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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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** 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. Defenses. Naturally EM defenses dont don't stop fighters, fighters or MacrossMissileMassacre very effectively.



* WarIsGlorious: The Aggressor AI goes to war to further the glory if their clan.

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* WarIsGlorious: The Aggressor AI goes to war to further the glory if of their clan.



* FasterThanLightTravel: Several flavors. Players can now assemble [[PortalNetwork jump gates]] (previously, only Remnants possessed gates) which must be flown to their destination, then stopped before being linked up, which will then provide instantaneous travel between gates. The "Fling" drive, can catapult a ship extreme distances for little energy, but can only be mounted on stations - in essence, you ''fire your ships at their destination'' like a railgun - once a ship reaches its destination, it has to rely on standard thrusters for movement or its return journey. [[SubspaceOrHyperspace Hyperdrives]] function much like the warp drive in ''Franchise/StarTrek'' - it's faster than slowboating with thrusters, but not instantaneous like a jump drive, and consumes energy as the ship moves through hyperspace. "Slipstream" drives allow one ship to project a FTL field like that of a hyperdrive, with the addition that it can be shared between ships in a fleet, allowing for a big ship to project a FTL field around itself to warp itself and its escorts towards their destination.

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* FasterThanLightTravel: Several flavors. Players can now assemble [[PortalNetwork jump gates]] (previously, only Remnants possessed gates) which must be flown to their destination, then stopped before being linked up, which will then provide instantaneous travel between gates. This is also the only method that can be used for trade. The "Fling" drive, beacon can catapult a ship extreme distances for little energy, but can only be mounted on stations orbitals - in essence, you ''fire your ships at their destination'' like a railgun - once a ship reaches its destination, it has to rely on standard thrusters for movement or its return journey. journey unless you have another beacon there. [[SubspaceOrHyperspace Hyperdrives]] function much like the warp drive in ''Franchise/StarTrek'' - it's faster than slowboating with thrusters, but not instantaneous like a jump drive, still slower than everything else, and consumes energy as the ship moves through hyperspace. "Slipstream" drives allow one ship specialised ships to project tear a FTL field hole in reality, like that of in ''Franchise/{{Halo}}'', through which a hyperdrive, with whole fleet can instantaneously pass through to the addition that it paired tear, although unlike gates the tear is temporary and can be shared between ships in a fleet, allowing for a big ship to project a FTL field around itself to warp itself and its escorts towards their destination. used by enemies.
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Ship-to-ship combat is [[GlassCannon fast and brutal, with ships annihilating each other often in just a few salvos]] - sped up by the fact that weapons [[SubsystemDamage damage ship subsystems]], and many subsystems are also [[MadeOfExplodium explosive, such as ammunition or anti-matter]]. Entire fleets can wipe each other out in mere minutes, so positioning your ships to prevent mass losses is necessary when fighting equal forces.

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Ship-to-ship combat is [[GlassCannon [[RocketTagGameplay fast and brutal, with ships annihilating each other often in just a few salvos]] - sped up by the fact that weapons [[SubsystemDamage damage ship subsystems]], and many subsystems are also [[MadeOfExplodium explosive, such as ammunition or anti-matter]]. Entire fleets can wipe each other out in mere minutes, so positioning your ships to prevent mass losses is necessary when fighting equal forces.
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* MinMaxing: At game-start you can choose traits for your faction through the juggling of points.

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* MinMaxing: MinMaxersDelight: At game-start you can choose traits for your faction through the juggling of points.points. Some give you bonuses (such as better research), while some are nerfs to gain points (such as prevent you from using a certain class of weapons)
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** Large ships tend to spend huge amounts of fuel chasing down small, unarmed scout ships.

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** Large ships tend to spend huge amounts of fuel chasing down small, unarmed scout ships.ships when using the default targeting priorities.
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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, [[SerialEscalation build ships larger than the galaxy]], and make ships that can [[ClownCarBase 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, [[SerialEscalation build ships larger than the galaxy]], and make ships that can [[ClownCarBase [[ClownCar carry itself inside its own cargo bay]].



* TheBattlestar: Ships can mount any combination of weapons and ship bays. With Quantum Space Compressors, you can have {{Clown Car Base}}s. [[http://www.youtube.com/watch?v=0rjwZPRnv08 Behold.]]

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* TheBattlestar: Ships can mount any combination of weapons and ship bays. With Quantum Space Compressors, you can have {{Clown Car Base}}s.Car}}s. [[http://www.youtube.com/watch?v=0rjwZPRnv08 Behold.]]



* 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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* ClownCar / 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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hottip cleanup


[[DesignItYourselfEquipment Ships are designed by the players]], who place different subsystems (such as engines, armor, guns, or support equipment) inside a [[http://i.imgur.com/00go7.jpg circular "blueprint"]], which has a max subsystem size limit [[note]]such as a limiting you to a combined total of 15 subsystems, if you make each subsystem a scale of 1.00[[/note]].

The game's economy is simple at first glance, but very nuanced. Ships require Metal [[note]] processed from ore[[/note]], Advanced Parts [[note]] processed from electronics and metal[[/note]], Electronics [[note]] made from metal[[/note]], and Labor [[note]] what is used to actually build stuff, generated by the population[[/note]] to be built, but planets, and your race as a whole may have modifiers on each stat. Food is necessary to keep your population from starving, and they want goods and luxury goods otherwise they'll produce less - unless you just enslave them. Unlike other games, ships, stations, and planetary facilities have no "build time" - if you have enough resources stored at the build point, you can build anything virtually instantly. If you don't have enough resources, the planet (or mobile shipyard) has to pull the resources from your Galactic Bank, the empire-wide resource depository.

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[[DesignItYourselfEquipment Ships are designed by the players]], who place different subsystems (such as engines, armor, guns, or support equipment) inside a [[http://i.imgur.com/00go7.jpg circular "blueprint"]], which has a max subsystem size limit [[note]]such as a limiting you to a combined total of 15 subsystems, if you make each subsystem a scale of 1.00[[/note]].

00[[/note]].

The game's economy is simple at first glance, but very nuanced. Ships require Metal [[note]] processed [[note]]processed from ore[[/note]], Advanced Parts [[note]] processed [[note]]processed from electronics and metal[[/note]], Electronics [[note]] made [[note]]made from metal[[/note]], and Labor [[note]] what [[note]]what is used to actually build stuff, generated by the population[[/note]] to be built, but planets, and your race as a whole may have modifiers on each stat. Food is necessary to keep your population from starving, and they want goods and luxury goods otherwise they'll produce less - unless you just enslave them. Unlike other games, ships, stations, and planetary facilities have no "build time" - if you have enough resources stored at the build point, you can build anything virtually instantly. If you don't have enough resources, the planet (or mobile shipyard) has to pull the resources from your Galactic Bank, the empire-wide resource depository.
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Hottip cleanup.


[[DesignItYourselfEquipment Ships are designed by the players]], who place different subsystems (such as engines, armor, guns, or support equipment) inside a [[http://i.imgur.com/00go7.jpg circular "blueprint"]], which has a max subsystem size limit [[hottip:*:such as a limiting you to a combined total of 15 subsystems, if you make each subsystem a scale of 1.00]].

The game's economy is simple at first glance, but very nuanced. Ships require Metal [[hottip:*: processed from ore]], Advanced Parts [[hottip:*: processed from electronics and metal]], Electronics [[hottip:*: made from metal]], and Labor [[hottip:*: what is used to actually build stuff, generated by the population]] to be built, but planets, and your race as a whole may have modifiers on each stat. Food is necessary to keep your population from starving, and they want goods and luxury goods otherwise they'll produce less - unless you just enslave them. Unlike other games, ships, stations, and planetary facilities have no "build time" - if you have enough resources stored at the build point, you can build anything virtually instantly. If you don't have enough resources, the planet (or mobile shipyard) has to pull the resources from your Galactic Bank, the empire-wide resource depository.

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[[DesignItYourselfEquipment Ships are designed by the players]], who place different subsystems (such as engines, armor, guns, or support equipment) inside a [[http://i.imgur.com/00go7.jpg circular "blueprint"]], which has a max subsystem size limit [[hottip:*:such [[note]]such as a limiting you to a combined total of 15 subsystems, if you make each subsystem a scale of 1.00]].00[[/note]].

The game's economy is simple at first glance, but very nuanced. Ships require Metal [[hottip:*: [[note]] processed from ore]], ore[[/note]], Advanced Parts [[hottip:*: [[note]] processed from electronics and metal]], metal[[/note]], Electronics [[hottip:*: [[note]] made from metal]], metal[[/note]], and Labor [[hottip:*: [[note]] what is used to actually build stuff, generated by the population]] population[[/note]] to be built, but planets, and your race as a whole may have modifiers on each stat. Food is necessary to keep your population from starving, and they want goods and luxury goods otherwise they'll produce less - unless you just enslave them. Unlike other games, ships, stations, and planetary facilities have no "build time" - if you have enough resources stored at the build point, you can build anything virtually instantly. If you don't have enough resources, the planet (or mobile shipyard) has to pull the resources from your Galactic Bank, the empire-wide resource depository.
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* VillainsWantMercy: When an AI player realizes it's losing, and [[CurbStompBattle losing badly]], it will begin bribing the attacker with most of their remaining resources to try get a ceasefire, [[ChronicBackstabbingDisorder so that it can build up a fleet and attack again]]

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GA, being for SR 1, should be before SR 2


!! ''Star Ruler 2'' provides examples of:
* TheDogBitesBack: The Influence system in ''[=SR2=]'' allows losing empires to use diplomacy against their aggressor. The more evil and [[OmnicidalManiac omnicidal]] a player or AI is against an enemy, such as [[ApocalypseHow glassing their planets]] or slaughtering all their civilians, the more influence the victim gains against them.
* FasterThanLightTravel: Several flavors. Players can now assemble [[PortalNetwork jump gates]] (previously, only Remnants possessed gates) which must be flown to their destination, then stopped before being linked up, which will then provide instantaneous travel between gates. The "Fling" drive, can catapult a ship extreme distances for little energy, but can only be mounted on stations - in essence, you ''fire your ships at their destination'' like a railgun - once a ship reaches its destination, it has to rely on standard thrusters for movement or its return journey. [[SubspaceOrHyperspace Hyperdrives]] function much like the warp drive in ''Franchise/StarTrek'' - it's faster than slowboating with thrusters, but not instantaneous like a jump drive, and consumes energy as the ship moves through hyperspace. "Slipstream" drives allow one ship to project a FTL field like that of a hyperdrive, with the addition that it can be shared between ships in a fleet, allowing for a big ship to project a FTL field around itself to warp itself and its escorts towards their destination.
* SubspaceOrHyperspace: Hyperdrives allow a ship to move at phenomenal velocity, much faster than standard thrusters, but consume energy as the ship moves.


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!! ''Star Ruler 2'' provides examples of:
* TheDogBitesBack: The Influence system in ''[=SR2=]'' allows losing empires to use diplomacy against their aggressor. The more evil and [[OmnicidalManiac omnicidal]] a player or AI is against an enemy, such as [[ApocalypseHow glassing their planets]] or slaughtering all their civilians, the more influence the victim gains against them.
* FasterThanLightTravel: Several flavors. Players can now assemble [[PortalNetwork jump gates]] (previously, only Remnants possessed gates) which must be flown to their destination, then stopped before being linked up, which will then provide instantaneous travel between gates. The "Fling" drive, can catapult a ship extreme distances for little energy, but can only be mounted on stations - in essence, you ''fire your ships at their destination'' like a railgun - once a ship reaches its destination, it has to rely on standard thrusters for movement or its return journey. [[SubspaceOrHyperspace Hyperdrives]] function much like the warp drive in ''Franchise/StarTrek'' - it's faster than slowboating with thrusters, but not instantaneous like a jump drive, and consumes energy as the ship moves through hyperspace. "Slipstream" drives allow one ship to project a FTL field like that of a hyperdrive, with the addition that it can be shared between ships in a fleet, allowing for a big ship to project a FTL field around itself to warp itself and its escorts towards their destination.
* SubspaceOrHyperspace: Hyperdrives allow a ship to move at phenomenal velocity, much faster than standard thrusters, but consume energy as the ship moves.

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[[http://starruler2.com/ A sequel has been announced]], set for release in 2014. Early access on STEAM is set for late 2013. Among a host of new features, micromanagement of planets will be less painful, ship movement will be smarter, combat will be deeper, and the [=AIs=] will be better at diplomacy. Additional info and some Q&A can be found on a [[Videogame/GarrysMod Facepunch]] thread by one of the game's creators [[http://facepunch.com/showthread.php?t=1295093 here]]

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[[http://starruler2.com/ A sequel has been announced]], set for release in 2014. Early access on STEAM is set for late 2013. Among a host of new features, micromanagement of planets will be less painful, ship movement will be smarter, combat will be deeper, and the [=AIs=] diplomacy will be better at diplomacy.more important. Additional info and some Q&A can be found on a [[Videogame/GarrysMod Facepunch]] thread by one of the game's creators [[http://facepunch.com/showthread.php?t=1295093 here]]
here]]. Known tropes go in a separate section.



!!Provides Examples Of:

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!!Provides !! ''Star Ruler 1'' Provides Examples Of:



!! Galactic Armory adds or changes the following examples:

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!! Galactic Armory ''Star Ruler 2'' provides examples of:
* TheDogBitesBack: The Influence system in ''[=SR2=]'' allows losing empires to use diplomacy against their aggressor. The more evil and [[OmnicidalManiac omnicidal]] a player or AI is against an enemy, such as [[ApocalypseHow glassing their planets]] or slaughtering all their civilians, the more influence the victim gains against them.
* FasterThanLightTravel: Several flavors. Players can now assemble [[PortalNetwork jump gates]] (previously, only Remnants possessed gates) which must be flown to their destination, then stopped before being linked up, which will then provide instantaneous travel between gates. The "Fling" drive, can catapult a ship extreme distances for little energy, but can only be mounted on stations - in essence, you ''fire your ships at their destination'' like a railgun - once a ship reaches its destination, it has to rely on standard thrusters for movement or its return journey. [[SubspaceOrHyperspace Hyperdrives]] function much like the warp drive in ''Franchise/StarTrek'' - it's faster than slowboating with thrusters, but not instantaneous like a jump drive, and consumes energy as the ship moves through hyperspace. "Slipstream" drives allow one ship to project a FTL field like that of a hyperdrive, with the addition that it can be shared between ships in a fleet, allowing for a big ship to project a FTL field around itself to warp itself and its escorts towards their destination.
* SubspaceOrHyperspace: Hyperdrives allow a ship to move at phenomenal velocity, much faster than standard thrusters, but consume energy as the ship moves.

!! ''Galactic Armory''
adds or changes the following examples:
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[[http://starruler2.com/ A sequel has been announced]], set for release in 2014. Early access on STEAM is set for late 2013. Among a host of new features, micromanagement of planets will be less painful, ship movement will be smarter, combat will be deeper, and the [=AIs=] will be better at diplomacy.

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[[http://starruler2.com/ A sequel has been announced]], set for release in 2014. Early access on STEAM is set for late 2013. Among a host of new features, micromanagement of planets will be less painful, ship movement will be smarter, combat will be deeper, and the [=AIs=] will be better at diplomacy.
diplomacy. Additional info and some Q&A can be found on a [[Videogame/GarrysMod Facepunch]] thread by one of the game's creators [[http://facepunch.com/showthread.php?t=1295093 here]]
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[[http://starruler2.com/ A sequel has been announced]], set for release in 2014. Early access on STEAM is set for late 2013. Among a host of new features, micromanagement of planets will be less painful, ship movement will be smarter, combat will be deeper, and the [=AIs=] will be better at diplomacy.
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* ShoutOut: The Inhibitor AI is a major shoutout to AlastairReynolds' ''RevelationSpace'' series - they have the same name, both want to extinguish any life they find, and both rely on physics-bending weaponry. The backstory even says they took on this "mission" from contact with a race called the "wolves" - another name for the Inhibitors in ''Revelation Space''.

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* ShoutOut: The Inhibitor AI is a major shoutout to AlastairReynolds' ''RevelationSpace'' Creator/AlastairReynolds' ''Literature/RevelationSpace'' series - they have the same name, both want to extinguish any life they find, and both rely on physics-bending weaponry. The backstory even says they took on this "mission" from contact with a race called the "wolves" - another name for the Inhibitors in ''Revelation Space''.
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Ship-to-ship combat is [[GlassCannon fast and brutal, with ships annihilating each other often in just a few salvos]] - sped up by the fact that weapons damage ship subsystems, and many subsystems are also [[MadeOfExplodium explosive, such as ammunition or anti-matter]]. Entire fleets can wipe each other out in mere minutes, so positioning your ships to prevent mass losses is necessary when fighting equal forces.

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Ship-to-ship combat is [[GlassCannon fast and brutal, with ships annihilating each other often in just a few salvos]] - sped up by the fact that weapons [[SubsystemDamage damage ship subsystems, subsystems]], and many subsystems are also [[MadeOfExplodium explosive, such as ammunition or anti-matter]]. Entire fleets can wipe each other out in mere minutes, so positioning your ships to prevent mass losses is necessary when fighting equal forces.



* MisaimedRealism: The game enforces newtonian motion (no SpaceFriction), 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 SpaceFriction), and ships move around realistically, but there is no relativity, so they can easily exceed the speed of light by simply accelerating long enough.
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* EasyLogistics: Played with. Ships will, by default, restore their own ammo and fuel from planets (or other "tender" and "tanker" ships), provided there's enough to take. However, the resupply settings on ships often need to be tweaked to prevent them from [[ArtificialStupidity flying between two stations to resupply their fuel and ammo indefinitely]]. In ''Galactic Armory'', fuel and ammo are actual Galactic Bank resources that must be assembled by planets or ships/stations with the proper subsystem - good luck invading that enemy planet when you don't have the fuel to gas up your ships or the ammo to load the cannons!
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* AntiAir: Point defenses are largely for shooting down incoming missiles. However, point defenses on large ships will fire at smaller ships, such as fighters and incoming boarding pods. Build a big enough ship and it'll start firing its point defenses at stations and planets.
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* 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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* 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. Blowing up the quasar at the center of the galaxy will destroy almost everything in the central half of the galaxy.
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* ArchaeologicalArmsRace: ''Galactic Armory'' adds a slew of ancient superweapons, megastructures, and perfectly terraformed planets from the Remnant's long-gone empire. [[PortalNetwork Warp gates]], shield sapping generators, [[StarKilling starkilling cannons]], et cetera. Players will need to scramble in order to claim them [[BoardingParty or capture them from other players]]. Of course, the players will also need to battle their way past the AI ships that still guard said superweapons, and it's no easy task when the [[HigherTechSpecies Remnants have antimatter engines and phased railguns when the players are still putting along on solid-fuel rockets]]. Remnant superweapons are not critical to winning a game, but can provide a decisive advantage, especially if the other players begin to edge ahead of you in research.
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* PlanetSpaceship: Beyond around size ~1000, ships will start to become larger than the planets that built them. There is effectively no limit to max size, allowing players to [[UnnecessarilyLargeVessel build a ship larger than the galaxy]] so long as they have sufficient resources.

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* PlanetSpaceship: Beyond around size ~1000, ships will start to become larger than the planets that built them. There is effectively no limit to max size, allowing players to [[UnnecessarilyLargeVessel build a ship larger than the galaxy]] so long as they have sufficient resources. Players can also make literal ''planet'' spaceships, by building Planetary Thrusters on the surface of a planet, which allow the player to control it and order it around much like a regular ship.
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* YouRequireMoreVespeneGas: Planets and [[AsteroidMining asteroids]] have a limited supply of Ore, which is refined into metal, the basic building part. Metal is then turned into Electronics (two metal turns into one electronic) which is the intermediate building part. Advanced Parts requires two metal and one electronic, and is used in the more advanced and complicated ship parts. Food (produced in farms) keeps your population from starving. Goods keep your population from becoming unhappy (which slows down production), while Luxuries make them happy (speeds up production). Labor is generated by cities and shipyards, and is used in the production of ships, stations, and buildings.

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* YouRequireMoreVespeneGas: Planets and [[AsteroidMining [[AsteroidMiners asteroids]] have a limited supply of Ore, which is refined into metal, the basic building part. Metal is then turned into Electronics (two metal turns into one electronic) which is the intermediate building part. Advanced Parts requires two metal and one electronic, and is used in the more advanced and complicated ship parts. Food (produced in farms) keeps your population from starving. Goods keep your population from becoming unhappy (which slows down production), while Luxuries make them happy (speeds up production). Labor is generated by cities and shipyards, and is used in the production of ships, stations, and buildings.

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** The AI will spend a ''significant'' amount of time begging the player for luxuries and goods in treaties, usually every ten minutes for about 2 hours. Thankfully, they can be ignored.



* 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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* 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. Additionally, ships with analyzers can make a copy of the ghost ship's blueprint.



* MileLongShip: Ships larger than size ~50 will be [[UnitsNotToScale larger than most moons]], and have crews numbering in the thousands.



* PlanetSpaceship: Beyond around size ~1000, ships will start to become larger than the planets that built them. There is effectively no limit to max size, allowing players to [[UnnecessarilyLargeVessel build a ship larger than the galaxy]] so long as they have sufficient resources.




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* YouRequireMoreVespeneGas: Planets and [[AsteroidMining asteroids]] have a limited supply of Ore, which is refined into metal, the basic building part. Metal is then turned into Electronics (two metal turns into one electronic) which is the intermediate building part. Advanced Parts requires two metal and one electronic, and is used in the more advanced and complicated ship parts. Food (produced in farms) keeps your population from starving. Goods keep your population from becoming unhappy (which slows down production), while Luxuries make them happy (speeds up production). Labor is generated by cities and shipyards, and is used in the production of ships, stations, and buildings.
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* ProudWarriorRace: The Knight AI isn't warmongering, but they enjoy combat and typically do not use "unfair" weapons like superlasers or space-time bending weapons. Knights are generally the most balanced faction in terms of economy, military, research, and overall ship design. The Aggressor AI als

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* ProudWarriorRace: The Knight AI isn't warmongering, but they enjoy combat and typically do not use "unfair" weapons like superlasers or space-time bending weapons. Knights are generally the most balanced faction in terms of economy, military, research, and overall ship design. The Aggressor AI alsalso has elements of this, but is much more bloodthirsty.

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Whoops.


* BarbarianTribe: The Aggressor AI focuses entirely on war - research be damned.


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* BarbarianTribe: The Aggressor AI focuses entirely on war - research be damned.
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AI tropes.

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* AbsoluteXenophobe: Inhibitors will declare war often and early as their goal is to kill everything that isn't part of their own race.


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* BarbarianTribe: The Aggressor AI focuses entirely on war - research be damned.


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* BlueAndOrangeMorality: The Lunatic AI has no rhyme or reason in its logic - they might go to war because they consider it a hoot. Their ships suffer from CripplingOverspecialization since they are all geared to do ''one'' specific task. The Research AI also considers war to be an effective way to test out new technology.


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* ProudScholarRaceGuy: The Researcher AI focuses more on research, [[ExactlyWhatItSaysOnTheTin naturally]]. They prefer to stay at peace because it's beneficial to researching, but they view war as [[BlueAndOrangeMorality another way to test out new technology]]. Their ships are fragile but pack powerful lasers and shields.
* ProudWarriorRace: The Knight AI isn't warmongering, but they enjoy combat and typically do not use "unfair" weapons like superlasers or space-time bending weapons. Knights are generally the most balanced faction in terms of economy, military, research, and overall ship design. The Aggressor AI als
* ShoutOut: The Inhibitor AI is a major shoutout to AlastairReynolds' ''RevelationSpace'' series - they have the same name, both want to extinguish any life they find, and both rely on physics-bending weaponry. The backstory even says they took on this "mission" from contact with a race called the "wolves" - another name for the Inhibitors in ''Revelation Space''.


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* WarForFunAndProfit: The Warmonger AI is run by {{Mega Corp}}s which stand to make profit during wars.
* WarIsGlorious: The Aggressor AI goes to war to further the glory if their clan.
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* LethalJokeItem: The Salvage gear largely seems rather useless at first glance, since most enemy ships tend to explode faster than any reasonable salvage operation can go. Because it returns resources as a multiplier of armor values, and because more efficient simple armor can cost less than one resource to build, entire Dyson Swarms of space stations around creating and destroying unmanned and underpowered hulks can have net positive metal income. Because stations, unlike planets, aren't limited in construction time by manpower, such arrays are the fastest way to creating truly impressive BigDumbObjects faster than the tech tree normally supports them.


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** Remember that time you [[StarKilling accidentally targeted a sun]]?
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The game's economy is simple at first glance, but very nuianced. Ships require Metal [[hottip:*: processed from ore]], Advanced Parts [[hottip:*: processed from electronics and metal]], Electronics [[hottip:*: made from metal]], and Labor [[hottip:*: what is used to actually build stuff, generated by the population]] to be built, but planets, and your race as a whole may have modifiers on each stat. Food is necessary to keep your population from starving, and they want goods and luxury goods otherwise they'll produce less - unless you just enslave them. Unlike other games, ships, stations, and planetary facilities have no "build time" - if you have enough resources stored at the build point, you can build anything virtually instantly. If you don't have enough resources, the planet (or mobile shipyard) has to pull the resources from your Galactic Bank, the empire-wide resource depository.

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The game's economy is simple at first glance, but very nuianced.nuanced. Ships require Metal [[hottip:*: processed from ore]], Advanced Parts [[hottip:*: processed from electronics and metal]], Electronics [[hottip:*: made from metal]], and Labor [[hottip:*: what is used to actually build stuff, generated by the population]] to be built, but planets, and your race as a whole may have modifiers on each stat. Food is necessary to keep your population from starving, and they want goods and luxury goods otherwise they'll produce less - unless you just enslave them. Unlike other games, ships, stations, and planetary facilities have no "build time" - if you have enough resources stored at the build point, you can build anything virtually instantly. If you don't have enough resources, the planet (or mobile shipyard) has to pull the resources from your Galactic Bank, the empire-wide resource depository.
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The game's economy is simple at first glance, but very nuianced. Ships require Metal [[hottip:*: processed from ore]], Advanced Parts [[hottip:*: processed from electronics and metal), Electronics [[hottip:*: made from metal]], and Labor [[hottip:*: what is used to actually build stuff, generated by the population]] to be built, but planets, and your race as a whole may have modifiers on each stat. Food is necessary to keep your population from starving, and they want goods and luxury goods otherwise they'll produce less - unless you just enslave them. Unlike other games, ships, stations, and planetary facilities have no "build time" - if you have enough resources stored at the build point, you can build anything virtually instantly. If you don't have enough resources, the planet (or mobile shipyard) has to pull the resources from your Galactic Bank, the empire-wide resource depository.

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The game's economy is simple at first glance, but very nuianced. Ships require Metal [[hottip:*: processed from ore]], Advanced Parts [[hottip:*: processed from electronics and metal), metal]], Electronics [[hottip:*: made from metal]], and Labor [[hottip:*: what is used to actually build stuff, generated by the population]] to be built, but planets, and your race as a whole may have modifiers on each stat. Food is necessary to keep your population from starving, and they want goods and luxury goods otherwise they'll produce less - unless you just enslave them. Unlike other games, ships, stations, and planetary facilities have no "build time" - if you have enough resources stored at the build point, you can build anything virtually instantly. If you don't have enough resources, the planet (or mobile shipyard) has to pull the resources from your Galactic Bank, the empire-wide resource depository.
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The game's starships have ([[MisaimedRealism somewhat]]) realistic physics, in that there is no friction - or a top speed, for that matter. Ship's ''effective'' speed is measured by their acceleration power. Ships moving between star systems accelerate halfway to their destination, then flip around and fire their engines backwards to slow down. The more engines a ship has, the faster it goes - but the faster it burns through its fuel supply. You can make the ship larger to [[NecessaryDrawback fit in more engines, but then you have to push around even more weight]].

Ship-to-ship combat is [[GlassCannon fast and brutal, with ships annihilating each other often in just a few salvos]] - sped up by the fact that weapons damage ship subsystems, and many subsystems are also [[MadeOfExplodium explosive, such as ammunition or anti-matter]]. Entire fleets can wipe each other out in mere minutes, so positioning your ships to prevent mass losses is necessary when fighting equal forces.

[[DesignItYourselfEquipment Ships are designed by the players]], who place different subsystems (such as engines, armor, guns, or support equipment) inside a [[http://i.imgur.com/00go7.jpg circular "blueprint"]], which has a max subsystem size limit [[hottip:*:such as a limiting you to a combined total of 15 subsystems, if you make each subsystem a scale of 1.00]].

The game's economy is simple at first glance, but very nuianced. Ships require Metal [[hottip:*: processed from ore]], Advanced Parts [[hottip:*: processed from electronics and metal), Electronics [[hottip:*: made from metal]], and Labor [[hottip:*: what is used to actually build stuff, generated by the population]] to be built, but planets, and your race as a whole may have modifiers on each stat. Food is necessary to keep your population from starving, and they want goods and luxury goods otherwise they'll produce less - unless you just enslave them. Unlike other games, ships, stations, and planetary facilities have no "build time" - if you have enough resources stored at the build point, you can build anything virtually instantly. If you don't have enough resources, the planet (or mobile shipyard) has to pull the resources from your Galactic Bank, the empire-wide resource depository.
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** If you game the system hard enough to get a massive lead on your enemies, it can go straight into TooDumbToLive. [[BullyingADragon Let's declare war on the empire whose ships are orders of magnitude more durable, shooty and quick-accelerating than ours!]] WhatCouldPossiblyGoWrong?

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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.

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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. The planets themselves are not to scale with each other, as having a realistic scale on celestial objects would mean that a world would appear as a single pixel compared to the sun, unless you were to massively zoom in.


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* TerraForm: ''GA'' allows you to terraform any planet to increase the amount of living space, allowing you to build more facilities on a planet. Interestingly, you can also terraform a gas giant.

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