Terror Stars! Now with pleasure palace and waterslide!!!

Hey all,

Recently, I built a Terror Star to teach the Altairans a lesson for their arrogance in attacking me. They lost about 5 systems, but, more importantly, my terror star acquired a movement rate of 6 during its assault.

Perhaps it was movement bonuses from my techs, maybe it was all the military upgrades to the terror star, but I was under the impression that the star was forever stuck at a movement of 1...any similar experiences/thoughts on this?

Also: found a sweet "culture bomb" strategy. 1)Build terror star. 2) Max it with culture mods. 3)Move it into enemy sector, assimilate star system. 4)Repeat step 3 ad nauseum, just escort the star with some fine ships.

On Intelligent level, I have currently assimilated 3 large star systems (@30 billion each) in the largest enemy civ. Since the darned thing moves 6 parsecs/turn, it performs as an easily transportable culture bomb (with star annhilation as a significant perk).

Somewhat distressing, however, is the fact that the Torian civilization, my rival, has yet to complain of my sure and steady cultural invasion. They are ranked slightly above me in military, and our economies depend on each other for our mutual wealth. Waiting for the Torians to assert their authority...

Wow, this got long :p . Anyway, just curious if anyone has duplicated this "turbo movement" terror star/culture bomb combo.

Thanks for reading my rant,
JD
493 views 7 replies
Reply #1 Top
there's a bug where a terror star will suddenly get the same movement as another ship in it's "fleet". i've had it happen in one of my games when my terror star was being escorted by a dreadnaught.

the "culture bomb" strat. and the AI's inability to deal with said strat. has been mentioned repeatedly on the board. hopefully the AI will be improved in this department, or "defections" made more difficult.

cheers

h
Reply #2 Top
Yup. I've even found a semi repeatable way to turn them on.

1) group fleet with TS, move
2) Ungroup fleet and move them away from TS
3) Move fleet back to the TS and group again
4) Then with final moves of fleet set a distant destination. Not only will the TS move again but the whole stack will get full move again

That's worked for me about 3 times so far.
Reply #3 Top
Ah, I apologize then for repeating words already spoken, but I don't make it a point to read the entirety of the boards.

The terror star exploit wouldn't be so, well, exploitable, if the alien civs would react to my obvious culture attack. Sigh...

JD
Reply #5 Top
whoops. just noticed that there is a search function. has that always been there? oh for an edit function... :p

cheers

h
Reply #7 Top
Maybe influence should take longer to have affect? So just moving a terror star through the systems won't start taking planets.