Master of Orion's Races

Being 4X games, the Master of Orion series doesn't give too much detail about each race. Although part of their culture and history were lightly touched upon, their technology is left open for players to develop and can therefore can be different from game to game. This article attempts to cover the basic information provided to players as much as possible. While humans aren't an alien race, this article includes mankind in order to serve as a point of reference in the Master of Orion universe.

All of the listed races are sapient and capable of interstellar travel.

Races introduced in Master of Orion
At the end of the legendary war between the precursor factions of the benvolent Orions and the twisted Antarans, the Orions managed to imprison the Antarans in a pocket dimension. Following that, the Orions mysteriously vanished from the galaxy. The only trace left behind was the Guardian, a massive automated starship outfited with incredibly advanced technology, which appears to guard their home planet. In their wake remain ten primitive races that begin spreading throughout the now unclaimed galaxy, each building their own empire. Canonically, they eventually formed the Galactic Empire, ruled by the Humans, which lasted until the era of Battle at Antares.

Humans


Homeworld: Sol

Known Emperors: Johann III, Durash IV, Strader, Lasitus, Bladrov II, Alexander, Caesar, Reed, Sargon, Sancho

Racial Tendencies: Honorable Diplomats

Tech Specialties: Excellent Force Fields, Good Planetology, Good Construction

A more diplomatic race, the Humans trusted and were trusted by every other alien race. Skilled in deal-making and trading, they also could influence High Council voting in their favor. Human leaders were often very honorable, not easily forgetting past wrongs committed by their adversaries. They were outstanding at developing new force fields, and were also good at planetology and propulsion tech. In fact, after the Psilons, the Humans were the best scientific race in the galaxy.

Humanity was much the same as it had been throughout the ages; Sol was ruled by a type of Democracy, but the leader was still an Emperor. Nevertheless, the Humans had the greatest personal freedom of all the races, and this resulted in fast research and high incomes (and poor counter-intelligence). Humans had lost their trading skills, or else the other races did not trust them as much as before; the Humans no longer found ways to greatly profit out of their trade agreements. Human diplomats were skilled and well-liked; deals were reached easily and mercenary leaders were common and inexpensive. The Humans were neutral toward all the other races upon first contact. Human emperors were often very honorable, and would not forget past wrongs. They were not to be trifled with.

In Master of Orion 3, they claim to be descendants of the Ancient Orions, although most races of the Orion Sector aren't convinced by this assumption.

Silicoids


Homeworld: Cryslon

Known Emperors: Igneous, Geode, Sedimen, Crystous, Granid, Carnax, Igneus Maximus, Sedimin, Krakatoa, Quorzom, Vorkronoa, Sandebar 

Racial Tendencies: Xenophobic Expansionists

Tech Specialties: ''Good Computers, Poor in all other research fields. ''

The Silicoids were crystalline beings. Their population grew slowly, but pollution and hostile environments did not harm them at all. This allowed for early colonization of rich, hostile worlds. The Silicoids were skilled at new computer research, but were poor in all other fields of technology. Their fleet preferred larger ships. Silicoid emperors were usually hostile and expansionistic. They were enemies of the Darloks, but were more favorably disposed towards the Humans, Klackons, and Meklars.

Cryslon had long been the home of perhaps the strangest race in the known universe. Their appearance had greatly changed over time (their number of eyes had greatly decreased) but their general survivability remained. The Silicoids were silicon-based life-forms, and they were immune to pollution and did not require food to survive. They could support high populations on all types of planets. Their populations did grow slowly, though. In diplomacy, the Silicoids were at a severe disadvantage; they could not make deals beyond war, peace, and surrender. The Silicoids of earlier eras did not have this communication problem, and it is not known where it came from. Silicoid leaders were Dictators, and were reputed to be highly xenophobic and expansionistic. The Silicoid race had respect for the Darloks and Klackons (two aggressive races); they did not trust the Elerians or the Meklars.

Races introduced in Master of Orion II
Three new races emerged and thanks to the fall of the Galactic Empire, all thirteen races now seek for galactic dominance once again. Aside from these races, the last Orion, Loknar, made appearance and his old nemeses, the Antarans would break out of the prison dimension and send their fleets to destroy other races colonies.

Races introduced in Master of Orion III
Few of ancient races such as Saurians and Ichthytosians are mention in background story as ancestors of playable races but never appear in game. Several of older races (Alkari, Darlock, Bulrathi, Mrrshan, Elerian and Gnolam) as well as group of newcomers (Brye Ehts, Ajadar, Audrieh, Phaigour and Rhea) are unplayable but can be encountered and conquered in game. Backstory suggest that these races are on edge of extinction, suffering heavily loss from Antaran since Battle at Antares.

The game also provides a rich background story of the playable races, including detail history of Orion Sector.

Grendarl
Another descendants of the ancient Saurians, Grendarls are warrior race with clan-based social structure. They have high loyalty to the clan, alway placing the group before the individual. With high population growth, even surpass other Saurians, Grendarl usually has very large army of skill combatants. They aren't very good when it come to economic or research however.

Grendrals once worked under Sakkra's command as shock troopers. However during Raas's rebellion, the Grendarls manage to suppress the revolution but feel that they had betrayed their honor by fighting Raas. Eventually they left Sssla as well.

Nommo
This cephalopodic species once coexisted with the Trilarians but left after the War of the Depths. In contrst to peaceful Trilarians, Nommo are highly radical and militaristic. Nommo believe they are descended directly from the "Old One", the god of the first Ichthytosians who brought them wisdom and consider themselves as "children of god". Nommo will engage in holy war against whatever might deny them their birthright. They have strong hatred toward Trilarians who still lay claim to what the Nommo consider "their" homeworld. Despite being militaristic race, Nommo aren't very good when it come to ground combat - not unlike Trilarians.