Hi there, Ubercat.
I'm playing a game now where one of the minor races stole all the tech of a major civ and wants to trade it to me for one or more worlds. When my turn started, I went to the trade screen with this minor civ and noticed that he had a ton of techs; certainly enough to indicate a technology theft. I have no apparent means of making the trade, however. I offered him a midling value world and he wouldn't give me even one tech for it. What's the trick to making the trade?
Not sure if this is a bug, per se, but this is a known issue where they just won't trade no matter what. It doesn't matter what you offer, they're not selling. Also, If you're lucky, sometimes they'll be willing to trade for BCs or some of your techs rather than planets.
Another question I've gnawed at since the beginning. Do the advantages of turning into a good civ outweigh the advantages of turning evil? If they're basically equivalent, then there's no real reason to be good. You pay a significant price for all the good moral choices you make throughout the game, while evil decisions confer advantages. That should make turning evil the no-brainer choice. Am I wrong?
The random events that force you to make a moral choice aren't really there to give you more stuff. It's more or less there for roleplay. Like when I start a game, I usually already know what I want my civilization to be, Good or Evil. If I decide to be evil, I gleefully choose those entertaining and rewarding Evil options. If I want to be good, I bite the bullet and do what an honorable civilization would do (sometimes choosing the Neutral choice if the penalty on the Good one was too steep).
I could choose Evil options for the bonuses and then buy my way to good. It all just depends on what style of gameplay you want.