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* CollateralDamage: Most misses in the game are treated as not hitting anything. However, "area" weapons and [[EarthShatteringKaboom World Destroyers]] cause SplashDamage that affects everything within a certain radius. As a result, it's not uncommon to see these weapons destroying friendly ships and enemy ships alike.

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* ScrewTheRulesImBeautiful: Securans will occasionally act this way: deflecting blame for criminal actions through their looks.

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* ScrewTheRulesImBeautiful: Securans will occasionally act can come across this way: way compared to other species, as if they were used to deflecting blame for criminal actions through their looks.looks.
-->"Covert missions? What missions? If there were any missions, we certainly wouldn't talk to you about them. But there are no missions anyway... So stop being so paranoid!"

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* AppealToForce: Pirates operate this way by default: you give them cash on a regular schedule, and they have less reason to seriously cripple your shipping and invade your planets. The player's empire and all other empires can do this too, either by enforcing blockades, threatening war, or [[BiggerStick just having a larger military than the other guy]].



* EmergentNarrative: Each empire in the game will have a succession of rulers with different personality traits and skills, as well as constantly shifting internal and external politics. As a result, the game evolves into a grand narrative of intrigue, diplomacy, technology, alliances, rivalry, and war.
* EmperorScientist: The "Technocracy" government is essentially a kind of ElectiveMonarchy where the only eligible leaders are the scientists in the empire. Generally, the smartest one rules.



* ExplosiveBreeder: The Atuukans, Gizureans, and Securans all breed very quickly compared to everyone else. It's not uncommon for a Gizurean colony to grow as many as 11 billion citizens in the time it takes humans to get to a population of a few millions.



* KarmaMeter: Your empire's overall reputation affects diplomacy [[SeriousBusiness an awful lot]]. The reputation of an empire can range from "diabolical" to "heroic" depending on it's international behavior, such as honoring or breaking defense pacts, [[OrbitalBombardment bombarding planets]], [[RecruitingTheCriminal dealing with]] or ''[[DeadlyEuphemism dealing with]]'' pirates, and [[ImplausibleDeniability how many spies got caught recently]]. Empires that have a good reputation will see a diplomatic bonus, thanks to the perception that they are trustworthy and honorable. Empires that lean towards the more evil side of this scale are generally hated, and their wartime enemies are progressively allowed to use more [[FinalSolution extreme]] [[EarthShatteringKaboom methods]] in dealing with them [[GodzillaThreshold without incurring any reputation penalties from anyone else]].

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* KarmaMeter: Your empire's overall reputation affects diplomacy [[SeriousBusiness an awful lot]]. The reputation of an empire can range from "diabolical" to "heroic" depending on it's international behavior, such as honoring or breaking defense pacts, [[OrbitalBombardment bombarding planets]], [[RecruitingTheCriminal dealing with]] or ''[[DeadlyEuphemism dealing with]]'' pirates, and [[ImplausibleDeniability how many spies got caught recently]]. Empires that have a good reputation will see a diplomatic bonus, thanks to the perception that they are trustworthy and honorable. Empires that lean towards the more evil side of this scale are generally hated, and their wartime enemies are progressively allowed to use more [[FinalSolution extreme]] [[EarthShatteringKaboom methods]] in dealing with them [[GodzillaThreshold without incurring any reputation penalties from anyone else]]. Also, it's entirely possible (but very difficult) to do countless horrible things and yet [[KarmaHoudini still have the reputation of a saint]].



* MilitaryCoup: The military dictatorship government often forms as a result of one of these. Any kind of [[LaResistance military uprising]] may have this as it's ultimate goal.



* MookCommander: Captains and Admirals are non-playable characters who add bonuses (or deficits) to entire ships and fleets, respectively.



* RepressiveButEfficient: The "Way of Darkness" government is every bit as repressive and powerful as a typical Military Dictatorship, but with [[PurposelyOverpowered none of the usual drawbacks]].



* ScrewTheRulesImBeautiful: Securans will occasionally act this way: deflecting blame for criminal actions through their looks.



* TheSpymaster: Intelligence agents are these. They can insert themselves deep into another government to monitor military and economic movements, assassinate political enemies, steal technology, incite rebellions, blow up space stations, and generally make life a complete mess for anyone who doesn't prepare for them.



* SuicidalOverconfidence: In this game, this trope is generally [[AvertedTrope averted]]. However, a weaker power can still initiate a hopeless fight if they decide that [[CorneredRattlesnake have no other choice]], or they [[RageBreakingPoint just hate you that much]].



* TechTree: Three of them researching at the same time.
* {{Terraform}}: Any livable planet will have a "quality" rating that determines how hard life is on that world. The terraformer building slowly incrases quality to 100%.

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* TechTree: Three There are three technology trees, all of them researching which are researched separately at the same time.
time: [[LensmanArmsRace Weapons]], [[PowerSource Energy and Construction]], and [[ResourcesManagementGameplay High Tech/Industrial]]. The placement, aptitude, and specific expertise of your scientists determines which sectors advance faster. Additionally, those scientists may become targets for assassination.
* {{Terraform}}: Any livable planet will have a "quality" rating that determines how hard life is on that world. The terraformer building slowly incrases increases quality to 100%.


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* VestigialEmpire: It's entirely possible for a vast empire that rules a good chunk of the galaxy to collapse in on itself and break into pieces as a result of invasion, lack of resources, internal struggles for power tearing the empire apart, or even [[LaResistance successful citizen's rebellions]].


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* VideoGameCrueltyPunishment: As it turns out, people tend to gang up on megalomaniacal tyrants.
* WeAreStrugglingTogether: It's not uncommon to find empires fighting for a single cause to ''also'' kill each other. One particularly common example is two empires at war with each other, who happen to encounter some pirates in a system where they are skirmishing - they will kill the pirates, but they won't stop killing each other in the meantime. This can extend to factions that broke off from a bigger empire mutually hating each other despite both coming technically from the same rebellion.


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* WeHaveReserves: There's nothing stopping you from [[EarthShatteringKaboom blowing up a planet]] while your fleets are still orbiting well within the blast radius. Additionally, Teekan and Gizurean militaries tend to have incredibly large numbers of very mediocre warships: military victory for them often comes at a massive cost in both destroyed ships and dead crews.


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* WonTheWarLostThePeace: Just because peace was declared doesn't necessarily mean the hostilities are over. It's not uncommon to end a war, only to have one of your science stations suddenly and mysteriously explode, or a group of mercenaries [[RecruitingTheCriminal show up out of nowhere to harass your shipping]]. That, and depending on the economic situation, they may manage to [[OhCrap recover from the war faster than you do...]]

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* ComicallySmallBribe: This can happen, either as a result of an empire simply not having the funds to sufficiently pay a superior enemy, or as a result of an empire not taking another empire seriously.
* CommandAndConquerEconomy: Averted. The presence of a realistic economy that exists almost entirely outside of player control is this game's biggest selling point.
* ConflictBall: The tensions between the races which hate each other (bugs vs humans) can certainly seem like this.
* ColonizedSolarSystem: You start the game as one of these, trying to expand beyond that system into the larger galaxy.

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* ComicallySmallBribe: This can happen, either as a result of an empire simply not having the funds to sufficiently pay a superior enemy, or as a result of an empire not taking another empire seriously.
seriously. Additionally, the amount of money an AI empire can give anyone in a bribe is capped.
* CommandAndConquerEconomy: Averted. The presence of a realistic economy that exists almost entirely outside of direct player control is this game's biggest selling point.
point. It's also the single most important element of any society: maintaining that economy's ability to grow essentially dominates gameplay.
* ConflictBall: The tensions that inevitably form between the races which that naturally hate each other (bugs (for example, bugs vs humans) can certainly seem feel like this.
this. Depending on how the world generates, you can easily end up with [[TheAlliance one or more alliances]] fighting [[GuiltFreeExterminationWar genocidal war]] against the species that they hate.
* ColonizedSolarSystem: You start the game as one of these, these: a civilization with a single capital planet and perhaps a colony or two, trying to expand beyond that system into the larger galaxy.



* DeflectorShields: Most every ship in the game will have shields unless it is designed before shields are invented. It's entirely possible to deliberately avoid using shield defenses, and in some rare cases it's encouraged to avoid them in order to free up space for other, more [[SituationalSword immediately important]] equipment.

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* DeflectorShields: Most every ship in the game will have shields unless it is designed before shields are invented. It's However, it's entirely possible to deliberately avoid using shield defenses, and in some rare cases it's encouraged to avoid them in order to free up space for other, more [[SituationalSword immediately important]] equipment.



* EasyLogistics: Averted. Every single ship and every single space station in the entire game requires money and a sufficient supply of various (more than 40) differing materials for [[UpToEleven each individual component involved in it's construction]]. This includes different types of fuel, active and inert gases (argon, hydrogen, helium, caslon, krypton, etc.), different metals and building materials (steel, lead, chromium, gold, iridium, carbon fiber, polymer, aculon, etc.), various rare stones (osalia, emeros, nekros, dilithium, etc.) all of which need to be mined and processed for use. There is no hard or soft unit limit to the number of ships, stations, or planets that you can support... ''[[RealityEnsues except]]'' your ability to [[ResourcesManagementGameplay pay for them, fuel them, resupply them, and pay for any repairs in both time, money, and materials]]. Especially in the early game, this can be a real hassle.

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* EasyLogistics: Averted. Every single ship and every single space station in the entire game requires money and a sufficient supply of various (more than 40) differing materials for [[UpToEleven each individual component involved in it's construction]].construction and maintenance]]. This includes different types of fuel, active and inert gases (argon, hydrogen, helium, caslon, krypton, etc.), different metals and building materials (steel, lead, chromium, gold, iridium, carbon fiber, polymer, aculon, etc.), various rare stones (osalia, emeros, nekros, dilithium, etc.) all of which need to be mined and processed for use. There is no hard or soft unit limit to the number of ships, stations, or planets that you can support... ''[[RealityEnsues except]]'' your ability to [[ResourcesManagementGameplay pay for them, fuel them, resupply them, and pay for any repairs in both time, money, and materials]]. Especially in the early game, this can be a real hassle.



* HumansAreDiplomats: Humans get boosts to espionage, diplomacy, and research.



* ImportedAlienPhlebotinum: Lots of ships and other goodies can be found while exploring.
* ISurrenderSuckers: With enough money or resources, it is possible to pull this trick on another Empire by conceding a war, only to resume it almost immediately.

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* HumansAreAverage: Humans get moderate boosts to [[JackOfAllStats espionage, diplomacy, and research.]] Other races tend to have higher boosts, but in fewer areas.
* ImportedAlienPhlebotinum: Lots of abandoned ships and other goodies can be found while exploring.
* ISurrenderSuckers: With enough money or resources, it is possible to pull this trick on another Empire by conceding a war, only to resume it almost immediately. Be wary of doing so, though, as they will certainly use that money against you.



* RobotSoldier: The "Robotic Troop Foundry" allows your empire to make battalions of robot soldiers.

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* RobotSoldier: The "Robotic Troop Foundry" allows your empire to make battalions of robot soldiers. They are essentially [[MechaMooks cheap cannon fodder]] compared to most any other military unit.
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** Star Trek:

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** Star Trek:Franchise/StarTrek:



*** The Kiadians are based on the Talosians from ''The Cage.'' Like the Talosians, they are a very intelligent humanoid race with huge brains and a penchant for holographic illusions.
** Star Wars:

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*** The Kiadians are based on the Talosians from ''The Cage.'' Like the Talosians, they are a very intelligent humanoid race with [[MyBrainIsBig huge brains brains]] and a penchant for holographic illusions.
** Star Wars:Franchise/StarWars:
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* VideoGameCrueltyPotential: The amount of horrific things you can do to other empires and even your own citizens is pretty incredible. You can [[MadeASlave enslave]] anyone that happens to be living on any of your planets, even deporting undesirables to a designated [[PenalColony penal colony]] if you wish. You can, as an official policy, [[FinalSolution kill all members of a certain species]], or even [[UpToEleven their entire racial family]] (such as, killing every humanoid being in the galaxy). You can [[OrbitalBombardment bomb any planet]] until it becomes a [[DeathWorld virtually uninhabitable waste]] - or, if you have the right tech, [[EarthShatteringKaboom blast it, and all it's billions of inhabitants into an asteroid field.]]
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* PurposelyOverpowered: Among all of the the [[RagnarokProofing salvageable ancient relics in this game,]] there are ''[[UpToEleven many]]'' things that are deliberately designed to give the middle finger to CompetitiveBalance in the most horrible ways imaginable. You will spend much of the game fighting over them. These can range from [[AdvancedAncientAcropolis amazingly advanced cities]] that grant insane bonuses, [[note]]"insane" as in, [[GameBreaker passively boosting all trade income or weapons research by 50% just because you own them]][[/note]] to [[{{Unobtainium}} exceptionally rare]] trade goods that [[GreenRovks grant extreme bonuses to whomever has them]], to [[LostTechnology super-technologies]] that, once obtained, are immediately made unavailable to anyone else. The absolute kings of this trope, though, are the [[MeaningfulName World Destroyers]], which come with a self-recharging laser cannon that is powerful enough to [[EarthShatteringKaboom blow up ANY planet]] and [[SplashDamage everything else in the area around it]] ''once every 30 seconds...'' luckily, they take a [[NecessaryDrawback very long time to build]].

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* PurposelyOverpowered: Among all of the the [[RagnarokProofing salvageable ancient relics in this game,]] there are ''[[UpToEleven many]]'' things that are deliberately designed to give the middle finger to CompetitiveBalance in the most horrible ways imaginable. You will spend much of the game fighting over them. These can range from [[AdvancedAncientAcropolis amazingly advanced cities]] that grant insane bonuses, [[note]]"insane" as in, [[GameBreaker passively boosting all trade income or weapons research by 50% just because you own them]][[/note]] to [[{{Unobtainium}} exceptionally rare]] trade goods that [[GreenRovks [[GreenRocks grant extreme bonuses to whomever has them]], to [[LostTechnology super-technologies]] that, once obtained, are immediately made unavailable to anyone else. The absolute kings of this trope, though, are the [[MeaningfulName World Destroyers]], which come with a self-recharging laser cannon that is powerful enough to [[EarthShatteringKaboom blow up ANY planet]] and [[SplashDamage everything else in the area around it]] ''once every 30 seconds...'' luckily, they take a [[NecessaryDrawback very long time to build]].
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* PurposelyOverpowered: Among all of the the [[RagnarokProofing salvageable ancient relics in this game,]] there are ''[[UpToEleven many]]'' things that are deliberately designed to give the middle finger to CompetitiveBalance in the most horrible ways imaginable. You will spend much of the game fighting over them. These can range from [[AdvancedAncientAcropolis amazingly advanced cities]] that grant insane bonuses [[note]]"insane" as in, [[GameBreaker passively boosting all trade income or weapons research by 50% just because you own them]][[/note]], to [[LostTechnology super-technologies]] that, once obtained, are immediately made unavailable to anyone else. The absolute kings of this trope, though, are the [[MeaningfulName World Destroyers]], which come with a self-recharging laser cannon that is powerful enough to [[EarthShatteringKaboom blow up ANY planet]] and [[SplashDamage everything else in the area around it]] ''once every 30 seconds...'' luckily, they take a [[NecessaryDrawback very long time to build]].

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* PurposelyOverpowered: Among all of the the [[RagnarokProofing salvageable ancient relics in this game,]] there are ''[[UpToEleven many]]'' things that are deliberately designed to give the middle finger to CompetitiveBalance in the most horrible ways imaginable. You will spend much of the game fighting over them. These can range from [[AdvancedAncientAcropolis amazingly advanced cities]] that grant insane bonuses bonuses, [[note]]"insane" as in, [[GameBreaker passively boosting all trade income or weapons research by 50% just because you own them]][[/note]], them]][[/note]] to [[{{Unobtainium}} exceptionally rare]] trade goods that [[GreenRovks grant extreme bonuses to whomever has them]], to [[LostTechnology super-technologies]] that, once obtained, are immediately made unavailable to anyone else. The absolute kings of this trope, though, are the [[MeaningfulName World Destroyers]], which come with a self-recharging laser cannon that is powerful enough to [[EarthShatteringKaboom blow up ANY planet]] and [[SplashDamage everything else in the area around it]] ''once every 30 seconds...'' luckily, they take a [[NecessaryDrawback very long time to build]].
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* PurposelyOverpowered: Among all of the the [[RagnarokProofing salvageable ancient relics in this game,]] there are ''[[UpToEleven many]]'' things that are deliberately designed to give the middle finger to CompetitiveBalance in the most horrible ways imaginable. You will spend much of the game fighting over them. These can range from [[AdvancedAncientAcropolis amazingly advanced cities]] that grant insane bonuses [[note]]"insane" as in, passively boosting all trade income or weapons research by 50% just because you own them[[/note]], to [[LostTechnology super-technologies]] that, once obtained, are immediately made unavailable to anyone else. The absolute kings of this trope, though, are the [[MeaningfulName World Destroyers]], which come with a self-recharging laser cannon that is powerful enough to [[EarthShatteringKaboom blow up ANY planet]] and [[SplashDamage everything else in the area around it]] ''once every 30 seconds...'' luckily, they take a [[NecessaryDrawback very long time to build]].

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* PurposelyOverpowered: Among all of the the [[RagnarokProofing salvageable ancient relics in this game,]] there are ''[[UpToEleven many]]'' things that are deliberately designed to give the middle finger to CompetitiveBalance in the most horrible ways imaginable. You will spend much of the game fighting over them. These can range from [[AdvancedAncientAcropolis amazingly advanced cities]] that grant insane bonuses [[note]]"insane" as in, [[GameBreaker passively boosting all trade income or weapons research by 50% just because you own them[[/note]], them]][[/note]], to [[LostTechnology super-technologies]] that, once obtained, are immediately made unavailable to anyone else. The absolute kings of this trope, though, are the [[MeaningfulName World Destroyers]], which come with a self-recharging laser cannon that is powerful enough to [[EarthShatteringKaboom blow up ANY planet]] and [[SplashDamage everything else in the area around it]] ''once every 30 seconds...'' luckily, they take a [[NecessaryDrawback very long time to build]].
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Added DiffLines:

* PurposelyOverpowered: Among all of the the [[RagnarokProofing salvageable ancient relics in this game,]] there are ''[[UpToEleven many]]'' things that are deliberately designed to give the middle finger to CompetitiveBalance in the most horrible ways imaginable. You will spend much of the game fighting over them. These can range from [[AdvancedAncientAcropolis amazingly advanced cities]] that grant insane bonuses [[note]]"insane" as in, passively boosting all trade income or weapons research by 50% just because you own them[[/note]], to [[LostTechnology super-technologies]] that, once obtained, are immediately made unavailable to anyone else. The absolute kings of this trope, though, are the [[MeaningfulName World Destroyers]], which come with a self-recharging laser cannon that is powerful enough to [[EarthShatteringKaboom blow up ANY planet]] and [[SplashDamage everything else in the area around it]] ''once every 30 seconds...'' luckily, they take a [[NecessaryDrawback very long time to build]].
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* PlanetDestroyer: The World Destroyers are [[Film/StarWars Death Star]] inspired starships the size of moons that can literally blast an entire planet instantly into [[NoKillLikeOverkill very tiny fragments]]. With the right technology, any normal species can build them.

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* PlanetDestroyer: The World Destroyers are [[Film/StarWars [[Franchise/StarWars Death Star]] inspired starships the size of moons that can literally blast an entire planet instantly into [[NoKillLikeOverkill very tiny fragments]]. With the right technology, any normal species can build them.
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* EasyLogistics: Averted hard. Every single ship and every single space station in the entire game requires money and a sufficient supply of various (more than 40) differing materials for [[UpToEleven each individual component involved in it's construction]]. This includes different types of fuel, active and inert gases (argon, hydrogen, helium, caslon, krypton, etc.), different metals and building materials (steel, lead, chromium, gold, iridium, carbon fiber, polymer, aculon, etc.), various rare stones (osalia, emeros, nekros, dilithium, etc.) all of which need to be mined and processed for use. There is no hard or soft unit limit to the number of ships, stations, or planets that you can support... ''[[RealityEnsues except]]'' your ability to [[ResourcesManagementGameplay pay for them, fuel them, resupply them, and pay for any repairs in both time, money, and materials]]. Especially in the early game, this can be a real hassle.

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* EasyLogistics: Averted hard.Averted. Every single ship and every single space station in the entire game requires money and a sufficient supply of various (more than 40) differing materials for [[UpToEleven each individual component involved in it's construction]]. This includes different types of fuel, active and inert gases (argon, hydrogen, helium, caslon, krypton, etc.), different metals and building materials (steel, lead, chromium, gold, iridium, carbon fiber, polymer, aculon, etc.), various rare stones (osalia, emeros, nekros, dilithium, etc.) all of which need to be mined and processed for use. There is no hard or soft unit limit to the number of ships, stations, or planets that you can support... ''[[RealityEnsues except]]'' your ability to [[ResourcesManagementGameplay pay for them, fuel them, resupply them, and pay for any repairs in both time, money, and materials]]. Especially in the early game, this can be a real hassle.
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* AIGeneratedEconomy: ''Distant Worlds'' contains a vast private economy that the player cannot directly control. This economy directly simulates a major detail that many games abstract out: the actual physical transportation of resources and people from one point to another (be this within your own economy, or through trade with other civilizations) through trade, tourism, emigration, and so on. These are then taxed by the player's government. It is ''always'' financially beneficial to arrange things so that a private economy can develop with minimal disruption, even if you can't micromanage the details. This means ensuring that your people's privately owned ships are well protected, and that trade with other empires is as open as possible.

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* AIGeneratedEconomy: ''Distant Worlds'' contains a vast private economy that the player cannot directly control. This economy directly simulates a major detail that many games abstract out: the actual physical transportation of resources and people from one point to another (be this within your own economy, or through trade with other between civilizations) through trade, tourism, emigration, and so on. These are then taxed by the player's government. It is ''always'' financially beneficial to arrange things so that a private economy can develop with minimal disruption, even if you can't micromanage the details. This means ensuring that your people's privately owned ships are well protected, and that trade with other empires is as open as possible.
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* WarIsHell: War is absolutely not a pleasant thing in this game. Invading even a single planet will typically mean the deaths of literally ''billions'' of soldiers on both sides. Using OrbitalBombardment beforehand to kill the defenders and save your own troops [[ShootTheDog will kill many noncombatant civilians]], which can not only cause your allies to ''[[WhatTheHellHero reconsider]]'' their opinion of you, but can ''also'' turn formerly lush planets into uninhabitable graveyards. Civilian transport convoys will often be raided at opportunity, killing traders, immigrants, and refugees alongside the soldiers. Privately owned resort stations will often be just as much a target as a military shipyard. Finally, massive amounts of resources will be expended on both sides to train soldiers, repair and resupply the warships, and replace the constantly captured/destroyed civilian freighters and transports, leaving massive gaps in your economy that could potentially last for decades.

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* CharacterAlignment: Your empire's overall reputation affects diplomacy [[SeriousBusiness an awful lot]]. The reputation of an empire can range from "diabolical" to "heroic" depending on it's international behavior, such as honoring or breaking defense pacts, [[OrbitalBombardment bombarding planets]], [[RecruitingTheCriminal dealing with]] or ''[[DeadlyEuphemism dealing with]]'' pirates, and [[ImplausibleDeniability how many spies got caught recently]]. Empires that have a good reputation will see a diplomatic bonus, thanks to the perception that they are trustworthy and honorable. Empires that lean towards the more evil side of this scale are generally hated, and their wartime enemies are progressively allowed to use more [[FinalSolution extreme]] [[EarthShatteringKaboom methods]] in dealing with them [[GodzillaThreshold without incurring any reputation penalties from anyone else]].


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* KarmaMeter: Your empire's overall reputation affects diplomacy [[SeriousBusiness an awful lot]]. The reputation of an empire can range from "diabolical" to "heroic" depending on it's international behavior, such as honoring or breaking defense pacts, [[OrbitalBombardment bombarding planets]], [[RecruitingTheCriminal dealing with]] or ''[[DeadlyEuphemism dealing with]]'' pirates, and [[ImplausibleDeniability how many spies got caught recently]]. Empires that have a good reputation will see a diplomatic bonus, thanks to the perception that they are trustworthy and honorable. Empires that lean towards the more evil side of this scale are generally hated, and their wartime enemies are progressively allowed to use more [[FinalSolution extreme]] [[EarthShatteringKaboom methods]] in dealing with them [[GodzillaThreshold without incurring any reputation penalties from anyone else]].
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* AIGeneratedEconomy: The universe contains a vast private economy that the player cannot directly control. This economy directly simulates many things that other games abstract out, such as the physical transportation of resources from one point to another - be this within your own economy, or through trade with other civilizations - tourism and emigration. These are then taxed by the player's government. It is ''always'' financially beneficial to arrange things so that a private economy can develop with minimal disruption, even if you can't micromanage the details. This means ensuring the ships are well protected, and that trade with other empires is as open as possible.
** A major source of income comes from private entities using your unused spacedocks to build their starships. Interestingly enough when things go poorly and pirates and enemy factions start ripping into your empire, the constant need for private fleets to replace their losses can be a [[WarForFunAndProfit huge boon to your treasury]]. That is, until [[RealityEnsues your economy starts to suffer for it]].
* AllPlanetsAreEarthLike: Averted. Many Planets can't ever be inhabited, and most of the inhabitable planets in the game are quite different from Earth.

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* AIGeneratedEconomy: The universe ''Distant Worlds'' contains a vast private economy that the player cannot directly control. This economy directly simulates a major detail that many things that other games abstract out, such as out: the actual physical transportation of resources and people from one point to another - be (be this within your own economy, or through trade with other civilizations - tourism civilizations) through trade, tourism, emigration, and emigration.so on. These are then taxed by the player's government. It is ''always'' financially beneficial to arrange things so that a private economy can develop with minimal disruption, even if you can't micromanage the details. This means ensuring the that your people's privately owned ships are well protected, and that trade with other empires is as open as possible.
** A major source of income comes from private entities using your unused spacedocks to build their starships. Interestingly enough enough, when things go poorly and pirates and enemy factions start ripping into your empire, the constant need for private fleets to replace their losses can be a [[WarForFunAndProfit huge boon to your treasury]]. That treasury]]... that is, until [[RealityEnsues your economy starts to suffer for it]].
* AllPlanetsAreEarthLike: Averted. Many Planets Most planets can't ever be inhabited, inhabited by any means, and most of the inhabitable planets in the game are quite different from Earth.



* ArchaeologicalArmsRace: With the extreme amount of of ancient, advanced, and [[RagnarokProofing still useful]] precursor tech lying about, this is bound to happen. These artifacts ''[[ButThouMust will]]'' have a huge effect on the balance of power, and unearthing these artifacts before other civilizations get them can be the difference between victory and defeat.
* ArtificialBrilliance: Distance Worlds is rather unique in the fact that you can have AI take over the entire game if you wish, and it tends to do a pretty good job of running things. That being said, the AI tends to make quite a few [[ArtificialStupidity dumb choices]] when it comes to high level strategy.

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* ArchaeologicalArmsRace: With the extreme amount of of ancient, advanced, and [[RagnarokProofing still useful]] precursor tech technology lying about, this is bound to happen. These artifacts ''[[ButThouMust will]]'' have a huge effect on the balance of power, and unearthing these artifacts before other civilizations get them can be the difference between victory and defeat.
* ArtificialBrilliance: Distance Worlds is rather unique in the fact that you can have AI take over automate whatever specific parts of your government you want to, and the entire game if you wish, and it AI tends to do a pretty good job of running things. That being said, This can be anything from the use of your Intelligence Agents, the construction of ships, declarations of war, battle strategy, economic strategy... you can have AI take over the ''entire game'' if you wish. However, if you do '''that''', keep in mind that when it comes to ''high level'' strategy, the AI tends to make quite a few [[ArtificialStupidity dumb choices]] when it comes to high level strategy.very DUMB choices]].



* BarbarianTribe: SpacePirates are treated as these. They have their own populations, and sometimes even have entire planets of billions of citizens to themselves.
* TheBattlestar: The in-game ship designer puts no limits on how you design your ships. Thanks to that, it's entirely possible to add fighter bays to ''any'' of your ships.

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* BarbarianTribe: SpacePirates are effectively treated as these. They have their own populations, and sometimes even have entire planets of billions of citizens to themselves.
themselves, ''all'' of whom are treated as pirates.
* TheBattlestar: The in-game ship designer puts no limits on how you design your ships. Thanks to that, it's entirely possible to add fighter bays to ''any'' of your ships. Many ships that you can encounter in the game carry fighters ''without'' being dedicated carriers.



* CharacterAlignment: Your empire's overall reputation affects diplomacy [[SeriousBusiness an awful lot]]. The reputation of an empire can range from "diabolical" to "heroic" depending on it's international behavior, such as honoring or breaking your defense pacts, [[OrbitalBombardment bombarding planets]], and [[ImplausibleDeniability how many spies got caught]]. Empires that have a good reputation will see a diplomatic bonus, thanks to the perception that they are trustworthy and honorable. Empires that lean towards the more evil side of this scale are generally hated, and their wartime enemies are progressively allowed to use more [[FinalSolution extreme]] [[EarthShatteringKaboom methods]] in dealing with them [[GodzillaThreshold without incurring any reputation penalties from anyone else]].

to:

* CharacterAlignment: Your empire's overall reputation affects diplomacy [[SeriousBusiness an awful lot]]. The reputation of an empire can range from "diabolical" to "heroic" depending on it's international behavior, such as honoring or breaking your defense pacts, [[OrbitalBombardment bombarding planets]], [[RecruitingTheCriminal dealing with]] or ''[[DeadlyEuphemism dealing with]]'' pirates, and [[ImplausibleDeniability how many spies got caught]].caught recently]]. Empires that have a good reputation will see a diplomatic bonus, thanks to the perception that they are trustworthy and honorable. Empires that lean towards the more evil side of this scale are generally hated, and their wartime enemies are progressively allowed to use more [[FinalSolution extreme]] [[EarthShatteringKaboom methods]] in dealing with them [[GodzillaThreshold without incurring any reputation penalties from anyone else]].



* MoreDakka: Railguns and [[FrickinLaserBeams Pulse Blasters]] do best when there's a humongous amount of them being fired downrange.

to:

* MoreDakka: Railguns and [[FrickinLaserBeams Pulse Blasters]] fire very quickly for little energy, but do little damage per shot. As such, they do best when there's a humongous amount of them being fired downrange.
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* PossessionImpliesMastery: [[AvertedTrope Completely averted]]: just because you ''found'' a super-powerful battleship armed with extremely advanced technologies, in no way means you can reproduce it. You'll have to research the technologies in it first.

to:

* PossessionImpliesMastery: [[AvertedTrope Completely averted]]: averted]] - just because you ''found'' a super-powerful battleship armed with full of extremely advanced technologies, technology, in no way means that you can reproduce it or any part of it. You'll While you ''can'' [[AntifrustrationFeatures repair it]], you'll have to research the technologies in it first.before you can build it on your own.
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* PossessionImpliesMastery: [[AvertedTrope Completely averted]]: just because you ''found'' a super-powerful battleship armed with extremely advanced technologies, in no way means you can reproduce it. You'll have to research the technologies in it first.
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* KineticWeaponsAreJustBetter: Like all weapons in the game, railguns [[ZigZaggingTrope have their ups and downs]]: they have a chance to penetrate shields, and later versions can be used as [[OrbitalBombardment bombardment weapons]], however, they [[ArbitraryMaximumRange severely suffer in range]]. As a result, they aren't very useful on slow moving ships.


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* MoreDakka: Railguns and [[FrickinLaserBeams Pulse Blasters]] do best when there's a humongous amount of them being fired downrange.
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* WarForFunAndProfit: It's entirely possible to fight a war merely because you want someone else's stuff. Some civilizations are more inclined to do this than others, ''especially'' [[TheGeneralissimo military dictatorships]].

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* RobotSoldier: The "Robotic Troop Foundry" allows your empire to make battalions of robot soldiers.



*** In the late game, it becomes possible to clone the strongest soldiers in your Empire, as the Galactic Republic did to make their Clone Army in Film/AttackOfTheClones.

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*** In the late game, it becomes possible to clone the strongest soldiers in your Empire, as the Galactic Republic did to make their Clone Army in Film/AttackOfTheClones.''Film/AttackOfTheClones''.
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*** In the late game, it becomes possible to clone the strongest soldiers in your Empire, as the Galactic Republic did to make their Clone Army in Film/AttackOfTheClones.
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*** The first faster-than-light drive in the game is called a "Warp Bubble Generator", directly referencing star Trek's [[https://memory-alpha.fandom.com/wiki/Warp_drive Warp Drive]], which generates a "warp bubble" to propel the ship.

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*** The first faster-than-light drive in the game is called a "Warp Bubble Generator", directly referencing star Star Trek's [[https://memory-alpha.fandom.com/wiki/Warp_drive Warp Drive]], which generates a "warp bubble" to propel the ship.
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* DeathRay: A weapon with this name [[LostTechnology can be obtained from ruins]]. It is a [[WaveMotionGun devastatingly powerful beam weapon]] that often destroys ships [[OneHitKill in only one shot]]. Access to it can [[LensmanArmsRace greatly shift the balance of power among races].

to:

* DeathRay: A weapon with this name [[LostTechnology can be obtained from ruins]]. It is a [[WaveMotionGun devastatingly powerful beam weapon]] that often destroys ships [[OneHitKill in only one shot]]. Access to it can [[LensmanArmsRace greatly shift the balance of power among races].races]].
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* AIGeneratedEconomy: The universe contains a vast private economy that the player cannot directly control. This economy does many things that other games abstract out, such as the physical transportation of resources from one point to another (be this within your own economy or through trade with other civilizations), tourism and emigration. These are then taxed by the player's government. It is ''always'' financially beneficial to arrange things so that a private economy can develop with minimal disruption, even if you can't micromanage the details. This means ensuring the ships are well protected, and that trade with other empires is as open as possible.

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* AIGeneratedEconomy: The universe contains a vast private economy that the player cannot directly control. This economy does directly simulates many things that other games abstract out, such as the physical transportation of resources from one point to another (be - be this within your own economy economy, or through trade with other civilizations), civilizations - tourism and emigration. These are then taxed by the player's government. It is ''always'' financially beneficial to arrange things so that a private economy can develop with minimal disruption, even if you can't micromanage the details. This means ensuring the ships are well protected, and that trade with other empires is as open as possible.



* AlwaysChaoticEvil: Though there's no set rule that says they ''must'' be this way, the insect races all lean heavily towards violent conquest and casual genocide, ''especially'' the [[AbusivePrecursors Shakturi]].

to:

* AlwaysChaoticEvil: Though there's no set hard rule that says they ''must'' be this way, the insect races all lean heavily towards violent conquest and casual genocide, ''especially'' the [[AbusivePrecursors Shakturi]].



* ArchaeologicalArmsRace: With all the ancient, advanced, and [[RagnarokProofing still useful]] precursor tech lying about, this was bound to happen.

to:

* ArchaeologicalArmsRace: With all the extreme amount of of ancient, advanced, and [[RagnarokProofing still useful]] precursor tech lying about, this was is bound to happen.happen. These artifacts ''[[ButThouMust will]]'' have a huge effect on the balance of power, and unearthing these artifacts before other civilizations get them can be the difference between victory and defeat.



* TheBattlestar: It's possible, while accessing the ship designer, to add fighter bays to your ships that are larger than a frigate or turning your carriers into dedicated assault platforms, but at the cost of leaving less space for your equipment. This could likely result in a case of CripplingOverspecialization (see below).
* BeamSpam: Towards the end game, most warships will have this in spades. Both the Ancient Guardians and Shakturi apply this trope liberally.

to:

* TheBattlestar: It's possible, while accessing the The in-game ship designer, designer puts no limits on how you design your ships. Thanks to that, it's entirely possible to add fighter bays to ''any'' of your ships that are larger than a frigate or turning your carriers into dedicated assault platforms, but at the cost of leaving less space for your equipment. This could likely result in a case of CripplingOverspecialization (see below).
ships.
* BeamSpam: While it's technically possible to do this with any beam weapon in the game, the Pulse Blaster variants (Shatterforce Laser, Titan Beam, etc.) are the easiest beams to achieve this trope with - they are cheap, use little energy when fired, and fire [[MoreDakka quite quickly]]. Towards the end game, most warships will have this enough power to spray energetic death in spades. Both a ''continuous barrage,'' and as such, both the [[{{Precursors}} Ancient Guardians and Shakturi Shakturi]] apply this trope liberally.



* BodyArmorAsHitPoints: Each individual piece of armor will be destroyed in turn as it takes damage. Due to their low durability, early armor techs [[SingleUseShield tend to obliterate instantly when hit]].
* CharacterAlignment: Your empire's overall reputation affects diplomacy an awful lot. Reputation can range from "diabolical" to "heroic" depending on certain actions, such as honoring your treaties and bombarding planets. Empires that lean towards the more evil side of this are generally hated, and their enemies are progressively allowed to use more [[FinalSolution extreme]] [[EarthShatteringKaboom methods]] in dealing with them [[GodzillaThreshold without any reputation penalties]].
* CivilWarcraft: The citizens of any empire can revolt if they become unhappy enough, which often results in this trope. If a sufficiently advanced planet revolts, they can become their own empire.
* ComicallySmallBribe: Can occur in diplomacy quite often due to the fact that AI limits their bribes to 20,000 max.
* CommandAndConquerEconomy: Averted. The presence of a thriving, realistic economy outside of player control is this game's biggest selling point.
* ConflictBall: The tensions between the races which hate each other (bugs vs humans) can seem like this

to:

* BodyArmorAsHitPoints: Each individual piece of armor will be destroyed in turn as it takes damage. Due to their low durability, early armor techs [[SingleUseShield tend to obliterate instantly when hit]].
hit]], effectively making them extra hit points.
* CharacterAlignment: Your empire's overall reputation affects diplomacy [[SeriousBusiness an awful lot. Reputation lot]]. The reputation of an empire can range from "diabolical" to "heroic" depending on certain actions, it's international behavior, such as honoring or breaking your treaties and defense pacts, [[OrbitalBombardment bombarding planets. planets]], and [[ImplausibleDeniability how many spies got caught]]. Empires that have a good reputation will see a diplomatic bonus, thanks to the perception that they are trustworthy and honorable. Empires that lean towards the more evil side of this scale are generally hated, and their wartime enemies are progressively allowed to use more [[FinalSolution extreme]] [[EarthShatteringKaboom methods]] in dealing with them [[GodzillaThreshold without incurring any reputation penalties]].
penalties from anyone else]].
* CivilWarcraft: The citizens of any empire can revolt if they become unhappy enough, which often results in this trope. If a sufficiently advanced planet revolts, they can even become their own empire.
* ComicallySmallBribe: Can occur in diplomacy quite often due to This can happen, either as a result of an empire simply not having the fact that AI limits their bribes funds to 20,000 max.
sufficiently pay a superior enemy, or as a result of an empire not taking another empire seriously.
* CommandAndConquerEconomy: Averted. The presence of a thriving, realistic economy that exists almost entirely outside of player control is this game's biggest selling point.
* ConflictBall: The tensions between the races which hate each other (bugs vs humans) can certainly seem like thisthis.



* CripplingOverspecialization: Rather easy to do with the ship designer if you don't know what you're doing.
* DeathRay: A weapon with this name appears as a superweapon [[LostTechnology obtainable from ruins]]. Access to it can [[LensmanArmsRace greatly shift the balance of power among races]] as you now can easily destroy ships with a OneHitKill weapon.
* DeflectorShields: Most every ship in the game will have shields unless it is designed before shields are invented. It's entirely possible to deliberately avoid using shield defenses, and in some rare cases it's encouraged to avoid them.
* DesignItYourselfEquipment: Thanks to the existence of the ship designer system. Leads to a LensmanArmsRace.
* EarthShatteringKaboom: The weapons that can do this are a LostTechnology installed in some desolated space hulks. During the modded scenario depicting the first war against the Shakturi, you can build them.
* EasyLogistics: Averted hard. Every single ship and every single space station in the entire game requires money and a sufficient supply of various (more than 40) differing materials for [[UpToEleven each individual component involved in it's construction]]. This includes different types of fuel, active and inert gases (argon, hydrogen, helium, caslon, krypton, etc.), different metals and building materials (steel, lead, chromium, gold, iridium, carbon fiber, polymer, aculon, etc.), various rare stones (osalia, emeros, nekros, dilithium, etc.) all of which need to be mined and processed for use. There is no hard or soft unit limit to anything... [[ResourcesManagementGameplay except being able to pay for them, fuel them, resupply them, and pay for any repairs in both time, money, and materials]]. Especially in the early game, this can be a real hassle.

to:

* CripplingOverspecialization: Rather It's very easy to do create a ship or station with the ship designer severely limited functions if you don't know what you're doing.
doing in the ship designer. That said, this trope is generally [[AvertedTrope averted]]: nearly all ships and stations in the game have multiple functions by design.
* DeathRay: A weapon with this name appears as a superweapon [[LostTechnology obtainable can be obtained from ruins]]. It is a [[WaveMotionGun devastatingly powerful beam weapon]] that often destroys ships [[OneHitKill in only one shot]]. Access to it can [[LensmanArmsRace greatly shift the balance of power among races]] as you now can easily destroy ships with a OneHitKill weapon.
races].
* DeflectorShields: Most every ship in the game will have shields unless it is designed before shields are invented. It's entirely possible to deliberately avoid using shield defenses, and in some rare cases it's encouraged to avoid them.
them in order to free up space for other, more [[SituationalSword immediately important]] equipment.
* DesignItYourselfEquipment: Thanks to the existence of the a ship designer system. Leads system, ''[[UpToEleven every single vehicle and starbase in the entirety of the game can be thoroughly customized]]''. This quickly leads to a LensmanArmsRace.
situations where [[LensmanArmsRace warring factions build ships specifically to counter the enemy]].
* EarthShatteringKaboom: The weapons that can do this are a "Super Laser" is LostTechnology that can be found installed in some desolated space hulks. During hulks, and the knowledge needed to build them can be recovered from the computers of some ancient military fortresses. Just one shot from a Super Laser is all it takes to completely obliterate a planet. In the modded scenario depicting the first war against the Shakturi, you can build them.
them by default.
* EasyLogistics: Averted hard. Every single ship and every single space station in the entire game requires money and a sufficient supply of various (more than 40) differing materials for [[UpToEleven each individual component involved in it's construction]]. This includes different types of fuel, active and inert gases (argon, hydrogen, helium, caslon, krypton, etc.), different metals and building materials (steel, lead, chromium, gold, iridium, carbon fiber, polymer, aculon, etc.), various rare stones (osalia, emeros, nekros, dilithium, etc.) all of which need to be mined and processed for use. There is no hard or soft unit limit to anything... the number of ships, stations, or planets that you can support... ''[[RealityEnsues except]]'' your ability to [[ResourcesManagementGameplay except being able to pay for them, fuel them, resupply them, and pay for any repairs in both time, money, and materials]]. Especially in the early game, this can be a real hassle.



* ExperiencePoints: Every character in your civilization can and will earn experience through their actions that gradually make them more effective at their jobs.

to:

* ExperiencePoints: Every character in your civilization can and will earn experience through their actions that gradually make makes them more effective at their jobs.



* FasterThanLightTravel: This game explicitly uses the "warp drive" variant: all ships going faster-than-light generate a bubble of warped space around themselves to do so, and can travel in any direction at will.

to:

* FasterThanLightTravel: This game explicitly uses the "warp drive" variant: all ships going faster-than-light generate a bubble of warped space around themselves to do so, and can travel in any direction at will. will so long as they have enough fuel.



* GlassCannon: Thanks to the in-game ship designer, it's very easy to make a ship that fits this trope: just load up weapons and leave no room for shields or armor. Thanks to the cost in material, this typically isn't a good idea, but ships like this ''can'' be used to great effect under the right circumstances.

to:

* GlassCannon: Thanks to the in-game ship designer, it's very easy to make a ship that fits this trope: just load up on weapons and leave no room for shields or armor. Thanks to the cost in material, this typically isn't a good idea, but ships like this ''can'' be used to great effect under the right circumstances.



* GunboatDiplomacy: If your military power is great enough, other races will send you tribute even if they hate you.

to:

* GunboatDiplomacy: If your military power is great enough, other races will send you tribute even if they hate you. It's also possible to force a civilization to submit to trade demands with military force.



* LensmanArmsRace
* [[LostSuperweapon Lost Superweapons]]: You can discover these [[InfinityPlusOneSword game-changing weapons]] from ruins and have them reverse-engineered to fit into your bigger ships in order to prove your technological superiority.

to:

* LensmanArmsRace
LensmanArmsRace: Any war that goes on long enough will see both sides inventing technology to shift the tide of battle in their favor.
* [[LostSuperweapon Lost Superweapons]]: LostSuperweapon: You can discover these [[InfinityPlusOneSword multiple [[PurposefullyOverpowered game-changing weapons]] from ruins and have them reverse-engineered to fit into your bigger ships in order to prove your technological superiority.



* NeglectfulPrecursors: [[PlayingWithATrope Not "neglectful" so much as terribly unfortunate]]. The civilized peoples of the ancient galaxy were [[SufficientlyAdvancedAlien amazingly advanced]] and had mostly learned to coexist in (mostly) harmonious equality. Through no fault of their own, they were suddenly attacked by the [[AbusivePrecursors Shakturi]], a militant race from outside the galaxy who did their best to fracture the old alliances as the first step to [[OmnicidalManiac exterminating everyone]]. Their manipulations were discovered, and quickly led to a [[{{Gotterdammerung}} a galaxy spanning war]] that ended abruptly when the Kiadians released the incredibly deadly Xaraktor virus to end the Shakturi as a species. It ended up working [[GoneHorriblyRight TOO well]], wiping out all life in the galaxy so incredibly quickly that [[AdvancedAncientAcropolis many of their cities]] and [[LostTechnology most of their technology was left intact]], from [[DerelictGraveyard fleets of dead ships]] to half-constructed [[LostSuperweapon planet destroying battlestations]].
* NonEntityGeneral: Averted as of the expansion Distant Worlds: Legends, where civilization leaders can be interacted with much like other characters.
* OutsideContextProblem: There are ''several'' things a civilization can encounter that can create unexpected problems, such as making a new enemy before [[SuperweaponSurprise finding out that they have a working World Destroyer]] or other doomsday weapon, accidentally activating ancient [[GreyGoo nanomachine weapons that eat everything]], or being unprepared when the AbusivePrecursors decide to make a return to the galaxy.

to:

* NeglectfulPrecursors: [[PlayingWithATrope Not "neglectful" so much as terribly unfortunate]]. The civilized peoples of the ancient galaxy were [[SufficientlyAdvancedAlien amazingly advanced]] and had mostly learned to coexist in (mostly) harmonious equality. Through no fault of their own, they were suddenly attacked by the [[AbusivePrecursors Shakturi]], a militant race from outside the galaxy who did their best to fracture the old alliances as the first step to [[OmnicidalManiac exterminating everyone]]. Their manipulations were discovered, and quickly led to a [[{{Gotterdammerung}} a galaxy spanning war]] that ended abruptly when the Kiadians released the incredibly deadly Xaraktor virus to end the Shakturi as a species. It ended up working [[GoneHorriblyRight TOO well]], wiping out nearly all sapient life in the galaxy so incredibly quickly that [[AdvancedAncientAcropolis many of their cities]] and [[LostTechnology most of their technology was left intact]], from [[DerelictGraveyard fleets of dead ships]] to half-constructed [[LostSuperweapon planet destroying battlestations]].
* NonEntityGeneral: Averted as of the expansion Distant Worlds: Legends, where civilization leaders can be interacted with much like other characters.
characters. The player themselves still fits this trope.
* OutsideContextProblem: There are ''several'' things a civilization can encounter in this game that can create unexpected problems, such as making a new enemy before [[SuperweaponSurprise finding out that they have a working World Destroyer]] or other doomsday weapon, accidentally activating ancient [[GreyGoo nanomachine weapons that eat everything]], or being unprepared when the AbusivePrecursors [[AbusivePrecursors Shakturi]] decide to make a return to the galaxy.



* PlanetDestroyer: The World Destroyers are Death Star inspired starships the size of moons that can literally blast an entire planet instantly into very tiny fragments. With the right technology, any normal species can build them.

to:

* PlanetDestroyer: The World Destroyers are [[Film/StarWars Death Star Star]] inspired starships the size of moons that can literally blast an entire planet instantly into [[NoKillLikeOverkill very tiny fragments.fragments]]. With the right technology, any normal species can build them.



* RegeneratingShieldStaticHealth: Any ship's shields will regenerate as long as it has enough power. Armor and components must be repaired manually, either by a construction ship or at starbases or spacedocks.

to:

* RegeneratingShieldStaticHealth: Any ship's shields will regenerate [[ManaMeter as long as it has enough power.power]]. Armor and components must be repaired manually, either by a construction ship or at starbases or spacedocks.



*** [[http://www.matrixgames.com/forums/tm.asp?m=2943631 Phasers]] are available in-game as an alternative weapon to pulse blaster technologies, which fire more stereotypical [[FrickinLaserBeams laser-bullets]] ala Star Wars.

to:

*** [[http://www.matrixgames.com/forums/tm.asp?m=2943631 Phasers]] are available in-game as an alternative weapon to pulse blaster technologies, which fire more stereotypical [[FrickinLaserBeams laser-bullets]] ala [[Film/ANewHope Star Wars.Wars]].



*** The [[GreenSkinnedSpaceBabe Securans]] are directly modeled after Star Trek's Orions, skin color, promiscuity and all.

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*** The [[GreenSkinnedSpaceBabe Securans]] are directly modeled after Star Trek's Orions, Orions - skin color, promiscuity and all.



*** Each evolution of Pulse Blaster technology looks like Star Wars' blasters/turbolasers, with the Shatterforce Laser in particular closely resembling Imperial Turbolasers.

to:

*** Each evolution of Pulse Blaster technology looks like Star Wars' blasters/turbolasers, with the Shatterforce Laser in particular closely resembling [[https://starwars.fandom.com/wiki/Turbolaser Imperial Turbolasers.Turbolasers]].



*** Planetary Shields deflect all orbital bombardment, but troops can be dropped on the planet through the shield, just like the shield on Echo Base in ''The Empire Strikes Back.''
*** The Atuukian race seems to be based on the Ewoks from ''The Return of the Jedi.''

to:

*** Planetary Shields deflect all orbital bombardment, but troops can be dropped on the planet through the shield, just like the shield on Echo Base in ''The ''[[Film/TheEmpireStrikesBack The Empire Strikes Back.Back]].''
*** The Atuukian race seems to be based on the Ewoks from ''The ''[[Film/ReturnoftheJedi Return of the Jedi.Jedi]].''



* SubsystemDamage: Every time a weapon impacts an unprotected target, it randomly destroys internal components equal to the damage being dealt. As a result, any ship or station that takes damage slowly loses functionality as the battle wears on. The ship is only destroyed once all components are gone: this includes sensors, shield generators, thrusters, hyper-drives, countermeasure systems, cargo bays, life support... this can make it a bit of a chore to recover and repair damaged ships after a battle, especially if the hyper-drive is broken.

to:

* SubsystemDamage: Every time a weapon impacts an unprotected target, it randomly destroys internal components equal to the damage being dealt. As a result, any ship or station that takes damage slowly loses its functionality as the battle wears on. The ship is only destroyed once all components are gone: this includes sensors, shield generators, thrusters, hyper-drives, countermeasure systems, cargo bays, life support... this can make it a bit of a chore to recover and repair damaged ships after a battle, especially if the hyper-drive is broken.broken, in which case it's most effective to send another ship to repair it.
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* SplashDamage: [[NamesTheSame Despite their name]], the "[[AreaOfEffect area]]" weapons in the game do this: they do incredible damage that falls off with distance from the point of impact.
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* BeamSpam: A large variety of beam weapons will insure this.
* BigBad: The Shakturi in the 1st expansion
* BigGood: The AI in the 1st expansion.

to:

* BeamSpam: A large variety of beam weapons Towards the end game, most warships will insure this.
have this in spades. Both the Ancient Guardians and Shakturi apply this trope liberally.
* BigBad: The Shakturi [[GalacticConquerer Shakturi]], introduced in the 1st expansion
expansion.
* BigGood: The AI [[AloofAlly Ancient Guardians]], introduced in the 1st expansion.



* CharacterAlignment: Your empire's overall reputation affects diplomacy an awful lot. Reputation can range from "diabolical" to "heroic" depending on certain actions, such as honoring your treaties and bombarding planets. Empires that lean towards the more evil side of this are generally hated and their enemies are progressively allowed to use more [[FinalSolution extreme]] [[EarthShatteringKaboom methods]] in dealing with them [[GodzillaThreshold without any reputation penalties]].

to:

* CharacterAlignment: Your empire's overall reputation affects diplomacy an awful lot. Reputation can range from "diabolical" to "heroic" depending on certain actions, such as honoring your treaties and bombarding planets. Empires that lean towards the more evil side of this are generally hated hated, and their enemies are progressively allowed to use more [[FinalSolution extreme]] [[EarthShatteringKaboom methods]] in dealing with them [[GodzillaThreshold without any reputation penalties]].



* SpacePirates: Pirates are a major part of this game. They conduct the usual actions that pirates are known for: raiding, boarding, smuggling, etc. However, they can be bribed for information, and can also be [[HiredGuns hired as mercenaries]] to provide protection for your empire, attack your enemies, or various other jobs. However, be wary: [[TheFarmerAndTheViper they can and will betray you if given a reason]], and if they ''aren't'' destroyed in a timely fashion [[IncreasinglyLethalEnemy they can easily become troublesome factions that can contend with powerful empires well into the late game]]. They can even grow into a proper empire of their own by becoming an NGOSuperpower. It's also an option to play as a pirate faction yourself.

to:

* SpacePirates: Pirates are a major part of this game. They conduct the usual actions that pirates are known for: raiding, boarding, smuggling, [[MobWar fighting each other]], etc. However, they can be bribed for information, and can also be [[HiredGuns hired as mercenaries]] to provide protection for your empire, attack your enemies, or various other jobs. However, be wary: [[TheFarmerAndTheViper they can and will betray you if given a reason]], and if they ''aren't'' destroyed in a timely fashion [[IncreasinglyLethalEnemy they can easily become troublesome factions that can contend with powerful empires well into the late game]]. They can even grow into [[NGOSuperpower a proper empire of their own by becoming an NGOSuperpower.own]]. It's also an option to play as a pirate faction yourself.

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Distant Worlds is a vast, [[RealTimeWithPause pausable real-time]], 4X space strategy game that allows the player to experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

to:

Distant Worlds [[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/distant_worlds_1.jpg]]

''Distant Worlds''
is a vast, [[RealTimeWithPause pausable real-time]], 4X space strategy game that allows the player to experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.
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* LightningBruiser: A sufficiently advanced warship will generally be this compared to it's lower tech opponents. This makes salvaging the various ancient warships lying around the galaxy a valid method to tip the scales in your favor in the event of a war: in the early game, some of them can even win an entire war for you.

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* BodyArmorAsHitPoints: Each individual piece of armor will be destroyed in turn as it takes damage. Due to their low durability, early armor techs [[SingleUseShield tend to obliterate instantly when hit]].



* DeathRay: Appears as a superweapon [[LostTechnology obtainable from ruins]] and access to it can [[LensmanArmsRace greatly shift the balance of power among races]] as you now can easily destroy ships with a OneHitKill weapon.
* DeflectorShields: Every ship has a shield, unless it is designed very early (before shields are invented) or very badly.

to:

* DeathRay: Appears A weapon with this name appears as a superweapon [[LostTechnology obtainable from ruins]] and access ruins]]. Access to it can [[LensmanArmsRace greatly shift the balance of power among races]] as you now can easily destroy ships with a OneHitKill weapon.
* DeflectorShields: Every Most every ship has a shield, in the game will have shields unless it is designed very early (before before shields are invented) or very badly.invented. It's entirely possible to deliberately avoid using shield defenses, and in some rare cases it's encouraged to avoid them.



* FasterThanLightTravel: This game explicitly uses the "warp drive" variant: all ships going faster-than-light generate a bubble of warped space around themselves to do so, and can travel in any direction at will.



* GalacticConqueror: Naturally, this is how you win a military victory: by conquering the galaxy.

to:

* GalacticConqueror: Naturally, this is how you win a military victory: by conquering the galaxy. The Boskarans and Shakturi match this trope by nature.


Added DiffLines:

* SubsystemDamage: Every time a weapon impacts an unprotected target, it randomly destroys internal components equal to the damage being dealt. As a result, any ship or station that takes damage slowly loses functionality as the battle wears on. The ship is only destroyed once all components are gone: this includes sensors, shield generators, thrusters, hyper-drives, countermeasure systems, cargo bays, life support... this can make it a bit of a chore to recover and repair damaged ships after a battle, especially if the hyper-drive is broken.

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