Master of Orion

Master of Orion

187 ratings
5X - The Ultimate Balance Mod v3.0.2
File Size
2.213 MB
Nov 15, 2016 @ 12:02am
Jun 2 @ 5:30am
16 Change Notes ( view )

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5X - The Ultimate Balance Mod v3.0.2

Spud Dastardly presents the biggest Master of Orion: Conquer the Stars mod in the galaxy! This mod is massive overhaul of the gameplay experience. The list of changes it makes is far too long to list here. It's like a whole new game! It includes a total rebalance of every aspect of gameplay, new technologies, improved AI, and much more.

Languages/Langues/Sprachen/Языки/Idiomas: English, French (français) (currently unavailable), German (Deutsch), Russian (русский), Spanish (Spain) (Español (España))

5X was recently featured in a series of videos by Mal and Sabouts! They played two games on impossible difficulty (using version 2.3.1). You can see the first video above, or click here to watch it on YouTube. At the end of the second game, they did a review of the mod and the game which is featured above, though there's some spoilers on how that game ended up, so you might want to watch the whole series first.

Also check out Mal's YouTube channel and Sabouts' YouTube channel!

I've put many hours of work into this mod, and I'm continuing to work on new features! If you would like to show your appreciation with a donation, you can do so here.[]

Version 3.0 Changes:
Due to the very extensive number of changes and the character limit on this page, I will only give a summary of the verison 3.0 changes.
  • New uber biomes for Alkari, Bulrathi, Darlok, and Meklar. Uber biomes have been given an overhaul as well. Now they vary in pollution tolerance and food production, and each race with an uber trait has two unique buildings: one building is built on that race's homeworld only. The second building upgrades the first and can be built on any of that race's uber planets. Each race's uber buildings are unique with unique bonuses and are not researchable by any other race.
  • Rebalance of custom race system. You now have 20 points to spend, but most traits are about twice as expensive as they were before. This allows for more precision in fine tuning the balance. You'll see a couple new traits as well, such as "Tough Marines" that gives your marines an extra hit point.
  • New techs, especially in the end game. Added a new beam weapon at the end, particle beam, that is shield piercing. Added new missiles and torpedoes too in the transdimensional tier. Check out the new transdimensional techs as well. Added an "Omnipotence" node at the very end of the tree after the hyper advanced miniaturizations. Earlier in the tree you'll notice I added some new techs too such as Inertial Stabilizer and Inertial Nullifier.
  • Completely rebalanced weapons. I've done a lot of math to find the right balance for weapons. Now in general, beams are better against hull whereas cannons are better against shields, but overall they are pretty balanced.
  • Improved Orion techs and the Orion homeworld. Death rays are slightly better than plasma beams but not as good as particle beams, and xentronium armor got a boost as well, so now the Guardian is harder to beat. The Orion homeworld now gives an extra food and pollution tolerance bonus and has its own unique surface textures.
  • Made Antaran ships stronger. They will send smaller fleets, but those ships will pack a stronger punch.
  • Made pirates stronger as well. They won't start with any ships initially though. The first pirate ship will spawn on turn 10.
  • New ship types: Bomb Ketch, advanced troop transport, hyper advanced colony ship. Bomb ketch is available at the beginning of the game and is a variant on the frigate hull that is slower and less HP but with much more space available. It's designed to carry bombs. Advanced troop transports are available midway through the tree and are automatically equipped with fighter bays and a couple bombs so they can act as support ships in combat. Hyper advanced colony ships are in the planar transcendence node and build a wide array of structures to get colonies started very quickly.
  • New galaxy ages. Whereas young is ++ minerals -- biomes and old is -- minerals ++ biomes, you'll also see "lush" which is ++ minerals ++ biomes and "sparse" which is -- minerals and -- biomes. Added very young, very old, very lush, and very sparse as well.
  • New galaxy sizes. All galaxy sizes were given a few more stars. Cluster galaxies now generate the same number of stars in each cluster. Added tiny circle, tiny spiral, small spiral, 4 arm medium spiral, small cluster, and huge cluster. All galaxies can be played with up to 9 total players, though that's not necessarily recommended for all types.
  • New planetary density settings. Very low means 50% fewer planets, low means 25% lower planets, high means 25% more planets, and very high means 50% more planets than on medium.
  • Made more AI improvements. Besides changing AI settings, I also had to add a few random bonuses to some buildings, such as -5% buyout cost reduction for interplanetary administration. This is because the AI was giving certain buildings a "rating" of 0 and wasn't building them until they had nothing else to build. Star gates were one of these, and to get the Trilarians to build them, I had to make them upgrade colony base and give the same bonuses as colony base.
  • Star gate is nerfed a bit. You have to research Colonial Infrastructure (previously galactic economics) to get it now, and buyout is not available. Jump gate speed travel time reduction reduced to -25% instead of -50%.
  • Total overhaul of leader bonuses. Max leader level is now 9. Leaders from your race all give 2 bonuses, and leaders from other races give 3 bonuses. They are much better now, though they appear a little less frequently.
  • Spy max level increased to 9, but it takes more experience for later levels.
  • Gas giants now usually have moons, and gas giants and asteroids can spawn with resources (though you won't see the asteroid ones unless you use planet construction).
  • Removed the added space factory buildings that were in 2.3.1. The AI won't build them, so it was unfair to allow the player to use them. It's unfortunate that I had to do this.
  • Made some pollution system adjustments. Pollution cleanup is now available again. Atmospheric renewer and pollution processor give 10 and 25 resp. but can only be built on abundant richness and above. Crust prospector gives 5. Deep core mine no longer gives 10 cleanup.
  • Government support facility is no longer available. This means you'll be running 10% lower morale than you're used to. Don't worry, there's plenty of ways to get enough money like with new, improved gas harvesters that give 10 BC. Ship upgrades are cheaper too. You may have some harder choices to make about striking citizens vs your income though. Now end game morale bonuses actually count for something.
  • Spanish (Spain) localization added. Thanks Mursilis!
  • Many, many other minor adjustments made, like how scrapping stuff returns more BC now. You'll just have to explore them!

For version 3.0.1 and 3.0.2 changes (as well as changes in previous versions), see the change notes.

Any feedback is welcome, and I'm happy to answer questions about specific changes. The French localization for 3.0 is not available since my translator quit playing MoO. If you enjoy this update, consider donating (link near the top). I put many hours of work into it!
Popular Discussions View All (15)
Jun 22 @ 10:26pm
Version 3.0 Feedback and Bug Reports
Spud Dastardly
Jun 6 @ 4:20pm
Version 3.0 Upcoming Features
Spud Dastardly
Apr 8 @ 8:39am
Version 2.3.1 Feedback and Bug Reports
Spud Dastardly
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Gram bez Myszki 20 hours ago 
do dupy bo nie po polsku daje minusa
Old1 Jun 24 @ 4:28am 
Endos, i do think that the lag as you call it depends mainly on what kind of computer you are using and how much memory you use.
In my case, i am using a desktop with an intel core i5 with 24 Gb of memory and a 24 inch widescreen monitor.
Endos Jun 23 @ 1:39pm 
This speed issue with the turns is alarming. Im about 6 hours away from starting a game that hopfully last the entire weekend. I really dont want to be wasteing my time if everyone is having the lag issue. I plan to play on a large map with 8 races. Is this currently possible without going mad??
tomborsh Jun 22 @ 6:48am 
Wow a hole new slug fest.. Thanks buddy.
darkangel1600 Jun 21 @ 5:05am 
Пока заметил только 1 баг, а именно исчез планетарный щит. То есть нельзя преобразовать радиоактивную планету в другую без него. Заметил под конец игры :)
RedMarth Jun 19 @ 1:11pm 
Love your work! Unfortunately, in my current game, once I hit the late game added techs, the length of turns increased so dramatically that it's almost unplayable. I think I read somewhere that you knew what was causing this, but I could be imagining things. Is this a known issue? I'm really disappointed because I had to disable the mod and start a new game. My last turn literally took 15 mins!
Old1 Jun 19 @ 11:04am 
I have uploaded 2 screenshots of that to the cloud.
Old1 Jun 18 @ 12:52pm 
Didn't you say a while ago that it is impossible for another race to use your Stargate ?
Well than the impossible has just happend.
The pirates are using one of my stargates.
Old1 Jun 18 @ 11:55am 
Isn't it possible to form a trade agreement for a higher amount than 40bc?
I would like to be able to change the amount.
roland.johansen Jun 15 @ 4:19pm 
Coming back to the percentage based pollution reduction.
I first was experimenting a bit with it but nothing worked. Then I checked the code in Assembly-CSharp.dll and I could see that the variable pollutionMultiplierReduction exists, but is not used in the pollution calculation. With some better software to edit the dll, it could be added again. I guess that's what WhatIsSoll does.
In this section of code in the dll (GetPollutionProduced), I could also see that a minus sign is set wrong for the pollution cleanup project which forces you to use a negative value for the Cleanup_Rate variable to get your desired effect (with a messed up tooltip as the tooltip assumes that the calculation is correct).