Missing Starbase Modules?

I apologize, been searching so long I've given up hoping for the mercies of the fellow players here (no luck solving this on my own)

I had played previously, my brother introducing me to the game in the original Dread Lords.  I liked it well enough I just got a digital only copy with both expansions. (Don't get me started about how much trouble I've had finding a digital manual which I still haven't found.  Stardock should hire me to help with their really lousy website design.)

Previously I liked to play working towards an influence victory planting influence starbases fully loaded all over the place.  The problem now, in my first game is that I can't find any more starbase modules... no galactic consortium, no insurrection coordinator, no ability to even research them OR even the cultural conquest.

 

I am playing as the Yor (which I had done before and used the same strategy)  but it seems like it's completely missing tech paths that I like for my method of play.  What am I missing here?

3,289 views 4 replies
Reply #1 Top

My guess is you're playing TA - which has individually changed techtrees for all races. As for the Yor, they don't really like diplomacy thaaat much :)

Reply #2 Top

hrmmmm, this changes much then.  Any suggestions for which tech tree is best for attempting a cultural victory?

Reply #3 Top

Although I haven't ventured much outside of Terrans, on the surface of it I'd say the Krynn. Most of their unique techs involve their religion and converting people to it, which is reflected by influence in the game. I have not actually used them but by looking at their techs through the TOA Galactopedia, I can't think of another race that would be better at the influence game.

Reply #4 Top

Krynn and Terrans will both be good choices. It may even be possible to pull off with the Yor, if you can get the AIs to research the cultural techs and then buy or steal those techs from them.