Monday, December 26, 2016

Confessions of an Automationeer, Part 2

Confessions of an Automationeer, Part 2: What I Would Have Done Differently in CSR26

After hosting CSR26, I asked myself a few "what if"? questions. Specifically, I began wondering what would have happened if the round had been hosted by another knowledgeable user who had established the exact same rule set, while I was an entrant. More significantly, though, I could not help wondering how well the Ventnor Bambino (which had won the round overall, but just barely) would have fared if it had a carbon-fiber chassis instead of a steel tube frame. Finally, this post will also explore the possibility of a "benchmark" vehicle for this round, had I used it as a yardstick against which every entrant would be measured.

While CSR26 was in progress, I created a pair of vehicles that served as an example of how I would build an entry that would satisfy the requirements for that round. One of them was mid-engined and had full carbon-fiber construction, but was powered by a relatively humble turbocharged straight-six. The other had alloy panels and an all-alloy chassis, but had a front-mounted, overhead-valve, normally-aspirated V8 with more than twice the displacement. Having discussed the basics, I will now explore both entries in further detail.



One of the entries I designed while hosting CSR26, designed to answer the simple question: "What would I have built?"

In keeping with the rule set for CSR26, the first example entry I made had its body, chassis and fixtures finished to a very high standard. It may have come in generic gloss white, but the fixture placement and size really complemented the car's well-proportioned, cab-forward shape. So far so good, but the engine could have been a disappointment for the round host, had prestige been more important to him (or her). The 3.0-liter turbo straight-six nestled in this vehicle's engine bay cranked out more than 460 horsepower, revved to well over 8000 rpm, and delivered a generous amount of torque early in the rev range. It was also reliable, and surprisingly economical to boot, but the low cylinder count might have made this engine more suitable for a sports sedan than a supercar. That said, it was placed in a body so light and aerodynamic that it endowed the test car with a top speed of over 200 mph and a 0-60 time of 3.1 seconds.

Glancing at the mechanical specifications for this example entry, it's clear that it would have followed a similar design and engineering philosophy to the Ventnor Bambino, but at a higher post-markup price. Yet it was still very much under budget, very economical (for a supercar) and more than comfortable enough to be a daily driver. It would not have been out of place on the test track either, taking just 2 minutes and 6 seconds to complete a full lap from a standing start. I am quite sure that this vehicle would have been a finalist at the very least, or possibly even the outright winner, by virtue of being just fast enough and exceeding all other requirements by a wide margin.



Another car I built while hosting CSR26 as a hypothetical entry. Notice that this front-engined grand tourer is much heavier and less economical, but more prestigious, than the other entry.

The other example entry I made was much more decadent, with a huge 7-liter overhead-valve V8 up front. Again, the build quality was quite good, but this vehicle was constructed entirely out of aluminum, which was heavier. It was, however, cheaper even with markups included. Unlike the previous example car, the normally-aspirated V8 used here was more fitting for a high-end supercar, and was more reliable to boot; its redline was not as high, but the torque delivery was more predictable, and the extra power would have made it less likely to be dismissed early on by the round master. The more aggressive styling of this front-engined beast also gave it a sinister air when viewed from any angle.

With its extra power, this vehicle has a slightly higher top speed, although the extra weight means that it isn't as accelerative, while also being far thirstier. However, the use of a conventional manual transmission could also be to blame, although it clearly enhances the sense of driver involvement. On the other hand, considering that most of the front-engined cars I'd reviewed this round were not as well-executed as I hoped (and in fact only one of them made the top five), it's quite likely that this car could have been a finalist. Even so, it would actually have been less likely to win the round outright, since it's not quite as sporty or comfortable. On the other hand, its superior drivability and prestige would have ensured that it would not have been overlooked.

And to all the users who have viewed this blog over the holiday period, I wish you all a (belated) merry Chrstmas and a Happy New Year.

Friday, December 16, 2016

Confessions of an Automationeer, Part 1

Confessions of an Automationeer, Part 1: The Process of Choosing a Winner for CSR26

This is my first post about a game in my current Steam library other than Infinite Space III: Sea of Stars, and also the first one about Automation: The Car Company Tycoon Game, which is a game in which you build cars and their engines, as the title suggests. Recently, its developers have added a new mode in which you can manage a whole company until 2020, although 1940 is the earliest year in which the company can be established. I have been an active forum member for the game since June, and despite occasional over-enthusiasm, I am still enjoying my time on the forums. As part of my series of posts regarding this game, I will discuss some of my experiences, beginning with a round of a competition I recently hosted, called The Car Shopping Round, in which the host sets criteria for other users to follow when submitting their cars, before reviewing the entries after the deadline has passed, eventually declaring a winner, whose creator (or the runner-up, if the winner declines hosting duties) hosts the next round.

To be honest, though, ever since I first entered the contest in the 15th round (I didn't have enough confidence before then) my record in that contest has been mixed, with poor results on some rounds and good results in others. But in the 25th round, the scenario I had been hoping for finally occurred when, despite finishing second, I was given an offer to host the next round after the winner of CSR25 declined the offer. In CSR25, the users were asked to build affordable track cars, but for CSR26 I decided to go to the opposite end of the price spectrum and challenge other users to build a supercar or hypercar. There was now a huge question on my mind: could I really cut the mustard as a first-time challenge host?

To prove that theory, I set about reviewing the users' entries as soon as I reviewed them. It seemed easier said than done, especially since I received 29 entries before the deadline, but I managed to complete this daunting task with time to spare. However, I could only make room for five finalists, and ultimately rejected the other 24 due to an infotainment/interior quality mismatch, having the wrong engine (in particular, too little reliability, too much power, and/or too few cylinders), being aesthetically challenged, or inadequate dynamics. Eventually, I was left with the Solo Lightning SM V8, Gryphon Gear Jormungandr, Pragata Prima 1, Smooth Keelen GT and Ventnor Bambino on my shortlist.






The finalists of CSR26, from top to bottom: Solo Lightning SM V8, Ventnor Bambino, Gryphon Gear Jormungandr, Smooth Keelen GT, Pragata Prima 1

The next step was to determine a finishing order out of the top five. At first, this seemed much easier than writing and editing the individual reviews; the two fastest cars, the Lightning and Jormungandr, were the first ones to be rejected, much to my dismay and surprise. They were, in fact, too fast and uncompromising to be used daily, but the other three were still in contention for outright honors. So how would I determine the podium positions?

At first glance, the Smooth Keelen GT made a strong case for itself, until I realized that it was too uncompromising given my requirements for a hypercar that can be used daily - which is oxymoronic unless you are a highly skilled car builder. If that didn't prevent it from winning the round, its reliability issues certainly did; extending the redline far enough on an undersquare engine (where the stroke is larger than the bore) will push the bottom end parts to the limit sooner than on an oversquare engine (in which the bore is greater than the stroke), and it certainly was the case here. As such, the only front-engined car in the top five could manage no better than third place. And now it was time to crown a winner...

...but surprisingly, it wasn't the Prima 1, even though it had well over 1000 horsepower, as did quite a few of the entries I received that round. The big blue wedge looked like a clear favorite after some of the more promising entries fell by the wayside, especially since its cleverly tuned AWD system and active suspension made its immense thrust exploitable in all conditions. It also had surprisingly good ride quality. So why didn't it win?

As it turned out, although it had a premium infotainment system, it was merely of average quality, as was the lightweight interior. Now, given that increased quality on interior components leads to increased weight, such cost-cutting is understandable, but ruins the idea of driving a hypercar daily in the long term, since the prestige, safety and reliability values will all be reduced as a result. The Ventnor Bambino, on the other hand, did not have this problem; its luxury interior and high-end infotainment suite were commensurate with my expectations of a highly usable supercar. That turned out to be more than enough to give it the win, much to everyone's surprise.

What else, then, ensured victory for the Bambino? Considering that its chassis was a steel tube frame, which is cheaper than a carbon-fiber monocoque but much heavier, and its engine was a relatively humble 3.5-liter twin-turbo V6 that didn't even make at least 500 horsepower, the Bambino was quite easy to drive, very comfortable (thanks to its high-quality interior), more economical than most of its opposition, and somehow, just fast enough; the excellent dynamics were merely icing on the cake. Not even the slight reliability issues were enough to deny it the top spot. And so, finally, someone had proven that you don't need a lot of cylinders to build a great hypercar.


The specifications for the winning entry of CSR26, the Ventnor Bambino, in its original form

Overall, I enjoyed this round, and not just because my wishes of hosting the contest for a while finally came true. This was a highly unpredictable round, with a more liberal rule set than usual. Also, the user who submitted the winning entry also had a long drought before he hosted a round himself, which came right after CSR26. And somehow, it was only fitting that the runner-up in that round won CSR27 (as the Automation community calls it), ensuring that he would host the next round. There was just one question left to answer, though: what would I have done differently with the Bambino? The answer lies in the next post.

Thursday, December 15, 2016

The Future of Infinite Space

The Future of Infinite Space: What I'd Like To See in Updates, Expansion Packs and Sequels to Sea of Stars


After a long layoff, I am back here blogging about my small but exciting collection of Steam games, and will conclude my discussion of Sea of Stars by explaining the features that aren't included. Many of you should watch this space, because the subsequent inclusion of such features in Sea of Stars, though unlikely, is certainly something I am anticipating, if it ever occurs. And even if it doesn't happen to Sea of Stars, its sequel could still include these features. With this in mind, let me explain them, and why they are important to the franchise.

First and foremost, the size of Sector Prime (the map used in Sea of Stars) could be adjusted in Weird Worlds (the immediate predecessor to Sea of Stars), with the player's allotment of time changing accordingly. Implementing this feature in Infinite Space III would force the inclusion of separate high score tables for each possible map size, but it would make the game more likely to be worth revisiting. However, unlike in Weird Worlds, I would prefer this feature not to affect the strength of alien flotillas, although the larger maps should feature more factions to attack and/or negotiate with. Given that Weird Worlds often threw you into unforgiving (if not outright impossible) battles early on when playing in larger maps, especially before your flotilla has been upgraded and/or expanded, this might be seen as a welcome change.

I would also prefer to toggle quest-triggering events on or off, or even change the probability of them occurring, as was the case in pre-release builds. Now don't get me wrong - quests certainly add an element of surprise and danger to the game, and provide a worthwhile challenge for anyone aiming for the highest possible scores, but for a casual gamer, they may make the game more difficult, especially for inexperienced players. To balance this out, whenever a quest occurs, the player should be awarded 5000 credits for successfully completing it; currently, this does not apply to the Swamp Pirate Rebellion or the Ravian Invasion quests, which makes them all the more frustrating. As such, guaranteeing that the player will receive the reward after completing any quest should provide an extra incentive to complete the game fully.

Moreover, some of the items and events which were present in Weird Worlds but omitted from Sea Of Stars should be reintroduced; the Clingon, Six-finned Bloater and Wind Bag are among them, and should fetch a decent sum on Loryx, the Zorg home world. I could also make a case for bringing back the Mantle of Babulon - most alien races you encounter will negotiate with you automatically if you are carrying one - but I also fully understand why it was removed from Sea of Stars: it was so overpowered in Weird Worlds that the developers decided not to carry it over for the sake of balance. Likewise, the Aethric Mirror (which could infamously be combined with the Anti-Graviton Shunt to dispose of every alien flotilla on the map) was omitted altogether for the same reason, while the Chromium Gong now had a chance of shattering on each of its first three uses (and would always disintegrate if used thrice), among other changes. Undoing these would make the game easier, but would disrupt the sense of balance found in the final product, and since I prefer the game to be more rewarding even without the former two artifacts, I would rather have them left out, for now at least.

Another intriguing possibility is the introduction of online turn-based multiplayer. Given that the sector map can accommodate 8 factions at most, online multiplayer will be limited to 8 players, but it should be enough for a normal game; any unused player slots will be taken over by AI-controlled factions. As for the Combat Simulator, it currently supports no more than four flotillas (1 player-controlled, 3 AI-controlled), and as such the multiplayer functionality for that mode should also be limited to four players for balancing purposes. While I'm at it, I'd propose upper and lower cost limits, options for whether or not to allow the use of certain items, and let players decide if certain ship classes are eligible - again, in the name of balance. Finally, online rankings and leagues would help enhance the competitive element of these modes.

Yet another idea would be a spin-off in the form of a spaceflight simulator similar to Elite Dangerous and Star Citizen. Those games combine trading, combat and exploration in such a way that the player feels like a real interstellar adventurer. It is these elements that this proposed spin-off game must get right from the outset. In addition, the player should be able to start the game with a choice of factions, not just the Terrans, and on top of that, have the option of owning multiple ships at once. Other elements, including a relationship meter (which tracks how friendly or hostile the player is to other factions) will also need to be utilized, but I reckon that Digital Eel (the developers of the Infinite Space trilogy) can make it work if they somehow got the chance.

Although no updates have been announced for Infinite Space III since the first quarter of this year, the future for this game looks bright. In addition to the achievements, players like me have been discovering ways to truly master the game. Moreover, the presence of mod support allows for the possibility of making the game more challenging and/or diverse. That's all I have to say about Sea of Stars on this blog (for now at least) - in the next post, I will come back down to Earth (not literally, though!) and discuss a four-wheeled conundrum I had not so long ago.

MacGregor Mayhem, Part 2

MacGregor Mayhem, Part 2: The Competitive Side of Leisure in Queensland's Capital

In the previous post I discussed the various leisure venues on or near Kessels Road in MacGregor, a suburb of Brisbane. This time, however, I will explore the possibilities of them being used as part of a reality TV competition. Such an idea has practical purposes; it could entice more people (especially younger ones) to visit them. More ambitiously, having celebrities undertake such an intense set of challenges there would raise the profile of the sites considerably. But can such a format really work? In the next few paragraphs I will discuss the who, what, where, when, why, and how of such an endeavor.

Unfortunately, I was unable to publish this post for a few months due to work commitments (more on which later), but will hopefully be back on track shortly.

Where: Sky Zone, AMF Bowling, Q9 Billiards, Brisbane Boxing, and Crank Indoor Climbing will host the events in this competition. However, it is possible that the State Netball Centre on Klumpp Road could be used for reasons underlined below. All other venues are on Kessels Road and are just a short walk west from Westfield Garden City.

What: This competition will consist of one visit to each venue. Specifically, Sky Zone will host the dodgeball competition, AMF will host Laserforce, arcade and bowling events, Crank Indoor Climbing will host a climbing challenge, and pool games will be held at Q9 Billiards. In addition, the chessboxing event will take place at Brisbane Boxing, while the State Netball Centre will host - you guessed it - netball (for women) and basketball (for men).

Who: It might seem tempting for a celebrity edition of this hypothetical contest to be held, but for relevance's sake, it would be much better to open it up to ordinary people instead. And besides, most celebrities have more important things to do anyway.

When: Some facilities, such as Sky Zone, do not even have fully air-conditioned interiors, and as such visiting them in the warmer months (especially the southern hemisphere summer, which starts in December and ends in February the next year) can be a more physically taxing experience than a winter visit. However, given that occasional cold spells can also cause discomfort, a spring or autumn date is most preferable.

Why: Remember the game show boom Nickelodeon went through in the 90s? Well, in the wake of a recent resurgence in shows such as this, not just America but also elsewhere (especially the British drone piloting contest, Airmageddon), it's quite possible that a similar phenomenon could occur in Australia and/or New Zealand. Considering that Sky Zone already has a local wall-running competition, a national-level dodgeball league (similar to the one which operates in the United States) would be a logical extension to their repertoire.

How: The competition would be spread out over the span of several days, with a few weeks of filming required. It is recommended that the chessboxing and basketball/netball events would be the last ones to take place, since they are the most physically demanding (they are actual sports, after all). The faster pace of the dodgeball, bowling and laser tag events would ensure that these should be the first ones to be held, given that viewers of this hypothetical program tend to have short attention spans.

Sounds like fun, don't you think? Unfortunately, Australian free-to-air TV networks are currently not interested in the idea of such a game show, and nor are the pay TV networks. However, you could extrapolate this idea to an action-packed, fun-filled travel plan for MacGregor: go to Sky Zone first, book 1-2 hours there (with a game of laser tag or two if you wish), then head across the street to AMF Bowling, and bowl for another hour, followed by a few more laser tag games and some arcade game action (although I am less interested in bowling than I once was, and would rather forgo it if I had little spare time left). You could even reverse the order in which the two facilities are visited. And that's not all; there are many similar sites in the city which you can visit if you are keen on such exciting activities as the ones discussed here. In the next post I will revisit the Sea of Stars for what should be hopefully be the last time, before moving on to other things.

Sunday, October 30, 2016

MacGregor Mayhem

MacGregor Mayhem: A Quick Guide to The Epicenter of Fun and Leisure in Queensland's Capital

For this post, I am taking a (hopefully) brief detour from describing Infinite Space III: Sea of Stars and will discuss something of greater relevance to real life. I'm talking about the cluster of leisure and activity centers on Kessels Road in MacGregor, which is a suburb of Brisbane, the state capital of Queensland. During my two-year tenure as a student at the University of Queensland, I was a frequent visitor to Macgregor, and always enjoyed my time there. So why, you might think, is this part of the city worth visiting?

For starters, there's the sheer number of recreation centers lining this major road, and there are even a few more facilities nearby. You will be spoilt for choice when it comes to filling your free time here, and always end up coming back for more sooner or later. Another advantage of Kessels Road is that it is near the Mount Gravatt and Nathan Campuses of Griffith University, and just a short walk westbound from Westfield Garden City, which is serviced by most bus routes and is no more than a 15-minute drive from downtown Brisbane under ideal conditions. Finally, these recreation centers are usually open for long enough for anyone to visit more than one of them on the same day.

I will now describe each center going east-to-west. The first one is Sky Zone MacGregor, which is primarily a trampoline park (complete with foam pit, wall run and Slamball court) but also contains a trampoline dodgeball court and a Laserforce arena spanning three floors (the latter also has locations in Woolloongabba and Strike Wintergarden, with the former being the first such site of its kind anywhere in the world). You can book an hour of jump time there for A$18 per person, and add one Laserforce game for an extra A$5 (individual games can be bought one or two at a time for A$10 or A$17 respectively). However, it is highly recommended for safety purposes that you buy a pair of specially branded socks for A$16 a pair. 

In addition to freestyle jumping, Sky Zone MacGregor hosts parties, trampoline training programs, fitness courses, and dodgeball tournaments. On most of my visits, I booked two consecutive hours of jump time plus one Laserforce game for each hour, and usually took part in a few dodgeball games as well - definitely worth the extra cost, although really fit individuals might want more, while newcomers should start out with one-hour sessions. However, due to the lack of proper air-conditioning inside the building, it is recommended that you bring a spare set of clothes to change into when you're finished. The Laserforce arena was the key highlight for me - as a Laserforce expert, I made mincemeat of any and every other player I went up against, scoring tens of thousands of points each time and thereby making the most of my 10 minutes inside the Alice In Wonderland-themed arena (which rotates players on a continuous basis - up to 20 or so are sent in at a time every few minutes, before leaving the arena after 10 minutes).

Further west is AMF Mount Gravatt, one of the best bowling centers in the whole city, if not the state, even though I never visited it while I was in Brisbane. Its main draw is the bowling alley, but like Sky Zone MacGregor, it also has a Laserforce center and, unlike Sky Zone, a video game arcade. The latter contains a very wide selection of games, ranging from classics like Daytona USA (rereleased and remastered for PS3 and Xbox 360 in 2011) as well as modern hits such as Deadstorm Pirates (ported to PS3 in 2010), Transformers: Human Alliance and Batman. As a long-term veteran of each game, I would have little trouble getting a top score (or best race time for Daytona) in each one. Tokens for the arcade can be bought 20, 35 or 85 at a time for A$15, A$25 and A$60 respectively.

The Laserforce arena at AMF Mount Gravatt also has capacity for more than 20 players, but has a darker science fiction theme, which contrasts nicely with the lighter fantasy theme at MacGregor. It is, in fact, very similar to the Laserforce Headquarters at Woolloongabba, except that you cannot buy memberships there. Entry to individual games costs A$14.90 (or A$16.90 during the peak period lasting from 3:00 pm Friday until 6:00 pm Saturday), with a A$2 discount for underage customers and those with concessions. It is also possible to buy entry to three separate sessions for $19.90 from 7:00 pm between Monday and Thursday (or from 6:00 pm on Sunday); alternatively, you can buy entry to two games for A$16.90 from 9:00 pm on Fridays and Saturdays, or one game for a family of four during the peak period for A$49.90.

As for the bowling alley itself, pricing follows the same pattern as the Laserforce arena, except that bowling shoes (at A$2 a pair) are bought separately and the peak period discount is greater by A$1. In addition, a family of four can book one game outside peak hours for A$44.90; this offer includes a pair of bowling shoes for each player. Considering that I have bowled only once in my lifetime thus far, this activity would be a nice change of pace. But no matter what you prefer to visit AMF MacGregor for, you will be guaranteed to have a blast.

The previous destinations appeal to all people of all ages and are specifically marketed towards families. However, the next location I will mention is different because, being male, I would most likely be turned away immediately. Of course, I am talking about the State Netball Centre, which isn't actually on Kessels Road, but is on the westbound side of nearby Klumpp Road. I mentioned this site, however, because I will use it for my idea for a hypothetical reality TV series, which I will describe in the next post. 

Normally, netball is reserved exclusively for women, but since the establishment of the National Netball League (formerly the ANZ Championship), 18-49 males throughout Australia and New Zealand have been watching matches for the netballers' short skirts (or making them into WAGs - an abbreviation of wives and girlfriends). The national side, the Diamonds, practices here, as does the Queensland Firebirds; both were captained by Laura Geitz, whom I met (and even had a picture taken alongside) during my last semester at the University of Queensland. I used the past tense here because of Laura Geitz's pregnancy, which has forced her to take the next year and a half off, although she vows to return as soon as possible after giving birth. On the other hand, the swimming pool nearby can be used by anyone regardless of gender or age.

Returning to Kessels Road, Crank Indoor Climbing is highly recommended for anyone with a head for heights. However, as part of its safety policy, all customers must sign a waiver before completing the registration process, which costs A$5. In addition, climbing shoes, a harness and a chalk bag all cost a further A$5 each, while a comprehensive training session is mandatory. Finally, a climbing session costs A$20 (A$16 for students and under-18s), while a parkour session costs a flat A$16. It's well worth the price, though; even so, if visiting on weekdays, the best time to do this is after 5:00 pm, when most people have returned from work.

When you finally get a chance to try the climbing wall, you'll be confronted with a challenge that will test your body and mind. It's certainly one worth attempting, though, regardless of age or gender. Low impact, great safety and an emphasis on "technique, balance and flexibility" makes it just as much fun as the other activity centers mentioned previously, if not more so. There's even a parkour course which requires one to avoid obstacles and reach the finish line as fluidly and efficiently as possible. All things considered, this and the nearby Sky Zone are great choices if you want to burn some calories while blowing off some steam in the process.

If you prefer a change of pace, consider the two billiards halls: Rack City on the westbound side and Q9 Billiards on the eastbound side. Each of these venues house a large number of tables, allowing many games to be played simultaneously. Usually, patrons tend to play the most common game types such as snooker, 8-ball or 9-ball pool, although one can also play cutthroat pool (a three-player game in which players are eliminated as sets of five balls are sunk until one remains) or 10-ball (9-ball with 10 balls), among other games. You can also try trick shots for a more unusual challenge. OK, so you won't become the next Efren Reyes or Allison Fisher overnight, but these venues clearly have their appeal to someone unable (or unwilling) to try the more exciting stuff on offer nearby.

In short, when you've already ticked off (almost) everything there is to see and do in central Brisbane, Kessels Road in MacGregor is worth a look. With so many leisure venues, it's a guarantee that you'll never get bored visiting it. The presence of a Mr Toys outlet there (for when you want to fulfill your hobby needs) and the proximity of the whole cluster to Westfield Garden City is just a bonus. In the next post I will explore how these venues could be used for a hypothetical reality TV series, before finally returning to the Sea of Stars.

Thursday, October 20, 2016

The Sea of Stars Challenge

The Sea of Stars Challenge: A Guide to Getting the Best Possible Scores in Infinite Space III


This time, I will discuss something more relevant to serious gamers, although the advice in this post is relevant even to newcomers. In fact, it will be of particular use to anyone seeking to obtain the Top Dog achievement, which is attained by finishing the game with the highest possible ranking - the Glory system president. Even so, newcomers (who are often advised to start on lower difficulty settings) can also apply the advice shown here to ensure that they can fully understand how to eventually beat the game on higher difficulty settings.



Plotting a route through a sector which is mostly nebula is tough, so stick to normal space when you can.

The first thing you should do is to survey the sector map. At maximum difficulty, this is particularly relevant since much of it is taken up by nebulae, and you also want to identify hazardous places (black holes, supernova shockwaves, systems occupied by hostile forces, etc.) very quickly, allowing you to steer clear of them until you have the right equipment. In fact, when you do, you will eventually need to visit such locations, not just to increase your score through combat success, but also to complete a critical quest later on. Moreover, given that you must also explore as many systems as possible, avoiding nebulae (unless your flotilla can move through them quickly enough) is a top priority, as is finding the fastest route between systems. Doing so will allow you to visit more systems in less time, although if you have equipped one of your ships with a Hyperdrive or hired a Zorg helmsman, it will be even easier for you to explore the whole sector.


The Calatians have offered us an ultimatum... and in the interests of our own safety, we will accept it and leave.

When you visit a system occupied by another faction (except for the friendly Klakar), don't immediately go into combat against them; doing so will cause them to be hostile towards you if they weren't already your enemies. Instead, decide whether or not it is safe to attack them, and if not, just leave the system, then return to it later when you are either able to negotiate with them or overwhelm them with superior technology. In the latter case, victory isn't guaranteed, but it's likely, although having strong shields and/or fast-acting targeting computers helps, and while you're at it, giving your ships repair mechanisms and/or cloaking devices (for defensive purposes) will be even more useful in combat.


Even a Terran Corvette, when fitted with the right equipment, can be deadly in the right hands. This Urluquai Carrier is basically doomed!

On the subject of combat, while it may seem tempting to trade in your existing capital ships for larger ones as soon as you are able to afford them and also equip them fully, that option is not always the best one available to you, particularly early on. The reason for this quickly becomes clear after the first battle following a trade-in of your starting ship: to match the strength of your flotilla, NPC flotillas will also get stronger. Moreover, trading up will leave you with a slower and less maneuverable ship than the one it replaced, and usually, you'll end up forking out some credits (or coins) to fill any unused equipment slots it will have. However, if you need to destroy a powerful hostile fleet, a lot of firepower and armor will be needed, and only the larger capital ships can provide those. In such situations, trading up is definitely a viable option, and one that is much more easily recommended.


Above: Trading up to bigger vessels on higher difficulties makes most sense near the end of the game, when you already have plenty of cash and/or items. Below: High-value artifacts such as a Marvelous Toy are definitely worth seeking out, and should be traded in for equipment as soon as possible.



Speaking of trading, in the early going just getting the more desirable items can be a challenge at this level, since you will rarely have enough credits and/or items to trade for high-end stuff, such as cloaking devices. However, as you collect more items over the course of the game, it will be easier to trade with other factions and ultimately turn your flotilla into a nigh-unstoppable force. But what about selling items to Terran facilities? In this instance, you will be better off selling expensive artifacts and devices, such as the Black Monolith. At Gamma Station, however, lifeforms are a real blue-chip commodity, and fetch higher prices there. Hence, with sufficient knowledge of the values of each item at each store in the sector, you can easily trade your way to success.

In short, Sea of Stars is very tricky to beat on the highest difficulty level. However, it is a highly rewarding challenge, and one which brings plenty of satisfaction if you are successful. In such cases, you are almost guaranteed to end up with a score of over 100,000 points, although it is possible to get around 200,000 points, which is simply insane. And to all players who take up this challenge, I wish them good luck - and may the forces of good be with them!

Thursday, October 13, 2016

The Factions of Infinite Space, Part 6

The Factions of Infinite Space, Part 6: Klakar and Tchorak

The final post about the regular factions of Sea of Stars deals with the Terrans' greatest allies and a bunch of silicon-based, seven-armed thermophilic rock-dwellers. I'm talking, of course, about the Klakar and Tchorak respectively. These two alien races have unique properties that set them apart from all other NPC factions. Make use of them and you will find it easier to have some allies on your side in combat.

Unlike other NPC factions in Sea of Stars, Klakar are inherently friendly towards Terrans from the outset and will ally with you as soon as you encounter their flotillas. They have a station orbiting their homeworld of Kreee'Ark, and a frigate which generally spawns near Glory. This station is called an Orbital Nest, and in addition to being armed with several turrets can launch up to three pods, called eggs, at once. The Klakar Frigate, meanwhile, has three forward-facing hardpoints and a dorsal turret with 360-degree coverage.





Above, from top to bottom: Four stages of a battle involving a Garthan flotilla besieging a Klakar Orbital Nest defended only by a single Klakar frigate and a lone Terran destroyer. Notice how the Klakar, despite their advanced technology, require some degree of assistance from allies to win a battle, especially one on such a large scale as this.

All this firepower should add up to a deadly combination in theory, but in practice their pacifistic nature means that the Klakar tend to require assistance more often than usual due to their lack of accuracy. There is one notable exception, though: in a regular game, a Klakar Orbital Nest will, more often than not, resist an attack from a Garthan invasion force, even on higher difficulty settings, and will seldom require any assistance from your flotilla. Moreover, summoning a Klakar frigate during combat will force you to move an item from your inventory to its cargo hold if it survives, lest they take your Klakar Beacon, although it's better than allowing them to be destroyed, ensuring that you will never be able to summon them again for the remainder of the current game. Nevertheless, due to their ability to trade on a 1:1 basis, Klakar are regarded as highly essential allies for not only your flotilla, but also other factions which are not inherently hostile towards the Terrans.

Tchorak, unlike other spacefaring races, are silicon-based non-mechanical lifeforms, and are normally hostile towards every other faction, including Terrans. There is, however, one exception: if you have a Crystal Fish (itself a silicon-based lifeform) in your cargo hold, the Tchorak will offer to negotiate with you. Decline the offer and they will remain hostile permanently; accept the offer and they will become your allies for the rest of the game. This is quite an important attribute since they can be tough to defeat at times, even if your flotilla has plenty of high-end equipment installed.




Above, top to bottom: A battle between Tchorak and Tan Ru flotillas with a Terran destroyer providing backup. Note that the strong hulls and immense firepower of the Tchorak vessels helped minimize their losses, despite their lack of shields.

As for their lineup, it is characterized by a total lack of shields, instead relying entirely on their reinforced hull for defense. Even this is not a foolproof means of resisting enemy fire, though, since repeated hits from high-damage-per-shot weapons will eventually tear them apart. On the other hand, Tchorak weapons are very powerful and can demolish your flotilla without adequate protection. Whereas the Burst Cone (which is standard on every Tchorak vessel except for the Lava Pod, which is never armed with them) is basically a much more powerful version of the Micrometeorite Gun (especially at close range), the Lava Bomb Launcher (not used by Rock Breakers and Magma Probes) fires a highly destructive missile which produces the same effect as a Burst Cone if it is shut down, while Flash Craters serve as wide-angle point-defense mechanisms.

In short, the Klakar are indispensable allies in your quest to conquer Infinite Space, while the Tchorak are always guaranteed to be very dangerous adversaries unless you find a Crystal Fish and give it to them. Do so, and you will end up with allies more helpful than any other race in the galaxy. Otherwise, deal with these silicon-based septapi using Plan B: just demolish their flotillas with overwhelming firepower and shielding, and you should be fine. This marks the end of my discussion on the factions found within this game.

Tuesday, September 6, 2016

The Factions of Infinite Space, Part 5

The Factions of Infinite Space, Part 5: Calatians and Ravians

After several posts of discussing most of the original races of the Infinite Space trilogy, I have chosen to focus on two of the races introduced in Weird Worlds, the Calatians and Ravians. The former could originally only be encountered when you visit their colony, causing their emissary to board your flotilla. The latter only showed up as part of a quest in which their destruction was the primary objective, unless you let them destroy Glory first. Now, in Sea of Stars, they each have their own homeworld, and while one of them is always hostile, this isn't true of the other.


The Calatian Fleet, miniature orb-fortresses of utter destruction.

Calatians were introduced in Weird Worlds as a minor alien race whose ambassador would board your flagship if you discovered the Calatian Colony. This time, though, they are a full-fledged space-faring civilization. Like the Muktians and Zorg, they are neutral by default, i.e. they will not attack unless provoked and will normally warn you not to do so. In combat, however, they are a mixed bag. Their fighters have two turrets instead of just one, and can target anything not in the rear quadrant, but when controlled by the AI, are only fitted with weak Iridium Pellet Guns. In fact, it would take a very large number of these tiny vessels to destroy a capital ship, and even then it would seldom be possible if the target had enough high-end equipment installed. Calatian capital ships, meanwhile, can only carry small weapons (except for the two largest ones, which have room for medium-sized weapons), and are not very effective in long-range combat.


A Calatian fleet making an apparently suicidal attack on a Ravian fleet... or is it?

On the other hand, Calatian pellet guns have point-defense capabilities, and the Plasma Cannons used by Calatian Dreadnoughts are quite powerful. Electric Bolt Guns, however, deliver less damage per shot and have a shorter range, but fire faster and have a higher muzzle velocity, and are thus found on every Calatian capital ship. Nevertheless, their lack of long-range combat capability has forced the Calatians to rely on their 360-degree field of vision and their strong shields - late in the game, they will use robust Meson Lattice Shields, which the Zorg also use. Moreover, since Calatian ships are smaller and lighter than equivalent vessels from other civilizations, they are not only faster, but also more maneuverable.


The Calatians have won - but only just.

In short, Calatian vessels appear small and unassuming, but can deliver plenty of firepower when attacking. However, they can't snipe their foes from afar or carry the biggest weapons. Nevertheless, with excellent speed and maneuverability, plus few, if any, blind spots, their capital ships can be a force to be reckoned with, especially when upgraded - so always try to negotiate with these tiny critters when possible.


A bunch of giant interstellar bugs? No problem...

Ravians, on the other hand, are some of the nastiest foes a Terran commander can possibly encounter. This is mostly due to their capital ships (except for the scout-sized Seeker Scarabs) being armed with accurate rapid-fire Proton Claws, and their entire flotilla (excluding their fighter-sized Bug Commando ships) carrying medium-ranged Gluon Webs. These weapons are built into the structure of Ravian capital ships and cannot be replaced, nor can they be installed on non-Ravian ships. It is for this reason that I omitted them from my earlier weapons guide. Nevertheless, despite their limited range and damage, their high fire rate makes Ravian vessels (particularly the larger and more heavily armed Hive Lords and Moon Mutants) a legitimate threat to any flotilla.




When Calatians and Ravians clash, the ensuing battle is bound to be epic!

The Ravians are not without weaknesses, though. Their sublight speed is only average relative to other factions' ships, and they have an obvious blind spot at the rear, although the larger ships' wider field of vision mitigates this somewhat. Moreover, even though Bug Heads are launched from their capital ships after their destruction, these escape pods are quite fragile and only carry a single Gluon Web. Finally, Bug Commandos are among the weakest fighters in the game in terms of offense and defense.

In short, Ravian vessels can be intimidating foes in combat early on. However, as you upgrade your flotilla's ships with better weapons and shields (as well as other equipment for good measure, if you have to), they, like all other hostile factions in the game, end up as fodder, since they will eventually be much less of a threat. Ultimately, defeating a Ravian flotilla can often be a challenging task, particularly on the higher difficulties and/or when you have to stop them from destroying Glory, but it tends to be a quite rewarding one in any case. In my next post, I will describe a race of friendly avians and the only silicon-based non-mechanical lifeforms in Sector Prime.

The Factions of Infinite Space, Part 4

The Factions of Infinite Space, Part 4: Muktians and Tan Ru

In this post, we will take a look at the last two original races of Infinite Space, the Muktians and Tan Ru. The former are described as "fickle and cautious highly intelligent yellow slug-like beings", while the Tan Ru are perpetually hostile multi-legged robots known for being "oblivious to biological life". Both factions are formidable opponents in combat, but which one should you fear the most? We're here to find out.



The Muktians were the only truly neutral race in the original game, and would never attack unless provoked, but would become your allies in exchange for any Muktian ships in your fleet rejoining them if you had those. However, in combat, they can be tricky adversaries due to their powerful anti-capital ship Fission Missile Racks and rapid-fire point-defense Molybdenum Cone Cannons. In addition, they may protect their homeworld, Bandur, with a space station late in the game; the station can launch up to three fighters at a time and also carries three turrets, making it a tough nut to crack. Wide fields of fire are a feature of most Muktian ships, but their rear-quadrant blind spot, though small, can still be exploited by an astute attacker, and their subterranean heritage prevents most Muktians from fully exploiting their ships' true potential. However, they will obtain Multi-Missile Launchers late in the game, and any ships so equipped will not only be a real pain to fight against, but also a very effective ally to have.


The Tan Ru have always been an absolute nightmare for the unprepared; being mechanical lifeforms, they cannot be negotiated with under any circumstances. Also, their primary weapons (Micro-Meteorite Guns for most capital ships, Particle Vortex Cannons for Decimators, and Gauss Cannons for Dominators and Fabricators) have a high enough damage output for one to think twice about attacking them without adequate equipment. Yet while their drones are formidable when massed, they can be picked off easily with fast-firing anti-starfighter weaponry. Moreover, except for the Decimator, Dominator and Fabricator, most Tan Ru ships are not very effective in long- or medium-range combat. They are very dangerous at close range though, so keep your distance.




A Muktian flotilla engaging three Garthan frigates. Top: The fighters sacrifice themselves in softening up the Garthans. Middle: The Garthans even the odds at close range but are overwhelmed by the greater damage per shot of the Muktian weapons. Bottom: The sole survivor, a Muktian corvette, admires the fireworks after the battle.

A quick look at their fleets' performance in actual combat shows how effective their weaponry can be against most foes. While the Muktians aren't the best pilots by a long shot, their high-damage weaponry is very potent in most circumstances, although the Cone Cannon has a slower fire rate than a chaingun or railgun. However, massed Muktian fighters can be quite deadly, and even though the missiles can be shot down by point-defense weapons, a large number of them will overwhelm even these defenses.




Muktians defending a station. Top: A salvo of missiles is unleashed as reinforcements arrive. Bottom: The last remaining Garthans fall victim to the superior firepower of the surviving Muktian vessels.

In fact, when a Muktian multi-missile is fired, its target will have a hard time avoiding a direct hit since the multi-missile splits into six smaller missiles shortly after launch, making the cluster very difficult to intercept. In addition, a Muktian Station can be a tricky target due to its effective defenses and its ability to launch three fighters at once; the only way to destroy the station without suffering excessive casualties is to overwhelm it with lots of powerful long-range weapons.




A Terran frigate in action against two Tan Ru flotillas. Top: The Tan Ru attempt to destroy the frigate with fast-firing close-range weapons, but to no avail. Middle and bottom: Not even the Particle Vortex Cannon of the Decimators, or the drones from the Fabricator, could save the Tan Ru this time.

Tan Ru ships generally specialize in close-combat capability, and thus usually carry laser beams, while the Demolisher also carries a Micro-Meteorite Gun, which acts as a shotgun and thus is most effective when fired near a target. Dominators and Fabricators up the ante with Mass Drivers; the former also carry longer-ranged Gauss Cannons. Finally, the Decimators are armed with a long-range Particle Vortex Cannon, making them a huge problem for their adversaries.

Nevertheless, most Tan Ru ships are helpless against long-range weapons such as the Multi-Missile Launcher described above, especially if your fighters also keep their distance. Drones, meanwhile, are only a concern when massed; being hit by 16 laser beams at once is quite painful, but as long as you have fast-firing weapons which can lock on to fighters automatically, you will make mincemeat of the Tan Ru drones. However, if these drones come from a Fabricator, it makes sense to destroy that ship first so that lost drones will never be replaced.

In short, the Muktians can be a challenging adversary at times, but given their reputation, it is best to negotiate with them as soon as possible unless you have no choice but to attack them. On the other hand, the Tan Ru, being unambiguously hostile to Terrans, are an alien race you must avoid at all cost unless you have enough long-range weapons to exploit their emphasis on close-range combat. Another incentive is that in the campaign, exploring the Tan Ru homeworld will allow you to capture any and all equipment they have stored there. This is my penultimate post on the original factions of the Infinite Space trilogy; in my next post, we will talk about some tiny space-faring marsupials and a bunch of huge interstellar bugs.

Saturday, September 3, 2016

The Factions of Infinite Space, Part 3

The Factions of Infinite Space, Part 3: Zorg and Urluquai

This is my first post in over a month - I have admittedly been getting too involved in the rest of my Steam library - but I have decided to return to the topic of faction matchups and rivalries in Sea of Stars. Having discussed the Terrans and Garthans in the previous post about this topic, I will now move on to a race of tiny spiritually advanced humanoids and huge glowing evil jellyfish.

Ever since the very first game, the psionically capable humanoid alien race, the Zorg, have had a sworn arch-nemesis in the form of the malevolently evil jellyfish-like Urluquai. These two factions were the first ones in the series to have ships with unique properties. Specifically, Zorg fighters can teleport a short distance across the map, while Urluquai Deep Hunters carry a cloaking device to avoid detection when not attacking. But we'll get to that shortly after I describe the rest of their lineups.

The Zorg have been present since Strange Adventures in Infinite Space, but in that game you could only encounter them as mercenaries; then as now, the only way to hire them is to transfer an item from your inventory to their cargo hold. The Urluquai were also introduced in that game, but unlike the Zorg, they were among the biggest villains of Sector Prime along with the Garthans and are unambiguously evil - in fact, unlike the Zorg, you can't negotiate with them in Sea of Stars due to the removal of the Mantle of Babulon. Bringing a Zorg vessel with you to a Zorg flotilla, on the other hand, will cause them to become your allies permanently. Now let's take a look at how these fleets stack up against each other.



Top: The Zorg field only four ships, but their equipment and crews are generally top-notch. Bottom: The Urluquai field six distinct ship types, and each one carries targeting systems as accurate as their crews.

The Zorg have a less diverse lineup compared to the Urluquai, but they make up for it by starting the game with technology more advanced than what the Terrans initially have; their fighters carry a Plasma Blaster by default, while their capital ships always carry at least one Gauss Cannon, an Antichronon Pulse Blaster, or both. Eventually, they will retrofit their ships with potent rapid-fire Proton Blasters and, except for their fighters, robust Meson Lattice Shields. This combination is the toughest one you can theoretically face in a regular game outside of a boss battle. What really makes them an effective fighting force, however, is their fighters' ability to teleport a short distance across the map while retaining the same orientation as before. Since these vessels also carry shields by default, they can be an utter nightmare when fighting against them, and a most helpful ally when you engage in combat alongside them. In addition, the central turret on Zorg Frigates faces backwards, making it nearly impossible to launch a surprise attack against without a cloaking device. Speaking of which...

The Urluquai generally carry short-range weapons (except for their Fusion Rocket Launchers), but make up for it by utilizing advanced targeting computers such as the Sardion Optimizer. This device provides a massive improvement in accuracy and fire rate, and they tend to use ambush tactics involving several waves of ships to boost their damage output. Two ships in particular stand out for their lethality, particularly to inexperienced and/or careless players. The Deep Hunter is a corvette modified for stealthy close-range combat, and to this end is equipped with two Strange Quark Projectors and a Plasma Coil Cloaker; although the latter allows it to remain undetected until it attacks, it is not entirely foolproof since a blind-fired projectile can still hit the ship, causing damage in the process. The much larger Urluquai Carrier, on the other hand, lacks the cloaking device, is slow-moving by comparison, and relies mainly on its fighters (which are sent out six at a time) for self-defense, although it also has a backwards-facing hardpoint and, being a large ship, is heavily armored.



Top: Urluquai only deploy reinforcements if their first wave of ships has received enough damage from enemy fire. Bottom: The Zorg flotilla is forced to split up to deal with the reinforcements and the Deep Hunter, but wins the battle anyway.

While an Urluquai ambush is potentially devastating against a small force without rear-facing weapons, this tactic is much less effective against a flotilla equipped with these defensive measures. Failing that, you can always order your ships to attack the reinforcements head-on. Cloaked vessels are also vulnerable to spheres launched by a Particle Vortex Cannon, which always discharges a lightning bolt at any nearby enemy ship, regardless if it is cloaked or not.




Top to bottom: These screenshots show the superiority of eight fully upgraded Zorg Fighters against one maxed-out Urluquai Carrier. The ability to teleport away from danger can make the difference between life and death when their pilots are faced with what seems initially to be an unstoppable foe.

Having a Zorg fighter as an ally, especially if it fights as part of your flotilla, is always useful in combat since its ability to teleport away from its target makes it less vulnerable to enemy fire. This unique property, combined with the fact that Zorg fighters are shielded by default, also makes it useful for distracting hostile forces so that your other ships can wreak havoc on a particular target. However, it is not entirely foolproof; if the ship being attacked carries sufficiently strong shields, is equipped with a targeting computer, and is also armed with rapid-fire beam or projectile weapons, the Zorg fighter(s) will receive substantial hull damage or even be destroyed altogether.

In short, the Urluquai, which mainly rely on accuracy, cunning tactics, and stealth, are terrifying foes to deal with in combat, but in fact the Zorg, with their more advanced weapons and shields, are an equally formidable fighting force in most cases. However, I still fear the Zorg more than the Urluquai, since the big-eyed psionic humanoids' teleporting fighters are incredibly difficult to catch. At least you can negotiate with them, but diplomacy is never an option with the Urluquai. The next few posts will delve deeper into the many alien races of Sector Prime. I can assure you, fireworks will be guaranteed...

Monday, August 8, 2016

The Star Systems of Infinite Space: A Brief Guide to the Sea of Stars

The Star Systems of Infinite Space: A Brief Guide to the Sea of Stars

In this post, I will briefly digress from explaining the various factions of Sector Prime and will describe its many types of star systems in detail. Infinite Space III: Sea of Stars relies on the Hertzsprung-Russell diagram for stellar classification. This system classifies stars based on their temperature and brightness. When clicking on an unexplored star system, its spectral type will be shown as part of its description. This characteristic determines which types of planets can orbit it, and whether or not life can establish a presence there. I will describe each star type in descending order of habitability.




Examples of Type G yellow main sequence stars, the most habitable systems of Sector Prime

Yellow, yellow-white and yellow-orange main sequence stars (type G) generally have moderate mass, lifespan, luminosity and temperature. Their habitable zones are wider than those of all other star types. Hence, planets orbiting such stars will often be teeming with life and be covered mostly in grasslands, oceans, and/or jungles. The Sun is the prototypical type G star, but four such stars in the Infinite Space trilogy are equally prominent. Glory, an exact duplicate of the Sun, is the star around which Hope (the Terran colony home world) orbits; Horlek'k, the war-ravaged Ravian home world, also orbits a yellow star, as does the Klakar home world of Kreee'Ark; and the foggy Urluquai home world, Urlu, belongs to a yellow-white star.




Two examples of K-type orange stars, cooler than yellow but still conducive to biological life

Orange and red-orange main sequence stars (type K) are cooler, smaller, longer-lived and more mature than yellow ones; they can support a wide variety of planetary environments and lifeforms. The range of different planets around such systems runs the gamut from cold, barren deserts and cool deciduous forests to warm temperate grasslands or even tropical forests. Both stars in the 61 Cygni binary system fall into this category. The Zorg home world, Loryx, orbits an orange star, as does the Muktian home world, Bandur; if you visit either planet, you will be told that it has a cool climate, which explains why Muktians generally tend to live underground.



Typical examples of white (top) and rare green (bottom) type F main sequence stars, which are hotter and brighter than type G stars

White main sequence stars (type F) are relatively young and hot, with a slightly higher mass than yellow ones, but have a shorter lifespan. However, any planets orbiting them tend to be warm and fertile with generally tropical climates, although some of them may turn out to be hot, arid deserts. Sirius, the brightest star observable from Earth, is a typical example. The Garthan home world, Gartha, always orbits a white star, and justifiably so; being cold-blooded, Garthans would become sluggish at best if exposed to the cooler temperatures of a planet orbiting a cooler, dimmer star, and as such their home world not only has a tropical climate, but is covered mostly in jungles. Green stars are also classified as type F, but their bizarre optical properties defy not only logic, but also the laws of physics and so it is likely that they could only have formed if the universe was suddenly remade by accident. The habitability of such a system, however, is identical to that of a white main sequence star.


A typical type A blue-white star, slightly hotter than a type F star and hence less likely to have habitable planets

Bluish-white stars (type A) are slightly hotter and more luminous than white ones; as such, their planets are often young and geologically unstable. Due to the higher temperature and shorter lifespan of such a star, it is less likely, though still possible, for life to evolve in these systems. Fomalhaut is just one of countless stars to fit into this ill-defined classification. None of the 12 factions in the game have home worlds around this type of star; it is either too hot or too cold.




Examples of blue type B and O stars, the hottest and brightest of all, but too hot to have life-bearing planets

Blue giant and supergiant stars (types B and O) are the hottest and most luminous of all, and some of them are also among the largest, but their extremely high temperatures and short lifespans (a by-product of their high mass) preclude biological life from thriving there. Any planets in orbit would be intolerably hot and totally uninhabitable, with extensive volcanic activity and arid surroundings. Rigel, part of the constellation Orion, is perhaps the best-known blue star in the cosmos. The Tchorak home world, P'Chora, orbits a blue giant; these silicon-based septapi thrive in hell worlds similar to this one. Occasionally, a blue star will turn out to be unstable as soon as you explore it, and explode one month later, destroying every planet in the system in the process and leaving behind a neutron star.




Type K and M red giants (top and middle) and supergiants (bottom) are bright but cool, with minimal potential for habitable worlds

Red giants and supergiants (either type K or M) are very luminous due to their immense size and mass, but appear red due to their low surface temperature. These stars are in the later stages of their lifespans, and as such, planets in orbit are generally barren and dry, with little potential for harboring life. Betelgeuse, another star in the Orion constellation, is the most famous of all red supergiants (Arcturus, the brightest star in the constellation Taurus, is merely a red giant). Although Calatia, the Calatian home world, orbits a red giant, this pairing of an old star and a fertile temperate planet makes little sense since the central star will be near the end of its life, thus leaving little time for native life to evolve. As with their blue counterparts, red (super)giants have a chance of exploding within a month of you exploring them, again leaving behind nothing but a neutron star.



A pair of type M red dwarves, the most common ones in the universe, and among the coolest and smallest

Red dwarves (of which Proxima Centauri is the best-known example) are the only other kind of Type M star in the game; they are small, cool, and dim, but have an extremely long lifespan due to their low mass. Their low surface temperature means that any planets around a red dwarf will usually be cold, barren and hardly able to support biological life. Any habitable planets in such a system will therefore have cool temperate climates at best, and cold icy ones at worst. The Tan Ru homeworld, Quarnix, orbits such a star, but is barren and airless, and the ring of debris around it is called the Starship Graveyard for a reason: it contains equipment left behind by battles against other factions' flotillas.



Not strictly stars, these objects are nevertheless worth visiting, but their systems are clearly uninhabitable for completely different reasons

Sea of Stars also contains brown dwarves, which are star candidates with too little mass to begin hydrogen fusion, and neutron stars, which are the extremely dense remnants of massive stars which died in a supernova explosion. The very low temperature of the former and intense radiation emitted by the latter makes such systems uninhabitable. Although absent from this particular game (but present in previous installments), white dwarves (the hot cores left behind from the death of intermediate-mass stars like our Sun) and quark stars (hypothetical supernova remnants denser than neutron stars but not as dense as black holes) are also considered to be devoid of life for this reason. Binary star systems can also be found, but in this game, only the dominant star (usually the more massive one) is described (although Weird Worlds had a set of unique messages for them), and planetary habitability of such systems is dependent on the overall characteristics of both stars. Finally, a black hole - described in-game as an area of space with enough concentrated mass for its escape velocity to exceed the speed of light - will never have a system of planets orbiting it, and its extreme gravitational pull makes any visit suicidal without an Anti-Graviton Shunt.

In short, Sector Prime can be a wonderful place to explore fully, provided that you know where to go to next. The Sea of Stars is very diverse, and contains a wide variety of planets and lifeforms. However, visiting every system in the sector is just one of many objectives on your quest. Nevertheless, since exploring another system will increase your score, you should discover as many of the star systems in the sector as you can. What are you waiting for? The galaxy is your oyster!