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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 52949 times)

timferius

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #195 on: August 12, 2011, 10:02:20 am »

I turn control of the War Council fully over to NRDL for the rest of this weekend. The moving day has descened upon us, and all hell shal break loose!
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #196 on: August 12, 2011, 10:04:05 am »

I turn control of the War Council fully over to NRDL for the rest of this weekend. The moving day has descened upon us, and all hell shal break loose!

Thank you.  Now, our empire is doomed to a fiery death. 
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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.

shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #197 on: August 12, 2011, 10:46:57 am »

I turn control of the War Council fully over to NRDL for the rest of this weekend. The moving day has descened upon us, and all hell shal break loose!

Thank you.  Now, our empire is doomed to a fiery death.

now now, i'm sure i didn't place planetary bombardment on the list of researched techs.
So silly NRDL, we might be doomed by a bubbly death of tidal disruption. But that's it.
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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.

EuchreJack

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #198 on: August 12, 2011, 11:24:10 am »

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.

In light of this, stealing planets culturally from the Thalans is currently unlikely.  It will be some time before we know for sure where the border between our species will lie.  Instead, I propose the following:

S.P.Y. Network

In accordance with the Revised Triforce Doctrine, I suggest we do two things:
A) Place the Thalan's Saboteur into their best economic building on their best world.  Let their economy suffer!
B) Place the Drath's Thief into an influence building on their best world bordering our region.  Not only will this give us useful data, but it will also reduce their influence, making the whole process even easier!

Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #199 on: August 12, 2011, 01:00:01 pm »

I like how no one has voted for good yet xD

Also: Ugh, car troubles! Starting late today, but we WILL see an update!
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #200 on: August 12, 2011, 01:12:34 pm »

Eep! I hope whatever's wrong with your car isn't too bad Sirus. :( A update will always be awesome, but it's understandable you have life stuff going on.

And one of the things I don't like is the ethical system, I really think it could have been implemented differently. If any kind of neutral wins out in the end we might still choose Good sometimes to balance out the Evil, there are some events where Good don't carry a penalty and the Neutral and Evil options aren't particularly advantageous. There's another couple where despite having a penalty for good it's like -20 BC and might still be the best choice.
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billybobfred

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #201 on: August 12, 2011, 01:32:17 pm »

From: Diplomatic Corps
To: Max Power, President of Humanity
CC: Colonial Affairs; Research and Development; Starship Design Committee; Central Intelligence Agency; War Council

I would like to request the research, design, construction, and deployment of a series of scout ships. These ships should have long range, high speed, and token weaponry. With these ships, we would be able to make contact with further alien species.
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #202 on: August 12, 2011, 01:40:45 pm »

From: Diplomatic Corps
To: Max Power, MAX POWER!

Fixed that for you.  :P

Also you'll have to talk to S.H.E.B about designing new ships. Your counterparts in the DCPC and member of the War Council have mentioned scout ships as well.

HOWEVER:

Although it would depend on Research and Development if we were able to achieve the Eyes of the Universe soon it would negate the need for scout ships. It would provide a great benefit for the War Council to be able to track other races ships and for the Council of Colonial Affairs by making it easier to find PQ 9+ Planets.

The half of the Council of Colonial Affairs would like to make a Formal Request to S.H.E.B that if, for whatever reason, we do make scout ships please equip them with a Survey Module so they will be able to explore anomalies.

Sirus, speaking of anomalies please let us know if we find any of the important good ones. I particular mean stuff like the Free Ships and Empire spanning bonuses like +1% to Economy, +2500 BC ( :o although this one is apparently deactivated in some versions) or +5% to Espionage.


Spoiler: Possible Colony Names (click to show/hide)
Spoiler: Documentation (click to show/hide)
« Last Edit: August 12, 2011, 01:54:41 pm by Basque »
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shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #203 on: August 12, 2011, 01:44:13 pm »

From: Diplomatic Corps
To: Max Power, President of Humanity
CC: Colonial Affairs; Research and Development; Starship Design Committee; Central Intelligence Agency; War Council

I would like to request the research, design, construction, and deployment of a series of scout ships. These ships should have long range, high speed, and token weaponry. With these ships, we would be able to make contact with further alien species.

From: R&D Scientist Shadenight123
To: Diplomatic Corps
CC: Colonial Affairs; Starship Design Committee; Central Intelligence Agency; War Council ; Max Power, President of Humanity

Should they make also coffee?
furthermore, we do not possess enough logistics, i believe, to do such a feat.
Just weaponry should get size 12 something, the sensor size 6? maybe, the long range? impossible.
I suggest we get out of this recession by drastically reducing factory production, military production, and placing that big juicy research slider to 100% giving us all funds. To finish searching economics.
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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.

Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #204 on: August 12, 2011, 02:05:41 pm »

I have already ordered one scout ship to be produced. I'll also support my colleague in Colonial Affairs in his suggestion for Eyes of the Universe.

However, I strongly oppose curtailing shipbuilding too much. At the very least, we need freighters, and we'll need more colonies as well.
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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 #205 on: August 12, 2011, 02:10:25 pm »

We're not that crunched for cash. Just waiting and grabbing a few more planets will get us out long-term and selling techs will save us short-term. Now, if you don't want to trade anything, be my guest, but I'd rather much like to trade away trade techs to our soon-to-be friends. If they like us, guess who they'll trade with?

Oddly enough, I don't think we begin the game with survey modules researched. They're earily far down the tech tree for some reason. Don't ask me why. Point is, we can't build another ship to survey with until basically they're all gone.

Eyes of the Universe is gonna be expensive. I suggest only building it if it can be built in under a year, and even then we need colony ships a lot more. Only when we have more manufactoring than sustainable economy should we bother with Eyes of the Universe. Basically, once we have three good manufactoring worlds and positive income, then I can see Eye of the Universe being a good idea.
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #206 on: August 12, 2011, 02:18:39 pm »

Eyes of the Universe is a longer term project; it's up to Research and Development to research 3 more technologies until we can start it. That being the case it should be the goal of our Council of Colonial Affairs to have everything ready by the time we can begin the project. With that in mind:
  • We'll try to have a 2:1 ratio of Economic Planets to other planets in order to get our funds stable.
  • Since Sirus mentioned discovering various 9-12 PQ planets if we need more manufacturing they would make good Industrial Planets (but if they have Approval/Economic bonuses they might be better served being Economic)

Just like Mr. Person said though the most important thing is to continue colonizing as quickly as possible. We have an enormous Diplomacy advantage so Trade could be a good source of Revenue until Taxes get up to speed. With Approval ratings up to 97%, lowering taxes to the next approval bracket (Tax impact on Approval increase exponentially every 10%) could very well be the best idea, using Trade revenue to pick up the financial slack.

Of course with whom we trade with and what we trade them is up to the DCPC.
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #207 on: August 12, 2011, 02:33:06 pm »

Update will be up soon. I will say two things:

Uno: Sheb, I'm sorry, but I forgot to build a scout ship  :(

Dos: Our money problems? For the foreseeable future...what problems?  :D
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #208 on: August 12, 2011, 02:37:40 pm »

Well, it'll piss the War Council more than me.
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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 #209 on: August 12, 2011, 03:07:17 pm »

Good, good. Now I'm dying to see what happens next.
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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.
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