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October 13th, 2004, 02:39 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: Unique tech from ruins
Ruins can off set a PBW game real quick. I once obtained ICE and Gas planet tech from ruins. My not apply to unique ruins, but still.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 13th, 2004, 08:18 PM
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First Lieutenant
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Join Date: Oct 2000
Location: San Diego, CA, USA
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Re: Unique tech from ruins
Quote:
Adamant does this as well. You even have to have various theoretical techs available first before you can develop your ruins techs, including a Xenoarchaeology tech area that does nothing but allows ruins techs to be utilized
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This is a COOL idea! Xenoarchaeology indeed!
Quote:
Ruins can off set a PBW game real quick. I once obtained ICE and Gas planet tech from ruins. My not apply to unique ruins, but still
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Unfortunately, this is also a highly valid point 
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October 14th, 2004, 04:17 AM
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Corporal
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Join Date: Feb 2004
Location: Canada
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Re: Unique tech from ruins
Quote:
Atrocities said:
Ruins can off set a PBW game real quick. I once obtained ICE and Gas planet tech from ruins. My not apply to unique ruins, but still.
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Indeed - I once got Space Yards II and III from one ruin - near turn 15 or so! So that put me way up in the construction race
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A puzzle to ponder, if you dare:
IAI OPS TTS DST SIC IOO INU ESD NQS TCE LUT IUS
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October 14th, 2004, 04:58 AM
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Sergeant
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Join Date: Feb 2003
Location: Finland
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Re: Unique tech from ruins
It is true that normal techs can give kick off for one player, but unique techs are practically useless except Neural net. And that comes handy only with bigger ships and later in the game.
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If you give a man a fish, he will eat a day;
But if you teach a man to fish, he will buy an ugly hat;
And if you talk about a fish to a starving man, then you're a consultant
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October 14th, 2004, 06:52 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: Unique tech from ruins
Are the techs set or does it depend on what you are studying?. I used to think it was whatever I was working on and so would fill my research slots with everything that cost 200K or more, then I read that wasn't true.
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October 14th, 2004, 11:25 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Unique tech from ruins
Quote:
Randallw said:
Are the techs set or does it depend on what you are studying?. I used to think it was whatever I was working on and so would fill my research slots with everything that cost 200K or more, then I read that wasn't true.
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Unique tech ruins (ie: Neural Net) are set from the beginning. "Normal" tech ruins are determined when you colonize the planet, and it is quite random.
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October 14th, 2004, 12:12 PM
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Sergeant
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Join Date: May 2002
Location: USA
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Re: Unique tech from ruins
Quote:
Karibu said:
It is true that normal techs can give kick off for one player, but unique techs are practically useless except Neural net. And that comes handy only with bigger ships and later in the game.
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Actually massive planitary shield has been useful to me. In a PBW game once I wiped out a fleet of 24 ships with one.
I had one small colony planet in a system completely populated by one other player. As often happens diplomacy broke down. Since this planet was all by itself I didn't bother building obital defenceses. But I did build a massive planetary shield and a few weapon platforms.
He was quite shocked when he attacked that planet and was destroyed by my shielded weapon platforms. 
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