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Riding the intergalactic highway.



<span class="bold">Master of Orion: Collector's Edition</span>, the glorious return of the legendary 4X strategy, is available now, DRM-free on GOG.com. Owners of any of the previous installments get a permanent 5% discount.

Most strategy-inclined kids have at some point in their lives dreamt of becoming the true Master of Orion. To conquer a whole galaxy through sly negotiations, intense technological research, or even all-out war. Now the dream is coming back to life, as you will once again ride your customizable ship(s) and throw yourself at a vast network of almost 100 solar systems, populated by the alien races that franchise veterans fell in love with.

Developers NGD Studios have already enlisted a star-studded cast of acclaimed voice-actors to breathe life into these characters and make interactions as fun as the addictive gameplay that players have come to expect from a true Master of Orion successor. Currently, the game includes six out of the ten alien races and several features (like certain victory conditions) will remain unavailable, as the developers aim to keep polishing the game with the help of their community.



Engage in interstellar warfare and limitless exploration in the vivid new <span class="bold">Master of Orion: Collector's Edition</span>, DRM-free on GOG.com. This edition includes the three vintage Master of Orion games and eventually it will also feature a wonderful Digital Art Book, the game's orchestral soundtrack, an additional race, and more. Those who already own any of the original Master of Orion games on GOG.com, get a permanent 5% discount.

Note: This game is currently in development. See the <span class="bold">FAQ</span> to learn more about games in development, and check out the forums to find more information and to stay in touch with the community.
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wolfsrain: Sorry, but seeing the "stellar" record of NGD i've just got another reason for not going with this title.

https://en.wikipedia.org/wiki/NGD_Studios

Plus, Wargaming (they are the rights owners and the publisher) has a rather an unsavory reputation, especially on the World of Tanks EU.
work for hire shit
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VanishedOne: Apparently they have a coddled class of elite state-backed SIGINT types; I vaguely remember reportage to that effect when Sony got hacked and North Korea was reckoned to be responsible. I've no idea whether they're allowed decadent Western games for their computers, though.
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priestlyjudas: Off-topic, but I thought I'd mention that, having started playing Age of Decadence last night, and being very pleasantly surprised with it, I now feel good emotions at the mere sight of the word decadent.

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S1B: Anyways, I realise Steam is the same too, you download/play the game and realise it's not what it was hyped up to be, no refund. Because digital download.

So we don't really have a way to return an overhyped, poorly made game.
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priestlyjudas: Not true. Steam's restrictions on refunding are strict, but if you fulfill them (up to 2h of play time and purchased within 14 days), you can return a game for any reason.
isnt it 2 hours OR 14 days?
Post edited February 29, 2016 by smrtgi19
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ABH20: No, it clearly states in the policy that it's a separate refund policy from the regular store one which you're referring to.
Thanks, somehow I missed that. I put in a request for a refund through the general "contact us" form as I can't find a separate form.
Thanks again, and I hope I get my money back, so I can spend it on a game that deserves it.
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igrok: Wrong. I don't want to sound arrogant, but what's wrong with you, people? Have you even played MOO? Have you missed half of the game? In MOO strategic management aspects were kept at necessary minimum, while combat with proper fleet design played a huge role. You didn't spend the game time micromanaging colonies, you spent it fighting battles. In MOO2 the combat system got even better (despite the change in modelling multitudes of ships) thanks to armor, different damage types, fighter carriers and ship boarding.
Okay. Maybe it is a gem and I simply have failed to notice because I'm more interested in everything else in strategy games.
However, I didn't even spend that much time fighting with the races that can't win the game (easily) by other means. Other races were clearly designed with other play-styles in mind.
So, I'm really not sure what's with this statement.
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igrok: what's wrong with you, people? (...) You didn't spend the game time micromanaging colonies, you spent it fighting battles.
It reminds me of some RPG-players who always claim that you have to play a certain game as efficiently as possible, making power-builds and leveling efficiently (even though the games are called role-playing games for a reason -because that's where their strengths should lie if people call them RPGs- They aren't called out-of-character-metagaming-games). These people are the ones I always want to ask what's wrong with them.

I have to admit, though, that towards the end of MOO games I always felt forced by the game to play aggressively. The new game at least seems to give you more winning conditions.

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igrok: What MOO4 needs is not some generic RTS, but further refinement and expansion of the old tactical combat model. There is so much more that can be done with it!
If the RTS is generic as you say then a turn-based combat system by the same developers would have been generic as well and it almost definitely would have sucked.
Post edited March 01, 2016 by 0Grapher
First of: This game is much more master of orion than moo3 ever was. That is great in my opinion! I liked the basic idea of moo3, to do more with advisers and are not forced to micro manage everthing. Sadly they were totally terribad. The enemy AI was a bunch of drunken monkeys, combat was tiresome and I missed the flair of the old races. Even with the fan mods and patches it was for me only a medicore title at best. Those fans made a decent job, they turned total garbage into a playable X4 game. But it was not my cup of tea.

This game makes it better. Much better indeed. It's not perfect, but it's still early access. From the basic idea it's not even beta yet. It's more like typical agile development. Get a working core with basic functions and look, what the customers (we all) further wants.

I would bet they will (re)integrate turn based combat. We want it, and the had it implemented in a not public stage. For a lot of people the not turn based combat is a deal breaker.

You don't take that much money for good voice actors into the hand and leave it as an unfinished product. You NEVER get your money back. People talk and internet and social media speeds this up into overdrive. So wargaming will consider the voices of the community. They show in the history, that they do.
Do scouts have a range limitation? Seems like they can go as far as they want at the beginning which was a limiting factor in the early game for MOO2.
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igrok: what's wrong with you, people? Have you even played MOO? Have you missed half of the game? In MOO strategic management aspects were kept at necessary minimum, while combat with proper fleet design played a huge role. You didn't spend the game time micromanaging colonies,
Don't know about MoO (the first game never "clicked" with me), but in my numerous games of MoO2, I DID spend most of my time micromanaging my colonies. For sure, the tactical battles were important too, but for me, they were the "heart" of the game only at the beginning, when you have only a few ships and every space monster or Antaran scout could blast you to oblivion.
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qwixter: Do scouts have a range limitation? Seems like they can go as far as they want at the beginning which was a limiting factor in the early game for MOO2.
Sort of. If you come across a lane that is shimmering Red color instead of the normal blue you will need a mid level tech to go farther. At the moment I don't have it's name handy.


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igrok: what's wrong with you, people? Have you even played MOO? Have you missed half of the game? In MOO strategic management aspects were kept at necessary minimum, while combat with proper fleet design played a huge role. You didn't spend the game time micromanaging colonies,
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Kardwill: Don't know about MoO (the first game never "clicked" with me), but in my numerous games of MoO2, I DID spend most of my time micromanaging my colonies. For sure, the tactical battles were important too, but for me, they were the "heart" of the game only at the beginning, when you have only a few ships and every space monster or Antaran scout could blast you to oblivion.
Different strokes for different folks. MoO2 was a blend of both for me. Late game Combat was The highlight and you built up to it.
Post edited March 01, 2016 by JosEPh002
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wolfsrain: Sorry, but seeing the "stellar" record of NGD i've just got another reason for not going with this title.

https://en.wikipedia.org/wiki/NGD_Studios

Plus, Wargaming (they are the rights owners and the publisher) has a rather an unsavory reputation, especially on the World of Tanks EU.
this. if nothing else worries you about this entire thing, then this should.
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wolfsrain: Sorry, but seeing the "stellar" record of NGD i've just got another reason for not going with this title.

https://en.wikipedia.org/wiki/NGD_Studios

Plus, Wargaming (they are the rights owners and the publisher) has a rather an unsavory reputation, especially on the World of Tanks EU.
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lostwolfe: this. if nothing else worries you about this entire thing, then this should.
yep, then take that and look at the complaints about how bad the AI is currently. The game looks good for the stage is it at, but I want to hear glowing reports of the AI before I buy it, which is tough, because I really want to buy it :)
Post edited March 02, 2016 by qwixter
Meanwhile, Endless Space 2 is shaping nicely. I thoroughly enjoyed the Endless series and i don't get why there is none of those games on GOG.
Because the Endless games love endless DRM.
Glad to hear that GOG is finally doing physical releases, but I couldn't find any shipping information.
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Petrell: OS X and Linux (Ubuntu) are both coming and should be available before retail release.
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eiii: Thanks! For me "should be available before retail release" doesn't sound like "soon".

So as there's no Linux version has anyone tried the game under Wine?
I have. It seems to work fine.
Each MoO game had its own unique strengths:

MoO1: one of the best parts of this game was the GUI. The slider bars made it possible to avoid getting bogged down microing your colonies. If you got Improved Robotics Controls IV, for example, you could indicate that all colonies should add +25% or +50% to industrial spending. (As opposed to having to visit each colony individually.) Because you weren't bogged down in micro, you were freed up to see the bigger picture.

MoO2: I would argue that the best part of this game was the improved depth and richness it offered over MoO1. The best addition of this game was custom race design. The second best addition was the improved richness to space combat.

But there were also some deleterious additions. The colony management system was a *very* big downgrade from MoO1, and forced you to get bogged down in micro. Also, the elimination of the MoO1 concept of stacks of ships, and their replacement by individual ships (each receiving its own icon in space combat), meant that space combat did not scale well. Late game space battles (involving large numbers of ships) were unmanageable.

MoO3: This game did much more wrong than right. But one thing it did well was to allow the creation of player mods. Player mods helped conceal a significant portion of this game's (many) sins. Had the game itself been good, player mods would have made it even better.
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Mababa: Each MoO game had its own unique strengths:

MoO1: one of the best parts of this game was the GUI. The slider bars made it possible to avoid getting bogged down microing your colonies. If you got Improved Robotics Controls IV, for example, you could indicate that all colonies should add +25% or +50% to industrial spending. (As opposed to having to visit each colony individually.) Because you weren't bogged down in micro, you were freed up to see the bigger picture.

MoO2: I would argue that the best part of this game was the improved depth and richness it offered over MoO1. The best addition of this game was custom race design. The second best addition was the improved richness to space combat.

But there were also some deleterious additions. The colony management system was a *very* big downgrade from MoO1, and forced you to get bogged down in micro. Also, the elimination of the MoO1 concept of stacks of ships, and their replacement by individual ships (each receiving its own icon in space combat), meant that space combat did not scale well. Late game space battles (involving large numbers of ships) were unmanageable.

MoO3: This game did much more wrong than right. But one thing it did well was to allow the creation of player mods. Player mods helped conceal a significant portion of this game's (many) sins. Had the game itself been good, player mods would have made it even better.
So the original MoO 1 was the best and those that came after were unnecessary sequels... it was simpler prolly cause it was smaller