Trade Goods and Wonder Questions

First of all, I've gotten the impression that when you "trade" good to another species, you give them the right to build it themselves but maintain the ability yourself. This is correct, right? If not, a lot of the rest of this won't make any sense.

1: Can the other species now trade the trade good? It wouldn't make sense given the flavor text, but it's good to be sure.

2: What happens if you buy the licensing right to a trade good from another species, and that species later gets killed? Do you keep the benefits of the trade good? Or does it go poof? Do i now have the ability to trade the good myself since the people who had the original license are no longer around to enforce it?

3: If I'm the one who conquers a species that controls a trade good I don't have, do I seize the trade good? If so, do i get the right to trade it as well? Or just gain the benefits?

4: After the species is destroyed, can another race now research the Trade good? If neither 2, 3, nor 4 are true, then it seems a Trade good is effectively removed from the game for everyone who didn't license it before the death of the inventor.

5: Is there any way to see a list of who has rights to which trade good? To see who has licensed which trade good?

Moving on to wonders...

6: As above, is there any way to see a list of who has which wonders? I'm playing 1.01a, and i've got the tech to build the TerraFormer, but it's not showing up in the list. I don't remember seeing any other race build it, but it would be nice to be able to double check (and know which planet to invade =)

7: If i capture a planet with a wonder, is it fair to presume that i will gain the effects of that wonder and the enemy will lose it? (Hopefully this issue is a lot more concrete than the similar issue with trade goods.)

8: What happens when I'm building a wonder and another planet successfully completes it first? I've never seen a planet trying to build an old wonder a la Civ, so I'm guessing it's cleared out. Is the production already spent just lost?
345 views 6 replies
Reply #1 Top
I'd still like answers to these questions if anyone has got them.

It seems like the problem with the TerraFormer is a bug, but it would still be nice to know a way to see a list of built wonders for the other reasons lsited :)
Reply #2 Top
As an addendum to Daetrinn's list:

Should taking over a planet with an Economic Capital (for example) let you keep that capital if you've already built one elsewhere? I mean, you can't have two capitals.

~SDC~
Reply #3 Top
When you get a trade good from someone, you get the benefit immediately; you don't have to build it. You also can't trade it to anyone. So it's not like tech where you have to worry about races trading with your enemies.

AFAIK, when the inventor dies, no one can rebuild it or license it; but those who licensed it before s/he died keep the benefits.
Reply #4 Top
Daetrinn,

1. You can trade a Trade Good once you acquire it. You can't trade Wonders.

2. Once you acquire a Trade Good you keep its benefits and can trade it.

3. Trade Goods and Wonders stays with the planet on which they were constructed. I don't know whether the game tracks its new ownership, but I strongly suspect it does.

4. It can only be researched once. However, if my recollections are correct, the Trade Good continues to be a trade commodity for the remaining civilisations. Certainly the benefits remain for those civilisations that acquired the Trade Good before the death of its creators.

5. Go in to the Foreign Policy screen and "Speak To" the other races (just don't bother to say anything). Trade Goods will show up in their own list.

6. If this is the same problem that was initially reported for the Terraformer, it's because it's ID is listed as 11 in the Wonders.IMP file. Since this is the same number as that of "Tir-Quan Training", it can be researched, but doesn't appear. To fix it, open Wonders.IMP in Notepad and change the ID to 12. It kicks butt once it works!

7. Yes, the Wonder stays with the planet on which it was built.

8. Wonders are cleared out, though there appears to be a bug with the Tri-Strontium Steel Trade Good not getting cleared. Production is lost, boys. This sucks. ;p

jaustin1,

You do keep the capital (it stays on the planet on which it was built), but I don't know if it still counts. That is, I don't know if it continues to give you any benefit.

FFAristocrat,

One of us is wrong about this (not being able to trade the good). Although history says it's likely to be me, I think you are mistaken. ;)

I'm in the death throes of a Huge, Beyond Human game, so I'm going to try a test. I'll cancel a wonder that I've captured on an ex-Altarian planet and see whether it then gives me the option to build it on all my other planets. If I can find this thread again, I'll post the results.

End transmission.

~SDC~
Reply #5 Top
Actually, Tri-Strontium Steel and other Trade Goods are cleared now. I've just played a game where the Alexians got two trade goods while I was producing them (one of which was Tri-Strontium Steel) and both times, the planets making them had nothing under their Social Project.
Reply #6 Top
Nicolas,

That's good to hear. It wasn't cleared in the game I just finished but, like I said, it was a Huge galaxy and it feels like I started the game in the 1990's. ;p

Test results: once a Wonder is built, it can't be rebuilt. I cancelled the Galactic Monument built on one of the planets I conquered, but it didn't show up again. I'm not sure if this means that the Wonder remained in the conquered planets completed projects list, but had stopped providing benefits. On the hope that it continued working for its new master, I won't do it again. :)

End transmission.

~SDC~