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GENERAL INFORMATION
GENRE/STYLE
Strategy/Empire-Building
RELEASE DATE
25/FEB/03
ESRB RATING
TEEN, Blood and Gore, Violence
DEVELOPER
PUBLISHER
Infogrames Interactive, Inc.
ALSO AVAILABLE ON
Macintosh, http://www.gamerdna.com/game/master-of-orion-3-ibm-pc-compatible-1, http://www.gamerdna.com/game/master-of-orion-3-ibm-pc-compatible-1-2
TRAITS (member-attributed "LIKES")
THE SETTING #USES
PLAYING AS #USES
PLAYING AGAINST #USES
HOW IT'S PLAYED #USES
GENERAL TONE #USES
DESCRIPTION
After a six year break, Master of Orion returns to PCs in its third incarnation. This 2003 version of the classic empire-building game expands upon many of the factors that made the original and its first sequel so popular, offering bigger maps, a greater variety of ships, and a more robust tech tree. Large galaxies can hold over 250 different star systems that contain as many as eight planets each. Individual planets themselves may support multiple moons, offering lots of space and resources for new colonies. The game also features advancements in artificial intelligence, especially concerning diplomacy and combat tactics. Many of the alien races and themes familiar to veterans of Master of Orion and Master of Orion II return in this edition.
Breaking from tradition, ship combat occurs in real-time here, though in a manner designed to integrate naturally with the rest of the turn-based gameplay. Unlike most straight RTS games, the Master of Orion 3 players' battlefield influence is more strategic, less tactical. Instead of the continuous quick-click direction and redirection of individual units, the player may rely on the AI of individual ship captains to make good tactical choices, each according to its particular situation. Command adjustments and new orders may also be given in the heat of battle, as needed. Each ship has its own experience and statistics that affect its individual performance, but ships group together into task forces and it's at this level of organization that most orders are given and executed. Players head into battle with fleets that may consist of many task forces.
Since the early stages of the game's design, Quicksilver's vision was to retain the style of the classic MicroProse games while adding more thorough governing options and bringing a deeper level of detail to the many different aspects of galactic conquest. The player sets the empire's basic policies and goals in the game, then a legion of AI governors helps ensure that these are properly implemented at all levels of exploration, production, and warfare. Though designed to be a rare necessity, detail-minded gamers can also choose to micromanage nearly any individual aspect of the empire. Players thus take customized control of the actions and affairs of diverse planets, ships, and personnel that might flourish across an interstellar realm spanning many parsecs. ~ T.J. Deci, All Game Guide
Past 14 days
“I ran out of fish to fry. The lizards are next.”
created 03/JAN/2013
“I have hundreds of war ships in his only star system and dozens of troop ships ready for invasion. This is his response.”
created 31/DEC/2012
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“Just when I thought I was unstoppable, I suddenly lost the game due to bankrupcy. This happened while I had a treasury balance so large, I could have paid off America's national debt with my reward...”
created 22/AUG/2011
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“Now that I have all the technologies I was looking for, I can finally build the ultimate versions of each of my ships. These are final designs. I might design a few more classes for reasons of...”
created 20/AUG/2011
“Now that I have all the technologies I was looking for, I can finally build the ultimate versions of each of my ships. These are final designs. I might design a few more classes for reasons of...”
created 20/AUG/2011
QueenFred was the last to comment - about 1 year ago...
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“Now that I have all the technologies I was looking for, I can finally build the ultimate versions of each of my ships. These are final designs. I might design a few more classes for reasons of...”
created 20/AUG/2011
“Now that I have all the technologies I was looking for, I can finally build the ultimate versions of each of my ships. These are final designs. I might design a few more classes for reasons of...”
created 20/AUG/2011
QueenFred was the last to comment - about 1 year ago...
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“Now that I have all the technologies I was looking for, I can finally build the ultimate versions of each of my ships. These are final designs. I might design a few more classes for reasons of...”
created 20/AUG/2011
“Now that I have all the technologies I was looking for, I can finally build the ultimate versions of each of my ships. These are final designs. I might design a few more classes for reasons of...”
created 20/AUG/2011
“I finally have the last bit of technology I need to build the ultimate attack ship. This Death Star has the largest possible size of the most powerful gun in the galaxy.”
created 20/AUG/2011
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“For the first time in all the years I've been playing this game, I finally got the Stellar Converter technology. I can finally build a Death Star of my very own! I can also build the white...”
created 05/FEB/2011
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“ On turn 688, the last world of Bolar fell to the Tklon Republic. Bolar, an empire of the Grendarl, was once Tklon's strongest ally. At their peak, they controlled over a third of the galaxy....”
created 03/MAY/2010
“On turn 688, the last world of Bolar fell to the Tklon Republic. Bolar, an empire of the Grendarl, was once Tklon's strongest ally. At their peak, they controlled over a third of the galaxy....”
created 03/MAY/2010
“On turn 595, the last planet of the New Orions fell to the Tklon Republic. Conquering the rest of the galaxy will be easy.”
created 22/FEB/2010
“On turn 986, the Tklon Republic broke through the Orion lines and landed 5 armadas of transports on Orion IV. At first, the ground battle went well, with an initial beachhead of 4 regions. However,...”
created 19/FEB/2010
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620
The average gamerscore in Halo 3.
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