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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.


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* AbusivePrecursors: Remnants are changed into this from vanilla. It's unknown how they were like before, but nowadays the artificially intelligent remnants of their vast fleet attack anything in sight. Unlike in vanilla where they were content to bum around in their systems, GA's Remnants send out roving kill-squads to purge the younger races every now and then.
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* AstronomicZoom
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** CripplingSpecialization: Don't do jack against physical things like armour or hull.

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** CripplingSpecialization: CripplingOverspecialization: Don't do jack against physical things like armour or hull.
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* ArmorPiercing: There are now weapons that are great at killing shields, but...
** CripplingSpecialization: Don't do jack against physical things like armour or hull.

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''Star Ruler'' is a 3D real time 4X title from indie developers [[http://starruler.blind-mind.com/ Blind Mind Studios]].
The game focuses on annihilating every other empire in the galaxy.

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''Star Ruler'' is a 3D real time 4X title from indie developers [[http://starruler.blind-mind.com/ Blind Mind Studios]].
Studios]]. The game focuses on annihilating every other empire in the galaxy.


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* MinMaxing: Taken to a new level with added Traits that allow you to improve or worsen certain weapon types, further encouraging you to specialise your research than in vanilla.
* PointDefenseless: An explicit PD efficiency mechanic has been added. It caps out at 80%, meaning that statistically you will never have perfect PD.

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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 larger 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, [[BeyondTheImpossible [[SerialEscalation build ships larger than the galaxy]], and make ships that can carry itself inside its own cargo bay.


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''Star Ruler'' also has strong support for modding, with many aspects customisable in a humble text editor. Among the most popular of them is ''[[http://starruler.blind-mind.com/mods/view/3 Galactic Armory]]'', which makes quite a few substantial changes to the gameplay. ''GA'' tropes go into a separate section.


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!! Galactic Armory adds or changes the following examples:
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* ClownCarBase: The usual result of high-level Spatial Dynamics research. See above entry under TheBattlestar.

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* ClownCarBase: The usual result of high-level Spatial Dynamics research. See above entry under TheBattlestar. Even without it you can build ships or stations bigger than the constructor used.
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* MatryoshkaObject: You can build ships that do this.
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* HigherTechSpecies: Remnants at first, though you'll overtake them eventually in most aspects.
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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, [[BeyondTheImpossible build ships large larger than the galaxy]], and make ships that can carry itself inside its own cargo bay.



* {{Artistic License 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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* {{Artistic License 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. FridgeBrilliance: By the time you're building those megaships, you probably have some levels in Gravitics control.
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The AM weapons and thrusters don\'t exist in vanilla, though, only the generator


* {{Antimatter}}: It has has the advantage of needing almost no fuel storage, and having very efficient yet extremely powerful thrusters and weapons, but requires Antimatter generators, which are expensive and ''extremely'' fragile. Ships with antimatter tend to explode violently when their armor is breached.

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* {{Antimatter}}: It has has the advantage of needing almost no fuel storage, and having mods add very efficient yet extremely powerful thrusters and weapons, but requires Antimatter generators, which are expensive and ''extremely'' fragile. Ships with antimatter tend to explode violently when their armor is breached.



* BottomlessMagazines: Averted with kinetics; 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...]] Energy weapons on the other hand have no ammo requirements.

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* BottomlessMagazines: Averted with kinetics; 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...]] Energy weapons on the other hand have no ammo requirements. Later research allows you to unlock the Matter Generator, which can generate ammo; with a high enough research level you can generate more ammo than you expend, conforming to this trope again.
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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.

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* {{AbusivePrecursors}}: AbusivePrecursors: Remnants. It's unknown how they were like before, but nowadays the artificially intelligent remnants of their vast fleet attack anything in sight.



* {{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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* {{ArtisticLicense {{Artistic License 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.



* StandardSciFiFleet: Everything present larger than an escape pod. Fighters, bombers, corvettes, frigates, haulers, tanks, battleships, carriers, BattleStars, MotherShips, ships the size of the galaxy...

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* StandardSciFiFleet: Everything present larger than an escape pod. Fighters, bombers, corvettes, frigates, haulers, tanks, battleships, carriers, BattleStars, MotherShips, [[TheBattlestar Battlestars]], [[TheMotherShip Motherships]], ships the size of the galaxy...
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* RegeneratingHealth: Crew quarters provide a small amount of regen. Repair bays give you more regen. Nano armor repairs itself, but does nothing for the rest of the spacecraft's systems.
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* BiggerIsBetter: Used and averted.

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* BiggerIsBetter: Used and averted. While almost everything improves with size, various disadvantages such as reload times also go up.
* BiggerStick
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* {{Antimatter}}: It has has the advantage of needing almost fuel storage, and having very efficient yet extremely powerful thrusters and weapons, but requires Antimatter generators, which are expensive and ''extremely'' fragile. Ships with antimatter tend to explode violently when their armor is breached.

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* {{Antimatter}}: It has has the advantage of needing almost no fuel storage, and having very efficient yet extremely powerful thrusters and weapons, but requires Antimatter generators, which are expensive and ''extremely'' fragile. Ships with antimatter tend to explode violently when their armor is breached.
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* UnitsNotToScale: Units are to scale with each other, but not celestial objects (planets, asteroids, stars). A size 2500 station is several times the size of a planet, but will have a crew around ~200,000, whereas a planet will have a population of about a ~100,000,000 at low levels. This is present to ensure that your ships are actually visible at a decent zoom level.


* {{Antimatter}}: Added in the ''Galactic Armory'' mod. Antimatter has the advantage of needing almost fuel storage, and having very efficient yet extremely powerful thrusters and weapons, but they require Antimatter generators, which are expensive and ''extremely'' fragile. Ships with antimatter tend to explode violently when their armor is breached.

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* {{Antimatter}}: Added in the ''Galactic Armory'' mod. Antimatter It has has the advantage of needing almost fuel storage, and having very efficient yet extremely powerful thrusters and weapons, but they require requires Antimatter generators, which are expensive and ''extremely'' fragile. Ships with antimatter tend to explode violently when their armor is breached.
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* StandardSciFiFleet: Everything present larger than an escape pod. Fighters, bombers, corvettes, frigates, haulers, tanks, battleships, carriers, BattleStars, MotherShips, ships the size of the galaxy...
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* ArbitraryMaximumRange: Weapons all have ''relatively'' small maximum ranges - but the ranges are measured in AU (Astronomical Units, basically the average distance from Earth to the Sun)
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* SpaceFighter: Present. Very cheap and fast, but thoroughly useless at killing most enemy ships beyond size ~50, though they make [[WeHaveReserves very good cannon fodder to distract enemy guns]].
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* {{Antimatter}}: Added in the ''Galactic Armory'' mod. Antimatter has the advantage of needing almost fuel storage, and having very efficient yet extremely powerful thrusters and weapons, but they require Antimatter generators, which are expensive and ''extremely'' fragile. Ships with antimatter tend to explode violently when their armor is breached.
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* GhostShip: Crew death, loss of power, or running out of fuel will cause a ship to go derelict, and drift until it's destroyed by the game several minutes later. Derelict ships can be salvaged and reclaimed if it's only the crew that died - doing so on an enemy ship will also allow you to steal the design and build it yourself.
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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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* BottomlessMagazines: Averted; Averted with kinetics; 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...]]]] Energy weapons on the other hand have no ammo requirements.
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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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* BoardingParty: Boarding pods can be used to take over enemy ships. It's very effect effective to swarm enemy mega-ships with [[ZergRush thousands of boarding ships]]ships]]. You can also make boarding pods have several thousand marines on them.
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* SuperweaponSurprise: Save for capturing enemy ships or finding derelict ships, it's impossible to know how advanced an enemy is - leading to things like a enemy fighter wiping out your battlefleet because you weren't researching. Additionally, it is not possible to view how many ships an enemy planet or ship has docked. You could be invading a ripe, undefended system... only for hundreds of enemy battleships to come pouring out of the planets to wipe out your battlegroup.
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* RockBeatsLaser: Hyper-averted. A technologically advanced empire will absolutely ''crush'' a lower level empire. To emphasize this - A fighter with level 40 armor, engines, and weapons will curb stomp a level 1, mega-battleship
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* MobileFactory: Placing a Mining Laser, storage, the 3 part refineries (Metal, Electronics, Advanced Parts), and a Construction Bay on a ship will allow it to start building ships once it has an asteroid to mine. It's possible to build what are essentially Von Neumann self-replicating ships using this - order them to build 10 of themselves, then order them to mine a large asteroid. Keep repeating this, and about an hour later there will be several hundred ships mining the asteroid.
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* A Million is a Statistic: Large ships have crews of over a thousand. The megaships that the player can build can have crews of ''millions''. Planetary assaults with smaller (aka not planet killing sized death machines) ships result in millions (or billions, in the case of high level cities) being slaughtered indiscriminately by orbital bombardment.

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* A {{A Million is a Statistic: Statistic}}: Large ships have crews of over a thousand. The megaships that the player can build can have crews of ''millions''. Planetary assaults with smaller (aka not planet killing sized death machines) ships result in millions (or billions, in the case of high level cities) being slaughtered indiscriminately by orbital bombardment.
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* AMillionisaStatistic: Large ships have crews of over a thousand. The megaships that the player can build can have crews of ''millions''. Planetary assaults with smaller (aka not planet killing sized death machines) ships result in millions (or billions, in the case of high level cities) being slaughtered indiscriminately by orbital bombardment.

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* AMillionisaStatistic: A Million is a Statistic: Large ships have crews of over a thousand. The megaships that the player can build can have crews of ''millions''. Planetary assaults with smaller (aka not planet killing sized death machines) ships result in millions (or billions, in the case of high level cities) being slaughtered indiscriminately by orbital bombardment.
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* AMillionisaStatistic: Large ships have crews of over a thousand. The megaships that the player can build can have crews of ''millions''. Planetary assaults with smaller (aka not planet killing sized death machines) ships result in millions (or billions, in the case of high level cities) being slaughtered indiscriminately by orbital bombardment.
* ApocalypseHow: Planetary assaults with big enough ships will cause the planet itself to break apart. You can then go blow up the ''star'' that the planet orbits.

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