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* GivingRadioToTheRomans: A common mechanic to help a race develop is to take something they've recently invented and give it to them a few centuries earlier.

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De-wick The Reptilians per TRS


At the start, the XTM has four "seeds" aboard. These seeds are actually genetically-engineered [[VoluntaryShapeshifting morphs]] capable of assuming the shape of the race where it is beamed down. Essentially, any planet you choose of the appropriate climate to beam down the appropriate seed turns out to be that race's homeworld (although, it's a good idea to pick worlds that won't be conquered by the Microids any time soon). The first thing the morphs do is build temples in your honor, where they keep communications equipment and where the locals bring new inventions for you to approve or take away (if you teleport the technology to your ship, it will be erased from history). The main way of solving the various crises that crop up is to communicate with the race's morph and give it instructions. The morph may refuse to follow them, though, requiring you to take alternate means. The four races in question are the [[TheReptilians Reptoids]] (desert world), the Slothoids (ice world), the [[BeePeople Entomons]] (jungle world), and the [[FishPeople Piscines]] (water world). For some reason, none of these is capable of resolving their crises on their own, resulting in chaos that lasts until the Microids come and destroy them, meaning you have to babysit all the races through most of their 10,000-year history (in 100-year increments).

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At the start, the XTM has four "seeds" aboard. These seeds are actually genetically-engineered [[VoluntaryShapeshifting morphs]] capable of assuming the shape of the race where it is beamed down. Essentially, any planet you choose of the appropriate climate to beam down the appropriate seed turns out to be that race's homeworld (although, it's a good idea to pick worlds that won't be conquered by the Microids any time soon). The first thing the morphs do is build temples in your honor, where they keep communications equipment and where the locals bring new inventions for you to approve or take away (if you teleport the technology to your ship, it will be erased from history). The main way of solving the various crises that crop up is to communicate with the race's morph and give it instructions. The morph may refuse to follow them, though, requiring you to take alternate means. The four races in question are the [[TheReptilians [[LizardFolk Reptoids]] (desert world), the Slothoids (ice world), the [[BeePeople Entomons]] (jungle world), and the [[FishPeople Piscines]] (water world). For some reason, none of these is capable of resolving their crises on their own, resulting in chaos that lasts until the Microids come and destroy them, meaning you have to babysit all the races through most of their 10,000-year history (in 100-year increments).



* LizardFolk: The Reptoids are war-like desert-dwelling humanoid reptiles with a great emphasis on honor.



* TheReptilians: The Reptoids are war-like desert-dwelling humanoid reptiles with a great emphasis on honor.

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