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None
* TwoDSpace: 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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* 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.
* [[{{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.
to:
* 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.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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None
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* FragileSpeedster: Ships using the Fighter hull can suffer SubsystemDamage on any hit and have pathetic health, but can actively dodge incoming fighter and support extreme thrust-to-weight ratios. Small craft with the standard hulls, notably the default scout ship (which is often scaled down to the size of a soda can), will die from so much as a glance from an enemy fighter, but can accelerate very quickly.
to:
* FragileSpeedster: Ships using the Fighter hull can suffer SubsystemDamage on any hit and have pathetic health, but can actively dodge incoming fighter fire and support extreme thrust-to-weight ratios. Small craft with the standard hulls, notably the default scout ship (which is often scaled down to the size of a soda can), will die from so much as a glance from an enemy fighter, but can accelerate very quickly.
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%%* FragileSpeedster: Ships with "Fighter" or "Bomber" hulls, and scout ships (typically smaller than a soda can).
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%%* EarthShatteringKaboom
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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.
to:
* 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 that/second fairly early on.
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None
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* EarthShatteringKaboom
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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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* GlassCannon: Ships with little/no armor, but a ''very'' big gun. Works well when the gun is paired to with a Targeting Computer, allowing it to fire much longer distances.
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* JackOfAllStats: Most of the default ship designs fall into this, being very balanced in its armor, weapon, and engine loadout.
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* JackOfAllStats: Most of the default ship designs fall into this, being very balanced in its their armor, weapon, and engine loadout.
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* MacrossMissileMassacre: With enough missile research.
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* MagneticWeapons: Railguns.
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* 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.
to:
* 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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zce
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* FragileSpeedster: Ships with "Fighter" or "Bomber" hulls, and scout ships (typically smaller than a soda can).
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moving to Star Ruler 2
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!! ''Star Ruler 2'' provides examples of:
[[folder:SR2]]
* TwoDSpace: Fleets align themselves along the galactic plane, though ships can drift out of alignment and debris will fly in whatever direction it pleases.
* {{Arcology}}: A mid-game research allows you to build imperial megacities that go from below the earth, all the way into the sky.
* ArtificialStupidity: By default, Remnant fleets do not chase down ships and will not try to glass planets being colonized in their system, only shooting at ships that approach. Their engagement AI can be re-activated with an optional in the prematch setup.
* BigDumbObject: Neutral "Seed" ships will occasionally build unique upgrades that players can steal and utilize, such as a massive telescope to spy on several systems at once from across the galaxy.
* TheDogBitesBack: The Influence system in ''[=SR2=]'' allows losing empires to use diplomacy against their aggressor.
* EasyLogistics: Ships immediately receive researched stat bonuses, to counter the ad-infinitum retrofitting that plagued ''[=SR1's=]'' endgame, where the ships you produced were obsolete within minutes. Ships still need to be near a friendly planet to reload their "Supply" (ammunition, fuel, etc) and restore their support ship roster.
* FasterThanLightTravel: Several flavors, all of which require FTL Energy, which is a global resource that is slowly built up and can be stored -
** 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 any gate. This is also the only method that can be used for trade.
** The "Fling" beacon can catapult a ship extreme distances for little energy, but can only be mounted on 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 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 still slower than everything else, and consumes energy as the ship moves through hyperspace.
** "Slipstream" drives allow specialised ships to tear a hole in reality, like in ''Franchise/{{Halo}}'', through which a whole fleet can instantaneously pass through to the paired tear, although unlike gates the tear is temporary and can be used by enemies.
* LighterAndSofter: The sequel has a more lighthearted art style, with bright and colorful UI and race portraits.
* ShoutOut: The achievement for destroying a Seed ship is "A Different [[Series/StargateUniverse Destiny]]"
* StarfishAlien: The old, now defunct race portraits, bar the single HumanoidAlien who lacks a mouth or nose. One race appears to be a rock with eyes and several other rocks covered in goop. The newer profiles are a bit more normal (having actual heads) but still very nonhuman.
* SubspaceOrHyperspace: Hyperdrives allow a ship to move at phenomenal velocity, much faster than standard thrusters, but consume energy as the ship moves.
* UnstableEquilibrium: SequelEscalation from the first game. Early rushing to grab as many planets as possible is even more important than before, and this time there are no SpacePirates to prey on weak colonies to discourage you from going wild with the colonization.
[[/folder]]
[[folder:SR2]]
* TwoDSpace: Fleets align themselves along the galactic plane, though ships can drift out of alignment and debris will fly in whatever direction it pleases.
* {{Arcology}}: A mid-game research allows you to build imperial megacities that go from below the earth, all the way into the sky.
* ArtificialStupidity: By default, Remnant fleets do not chase down ships and will not try to glass planets being colonized in their system, only shooting at ships that approach. Their engagement AI can be re-activated with an optional in the prematch setup.
* BigDumbObject: Neutral "Seed" ships will occasionally build unique upgrades that players can steal and utilize, such as a massive telescope to spy on several systems at once from across the galaxy.
* TheDogBitesBack: The Influence system in ''[=SR2=]'' allows losing empires to use diplomacy against their aggressor.
* EasyLogistics: Ships immediately receive researched stat bonuses, to counter the ad-infinitum retrofitting that plagued ''[=SR1's=]'' endgame, where the ships you produced were obsolete within minutes. Ships still need to be near a friendly planet to reload their "Supply" (ammunition, fuel, etc) and restore their support ship roster.
* FasterThanLightTravel: Several flavors, all of which require FTL Energy, which is a global resource that is slowly built up and can be stored -
** 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 any gate. This is also the only method that can be used for trade.
** The "Fling" beacon can catapult a ship extreme distances for little energy, but can only be mounted on 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 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 still slower than everything else, and consumes energy as the ship moves through hyperspace.
** "Slipstream" drives allow specialised ships to tear a hole in reality, like in ''Franchise/{{Halo}}'', through which a whole fleet can instantaneously pass through to the paired tear, although unlike gates the tear is temporary and can be used by enemies.
* LighterAndSofter: The sequel has a more lighthearted art style, with bright and colorful UI and race portraits.
* ShoutOut: The achievement for destroying a Seed ship is "A Different [[Series/StargateUniverse Destiny]]"
* StarfishAlien: The old, now defunct race portraits, bar the single HumanoidAlien who lacks a mouth or nose. One race appears to be a rock with eyes and several other rocks covered in goop. The newer profiles are a bit more normal (having actual heads) but still very nonhuman.
* SubspaceOrHyperspace: Hyperdrives allow a ship to move at phenomenal velocity, much faster than standard thrusters, but consume energy as the ship moves.
* UnstableEquilibrium: SequelEscalation from the first game. Early rushing to grab as many planets as possible is even more important than before, and this time there are no SpacePirates to prey on weak colonies to discourage you from going wild with the colonization.
[[/folder]]
to:
[[folder:SR2]]
* TwoDSpace: Fleets align themselves along the galactic plane, though ships can drift out of alignment and debris will fly in whatever direction it pleases.
* {{Arcology}}: A mid-game research allows you to build imperial megacities that go from below the earth, all the way into the sky.
* ArtificialStupidity: By default, Remnant fleets do not chase down ships and will not try to glass planets being colonized in their system, only shooting at ships that approach. Their engagement AI can be re-activated with an optional in the prematch setup.
* BigDumbObject: Neutral "Seed" ships will occasionally build unique upgrades that players can steal and utilize, such as a massive telescope to spy on several systems at once from across the galaxy.
* TheDogBitesBack: The Influence system in ''[=SR2=]'' allows losing empires to use diplomacy against their aggressor.
* EasyLogistics: Ships immediately receive researched stat bonuses, to counter the ad-infinitum retrofitting that plagued ''[=SR1's=]'' endgame, where the ships you produced were obsolete within minutes. Ships still need to be near a friendly planet to reload their "Supply" (ammunition, fuel, etc) and restore their support ship roster.
* FasterThanLightTravel: Several flavors, all of which require FTL Energy, which is a global resource that is slowly built up and can be stored -
** 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 any gate. This is also the only method that can be used for trade.
** The "Fling" beacon can catapult a ship extreme distances for little energy, but can only be mounted on 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 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 still slower than everything else, and consumes energy as the ship moves through hyperspace.
** "Slipstream" drives allow specialised ships to tear a hole in reality, like in ''Franchise/{{Halo}}'', through which a whole fleet can instantaneously pass through to the paired tear, although unlike gates the tear is temporary and can be used by enemies.
* LighterAndSofter: The sequel has a more lighthearted art style, with bright and colorful UI and race portraits.
* ShoutOut: The achievement for destroying a Seed ship is "A Different [[Series/StargateUniverse Destiny]]"
* StarfishAlien: The old, now defunct race portraits, bar the single HumanoidAlien who lacks a mouth or nose. One race appears to be a rock with eyes and several other rocks covered in goop. The newer profiles are a bit more normal (having actual heads) but still very nonhuman.
* SubspaceOrHyperspace: Hyperdrives allow a ship to move at phenomenal velocity, much faster than standard thrusters, but consume energy as the ship moves.
* UnstableEquilibrium: SequelEscalation from the first game. Early rushing to grab as many planets as possible is even more important than before, and this time there are no SpacePirates to prey on weak colonies to discourage you from going wild with the colonization.
[[/folder]]
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[[http://starruler2.com/ A sequel has been announced]], set for release in 2015. [[http://store.steampowered.com/app/282590/ It went to Steam Early Access on 19 July 2014]]. Among a host of new features, micromanagement of planets is less painful, ship movement is smarter, combat is deeper, and diplomacy is 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]]. Known tropes go in a separate section.
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* ArtificialStupidity: Remnant ships currently do not chase down ships and will not try to glass planets being colonized in their system.
to:
* ArtificialStupidity: By default, Remnant ships currently fleets do not chase down ships and will not try to glass planets being colonized in their system.system, only shooting at ships that approach. Their engagement AI can be re-activated with an optional in the prematch setup.
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None
Added DiffLines:
* ShoutOut: The achievement for destroying a Seed ship is "A Different [[Series/StargateUniverse Destiny]]"
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* StarfishAlien: All race portraits, bar the single HumanoidAlien who lacks a mouth or nose. One race appears to be a rock with eyes and several other rocks covered in goop.
to:
* StarfishAlien: All The old, now defunct race portraits, bar the single HumanoidAlien who lacks a mouth or nose. One race appears to be a rock with eyes and several other rocks covered in goop. The newer profiles are a bit more normal (having actual heads) but still very nonhuman.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* EasyLogistics: Ships immediately receive researched stat bonuses, to counter the ad-infinitum retrofitting that plagued ''[=SR1's=]'' endgame, where the ships you produced were obsolete within minutes. Ships still need to be near a friendly planet to reload their "Supply" (ammunition, fuel, etc) and restore their support ship roster.
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None
* {{Arcology}}: A mid-game research allows you to build imperial megacities that go from below the earth, all the way into the sky.
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* BigDumbObject: Remnant ships will occasionally build unique upgrades that players can steal and utilize, such as a massive telescope to spy on several systems at once from across teh galaxy.
to:
* BigDumbObject: Remnant Neutral "Seed" ships will occasionally build unique upgrades that players can steal and utilize, such as a massive telescope to spy on several systems at once from across teh the galaxy.
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Not implemented.
Changed line(s) 145 (click to see context) from:
* 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.
to:
* 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.
Changed line(s) 147 (click to see context) from:
** 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.
to:
** 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.any gate. This is also the only method that can be used for trade.
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[[folder ]]
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[[folder]]
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[[folder]]
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[[folder]]
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[[foldercontrol]]
[[folder]]
[[folder]]
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[[/folder]]
[[folder]]
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[[/folder]]
[[folder]]
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[[http://starruler2.com/ A sequel has been announced]], set for release in late 2014. [[http://store.steampowered.com/app/282590/ It went to Steam Early Access on 19 July 2014]]. Among a host of new features, micromanagement of planets will be less painful, ship movement will be smarter, combat will be deeper, and diplomacy will be 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]]. Known tropes go in a separate section.
to:
[[http://starruler2.com/ A sequel has been announced]], set for release in late 2014.2015. [[http://store.steampowered.com/app/282590/ It went to Steam Early Access on 19 July 2014]]. Among a host of new features, micromanagement of planets will be is less painful, ship movement will be is smarter, combat will be is deeper, and diplomacy will be is 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]]. Known tropes go in a separate section.
Is there an issue? Send a MessageReason:
None
Changed line(s) 120,123 (click to see context) from:
* 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.
** Recent updates have changed this, dividing it into two groups: WMD fear, with the remaining traits of honor being ported into the Religious trait.
* MacrossMissileMassacre: Missile numbers scaling with level has been removed, but there are now Barrage and Cluster launchers.
** 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.
** Recent updates have changed this, dividing it into two groups: WMD fear, with the remaining traits of honor being ported into the Religious trait.
* MacrossMissileMassacre: Missile numbers scaling with level has been removed, but there are now Barrage and Cluster launchers.
** 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.
to:
* HonorBeforeReason: One In earlier versions, 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.
** Recentthis. Later updates have changed this, dividing it into two groups: WMD fear, with the remaining traits of honor being ported into the Religious trait.
trait. Strangely enough they are both mutually exclusive.
* MacrossMissileMassacre: Missile numbers scaling with level has been removed, but there are now Barrage and Clusterlaunchers.
** Barrage and Cluster launcherslaunchers. These are particularly important when fighting ships utilizing EM defenses, as they cause a percentage of all shots fired upon them to miss. While missiles are 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.
** Recent
* MacrossMissileMassacre: Missile numbers scaling with level has been removed, but there are now Barrage and Cluster
** Barrage and Cluster launchers
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unfortunate implications need citations.
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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.]]
to:
** 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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* BeamSpam: Laser paired up to rack mounts, equipped in-mass, will result in what is essentially a flying disco rave when in combat.
to:
* BeamSpam: Laser paired up to rack mounts, equipped in-mass, en-mass, will result in what is essentially a flying disco rave when in combat.
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Changed line(s) 103 (click to see context) from:
* 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.
to:
* 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. The game tries to discourage you from colonizing too fast by having pirates appear to blockade and raid undefended systems, but past a certain point in the tech race you'll have powerful enough weapons that even a puny task force can keep them off your backs.
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* YouRequireMoreVespeneGas: Planets and [[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.
to:
* YouRequireMoreVespeneGas: Planets and [[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. Running out of Ore drastically slows down production. 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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* MagikarpPower: Fabricator-type subsystems aren't much good when you first unlock them, but with enough research they can outproduce planet-based factories. Use them right and you have a massive AIBreaker that the computer has no hope of matching.
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* MileLongShip: Ships larger than size ~50 will be [[UnitsNotToScale larger than most moons]], and have crews numbering in the thousands.
to:
* MileLongShip: Exaggerated. Ships larger than size ~50 will be [[UnitsNotToScale larger than most moons]], and have crews numbering in the thousands.
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None
Changed line(s) 140 (click to see context) from:
* FasterThanLightTravel: Several flavors, all of which require FTL Energy, which is a global resource that is slowly built up and can be stored. 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" beacon can catapult a ship extreme distances for little energy, but can only be mounted on 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 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 still slower than everything else, and consumes energy as the ship moves through hyperspace. "Slipstream" drives allow specialised ships to tear a hole in reality, like in ''Franchise/{{Halo}}'', through which a whole fleet can instantaneously pass through to the paired tear, although unlike gates the tear is temporary and can be used by enemies.
to:
* FasterThanLightTravel: Several flavors, all of which require FTL Energy, which is a global resource that is slowly built up and can be stored. stored -
** 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" beacon can catapult a ship extreme distances for little energy, but can only be mounted on 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 unless you have another beaconthere. there.
** [[SubspaceOrHyperspace Hyperdrives]] function much like the warp drive in ''Franchise/StarTrek'' - it's faster than slowboating with thrusters, but still slower than everything else, and consumes energy as the ship moves throughhyperspace. hyperspace.
** "Slipstream" drives allow specialised ships to tear a hole in reality, like in ''Franchise/{{Halo}}'', through which a whole fleet can instantaneously pass through to the paired tear, although unlike gates the tear is temporary and can be used by enemies.
** 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" beacon can catapult a ship extreme distances for little energy, but can only be mounted on 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 unless you have another beacon
** [[SubspaceOrHyperspace Hyperdrives]] function much like the warp drive in ''Franchise/StarTrek'' - it's faster than slowboating with thrusters, but still slower than everything else, and consumes energy as the ship moves through
** "Slipstream" drives allow specialised ships to tear a hole in reality, like in ''Franchise/{{Halo}}'', through which a whole fleet can instantaneously pass through to the paired tear, although unlike gates the tear is temporary and can be used by enemies.
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[[http://starruler2.com/ A sequel has been announced]], set for release in 2014. [[http://store.steampowered.com/app/282590/ It went to Steam Early Access on 19 July 2014]]. Among a host of new features, micromanagement of planets will be less painful, ship movement will be smarter, combat will be deeper, and diplomacy will be 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]]. Known tropes go in a separate section.
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[[http://starruler2.com/ A sequel has been announced]], set for release in late 2014. [[http://store.steampowered.com/app/282590/ It went to Steam Early Access on 19 July 2014]]. Among a host of new features, micromanagement of planets will be less painful, ship movement will be smarter, combat will be deeper, and diplomacy will be 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]]. Known tropes go in a separate section.
* TwoDSpace: Fleets align themselves along the galactic plane, though ships can drift out of alignment and debris will fly in whatever direction it pleases.
* ArtificialStupidity: Remnant ships currently do not chase down ships and will not try to glass planets being colonized in their system.
* BigDumbObject: Remnant ships will occasionally build unique upgrades that players can steal and utilize, such as a massive telescope to spy on several systems at once from across teh galaxy.
* ArtificialStupidity: Remnant ships currently do not chase down ships and will not try to glass planets being colonized in their system.
* BigDumbObject: Remnant ships will occasionally build unique upgrades that players can steal and utilize, such as a massive telescope to spy on several systems at once from across teh galaxy.
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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" beacon can catapult a ship extreme distances for little energy, but can only be mounted on 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 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 still slower than everything else, and consumes energy as the ship moves through hyperspace. "Slipstream" drives allow specialised ships to tear a hole in reality, like in ''Franchise/{{Halo}}'', through which a whole fleet can instantaneously pass through to the paired tear, although unlike gates the tear is temporary and can be used by enemies.
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* FasterThanLightTravel: Several flavors.flavors, all of which require FTL Energy, which is a global resource that is slowly built up and can be stored. 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" beacon can catapult a ship extreme distances for little energy, but can only be mounted on 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 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 still slower than everything else, and consumes energy as the ship moves through hyperspace. "Slipstream" drives allow specialised ships to tear a hole in reality, like in ''Franchise/{{Halo}}'', through which a whole fleet can instantaneously pass through to the paired tear, although unlike gates the tear is temporary and can be used by enemies.enemies.
* LighterAndSofter: The sequel has a more lighthearted art style, with bright and colorful UI and race portraits.
* StarfishAlien: All race portraits, bar the single HumanoidAlien who lacks a mouth or nose. One race appears to be a rock with eyes and several other rocks covered in goop.
* LighterAndSofter: The sequel has a more lighthearted art style, with bright and colorful UI and race portraits.
* StarfishAlien: All race portraits, bar the single HumanoidAlien who lacks a mouth or nose. One race appears to be a rock with eyes and several other rocks covered in goop.
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Changed line(s) 20,21 (click to see context) from:
[[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 diplomacy will be 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]]. Known tropes go in a separate section.
to:
[[http://starruler2.com/ A sequel has been announced]], set for release in 2014. [[http://store.steampowered.com/app/282590/ It went to Steam Early access Access on STEAM is set for late 2013.19 July 2014]]. Among a host of new features, micromanagement of planets will be less painful, ship movement will be smarter, combat will be deeper, and diplomacy will be 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]]. Known tropes go in a separate section.
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* RamScoop: One of the possible propulsion methods. Ram engines have the advantage of using zero fuel, but they have very low thrust. A separate RamScoop subsystem available at the start can be used to reduce, and at higher levels, virtually eliminate, fuel consumption, long before the matter generator becomes available.
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* RamScoop: One of the possible propulsion methods. Ram engines have the advantage of using zero fuel, but they have very low thrust. A separate RamScoop subsystem available at the start can be used alongside non-ram engines in order to reduce, and at higher levels, virtually eliminate, fuel consumption, long before the matter generator becomes available.
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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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* RamScoop: One of the possible propulsion methods. Ramscoops Ram engines have the advantage of using zero fuel, but they have very low thrust.thrust. A separate RamScoop subsystem available at the start can be used to reduce, and at higher levels, virtually eliminate, fuel consumption, long before the matter generator becomes available.
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Although it is completely lacking in narrative, its main appeal is probably... see the page image. Most certainly NeedsMoreLove.
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Although it is completely lacking in narrative, its main appeal is probably... see the page image. Most certainly NeedsMoreLove.
image.
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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.