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* TractorBeam: A pulling (and pushing beam) are available as subsystems. Largely pointless, but they can be used to grapple onto enemy stations and pull them out of orbit, or send enemy ships catapulting out of the system
* [[{{Two-DSpace}} 2-D Space]]: Planets will always be along the ecliptic plane, but stars are all at different "heights" along the Z-axis, and player ships can fly in any direct - holding down a button while giving a movement order will allow you to order them to fly up or down as they move to their destination. Attacking from ''above'' a system is effective, as you likely will not come into range of any enemy orbital defense stations.
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* ISOStandardHumanShip: All of the ships models follow this design philosophy.

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* ISOStandardHumanShip: ISOStandardHumanSpaceship: All of the ships models follow this design philosophy.
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* FragileSpeedster: Ships with "Fighter" or "Bomber" hulls, and scout ships (typically smaller than a soda can).


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* GlassCannon: Ships with little/no armor, but a ''very'' big gun. Works well when the gun is paired to a Targeting Computer, allowing it to fire much longer distances.


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* ISOStandardHumanShip: All of the ships models follow this design philosophy.
* JackOfAllStats: Most of the default ship designs fall into this, being very balanced in its armor, weapon, and engine loadout.


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* MagneticWeapons: Railguns.
* MightyGlacier: Ships with lots of armor and/or weapons, but small engines. The ship has no top speed, but it'll handle like the state of Wisconsin, and have trouble getting to its destination in a reasonable amount of time. However, it'll be able able to absorb tons of damage, and instagib much of what dares to attack it.


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* PointDefenseless: Averted for the default ship designs, which typically feature Flak Cannons. However, many of the hostile AI ships (Pirates and Remnants) lack them.


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* SpaceStation: Player designs usually fall into either "Defense Platform" or "Dry Dock". Space stations armed with weapons have the advantage of being ridiculously hard to kill, and Dry Docks don't have the labor requirements to build ships (or other stations) like planet based shipyards do. It's also possible to build refinery or trade docks. Refineries will take Ore from the planet, and refine it to Metal, Electronics, or Advanced parts, allowing the planet to focus entirely on just mining out the ore. Trade Docks will simply take material from the planet and put it into the "Galactic Bank", which any planet with a Space Dock can get materials from.
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* InertialDampening: Appears to be present, as to stop human crews from becoming human paste on the walls when their ship suddenly accelerates at 100 g.
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* DeflectorShields: One of the early subsystems to be unlocked. Shields are very light (unlike Armor) and regenerate (only one type of armor auto-regenerates), but shields require large amounts of power, and as the shield looses "health", damage can bypass it and hit the ship's subsystems directly
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* ArtificialStupidity: The AI thinks nothing of it when a neutral player warps his entire fleet into their home system.
** Large ships tend to spend huge amounts of fuel chasing down small, unarmed scout ships.


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* RamScoop: One of the possible propulsion methods. Ramscoops have the advantage of using zero fuel, but they have very low thrust.
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* BoringButPractical: Railguns, which are the bread-and-butter weapon of the game. At small sizes, they're great against fighters, and at large sizes they can wipe out millions of people in one hit against a planet.
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* BoardingParty: Boarding pods can be used to take over enemy ships. It's very effect to swarm enemy mega-ships with [[ZergRush thousands of boarding ships]]
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* DesignItYourselfEquipment

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* DesignItYourselfEquipmentDesignItYourselfEquipment: The ship design menu allows you to set the size of your ship (anywhere from smaller than a can of Coca-Cola, to larger than the galaxy)), place subsystems (armor, engines, support equipment, guns, storage bays, etc), and set how the AI handles targeting and automation (automatically distribute goods, automatically refuel, etc)
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* {{ArtisticLicense Astronomy}}: The orbits of planets do not affect each other, nor will ships. It's possible to have a station the size of Betelgeuse orbiting a planet not much bigger than Earth. Likely for the best, though - otherwise, planets would be shot out of the galaxy by players warping their ships everywhere.
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* PortalNetwork: The Remnant Gates allow ships to instantly teleport to anywhere in the galaxy.
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* SpaceFriction: Averted, hard. The game utilizes newtonian physics, so ships will need to use fuel to both speed up ''and'' slow down. If a ship runs of out of fuel mid-flight, it'll just keep on drifting towards its destination.

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* SpaceFriction: Averted, hard. The game utilizes newtonian physics, so ships will need to use fuel to both speed up ''and'' slow down. If a ship runs of out of fuel mid-flight, it'll just keep on drifting towards its destination.destination, then keep on drifting past it until the effects of space dust destroys it.
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* SpaceFriction: Averted, hard. The game utilizes newtonian physics, so ships will need to use fuel to both speed up ''and'' slow down. If a ship runs of out of fuel mid-flight, it'll just keep on drifting towards its destination.
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* {{AbusivePrecursors}}: Remnants. It's unknown how they were like before, but nowadays the artificially intelligent remnants of their vast fleet attack anything in sight.



* {{Precursors}}: Remnants.

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* {{Precursors}}: Remnants.
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* FasterThanLightTravel: Of the Jump Drive variety.

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* FasterThanLightTravel: Of the Jump Drive variety. Ships without the drive have to go the slow way - flying to the target star on their own engine power.
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Research has a massive focus in ''Star Ruler'' - you unlock subsystems by researching its specific upgrade (i.e. researching Energy Weapons will help unlock lasers). However, when a subsystem is first researched, it's usually weak - you need to continue to research in that field to make it more powerful. Eventually, you research how to build {{Ringworld Planet}}s, [[StarKilling blow up stars]] in an instant, and make ships that can carry itself inside its own cargo bay.

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Research has a massive focus in ''Star Ruler'' - you unlock subsystems by researching its specific upgrade (i.e. researching Energy Weapons will help unlock lasers). However, when a subsystem is first researched, it's usually weak - you need to continue to research in that field to make it more powerful. Eventually, you research how to build {{Ringworld Planet}}s, [[StarKilling blow up stars]] in an instant, [[BeyondTheImpossible build ships large than the galaxy]], and make ships that can carry itself inside its own cargo bay.
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Research has a massive focus in ''Star Ruler'' - you unlock subsystems by researching its specific upgrade (i.e. researching Energy Weapons will help unlock lasers). However, when a subsystem is first researched, it's usually weak - you need to continue to research in that field to make it more powerful. Eventually, you research how to build {{Ringworld Planet}}s, [[StarKilling blow up stars]] in an instant, and make ships that can carry itself inside its own cargo bay.

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Research has a massive focus in ''Star Ruler'' - you unlock subsystems by researching its specific upgrade (i.e. researching Energy Weapons will help unlock lasers). However, when a subsystem is first researched, it's usually weak - you need to continue to research in that field to make it more powerful. Eventually, you research how to build {{Ringworld Planet}}s, [[StarKilling blow up stars]] in an instant, and make ships that can carry itself inside its own cargo bay.
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* RingworldPlanet
* SpacePirates

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* RingworldPlanet
RingworldPlanet: The player can eventually research how to build ringworlds. They take severa gigatons of material, and will take several real-time ''hours'' to build without sufficient infrastructure.
* SpacePiratesSpacePirates: Pirates will occasionally attack poorly defended systems. As such, it's best to have a small garrison force on each system, or a big carrier with a jump drive for fast response.



* SubsystemDamage

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* SubsystemDamageSubsystemDamage: Damaging enemy ships will cause their subsystems to fail (destroying their generator, ruining their ammo cache, killing the entire crew, etc) once you get past their armor - which is also a subsystem.
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Research has a massive focus in ''Star Ruler'' - you unlock subsystems by researching its specific upgrade (i.e. researching Energy Weapons will help unlock lasers). However, when a subsystem is first researched, it's usually weak - you need to continue to research in that field to make it more powerful. Eventually, you research how to build {{Ringworld Planets}}, {{StarKiller blow up stars}} in an instant, and make ships that can carry itself inside its own cargo bay.

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Research has a massive focus in ''Star Ruler'' - you unlock subsystems by researching its specific upgrade (i.e. researching Energy Weapons will help unlock lasers). However, when a subsystem is first researched, it's usually weak - you need to continue to research in that field to make it more powerful. Eventually, you research how to build {{Ringworld Planets}}, {{StarKiller Planet}}s, [[StarKilling blow up stars}} stars]] in an instant, and make ships that can carry itself inside its own cargo bay.

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The game focuses on annihilating every other empire in the galaxy.
Research has a massive focus in ''Star Ruler'' - you unlock subsystems by researching its specific upgrade (i.e. researching Energy Weapons will help unlock lasers). However, when a subsystem is first researched, it's usually weak - you need to continue to research in that field to make it more powerful. Eventually, you research how to build {{Ringworld Planets}}, {{StarKiller blow up stars}} in an instant, and make ships that can carry itself inside its own cargo bay.
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* StarKilling

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* StarKillingStarKilling: Pump enough energy or several teratons of ammo into a star, and it will go nova. Once your tech level is high enough, it's possible to one-shot a star using a planet sized ship.

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* AsteroidMiners

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* AsteroidMinersAsteroidMiners: Asteroids can be mined by ships with Mining Lasers. Some "systems" are actually just a very large asteroid without a star, with some debris scattered around it.



* CommandAndConquerEconomy: Used and averted. While you need to manually order the construction of ships, you can set Governors to automatically build structures on the planets you colonise.

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* CommandAndConquerEconomy: Used and averted. While you need to manually order the construction of ships, you can set different types of Governors to automatically build structures to your specifications (food planet, metal factory, et cetera) on the planets you colonise.


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* GameMod: The game is easily modded to include more subsystems.
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* KineticWeaponsAreJustBetter: Initially they are, but energy weapons improve such that a parity of sorts is eventually reached.
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* ArmorPiercing: There are weapons that partially or completely ignore armour, but deal less actual damage.

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* ArmorPiercing: There are weapons that partially or completely ignore armour, armor, but deal less actual damage.
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[[caption-width-right:320:Yes, that's a galaxy in the centre.]]

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[[caption-width-right:320:Yes, that's a galaxy in the centre.center.]]
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* LensmanArmsRace
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* BottomlessMagazines: Averted; when designing your starships you must take into account how long they can fire with the ammo stocks they have on board and add more ammo caches if they do not pack enough. Or you could design dedicated ammo colliers and send them with your expeditionary forces, but best hope the enemy doesn't [[ShootTheMedicFirst shoot them first...]]

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* NecessaryDrawback

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* NecessaryDrawbackMinMaxing: At game-start you can choose traits for your faction through the juggling of points.
* NecessaryDrawback: A key part of the game design; new subsystems unlocked through research are not just incremental improvements on the existing ones but have their own flaws to balance the advantages they bring.
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* BiggerIsBetter: Used and averted.


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* NecessaryDrawback


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* SubsystemDamage
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* AllPlanetsAreEarthlike: Averted. Some are clearly not.



* AsteroidMining

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* AsteroidMiningAsteroidMiners


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* CommandAndConquerEconomy: Used and averted. While you need to manually order the construction of ships, you can set Governors to automatically build structures on the planets you colonise.


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* {{Precursors}}: Remnants.


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* SpacePirates

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