100%

Master of Orion: History of the Races Pt. 2

Humans

OUT OF WAR, PEACE

Humans are a fractured society of fierce, confident and charismatic competitors. Uniting under the common banner of Humanity has not healed the millennia of internal conflict, but a relatively new global democracy has led to hard-earned progress. They value courage, bravery, and boldness—especially in the face of adversity.

Humans want to be liked and are motivated by the opinions of others in the galaxy. They desire intergalactic respect, yet are constantly beset by internal divisions. Above all, though, they fear extermination of their race and this is the strongest motivating factor for humans in the galaxy.

Homeworld

Sol, the long-suffering homeworld of the Humans, has been on the brink of destruction more times than Humans themselves can count. Through the countless wars and the severe ecological storms brought on by global climate change, Humans have timeworn experience in surviving disasters (especially those of their own making). Where some races would have died out or fled, Humans hold on to Sol, hoping to save and protect her one storm at a time.

In-game

In-game, Humans are trusted diplomats who are able to persuade others to their way of thinking, allowing them to ally with many races easily. While they usually build average-sized ships, their diplomatic nature enables them to hold back on waging war until they’re in a favorable position. Any good player who chooses Humans will be spending a lot of time in the Diplomacy screen and investing in counterespionage agents to help protect their secrets. Those who are campaigning against Humans may want to stay on their good side, lest they turn the galaxy against you.

Sakkra

BOW BEFORE US OR FALL

The Sakkra are a strong race that are determined to prove themselves as worthy adversaries against any race in the galaxy. However, their constant state of internal warfare takes a heavy toll on the mental state of individuals and the battle readiness of Sssla. They value honor, bravery, and perseverance in battle—but above all they value strength. As only the strong survive in their society, this belief extends to the rest of the galaxy. The desire to prove themselves as worthy adversaries stretches far and wide. The only way to stand out in the massive Sakkra population is to show great strength.

Homeworld

Sssla is a dense, humid, and densely vegetated planet. The majority of the land is covered in swamp-like conditions. The rest of the planet is a mixture of jungles and plains. Chordata, the capital city of Sssla, was one of the first cities built by the Sakkra, back in the days when Sssla was not nearly as populated as it is today. It is considered the most spaciously constructed of all cities, but aliens still find the city to be uncomfortably cramped. Chordata is located between the plains and the sea.

In-game

As players can probably guess, the Sakkra are aggressive expansionists by nature. They produce population faster than any other race, but they possess weak diplomacy skills, thanks to their blunt nature. They have a large homeworld (Uber) and benefit from -50% food consumption.

For those playing with the Sakkra, it’s all about ABE: always be expanding. Players need to make room for, and capitalize on, large population growth. As mentioned, the reduced need for farming means fewer workers for food production, freeing up workers. Those playing against the Sakkra must be ready for war when they are in their sights; they will attack when believing they have the advantage.

Next, we’ll look at some of the races arriving in the future.

Darlok

STRIKE FROM SHADOW

The Darloks are nearly universally distrusted and disliked throughout the galaxy. Their shapeshifting abilities, combined with their poor relations on the intergalactic stage, make them extremely paranoid creatures, too. In fact, their ability is also a curse, as Darloks struggle to understand what is “real” or true in the universe. Sometimes they become so involved in their shapeshifting that they even forget their true self and cause—the ultimate fear of all Darloks

Darloks trade in secrets, technology, and information. The best way to bribe a Darlok is with insider information. They are well known for stealing technology in order to advance their own agendas. Darloks have exceptionally strong security features on all of their networks (such as decoy networks that will send intruders to an endless dead end).

Homeworld

The Darlok home planet, Nazin, orbits a dimly burning star. The planet’s surface is quite dark to alien eyes, but Nazin’s dark star forced the reclusive Darloks to evolve to the dark. Many of the plants of Nazin are giant mushrooms, sprawling moss, and palms with large waxy leaves. The seas are still and deep, with blind creatures swimming in the depths. The side of the planet, which faces the sun, is under nearly constant cloud cover, with the other side revealing a sky brimming with stars (since there is little light interference from the surface). The weather is consistently dry and cool—with a heavy rain season every few weeks. The rains often lead to a boom in molds which are toxic to aliens.

Nazin does not have many major cities due to the fact that Darloks are extraordinarily solitary creatures. Laera is mostly a connecting point and Orvaat is more populated by machines than Darloks.

Tsslac, the capital of Nazin, is a snarl of wires and alleys. Tsslac was built on the ruins of an old civilization which Darloks conquered in the very early stages of their civilization. Aliens to Nazin will find themselves lost if they rely on the landscape to guide them. Low-lying plants and a relatively flat surface host a city which is uniform in architecture and covered in twisted wires.

Klackon

ALL FOR THE HIVE

Klackons, born into their societal roles, exist harmoniously among each other. They work for the good of the community rather than the individual. They are not emotional or creative but they have incredible productivity rates. They do not worry about traitors or morale and as such are one of the few domestically at peace races.

They are on the whole almost unable to care about other races. While they are peaceful among themselves, they get along disastrously with outsiders. They will hesitantly try to communicate with other races, but will almost always be met with awkwardness, failure, and someone taking offense. They are suspicious of outsiders and only trust other Klackons. An infamous example of this was when a small Sakkra convoy visited the Klackon ship growth district (as Sakkra also grow some architecture), but their alien germs infected the base and killed many growing ships. The Klackon took offense to this and are now very uneasy around Sakkra.

Homeworld

Kholdan is an amber-hued planet. It is a harsh planet under the gaze of relentless sun. Kholdan also has incredibly short days—8 hours of daylight with 8 hours of night. Klackons sleep in short bursts, with dozens of micro naps throughout the day and night. The monotonous landscape offers minimal guidance to aliens.

Metztli is the main Klackon city. All Klackon settlements weave above and below ground frequently, yet Metztli is located primarily above ground. Metztli is the largest of the Klackon these settlements and is connected to all other cities by a system of sophisticated tunnels. The base of the government is located in Metztli.

Players can also look forward to other races in the future, such as the Silicoid and Meklar in Early Access, as well as an exclusive new race only available in the Collector’s Edition: the Terran Khanate.

For more information on Master of Orion, visit the official website

To learn more about the Collector’s Edition, please visit Steam and GoG pages: