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Master of Orion: Conquer the Stars

The ascendant spacefaring 4X strategy game returns! A new chapter in the epic Master of Orion saga is poised to once again capture the imaginations of millions of gamers. Diehard fans of the first games will be ecstatic to know that this revival is being built under the watchful eyes of members from the original development team, in conjunction with NGD Studios in Buenos Aires! Discover Master of Orion as it was always meant to be: A fully orchestrated score, interstellar warfare and exploration against the backdrop of beautifully animated far flung galaxies. Confront hostile civilizations, negotiate with mysterious aliens, share knowledge with allies and uncover this newly imagined universe.
Promote for 50G

Game Discussion

Review by Anonymous
Review from Steam

The game can be fun, but ultimately is mostly an inferior clone of Master of Orion 2. It also very buggy and very clearly unfinished. For that alone I'm very strongly tempted to thumb it down, but I do want someone to eventually one day make a *good* Master of Orion game again, so I'll still thumb it up.
Some positives and negatives:
+ The planet graphics are very nice and probably the biggest improvement over Master of Orion 2.
+ The tech tree is, for the most part, copy-pasted from Master of Orion 2. This includes the innovative "you can only research 1 out of 3 possible objectives" mechanic.
+ Designing your ships yourself with a slate of techs is cool (copied mostly wholesale from MoO2)
+ They, at least, made an attempt to add tactical combat. More than you can say for 99% of the post-MoO2 4X space games.
+ Espionage is slightly better than in MoO2 (but still not great).
- For some reason the dev team got confused about what they were building and made this game partly into a tower defense game. There are limited paths from each star, only allowing you to go to certain other stars. You can have stars right next to each other where you can't travel between them without following some convoluted maze. This makes no sense in the context of the game world and is annoying gameplay-wise.
- On top of this, the ships can for the most part only move 1 "area" per turn. "Area" meaning planet to planet, planet to warp point, warp point to other warp point. This is regardless of what engine technology you research. The net result is that moving your ships anywhere is mind-numbingly slow. Even at end game it'll take you a minimum of 3 turns to move a ship from a planet in one system to a planet in an adjacent system. It absolutely ruins the gameplay. Because of this point alone, I will never play this game again.
- The tactical combat feels like a demo that a few programmers whipped up in a couple days. It is completely inferior to the detailed combat in MoO2 where you were encouraged use specific weapons in specific scenarios and methodically figure out where to move your ships next. In this game you'll almost always just be making minor adjustments to what your ships are choosing to do on their own, which never involves any strategy. The formations feature seems completely broken as I've never gotten it to successfully work. For some reason there are speed sliders (why would you ever want your ship not at full speed?). I'm sorry, but 2D tactical space combat is superior. I've never seen a dev do a good job with 3D 4X space combat. FTL showed the world how to do fantastic tactical space combat over a decade ago and yet no one seems to have gotten the hint to copy them.
- The fleet management in this game sucks. You have no way of assigning names or hotkeys to your fleets (or ships). The creation of fleets is completely haphazard- a fleet is created if ships happen to be sitting in the same area doing the same activity. This means in late game when you actually have a lot of ships and want to keep groups of them together and not have them mix accidentally, it's next to impossible.
- Trade deals were overpowered in MoO2 but in this game they are insanely overpowered. From early to mid-late game, they give you many multiples what you might earn from your colonies alone. I don't have a problem with trade deals being lucrative, but I have a problem with them being so unbalanced in comparison to what colonies can earn on their own.
- Capturing enemy ships is not in the game
- Ship veterancy is not in the game. This was a crucial aspect in MoO2 (and is in most 4X games) so its absence really sucks.
- The end-game sucks for a bunch of reasons:
- Inexplicable limit of 1 Doom Star per civilization. Why would you put a limit on the coolest and most powerful ships in the game?
- Once a planet is full, your excess food is useless (unlike in MoO2 where it could be shipped to other planets or sold)
- Once you've exhausted the research tree, your science points are useless (unlike MoO2, where you'd research hyper-advanced techs that offered additional miniaturization benefits)
- Going to Antares just takes you directly into a battle screen. No cutscene or anything cool about it.
- No end game cutscenes after achieving victory
- The economic victory condition involves investing in some galactic stock market which offers no other benefits than points towards the economic victory
- The ship design screen is a mess. When you make modifications to a weapon you can't directly see how much space it takes up. You have to just add it and then see how much your available space decreased by. It's this way with lots of other stats too. Why hide statistics from the user? In short, it looks a little cooler but is vastly lower in utility than the comparable screen from MoO2.
- For some reason, you're offered 2 models per class of ship to choose from. But if you choose the alternative model, it will not appear in icons or on the main map. Only the primary model ever appears.
- Invading a planet just sort of throws the results on screen. There is no animation, no effect, no dialogue, no nothing.
- The devs forgot or never bothered to offer terraforming for lava or grassland planets.
- Lots and lots of other bugs not mentioned here

Review from Steam

This game came out in 2016.
There was a lot of negative feedback form the Steam Hate Police, so I didn't get it, even though I was a huge fan of the franchise, particularly MOO2 .
It took until 2021 for me to bite the bullet.
You know what? The haters were dead wrong.
MOO-CTS is a more-than-competent update of what made MOO2 great. This does NOT mean that it is a 'Stellaris' update. If your taste runs to endless spreadsheets, text adventures and micro, then Stellaris is the game for you.
OTherwise, you'd probably find MOO-CTS pretty good.

Review from Steam

It's baby's first space 4x game, a good starting place for the genre. Good production value (Mark Hamill voices one of the aliens). If you come from Stellaris, Sins of a Solar Empire, etc. This game won't wow you! it's quite easy, not a lot of complexity. Like I said this game is the first step to the 4x genre, you won't regret it if you're new to this type of game. Otherwise, skip it or buy it when it's like 80%

Review from Steam

Close enough to MooII to be enjoyable with a more modern appearance. I would consider ICP, 5X mods to be essential though.

Review from Steam

I was nervous about this one after the disaster that was MOO 3. But instead they returned to the roots, and put together a fun little game. It's classic 4X with all the features you expect, but it keeps the resource management light and easy. I like it for short little playthoughs, maybe a few hours over the course of a weekend.

Review from Steam

Great game in the old MoO tradition. Basically MoO2 with some great upgrades. For those who hate that 4x games no longer have real war as a part of the game this is a great alternative. Super fun.

Review from Steam

It's not quite MoO 2 but nothing will be. It captures the spirit of the series well though and it's fine for a modern remake. I can see how someone could think this is "baby's first Stellaris" but it's still a good 4x game.
The Trek voices were a pleasant surprise. Shades of Civ 4.