TA 101

By on May 4, 2008 5:41:06 PM from GalCiv II Forums GalCiv II Forums

DivineWrath

Join Date 05/2006
+48

For those who are wondering, I'm finally working on my guide once more. Because I'm changing a lot of things, I've moved my old guide to a new location. I'll be trying to make my guide more informative and easier to read (my old guide was a big wall of text).

[TA 101] Old version

----

[TA 101] Terrans
[TA 101] Arceans

Pinned Post   |   106 Replies
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
May 11, 2008 12:53:03 PM from GalCiv II Forums GalCiv II Forums
Thank you for compiling and posting this. An excellent piece of work!

About the shipyard's new "focus" feature. I'm disappointed that it works only on weapons and defenses and not engines, but I can see how that might have made it too complicated to get working right. But if I make my own design with an upgraded engine, is there a way to get the shipyard to start auto-upgrading it with new weapons?
Reason for Karma (Optional)
Successfully updated karma reason!
May 11, 2008 4:37:17 PM from GalCiv II Forums GalCiv II Forums
@ jmgarth

I don't think there is a way to use the AI ship designer the way you mentioned. I can't even choose the ratio between weapons and defense.

@ several folks

There does appear to be some opposing opinions about the Yor's economy. I'll get to them once I play the Yor again.
Reason for Karma (Optional)
Successfully updated karma reason!
May 11, 2008 5:09:23 PM from GalCiv II Forums GalCiv II Forums
It took me longer to finish play testing as the Terrans. One of the problems was, I forgot to turn up the difficulty back up to tough after testing my custom civ. As such, the AIs didn't bother me one bit. As such, the game wasn't a good test game to use.

The second time around, at proper difficulty, the AI still left me alone. This time, I can't blame it on the difficulty level. You see, I was lucky enough to start inbetween the other civs, and 4 sectors worth of star systems and planets (including my home sector). Combine that with some points spent into speed to further augment the Terrans base speed ability, and I managed to get all of the planets but one, but it culture flipped to me soon enough. Many of those worlds had research bonus tiles, one world even had a precussor libary (+700%).

I was able to get a jump start in military ship production, and managed to push myself to the top of the military ranking for the first part of the game. Mid game, an event occured that doubled the research in the whole galaxy. I fell to third shortly after I set research spending on 100%. Suffice to say, having a respectable military power with good diplomacy helps to make the galaxy a nice place to live, even when others are fighting a war. I even got an alliance with most of the other civs.

A few creativity events had pushed my logistic beyond 40 points. At that point, I decided to finish researching large hulls, space superiority (for stellar avengers), and integrity grid. I made a ship using those techs, fleet warp bubbles III and some miniturization, weapons, and defenses techs.

Once my super fleet support ship was finished, ready to take the full force of my enemies attack, I started to pound away at the only civ that was not part of my alliance, the Korath. They relied too much on their spore ships (poor soldiering ability) and morale buildings (3 or more per planet). Their lack of soldiering ability and horrible morale after placing spies left my aquired worlds with more population than what I had started with (I used information warfare invasion tactic).
________________

I'm going give some time for comments before I update the guide.
Reason for Karma (Optional)
Successfully updated karma reason!
May 13, 2008 4:53:30 AM from GalCiv II Forums GalCiv II Forums
I disagree with your assessment of the Yor completely - I've found them to be brilliant economy wise - if I was to sum them up they'd basically be the 'efficient' faction. Their initial buildings have almost no maintenance, while their 1-off research building is amazing. They get a strong population growth, and their economy bonuses are focused in one tech branch which also cuts down on research time. Basically I find they have a very strong early game thanks to their good initial buildings, and providing you use that to launch a quick attack on a nearby race you'll be able to make up for your initial buildings steadily becoming inferior to the alternatives in the medium term. Their population growth makes them great for conquering enemy planets (with the population able to recover quickly, while you can also afford to throw loads of soldiers away taking a planet, something you end up needing to do due to the lack of invasion tactics), and your initial buildings are quick to get while providing a decent effect. Your economy also ends up very strong using this strategy before too long, allowing you to then either spend loads of money on whatever takes your fancy, or to upgrade your industrial base to the more expensive (but also more productive) factories.

In the game I just completed with the Yor I was able to have my espionage spending at 25% almost the entire time, and was still gaining lots of money, for example. That said I did have several economic mega-events at the time which allowed me such a high level of espionage (e.g. star democracy initially, and then when I started getting loads of ships to maintain I had 2 economic boost events), but even without these I would've been able to cope financially with ease.

They do have quite a few annoying disadvantages however - not being able to upgrade resource starbases, no (decent) invasion tactics, average soldiering techs, only able to reach average research efficiently (can get better research but it then costs much more), no government techs (alleviated by their economics bonuses though), and of course their 1-per-planet build limits are a problem with very high quality planets.
Reason for Karma (Optional)
Successfully updated karma reason!
May 13, 2008 5:45:55 AM from GalCiv II Forums GalCiv II Forums
Hi Wrath...

Well done on your guide bro. Just thought I'd jump on the robot bandwagon and say that I just played with the Yor tree, Immense map on "tough" and had the most ripping economy I've ever had in GC2. I'll admit I used a couple of tips from posters in this thread, (patience, empty tiles etc...) but all in all they just spank. It got so ridiculous at one point that I was deliberately buying things outright just to keep my cash figure down.

Supressed terrors of the 20,000 cap or something I guess.

Anyway, boot up those bots and have a look... they rule.
Reason for Karma (Optional)
Successfully updated karma reason!
May 15, 2008 12:43:10 AM from GalCiv II Forums GalCiv II Forums
I've updated the guide. Most of the stuff from the top to (and including) Drengin has been rewritten.

Each of the affected civs now has a section talking about what structure enhancement modules they get (hit point modules), a section mention what fleet modules they get if not mentioned elsewhere, and a suggested strategy section.
Reason for Karma (Optional)
Successfully updated karma reason!
May 17, 2008 8:55:53 PM from GalCiv II Forums GalCiv II Forums
Thanks for this mini-guide. Very helpful!

So in a game where you wanted the greatest variabiilty in races/techs... which ones would you choose to play against?
Reason for Karma (Optional)
Successfully updated karma reason!
May 18, 2008 10:03:22 PM from GalCiv II Forums GalCiv II Forums
So in a game where you wanted the greatest variabiilty in races/techs... which ones would you choose to play against?


That question could be rephased as "Which civs would you not bother playing against.". There are 12 core civs, and only 10 civs can play at a time (including yourself). Once you knock off the ones who don't add much variety because they feel like another civ, it should be an easier decision to make.

That said, here are the ones who either don't add much, or has a matching pair:

-Drengin/Korath: These two feel very much alike. The big difference between these 2 is the Drengin have a better economy due to cheaper research structures, and because of better economic buildings (standard stuff like stock markets). The Korath give you the impression that they are much stronger due to additional techs and stuff (including spore ships), but their economic buildings are weaker and things like the Aul Incinerator is overrated (+30% industry, reduces PQ by 1, so its like getting 2 +15% industry structures). The Korath do get Dark Influence, as structure that provides a planet with +200% influence (a very big deal).

-Drath/Altarians: The Altarians feel like they were a copy and paste of the Drath. The only notable difference I can think of in terms of tech trees is the techs they get after researching "Xeno Ethics", and the few techs that they Drath gets that relates to their manipulative nature. The Altarians gets many more techs than the Drath after researching Xeno Ethics, including a few that unlocks additional ship modules.

-Korx: They can probally take second place in terms of having the most similiar tech tree to DA, so they don't feel too special. Beyond that, they get a bunch of additional techs for starbases and such, some of which are worth while, like mining modules.

________________
I suppose I haven't quite answered your question yet... only provided a few thoughts to consider. For me, to get the greatest variability means to have the game randomly select opposing civs for me. If I didn't, I might get somewhat biased in my selection of civs. I know that I didn't often play against the Korx and Krynn back in DA.

They didn't seem to draw my attention. Back then, the only difference between civs seemed to be the super abilities, and the Korx and Krynn super abilities didn't seem to cause as much trouble as other civs super abilities did. Some of the notable ones are: Super Warriors (first strike advantage), Super Isolationists (slows down the speed of other civs ships in your territory), and Super Manipulator (reduces the cost of paying other civs to fight each other).
Reason for Karma (Optional)
Successfully updated karma reason!
May 19, 2008 12:37:05 PM from GalCiv II Forums GalCiv II Forums
Great Guide!   
Reason for Karma (Optional)
Successfully updated karma reason!
May 19, 2008 1:19:29 PM from GalCiv II Forums GalCiv II Forums
well hopefully this well help some of the newbee`s


Nasty
Reason for Karma (Optional)
Successfully updated karma reason!
May 21, 2008 11:06:40 PM from GalCiv II Forums GalCiv II Forums
Divinewrath - you pretty much mirrored what I'd been thinking. I was thinking in terms of a random game what races would give he most variety to your play session and the two that stuck out for me was to use on or the other of the follwing:

Drengin/Korath
Drath/Altarian
Terran/Korx
Reason for Karma (Optional)
Successfully updated karma reason!
May 22, 2008 9:06:46 PM from GalCiv II Forums GalCiv II Forums
Back in Dread Lords, if I recall correctly, a military win counted more than an influence win (in terms of final score), which in turn counted more than a tech win. I don't remember where an alliance win fit in. Do you know where the ascension victory fits into this scheme? TIA
Reason for Karma (Optional)
Successfully updated karma reason!
May 23, 2008 12:09:25 AM from GalCiv II Forums GalCiv II Forums
Do you know where the ascension victory fits into this scheme?


I think Ascension victory fits someplace after galactic conquest in terms of points scored.

The fastest you can win an ascension victory is 200 turns (by using all 5 ascension crystals). Thats a long time to fend off any AIs attacking you. If you are strong enough that they dare not to attack you, then you can probally conqour the galaxy instead. Going for ascension victory despite your obvious superourity is a lazy 200 turn button click win. Either way, you probally deserve whatever score you get for your efforts.

Edit:
The point rating is mentioned in the change log provided below (click the link). The first 2 replies involves a player making a comment about the scoring and Cari making a reply to that reply.

TA Beta 6B Change Log

Divinewrath - you pretty much mirrored what I'd been thinking...


You seem to have mirrored my tendency to revisit posts that I have not writen after a few days.

Any ways, I'm a bit surprised you paired Korx with Terrans. Although similiar to the Korx, the Terrans have fleet warp bubbles, something that no other civs get (except maybe the Krynn, but its only good for compensating for the lack of hyperwarp technologies). I find that those modules stand out, atleast in terms of usefulness. Those fleet warp bubbles can be fitted on a ship that also has a fleet support module installed, something useful to know when designing ships.

I'm not normally one to send an armed escort ship to get my transports to their destination safely (I can keep them just safe without one), but those fleet warp bubbles can speed up those transports. By providing a special escort ship to the transport fleet, you can help those transports reach their destination quicker, and provide an armed means to clear out those annoying defenders that tends to pop up after you clear them out.

Note, the fleet warp bubble escort sounds like an advanced topic, so I will not be adding it to the guide. Plus, I suspect there will be those who would argue in favour of the classic 20+ parsec strategy, or other strategies, so I will leave it there.

________________
Is it me, or did my guide get stickied?
Reason for Karma (Optional)
Successfully updated karma reason!
May 23, 2008 10:31:03 PM from GalCiv II Forums GalCiv II Forums
Altarians militarily weak? Now, i am just a poor little newbie, and these new tech trees confuse me horribly, i just barely managed to get a grasp on the old generic one...

But looking at the things they can research after aligning with good, it seems like their starting penalty is not only overcompensated to the point that it puts them ahead of most other races, but they also get first strike, as a tech, a luck bonus, and some really nice modules.

In fact providing they align good they actually seem like they have quite a terrifying offensive capability.

But i could be missing something or reading the descriptions wrong or who knows. Can someone comment on this? 0_o
Reason for Karma (Optional)
Successfully updated karma reason!
May 24, 2008 12:13:12 AM from GalCiv II Forums GalCiv II Forums
Is it me, or did my guide get stickied?


And deservedly so!

Reason for Karma (Optional)
Successfully updated karma reason!
May 24, 2008 7:56:43 PM from GalCiv II Forums GalCiv II Forums
But i could be missing something or reading the descriptions wrong or who knows. Can someone comment on this?


I'm still in the process of rewriting the guide right now, so I'll provide an update when I get too it. Until then, I'll provide a few comments.

The Altarians do get some good stuff in their tech tree. I keep forgeting that they, like the Drath, do get some techs that provide weapons bonuses (I think one +30%, and the other +20%) so they are not as bad off as I originally wrote. That and a high research bonus can push them far ahead of the other civs in terms of weapons technologies. Their fleet support modules do look useful on paper, so I have to look into those as well. Inaddition, I think that PQ bonuses now work retroactively (as in, any planets you own or buy get improved as you get the bonus) so you don't have to worry about getting the "Paradise Worlds" tech so you can benefit from that +10% PQ bonus as you colonize worlds.

I still want to play a bit more, and ask the devs a few questions before I provide further comments on the Altarians.
Reason for Karma (Optional)
Successfully updated karma reason!
May 24, 2008 8:26:04 PM from GalCiv II Forums GalCiv II Forums


The real question is just how their first strike module works. It has a value of 25. What is that, 25%? of the time it works?

From what i see, between their +weapons techs, and those modules, and the fact that they have engines, they can make a lot of fast heavily armed ships and abuse first strike and their superior speed to almost everyone, making them awesome.

But then im not sure if that first strike module even works like the super ability. I guess ill just go test it
Reason for Karma (Optional)
Successfully updated karma reason!
May 24, 2008 9:03:16 PM from GalCiv II Forums GalCiv II Forums
For Korath, if you get mini tech researched all the way, and with engine tech tree branch researched mid way coupled with spore, the planet tech can be dispensed with for awhile.
Reason for Karma (Optional)
Successfully updated karma reason!
May 24, 2008 9:57:16 PM from GalCiv II Forums GalCiv II Forums
Well, i just tried out the altarian righteous might moduel. Unfortunately it works like how the module description says, and not the tech description ;_; Its not a mini-super warrior. Oh well.
Reason for Karma (Optional)
Successfully updated karma reason!
May 25, 2008 12:11:19 AM from GalCiv II Forums GalCiv II Forums
In my previous post, i mean to say that with the korath tech researched, the planetary invasion tech can be dispensed with for awhile so that weapons tech can be developed.
Reason for Karma (Optional)
Successfully updated karma reason!
May 26, 2008 6:59:57 PM from GalCiv II Forums GalCiv II Forums
Well, i just tried out the altarian righteous might moduel. Unfortunately it works like how the module description says, and not the tech description ;_; Its not a mini-super warrior. Oh well.


Hmm... I didn't think anyone would believe that those fleet module worked that way. I guess I should add a minor update saying something like: "All bonuses are either a percent increase to weapons and defenses (which ever is appropiate for its type) or increases the speeds of a fleet by a set number.".

Anyways, first strike is a first round advantage module that only increases weapons damage. None of those modules duplicate any super abilities (to the best of my knowledge). It would be interesting if those modules changed how combat worked though. Might be worth mentioning to the devs when they get some free time. I'll remember this thought for when they do.
Reason for Karma (Optional)
Successfully updated karma reason!
May 26, 2008 10:46:13 PM from GalCiv II Forums GalCiv II Forums
Updated the guide:

-Updated the Torain, Korath, and the Yor. Provided more details for each civ, including but not limited to: Fleet support modules they get, HP boosters (called "structural enhancements"... for now), and some suggested tactics.
-Added a few comments in the fleet support modules section.

________________

This guide is taking longer to finish than I thought. So many distractions... including applying for university.
Reason for Karma (Optional)
Successfully updated karma reason!
May 27, 2008 1:14:05 PM from GalCiv II Forums GalCiv II Forums
The Altarian fleet support modules Righteous Justice (aids defense) and Righteous Might (aids offense) cannot both be placed on the same ship. When you place one on a hull in the shipyard, the other disappears off the available modules list.

Since this is the first time I've tried any of the fleet support modules, I don't know if the other races' work the same way. I'm just pointing it out in case others find it confusing.
Reason for Karma (Optional)
Successfully updated karma reason!
May 27, 2008 3:04:24 PM from GalCiv II Forums GalCiv II Forums
The Altarian fleet support modules Righteous Justice (aids defense) and Righteous Might (aids offense) cannot both be placed on the same ship. When you place one on a hull in the shipyard, the other disappears off the available modules list.


Thats the norm. Looks like I didn't mention the one-per-ship limit in my guide. I'll make a point to add it in my next update.

All modules that might boost attack or defense can't be placed on a ship that already has a like module installed. So if you want more, you will have to consider using a second ship. However, fleet warp bubbles are considered different. As such, fleet warp bubbles can be used with those modules.
Reason for Karma (Optional)
Successfully updated karma reason!
May 27, 2008 3:29:48 PM from GalCiv II Forums GalCiv II Forums
Someone asked me some questions (by private message) about the Torians. I'm posting some of what I replied with here.

________________

-The tech trees in TA now shows more information than it did back DA. Try right clicking on some techs to see details about the weapons, structures and other stuff unlocked by the given techs. For instance, right clicking on the tech "Healing Pools" would reveal the first Torian morale structure, and would show that it has 1 point of maintiance, and provides +18% morale.

-The first researchable Torian morale structure is called "Healing Pools", and its unlocked by a tech found just after the base tech (farthest left techs) called "Cultural Enlightenment". You should be able to mass produce those structures.

-If you are having financial problems following a strategy of producing a large quantities of schools, consider cutting back and build more economic structures. Research more advanced forms of market centers, and research more advanced forms of governments. That should help you to produce money.

-Try not to go all the way to 70% taxes. Instead stick with 69% taxes because every multiple of 10% taxes adds an additional morale penalty, above and beyond a normal increase to taxes.
Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108434  walnut1   Server Load Time: 00:00:00.0001594   Page Render Time: