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manual

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Epilepsy Warning

Please read this caution before you or your child play a videogame:
Certain people are susceptible to epileptic seizures or lose consciousness after exposure to flashing lights or light patterns in
our daily environment. Such people may have a seizure while watching particular televised images or when they play some
videogames. This phenomenon may appear even if the subject has no history of previous difficulties. If you or a member of
your family has ever had symptoms related to epilepsy (seizures or loss of awareness) when exposed to flashing lights, please
consult your doctor prior to use. We advise that parents supervise the use of videogames by their children. If you or your child
experiences any of the following symptoms while playing a videogame: dizziness, blurred vision, eye or muscle twitches, loss
of awareness, disorientation, any involuntary movement or convulsion, IMMEDIATELY discontinue use and consult your doctor.
Standard Precautions When Playing Videogames:
Do not stand or sit too close to the screen. Position yourself as far away from the screen as the length of cable allows.
Play video games on a small screen (preferably).
Avoid playing if you are tired.
Make sure that the room in which you are playing is well lit.
Rest for a period of 10 to 15 minutes for every hour you play a videogame.

Star Ruler 2007-2011 Blind Mind Studios. Developed by Blind Mind Studios. Licensed exclusively for retail to and published by Iceberg Interactive B.V. for Europe and NorthAmerica. Iceberg Interactive design and mark are registered trademarks of Iceberg Interactive B.V. Microsoft and Windows are registered trademarks of Microsoft Corporation.
All other brands, product names, and logos are trademarks or registered trademarks of their respective owners. All rights reserved. Made in Europe.

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Table of contents
Starting the game............................................................ 4
Check for updates.............................................................. 4
Open chat lobby................................................................ 4
Continue........................................................................... 4
Quickstart......................................................................... 4
Tutorial.............................................................................. 4
new game......................................................................... 4
load game......................................................................... 4
Multiplayer....................................................................... 5
Quit game......................................................................... 5
Controls/configuration................................................ 5
mouse commands............................................................. 6
Quickstart......................................................................... 6
To Rule a Galaxy................................................................ 7
Starting a New Game........................................................ 7
Game Settings................................................................... 7
Game..................................................................................
8..........................................................................................
Research........................................................................... 8
Universe............................................................................ 8
Limits................................................................................ 8
Advanced.......................................................................... 8
Map Settings..................................................................... 9
Starting a New Game race creation............................... 9
Setting up a multiplayer game........................................ 10
User interface................................................................. 10
Star Rulers In-game Interface......................................... 10
The system plane............................................................ 11
Icons.................................................................................. 11
Object Icons* (Normal)................................................... 11
Object Icons* (Micro)...................................................... 11
System Ring Icons*......................................................... 12
technology...................................................................... 12
The research web............................................................ 12
Exploring the web........................................................... 13
ship construction.......................................................... 13
On combat...................................................................... 14
Taking Fire....................................................................... 14
Stat damage.................................................................... 15
Power Generation........................................................... 15

Fuel................................................................................. 15
AI Settings and Automation Orders................................. 15
The right scale................................................................. 15
The armory...................................................................... 16
full subsystem list....................................................... 19
hulls................................................................................ 19
power systems................................................................ 20
thrust systems................................................................. 21
control systems............................................................... 22
armor.............................................................................. 23
defensive systems........................................................... 24
support systems.............................................................. 25
tools................................................................................ 26
construction systems...................................................... 27
weapon modification systems......................................... 28
the system window....................................................... 28
The empire window........................................................ 29
Diplomacy....................................................................... 30
Grander strategy.......................................................... 31
Conflict in Star Ruler........................................................ 31
keeping updated............................................................. 32
The economy................................................................... 33
expansion....................................................................... 34
the Remnants................................................................. 34
The pirates...................................................................... 35
console Commands........................................................ 35
Server console commands............................................... 35
Cheats............................................................................. 35
Cinematic console commands......................................... 36
Frequently Asked questions........................................ 36
performance problems.................................................... 36
Multiplayer problems...................................................... 36
Audio Problems............................................................... 36
Interface Problems.......................................................... 37
Graphics Problems.......................................................... 37
Technical Support......................................................... 37
Credits.............................................................................. 38
Limited Software Warranty
and License Agreement................................................. 39

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Starting the game

ATI CaRD USERS: If you have an ATI Card and experience strange graphical errors, please refer to the Frequently Asked Questions
section of this manual.

Multiplayer

Join a game in the master server list, connect directly to another computer, or host your own game (consult the Multiplayer section).

Options

Configure game, graphics, camera, and input settings.

Quit game

Exit the game and return to your Desktop.

Controls/configuration
Command

Key

Queue Editor

Repeat Mode (Toggle)

Open In-game Chat

Fleet Management Window

Extended Text Editor

(Auto) Defend System

Form Fleet

Join (Nearest) Fleet

System Minimap

System Minimap (Pinned)

Pin Object

Zoom to Object

Toggle Minimap Display

(Auto) Explore

(Auto) Colonize System

Chooses your most recently saved game and loads it.

Clear Selection

Quickstart

Clear Orders

Clear Auto/Normal Orders

Ctrl+B

F1

Open Empire Window

F2

Open Planet Window

F3

Open Blueprint Window

F4

Open System Window

F5

Open Research Window

F6

Open Stellarpedia

F7

Open Civil Acts Window

F10

Open In-Game Options Menu

F12

Take Screenshot

Open Console Window

When you start the game, the Title Screen will appear. From here you are presented with a list of options on the left side of the screen:

Check for updates

Checks for new patches and, if any are available, will ask to install them.

Open chat lobby

Opens a window to the games built-in IRC chatroom. The chatbox remains functional while the game is loading any new, saved,
or multiplayer game and can be opened from the escape menu while playing.

Continue

Jumps you right into the game using the default settings.

Tutorial

Start the games Tutorial. The Tutorial will teach you all you need to know to play Star Ruler.

new game

Start a custom game with your own settings. The New Game window is examined in greater detail in the Quickstart section.

load game

Opens a list of all your savegames. If you want to load a game from a Mod you will need to select that Mods folder to find
your save games.

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mouse commands

Starting a New Game

LMB

Select Object/System/Star

Double-LMB

(Contextual) Open related window, Zoom to Object

ALT + LMB (Hold)

Paint Selection (Dragging the cursor over any Object/Star/System


selects it)

Ctrl + LMB

Remove Object from Selection

Shift + LMB

Add Object to Selection

RMB (on Object/Star/System)

Open Contextual Command Window

RMB (Hold)

Orbit Camera around Selection

RMB (on Empty Space with


Object Selected)

Move to this Point

RMB again (Hold)

(Drag) 3D Movement

RMB (Hold)+ LMB (Hold)

(Drag mouse Forward/Backward) Zoom In/Zoom Out

MMB

Center on Object (Dont Zoom) and Reset Rotation

Quickstart
To Rule a Galaxy

To put it simply, Commander, your goal is to survive. Its just you, the galaxy, and from one to twenty-plus other Empires striving
to do the same thing you are. Your tactical and strategic skill will be tested. Your choices carry great weight: you might stride
through strife and chaos unscathed or send your Empire careening in plasma fire to its ruin. Your ships, once committed, cannot
be easily withdrawn. Your strategic oversight and forward thinking is critical to your success and your survival. Your dedication
to preparation in reading this manual will not go unrewarded. In this short strategic reference manual we have compiled a
hoard of strategic advice, introductions to various parts of your role as Commander, and a complete listing of all technology both
theoretical and implemented. Commit this guide to memory, Commander, and its information will serve you well as you guide
your Empire down its path of history.
Before you step into the deep black, you should first visit the games Options menu and configure whatever youd like including
resolution, game sound levels, display settings, and options like Mouse inversion and edge-scrolling.
(Warning: We recommend you play through the Tutorial before starting your first game!
The Tutorial will familiarize you with the controls, interface, and basic gameplay of Star Ruler. To access the Tutorial, click the Tutorial
option on the Main Menu.)

To start a New Game, click the New Game button on the main menu. This will open the New Game window. The New Game
window allows you to configure your opponents, game settings, and what mod or map to use. This screen is the same screen
youll see when you join or host a multiplayer game and works the same here as it does there. (Note: Some of the following
information is available when you hover over the setting; this is a predominant user interface mechanic throughout Star Ruler.
If you encounter a button or interface element that you dont recall or dont know the function of, try hovering over it first to see
if additional information is available.)

Game Settings

Team: All Empires in the same Team at Game Start will begin play with an infinite-duration treaty which allows the Team to
share their strategic knowledge. Additionally, all Team Members begin the game at Peace with the others in the Team.
Race/Difficulty: This displays either the name of the Empires Race chosen or the difficulty of the AI Opponent you have chosen.
Customize/Personality: Customize only displays over the Empire that you are to govern. The Personality Boxes allow you
to select which AI Personality you wish to load for the Empire in that slot.
Cheats: This option allows the AI to Cheat when checked for a much stronger opposition. Cheating AIs ignore the Fog of War and
have their Resource Generation rates multiplied. This effect grows stronger or weaker depending on what Difficulty the AI is set to.
Add AI: Adds an Empire to the game along with an AI to govern it.
Mod: What Modification to use. The games default mode is Standard Game. Legacy allows you to emulate older versions of
the game; this also allows you to keep your progress between versions of the game where possible. All Mods downloaded to the
Mods folder in your Star Ruler installation directory will be displayed here. Mods may change the below settings, so the rest of
this section may be inaccurate if a Mod other than Standard Game or Legacy is selected.

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Game

Hostile Start: All Empires in the Game begin at war with each other; except Empires which are on the same Team.
Pirate Raids: This option enables Pirates; a skittish NPC faction which plunders resources and ships from wealthy, but lightly
guarded, systems. A higher Strength for Pirates increases the number of Ships that spawn in a system when a Pirate Raid begins.
Remnants: This option allows a percent of systems equal to the Density (0.3 being 30%) to have Remnants in them when the
game begins. The Remnants are the remains of an elder Empire, now fallen. They do not conduct diplomacy or expand but will
attack any ship which invades their systems and destroy any Colony that is founded within their borders. They are significantly
more technologically developed than the Starting Technology allows other Empires.
Start in Full Contact: Normally, Empires at the games start who are not on your Team do not start with the ability to
conduct Diplomacy with each other. Enabling this setting will allow you to contact and trade with any Empire in the Galaxy
from the moment the game starts.
Seed: This is the number used to generate your galaxy; you may enter any Seed value you wish. Entering the same Seed
number as a previous game with the same settings will cause the same galaxy to be generated.

Research

Level Gain Curve: Decides how much stronger your armor, weapons and resource structures become every time you level them up.
Level Health Curve: Decides how much more health Subsystems gain whenever leveled.
Research Gain Curve: Decides how much more research each scientific laboratory provides when General Sciences is leveled up.
The higher this is the faster you can research things. Be careful not to set it higher than the Research Cost Curve unless you want
to research incredulous tech levels.
Research Cost Curve: Decides how much more expensive a technology becomes to research every time you level it up. Set it
higher to slow research down, set it lower to speed it up.

Map Settings

Map: This is the kind of Galaxy to be generated. By default, the game generates a Spiral Galaxy, but many other kinds of
galaxies are available to you. NOTE: Some Types of galaxies may have additional settings. Hover over them if you do not know
what they change.
System Count: This is the number of Systems there will be in the Galaxy. Be careful not to select a System Count larger than
what your system can handle. Setting this number to something too large may cause the game to crash when it runs out of
memory to pull from.

Starting Level: This is the starting level of all unlocked Technologies at the games start. This setting applies to all Empires
and NPC Factions. Be careful when setting this number, as the higher end of the Technological Spectrum may distort your view
of the games balance if you have not experienced the lower levels of progress.

Spacing: Spacing governs the distance between Systems in the Galaxy. To place Systems further apart, increase the number.
To bring Systems closer together, decrease the number. CAUTION: Setting this number too high in a sufficiently large galaxy may
cause mathematical errors, causing ships to vibrate.

All Technologies Available: Enabling this setting sets all Technologies to Unlocked.
Randomize Technology Links: Disabling this option disables the shuffling of Links on Technologies.

Space Objects: Allows or disallows objects such as Asteroids and Comets to be spawned in the Galaxy.

Universe

Flatten: Normally, Galaxies are generated in 3D. Enabling this option will flatten the Galaxy to a 2D plane.

Unique Systems: Enables or Disables Unique Systems (Systems which have unique gameplay effects or powerful unique
abilities) from being generated in the Galaxy.

Balanced Start: Enabling this setting will cause the game to try and place each Empire an equal distance apart with similar
starting planets.

Density: This number governs the rarity of Unique Systems in the Galaxy. A higher number guarantees more Unique Systems
to be generated.

Starting a New Game race creation

Limits

Ship Limit: By default, Star Ruler does not employ a Ship/Station Limit. This option is included for players whose hardware is
outdated or for experimentation with larger galaxy sizes to prevent the AI from creating too many ships. The Ship Limit disallows
any ship to be queued or constructed above the number written in the box for each Empire (0 Infinite).
Ship Min Scale: This number represents the smallest scale of Ship/Station that is allowed to be built. Warning: Setting this
number below its default may cause graphical errors for ships built beneath that limit.
Ship Max Scale: The largest scale of Ship/Station that may be built.

Advanced

WARNING: THESE OPTIONS MAY DESTROY THE GAMES BALANCE AND/OR MAKE THE GAME UNSTABLE.
ALTER WITH CARE! SEEMINGLY SMALL CHANGES CAN CAUSE ENORMOUS EFFECTS.

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You may notice that next to your Empire (the topmost Empire) is a button called Customize. This button accesses the Racial
Customization window where you can choose traits, name your Empire, choose what shipset, flag, and avatar represents your
race, and save or load Empires youve previously created. Customize your race to your hearts content; any race with 0 or more
points will be accepted as a valid race.

If everything is to your satisfaction, then click the Play button at the bottom of the New Game window to begin generating your map.
When the map has finished generating youll launch into the main interface where you will command and control your interstellar Empire.

The system plane

#1

The colored pips indicate the level


of strength the Empire of that color
has in this system.

#2

The plane (the flat circle riding


the ecliptic center of the system)
changes color to represent the strongest
presence in the system.

Setting up a multiplayer game

Port Forwarding
By default settings Star Ruler requires port 12100 [UDP] to be forwarded for players to be able to connect to hosted servers.
Check before starting your server that you have no software preventing inbound connections from occurring (software firewalls,
anti-virus applications, connection-blocking software, etc.) and that your game is up to date.
How to add Empires to the game
When players join your multiplayer game, an empire is automatically created for them. To add AI opponents to the game ,click
the Add AI button. While the game is running, any new players that join can take over AI empires to control.
What happens when someone leaves
When a player drops out, the AI activates and takes over their empire (depending on server settings). This ensures that if a player is
dropped from the game, the Empire still continues to function. The AI will, however, deploy its own strategies and ships independent
of the players designs and strategy. After a player has left the game, they can rejoin the game and take over any available AI.

#3

When a battle occurs in a system,


this glowing yellow ring appears,
pulsing until the combat ceases.

Icons
Object Icons* (Normal)

*object icons glow when they take damage


Drone

Scout

Small

Medium

Large

Very Large

Huge

Gigantic

Epic

Station

Small Colony Large Colony Planet


Ship
Ship

Fleet Leader

Huge

User interface

Object Icons* (Micro)

*object icons glow when they take damage


Drone

Scout

Small

Medium

Large

Very Large

Gigantic

Epic

Station

Small
Colony Ship

Large
Colony Ship

Planet

Star Rulers In-game Interface


1 Research Ticker
2 Galactic Bank
3 Pinned Object List
4 Main Windows

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5 Notifications
6 News Ticker
7 TimeDisplay/Controls

8 Minimap
9 Main View
10 Object Information
Panel

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System Ring Icons*

*systems glow when an enemy occupies them


Colonies

Empty

Fringe

Colony

Sector

No Military

Ship(s) Present

Army Present

technology

As a Technology levels up you will unlock new subsystems and structures while improving previously-unlocked technology.
Subsystems available at the start of the game will continue to be useful if you keep their Technology up-to-date. Likewise, your ships
can automatically update their subsystems at friendly planets when they are outdated if you assign them an automatic Retrofit order.
Technology levels in Star Ruler are exponential. A single-level lead is an advantage not to be scoffed at. Each level in a
technology represents a cumulative 40% improvement over the prior levels technology. If a Technology is 2 levels higher than
yours, it is actually twice as powerful.As Technology reach higher levels it will take longer to level them. Surrounding Technologies
will unlock themselves without requiring your direct research as, ever-so-often, leveling the Node will automatically complete a
percentage of the total cost of a Link.

Exploring the web

Your scientists, for each technology, will display a series of Hunches and Guesses they have about where they may be able
to take a Technology; those Hunches and Guesses collectively called Links. Just like Science itself: nothing is certain and
experimentation and logic rules. A Node may, for instance, have 4 Links surrounding it: 1 link to a new technology, 2 to known
Technologies (the related Technology will receive recover a small amount of the research invested into discovering the Links
endpoint) and 1 is a Dead End. Whenever a Link is discovered between an Unknown Node and a Known Node, the Unknown
Node reveals itself and can now be researched.
The further you go from the center (Core) of the Web, the more likely youll find Dead Ends in the Fringe. The Core, by contrast,
has a higher number of Links and related technologies but also a higher chance that the Links you investigate may turn out to
lead to technologies youve already discovered.

ship construction

The research web

The Web is a series of inter-connected known or unknown Technologies which control the levels of subsystems and structures. The
Web is organized like a spiders web each Technology links to its neighbors and those neighbors may link back or link to others.
Each Known Technology has a level and a cost to reach the next level. Each second your Research Rate is added to the Technology you
have selected to Research. When the cost is met the Technology levels up. If there is nothing in the queue, your scientists will continue
to research the Technology until you tell them otherwise. If a Technology is Unknown, it will have a white question mark in its center.
Unknown Technology cannot be researched until they have been discovered by finding a Link from a related Known Technology.

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Before proceeding further: This is not a substitute for the in-game Tutorial regarding ship construction; it is an optional, but
encouraged, supplement.
How you design your ships can build or ruin your Empire. Good ship designs survive combats against greater threats and foes
where poorly designed ships are destroyed in moments. A working knowledge of the mechanics which drive ships is key to
exploiting, and locating, weaknesses in Star Ruler. At their most essential, ships are a series of stored, generated, and consumed
values. Combat is a test of those

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No ship is perfect: where a ship may be suited to shrugging off powerful shots it may also run its generator so close to its power
requirements that a momentary disruption of power could cause a catastrophic power failure. Entire battles can be won and lost
from identifying and successfully exploiting these weaknesses.
A good shipwright doesnt build an invincible ship: they build a ship that guards its weaknesses while attacking those it is best
suited to break.

Stat damage

If the shot doesnt do physical damage, it ignores the majority of the ships defenses. For instance: a Reverse Inductor directly
attacks the Power and Charge statistics on an enemy ship (ignoring shields, armor, and so forth). Any stealth or dodge modifiers
are ignored by Flak turrets.

Power Generation

On combat

Power is generated in pulses. Barely satisfying power requirements may not be enough to keep a ship running. If you cant afford
to waste space in your ship to get an appreciable gap between your ships power requirements and what your generator is able
to output, add a capacitor to the design to store some of the excess power.

Firstly: In space there are no brakes. Normally, you would have to contend against friction and other such forces while fighting
in combat; in space, you have nothing to collide against. The momentum you have is the momentum you keep until you run into
something or thrust in another direction.

One of the main logistical concerns in Star Ruler is keeping your ships fueled. By default all ships that have fuel storage will
refuel themselves automatically. However, there are logistical concerns to consider: Planets with Space Ports only have a small
reserve of fuel to supply ships with.

Since ships must therefore slow down over a long period of time when they travel great distances, consider that your ships are
likely to enter combat (and thus receive their first shots) across their flank. Engines of any sort are very tough when compared
to other subsystems in the game but without an engine, your ship will be unable to affect its course and drift off at the velocity
and direction it was heading.

Ships will often expect to refuel from the planets fuel stores only to find the fuel they needed taken by another ship due to a
very small amount of reserve fuel available on the planet. Given their dire situation theyll immediately look elsewhere for fuel
along with the 73 other ships who also just had the same problem.

Ships take damage depending on where shots impact them. Since Star Ruler employs Netwonian mechanics in ship movement,
there are some special considerations that should be mentioned for any aspiring ship designer.

Another particular ramification of the Newtonian mechanics is that ships that are very agile in acceleration can easily outmaneuver heavier ships take advantage of this!

Taking Fire

Ships take incoming fire as follows: If the damage is physical (it doesnt drain power, push the ship around, drain control, etc.) then
the incoming fire must go through the following layers of defenses before it can strike at the internals (the Subsystems) of the ship:
Stealth If the ship has stealth systems or a miss-chance (Fighter Hull), then the shot may be ignored. The chance that the
ship ignores the incoming fire is equal to the miss chance or stealth field generation stat. e.g. 95% is a 5% chance the shot will
hit the ship. If the shot still hits, it passes to ...
Shields Shields absorb damage up to their Absorption in damage before passing damage down the line. The weaker the
shields, the more damage gets past them.
Armor Armor has two vital, universal, statistics: HP and Damage Reduction. DR can subtract no more than 80% of the
incoming fires damage before the armor takes damage. If destroyed, the remaining damage passes to the next set of Armor in
the direction the shot impacted, repeating for every piece of Armor, until the shot impacts...
Hull The Hull of the ship is the final layer of defense against incoming fire. The Hull takes a percentage of the incoming
damage and the remaining damage passes to...
Subsystems These are the operational components of the ship. Unlike the layers of defenses above them Subsystems are
extremely vulnerable. Bulkheads can help them survive but the ship is nonetheless now very vulnerable. When a Subsystem is
reduced to zero health, it is destroyed. If there is still damage that can be dealt, it passes to the next subsystem in the direction
the shot impacted until all subsystems are destroyed. If the Hull has survived to this point, the Hull will take the remaining
damage until it is destroyed or the shot runs out of damage to deal.
WARNING! When the Hull reaches 0 HP, the ship is destroyed, even if all subsystems and armor except for the Hull have HP. Always
attempt to get the Hull to survive for as long as the Subsystems do, but not longer. If the Hull is destroyed before the Subsystems,
consider Bulkheading the Hull or adding Armor.

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Fuel

Even though the planet may generate a little bit of fuel after the one ship takes a big slurp, it will take the time the 73 ships
require to reach their destination and attempt to make a transfer of fuel before they see that the planet they just left now has Fuel.
How you solve this problem is left up to your discretion but there are a wide range of potential solutions if you put your mind to
it. The most mundane of them being giving a planet in a system a Fuel Depot (unlocked via the 1st level of the Chemistry Node).

AI Settings and Automation Orders

Automation Orders are the orders you see in the left-most panel of the Object Information Panel that are slightly greyed out.
Automation Orders do a number of useful things ranging from keeping ships fueled to getting ships to automatically be refitted
to the most up-to-date technology.
However, Automation Orders have blind spots. When in Deep Space (any time that a ship is not in a System), Automation Orders
that require the ability to find another ship, station, or planet will not function. This means you cannot deploy things such as
deep space refueling stations and expect them to work automatically. You can still order ships to refuel, defend, and move in
space but all commands must be manually issued.
Make sure to define your AI Settings when creating a new ship. AI Settings are meant to streamline and take much of the
micromanagement out of large combat situations. Built and assigned correctly, ships should automatically go after the kinds of
targets you want to without you having to herd them and pause every moment of the battle. Do not forget this useful tool it
can save you a lot of pain on the battlefield.

The right scale

Choosing the right scale for a design is critical; a poor choice can be both inefficient and ineffective. A ship too small can be easily
dispatched by larger ships but a ship too big can cost too much time to or its weapons fire too spread apart to be an effective weapon of war.
Gauging your opponent is critical. What scale ships are they using? Whats their most popular design? Are they building larger
or smaller ships? What kind of subsystems are they putting in them?
All those questions you should keep in mind when you enter the final number into the Scale field.If youre uncertain whether
to go larger or smaller than their rough average in scale, shoot for the larger end. Even if you choose poorly, at least your ship
will be able to take a few more hits. If all other things are equal, a Fleet of 30 Scale 1 ships is roughly as powerful as a Fleet of
10 Scale 3 ships. However, the greater the difference in scale, the less effective the smaller ships weapons will be and the more
vulnerable they will be to Flak.

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The armory

Star Rulers weaponry have fluid statistics that change over the course of your research. Each weapon is a unique tool best played
to its advantages. Focusing on the deployment of a particular weapon is a viable tactic but also more easily countered. If you
focus on one means of damage, you may find your opponent adapting, drastically reducing the weapons effectiveness. This table
bears no particular statistics due to the changes to the weapons over research. This considered, the following Tables are only
accurate provided that all technology is on an equal playing field.
Basic Statistics
Name

Mods

TTT Technology Level TYPE RNG DMG DPS RoF

Requirements

CT
PWR RL

AM
MO

Combat Statistics

Mods

Requirements

Name

TTT Technology Level TYPE RNG DMG DPS RoF

CT
PWR RL

Interdictor

Gravitics 12

N/A

Laser

Beam 1

BRST

N/A

GRV

AM
MO

Artillery

Projectile 2

NRM

N/A

Attractor

Gravitics 8

GRV

N/A

Mind

Sapper

Beam 8
GenSci 4

SPC

N/A N/A

Boarding

Party

Missile 1

SPC

N/A

Missile
Rack

Missile 1

BRST

N/A

D.S.F.M.

Beam 8
Energy 8
Spatial 5

NRM

N/A

Muon

Cannon

Particle 1

AOE

N/A

Overcharged
Laser

Beam 10

BRST

N/A

BRST

N/A

Phased
Energy
Beam

Beam 8
Spatial 8

AP-X

N/A

Flak
Turret

Focused

Laser

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Combat Statistics

Basic Statistics

Projectile 1

Beam 1

AP

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Basic Statistics
Name

Combat Statistics

Mods

TTT Technology Level TYPE RNG DMG DPS RoF

Requirements

CT
PWR RL

AM
MO

Plasma

Beam

Beam 5
Energy 5

BRST

N/A

Plasma

Thrower

Projectile 8
Energy 3

NRM

N/A

Rail Gun

Projectile 1

NRM

N/A

Name: The name of the Weapon


TTT: Time-to-Target. The amount of time it will take for the weapon to reach its target. [I Instant]
Technology Level: The technology/technologies required to unlock this weapon. Leveling these technologies improves the weapon.
Type: N[Normal], G[Graviton], S[Special], A[Area of Effect], B[Burst], AP[Armor Piercing], AP-X [Fully Armor Piercing]
Normal Deals damage once.
Graviton Deals no damage; pushes/pulls object
Special Directly attacks a statistic (e.g. Power)
Area of Effect Does damage once to all objects around the ship in the Range of the Weapon
Burst Does multiple hits every impact, dealing the same damage multiple times.
AP Ignores some of the Armor of the enemy ship.
AP-X Ignores all of the Armor of the enemy ship
V(aries) This statistic cannot be displayed in an easy-to-read format due to special properties of the weapon.
RNG: The range of the weapon as compared to all other weapons.
DMG: The amount of damage each shot deals
DPS: The amount of damage each shot deals per second, accounting for Rate-of-Fire
HITS: The number of times the weapon deals its damage per shot
RoF: The rate-of-fire for the weapon. XS Extremely Slow, S Slow, M Moderate, F Fast, XF Extremely Fast
Mods: What subsystem modifiers the weapon can be equipped with. C Coolant System, R Rack Mount, S Targeting Sensors
Requirements: What the subsystem requires to run/fire. PWR Power, CTRL Control, AMMO - Ammo

full subsystem list


hulls

Repulsor

Reverse

Inductor

Shield
Bomb

Torpedo

Bay

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Gravitics 8

Beam 5
Energy 5

Shields 4

Missile 5

GRV

SPC

AOE

NRM

N/A

N/A

N/A

N/A

N/A

N/A

Shipwrights Note: All other sections compare every subsystem to each other in costs and benefits; Hulls are treated specially and
are excluded from consideration in other sections to more correctly demonstrate their unique properties.
Fighter Hull (Ship Construction 1)
HP: Mass: Absorb: Space:
Metals: Electronics: Advanced Parts: Labor:
Description: This hull has been optimized for use on small vessels - scale 1 and smaller. It is light and
maneaverable, but lacks major damage resistance.
Special: Has a chance to dodge enemy weapons fire, but can only be used on small ships.
Heavy Hull (Ship Construction 3, Armor 3)
HP: Mass: Absorb: Space:
Metals: Electronics: Advanced Parts: Labor:
Description: Advancements in armoring and hull design allowed engineers to drastically increase the
overall strength of the hull, without giving up much in the way of maneuverability.
Light Hull (Ship Construction 3, Engineering 3)
HP: Mass: Absorb: Space:
Metals: Electronics: Advanced Parts: Labor:
Description: With advancements in hull design and basic ship systems, engineers were able to
integrate common aspects of those systems into the hull, reducing bulk, and yielding the Light Hull.
These hulls are much weaker, but being lighter, allow for faster movement.

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Standard Hull (Ship Construction 1)


HP: Mass: Absorb: Space:
Metals: Electronics: Advanced Parts: Labor:
Description: Standard hulls provide the necessary support structure to equip components, and some
moderate damage resistance. They provide a middle ground between strength and speed.
Station Hull (Ship Construction 1)
HP: Mass: Absorb: Space:
Metals: Electronics: Advanced Parts: Labor:
Description: A Heavy Hull optimized for sheer capacity and strength, it cannot withstand the forces
necessary to move in space.
Special: The only hull that can equip Artillery. Cannot equip Jumpdrives or any sort of Engine.
Stealth Hull (Stealth 4, Ship Construction 4)
HP: Mass: Absorb: Space:
Metals: Electronics: Advanced Parts: Labor:
Description: Stealth hulls are a specialty hull, providing emission absorption, making the hull more
difficult to detect. However, they are one of the weakest hulls for their mass.
Special: Can cause incoming fire to miss. Does not provide this benefit to firepower with the AOE type.
ringworld Generator (mega construction 22, gravitics 16, spatial dynamics 16)
Metals: Electronics: Advanced Parts: Labor:
Description: [Super Construction] When built, creates a Ringworld in the System which it was built:
an Artificial Planet with 100 Slots. Each Slot counts as 10 normal slots for an effective Slot Count
of 1000. Ringworlds have substantially improved capacity to deploy planet-based defenses; its
weaponry is far more powerful, far longer-range, and much slower to fire than other planetary
weapons. Ringworlds cannot move due to their immense mass; Planetary Thrusters can not generate
enough Thrust to break the Ringworlds orbit.

power systems
Anti-Matter Generator (Energy Sciences 7, General Sciences 4)
HP: Mass: Control: Power Generation: Capacitance: Fuel Usage:
Metals: Electronics: Advanced Parts: Labor:
Description: Anti-Matter Generators require a miniscule amount of fuel to generate immense
amounts of power. However, if the ship ever loses power, the generator will instantly explode.
Special: If destroyed or lacks Power or Control, it detonates, destroying the host ship and heavily
damaging ships around it.
Fusion Generator (Energy Sciences 5)
HP: Mass: Control: Power Generation: Capacitance: Fuel Usage:
Metals: Electronics: Advanced Parts: Labor:
Description: Fusion Generators rely on compressing matter to a breaking point, when stronger forces
take over, releasing a great deal of energy.
Special: If destroyed, destroys the host ship and damages ships around it.

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Power Generator (Energy Sciences 1)


HP: Mass: Control: Power Generation: Capacitance: Fuel Usage:
Metals: Electronics: Advanced Parts: Labor:
Description: Power Generators produce power from fuel. Although the idle power costs for ships is
generally low, being unable to meet peak demands may leave a ship disabled in a time of crisis.
Solar Panel (Energy Sciences 1)
HP: Mass: Control: Power generation:
Metals: Electronics: Advanced Parts: Labor:
Description: Solar Panels produce power from starlight without need of fuel.
Special: Amount of Power generated depends entirely on the Size, Brightness, and Distance of the nearest Star.
Emergency Power (Energy Sciences 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Provides a constant power supply to the linked SubSystem, independent from the ships
main power supply..
Special: Can never be disabled.
Capacitor (Energy Sciences 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Capacitors store energy created by power generators, and at a greater density than
generators.
Tip: Can stabilize otherwise unstable power grids.
Quantum Battery (Energy Sciences 18, Spatial Dynamics 16)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Vast amounts of power are stored as zero-point energy in a single module, allowing ships
to be powered for longer durations without the need for an on-board generator.
Tip: Due to the immense amount of Charge it provides, DSFMs can draw up to their full power requirement
to fire from Quantum Batteries.

thrust systems
Bussard Ramjet (Particle Physics 1, Propulsion 1)
HP: Mass: Control: Power Use: Fuel Usage: Fuel Storage: Thrust:
Metals: Electronics: Advanced Parts: Labor:
Description: Similar to the scoop, this device instead makes direct use of the matter it collects as a
means of propulsion. While this lacks a requirement for fuel, it also has a very low thrust output.
Tip: With no Control, Power, or Fuel requirements, a Bussard Ramjet and a Hull combined make for very
cheap, if slow, scouting ships.

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Ion Thruster (Propulsion 5, Energy Sciences 5)


HP: Mass: Control: Power Use: Fuel Usage: Fuel Storage: Thrust:
Metals: Electronics: Advanced Parts: Labor:
Description: Ion drives make better use of fuel compared to conventional thrusters by firing fewer
particles at much greater velocities. The drawback is they require a large amount of power.
Tip: Is complimented well with the Bussard Ramscoop: Lengthen your ships ability to travel without
refuel without upscaling its internal fuel capacity.
Thruster (Propulsion 1)
HP: Mass: Control: Power Use: Fuel Usage: Fuel Storage: Thrust:
Metals: Electronics: Advanced Parts: Labor:
Description: A conventional thruster system, which ejects ignited fuel in the opposite direction as the
intended heading.

control systems
Bridge (Engineering 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Provides the means for crew members to control a vessel.

Computer Core (Computers 1)


HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Advanced computer core, capable of handling all systems operations on ships. Compared
to a crewed ship, computer cores are space efficient, but consume more power, and therefore more fuel.
Tip: Be wary of Boarding Parties when employing Computer Cores; they have no self-defense
mechanisms to prevent access to their internal workings.
Crew Quarters (Engineering 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Crew Quarters provide living space for crew members, as well as limited repair facilities
to help stabilize a ship after combat.
Life Support (Engineering 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Life Support systems provide an environment for the crew of the ship to survive in.
Special: In the event of failure, provides an emergency 10~ second supply of Air to the Crew.

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Quantum Computer Core (Computers 5, General Sciences 2)


HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Quantum computers are highly complex computer systems, capable of performing
specific, complex tasks very easily.
Special: Reduces the Control requirement of the attached Subsystem.

armor

Ablative Armor (Armor 4)


HP: Mass: Power Use: Damage Reduction:
Metals: Electronics: Advanced Parts: Labor:
Description: Ablative armor is designed to rapidly break down when damaged, and in doing so,
reduce the impact a weapon has on the ship overall. Although weaker than standard armors, its
resillience proves highly effective against smaller weapons.
Tip: Particularly effective against Burst type Weaponry.
Nano-Armor (Armor 5, Nanotechnology 1)
HP: Mass: Power Use: Damage Reduction:
Metals: Electronics: Advanced Parts: Labor:
Description: Nano-Armor is a light armored plate equipped with nanites - microscopic machines that
repair the armor as they are able.
Plate Armor (Armor 0)
HP: Mass: Power Use: Damage Reduction:
Metals: Electronics: Advanced Parts: Labor:
Description: Constructed out of layers of metals, all this armor is capable of is taking lots of damage.
One advantage plate armor has is its bulks capacity to absorb a small portion of every hits damage,
negating it.
Powered Armor (Armor 4, Energy Sciences 5)
HP: Mass: Power Use: Damage Reduction:
Metals: Electronics: Advanced Parts: Labor:
Description: Powered Armor uses active sensors and a directed energy grid to momentarily harden the
materials, and deflect attacks, dramatically minimizing damage.
Reactive Armor (Armor 4, Missile Weapons 5)
HP: Mass: Power Use: Damage Reduction:
Metals: Electronics: Advanced Parts: Labor:
Description: Reactive armor consists of a grid of explosive panels. When struck, the panels explode,
ruining or deflecting the means of attack. Reduces damage over the impact level by 80%
Tip: Excellent protection from high Damage per Shot weaponry.

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defensive systems
Internal Defenses (Computers 3, Engineering 6)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Automated turrets placed strategically along corridors throughout the ship. The turrets
serve as a first defense against intruders attempting to board the ship.
Shield Generator (Shields 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Shield Generators produce a physical barrier sustained by a constant flow of energy. As
the shield sustains damage, however, the barrier goes into flux, allowing progressively more
damage through.

Tip: Couple a small Shield Generator with a large Shield Charger: the more HP the shield has when
attempting to absorb damage, the more it will absorb.
Shield Charger (Shields 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Shield Chargers are sub systems dedicated to charging a pre-established shield.
Shield Hardener (Shields 5)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Shield hardeners reduce the amount of damage that leaks through the shields as they
fluctuate due to damage.
Stealth Field (Stealth 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: This sub system applies a distortion field over the ship, causing a percentage of all attacks
against it to miss.
Tip: Pairs excellently with either the Fighter Hull or Stealth Hull.
Bulkhead (Material Sciences 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Bulkheads are localized protection for a specific SubSystem. While nearly useless on their
own, they increase the health of the equipped SubSystem up to 100%.
Tip: Bulkheads can also be attached to Hulls. In the case of Armor, it provides less extra HP than normal.

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support systems
Bussard Ram Scoop (Particle Physics 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: A large scoop that collects particulate matter floating in space as a means of gathering fuel.
Fuel Cell (Engineering 1, Energy Sciences 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Fuel cells store the resource that most power systems, and many engines, require to function.
Ammo Cache (Engineering 1, Cargo Storage 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Ammo Caches store the various forms of ordance used by most types of launchers. Caches
store less per volume than most types of storages, but are also significantly stronger.
Cargo Bay (Cargo Storage 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: A cargo bay is an all-purpose storage system. Although less space efficient than specialty
storage, cargo bays are cheaper and capable of storing anything.
Ship Bay (Ship Construction 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: A ship bay is a large empty space equipped with various docking clamps. Its sole purpose
is to provide the enormous areas required for ships to dock.
Special: The ship gains new AI Settings such as automatically ordering new Strike Craft from Idle planets.
Jump Drive (Spatial Dynamics 5)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Instantly teleports the ship to its destination, after a short charging period.
Special: Can only target systems with Stars as reference points. Target stars to specify the system to jump to.

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Colonizer (Engineering 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: A colonizing unit is a series of self-assembling structures designed to establish a basic
infrastructure on a planet to allow for habitation and further growth.
Special: The ship is cannibalized to found the colony.
Repair Bay (Metallurgy 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: A repair bay allows a ship to fix damage that may occur during combat, or normal
ship operation.
Construction Bay (Ship Construction 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: A large bay with all the key components necessary to construct ships and stations.
Special: Requires stored economic resources to construct ships. Produces a large amount of
labor automatically.
Quantum Compressor (Cargo Storage 3, Spatial Dynamics 3)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Creates a region of compressed space which, despite appearing to be the same volume, is
able to hold a greatly increased amount of material.
Special: Compartmentalizes the attached storage components internal space, greatly increasing its
capacity to store additional objects.

tools
Analyzer (General Sciences 1, Sensors 0)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: The Analyzer performs thorough scans of a disabled ship to attempt to acquire its design.
If it succeeds, you will be able to construct that design at your planets.
Special: Any design acquired will have that Empires name preceding the Blueprint Name.
Salvager (Material Sciences 2)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Similar to the repair tool in its design, this beam directs a strong magnetic field to slowly
rip apart a target ship, to recollect the metals used in its construction.


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Repair Tool (Material Sciences 1)


HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: This beam uses focused magnetics to direct a glob consisting of a mixture of metals and
a non-newtonian fluid. By altering the pattern of the beam, the metal is made to seal up cracks and
holes in the targets armor, effectively repairing it.
Special: Only Repairs damage on nearby ships; cannot repair its host ship.

Mining Laser (Beam Weapons 1)


HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: A mining laser consists of two beams, firing in separate phases in rapid succession. The first
superheats rocks to free them to be collected, the second is a focused beam of magnetism that attracts
the freed ore. These lasers are power-intensive. Each laser typically requires its own generator.
Special: Mines Ore from Neutral Planets and Asteroids.

construction systems
Metal Refinery (Metallurgy 6)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: A large automated system that processes raw ore into useable metals.
Electronics Fabricator (Metallurgy 8, Computers 6)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: A set of mechanized systems that produces usable electronics out of crude metals. In
order to produce electronics at a minimum cost of manpower and space, fine-tuned computers are
used for the more precise operations.
Advanced Parts Assembler (Metallurgy 10, Computers 8, Nanotechnology 6)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: An ample amount of pre-programmed nanites are used to fashion advanced components
out of the electronics and metals on board.
Export Dock (Economics 6)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Facilities for merchant ships to dock and take produced resources with them to the
empire bank. Can export Metals, Electronics and Advanced Parts, but not Ore.
Matter Generator (Particle Physics 18, Energy Sciences 16)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Converts substantial quantities of power into fuel and ammo for later use by the ship.
Will attempt to keep fuel and ammo stores fully occupied.

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weapon modification systems


Coolant System (Energy Sciences 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Coolant systems increase the rate at which weapons fire, but also dramatically increases
the cost of running a weapon. Incompatible with Missile-based weapons.
Rack Mount (Engineering 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: Converts the attached weapon system to a multi-turreted mount with increased damage
dealt every second, in smaller bursts.
Targetting Sensors (Computers 1, Sensors 1)
HP: Mass: Control: Power Use:
Metals: Electronics: Advanced Parts: Labor:
Description: When linked to a projectile or beam weapon, increases the range of those weapons by a
significant factor.

the system window

On the right side of the window is a list of all the Ships and Stations you have available; you may assign a build order to one of the
visible planets by double-clicking any entry in the list. By default, the game will assign build orders to the Planets most suited
to construction of that ship or station. This behavior can be changed in the box above the blueprint list. Beneath the blueprint
list , you can change the sort order of the displayed blueprints.

Whether you are running an Empire that controls 8 Planets or an Empire with 420 Planets, the System Window is designed to
be flexible enough and modular enough to facilitate your needs. The System Window allows you to track and control multiple
projects while also keeping an eye on your Empire through a variety of filters, sorting tools, and grouping/levels-of-detail
controls. Visit this window often to get a detailed overview of what your Empire is currently doing.

The With Selected Planets actions perform the function they are labeled with on all the currently viewable Planets. Underneath
that is Change Selected Governors, which changes the governors on every planet selected to the Governor selected in the box to
the left of Apply. Apply commits that Governor change to all the currently shown planets.
the empire window

The most obvious division of your Planetary resources are Planets which are being used as construction or resupply points for
your Ships and Fleets. Grouping all your construction worlds into a Group will allow you to issue build orders evenly across them
with minimal effort. By setting Rally Points outside the System Window you can even control the flow of the constructed assets;
further streamlining the process.

The empire window

At a glance, the window can also show you where you are being attacked and how strong the invading force is compared to your
currently established forces in the system.
Nearly all of the options are self-explanatory. The list on the left is the list of systems in the game as filtered by the setting above
it. Above that filter is the mode switch between viewing all the Systems in the game and the Groups you have set up. Select All
selects all your Planets; Select None deselects whatever you have selected. The middle panel is the Planets in the System you
have selected on the left side of the screen, the Systems name above it. The Checkbox controls whether the Governor is enabled
or disabled on that Planet and the box to the right of it controls which Governor is being used on that planet.
At the bottom of the middle panel is the filter settings group. This governs what details are shown on each Planet entry. To its
right is the Group Creation area. Typing a name in this box and clicking Create Group will create a Group of that name from the
Planets you can currently see in the middle panel.

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This is the Empire Window, where you may manage more global affairs of your Empire. Though it may appear empty, it contains
critical tools you cant find anywhere else. The Empire Window provides access to five excellent tools:
1. Civil Acts: Civil Acts allow you to issue Empire-wide edicts that fundamentally alter how your Economy works. You can,
for instance, force your workers to work, ignoring their Morale but at the cost of significantly reduced Labor. Or if your Metals
economy is crashing due to Electronics and Advanced Parts production, you can issue a Metals Mandate edict, forcing 90%
of all your production to go toward Metals, diminishing the Economic output of Electronics and Advanced Parts for however
long you keep the Act in effect.
2. Fleets Window: The Fleets Window allows you to view, manage, and disband all of the Fleets across your Empire.
3. The Object List: This window gives you access to search through your entire Empire for a particular Object.
4. Global Ranking: The upper-right section of the window shows your Empires rank relative to the other Empires in the
galaxy across various fields of play. Rankings are only shown if you have met at least two other empires.
5. Race Portfolios: By clicking the Flag icon associated with any Empire you can access their Portfolio; this window lists
their races description and more importantly what Traits they have chosen for their race. Know thy Enemy.

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Diplomacy is the means by which you can not only avoid open war in Star Ruler but discreetly learn more about, and profit from, the
other Empires of the game. Like ships, treaties are custom-built. Getting the best from Diplomacy involves feeling out the Economy and
Military strength of the other Empires by setting up both long-term and short-term Treaties that you benefit from. By learning what
resources theyre low on, you not only gain valuable information about their economic weaknesses but also a potentially powerful ally
if you can get them dependent on you.
If you can tell another Empire is really after Metals you can derive quite a few things from that: Theyre overworking their economic base
and are in a problem spot or perhaps theyve crashed their Metals economy, in which case due to their compromised position you can
push things further than what would normally be comfortable.
An opponent will be less likely to attack you if youre the source of their livelihood and, in addition, you have an in for asking for more
deep favors such as sharing research, getting vision of their Empire, and so forth.
Dont push your luck too far, however, as if an opponent discovers that theyve made a grave error they can cancel their current treaties
with you. To help prevent that, make sure to offer contributing treaties before you try and sneak something subversive in. Having
ongoing treaties between Empires diminishes their ability to casually discard your proposals. You may even make breaking their treaties
with you more than just a small consideration. The more time they spend considering the ramifications of your treaties the more you
benefit from them in the long run keep this in mind.
This window also lists all treaties you currently hold with any Empire in the game, along with how long until that treaty expires
(if they expire). You may also request other Empires to agree to a new treaty by clicking on the New Treaty button just to the
right of their Empires flag icon.
To the right of each entry in the Empire Window is your current relationship with the other Empire. A blank space means that
they are Neutral or at Peace with your Empire, Crossed Swords means your Empires are at War. When War is declared, the ban
on weapons fire with both Empires is lifted: If ships are right next to each other when the War begins they will immediately
start firing their weaponry. Keep this in mind if you wish to declare war on another Empire in Star Ruler it may cost you
something valuable.

Make sure to consider your position in the galaxy when youre conducting Diplomacy. Though its not possible to know who exactly is
more powerful than you, if youre perceived as a weak Empire that can sully any attempt to gain fruitful treaties with other Empires. Your
ranking is available in the Empire window when you are playing in a game that involves more than 2 Empires. Consider that treaties from
opposing Empires may also be probes to learn more about you the sneaky subversive treaty manipulation goes both ways.

Grander strategy

diplomacy

Grander strategy

diplomacy

Conflict in Star Ruler

There are four core principles of conflict in Star Ruler: Strength, Design, Technology and Disparity. These are the critical facts
that decide whether an engagement will be successful. To assure victory in battle you must have all of them on your side. The
less are in your favor, the more difficult the battle will be to win.

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Strength: Strength refers to the sum of every ships Scale added together. A 100-member fleet with Scale 4 Cruisers would be
recognized as a 400 Strength Fleet. A 20-member fleet with Scale 20 Capital Ships would be recognized as also a 400 Strength
Fleet. Strength doesnt mean a lot on its own but an overwhelming amount of Strength on either side could assure victory even
at great cost simply due to the sheer imbalance of power.
Design: How the ships are laid out and what defenses and offensive capabilities they have is also important. If either side
has a critical weakness exploited, the balance of power in a combat can shift wildly. This exploitation can turn a hopeless battle
against a far superior force into a trivial encounter with minimal loss of life. The weaker design is the one which has difficulty in
either damaging the opposing design or which is more greatly effected by the weaponry of the opposing design. Even so, even
in cases where an inferior design should lose to a superior design, the battle may be lost due to...
Technology: Technology is a major deciding factor in combat. Even a few levels advantage in Armor technology can mean
the difference between enemy weapons doing the majority of their potential damage and only a fraction of the damage they
would deal. Generally speaking, the Force with the higher overall Technology level has the advantage on the battlefield; except
in cases of
Scale Disparity: The greater the difference of the scale of ships on either combating side the more effective larger-than-self
or smaller-than-self focused weaponry will become. Take the following example:
Battlegroup A: A large enemy battlegroup with powerful anti-similar-scale weapons. They fire at an average rate for ships of
their scale but their opponents are much smaller, torpedo-focused craft. Despite being able to destroy each smaller ship with
a single shot, the amount of time between shots serves as a potentially great disadvantage. On the opposite side of the coin...
Battlegroup B: A battlegroup of smaller ships equipped to deal with ships of their own scale; this makes their weapons less
effective but faster-firing. The weapons onboard the smaller ships are far less effective than normal as the larger battlegroup has
a much higher Damage Resistance rating than ships of the scale the smaller ships are built to fight against.
In either side of this equation, if we introduce a weapon that would effect these specific targets, the scale of balance
changes dramatically.
If Battlegroup A was given Flak, though the Flak would be relatively useless against the ships they are built to defend against, it
would wipe out large portions of Battlegroup B instantly, shifting the battle greatly in their favor.
Conversely, if Battlegroup B used Torpedos or Directed Spatial Fold Manipulators (high damage per shot, or Alpha, weapons)
they would be inflicting large amounts of damage on Battlegroup A due to As inability to damage them at the rate that they
are able to damage Battlegroup A.
On either side of the coin, damage efficiency is being called into action. Battlegroup As weapons are incredibly inefficient:
they are wasting large amounts of damage by killing very weak targets with very slow guns. Battlegroup B, without weaponry
designed to fight higher-scale ships, are losing huge amounts of the damage they should be dealing to DR; if Battlegroup A has
Repair Tools or Repair Bays not only will Battlegroup B do hardly any damage but they also wont be able to overcome the repair
rate of Battlegroup A. This means, ultimately, they are not doing any damage at all!

keeping updated

Keeping yourself briefed on enemy movements while monitoring your economy, directing your researchers, dealing with
diplomatic treaties, limiting theft from piracy, creating or updating designs to counter specific threats to your empire can be
daunting if not overwhelming when done improperly. You have been provided a set of very sophisticated tools to help you
alleviate some of these logistical nightmares as both your Empire and the threats facing it expand.

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It is key to use the macromanagement tools such as the System Window (with its Groups feature which allows you to band
planets into an individual list), the Fleet window (which allows you to merge and monitor your Fleets), and Defense Automation
(giving range to ships so that they can independently attack threats to your Empire in systems within their defense radius).
Using all of these in conjunction with Minimaps can provide you easier access to your resources and reduce the burdens of
micromanagement. If you allow yourself to be blind to the events occurring both inside and outside your Empire, you can be
blindsided. Keep yourself informed and let your tools and ship settings do some of the work for you so that you can manage
the grander picture.

The economy

Keeping a large pool of each resource in Star Ruler is one of your most important concerns. Without a pool of resources to draw
from, new colonies can crash your economy, large ships take significantly longer to build, and your Empire will be far more
vulnerable to attack. Redundancy, efficiency, and balance are the keys to a strong economy. By default, all planets export
resources when they have more than 50% of their maximum capacity in that resource; exceptions to this rule are marked as
Exports Directly.
Resource

Requires

Used For

Exports to Galactic
Bank?

Ore

None

Metals

No

Metals

1 Ore

Electronics, Ships,
Structures

Yes

Electronics

1 Metal

Advanced Parts, Ships,


Structures

Yes

Advanced Parts

1 Metal, 1
Electronic

Ships, Structures

Yes

Food

Farm

Workers, Fuel

Yes

Workers

Food, Workers

Production,
Reproduction, Structure
Power

No

Labor

Workers

Ships, Structures

No

Goods

Goods Factory

Stops Mood from going


under 0

Exports Directly

Luxuries

Luxuries
Factory

Boosts Mood above 0

Exports Directly

Fuel

Food*, Space
Port/Fuel
Dump

Ships

No

Ammunition

Ammo Dump

Ships

No

* Amount required per unit drops as the Economics Technology levels up

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Keeping things Balanced: The Galactic Bank provides two tools to help you see where resources are going. The first
changes the display between a storage display and a consumption/production rate display. The display does not show Demand:
that is in the Economy Report; the other button. Demand is the amount of material needed for projects but unavailable. Keep
Demand at 0 as much as possible.
On Redundancy: As time passes, your planets will run out of Ore. The more Ore is depleted, the less your Planets will be able
to create Metals. The less Metals created, the more unbalanced your economy. When fully depleted, a planet only produces 20%
what it was once able to in Metals. At this point, if your economy has not been prepared for the drop in Metals production, you
may find yourself in a Metals crisis.

expansion

Colonizing new worlds can strengthen your economy, make your Empire harder to attack, protect your citizenry, and
provide more tactical advantages. However, you need to control your expansion: Expand too quickly and you will bankrupt
your economy and make the new colonies take far longer to establish themselves. Expanding too slowly can leave you
overwhelmed, out-teched, and out-maneuvered. Keeping yourself abreast of other Empires while not bankrupting yourself
is the goal to strive for.
To achieve that goal, keep the following in mind: The majority of the cost of structures on planets is in Metals; this cost becoming
compounded when Planets first bring their Electronics factories online. Until the planets have a stable base economy, they will
be importing materials straight from your Galactic Bank. To keep your economy from crashing, keep a large surplus of Metals
available to planets in the early game. Colonize two worlds at the start of the game and watch how it affects your Metals supply.
Assuming that Planets have a wealth of resources to draw from in the Galactic Bank, and depending on their size, it may take
anywhere from 5 minutes to 15 minutes for a Planet to become truly self-sufficient and begin contributing to your Galactic Bank.
You do not need to be perfectly precise in knowing when a Planet is finished colonizing; you can just check the System Window to
get the majority of the data that you need to assess how things are going in any given system. The filters at the top of the middle
section are also useful here as you can exclude any planets that have been fully colonized.

Due to the extreme power and computation required for the transportation, each Gating is followed by a thirty-minute
cooldown before the Gates will allow you to use them again. Used properly, these Gates can utterly change the shape of a battle
by breaking up fleets or transporting unguarded planets into the Gate system. As a strategic asset, they have no equal. Yet,
with Fame comes the price of Infamy: If you should ever take a Remnant Gate for your own usage, all Empires will be notified
of a Gates capture. Given their strategic importance, this can have immediate ramifications both politically and militarily; it
may even prompt immediate and open war on your Empire to prevent you from leveraging the full power of the Gate System.

The pirates

As the game unfolds, you are likely to encounter Pirates. Pirates are a civilian portion of every Empire in Star Ruler. As long
as there are civilians and resources to plunder from your planets, there will be pirates and piracy. Yet Pirates, though having a
tough and powerful-looking exterior, are very skittish and weak. Simply placing artillery platforms in a system can annihilate
inbound pirates and, if you muster enough strength to even begin to match theirs, may cause the Pirates to flee from the system.
Pirates do not attack planets directly: they only care for your resources, ships, and stations. Their targets are systems with the
greatest apparent riches and the least amount of defenses, holding no favor to any Empire. Any captured ships or resources
they receive will go straight to their Hoard. When the Hoard expands, the Pirates will field larger ships in greater numbers and
update their technology eventually theyll even begin to attack multiple systems at the same time. Destroying Pirate ships
diminishes their Hoards resources.
It is important to keep a check on Piracy in Star Ruler. If the Pirates are allowed to grow too strong, they will begin unbalancing
your entire economy when they steal resources, generally become a nuisance to be rid of, and potentially cause enormous
economic strains on your production centers and galactic bank.

console Commands
Server console commands

the Remnants

For server administrators:


Note: Brackets are only to show where things go and should not be typed out. e.g. [ID] should be ID
players Returns the IDs of all connected players and their Ping to the server. These IDs are necessary in order to perform
the following actions:
kick [id] Kicks the player and bans them from the server for a short period of time.
ban [id] Bans the indicated player from the server for 20 minutes.

You can attempt to cleverly dispose of them with some of the higher power weapons available close to the start of the game
such as the Artillery subsystem, but you will have little margin for error. The slightest mistake can cost you an entire fleet
of ships as you battle the Remnants for a system they control. That kind of blow to your early-game military can provide
substantial diplomatic strife as other Empires might smell weakness and demand you aid theirs to stave off open war (and
possibly early defeat).

Attention: sv_cheats must be set to 1 for Cheats to function.


create_ship [ship] Creates a ship owned by the object you have selecteds Empire (if Neutral or Space: Your empire). The
Empire selected must have the blueprint you are attempting to create for this console command to work.
destroy Forces the object you have selected to be destroyed. Stars will detonate, planets will explode, ships will be
instantly destroyed.
emp_see_all [0 or 1] When set to 1, all systems and their contents are displayed regardless of whether there are units in
those systems. When turned to 0 from 1, all previously known information is kept.
set_owner [empire_id] Changes the ownership of the selected object(s) to the specified Empire. Empire list: [-3]
Remnants; [-2] Pirates; [-1] Space; [0] First Empire; [1] Second Empire; et cetera
game_setting [Setting [value] ] Prints or changes the specified game setting. All game settings are defined in Settings.
txt, located in the Game Data folder of your Star Ruler install directory.

During your early game scouting and expansion, youre likely to encounter (if you havent disabled them) Remnants. Remnants
are the automated remains of a once great Empire which spanned the stars. Without any worlds or governmental structure,
the Remnants are entirely autonomous and have no agenda of their own: they will only attack invaders of their systems.
However, due to their high technology level, it is unfeasible to attack a Remnant system in the early game. They are simply too
powerful and can ignore too much firepower from your ships to be surmountable without the support of several systems, higher
technology levels, and larger scale ships than what you start with.

Since the Remnants are a sedentary faction that does not ever leave its systems you can safely ignore them until you are prepared
to deal with them. Though the Remnants are harder to assail, some of the Systems they hold are very valuable and contain
unique assets. The Seat of their Empire has many valuable 30-slot worlds and a single 50-slot world: the former Homeworld
of the Remnant Empire. The Remnants also once held dominance in the field of Gravitics and Spatial Dynamics. From the fruit
of their technological prowess in bending the fabric of space was born a highly advanced Gate System: This System holds three
powerful artifacts of Remnant Technology which can transport any unit within a half-AU of your selection to the Gate system.

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Cheats

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Cinematic console commands

The music or sound effects are too loud or are not loud enough!
In the Options window, there is an Audio tab where you can configure the levels of all sound effects in the game (Master) and
the Musics volume (Music).

Rigging
cam_mode [position-mode target-mode] Specifies what mode to put the camera in. Position mode can be considered the
shooting point and the target mode can be considered the subject. Available modes: normal, object, object_forward, static

When I Alt+Tab to another window and switch back to Star Ruler, ships are showing their firing range when I hover
over them without pressing Alt!
OR
When I switch back to Star Ruler from another window, my camera seems to be stuck somehow!
The game did not capture you releasing the ALT button. Tap ALT and it will recognize the off state, solving the underlying problem.

Interface
toggle_gui Shows or hides the GUI. Warning: This command should be bound and not used freely in the console as
toggle_gui also disables the console command window.

cam_offset [x y z] For object/object_forward mode. Offsets the camera on a particular axis; offset is the origin, or the
position-mode variable.
fov [degrees] Changes the field of view on the camera, allowing you to manually adjust the cameras aperture.
Lighting
set_ambient [hex color] Sets the ambient color for all objects that do not have a predefined ambient color.
Special Effects
shake [amount] Shakes the camera. The amount given determines both the intensity of the shaking effect and the duration.
Warning: Large values may crash the game as the camera may get shoved out of the game space.
Warning: Large values may crash the game as the camera may get shoved out of the game space.

Frequently Asked questions


[ our forums: http://starruler.blind-mind.com/forums/ ]

performance problems

My Ships stutter when they are outside of Systems!


This is a performance compromise. Rather than make the games interface lag, we allow the ships to lag and not update as often
rather than compromise your ability to play the game. To minimize this issue, play in a smaller galaxy or in such a way as to limit
the number of objects moving in the galaxy.
Im a few hours in and the game has started to really slow down!
This is likely due to a large amount of ships moving around in the galaxy and/or a large number of AIs/AI Ships. If you are routinely
running into this issue, reduce the games galaxy size or change the games ship limit when you start a new game to guard against
performance drain.

Multiplayer problems

I cant connect to a server / Players cant connect to my server!


The number one cause of this issue is Port Forwarding or Firewall related. Please check your Port Forwarding settings (12100
UDP must be forwarded by default settings for a Player to host a server) and attempt to disable your Firewall to see if it is the
cause of your issue.

Audio Problems

The music is cutting out, or I dont hear anything at all!


Reinstall your audio devices drivers as something has likely reconfigured or corrupted them. If your problem persists, seek help
on our forums.

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Interface Problems

Graphics Problems

Im getting weird transparency issues, some of the interface isnt rendering properly, or parts of the interface are missing.
First: If you are running an ATI-based Card, disable Catalyst A.I. if possible as it causes issues with the OpenGL render in Star Ruler.
This should resolve the majority of any transparency/missing asset issues.
Second: Please check your console window for errors (press ~) and, if there are any, please post them to our forums so that we
can provide further assistance!
The game is using over 90% of one of my CPUs but hardly any in the others!
First: Please ensure your Operating System is up-to-date.
Second: Try enabling Threading Compatibility in the Game Options tab of the Options Window.
Game Crashes
Star Ruler is crashing!
Please report your bugs, including a copy of your log.txt and any MDMP files generated by the game on our forums.
The log.txt and the minidumps that may have been generated by the crash are stored in your My Documents folder in
My Games\Star Ruler\.
While waiting for a response, you may attempt the following to see if they help or resolve your issue:
Enable Threading Compatibility in the Game Options tab of the Options Window.
Disable Shaders (lowest setting in the Shader options)
Reinstall OpenAL (in your games install directory, run: oalinst.exe)
Reinstall the Visual C++ Redistributable (in your games install directory, run: vcredist_x86.exe)

Technical Support

If you encounter a software problem when installing or playing the game and the particular solution could not be found in this
manual, or solved by updating your computer with the latest audio or video drivers, we strongly advise that you visit our website
at http://www.iceberg-interactive.com to download the latest patches or updates, or visit the official forums from the developer
where in most cases known issues are listed.
if the solution to the problem is not listed on the official game website or its forums, please email us at:
support@iceberg-interactive.com
When contacting us, please be sure to include:
The exact title of the game
A brief description of the problem. (e.g. my game crashed after reaching level x or picking up object Y)
The hardware configuration of your computer.

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Note: in order to give any support we require a Direct X Diagnostic-report for this purpose.
We cant guarantee a reply if the DXDIAG file is missing.

Limited Software Warranty


and License Agreement

To generate a DXDIAG file. Please follow these steps:


From de desktop click on Start > Run, (search on Windows 7) type DXDIAG: and press OK). Start and wait for the program to
finish and click save all info to copy all hardware info to a .txt file.
Please email the generated DXDIAG file to our support desk.

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is a legal agreement between You (either an individual or an entity) and Iceberg Interactive B.V., (collectively, the Owner) regarding this software
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This license is not a sale of the original SOFTWARE or any copy thereof. You may not sell, rent, lend or otherwise transfer the SOFTWARE and/or
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TERMINATION: This Agreement is valid until terminated. This Agreement ceases automatically (without any form of notice) if You do not comply
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Credits

Star Ruler is a product of Blind Mind Studios and was created with the assistance of the following individuals:

Blind Mind Studios


Lead Programmer/Lead Designer
Andrew Ackermann
Co-lead Developer / QA Director
James Woodall
Programmer
Lucas de Vries
Contributors:
Music:
Artem Bank
2D Art:
Hans-Martin Portmann aka eRe4s3r
Models:
Hans-Martin Portmann aka eRe4s3r, Michael P. Singleton, Slyfo
Testers:
Kyle Gordon, Brad Whitt, and many others
3rd Party Technology:
IRRLicht Engine http://irrlicht.sourceforge.net/
AngelScript http://www.angelcode.com/angelscript/
RakNet http://www.jenkinssoftware.com/
OpenAL http://connect.creativelabs.com/openal/
Ogg/Vorbis http://www.vorbis.com/

Special Thanks
To our Families and Friends for giving us the opportunity to work on this
project; to our Fans and Community for their support; to You for purchasing our game.

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Iceberg Interactive
CEO
Erik Schreuder
Retail Sales Director
Howard Newmark
Senior Development Manager
Raymond Snippe
PR & Marketing Manager
Kimara Rouwit
Assistant PR & Marketing
Mayke Griffioen
Assistant Online Marketing
Cihan Kilic
Junior product manager
Lex Suurland
Art Director
Michael van Zijl
Assistant Printed Materials
Ben van Brummelen
Dionisio Silva
www.iceberg-interactive.com
www.iceberg-shop.com

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from Iceberg Interactive

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For our complete catalogue, please visit:


www.iceberg-interactive.com - www.iceberg-shop.com

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