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Author Topic: Let's Play GalCiv 2 - Twilight of the Arnor! (Dead)  (Read 52967 times)

timferius

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #120 on: August 10, 2011, 08:15:13 am »

Ok, I should be able to make quick comments during the day on breaks (EST) and more actively in the evening, so I'm going to sign up for this! I'd like to pettition to join the war commitee. With me I bring some experience at losing miserably in Gal Civ II, and many years experince at losing in a multitude of other strategy games! Also, pending my acceptence, I will have a few requests as well.
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #121 on: August 10, 2011, 09:36:18 am »

Alright, awesome Sirus! It seems like a lot happened in the first turn. The presence of alien civilizations so close to our own only emphasizes the need of more, faster colonization. Going to war at this point would be meaningless, especially against the minor civilizations-we could colonize many planets in the time it takes to conquer one.

shadenight123, I appreciate the link to the tech trees. I'm sure the other members of R&D would greatly appreciate it as well. The only problem is it doesn't list what any of those techs does so if it's not on the wiki I'm at a loss. For instance: Sirus, there's no page on the wiki for Innovation Complex, is it just a better version of a Research lab? Also on the wiki they reference progressive techs like Laser I, II, III, etc - has that been changed for this version or does the tech tree collapse them all into a single unit?

Also I laughed at the United Planets vote with only two civilizations. XD Since it seems like every planet we've found so far has had an influence bonus even if a single one wouldn't be important the combination of so many bonuses might be.

Sirus, can we also get a screenshot of how Earth looks now? It might help Colonial Affairs decide on how to proceed. We do not want to deplete Earth's population to quickly so if Mr. Person is satisfied with the ship-building rate we might want to make more research labs (or equivalent) or economic improvements. On that note, Mr. Person the following awaits your approval/disapproval:


This half of the Council of Colonial Affairs would like to acknowledge the well-spoken comments of our Central Intelligence Agency and has recorded the The Revised Triforce Doctrine with our other documentation to be referenced later.

Sirus, I'm not sure what council it falls under since it involves both trade and Production but I would like to state/request from the Diplomacy Corps an intent to produce the Trade Good Diplomatic Translators as soon as Universal Translation is researched. This will improve our Diplomacy by 25%, which along with our natural bonus will give us the advantage in all diplomatic situations. Furthermore only one civilization in the entire galaxy can produce each trade good; if we don't do it first someone else will. On that note I would also like to put forward that as soon as Habitat Improvement is researched we make the Trade Good Aphrodisiac, which will improve population growth by %50.

Memo to Research and Development

First of all I would like to propose another Inter-Council Agreement. Now that Planetary Improvement has been researched we can research the various colonization techs to allow us to colonize otherwise inhospitable worlds. I propose that when we discover a PQ 9+ world that needs a colonization tech we will being researching that technology in order to colonize that planet. Moreover, we can now research improvements to our Colonies' terrain. When we run out of usable space on a planet if we do not already have the technology to make additional tiles usable that technology will be researched. This agreement is pending the approval of the other half of the Council of Colonial Affairs along with a majority agreement from Research and Development.

Furthermore our Council appreciates the consideration given in improving the speed of our ships, the importance of which should be all the more obvious now that we are racing another civilization for colonization. I would like to make a Formal Request to research Ion Drive and Impulse Drive in short order. This is far more important than things like Life Support because what is the point of increasing the range of our ships if we haven't even hit the edge of our previous range yet? Even if a greater range is researched it will be completely wasted because we will still colonize the closest planets.

Also I don't know if Sirus wanted to keep the following a surprise so I put it in spoilers if anyone unfamiliar with the game doesn't want to look:
Spoiler (click to show/hide)

Memo to Shem
Please remove the basic support from our colony ships and add more engines to make them faster.



« Last Edit: August 10, 2011, 10:05:55 am by Basque »
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Comp112

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #122 on: August 10, 2011, 09:53:35 am »

Holy poo, well I really want to stay with this, but it just grows to fast for me to keep up.

I must drop out, but I shall lurk!
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #123 on: August 10, 2011, 10:18:58 am »

Department of Ships, Harbours and Ethereal Bases (S.H.E.B.)

With the discoveries of the Drath Legion, we now have a rival if not an ennemy. Outgrowing them should be a priority. As such I propose a new ship, the Basque class colony ship to be design. The Basque has little or no life support and is basically a colonization pod sitting on an engine. The idea being to have a fast, short-ranged ship for faster colonization. Our current ship design will still be used if godd quality planets are found outside the Basque range.

Production:-Basque should be our priority. The production should be 3 Basque, 1 Constructor and then 3 Basque again... Except if a good planet is found outside the Basque range, then produce a standard colony ship.

Ethereal Bases:-The Constructors should be used to build economic starbases, with a focus on improving economy and production.


We'd also like to ask R&D when can they furnish us with some basics ship weapons? Si Vis Pacem Para Bellum and all that. We have neighbours now, and I don't think we'll have time to research weapons if they attack us.

P.S. Constructor are used up after building a starbase, right?
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #124 on: August 10, 2011, 11:24:16 am »

@ Basque: The Innovation Center is a Galactic Wonder (much like the Restaurant of Eternity or Tir-Quan Training) that is unique to the Terran tech tree. It is essentially a research center mixed with an embassy (for improving influence). Since they are a cheap as either of the buildings above but have no maintenance costs, there's no real downside to getting it built ASAP.

Laser I, II, etc are grouped together in the tech tree in TotA, but only to save space. Each is still researched sequentially before moving on to the next level.

I will get a screenshot posted when I can.

@ Sheb: Correct.
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #125 on: August 10, 2011, 12:28:36 pm »

@ Basque: That hammer means that the building in the tile (a factory) is under construction. Yes, there's a slightly transparent factory on that square.

Colonial Affairs official business

Spoiler (click to show/hide)

This should keep everyone happy. A few good labs for good research until we make a few research planets, another production planet for military might one day, and two economic ones so we can stay afloat and fund factory buys on all new planets after a certain point.

Hey Sirus, how much money are we gaining/losing each turn? Also, if you're looking for something cool, click that "Summary" button on the colony screen. The "Details" button is good too. I'm not saying I want to see them or anything, I'm just making sure you know they exist.
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #126 on: August 10, 2011, 12:50:48 pm »


Hey Sirus, how much money are we gaining/losing each turn? Also, if you're looking for something cool, click that "Summary" button on the colony screen. The "Details" button is good too. I'm not saying I want to see them or anything, I'm just making sure you know they exist.
Last I checked, we are losing about 25bc (billion credits) per turn, though it was worse before I raised taxes to 39%. Thankfully, all worlds have an economic building to increase tax returns, and the flagship occasionally finds money while exploring. All we really need is more population on our colonies. No more rush building for now, especially for ships; a single colony ship costs around 1090bc, which is a tremendous hit to our treasury.
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #127 on: August 10, 2011, 01:08:59 pm »

And how much money do we have?
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #128 on: August 10, 2011, 01:31:54 pm »

Thanks for the responses Sirus! I'm glad you're being active in this thread and handling it so well. It must be a lot of work for you do do all the screenshots and such but we really appreciate it. For what it's worth I think you're doing a good just doing the updates as a pseudo-character as well. I hate to keep pestering you with requests, but you mentioned getting cash from finding anomalies; have we found anything specifically interesting?

Also thanks for pointing out the Innovation Center was a Galactic Achievement; I'm interested in hearing what the R&D Committee has to say about pursuing Eyes of the Universe as the next one. Also what the Diplomacy Corps has to say about Trade Goods, since like Galactic Achievements they can only be built by the first civilization to make them.

Mr. Person, I agree on pretty much all counts. I'm going to use your strategy as our general strategy for Economic/Industry planets, with variation based on special tiles and the like. I read it's not good to have population go over about 20 billion, so I'm going to use that as a limit instead of 3 farms, but I don't know what the effective difference is (If we get farm bonus squares I want the limit to be independent of number so we can just drop 1 farm on the bonus square and be done with it)

Colonial Affairs Specialized Planet Development Plans
Spoiler (click to show/hide)

Using these Development Plans we have the following for our colonies:

Colonial Affairs Year 1 Colony Improvements
Spoiler (click to show/hide)

I think doing things this way will save us a lot of typing and Sirus a lot of reading in the future. Mr. Person, if you have the time I think we also still have some minor outstanding issues to address, but it seems to me like they might be really obvious solutions I'm just not familiar enough with things like how production works to understand.
Spoiler (click to show/hide)

This half of the Council of Colonial Affairs would like to thank Sheb for providing us with a better colony ship. We look forward to future improved versions when we research better engines.
« Last Edit: August 10, 2011, 01:37:49 pm by Basque »
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #129 on: August 10, 2011, 02:06:44 pm »

If your plan is to go for 100% approval, might I suggest entertainment centers? They boost morale, though I'm not sure how much the effect of two or more stacks. Also, 100% morale in this game is very difficult, which is why substantial bonuses are applied to planets which reach that rating.
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #130 on: August 10, 2011, 02:22:20 pm »

Sirus, I saw you post in the Civ IV thread too. I guess you must have a lot of experience with these kinds of games. 8) I was reading the official website for this, which unfortunately is woefully lacking any kind of online manual or anything, and even the development team talked a lot about the similarities to Civ IV. Apparently they came out at around the same time.

Anyways as per the Economic Plan the idea is to reach 100% approval via Planetary Improvements which include the following: Entertainment Network, Multimedia Center, Extreme Stadium, Zero G Sports Arena, Virtual Reality Center. If/When we get up to Extreme Stadium we can make Ultra Spices, a Trade Good that increases Morale by 15%, and if/when we get to Zero G Sports Arenas we can also build Gravity Accelerators, a Trade Good which will increase our ships' speed. The wiki isn't very specific but seems to imply that upgrading a building replaces the old building but building something on a different tile stacks with the bonus. Hence multiple Factories mean more production and multiple Approval improvements mean more Approval.

Approval can also be increased with trade goods, Galactic Achievements and anomalies.

Mr. Person is more experienced than me, if you don't mind me asking how many improvements/much approval is needed for 100% on a PQ 14 and PQ 12 planet?

(I did these calculations in the edit spoiler. Sirus, do we have any kind of bonus to Approval? Assuming I did the calculations right we need about a 40% Improvement Bonus for 100% Approval and Entertainment Centers only add 5%. The Approval tile will double it to 10%, which is thankfully about what we need for the smaller bonus to population growth at 76%. If we Researched and Developed better entertainment once we get to Zero G Sports Arenas they give 20% bonuses each, and we can acquire Ultra Spices for another 15% along the way.

The above applies only once the planets reach 8 billion population, though. Right now with less than 1 billion population those numbers are about 10% smaller (9% for 75% Approval and 35% for 100% Approval) which doesn't help too much. The biggest impact is the Tax Rate-with a 19% Tax rate we'd only need about a 10% bonus for 100% and then we could turn up the taxes afterward.

Edit:
« Last Edit: August 10, 2011, 03:41:41 pm by Basque »
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Ehndras

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #131 on: August 10, 2011, 02:31:17 pm »

Sweet! I've got the whole GalCiv series, haha, I got tired of it though after having a month-long GalCiv 2 competition with my roommate on who could blow up the galaxy first >_> Damn Yor always piss me off, them and the Dregin.
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IronyOwl

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #132 on: August 10, 2011, 05:58:49 pm »

R&D


Colonial:
Quote from: Basque
First of all I would like to propose another Inter-Council Agreement. Now that Planetary Improvement has been researched we can research the various colonization techs to allow us to colonize otherwise inhospitable worlds. I propose that when we discover a PQ 9+ world that needs a colonization tech we will being researching that technology in order to colonize that planet. Moreover, we can now research improvements to our Colonies' terrain. When we run out of usable space on a planet if we do not already have the technology to make additional tiles usable that technology will be researched. This agreement is pending the approval of the other half of the Council of Colonial Affairs along with a majority agreement from Research and Development.
Completely rejected. The secrets of colonizing otherwise-hostile worlds are extremely difficult and time-consuming to develop, as are methods of terraforming existing land, to a much lesser extent. Going with an as-soon-as-we-can-use-it approach to such efforts would leave us extremely little attention for anything else.

I will consider superior engines in light of our new rivals, but would again remind you that speed is not everything, at least with regards to ship speed.

However, I will fully approve of your secret project suggestion. We will acquire sensors technology soon.


SHEB:
Quote from: Sheb
We'd also like to ask R&D when can they furnish us with some basics ship weapons? Si Vis Pacem Para Bellum and all that. We have neighbours now, and I don't think we'll have time to research weapons if they attack us.
"When they're ready." We will attempt to keep the need for defensive measures in mind, but there are a staggering number of things necessary for a proper base- and thus proper military to use such weapons anyway- that are currently in need of attention.


R&D:
Quote from: shadeknight123
interstellar construction.
logistic and life support 1
xeno research
xeno biology
planetary invasion.
I'm afraid I'm not sure what Interstellar Construction does. Other than lead to Sensors which I've agreed we need for a special project, so I guess that's in.

Logistics is currently unneeded by most of the other councils' own words.
Xeno research and biology I approve of. However, I'd advocate more advanced factories as well.
I don't feel we're nearly well-developed enough to worry about full-scale planetary invasions yet.

Finally, I agree with the Colonial Affairs Dept.'s suggestion to acquire better sensors in order to develop special projects with wideranging benefits.

I'd advocate Xeno Research, Xeno Biology, Interstellar Construction, Sensors, Xeno Factories, and then maybe more engines.
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #133 on: August 10, 2011, 06:22:27 pm »

As a completely out of character side note, there's no entry in the wiki for things like Xeno Biology or any of the techs specific to the Twilight of Arnor expansion. If you guys don't mind me asking, where did you find out what this stuff does?

Edit after Sirus' post: Ha! Of course! XD I was hoping someone would have found a guide online for it or something. Well other than unique improvements and such there's not much extra to know on my end, so I'll just rely on Mr. Person's experience.
« Last Edit: August 10, 2011, 06:33:07 pm by Basque »
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #134 on: August 10, 2011, 06:25:59 pm »

Well, the in-game tech tree tells you what each tech unlocks, what they lead to, and even new ship designs that can be unlocked. The game also explains the exact effect that each building type has.
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