

This shift, to put it lightly, has been a point of contention in the community during the game’s time in Early Access, but I've learned to admire the comparative speed of the approach and the way the right combination of timing and skill can let me use my smaller ships to outmaneuver the enemy's larger ones. I'm particularly fond of the shift from turn-based to real-time combat in the battles that pop up when you fight alien civilizations or pirates. Part of Wargaming's reason for reviving Master of Orion was to introduce a new generation for 4X gaming, and it succeeds admirably through the help of an optional adviser and a user interface that conveniently draws attention to different elements as the turns roll on. In fact, if anything, it's far more accessible and streamlined than the games it's based on, and that needn't be a bad thing. But one good thing about the new Master of Orion is that it never really gets out of hand. There's a lot of extra stuff sandwiched in menus between all that, such as raising taxes, following a lengthy tech tree, designing custom ships, or figuring out how to juggle a planet's population for maximum production efficiency.

Sometimes you'll find untouched planets to colonize for yourself, but on other occasions you'll find aliens whom you can either befriend or crush. In singleplayer and multiplayer modes, these experiences usually involve founding a colonies, managing those colonies’ industrial and research output, all while sending scout ships out to nearby stars to find what may be hiding there.
