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Author Topic: Let's Play GalCiv 2 - Twilight of the Arnor! (Dead)  (Read 52963 times)

timferius

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #150 on: August 11, 2011, 07:25:16 am »

I think the problem may be we're expanding to quickly. As a newly elected member of the War Council, I would like to remind you that we've spread ourselves very thinly, with many new planets and literally 0 ships to patrol. Should our neighbours, or god forbid pirates, take an interest in our empire, we'd be hard pressed to defend ourselves. That said, I think we need to get people breeding faster. (I can't remeber, is this possible?). More people equal more income, and more troops!
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #151 on: August 11, 2011, 07:39:15 am »

I think the problem may be we're expanding to quickly. As a newly elected member of the War Council, I would like to remind you that we've spread ourselves very thinly, with many new planets and literally 0 ships to patrol. Should our neighbours, or god forbid pirates, take an interest in our empire, we'd be hard pressed to defend ourselves. That said, I think we need to get people breeding faster. (I can't remeber, is this possible?). More people equal more income, and more troops!

I agree, spreading out like this weakens us.  However, even if we can breed more humans ( not sure if that's possible ) it would most likely take some time.  The question is, where should we relocate the bulk of our forces?  On our most valuable territory, or on our planets closest to potential enemy threats?  I'm completely clueless on the actual galactic layout, so I could use some help here.

Sirus, can you also post the type and number of our military?
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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #152 on: August 11, 2011, 08:09:51 am »

I don't think we've got any military to speak of. No ships certainly.

As Ship Design Chief, I'd like to get two Freighters done for trading. (Do Freighters work like the rest, by establishing a trading route and then disappearing?), then Basque and Freighters until we've got shipping lines with all the races the Diplomatic Comitee decided to trade with.

I'd also like to request another Ship Design, the IronyOwl which is to the normal Freighter what the Basque is to the Colony Ship. Substitute IronyOwl for Freigthers in my orders whenever a potential trading partner is close enough.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #153 on: August 11, 2011, 08:12:08 am »

I don't think we've got any military to speak of. No ships certainly.

As Ship Design Chief, I'd like to get two Freighters done for trading. (Do Freighters work like the rest, by establishing a trading route and then disappearing?), then Basque and Freighters until we've got shipping lines with all the races the Diplomatic Comitee decided to trade with.

I'd also like to request another Ship Design, the IronyOwl which is to the normal Freighter what the Basque is to the Colony Ship. Substitute IronyOwl for Freigthers in my orders whenever a potential trading partner is close enough.

Even if we have no ships, we must have some sort of military or defense system.  If not, we're doomed. 
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timferius

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #154 on: August 11, 2011, 09:10:12 am »

Military Commitee
Early on, it's rare to have much, the same goes for our enemy's though. Planetary invasion is an expensive tech, so until then, the worst they can do is fly around our space with rather week ships, and harras our colonizers. Our planets defend themselves from invasion by default as well, and their ground forces are dictated by population. There are very few defensive buildings (that I know of).
On that note, I still think SOME sort of standing military would be useful, if just as a deterrent. Though if we manage to recover our economy, we can buy a defensive force pretty quickly if required.
Sirius, can we get a screen cap of our current space and surroudnings? A fairly zoomed out picture is fine, I'm just curious about enemy proximity and how spread we really are.
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EuchreJack

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #155 on: August 11, 2011, 09:13:24 am »

Ship Design Chief

Could you please change your color?  Central Intelligence already called purple, and it might get confusing if we both had the same color.

Speaking of Central Intelligence, do we have any spies trained yet?  I'm not going to ask for the full complement of spies, but if we have any, I'd like to start using them.

NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #156 on: August 11, 2011, 09:15:16 am »

Military Commitee
Early on, it's rare to have much, the same goes for our enemy's though. Planetary invasion is an expensive tech, so until then, the worst they can do is fly around our space with rather week ships, and harras our colonizers. Our planets defend themselves from invasion by default as well, and their ground forces are dictated by population. There are very few defensive buildings (that I know of).
On that note, I still think SOME sort of standing military would be useful, if just as a deterrent. Though if we manage to recover our economy, we can buy a defensive force pretty quickly if required.
Sirius, can we get a screen cap of our current space and surroudnings? A fairly zoomed out picture is fine, I'm just curious about enemy proximity and how spread we really are.

Thank you for agreeing with me on the standing military, and for the moment, it is better to simply use whatever military we have to dissuade any potential enemy from attacking ( need to check the diplomatic situation on that ).  I really do hope that we'll build a strong enough fleet and army to conquer the galaxy, but I guess I'll just have to wait. 
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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #157 on: August 11, 2011, 09:15:28 am »

Well, since I cannot remember which colors I chose (I was sure it was purple) and I'm too lazy to look for it, I choose Rainbow.

I shall be the trendiest comitee!
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

timferius

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #158 on: August 11, 2011, 10:18:51 am »

Military Comitee
Oh also a request for R&D.
When can we look at getting some basic offensive and defensive techs? The basic weapons techs, frankly, suck.

S.H.E.B
Can we get a basic scout style ship designed? We need more intelligence on potention enemies.

Diplomatic Corps
Could you please request, and then provide us, with our current diplomatic standings? We could use this information, along with proximity, to identify potential military threats.

Central Intelligence
I fully support you aquiring more spies. Also, I would propose joint ownership of all scout class vessels, as Recon falls under both the military's and intelligence's purview. I suggest we use the scouts to aquire information on higher threat and closer proximity empires, sou we can get information on what their military is currently equiped with, helping R&D focus on the most logical military techs.

NRDL
Do you agree with all these? I know it's frustrating to put actual offensive production on hold, but it takes a while for the military game to really ramp up I find.

El Presidente
I would request, once ship production resumes, quickly churning out a few scouts, assuming my design requests are approved by sheb.
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #159 on: August 11, 2011, 10:23:15 am »

Don't we have a scout class already in the capital ship?

Also, I think I am the one who give orders for ship production as well.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

timferius

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #160 on: August 11, 2011, 10:35:20 am »

Don't we have a scout class already in the capital ship?

Also, I think I am the one who give orders for ship production as well.

Oh, I apologize, then let that request be directed at you.
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #161 on: August 11, 2011, 11:13:38 am »

Still, we've got a scout already? How many more do you want? I really think it is more important to expand at this point.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #162 on: August 11, 2011, 11:32:03 am »

Some notes of clarification:

In the event of an invasion, the entire populace becomes the planet's military. So most of the worlds have at least 1 billion soldiers (Earth has nearly 16). However, we have no active military, and no weapons for them to use.

For trade, at our current tech level we can only support three trade routes, which are established by having a freighter fly to another race's world. Both parties earn money from trade, so we'll only want to trade with races we can work together with long-term. The Diplomatic Corps will need to decide where to send our freighters.

Aside from the flagship, we also have another class of ship called the Scout. This is a tiny-hulled fighter whose only advantage is cheapness. Even with the current crunch, I could probably throw a couple of them together.

It'll probably be a few hours before I can get any of the requested screenshots. I have to bring the family car in for maintenance.
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timferius

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #163 on: August 11, 2011, 12:06:05 pm »

Some notes of clarification:

In the event of an invasion, the entire populace becomes the planet's military. So most of the worlds have at least 1 billion soldiers (Earth has nearly 16). However, we have no active military, and no weapons for them to use.

For trade, at our current tech level we can only support three trade routes, which are established by having a freighter fly to another race's world. Both parties earn money from trade, so we'll only want to trade with races we can work together with long-term. The Diplomatic Corps will need to decide where to send our freighters.

Aside from the flagship, we also have another class of ship called the Scout. This is a tiny-hulled fighter whose only advantage is cheapness. Even with the current crunch, I could probably throw a couple of them together.

It'll probably be a few hours before I can get any of the requested screenshots. I have to bring the family car in for maintenance.

Right, I forgot about the defaul ship templates. So, Sheb, can we make this happen?
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #164 on: August 11, 2011, 12:13:25 pm »

At the very least, the scout can have its engine replaced with something better, probably.
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