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What alignment should the Terran Alliance pursue?

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Good unless severe penalties
Neutral unless strong evil bonuses

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Author Topic: Let's Play GalCiv 2 - Twilight of the Arnor! (Dead)  (Read 52985 times)

timferius

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #75 on: August 09, 2011, 08:54:33 am »

Deffinitly watching this. How much commitment is required for a council member? I can be on nightly after about 7 EST, more during the weekend, as I work during the day, and only get on on my breaks.
If that's good enough, I'd like to request a spot on the War Council (primarily because I'm moving this week, so I benifit from not having much to do for now).
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Rilder

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #76 on: August 09, 2011, 09:18:29 am »

Do you start with farms buildable? if I recall TotA makes it so you have to research a few techs to get farms, which might be a good idea to get so you have lots of people to levy oppressive tax on explore the galaxy with.
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It felt a bit like a movie in which two stoners try to steal a military helicopter

majikero

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #77 on: August 09, 2011, 09:32:22 am »

Where does space stations fall under? Ship design or colony development?
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EuchreJack

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #78 on: August 09, 2011, 10:09:18 am »

Central Intelligence Agency:

We haven't met any aliens yet, so we have nothing to do.

Once you do meet an alien race, we suggest the following:
1) Increase Espionage spending
2) Post a picture of their known worlds (if four or less)

Then, we shall advise which installations on alien worlds should be "visited".

Also, after reading the LP on this game, it appears that my agency has no worth unless you attempt to culture steal a planet.  So, we support the Ministry of Diplomacy in all their efforts to this extent.  After all, diplomats are always spies, I think Hillary Clinton said that in a WikiLeaked memo.

Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #79 on: August 09, 2011, 10:44:53 am »

Wow, a lot of stuff happened overnight in EST. From Sirus' last post it seems like he is looking for more of a guideline for future endeavors. With that in mind:

Colonial Affairs Constitution
Articles to be reviewed and approved/disproved by the other members of Colonial Affairs
Spoiler: Article 1-Colony Ships (click to show/hide)
Spoiler: Article 4-Anomalies (click to show/hide)
Spoiler: Article 5-Other (click to show/hide)

I submit this for review and approval by Mr. Person if it meets his standards and for commentary from the other councils.

Requests for Other Councils

Council of Research and Development: O great and wise members of the Research Council, I implore you to hear us out. Mankind should not explore the galaxy at a snail's pace. As long as there is a habitable planet within our Colony Ship's range, would it not behoove us to reach it as fast as possible? The research committee's concern for greater factories and research facilities is admirable but it is far more cost effective to build a basic Factory on more colonies and replace them with a better one after those colonies start paying taxes. The research council's concern about the economy is valid but can be laid to rest by looking for more economically beneficial improvements rather than more expensive production, and once our colonies start growing the more citizens to tax will surely contribute to the treasury. Furthermore, with the Industrialist party in charge we will have improved production without the need for more expensive buildings. Until we can no longer expand it is better to have a basic structure on 2 planets than an improved on only 1. With improvements over time it will be much more beneficial to populate as many planets as possible at this point, and that means having ships fast enough to do so. I'm certain the War Council will also appreciate having warships in the future capable of out-speeding our enemies.

Since we can take multiple routes of research, please make one of them propulsion until we can no longer expand.

Starship Design Committee: To our Master Engineer Sheb: We would like to propose Colony Ships have staggered designs based on range. Having extra range is pointless if we don't use it. The main ship should be our fastest ship (presumably with the least range) and should be move as fast as possible and be constructed as fast a possible. In the future when we get further away from Mother Earth we can launch these ships from another planet. Ships with greater range should be used only in the event that they are necessary.

Diplomatic Corps: Before we even begin trading with foreign races we would like to protect any colonization technology from being used by another colonizing race. If we have a technology to colonize planets we request that it only be traded to civilizations who are not colonizing other planets.

Finally, I would like to begin a vote for renaming our leader from Alan Bradley. I propose the first name Sirus and leave the last up to vote or random generation.

(Still kind of iffy on some of the topics here but Mr. Person sounds like he has a lot of experience so I'm interested in hearing what he has to say. I hope this was the kind of thing you were looking for Sirus. I'm glad to see we have so many people participating here!  :D)
« Last Edit: August 09, 2011, 12:09:55 pm by Basque »
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EuchreJack

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #80 on: August 09, 2011, 11:18:34 am »

Colonial Affairs, please let my Intelligence Agency know of any future alien planets that would be better in Terran hands, especially those which can be culture-swapped to us.

shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #81 on: August 09, 2011, 11:22:03 am »

science counselor Shadenight123 reporting in
We must discover speed travelling.
We must discover space warfare.
We must discover xeno business.
let's do this in this order. >.>
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #82 on: August 09, 2011, 11:23:24 am »

Whoa nelly, lots of stuff to respond to  :o

  • Sheb: Starship Design is responsible for deciding when and what ships should be built/upgraded. Also, since the question came up, SD will also be in charge of starbases.
  • timferius: A reasonable amount. Try waiting a couple of turns, see if you can catch up on everything that happened during the previous turn.
  • EuchreJack: Not quite re: nothing to do. We can spend a certain amount of money each week to train spies, which can be stationed on foreign planets to gather information and shut down structures. Spies are also used to remove foreign spies.
  • Basque: While I'm honored that you want the leader to be named after me, someone else earlier in the thread requested a more action-y hero name. With that in mind, I used the most awesome name known to man: MAX POWER!
    <.<;
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Quote from: Max White
And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

Shadow of the Demon Lord - OOC Thread - IC Thread

Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #83 on: August 09, 2011, 11:38:38 am »

  • Basque: While I'm honored that you want the leader to be named after me, someone else earlier in the thread requested a more action-y hero name. With that in mind, I used the most awesome name known to man: MAX POWER!
    <.<;

That is awesome. 8) I'm proud to serve under a man named MAX POWER! My only request is that his name always be typed in bold, capital letters and followed with an exclamation mark. :P

Sirus, are the councils doing what you want the right way? For instance, Starbases are commanded by the entire Starship Design Committee also known as Sheb. Hence I would submit a formal request to Sheb that mining starbases be deployed to any resource within our range of influence, except for Ascension points unless we're going for an ascension victory. But since Sheb's in charge he would either approve/disapprove and give his order directly to you?

I hope you get enough general guidelines to be able to play through and make everyone happy. I know there are some councils who don't have much to do now but that just means in the future they will shine! I also appreciate you posting the screenshots Sirus, particularly for people who aren't too familiar with the interface.

Edit: He's the man whose name you'd love to touch!
« Last Edit: August 09, 2011, 11:43:43 am by Basque »
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Shadowgandor

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #84 on: August 09, 2011, 11:50:15 am »

I, from the Diplomatic Corp, would like to suggest that we already start preparing for possible contacts. It is also very important that, if we encounter another spacefaring race, that we gather intel on their opinion about us, less they betray us.
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #85 on: August 09, 2011, 12:02:39 pm »

  • Basque: While I'm honored that you want the leader to be named after me, someone else earlier in the thread requested a more action-y hero name. With that in mind, I used the most awesome name known to man: MAX POWER!
    <.<;
Sirus, are the councils doing what you want the right way? For instance, Starbases are commanded by the entire Starship Design Committee also known as Sheb. Hence I would submit a formal request to Sheb that mining starbases be deployed to any resource within our range of influence, except for Ascension points unless we're going for an ascension victory. But since Sheb's in charge he would either approve/disapprove and give his order directly to you?
That's it in a nutshell. The individual committees have the final say in their "areas of expertise".
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Star Wars: Age of Rebellion OOC Thread

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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #86 on: August 09, 2011, 12:15:35 pm »

Ships, Haulers and Etheral Base Dept.  (Yeah that's a crappy acronym. One cookie to anyone that can find a better one.)

-Since no new parts are available and no ennemies are present, we shall not design new ships for now.
-The focus should be on colony ships. At least one constructor shall be built (somewhen after the first or second colony ship) and used^to built economics starbase wherever practical. I understand the first four starbases are free, so we'll keep ourselves to 4 starbases for now, except if we find a really ressources-rich spot.
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #87 on: August 09, 2011, 01:02:16 pm »

Ships, Haulers and Etheral Base Dept.  (Yeah that's a crappy acronym. One cookie to anyone that can find a better one.)

Ha! I actually thought that was kind of clever, I laughed when I got it. Did you mean to say Ethereal there though? I'll try to think of a different acronym if you're really looking for ideas but I think that's a pretty good one.

-Since no new parts are available and no ennemies are present, we shall not design new ships for now.
-The focus should be on colony ships. At least one constructor shall be built (somewhen after the first or second colony ship) and used^to built economics starbase wherever practical. I understand the first four starbases are free, so we'll keep ourselves to 4 starbases for now, except if we find a really ressources-rich spot.

Despite the fact we don't have new ship components, rather than going with the base design I would like to issue a formal request for a customized colony ship design. As you can see from the minimap in the screenshot of our solar system Sirus provided we have a lot of stars to explore close-by and out colony ship's range extends farther than necessary to explore those stars. I request a design that removes basic support for more engines. This will shorten the range but let us settle nearby planets faster, after those are settled we can switch to a longer-range design. I would prefer the range to be shortened as much as possible and the speed increased as much as possible while still keeping stars in range. If stars are still in range with only engines and the colony module I believe that's all we need.

Also Sheb if you want something to do in your downtime apparently there's free design components that are purely cosmetic (like wings, lights, etc) so you could always pimp out our ships if you wanted.

Now for my other member of Colonial Affairs, Mr. Person:


Memo to All Councils
We should decide on an official color to represent each council. This will help council members find relevant information, and be helpful for addressing multiple councils in memos like this. Going on the first come first served basis: War Council is Red, Central Intelligence Agency is Purple, Research and Development is Orange and Colonial Affairs is Green. But those are just what people first posted and nothing's official yet. Can every council decide amongst it's own members what color best represent it? Disagreements or multiple councils wanting the same color can be put to a vote.
« Last Edit: August 09, 2011, 04:52:42 pm by Basque »
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Shadowgandor

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #88 on: August 09, 2011, 04:39:24 pm »

The Diplomacy Corps should be pink. It shows that our ways are that of love and care.
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IronyOwl

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #89 on: August 09, 2011, 07:01:33 pm »

R&D

Spoiler (click to show/hide)
Spoiler (click to show/hide)

I prefer blue for R&D, personally.


Rilder: I consider farms worthless unless you're going for a fully economic world, so I'll have to disagree on perfecting them.

Basque: I agree with Article 3-Colony Improvement, as well as the rather obvious 5-Other. 4-Anomalies is sound but not the only method, and the rest I find somewhat debatable.

I'm considering agreeing with more advanced propulsion, but there are numerous issues. I presume your intended goal is to seed worlds early, allowing their populations to establish themselves over time?


Sheb: Stellar Highway Efficiency Bureau :D


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.
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.
science counselor Shadenight123 reporting in
We must discover speed travelling.
We must discover space warfare.
We must discover xeno business.
let's do this in this order. >.>
Alright, so this is the current fractured opinion of the R&D council.

I maintain that better factories then research facilities (in that order so as to build both more efficiently) would be a better step than financial institutions, because our financial situation will be secure for a while, and getting those two first will improve our ability to develop and build the third afterwards. Perhaps PI, factories, research, financial, population growth, engines? Possibly even population growth before financial, since the former is obviously linked to the latter, especially if we'll be having numerous colonies.

Engines -> Weapons -> Culture is a worthless line of research for us at the moment. The engines obviously have great interest to certain parties, the weapons are utterly unneeded as we have no one to kill, and we similarly have to function to expanding our cultural influence. We need to secure our base before worrying about currently useless extras.
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