Spore ships vs Extreeme Worlds

I never played the Korath too much in DA, but I noticed now in TA that I can skirt around needing some extreme world techs by using spore ships. I learned Adv Toxic worlds so that any world I take is running at 100%. Well, that is the only extreme tech I have. Now if I take out a Radioactive colony or such with a spore ship, the planet turns Toxic and I'm now good to go.

Anyone else notice this? This may be a good point to talk about hybrid worlds. If a planet has heavy gravity, how would the toxic atmosphere really change that fact?
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Reply #1 Top
Anyone else notice this? This may be a good point to talk about hybrid worlds. If a planet has heavy gravity, how would the toxic atmosphere really change that fact?
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In reality, it probably wouldn't. You've basically found a "bug"/exploit. Its not TA-specific, though. You can do it DA, also. Just wait for the AI to colonize a planet then hit it with a spore ship. I think that might be one of the reasons they upped the cost of the spore module in a recent patch
Reply #2 Top
i don't really think it's a bug or anything. think about it. if one civ goes and colonizes a world that requires heavy gravity colonization, it in essence isn't really a heavy gravity world anymore because of the way it was colonized. So, when you go and conquer it, the planet still has a functioning colony even if everyone is dead because of the sporeship since the other civilization colonized it.

-DSep
Reply #3 Top
Well, I didnt know what to call it, hence the ""'s around the word "bug".

I suppose it would depend on how you look at it. Heavy gravity, for instance, would STILL be a heavy gravity planet even if you dropped spores on it. So if the Korath came along and bombed it, they would still need to know how to live in heavy gravity, or know the secret to surviving there.

Conversely, if the previous colonists had a tech that reduced the gravity inside a dome or some certain area, then yes, you could conquer it, and still have a functioning colony, assuming you didnt have to do anything maintanence-wise, etc. to sustain it.

I personally would recommend avoiding high gravity, toxic worlds entirely. They play havoc on your weight and diet regimen and the surgeon general says they are known to cause cancer and lead to birth defects...
Reply #4 Top
don't really think it's a bug or anything. think about it. if one civ goes and colonizes a world that requires heavy gravity colonization, it in essence isn't really a heavy gravity world anymore because of the way it was colonized. So, when you go and conquer it, the planet still has a functioning colony even if everyone is dead because of the sporeship since the other civilization colonized it.

-DSep
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Nah, when another race colonizes a planet in which you don't have the tech for, it doesn't clear the planet (like in MoO & Atmospheric Teraforming).

Without having hybrid worlds, I don't see how you could have it accomplished 'logically'. The spore module shouldn't be a module to change ANY non toxic world into a toxic world. None the less it should make it toxic...but it should still hold any requirements as before. Ok, so the air is toxic...how did that evaporate the water? How did it lessen the gravity? How did it grow more plants (ok this can be twisted to work lol)? How did it lessen the radioactivity?

/shrug there is always galciv3
Reply #5 Top

I personally would recommend avoiding high gravity, toxic worlds entirely. They play havoc on your weight and diet regimen and the surgeon general says they are known to cause cancer and lead to birth defects...
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Radioactive worlds, however, are perfectly safe.

(Also, what's with the +5% courage for aquatic colonization? Are you like, scared of water or something? Honestly of any colonization tech to have 'courage', I'd vote for Radioactive or Toxic. Probably radioactive given how much research I've done it, and it honestly scares the shit out of me watching these videos from Chernobyl)
Reply #6 Top
Last game I posted was a Korath and I considered using the spore ship to alter worlds to toxic but honestly never got around to it. Kicked tail without needing to do it.

Vuk-
Reply #7 Top
i just find that using spore ships is simpler than using transports, i don't really care that it makes worlds toxic.
Reply #8 Top
I recently stared using the Korath in TA and spore ships are many times easier to use than transports. For one, you do not lose population on the planets you are making spore ships on and you don't have to put extra spore modules on the ship in order to conquer the planet. You have no need to research soldier techs for the purpose of invading or spending money on invasion tactics that may reduce planet quality.

Spore ships are completely ridiculous. I think a huge hit to diplomacy should be made once spore ships are used making it nearly impossible for you to appease other civs.
Reply #9 Top


Without having hybrid worlds, I don't see how you could have it accomplished 'logically'. The spore module shouldn't be a module to change ANY non toxic world into a toxic world. None the less it should make it toxic...but it should still hold any requirements as before. Ok, so the air is toxic...how did that evaporate the water? How did it lessen the gravity? How did it grow more plants (ok this can be twisted to work lol)? How did it lessen the radioactivity?
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I don't see any logic gap here. Spore ships leave the infrastructure intact. The underwater cities or gravity generators or radiation shielding or whatthehellever the previous owners built to overcome the extreme conditions is still there, thus nullifying that environment. The toxic effect is the only one active after invasion, because previous environment + previous terraforming have cancelled each other out.

That assumes the previous owners had fully terraformed that world (ie, had the advanced tech for that environment). Sporing a world owned by someone with only the basic tech for that environment should only give 50% production -- the previous owners had only half terraformed it, so the same infrastructure shouldn't suddenly give the Korath 100% production. They should still have to have the appropriate advanced tech to upgrade that world from 50% to 100%.

That would be a good way to balance the current system in which the advanced toxic worlds tech effectively gives the Korath all the advanced techs, for invaded worlds if not for self-colonized ones.

Reply #10 Top
If those techs actually teraformed the world into a non-extreeme world I'd fully agree. However the techs aren't anything like MoO's Atmospheric Teraforming in that it would change the planet itself into something anyone can inhabit.

Currently if the Terrans colonize a Radioactive world and I don't have that tech and invade with a troop transport, I have 0% production until I learn the tech. So that said, current structures built to bypass the radioactivity aren't changing hands in that sense when you conquer the world. In invading with a Spore Module, I have added toxicity to the world's atmosphere, making it a toxic planet. Where did the radioactivity go?
Reply #11 Top
I think it can be justified by saying that invading with troops, rather than sporing, will damage the terraforming infrastructure even if it doesn't destroy the factories and whatnot.

Maybe we need an Extreme Environment invasion tactic that doesn't give a soldiering bonus, but instead allows a successful invasion to keep whatever level of environmental adaptation the planet had under the old regime.
Reply #12 Top
They would have to revamp the Extreme Colonization techs then. Currently that passive bonus is what is giving you the ability to work at whatever % on that type of world.

As it is/was the passive bonuses from techs you didn't research weren't applying lol.
Reply #13 Top
I've got a sort of backwards spore ship and environment tech question: If I've already researched Toxic Atmosphere Reductor, can a spore ship still destroy my colony, and if so, why?

I've played many games since spore ships came along, but I've never been hit by one in this context and never used them the couple of times I tried playing as Korath.
Reply #14 Top
You won't be immune to Spore ships if you have the tech for toxic planets. I think it's due to the spore's after affects is what makes it a toxic planet. The initial attack itself is entirely different.
Reply #15 Top
I think it can be justified by saying that invading with troops, rather than sporing, will damage the terraforming infrastructure even if it doesn't destroy the factories and whatnot.
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Swap invasion with culture flipping then. No troops destroying the infrastructure there.

Reply #16 Top
You know what people? It's a game. In games, certain things are just the way they are, and don't necessarily make sense.

Maybe they should just get rid of the "make it toxic" thing. That would solve everything.
Reply #17 Top
Maybe they should just get rid of the "make it toxic" thing. That would solve everything.
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And create a whol new problem: The spore module, now that it doesn't toxify the planet, is a game-breaker, because it just kills everyone and doesn't afftect the planet. :NOTSURE: 
Reply #18 Top
The spore module, now that it doesn't toxify the planet, is a game-breaker, because it just kills everyone and doesn't afftect the planet.
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How's that a game-breaker? The ideal bioweapon does just that: eliminate all members of the opposing population without harming the built or natural environment.
Reply #19 Top
How's that a game-breaker? The ideal bioweapon does just that: eliminate all members of the opposing population without harming the built or natural environment.
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Which doesn't fit the mantra of the Korath. The feed people's souls to the incinerator just to get factories...er slave pits to work better.

They get a technology that makes a planet toxic, but they know how to colonize such a planet...so what the heck do they care if they terraform the galaxy into toxic planets?