The Meklar are one of the major civilizations in Master of Orion.
Background[edit | edit source]
Master of Orion[edit | edit source]
For centuries the Meklars have developed and worn powered exoskeletons to compensate for their physical weakness. As a result, the Meklars are the acknowledged masters of cybernetic interfaces and are able to control two additional factories per population above and beyond their normal technological limit. Also, Meklars also do not need to pay to refit factories for Robotic Control.
Since Meklars can create powerful industries, Meklar players do not need to expand as quickly as the other races.
Master of Orion II: Battle at Antares[edit | edit source]
The Meklars are a physically weak race whose population has become dependent on cybernetic exoskeletons. This, of course, has led to even further physical deterioration, to the point that their bodies have atrophied to tiny, fragile husks. Unlike other races, Meklars survive partly on the lithosphere of their home world. They consume half a unit of minerals and half a unit of food each per turn (rounded up), instead of the usual unit of food. Furthermore, their powerful exoskeletons add to their production ability; millions of untiring Meklar factory workers each provide a +2 production bonus. Their cybernetic interfacing makes shipboard repairs possible without specialised equipment, even during combat. The Meklar government is a strict Dictatorship.
Master of Orion 3[edit | edit source]
Calling themselves the “Pure Ones” to signify their complete separation from the corruption of biological matter, the Meklar are masters of mathematical and computer sciences, and their mechanical efficiency makes them both supreme industrialists and formidable foes in combat. Contemptuous of organic life forms (the “flesh beasts” of the Orion Sector), they also eschew their technologies, including economics and ecological science. They despise the Cynoid, their Cybernetik brothers who have not yet rejected their biological origins.
Master of Orion: Conquer the Stars[edit | edit source]
Manual[edit | edit source]
All Meklar are agents of a single cybernetic entity. The centralized Meklar consciousness offers a level of mechanical efficiency unparalleled in the universe, but makes them terrible at diplomatic efforts. As a result, they stay isolated on a small number of worlds, perfecting their factories and furthering their secretive agendas.
In-game[edit | edit source]
Coexisting in a sprawling, jumbled network filled with incessant chattering voices and signals, the Meklar Combine is an artificial ecosystem of AIs from the planet Meklon.
While most Meklar have distinct cybernetic bodies to allow them to interact with their environment, many reside as programs and subroutines of the Main Combine Cycle.
Ruled by the Overseer Routine, they are industrious, capable of producing infrastructure and large fleets in a very short time, but the constant buzz of options and endless iterating cycles of application requests and updates makes them erratic and unpredictable.
Website Biography[edit | edit source]
The Meklar are hyper-logical machines which are all expansions of the same consciousness. The Meklar prioritize pursuits that are efficient, logical, and beneficial to the Combine. They do not have "values" that follow the same conventions as other races. As cybernetic computers, the Meklar have priorities and objectives which function to advance their own knowledge and capabilities. They only seem to "fear" losing power or memory, which means a loss of ideal operation standards and leaves the Meklar infrastructure at risk.
The Meklar home world of Meklon was once host to many diverse populations of organic wildlife, but they were driven high into the wooden mountains to avoid the urbanization of Meklar development. The Meklar have overtaken Meklon with their elaborate infrastructure that serves as a base for the complex mix of hardware and software development that fuels the empire. The Meklar are built and plugged into their shared consciousness, becoming fully operational as soon as they are integrated into the system.
The origins of the Meklar are unknown. While the Meklar appear to be entirely machine, they do still require organic materials such as food and water. The reason is unknown. Perhaps their creators gave them organic parts to create a similarity, but the Meklar's creators have been gone for a long time now and nothing remains of them but their machine legacy.. It is unknown to what end the Meklar spread themselves across the galaxies - colonizing, watching, and updating their systems all the while. Some whisper that the Meklar search for an endless and renewable power source so that they may monitor all corners of the universe.
Characteristics[edit | edit source]
Industrious, Erratic, Unpredictable
- Industrialist (4)
Industrialists emphasize factory construction. They prioritize research into areas that will increase production capacity.
- Starting Technology: Physics
- Production from Population: +25%
- Cybernetic (8)
Half creature, half machine, these cybernetic organisms require less food and work more efficiently, and also have a knack for taking care of artificial systems.
- Food Consumption: -50%
- Ship Improvements: Auto Repair
The Meklar traits cost a total of 12 points, a combination that would be illegal as a custom race (10 points maximum).
Relations with other races[edit | edit source]
Strategies[edit | edit source]
Gallery[edit | edit source]