History VideoGame / Ascendancy

7th Jul '16 11:24:14 AM ChronoLegion
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* ArtificialStupidity: The game's AI is far from genius-level. Taking a look at most AI-controlled planets reveals a dismal sight of colonies with barely any industry/research/prosperity, while your own planets will probably be full of factories and labs. By the late-game stage, the computer will be trying to build huge ships with high-end equipment on such planets, which is likely to take hundreds of turns.
7th Jul '16 11:19:19 AM ChronoLegion
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* WaveMotionGun: You can accidentally end up with one, if one of your Xeno-digs nets you a late-game weapon tech near the start of the game. Sure, you can get a gun that can OneHitKill any enemy medium-size vessel, but it'll take you forever to build a ship with it using early game industry, and the weapon will likely require the amount of power your ship can barely provide, meaning your warship will be mostly full of power plants just to be able to charge the cannon. The ship's power will probably be drained after each shot, leaving the enemy to pound your ship for the rest of that turn with the other ships they were able to build while you've been building your one. Since most shields require power to function (and the one that doesn't barely blocks any damage), your ship will be, effectively, defenseless.
5th Jul '16 9:04:02 AM ChronoLegion
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* TheReptilians: The Chamachies. Kind of. They have six limbs, so they're not like any reptiles on Earth.

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* TheReptilians: The Chamachies.Chamachies (see page image). Kind of. They have six limbs, so they're not like any reptiles on Earth.
5th Jul '16 9:02:54 AM ChronoLegion
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* APartyAlsoKnownAsAnOrgy: The Endless Party planetary project boosts that planet's prosperity based on its industrial output.

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* APartyAlsoKnownAsAnOrgy: The Endless Party is a planetary project that boosts that the planet's prosperity based on its industrial output.output. Prosperity is what allows a planet's population to grow.
5th Jul '16 9:02:05 AM ChronoLegion
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* APartyAlsoKnownAsAnOrgy: The Endless Party planetary project boosts that planet's prosperity based on its industrial output.
5th Jul '16 8:59:53 AM ChronoLegion
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** Due to their inorganic nature, the Shevar, warlocks from another Universe, would count towards this too.



** Due to their inorganic nature, the Shevar, warlocks from another Universe, would count towards this too.
5th Jul '16 8:59:32 AM ChronoLegion
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* ArbitraryHeadcountLimit: Your maximum number of ships (no matter the size) is dependent on the number of star systems you control exclusively (above a certain minimum). Partial system control doesn't count, which can be annoying if another race colonizes a tiny planet in your system that you've been ignoring, leaving you one less ship you can build.


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* DomedHometown: At the start, the only way to increase the maximum population on your planets is to build Outposts. Later on, you can build larger Habitats, which also provide prosperity. Both of these look like large transparent domes with structures underneath.


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* MegaCity: You eventually learn to build those. They're a bit of a MasterOfNone type of structure, providing small amounts of industry, science, prosperity, and population space. Individually, higher-level structures that are focused on each aspect provide a lot more, but they can be a life-saver on small planets.
5th Jul '16 8:49:40 AM ChronoLegion
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* DeflectorShields: Shields are important in allowing a ship to survive more than a few hits. Depending on the strength and power supply, they either absorb or mitigate the damage. All but one type of shield is a heavy drain on the power plants when active. The remaining one consumes no power but is extremely weak. Planets can have orbital shields that prevent enemy ships from entering orbit, but they don't actually protect orbital or planetary structures from harm. Their only use is to prevent the enemy from launching invasion modules (which can only be done in orbit).


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* KillSat: You can build three types of active orbital defenses. An Orbital Missile Base has an okay range and dose decent damage but can only fire once per galactic turn (nothing prevents you from building several of these, though). A Short Range Orbital Whopper has the same range and deals the same damage but can fire up to three times per turn. A Long Range Orbital Whopper is the ultimate orbital defense structure and can fire over half a system away, although it's the same as the short-range version otherwise. Few shipboard weapons can out-range it.


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* OrbitalBombardment: If a planet is too well protected, you can bomb it to hell with Phase Bombs, each of which takes up a slot in the ship's configuration and is gone after a single use. It does, however, destroy a number of random structures and can even be used to depopulate a planet completely. However, it can only be done when a ship is ''not'' in orbit (i.e. the planet's orbital screen) but in interplanetary space very close to the planet.
5th Jul '16 8:38:35 AM ChronoLegion
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* ReactionlessDrive: Some of the drive systems have flavor text that describes them as this. In game terms, though, the only difference between all drives is speed and power consumption stats.
5th Jul '16 8:36:48 AM ChronoLegion
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* {{Terraforming}}: Black squares in planets don't allow you to build anything but communication rails or global projects. But when you've researched Terraforming, you can turn them into white squares. However, the Orfa don't need Terraforming: they can build anything on black squares.

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* {{Terraforming}}: Black squares in planets don't allow you to build anything but communication rails or global projects. But when you've researched Terraforming, you can turn them into white squares. However, the Orfa don't need Terraforming: they can build anything on black squares. In an extreme case, and with plenty of time and patience, you can turn a lifeless husk planet (consists entirely of black squares) into a pretty nice place to live.
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