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3) All ancient ruins technology requires levels of Xenoarchaeology to implement, as well as tech in other areas. They do work - with the exception of the Malfadorian Houses and Playgrounds - those are just fluff ruins that do nothing notable to my knowledge. Unofficial Adamant 0.16.xx Bug Hunter Back to top
1) There isn't really any way to tell the AI to only build one per system, and to make sure they build one in every system. There is no way to tell the AI what mix of colony types to use in a particular system. Thus, we have to make all resource colonies get a spaceport, else the AI will end up with spaceportless systems. Note that the stock AI does the same thing.
2) I don't understand the question.
3) You can't always understand the tech recovered from ancient ruins right away. There are a few exceptions, but most ruins techs are like theoretical tech areas, rather than applied science. They allow you to research useful items once you have all of the prerequisite theoretical techs. Note that the 3 "Malfadorian" ruins provide nothing of interest; they represent ruins that are purely cultural in nature, without any usable technological artifacts left behind. Smarter than your average Texrak. Back to top
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