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Author Topic: Let's Play GalCiv 2 - Twilight of the Arnor! (Dead)  (Read 52872 times)

majikero

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #435 on: September 01, 2011, 09:01:25 am »

My suggestion on terror weapons:

If you want garrisons, make it a super garrison or a super dreadnaught with lots of guns. This is where miniturization comes in. Joust one or two super ships will make you top 1 in military. Then it's either everyone hates you or bows before you.

Alternatively, use the terror star and blow up their home star.
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #436 on: September 01, 2011, 09:03:51 am »

i've got an idea:
let's research MORE population growth things!
this should give us more power at the UN.

More power?  Excellent. 
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #437 on: September 01, 2011, 04:05:23 pm »

I'm gonna be starting soon. Let's see if we can't score a few more planets, shall we?

Research, according to R&D, will mostly consist of new weapon and defensive technologies. Some population growth and miniaturization as well as well, and possibly advanced colony techs.

In accordance with Colonial Affairs', farms will be built on some economic worlds, and additional factories will be built on manufacturing worlds.

Funding for S.P.Y. will resume, though probably not as high as before. We will begin placing spies on Thalan worlds, as they may be the next big threat.

For Diplomacy, we will begin working towards making the Arceans and Yor allies, and possibly the Drath. I actually have a plan for dealing with the Thalans through diplomacy, but it will likely take some time to work out.
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #438 on: September 01, 2011, 08:13:41 pm »

Preview time, ladies and gentlemen!

Spoilered in case you want to be surprised:
Spoiler (click to show/hide)
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #439 on: September 02, 2011, 02:17:12 am »

((Before I begin, here is a picture of Yeoman Prime:
Spoiler (click to show/hide)
and here is Saba III:
Spoiler (click to show/hide)
Now for the actual update))

Year 2233, Part 1
The year kicked off with a scene out of a horror movie. A mysterious blight began creeping across Terran worlds, killing those it infected and leaving a strange pink film behind:
Spoiler (click to show/hide)
Scientists discovered that the film could be used as a lightweight building material. MAX POWER! chose to harvest the film for use in building, while still attempting to cure the infected.

A more compact impulse drive was invented:
Spoiler (click to show/hide)

Espionage funding resumed, now that the increased tourism industry was bringing in lots of credits:
Spoiler (click to show/hide)

A brand new Armok Mk III, named "Carp Slayer", left Ymir I and headed deep into Krynn space:
Spoiler (click to show/hide)

The low class world of Bilbo I was captured with relatively few casualties:
Spoiler (click to show/hide)
The governor in charge of the planet took the initiative to turn the planet into an economic power, thanks to the world's many snow-covered mountains.

The Thalans were given a small monetary gift, in an attempt to build friendly relations:
Spoiler (click to show/hide)

Though they were reluctant to lose their monopoly, the Seeker Swarm were persuaded to share Xinanthium hull plating with a couple of techs:
Spoiler (click to show/hide)

The Impulse drive was finally perfected, and refused to go any smaller:
Spoiler (click to show/hide)

Without warning, the Thalan Empire declared war on the Arceans:
Spoiler (click to show/hide)

The Krynn tried to offer another peace treaty. Since they still refused to budge on tribute, the treaty was torn up.

Knowing that the Arceans would need help, MAX POWER! voluntarily gave them a few technologies:
Spoiler (click to show/hide)

The LentzLandians, whom the Alliance had met just a few months ago, were wiped out by the Thalans:
Spoiler (click to show/hide)

Agents finally began making headway in the Swarm's government:
Spoiler (click to show/hide)

Intercepted communications revealed that the Krynn had managed to build a massive temple that was apparently very sacred to them:
Spoiler (click to show/hide)

In the Dark Yor system, Alliance cruisers began encountering new Krynn ships. These ones had point defenses:
Spoiler (click to show/hide)

The Seeker Swarm and Thalan Empire managed to reach an armistice:
Spoiler (click to show/hide)

Another world was captured, Osiris II:
Spoiler (click to show/hide)
The strong manufacturing sector made it a candidate for shipbuilding, though the low class would forever hinder production.

Carp Slayer, reporting from deep within Krynn space, announced the discovery of two strong economic starbases and a mining base producing some sort of research-boosting compound:
Spoiler (click to show/hide)
Carp Slayer quickly destroyed them all, then hauled ass out of the area.

New industrial techniques meant that more components could be crammed onto starships:
Spoiler (click to show/hide)

Thanks to the new techniques, three new ship designs were approved:
Spoiler: The NRDL Mk 2 frigate (click to show/hide)
and

A new era of learning dawned, as sentient beings all over the galaxy eagerly opened their minds to alien thoughts:
Spoiler (click to show/hide)

Military analysts all over the galaxy now rated the Terran Alliance as the third most powerful civilization, just behind the Thalans and the Swarm:
Spoiler (click to show/hide)

The Seeker Swarm declared war on both the Arceans and the Yor:
Spoiler (click to show/hide)

In Carp Slayer's continuing mission to harass the enemy, the crew discovered the Krynn home world. Though sorely tempted to attack, defenses in orbit were extremely heavy and the surrounding systems had substantial fleets. The Carp Slayer reluctantly moved on:
Spoiler (click to show/hide)

Clearly the S.P.Y. Network was pleased by having funding again. Agents started infiltrating the Thalan government:
Spoiler (click to show/hide)

Disaster struck. The Arceans clearly had a weaker military than anyone had reckoned, and the government fell to the Thalan fleet:
Spoiler (click to show/hide)
Several ships swore allegiance to the Alliance and joined the fleet. A large number of Arcean ships, however, turned to piracy.

Not even the news of stolen technology could lift the somber mood at High Command:
Spoiler (click to show/hide)

Agents continued to infiltrate the Swarm society:
Spoiler (click to show/hide)

A scientist struggling with a way to supply dozens of ships suddenly had an epiphany, and finished his assignment four weeks ahead of schedule:
Spoiler (click to show/hide)

The already-mighty Thalans called to taunt:
Spoiler (click to show/hide)

With the fall of the Arceans, the Alliance needed new friends. The Yor were approached with treaty offerings, which they accepted:
Spoiler (click to show/hide)

Clearly, the Thalans were a force to be reckoned with. The go-ahead was given to begin work on shield technology:
Spoiler (click to show/hide)
The scientists even offered a working prototype:
Spoiler (click to show/hide)

Saiph II, the closest planet to the Dark Yor system, was taken after a bloody battle. Only about 700 million troops of 4 billion survived:
Spoiler (click to show/hide)
As a condolence, the secrets behind advanced manufacturing techniques were discovered on a hard drive:
Spoiler (click to show/hide)

As deflector technology was relatively simple, a slightly smaller version was quickly completed:
Spoiler (click to show/hide)

The desert world of Altros II was next to join the Alliance:
Spoiler (click to show/hide)
An awesome new engine technology was discovered on the surface:
Spoiler (click to show/hide)

Continuing their war-mongering ways, the Thalans declared war on the Yor:
Spoiler (click to show/hide)

Unwilling to let another friend go down in flames, High Command offered some technologies to the Thalans in order to call off the war:
Spoiler (click to show/hide)

Deflector technology became ever-smaller:
Spoiler (click to show/hide)




...Dear god...
Spoiler (click to show/hide)


*transmission ends*
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 9/2/11)
« Reply #440 on: September 02, 2011, 03:45:35 am »

War Council

Oh crap.  The Thalans declared war on us?  We need to know asap what their defenses are, the power of their fleets, their technologies, with a request to our Spymaster.  We really need to ramp up the war production, I want Armoks and NRDL MK2s and the improved transports up and ready to attack as soon as humanly possible. 

Also, have we found the Tir-Quan thingy?  Seriously, this is ridiculous.  Other than that, the Krynn don't pose that much of a threat, or am I wrong?

On the Thalans, are they a productive economic race?  Yes or no, we should hit their mining bases and their starbases, then we move on to their planets.  The Armoks MK3 should be good for this raiding plan. 

Timferius, any good ideas would be very appreciated.  That is all. 
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shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 9/2/11)
« Reply #441 on: September 02, 2011, 03:52:44 am »

R&D

I have a nice idea! let's increase our population! lots and lots.
if we are to invade their worlds, we can't charge our troop transports with empty air.
So, ON WITH THE GROWTH POPULATION.
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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 9/2/11)
« Reply #442 on: September 02, 2011, 04:53:28 am »

S.P.Y. Network

Spymaster here.  I approve the increase in espionage against the Thalans.

My office would like to know how our tech compares to the Krynn.  Are there a significant number of Krynn techs for us to steal (greater than 5)?  We seem to be getting lots of Krynn techs via conquest.

The point is that we should consider removing the spies from the Krynn and placing them in the Thalan's worlds.

Finally, as the Diplomacy Corps is defunct, I'll temporarily usurp their authority.   ;D

 8) S.P.Y.-Controlled Diplomacy Corps  8)
Get the Swarm to attack the Thalans.  Get everyone to attack the Thalans.  If we're forced to fight a two-front war, so should the Thalans.

Try to snag a few good planets from the Krynn before declaring peace with them.  We may need peace with the Krynn in order to wage effective war on the Thalans, but peace should only be declared if necessary.  One advantage of peace with the Krynn is that we could get them to fight the Thalans.

timferius

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 9/2/11)
« Reply #443 on: September 02, 2011, 06:15:31 am »

War Council
On that note, would the Krynn accept a peace treaty with the one condition being attack the Thalans?
They are a universal threat really, so I can't see it being too hard to sway most of the known races towards war!

On a serious note, we need eyes and ears in the Thalan government now, as well as an assesment of their current military build, so we can start producing a counter to it (Here's hoping they're weapons are the same strain as the Krynn...) as NRDL said.
All I remeber about the Thalans is that they have slow population growth, and long range. So if we crank our pop growth like RnD suggested, we can probably outlast them in the long run.

Oh, if we are going to go for peace with the Krynn, I highly suggest doing it right after taking the Tir Quan Training facility, we'll want every edge we can get in the upcoming war.

you know what would help? Terror Stars.

Oh, and NRDL, I don't think they're neccisairly strong in economics racially, but if we cripple their starbases, all the better for us!

We REALLY NEED INTEL on the Thalans, really really really.
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 9/2/11)
« Reply #444 on: September 02, 2011, 06:02:19 pm »

Known intel: The Thalans use ships with lots of lasers. No defenses that I can see, and their fleets are fairly slow.
Source:The HUGE NUMBER OF FLEETS INSIDE OUR OWN TURF, OH EM GEE.

See, if they took the Krynn route and used massive numbers of smaller ships, I'd be much more optimistic. Instead, they have emulated us and use mixed fleets of Large, Medium, and Small ships. There are lots of ships in and around our territory. What's worse, all but three of their planets are outside our range. Those three planets are deep inside our territory, as they used to be Iconian worlds before the Iconians surrendered. In fact, I recommend that we capture those as soon as possible, as those worlds may be what is allowing the Thalan vessels to travel so far from their own space. Capture them, and we may be able to buy ourselves some time as the Thalans attempt to acquire or build forward bases.

As you probably guessed, I had a feeling that this was going to happen. That's why I started concentrating on shields, the best defense against lasers. Sadly, our shield tech isn't quite up to par. I'd have to experiment with the ship builder to see what kinds of warships I can put together.

In the meantime, I predict that we will lose a lot of warships. Some of the Armok cruisers have absurdly high HP totals, reaching into the 120s (one Armok, named Devastator, was almost level 30 last I checked), which should allow them to survive a battle or two. Still, their defenses revolve around missiles, and will be almost useless against lasers. Upgrading them to a shield-using class would be counter-productive, as they'd lose those extra levels and HP.

On the plus side, none of the Martial Trances or Mr Persons have been produced yet. If I can design shield-based versions of those, I can re-assign the shipyards and they should be done fairly quickly. I'm also not seeing any troop transports yet, which may mean that we have a month, possibly two, before they show up.

On the diplomacy side of things: I don't see further war with the Krynn as anything but counter-productive. We simply do not have time to continue pressing their worlds when our own need defending. And make no mistake: Right now, this is a defensive war. The Tir-Quan planet still hasn't been located, despite at least two cruisers hunting through Krynn space, and any attempt to capture it would require a massive offensive. We'll have to swallow our pride and seek a peace treaty (considering how much they've been losing, they should readily accept).

Before calling the turn quits, I contacted the Seeker Swarm in an attempt to get them to fight as well. Here's the thing:
The Swarm, the second most powerful civilization in the galaxy, is f**king terrified of the Thalans. It would take around a dozen quality techs in order to get them to agree, including such gems as advanced troop mods and advanced starbase construction (test offers made, nothing approved yet). The Yor, being our good buddies, might agree with somewhat less incentive, but they probably have the weakest military currently. I'm not willing to place any bets on what the Krynn will do, considering we've been blowing up their ships and capturing their planets for over two years.

Consider this friendly GM advice: forget about Terror Stars. They require five techs to unlock, and the first one takes about 25 weeks. We could advance significantly up the shield tree in that amount of time, or (possibly) have Huge hulls for dreadnoughts.

No tl;dr for this post, we need to get serious. I need plans from the various councils, and I need good ones.
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shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 9/2/11)
« Reply #445 on: September 02, 2011, 06:18:23 pm »

when is the next UN assembly going to be?
you can always try and get an alliance with EVERYONE and win through allied victory...while it seems unreasonable.
So, here's the R&D suggestion:
Go with shields, and proceed through hulls, and plating since they influence HPs. and then...pray?
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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.

Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 9/2/11)
« Reply #446 on: September 02, 2011, 06:31:12 pm »

The UP assembly takes place at the end of each year, so about 6 1/2 months game time.

I was hoping for an alliance victory. In fact, it's still not impossible to get one. We'd just need to survive the war and rebuild relations with the Krynn and Thalans. Everyone else, even the Swarm, like us a lot. The Yor, Drath, and Swarm should agree to an alliance with relatively little incentive.
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 9/2/11)
« Reply #447 on: September 02, 2011, 11:22:48 pm »

Make peace with the Krynn. Now. Even if we have to give them something irrelevant, do it. If we can actually get something, all the better.

SHIELD TECHS OH MY GOD GET THEM NOW HOLY SHIT

Tune the production rates to the following rates. This should be acceptable to everyone. Even R&D gets a little bonus.

45% military production
20% social production
35% research

But right now we need ships, ships, and more ships. And, apparently, floating version of what I'm gonna say are my head.
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 9/2/11)
« Reply #448 on: September 02, 2011, 11:45:56 pm »

But right now we need ships, ships, and more ships. And, apparently, floating version of what I'm gonna say are my head.
... ???
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timferius

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 9/2/11)
« Reply #449 on: September 02, 2011, 11:54:58 pm »

War Council

Ok, i think first order of buisness is to get r&d to pump out the sheild tech asap, and possibly even looking at cycling our current ships to be re-outfit with sheilds a few at a time. We should grab the planets in our influence asap as well. We'll then need constructors, to build a forward base (military) to extend our range and act as a rally and fallback point, as well as a repair area, ill leave it up to the relevent authoritys to choose the modules, but i would recommend self defense first, because if we lose that base while in their territory, our ships will all fallback until they're in life support range. And i guess my dreams of terror can be suspended. I know theyre expensive blah blah.

TL;DR
lets burn those buggers back to their dimmension!
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