Stars!: Difference between revisions

Content added Content deleted
No edit summary
No edit summary
Line 9: Line 9:
{{tropelist}}
{{tropelist}}
{{Work Needs Tropes}}
{{Work Needs Tropes}}
* [[Action Initiative]]: Counted per weapon slot. It rarely matters much, but sometimes it's possible to tweak design for the first strike. Short ranged weapons shoot before their longer-range relatives. Naturally, shield sappers have the best initiative and shoot before all other weapons on the same ship. Battle computers improve initiative, which makes them somewhat useful even on beam ships.

* [[After Action Report]]: All fighting is done by AI on the host, but you get to see Battle Reports.
* [[All There in the Manual]]: "Guts of" (formulae and algorithms) cloaking, bombing, mineral packets, etc.
* [[All There in the Manual]]: "Guts of" (formulae and algorithms) cloaking, bombing, mineral packets, etc.
* [[Arbitrary Maximum Range]]: Weapons either function at nominal efficiency or don't reach.
* [[Arbitrary Maximum Range]]: Weapons either function at nominal efficiency or don't reach.
Line 30: Line 31:
*** Multi-Cargo Pod (Mechanical) gives Cloak and Armor (otherwise extra dp are provided ''only'' by things that go into Armor and Shield slots).
*** Multi-Cargo Pod (Mechanical) gives Cloak and Armor (otherwise extra dp are provided ''only'' by things that go into Armor and Shield slots).
*** Multi-Contained Munition (Beam Weapon) has weak effects of a cloak, guidance system, minelayer pod plus decent penetrating scanner and bomb, with very modest mass. It's weaker than beam weapons you'll have, but now you can stop making ponderous bombers good for very little beyond their primary function and being an expensive mobile fuel tank, and instead build bombing warships - light enough to use stargates, with decent protection so the won't fall to the cheap interceptor fleets ''and'' even when not bombing they still scan and lay mines (at least you won't need to use up one more design slot for a dedicated minelayer)!
*** Multi-Contained Munition (Beam Weapon) has weak effects of a cloak, guidance system, minelayer pod plus decent penetrating scanner and bomb, with very modest mass. It's weaker than beam weapons you'll have, but now you can stop making ponderous bombers good for very little beyond their primary function and being an expensive mobile fuel tank, and instead build bombing warships - light enough to use stargates, with decent protection so the won't fall to the cheap interceptor fleets ''and'' even when not bombing they still scan and lay mines (at least you won't need to use up one more design slot for a dedicated minelayer)!
** They also circumvent component restrictions from racial traits: Langston Shell, Mega Poly Shell and Multi-Contained Munition are penetrating scanners you can build despite '''No Advanced Scanners''' LRT; Alien Miner is weak as a mining robot, and secondary benefits are of dubious usefulness for a miner ship<ref>except cloaking: not being noticed in the first place is the only defense likely to save a miner; and since most of the time it's orbiting and only visible to penetrating scanners (in shorter range), there's a good chance even modest cloaking will be enough</ref>, but it's much better than the only basic component you have with '''Only Basic Remote Mining''' LRT.
** They also circumvent component restrictions from racial traits: Langston Shell, Mega Poly Shell and Multi-Contained Munition are penetrating scanners you can build despite '''No Advanced Scanners''' LRT; Alien Miner is outperformed by the 2nd mining robot, and secondary benefits are of dubious usefulness for a miner ship<ref>except cloaking: not being noticed in the first place is the best defense, as miners remain slow even with these robots; and since most of the time they're orbiting and only visible to penetrating scanners (in shorter range), and cloaking about 50% for Mini-Miner gives a good chance</ref>, but it's still works 2.5 time better<ref>and since it's cheaper, you can build about twice as many ships</ref> than the only component available with '''Only Basic Remote Mining''' LRT.
* [[Jack of All Trades]]: A Primary trait allowing extra population and free scanner automatically upgraded to your Tech Level in any ship built with either of 3 small "scout" (Scout, Frigate, Destroyer) hulls, and a boost to starting Tech Levels.
* [[Jack of All Trades]]: A Primary trait allowing extra population and free scanner automatically upgraded to your Tech Level in any ship built with either of 3 small "scout" (Scout, Frigate, Destroyer) hulls, and a boost to starting Tech Levels.
** '''Generalized Research''' lesser trait allows to allocate only 50% of research spending on the chosen field, but gives 15% into others, i.e. adds up to 50%+5*15%=125% total research points from the same resources. As such, it has minor positive cost.
** '''Generalized Research''' lesser trait allows to allocate only 50% of research spending on the chosen field, but gives 15% into others, i.e. adds up to 50%+5*15%=125% total research points from the same resources. As such, it has minor positive cost.
Line 36: Line 37:
** With '''[http://wiki.starsautohost.org/wiki/Bleeding_Edge_Technology Bleeding Edge Technology]''' lesser trait the cost of a new technology is 2x until its Tech Level is exceeded, but improvement is -5%/level with 20% bottom. This sucks on highest-level items, however, since there's no room left for improvement, thus you're just stuck with double cost until the end.
** With '''[http://wiki.starsautohost.org/wiki/Bleeding_Edge_Technology Bleeding Edge Technology]''' lesser trait the cost of a new technology is 2x until its Tech Level is exceeded, but improvement is -5%/level with 20% bottom. This sucks on highest-level items, however, since there's no room left for improvement, thus you're just stuck with double cost until the end.
* [[No Recycling]]: Painfully averted. You will have to scrap old ships. There's even '''Ultimate Recycling''' lesser racial trait that increases efficiency of mineral recycling and allows to recover some Resources (added to the planet's Production points on the next turn).
* [[No Recycling]]: Painfully averted. You will have to scrap old ships. There's even '''Ultimate Recycling''' lesser racial trait that increases efficiency of mineral recycling and allows to recover some Resources (added to the planet's Production points on the next turn).
* [[Organic Technology]]: Biotechnology field gives all mines, all smart bombs, all penetrating planetary scanners, all Total Terraforming technologies, two lighter types of armor, two types of cheap scanners and some other things.
* [[Overdrive]]: Any engine, even if it's Tech Level 0 and rated for Warp 5, can fly at Warp 9 (81 ly/turn) without damage. They simply consume more and more fuel the faster they go, thus even ships carrying a lot of fuel can't exceed their nominal speed much for more than a few turns, especially with cargo. Ramscoops have lesser (for their [[Tech Level]]) nominal speed and collect more fuel than spend up to even lower (by 1-2 more notches) speed; they also have consumption curve raising even sharper, so exceeding the nominal speed wastes too much fuel to cover any significant range. This affects logistics and design, especially on larger maps: ships that commonly ''need'' short bursts of speed to intercept enemies (patrols also need nominal speed, to catch up with evading targets on tactical map) or mineral packets have "classical" engines, and are refueled by slowly following supply ships (scoops, or even caravans with big fuel tanks) between short bursts of high speed. Far-ranging (scouts) or overweight (miners) classes need acceptable guaranteed minimum speed, but almost never go overdrive, so they get scoops.
* [[Overdrive]]: Any engine, even if it's Tech Level 0 and rated for Warp 5, can fly at Warp 9 (81 ly/turn) without damage. They simply consume more and more fuel the faster they go, thus even ships carrying a lot of fuel can't exceed their nominal speed much for more than a few turns, especially with cargo.
** Ramscoops have lesser (for their [[Tech Level]]) nominal speed and collect more fuel than spend up to even lower (by 1-2 more notches) speed; they also have consumption curve raising even sharper, so exceeding the nominal speed wastes too much fuel to cover any significant range. This affects logistics and design, especially on larger maps: ships that commonly ''need'' short bursts of speed to intercept enemies (patrols also need nominal speed, to catch up with evading targets on tactical map) or mineral packets have "classical" engines, and are refueled by slowly following supply ships (scoops, or even caravans with big fuel tanks) between short bursts of high speed. Far-ranging (scouts) or overweight (miners) classes need acceptable guaranteed minimum speed, but almost never go overdrive, so they get scoops.
** Traveling at Warp 10 with an engine not rated for this, however, has 1/10 chance of destruction every year of travel (for each ship separately, and not dependent on the number of engines)
* [[Our Wormholes Are Different]]: They allow instant travel, but drift and are not entirely stable (though if one end of a wormhole is on your scan, you can see its current stability level).
* [[Our Wormholes Are Different]]: They allow instant travel, but drift and are not entirely stable (though if one end of a wormhole is on your scan, you can see its current stability level).
* [[Planet of Hats]]: Every race has one Primary trait. Though "Jack of All Trades" is included. Most have exclusive ship/starbase components and multiple bonuses related to their area of expertise.
* [[Planet of Hats]]: Every race has one Primary trait. Though "Jack of All Trades" is included. Most have exclusive ship/starbase components and multiple bonuses related to their area of expertise.
Line 57: Line 61:
** This applies even more to Radiating Hydro-Ram Scoop, with lowest Tech levels of commonly available scoops, that gradually kills transported colonists ''in the same fleet'' unless the race got rather high radiation ''optimum'' (not even ''maximum'') value. This means not only freighters with rad-scoop are limited to hauling minerals, but e.g. armed escorts with scoops would have to dance around a transport or colonizer as a separate fleet without merging.
** This applies even more to Radiating Hydro-Ram Scoop, with lowest Tech levels of commonly available scoops, that gradually kills transported colonists ''in the same fleet'' unless the race got rather high radiation ''optimum'' (not even ''maximum'') value. This means not only freighters with rad-scoop are limited to hauling minerals, but e.g. armed escorts with scoops would have to dance around a transport or colonizer as a separate fleet without merging.
** '''[http://wiki.starsautohost.org/wiki/No_Ram_Scoop_Engines No Ram Scoop Engines]''' LRT makes most scoops unavailable, which means greater dependence on big starbases (that developing colonies cannot build before dozens of turns) and later Fuel Export ships (expensive and fragile). Though can be compensated with '''Improved Fuel Efficiency''' LRT (it gives a weak scoop early on, and two of the best engines much later).
** '''[http://wiki.starsautohost.org/wiki/No_Ram_Scoop_Engines No Ram Scoop Engines]''' LRT makes most scoops unavailable, which means greater dependence on big starbases (that developing colonies cannot build before dozens of turns) and later Fuel Export ships (expensive and fragile). Though can be compensated with '''Improved Fuel Efficiency''' LRT (it gives a weak scoop early on, and two of the best engines much later).
* [[Space Mines]]: Three types - Standard, Heavy (greater damage, but less hitting) and Speed Bump (no damage, only stops ships). Minefields attack enemy ships traveling above certain warp speed and thus prevent a sudden invasion—an important part of the game. Ships equipped with Ramscoop engines suffer more damage; those that aren't tend to rely on fragile fuel transports, and since mines, like missiles, aren't fully negated by [[Deflector Shields]], unarmored ships are killed easily.
* [[Space Mines]]: Three types - Standard (the lowest safe speed limit), Heavy (greater damage and hit probability, but the highest safe speed) and Speed Bump (no damage, only stops ships, even greater hit chance). Minefields attack enemy ships traveling above certain warp speed and thus prevent a sudden invasion—an important part of the game. Ships equipped with Ramscoop engines suffer more damage; those that aren't tend to rely on fragile fuel transports, and since mines damage like missiles (Shields only absorb half), unarmored ships are killed easily. Most races can build only one standard mine dispenser, '''Inner Strength''' can also build the weakest Speed Bump, and '''Space Demolition''' have access to every type.
** '''[http://wiki.starsautohost.org/wiki/Space_Demolition Space Demolition]''' PRT specializes in mines and have everything related to mines improved. They have all 3 mine types, specialized minelayer hulls that double mine laying output, can drop mines on the run, have minefields double as scanners, and are much more capable both of surviving mine attacks and using their own mines offensively. They also use minefields as detection arrays—if used correctly, this makes sneaking up on them almost impossible: move fast and get blown up, or move slowly and be detected early. Or run into normal and heavy mines, have surviving ships stopped by speed traps and detected—unable to repair without blown up supply ships or even run away due to still being stuck in the middle of 3 overlapping fields. '''War Monger''' PRT can't build minelayers at all.
** '''[http://wiki.starsautohost.org/wiki/Space_Demolition Space Demolition]''' PRT specializes in mines and have everything related to mines improved. They have all types of dispensers, specialized minelayer hulls that double output of all mine dispensers, can drop mines on the run, have minefields double as scanners, and are much more capable both of surviving mine attacks and using their own mines offensively. They also use minefields as detection arrays—if used correctly, this makes sneaking up on them almost impossible: move fast and get blown up, or move slowly and be detected early. Or run into normal and heavy mines, have surviving ships stopped by speed traps and detected—unable to repair without blown up supply ships or even run away due to still being stuck in the middle of 3 overlapping fields. '''War Monger''' PRT can't build minelayers at all.
* [[Spiritual Successor]]: Very likely to be inspired by ''VGA Planets'' - it uses many of the same concepts, but has a competent AI.
* [[Spiritual Successor]]: Very likely to be inspired by ''VGA Planets'' - it uses many of the same concepts, but has a competent AI.
* [[Starting Units]]: There are several hardcoded starting designs depending on PRT and LRT.
** Startbases are '''not''' upgraded to the available technologies, you'll have Starbase half full of lasers and starting shield, no matter what you can build.
** Ships are upgraded, but preserving narrow classes of components rather than filling slots with the "best" that fits: if you start with Tech Level 3-4 in all fields (with JoAT), "Stalwart Defender" destroyer (Beam Weapon and Torpedo) upgrades to better beam weapon and armor, but retains its mostly-useless starting torpedo; "Teamster" armored freighter with new scanner and better armor (which still slows it down to uselessness) in Armor/Shield slot, never shield; Armed Probe with better beam weapon and scanner, etc and all ships have your best engine (including Fuel Mizer scoop, if you have '''Improved Fuel Efficiency''').
* [[Tactical Rock-Paper-Scissors]]: The result: Missile Capships > Beamer Capships > Beamer Capships + Chaff > Missile Capships + Chaff > Missile Capships.
* [[Tech Level]]: 6 fields.
* [[Tech Level]]: 6 fields.
* [[Terraform]]: Common, for each of 3 variables separately. '''[https://wiki.starsautohost.org/wiki/Claim_Adjuster Claim Adjuster]''' is a Primary Trait specializing in it - they have free auto-upgraded terraforming, permanent terraforming chance and their ''mineral packets'' hitting a planet terraform it toward their references. Total Terraforming lesser trait improves it.
* [[Terraform]]: Common, for each of 3 variables separately. '''[https://wiki.starsautohost.org/wiki/Claim_Adjuster Claim Adjuster]''' is a Primary Trait specializing in it - they have free auto-upgraded terraforming, permanent terraforming chance and their ''mineral packets'' hitting a planet terraform it toward their references. Total Terraforming lesser trait improves it.
** [[Genesis Effect]]: Genesis Device (MT technology) refreshes the planet on which it was built.
** [[Genesis Effect]]: Genesis Device (MT technology) - it removes all buildings and randomizes environment and minerals on the planet.
** [[Hostile Terraforming]]: '''Claim Adjuster''' has exclusive toys for this - "Retro Bomb" (undoes terraforming and ignores planetary defenses) and Orbital Adjuster (goes into mining robot slot and terraform friendly planets to the benefit of their owners and hostile/neutral to the owner's detriment).
** [[Hostile Terraforming]]: '''Claim Adjuster''' has exclusive toys for this - "Retro Bomb" (undoes terraforming and ignores planetary defenses) and Orbital Adjuster (goes into mining robot slot and terraform friendly planets to the benefit of their owners and hostile/neutral to the owner's detriment).
* [[Turn Based Battle]]: Also simultaneous turn split by phases.
* [[2-D Space]]
* [[2-D Space]]
* [[Vaporware]]: ''Stars! Supernova Genesis''.
* [[Vaporware]]: ''Stars! Supernova Genesis''.
* [[Wiki Rule]]: http://wiki.starsautohost.org/
* [[Wiki Rule]]: http://wiki.starsautohost.org/
* [[Worker Unit]]: Mining ships and freighters. And colonizers, of course, but they are single-use.
* [[You Require More Vespene Gas]]: In early game the bottleneck is Germanium (for factories and ships), later Ironium (mostly for ship hulls and armor). The green stuff is necessary for most weapons, but still almost always ends up piling up until lobbed at some unlucky planet as mineral packets or sold to Mysterious Traders.



{{reflist}}
{{reflist}}
[[Category:{{BASEPAGENAME}}]]
[[Category:{{BASEPAGENAME}}]]
[[Category:4X]]
[[Category:4X]]
[[Category:Turn Based Strategy]]
[[Category:Microsoft Windows]]
[[Category:Microsoft Windows]]
[[Category:Pages Original to All The Tropes]]
[[Category:Pages Original to All The Tropes]]