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What alignment should the Terran Alliance pursue?

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Good unless severe penalties
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Author Topic: Let's Play GalCiv 2 - Twilight of the Arnor! (Dead)  (Read 52993 times)

Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #60 on: August 09, 2011, 01:10:31 am »

Alrighty, voting is closed (has been for awhile now, actually  :P ) and the Industrialists came out the winnar! Now, for the first update, the "Prologue", if you will.
<tutorialmode>

Spoiler (click to show/hide)
Here is Sol. As you can see, we've got three asteroids in our system (provide production bonuses). By a quirk, we can already see two planets from another system at about 2 o'clock. Both are Class 0, but the rest of the system may be worth checking out. Mars is habitable at a Class 4, but frankly there are usually better ways to spend a colony ship.

Now, we get three ships to start. From right to left, they are:
  • Space Miner: Builds asteroid mining bases
  • Flagship: Fast ship that can be used as a scout, but is best suited for tracking down anomalies (there's on right next to Earth, potentially a good one).
  • Colony Ship: Used to colonize planets (duh). Can only be used once, so we'll need to build more if we want more planets.

If you look at the minimap, you'll see white dots scattered all over. Those are stars. We cannot see individual planets, but we'll be safe from sending a ship into an empty stretch of space. You may also be able to see a dark gray circle, with a blue shape in the middle. The blue shape is our field of view, and the gray circle is the colony ship's current range.

Now, let's look at the Earth:
Spoiler (click to show/hide)
We kinda lucked out on this one! Those green tiles represent the number of planetary improvements we can build. Two of those tiles have a little symbol, denoting special tiles. The red one indicates a research zone (basically a precursor artifact or something similar), while the gray one shows that an influence-boosting landmark is in the area. These tiles will increase the effectiveness of certain improvements.

Other than that, there's not much to say. Most of the rest is fairly self-explanatory.

Finally, the current budget:
Spoiler (click to show/hide)
Not much going on right now. We're currently at a 33% tax rate and a 67% production rate. All areas of production (social, military, and research) are receiving an equal share of the budget. Increasing the production rate allows production to reach it's full potential, but is much more expensive. Increasing taxes lowers approval ratings, which is something we do NOT want. So, the best way to increase production is to find or create other sources of income.

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

Well, I'm sure I've gone on long enough. Remember, the first official year will be played out tomorrow, at roughly the same time. Take this time to finalize your plans.
I'd like to request that each council post it's finalized orders clearly and concisely. Having to go through a lot of contradictory posts is more than I care to deal with. Remember that discussion between committees is an important part of the game, but when it comes time to play a year I need a single post per committee to refer to. Also, try to post more than one order. This is especially important for R&D and Colonial Affairs, as it is rare that a single project will take a whole year to complete. If you want to give more generalized orders, such as "Focus on laser techs" or "Build a factory on every planet", that is fine as well.

Good luck, and remember to have fun!  :)
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #61 on: August 09, 2011, 01:13:14 am »



War Council Order

Just research the basic military techs, if its feasible and doesn't take ridiculously long.  Since we have no enemies ( yet ) I'll admit that it isn't good to build weapons of mass destruction immediately.
« Last Edit: August 09, 2011, 01:47:31 am by NRDL »
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #62 on: August 09, 2011, 01:40:38 am »

I suggest everybody put their council's top line in a certain color so they're easier to spot. Idea shamlessly stolen from the Aurora LP.

Colonial Affairs order draft

Begin mining the asteroids ASAP, obviously. We can all agree on this one.
Personally, I would move the colony ship southwest and send the flagship northwest. Reasoning for this is that's where the nearest chokepoints are.
Note on flagship: It should go in whatever direction anomalies are even if that differs from these orders.
Any further colony ships should head out in unexplored directions or follow the flagship if it finds a good planet to colonize.
The colony ship should take the first class 9+ planet it finds. In fact, all colony ships should act this way. Class 8's and 7's are acceptable, but we're still in a position where we need to explore things.

Suggestions for other councils:

Build a factory on Earth. Then a research station would be good, but factory first will be very important.
Build a colony ship on Earth. In fact, I would build as many as possible over the next year except maybe a constructor or two.
Researchers already know my PoV, but let me reiterate how important moving faster really is going to be. Better propulsion please. Note that starting with pretty much any tech will work out if there's a broader plan, but right now my plan is to basically colonize everything as fast as possible.
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #63 on: August 09, 2011, 02:20:28 am »



War Council Order

Just research the basic military techs, if its feasible and doesn't take ridiculously long.  Since we have no enemies ( yet ) I'll admit that it isn't good to build weapons of mass destruction immediately.

Unfortunately, the War Council doesn't have much to do right now. We haven't met any aliens, relations on meeting them tend to be neutral (ie: no Aurora-style insta-war), and even basic weapons and defenses are a few expensive techs away.

Perhaps I should have been more specific, but the War Council's job is to wage whatever wars come up. Deciding what techs to research fall solely under R&D  :(
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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #64 on: August 09, 2011, 02:26:23 am »



War Council Order

Just research the basic military techs, if its feasible and doesn't take ridiculously long.  Since we have no enemies ( yet ) I'll admit that it isn't good to build weapons of mass destruction immediately.

Unfortunately, the War Council doesn't have much to do right now. We haven't met any aliens, relations on meeting them tend to be neutral (ie: no Aurora-style insta-war), and even basic weapons and defenses are a few expensive techs away.

Perhaps I should have been more specific, but the War Council's job is to wage whatever wars come up. Deciding what techs to research fall solely under R&D  :(

My mistake sorry.  Is there anyone else in the war council?  I'm lonely, and if there was another member, we could make plans together, scheme on how to conquer the galaxy, bake cookies, discuss who our potential enemies are, etc.
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #65 on: August 09, 2011, 02:34:05 am »

I'm afraid that you're the only one. Don't feel to bad; all the glory of victory goes to you!

Also all of the shame of defeat, but surely that won't happen  :P
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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #66 on: August 09, 2011, 02:37:58 am »

I'm afraid that you're the only one. Don't feel to bad; all the glory of victory goes to you!

Also all of the shame of defeat, but surely that won't happen  :P

Yes, I'm sure I won't fail, despite not actually knowing the mechanics and hard rules of war in this game ( I'll probably check the wiki, though ). 
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #67 on: August 09, 2011, 03:08:50 am »

Basically, the Ship Design guys design all the ships. You're just in charge of making sure better research gets done, that Diplomacy falls through at the right times, and that all our ships are located in a good location to defend from threats/alpha strike our foes.

It's actually not too hard, really.
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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!
« Reply #68 on: August 09, 2011, 03:13:36 am »

Basically, the Ship Design guys design all the ships. You're just in charge of making sure better research gets done, that Diplomacy falls through at the right times, and that all our ships are located in a good location to defend from threats/alpha strike our foes.

It's actually not too hard, really.

I thought I had nothing to do with research...and I never thought that I'd have something to do with "diplomacy".  I really hope it isn't too hard, although I'm sure it will be fun. 
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #69 on: August 09, 2011, 03:16:22 am »

Basically, the Ship Design guys design all the ships. You're just in charge of making sure better research gets done, that Diplomacy falls through at the right times, and that all our ships are located in a good location to defend from threats/alpha strike our foes.

It's actually not too hard, really.
Almost. Research is done by R&D, and the Diplomatic Corps handle diplomacy, but otherwise correct. The War Council can also request certain designs from Ship Design. Say we're fighting a race that uses missile weapons and is defended by shields. War Council can request ships that have plenty of point defense and do not use beam weapons.

This is why I want you guys working together, so that the Diplomatic Corps can forge alliances before the War Council launches a first strike on a different foe, and stuff like that. Yes, I can do all of these things on my own, but what kind of LP would that be? :P
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #70 on: August 09, 2011, 03:20:00 am »

So, I guess I (Ship Design) don't have anything to do? Who's deciding which ships to build?
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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #71 on: August 09, 2011, 03:59:15 am »

So, I guess I (Ship Design) don't have anything to do? Who's deciding which ships to build?

Well you can redesign the Colony ship, Mining Ship and Constructor in to less-crappy-looking-then-vanilla ships.
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IronyOwl

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #72 on: August 09, 2011, 04:19:10 am »

R&D

I suggest everybody put their council's top line in a certain color so they're easier to spot. Idea shamlessly stolen from the Aurora LP.
Inclined to agree, though any sort of obvious, distinct marking would suffice. I'd add that individual committee members should probably start posts with their affiliation as well, since that'll lend a bit more organization and clarity to what everyone's saying. Example provided.


Note on flagship: It should go in whatever direction anomalies are even if that differs from these orders.
Inclined to agree, due to the potentially long-term goodies anomalies can sometimes provide.

Build a factory on Earth. Then a research station would be good, but factory first will be very important.
Agreed. I'd take it a step further and argue for purchasing multiple factories before building any research facilities, since then our subsequent projects will go much quicker.

Researchers already know my PoV, but let me reiterate how important moving faster really is going to be. Better propulsion please. Note that starting with pretty much any tech will work out if there's a broader plan, but right now my plan is to basically colonize everything as fast as possible.
While I appreciate your interest in speed, I'm unconvinced that it's a worthwhile design goal initially; getting colony vessels and constructors to their destinations is noble, but not really worth neglecting more vital pursuits for. If you're talking about designing new ships with better engines for exploration, I'll have to point out that the proper equipment for anomaly investigation requires even more time and effort. If you just intend to have several fast scouts purely for finding things, I'll point out that then they'd need better sensors to really be efficient, and would likely hit current range limits fairly soon.

Furthermore, I'd like to point out that colonizing every high-class planet we can will likely bankrupt us, especially if we're also spending all of our spare resources on better methods of finding said planets.


Overall, I'm inclined to push better propulsion to the back burner. My preferred research list would probably go Planetary Improvements, better factories, better research facilities. After that, it'd probably depend on how much everything cost. We'd only gain one region from terraforming, so that's out unless it's really cheap. Probably a fertility technology if it's comparable to whatever else we'd be considering, and then maybe whichever is quickest to acquire out of better research facilities, better factories, or sufficiently advanced propulsion that all ships gain speed from it. Probably pick up better financial institutions between fertility and the "whichever is cheaper" block if we intend to build any.
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Comp112

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #73 on: August 09, 2011, 07:11:54 am »

R&D

I agree with you to a degree Irony. With the improved engines, we can fit a bit more stuff on our ships, due to the smaller size of the engine itself.

But I see your point of view, and would like to come to a compromise. Let us research Planetary Improvements, but instead of moving onto the factories and research facilities right away, lets go with the financial institutions. Lastly, I agree on the fertility bit, having our population grow faster will mean more taxes.
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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #74 on: August 09, 2011, 08:32:05 am »

So what's the planetary development doctrine? Specialization or generalization?

Also watching and putting a few tips/questions.
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