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  • #31
    Thanks

    As Main Brain said the Geodics are up over there now too:



    In case you check in here Loreweaver I just want to thank you for putting in the effort of writing these things up. I look forward to each one.

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    • #32
      Geodic!!!

      * Arnelos races over to see the part about the Geodic species
      Long-time poster on Apolyton and WePlayCiv
      Consul of Apolyton from the 1st Civ3 Inter-Site Democracy Game (ISDG)
      7th President of Apolyton in the 1st Civ3 Democracy Game

      Comment


      • #33
        Lore Weaver’s Strategy Guide: Ethereans

        Species: Etherean

        Races: Imsaeis, Eoladi

        Hardwiring:

        The most important thing to remember with Etherean hardwiring is the planets they prefer. Not just the fact that they prefer gaseous worlds, but the fact that they prefer gas GIANTS. You can fit a heck of a lot of people on a gas giant. Those very rich, size twelve, extreme gravity planets that have a classification of “Red 2” for most races can very well be “Green 1” for our Etherean pals, not to mention that these planets can hold a good 130+ pop points worth of people, and Ethereans like extreme gravity.

        The Ethereans sport a mediocre oppressometer tolerance, so switching from a Corporate Monarchy over to Despotism will take you several turns to adjust too. If you start in the Senate, it’s a worthwhile switch.

        The Ethereans airborne nature confers a respectable Ground Combat Initiative bonus, the Ethereans also sport many tentacles, thus providing them with an extra Ground Combat Attack. The difference between Etherean hardwiring and Ichthytosian hardwiring, with respect to ground combat, is Ethereans get an extra attack, while Ichthytosians get a sizeable evade bonus. In my opinion, the ability to shoot twice is better than the ability to dodge half the time (pseudo example, in game mechanics are –WAY- more complex).

        Ethereans cannot select superior toughness or mining. Eoladi cannot select poor Bioharvesting. Imsaeis get cunning picks for half price. Ethereans have an efficiency bonus to both research and manufacturing (less test tubes and minerals required, respectivly).

        Ethereans don’t get along with Cybernetiks or (*gasp*) Harvesters. Everyone else is your friend.

        (And none of you guys complained about me spelling Ichthytosians wrong in my last instalment :-P)
        __________________________________________________ __________

        Customization Options:

        Ethereans lend them selves well to expansion. Imsaeis and Eoladi both have superior bioharvesting, thus allowing them to more easily feed their ever-growing population. When customizing Ethereans, it’s best to stick with a peaceful approach, you may have better troops than the Ichthytosians, but that doesn’t mean you’re the king of town (see the Ichthytosian guide). I prefer to base my customizations off of Imsaeis because I’m ‘very very sneaky’. Stock Eoladi start with original creativity, so if your looking for a lax research race, start with Eoladi and get your 60 points for knocking that down to imitative.

        Base Race: Imsaeis

        Starting Member of Orion Senate: Yes (+10)
        Citizenship: Duty (-20)
        Cunning: Dangerous (+30)
        Creativity: Normal (-20)

        There’s a long story behind this seemingly simple race. I first tried it in an MP game against Kebzero. The idea here is to win by Senate. Ethereans can expand like mad because of their bioharvesting skills. Imsaeis superior diplomacy keeps the AI from interfering with your plans, and keeps the New Orions happier with you. The spies are meant to fight wars for you, and steal tech that you cannot research.

        This custom race can win the game, in the larger galaxies, as early as turn 120. My quickest victory was a Senate victory on turn 125 (depends when the Senate convenes). If you don’t find many magnate races, your victory won’t be as quick as that, but it’s defiantly possible to win by turn 200 without Magnates.

        Just don’t fight any wars. Your spies should be able to keep everyone’s economy at bay.
        __________________________________________________ __________

        General Disadvantages:

        Etherean troops are not that great. You’ll beat the sushi out of Ichthytosians, but that’s about it. In every other case, you’ll want some extra numbers to make up the difference. If you can take another races world through diplomacy, or a magnate civilization, you’ll be fine for ground troops for the rest of the game.

        Ethereans don’t have much oppressometer tolerance.

        If you expand like crazy with the Ethereans, as you should, you will have trouble defending many of your worlds from possible enemies. Signing defensive alliances with many computer opponents is a wise plan.

        __________________________________________________ __________

        Development Plans:

        As an Etherean player, you have to carefully plan your overall strategy. Whether you’re going to capitalize on research, or manufacturing. I myself prefer playing Imsaeis, who don’t have strong research skills, but are endowed with good mining. A manufacture based strategy that is designed for insane early game expansion is a very good idea.

        If you’re playing Eoladi, a research heavy set of development plans is a very good idea.
        All Etherean players should be defining mining as primary on mineral rich worlds.
        __________________________________________________ __________

        Research Strategy:

        A general research strategy is effective for Ethereans, favoring no school over any other. Let the viceroys handle it. In the case of the custom race supplied, putting an emphasis on sociology is a wise plan, to make your spies quicker to build and more effective. Eoladi are very fast researchers, and can typically stay only a few steps behind Ichthytosian or Humanoid players. Imsaeis don’t research near as well, and have to rely on their slightly better diplomacy skills to net them their technological advantage.

        __________________________________________________ __________

        Game Play Strategy:

        Kebzero and Deb Durham play Eoladi almost exclusively. When switching to other races, the first thing they notice is that they run out of food. Etherean empires can build quite a large and effective empire out of only a handful of good systems. In a recent game, I found three size eleven and twelve gas giant worlds that were all green class in one system. That is a little on the lucky side, but you’ll find that most solar systems have a gas giant in it that is worth colonizing. Colonizing yellow class planets is wise if they have rich minerals and extreme gravity.

        Etherean players should avoid war whenever possible. Armed with enough allies, or superior technology, you should be able to trounce an empire or two at a time. You won't likely have the ability to defend your empire from multiple opponents, Ethereans don’t work that way. You’ll have to make friends. Keep diplomatic channels open whenever possible. Ask for trade agreements, if no more non-intelligence agreements are available, trade for technology. Be sure to put the right emphasis on your diplomatic communications, this is more crucial for Ethereans than any other race. Sakkra respond well to demands from larger empires, Grendarl like to be treated honorably. Make sure you pay attention to the foreign matrix. Breaking a non-aggression pact with someone who is at war with an ally of yours is better than cheesing your ally off. Chances are that you’ll still have a friendly relationship with the empire you had the non-aggression pact with.

        If you do not start in the senate, you should try and peacefully get a foothold in the Galactic core in hopes that you will be given Senate membership. It doesn’t hurt to butter up the New Orions either. Give them a world that doesn’t matter, or something. Anything to get positive relations with them so they are more likely to support your senate membership that one of your allies likely proposed.

        Winning by Antaran X’s or sole survivor is tougher with the Ethereans because both options require more of a militaristic approach. If you start in the senate, you should go for the Senate win, thus Antaran X’s and Sole Survivor should be your strategy ONLY if a senate win is unavailable to you (can’t get into the senate, or senate victory turned off). An Antaran X’s win will be easier and quicker than a Sole Survivor win.
        Co-Founder, Apolyton Civilization Site
        Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
        giannopoulos.info: my non-mobile non-photo news & articles blog

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        • #34
          Lore Weaver’s Strategy Guide: Geodic

          Species: Geodic

          Races: Silicoid

          Hardwiring:

          Geodic are, again, a very unique race in the Master of Orion universe. The previous games in the genre had Silicoids thriving on any world, hindered only by population maximums. In Master of Orion III, Silicoids received a very similar treatment, except they get a further population growth penalty on worlds they dislike.

          Geodics have a mediocre oppressometer tolerance, much like the Ethereans. Starting off with an Oligarchy or Monarchy is usually the standard way to go with Silicoids, switching to Despotism can be a touch rough.

          Geodics are hindered by a substantial population growth penalty. This is offset by an HUGE mining efficiency bonus, a ground combat armour bonus (rocks are really hard), a couple extra hit points in ground combat, and the fact that they use minerals for food instead of bioharvest units. This does not mean Bioharvesting is unimportant though; we’ll get to that later.

          Silicoids cannot select superior bioharvesting, poor mining (don’t know why you’d –want- to), or superior reflexes. Silicoids pay 50% more for Research, Trade, Diplomacy, and Creativity picks. Natural Engineers is free, Tolerant costs an extra ten points.

          Most races are indifferent towards Geodics, except for Cybernetiks and Harvesters, both of whom dislike Geodics.

          __________________________________________________ __________

          Customization Options:

          Geodics are very fun to customize. One thing you must keep in mind at all times is the fact that your people eat minerals. If you have any hope of expanding at any speed, you need very good mining skills. Geodics are my personal favorite species in Master of Orion III. This custom race was designed with the movie “Galaxy Quest” in mind.

          Base Race: Silicoid

          Bioharvesting: Poor (-20)
          Manufacturing: Good (+20)
          Environment: Good (-20)
          Economics: Specie (-20)
          Accuracy: Average (+10)
          Reflexes: Average (+10)
          Government: Collectivist (+60)
          Citizenship: Association (-20)
          Starting Planet Mineral Richness: Rich (+10)
          Starting Planet Biodiversity: Similar (-10)
          Creativity: Normal (-20)

          The idea behind this race is to give it a sizeable mining bonus so expansion isn’t slowed down by the Silicoids need for minerals. Either collectivist government supplies a very nice bonus to both mining and bioharvesting. The slight bump in combat values is for flavor, “It doesn’t have any weak spots, it’s a ROCK!”

          This race is most effective when it takes over other races. This is true for most Geodic games, but even more so for this race. You need the research abilities that other species have to offer.
          __________________________________________________ __________

          General Disadvantages:

          Geodics have many major problems they have to solve every game. You have to make up for your bad research, your terrible diplomacy, and your slow population growth.

          Luckily for us, Geodics start with a fairly high Creativity pick, thus saving their research engine a bit. Diplomacy though will always be a problem, people will be very indifferent towards you and you will not be able to count on diplomacy as a strategy. As a Geodic player, you will never be able to overcome your population growth issues. You must conquer another race, or find a magnate race to conquer.

          Thankfully you have some very competitive ground troops, and are able to manufacture a fleet very early in the game.

          __________________________________________________ __________

          Development Plans:

          Geodics can do amazing things with manufacturing, so it’s a good idea to design a development plan that will yield a large military. I prefer the following for the “All Planets” plan, Primary Manufacturing, Secondary Research, Tertiary Military. You don’t want military any higher than tertiary because you don’t want more than one (maybe two) military DEA’s on any given planet. Research is important to keep your empires equipment up to par.

          Mining is very important to Geodics; in the early game you will likely have mineral problems. I suggest setting Mineral rich worlds to, Mining Primary, Mining Secondary, and Mining Tertiary. You want those rich worlds to mine like there was no tomorrow. Also setting up mining as primary on new worlds is nice.

          As always, having Government as Tertiary on new planets is a good as it encourages viceroys to build a government DEA on each new world.
          __________________________________________________ __________

          Research Strategy:

          Physical sciences are very important to Geodics. Much of your game you will be waiting for Deep Extraction Mining, Full Crust Mining, or their ilk. Sometimes these techs get pushed back the tree a bit. There is nothing like striking up a conversation with some local Ethereans to get that Mining DEA enhancement.

          I’d recommend pushing your Physical Sciences school as high as 40% and then spread the remaining 60% equally amongst the remaining five schools. Realistically, you’ll likely only feel comfortable with 30% in physical sciences.

          This emphasis on Physical Sciences will yield missile technologies, mining DEA enhancements, and new ship hull technologies.
          __________________________________________________ __________

          Game Play Strategy:

          Over expansion rears its ugly head when playing Geodics. In the early game, you can typically only support one or two additional worlds without fear of starvation. I’ll typically let some of my Geodics starve so I can expand at a much more reasonable pace. It is very critical to take over another race early in the game. This is for two reasons, you want population that doesn’t eat minerals and you want slaves. Slaves work hard and generally do good things for your empire. Crank that FLU meter as high as it’ll go every game you play with Silicoids, milk those softies for all they’re worth. If you decide to follow that strategy, building a single Bioharvest DEA on your homeworld (or first colony) is a very wise idea, so you can freight food to a newly found Magnate civilization, or that race you just conquered.

          Due to the toughness of Silicoid ground troops, a single troop transport containing three units (infantry or marines) can easily be enough to take a world of respectable population. If you have fewer troops than the enemy, using bio or chemical weapons is an option worth thinking about.

          Silicoids, because of their growth issue, will have a tough time winning the game by the Orion Senate. Silicoids should not have any problems with the other two victory conditions though.

          __________________________________________________ __________
          Co-Founder, Apolyton Civilization Site
          Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
          giannopoulos.info: my non-mobile non-photo news & articles blog

          Comment


          • #35
            woohoo

            It looks like they didn't nerf the Geodic species quite the extent that the strategy guide would have lead one to believe (though there are a LOT of things that aren't quite what the strategy guide would lead one to believe, no doubt )
            Last edited by Arnelos; February 22, 2003, 00:01.
            Long-time poster on Apolyton and WePlayCiv
            Consul of Apolyton from the 1st Civ3 Inter-Site Democracy Game (ISDG)
            7th President of Apolyton in the 1st Civ3 Democracy Game

            Comment


            • #36
              amazing!
              Webmaster of Outpost Orion
              http://moo3outpost.lacota.net

              Send comments or questions to inuendo9@hotmail.com

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              • #37
                If you say so :=)
                Didn't buy that Guide *proud*
                Curse your sudden but inevitable betrayal!

                Comment


                • #38
                  Update: Insects
                  And finally there come the lovely Klackons :=)
                  as always in the same Topic.

                  //Yes my First Game will prolly be with this Guys :=)
                  Curse your sudden but inevitable betrayal!

                  Comment


                  • #39
                    Lore Weaver’s Strategy Guide: Insecta

                    Species: Insecta

                    Races: Klackon, Tachidi

                    Hardwiring:

                    The best thing about the Insecta species is they get the best government series for free. Collectivist governments give you a lot of good bonuses, with very few, or negligible, minuses. Hive governments have an aversion to recreation, other than that; there aren’t any notable pitfalls.

                    Insecta have a mediocre oppressometer tolerance, the largest growth rates in the game, the Tachidi have a slightly higher growth rate than the Klackons. The Insecta enjoy a slight bonus to ground combat initiative.

                    The Insecta species cannot select citizenship: liberty. Tachidi get superior manufacturing for half price (Klackons start with superior manufacturing). Tachidi are the “everyone’s bugs”, basically they specialize in no specific area and are quite average across the board. Insecta species can downgrade their government, but they don’t get many points back for doing so.

                    Klackons, on the other hand, are extremely specialized. Klackons get superior bioharvesting for half price, pay 50% more for Research picks, pay 50% more for Creativity picks, and get environmental picks for half price.

                    Insecta species don’t get along with Geodics and Harvesters.

                    __________________________________________________ __________

                    Customization Options:

                    Insecta are one of the most fun species to customize. Tachidi are fun because they start quite average, therefore you can go in several directions with them. Klackons can be specialized towards environmental options, or towards farming, or towards combat. The tough decision is what to take away from them when specializing them. Lets give it a crack though. I call these babies the “Army Ants”.

                    Base Race: Klackon

                    Bioharvesting: Superior (+10)
                    Environmental: Superior (+20)
                    Toughness: Average(+10)
                    Diplomacy: Poor (-20)
                    Citizenship: Duty (-20)

                    This race beefs up the Klackons combat ability from average to almost competitive. The key with these Klackons is their environmental bonus and the bioharvesting bonus. Both Collectivist governments grant a sizeable bonus to bioharvesting, so food won’t be a problem for these bugs. What these guys won’t be doing is researching. You have to expand, and then expand some more, and when you’re done expanding, do some more expanding. These Klackons want to conquer using their vast fleets (from their insane manufacturing). Citizenship: Duty is a huge hit. Not having to worry about unrest is really nice, but there isn’t much else to take a hit on.

                    __________________________________________________ __________

                    General Disadvantages:

                    Insecta ground troops chime in as average. They are better than Psilons, Ethereans, and Ichthytosians. Tachidi are slightly better than Klackons (slower but tougher). Insecta can use their good manufacturing to overcome this penalty. It doesn’t take long for Insecta planets to be in full operational mode either.

                    Klackons chime in as the worst researchers in the game. Tachidi are slightly better, but still pretty bad. Spying to make up the difference is also not an option, Insecta sport the worst spies in the game also. The Insecta also don’t have good diplomacy skills. You’re going to have trouble with technology all game. One way to offset this is to have many research colonies.

                    __________________________________________________ __________

                    Development Plans:

                    Insecta have a lot of disadvantages that they need to make up for with their development plans. What you have to decide, first and foremost, is what kind of worlds you want to do research on. I like to research on mineral poor worlds, but that’s just my preference. Other players like to do industry on poor worlds. One thing you can do is setup a player defined plan that has research, research, and more research. Once this plan is defined you can apply it to specific worlds right after you colonize it. I’d recommend applying it as the secondary plan though, so if the planet falls prey to unrest or starvation you can have a development plan automatically deal with it for you. The nice thing about this approach is you can have planets with rare plants, petrochemicals, animals, or metals defined as research worlds.

                    Another thing you want to do with development plans is emphasis manufacturing so you can expand. Stock Klackons are capable of building a colony ship every other turn in the early game (turn 30ish). You should always strive to achieve that goal. Insecta don’t just make a footprint on the galaxy, they ARE the galaxy.
                    __________________________________________________ __________

                    Research Strategy:
                    Talking about research in an Insecta guide is an oxymoron. Regardless, you want to slightly favor biological sciences so you have technology that supports your expansion. Physical sciences are nice to favor also, to support your manufacturing. All other technologies are just nice to have. When you enter some system with ten times more ships than the enemy, it doesn’t matter that you have light armour on all your ships and everything shoots fusion beams.

                    __________________________________________________ __________

                    Game Play Strategy:

                    The stock Insecta are some of the best races in the game. If you start in the senate, you should have no trouble winning. Your fast expansion and quick growth rates mean victory. You may have to compete with the Ethereans for that senate victory, but you can squash them like …. … bugs.

                    If you don’t start in the Senate, your race to the center should not be that challenging. Don’t expect to get into the senate, but you can remove possible senate victors with no trouble.

                    Going for a sole survivor victory is likely much quicker in small to large galaxies than an X victory. In larger and huge galaxies, X victories are much more viable.

                    I strongly recommend that you play an Insecta race for your first Master of Orion III game. It’s a great way to ease into the game, if you start in the Senate, you may even win your first game, if you're playing on easy.
                    __________________________________________________ __________
                    Co-Founder, Apolyton Civilization Site
                    Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
                    giannopoulos.info: my non-mobile non-photo news & articles blog

                    Comment


                    • #40
                      Lore Weaver’s Strategy Series: Harvesters

                      Species: Harvester

                      Races: Ithkul

                      Hardwiring:

                      Ithkul are subject to a significant amount of hardwiring. They enjoy a high oppressometer tolerance, a ground combat initiative bonus, a ground combat rally and route bonus (less running, more fighting).

                      Harvesters can’t stand being at peace, and its citizens demand war with other empires and other empires are more likely to declare war on them. Harvesters also have a dramatically reduced senate effectiveness (less likely to garner support from the New Orions). Harvesters when sharing a planet with another race, will consume that race, including Magnate Civilizations.

                      Harvesters pay 50% more for economic picks. They cannot select superior diplomacy, random senate membership, or senate membership. Collectivist government only costs 40 points. Tolerant and Antaran Background are free.
                      __________________________________________________ __________

                      Customization Options:

                      Harvesters are fun to customize. You don’t have to worry about talking with anyone in the early game, and because of this, you get a bunch of fun little bonuses. Being able to drop the oppressometer and raise the taxes for example. One thing to remember when customizing your Harvesters is that they eat other species. You will have a tough time taking advantage of Magnate Civilizations with a Harvester empire, so dropping the ground combat skills isn’t that wise. This example of a custom race does drop ground combat skills, but not so much so that we’ll have significant troubles taking worlds. This idea is a modified version of a Harvester race given to me by Herknav.

                      Base Race: Ithkul

                      Mining: Superior (+40)
                      Research: Superior (+20)
                      Environmental: Average (-20)
                      Accuracy: Average (-10)
                      Reflexes: Average (-20)
                      Toughness: Good (-10)
                      Government: Collectivist (+40)
                      Citizenship: Duty (-20)
                      Cunning: Sharp (-20)

                      The idea behind this race is to expand and envelop everyone in your path. The bonus to mining skills pairs up well with the high manufacturing and the Collectivist government. This race should colonize every solar system they come across, using colony or outpost ships. This race will have to bring a few extra troops compared to the standard Ithkul and they won’t be able to support their wars with the excellent spies that Ithkul have.
                      __________________________________________________ __________

                      General Disadvantages:

                      Everyone hates Harvesters. Everyone you meet will be at war with you. It will be very hard to not be at war with anyone. In MP games, people who ally with you will suffer large unrest penalties, as will you. While warmongers will think this is just their cup of tea, they are going to be in for quite a shock. Being at war with eight enemies and having no allies is difficult. That and every game you play is a race against the senate victory clock, and every race is road block slowing you down from stopping the would-be senate victor.

                      __________________________________________________ __________

                      Development Plans:

                      There are many things you can do with development plans for Harvesters. I prefer to favour a research strategy, but also putting a strong emphasis on planetary defense. As a harvester player, you’ll want to define worlds that will do manufacturing for your military, farming to support your large empire, research to support your war time technologies, and mining to support your infrastructure. What worlds you do these on are up to you.
                      __________________________________________________ __________

                      Research Strategy:

                      As a Harvester player, you will not be trading technology with anyone. This means you’ll want an even spread across the board for research. Leave your research categories unlocked so that the AI can modify something for you slightly if your empire needs a particular breakthrough.

                      __________________________________________________ __________

                      Game Play Strategy:

                      Harvesters are one of the most fun species to play in Master of Orion III. They have very good skills in every area of warfare. The successful Harvester player will use their spies, fleet, ground troops, and strong economy to overcome their adversaries. Early expansion is the key to playing Harvesters, setting up that empire that you will stage your assaults from is the most important part of your game. Ithkul have the strongest ground troops of any playable race. Ithkul spies are more than competitive, and are capable of getting through the strong Ichthytosian defense. The Ithkul economy is very capable of outperforming most in the galaxy.

                      The Ithkul need every advantage they can get. In Master of Orion III, everyone a Harvester meets is an enemy.

                      __________________________________________________ __________
                      Co-Founder, Apolyton Civilization Site
                      Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
                      giannopoulos.info: my non-mobile non-photo news & articles blog

                      Comment


                      • #41
                        Lore Weaver’s Strategy Series: Magnates

                        Species: Metashifters, Non-Corporeal, Protoplasmic, Plant, Fungal, Avian, Gargantua, Bulrathi, Mrrshan, Elerian, Gnolam

                        Races: Darlock, Brye Ehts, Ajadar, Audrieh, Phaigour, Alkari, Rhea, Bulrathi, Mrrshan, Elerian, Gnolam
                        __________________________________________________ _____________

                        Metashifters, Darlock: High Gravity

                        World Preference: 105 Pressure, 83 Temperature.
                        World Summary: Similar to Ethereans in planet preference, except they prefer significantly hotter worlds.

                        Metashifters have a very respectable oppressometer tolerance, they also enjoy a ground combat initiative bonus and a ground combat strength bonus. They have an average ground combat rating.
                        The Darlock race suffers from a slight senate effectiveness penalty. It takes 100 Darlocks to receive 85 votes in the senate.
                        __________________________________________________ _____________

                        Non-Corporeal, Brye Ehts: Average Gravity

                        World Preference: 76 Pressure, 26 Temperature
                        World Summary: Similar to Harvesters in planet preference, except they prefer a much more pressurized atmosphere.

                        The key feature of the Brye Ehts is their self sufficiency. Brye Ehts only eat one unit of Bioharvesting for each five units of population. They also enjoy a very high oppressometer tolerance. Brye Ehts have a significant ground combat initiative, and a large evade bonus. They’re base ground combat skills are slightly above average.
                        __________________________________________________ _____________

                        Protoplasmic, Ajadar: Average Gravity

                        World Preference: 38 Pressure, 65 Temperature
                        World Summery: Similar to Cybernetiks in planet preference, except they prefer slightly hotter worlds.

                        Ajadar are less efficient than Brye Ehts, requiring four units of food for five population points. They have an oppressometer tolerance similar to that of the Ethereans. They are average ground combatants, but they receive an extra four hit points in ground combat. __________________________________________________ _____________

                        Plant, Audrieh: Average Gravity

                        World Preference: 70 Pressure, 76 Temperature
                        World Summary: Similar to Humanoids in planet preference, except they prefer significantly hotter worlds.

                        Audrieh are another efficient race, only requiring one food for each two population points. They have a low oppressometer tolerance. The Audrieh only generate a quarter of the pollution that other races do. Their base ground combat skills are very competitive, and on top of that, they receive a sizeable evade bonus. __________________________________________________ _____________

                        Fungal, Phaigour: Average Gravity

                        World Preference: 54 Pressure, 67 Temperature
                        World Summary: Similar to Geodic in planet preference, except they prefer slighty cooler worlds.

                        The Phaigour have an average oppressometer tolerance. They only pay 85% of the normal costs to maintain their military units. They have a 15% population growth bonus. Phaigour base combat skills are average, they however receive an extremely large evade bonus, and an initiative bonus. __________________________________________________ _____________

                        Avian, Alkari: Low Gravity

                        World Preference: 38 Pressure, 38 Temperature
                        World Summary: Similar to Humanoids in planet preference, except they prefer a much thinner atmosphere.

                        The Alkari sport an average oppressometer tolerance, and an average ground combat skill. They are the beneficiaries of a huge initiative bonus, as well as a large evade bonus. __________________________________________________ _____________

                        Gargantua, Rhea: High Gravity

                        World Preference: 105 Pressure, 27 Temperature
                        World Summary: Similar to Ethereans in planet preference, except they prefer significantly cooler worlds.

                        The Rhea have an average oppressometer tolerance. They are the best ground troops in the game (Superior Toughness, Accuracy, and Reflexes). On top of their formidable ground combat skill, they receive an attack strength bonus, an armour bonus, and two extra hit points. Unfortunately they generate twice the normal amount of pollution.
                        __________________________________________________ _____________

                        Bulrathi: Average Gravity

                        World Preference: 86 Pressure, 21 Temperature
                        World Summary: Similar to Saurians in planet preference, except they prefer significantly cooler worlds.

                        The Bulrathi enjoy a higher than average oppressometer tolerance. They also are efficient miners. Bulrathi have a host of ground combat bonuses, superior toughness, good reflexes, good accuracy, an initiative bonus, an attack strength bonus, an armour bonus, two extra hit points, a moral bonus, and a rally bonus (everyone fights, no one quits).
                        __________________________________________________ _____________

                        Mrrshan: Average Gravity

                        World Preference: 68 Pressure, 32 Temperature
                        World Summary: Similar to Humanoids in planet preference, except they prefer slightly warmer worlds.

                        The Mrrshan have a high oppressometer tolerance, they have extremely efficient military DEA’s. Their base ground combat skills are slightly above average (superior accuracy, but poor toughness). Mrrshan receive the following bonuses to ground combat, a sizeable initiative bonus, a large accuracy bonus, an evade bonus, and a substantial moral bonus.
                        __________________________________________________ _____________

                        Elerian: Average Gravity

                        World Preference: 43 Pressure, 72 Temperature
                        World Summary: Similar to Saurians in planet preference, except they prefer a drastically thinner atmosphere.

                        Elerians have a better than average oppressometer tolerance. They get an unrest reduction bonus that is two times better than loyal citizenship. They are average ground combatants that receive the following bonuses, an initiative bonus, an accuracy bonus, an evasion bonus, and a substantial rally bonus. __________________________________________________ _____________

                        Gnolam: Average Gravity

                        World Preference: 67 Pressure, 53 Temperature
                        World Summary: Similar to Humanoids in planet preference, except they prefer a more toasty environment.

                        The Gnolam have a higher than average oppressometer tolerance. They receive the following trade bonuses, an extra trade level, space ports 20% more efficient, and trade is 20% more efficient. They are average ground combatants that receive an initiative bonus. They are more likely to flee from a ground combat.
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                        • #42
                          I have a question about magnate civilizatinos, specifically: how can they be activated. I'm playing a game right now as humans, and I see a planet that is Red1 and has a magnate civilization. Is there a way to get them without sending a bunch of colonists to certain doom?

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                          • #43
                            Originally posted by Symmetry
                            I have a question about magnate civilizatinos, specifically: how can they be activated. I'm playing a game right now as humans, and I see a planet that is Red1 and has a magnate civilization. Is there a way to get them without sending a bunch of colonists to certain doom?
                            You have to send colonists and have at least 1000 there. Once you have that number, the magnate civ takes over and the planet become a sweet spot for that race.

                            ACK!
                            Don't try to confuse the issue with half-truths and gorilla dust!

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