Can this technology be stolen or captured?
thungrim
[B]!Warning![/B] !Noobie question! [B]!Warning![/B] Can you steal that technology by invading / diplomacy?
Screw the Arceans and their speed penalty. I offered them Impulse III & Fleet Warp bubbles II, and they still refused to trade Extended Life Support. They want to go slow? Let 'em go slow. They're in range, so I won't be needing Ext. Life Support to grind their colonies to dust anyway.
I've got Korath clan making the Altarian Resistance their "cell mates". Arceans & Drath appear neutral to Korath. Drath hate me (for no reason), and Arceans are neutral. Torians & Altarians like me. I'm sending Altarians aid because I hate the Korath. Korath scoop up an Ascender Crystal and nobody lifts a finger (except the pathetic Altarians). They scoop up a second Crystal. Nobody lifts a finger. I take down a minor race... the whole universe (including the Altarian Resistance
12) [B]Where did those planetary bonuses go? [/B] So I've been trying to capitalize on all the evil choices I made when colonizing worlds. The problem is I can't remember which ones got the ship building bonuses. Is there any way of finding out, or should I have been scribbling on stickynotes?
[quote]Demolish any economy, morale, and starport structures on those worlds you got from the Altarians, then gift them in exchange for peace to the others you aren't ready to go to war against. Nab some extra cash and techs they might throw in and you just did yourself a favor[/quote] Nnnnnnnice. Or should I say eeeviiil. Some dark overlord I turned out to be. I'll try that soon as I get home from work. The Torians do have some techs that I want, and giving them new planets means s
[quote]In answer to 9) 'Fast freighters':Once a trade route is established, all freighters get replaced by a generic, speed one freighter. So fast freighters only help to establish those routes faster.[/quote] If I've armed my freighter, does its attack and defense values transfer over to the "generic mini-freighter"? [quote]10) Spies:Yes, it makes a lot of difference. Spies also DISABLE the building they are placed on, meaning you can target economy, research or production of
CRINGE : So my first journey into ToA. Immense universe, evil empire. Most planets have been colonized and now the competition really starts. I have a large territory mostly to myself and I'm competing directly with 3 minors and the Drath. Generally good diplomatic relations all around. I wipe out one minor race in one round. The next round the Drath declare war on me and harass my freighters. I mobilize my fleet and JUST before
11) [B]Economic Treaty?[/B] (bracing myself for "RTFM!") Am I understanding this correctly: If I start an Economic Treaty with Arceans, they get economic payolla equivalent to 10% of my economy, yet I don't actually "lose" that money myself? That seems like a "free lunch" to me, so I must not understand it.
Ok... played a good amount this weekend and I have some more questions. 9) [B]Fast Freighters?[/B] When a trade route is established it gives you a "per turn" income correct? In essence, the freighter going back and forth is just animation and has no impact on the money generated, correct? So... all things being equal, do faster freighters generate more trade revenue, or does having a fast freighter only help to get you to the destination faster the first time? 10) [B]Spies
[quote]5. Consider it something to be used as part of an advanced strategy. Since you are new to this game, you should avoid it for now. By then you can probally figure out if its worth it. That said, some civs like the Arceans get their "Weather Control Zenith", a planet improvement that increases a planet's quality. 7. I think you are talking about the "ship quality" bonus. Its a bonus that is applied to all ships built by that planet. The "ship quality" bonus increases ships weapons
[quote]6. No idea. However, the resource bonuses (As well as the events) are random on colony ship arrival, so it's possible.[/quote] I figured its a decent assumption, given that Good & Evil both have unique techs, unique buildings, but evil is obviously a better choice at the colony arrival event. But as I've been running my two games over in my head, I seemed to remember more "HOLY COW! Look at the bonuses!" moments when I was slogging through the game as a goodie-goodie.
Remembering more as I go... [B]6. Good vs. Evil choices on colonization:[/B] Is it just me, or do you get more planetary resource bonuses if you pick the Good option on colonization events?
Thanks Mnesthes. Just a strategy question on #1. Is it generally a good idea to put a farm on every planet of a certain size? I was putting them only on planets that had the resource bonus and whenever I was bored and didn't know what else to put on a tile. [B]5) Is the highest planet quality ability worth it?[/B] When creating a custom race, its a pretty high number of points for only a 20% bonus. Am I interpreting it right that a class 10 planet will be a class 12? Is it
Hey Galcivers, A few years back I lamented the loss of my favorite genre of game when I wasted hard earned money on Master of Orion 3. Given that MOO2 was one of my all time favorite games, the epic and immeasurable FAIL of MOO3 just broke my heart. Until someone told me about Galciv, which I quite enjoyed. Fast fwd a few years. I played a couple games of 1st release Galciv2 lent to me by a friend and I love it. I just bought the Galciv2 Ultimate Bundle