1 Technology License / Technology DRM
Summary:
In the Diplomacy screen an option that allows you to sell a technology to another player / AI but prevents them from trading it to another player for 10, 25, 50, or 100 turns.
Unlock:
The option can be unlocked in the Tech Tree, with the 10 turn option unlocking at Universal Translator, an Age of Exploration era tech unlocking the 25 turn option, an Age of War unlocking the 50 turn option, and an Age of Ascension the 100 turn option.
UI: When you choose a technology to buy or sell in diplomacy screen, a checkbox is available on the left of the technology name. If you click the checkbox a popup appears to choose Technology License turn limit. If you choose a Technology License, the technology name changes colors to yellow with Technology Name (License: Turns). Example: Universal Translator (License: 10 Turns).
2. Interplanetary Share
Summary: A planet can trade its resources with another planet with an appropriate planetary improvement and Freighter. In late game you just need a teleportation planetary improvement. This allows you to use your freighters on your planets if you don’t feel like trading with other players.
Similar to a colony ship transferring population, you can transfer social production, research, food, approval, and planetary defense, to another planet in a lum sum to another planet. This allows your freighter for example to collect production and trade it from a high production planet to a starting planet. The Freighter stays docked at the planet until it collects enough points and has a max capacity. You need to unlock the ability to trade production, research, and food with appropriate technologies.
A Freighter visits one of your planets and a popup tells you how much you want to transfer, with a cap. You can only transfer, “upload”, a max of what a planet makes in one turn, but you can take multiple turns to collect.
A Freighter can only collect up to 50% of what the planet makes. With a technology it can be increased.
Example:
Freighter has a max of 10 production it can collect and trade. It docks at planet Frogboy with 55 production a turn. The Freighter has priority over social/military and collects 10 production, leaving 45 to the planet Frogboy.
Example 2 :
Freighter has a max of 10 production it can collect and trade. It docks at planet Frogboy with 15 production a turn. The Freighter has priority over social/military and you tell it to collect 5 production a turn for 2 turns. The Freighter is anchors and you can’t eject it from planet until complete. This leaves 10 production to the planet Frogboy for the two turns.
Example 3 :
Freighter has a max of 10 production it can collect and trade. It docks at planet Brad that makes 2 production a turn. The Freighter has priority over social/military and you tell it to collect 1 production a turn for 10 turns, since it can only collect up to 50% at once. The Freighter is anchors and you can’t eject it from planet until complete. This leaves 1 production to the planet Frogboy for the ten turns.
You can have a late game teleportation technology that allows you to transfer resources with nearby planets up to X sectors away.
This is good if you have a research focused planet but don’t want to build factories to get the research centers built.
You can also make it simpler and have technology unlocks that allows you to trade production, research, food, and even approval via a trade route between planets.
UI:
You will need a Game Options to enable and disable this.
You might need to revamp the Trade screen under Govern to show from which planets are transferring what to what planets.