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* [[Command and Conquer Economy]]: Used and averted. While you need to manually order the construction of ships, you can set different types of Governors to automatically build structures to your specifications (food planet, metal factory, et cetera) on the planets you colonise.
* [[Command and Conquer Economy]]: Used and averted. While you need to manually order the construction of ships, you can set different types of Governors to automatically build structures to your specifications (food planet, metal factory, et cetera) on the planets you colonise.
* [[Deflector Shields]]: 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
* [[Deflector Shields]]: 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
* [[Design It Yourself Equipment]]: The ship design menu allows you to set the size of your ship (anywhere from smaller than a can of Coca-Cola, to larger than the galaxy)), place subsystems (armor, engines, support equipment, guns, storage bays, etc), and set how the AI handles targeting and automation (automatically distribute goods, automatically refuel, etc)
* [[Design-It-Yourself Equipment]]: The ship design menu allows you to set the size of your ship (anywhere from smaller than a can of Coca-Cola, to larger than the galaxy)), place subsystems (armor, engines, support equipment, guns, storage bays, etc), and set how the AI handles targeting and automation (automatically distribute goods, automatically refuel, etc)
* [[Earthshattering Kaboom]]
* [[Earthshattering Kaboom]]
* [[Faster-Than-Light Travel]]: 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.
* [[Faster-Than-Light Travel]]: 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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* [[Higher-Tech Species]]: Remnants at first, though you'll overtake them eventually in most aspects.
* [[Higher-Tech Species]]: Remnants at first, though you'll overtake them eventually in most aspects.
* [[Inertial Dampening]]: Appears to be present, as to stop human crews from becoming human paste on the walls when their ship suddenly accelerates at 100 g.
* [[Inertial Dampening]]: Appears to be present, as to stop human crews from becoming human paste on the walls when their ship suddenly accelerates at 100 g.
* [[ISO Standard Human Spaceship]]: All of the ships models follow this design philosophy.
* [[ISO Standard Human Spaceship]]: All of the ships models follow this design philosophy.
* [[Jack of All Stats]]: Most of the default ship designs fall into this, being very balanced in its armor, weapon, and engine loadout.
* [[Jack of All Stats]]: Most of the default ship designs fall into this, being very balanced in its armor, weapon, and engine loadout.
* [[Kinetic Weapons Are Just Better]]: Initially they are, but energy weapons improve such that a parity of sorts is eventually reached.
* [[Kinetic Weapons Are Just Better]]: Initially they are, but energy weapons improve such that a parity of sorts is eventually reached.
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* [[Space Pirates]]: Pirates will occasionally attack poorly defended systems. As such, it's best to have a small garrison force on each system, or a big carrier with a jump drive for fast response.
* [[Space Pirates]]: Pirates will occasionally attack poorly defended systems. As such, it's best to have a small garrison force on each system, or a big carrier with a jump drive for fast response.
* [[Space Station]]: Player designs usually fall into either "Defense Platform" or "Dry Dock". Space stations armed with weapons have the advantage of being ridiculously hard to kill, and Dry Docks don't have the labor requirements to build ships (or other stations) like planet based shipyards do. It's also possible to build refinery or trade docks. Refineries will take Ore from the planet, and refine it to Metal, Electronics, or Advanced parts, allowing the planet to focus entirely on just mining out the ore. Trade Docks will simply take material from the planet and put it into the "Galactic Bank", which any planet with a Space Dock can get materials from.
* [[Space Station]]: Player designs usually fall into either "Defense Platform" or "Dry Dock". Space stations armed with weapons have the advantage of being ridiculously hard to kill, and Dry Docks don't have the labor requirements to build ships (or other stations) like planet based shipyards do. It's also possible to build refinery or trade docks. Refineries will take Ore from the planet, and refine it to Metal, Electronics, or Advanced parts, allowing the planet to focus entirely on just mining out the ore. Trade Docks will simply take material from the planet and put it into the "Galactic Bank", which any planet with a Space Dock can get materials from.
* [[Standard Sci-Fi Fleet]]: Everything present larger than an escape pod. Fighters, bombers, corvettes, frigates, haulers, tanks, battleships, carriers, [[The Battlestar|Battlestars]], [[The Mothership|Motherships]], ships the size of the galaxy...
* [[Standard Sci-Fi Fleet]]: Everything present larger than an escape pod. Fighters, bombers, corvettes, frigates, haulers, tanks, battleships, carriers, [[The Battlestar|Battlestars]], [[The Mothership|Motherships]], ships the size of the galaxy...
* [[Star-Killing]]: Pump enough energy or several teratons of ammo into a star, and it will go nova. Once your tech level is high enough, it's possible to one-shot a star using a planet sized ship.
* [[Star-Killing]]: Pump enough energy or several teratons of ammo into a star, and it will go nova. Once your tech level is high enough, it's possible to one-shot a star using a planet sized ship.
* [[Stealth in Space]]: There is stealth tech, but all it does is make ships harder to hit.
* [[Stealth in Space]]: There is stealth tech, but all it does is make ships harder to hit.
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* [[Tractor Beam]]: 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
* [[Tractor Beam]]: 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
* [[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.
* [[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.
* [[Units Not to Scale]]: 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.
* [[Units Not to Scale]]: 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.
* [[Universal Ammunition]]: All weapons draw from a source of ammo with no attempt to distinguish.
* [[Universal Ammunition]]: All weapons draw from a source of ammo with no attempt to distinguish.


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[[Category:4X]]
[[Category:4X]]
[[Category:Real Time Strategy]]
[[Category:Real Time Strategy]]
[[Category:Star Ruler]]
[[Category:Video Game]]
[[Category:Video Game]]
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