Old galaxies are mostly orange and yellow, with red in third place. Average galaxies are mostly red, orange, and yellow being again third place.
Young galaxies mostly have the hotter stars, with blue and white stars forming the majority and yellow stars coming third place. Galaxy age primarily influences the chances of star types to appear, and for each start types the chances of particular planet biomes appearing. Each wormhole connection requires two stars, which serve as entries and exits.Īll galaxy settings can be modded in ModelledGalaxyData.yaml. Wormhole How many wormhole connections are present. Monster How many systems will have a space monster at game start. Since there are nine independent civilizations, this is the maximum possible value. Minor How many independent civilizations are present. While the full game could support 14 civilizations in the galaxy, the interface is designed for a maximum of 9.
#Master of orion conquer the stars mods mod
The second value is the maximum that can be set. The Tactical Mod for Master of Orion: Conquer the Stars adds more depth to the tactical battles by adjusting the way ships maneuver, giving weapon categories and individual weapons roles, adjusting how player build ships, and changing how the AI designs their ships and fleets. The first value corresponds to the "recommended" setting which is the default value set when choosing this shape/size combination. Major How many major civilizations are present, player included. In MOOCTS, the galaxy size also determines how many major and minor civilizations exist in the galaxy, how many space monsters are found, and how many wormholes are present. For Master of Orion: Conquer the Stars, each galaxy size/shape combination has a minimum and a maximum number of stars. The third introduced different galaxy shapes and made the number of stars random, so the value given is an approximation of how many can be expected. In the first two games, this was a fixed number.
Galaxy size determines how many star systems are in the game.