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canamrock
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California
Nov 2001 time: 21:26
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In my current game with the Nommo, I have found some new, interesting things.
1) Early in the game, I received some Plant people into my civilization, thanks to a friendly nearby magnate civilization. Around turn 125, I noticed several outposts suddenly appearing in the frontier, of worlds of little value to me. The oddest thing was that I had AI colonization set to "off" (for good reason). Eventually, these worlds developed as freshnew worlds filled with more plant creatures. Odder still, one was a magnate civilization world, and I suddenly gained fungal people into my little empire. Has anyone else witnessed this phenomenom? Are the magnate peoples semi-autonomous?
2) Approaching turn 200, I came across more magnates, and had also beaten other races at mixed colony expansion. Through this, I have gained a population of SEVEN other races in my empire, each having its own type. I present the list of the races of Iranniamo:
1) Nommo (Ichthytosian)
2) Audrieh (Plant)
3) Phaigour (Fungal)
4) Evon (Humanoid)
5) Ajadar (Protoplasmic)
6) Alkari (Avian)
7) Darlok (Metashifters)
8) Ithkul (Harvesters)
I hope to soon run an invasionary force in against my Saurian neighbors... soon I shall have many Raas amongst my ranks. How many have you guys collected?
3) If anyone has had this happen, what in-game effects have you noticed of this multiculturalization?
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Proteus_MST
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In my Current Game I have:
1. Psilon (the Race I started with)
2. Rhea (Gargantuan), great Soldiers
3. Darlok (Metashifters)
4. Sakkra
5. Audrieh
6. Alkari
7. Ithkul
8. Silicoid
9. Klackon
10. Imsaeis
My Klackon and Imsaeis Civilizations came from Tech-Trades. My fellow allied Emperors sometimes include them along with some of their Techs into Tech-Trades, if they want a certain Technology from me.
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drsparnum
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I had AI colonization turned off and notice my Magnate Civs still spread. I hope they know what they are doing because I can't see for sure if the worlds are good for a given magnate civ ahead of time.
When I first saw the subject though, I thought this message would be about how similiar some of the empire colors are on the galaxy map. I don't have any color vision issues and some of these colors look identical in my current 16 empire game. So much so that I am sure they are using LESS then 16 colors. How hard is it to come up with 16 diffent colors - 256 colors sounds pretty low tech to me.
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Proteus_MST
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quote: Originally posted by Harry Seldon
You know, I've beaten three Guardians, the Alkari, Bulrathi, and Darlock, and none of the planets in the system have a magnate race. I didn't start attacking the Guardians until turn 350 or so; did I wait too long? |
Same for me.
I always found "Forced Labor" with the Race which former inhabited the System, for example the Bulrathi, but never a Magnate Race of them.
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Cymrean
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The mrrshans lived on Draconis 4 while Draconis 2 was the elerian homeworld guarded by the guardian.
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elcapjtk
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Hannable MO
Dec 2001 time: 05:26
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Sorry to sound like an uber-noob, but does the migration take place or do you have to order the various migrations to occur. Also the "outpost" thing, do you have to queue up outposts in the military build or do they occur randomly without your orders?
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Eric S
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Las Vegas, NV
Jan 2002 time: 21:26
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elcapijtk, this isn't a simple game, questions like that are reasonable, especially given the fact that the answers are different for your people and for magnate civilizations.
To create an outpost of your people, you do have to create an outpost in the military queue, then send it to that planet. Once you've done that, you can flag the planet as a migration target. I don't know if your own people will slowly migrate without a migration target, or if they won't migrate at all, but they won't found a new colony without the outpost being there. If there's a world you want to grow into a full colony, you will want to set the outpost as a migration target.
Magnate civilizations are totally different. The outposts come from nowhere (I've never seen one in the military queue, at least) on planets that are friendly to the magnate civ, and migration seems to always be on.
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elcapjtk
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Hannable MO
Dec 2001 time: 05:26
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Well not just with magnate, how about captured races?
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Eric S
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Las Vegas, NV
Jan 2002 time: 21:26
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I don't know. The game I'm playing now is the only time I've gone on the offensive long enough to tell, and I wound up with a magnate civ that matches everyone I've taken captive, so I don't know if it's the magnate or the captured that are filling in my empty planets.
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Cymrean
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both, outpost appear by themselves and you can build them also. Migration also is going by itself but you can set migration targets.
(edit) Oophs i didn't see that the question has been answered.
Last edited by Cymrean on 13-03-2003 at 18:53
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bene
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I'm keen on getting planets as quickly as possible, and have noticed that I can push a Magnate civ that's outpost-level to actual usable colony level within a few turns by setting migration to it (within Planets screen, the Orders tab when the specific planet is selected).
Unfortunately, this tends to push my stock race to be the primary population - although hopefully, this trend will reverse over time (once migration is off, and things start to grow by themselves).
Anyone else do this, and can confirm that this will happen?
And the migration really rocks - transfer hundreds of your citizens per turn to planets that would take 20+ turns for a colony ship to reach. Ever the pacifist - it means low defences for a while!
Thanks!
/bene.
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