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 28, 2008 7:09:36 PM from GalCiv II Forums GalCiv II Forums
I'm playing as the Drengin for the first time in ages (at least since DL), and I find that every time I declare war on somebody, a bunch of "super-dominator corvettes" magically appear on my doorstep, for free. Is this intended? Does it happen with other races (like the Korath)?
Reason for Karma (Optional)
Successfully updated karma reason!
May 28, 2008 8:00:56 PM from GalCiv II Forums GalCiv II Forums
I'm playing as the Drengin for the first time in ages (at least since DL), and I find that every time I declare war on somebody, a bunch of "super-dominator corvettes" magically appear on my doorstep, for free. Is this intended? Does it happen with other races (like the Korath)?


Its a Drengin super ability "Super Dominators". Its an advantage/curse for the Drengin. When ever the Drengin declares war, or is declared war on, they gain a number of "super-dominator covettes" based upon their military ranking (I don't know the forumula).

They show up in fleets, and are always built the same regardless of the techs you know. Being the same model every time means that they could be considered useless if they arrive late in the game. As such, they have 2 uses: extra attack ships, or as extra cash for when you recycle them.

Readup on super abilities. They were a new feature developed for DA expansion. Read the DA manual, pages 15 to 16 (though I think some details have changed since then).
Reason for Karma (Optional)
Successfully updated karma reason!
May 28, 2008 8:08:50 PM from GalCiv II Forums GalCiv II Forums
Its a Drengin super ability "Super Dominators". Its an advantage/curse for the Drengin.


Ah, thanks for the explanation. At this point in my game it's a curse - it means lots of extra mouse clicks to get rid of them.

Reason for Karma (Optional)
Successfully updated karma reason!
May 28, 2008 8:26:18 PM from GalCiv II Forums GalCiv II Forums
Correction Pages 16 to 17. These forums have a bad habit of not letting you edit your replies just after you post them.
Reason for Karma (Optional)
Successfully updated karma reason!
May 30, 2008 8:02:48 AM from GalCiv II Forums GalCiv II Forums
Very useful post, thanks.

However, it might work better having a separate thread for each race.
Reason for Karma (Optional)
Successfully updated karma reason!
May 30, 2008 11:27:00 AM from GalCiv II Forums GalCiv II Forums
Ok, I've read down what you've gotten so far and have some things to toss in there.

-Iconians
They have a stunted economy on the front of lacking government techs as well as good econ buildings. Toss this in the bucket with higher maintenance buildings and they have a restricter plate on them.

As you did mention, their HPs are superb and should be focused on high hp ships that get cycled in battles to repair and then rejoin. In any race, but moreso with the Iconians, I fight in to or three lines of fleets. As I get damaged ships, I send them back and pull up a fresh ship to replace it. The Iconians can pull this off with less waves though. With tech trading on and picking up other race's +hp passive bonus techs, they can be insanely sick hp mongers.

-Thalans
Some say to place the Hyperion Matrix not on Thala due to it's +8 food content. I'm still on the fence with that comment, but it's worth putting in the info. I prefer to put it on Thala and just ferry people off Thala to fill new planets to help offset the pop growth issue they have.

-Xeno Ethics & Alterians/Thalans
Perhaps I'll look into these tonight/this weekend, or you can look down the tech trees of each to come up with the new race/ethics techs they get. Also the fact that ONLY good Alterians get race/ethics techs while good/neutral/evil Thalans get race/ethics techs).

-New population caps
Another thing to note from DA to TA is that civ homeworlds have a initial cap of 16 billion and non civ capitals have a cap of 8 billion.
Reason for Karma (Optional)
Successfully updated karma reason!
May 31, 2008 11:13:34 AM from GalCiv II Forums GalCiv II Forums
-ThalansSome say to place the Hyperion Matrix not on Thala due to it's +8 food content. I'm still on the fence with that comment, but it's worth putting in the info. I prefer to put it on Thala and just ferry people off Thala to fill new planets to help offset the pop growth issue they have.


The argument for putting the Hyperion Matrix somewhere other than Thala isn't just that it makes Thala too big. Thalans don't have any farming techs - without trading for or stealing somebody else's farming tech, the Hyperion Matrix is the *ONLY* food producing building you can make. As such, you should really put it somewhere where the food production will be most useful, and IMHO that's not a world that already gets up to 16 billion pop without any bonus food production.

The Hyperion Matrix effectively allows you to have two civilization capitals. That's not a small advantage, especially considering how long it's going to be before you can afford to make your ordinary colonies useful, thanks to the absurd maintenance on your first level factories.

On a side note, Thalans are *ENORMOUSLY* easier in a galaxy with many minor races. Every minor race you conquer is yet another civilization capital, with all the benefits that entails, such as another high population world to fill your troop transports and collect taxes from, and another world with semi-decent production without having to bankrupt yourself paying maintenance on Thalan factories.

Reason for Karma (Optional)
Successfully updated karma reason!
June 2, 2008 9:20:40 AM from GalCiv II Forums GalCiv II Forums
Blah. I had every intention to get those race/ethic techs listed out this weekend. However, the combination of a large map all abundant Iconian game I was playing and some b-e-a-utiful weather caused me to loose sight of what was so important to me on Friday. On the bright side, that game is done now so I should be able to focus on getting the techs listed out.
Reason for Karma (Optional)
Successfully updated karma reason!
June 2, 2008 8:45:00 PM from GalCiv II Forums GalCiv II Forums
Alterian Race/Ethics

+Good (Only way to go if an Alterian IMHO)
-Creative Good (Creativity+25)
-Inherent Magic (Soldiering+25)
-Paradise Worlds (Planet Quality+10)
-Righteous Might (Righteous Might [first round if attacker +25% dmg ship module])
-Righteous Justice (Righteous Justice [+25% defense ship module])
-Shrine of Tandis (Shrine of Tandis [galactic achievement 10 maint, +25%industry/morale/econ/influence)
-Subspace Rebounder (defense+5 & Subspace Rebounder [shield defense +5 module])
-Telepathic Defense (defense+5 & Telepathic Defense [point defense +3 module])
-Arnorian Battle Armor (hp+5 & Arnorian Battle Armor [armor defense +6 module])
-Dynamic Shielding (Defense+5 & Dynamic Shields [shield defense +6 module])

+Neutral
-Neutral Shipping
-Neutrality Learning

+Evil
-Psionic Missile
-Psionic Beam

Note: None of the "Good vs Evil" or it's following tech exist in their tech tree. No Mind Control Center for you evil buggers.

More to come on the Thalans tomorrow when I have more time.
Reason for Karma (Optional)
Successfully updated karma reason!
June 2, 2008 10:33:56 PM from GalCiv II Forums GalCiv II Forums
Thalan Race/Ethics

+Good
-Subspace Rebounder
-Telepathic Defense
-Arnorian Battle Armor
-Dynamic Shielding
-Hyperion Defense (Hyperion Defense Module [+25% defense in influence module])
-Fanatics (Church of Valor [super project 10 maint, 25% soldiering, 10% morale]
-Gaia Theory (Gaia Vortex [galactic achievement 10 maint, 10%PQ/morale/econ/food])
-Xeno Influence (influence+10% & Xeno Influence Module [starbase module...can't find this module])

+Neutral (My personal favorite of the three options)
-Hyperion Propulsion (+10% speed)
-Hyperion Fabrication (purchase now reduction +25)
-Space Superiority (Weapons+20%)
-Ultimate Creativity (Creativity+20%)

+Evil
-Psionic Missile
-Psionic Beam
-Hyperion Domination (hp+10)
-Xeno Brainwashing (Brain Washing Center [1per-planet 1maint, 20%econ, 50%influence])
-Weapon Magnifier (Weapons+10)
-Extreme Soldiers (Soldiering+20)

Note: None of the "Good vs Evil" or it's following tech exist in their tech tree. No Mind Control Center for you evil buggers.

*P.S. ...found more time tonight
Reason for Karma (Optional)
Successfully updated karma reason!
June 3, 2008 12:37:32 AM from GalCiv II Forums GalCiv II Forums
Huh, I didn't know there were techs unique per alignment/race. Good to know.
Reason for Karma (Optional)
Successfully updated karma reason!
June 3, 2008 8:19:55 AM from GalCiv II Forums GalCiv II Forums
Only to Alterians and Thalans. The other races have just the standard issue ethic techs.

BTW Choosing Evil as the Alterians/Thalans doesn't remove the ability to buy/steal the tech required for the Mind Control Center and building it yourself. One game I was able to pull that off before the race I bought the tech from could build it itself.

Now I wish I could go back and remove the details of the standard defensive modules in my Alterian post. Dumb me put those in as if they were new and then replied to my post w/ the Thalan info. /shrug. When/if DivineWrath puts it up in his 101 OP he can take care of that.

Glad to hear that time spent on that tech tree info came to good use ghostwes. My finger started to cramp after CTRL+R every tech, minus ethics. I don't think the CTRL+SHIFT+R would have not learned the ethics techs right away, thus making me go back and try to re-find them. Instead I cheat-learned everything, saved the game, then chose an ethic.
Reason for Karma (Optional)
Successfully updated karma reason!
June 3, 2008 2:02:30 PM from GalCiv II Forums GalCiv II Forums
How odd, I thought that creative good was a tech unique to the Drath. I guess I have to look into it once I get to them.

Any ways, as for the ethics techs, they look right. Thanks for your work. That list may save me half an hour to a hour of writing.

________________

However, if you have some time, could you look at the following techs. They seem to be missing corresponding weapons. I want to check to see if I'm not the only one who is seeing this.

Drath/Altarians:
-Photonic Torpedo III
-Disrupter IV

Drengin/Korath:
-Ion Beams (All)

Thanks in advance!
Reason for Karma (Optional)
Successfully updated karma reason!
June 3, 2008 2:41:36 PM from GalCiv II Forums GalCiv II Forums
I know the weapons trees are different depending on which race you are. Some races get fast tracked (missing a block as you said w/ ion beams, or missing the last in a block) to the higher end, some even have their own block. The Yor for example have Scatter Blasters which are fairly decent weapons on their low end of the tree.

Evaluating ALL races and their weapons/defenses trees is a whole different subject...IMHO a better project for one who is better than I in figuring such things out. With these tree shake-ups, some races may be better suited for X style of weapon in TA than they are at the other two...or even much better than other races period.

The old standard of which weapon type is better for X thing (research time, cost, size, dmg) I think may get tossed out the window as a generalization.
Reason for Karma (Optional)
Successfully updated karma reason!
June 3, 2008 9:02:44 PM from GalCiv II Forums GalCiv II Forums
There, the guide is updated. Rewrote Iconians, Krynn and Drath. Added war profiteering to misc section.

I need nap now. Zzz...
Reason for Karma (Optional)
Successfully updated karma reason!
June 9, 2008 10:02:34 AM from GalCiv II Forums GalCiv II Forums
~barks~ Wow, I tried something different (for me) with the Korath this weekend. I bee-lined to the Dark Influence tech instead of the Spore Weapons tech.

Large map, 8 opponents, all abundant, tough difficulty. I'm stomping people via influence AND military right now. I placed those buildings on all bordering planets and then any flipped planets and then just focused on planetary upgrades and new ships. Right now there isn't anyone in the galaxy that can stop this juggernaut of social/physical power.

I still think those darn buildings need tweaked back to 150% or even 100% influence. 200% is just nuts. Toss one of those puppies on an influence tile...youch.
Reason for Karma (Optional)
Successfully updated karma reason!
June 10, 2008 2:57:52 PM from GalCiv II Forums GalCiv II Forums
Yeah, the Korath dark influence buildings are completely overpowered. They Krynn, although the influence civ, doesn't get their buildings nearly as powerful. The only one that the Krynn gets that is more powerful is a galactic achievement, which ofcourse doesn't allow you build one for each planet.

Any ways, I think that the devs need to review some of the work they did. I'm pretty sure that the AI doesn't understand influence nearly as well as ship combat and management. Any strong influence bonuses will pretty much be a player only advantage (atleast until the AI is improved).
Reason for Karma (Optional)
Successfully updated karma reason!
June 10, 2008 4:21:26 PM from GalCiv II Forums GalCiv II Forums
Anyways, new update. I reviewed the Terror star, Fleet support modules, and the Misc sections and made updates as I felt they were needed. The Fleet support modules section got a complete rewrite so it could make a clear difference between fleet warp bubbles and atlas modules (name picked because it was used in the .xml files).
Reason for Karma (Optional)
Successfully updated karma reason!
June 10, 2008 4:43:23 PM from GalCiv II Forums GalCiv II Forums
If the terror star is part of a fleet when destroying a star, any ships that have the movement points to clear the area will move to a safe distance, and then will reform the fleet with the terror star once its safe to do so.


Might want to add something akin to the bolded text I put in there.

Also to add to the TS section. Currently (awaiting a bug fix or a permanent issue?) if you have ALL battle sequences turned off, the TS will not do it's duty in destroying the star.

More fun details on these wonderful toys (extra emphasis on toys). The planets that it destroys are turned into asteroids, which you can then mine Someone on the forum coined the phrase "Terrorforming".

Perhaps a spoiler, or just something for ppl to look at. If you blow up your final system w/ a TS you get a defeat screen that looks like this:
http://i250.photobucket.com/albums/gg274/loupdinour/TSDefeat.jpg

Also, if you kill 2 civs off to win the game in one TS blast, you get a special victory screen as well. This one I don't have a screen shot of, I just happen to have the defeat from my intensive playing of TSs during the beta.
Reason for Karma (Optional)
Successfully updated karma reason!
June 10, 2008 4:46:56 PM from GalCiv II Forums GalCiv II Forums
-Persistent Trade Routes: This ability replaces the old "Galactic Privateer" galactic achievement. When you have one point in this ability, your trade routes will not be canceled because you lost too many trade ships to enemy attacks. This ability however, does nothing to protect your trade ships from harm.


? I didn't notice this one in the race creation screen. I knew the Korx had a tech that gave a building that did this though...
Reason for Karma (Optional)
Successfully updated karma reason!
June 10, 2008 9:30:16 PM from GalCiv II Forums GalCiv II Forums
I never stated that it showed up in the race creation screen. Like war profiteering, and purchase now reduction, the ability type "persistent trade routes" can be seen in the "stats & graphs" tab in the "civilization manager" screen. The old "Galactic Privateer" didn't provide this bonus (in fact it made trade ships invunerable so hostiles would cause the game to lag trying to destroy something that can't even be attacked).

As for the Terror star stuff, I'll need to try them out before I will mention them. In case you haven't noticed, I don't use terror stars much. I find that they wreaks property values...
Reason for Karma (Optional)
Successfully updated karma reason!
June 11, 2008 10:47:04 AM from GalCiv II Forums GalCiv II Forums
I never stated that it showed up in the race creation screen.


I had misread the text on it. When I saw "When you have one point in this ability", I hadn't looked into the trade points since TA's inception and missed something. Just...straight up I hadn't looked into Trade bonuses.

Sadly, I couldn't do much of anything last night to confirm that since we got slammed by that cold front storm and lost power all night long :/ I only had time to get home and shower...not even eat.

As for the Terror star stuff, I'll need to try them out before I will mention them. In case you haven't noticed, I don't use terror stars much. I find that they wreaks property values...


That they do. Beyond a 'fun toy' to play with for a few games, they have very little use in strategy IMHO. Perhaps if you need to deal a strong blow to an enemy with a system that's filled with planets it would be useful.

I prefer to use them as a "Terrorstar Bomb" since they move too slow. If you're target is more than 10 parsecs away, it's in your interest to just send a fleet of 6 constructors and an escort fleet/ship with them then build right next to the star in question. After constructing it and using it once, you better hope you picked a area riddled w/ stars close by, otherwise it will be a long time before it's used again lol.

One more thing to jot down about TS for when you do play with them and then update the list. There is a new UP proposal to ban the use/construction of TS's.
Reason for Karma (Optional)
Successfully updated karma reason!
June 16, 2008 7:39:00 PM from GalCiv II Forums GalCiv II Forums
Finished my first rewrite of the guide. I don't plan on any more major changes beyond this (though there is some stuff I want to update later).

Anyways I've rewrote the Korx, Thalans, and Altarians. I've made certain that no civ had no less than 3 suggested strategies. I also made some other changes, some to make things look better, keep my terminology consistant, bugs, and some other unnamed stuff.

If anyone has any suggestions or comments about changes to the guide, please list them and I'll consider them.
Reason for Karma (Optional)
Successfully updated karma reason!
June 16, 2008 10:00:25 PM from GalCiv II Forums GalCiv II Forums
One of the mass producible planet improvements that the Thalans can acquire early on is the "Embassy", which provides a planetary influence bonus. You can use this planet improvement to create the "Pink blob of doom" effect by filling your homeworld, and those you colonize with this planet improvement.


Ahhh now it gets immortalized in a guide. It shall never die ~evil laughter~.

Did you get to delve into Terror Stars more?
Reason for Karma (Optional)
Successfully updated karma reason!
June 16, 2008 11:59:59 PM from GalCiv II Forums GalCiv II Forums
I have some questions??

What is the difference between hit points and defense abilities

Also, the differences between courage and soldiering abilities?

Also, when selecting a game in the menu screen, there are the options between slow, fast and very fast research rates. WHat does that really do. I never can figure that one out. Thanks
Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108434  walnut1   Server Load Time: 00:00:00.0000782   Page Render Time: