How do I use Terror Stars

I am in a large map. I have the 2nd largest Military of the last 3 teams. Started with 9. I should have taken out my neighbour early but I didn't. Now they have the swing vote and the strongest Military. Mine is pretty potent. I have researched Terror stars fully. My plan is to build several in several of my "Allies" main systems. He has some with 5 planets around a sun.

My plan is to build 4 and then surprise attack taking out half his population and ships in 1 turn and then attack with my fleets. He is an "Ally" and we have a historical friendship so he won't suspect anything till it's too late.

So how do I build these damn things. lol.  I see a constructor can start one and then it says 10% complete. Now do I send more contructors or does it just take a really long time once started. Can I move it after built? Is it a suicide weapon that is a 1 shot deal. Just need to know whats involved before I start my plan since I have never used one before

Thanks in advance. 

9,965 views 9 replies
Reply #1 Top
I haven't constructed any yet since GalCiv I.
I can confirm though that:
1) It moves though extremely slowly (1 parsec per turn) and there's no way to increase its speed
2) It is a suicide weapon blowing up a star and all planets in that star system.
3) They are extremely vulnerable so it sounds like a good plan to wipe out the entire enemy fleet + send plenty of ships with sufficient sensor range to guard your expensive terror star

I think you'll need more constructors for each of the next 10%'s, but I'm sure one of the earlier terror star threads fully answer how to build them.
Reply #2 Top
It's been a while, but IIRC, you need at least one constructor for each level of development and 10 turns to activate. Noctilucus is right, it only goes one parsec/turn and destroys stars, not planets. Of course, the supernova'd star takes out the planets and the old asteroid fields, turning what used to be planets into asteroid fields. I don't know what it does to fleets, since I never attacked anyone with the one I built.  :LOL:  I just used mine to make asteroid fields and clean the map a little. I assume it blows up the enemy and I think I remember a journal entry or something that your fleets make a run for it. I can report that somehow the Terror Star doesn't blow itself up, so you can use it again if your enemies don't get it first. It does look cool.

I'm just surprised that the U.P. hasn't outlawed sneak attacks yet. In my games that almost always happens in the first three years.  :D 
Reply #3 Top
My TA 101 guide covers Terror stars (they're near the end, so scroll for a bit).

TA 101

Anyways, to do a quick recap, you need the Terror star techs (which you have), you need 6 constructors (1 for base, 5 for the required modules), and then you need 10 turns for it be completely operational (you should see something like "mobilizing 10 turns"). Once you can use it, attack a star, and the star and everything nearby except for the Terror star will be destroyed (this includes your property, asteriods, and galactic resources, so be careful).
Reply #4 Top
A couple more points:

My plan is to build several in several of my "Allies" main systems.


I have never attempted this, but the AI won't allow you to build influence starbases in it's space, not even an ally, so I doubt it will allow you to build a terror star either. Could someone please post back and confirm or deny this for me? My advise, from what I believe to be true is to build them just outside of your target's area of influence, and move them into position after.

your fleets make a run for it


They *attempt* to make a run for it. If your fleet has enough movement points left to completely clear the area of effect, then they will survive. (Learned this one the hard way). So you won't necessarily be able to move into position and attack on the same turn. Wait a turn for their movement points to refresh, or better yet, move them away yourself before attacking.

Terror stars are neat gadgets, but they are too expensive, slow, and completely helpless to be game-changing. They are really just for mopping up at the end of a game. The effect is impressive, but once I made and used one I got the 'been there, done that', and haven't made another since.
Reply #5 Top
Influence SB's can be built in the AI's territory (it is only 1 negative factor in the diplomacy) but I've re
Reply #6 Top
Influence SB's can be built in the AI's territory (it is only 1 negative factor in the diplomacy) but I've read on this forum that the AI will automatically attack any terror stars within its territory. Which would make sense :)
Reply #7 Top
I haven't actually counted, but I think you could almost get tech victory with the research you put into getting a terror star operational. They're definitely not practical, and the only real utility I've seen is creating some extra asteroid fields out of dead systems in your empire.
Reply #8 Top
They are more of a Fun factor than anything else. You definitely have to build at least one, just to blow the snot out of an entire star system. I Nuked the Altarian Refuge Home world with mine. But they are DEAD slow and the other AI's will attack them if they are being built in their space.

Oh, and expect, if you use more than one, that the AI will probably surrender.
Reply #9 Top
They are extremly good when starting a war, just build some next to your future enemys suns and open the war with a devastating attack :P