Freighter creation bug?

Two problems I've noticed so far

Playing a game at the moment on 1.0X where I didn't bother researching trade, but used diplomacy and exchanged techs to get advanced trade. Thing is, the game wont let me build freighters until I have the original trade tech. This seems to work differently to weapons techs - if you trade for it, you can build it.

Also, and I suspect this might be fixed for 1.1, Two games now I have built ship assist modules on combat starbases which didn't do anything at all. I believe in each case I traded for the prerequisite techs rather than researching them myself. One game the modules suddenly started working after I started to lose badly, in my current game the ship assist modules still aren't conferring their bonuses to all of my fighters.

I suspect both problems are related to trading for these techs rather than researching them - when I research them myself they always seem to work fine.

Hambot
3,980 views 5 replies
Reply #1 Top
Do you not have the Trade tech, but only Advanced Trade? I believe the trade module is tied to the former. That's really the same as the weapon techs -- if you buy or steal Laser III before developing Laser II, you can't put Laser II on your ships (which might be cheaper).
Reply #2 Top
it should work.. i was had laser 5 tech then was able to capture a planet getting plasma 3. i skipped a few levels. trade should work the same?
Reply #3 Top
Borogove's point is that things like Laser II and Laser III (or Laser V and Plasma III) each have specific, different new modules associated with them, whereas Advanced Trade has no module associated, only Trade does. But I agree, call it a bug or just an oversight, it still ought to be put on somebody's to-do list.
Reply #4 Top
I think it makes perfect sense that stealing/trading for higher level trade techs doesn't make the module available. Think of it this way: the higher level techs do not teach you how to trade, they teach you how to be better at trading. They don't teach you how to build the trade vessels, they teach you how to talk to the clients those vessels bring you.
Reply #5 Top
But that is so inconsistent with the weapons techs. If you trade for the big honkin' space gun, you can suddenly build the big honkin' space gun on all of your ships.

If another civilisation takes the trouble to teach you how to trade, and advanced tips that people who teach themselves trading wouldn't get for a while, then you should be able to build a freighter!

Maybe its just because I am a teacher and my entire life is devoted to giving people several hundred years of knowledge so that they don't have to figure out every little thing for themselves! If I teach somebody something, I must also give them the basics to understand it. So if in a game like this you are taught advanced tech by an advanced civ, you should have access to the benefits that that level of technology implies. If you can't build a freighter, then they haven't taught you advanced trade, because you wouldn't have understood the concepts without understanding the basics.

Think of it this way. If you get laser mk4, then you can start researching the next level up straigt away. That means that not only has your civ been taught laser mk4, it must also understand how it works. If somebody teaches you advanced trade, you are allowed to figure out master trade for yourself. Now explain to me how you can figure out advanced trade if you can't even build a tug filled with squeaky dog toys!