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What alignment should the Terran Alliance pursue?

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Author Topic: Let's Play GalCiv 2 - Twilight of the Arnor! (Dead)  (Read 52896 times)

Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/21/11)
« Reply #345 on: August 22, 2011, 03:10:56 am »

But what about the soldiering techs, can you research them?

The module is on the soldiering tech tree, although we already have like half the freaking tree at the moment. Quick note, the costs of Planet Class reduction and/or building destruction are only applied if the planet is captured. No idea why, but feel free to throw meteors at planets that information warfare won't help with and are not going to be captured. However, once we research the "use robots" invasion option, that's a real good one I'd use frequently. Until then, tidal disruption is also very, very good and only destroys buildings.

I'd max out the soldiering tree then continue down the point defense research tree for awhile. I'd also recommend building research labs ASAP. If we're behind on tech with the Krynn, I don't even want to imagine how far ahead the Thalans are. You might scoff at our decreased production, but even a little bit of soldiering will drastically reduce how many ships we'll actually need.

Also, can we get a picture of the victory screen? I have this paranoid theory somebody's going to go for a tech victory for some reason. At the very least we might see some interesting stats.
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shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/21/11)
« Reply #346 on: August 22, 2011, 03:34:11 am »

R&D
let's go with tidal disruption, pretty please? it's a heavenly way of mass slaughter, and does little to no damage to infrastructure.
(or so i recall)
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timferius

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/21/11)
« Reply #347 on: August 22, 2011, 07:18:51 am »

War Council

I think I agree with NRDL on this, I say we leave one fleet dedicated to starbase destruction. Not only can we hinder their attacks on our influence, but if they have any economy bases around, we can start to cripple their war effort as well. Perhaps we should stockpile a few contructors on a planet near the frontline as well, in case we need a military starbase to aid in a difficult siege, or protect a beseiged world.
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/21/11)
« Reply #348 on: August 22, 2011, 07:20:20 am »

War Council

I think I agree with NRDL on this, I say we leave one fleet dedicated to starbase destruction. Not only can we hinder their attacks on our influence, but if they have any economy bases around, we can start to cripple their war effort as well. Perhaps we should stockpile a few contructors on a planet near the frontline as well, in case we need a military starbase to aid in a difficult siege, or protect a beseiged world.

Thanks, tim. 
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/21/11)
« Reply #349 on: August 22, 2011, 09:27:32 am »

Well, you seem to be doing good on ship production. Can we design a missile version of the Phoenix yet? It should be more effective.

Focus a tad more on Armok maybe. Once we have the space war clearly under control, we can invade their defenceless worlds. Also, may I suggest filling the Comp112 with Krynns? Sound like fun to me.
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/21/11)
« Reply #350 on: August 23, 2011, 09:19:24 pm »

Year 2231, Part 2

The war was interrupted with the news that a planet had been destroyed by a comet:
Spoiler (click to show/hide)
Since it was a low quality world that the Alliance had never even seen, High Command paid it no mind.

Some armchair general came up with the bright idea to cram lots of soldiers into smaller quarters, an idea which caught on with ship designers:
Spoiler (click to show/hide)
The advanced transport modules led to the creation of the Comp112 Mk2, a transport which could carry 2 billion soldiers. Though much more expensive than the original, fewer would be needed to pacify worlds which would hopefully save money in the long run.

Mindful of the council's recommendation to train the troops well, a number of technologies for the defense of planets were introduced:
Spoiler (click to show/hide)

Near the Southern Rim of the galaxy, the world of Marshall I was captured, though losses were heavy:
Spoiler (click to show/hide)
Records of a new technology were uncovered in the ruins:
Spoiler (click to show/hide)

After a few failed invasions of other Krynn worlds, military scientists unveiled a technique to turn a planet's own oceans against them:
Spoiler (click to show/hide)

Without warning, MAX POWER! was struck with an epiphany. The Terrans had the best diplomatic skills in the galaxy. Why not convince some fools brave friends to help attack the Krynn? Negotiations began immediately, though many races were either too scared to attack the Krynn or on friendly terms with them. The Yor had no such inhibitions however, and readily agreed to go to war:
Spoiler (click to show/hide)
Reasoning that he could potentially kill two birds with one stone, MAX POWER! managed to get the Drath (slowly growing more powerful) to declare war on the Seeker Swarm (who had that blasted ascension starbase):
Spoiler (click to show/hide)

Midway through October, the worst week of the year occurred. First came the devastating news that the planet of Amcor III had been captured by the enemy.
Spoiler (click to show/hide)
Though the brave citizens had fought to the last, they could not stand against the storm of transports and eventually succumbed. Though details were sketchy, some theorized that the Krynn had used mass drivers to gain a ruthless advantage.

Riots spread over the surface of Earth in response to the news. Though mad with rage over the loss, MAX POWER! resisted the urge to terminate the rioters with extreme force, instead allowing the rioters to burn themselves out. High Command realized that the Alliance couldn't afford to lose either massive amounts of money or massive amounts of citizens, so a middle ground was reached.

Almost forgotten amongst the news of riots and dead civilians, High Command received the shocking notice that one of the mighty Armok cruisers had finally fallen. Battered and bloody, the ship was defeated after being attacked by a large fighter fleet. The entire crew was posthumously given medals of valor for fighting against long odds.

The Alliance response was swift. With cries of "Remember Amcor!", soldiers poured onto the surface of Zalr I, capturing it with relatively few casualties:
Spoiler (click to show/hide)
A study on the use of armor for starships was uncovered and translated.
Spoiler (click to show/hide)
Almost simultaneously, Osiris III was captured as well, suffering far fewer casualties:
Spoiler (click to show/hide)
Computers found in the rubble of the Krynn command center yielded a much more impressive technology:
Spoiler (click to show/hide)
MAX POWER! declared the "Amcor Campaign" a complete success.

In what could be considered a terrible blow, news came in that the Krynn had mastered the ancient art of Tir-Quan training:
Spoiler (click to show/hide)
Our soldiers would once again be the inferior forces in battle.

In response, spies were placed on several Krynn worlds, mostly as a distraction but also to disrupt the war effort. Agents managed to tap into Krynn communication networks, increasing S.P.Y.'s knowledge of their consortium.
Spoiler (click to show/hide)

After skipping a step, Alliance scientists managed to put together a functional medium-sized starship:
Spoiler (click to show/hide)

As the year drew to a close, Armok production finally hit full swing. Mighty cruisers departed starports all over the empire, bringing the fight to the enemy. One brave crew managed to destroy several invasion fleets and their escorts, using their point defense and superior speed to overtake them one after another.

Realising that a middle ground had to be reached between Phoenixes (which were slowly being worn down in their garrison duties) and Armoks (which took a long time even for major worlds to produce), starship engineers made use of the new medium hull size and produced the Near-Range Dart Launcher:
Spoiler (click to show/hide)

For the first time in years, a world was simply colonized, rather than conquered. Marshall I had a habitable neighbor, Marshall II. A leftover Basque in a nearby system was diverted, and...
Spoiler: HOLY CRAP (click to show/hide)
The planet not only had a major manufacturing bonus area, but a perfectly preserved precursor university (massive 700% bonus to research). Unsure how to utilize the planet, the governor began work on a trade center while waiting for orders from Colonial Affairs.

Another comet hit and destroyed a planet, sparking a massive Extranet conspiracy that advanced aliens were deliberately killing planets for fun. High Command, having no idea where this world was or if there was even life on it, made a note of it and continued waging war:
Spoiler (click to show/hide)

The Thalan empire announced that they had finally defeated a minor race known as the Jessuins. MAX POWER! merely shrugged, as the Alliance had never made contact with that race.
Spoiler (click to show/hide)

An advanced version of the Stinger was developed, which fired missiles with on-board radar:
Spoiler (click to show/hide)

The UP met again, with an interesting proposal. A race would be contracted to build a massive arena for an intergalactic sporting event, which would be sure to generate massive profits for the race in question:
Spoiler (click to show/hide)
The votes were cast...
Spoiler (click to show/hide)
And the Krynn came out on top, despite no one else voting for them. Interestingly, the Yor had voted for the Alliance to have the honor. Perhaps a friendly shout-out?

With the new year only hours away, the Thalan leader demanded tribute from the Alliance:
Spoiler (click to show/hide)
Their request was, of course, denied. Hithisius was outraged, but then...
Spoiler (click to show/hide)
Nice to know that we've got our own strengths.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LONG-ASS turn this time. We've really been neglecting to use our diplomatic prowess, as shown by our ability to get the races to fight each other. Military power is nice, but if we can get future enemies to weaken each other we can win in the long run.

The Krynn, despite losing several large fleets, clearly still have a lot of manufacturing power. I've been blowing up transports, freighters, and colony ships left and right, not to mention fleets of as many as five heavy fighters. Also, occasionally I'll come across a transport with missile weapons. They die easily enough, but it's a strategy I've never seen AI use before.

The Armoks are doing awesome, despite the loss of one partway through this update. The problem comes from having them fight to many ships in to short a timespan. I've started retreating them to planets after every few kills in order to get repaired, though the process is slow.

For some reason, the Phoenixes have also become quite awesome. Using them to attack transport fleets frees up the cruisers to attack battlefleets and planets.

Boatmurdered, surprisingly, is still hanging in there. The single Phoenix defending the world managed to take out a small fighter fleet and survive, keeping the world safe from invasion. Now that an Armok is also defending the place, Boatmurdered seems to be secure.

Also discuss: Marshall II. Holy Crap. The only reason I sent that Basque over is because a fighter fleet intercepted and destroyed a Krynn colony ship heading for the same planet. I figured that I'd better take it instead. What will we do with it?

I have not been able to find any Krynn starbases. Rest assured that as soon as one is located, it will be destroyed with extreme prejudice. Sending scouting fleets, however, is risky.
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/21/11)
« Reply #351 on: August 23, 2011, 10:12:27 pm »

All in all, things are going pretty well. If we can stay like this, we'll eventually beat the Krynn through attrition. Just keep stealing planets from them until they offer a kickass peace treaty or start kicking our asses. Also, keep trying to buddy up with more races. Seeing the Arceans support the Yor is a total "wat" moment. They should be pretty peaceful and stuff. We're looking for alliances, economy treaties, and/or research treaties, but getting anything would be great. I'll let the Diplomatic Corps deal with it, but they need to get it together.

@Marshall II: Buy a factory on that production square, then build research labs everywhere. Focus on social production until all the labs are done.

Next, find whatever planet of ours has the most manufactoring ability and build our manufactoring capital there. Do the same with our economic and research capitals if we haven't built them yet. Stick these on the best available bonus square if applicable.

Oh, and make sure our starbases have all possible modules so they're both as well-defended and productive as possible. Yeah, I know not getting a ship hurts, it's just something to remember during peacetime.
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Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

By definition that makes you a fan since you still buy them.

Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/21/11)
« Reply #352 on: August 23, 2011, 10:27:30 pm »

Ymir I is probably our best manufacturing world, but I'll have to check. It's military production is in the upper 50s, but it's getting pretty crowded on the ground.

I think we have just two starbases left: The ascension starbase (which cannot be upgraded) and an influence starbase with weapons (has defeated several ships attempting to destroy it). I can try to resume constructor production should SHEB wish it.

EDIT: Also worth noting: while attempting to get other races to attack the Krynn, I decided to experiment with a peace treaty. They flatly denied an equal treaty, demanding stuff from us. Apparently they haven't gotten the message yet  :P
« Last Edit: August 23, 2011, 10:30:37 pm by Sirus »
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #353 on: August 23, 2011, 11:45:11 pm »

We don't have any mining starbases?
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Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

By definition that makes you a fan since you still buy them.

Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #354 on: August 23, 2011, 11:48:42 pm »

We did. It got blown up  :P

There are practically no resources near our territory. A single military resource (got blown up) and an economic resource all the way in Arcean territory. Nothing else as far as I can tell, though many other races have multiple mining starbases. We just got unlucky.
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #355 on: August 23, 2011, 11:53:32 pm »

It might be worth it to build several constructors to rebuilt that military starbase and then quickly give it a bunch of defensive modules.
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #356 on: August 24, 2011, 02:46:47 am »

Yeah, I don't like slowing down warship production, but a military resource is worth it.

-Produce 3 constructors near that resources.
-Phase out Phoenix production and focus on Armok and NRDL.
-Update those two designs with Stinger III.
-Keep Mars on Comp112 building. All other shipyards wil produce warships (save for the one producing constructors of course).
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #357 on: August 24, 2011, 02:52:14 am »

War Council

I like this manipulation of other races, it hurts our current enemies, as well as any future enemies for when we completely conquer the galaxy.  Continue doing everything possible to increase our soldiering ability.  Our ships are doing a great job, nice one with the increased transport ability, but when it comes to conquering planets, we suck, especially now that the Krynn have a martial arts academy. 

As for spaceship warfare, continue with the whole "raze enemy mining and resource centers to the ground tactic".  Attack their economy this way, and destroy all of their starbases, especially using fighters or anything other than Armoks.  The Armoks appear to be our invasion ships, so save them for when we actually take planets away from the Krynn.

Over and out. 
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #358 on: August 24, 2011, 04:28:47 am »

I think we've reached the end of the soldiering tech tree, although there might be one last one at the end. But unless we find the Krynn planet with the Tri-Quan on it and steal it, our soldiering isn't going to get much better from here on out.
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Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

By definition that makes you a fan since you still buy them.

NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #359 on: August 24, 2011, 05:51:19 am »

I think we've reached the end of the soldiering tech tree, although there might be one last one at the end. But unless we find the Krynn planet with the Tri-Quan on it and steal it, our soldiering isn't going to get much better from here on out.

I support invading the world with the Tri-Quan on it.  We're going to need quite a few transports to have enough troops to overwhelm the planet.  Will tidal disruption affect the Tri-Quan?  If not, use that, or anything even more effective.  Once we have the Tri-Quan we will have enough supersoldiers to conquer the galaxy. 
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