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* {{Terraforming}}: Black squares in planets don't allow you to build anything but communication rails or global projects. But when you've researched Terraforming, you can turn them into white squares. However, the Orfa don't need Terraforming: they can build anything on black squares.

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* {{Terraforming}}: Black squares in planets don't allow you to build anything but communication rails or global projects. But when you've researched Terraforming, you can turn them into white squares. However, the Orfa don't need Terraforming: they can build anything on black squares. In an extreme case, and with plenty of time and patience, you can turn a lifeless husk planet (consists entirely of black squares) into a pretty nice place to live.
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May belong to a different trope from current entry.


* ImpossibleThief: The Dubtaks steal knowledge. Even from those species they've never met.

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* ImpossibleThief: ImpossibleTheft: The Dubtaks steal knowledge. Even from those species they've never met.
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Added image.

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[[quoteright:316:http://static.tvtropes.org/pmwiki/pub/images/671caaa301597ffb33bccd9b92bdd4c9.jpg]]

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* TheAssimilator: The Minions appear to be the most Borglike of this game in that their dialog consists of very direct statements of the sort the Borg would issue, and their special ability is that they are masters of invasion: only one invasion module is necessary or used up when invading. However, ALL species actually meet this criterion, because when ANY of them invades a planet owned by another species, the planet's population does not change. Thus the entire population of the planet as owned by the previous species has in fact been assimilated - changed into members of the conquering species. This is made clear when you conquer a race's last planet. You get a message saying that they are now extinct. This would not be the case if you merely enslaved them.



* YouWillBeAssimilated: The Minions appear to be the most Borglike of this game in that their dialog consists of very direct statements of the sort the Borg would issue, and their special ability is that they are masters of invasion: only one invasion module is necessary or used up when invading. However, ALL species actually meet this criterion, because when ANY of them invades a planet owned by another species, the planet's population does not change. Thus the entire population of the planet as owned by the previous species has in fact been assimilated - changed into members of the conquering species. This is made clear when you conquer a race's last planet. You get a message saying that they are now extinct. This would not be the case if you merely enslaved them.
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more links, & minor clean-up


The variety of technologies, the TurnBasedCombat and the different species made this game quite popular in its time. However, the poor AI was also well-known, even though The Logic Factory released a patch to make the rival species a bit more intelligent.

to:

The variety of technologies, the TurnBasedCombat and the different species made this game quite popular in its time. However, the [[ArtificialStupidity poor AI AI]] was also well-known, even though The Logic Factory released a patch to make the rival species a bit more intelligent.



* DiscOneNuke: If you get lucky, you can access super-advanced technologies early on by way of Xenoarchiological Ruins, though they can also fall under AwesomeButImpractical if they're so advanced that it would take forever to exploit them with your current technology (Research Campuses, for example, will take almost one hundred days each to build when you still only have the basic Factory.
* EldritchAbomination: The Shevar definitely have traits of this. They are extradimensional inorganic beings that are hostile to all other life, and, to quote their starting description, "they aren't purposely hostile or evil, but their values are incomprehensible and they do not recognize the creatures of this universe as living beings". However, they are no more powerful than the other playable species.

to:

* DiscOneNuke: If you get lucky, you can access super-advanced technologies early on by way of Xenoarchiological Ruins, though they can also fall under AwesomeButImpractical if they're so advanced that it would take forever to exploit them with your current technology (Research Campuses, for example, will take almost one hundred days each to build when you still only have the one basic Factory.
Factory).
* EldritchAbomination: The Shevar definitely have traits of this. They are extradimensional inorganic beings that are hostile to all other life, and, to quote their starting description, "they aren't purposely hostile or evil, but [[BlueAndOrangeMorality their values are incomprehensible incomprehensible]] and they do not recognize the creatures of this universe as living beings". However, they are no more powerful than the other playable species.



** For that matter (what is this trope called), there's a low-level technology that comes early in the game called "Momentum Deconservation, and a high-level technology that comes late, called "Megagraph Theory", which allows the building of an internet. In the real world, of course, building an internet is much easier than deconserving momentum. In fact, a technology that would allow momentum deconservation would go hand in hand with perpetual motion and therefore be a sort of holy-grail omega technology.

to:

** For that matter (what is this trope called), there's a low-level technology that comes early in the game called "Momentum Deconservation, Deconservation", and a high-level technology that comes late, called "Megagraph Theory", which allows the building of an internet. In the real world, of course, building an internet is much easier than deconserving momentum. In fact, a technology that would allow momentum deconservation would go hand in hand with perpetual motion and therefore be a sort of holy-grail omega technology.
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* BeepingComputers: The Minions' theme includes this. Apparently, even extremely-advanced killing machines need to let people know they're working through annoying beeps.


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* OminousLatinChanting: The Orfa theme has this.
** The Hanshaks have throat singing as part of theirs.
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** Averted with the cloaking technology you can research. The cloaking device/satellite/building don't hide ships or planets. They just make it impossible to view the contents of the ship/orbit/surface (respectively). Pretty much useless against a computer player.
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** You can also refit existing ships, but that requires a completely different orbital structure than the one used to build them. Go figure. You can change any device on a ship but not a ship's size.
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Moving Stop Helping Me to YMMV


* StopHelpingMe: The [=iOS=] port includes features not present in the PC version, such as auto-build and auto-research. As can be expected these can be a crapshoot, as the AI likely has no idea what you want and will just follow a pre-programmed build/research path. You also can finally save and load ship templates. Unfortunately, the game automatically upgrades all the systems in the template to their latest version, meaning you still have to tweak the ship systems after loading the template. So if you happen to like the extemely-long range of the Plasmatron gun over its more powerful but shorter-range "upgraded" versions, tough luck. Also, if during battle, you accidentally tap the "auto-move" button instead of "next battle turn" (they're very close together and look similar), then your ship will be on automatic for the rest of the game turn, which could very easily lead to you losing a ship and/or planet.
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None


** The intro cinematic looks too much like the beginning of CarlSagan's series ''{{Cosmos}}'' to be just a coincidence. Many of the technologies and discoveries also contain shout-outs to actual advanced mathematical terms, the real life versions of which have absolutely nothing to do with the technologies themselves. There are "Fourier Missiles", and "Fergnatz's Last Theorem" (Fermat's Last Theorem), and Megagraph Theory (Graph Theory - ok, that one pertains a little to what it allows - an "Internet" of all things) for instance.

to:

** The intro cinematic looks too much like the beginning of CarlSagan's Creator/CarlSagan's series ''{{Cosmos}}'' ''Series/CosmosAPersonalVoyage'' to be just a coincidence. Many of the technologies and discoveries also contain shout-outs to actual advanced mathematical terms, the real life versions of which have absolutely nothing to do with the technologies themselves. There are "Fourier Missiles", and "Fergnatz's Last Theorem" (Fermat's Last Theorem), and Megagraph Theory (Graph Theory - ok, that one pertains a little to what it allows - an "Internet" of all things) for instance.
Is there an issue? Send a MessageReason:
None


The variety of technologies, the turn-based combat and the different species made this game quite popular in its time. However, the poor AI was also well-known, even though The Logic Factory released a patch to make the rival species a bit more intelligent.

to:

The variety of technologies, the turn-based combat TurnBasedCombat and the different species made this game quite popular in its time. However, the poor AI was also well-known, even though The Logic Factory released a patch to make the rival species a bit more intelligent.

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Wasted Song was renamed


* LongSongShortScene: Every single alien theme song. All of them are of high quality, but barely last 30 seconds and only when you speak with that species you'll get its melody. So much potential wasted.



* WastedSong: Every single alien theme song. All of them are of high quality, but barely last 30 seconds and only when you speak with that species you'll get its melody. So much potential wasted.
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* CriticalExistenceFailure: Damaged ships maintain full functionality of all equipment as long as the ship has even a sliver of hull integrity left. However, there are also gadgets specifically designed to destroy or temporarily disable equipment.

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* CriticalExistenceFailure: Damaged ships maintain full functionality of all equipment (shields, generators, engines, weapons, etc.) as long as the ship has even a sliver of hull integrity left. However, there are also gadgets specifically designed to destroy or temporarily disable equipment.

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* CriticalExistenceFailure: Damaged ships maintain full functionality of all equipment as long as the ship has even a sliver of hull integrity left. However, there are also gadgets specifically designed to destroy or temporarily disable equipment.
* DeathRay: One of the gadgets you can use in your spaceships.



* DeathRay: One of the gadgets you can use in your spaceships.
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* AlwaysChaoticEvil: When controlled by the computer, the Frutmaka and Shevar are very aggressive with declarations of war. (The Dubtaks, on the other hand, are very hard to stay at war with, as they will pester you and ask for peace).

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* AlwaysChaoticEvil: When controlled by the computer, the Frutmaka and Shevar are very aggressive with declarations of war. It's not uncommon for them to be at war with literally everyone else, or to be annihilated before you even meet them. (The Dubtaks, on the other hand, are very hard to stay at war with, as they will pester you and ask for peace).
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* LivingGasbag: The Nimbuloids.
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* FourX



* FourX.

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redefined


* LoadsAndLoadsOfRaces: 21 different species. But in terms of gameplay, there are no differences except for their special abilities.


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* MassiveRaceSelection: 21 different species. But in terms of gameplay, there are no differences except for their special abilities.


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{{Ascendancy}} is a turn-based [[FourX 4X]] (eXplore, eXpand, eXploit, eXterminate) strategy game set in space by TheLogicFactory and with strong influences from ''VideoGame/MasterOfOrion''. Players select a species among the available 21, set the galaxy's conditions (size, number of rival species controlled by CPU, atmosphere - peaceful, neutral, hostile) and begin a race to make their species the dominant one... or let it be destroyed.

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{{Ascendancy}} '''''Ascendancy''''' is a turn-based [[FourX 4X]] (eXplore, eXpand, eXploit, eXterminate) strategy game set in space by TheLogicFactory The Logic Factory and with strong influences from ''VideoGame/MasterOfOrion''. Players select a species among the available 21, set the galaxy's conditions (size, number of rival species controlled by CPU, atmosphere - peaceful, neutral, hostile) and begin a race to make their species the dominant one... or let it be destroyed.






!!This game provides examples of:

to:

!!This game !!''Ascendancy'' provides examples of:
of the following tropes:

* TwoDSpace: Rather beautifully averted in the star cluster (like in ''VideoGame/StarControl 1'', only better) and solar system views (including the battle engine), except for the sprite-like ship and planet graphics: as you rotate the view, the planets and ships remain face-on to you. Ships also don't point in the direction they're moving. Similarly, although there's beautiful high-resolution art for the planets, when you build on them, the buildings show up on an isometric 2-D grid superimposed on the sphere in a rather bizarre way.



* {{Always Chaotic Evil}}: When controlled by the computer, the Frutmaka and Shevar are very aggressive with declarations of war. (The Dubtaks, on the other hand, are very hard to stay at war with, as they will pester you and ask for peace).

to:

* {{Always Chaotic Evil}}: AlwaysChaoticEvil: When controlled by the computer, the Frutmaka and Shevar are very aggressive with declarations of war. (The Dubtaks, on the other hand, are very hard to stay at war with, as they will pester you and ask for peace).



* [[{{Ptitleylrbmgm1}} Design-It-Yourself Equipment]]: For creating a ship, aside from choosing its size, you have to fill the empty vessel with gadgets on a "deck map".

to:

* [[{{Ptitleylrbmgm1}} Design-It-Yourself Equipment]]: DesignItYourselfEquipment: For creating a ship, aside from choosing its size, you have to fill the empty vessel with gadgets on a "deck map".



* {{Disc One Nuke}}: If you get lucky, you can access super-advanced technologies early on by way of Xenoarchiological Ruins, though they can also fall under {{Awesome But Impractical}} if they're so advanced that it would take forever to exploit them with your current technology (Research Campuses, for example, will take almost one hundred days each to build when you still only have the basic Factory.

to:

* {{Disc One Nuke}}: DiscOneNuke: If you get lucky, you can access super-advanced technologies early on by way of Xenoarchiological Ruins, though they can also fall under {{Awesome But Impractical}} AwesomeButImpractical if they're so advanced that it would take forever to exploit them with your current technology (Research Campuses, for example, will take almost one hundred days each to build when you still only have the basic Factory.



* {{Non Entity General}}: The player character takes on a role as the supreme leader of their species in some form or another, but is never addressed in-game.

to:

* {{Non Entity General}}: NonEntityGeneral: The player character takes on a role as the supreme leader of their species in some form or another, but is never addressed in-game.



* PsychicPowers:

to:

* PsychicPowers:PsychicPowers



* ShoutOut: The intro cinematic looks too much like the beginning of CarlSagan's series ''{{Cosmos}}'' to be just a coincidence. Many of the technologies and discoveries also contain shout-outs to actual advanced mathematical terms, the real life versions of which have absolutely nothing to do with the technologies themselves. There are "Fourier Missiles", and "Fergnatz's Last Theorem" (Fermat's Last Theorem), and Megagraph Theory (Graph Theory - ok, that one pertains a little to what it allows - an "Internet" of all things) for instance.

to:

* ShoutOut: ShoutOut
**
The intro cinematic looks too much like the beginning of CarlSagan's series ''{{Cosmos}}'' to be just a coincidence. Many of the technologies and discoveries also contain shout-outs to actual advanced mathematical terms, the real life versions of which have absolutely nothing to do with the technologies themselves. There are "Fourier Missiles", and "Fergnatz's Last Theorem" (Fermat's Last Theorem), and Megagraph Theory (Graph Theory - ok, that one pertains a little to what it allows - an "Internet" of all things) for instance.



* SuperSenses: The Kambuchka can see other species' home planets from the beginning of the game. It is implied in the game that this is due to vibrations the Kambuchka are able to feel.

to:

* SuperSenses: SuperSenses
**
The Kambuchka can see other species' home planets from the beginning of the game. It is implied in the game that this is due to vibrations the Kambuchka are able to feel.



* {{Terraforming}}: Black squares in planets don't allow you to build anything but communication rails or global projects. But when you've researched Terraforming, you can turn them into white squares.
** However, the Orfa don't need Terraforming: they can build anything on black squares.
* {{Two-DSpace}}: Rather beautifully averted in the star cluster (like in ''VideoGame/StarControl 1'', only better) and solar system views (including the battle engine), except for the sprite-like ship and planet graphics: as you rotate the view, the planets and ships remain face-on to you. Ships also don't point in the direction they're moving. Similarly, although there's beautiful high-resolution art for the planets, when you build on them, the buildings show up on an isometric 2-D grid superimposed on the sphere in a rather bizarre way.
* YouWillBeAssimilated: The Minions appear to be the most Borglike of this game in that their dialog consists of very direct statements of the sort the Borg would issue, and their special ability is that they are masters of invasion: only one invasion module is necessary or used up when invading. However, ALL species actually meet this criterion, because when ANY of them invades a planet owned by another species, the planet's population does not change. Thus the entire population of the planet as owned by the previous species has in fact been assimilated - changed into members of the conquering species.
** This is made clear when you conquer a race's last planet. You get a message saying that they are now extinct. This would not be the case if you merely enslaved them.

to:

* {{Terraforming}}: Black squares in planets don't allow you to build anything but communication rails or global projects. But when you've researched Terraforming, you can turn them into white squares.
**
squares. However, the Orfa don't need Terraforming: they can build anything on black squares.
* {{Two-DSpace}}: Rather beautifully averted in the star cluster (like in ''VideoGame/StarControl 1'', only better) and solar system views (including the battle engine), except for the sprite-like ship and planet graphics: as you rotate the view, the planets and ships remain face-on to you. Ships also don't point in the direction they're moving. Similarly, although there's beautiful high-resolution art for the planets, when you build on them, the buildings show up on an isometric 2-D grid superimposed on the sphere in a rather bizarre way.
* YouWillBeAssimilated: The Minions appear to be the most Borglike of this game in that their dialog consists of very direct statements of the sort the Borg would issue, and their special ability is that they are masters of invasion: only one invasion module is necessary or used up when invading. However, ALL species actually meet this criterion, because when ANY of them invades a planet owned by another species, the planet's population does not change. Thus the entire population of the planet as owned by the previous species has in fact been assimilated - changed into members of the conquering species.
**
species. This is made clear when you conquer a race's last planet. You get a message saying that they are now extinct. This would not be the case if you merely enslaved them.
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* AbsentAliens: Inverted. There are plenty of aliens but not a single human. Despite this, there is a system in the game called Philadelphia.

to:

* AbsentAliens: Inverted. There are plenty of aliens but not a single human. Despite this, there is a system in the game called Philadelphia.are star systems with names like Philadelphia, Nougat, Bob, Oslo, Crimea, and Sophia.
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None

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* StopHelpingMe: The [=iOS=] port includes features not present in the PC version, such as auto-build and auto-research. As can be expected these can be a crapshoot, as the AI likely has no idea what you want and will just follow a pre-programmed build/research path. You also can finally save and load ship templates. Unfortunately, the game automatically upgrades all the systems in the template to their latest version, meaning you still have to tweak the ship systems after loading the template. So if you happen to like the extemely-long range of the Plasmatron gun over its more powerful but shorter-range "upgraded" versions, tough luck. Also, if during battle, you accidentally tap the "auto-move" button instead of "next battle turn" (they're very close together and look similar), then your ship will be on automatic for the rest of the game turn, which could very easily lead to you losing a ship and/or planet.
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None

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* AbsentAliens: Inverted. There are plenty of aliens but not a single human. Despite this, there is a system in the game called Philadelphia.
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None

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** This is made clear when you conquer a race's last planet. You get a message saying that they are now extinct. This would not be the case if you merely enslaved them.

Changed: 104

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* {{Disc One Nuke}}: If you get lucky, you can access super-advanced technologies early on by way of Xenoarchiological Ruins, though they can also fall under {{Awesome But Impractical}} if they're so advanced that it would take forever to exploit them with your current technology (the Research Campus, for example, when you still only have the basic Factory, will take almost one hundred days to build each).

to:

* {{Disc One Nuke}}: If you get lucky, you can access super-advanced technologies early on by way of Xenoarchiological Ruins, though they can also fall under {{Awesome But Impractical}} if they're so advanced that it would take forever to exploit them with your current technology (the Research Campus, (Research Campuses, for example, will take almost one hundred days each to build when you still only have the basic Factory, will take almost one hundred days to build each).Factory.
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* {{Magitek}}: Some gadgets are described as ''magictechnological''.

to:

* {{Magitek}}: Some gadgets are explicitly described as ''magictechnological''.''magitechnological''.



** MindOverMatter: The Frutmaka are sentient fungi who use telekinesis to compensate for their slow pace and can teleport enemy ships out back to their home systems.

to:

** MindOverMatter: The Frutmaka are sentient fungi who use telekinesis to compensate for their slow pace and can teleport enemy ships out back to their home systems.of systems they occupy.



** Also, the Oculons' sight is so incredible they're living telescopes.

to:

** Also, the Oculons' sight is so incredible they're living telescopes.telescopes, able to see all star lanes from day 0.



** However, a species called the Orfa don't need Terraforming: they can build anything on black squares.

to:

** However, a species called the Orfa don't need Terraforming: they can build anything on black squares.

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* GreenThumb: The Govorom, able to turn a desert into a paradise.
** This borders on GameBreaker: the vast majority of planets are uninhabitable, comprised of black squares on which few things can be built (unless you have terraforming, in which case it takes a couple of days to turn it into a generic white square). The Govorom can colonize any planet and, once every 150 days, turn a dead planet with only black squares into a garden world with many bonuses to construction. This is devastating in the mid-to-late game.

to:

* GreenThumb: The Govorom, able to turn a desert into a paradise.
**
paradise. This borders on GameBreaker: the vast majority of planets are uninhabitable, comprised of black squares on which few things can be built (unless you have terraforming, in which case it takes a couple of days to turn it into a generic white square). The Govorom can colonize any planet and, once every 150 days, turn a dead planet with only black squares into a garden world with many bonuses to construction. This is devastating GameBreaker in the mid-to-late game.
Is there an issue? Send a MessageReason:
None


* {{Disc One Nuke}}: If you get lucky, you can access super-advanced technologies early on by way of Xenoarchiological Ruins, though they can also fall under {{Awesome But Impractical}} if they're so advanced that it would take forever to exploit them with your current technology (research centers, for example, when you still only have the basic factory, will take almost one hundred days to build each).

to:

* {{Disc One Nuke}}: If you get lucky, you can access super-advanced technologies early on by way of Xenoarchiological Ruins, though they can also fall under {{Awesome But Impractical}} if they're so advanced that it would take forever to exploit them with your current technology (research centers, (the Research Campus, for example, when you still only have the basic factory, Factory, will take almost one hundred days to build each).
Is there an issue? Send a MessageReason:
None


* {{Always Chaotic Evil}}: When controlled by the computer, the Frutmaka and Shevar are very aggressive with declarations of war. (The dubtaks, on the other hand, are very hard to stay at war with, as they will pester you and ask for peace).

to:

* {{Always Chaotic Evil}}: When controlled by the computer, the Frutmaka and Shevar are very aggressive with declarations of war. (The dubtaks, Dubtaks, on the other hand, are very hard to stay at war with, as they will pester you and ask for peace).
Is there an issue? Send a MessageReason:
None


* Two-DSpace: Rather beautifully averted in the star cluster and solar system views (including the battle engine), except for the sprite-like ship and planet graphics: as you rotate the view, the planets and ships remain face-on to you. Ships also don't point in the direction they're moving. (Probably using 2-D sprites was the necessary trade-off for three-D operation under the RAM constraints of 1995.) Similarly, although there's beautiful high-resolution art for the planets, when you build on them, the buildings show up on an isometric 2-D grid superimposed on the sphere in a rather bizarre way.

to:

* Two-DSpace: {{Two-DSpace}}: Rather beautifully averted in the star cluster (like in ''VideoGame/StarControl 1'', only better) and solar system views (including the battle engine), except for the sprite-like ship and planet graphics: as you rotate the view, the planets and ships remain face-on to you. Ships also don't point in the direction they're moving. (Probably using 2-D sprites was the necessary trade-off for three-D operation under the RAM constraints of 1995.) Similarly, although there's beautiful high-resolution art for the planets, when you build on them, the buildings show up on an isometric 2-D grid superimposed on the sphere in a rather bizarre way.
Is there an issue? Send a MessageReason:
namespace

Added DiffLines:

{{Ascendancy}} is a turn-based [[FourX 4X]] (eXplore, eXpand, eXploit, eXterminate) strategy game set in space by TheLogicFactory and with strong influences from ''VideoGame/MasterOfOrion''. Players select a species among the available 21, set the galaxy's conditions (size, number of rival species controlled by CPU, atmosphere - peaceful, neutral, hostile) and begin a race to make their species the dominant one... or let it be destroyed.

During the game, players must research and evolve their civilization, buiding factories, laboratories and spaceships in order to explore the galaxy and expand their empire. Every planet is divided in squares, each one providing a bonus for some kind of structure (red squares enhance industrial structures, blue ones enhance scientific ones...), but black squares don't let you build any usual structure.

Another matter players have to deal with is their relationship with the rival species, be it neutral, friendly or wary. Each species has a special ability to help them in their progress.

The variety of technologies, the turn-based combat and the different species made this game quite popular in its time. However, the poor AI was also well-known, even though The Logic Factory released a patch to make the rival species a bit more intelligent.

There are several ways to win this game: by conquering other species' homeworlds, exploring 2/3 of the galaxy, being friends with all species or annihilating them. In any case, the game continues and even if you achieved one of the previous goals, you can still keep growing your empire.

In 2011, [[http://www.logicfactory.com/main/Logic_Factory.html The Logic Factory]] released a version of the game for iPhone and iPad.

----
!!This game provides examples of:

* {{Always Chaotic Evil}}: When controlled by the computer, the Frutmaka and Shevar are very aggressive with declarations of war. (The dubtaks, on the other hand, are very hard to stay at war with, as they will pester you and ask for peace).
* {{Ambadassador}}: The Baliflids are the diplomats in this game. Their special ability allows them to make peace with other species. Automatically. No exceptions.
** Not really that badass -- they're just [[RidiculouslyCuteCritter playing the cuteness card]].
* AutoPilotTutorial.
* BigCreepyCrawlies: The Marmosians.
* [[{{Ptitleylrbmgm1}} Design-It-Yourself Equipment]]: For creating a ship, aside from choosing its size, you have to fill the empty vessel with gadgets on a "deck map".
* DeathRay: One of the gadgets you can use in your spaceships.
* {{Disc One Nuke}}: If you get lucky, you can access super-advanced technologies early on by way of Xenoarchiological Ruins, though they can also fall under {{Awesome But Impractical}} if they're so advanced that it would take forever to exploit them with your current technology (research centers, for example, when you still only have the basic factory, will take almost one hundred days to build each).
* EldritchAbomination: The Shevar definitely have traits of this. They are extradimensional inorganic beings that are hostile to all other life, and, to quote their starting description, "they aren't purposely hostile or evil, but their values are incomprehensible and they do not recognize the creatures of this universe as living beings". However, they are no more powerful than the other playable species.
* FacelessEye: The Oculons.
* FourX.
* GadgeteerGenius: The Chamachies' special ability allows them to end any technological investigation in one day.
* GreenThumb: The Govorom, able to turn a desert into a paradise.
** This borders on GameBreaker: the vast majority of planets are uninhabitable, comprised of black squares on which few things can be built (unless you have terraforming, in which case it takes a couple of days to turn it into a generic white square). The Govorom can colonize any planet and, once every 150 days, turn a dead planet with only black squares into a garden world with many bonuses to construction. This is devastating in the mid-to-late game.
* HiveMind: The Minions and the Ungooma.
* HumansAreAverage: Distinctly Averted; unlike most other space-based 4X games, there are ''no'' humans, but a broad choice of 21 PlanetOfHats species.
* HyperspaceLanes: Starlines, blue (normal) and red (slow without an advanced hyperdrive).
* ImpossibleThief: The Dubtaks steal knowledge. Even from those species they've never met.
* InvisibilityCloak: The Capelons' special ability allows them to 'hide' their colonies from other species for one day.
* LoadsAndLoadsOfRaces: 21 different species. But in terms of gameplay, there are no differences except for their special abilities.
* LongLostRelative: The Frutmaka and the Swaparamans are the only species in this game with a common ascendancy. But Frutmaka's fanaticism forced the Swaparamans to leave their home planet.
* LostTechnology: Some of the planets you explore contain Xenoarchaeological Ruins.
* {{Magitek}}: Some gadgets are described as ''magictechnological''.
* MechanicalLifeforms: The Minions.
** Due to their inorganic nature, the Shevar, warlocks from another Universe, would count towards this too.
* {{Non Entity General}}: The player character takes on a role as the supreme leader of their species in some form or another, but is never addressed in-game.
* PlanetOfHats: the various species all constitute this, what with having a single special ability each that goes along with their Hat, sometimes to a ludicrous extent (they can see all star lanes, because they're super astronomers, because they have just the sense of sight, because they're just a freaking [[{{Oculothorax}} eye on legs]], and they're ''[[MeaningfulName called the Oculons]]!'' Do you get it yet?!) In fact, many of the special abilities are stated to exist because all the members of the species can decide to concentrate all at once to make it happen.
* {{Planetville}}.
* {{Precursors}}: Implied with those Xenoarchaelogical Ruins. Also, the Minions seem to obey the orders of extra-galatic masters, but that's just the background story. Every species in the actual gameplay starts with 0 technological progress and minimum infrastructure on day 0 so no one gets a head start.
* PrepareToDie: When you declare war on another species, you choose the option "We declare war on you. Prepare to die." Pretty explicit.
* PsychicPowers:
** MindOverMatter: The Frutmaka are sentient fungi who use telekinesis to compensate for their slow pace and can teleport enemy ships out back to their home systems.
** {{Telepathy}}: The toroidal Hanshaks' special ability allows them to speak with any of the other species.
** Slowing down time: The Chronomyst can change the rate at which time flows. They use this for extra fast space travel.
* PuppeteerParasite: The Ungooma.
* ReligionOfEvil: The Frutmaka worship a black hole they call Graveesha. This has turned them into quite violent and intolerant fanatics, even forcing another sapient species from their planet into exile.
* TheReptilians: The Chamachies. Kind of. They have six limbs, so they're not like any reptiles on Earth.
* ShoutOut: The intro cinematic looks too much like the beginning of CarlSagan's series ''{{Cosmos}}'' to be just a coincidence. Many of the technologies and discoveries also contain shout-outs to actual advanced mathematical terms, the real life versions of which have absolutely nothing to do with the technologies themselves. There are "Fourier Missiles", and "Fergnatz's Last Theorem" (Fermat's Last Theorem), and Megagraph Theory (Graph Theory - ok, that one pertains a little to what it allows - an "Internet" of all things) for instance.
** For that matter (what is this trope called), there's a low-level technology that comes early in the game called "Momentum Deconservation, and a high-level technology that comes late, called "Megagraph Theory", which allows the building of an internet. In the real world, of course, building an internet is much easier than deconserving momentum. In fact, a technology that would allow momentum deconservation would go hand in hand with perpetual motion and therefore be a sort of holy-grail omega technology.
* StarfishAliens: All of them. However, one of them (the Baliflids), do look like Earth rodents, and being tetrapods, aren't really that far from human, and another one, the Govorom, look like naked ladies, in a cartoony sort of way. Really! They do! With 3 boobs too!
* SuperSenses: The Kambuchka can see other species' home planets from the beginning of the game. It is implied in the game that this is due to vibrations the Kambuchka are able to feel.
** Also, the Oculons' sight is so incredible they're living telescopes.
* TechTree: The one used in Ascedancy is a three-dimensional structure that is simply stunning in its scope and variety.
* {{Terraforming}}: Black squares in planets don't allow you to build anything but communication rails or global projects. But when you've researched Terraforming, you can turn them into white squares.
** However, a species called the Orfa don't need Terraforming: they can build anything on black squares.
* Two-DSpace: Rather beautifully averted in the star cluster and solar system views (including the battle engine), except for the sprite-like ship and planet graphics: as you rotate the view, the planets and ships remain face-on to you. Ships also don't point in the direction they're moving. (Probably using 2-D sprites was the necessary trade-off for three-D operation under the RAM constraints of 1995.) Similarly, although there's beautiful high-resolution art for the planets, when you build on them, the buildings show up on an isometric 2-D grid superimposed on the sphere in a rather bizarre way.
* YouWillBeAssimilated: The Minions appear to be the most Borglike of this game in that their dialog consists of very direct statements of the sort the Borg would issue, and their special ability is that they are masters of invasion: only one invasion module is necessary or used up when invading. However, ALL species actually meet this criterion, because when ANY of them invades a planet owned by another species, the planet's population does not change. Thus the entire population of the planet as owned by the previous species has in fact been assimilated - changed into members of the conquering species.
* WastedSong: Every single alien theme song. All of them are of high quality, but barely last 30 seconds and only when you speak with that species you'll get its melody. So much potential wasted.
* WiseTree: The Arbryls, being a species of calm sentient trees.
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