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Master of Orion 3
Description
Experience first-hand the challenges of leading one of 16 different races into unequalled galactic supremacy and face a universe of decisions. Set policies, explore, build , declare war, negotiate - put all these elements into motion to guarantee your place in the annals of space and time.
Are you p...
Experience first-hand the challenges of leading one of 16 different races into unequalled galactic supremacy and face a universe of decisions. Set policies, explore, build , declare war, negotiate - put all these elements into motion to guarantee your place in the annals of space and time.
Are you prepared to become the Master of Orion, and to discover the truth behind the Orion Sector and its inhabitants?
Welcome to the world of Master of Orion 3. Your journey begins here.
Dominate the galaxy as any one of 16 unique races
Espionage, disinformation, subterfuge, betrayal, subversion and assassination - do whatever it takes to achieve victory
Dynamic galaxy generation ensures that no two games are ever the same
Contenus bonus
manuel (173 pages)
artworks
Fond d'écran HD
bande son (MP3)
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Veuillez noter que le système d’exploitation Windows 10 recevra de fréquentes mises à jour du pilote et du logiciel après sa sortie; ceci pourra affecter la compatibilité de votre jeu.
Configuration recommandée :
Veuillez noter que le système d’exploitation Windows 10 recevra de fréquentes mises à jour du pilote et du logiciel après sa sortie; ceci pourra affecter la compatibilité de votre jeu.
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After having enjoyed the classic MOO and MOO2, this was an automatic "must buy" for me. It turned out to be one of the worst games I've ever played, and the only worse ones didn't cost me nearly as much.
To give an example of how broken this was, I was running short on food, and one planet had a few open slots where food would grow, so I ordered a farm to be built. The local governor thought it would be a great spot to put a factory, so he cancelled my farm and started a factory. I cancelled the factory and put a farm down, only to have it replaced by another factory. Meanwhile, my entire empire was out of food and falling apart, but NOWHERE could I build another farm that would actually build. Game over. Uninstalled, and sold the game back to the store, so it became someone else's nightmare.
Master of Orion 3 was supposed to be revolutionary. You were put into the shows of the leader of a galactic empire, and had to manage it from a distance. There were layers upon layers of AIs, making decisions that you could influence (or you could disable a few outright), representing various aspects of your government and bureaucracy. The fundamental flaw in this picture is the heavy limitations of the AI and how awful it is, and how little control over the actual empire you possess. At every turn you will be fighting AIs and their poor decisions, and struggling to get done what you actually want done. And to top it off, the game was remarkably buggy and unfinished even in its patched state.
MoO3's failure is legendary. It singlehandedly killed the entire space 4x genre for years until GalCiv2 breathed life back into it. Many a forum erupted in rage after the much hyped game turned out to be a steaming turd. Stay away at all costs, it's not even worth the price of admission as a curiosity. It's that bad.
The most accurate, succinct review I once read on Master of Orion 3 was "It's like doing taxes, without the fun".
Everything that made the first two games fun is stripped out and replaced by a maze of convoluted spreadsheets. Control over many aspects of the game is so indirect that at times you feel like you're simply watching an AI make (usually bad) decisions for you.
Now I'll grant you that I didn't play MoO3 for more than about 5 or 6 hours total between 3 installs, so I never got very far into the game. But here's the kicker. I loved Orion 1 and 2. I *wanted* to like Orion 3 - I really did. I *tried* to. But I just never could. Each successive install I went into the game with less expectations, hoping that my initial impression was colored by the first two games. It wasn't.
As one final note, I'd like to point out that I bought Master of Orion 3 the week it came out about, 6-7 years ago, entirely on the memory and reputation of its predecessors. It wasn't the first game I'd bought this way, and it wasn't the first time I was disappointed - but the level of disappointment I had with MoO3 was so great that I have never since bought a game (even a sequel) without scouring the internet for many, many reviews, both professional and customer.
I realize that most game publishers consider the first week's sales of a game the most important, but I usually wait 1-2 months at the very least, directly because of my experience with this game - even after several years. That, perhaps, is a more compelling testimony than anything else I've written.
In the past I heard great thinks about MOO1 and MOO2 so I bought MOO3. I tried and tried again but the AI, which was planning my routs and construction caused me great pain.
Some years later I found GOG and downloaded MOO1 and MOO2 and had was pleased, despite the small maps / short game. So, I read the reviews on MOO3, which tell us that there are mods that can make MOO3 work. Hence I downloaded it and... I tried a few mods and non of them made the game any better. The idea of MOO3 is brilliant but it has this AI that does everything wrong:
1. Vessel routing
2. Construction planning
3. Research tree
What to do? MOO1 and MOO2 are too short. Ascendancy is also suffering from a poor AI. GC1 is surpassed by GC2 and both don't have the galaxy effect. To those developers, use the AI from GC, take the map from Ascendancy and add the economy detail of MOO and you would have the perfect space strategy game. ;)
Like many others I cherished the series before playing MoO3. Back when MoO2 came out it was among the first to allow the player to design his faction. That sure was awesome! Without any competition there wasn't much of a quarrel about balancing that customization however. Looking back later it was a milestone, very innovative, immense fun and all, but... woefully unbalanced. After a while nobody would fail to notice the overpowered perks to pick, so the "custom" factions turned out rather similar more often than not.
What the fans wanted to be was MoO2 with an upgrade. Perhaps better balancing, perhaps some interesting new perks and technology, but definitely the same game at heart. MoO3 was not that. Thus it was not too well received, many of MoO's fans blaming it for all the change it brought. What seemingly went unrecognized was the fact that it was MoO's very own "tradition" that repelled them: To be innovative!
Perhaps a more polished version of MoO2 would have been wiser. Even so the way MoO3's developpers went about it earned my deepest respect. What has been a plague not only for MoO, but for the whole genre of turn based stratetgy was endless turns once your empire got big. Every little planet needed to be managed in rather repetitive fashion and instead of an emperor we became more of a multi-mayor, stuck in the routines of dozens of outposts to individually oversee.
At that point MoO3 introduced features to customize automatic, empire-wide routines and policies. Ingenious! Later on we saw a similar development in other games. Yet again MoO was on top of the genre, thinking further than others dared to. There's very little I'd respect more than actual innovation, so you'll excuse me if I hate a little on my fellow MoO fanboys, never giving MoO3 a chance.
MoO3 also balanced the custom races by allowing you to customize existing races to an extend instead of building one from scratch. You could build pretty much anything - only that you'd need to think about the "template" you used for your customization, your starting race to customize that is. The best production will always be the Meklar's. A custom version of a different race may outproduce non-custom Meklar of course, but custom Meklar would be better still. Then again they'd only thrive on the smallest planets and couldn't compete for biggest planets with gas-giant dwelling races - no customizing that. Also they were pretty unpopular with the other races.
It was A LOT better than MoO2 in terms of customizing your faction.
With all that said I have to admit that not all of their innovations bore fruit. Parts of their custom planet-automization simply weren't effective. At the end of the day that promising idea could well be used, but it wouldn't be as effective as controlling every planet yourself still. Nonetheless it did at least allow to manage vast empires a lot quicker at an efficiency loss, if so desired. The empire wide policies still shone bright and the "faulty" parts are entirely optional.
Unfortunately it didn't get the support it should have, given the poor feedback. Thus you'd do yourself a favor checking out a mod or two. Among others there's a mod to teach the AI (and your own auto build option) to design obviously better ships, since the AI overlooked a few things.
Get your own UGC patch and enjoy the best MoO there was!
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