

MOO AGA52
Humans, Impossible, Medium, 5 Opponents
Watch this game on YouTube (Playlist Link)
This is the short summary of a game that I played on Livestream in early 2026 as part of my ongoing Civ Fridays series. I needed a game that could be completed in a handful of weeks before launching off into Season Nine of Civ4 AI Survivor and a quick game of Master of Orion looked to be a perfect fit. I looked back at the list of which races I had played on Livestream and realized that I hadn't featured the Klackons since my earliest days of streaming MOO a full decade earlier. The bugs were overdue for another appearance and I decided that I would pair them together with a restriction that I named the Slowpoke variant. The simple rule: all ships were limited to one movement point on the combat screen (not warp 1 speed on the galactic map which would be more painful than I wanted to attempt). I thought this would be a great thematic fit for the Klackons who are rated "Poor" in Propulsion research as one of their few weaknesses, and which would also make it notably more difficult to attack enemy planets as well as engage in fleet to fleet combat.
As a reminder, the Klackons are generally considered to be one of the very best races in Master of Orion. Their racial ability is that they get double production from their population; when everyone else is getting 0.5 BC per pop point at the beginning of the game, the Klackons get 1 BC per pop point. This gives the Klackons the fastest growth curve of anyone in the early stages of the game, nearly as quick as the Silicoids in terms of pure production and without their horrible growth penalties and research restrictions. No one stands up new colonies faster than the Klackons and their racial ability still scales well into the later portions of the gameplay, as the bugs are still getting that doubled production from population which remains relevant hundreds of turns into the game. This has caused many players to rate the Klackons as the game's strongest race; I disagree and believe they are slightly weaker than the Psilons, largely because the Klackons have four different racial enemies (Alkari, Mrrshans, Sakkra, and Silicoids, plus the Darloks who everyone hates) while the Psilons have no diplomatic penalties at all. This means that the Klackon explosive growth curve is often wasted by early unwanted warfare, but if the bugs would get left alone for the first hundred or so turns, the rest of the galaxy is in for a world of hurting.
I drew a start in the north-central part of the galaxy map with three different stars within 3 parsec range. The best odds for a habitable planet would be at the yellow star due north but instead I sent the starting colony ship southeast to a green star as it would extend range in a critical direction towards the galactic center. Unfortunately that green star held a Barren planet and I had to turn around for the northern yellow, which was fortunately an excellent Terran 95 planet. As the first wave of scouts fanned out, their radio transmissions revealed a truly strange local neighborhood. There were three different Barren planets to the east, all of them medium in size, and then two stars that lacked any planet at all to the west. Beyond them were a juicy Minimal 60 Rich planet in a nebula and then another big Poor Terran world at six parsec distance in the far west. And that was it other than a Toxic Rich planet that hopefully would be mine at a later date but which was useless for the moment. It was immediately obvious that the key to this map was the Minimal Rich planet in the east. If I could claim that spot and hold it, I would probably get everything behind it. Fail to secure that location and I would be left with very few options to build a viable empire.
The Klackons build their initial factories very, very quickly on the homeworld, even when having to pay maintenance on the starting colony ship for half a dozen turns. I maxed out The Nest in barely 20 turns and then opened up the Propulsion and Planetology research fields. Range 4 tech was available and all that was needed to spread out, then I was delighted to find that Controlled Barren and Improved Eco Restoration were both options in Planetology. This was the incredibly rare game where Controlled Barren tech had a higher priority than Improved Eco Restoration but if ever there were a game where I needed to be able to colonize Barren worlds ASAP, this was surely it. The homeworld and that powerful second colony of Earf knocked out the Range 4 / Controlled Barren combo in short order, followed by The Nest building some 3 turn colony ships (go Klackons!) to claim the local neighborhood. I grabbed the Barren planet to the southeast, then planted my flag over the critical Minimal Rich world which we named Anthill.
The one problem? I wasn't the only one making a play for this spot:
Immediately after I colonized at Anthill, the Humans showed up with their own ships and chased away my unarmed scout. They didn't have much in the way of firepower, just an armed colony ship and some Laser fighter escorts, but that was enough to scout the planet and I knew that the AI would immediately send an invasion force. I scrambled to respond by building a pair of Large ships packing Lasers on the designs, unfortunately both of which were crawling along at warp 1 tech since I lacked any faster engines. I had been Reserve spending on Anthill to stand up its factories, something that it could do insanely fast with the Klackon + Rich combo, and now I swapped over to Eco spending to grow as much population as possible before that invasion force arrived. A slow-moving 25 population infusion from Earf similarly arrived at a timely moment to boost the ranks of the defenders. I also managed to trade something to the Mrrshans in exchange for Hand Laser tech which might be enough to make a difference if it came to ground combat. Only one of my Laser gunboats arrived in time but it shot down 18 of the incoming transports, enough to give me the numerical advantage on the surface of Anthill. This proved to be the crucial difference:
I started out with an edge of 43 to 17 and both sides traded casualties at a rate of 1:1 to produce the pictured result. It was a really good thing that I'd traded for the Hand Lasers because the Humans were already packing the Personal Deflector Shield and even with the defender's advantage this was an exactly even struggle from a math perspective (both sides having +10 to their ground rolls). Without the Large gunship arriving barely in time to shoot down half of the invading transports, without the 25 population reinforcing from my second planet, and without the Hand Laser boost, Anthill would have fallen to the Humans here. Instead, I was able to secure the planet with more Reserve spending and transform it into a Klackon fortress in short order. Because Anthill was located in the nebula, I could never be totally safe here and would build enormous numbers of bases over the course of the game, topping out at nearly 200 missile bases later. Ironically, the planet would never face a single attack after this early invasion - which was fine with me!
That brush skirmish with the Humans was the only combat that took place throughout the early game. AI races can only spawn at yellow stars in Master of Orion and it was obvious from an early date that there was no one else anywhere in the northwest portion of the galaxy. I soon discovered that the Mrrshans and Humans had started in the yellow star cluster to the south of Anthill while the Bulrathi were further to the east beyond that wide gulf of space. The Meklars later proved to be located at that lonely yellow star in the deep south while the Sakkra were a mystery as I remained out of contact with them for ages and ages. With no border planets to clash over and most of the Klackon racial enemies missing from this game, my early trade income soon matured into friendly relations with almost everyone. There were no Alkari in this game, no Silicoids or Darloks, and the Sakkra remained out of contact so they couldn't poison the galaxy against my bugs. There weren't even any Psilons present to create a ticking time bomb with their research superiority. I could relax and take my time, voting for the bears at the first two Council elections for bonus dipo points, trading for some key techs that were missing from my tech tree like Terraforming +10 and Warp 2 engines, and largely just chilling out while developing my empire. While these weren't the most tense or exciting Livestream sessions, things were developing as smoothly as I could have wanted.
The galaxy map looked like this after about 100 turns of competition. I had been able to grab those initial planets in the east during the early turns of expansion (the three Barren worlds and the disputed Rich planet), then remained stuck for long turns on end. The Poor Terran planet to the southwest required Range 6 tech, which I did have in my tech tree and researched following Range 4, and fortunately the total lack of any competition in this local neighborhood allowed my Klackons to reach that location first. I was further able to secure a medium-sized Ocean planet to the southwest before running into the Meklar, and then another planet deep in my backlines in the northwest. That brought the overall tally to nine planets, which would be increased to ten planets when I was later able to secure the Toxic Rich planet right next to the homeworld (though I did need to chase away one Human colonizing effort with missile boats). I was glad that there were no Silicoids in this galaxy to threaten that spot.
While I was expanding at a rather slow pace to the north and west, the other empires in this galaxy were floundering around and not doing much of anything. Both the Mrrshans and the Humans controlled few planets and had hopelessly intertwined borders, with the cats looking ripe for a future expansion prospect. The Bulrathi were the largest opponent throughout the early turns; this allowed for me to vote for them in the initial Council votes, as mentioned above, and therefore turn them into a strong ally. I was most concerned about the Meklars who had the potential to grow quite large by absorbing the whole southern rim of the galaxy. Instead, they stalled out on half a dozen planets and allowed the Sakkra to claim those spots via an alliance. This eventually caused the Sakkra to outgrow the bears with their Planetology expertise, however I much preferred to face strong lizards as opposed to strong cyborgs. Best of all, none of these AI opponents were running away with the game and none of them were bigger than medium size, creating plenty of opportunities to play them off against one another and continue building up undisturbed.
My diplomatic relations were shockingly good with the other races for a Klackon game. I had signed early game trade agreements with the Humans, Bulrathi, and Meklars which all kept maturing and getting renewed at larger sums. This led to a bunch of "Relaxed" and "Amiable" faces on the diplo window; even the Mrrshans improved to Neutral status and stayed there for long turns on end. Since none of the AI empires were getting out of hand, I was perfectly content to sit around for a while racing through the tech tree. The Klackon tech tree in this game was very strong when it came to factory construction and waste cleanup but it did have several key weaknesses that I needed to address. Unfortunately I had missed out on Planetary Shield V and Scatter Pack V missiles on the military side, along with lacking Improved Robotic Controls III and all three of the initial Terraforming techs in economic terms. This left my position more vulnerable than I would have liked and kept the economy in low gear. So it raised the question: why pick a fight while missing a bunch of key techs when I could wait to advance further and plug those holes? I saw no reason to risk my position by getting aggressive.
With the passage of time though, those technological flaws were beginning to disappear. I was able to research Planetary Shield X which made my worlds immune to most of the threats that the AI races could field, then a little later upgraded from Merculites to Scatter Pack VII missiles to give my bases a sevenfold increase in power. Improved Robotics IV was in the tech tree and doubled my factory count, followed by Terraforming +40 significantly increasing the size of my worlds. I had earlier traded for Terraforming +10 and then later +20 but this still helped a lot, especially with all of those extra factories.
There was one other absolutely crippling hole in the Klackon tech tree: engine techs. Recall that the variant for this game was limiting my ships to a single movement point on the combat screen. Well, apparently the gameplay took a hint from this concept and failed to have any of the engine techs as research options. I was missing warp 2, warp 3, warp 4, warp 5, and warp 6 engines - Slowpoke Klackons indeed!
This made it nearly impossible to plan any kind of offensive actions even if I had wanted to do so, since working with warp 1 ships and warp 1 transports is a recipe for nightmares. I was able to get the Bulrathi to trade me warp 2 engines fairly early on so that my colony ships and handful of military ships had at least some faster movement. Then later the bears also agreed to trade warp 3 engines after a tremendous amount of prodding. That would be it though and most of the game was played with slow-moving warp 3 ships and warp 2 transports. I guess that I should have expected something like this when designing the variant, heh.
The peace couldn't last forever though as relations inevitably began to strain as my bugs swelled in population. Eventually I was drawn into conflict with - who else? - the Mrrshans after I had stirred up trouble between them and the Humans. I had been worried that the Humans might be able to cheese a Council victory with their diplomatic prowess and got them to attack the cats, which quickly caused the whole galaxy to explode into warfare via the network of AI alliances. I was trying to stay on the same side as the Humans and Bulrathi with the hopes of expanding at the expense of the poor kitties yet again. Well, they attacked me before I could attack them, sending the pictured fleet against one of my core worlds. The Fusion Bombs on these designs did pose a significant threat, however I had 14 points of shielding by now which minimized most of the damage and enough Klackon production to stand up 50+ bases before their fleet could arrive. I smoked this attack without issue and began preparing a counteroffensive.
The one advantage of slow movement on the combat screen meant extra space to pack in more goodies on starship designs. I had earlier traded for the Autorepair special and therefore designed my fleet around big lumbering Huge designs; you really don't want to build pathetically slow Small ships as they'll take incredible casualties in any fight. I loaded up a Huge design with that Autorepair special and some Heavy Fusion Beams and Fusion Bombs, plus as much shielding and ECM tech as I could fit. I was planning my first attack for the Mrrshan planet of Gion, located to the southeast of Anthill in the center of the map. The cats only had 4 points of shielding and even though my Huge ships took a pounding, with 3 out of 4 dying to missile fire, the last one reached the planet's surface and obliterated its defenses. Unfortunately I hadn't been able to scout this planet in the early game and therefore couldn't send invasion transports until after gaining space superiority. And then those transports were forced to lumber towards Gion at warp 2 speed, losing even more speed when they passed through Antihill's nebula. This wouldn't have mattered except that my "allies" the Humans and Bulrathi sent their ships to the same target and...
They blew it up! They destroyed the whole Mrrshan colony at Gion!
I couldn't chase their ships away because we all had Non-Aggression Pacts, thus I was forced to watch them obliterate the cats from orbit and then send all of my invading marines to an untimely death. While I suppose that I could have canceled the NAPs and tried to fight off their fleets, that would have been a bad idea from a diplomatic perspective as I was still short of a veto block in the Council. I scrambled as best I could, popping out a colony ship from Anthill and sending it down to the Gion location, only it too had to crawl south at warp 3 speed and was slowed by that accursed nebula. I tried to planet my flag here and stand up the planet from scratch, with the chat renaming it to Gi Off, however the Meklars soon showed up with their main fleet and destroyed the fledgling colony once again. Gion became a classic spud world, fought over by multiple different powers every turn with no one able to stake a claim. This was a major setback as Gion had been my path into the central part of the galaxy. Without holding it, the distances were simply too long to mount a realistic offensive against the Mrrshans, doubly so with my lousy engine tech.
This was a real setback that negated my initial strategic plan, overrunning the Mrrshans and then turning on the Sakkra. However, my Klackons remained in a very strong position overall and I nearly won the 2475 Council election with 26/40 votes (65%) even though I only held 10 votes myself. I was drawing support from the Bulrathi, Humans, and Meklars in a shared partnership against the Sakkra and Mrrshans. The Meklars didn't care much for me though, only voting my way because they were at war with the Sakkra, and it was becoming more and more clear to me that they were the obvious next target. The borgs had stalled out in the midgame and failed to expand or advance their technology. They were also highly isolated on the western side of the map where I was less likely to run into the main AI fleets. When some additional techs matured, I designed a pair of Huge warships to fight together, a gunship with a bunch of Megabolt Cannons and a bomber with lots of Antimatter Bombs and the Cloaking Device special. Once I had half a dozen of each design, I rallied them towards the closest Meklar planet:
I was helped here by having three different Rich planets on hand to go along with the innate Klackon production edge. Anthill had been a Rich planet from the outset, I had the nearby Toxic Rich planet that came online later, and then the planet in the extreme northwest corner (which we dubbed Point Nemo) drew the Mining event to become a Rich world as well. I had also discovered Controlled Robotics V by this point along with Atmospheric Terraforming and Terraforming +50 techs to have some very large and very powerful planets. This attack against the 24 bases at Pollus suffered some nasty casualties, with all of my older Fusion gunship designs getting shot down along with most of the new bombers. Enough of them survived to get the job done though and I had enough production capacity to replace the ones that were destroyed. My marines actually had a slight edge in the ground combat thanks to bringing Zortrium Battle Suits against their Titanium Combat Armor and captured the planet on the initial turn along with 383 factories. (Thanks to the Sakkra for trading me the Advanced Space Scanner earlier to make invasions vastly easier.) The big prize at Pollus was Advanced Soil Enrichment - woohoo! I had been missing both the basic Soil Enrichment and the Advanced version from my tech tree. It was the only major economic tech that I was still lacking and I happily began turning every planet into a Gaia paradise.
The next two dozen turns were clinical in nature as I ran over the remaining Meklar worlds. My slow engines meant that I took significant casualties on my bombers each step of the way, and yet the borgs couldn't stop me from taking whatever I pleased. I captured Rigel and Tauri, then raced forward to take the cyborg homeworld of Meklon before someone else could claim it. Meklon had 58 bases and took out nearly 20 of my Huge bombers (ouch!) but once again couldn't stop the stack from reaching the planet's surface and dropping ordinance all over it. There I looted the most critical tech of all:
Stars alive, an actual engine tech! Something that made ships go faster, imagine that. This allowed me to whip up a new all-purpose Huge warship design with a bunch of Gauss Autocannons and Neutronium Bombs, the top bomb tech in the game that deals 40-70 damage against planetary surfaces. The one remaining flaw in my ship designs was still being stuck on Zortrium Armor, though I was about to start researching Neutronium Armor which has the best protection in the game. Unfortunately there was just one other problem: the Sakkra captured the Meklar planet of Phyco two turns before I took Meklon. This meant that I eliminated the cyborgs completely from the galaxy and therefore absorbed the genocide penalty, dropping relations enormously with everyone else. At least I already had a veto block in the Council by now and there was a route back to diplomatic popularity: by hitting the lizards. I needed to decrease their population anyway since they were my opponent in the Council and I could simultaneously fix my relations with the Humans and Bulrathi by doing so - sounded like a plan.
The Sakkra had a collection of worlds in the far southwest corner which were conveniently located right next to the planets that I had taken from the Meklars. The biggest issue here was the sheer size of the planets that I was attacking. The AI builds missile bases equal to 1/3 of the planet's max population and all of the Sakkra worlds were simply enormous, with planets like this pictured one having 87 bases each firing Pulson missiles. Even with the Cloaking special and lots of ECM on my ship designs, it was absolutely brutal every time that I attacked a new planet. My poor ship designs could only move - one - tile at a time and had to eat *SEVEN* rounds of enemy missiles before they could reach the planet's surface. With normal speeds, your ships have to survive one or at most two volleys of enemy missiles before dropping the bomb payloads so this was far worse than I was used to seeing. The thing that was keeping my war effort afloat was frankly insane levels of production to keep replacing the ships as they were destroyed, with new ships routed through Star Gates to reach the front lines immediately. I even had Improved Industrial 2 technology for ridiculously cheap factories that could stand up captured planets in no time at all.
Anyway, to make a long story short, the Sakkra could bloody my invasion efforts but they couldn't stop them either. I took four different planets away from them over a series of turns and looted out their whole tech tree, with the biggest prize being Complete Terraforming. That's the top tech in the Planetology tree, Tech Level 50, and it's essentially Terraforming +120 to reach the maximum size possible on each world. Sakkra possession of this tech was the whole reason why they had been competitive in the Council, and once I had it as well, the lizards were completely doomed. It allowed me to do this:
Yep, that was a whole lot of new bugs growing on every planet in this version of a baby boom. Just look at those production numbers on every planet, holy cow! Total income from planets was 34,000 and I still didn't even have half the planets on a Standard sized map, sheesh. Have I mentioned that the Klackons are a really, really strong race in Master of Orion?
Amusingly I tried to capture the planet of Arietis just before the next Council election and actually failed, my entire stack of 25 Huge ships getting plastered and destroyed before they could make it through the withering defensive missile storm. That condemned some 200 million Klackon marines flying through space on transports to an untimely death, ummm, sorry about that guys. I was about to pop several major tech upgrades (Class XI Shields and Neutronium Armor) so the plan was to design an improved ship and come back a short time later to continue rampaging through Sakkra territory. With every planet set to research, I was making 35,000 RP each turn and the lightbulbs were filling up at an amazing rate. It didn't matter though because we reached the 2550 Council vote and this game came to a close:
The Sakkra voted for themselves with 13 votes and the remnants of the Mrrshans cast their single vote their way, but I drew support from the Bulrathi and Humans along with my own 38 votes to take a comfortable victory. This was a Domination win by Realms Beyond nomenclature with my own Klackons controlling 61% of the vote, which easily could have become a Conquest or Extermination win by playing on further. But this game was very clearly finished and anything further would have been pointless mop-up work so I was quite content to stop here with the assist from my allies. Both the bears and the humans had been outstanding friends the whole game which was another reason to leave them alone.
Overall this was an easy game after I made the critical move to secure the Anthill location. The Klackons are nearly unstoppable if they get left alone to develop in peace, and, well, that's exactly what happened in this game. I leveraged diplomacy extremely well between swinging several major tech trades and entangling the AI empires in pointless warfare; I probably noticed these diplo shenanigans to a greater degree because I had done the Taciturn Humans variant a few months earlier where diplomacy was strictly limited. No AI races ever managed to turn into runaway powers and my Klackons simply outscaled everyone in time. So while this game wasn't particularly dramatic, it was a relaxing and fun effort for me. Not every game has to be a nailbiter - sometimes it's fun to play something chill instead. 



