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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 52971 times)

IronyOwl

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #135 on: August 10, 2011, 07:31:04 pm »

You can also sometimes guess at what something does from what comes after it. Xeno Biology is in the fertility line, for instance, so you can probably assume it's the basic fertility tech.
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #136 on: August 10, 2011, 10:37:08 pm »

Basque, our agreement's unnamed?  Nonsense!  It shall be called...the Jowersky "Sun Tzu Pact".
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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 #137 on: August 11, 2011, 12:04:38 am »

I had a nice long post typed out and it got eaten. Man I wish I was using Opera like I normally do.

Long story short, GalCiv's system of planet management similar but different from Civ IV's system. In Civ IV, cities produce production spent on a single project and commerce (AKA gold) which is transformed into usable money, research, and culture based on a global set of sliders. In Gal Civ 2, planets produce usable money, and industry is split based on a global set of sliders between social production used on buildings, military production used on ships if a starport is present, and research. Used production or research costs one bc each. Bonus production or research costs only half as much as normal.

Important differences: Since social and military production are seperate, producing a ship and a building is the same speed as building just a building. Note that unused social production transforms into military production if able. Another important thing to note is that unused production costs no money, so idle planets in general aren't as terrible as they would be in Civ.

If anybody has questions, feel free to ask. It is kinda confusing, but simple if you break it into pieces (wait now I get why the LP is structured this way).
« Last Edit: August 11, 2011, 02:07:40 am by Mr.Person »
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #138 on: August 11, 2011, 01:08:30 am »

Gonna start the write-up now. I will say one thing: Humans are really being taken down a few pegs  :P
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #139 on: August 11, 2011, 01:13:45 am »

Gonna start the write-up now. I will say one thing: Humans are really being taken down a few pegs  :P

I don't like the sound of that.

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.

Welcome to the war council.  You seem to have more experience than me, so I will consult you on the actual feasibility of a certain decision or strategy. 
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/10/11)
« Reply #140 on: August 11, 2011, 02:21:52 am »

2228

Status of Earth, beginning of year:
Spoiler (click to show/hide)

The council decreed that a newer, cheaper colony ship be designed. The engineers got together, and came up with this:
Spoiler (click to show/hide)
The Basque class colony ship. While mostly identical (except for physical appearance), it was cheaper and actually a little faster than the classic colony ship, thanks to the new Ion engines. The downside was that it only had around half the range.

The Interstellar Construction technology was finished just days after the new year started.
Spoiler (click to show/hide)

Xeno Engineering was completed a few weeks later:
Spoiler (click to show/hide)
...and was immediately followed by Xeno Research:
Spoiler (click to show/hide)

Xeno Biology was next in line ((provides nothing by itself, but leads to Xeno Medicine)).

A new colony was founded: Amcor III:
Spoiler (click to show/hide)
Underneath the planet's surface, a sort of "mind control device" was discovered that could potentially boost our influence. After consulting with scientists, we decided to turn up the power supply to it, as we could discover no harmful effects to our own populace. A C16 planet with both a manufacturing bonus and a farming bonus, Amcor III started building up needed infrastructure.

A new alien race was discovered, thanks to our flagship moving through their territory. They call themselves the Krynn Consulate:
Spoiler (click to show/hide)
Thankfully, they don't seem to be hostile. This also demonstrated to the nay-sayers that the universal translator was working as promised.

We received word that a citizen working at the Innovation Complex had developed a new fertility treatment:
Spoiler (click to show/hide)
It proved to be immediately popular.

A new planet, Amber I, was colonized, and...
Spoiler: HOLY CRAP (click to show/hide)
This planet must have been a major settlement long ago. Not only did we find artifacts, but an entire LIBRARY of precursor knowledge. This may eventually be the research capital of the Terran Alliance.
Oh, and there's also a good spot for a farm and an influence-boosting tile.

Sadly, MAX POWER! had to be patient. Though the populations on the colonies were filling out, the treasury was still depleting at an alarming rate. Taxes had been raised again, and it still wasn't enough to stop the drain. With a heavy heart, MAX POWER! ordered that all shipbuilding cease as soon as current projects were completed. New colonies would only receive the barest infrastructure to get by, including a market center, until the populations rose enough to bring in more than they spent.

Almost as if to mock the Terrans, more species, major ones, began popping out of the woodwork. First the Arcean Empire, who told humanity, in a no-nonsense tone, that all the stars were to be claimed by them:
Spoiler (click to show/hide)

Next came the enigmatic Thalan Empire, who warned of terrible devastation:
Spoiler (click to show/hide)

Feeling that the populace needed a lift in spirits, the Xeno Entertainment technology was completed:
Spoiler (click to show/hide)

Though expensive, these centers began to gradually improve morale across the Alliance, with some worlds reaching a 97% approval rating. Still, the money situation was getting worse.

New worlds were discovered, though many were fairly low class. Chebychev III was not such a world, and was added to the Alliance:
Spoiler (click to show/hide)
Fairly unremarkable, but it has a flexible future.

Another minor race appeared, the Akillians:
Spoiler (click to show/hide)

One of the last colony ships before the shutdown sent an excited message to HQ. In orbit around a strange purple star was a planet that, until that moment, had only been theorized: a C22. Named Embor I, it was quickly colonized:
Spoiler (click to show/hide)

Some entrepreneurial scientist came up with a feasible method of interstellar trade:
Spoiler (click to show/hide)

...and then came up with a method of detecting planets:
Spoiler (click to show/hide)

Before the year ended, the great-grandson of Bill Gates managed to revolutionize computing once again.
Spoiler (click to show/hide)

And before anyone knew it, it was time for the next United Planets assembly. The humans, after having a rough year, were eager to show the universe that they were still in charge. Unfortunately...
Spoiler (click to show/hide)
After the dominance of the previous year, humanity now had less than a quarter of the votes. The Thalans, on the other hand, held around 1/3 of the votes and were not afraid to use them.
Spoiler (click to show/hide)
The races were split. Thankfully, it was a relatively unimportant issue, but despite being the only race to vote for 5 parsecs/month, the Thalans emerged victorious. Clearly, the Terrans were no longer the big shots in the galaxy...something that MAX POWER! didn't care for at all.

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

I could really use some suggestions for how to do updates, other than the hueg wall o' text I'm currently doing. I may also alternate between playing days and posting days, especially since I will be going back to school next week. I think I spent more time writing this update than I did playing it! :P

Forgot to mention: I forgot to get a screenshot, but another planet was colonized as well. It's pretty boring actually, no special tiles IIRC. However, the name is really long and impossible to remember. I would like suggestions on renaming it.
« Last Edit: August 11, 2011, 02:28:41 am by Sirus »
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shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #141 on: August 11, 2011, 02:25:47 am »

we need xeno economics.
advanced trade markets are huge boosts comparred to basic ones.
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #142 on: August 11, 2011, 02:26:50 am »

Xeno Economics were finished in the first year  ;)
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #143 on: August 11, 2011, 02:27:32 am »

Huge walls of text are awesome.   8)
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IronyOwl

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #144 on: August 11, 2011, 02:41:20 am »

What are the tech costs of the next economic and trade techs relative to everything else? We clearly need money, but there's not a lot of ways R&D can help with that.
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shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #145 on: August 11, 2011, 02:46:28 am »

sorry, my mistake.
meant the things next to xeno economics.
advanced markets.
and then, if i might suggest...BUILD MORE OF THOSE.
markets, markets.
grab a high class colony and specialize it ONLY in markets.
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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.

IronyOwl

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #146 on: August 11, 2011, 02:51:01 am »

That's a good long-term solution, but we're running out of money now. It takes time for populations to grow, and time and money for markets to be constructed.

Short-term, a better solution might be to establish as many trade routes as we can manage. That's one reason I want to know the relative tech costs of everything- if it's too expensive to boost income in traditional ways, we might consider better engines to get trading vessels where they need to be quicker and cheaper.

Then again, finances are more of a colonial affairs problem. Continuing to research non-economic stuff isn't necessarily a bad thing.
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A hand, a hand, my kingdom for a hot hand!
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.

shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #147 on: August 11, 2011, 02:59:53 am »

That's a good long-term solution, but we're running out of money now. It takes time for populations to grow, and time and money for markets to be constructed.

Short-term, a better solution might be to establish as many trade routes as we can manage. That's one reason I want to know the relative tech costs of everything- if it's too expensive to boost income in traditional ways, we might consider better engines to get trading vessels where they need to be quicker and cheaper.

Then again, finances are more of a colonial affairs problem. Continuing to research non-economic stuff isn't necessarily a bad thing.

no money makes the research stop going.
And i need my money!
do you think i'm working for free!? >.>
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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.

Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #148 on: August 11, 2011, 03:23:38 am »

Colonial Affairs

Now that you have trade, I highly recommend building freighters. That's some easy cash there. Not a lot, but it's free money and every little bit helps right now. However, I don't know who actually has control over trading. Diplomats? Espionage? Whatever. Basically, whoever we want to be peaceful with should be good. Going to war means all our trade routes get disbanded. We might also want to trade away the trade tech. We get money when somebody else sets up a trade route with us, which is as you might expect, good. Our high natural diplomacy means we should get good deals from it, so at the very least, I urge our Diplomat Corps to sell some techs to the minor races who all have terrible diplomacy scores. Selling to the big guys is also fine, I'm just saying that the little guys will probably give better deals.

But that's all just short term solutions. I fear we might be walking into an economic trap where even at 100% taxation and 1% production we lose money. This is possible if most of our spending is on buildings. Buildings have maintence costs associated with them. Some are quite high, others are more reasonable, but when a colony doesn't even produce enough to pay for its resource usage, dumping factories and shit (that also have high resource usage ON TOP OF their maintence costs, both of which might be doubled if the tiles is a bonus tile) just means we lose even more money and get minimal results. So here's my plan shamelessly stolen from that LP somebody posted earlier in the thread;  turn the tax rate way down for a few turns to get 100% approval everywhere and kickstart all planets straight into high populations. Go ahead and turn down production to minimum for that time period, nobody will care that much. This is just to get things going fast. Production and tech right now are terrible, so even if we lose a few turns of them in the short term, we'll make out in the long term with a very healthy economy that'll let us make tons of good ships and research very fast with a shitload of UP votes.

Orders:

All planets without starports should focus on Social Production. If planets have no buildings being built and no starport, focus on Research. If a planet has a starport but no buildings being built, focus on Military Production.

Amcor III:
If some more short-term funding can be acquired somehow, drop a factory on the bonus square and then spam economic buildings.
Otherwise, drop economic buildings everywhere. After the planet becomes self-sufficient or we're in the black as a whole, drop a factory on the bonus square.
Either way, set the focus on social production so this all gets built faster. When needed, drop a farm on the food square.

Amber I:
Sorry R&D, this one's got to wait until we have more money. I DO like this one, though. For now, economic buildings. When we have the money, buy a factory and then build research labs on every single square but one. That precurser library gets our research capital. AFAIK, bonus tiles have an effect on everything, even buildings that themselves double production. I'd REALLY like somebody else to confirm this, however.

Chebychev III:
Classic economic powerhouse. Economy buildings out the ass, baby.

Embor I:
Same as Chebychev III, but with more awe. When we get access, drop our economic capital on this planet.

Unnamed Planet:
Boatmurdered, Boatmurdered! Hmm, that's actually kind of played out. Nist Akath? I don't even
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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.

IronyOwl

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #149 on: August 11, 2011, 04:03:13 am »

Well if EVERY planet is going to be an economic one for the foreseeable future, I guess we should get the next economic building tech unless it's hideously, hideously expensive. Pick up the next trade tech first if it's relatively cheap, or after if it's reasonably priced at that point.

Then more engines, I guess. Lots more engines.
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A hand, a hand, my kingdom for a hot hand!
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.
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