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If anything can go wrong, it will go wrong

If anything can go wrong, it will go wrong

Space Weapons Fix Mod v5A test games

Summary of Test Game 1

The Drengin are currently the most dominant military power, and they are allied with the Yor Collective, and they control probably two military resources.

The Altarians have uncovered an artifact which increases their abilities over time.

The Arceans have been reduced to just two colonies, their home system.

Summary of Test Game 2

Native culture has become much more powerful, with the result that it is much more difficult to influence planets using starbases.

The Thalans and Yor have been completely eliminated, and the Iconians and Torians have been absorbed culturally by the Arceans.

All the major races have developed a military presence except the Korx.

The LMT Corporate has signed alliances with the Altarians, Iconians, Korx and Drengin.  The Drengin have signed an alliance with the Arceans.

Jump to the start of Game 2.

 

 

181,315 views 210 replies
Reply #176 Top

However, as always it's not as simple as just sending a bunch of transports and their escorts and watching the invasion with a bowl of popcorn.  You see one of the Yor colonies, located in the Frey system, is way out of range.  I don't have any planets or starbases nearby.  The planets that are nearby belong to the Arceans.

I have got a constructor available in the Alenil system to build a starbase, so I look for a good spot and send it off with squadron of fighters so it doesn't get picked off by what little military the Yor still have.

Meanwhile, research on Pulse Cannons III is completed, and I take this opportunity to consult with engineers on how best to use these updated weapons:

The new Hornet V heavy fighter is fitted with three of the Mk3 pulse cannons, improving its firepower by 50%.
The Avenger II light figher carries an extra pulse cannon, doubling its firepower.
The Raptor III packs one extra pulse cannon (a modest 25% increase in firepower) but has a tougher hull than the previous frigate designs.
Reply #177 Top

While I wait for my transports and constructor to get into position, I'm also presented with an interesting ethical choice:

Well I'm not all that enthused about losing 50 million people, many of them tax payers.  On the other hand, there's no reason why citizens should normally be in the sewers.  I don't happen to agree that these dealers should be letting exotic creatures loose in the sewers to breed, but if the snakes are content to remain in that habitat, then warning signs at sewer entrances should prevent unnecessary deaths.

Shutting down the dealers may drive the business underground (well, more underground than it already is) where it's more difficult to monitor the situation or enforce penalties on dealers who don't keep their animals in check.

Reply #178 Top

Remember how I destroyed a mining base built by the Yor?  Well, it seems that the Drengin have set up their own outpost there:

You can see here that I'm working on perfecting Warp Drive.  A bonus to speed will now be magnified thanks to the invention of Ultradrive, so it's difficult to ignore the opportunity to research it.

Also, thanks to the increase in revenue from tourism, I have a big fat surplus of credits.

My invasion forces finally arrive at Nesro IV, which is the only Yor colony which is in range.

Obviously, I could have used mass drivers to soften this planet up since it isn't very valuable, but the Yor forces here are not very numerous.  I go ahead with a conventional attack, which is successful:

As I said, not a highly valuable planet, but it's close to a number of galactic resources, which makes it a good place to support a mining starbase on one of those resources.

Reply #179 Top
With the loss of Nesro IV, I'm fairly confident that the Yor will have little opportunity to attack while I push through the refits I've been meaning to do:
Reply #180 Top

Woo, it's another exciting random event!

This turns a pair of formerly uninhabitable worlds in the Epsilon system into class 10 worlds.  Since I have a colony nearby, I start building  colony ship in the hopes I can get to one of them first.

Meanwhile, intelligence reports indicate that the Arceans have been busy with refits of their own:

While the design is still rather primitive compared to the Raptor III, let's not forget that the Arceans have been warring for a while now, and the battle-hardened crews of these frigates won't go down without a fight.  The Arceans also have the advantage of striking first, meaning that if their first salvo eliminates much or all of their opposition, they can win such a battle taking little damage in return or in fact coming away unscathed.

Having finished research on Warp Drive, I start looking into ways of improving the range of my ships:

It will take very little time to complete this research, and it will help in future to avoid the situation of being in a war with a race that is just beyond my reach.  Not that it will be much a problem after I have taken the last Yor colony, since I will then have colonies in just about every corner of the galaxy, but there's always the chance that a colony will fall into enemy hands, and this technology will make it far less likely that my ships run into supply issues during missions.

Reply #181 Top

And since I'm looking into supporting technologies, I also pursue Sensors Mk III:

My next research objective is Invention Matrix, which will unlock Technology Progression III:

 Of course the improvement itself isn't too bad either, and I may haveto build a few of them in order to boost my research output to end-game levels.

Oh, finally, we've arrived at Frey III, I thought we'd never get round to this last dance:

This is it, the final battle against the Yor.

As you might expect, when faced with roughly equal numbers but superior firepower, the Yor just don't stand a chance.

The Yor are defeated.  N-1 is nowhere to be found, but without the might of his people and ships, he's nothing but an evil robot bent on revenge against the Earthlings who drove him out.

:\

Remind me sometime that I really need to cast a better net to catch these galactic leaders.

Reply #182 Top

How come you don't use Information Warfare more?  You've plenty of cash, and it's such an effective force-multiplier.  

Reply #183 Top

Well sometimes, surprisingly enough, morale is high enough on the target planet that I can't get much out of Information Warfare.  I'm pretty sure I did use it when I was invading Thala though, although I didn't document it.

Reply #184 Top

Quoting qrtxian, reply 170
I'd note that, since the LMT Corporate is "close" with you as well, if you sign an alliance they'll remain neutral in any war with the Drengin.

Do the Torians and Korx have a military yet?

I didn't realize this was the case.  It doesn't hold for the player, though?  If one of your allies attacks another, you have to make a choice?

Reply #185 Top

Yes, you get a dialogue asking for assistance, if you don't then your alliance (with the race being warred upon) is off.  Been a while since I saw it though.

Reply #186 Top

Quoting MarvinKosh, reply 185
Yes, you get a dialogue asking for assistance, if you don't then your alliance (with the race being warred upon) is off.  Been a while since I saw it though.

I've never seen this - if one of my allies declares war on the other, I can stay completely out of it (although if the victim is Super Organizer I still get asked for help). Maybe things worked this way in GalCiv I?

Reply #187 Top

The United Planets meet (minus one delegate again) to discuss the issue of arming transports:

Wait, what?  Didn't we discuss this very same issue last year?

Hmm, well I haven't changed my mind.  Let's see how the vote goes.

It's a sobering fact that if the other delegates had wanted to oppose my 'None' vote, they would all have needed to vote on the same option, that's how influential the Terran Alliance has become.

Now then, here's a rundown of the current military ranking, and a comparison with the value in 2232 (that's six years ago).  Since the Drengin, LMT Corporate and Altarians did not have a military back then, what they've gained is what they have now:

  1. Terrans: 378 (+160)
  2. Arceans: 306 (-35)
  3. Drengin: 117
  4. LMT Corporate: 63
  5. Altarians: 9
  6. Iconians: 9 (-134)

Here's the timeline of military strength for the last five years:

You can see here that the Arceans, despite their primitive ship designs, are managing to keep up quite well.  The Drengin, on the other hand, are showing no signs of increasing their military strength, nor are they showing any sign of decline.

The other races are not doing particularly well in military terms, but the Altarians and Iconians at least have the technology to arm themselves, while the Torians are yet to get off the mark and the Korx have only recently completed Missile Weapon Theory.  Eleven years is a long time to go without any weapons.

Despite this glaring deficiency, the Korx still have 8 colonies and the Torians 10.

In the three months since the Yor Collective ceased to be a galactic power, the political situation has changed some more:

There is a continuing trend of alliances between the races.  Aside from the Korx, I am the only one without an alliance partner.

Reply #188 Top

So I have my brand new invention matrices ready to go, what's next?

Well actually there's just one technology that leads on from Invention Matrix here, and that's Technology Progression III.  I could alternatively spend time working on other technologies, but this is the one which unlocks Expert Colonisation, which will allow me to research the advanced colonisation techs and make full use of some worlds.

Meanwhile the Iconians and Altarians sign peace treaties with the Drengin.  Could this be a new era of peace for the galaxy?

Well, definitely not for the I-League anyway:

The Arceans now have the largest number of colonies... next to the Terran Alliance, of course.

Sadly, it seems that peace was not to be, a scant couple of weeks after the peace treaty, hostilities between the Altarians and Drengin erupt again, and the Iconians declare war on the Drengin again:

Random event time!

I guess with it having been eleven years the archaeologists were bound to unearth one eventually.

Here's the intel report on the Ranger:

As you can see, it doesn't have the ridiculous triple-figure stats you would expect.  The mod changes the weapons and defences loadout quite a bit.  It's still immensely powerful at the current stage of weapons development, though.

But wait!  There's more...

Well finally the Torians have a military.  They only have one ship, but against a squadron of Drengin missile boats, my money's still going to be on the Ranger.

I complete my research, adding a few Invention Matrices to my planets along the way:

Still, I don't quite have what you would call end-game research output.  I sure wouldn't like to try slogging through Ultimate Space Weapons (that's almost five years of research) until I have more facilities.  Right now though, I need to be able to make better use of the planets I do have, since not all of my worlds are necessarily going to be doing research.

Reply #189 Top

Quoting qrtxian, reply 186

Quoting MarvinKosh, reply 185Yes, you get a dialogue asking for assistance, if you don't then your alliance (with the race being warred upon) is off.  Been a while since I saw it though.

I've never seen this - if one of my allies declares war on the other, I can stay completely out of it (although if the victim is Super Organizer I still get asked for help). Maybe things worked this way in GalCiv I?

It's been awhile, since the last time I played GalCiv I. But as far as I remember, it worked just the same as in GalCiv II.

Reply #190 Top

Quoting Gaunathor, reply 189

Quoting qrtxian, reply 186
Quoting MarvinKosh, reply 185Yes, you get a dialogue asking for assistance, if you don't then your alliance (with the race being warred upon) is off.  Been a while since I saw it though.

I've never seen this - if one of my allies declares war on the other, I can stay completely out of it (although if the victim is Super Organizer I still get asked for help). Maybe things worked this way in GalCiv I?
It's been awhile, since the last time I played GalCiv I. But as far as I remember, it worked just the same as in GalCiv II.

I've never actually played GalCiv I, so I wouldn't know for certain. But I am sure that if one of your allies declares war on an another ally in GalCiv II, you don't have to do anything. I've seen it happen often enough.

Reply #191 Top

Quoting qrtxian, reply 190
I've never actually played GalCiv I, so I wouldn't know for certain. But I am sure that if one of your allies declares war on an another ally in GalCiv II, you don't have to do anything. I've seen it happen often enough.

Yes, that is my experience, too.

Reply #192 Top

Okay well I guess it doesn't come up if one of your allies declares war on another, but think it does if a non-ally declares war (as you would expect).

Reply #193 Top

I receive an urgent transmission from Tlas Kzientha:

Whoa, really?  Took you all this time to realise you were a little behind the curve, did it?

It's a good thing I fixed this for the next version because lack of research (caused by not having enough research facilities early on) is one reason why civs fail to do anything with their colony grab.  Unfortunately, the only way to make sure the AI researches Universities (for example) is to throw it on the main trunk of the tech tree.  By doing that, I'm circumventing the AI decision-making process by leaving them very few real choices.  On the other hand, I've tried to make sure that while there is a core of technologies which they must research, the rest are still optional.

So now that I have perfected my research on Expert Colonisation, I'm able to select from a number of advanced colonisation techs, allowing full production capability:

I'm opting for Advanced Radioactive Colonisation tech here since a number of my colonies in extreme environments are located on green and glowy worlds.

The rest of the year 2238 is quite uneventful.  You know, aside from the wars and so on, which I'm not involved in.

The United planets meet to discuss hosting a Galactic Olympiad to bring the peoples of the galaxy closer together.  More specifically, who should host the event:

Although at least three of the major powers cast their votes for the LMT Corporate, I opt instead for the Iconians.  Right now, they're the ones in most need of peace and understanding, seeing as how they keep jumping on the swords of the Arceans and Drengin.

With my radioactive colonies now working at full capacity, I opt to research Discovery Spheres, as I will definitely want to have a few of those building away on my colonies.
With the Arceans solidifying their power base, I'm quick to get Expert Logistics on the burner once that's done.
Reply #194 Top
The Arceans have occupied the homeworld of the Akilians, installing their own government which will of course be more sympathetic to the Arcean cause than the previous regime.
There is an economic boom which brings increased prosperity to the galaxy (like we actually need more of that!)

In August of 2239 I'm presented with an ethical choice:

Yes, send them packing.  Many of the colonies have well over ten billion people, and those people are going to be really unhappy if they all have to live in the same overcrowded cities.  There needs to be room for people to live, and the only way to accomplish that is to use the land we have as efficiently as possible.  We can't have primitive stone dwellings and old style labour-intensive farming taking up valuable space.

While it may seem overbearing and tyrannical to dictate where and how people should live, this is a decision made in the best interests of the citizens of the Terran Alliance, and if I allow citizens to revert to a pre-technological style of living then we may as well jettison out hyperdrives and shut down all the research centres, because a pre-technological society will have no interest in exploring the galaxy or expanding the knowledge of the human race.  There's the danger in letting people live as they please.

Reply #195 Top
Anyway, in the interests of opening up more habitable locations on the colonies, I've started research on Terraforming.
Remember how the Torians got their hands on one of those Arnorian Rangers? Well, here it is, kicking some Drengin ass.

Oh, and there's a disease running rampant in the galactic population:

Wait, there's a what now?

Reply #196 Top
Fortunately, since I prepared for this unlikely event, I have Xeno Medicine already researched and my scientists only need to spend a few short weeks coming up with the cure.  It takes the other races much longer to act.
I turn my attention back to the important Terraforming research as the other races occasionally ring up to say "Hey we just started researching Disease Cure."  Yeah.  Been there, done that already.
The 2240 meeting of the United Planets is pretty much like last year, including the outcome.  Snores.
While my colonies all gear up to do some terraforming, I decide that the next course of action is to make some of the colonies a little more habitable, with Advanced Barren World Colonisation.
Reply #197 Top
The economic boom that started in the middle of last year is finally over.  There's less tax revenue coming in, but thanks to the rise in tourism the Terran Alliance barely notices the small dent in fortunes.
With many colonies now more habitable that ever, it's time to consider developing new weapons so that it will be possible to safeguard those colonies from neighbours who like the look of the vibrantly green grass on the other side of the fence.
The Arceans are among the first of the other major races to come close to a breakthrough in combating the disease.
Reply #198 Top
When research of the Discovery Sphere was completed I decided to cement the Terran Alliance's technological lead by building the Omega Research Centre on Poseidon I, one of my most productive research colonies and home to a tech capital.  It is now complete.
Even with less than 100% funding, it produces a large chunk of my civ-wide research.  The Poseidon system and the nearby sectors are home to many starbases which house testing and research facilities.
Meanwhile, it seems that the Iconians are on the verge of losing their war with the Arceans, having been reduced to just two colonies.
Reply #199 Top
Improvements in research output naturally mean that it takes less time to complete research projects, such as the new Graviton Driver.
The Avenger III light fighter packs a pair of graviton drivers, with a 50% increase in firepower over the previous design.
The Hornet VI heavy fighter carries three graviton drivers, which again offer a 50% increase in firepower.
The Raptor IV frigate design boasts five graviton drivers which means, you guessed it, 50% more firepower.

 

Since the Terran Alliance is not involved in any conflicts at the moment, and the treasury is overflowing with credits, it makes sense to commence these refits immediately:
Reply #200 Top

However, it seems I have been preparing for the wrong kind of attack all along:

The result of this unfortunate turn of events is that my colonies within the huge cheese (my affectionate name for the growing blob of Arcean space) are subject to immense cultural influence from nearby Arcean colonies.  My attempts to re-establish cultural balance are frustrated because I simply haven't explored any of the Xeno Business branch of the tech tree.

New Iconia is invaded by the Arceans, and as a result of the increase in native cultural power, the only remaining Iconian colony is subject to immense cultural pressure:

As the year 2240 comes to a close, the Terran colony on Arcturus III becomes dissatisfied and joins the Arcean Empire:

I guess they found something even better than Futurama because well, look.  My influence starbase here is barely having any effect at all.

I am saddened by the loss of one of my colonies and I have a curious thought.  Despite the power of native culture now, is it at all possible to get Arcturus III back?

We're about to find out.