Trade Goods are innovations that give you special effects. 'Diplomatic Translators' for example, give you +30% diplomacy. Initially, only the race that discovers them can get the benefits, but you can 'lease them out' in trades, so that the recievers get the benefits and you get something else in the trade. They are essenitally trade-able Galactic Wonders.
Alex Mandez
I noticed one of the Minor Race's description was the "outcast Democratic party of the early 21st century" or something to that effect. I thought it was a nice little slip in there. ;p
Two big buggers relating to Terror Stars: If you nuke a star that has an empire's last base, I have had planets defect to that empire still. (In my case it was the I-League). The defecting planet becomes the capital, and when it defects back to me due to culture-bombing, the empire goes back into nothingness, but since the last-defect bug prevents the empire from being removed, the planet can defect back. Also, after blowing a star system, a new Minor Civ showed up at the syst
Whoops... Here's the Screen Cap http://www.wakarimasu.com/screen_cap.jpg
My End Result of a Medium, 6-race, 10+ hour, sub-normal game. Seems a bit high on my approval rating, don't you think? Yea, and even as a Star Federation, I never lost control of the senate. :notsure: I'd like a little more internal challenge on the medium intellegence level, if that isn't too much to ask for.
*nudge*
UN Restrictions, as well? Can you see the module screen for the base? I think there is a UN Restriction that limits it to 1 or 0 modules...