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Author Topic: Let's Play GalCiv 2 - Twilight of the Arnor! (Dead)  (Read 52900 times)

Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #360 on: August 24, 2011, 07:33:43 am »

Except I don't think we know where that planet is.
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #361 on: August 24, 2011, 08:03:14 am »

Except I don't think we know where that planet is.

It can't be that hard for Sirus to find it, right?  Considering our apparent space superiority, we have a very good chance of finding it. 
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Iituem

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #362 on: August 24, 2011, 10:59:11 am »

Except I don't think we know where that planet is.

Don't we have pretty good Krynn infiltration right now?  Or do we need better infiltration to find out the location of superprojects of that type?
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #363 on: August 24, 2011, 05:02:48 pm »

Mr. Person is right, we seem to have all of the invasion tech line. What's bugging me is that I cannot find mini soldiers (the final invasion tech) on the tree. I wonder if they were removed for TotA.

I think there are a few more techs that improve our soldiers, but they seem to be scattered throughout the entire tree, mostly in defensive-related techs. But yes, we'll need to capture the planet that contains Tir-Quan training, and we'll need to do it in a way that will not accidentally destroy it (so tidal disruption is out).

Thanks to the image I posted, we know that Gladstone I is the planet we need to capture. Offhand however, I don't have the slightest idea where Gladstone is.

And since the question was brought up: No, our espionage level is not high enough yet to go digging through the entire list of Krynn worlds. Thankfully we still have a lot of spies, which I'm mostly using to sabotage planets pre-invasion. I think (and this is only a THEORY) that we have more spies available than the Krynn do. Those last couple I assigned? Only one has been taken out so far, implying that either the Krynn are spending a much lower amount of money on espionage than we are, or most of their spies are assigned to other races, leaving them without many to defend themselves.
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #364 on: August 25, 2011, 01:48:40 am »

War Council

If this is ok with the espionage division, can we use these spies to find the world with the Tir-Quan training thing?  We need to find this planet, we need to take it ( which is going to take a lot of transports to get enough men to overwhelm the planetary soldiers ) or else the Krynn will forever have a very large advantage. 

Also, I didn't know you could use spies to sabotage other races.  This is good, use them to sabotage the industrial worlds of the Krynn, cripple their manufacturing capability. 

So, here's my input ( need acknowledgement from Timferius on this one ):

1.Use spies and/or scouts to find Tir-Quan training planet.
2.Build an absolutely massive transport fleet, with more soldiers than the entire population of the enemy planet, if that's possible.
3. Invade Tir-Quan planet, using something other than tidal disruptors, but something that will still give us an invasion bonus.  If we succeed, great.  If we fail, try again.


If the above plan works, here's the next military agenda:
1. Locate Krynn planet with the most amount of manufacturing capability, through whatever means necessary. 
2. Get an invasion fleet ( again ) invade it, take it, thus crippling the enemy's galactic industry and manufacturing ability, as well as increasing our own.


If we do not have the ships or soldiers to take such a planet, just send spies to sabotage their industrial and economic assets.  We need to prevent them from pumping out more ships.  If we do this, their fleet will be at an even bigger disadvantage. 

Is this a good idea everybody? 
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #365 on: August 25, 2011, 02:11:09 am »

NRDL, I doubt we'll need more than 2 or 3 billion soldiers to take the Tir-Quan world, unless it is covered in farms. When it comes to planetary invasion, the attackers will almost always have the edge (they have air and space superiority), plus we have a variety of options to further increase our odds. It is quite easy for 2 billion soldiers to kill 8 billion defenders, provided we get a decent advantage roll.

As for industrial planets...let's just say that I found a MASSIVE one. I would actually recommend using tidal disruption on that world to destroy most of the factories. Yes they represent massive shipbuilding potential, but they would be a massive drain on the economy, one that I'm not sure we can support currently.
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #366 on: August 25, 2011, 02:15:27 am »

NRDL, I doubt we'll need more than 2 or 3 billion soldiers to take the Tir-Quan world, unless it is covered in farms. When it comes to planetary invasion, the attackers will almost always have the edge (they have air and space superiority), plus we have a variety of options to further increase our odds. It is quite easy for 2 billion soldiers to kill 8 billion defenders, provided we get a decent advantage roll.

As for industrial planets...let's just say that I found a MASSIVE one. I would actually recommend using tidal disruption on that world to destroy most of the factories. Yes they represent massive shipbuilding potential, but they would be a massive drain on the economy, one that I'm not sure we can support currently.

I thought the Sun Tzu agreement specifically prohibited the destruction of powerful manufacturing planets?  As much was I would love using a scorched Earth policy, I did agree not to ask for that, and instead spare the planet.  I need the other guy to back me up here. 

Other than that, it's good. 
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #367 on: August 25, 2011, 02:18:18 am »

NRDL, I doubt we'll need more than 2 or 3 billion soldiers to take the Tir-Quan world, unless it is covered in farms. When it comes to planetary invasion, the attackers will almost always have the edge (they have air and space superiority), plus we have a variety of options to further increase our odds. It is quite easy for 2 billion soldiers to kill 8 billion defenders, provided we get a decent advantage roll.

As for industrial planets...let's just say that I found a MASSIVE one. I would actually recommend using tidal disruption on that world to destroy most of the factories. Yes they represent massive shipbuilding potential, but they would be a massive drain on the economy, one that I'm not sure we can support currently.

I thought the Sun Tzu agreement specifically prohibited the destruction of powerful manufacturing planets?  As much was I would love using a scorched Earth policy, I did agree not to ask for that, and instead spare the planet.  I need the other guy to back me up here. 

Other than that, it's good.
Well, if you war guys and the rest of the council demand that I spare the world, I will. I'm just saying that it probably spends at least a hundred bc every week, which is a big drain.

Still, this IS an audience participation LP. Give the viewers what they want!
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #368 on: August 25, 2011, 02:21:00 am »

Thank you for your cooperation, Mr. President.  ( Technically you are president right? )
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #369 on: August 25, 2011, 02:23:09 am »

Nope, that would be MAX POWER!. I'm just the behind-the-scenes, get-stuff-done guy.
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #370 on: August 25, 2011, 02:24:26 am »

Nope, that would be MAX POWER!. I'm just the behind-the-scenes, get-stuff-done guy.

So You're the head of the illuminati/shadow government/mason/cult group? 
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #371 on: August 25, 2011, 02:27:20 am »

Pretty much.
 X3
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Sheb

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #372 on: August 25, 2011, 03:03:00 am »

Actually the Sun Tzu agreement forbid to lower a planet PQ. You could destroy the factories.

However, I think we should keep it intact. Let us turn other planets into economics if need be, but we need those factories to pump out Armok.
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #373 on: August 25, 2011, 03:19:34 am »

Actually the Sun Tzu agreement forbid to lower a planet PQ. You could destroy the factories.

However, I think we should keep it intact. Let us turn other planets into economics if need be, but we need those factories to pump out Armok.

Yes, even if we don't destroy them, if we manage to conquer the planet, the Krynn obviously can't use it.  Their production of ships will be crippled, and ours will be increased. 
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timferius

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/23/11)
« Reply #374 on: August 25, 2011, 05:53:10 am »

War Council
What'd I miss? Let's see.... I agree with the Tir/Quan planet, we should rush it as soon as possible, that should save many brave troops from death and destruction. Also, yes, the Sun tzu agreement was PQ, not buildings. I have to aggree with Sirius on this one, it's easy enough to rebuild it later if we must, but we can't risk driving our economy into the ditch. The ability to buy ships in case of emergencies far outweighs 1 manufacturing planet in my honest opinion.
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