2) your time runs out, in which case your turn ends and the
computer takes its turn(s).
THE ORION SECTOR PART IV
THE ANTARAN HEGEMONY IS FORGED
A small handful of Antaran systems
remained outside of the transdimensional prison, cut off from
each other and from Antaran Central
Command. They worked hard to
overcome the limitations of STL travel
and find each other in an effort to
rebuild the Antaran empire. The
confederation of systems around the
Dark Zone became known as the
Antaran Federation, and over the millennia, they gradually shifted their
focus to internal development, building up their planets and establishing
defensive (albeit powerful) fleets to protect themselves.
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The Antarans trapped within the trans-dimensional prison, however, were free
to plan and prepare without interruption. Strangely enough, hyperspace travel
was completely normal within the bubble itself, and thus the integrity of the
Antaran Empire was preserved. Furthermore, the Antarans had received most
of the data on Trans-Dimensional Physics from their spies, and therefore had
time to study the research in an attempt to free themselves. And finally, they
could build up their systems to the height of efficiency and power, devoting
their time to perfecting their environments and leaping ahead in research and
technology without wasting time on conflict, for no one could enter their prison
any more than they could leave it.
Scientific Note: It was during this time that the Antarans made tremendous strides in the fields of
Trans-Dimensional Physics, Wormhole Physics, and Genetic Manipulation. These particular subjects
would later aid them in the domination of their corner of the galaxy.
Around 6000 GC, the Antarans finally managed to engineer a breach in the
trans-dimensional prison. Using a device they aptly named the “Trans-Dimensional
Portal,” they could theoretically send material (specifically, warships) from their
dimension into the galaxy with minimal difficulty. The first prototype TDP was set
up in an uninhabited system populated only by asteroids and tiny barren worlds
(Antaran Central Command was slightly concerned that opening a dimensional field
within their own dimensional prison could have disastrous consequences, and thus
placed the portal as far from inhabited systems as possible). A specially prepared
task force consisting of ships equipped with Dimensional Drives (another
experimental device that would, in theory, permit the ships to return to the
same TDP they had launched from) awaited the opening of the portal. The
portal opened without incident, much to the relief of Antaran Central Command,
and the Antaran task force that passed through appeared quite unexpectedly in
the middle of the thriving Antaran Federation, much to everyone’s surprise.
The reunion was not pleasant, to say the least; almost 4,000 cycles of divergent
evolutionary paths had taken their toll, and the two groups of Antarans were
completely unrecognizable to each other. Federation forces engaged the invading
fleet and beat them back; this prompted Antaran Central Command to dispatch a
larger fleet the second time. This war continued for several cycles until Federation
researchers discovered that their enemies were, in fact, Antarans like themselves.
This discovery led to a cease-fire as each side weighed its options. Finally, they
settled on a truce, reuniting as two different Antaran states under one banner,
and the Antaran Hegemony was born.
Further research allowed the Antarans to refine the TDP system, increase the
efficiency of hyperdrives, and even undo the dimensional prison completely.
But the forward-thinking Antaran leaders now looked on the prison more as a
fortress protecting them from all outside forces, both Orion and otherwise. Only
the TDPs would grant access to the Antaran Sector, and the Hegemony controlled
them all. To protect their breakthroughs in Dimensional Physics, all their ships
equipped with Dimensional Drives were also equipped with a Quantum Detonator,
designed to self-destruct the ship should it take sufficient damage and thus
prevent their capture by enemy forces.
Though hyperspace travel was still unstable outside of the trans-dimensional
prison, the Antarans built a number of TDPs to grant them access to a limited
radius around the Dark Zone (a range equivalent to the diameter of the spherical
dimensional prison; this limit was a side effect of the Long Night and, fortunately
for other races in the sector, prevented the Antarans from raiding everyone into
extinction). They launched raids into nearby systems once held by the Saiph
and the Dubhei, former Orion League members, stealing their resources and
technologies and blasting whatever empires had developed into atoms. By
eliminating those potential threats, they knew they would be able to concentrate
even more on the Mizara one day.
The Antaran Hegemony then took more aggressive steps to improve their
standing. Genetic manipulation was to be the next great weapon in their
arsenal, and they practiced on numerous developing races within their own
and the neighboring sectors. Two of the most noteworthy species that the
Antarans “created” were the Ichthytosians and the Ethereans; however, it is
suspected that dozens of other local worlds were visited by Antaran genetic
engineers and adjusted via similar experiments.
THE ICHTHYTOSIAN EXPERIMENT
The purpose of the Ichthytosian experiment was to breed aggressive front-line
soldiers to be used in upcoming conflicts as disposable shock troops. A rapid
acceleration of the evolution of an aquatic species, tinged with the amplification
of aggressive behavioral modifiers, gave rise to the Ichthytosians on the oceanic
world of Trilar. The Ichthytosians were, unfortunately, not at all what the Antarans
wanted — they became very creative, peaceful, artistic creatures who sought to
develop their own culture rather than fight. This century-long endeavor was
dismissed as failure in 6311 GC, and the newly evolved Ichthytosians were left
alone on Trilar.
Historical Note: I ronically, had the Antarans waited another two centuries, they would have seen the
perfect manifestation of their goals. The Ichthytosians advanced swiftly, achieving many advanced
technological breakthroughs, and then went through a brutal civil war that destroyed everything they had
created in their rapid rise to sentience and power. This War of the Depths lasted for over a century, and in
the end, the ruling faction exiled the rebels to the surface of Trilar, a punishment worse than death for the
aquatic species. The rebels, trapped in aquadomes built on the few land masses Trilar possessed, felt that
there was only one way to escape their eternal imprisonment: evolve from an aquatic species into an
amphibian one. The exiles used many radical, dangerous and often untested bioengineering processes to try
and change themselves into amphibians. Finally, after a century of lethal experimentation, they succeeded,
and the first Saurians were made. They called themselves the Sakkra, and their goals were what the
Antarans had programmed them for: conquest and domination. The Sakkra built several colony ships and left
Trilar, seeking a new world to call home. This home would be Sssla, located deep within the Orion Sector.
Historical Note: The Saurian experiments did not all end in death. One group of volunteers survived the
testing, but instead of changing from aquatic to amphibian, they became something even more ambiguous
and amorphous, beings without true form, but capable of replicating other forms that they encountered.
The researchers were horrified by the things, and cast the whole lot of them out into space to drift and
vanish. These metashifters, trapped in suspended animation, traveled for a long time before their ship
piloted itself to a distant habitable world. Once free, they suffered a cultural depression (rejected by those
who were themselves rejected from their home; what was their place in the universe?) that led to a
psychological shift to vindictiveness: if this was how they were seen, then they would make sure that they
earned that reputation. They developed their shapeshifting abilities to mimic any creature flawlessly,
mimicking bodies and voices with impeccable precision. Thus was born the Darlok Empire, one of the most
feared and mistrusted races in the Orion Sector.
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THE ETHEREAN PROJECT
The Antarans targeted native life forms within the imprisoned Antaran Sector
for the Etherean project, which was supposed to engineer a slave race that
could harvest resources from gas giants. Once again, the century-long project
failed to give the Antarans the satisfactory results that they wanted — the
Ethereans were not the ideal manufacturers that they should have been, and
chose to simply float through the gas worlds and develop at their own pace.
The Antarans were tempted to exterminate the lot, but that was seen as too
much effort for a species that would not offer much of a challenge or threat
anytime soon. The Etherean herds were left to their own devices. However,
when the Antarans developed the technology to terraform gas giants into
usable worlds, the Ethereans took action, stealing an old dimensional portal
and throwing themselves through it. They emerged in the Orion Sector, in
6599 GC, took up residence in several gas giants, and continued on with their
peaceful development and evolution.
Historical Note: There are no more Ethereans left in the Antaran Sector. The success of the gas giant
terraforming project was such that the Hegemony ordered every available gas giant converted to a more
usable form. The last herd of Antaran Ethereans were wiped out in 9641 GC. Those who fled to the
Orion Sector eventually split into two separate races, the Eoladi and the Imsaeis, and colonized many of
the Orion Sector’s gas giants during the Long Night. Their violent opposition to gas giant terraforming
technology led them to launch sabotage operations against the local Orion races when they too came
upon this knowledge at the end of the second Orion civil war.
CHAPTER FOUR: SYSTEM VIEW
THE SYSTEM SURVEY SCREEN
When you select a Star System from
the Galaxy Map (double-clicking on
the star), it will zoom in to a view of
the current Star System. The Sun
appears in the top left corner of the
screen with all associated planets and
moons fanning out diagonally to the
bottom right corner.
The planets and their moons are lined
up diagonally in orbit order from their star.
This view shows the “gestalt level” of information about the solar system and
its planets (their habitability, colonization status, and so forth).
To back out to the Galaxy Map at any time, double-click on the Sun icon or
press the minus [-] or Esc key.
Click on a planet to get additional details about it. Note that you can’t click on the
moons because they can’t be colonized directly. Their habitability and minerals,
however, are taken into account when you look at the associated planet, as follows
(see the Planet Screen description for more details):
• Mineral Efficiency – Bonus to mineral extraction based on the moon’s
resources.
• Bioharvest Efficiency – Bonus to food production (bioharvesting)
based on the moon’s resources.
• Maximum Population – Additional living space on moons that are
suitable for your race.
• DEA Output – Industrial benefits from the larger population.
Dynamic zooming continues right down to the Planet screen. Double-click any of
your planets on the System screen. The view zooms in on the planet and various
detailed information display panels become available. See the description of the
Planet screen for more details.
Planets that contain a deployment center and/or the Empire seat will have that
Empire’s flag next to them. In addition, if the planet or its moons contain specials,
icons representing them will also be next to that planet.
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PLANET OVERVIEW PANEL
You can select a planet and get information on it by
simply clicking on it; an info box tells you all you
need to know about the currently selected planet.
NAME
Name of planet expressed as name of star followed
by Roman numeral describing the orbit number
(Altair IV is the planet in the fourth orbit of the solar
system containing the star Altair)
DESIRABILITY
Habitability ring of this planet (“1” is better than “2):
Red 1 & Red 2Population can only exist in Biodomes. Population per
Yellow 1 & Yellow 2The population can live exposed to the atmosphere but
Green 1 & Green 2Population can breathe the atmosphere, with some
“Sweet Spot”Optimal. Roughly same conditions as species homeworld.
ParadiseIdeal environment for species, with all regions perfectly
region of the planet plus any technology advancements
that may improve this. No farming allowed until
Achievements permit it. Building Maintenance is +100%.
will require a breathing apparatus. The maximum population is 40-50% that of the equivalent-sized ideal
homeworld. No farming on Yellow 2 is allowed until
Achievements permit it. Building Maintenance is +50%.
difficulty on Green 2. The maximum population is 70-85%
that of the equivalent-sized ideal homeworld. Building
maintenance costs at this level and better are normal.
terraformed. Maximum population is 120% of normal.
POPULATION
Number of population points on the planet. Population points are required to
run all economic buildings that increase the capacity (size) of a DEA. A new
colony starts with a single population point. Outposts have only a tenth of a
point. The maximum population is shown on the Planet screen.
MINERAL RICHNESS
This factor will have one of the following values:
Very PoorMinimal mine productivity
PoorBetter but still very low
AverageBaseline
RichAlmost twice as good as Average
Very RichAlmost three times as good as Average
Ultra RichAlmost four times as good as Average
Planets surrounding younger stars will tend to have greater mineral richness.
Mineral Richness affects mineral production, value of rare minerals, and gravity.
Actual production levels of minerals are also affected by the terrain.
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AVERAGE FERTILITY
Fertility is based on the habitability zone and the ecosystem density (how many
plants and animals live there), and affects food production and the population
growth rate. This value represents the average of the fertility levels of each
region of the planet. Higher-density planets are more fertile.
GRAVITY
The gravity level of the planet. There are 5 levels of gravity a planet can have;
Crushing, Heavy, Average, Light, and Nil. Each species has an ideal gravity that
they prefer. At that ideal gravity the species receives 100% output from all of
their DEAs. Gravity that is different from this ideal reduces the output by 25%
or 50% depending on how much the gravity diverges from that species’ ideal.
Gravity is based on the size of the planet and its mineral richness. It affects the
output of all DEAs on the planet.
PLANET SIZE
A number ranging from 1-12 indicating the size of the planet. This is the number
of “regions” available for the creation of DEAs and therefore various structures on
the planet. Earth is roughly a size 6 on this scale, and Jupiter a size 12.
GROSS INCOME
Income of the planet in AUs, before expenses.
SHIPYARD CAPACITY
Largest hull size that can be built using the shipyards located around this planet.
SPECIALS
A list of any planetary and regional specials that exist on the planet.
MOONS
Although you can’t look directly at the information for a planet’s moons, you
will notice that planets with habitable moons are more appealing than those
without them. This is because several key attributes of a planet are modified by
the presence of moons, as follows:
Mineral EfficiencyIf the moons have better minerals than the planet, it is
Bioharvest EfficiencyIf the moons have better food production regions than
Maximum PopulationMoons offer more living space, though travel to and from
DEA OutputFactors in the benefits of the larger population in
These factors are not shown individually. Their values are incorporated into the
statistics shown for the planet on the System screen and Planet screen.
assumed that mines will be placed there instead. The
bonus is based on how much better they are, adjusted
for the moon’s gravity.
the planet, it is assumed that bioharvesting DEAs will be
placed there instead. The bonus is based on how much
better they are, adjusted for the moon’s gravity.
moons is obviously more complex than travel to the next
town. The additional living space on moons that are suitable for your race is added to the total for the planet.
increasing the efficiency of manufacturing and bioharvesting anywhere on the planet.
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PLANET ECONOMICS PANEL
To see how the selected planet’s
economy is faring, check out the
Economics panel.
STARTING BANK
AUs in the planet’s bank at the start of
this turn.
ENDING BANK
AUs remaining in the planet’s bank
after this turn’s income is added and expenses are subtracted. More details on
how these numbers are derived can be obtained on the Planet screen.
BUILD QUEUES
These two sets of icons show items that are slated to be built by this planet.
Money that has been allocated for construction is allocated to each item in the
queue, starting with the one at the left. If enough AUs are available to build
more than one item in a turn, funds are allocated to additional items until all
funds are used up or all items are built. Any unused funds go back into your
planetary bank.
Some items may require more than one turn to build. In this case, they will
remain in the queue until they are completed. In addition, if not all funds are
used up by items that require multiple turns, other items can and will be built in
the same turn. This prevents big items from “clogging up” the production
queues. You can find out the number of turns required to complete a given
item by examining the build queue on the Planet screen. The green bar at the
bottom shows current progress of the item.
The bar graph to the right of the build queue shows the percentage of your
current-turn spending limit that is being applied to this queue (the spending
limit is the money in your bank plus current turn taxable income).
You can double-click or right-click any item in the queue to delete it. If you do
this, you lose all of the money spent on that item. You can click on and drag
items around in the queue to change the order in which they will be built.
Military
The Military Build Queue manages items such as ships, orbitals, ground troops,
deployment centers, and planetary defense installations. It also includes structures
that which are used to improve the construction of military items (such as buildings
that increase hull sizes, for example).
If money has been allocated at the Empire level via Military Grants, it will be
spent this turn. This means that military items may be completed sooner than
the estimated time would suggest. These grants also include money to pay for
any additional pollution caused by the increased military spending.
Planetary
The Planetary Build Queue manages buildings that have planet-wide effect
(and therefore can be built only once on each planet). These are all listed on
the Planetary Infrastructure panel of the Planet screen. The System Seat and
Imperial Seat of Government are also built via this queue.
Economics
Your planetary viceroy handles some construction tasks without informing you
of the details. All DEAs and buildings within DEAs are constructed based on the
budget that you set with the Econ slider on the Planet screen (or that your
viceroy sets on your behalf). The status of these items can be viewed on
the Planetary Infrastructure ppanel of the Planet screen, though you will not
normally need to be concerned with planetary operations at this level of detail.
Planet Econ AI
This check-box allows you to either delegate day-to-day operation of the
planet to your planetary viceroy, or to take a more active role in managing
every aspect of the planet’s operations each turn. If checked, the viceroy will
obey your Regional Zoning and development plan requests (as specified on
the Empire screen) and your DEA zoning requests (as specified on the
Economics panel of the Planet screen) but otherwise will operate without your
assistance, building items, assigning DEAs, and so on.
If the box is unchecked, the viceroy will let you decide which DEAs are to be
built, and which Planetary or Military items go into the Build Queue.
Additionally, your viceroy will not make any adjustments to the budget sliders
on the Economics panel of the Planet screen.
Note: Even when you’ve checked the Planet Econ AI box, you can still make changes to the build queues,
DEA zoning, tax rates, spending sliders, and planet classifications, and your planetary viceroy will attempt
to take your requests into account. If you have adjusted the sliders, the AI will initially leave them alone,
but will gradually take over control over a span of 10 to 20 turns.
FUNDING LEVELS
This panel summarizes the main economic settings for the planet, which can be
adjusted using the Economics panel on the Planet screen. Each bar shows the
percentage of the current spending limit that is being devoted to the designated
aspect of your planet’s operation. The colors of the bars represent efficiency in
production of each given item; the more you spend, the less efficient you will be,
and therefore the less you will get for your additional AUs. The colors are as follows:
Green1 to 1 (maximum efficiency)
Yellow2 to 1
Bright Orange3 to 1
Dark Orange4 to 1
Bright Red5 to 1
Dark Red6 to 1 (lowest efficiency)
The first three sliders (Military, Planetary, Normal Economic Development) share
the same industry base, and the AUs used by the above sliders to produce
production points all create additional pollution. The pollution budget is built
into the slider setting, If the slider says you’ve allocated 226 AUs to Normal
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