How many race-specific techs do they start with at the Normal+2 difficulty?
The same as they do at Cakewalk.
Clockwise:
-Yor: HyperDrive, Stellar Cartography, Antivirus Software, Firewalls, Hyper Fusion Reactors, Cybernetic History, Barren World Colonization* (7)
Tradeable: HyperDrive, Stellar Cartography, Hyper Fusion Reactors, Barren World Colonization* (4)
-Torians: HyperDrive, Stellar Cartography, Hyper Fusion Reactors, A History of Perseverance, Inherited Technology (5)
Tradeable: HyperDrive, Stellar Cartography, Hyper Fusion Reactors (3)
-Arceans: HyperDrive, Stellar Cartography, Hyper Fusion Reactors, Traditional Research, Industrial Revolution, A Glorious History (6)
Tradeable: HyperDrive, Stellar Cartography, Hyper Fusion Reactors, Traditional Research (4)
-Altarians: HyperDrive, Hyper Fusion Reactors, Traditional Research, Industrial Revolution, A History of Benevolence (5)
Tradeable: HyperDrive, Hyper Fusion Reactors, Traditional Research (3)
-Drengin: HyperDrive, Stellar Cartography, Hyper Fusion Reactors, Specialized Research, A Ruthless History (5)
Tradeable: HyperDrive, Stellar Cartography, Hyper Fusion Reactors
-Terrans: HyperDrive, Hyper Fusion Reactors, Traditional Research, Industrial Revolution, A History of Extremes, Innovative History (6)
Tradeable: HyperDrive, Hyper Fusion Reactors, Traditional Research (3)
-Korx: HyperDrive, Stellar Cartography, Hyper Fusion Reactors, Traditional Research, Industrial Revolution, A History of Mercantilism, Trade*, Advanced Trade*, Master Trade* (9)
Tradeable: HyperDrive, Stellar Cartography, Hyper Fusion Reactors, Traditional Research, Trade*, Advanced Trade*, Master Trade* (7)
-Drath: HyperDrive, Stellar Cartography, Hyper Fusion Reactors, Traditional Research, Industrial Revolution, Way of the Drath (6)
Tradeable: HyperDrive, Stellar Cartography, Hyper Fusion Reactors, Traditional Research (4)
-Thalans: New Propulsion Techniques, HyperDrive, Stellar Cartography, Xeno Biology, Xeno Medicine, Hyper Fusion Reactors, Artificial Gravity, Interstellar Construction, Temporal Mechanics, Hyperion Matrix (10)
Tradeable: New Propulsion Techniques, HyperDrive, Stellar Cartography, Xeno Biology, Xeno Medicine, Hyper Fusion Reactors, Artificial Gravity, Interstellar Construction (8)
-Iconians: HyperDrive, Stellar Cartography, Hyper Fusion Reactors, Precursor Legacy, Advanced Robotics, Toxic Atmosphere Reductor*, Aquatic World Colonization* (7)
Tradeable: HyperDrive, Stellar Cartography, Hyper Fusion Reactors, Toxic Atmosphere Reductor*, Aquatic World Colonization* (5)
-Korath: HyperDrive, Stellar Cartography, Hyper Fusion Reactors, Specialized Research, A Ruthless History, Germ Warfare* (6)
Tradeable: HyperDrive, Stellar Cartography, Hyper Fusion Reactors (3)
-Krynn: HyperDrive, Fusion Reactors, Traditional Research, Industrial Revolution, The Path, Counter Espionage* (6)
Tradeable: HyperDrive, Fusion Reactors, Traditional Research (3)
Minus HyperDrive, Stellar Cartography, Hyper Fusion Reactors, and Traditional Research, which you should have (depending on what race you are, as most of the races have them in one form or another), the numbers are as follows (Increase these numbers by 1 [except for vs. Altarians/Terrans] if you're playing as someone without Stellar Cartography.):
Yor: 1
Torians: 0
Arceans: 0
Altarians: 0
Drengin: 0
Terrans: 0
Korx: 3
Drath: 0
Thalans: 5
Iconians: 2
Korath: 0
Krynn: 0
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Which basically means that unless you only dialed up the Korx and the Thalans, my theory wasn't correct. Which brings me back to the question of what techs they had.
As a note, these are turn zero techs only. It doesn't account for them researching all their little piddly 25tp techs at the start of the game.
Also, how soon did you have the Translator?