Stuck! Help needed on the Ancient Galaxies Campaign *potential spoiler*

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rgronow
Posts: 2
Joined: Tue Jun 10, 2014 6:36 pm

Stuck! Help needed on the Ancient Galaxies Campaign *potential spoiler*

Post by rgronow »

Hello all, this is my first post!

I bought Distant Worlds: Universe recently and flipping love it! However, I am now very stuck and was hoping that someone could help me.

There are potential spoilers below for those who haven't played the distant galaxies campaign yet!

I'm playing the distant galaxies campaign and I've got to the point where I have created the Xaraktor virus - the problem is, I am unable to deploy it because I haven't created a 'bio-engineering facility on a colony' yet.

What the heck is a bio-engineering facility and how do I build it? I've had a look through the research tree and found nothing, I've looked through the wikis and googled it but found nothing about this facility. The wiki's page covers all planetary basis and there is no mention of a bio-engineering facility at all, anywhere!

Basically, how to build one?

Thanks

Rhys :)
Aeson
Posts: 786
Joined: Fri Aug 30, 2013 7:36 pm

RE: Stuck! Help needed on the Ancient Galaxies Campaign *potential spoiler*

Post by Aeson »

You need the tech "Bioengineering," which is towards the end of the medicine branch of the High Tech and Industrial tech tree. Its immediate prerequisite is Genetic Rewiring, which gives the Korolos Medicicomplex wonder, and is at the same tech level as Synthetic Viruses (the first of the Xaractor Virus techs, which you can find easily by scrolling all the way to the right and then scrolling down until you see a tech in the far right portion of the screen), if that helps you locate it (as it happens, the Bioengineering technology is immediately below the first of the Xaractor Virus techs, if your tech tree looks like mine does). Another thing that may help you find it is that this is the same branch that gives you Clone Troopers, and Bioengineering is the second tech beyond the one giving cloning facilities.

Oh, and the Bioengineering Facility description says that it can only be built on desert planets.
rgronow
Posts: 2
Joined: Tue Jun 10, 2014 6:36 pm

RE: Stuck! Help needed on the Ancient Galaxies Campaign *potential spoiler*

Post by rgronow »

Thanks for the reply!

This is tricky indeed - right, have to trade desert colonisation next! Cheers for the help :)

Loving it!
Aeson
Posts: 786
Joined: Fri Aug 30, 2013 7:36 pm

RE: Stuck! Help needed on the Ancient Galaxies Campaign *potential spoiler*

Post by Aeson »

If you have a planet with enough members of a species able to inhabit desert worlds natively, then you don't need to acquire desert colonization technology. The Dhayuts, Mortalans, and Securans are three such species I can think of off the top of my head, and the Dhayuts I know are more or less right next door to the player empire; conquering a planet full of them will do the trick, as even if it doesn't get you a desert colony it gets you the ability to settle on desert worlds. There's also a possibility, when you have population options set to 'assimilate' other species, that enough members of another species will immigrate and give you bonuses of this nature.

I think, though I'm not positive, that the requirement is that in order to build a colony ship capable of settling a type X world (where X is ice, volcanic, swamp, etc) without the technology for colonizing that world type is that your empire needs to include at least one world where the dominant species can natively settle on type X worlds.
ldog
Posts: 90
Joined: Mon Jun 02, 2014 9:30 pm

RE: Stuck! Help needed on the Ancient Galaxies Campaign *potential spoiler*

Post by ldog »

ORIGINAL: Aeson

If you have a planet with enough members of a species able to inhabit desert worlds natively, then you don't need to acquire desert colonization technology. The Dhayuts, Mortalans, and Securans are three such species I can think of off the top of my head, and the Dhayuts I know are more or less right next door to the player empire; conquering a planet full of them will do the trick, as even if it doesn't get you a desert colony it gets you the ability to settle on desert worlds. There's also a possibility, when you have population options set to 'assimilate' other species, that enough members of another species will immigrate and give you bonuses of this nature.

I think, though I'm not positive, that the requirement is that in order to build a colony ship capable of settling a type X world (where X is ice, volcanic, swamp, etc) without the technology for colonizing that world type is that your empire needs to include at least one world where the dominant species can natively settle on type X worlds.

Yes, but to further clarify, the ship must be built at that colony. If you select a given colony ship it will show you the planet types it is capable of colonizing.

So if you conquer a Dhayut world then build a colony ship there you will see desert listed on that ship. Any ships you build at your human worlds will still only be able to colonize continental + any researched types.

FYI the colonizable worlds overlay & colony planner will also now show desert worlds as viable, but the rules above apply.



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