Terror Stars

I have only built one of this once but I never had a chance to actually use it. How do they work? You have to move it on a system then you can destroy it?
887 views 33 replies
Reply #1 Top
Yes, but they are very slow, only one move per turn, my advise is to build starbases close to the planets that you plan to conquer and then build the Terror Star there and then go to the planets and BOOMMM a nice little explosion and the rest is just intergallactic dust. LOL
Reply #2 Top
Nice thing about them is you can use them to speed up the last fase of the game. Instead of invading heavily populated and defended star systems you just make em next to the planets and BAAAAAAAAAAAAAAAAAM
Reply #3 Top
my advise is to build starbases close to the planets that you plan to conquer and then build the Terror Star there and then go to the planets and BOOMMM a nice little explosion and the rest is just intergallactic dust.
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Or you can join the Diplomats Empire and be relieved of the ethical quandry of alpha-striking a peaceful planet with a Terror Star!
Reply #4 Top
a peaceful planet with a Terror Star!
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Yeah....well it wasn't so peacefull when the Drengin had the upperhand and were pumping out Dreadnoughts while i was stock with battleaxes :p they had it coming...bastards
Reply #5 Top
Of course the downside to the kabooom of heavily populated planets is the kabooom to your score. Remember soil and green is people ITS PEOPLE!!!! :sniff!:
Reply #6 Top
Of course the downside to the kabooom of heavily populated planets is the kabooom to your score.
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Is there an effect? My understanding is when you invade a planet, you kill everyone anyway. And you lose some of your population in the process. So actually, Terror stars do save lives of people. It's a good thing too, no Soylent Green shortage ;p

~SDC~
Reply #7 Top
Of course the downside to the kabooom of heavily populated planets is the kabooom to your score
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  i never realised that. :SURPRISED:
Reply #8 Top
Is it really spelled soylent?? Funny but still you do lose the planet. If you attack and do little/no damage to the environemt and facilities then the population grows very quickly.
Reply #9 Top
Yes, lower population hurts your score. If you invade a planet, you can gain population back which helps score.

But, hey...sometimes a planet needs to be cleared for the Intergalactic Interstate, right? ;)
Reply #10 Top
But, hey...sometimes a planet needs to be cleared for the Intergalactic Interstate, right?
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LOL


Is it really spelled soylent??
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Yes, in the 1973 movie

~SDC~
[Message Edited]
Reply #11 Top
Good idea about starting construction in a sector near a system you plan to attack. So what happens, do these Terror Stars actually destroy the entire system or a single planet?
Reply #13 Top
Specially when you are behind and they don't want to ally with you, cya system KABOOMM a big cloud of interstellar dust covers the point in space where the system used to exist, I did that to the Arcenians a little while back, I parked 12 Terror Stars closed to their 12 planets and 12 little clouds appeared in the sky. LOL LOL LOL LOL LOL
Reply #14 Top
But, hey...sometimes a planet needs to be cleared for the Intergalactic Interstate, right?
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Just got approval for the Ymir System Off Ramp! :CONGRAT:
Reply #15 Top
Of course at the higher difficulties they will not allow you to just build one in a sector they control. I have even had the Arceans demand I surrender them when I build them in sectors I control that are to close to their space.
Reply #16 Top
In the last version (1.12) I had a terror star sitting right between the Arcean's only two systems waiting for their offensive ships to move far enough away that they wouldn't be able to get back to the terror star in the time between when it could blow up the one system and when it could blow up the other. Built it right there, and it sat there for several turns with nary a peep from them. Maso level.
~SDC~
[Message Edited]
Reply #17 Top
On Maso, if you are warm or friendly you can park a terror star right next to the planet for ages... just don't park and transports in nearby sectors though
Reply #18 Top
My experience with terror stars is that if you are at peace with everyone, you can build them anywhere and move them accross the galaxy with neery a peep. I have only played one game where the AI's built terror stars and in that game they had 5 of them. I had 10 of them and used them to intemidate star systems until they flipped. Only on the last system did I blow it up. What fun :D :D :HOT:

~SDC~
Reply #19 Top
I have used terror stars for a variety of purposes. There is the almost ridiculous Terror Star Alpha Strike where you move 5 constructors next to every major AI system. In one turn you go hundreds of thousands of bc in debt as you build all of the terror stars. You hit the TURN button and on the next turn you blow up every populated system in the galaxy except the humans. It really didn't make me feel like I deserved the bright blue smiley face that day.LOL

Then, as described above, if you build six to eight "Party Planets" as I call them (I put every possible influence module making them +330% influence) because starbases bonuses are multiplicative, the combined force of 330% multiplied six times (330^6) will flip any system in one turn. Now the real trick is to do it without the AI ever demanding one of them. You do this by parking them just outside the sector you want to flip. Then you...is that Stardock coming? Uh, never mind then.:)
Reply #20 Top
In v1.49 you have to have the bc's in credit before you can even start to build a starbase, and that value goes up depending on the number of starbases already built.

say you have 8 starbases built the ninth may cost you 3000 bc to build then the 10th 3500 etc etc
Reply #21 Top
In v1.49 you have to have the bc's in credit before you can even start to build a starbase, and that value goes up depending on the number of starbases already built.
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Hooray!!
Reply #22 Top
In v1.49 you have to have the bc's in credit before you can even start to build a starbase, and that value goes up depending on the number of starbases already built.
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Does that make the game harder or does it simply delay the inevitable?
~SDC~

[Message Edited]
Reply #23 Top
depends on your income.. if a ts is going to start costing aroun 8000 - 10000 a pop and you need say 10 or more, you need a good source of income to finance it, especially as there will be diminishing returns due to the fewer number of civs.
Reply #25 Top
diminishing returns due to the fewer number of civs.
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I think ol' Jaws may be referring to the fact that as the number of civs drop, the opportunity for trade and selling of techs also drops. For example: You are very freindlty with the Carnoids and they have 4 trade routes coming in TO you; the Drengin are not freindly with the Carnoids and as time goes on they frag them. BOOM four fewer incoming trade routes and no one to sell & trade techs with.
Of course; that works both ways. ;)