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What alignment should the Terran Alliance pursue?

Good
Neutral
Evil
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 52980 times)

Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #105 on: August 10, 2011, 12:44:58 am »

Sorry Sirus, this is my first time doing anything like this and I'm probably getting a little too into it. :-[ But hey, as long as everyone's having fun it's okay right? Besides with only a few more basic rules to decide on afterward we'll only need to mention specific things for specific colonies.

Mr. Person mentioned buying 2 Factories or a Factory and a Colony Ship so if the latter is more cost effective that's fine. I assume the next step down would be buying 1 Factory, then 1 Colony Ship, then nothing. Depending on the size of our treasury we'll work with whatever we can afford.

Should we make it just a general stipulation that you should follow council decisions up to whatever's possible? For instance if Ship Design tells you to put 8 lasers on a ship and you can only fit 6 you'd put all 6 since that's the closest you can get. It seems like that would still follow the intentions of the Councils and solve any kind of logistics problems.

Otherwise, best of luck Sirus! I'm looking forward to see what kind of planets and anomalies we discover. ^^

Edit: Mr. Person posted while I was typing. I agree, just like with any business you need to make an initial investment. Since our first colonies will hopefully be Economic we should make back the money. Please attempt to buy at least a couple factories and build more until we can produce a colony ship every 3-4 turns.
« Last Edit: August 10, 2011, 12:48:07 am by Basque »
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #106 on: August 10, 2011, 01:11:37 am »

ALERT! ALERT!

Ok, I knew that situations like these were going to turn up, but I wanted to keep them secret for the newbies. See, whenever a planet is colonized, there may be a situation that needs resolving. Well, I just came upon one of them. There is a good, neutral, and evil option for each event. The good option typically has a penalty, the evil option typically has a benefit (sometimes a cost as well), and neutral options fall somewhere in between. The options we pick determine our ethical alignment, which affects how other races see us.

So here's the deal: on the planet Ymir I, there is a race of pre-industrial natives. They take up much of the planet's surface. What should we do with them?

Good: Work around them (-10% to population)
Neutral: Condense the population of the natives, to free up more land
Evil: Oh good, slaves! Put 'em to work! (+5% to production)

I won't be waiting long for an answer, and will take majority vote. If no one votes, I will take the neutral option.
In the future, for repeat events, I will use the same decision as the first to keep things simple.

EDIT: Neutral it is.
« Last Edit: August 10, 2011, 01:26:05 am by Sirus »
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #107 on: August 10, 2011, 01:14:28 am »

I think humans are naturally neutral, so I'm definetely voting Earth to secretly being The Neutral Planet.
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #108 on: August 10, 2011, 01:14:34 am »

We don't want to take the hit to population, but I don't think +5% is a big boost for production. The Neutral option seems the best to me. This will allow us to be closer to Neutral/Good when we start taking the really advantageous Evil options.

Note for the R&D, please hold off researching Xeno Ethics so we can get the most colonial event benefits possible.

Edit: Memo To All Councils
Are the lines between good and evil so black and white? If a disease wiped out a planet and you could go back in time to kill the Patient Zero and save everyone else, wouldn't murder be the just and righteous thing to do? We should decide what our default position will be on ethical matters in case no one can post in time for Sirus. However, I don't think the answer is as simple as choosing the same alignment every time. We should consider the cost and the benefits. I think we can develop some guidelines to rely on only if people aren't available for comment. For instance, things like:
  • Take the Good option if there's no penalty and the reward for the other options are negligible (a bonus to something we don't need, like influence, or something inappropriate to the planet, like Planetary Defense on a planet that should never be attacked)
  • Take the Evil option when there's a significant Reward to something important (greater than 5% increase to something relevant)
  • Neutral option to avoid good penalties if the Evil option does not have a good reward.

Sirus, hope it's okay to do something like this-I'll edit it out if it's not. I don't know how much you're trying to keep secret and I want the people who are here to be able to vote for stuff, but this decision lasted less than 5 minutes (3 minutes and 57 seconds) and I doubt people are going to be around every time one of these comes up. I don't want us to miss out on some nice stuff just because no one was here, if we can all agree on some rules would you be okay with defaulting on something other than Neutral?
« Last Edit: August 10, 2011, 01:52:54 am by Basque »
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #109 on: August 10, 2011, 02:51:11 am »

((Holy cow, a year takes a long time when you're screenshotting everything :P))

2227 AD

The year kicked off pretty smoothly. A factory was bought on Earth, and another was planned. A unique building, called the Innovation Complex, was assigned to the research bonus square. The flagship was placed on auto-survey mode, the asteroid miner got to work, and the colony ship headed towards the revealed planets of the Iversonia system. A new colony ship was laid down, but purchasing was put on hold, as the purchase price would have knocked off about 1/3 of the current treasury.
The first research project was Artificial Gravity, as that would lead to the planetary improvements that everyone wanted.

Before January had even ended, our first colony was founded:
Spoiler: Iversonia I (click to show/hide)
A lovely C14 planet, this world has both a manufacturing bonus tile (soon occupied by a factory), an influence boosting tile, and a research tile.

Soon, artificial gravity had been perfected:
Spoiler (click to show/hide)

But very soon, the game was changed forever. An unidentified ship entered the Iversonia system and transmitted a message:
Spoiler (click to show/hide)
We could not understand their language, but a distinct sense of hostility was detected from these mechanical beings.

In what was widely considered a joke, the Innovation Complex was finished on April 1st. The complex was to be a place where the average citizen could explore the universe and maybe think up the next big thing.

While hunting anomalies, the flagship had discovered a new habitable world. The colony ship in construction was finished with the power of money, and a new world was founded:
Spoiler:  Harper IV (click to show/hide)
It was relatively unremarkable, though it did contain an approval-boosting tile.

New propulsion techniques were discovered:
Spoiler (click to show/hide)

The Innovation Complex paid off! A citizen had been able to solve a problem that our scientists had been struggling with, and Planetary Improvements were designed ahead of schedule!
Spoiler (click to show/hide)
((Actually, this is due to the Terran's Creative racial ability, which will sometimes give you the tech that you are currently working on. I'm just RPing it as being a result of the Innovation Complex))

Xeno Economics soon followed:
Spoiler (click to show/hide)

A colony ship set to land on the planet Ymir I sent a transmission back to HQ, informing the council that indigenous sentients had been discovered. A quick emergency vote later, and it was decided to round up the natives and transfer them to an uninhabited continent, leaving the larger continent to the Terrans.
Spoiler (click to show/hide)
Ymir I was also a fairly unremarkable world:
Spoiler: Ymir I (click to show/hide)

Humanity's first starbase constructor was sent to mine a resource that improves weapons. It will likely prove useful if war ever erupts.

Soon, Ion drive was discovered:
Spoiler (click to show/hide)

Another potentially hostile race was discovered, and also entered the Iversonia system:
Spoiler (click to show/hide)

The discovery of another race right on our doorstep led to the discovery of Interstellar Warfare:
Spoiler (click to show/hide)

Humanity built a second constructor, and used it to build an economic starbase in the Sol system. A third was used to upgrade the base.

The flagship entered a wormhole and got spit out halfway across the galaxy. Thankfully, it started heading home, but it uncovered troubling signs of advanced life.

Xeno Communications were perfected:
Spoiler (click to show/hide)

While flying home, another race was encountered by the flagship. Thankfully, this one is pretty far away from us:
Spoiler (click to show/hide)

With alien races popping out of the woodwork, the Universal Translator was given the go-ahead:
Spoiler (click to show/hide)

In the spirit of diplomacy, the first United Planets assembly was convened:
Spoiler (click to show/hide)
Honestly, we kinda brow-beat them. But we must show these "Drath" that we're not to be trifled with!

End of Turn 1

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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #110 on: August 10, 2011, 02:54:22 am »

TL;DR? Quick recap!

Three planets were colonized: Iversonia I, Harper IV, and Ymir I.
Three species were encountered: Dark Yor, Snathi, and Drath Legion.
Lots of techs were researched.
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #111 on: August 10, 2011, 02:57:37 am »

  I don't want a war tax...it would make it worse for us if we actually declare war on  somebody ( and I very much want to declare war on somebody ).  Sirus, can you please tell us the military strength, diplomatic relations, etc of the other races that we just found? 

Also Basque...if I understand correctly, it means you'll make sure that we can have an armada ready to be manufactured at all times, in exchange for me ensuring that we do not burn every single planet we conquer to the ground.  I'm all for it.  Sun Tzu always stated that it is better to crush the enemy but leave them intact, so that we may use their resources and strength for ourselves.

P.S. PLEASE make shorter posts, please Basque. 
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #112 on: August 10, 2011, 03:02:26 am »

Don't worry; the Terrans are the majority, and I voted No for the tax  :)

Also, without espionage I cannot tell you any of those things. However, the first two races encountered (Dark Yor and Snathi) are minor races that pretty much stay on their homeworld.
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shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #113 on: August 10, 2011, 03:02:51 am »

santa Shade comes bearing a gift! a twilight of arnor image tech tree!
http://i-mod.impulsedriven.net/article/334017/Twilight_of_the_Arnor_Techtree_Posters

Researcher Shadenight123 on the ready.
We must now Research:
interstellar construction.
logistic and life support 1
xeno research
xeno biology
planetary invasion.

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“Well,” he said. “We’re in the Forgotten hunting grounds I take it. Your screams just woke them up early. Congratulations, Lyara.”
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #114 on: August 10, 2011, 03:03:30 am »

Don't worry; the Terrans are the majority, and I voted No for the tax  :)

Also, without espionage I cannot tell you any of those things. However, the first two races encountered (Dark Yor and Snathi) are minor races that pretty much stay on their homeworld.

So they don't colonize?  That's good.  Easier to conquer them. 
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #115 on: August 10, 2011, 03:05:27 am »

shade, that is amazingly awesome. You deserve a cookie  ;D
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shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #116 on: August 10, 2011, 03:26:53 am »

shade, that is amazingly awesome. You deserve a cookie  ;D

*munch munch munch*
yay cookie eaten!
*munch munch munch crack!*
yay! sirus hands eaten! :3

getting back to seriousness. Once we reach planetary invasion we are good to go to conquer inferior and minor races. Maybe with also tidal disruption or the likes...LONG LIVE THE EMPEROR.
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“Well,” he said. “We’re in the Forgotten hunting grounds I take it. Your screams just woke them up early. Congratulations, Lyara.”
“Do something!” she whispered, trying to keep her sight on all of them at once.
Basileus clapped his hands once. The Forgotten took a step forward, attracted by the sound.
“There, I did something. I clapped. I like clapping,” he said. -The Investigator And The Case Of The Missing Brain.

NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor!
« Reply #117 on: August 10, 2011, 03:44:47 am »

shade, that is amazingly awesome. You deserve a cookie  ;D

Once we reach planetary invasion we are good to go to conquer inferior and minor races. Maybe with also tidal disruption or the likes...LONG LIVE THE EMPEROR.

shadenight, I love you. 
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #118 on: August 10, 2011, 06:56:05 am »

Well, now that there are other races, is it time to start building a few warships? I'd go with more colony ships and contructor.
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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #119 on: August 10, 2011, 07:17:40 am »

Central Intelligence Agency

Ok, in light of the new discovery of "minor" and "major" civilizations, and in the spirit of cooperation with other committees, I bring you The Revised Triforce Doctrine.

Article 1: Definitions
A) "Minor" civilizations are to be defined as those that only inhabit one world, never expand, and can not be selected as playable at game start (same as ingame definition).
B) Both "minor" and "major" civilizations exist in the cosmos.  However, it has come to our attention that "minor" civilizations can not be swapped by our diplomats, and they tend to far badly in the tech race.
C) Therefore, the term "Opposing Factions" shall be reserved for the "major" civilizations.  Our agent shall not interfer with "minor" civilizations, leaving them instead for The Diplomatic Corps to parley.

Article 2: The Triforce Doctrine regarding "Major" civilizations aka "Opposing Factions"
A) For every "Opposing Faction", there shall be three spies only, so as to reduce costs.  Others can be called in for emergencies, but the idea number of spies shall be computed as three times the number of currently known Opposing Factions.
B) The first spy shall be The Defender.  This spy is charged with counter-intelligence.  Defenders are the reservour from which other spies can be drawn, if necessary.  If enemy spies invade our buildings, they clear them out.
C) The second spy shall be The Saboteur.  This spy is charged with hindering the Opposing Faction.  This spy shall be situated in the most powerful research or industrial building of the Opposing Faction.  If war is imminent, then the Saboteur shall be reserved until immediately before the war declaration, then placed to ensure maximum hinderance of the Opposing Faction's shipbuilding efforts.  If the Opposing Faction is out-teching us and war is not imminent, then the Saboteur shall be placed in the Opposing Faction's greatest laboratory.
D) The third spy shall be know as The Thief.  This spy is charged with gathering intelligence on the Opposing Faction's culture compared to our own, along with other duties.  The Thief shall work closely with The Diplomatic Corps and Colonial Affairs to infiltrate a planet of significant value, close to our borders, that can be convinced to join our faction via influence.  The building infiltrated shall be one that is unlikely to trigger Counter-Intelligence activity from the Opposing Faction.  The Thief shall be reused if possible.

...

So that's my current idea Dotrine-wise.  To clarify, you should currently strive for three spies, as you have one Opposing Faction.  The number of three per Opposing Faction is actually more of a maximum to be set up when we meet our foes, rather than a number that should be maintained at all times.  For instance, I assume that the Saboteur will likely die first.  He does not necessarly need to be replaced, unless more sabotage is deemed necessary.  I finally recognize that The Revised Triforce Doctrine does not take into account aliens with which we may need to form an alliance, primarily because none have surfaced yet.  My general feel is that we don't need to waste spies on our formal allies, although I may want one to steal their technology.

Note regarding Minors: They make great trade partners.  You can give them whatever techs you like, and they generally won't use them against you.  They generally get more out of their planets than we ever could.  We can win regardless of their continued existence.  I'd suggest using them diplomatically, and saving our warmongering for the big boys.
...But it's really not my department.... :-X
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