Master of Orion FAQ covering the planet button in combat, troop transport, fleet splitting, turning ships, and a detailed explanation of the combat algorithm.
Walkthrough
- 1Planet Button in Combat: This button displays a planet's weapons, factories, and population. It's useful for deciding whether to bomb a planet or if a planet is a lost cause and your fleets should retreat.
- 2Bombing Enemies: Continuing the bombing film does not increase damage.
- 3Transporting Troops: Click the transport button, select the arrow cursor, and click the destination. A slider will appear to choose the number of troops. They will appear on the map at the start of the next turn.
- 4Splitting Large Fleets: To split a large fleet (e.g., 1000 ships), you don't need to click repeatedly. For large groups (over ~50 ships), the game removes over 5% of the group if you try to split. To send 500 out of 1000, start with 1000 ships and remove 500 at 5% increments. To send one ship out of 1000, start with 0 and click +1. (Note: In version 1.3, the percentage is 10% for large groups).
- 5Turning Ships Midflight: This is not possible until you research the Hyperspace Communications technology. Once researched, click the fleet and give it a new destination. Exception: In patch 1.2, you can give a new destination to a fleet that has just received orders or retreated, even without Hyperspace Communications.
Combat Algorithm Explained:
- Attack vs. Defense: The computer compares your ships' ATTACK rating to the defender's DEFENSE rating (beam defense against beams, missile defense against missiles). All attack and defense bonuses are added. The ABSOLUTE DIFFERENCE is calculated.
- Hit Chance: A random number between 1 and 100 is generated. If this number is greater than or equal to your attack value (calculated using the absolute difference from Step 1 and your ship's attack score), you hit.
- Damage Calculation: The same roll from Step 2 determines raw damage. A roll of 100 means full damage, while your minimum attack roll means minimum damage. Damage is calculated as: DAMAGE CAUSED = MIN Damage + [(MAX-MIN Damage) * (ATTACK ROLL-Minimum to hit) / (100-Minimum to hit)].
- Shields: The defender's shield level is subtracted from the computer damage. Weapons that halve shields subtract half the shield strength (rounded down).
Key Takeaways from Combat Algorithm:
- Good shields can render weak weapons ineffective.
- Always equip the best targeting computer available, as it affects hit chance, hit quality, and damage output.
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