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What alignment should the Terran Alliance pursue?

Good
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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 52939 times)

Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #210 on: August 12, 2011, 04:31:16 pm »

2228

On advice from the Council, MAX POWER! declared a month-long vacation for the entire empire. Production ground to a halt as the populace partied for a glorious, tax-free month, though government officials were worried by the great loss in funds every week:
Spoiler (click to show/hide)

Also, for reasons known only to him, the planet with the unpronounceable name was renamed Boatmurdered. Critics accused MAX POWER! of satanism and inciting violence, but most citizens did not care.

The IronyOwl class of freighter was designed. With all shipbuilding on hold, it was still just a blueprint:
Spoiler (click to show/hide)

Just before bankruptcy, the holiday was declared mostly over. Taxes were reintroduced, though production was still halted. For the first time, the Alliance was actually earning money:
Spoiler (click to show/hide)

On the world of Saba V, colonists made a shocking discovery. A group of interstellar criminals had built a weapons lab on the planet, using it to produce horrific weapons known as disintegration rifles:
Spoiler (click to show/hide)
Rationalizing that nothing would be gained by simply destroying the lab, government officials re-purposed the lab to build more conventional weapons.

Thanks to the lab and the existence of precursor artifacts, Saba V looked to become a promising research world:
Spoiler (click to show/hide)

A new alien race was encountered. This hive-mind race, using an individual known only as Speaker, called themselves the Star Swarm:
Spoiler (click to show/hide)
((This I was not expecting. The Star Swarm are a custom race I used in one campaign. I had no idea they could become NPCs for other campaigns!))

RIOTING!!!
After the home team, the Terran Great Apes, managed to lose the championship match of the Intergalactic Spaceball League, riots broke out all over Earth's surface:
Spoiler (click to show/hide)
Showing firm resolve, MAX POWER! chose to devote a large amount of police and military units to crack down on the rioters. Though 30bc were spent, far fewer lives were lost than otherwise would have happened.

All over the galaxy, people suddenly became far more interested in exploring other worlds. Tourism in the Alliance jumped ten-fold, pouring vast numbers of credits into the economy. Sadly, the natives were not too pleased by the influx, dropping the average approval rating to around 63%.

Flush with income, production resumed all over the empire:
Spoiler (click to show/hide)

In an odd bit of intel, a mining base near the edge of Terran space picked up a Krynn colony ship, heading towards the heart of the Terran's influence:
Spoiler (click to show/hide)

The good times kept rolling. Reports indicated that species all over the galaxy were expressing an interest in Terran culture, improving the Alliance's influence:
Spoiler (click to show/hide)

Perhaps jealous of our sudden prosperity, the Thalans called to taunt us:
Spoiler (click to show/hide)

We'll soon show them. Space Militarization has been perfected!
Spoiler (click to show/hide)

A new world: Aldra III, was colonized:
Spoiler (click to show/hide)
Lots of possibilities with this one.

Another new species has been encountered, The Iconian Refuge:
Spoiler (click to show/hide)
Who are these "Yor" they refer to?

The Seeker Swarm sent us a message today, demanding tribute:
Spoiler (click to show/hide)
We told them to stick it where the sun don't shine.
((This is when I first realized that the Swarm were a major race rather than I minor race like I originally thought. Minor races don't demand tribute!))

Interestingly, diplomats reported that the Swarm were also demanding tribute from the Snathi, who were paying. Perhaps a future partner?
Spoiler (click to show/hide)

The period of increased influence came to an end, bringing back to pre-boost levels.

The impulse drive was perfected, blowing ion drives out of the water in terms of effectiveness.
Spoiler (click to show/hide)

The Krynn became the butt of many a light-night joke when reports indicated that the colony ship spotted earlier in the year had finally reached it's destination...
Spoiler (click to show/hide)
((The skull-and-crossbones indicates the planet is about ready to revolt due to overwhelming foreign influence))

Now that some of the older colonies had hit their population cap, the invention of Xeno Farms came as a huge relief for governors who wanted more tax money:
Spoiler (click to show/hide)

After the crypic hints left by the Iconians, it was something of a relief when we finally met the Yor:
Spoiler (click to show/hide)
A number of citizens had been comparing the Yor to a classic science-fiction machine race known as "Reapers". MAX POWER! was secretly relieved that this was not the case.

The first IronyOwl managed to locate a major Krynn world and make contact. The trade route would bring in anywhere from 9 to 20bc every week.
Sadly, the other planned trading partner, the Arcean Empire, had no worlds within the IronyOwl's range. Production on the freighter line ceased in favor of more Basques.

Pithra IV, a world close by Earth but somehow missed by early explorers, was colonized:
Spoiler (click to show/hide)
The manufacturing bonus makes this a likely candidate for a ship-building world.

Space Weapons have finally been perfected!
Spoiler (click to show/hide)
Eager to get a space navy, production was signed off on the Phoenix class of heavy fighter:
Spoiler (click to show/hide)
Ymir I, the only world with a starport aside from Earth, was assigned to mass-produce Phoenixes and send them to various colonies as basic protection.

Not liking the fact that the Alliance now had space-borne weapons, the Krynn attempted to extort humanity for "protection money":
Spoiler (click to show/hide)
They were told the same thing as the Swarm, though slightly more politely.

Flush with cash and eager to show off to the Krynn worlds pushing in on humanity's borders, MAX POWER! sank over 6,000bc on purchasing The Restaurant of Eternity on Embor I, the paradise world:
Spoiler (click to show/hide)

Thanks to the continued tourism market, the Alliance finally had enough income to push production levels up to 100%. Things were gonna get DONE.
Spoiler (click to show/hide)

As if to underline the above point, Missile Weapon Theory and Stingers were researched in rapid succession:
Spoiler (click to show/hide)

The Krynn inhabitants of Mars, tired of being made fun of, revolted and joined the Alliance. For the first time, the Alliance was a multi-species empire.

Antares I was the next planet colonized:
Spoiler (click to show/hide)
It's high class and manufacturing/farm bonus make it an ideal shipbuilding/economy world, should Colonial Affairs choose to use it that way.

Finally, the latest United Planet assembly. Terrans, while not the biggest voting block, are not the smallest either:
Spoiler (click to show/hide)
The Thalans and Swarm, perhaps drawn to each other's insectile appearance, took nearly half the votes. The rest were split amongst the other races, and thus could not stand up to their combined might. Still, things are looking up:
Spoiler (click to show/hide)

A new year dawns.
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #211 on: August 12, 2011, 04:38:09 pm »

POST YEAR COMMENTARY

I don't think we can win an influence war with the Krynn. They have colonized a number of low-class worlds, with no embassies. Yet they are still overpowering some of our worlds (Boatmurdered in particular), despite those worlds having embassies. I also attempted to place a spy on a Krynn world, to slow them down. He was taken out almost right away. See, the Krynn are masters of culture and espionage. We'll have to stop them (whether from taking our worlds, or altogether) another way.

We may also be in trouble with the Swarm. I designed them to be pure war-mongers, no influence or diplomatic bonuses at all. They already had space weapons when I encountered them, and they are already demanding tribute.
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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 #212 on: August 12, 2011, 04:55:44 pm »

Now that our income is good, we can start making a shitload of production worlds. I'll look back through it later. Also, that planet with all the research bonuses? Start building research buildings. That should help us with our research, which while not overly slow, could use a boost to get the next few techs.
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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.

Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #213 on: August 12, 2011, 05:14:29 pm »

Well, it's time to militarized then. What are the though of the War Council? I'm thinking of a combination of Hevay Fighter and larger cruiser, all using missiles (Since we do not really have alternative right now.)
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #214 on: August 12, 2011, 05:47:44 pm »

Sirus, I really surprised a Custom Race could be an NPC as well! XD I hope you didn't design them to be broken or that could come back and bite us in the ass. :P

Overall I approve of your choices in the ethical random events. You seem to have a good ability to judge what benefits or loses are important. The only issue becomes things like with Saba: does that 4% Soldiering Bonus apply throughout the empire, or just to ships built there? It would make a good research planet so I don't think making it industrial for military purposes just for a 4% bonus would be a good idea. On the other hand I'm glad we got some of the events where it's smart to choose Good, that will help balance out anytime we go Evil.

In lieu of the need for greater military and other technologies, this half of the Council of Colonial Affairs (pending approval from the better half) would like to propose building a research lab on every bonus Research tile as soon as possible. Now that we have the money to afford it since we've been finding some good Artifacts this will hopefully really help our Research and Development Council.

Influence may be important as well considering the situation with the Kyrnn. I would suggest attempting to colonize away from planets we know have high influence, preferably colonizing close to planets with Low Influence but otherwise just expanding into empty space. Since we got some zoomed-out mini-map screenshots we can see there's still a ton left to explore.

Because of the impact Influence is having, this half of the Council of Colonial Affairs (pending approval from the better half) would like to propose building a Influence building on bonus tiles around the edges of our sphere of influence (Edit: near major races). This should hopefully help prevent outside influence from causing a problem. If additional approval is needed anywhere according to the wiki Sirus it seems like Taxes reduce approval by jumps every 10% instead of at a steady rate.

Increasing influence elsewhere would also improve our UP vote (votes which can be sold, mind you) and our Tourism if we need money however there are likely more important things to tend to for our inner planets since we already have enough influence in our inner sphere to convert planets like Mars. Speaking of Mars, could we get a screenshot of it Sirus? I'm interested to see how much we could improve its PQ with Soil Enrichment, etc.

Council of Colonial Affairs New Colony Plans
Spoiler (click to show/hide)

Also Sirus you said Boatmurdered was our Colony in trouble (the irony! XD) but it's also one we've never gotten a screenshot of. Anything important there?

Since we beat everything to the Restaurant to Eternity I think we do have a technological edge. I would like to recommend to Research and Development to further pursue tech trees with unique Achievements/Goods so we can beat others to them as well. Specifically, Extreme Entertainment and Zero G Sports Arenas allow us to get Ultra Spices and Gravity Accelerators which improve Morale 15% and give our Ships +1 Speed. The latter is particularly important not only for Colony ships but also for the War Council since the Speed Boost doesn't take up any ship space it allows more room for weapons.

Sirus, have we been finding any asteroids for mining?

On behalf of the Council of Colonial Affairs I would like to put in a formal request to S.H.E.B to upgrade our colony ship design to incorporate the new Impulse Drive.

We colonized 4 planets this year. If we get a new colony ship and with new Industrial Worlds this half of the Council of Colonial Affairs would like to set a goal of colonizing at least 8 planets within the next year.

Overall I think this year went pretty well, nice update Sirus! I appreciate you posting it in a timely fashion while you still can. This is by far the most fun I've ever had in an LP thread. :D
« Last Edit: August 13, 2011, 12:22:23 am 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 #215 on: August 12, 2011, 07:18:03 pm »

In response to Basque

The Swarm, if anything, are over-specialized. No bonuses to research or whatever, but their weapons are stronger and they breed like rabbits. They'd be a tough fight, but nothing we humans can't handle.

Soldiering bonus does not apply to ships, but to ground troops (both offensive and defensive). I assume that it's an empire-wide bonus, since troops can come from anywhere.

While I didn't document it, I have been building influence-boosting structures, mostly in the areas bordering Krynn and any other tiles that have bonuses. Remember Amber, the research world? It now has a technological capital (damn, I should add that to the update. It's hard to remember what you forget to screenshot!). I've been building a few labs, mostly just in places where there's a bonus.

Taxes seem to be wonky in terms of approval. Sometimes approval will remain steady for a few tax percentage points before fluctuating wildly. Good tax management seems to be more of an art than a science, and I suck at art  :P

Mars, despite not having any bonus tiles, will probably be a starship building world. The Krynn had already built a starport and were working on advanced factories when it revolted. Add in the three terraformable tiles that I can see so far, and it will be a major supplier for any war effort (praise the Omnissiah!)

I've been finding asteroids here and there. I don't document them because all they do is increase production in a single nearby world (the closer the world, the bigger the effect). Useful, but they hardly make for interesting updates.

If you really want to colonize that many worlds, I recommend setting your sights a little lower. Most of the 10+ quality worlds nearby have been taken, leaving mostly 4-6 quality planets.

I'm so glad that people are having fun. So far my first LP seems to be a success!
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EuchreJack

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #216 on: August 12, 2011, 08:25:34 pm »

Leave the 4-6 quality worlds alone, so we can have a repeat of Mars.

A real shame that my spy plot didn't work.

New S.P.Y. Network Policy Regarding Kyrnn: Leave them alone.

While my sedimentality would like to befriend and ally with the Arcean, my practical side says: Take from those losers.

New S.P.Y. Network Policy Regarding Arcean: Place a thief on their nicest, closest border world's best influence building, preferably where we can strategicallly influence switch the world.

In the long run, Arceans will probably get decimated by someone, so why not us?  While I respect that they are the "Klingons" of this game, and Klingons are cool and all, they simply haven't played as well as they should have.  Goodbye Arceans.

Still, I'd like to avoid outright conflict until we've grabbed what we can via influence.  They're still tough, and we don't know what horrors exist beyond their territory (or do we?)

Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #217 on: August 12, 2011, 10:26:18 pm »

Taxes seem to be wonky in terms of approval. Sometimes approval will remain steady for a few tax percentage points before fluctuating wildly. Good tax management seems to be more of an art than a science, and I suck at art  :P

Mars, despite not having any bonus tiles, will probably be a starship building world. The Krynn had already built a starport and were working on advanced factories when it revolted. Add in the three terraformable tiles that I can see so far, and it will be a major supplier for any war effort (praise the Omnissiah!)

I've been finding asteroids here and there. I don't document them because all they do is increase production in a single nearby world (the closer the world, the bigger the effect). Useful, but they hardly make for interesting updates.

If you really want to colonize that many worlds, I recommend setting your sights a little lower. Most of the 10+ quality worlds nearby have been taken, leaving mostly 4-6 quality planets.
Leave the 4-6 quality worlds alone, so we can have a repeat of Mars.

The S.P.Y Network is wise. Sirus, is Mars is Industrial as well we now have 3 planets we can launch ships from, and Pithra IV will be the forth as soon as possible next year. Looking at the mini-map screenshot there's still a lot of unexplored space, and ships launched from different planets will cover different areas with their range. After settling all visible PQ 9+ planets, please continue exploring space for them. Also, there may be some like Pithra IV which were just missed.

Mars Protocols: Pending the approval of the better half of Colonial Affairs, since Mars already has Industrial Improvements and a Starport it will be an Industrial Planet. Tiles will be improved there as soon as possible in order to increase the Planet's PQ.

The reason I asked about the asteroids is because they require Constructors to use, right? I know S.H.E.B authorized you to build the first four free ones, but I didn't know if it would be worthwhile to make more than that.

Speaking of which S.H.E.B, now that we have the Impulse Drive I would like to request our colony ship be upgraded to use it.

Sirus, concerning Taxes: if I'm understand this page of the wiki right (see the end of the page) Approval drops every 10% tax rate increase. That is to say it won't change from 30%-39%, but once you hit 40% it drops approval by a whole 15% (from -33% to -48%). You might want to test and see if this is right, if it is our tax rate should always be x9%.

Memo to All Councils
Boatmurdered is our first colony with a personalized name. Before I archive the list of names in our Documentation should we plan to give each Colony a unique name or will it only come up when our leader decides a planet should be renamed?
« Last Edit: August 12, 2011, 10:28:33 pm by Basque »
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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 #218 on: August 12, 2011, 11:05:16 pm »

Realistically we should have about 4 production planets making 16 colony ships a year, but hey, goals. We should probably research better laboratories so we can research other things a lot faster. That's the route I'd go, although I should note that research techs tend to be more expensive than other techs. It's worth it, though, since better labs produce a LOT more research a turn. For once, R&D should do what's best for R&D.

I agree with Basque on everything except taking use of infuence-boosting bonus squares that don't border actual foes (AKA, major races). If we want the influence, tis better to colonize planets in there. I mean, it IS a good idea to build influence buildings in planets near or, even worse, actually in enemy territory, but if the only border is empty space, what's the point? More tourism dollars and UP votes? Neither of those helps us KILL OUR FOES! RAAAAAAWWWR! I guess we're just always going to agree to disagree about the power of tourism. Whatever. You know what, if you want to build the influence boosters everywhere, go ahead. I would rather have more research labs or factories or a starport if there isn't one, but you keep pushing influence so eventually, I give up.

Let's convert Mars and Earth into full-fledged production planets now. Use whatever special research and food tiles, but mostly factories. We don't need as many economy planets as we currently do, and there aren't enough for my tastes.

Asteroids are mined by asteroid miners which are NOT used up upon use, although it can take awhile to build high-end mines. Constructors build starbases, which among other uses, can mine resources, boost the offense and defense of nearby ships, boost production and freighter trade income in range, project VERY strong influence to nearby space, or blow up stars. Constructors are not only used up to build the starbase, they're used up upgrading the starbases. And there's a LOT of modules for each kind of starbase.

The tax-approval rate is a bit more staggered than that, but you do have the general idea right. Instead of increased taxes coming into play only every 10%, it's more like every 3 or 4%, although sometimes you can boost taxes by as much as 8% without affecting approval.

Quick change to Economy Plan: After the initial factory, build a Recruiting Center. When all other squares are in use, replace with an economic building.
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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.

Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #219 on: August 12, 2011, 11:33:34 pm »

I agree with Basque on everything except taking use of infuence-boosting bonus squares that don't border actual foes (AKA, major races).

That's actually what I said too.

Because of the impact Influence is having, this half of the Council of Colonial Affairs (pending approval from the better half) would like to propose building a Influence building on bonus tiles around the edges of our sphere of influence.

That would mean only building them if they would get a bonus, and along the edges of our sphere of influence is where I presume we're boarding other Races, with the exception of situations like Mars. It could be reworded to say near major races as well. Influence on it's own is beneficial but not enough so to focus on, only when there's nothing else going on do I think we should improve it for all planets (or again, if we need the extra money).

I could not find Recruiting Center on the wiki, I'd be glad to edit the Economic Plan but what does that do? It sounds like it might be something to increase Soldiering?

I would actually strongly approve of getting 16 colony ships if possible. We have Earth, Mars and Ymir I with spaceports now and I'd like to get Pithra IV set up as soon as possible. Can each of these construct four colony ships within a year? Even if we do not get 16 planets colonized making the ships to colonize the 9+ planets we can see and using the rest to explore for more would be good.

Spoiler: Possible Colony Names (click to show/hide)
Spoiler: Documentation (click to show/hide)
« Last Edit: August 13, 2011, 02:11:40 am by Basque »
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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 #220 on: August 12, 2011, 11:47:09 pm »

Here you go

We'll soon show them. Space Militarization has been perfected!

A pre-requisite tech for weapons and defenses of all kinds. Also unlocks the Recruiting Center, a one-per-planet improvement that boosts population growth and the economy.


The major difference is that, as written, your influence plan means building influence buildings next to empty unoccupied space. If you agree that's a dumb idea, then we're actually in agreement in basically everything then.
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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.

NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #221 on: August 13, 2011, 02:10:04 am »

War Council

I'm really glad that we have begun the development of our military.  On the other hand, it sucks that we keep getting pushed around by these other races, especially that damn swarm.  Sirus, other than the swarm, is it possible for you to make a semi-accurate estimate of the strength of these guys?  Also, is it possible for you to figure out the focus of the swarm's ships ( missile, beam, etc ) so that we can design a fleet to counter that. 

No matter what, we really do need a better military, considering the fact that we're surrounded by racketeering and warmongers.   
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shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #222 on: August 13, 2011, 06:09:33 am »

Research and development

let's face it, the one who controls the united planets control most of the game.
to achieve it we need to increase our population.
Drastically increase it.
Go with xeno biology and the like and build farms like there's no tomorrow.
The more people we have, the more power we have.
and in the event of their being the question "who should have the UP building" we could win it IF we end up having majority (it's a 50% bonus to influence, PERMANENT).
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #223 on: August 13, 2011, 06:45:37 am »

Ships, Havensand Expensive Boats Dept.

-All our ships design shall be re-made using Impulse Drive. Since no ships of the older version shall be built, there is no need for enw class name, hence, when I order a Basque, I mean a shi with Impulse Drive.
-We three production world, it is time to specialize them. Mars will be our primary arsenal, churning out military vessels. Earth and Pithra will still focus on "growth" ships for now.

Mars:Production will focus on the Near Range Dart Launcher, a missile version of the Phoenix, using Stingers and Impulse Drive.

Earth:Focus will be on Basque production, to colonize all those planets that have been left behind.

Ymir:Basque all the way baby. We'll need every colony ship we can scrap if we are to colonize 16 new worlds this year.

Pithra V:Pithra will produce all the other civilian craft needed. An Irony Owl will be followed by a couple of Constructors. More Irony Owl will be created if new trade opportunities arise, otherwise production of Basque will resume.

Starbases:The two constructor will be used to build Influence Starbases, near the Krynn border. Both for pushing our sphere of influence and probiding range extension to our freighters.

I would like to request armor technologies and larger hulls from Research & Development we'll need ships with better defense if he crews are to survive long enough to get experience.
« Last Edit: August 13, 2011, 03:32:30 pm by Sheb »
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #224 on: August 13, 2011, 06:57:28 am »

Ships, Havensand Expensive Boats Dept.



Mars:Production will focus on the Near Range Dart Launcher,

Thanks, Sheb. 
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