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Author Topic: Let's Play GalCiv 2 - Twilight of the Arnor! (Dead)  (Read 52887 times)

NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #375 on: August 25, 2011, 06:12:59 am »

War Council
What'd I miss? Let's see.... I agree with the Tir/Quan planet, we should rush it as soon as possible, that should save many brave troops from death and destruction. Also, yes, the Sun tzu agreement was PQ, not buildings. I have to aggree with Sirius on this one, it's easy enough to rebuild it later if we must, but we can't risk driving our economy into the ditch. The ability to buy ships in case of emergencies far outweighs 1 manufacturing planet in my honest opinion.

I'm glad you agree with the Tir-Quan planet problem, and I will have to concede to Sirius' idea. 
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #376 on: August 26, 2011, 04:22:55 pm »

Update will be later today, possibly early tomorrow. These are the things I will be doing during the turn:

Operation Gladstone: Find and capture Gladstone I, if possible. Invasion tactics are limited to standard invasion or information warfare if Gladstone's approval is low enough, to avoid damaging planet quality (Sun-Tzu agreement) or the valuable Tir-Quan training on the surface.

Recapture the military resource, and give the starbase some way to defend itself. Build Armoks and NRDLs, and have Mars build Comp112s.

Recapture Amcor I. Even if we had no real attachment for the world, it'll be easy to take while it has low population.

Since we haven't had any word from R&D or the Diplomats, I will continue to get races to fight each other whenever possible. I will not get the Arceans and Yor to fight each other, since they seem to be our most likely allies. Research will continue as normal, focusing on military techs and anything to improve our soldiers.

I would like to get more specifics on Marshall II. Mr. Person seems to want it to be a research world, but he also wants a factory. Should I also build a starport for ship production, or will it just be used to build labs?

I will double-check this thread before starting. If anyone has last-minute orders, get them in before approximately 9pm PST.
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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #377 on: August 26, 2011, 05:09:20 pm »

R&D

No objections to continued military technology.

Do bear in mind, though, that once we're winning, drifting back to less violent technologies can give us an edge in general without impacting our ability to win too much.
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EuchreJack

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #378 on: August 26, 2011, 05:35:11 pm »

S.P.Y. Network

We applaud the presidents current uses of our agents, and suggest further usage along the lines previously recommended by other committee heads.

When you find the Tir-Quan training facility, you might try placing one of my agents into it.

Congratulations on Medium Infiltration!

On the diplomatic front, I'd suggest trading tech for tech, especially with the Yor and Arceans.  Otherwise, we run the risk of being technologically inferior to the races we goat into war.  But it's ultimately not my call.

Also, I'm perfectly ok with using Tidal Wave on the massive Krynn factory world.  Besides, unless those are Industrial Centers on the planet, we'll be building better in the future anyways.  And the remaining factories should be able to replicate more factories pretty quickly.  But again, this isn't my call.

Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #379 on: August 26, 2011, 05:43:06 pm »

Yeah, the idea was to build a factory to hurry production of research labs (and upgrading them when we finally get better labs and/or soil enhancement, wink wink).
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Darkmere

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #380 on: August 26, 2011, 07:51:16 pm »

I had to drop in and praise how entertaining this is to read. Also to curse you all for making me want to play again, even though I'll just spend hours with the ship builder and never get anything done.

*sigh*

Good luck on capturing the Tir-Quan facility, eagerly awaiting the update. And now, back to lurking...
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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #381 on: August 27, 2011, 02:18:27 am »

Mini update again. I've decided to do half-year turns while the war continues. I just spent two hours playing, and only got to June -_-;

Year 2232, Part 1

The year kicked off with a bit of trading with the Yor:
Spoiler (click to show/hide)
Scientists had no idea what this "scatter blaster" was, but hoped that it was a strong laser weapon.
Spoiler (click to show/hide)

A Phoenix pilot was assigned an important mission: Destroy the Krynn's military resource mining base!
Spoiler (click to show/hide)
Though the mission was successful, the pilot was sadly killed returning to base.

By using a mix of chemicals and fertilizer, agricultural scientists discovered a way to make some types of soil habitable:
Spoiler (click to show/hide)

The influence starbase in the middle of Krynn territory continued to resist attackers. It's crew were battle-hardened and fearless:
Spoiler (click to show/hide)

Scientists declared the invention of the most powerful sensors known to any race:
Spoiler (click to show/hide)

Some more trading was done with the Arceans:
Spoiler (click to show/hide)
((I have no idea what advanced fire control does  :P ))

The Snathi, whom the Alliance had barely spoken to, eagerly traded advanced Fleet Warp Bubbles for troop carrier technology:
Spoiler (click to show/hide)
((Fleet Warp Bubbles are a type of ship mod, which boost the speed rating of every ship in a given fleet. Best used on purpose-built boosting ships))

More advanced forms of ECM were perfected:
Spoiler (click to show/hide)

Remember Pelagon III, the world I captured but never got a pic of? Here it is in all it's glory:
Spoiler (click to show/hide)
As you can see, it's highly flexible.

Multiple Terran agents were eliminated in a single week. Espionage experts are baffled:
Spoiler (click to show/hide)

Two worlds were conquered midway through March. The first was Aldra I, a minor world with a small population:
Spoiler (click to show/hide)
By capturing this world, the Alliance had, for the first time, conquered an entire star system:
Spoiler (click to show/hide)
A very strange technology was discovered on Aldra I:
Spoiler (click to show/hide)

The second world conquered was a huge morale booster for the public: Amcor III:
Spoiler (click to show/hide)
Sadly, casualties were high due to a mis-communication that dropped several battalions in heavy crossfire.

Starbase engineers began theorizing a number of ways to improve:
Spoiler (click to show/hide)

Propaganda intercepted from Krynn high command revealed that the mechanical Dark Yor had finally been defeated:
Spoiler (click to show/hide)

The crew of Influence Base 300, cultural legends and badasses, finally perished to a large Krynn fleet:
Spoiler (click to show/hide)
As record holders for number of kills, the crew were formally recognized and a candlelight vigil was held at the Earth's capital.

"Never again!" cried starbase engineers, unveiling a number of new starbase-specific technologies:
Spoiler (click to show/hide)

A new mining base was built on the hotly-contested military resource, and guns were added right away:
Spoiler (click to show/hide)

The first NRDL scored it's first kills over the skies of Russom I
Spoiler (click to show/hide)
The green crew took down two Krynn escorts with only minimal damage.

GODDAMMIT
Spoiler (click to show/hide)
A single fleet of Krynn fighters managed to take down the new mining base, just a week before an additional constructor could add powerful point defense guns and without losing a single ship. The constructor retreated to Pelagon III.

In the Harper system, a brand-new Armok Mk II ran into a massive war group of Krynn fighters:
Spoiler (click to show/hide)
Missile tubes blazing, the crew managed to destroy most of the ships before seeking refuge at Harper IV.
((BTW: Most of the Krynn fleets I fight are like these ones. And they're EVERYWHERE.))

The rather unspectacular world of Russom I was captured after a short but intense battle:
Spoiler (click to show/hide)
A rather simple technology was discovered on the planet:
Spoiler (click to show/hide)
The NRDL which cleared the skies was given the honor of defending the new colony.

Despite the earlier loss of so many agents, the Alliance's knowledge of the Krynn Consortium grew and grew:
Spoiler (click to show/hide)

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

Aaand that's the picture as of June 1st.

A few things that I forgot to/didn't see the need to screenshot:

Our Ascension starbase was destroyed near the end of the update. The only ships in the area were a couple of Phoenixes, who went down in no time flat.

Our budget is on a razor's edge. I built a bunch of trade centers on different worlds, and that has stabilized things a bit. Still, every ship in service is another hit to our weekly expenses. I also managed to get us a little more pocket money by selling techs to our friends and "borrowing" from the Snathi and Iconians.

We are now close with the Arceans and the Drath, of all things. We are warm with the Yor and Iconians. Most everyone else is either cool or at war (Krynn).

Since someone asked, I looked at the victory progress for each of the races. No, it doesn't seem like anyone is trying for a technological victory. However, races like the Krynn are about 30% of the way to a conquest victory. This should change as we take more worlds from them.
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/27/11)
« Reply #382 on: August 27, 2011, 02:53:58 am »

War Council

The situation seems mostly the same, other than the assassination of our spies.  Continue with the war plan, we need the Tir-Quan, then strike at their biggest industrial planet next.  Continue with the manipulation of other races, it seems to be effective ( so far ).

Over and out. 
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/27/11)
« Reply #383 on: August 27, 2011, 03:36:11 am »

You know what we need? Better economic buildings.

Oh, and all the Krynn planets. Those would be nice. Especially high population ones.
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/27/11)
« Reply #384 on: August 27, 2011, 03:53:56 am »

I'd like to request a specialized Fleet Warp Ship to be designed, but not built.

Oh, and get some Constructors builts and sent them all in once to finally get that mining starbase done and armed.
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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/27/11)
« Reply #385 on: August 27, 2011, 04:21:39 am »

R&D

We should research more advanced trade centers if we can afford it.


If not, oh well, but I'd suggest to Colonial Affairs that we at least temporarily convert some worlds to economic duty.


Also bear further diplomacy techs in mind, since we'll want to keep doing what we're doing there.
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/27/11)o
« Reply #386 on: August 27, 2011, 04:42:57 am »

I'd rather not convert any production planets away from their true purpose, but I suppose we could use unoccupied squares for farms and economy buildings. I'd rather not involve research planets since their low production is going to result in long waits until we get more cash. Make sure all of our planets are building, upgrading, or fixing up squares.

Quick note to R&D: Since we're not going to be colonizing many if any planets anymore, I suggest researching Xeno Ethics sometime in the near future. I think it comes with a Diplomacy bonus, but mostly it's to let us pick an alignment. Also, researching the government techs will allow us to switch to a better government, which will result in a better economy. Which means more money. Also, I think those too come with Diplomacy bonuses.
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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.

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majikero

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/27/11)
« Reply #387 on: August 27, 2011, 05:05:07 pm »

Go the Terror Star path and destroy stars! It's a good negotiation tool to boot as well.
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IronyOwl

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/27/11)
« Reply #388 on: August 27, 2011, 05:07:48 pm »

R&D

I support government techs, then, when reasonably priced.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

EuchreJack

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #389 on: August 29, 2011, 01:13:23 am »

head the "S.olar P.lane Y.eomen" Network.  We hope to have offices on all alien worlds!

S.P.Y. Network

I am glad to see that my members are making great strides in their task, despite tragedy.

In lew of our recent loses, I would request a planet be renamed Yeoman Prime, in honor of the losses among my organization.

Hopefully, we'll be stealing techs from the stinking alien scum soon!
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