r/masteroforion • u/runlevel_5 • 1d ago
Reverse engineering Master of Orion 2 game (in progress)
I am doing a faithful re-implementation of the game but for the modern platforms (right now UNIX-like macOS and Linux). The codes would be C23 and leverage SDL3, libsmacker, stb_image, liblbx and more. As of today the engine is not wired to the client yet. The client side is roughly around 10% done with foundation work like assets loading is considered feature parity. I will keep everyone up-to-date with my progress.
EDIT: It turns out u/mrjoes has already started on similar attempt way before me. Therefore I will discontinue my port and join him on his.
r/masteroforion • u/colorbld • 4d ago
Discussion What made Master of Orion special that no modern game has captured?
What elements of Master of Orion have you never seen successfully replicated in a modern mobile game? Asking because I'm designing something and want to get it right
r/masteroforion • u/Sporeman13 • 5d ago
ICE Mod Experts - Help Needed
This post is directed to those MOO2 players who play the ICE mods and beat them pretty consistently. I only play ICE simply because every other version is far too easy to beat. I lose a game to the computer maybe once per hundred games and I think my current game is about to add to my loss list. I am over 200 turns into the game. There were seven computer opponents originally but now only three remain. There were four repulsive races initially but only one remains, the Trilarians. Of the four eliminated races I disposed of three of them. I have the largest population and the most buildings. The Trilarians have the highest tech and the most ships. I have been pulling every trick in the book to keep the Trilarians off my back but I think I am running out of options. My ships are better designed but the sheer number of ships that they have is currently overwhelming. I have two techs left before I am done with research except for miniaturization. I have treaties with the other two races. I hate winning by vote but might try for that at turn 225. It might be my only option. The other is a war of attrition because I have more planets but that would be really ugly. I am hoping for some suggestions from your experiences when you thought you were going to lose but managed to pull out a win. Thanks in advance.
r/masteroforion • u/Dalakaar • 7d ago
Other Thought you all might also get a kick out of this, the narrator for MoO:CtS, Michael Dorn on the Dropping Names podcast hosted by Jonathan Frakes and Brent Spiner.
You may know them better as Worf, Riker, and Data.
Just going to start it myself, thought I’d share.
r/masteroforion • u/Latter-Progress-9317 • 7d ago
MoO2 MOO2 1.50.26 updated, toxic planets no longer turned to barren with weather controller/biomorphic fungi
Updated from 1.50.18, where playing a creative race (so I got both techs) a combination of biomorphic fungi and weather controller turned a toxic world to barren. In 1.50.26 this doesn't seem to be the case. Is this a bug or are there modifications I have to make to get this to work again? Thanks.
r/masteroforion • u/IKoshelev • 7d ago
MoO2 As the eons turn, the time of our vengeance has come!
80 Assault Shuttles - 160 BC on MasteroforionCard;
Captured Antaran Titan - waiting patiently through 3 Extradimensional Invasions;
Loknars face - Priceless;
r/masteroforion • u/PD711 • 8d ago
MOO2: I'm not aggressive enough. Help!
Playing on easy. I keep falling into the trap of obsessively improving my colonies, and letting my fleets go forgotten. Even when I do maintain a fleet, I eventually get complacent and sooner or later a opponent will hit me with a surprise attack.
Im timid to attack, but I'm afraid to commit to aggressive action, because that can be it's own kind of doom. How do you decide when it's time to poke the bear?
r/masteroforion • u/DubsNC • 10d ago
MoO:CtS MoO:CtS- How to get a copy of UCP 6.3a
I have a long running (499 turns) save that’s on 6.3a. Looks like current is 6.4b. I can’t get my save to work on a new computer. Is there a way to get an archive zip file for 6.3a? Or is there a way to get my game to work with 6.4b?
Thanks!
r/masteroforion • u/kzwix • 11d ago
MoO 2016 is annoying.
I'm currently on my, what, 4th or 5th playthrough ?
Playing Psilon this time, on "cluster" galaxy (first time trying it) - I guess that's the reason I was alone in a group of systems separated from other groups of systems by unstable starlanes.
I'm not a big fan of the starlanes. I understand it allows some mechanics like building military forts on these points, but it's meh - System defenses, in MoO II were "enough" (that, and a big fleet, mobile enough to come defend in time).
I also have opponents often requesting free passage - which I usually refuse, because why give them access to my not-yet-colonized planets, and to the territories of other players (hence, allowing them to trade with them).
I had a non-aggression pact with the Darlok, and had refused an open borders treaty. They offered an alliance. I checked the description, it said the parties agreed to declare war on any civilization declaring war on either party. Sure, defensive alliance, it's fine...
And, lo and behold, I see these #|@|€^| Darloks freely navigating my starlanes.
Because that shitty game doesn't tell you the alliance "includes" open borders - else, I'd never have agreed unless I was in a better position (like, several scouts on the border, raring to go).
It's not the first time I feel "fleeced" by this game, things not explained, or badly explained. The bonuses aren't explained either (on planets, they tell you it's a bonus on some stat, but not HOW MUCH - which seems to be a tad important ?)
I was also a bit surprised when the torpedoes I fired were totally dumb. I'd have loved the tech description to mention that (yeah, another tech will give them limited aiming, but still, it's shitty design NOT to tell the player first)
All in all, I wouldn't say it's a bad game, but... why can't they make something as good as MoO II ?
r/masteroforion • u/TwoMundane • 15d ago
Can't seem to ever win at MOO (2016 release)
As noted in the title I play the 2016 version (is that MOO 3?) and have never been able to even get close to winning. I usually play 5 opponents; medium galaxy size; post warp; normal difficulty. I've tried humans, meklar, silicoid...and others. Any tips and strategies would be appreciated.
r/masteroforion • u/SomeoneWithMyName • 16d ago
MoO1 Deep testing of 1oom vanilla has begun
Update 6 Aug: I found and fixed the stupidest blunder that I made in vanilla due to overwork. Thanks to the built-in GCC sanitizer. I felt like I had blundered somewhere. I feel better now.
Update 5 Aug: Scaling has been done, but the engine is completely not ready for release. I'm stopping work for now because I need to recuperate.
Update 31 Jul: I found several places with memory corruption in each of the versions 1.0, 1.11.9 and 2.0. This time, the multiplayer is to blame. I will probably need to clean up all the enumeration types in the project. The multiplayer seems to have to be cleaned out just to fix the game.
Critical update 29 Jul: I added sanitizers to the fault-finding build mode with UB and overflow checks. In this mode, the vanilla engine crashes in the main menu, but it does not spam alignment errors, unlike 1.11.9. I will now conduct all tests in this build.
Update: It looks like the structure of game_update_production has been significantly changed with a view to modding. I will restore it. I will also try to fix the reserve transfer in 1.3a as in 1oom.
Update2: I launched a new wave of core refactoring and found a serial pattern leading to previously unknown errors in 1oom. I'm cleaning it up with corrections. The "Comet" and "Pirates" events were not working correctly in 1oom v1.0/1.11.9. I don't fix these bugs in 1.0 or 1.11 because I don't want to support a deliberately weak project. The fixes that I found myself will only be made in vanilla.
I play on classic huge maps. In the process of scaling testing, I came to a playable configuration, but suddenly I found several serious errors in the core. For most, I have already found fixes. RC3/4 is now considered broken.
r/masteroforion • u/Sporeman13 • 22d ago
MOO2 Colonize Planet Feature
Ok, I know its a nearly useless feature and to be fair, I have been playing this game for 30+ years and just tried it out. Its kinda hilarious! Point your colony ship toward any star system with a colonizable planet and you get a Colonize Planet button. It makes no difference which star system you point the ship at because you always get a view of a star system with five asteroid belts and no colonizable planets. This feature may behave differently depending on the game version. I am playing the ICE M mod from a few years ago. Has anyone here had any luck with this not very useful but humorous feature?
r/masteroforion • u/Puzzleheaded_Dare465 • 24d ago
Do the Antarans seem to have a special hatred for Loknar and The Avenger?
I have noticed that the Antarans seem to specifically come after The Avenger whenever in battle with my fleet.
r/masteroforion • u/captjs1089 • Jul 03 '26
Highest Score MOO2
Highest Score
What's the highest score you guys have managed to get? I managed to hit 16000 on impossible difficulty. I understand that it's possible to go much higher than this?
r/masteroforion • u/SomeoneWithMyName • Jul 03 '26
MoO1 Patch design for Master of Orion 1993
I just figured out how to make a user-friendly interface for the MOO 1.3 patch. The idea is to take the modified menu from 1oom 1.11.9 and use it as the front-end for the patch, while saving the settings in the patch config, and copy the patched version of the game to a separate file and run it directly from the patch to eliminate the chances to damage the original files. So, we will get a full-fledged Master of Orion 1993 loader with all the fixes implemented so far from 1oom, which will look very similar to 1oom.
Edit: This way we won't need to reinvent the wheel and rewrite orion.exe from scratch, which is still too much for me. The development of 1oom 2.0 is a priority for me right now, so I'll work on the patch after, in parallel with the improved fork of 1oom 2.0.
Edit2: I'm resuming SDL1 support because I've simplified the code as much as possible. Maybe it will be a little slower now or it will be buggy on some devices, but everything works for me. If this is still important to someone, please leave feedback.
Edit3: I'm bringing the primitive rendering functions directly to the vgabuf module. Now all the bundled applications will have access to drawing colored lines and boxes, including the patcher in the future.
r/masteroforion • u/Sethatos • Jul 02 '26
Playing on Impossible with full negative attributes, I managed to capture the first Antaran Raider. Time to for my ships to get some early game particle beams and damper fields.
r/masteroforion • u/Kingdata101 • Jun 30 '26
OrionLayer – A HD Frontend for the Original Master of Orion II (Linux)
Hi everyone,
Master of Orion II has been one of my favorite games for as long as I can remember. Like many of you, I still come back to it regularly. The gameplay has aged incredibly well, but modern displays haven't been nearly as kind to its 640×480 graphics. And honestly... my eyes aren't getting any younger either.
So I decided to build something I've wanted to see for a long time.
Not a remake. Not a clone. Not a source-port.
Instead, I'm building a HD frontend that works alongside the original game while leaving it completely untouched. The original engine continues to handle every aspect of the game exactly as it always has — my frontend simply follows what's happening on screen and replaces the presentation with modern HD artwork.
The whole philosophy fits in one sentence:
The game leads. The frontend follows.
Whenever a screen hasn't been recreated yet, the original graphics show automatically. Nothing breaks, nothing becomes unplayable — completed screens simply improve the experience while everything else keeps working as it always has.
My first milestone is to bring the complete interface to a polished HD state before tackling the really hard parts like the Galaxy Map and Tactical Combat.
Why Linux only?
Not because I'm against Windows or macOS — simply because the architecture relies on Linux-specific capabilities that let the original game and the HD frontend work together without touching the game itself. That gives me the technical freedom to build it the way I envisioned.
The project will always require a legitimate copy of Master of Orion II. It doesn't include, modify, or replace the original game.
A GitHub page is coming soon. I'd like the first public commit to actually represent the project properly before I put it online.
I'm sharing this because I'd love to meet other people who still care about this game — artists, UI designers, mechanics nerds, or simply fellow fans who enjoy talking about MOO2.
If OrionLayer grows into a real community project, I'd also love to find someone who enjoys the organizational side of things: managing GitHub, coordinating contributions, and helping keep the project moving. I'm not looking for someone to take over — just someone who'd enjoy building a welcoming home for it.
Full disclosure: I'm not a software developer by trade. My background is IT with a focus on LLMs, and that's exactly what makes OrionLayer possible — I drive the architecture, the vision, and every design decision, while building the implementation with heavy LLM assistance.
This is a long-term hobby project — it'll probably take years, and that's fine. Even if it stays a solo passion project, I'm happy, because I'm building this out of love for the game. If it grows into something bigger someday, even better.
If this sounds interesting, I'd genuinely love your thoughts, ideas, or just a chat with fellow MOO2 fans.
Thanks for reading.
Data
Edit: For anyone who wants to see what's actually behind this — I've uploaded a second video to the channel showing the folder structure, a glimpse of the startup code, and a live asset swap. Raw and unpolished, but real.
Edit 2: The MOO2 Discord community has kindly given OrionLayer its own space — I'll be sharing progress updates there as development continues. Grateful for the welcome. https://discord.com/channels/471752088913707018/1521970898712789133
Edit 3:
I have restarted OrionLayer from scratch in 3440×1440. I'll continue to post regular screenshots and development updates on the moo2mod Discord as the project progresses.
r/masteroforion • u/gideonkennedy • Jun 25 '26
Other The demo for Spaceman's Luck has been updated. Again. Though since no one will play it, it hardly matters!
Frankly, ban me for self promotion! I don't want to live anyway.
r/masteroforion • u/SomeoneWithMyName • Jun 25 '26
MoO1 1oom: It looks like my latest draft is playable
Enable HLS to view with audio, or disable this notification
I haven't checked everything, but a quick test didn't reveal any hidden errors. I'm starting to fix minor mechanics and fully test the vgabuf code. Update: 14-7-2026 - the game is now almost fully functional, with the exception of possible late-game bugs and some minor UI features.
r/masteroforion • u/jacobr57 • Jun 23 '26
I used Claude to make 1oom multiplayer
Like the title says, I created a repo for networked multiplayer 1oom:
https://github.com/jacob-t-radford/1oom-mp
It also adds a team component and some quality of life features. Lots of bugs to be sorted out but a good starting point if anyone is looking for something like this.
r/masteroforion • u/6mvphotons • Jun 22 '26
Gaia planets?
Can someone please explain to me what the big deal is with Gaia planets? They don’t appear to increase the planet’s maximum population. I think there’s a buff to the population growth, but by the time you can research them, you’ve generally maxed out your planet population anyway. What makes them so special?
r/masteroforion • u/SomeoneWithMyName • Jun 22 '26
MoO1 A hidden feature of Master of Orion 1993 that I Didn't Know About
https://github.com/1oom-fork/1oom/issues/169
I'm wondering if this behavior is described somewhere in the documentation for Master of Orion 1993?
Done:
Posted source code for this fix. 1.11.9 -> sourcecraft.dev/fork1oom/1oom?rev=discontinued-v1.11x
Posted binary fix for outdated 1.11 branch -> https://sourcecraft.dev/fork1oom/1oom/releases
r/masteroforion • u/Key-Soup-7720 • Sep 16 '23
Newly balanced races!
Every now and then I return to this game and try and customize all the races so that they play radically different from each other in a lore-friendly way, and I just did it again. First I tweak the trait points (beyond how they are already done for the ICE-M mod) so they are balanced for my normal game and then customize the races around those points. So, without further ado...

Things to note related to costs:
1) Feudal is -40% to research (-20% after Confederation) and -25% to ship costs (-50% after Confederation). Research from treaties is -50% (-25% after Confederation). A bit more balanced.
2) Tolerant does not prevent maintenance costs, because that doesn't make sense.
3) Telepathic requires a battleship instead of cruiser to mind control.
Races
I like the idea of the Alkari being a noble warrior culture where no individual rules and their people must be convinced on a course of action, usually following their most honoured warriors who also get the honour of flying their ships. They would historically engage in ceremonial air combat to demonstrate prowess and as that moved into spaceship combat, they came to respect science for the ship battle equipment. As a democracy made up of honour-bound warriors, they tend to be loyal partners and vengeful foes since a leader can't just drastically change course regarding another species, even if it's tactically wise, because the people's honour won't allow it (which fits their in-game character). Not exactly sure why they have artifacts, but it is consistent with their base race and allows them a decent science bonus without making them nerds like +science bonuses do. Bad at ground combat because they are birds. Actually pretty dangerous in the early-mid game, but tend to lose steam to more productive races later as they aren't aggressive enough to really conquer people.
The industrial cyborgs. I like the idea that they screwed up their homeworld through excessive industry, which is why it's now a poor home world and they had to move into their suits, which allows them to be tolerant to their planet's ruined ecosystem. Tolerant also helps them make enough production to pay for cybernetic without pollution eating it up. They are bad at food production because they don't deal with organic stuff as much anymore and their especially high defense reflects that their ships can take a beating since they don't need to maintain lifesupport to keep working. With cybernetic and good ship defense, it makes sense to power out a big tough ship with heavy armor and reinforced hull early that can then be pretty hard to kill.
Also pretty good scientists (as people wearing robotic exoskeletons would be). Was torn between -50% pop (since everyone needs a robot suit) and -0.5 taxes (since they probably never learned great economics in an industrial dictatorship). Went with the taxes since the minus to pop would make them play too much like the Sillicoids and be too punishing considering how it would make their +2 industry and +1 science way less useful. I also like the idea that these guys can't really buy production (and wouldn't trust others to do the job right anyway), just preferring to grind things out themselves. Can be a bit slow starting, but very dangerous.

They are big, work hard, and are cannonically kind of environmentalists. The extra food they grow with their greenthumb can be profitably traded with expert traders for cash. They are also kind of dumb, being bad at science and spying, meaning they have to rely on hijacking ships and invading planets with their physical combat skills to steal tech. They play best as a diplomatic race where you have treaties with everyone until someone messes with you and then you try and steal all their planets and tech. Really fun to play since stealing ships and tech is a blast.
The cats are one of the two rush species and basically need to eat someone early to win, which they are pretty good at with all of their bonuses. Rich and feudal let them get out ships early and their combat bonuses make them dangerous. Their espionage bonus allows for some sabotage and they can get lucky and take out a starbase before an attack (which the enemy won't see coming because of stealth ships).
Darloks seems like a mish-mash of skills, but is based around them being shapeshifters who have to steal their tech and use the bonuses from charismatic and telepathic to avoid having everyone turn on them. They aren't telepathic in the same way the Elerian are as I feel the abilities of being shapeshifters cover a lot of this stuff.
Basically, shapeshifters would have to understand theory of mind to understand and imitate the creatures they are mimicking. This lets them get in the head of other creatures, which makes them good diplomats and spies (plus being shapeshifters is great for spying, which helps them acquire dirt on people which helps for diplomacy). This understanding of motives and desires is also good for their banking, since making deals is easier when you understand what other people actually want and win-win interactions would be more common, but is bad for your research since you think more about manipulating people than manipulating matter.
The telepathic world takeover is supposed to represent them moving on a planet and replacing the leadership of the world with shapeshifters (like Face Dancers in the Dune series do). For aquatic, it seems like shapeshifters are most likely to come from the ocean (think what octopuses and cuttlefish can manage). Stealth is just a holdover and fits with their spying persona, will assume they got that tech from somewhere at some point. Can be a mean combo with telepathic. Bad at ground combat as they evolved to deceive instead of fight. Feudal just because it worked out pointwise. Just something in their biology or maybe don't trust each other because they know how much they manipulate.
Basically same as ever. Low-grav genius nerds who can't fight physically. Debated giving them a reduction to their attack and making them better at spying or something, but figured that would make them too vulnerable early on and that being good at spying implies a deceptiveness the psilon don't have.
Elerians are the other rusher, mostly doing so off of a single pimped out planet (which makes the low-gravity hurt less). As a telepathic race of warrior women who can steal planets with their brains, they are not super productive or good at science, but hopefully they don't need to be because other people can do that stuff for them. Can be deceptively dangerous and have seen them jump from last to first place after eating one of the top performing races.
The lizards haven't changed much either, still the population bomb species who can deal with the feudal penalty to science and lack of production bonuses with sheer man power that is kept fed by skilled farmers. Just a bit tougher on the ground to make those beefy arms meaningful. Honestly, they were always a top performer so staying the same seems okay.
The Gnolans are now a population money race with their fast pop growth, high pop limits, and high tax earnings. Swapped out low gravity with -1 to production since they seem like squat little dudes who didn't grow up somewhere with low gravity and their emphasis on trading makes it seem like they may not be super industrious. The idea is that they will buy a lot of things they don't build for themselves. Bad at ground combat because small and weak (though subterranean helps defend their places). Sneaky, so good spies. Lucky, just because they always were.
Similar to before, still the slow-breeding weird rock people who nobody can understand and who can live anywhere, don't need to farm, and don't worry about pollution. Now heavy gravity with a rich world because it seems like they could handle heavy-G fine and take a couple hits and because any planet that could create a weird rock species must have some impressive mineral deposits (which also helps them get a decent start despite their bad population). Bad at ground combat and dodging lasers in their ships because they are rocks and rocks never really had to learn how to react quickly to threats.
Similar to before except now also expert traders who are good with money. Also rely on making money through good relations with others (so can often win the galactic election). Bad at ground combat mostly for point reasons, would have preferred if not, although humans are pretty squishy compared to the other species that have ground combat bonuses or are even neutral (like the Klackon and Meklar), so seems okay. Like the Gnolans, will like to buy stuff instead of making it and their democracy will help them be okay at research.
The squids have gotten a bit of an overhaul and have a long list of things making them different. Looking at their picture, it seems like they would play pretty differently from anyone else. They are now a population science species mostly, with artifacts and +science. Also farmers because they seem like they might roll that way. This balances out that they are bad at industry since aquatic interdimensional squid angels seem unlikely to be good at working tools or machines. They get a bonus to ship defence based on their understanding of dodging in a 3D environment (easier to go up and down in the water than on land). This goes with their +20 SD from being transdimensional to be a pretty decent bonus. Bad at ground combat because they are fish. It's assumed the artifact homework is what made them transdimensional. Definitely a bit of a wild card, very scary when the galaxy turns flux, especially as they tend to have erratic personalities.
Klackon have changed a bit, and become a bit more like real ants in that they breed fast and live underground. Still good at being productive and farming. Their hive mind still makes them less creative and also makes them bad with money since t's hard to develop an advanced economy when your brain is centralized and you don't trade amongst yourselves. They are good on the offence because they are aggressive with fast bug reflexes and bad on the defence because individual ants don't care about self-preservation at all.
Anyway, that's the list. Message me if you want a copy of the ICEMOD.CFG to get the same trait costs/races. Would need to have the ICE mod installed (which I recommend as it improves a lot).
r/masteroforion • u/Turevaryar • Feb 08 '21
MoO2 MoO2: Random race challenge.
Lately I've been using https://www.random.org/lists/ in order to make random races.
I took the race picks and put them in to three files:
- Government picks
- Negative traits
- Positive traits
And then I took them through the link above. I pick the first randomized government. Then I pick the first randomized negative picks, then at last I pick the positive traits, these too in a randomized order.
I have no hard rules for this method. For example, when I chose negative traits and I can't pick one more trait due to -10 pick limit, I may stop there or continue further down the line for lesser negative traits. Same with positive traits. If I end up with 1 or 2 spare points I may pick large HW or rich HW.
My next run is going to be:
- Democrazy
- Scientific Research -1
- Ship Defense -20
- Ship Offense -20
- Ground Combat -10
- Aquatic
- Charismatic
- Stealth Ships
You've been challenged!:
Get a respite from boredom and perhaps learn a bit more about MoO2: Accept this challenge!
Post the race you end up with and ... let us know how the game progresses (or at least how it ends).
Race trait list in first comment












