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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 randomly generated galaxy.

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



* BeamSpam: Laser paired up to rack mounts, equipped in-mass, will result in what is essentially a flying disco rave when in combat.



* BiggerStick

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* BiggerStickBiggerStick: The ship design allows you to customize your ship's equipment and the ship's scale. When engaging an enemy more powerful than you, it's common to simply start flinging enormous battleships and orbital defense stations at the enemy, who will often counter with even bigger ships, [[LensmanArmsRace and so the cycle continues]].
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* LensmanArmsRace

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* LensmanArmsRaceLensmanArmsRace: You start the game barely able to field a small navy, with size ~50 ships being flagships. As you (and your enemies) develop their economy and research facilities to improve and innovate their technology, navies become progressively larger and more powerful, with single ships capable of wiping out entire cities with a single shot. Towards the end-game, both sides will be flinging ships the size of stars at each other, building multiple {{Ring World Planet}}s, bombing planets to dust, and [[StarKilling killing the stars themselves.]]
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* HigherTechSpecies: Remnants at first, though you'll overtake them eventually in most aspects.

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* HigherTechSpecies: Remnants at first, though you'll overtake them eventually in most aspects. Some of the things they have though, like Jump Bridges, you will never get.
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* MisaimedRealism: The game enforces newtonian motion (no friction in space), and ships move around realistically, but they can easily exceed the speed of light by simply accelerating long enough.

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* MisaimedRealism: The game enforces newtonian motion (no friction in space), SpaceFriction), and ships move around realistically, but they can easily exceed the speed of light by simply accelerating long enough.
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* AwesomeYetPractical: Fusion generators. They take up very little subsystem room, are efficient with fuel, produce loads of power, and are unlocked fairly early in the game.


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* MadeOfExplodium: AntiMatter generators explode in the ship when they are damaged.

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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.

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, [[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'' 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 randomly generated 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 Planet}}s, [[StarKilling blow up stars]] in an instant, [[SerialEscalation build ships larger than the galaxy]], and make ships that can [[ClownCarBase carry itself inside its own cargo bay.
bay]].


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* MisaimedRealism: The game enforces newtonian motion (no friction in space), and ships move around realistically, but they can easily exceed the speed of light by simply accelerating long enough.


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* ZergRush: A favored tactic of the AI in ''GA'' is to spam hundreds of bombers to attack, with some large battleships following behind the bomber spam.
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* ArtificialBrilliance: The AI in ''Galactic Armory'' will use mobile mining/refinery ships to greatly expand their economic power. And now [[OhCrap the AI can use boarding pods.]]
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* RegeneratingShieldStaticHealth: Ships with Computer Cores and shield generators function like this. Shields will regenerate, but the health and armor will not, unless additional equipment is installed such as repair bays.

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* AIIsACrapshoot: The "AI Paranoia" Trait bans you from using Computers under the pretext of your faction having had bad experiences with rogue AI.



* 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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* ArbitraryMaximumRange: Weapons all have ''relatively'' small maximum ranges - but the ranges are measured in thousandths of AU (Astronomical Units, basically the average distance from Earth to the Sun)Sun, roughly 500 lightseconds).
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* {{Homage}}: The original creator of the modified Remnants code stated that he was inspired by ''VideoGame/AIWarFleetCommand''.

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* SpaceFighter: Present. Very cheap and fast, but thoroughly useless at killing most enemy ships beyond size ~50 without a large tech disparity, though they make [[WeHaveReserves very good cannon fodder to distract enemy guns]].

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* ShoutOut: The Achievement for doing an EarthShatteringKaboom is [[Franchise/TheHitchhikersGuideToTheGalaxy "Thanks for all the fish".]]
* SpaceFighter: Present. Very cheap and fast, quick to accelerate, but thoroughly useless at killing most enemy ships beyond size ~50 without a large tech disparity, though they make [[WeHaveReserves very good cannon fodder to distract enemy guns]].
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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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* 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 loses "health", damage can bypass it and hit the ship's subsystems directlydirectly.



* 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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* 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-battleship1 mega-battleship.
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* UnstableEquilibrium: Big offender. Getting many planets early allows you to get more research capacity. Research not only improves economic and military capabilities, but also begets more research. Play your cards right, you'll be out-researching and out-producing everyone while also building bigger and more advanced ships, spiraling until victory is effectively guaranteed.
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* StandardSciFiFleet: Everything present larger than an escape pod. Fighters, bombers, corvettes, frigates, haulers, tanks, battleships, carriers, [[TheBattlestar Battlestars]], [[TheMotherShip Motherships]], ships the size of the galaxy...

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* StandardSciFiFleet: Everything present larger than an escape pod. Fighters, Default designs include fighters, bombers, corvettes, frigates, haulers, tanks, battleships, carriers, [[TheBattlestar Battlestars]], [[TheMotherShip Motherships]], cruisers, dreadnaughts, capital ships the size of the galaxy... and carriers. However, you can choose to invoke or defy this depending on your designs.

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Tropes cannot be averted/subverted/whatever \"hard.\"


!This game provides examples of:

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!This game provides examples of:----
!!Provides Examples Of:



* 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, then keep on drifting past it until the effects of space dust destroys it.

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* SpaceFriction: Averted, hard.Averted. 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, then keep on drifting past it until the effects of space dust destroys it.
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** Barrage and Cluster launchers are particularly important when fighting ships utilizing EM defenses, as they cause a percentage of all shots fired upon them to miss. While missiles seemingly able to recognize that they missed, turn around, and try to not miss a second time, the more missiles approach still proves to be significantly more effective in dealing with ships that are utilizing EM defenses.


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** EM defenses work similarly, except that it is possible to have two separate layers of EM defenses, resulting in enemy targeting computers having a very small chance of hitting, without the ammo expense of Point defenses. Naturally EM defenses dont stop fighters, or MacrossMissileMassacre very effectively.

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** The returning Muon cannon and The Phased particle beams prove just as good against ship Armor, fortunately enough.



* FixedForwardFacingWeapon: The Spinal Mount Hull lets you make these.

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* FixedForwardFacingWeapon: The Spinal Mount Hull lets you make these. It vastly improves the statistics of the weapon, but forces the ship to turn and face its targets. Due to how quickly defensive techs can render ships [[NighInvulnerability nigh invulnerable,]] this becomes a lifesaver in the battle between super-dreadnaughts. Doubly so if you somehow cannot not deploy super-weaponry.


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** Recent updates have changed this, dividing it into two groups: WMD fear, with the remaining traits of honor being ported into the Religious trait. [[UnfortunateImplications Strangely enough they are both mutually exclusive.]]
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Blank edit for a work that Needs More Love


Although it is completely lacking in narrative, its main appeal is probably... see the page image.

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Although it is completely lacking in narrative, its main appeal is probably... see the page image.
image. Most certainly NeedsMoreLove.
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* UniversalAmmunition: All weapons draw from a source of ammo with no attempt to distinguish.
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* MikeNelsonDestroyerOfWorlds: Some time in, you will be building and facing ships more durable than planets and with the firepower needed to destroy each other. This can easily mean that you target a planet to cleanse it of enemy life and end up accidentally fragging it because you underestimated just how just firepower you have in play.
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* HonorBeforeReason: One [[MinMaxing Trait]] you can take is "Code of Honor", which prevents from using a variety of subsystems. No [=WMDs=], fair enough, but when the thing prevents you from using sensible things like ArmorPiercingAttack it goes straight into this.
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* MatryoshkaObject: You can build ships that do this.

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* MatryoshkaObject: You can build ships that do this.this - be it smaller ships carrying progressively smaller ships, or if you're crazy, making ships carrying progressively large ships inside each other. With about a dozen transitions at high level Spatial Dynamics and Cargo Storage, you could go [[ClownCarBase from a size 1.0 fighter to a size 256 battleship.]]
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* MacrossMissileMassacre: With enough missile research.


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* SciFiWritersHaveNoSenseOfScale: FTL travel through pure acceleration and FTL lasers. Enough said.


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* TheBattlestar: The mod adds two hulls meant for this; the Carrier Hull, like the name suggests, leans more to normal carriers in being relatively thin-skinned and trades some space away for having strikecraft bays integrated right into the hull, while the Mothership Hull is closer to a Battlestar, trading out some space and not having the option of extra ship bays in order to accommodate more weapons and stuff.


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* MacrossMissileMassacre: Missile numbers scaling with level has been removed, but there are now Barrage and Cluster launchers.
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* OutgrownSuchSillySuperstitions: One Trait allows you to invert this. It prevents you from using certain esoteric tech, most to do with Spatial Dynamics, with the reason that your people's religious beliefs forbid it.
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* OneManArmy: Due to military strength calculations, one mega-battleship can be worth whole fleets.

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* EarthShatteringKaboom



* FrickinLaserBeams: A weapon choice. Averts the usual depiction by being continuous-beam and hitscan, though it gets ridiculous when you research them to where their range is measurable in AU (~8 light-minutes/~500 light-seconds) and [[FasterThanLightTravel STILL hit instantly!]]



* 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.

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* RingworldPlanet: The player can eventually research how to build ringworlds. They take severa several gigatons of material, and will take several real-time ''hours'' to build without sufficient infrastructure.infrastructure, especially if you're fool enough to try and build them as soon as available.



* 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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* SpaceFighter: Present. Very cheap and fast, but thoroughly useless at killing most enemy ships beyond size ~50, ~50 without a large tech disparity, though they make [[WeHaveReserves very good cannon fodder to distract enemy guns]].
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* ArmorPiercing: There are weapons that partially or completely ignore armor, but deal less actual damage.

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* ArmorPiercing: ArmorPiercingAttack: There are weapons that partially or completely ignore armor, but deal less actual damage.



* ArmorPiercing: There are now weapons that are great at killing shields, but...

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* ArmorPiercing: ArmorPiercingAttack: There are now weapons that are great at killing shields, but...
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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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* 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. It should be noted, though, that "slowboating" can also result in low-end FTL - a light-second is roughly 0.002AU, yet ships can accelerate past that fairly early on.
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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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* 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, systems and chase the kids off their lawns, GA's Remnants send out roving kill-squads to purge the younger races every now and then.
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* FixedForwardFacingWeapon: The Spinal Mount Hull lets you make these.

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