
Principles of Game Design
The
“Next Turn” Sequence of Play for Master of Orion
From the Master of Orion
Official Strategy Guide by Alan Emrich and Tom E. Hughes, Jr. (published by
Prima Publishing). For an insightful article by Alan Emrich on The Decline
of Strategy Guides,
click
here.
After you hit the Next Turn
button, events go through a certain, set order. It might help you to know when
these events occur in this, the Sequence of Play. They are listed in order
below:
I. Computer Players Prepare
- Computer players check to
see if they’re under any peace treaties with any other players and plan their
turn accordingly if they are.
- Computer players plan their
movement on the basis of their need to expand, to press attacks against
previously determined target worlds they’re in the process of
conquering/destroying, or in reaction to defend themselves from further attack
by other players.
- Computer players plan any
new ship designs (performed randomly every 6-15 turns).
- Computer players plan their
production strategy and set their ratio bars.
II. Income and Growth
- Transports are launched into
orbit around their planet of departure and the cost is deducted.
- Production is executed.
- Population growth occurs.
- Research points accrue any
interest they have earned.
- New research points are
added into research totals.
- Trade growth occurs.
- Newly purchased spies are
added.
III. Automatic Diplomatic Ratings
Adjustments
- Diplomacy Points are
adjusted.
- Love nub gravitates toward
its ‘natural state’ if there is no treaty or war between two players.
- Diplomacy Points are added
if there is a trade agreement, nonaggression pact or alliance between two
players.
- Diplomacy Points are
subtracted for excessive military build-up along the borders and for owning
more than one-fourth of the stars on the map.
- Temporary modifiers are
adjust toward 0 by 10 points each.
IV. Receiving New Ships and Bases
- Receive new Missile Bases
and Planetary Shields.
- Receive new Ships.
V. Economic Adjustments
- Each player collects taxes
and surplus industrial spending and places it in the Reserve Fund.
- New factories are built.
VI. Movement and Space Combat
- All ships move
simultaneously.
- Ship-to-ship combat is
conducted.
VII. Spying
- Spies that are not hiding
conduct espionage and sabotage attempts. Players select sabotage targets and
receive any stolen technologies at this time.
VIII. Technological Discoveries
- The computer rolls dice for
every player’s technology categories that have a discovery (percentage) chance
pending this turn, notifying you of any discoveries made by your scientists.
- If a computer player
discovers its research item this turn, it reevaluates its need to spy on each
race with which it is in contact.
IX. Planet Exploration
- The results of planetary
exploration are shown.
X. Enemy Colony Bombardment and Invasion
- Orbital Bombardment is
conducted.
- Transports land.
- Ground combat is resolved.
XI. Genocide
- The computer checks to see
if a player is completely eliminated from the game and the GNN Newsdroid
announces it. If only one player survives, it is hailed as the winner of the
game.
XII. Random Events
- The computer adds 2% to the
cumulative event probability chance, multiplied by the game difficulty
modifier, and rolls a 100-sided die to see if an event occurs.
- If an even occurs, it is
random selected from those that have not yet occurred and the event
probability is reset to 0%. The target player is determined and the event
takes effect.
XIII. First Contacts
- Any first contacts are
announced. These occur if one player’s colony is within normal ship movement
range -
either his or he other races’
- of one of their
colonies.
XIV. Diplomatic Interaction
- All computer
player-initiated diplomacy is conducted.
- A High Council meeting is
convened, when appropriate (usually every year divisible by 25). If a winner
is elected, it is announced at this time.
- Diplomatic messages to the
human player from the computer players are announced. Any action or decisions
required occur at this time.
- If contact was broken with
another race, notification occurs.
XV. Economic Announcements
- Planetary production /
completion messages are displayed (e.g., a planet has reached its maximum
population or factories, built a Planetary Shield, etc.). Slider bars can be
adjusted at this time.
- Production numbers for the
next turn are calculated so that players can fiddle with them.
XVI. Housekeeping
- The information regarding
any star system within scanning range of a player’s colonies and fleets is
updated.
- The year / turn is advanced
by 1.
- Each payer’s current
technology levels are calculated
- increasing with new
discoveries made this turn.
- The game is automatically
saved (as it is when you exit the game).
