Master of Orion — Rules Summary

Condensed mechanics reference, DOS 1993. Assumes 4X familiarity — skips the basics, keeps the numbers.

Setup

GalaxySmall 24 stars · Medium 48 · Large 70 · Huge 108. Small galaxies mean faster contact but tighter competition; huge games get slow.
Opponents1–5 AI races. Difficulty scales AI production/expansion/tech rate, willingness to ally, and your starting fleet size.
Races10 playable: Alkari, Bulrathi, Darlok, Human, Klackon, Meklar, Mrrshan, Psilon, Sakkra, Silicoid — see Races.
Ship designsOnly 6 active designs at once; scrap one to free a slot for a new one.

Economy

Each colony's production (BC) splits across five ratio sliders that must sum to 100%: Ship, Def, Ind, Eco, Tech. Total production = colonist output (0.5 BC/colonist, rising to 2 BC/colonist at Planetology 50) + factory output (1 BC/factory) + trade/tribute/reserve transfers, minus maintenance/trade/tribute/espionage/security/transport upkeep.

Allocation effects

Factories & waste

Planetary Reserve

Tax up to 20% of each planet's production into the Reserve (1 BC banked per 2 BC collected). Transfer to any colony; a colony can only use up to its own total production per year from a transfer (effectively doubling that year's budget), with the rest carried over.

Planets & Colonization

Environment types (14)

TypeNotes
TerranLargest habitable size, standard growth.
JungleStandard growth.
OceanStandard growth.
AridStandard growth.
SteppeStandard growth.
DesertStandard growth.
MinimalStandard growth, barely supports life.
Barren hostileHalved growth, needs tech to colonize.
Tundra hostileHalved growth, needs tech to colonize.
Dead hostileHalved growth, needs tech to colonize.
Inferno hostileHalved growth, needs tech to colonize.
Toxic hostileHalved growth, needs tech to colonize.
Radiated hostileHalved growth, needs tech to colonize.

Hostile worlds are also the ones most likely to roll Mineral Rich/Ultra Rich. Yellow primary stars roll the most habitable planets; purple neutron stars roll more mineral-rich ones. Controlled-environment tech unlocks in a ladder — researching one hostile type also unlocks every environment less hostile than it.

Planetary specials

SpecialEffect
Ultra PoorShip/base/factory construction ×⅓. Ecology & research unaffected.
Mineral PoorShip/base/factory construction ×½. Ecology & research unaffected.
Mineral RichShip/base/factory construction ×2. Ecology & research unaffected.
Ultra RichShip/base/factory construction ×3. Ecology & research unaffected.
ArtifactResearch ×2 on that planet.
OrionResearch ×4. Home to the Guardian and a High Council prestige pull.
FertileGrowth ×1.5.
GaiaGrowth ×2.

Population growth

Growth rate peaks (~10%/turn) when population sits at half of max supportable pop, and tapers toward the cap. If waste pushes max pop below current pop, growth goes negative and colonists die off. Hostile environment ×0.5, Fertile ×1.5, Gaia ×2 — these stack with racial growth bonuses (Sakkra, Klackon, etc).

Surplus Eco spending beyond waste cleanup buys extra growth directly: 20 BC/colonist baseline, 10 BC with Cloning, 5 BC with Advanced Cloning. Bonus growth from this is capped at ¼ of current population per year.

Colonization & invasion

Movement & Scanners

Ship Design

Hull sizes

HullSpace (tons)HitsDefenseCost (BC)
Small403+26
Medium20018+136
Large1000100+0200
Huge5000600−11200

+1% available space per level of Construction tech. Defense modifier applies to both beam and missile defense.

Cost & miniaturization

Every 10 tech levels above a device's minimum: cost halves. Space: most devices shrink 25%/10 levels; weapons and armour shrink 50%/10 levels. (Particle beam example: 13 BC/20 tons at lvl 15 → 6.5 BC/5 tons at lvl 35.)

Components

Weapons & Special Devices

Weapon categories

Special devices (max 3, one of each)

Combat

Triggers whenever hostile fleets share a system; resolves immediately, ends on annihilation, retreat, or a 50-turn cap (forces attacker retreat). A defender with no fleet can still fight via ground missile bases.

Initiative & to-hit

Initiative = maneuverability + battle computer mark (+3 with Battle Scanner). Highest moves/fires first; ties random. Cloaking/decloak and Subspace Teleporter moves always fire first, overriding initiative order.
To-hit: roll 1–100 vs. a threshold from (attacker's computer-derived attack level, +1 w/ scanner) vs. (defender maneuverability + hull defense mod + range penalty beyond 1 space, +5 if cloaked-unfired). Meeting/beating the threshold hits; the same roll also sets damage, linearly interpolated between the weapon's min (at the hit threshold) and max (at 100). Negative to-hit thresholds always hit — the roll then only determines damage.

Missiles/torpedoes use the same math but ignore range, add the missile's targeting value to attack, add the defender's ECM to defense, and always deal full listed damage on a hit (no interpolation). Shields subtract flat from whatever damage got through. A ship dies once accumulated damage exceeds its hit points; one huge weapon can still only kill one target per shot (continuous-fire weapons are the exception — leftover damage carries over).

Attacking planets

Transports & ground combat

Diplomacy

15-step relations scale, feud ↔ harmony, drifting back toward each race's fixed starting disposition if you take no action. Humans are broadly liked; everyone distrusts the Darlok.

Worsens relationsImproves relations
Espionage / sabotageTribute
Military buildup on bordersTrading
Attacking a fleet or colonyNon-aggression pacts / alliances
Killing populations, esp. biological weapons (vs. anyone)Attacking a mutual enemy
Owning "too many" planets
Broken treaties (penalty is permanent)

Pacts/alliances don't move the needle immediately but keep relations propped up for as long as they hold; trade helps too, just less. Declaring war breaks all treaties and pulls ambassadors — they won't even discuss peace until relations stabilize, which requires a lull in attacks from both sides. Winning fights and taking colonies pressures the loser toward suing for peace.

Trade & Tribute

Treaty cap: 25% of the lesser partner's production. Return rate starts at −30% of the treaty amount (setup cost), climbs +0–5%/turn, breakeven around turn 10–12, caps at 100%. Humans get +25% on all trade returns. Revenue splits across your planets proportional to their production.

Upsizing an existing treaty resets the rate to the average of (current rate, −30%), applied to the new amount — so a treaty at 50% return jumping to a bigger deal restarts around 10%. Breaking a treaty drops the rate straight back to −30% and you rebuild from scratch.

Tribute: donate from the Planetary Reserve to buy relations, roughly half a diplomacy level per 10% of the rival's production donated — or offer technology for a bigger, one-time swing. Doesn't work once an AI has committed to eliminating you.

Espionage & Sabotage

Spy network cost: 25 BC + 2 BC/Computer-tech level for the first; each additional network in that empire doubles (2nd = ×2, 3rd = ×4, 4th = ×8…). Darlok spies cost half.

Your base security = your Computer Tech level, +2% security bonus per 1% of production spent on Internal Security. Each year, per enemy spy network, security rolls 1–100 + your security bonus + (your Computer Tech − theirs, if positive); hiding spies subtract 30 from that roll. Darlok security gets +20. On a confession, all other spy attempts that year stop cold. Surviving spies then roll once to infiltrate (+ their Computer-tech edge, Darlok +30 to the roll).

Missions (successful infiltration required)

Technology

Six fields: Computer, Construction, Force Field, Planetology, Propulsion, Weapons. Only the first 50 levels add new devices — beyond that you're paying to refine/miniaturize what you already have.

Base Cost = (device's tech level)² × a difficulty multiplier. Interest: each turn adds min(15% of invested-so-far, this turn's new spend) — rewards steady investment over crash-funding. Breakthrough chance starts accruing once Base Cost is fully invested: +1% per additional 2% of Base Cost invested (150 RP into a 100 RP item ⇒ 25% breakthrough chance that turn). Dropping spend to 0 shelves the project and bleeds 10% of the accumulated investment per turn until funded again.
Field Tech Level = 80% × (level of your best device in that field) + (number of devices discovered in that field).

Artifact planets double research output; Orion quadruples it. Each race has field-specific cost multipliers (some cheaper, some at ~125% "Poor" cost) — check the Races screen for your race's spread.

Field highlights

Races

RaceSpecial ability
Alkari+3 combat defense, +3 initiative; move before everyone except Mrrshan. Lean into small/medium hulls to maximize the defense bonus.
Bulrathi+20 ground combat bonus. Take colonies by force even outnumbered.
DarlokSpy networks cost half; +30 to spy infiltration/confession rolls, +20 security. Universally distrusted.
Human+25% trade income, double effect from positive diplomacy, +5 diplomatic levels on treaties/trade/High Council votes.
KlackonEvery colonist produces double output; stacks with planetology bonuses. Best at fast, productive expansion.
Meklar+2 factories/colonist above the normal tech-derived cap; no Robotic Control refit cost. Can expand more slowly since industry scales so well.
MrrshanMoves first almost always; +4 attack rolls. Strong with multi-fire weapons — built for early aggression.
Psilon+50% research; access to more research options than other races. Guard discoveries with strong internal security.
Sakkra+50% population growth (stacks with fertile/gaia, applies to cloning too). Never let colonies fill up — expand constantly.
SilicoidImmune to waste, can land on any environment type, but gains nothing from fertile/gaia and grows at half rate. Still needs planetology for size/production.

Leaders

Every leader (initial and revolt-replacement) gets one personality and one objective, which drive AI diplomacy/resource-allocation behavior. Poorly-performing empires are more likely to suffer a revolt; a revolt breaks all trade/treaties and resets relations toward neutral. New leaders after a revolt tend to address whatever the empire's weak point was (e.g., a tech-poor empire gets a Technologist).

Personalities

Objectives

Racial tendencies

AlkariHonourable Militarists
BulrathiAggressive Ecologists
DarlokAggressive Diplomats
HumanHonourable Diplomats
KlackonXenophobic Industrialists
MeklarErratic Industrialists
MrrshanRuthless Militarists
PsilonPacifistic Technologists
SakkraAggressive Expansionists
SilicoidXenophobic Expansionists

Crises & Disasters

Random per-colony events; likelihood rises the longer it's been since your last one. Mostly need direct intervention.

Victory

High Council forms once >50% of the galaxy is colonized. Each race gets 1 vote per 100 population. Win by a 2/3 majority vote — either by personally controlling 2/3 of galactic population, or by diplomacy/alliances adding up to that share. Races lean toward whoever holds Orion. You can reject a council decision naming another High Master — everyone else then declares war on you jointly.

Strategy notes from the manual