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What alignment should the Terran Alliance pursue?

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Author Topic: Let's Play GalCiv 2 - Twilight of the Arnor! (Dead)  (Read 52937 times)

Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #225 on: August 13, 2011, 06:59:09 am »

I think I just gained a level in lousy acronyms. :p
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EuchreJack

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #226 on: August 13, 2011, 08:09:38 am »

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 don't think we'll be able to steal influence from Krynn.  I'd suggest trying to steal Arcean's planets instead via influence.  Krynn will require "visits" from our new war fleet.

Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #227 on: August 13, 2011, 08:15:59 am »

It's mostly about securing our own planets, and open new trade route. However, I'll let the Diplomatic Comitee decide where to put the starbases, since they decide both trading and influence policy.
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EuchreJack

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #228 on: August 13, 2011, 10:49:44 am »

Thanks, I was just confused a bit about the purpose of the constructors.  From what I've read of the Krynn, we may very well need to stop them from influencing our planets.

shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #229 on: August 13, 2011, 10:52:29 am »

and increase our population in the process.
if we actually grab their planets, we increase our populations.
BEGIN RESEARCHING MASS WAR TECHS.
>.>
we *must* have the majority.
we cannot afford to give 50% influence bonus to somebody else, if the UP building gets proposed.
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“Do something!” she whispered, trying to keep her sight on all of them at once.
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“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 #230 on: August 13, 2011, 12:04:29 pm »

Isn't the UP building influence bonus only on the one planet it gets built on? In any case, our Restraunt should help with influence from now on. If we need more, I can support researching down the influence tech tree. I have to say though, without the influence techs, influence starbases are pretty much useless. However, if we have any mining starbases, constructors can likely upgrade them now that we've got some modules researched, and if there's any unclaimed resource nodes around, all the better.

We don't need another asteroid miner, we need colony ships more than anything with maybe a few constructors to claim untaken resource nodes. Asteroids will defect just like a planet will, so even if another race starts mining our asteroids, we'll still get them. Plus we started with one already, and I think it's not mining any asteroids at the moment, so two are obviously going to be a waste of resources for now.
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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.

Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #231 on: August 13, 2011, 12:49:13 pm »

Alright folks, I'll be playing the turn out later today, and the update will be tomorrow. I will also be changing the content of the updates somewhat, by adding information on the current planets at the end of the turn. Most likely, it'll just be what the planet is currently building, but if there's anything else you want to see let me know.

Despite the complete failure of the first spy, I do still have some money going into espionage. I plan to maintain a reserve of spies at home, while also gathering intel on whatever planets I can. Thank goodness the AI can't tell where spies are coming from!

@ Sheb: You forgot poor, hardworking Ymir :P . It's been cranking out Phoenixes (will soon produce NRDLs) every three weeks!
Also, since someone mentioned Heavy Cruisers, here's a rough guide on hull size -> class:
Tiny -> Fighter
Small -> Heavy Fighter
Medium -> Frigate
Large -> Cruiser
Huge -> Dreadnought
We only have small and tiny hulls right now.
Also, I keep getting requests for more IronyOwls, but no real idea of where to send them. I would like the Diplomatic Corps to figure that out when they finally get around to posting  ;)

Since everyone is requesting intelligence on our enemies neighbors, I will devote most of next turn to figuring out what I can.
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #232 on: August 13, 2011, 01:03:44 pm »

Alright folks, I'll be playing the turn out later today, and the update will be tomorrow. I will also be changing the content of the updates somewhat, by adding information on the current planets at the end of the turn. Most likely, it'll just be what the planet is currently building, but if there's anything else you want to see let me know.

Yay Sirus! You rock! I was going to ask for a screenshot of the current status of each colony at the end of the year but I thought it would be too much work for you. It would really be great to see!

I fully support Mr. Person's point about colony ships. Since you mentioned Ymir makes military ships at a rate of 1/3 weeks, and a year is 48 weeks, that's 16 ships a year just from that one planet. Colony ships should be made on all other planets, or multiple planets should be staggered military/colony/military/colony.

The Council of Colonial Affairs will set a goal of 16 new colony ships by the end of the year, as per Mr. Person's comment.

Also since Colonial Affairs is deeply intertwined with the economy I would like to remind All Councils that military ships have a maintenance cost, meaning the more we have the bigger drain it will be on our economy.
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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 #233 on: August 13, 2011, 01:07:04 pm »

I suggest using 4 colony ships max to go exploring. The other ships should go ahead and take any remaining planets above class 5 that nobody's taken for some reason. If none that good are left, go ahead and take the worse ones. Colony age is running down, so we're just going to have to accept some poorer worlds. Which is ok since they'll be useful, just not as useful.
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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.

Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #234 on: August 13, 2011, 01:30:54 pm »

@ Basque: Keep in mind, the Phoenixes are much smaller and cheaper than colony ships, which is why they can be made so quickly on Ymir. Still, it compares favorably with Earth's production rating, which can produce a Basque every 5-6 weeks. Once Mars and Pithra V are brought up to speed, I can easily see the numbers that you're talking about.

No, I will not be uploading screenshots of each planet. The updates will be text-based, but I can give pretty much any info required.

Speaking of Mars, I recommend to Colonial Affairs that at least one of the soil enhanceable tiles be used for a Power Plant. We don't have the tech for them yet, but they are one-per-planet improvement that dramatically boosts 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 #235 on: August 13, 2011, 01:44:19 pm »

I'm glad you know what you're doing Sirus! I had no idea we had access to something like Power Plants. Considering that that and the Recruitment Center is there a one-a-planet upgrade for every different stat?

I'll edit the industrial plan to include Power Plants, if it's just a better version of a Factory there's no reason not to have one. Mr. Person, should we try to work something so that each planet has a Power Plant instead of a Factory (if Plants are better)? I assume a plant takes more to build so just making it first might not be effective, but if it was cost effective we could build a Factory and a Power Plant and decommission the former when we needed the space on Economic and Research Planets.

Spoiler: Documentation (click to show/hide)
« Last Edit: August 13, 2011, 01:50:21 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 #236 on: August 13, 2011, 01:47:57 pm »

Plants are not like factories. They do not provide production, they boost it. Sorta like those tiles that boost a single building, but applied planet-wide.
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Basque

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #237 on: August 13, 2011, 01:57:36 pm »

Sirus, ahah! That makes sense. In that case we should only produce buildings like that if the bonus they apply would be more effective than just building another Factory or such. If it's say, a 10% boost and each Factory generates 10 production, we should build a Power Plant after 11 Factories since that would be effectively +11 production. (Numbers just an example, but the concept should apply to anything)

Sirus, since you mentioned Mars when we improve yellow/orange/red tiles to Green they just become basic tiles right? There's no chance of them becoming special tiles, and a planet will never start with special tiles in one of those areas, right?

If those are true I would like to point out to Research and Development that although Habitat Improvement is important because it gives us Aphrodisiac if we do intend to go Neutral one of the bonuses is automatically being able to use any tile (assuming I understand everything correctly).
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #238 on: August 13, 2011, 02:13:37 pm »

Sirus, since you mentioned Mars when we improve yellow/orange/red tiles to Green they just become basic tiles right? There's no chance of them becoming special tiles, and a planet will never start with special tiles in one of those areas, right?
I don't know if that's a hard-and-fast rule, but I can't recall ever seeing a bonus applied to an "unlockable" tile. It sorta makes sense, as you wouldn't find say, extra-fertile land (farm bonuses) in an area that you had to chemically treat to just make usable.
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/11/11)
« Reply #239 on: August 13, 2011, 03:31:18 pm »

But you could find artifacts for exemple.

Ymir is to produce Basque non-stop. Colonization is a priority, and I'd rather have our military close to Earth. I'll edit my turn.
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