Master of Orion (1993)
AlkarisA race resembling hawks and having warlike propensities.
BulrathiA Bearlike race skilled in ground combat and colonial development.
DarloksA mysterious race most notable for their skill in covert warfare.
HumansA strange and bizarre race which apparently exists in
Real Life. Notable as skillful diplomats
- Beware the Nice Ones: Don't let their diplomatic leanings fool you into thinking they're weaklings. If threatened, they will use their connections to get half the rest of the galaxy on their side.
- Humans Are Diplomats
- Proud Merchant Race: The best off economically before the Gnolam were introduced in II. Their trade treaties start generating profit well before anyone else's.
KlackonsAn insectoid race. Incredibly hard workers; they have bonuses to all forms of production and can easily spread across half the galaxy in the early game.
MeklarsCyborgs known for their factory construction. They eat half production, half food.
MrrshanA matriarchal race of feline warriors. Known for their gunnery skills.
PsilonsA race of
Grey-like humanoids who devote themselves to the pursuit of technology to compensate for their physically weak bodies.
- Beware the Nice Ones: Pacifist and peaceful race, who generally prefer to be friends with everyone. However, their ability to learn all techs makes them formidable enemy from mid-game onwards.
- Magikarp Power: They're low-G people, and as such, they suffer in production on all worlds except low-G worlds (until they research gravity converters for the planet). Early-game, they're struggling to survive. Late-game, nobody can stand up to them once they're established enough.
- Proud Scholar Race: They have the best research bonuses in the game.
- Space Elves
SakkrasLizard Folk known for their swift breeding. Like the Klackons, they can cover half the map in the early game.
SilicoidsSilicon based life. Can colonize almost any environment. They do not eat food, and are immune to pollution, so they have the unique distinction of being able to put every single one of their guys into production or research. Their major disadvantage is that they are "Repulsive" and thus unable to trade with any other races. They can't get all of the technologies by trading; they must instead spy a lot or hope to get lucky in seizing technology during conquest. On the upside, their immunity to pollution and lack of food requirements completely obviates a lot of the research that other races need.
Master of Orion II (1996)
EleriansGnolamsTrilarians- Cthulhumanoid - Subverted. They are an aquatic race, and they do have some tendrils hanging down from their chins, and even implied to be descended from the Big Bad race the Antarans, but at the same time their appearance is almost angelic, they tend towards the "pacifistic" personality type, and even their theme music makes it obvious that they are not an evil race. Maybe.
- Fish People - MoO3 retconned their appearance to eel-like creatures.
- Mind Over Matter - Their psychic powers allow them to increase their ships' speed and even allow them to move during a "space flux" - a random event that blocks all access to hyperspace across the entire galaxy.
Master of Orion III (2003)
(to come)