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* TieredBySize:
** All ships are tiered based on hull type, from small fighter to base ship, all with a variable size capacity.
** Weapons are tiered on size, in addition to their inherent weapon level.
** All ships are tiered based on hull type, from small fighter to base ship, all with a variable size capacity.
** Weapons are tiered on size, in addition to their inherent weapon level.
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* SubsystemDamage: A very good example. Once the armour and shields are breached, your or enemy's weapons will inflict damage both on the hull structure and also on the equipment inside, starting from the direction of the breach. Attacking from behind will knock out or cripple ship's engines first, leaving it unable to flee anywhere, while shots to the side will quickly reach the power generators and prevent the ship from shooting back.
to:
* SubsystemDamage: A very good example. Once the armour and shields are breached, your or enemy's weapons will inflict damage both on the hull structure and also on the equipment inside, starting from the direction of the breach. Attacking from behind will knock out or cripple ship's engines first, leaving it unable to flee anywhere, while shots to the side will quickly reach the power generators and prevent the ship from shooting back.back.
----
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Spelling/grammar fix(es)
Changed line(s) 17,18 (click to see context) from:
''Space Empires Starfury'' was released in 2003, and was a GenreShift from 4X to placing the player as the Captain of a single starship. Campaigns and other systems allowed them to develop their character, ship and so on whilst following a general plot. It was not as well recieved as the main series, no doubt in part due to the shift.
to:
''Space Empires Starfury'' was released in 2003, and was a GenreShift from 4X to placing the player as the Captain of a single starship. Campaigns and other systems allowed them to develop their character, ship and so on whilst following a general plot. It was not as well recieved received as the main series, no doubt in part due to the shift.
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renamed to Clone Angst, ZCE
Deleted line(s) 54 (click to see context) :
* CloningBlues
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None
* EnemyExchangeProgram: The fourth installment allows a player to capture enemy ships, steal enemy blueprints, and reverse-engineer enemy technology. So it's downright easy to get someone else's ships--though only capturing them outright will produce ships that follow the enemy design.
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* EscortMission: There are some side quests where you have to protect traders or frigates/destroyers in a certain star system until a given date. They’re a lot better than most examples, as the traders will move on their own and you’re allowed to fly around however you like as you long as the ships are protected. Most importantly, the enemies after the ship you’re protecting will be present in the system from the get-go, and never spawn out of nowhere in front of your nose.
* GameBreaker: The Amonkrie Toxic Torpedoes turn into this at high levels, when their crew damage goes over 200. Given that unlike shields and armor, the number of crewmembers remains fairly static, you’ll be able to one-shot Destroyers and Cruisers with a volley of 2-3 torpedoes, and finish Battleships and Aircraft Carriers with 6-8. You would need still to watch out for Amonkrie ships in case they have those torpedoes, as they’ll also destroy you in two shots unless you install medical bays and/or additional crew quarters.
* GameBreaker: The Amonkrie Toxic Torpedoes turn into this at high levels, when their crew damage goes over 200. Given that unlike shields and armor, the number of crewmembers remains fairly static, you’ll be able to one-shot Destroyers and Cruisers with a volley of 2-3 torpedoes, and finish Battleships and Aircraft Carriers with 6-8. You would need still to watch out for Amonkrie ships in case they have those torpedoes, as they’ll also destroy you in two shots unless you install medical bays and/or additional crew quarters.
to:
* EscortMission: There are some side quests where you have to protect traders or frigates/destroyers in a certain star system until a given date. They’re a lot better than most examples, as the traders will move on their own and you’re allowed to fly around however you like as you long as the ships are protected. Most importantly, the enemies after the ship you’re protecting will be present in the system from the get-go, and never spawn out of nowhere in front of your nose.
* GameBreaker: The Amonkrie Toxic Torpedoes turn into this at highlevels, levels when their crew damage goes over 200. Given that unlike shields and armor, the number of crewmembers remains fairly static, you’ll be able to one-shot Destroyers and Cruisers with a volley of 2-3 torpedoes, torpedoes and finish Battleships and Aircraft Carriers with 6-8. You would need still to watch out for Amonkrie ships in case they have those torpedoes, as they’ll also destroy you in two shots unless you install medical bays and/or additional crew quarters.
* GameBreaker: The Amonkrie Toxic Torpedoes turn into this at high
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* RammingAlwaysWorks: Played with. The game takes the ship’s size, speed and the severity of collision into effect to calculate the outcome. As a Battleship, you can get lucky and score a glancing hit on a Destroyer, severely damaging it and only losing your shields in return. In contrast, a Destroyer ramming a fighter or a satellite head-first might easily end up with half its health gone and all of the frontal and center equipment wrecked.
to:
* RammingAlwaysWorks: Played with. The game takes the ship’s size, size and speed and as well as the severity of collision into effect to calculate the outcome. As a Battleship, you can get lucky and score a glancing hit on a Destroyer, severely damaging it and only losing your shields in return. In contrast, a Destroyer ramming a fighter or a satellite head-first might easily end up with half its health gone and all of the frontal and center equipment wrecked.
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Changed line(s) 38,39 (click to see context) from:
* ArbitraryMaximumRange: Weapons have a maximum range that is baffling. Most direct-fire weapons just conk out and don't do decreasing amounts of damage the further they are from their target.
** This is usually hand-waved to some extent by "maximum ''viable'' range": that round CAN go much farther, but you have little hope of hitting the target either from decreasing accuracy or the target moving; doesn't explain why it's so hard to hit a ''planet''...
** This is usually hand-waved to some extent by "maximum ''viable'' range": that round CAN go much farther, but you have little hope of hitting the target either from decreasing accuracy or the target moving; doesn't explain why it's so hard to hit a ''planet''...
to:
* ArbitraryMaximumRange: ArbitraryWeaponRange: Weapons have a maximum range that is baffling. Most direct-fire weapons just conk out and don't do decreasing amounts of damage the further they are from their target.
**target. This is usually hand-waved to some extent by "maximum ''viable'' range": that round CAN go much farther, but you have little hope of hitting the target either from decreasing accuracy or the target moving; doesn't explain why it's so hard to hit a ''planet''...
**
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None
Changed line(s) 1,2 (click to see context) from:
->''Emperor [[HelloInsertNameHere [insert name here]]], Your Empire awaits...''
to:
->''Emperor [[HelloInsertNameHere [insert name here]]], here] ]], Your Empire awaits...''
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Changed line(s) 15,16 (click to see context) from:
Based on information from Wiki/TheOtherWiki:
to:
Based on information from Wiki/TheOtherWiki:
Website/TheOtherWiki:
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None
Changed line(s) 110 (click to see context) from:
** They become a bit more inportant in 4, where they are autotargeting and autofiring, and most other weapons can't harm missiles.
to:
** They become a bit more inportant important in 4, where they are autotargeting and autofiring, and most other weapons can't harm missiles.
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Aversions aren't examples and shouldn't be listed as such.
Changed line(s) 7,14 (click to see context) from:
The series also includes ''Starfury'', a GaidenGame of sorts set in the Space Empires universe.
According to Malfador's own page, the first Space Empires was made in 1993 by Aaron Hall. Two years later, Malfador Machinations was formed, and Space Empires had been polished enough to become Space Empires II - released as shareware.
Another two years later in 1997, with the help of a friend-turned-coworker, Space Empires III was released, again as shareware. It was in Space Empires 3 that detailed orders, increased map sizes and simple graphical modifications were introduced.
In the summer of '98, work began on the fourth offering of the series, and it was completed two years later in July 2000. Space Empires IV massively expanded upon the third game with new unit types, diplomatic relations, political relations, graphical enhancements, and improvements on the features of Space Empires III.
According to Malfador's own page, the first Space Empires was made in 1993 by Aaron Hall. Two years later, Malfador Machinations was formed, and Space Empires had been polished enough to become Space Empires II - released as shareware.
Another two years later in 1997, with the help of a friend-turned-coworker, Space Empires III was released, again as shareware. It was in Space Empires 3 that detailed orders, increased map sizes and simple graphical modifications were introduced.
In the summer of '98, work began on the fourth offering of the series, and it was completed two years later in July 2000. Space Empires IV massively expanded upon the third game with new unit types, diplomatic relations, political relations, graphical enhancements, and improvements on the features of Space Empires III.
to:
The series also includes ''Starfury'', a GaidenGame of sorts set in the Space Empires ''Space Empires'' universe.
According to Malfador's own page, the firstSpace Empires ''Space Empires'' was made in 1993 by Aaron Hall. Two years later, Malfador Machinations was formed, and Space Empires ''Space Empires'' had been polished enough to become Space ''Space Empires II - II'', released as shareware.
Another two years later in 1997, with the help of a friend-turned-coworker,Space ''Space Empires III III'' was released, again as shareware. It was in Space ''Space Empires 3 III'' that detailed orders, increased map sizes and simple graphical modifications modifications, were introduced.
In the summer of '98, work began on the fourth offering of the series, and it was completed two years later in July 2000.Space ''Space Empires IV IV'' massively expanded upon the third game with new unit types, diplomatic relations, political relations, graphical enhancements, and improvements on the features of Space ''Space Empires III.
III''.
According to Malfador's own page, the first
Another two years later in 1997, with the help of a friend-turned-coworker,
In the summer of '98, work began on the fourth offering of the series, and it was completed two years later in July 2000.
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Space Empires ''Starfury'' was released in 2003, and was a GenreShift from 4X to placing the player as the Captain of a single starship. Campaigns and other systems allowed them to develop their character, ship and so on whilst following a general plot. It was not as well recieved as the main series, no doubt in part due to the shift.
Three years later (in 2006) the fifth 4X, Space Empires V, was released. Expanding into 3D strategic and tactical views, it also brought real-time tactical combat to the table, helping to offset some of the inherent flaws in a TurnBasedCombat system. The fanbase is somewhat divided over V (TheyChangedItNowItSucks syndrome) and some insist that modification is vital to improving even basic gameplay... but that could be said of all [[strike:[[VideoGame/CastlevaniaSymphonyOfTheNight religions]]]] of the games in the series.
Due to customization, it's possible to find all sorts of scifi tropes in the Space Empires series. Let's try and focus on the ones in the stock games, okay?
Three years later (in 2006) the fifth 4X, Space Empires V, was released. Expanding into 3D strategic and tactical views, it also brought real-time tactical combat to the table, helping to offset some of the inherent flaws in a TurnBasedCombat system. The fanbase is somewhat divided over V (TheyChangedItNowItSucks syndrome) and some insist that modification is vital to improving even basic gameplay... but that could be said of all [[strike:[[VideoGame/CastlevaniaSymphonyOfTheNight religions]]]] of the games in the series.
Due to customization, it's possible to find all sorts of scifi tropes in the Space Empires series. Let's try and focus on the ones in the stock games, okay?
to:
Three years later (in 2006) the fifth 4X,
Due to customization, it's possible to find all sorts of scifi tropes in the
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* AIIsACrapshoot: Averted for {{master computer}} controlled ships. They function almost identically to crewed ships, only being susceptible to computer viruses instead of mind control.
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* AllPlanetsAreEarthlike: In the official artwork, only the Rocky Oxygen atmosphere planets fit.
* AlienInvasion: Anytime anyone invades anyone else.
* AlienInvasion: Anytime anyone invades anyone else.
to:
*
%%* AlienInvasion: Anytime anyone invades anyone else.
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* ApocalypseHow: With Stellar Manipulation, you can destroy planets and stars, but [[NewTechIsNotCheap at a massive cost]]. You can even turn a star into a nebula or black hole.
** And in an inversion, you can destroy black holes, clear out nebulae, create stars, and form a planet out of the chunks of asteroids left over from the kaboom. And they are instantly viable worlds ready for colonization, even if you blew them up just a month ago.
*** Don't like the type/atmosphere combo you got from reforming the planet? ''Blow it up again!''
** And in an inversion, you can destroy black holes, clear out nebulae, create stars, and form a planet out of the chunks of asteroids left over from the kaboom. And they are instantly viable worlds ready for colonization, even if you blew them up just a month ago.
*** Don't like the type/atmosphere combo you got from reforming the planet? ''Blow it up again!''
to:
* ApocalypseHow: ApocalypseHow:
(( With Stellar Manipulation, you can destroy planets and stars, but [[NewTechIsNotCheap at a massive cost]]. You can even turn a star into a nebula or black hole.
**And in In an inversion, you can destroy black holes, clear out nebulae, create stars, and form a planet out of the chunks of asteroids left over from the kaboom. And they are instantly viable worlds ready for colonization, even if you blew them up just a month ago.
*** ** Don't like the type/atmosphere combo you got from reforming the planet? ''Blow it up again!''
(( With Stellar Manipulation, you can destroy planets and stars, but [[NewTechIsNotCheap at a massive cost]]. You can even turn a star into a nebula or black hole.
**
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** Averted by modifications in many cases.
** And when not, usually hand-waved to some extent by "maximum ''viable'' range": that round CAN go much farther, but you have little hope of hitting the target either from decreasing accuracy or the target moving; doesn't explain why it's so hard to hit a ''planet''...
* ArmorIsUseless: Averted. It's useful for soaking up damage pre-shields, and can have special effects such as restoring shield energy or regenerating damage. However...
** And when not, usually hand-waved to some extent by "maximum ''viable'' range": that round CAN go much farther, but you have little hope of hitting the target either from decreasing accuracy or the target moving; doesn't explain why it's so hard to hit a ''planet''...
* ArmorIsUseless: Averted. It's useful for soaking up damage pre-shields, and can have special effects such as restoring shield energy or regenerating damage. However...
to:
** Averted by modifications in many cases.
** And when not,This is usually hand-waved to some extent by "maximum ''viable'' range": that round CAN go much farther, but you have little hope of hitting the target either from decreasing accuracy or the target moving; doesn't explain why it's so hard to hit a ''planet''...
* ArmorIsUseless: Averted. It's useful for soaking up damage pre-shields, and can have special effects such as restoring shield energy or regenerating damage. However...''planet''...
** And when not,
* ArmorIsUseless: Averted. It's useful for soaking up damage pre-shields, and can have special effects such as restoring shield energy or regenerating damage. However...
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** The sequels are getting increasingly complex, however. In the third, ships lose supplies in a fixed rate, regardless of whether they move. In [=SE4=], the concept of supplies is expanded - most things on a ship now cost some amount of supply to use, like weapons and engines. By the fifth game, weapons need ordnance that is separate from general ship supply.
to:
** The sequels are getting increasingly complex, however. In the third, ships lose supplies in a fixed rate, regardless of whether they move. In [=SE4=], the concept of supplies is expanded - -- most things on a ship now cost some amount of supply to use, like weapons and engines. By the fifth game, weapons need ordnance that is separate from general ship supply.
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* FasterThanLightTravel: Averted. There is none whatsoever, and all interstellar travel is done through wormholes. However, since you can put a wormhole generator on a ship, you can technically have a jump drive.
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* GameBreakingBug: Space Empires V runs on a 3-D engine that is exceedingly dated nowadays. The reason why this is bad? If you aren't running the game with a Windows XP OS, the game drops to single digit FPS levels. This makes the game neigh unplayable and since the developers shut its doors its unlikely a official fix will ever be published.
* GameMod
* GameMod
to:
* GameBreakingBug: Space ''Space Empires V V'' runs on a 3-D engine that is exceedingly dated nowadays. The reason why this is bad? If you aren't running the game with a Windows XP OS, the game drops to single digit FPS levels. This makes the game neigh unplayable and since the developers shut its doors its unlikely a official fix will ever be published.
* %%* GameMod
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* GenericanEmpire
* GenesisEffect: Yep, you can recreate planets that you've blown up.
* GenesisEffect: Yep, you can recreate planets that you've blown up.
to:
* GenesisEffect:
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* ShoutOut: Well-hidden one - In [=SE5=], one of the distant-background nebulae looks suspiciously similar to a [[Franchise/StarTrek Federation insignia]].
to:
* ShoutOut: Well-hidden one - In -- in [=SE5=], one of the distant-background nebulae looks suspiciously similar to a [[Franchise/StarTrek Federation insignia]].
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* {{Spinoff}}: Space Empires: Starfury, which is more like {{Privateer}} or VideoGame/{{Freelancer}}.
to:
* {{Spinoff}}: Space ''Space Empires: Starfury, Starfury'', which is more like {{Privateer}} or VideoGame/{{Freelancer}}.''VideoGame/{{Freelancer}}''.
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* TractorBeam: And repulsor beams, too.
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* YouRequireMoreVespeneGas: %%Minerals, Organics and Radioactives.
** When playing Space Empires III without shield generators, either because you decided not to use them (which is a viable strategy due the high cost and large size of shield generators) or haven't researched them yet, not having enough shipyards can be a major problem.
** When playing Space Empires III without shield generators, either because you decided not to use them (which is a viable strategy due the high cost and large size of shield generators) or haven't researched them yet, not having enough shipyards can be a major problem.
to:
* YouRequireMoreVespeneGas: %%Minerals, Organics and Radioactives.
**When playing Space ''Space Empires III III'' without shield generators, either because you decided not to use them (which is a viable strategy due the high cost and large size of shield generators) or haven't researched them yet, not having enough shipyards can be a major problem.
%%Minerals, Organics and Radioactives.
**
%%Minerals, Organics and Radioactives.
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This is the same kind of problem that led to Needs Wiki Magic Love being PRLC'd and moved to Pages Needing Wiki Magic; you're not supposed to pothole these in descriptions.
Deleted line(s) 23,24 (click to see context) :
Administrivia/NeedsABetterDescription.
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None
Changed line(s) 38 (click to see context) from:
* ApocalypseHow: With Stellar Manipulation, you can destroy planets and stars, but [[NewTechnologyIsExpensive at a massive cost]]. You can even turn a star into a nebula or black hole.
to:
* ApocalypseHow: With Stellar Manipulation, you can destroy planets and stars, but [[NewTechnologyIsExpensive [[NewTechIsNotCheap at a massive cost]]. You can even turn a star into a nebula or black hole.
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None
Changed line(s) 38 (click to see context) from:
* ApocalypseHow: Runs the gamut from Societal Disruption all the way to Stellar Annihilation. You don't just destroy stars, you can create black holes.
to:
* ApocalypseHow: Runs the gamut from Societal Disruption all the way to With Stellar Annihilation. You don't just Manipulation, you can destroy planets and stars, but [[NewTechnologyIsExpensive at a massive cost]]. You can even turn a star into a nebula or black hole.
** And in an inversion, you can destroy black holes, clear out nebulae, createblack holes.stars, and form a planet out of the chunks of asteroids left over from the kaboom. And they are instantly viable worlds ready for colonization, even if you blew them up just a month ago.
*** Don't like the type/atmosphere combo you got from reforming the planet? ''Blow it up again!''
** And in an inversion, you can destroy black holes, clear out nebulae, create
*** Don't like the type/atmosphere combo you got from reforming the planet? ''Blow it up again!''
Deleted line(s) 71,73 (click to see context) :
* ApocalypseHow: With Stellar Manipulation, you can destroy planets and stars, but [[NewTechnologyIsExpensive at a massive cost]]. You can even turn a star into a nebula or black hole.
** And in an inversion, you can destroy black holes, clear out nebulae, create stars, and form a planet out of the chunks of asteroids left over from the kaboom. And they are instantly viable worlds ready for colonization, even if you blew them up just a month ago.
*** Don't like the type/atmosphere combo you got from reforming the planet? ''Blow it up again!''
** And in an inversion, you can destroy black holes, clear out nebulae, create stars, and form a planet out of the chunks of asteroids left over from the kaboom. And they are instantly viable worlds ready for colonization, even if you blew them up just a month ago.
*** Don't like the type/atmosphere combo you got from reforming the planet? ''Blow it up again!''
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Fix misspelling of Sithrak. Yes, it really is Sithrak.
Changed line(s) 92 (click to see context) from:
* HadToBeSharp: The Sishrak, who have a reputation for being war-mongers and a ProudWarriorRace because, in the world they come from, they're at the bottom of the food chain and behaving aggressively towards all other life-forms is the only way they can survive.
to:
* HadToBeSharp: The Sishrak, Sithrak, who have a reputation for being war-mongers and a ProudWarriorRace because, in the world they come from, they're at the bottom of the food chain and behaving aggressively towards all other life-forms is the only way they can survive.
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Crosswicked one example, commented out some zces
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* GenreShift: Starfury
to:
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* HumanoidAliens
to:
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* PhotoprotoneutronTorpedo
to:
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* PortalNetwork: Both natural and artificial.
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* ProudWarriorRaceGuy: The Jraenar's hat. They're also LizardFolk.
* PsychicPowers: The Psychic Technology Tree.
* PsychicPowers: The Psychic Technology Tree.
to:
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* YouRequireMoreVespeneGas: Minerals, Organics and Radioactives.
to:
* XenoNucleicAcid: The Ukra-Tal, a race of worm-like aliens, possess a triple-helix DNA which is said to baffle geneticists of other races.
* YouRequireMoreVespeneGas:Minerals, %%Minerals, Organics and Radioactives.
* YouRequireMoreVespeneGas:
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Commented out some zces
Changed line(s) 35,36 (click to see context) from:
* AlienKudzu: Which infests an entire star system.
* {{Antimatter}}: But of course.
* {{Antimatter}}: But of course.
to:
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* ArtificialGravity
* AsteroidMiners: Automated.
* AsteroidMiners: Automated.
to:
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* BeamSpam
* BigDumbObject: Ringworlds and Dyson Spheres. Also possibly starbases, baseships and such.
* BigDumbObject: Ringworlds and Dyson Spheres. Also possibly starbases, baseships and such.
to:
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None
%%* ElectricJellyfish: The flavor text for the Eee basically calls them this.
Changed line(s) 78,79 (click to see context) from:
* EnergyBeings: The Eee.
** ElectricJellyfish: The flavor text for the Eee basically calls them this.
** ElectricJellyfish: The flavor text for the Eee basically calls them this.
to:
** ElectricJellyfish: The flavor text for the Eee basically calls them this.
Added DiffLines:
* FantasticRaceWeaponAffinity: The Drushocka have a particular fondness for energy-depleting weapons. Their homeworld is prone to intense lightning and plasma storms, which inspires their scientists with the desire to create weapons that manipulate energy in its purest forms.
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De-wick The Reptilians per TRS
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* ProudWarriorRaceGuy: The Jraenar's hat. They're also [[TheReptilians Reptilians]].
to:
* ProudWarriorRaceGuy: The Jraenar's hat. They're also [[TheReptilians Reptilians]].LizardFolk.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.
Changed line(s) 80 (click to see context) from:
* EnergyWeapon: The Energy Pulse and Energy beam weapon branches of the tech tree. Surprisingly, [[FrickinLaserBeams no Lasers]], or at least things called Lasers outright.
to:
* EnergyWeapon: The Energy Pulse and Energy beam weapon branches of the tech tree. Surprisingly, [[FrickinLaserBeams [[EnergyWeapon no Lasers]], or at least things called Lasers outright.