Question on Xeno techs

Maybe this has been mentioned before, and maybe it will be addressed before the final release of TA, but since Xeno manufacturing techs are integral to completing starbases, how do the races that don't have Xeno techs, but rather proprietary ones, make full use of any starbases? Or are they not supposed to?
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Reply #1 Top
The mining modules gained from those techs could (and should, imho) be moved into the Space Mining techs. It's a logical leap and I find those modules to be more important than the Production-boosting modules. Overall, I generally don't bother with the Production modules unless I have a big cluster of planets (3 or more, preferably with planets which are ideal for Tech or Manufacturing capitals) which could all benefit from them.

As for whether it's intentional... well... the traditional factories are the most expensive maintenance-wise, but, with said Production modules, you can attain some really high-yields. The other methods are cheaper overall, and most do have a other sources for +%Production (heck, the Iconians have a +50% production building they can place on every planet!) which could, overall, make up for the loss of those modules.
Reply #2 Top

The mining modules gained from those techs could (and should, imho) be moved into the Space Mining techs.
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Good idea.

Reply #3 Top


The mining modules gained from those techs could (and should, imho) be moved into the Space Mining techs.


Good idea.


End of quote


Space Mining is for Asteroids.
Reply #4 Top
There could be two arms of space mining: one for gathering the raw ore from asteroids and another for processing and production work at economic space stations and/or the resource space stations.
Reply #5 Top
Perhaps they could spin the resources into their own little tech tree's. Give them names other then "Economic Resource" and "Influence resource" and put in prerequisite techs to build and upgrade starbases. Having a special tech to even build a resource starbase would put an end to the annoying constructor rush for the special resources.
Reply #6 Top
This issue has been brought up before, and IIRC Stardock has said it's in their to-do pile. Each race has to be gone through and have these modules enabled on appropriate techs, or in some cases have the lack of these modules as part of their racial uniqueness.

Part of the problem might lie in tech trading, as it may become possible (when these modules are implemented for the races currently lacking them) to get multiple techs enabling the same or parallel modules, allowing more modules than intended to be built.