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Poll

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 52947 times)

IronyOwl

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #180 on: August 11, 2011, 04:44:14 pm »

R&D

Hm. Trade Centers are probably out, at least for the moment, then. Advanced Trade is still viable, but we might want to pick up something else first.

As for military, I'm thinking missiles. They're the most efficient, but also easiest to counter. Recommendations from more relevant committees are welcome.


I guess our priorities are looking something like:

One of Cheaper Engines (skip if just smaller), Fertility, or Soil Enhancement if they're <8 weeks
Advanced Trade
Whichever of Engines, Fertility, Habitat Improvement, Entertainment, or Sensors I is currently easiest to acquire, repeating



Quote
Does building something on a special tile get improved benefit with the same cost, or does the cost increase as well?

If we do spam Economic buildings everywhere can we decommission them later and replace them with something more important?

Is at least one Factory necessary to produce further buildings at any kind of reasonable speed?
According to the page you linked, it's cost as well.
Yes, you can replace buildings. Don't think you can replace Galactic Wonders and the like, but basic buildings (and I think 1-per-planet ones) are fair game. Unsure about X Capitals.
Yes, you definitely need a factory to not crawl at a snail's pace.
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EuchreJack

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #181 on: August 11, 2011, 04:49:58 pm »

I think it's about time we have some sort of poll as to which alignment we're aiming for overall.  This will largely influence with whom we befriend.

I'd vote for neutral, but am perfectly happy with whatever.

S.P.Y. Network

Also, my spies can find out what weapons and defenses our enemies use, so we can counter them.

I'm thinking that the Thalans should get "visited" by one of my agents, preferably in their nicest planet that borders our territory.  Any suggestions on which building?

Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #182 on: August 11, 2011, 05:05:30 pm »

I have this feeling we're actually ahead tech-wise right now. We'll soon have a good economy no matter what, I'm just a little worried about our production.
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #183 on: August 11, 2011, 06:19:46 pm »

I support our Spymaster EuchreJack proposal to vote for an alignment - it's similar to what I tried to propose in a memo earlier. I also support his Neutral position. However, the most important thing is that we can buy an alignment later, so no matter what the alignment is in a Random Event we should make the most advantageous decision. That will usually be Evil but not always, which is why I tried to set up guidelines earlier.

Our Central Intelligence Agency considers the Thalans a top priority and it is the opinion of this half of the Council of Colonial Affairs that their high-quality planets should be our first choice for revolting or trading to us, however from the mini-map screenshot I have no idea where they are actually located in the Galaxy. The Krynn Consulate are our closest/only visible neighbors on the minimap.

For Research and Development, please get us up to at least the Impulse Drive for engines. That's when the speed of our ships will literally double, and after that speed progression is slower so it doesn't need to be in as much focus. Impulse Drives are the next engine after Ions so it should require only one more technology. This will assist the War Council as well, especially if you decide to research Missiles; more effective engines leave more ship space left for more weapons.

However, please take into consideration that if/when we do take military action we will want Military based planets close by. The DCPC has decided the Kyrnn, our closest neighbors, should be candidates for alliance. Please focus on Social Technology until we colonize close enough to potential enemies to make military action viable.

Mr. Person mentioned being ahead in Technology which is good because we can Trade some less important Technologies and particularly almost any kind of Technology to Minor Races since they'll always be confined to a single planet. The DCPC is wise to be cautious about sharing too many technologies with Major Races, but I think Minor Races should be exploited for all they're worth.

Also concerning the Diplomatic Corpse for Peace and Collaboration I would like to propose another Inter-Council Agreement. Through Diplomacy we may acquire another Races' Technology, Starbases, Ships, Planets and Trade Goods. Of all of these the Council of Colonial Affairs believes Planets are the most important. Unless pursing a specific technology or good, Planets will be given the highest priority for acquiesce in our interaction the other races. This agreement is pending approval from the Diplomatic Corpse for Peace and Collaboration and the better half of the Council of Colonial Affairs.

It would also be noteworthy for SHEB to know nearby Economic Starbases improve the profits from trade routes.

Colonial Affairs
It seems like our Economic straights weren't as dire as I thought if we've still got 700 BC in our treasury. We should still focus Economically until we start making more than we're spending, but I think we can put a Research Lab on the Precursor Library for the quadruple amount of Research even if it does cost more.

Mr. Person, if you're worried about our production what do you propose? Sirus mentioned finding a lot of average planets (what PQ do you mean when you say "average," Sirus? ) which could be good Industrial planets but we need to make sure we have enough Economic Planets to support them.

Spoiler: Possible Colony Names (click to show/hide)
Spoiler: Documentation (click to show/hide)
« Last Edit: August 11, 2011, 06:37:13 pm by Basque »
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #184 on: August 11, 2011, 06:38:38 pm »

The "average" planets that I have found but not yet colonized are in the 9-12 range. What really sucks is that there are plenty more habitable planets, but many of them have qualities as low as 4! That's why there are gaps in our influence.

I had zoomed in on the mini map to better show our influence, but in general, the Arceans are around 7 o' clock, a few sectors away (outside the Basque's default range). The Thalans, on the other hand, are roughly halfway across the galaxy around 11 o' clock, with the Drath roughly halfway between us and them.

We may have 700bc in our treasury, but we're still losing about 20 every week. With the year lasting 48 weeks, we'll be in the negatives before the end of the year unless the situation improves. While going negative isn't an instant game over, it's something we'll want to avoid.
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #185 on: August 11, 2011, 06:58:59 pm »

The "average" planets that I have found but not yet colonized are in the 9-12 range. What really sucks is that there are plenty more habitable planets, but many of them have qualities as low as 4! That's why there are gaps in our influence.

The 9-12 range planets would generally be Industrial, but if they have significant Economic or Research tiles they could swing either way. We should settle them in order starting with the highest and in the meanwhile hopefully our Flagship will find more higher PQ planets.

Whenever we get Soil Enhancement or Habitat Improvement, will all the lower PQ planets have tiles to be improved? Here's a quote from the wiki:

"I generally find planets of 4 or less have up to 9 squares that can be upgraded with quality enhancement techs, 3 per tier. any planet above only gets 3 squares to upgrade meaning lower planets, once upgraded, can beat lower-middle class planets. your secondary planet, the one next to your homeworld in skirmishes, should be class 12 when fully upgraded. "

We may have 700bc in our treasury, but we're still losing about 20 every week. With the year lasting 48 weeks, we'll be in the negatives before the end of the year unless the situation improves. While going negative isn't an instant game over, it's something we'll want to avoid.

Colonial Affairs

In light of this I think we should continue to colonize as much as possible. Going into debt should be avoid but won't kill us. If Mr. Person agrees we'll try to maintain at least a 2:1 ratio of Economic Planets to other planets in order to make sure we have enough funds for everything.
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #186 on: August 11, 2011, 07:08:32 pm »

To answer your question: Yes, most of them do. If you look at the planets, you may be able to see yellow tiles. These tiles would be workable with the first level of terraforming technology.
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #187 on: August 11, 2011, 09:11:30 pm »

As a side note Sirus, appreciate you putting up the poll but I really think you only need the first three options. Our overall alignment is really just a decision made once we research Xeno Ethics, right? Up until that point the minor random events can sway it a little this way or that, but for instance if we wanted to go neutral it wouldn't necessarily entail choosing the neutral option every time-you could go half good and half evil, etc.

Another way to do this would to be vote on the "default" position but still ask in the thread when a random event comes up. That would require more updates though, and I know you're already putting a lot of work into this.

My only concern is that a lot of time the different choices affect completely different areas so depending on the planet the neutral or evil choice could be more beneficial. There's even one on the wiki where the punishment for choosing Neutral is worse than the punishment for choosing Good.

Enh, whatever way it goes I just don't want us to miss out on a big bonus (Some of the evil bonuses include up to 40% PQ Bonus, 60% Research Bonus or 1000 Billion Credits) or wreck a Planet with one (Good punishments are basically the negative of all of those).
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #188 on: August 11, 2011, 09:17:46 pm »

Agreed. In fact, I made an evil choice over the previous update, involving an ancient mind control device. It was either a -4% or a +10% to influence, and we REALLY need influence.

EDITED to add: I will not be making an update tonight. I will update tomorrow morning, my time.
Also, starting next week, updates will become a semi-daily thing: play one day, write-up the next. I will be going to school and won't be able to stay up until midnight or later writing a small essay every night.
« Last Edit: August 11, 2011, 09:46:54 pm by Sirus »
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #189 on: August 11, 2011, 09:45:39 pm »

EVIL!!!!!!!
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #190 on: August 11, 2011, 10:58:00 pm »

Classes are starting for me too Sirus, so I probably won't be pestering you as much. :P We'll appreciate the updates whenever you can do them. Earlier on in the thread you mentioned it took you a long time doing screenshots-how are you doing them? I always use Alt+PrntScreen to copy/paste them in an image program, but I heard if you have Windows 7 there's an easier way built in. If there's anything we can do to help you out with the technical side of things please let us know! :)
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #191 on: August 12, 2011, 01:52:37 am »

I actually just use X-Fire's screenshot function. Takes nice pics and uploads them for you! Only downside is that I can't really edit them  :P
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shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #192 on: August 12, 2011, 02:17:49 am »

evil for the lulz, the win, and the free SLAVES
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #193 on: August 12, 2011, 02:18:32 am »

evil for the lulz, the win, and the free SLAVES

Woohoo!
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #194 on: August 12, 2011, 03:01:03 am »

I voted evil as well.
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