TA 101

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

DivineWrath

Join Date 05/2006
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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

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[TA 101] Terrans
[TA 101] Arceans

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June 17, 2008 12:53:14 AM from GalCiv II Forums GalCiv II Forums
@Divinewraith.

Can you also add some tips/strategies to beat each race. Since you wrote about how to play with them, but it is good to know how to beat them.
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June 17, 2008 2:56:55 AM from GalCiv II Forums GalCiv II Forums
Ahhh now it gets immortalized in a guide. It shall never die ~evil laughter~.


I could press delete ~chuckles evilly~.

By the way, where you the one who first came up with the term?

Did you get to delve into Terror Stars more?


I tried, but keeping the AIs alive long enough for me to research Terror stars seems more difficult than it appears (they're crazy enough to pick a fight with me). Plus, they seem to try to kill each other if they are not fighting me. Even if I were able to research what I needed, its going to take some effort to herd them without causing them to surrender (I'm really scary).

I'm going to have to reduce difficulty to drool mode, and turn off some victory types such as influence, and probally prevent surrenders so I can test this stuff.
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June 17, 2008 3:05:32 AM from GalCiv II Forums GalCiv II Forums
What is the difference between hit points and defense abilities


You mean as in the bonuses you get when you spend points as part of your pre-game setup? They increase your ability in those regards (some civs come with a base ability, while others might get bonuses from techs, many are both). Your HP and defense are increased by the total percent ammount (reasonably sure), so a +100% to HP would double your HP, and a +200% would triple.

Because of this effect, you should watch out for AIs that own a few military resources (boosts both weapons and defense). Depending the techs they have, they might be able to increase their weapons and attack by 50% or more, very bad if they already have nightmare torpedos.

Also, the differences between courage and soldiering abilities?


I don't know...

I hear that question asked from time to time, but I can't seem to remember. I even tried checking the wiki, but that didn't give a clear answer.

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


Research is completed faster? I kid, I kid.

This was simple to test. I was able to start 2 quick games to compare, and I noticed that the tech I was comparing increased in cost by about a factor of 5 when switching from very fast to very slow. As such, I'm fairly confident in saying that the rating changes the tech cost to whats needed to make things faster or slower.

Can you also add some tips/strategies to beat each race. Since you wrote about how to play with them, but it is good to know how to beat them.


I could look into it, but I have other things I want to get done. I'll see what I have time for.
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June 17, 2008 8:26:19 AM from GalCiv II Forums GalCiv II Forums
By the way, where you the one who first came up with the term?


Unless someone used it prior to my post:
Pink Blob of Doom
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June 17, 2008 8:28:06 AM from GalCiv II Forums GalCiv II Forums
@Divinewraith

Thanks for the prompt reply. I always get confused about the tech research speed. I always thought it has to do with the time cost in terms of research completion. If it is just economic costs, well i just muscle the money from taxes.
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June 17, 2008 11:51:23 PM from GalCiv II Forums GalCiv II Forums
@Divinewraith

Thanks for the prompt reply. I always get confused about the tech research speed. I always thought it has to do with the time cost in terms of research completion. If it is just economic costs, well i just muscle the money from taxes.


I can't be sure, but it sounds like you're misunderstanding what he said.

Tech rate increases (or reduces) the tech cost. This has the indirect effect of increasing the economic cost, since every tech point costs 1 bc to produce. But no matter how many bc you have, you can't research faster than your labs and the extent to which you fund them allow. Thus, tech rate very much *DOES* have to do with the time cost in terms of research completion. If your labs let you do 1000 tech points worth of research a turn, it doesn't matter if you have 30 trillion bc in your treasury, that 10,000 tech point technology is still going to take you 10 turns, where it would only take 2 turns if it only cost 2000 tech points, which is the 5x increase from very fast to very slow.
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June 18, 2008 12:34:49 AM from GalCiv II Forums GalCiv II Forums
Haven't seen any problem with the Yor on Tough so far. Steamrolling the galaxy
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June 18, 2008 10:23:13 AM from GalCiv II Forums GalCiv II Forums
Offtopic:
It sucks that there is a ~253 character limit to karma comments.
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July 2, 2008 1:41:34 PM from GalCiv II Forums GalCiv II Forums
I think the Yor economic malaise is generally very overstated.

Yes, in the long term, without tech trading / stealing they cannot match the effect of spamming stock markets. In the early game though, they are the easiest to play and to get to a positive income.

The key points are:

1. Inherent 10% econ bonus
2. Efficiency techs are cheap and you can get that +45% early
3. It is easy to build up to, and maintain, 20 billion pop on Yor planets (thanks to the Charging Stalk morale bonus making 100% approval and double growth easier)
4. Easy to maintain a 79% tax rate for the same reason as 3

When compared to the Humans...

Given the formula for tax as:
constant * sqrt(population_in_billions) * tax_rate * (1 + (sum from buildings on planet)) * (1 + (sum from racial bonuses/maluses) )

Assuming the constant in TA is the same as in later versions of DA (i.e. 24)
Using the optimum values of 15 billion poulation and 69% tax rate for Human
Assume both races took max economy bonus, Federalist and have researched all relevant techs, that gives, before planetary buildings and any other economic bonuses (resource starbases etc)...

Human - 24 * 3.87 * 0.69 * 1.95 = 125.7
Yor - 24 * 4.47 * 0.79 * 2.05 = 173.8

We know the Yor only have 2 buildings to increase economy, making the last multiplier a max of 1.35 to give a total of 234bc per planet. To exceed that, the equivalent Human world will need to have 4 stock markets. Not a problem for them, I know - but the Yor will be there quicker.

Higher pop will also mean higher influence and increased tourism income (small change in comparison, but every little helps). When you add in the fact that the Yor can gain equivalent levels of production for a fraction of the mainentance cost (spam collective 1 on those empty tiles), the gap closes further.

Now, play the Yor with tech trading or stealing on and nothing can touch them economically   
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July 9, 2008 8:48:15 AM from GalCiv II Forums GalCiv II Forums
Does anyone know if there is somewhere a decent table with all the stats of the weapons etc for ToA?
There are things on wiki and elsewhere for the DL/DA,but I haven't been able to find anything for ToA so far.
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July 9, 2008 9:42:13 AM from GalCiv II Forums GalCiv II Forums
I think I remember someone saying that the galactopedia has been updated for ToA...
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July 11, 2008 5:13:06 AM from GalCiv II Forums GalCiv II Forums
Do the Yor has some counter spying techs?? i recently played as the Kyrnn, and the Yor declared war on me and invaded 2 of my planets. I build up some spies to try placing them on my lost planets to see what is going on with the Yor. Well...for some reasons, i can't place them on those planets. The "spy" button won't lit up, i mean it is all gray out and i can't access the planet view to place my spies. I am using 1.96. Is this suppose to be some bug???

Elias
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July 11, 2008 8:06:01 AM from GalCiv II Forums GalCiv II Forums
If the Yor had the CE placed on the planet, you would just get a message that you can't place a spy there. If your spy button is still grayed out while having spies in reserve, then something is bugged.
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July 11, 2008 1:56:22 PM from GalCiv II Forums GalCiv II Forums
How do i know if they have counter espionage in the first placw when i can't place any spies on their planets. I will try it for other races. By the way, does the Yor has CE techs???

I mean is it on their tech tree where they can research it??
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July 11, 2008 2:36:32 PM from GalCiv II Forums GalCiv II Forums
I think that only the Korath are missing it, but I could be wrong since I'm not at my game pc.

If the icon for spies isn't lighting up period, then there is a bug that is far more important to worry about.
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September 6, 2008 9:24:55 AM from GalCiv II Forums GalCiv II Forums

It looks like someone looked into the weapons/defense techs for each race.  Check out Guson's post here.

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September 11, 2008 10:33:38 AM from GalCiv II Forums GalCiv II Forums

Would you mind if i used this information in my users guide? http://galciv2guide.com

I am going to redo the site from the start and would love to use your work as it encorporates much of what i am looking for. The site will be an easy centre for new players to go and find out tips, tricks and general playing guides and information.

Many thanks

LK

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September 17, 2008 1:47:29 PM from GalCiv II Forums GalCiv II Forums

do you have to be next to a star to destroy it? anddoes the blast destroy the terror star?

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September 17, 2008 1:50:12 PM from GalCiv II Forums GalCiv II Forums

The terror star must be in one of the squares next to the star in order to blow it up.

The blast won't blow up the terror star, but it will blow up any other ships/planets/bases in the blast radus.

If you are having issues with the terror star firing, make sure you didnt turn off 'show all battle sequences'.

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December 13, 2008 7:54:04 PM from GalCiv II Forums GalCiv II Forums

Yawn... When was my last update? Lets see, my last update was 2008/06/16... so its been nearly 6 months since my last update. Alright, let me review whats been happening and see what needs updating.

________________

Can you also add some tips/strategies to beat each race. Since you wrote about how to play with them, but it is good to know how to beat them.

I gave it some thought over the 6 month since asked. I must decline as it requires a lot of work and energy, something I might not have during my short break from university. Plus, it goes eyond the intended scope of my guide. Besides, if were to I tell you how to beat every civ, in every possible way, using every possible civ, in every possible situation, then what fun is the game?

________________

About Weapons/Defenses:

I avoided weapons as a topic because I felt that they all civ weapons were more or less the same. All tech trees ended with the ultimate weapons. All civs had either had the same weapons as another, or had some minor differences such as having different weapons that were somehow smaller/larger, cheaper/more expensive, quicker to research/longer to research, etc. Some civs skipped some techs all together.

However, I've noticed in some of my game plays that the iconian "Kinetic Lasers" being unreasonably expensive early in the game, and other odd stuff. I feel the need to review these problems and send in a bug report. I might put up a few warnings to watch out for certain weapon techs because they might take to long to research in a crisis.

P.S. Thanks for the link Loupdinour, but the post seemed a bit too disorganized to gleem any useful information. I'm going to have to make some spread sheets to get definative information. I think I have some half finished ones from a previous version of the game.

________________

About Fleet Support Modules:

It seems that after some recent testing, the stuff I said for Fleet Support Modules might be somewhat inaccurate. I plan on rewriting the section to fix things. Perhaps I'll replace the section entirely.

________________

About the Yor:

After some thought, the economic issues that I mentioned for the Yor might not affect the AI as much it affects a human player. I don't often see the AIs building economic planet improvements, probally relying on passive economic bonuses and high tax rates more than anything. The Yor get a high passive bonus to economy, and can tax their people very high without as many problems that other civs might have.

I'll review the material I wrote for the Yor and see if any changes need to be made.

________________

Civ details:

The details for every civ seems to be a bit disorganized. I've often mentioned a number of other details without saying anything about factories, labs, or economy for the various civs. I plan to have these sections added before anything else (save for the breif description I have for every civ).

Industry, Research, and Economics: This section will breifly cover the stuff directly related to overall operation to a GalCiv 2 civilization. I might mention things that I feel is important enough to be included here, be a special case worth noting (Arcean "navigation centers" for instance).

Morale, Population, and Influence: This section will cover some secondary stuff (or atleast what I consider secondary) that helps a civilaztion a lot, but not as critical to have like Industry or Research. Might include related topics.

I might include other stuff, but I want these sections to exist even I say nothing more than "Nothing special to note here. Everything is pretty standard.".

________________

@Drengin

I've already talked to you about a few things, but you seem to being doing something different with your website at this moment. So let me get back to you later.

________________

Not sure what else to say at this point. Once I finish my last final (for university), I should be work on an update for this guide.

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December 14, 2008 9:18:31 PM from GalCiv II Forums GalCiv II Forums

I thought I'd chime in on a few things here:

First, the half-price factories the Iconians, Drengin and Korath get are far superior to Traditional Factories.  At 25bc to build, 3ip, and 1 maintenance, you can spam those more than twice as fast, for more production and for cheaper.  The only drawback is they tie up more tiles, but that is a temporary situation.

Korath Dark Influence is just plain overpowered. 

Korx get three sweet Military Starbase modules the other races don't:  +2 attack assist/all types, -2 enemy ship speed, and +2 ship speed.  They're pretty easy to research, too.   The same prerequisite techs also throw in a nice Influence starbase module to boot (Imperium, +50 culture).

On a similar note, the starbase mining techs.  The Iconians, Drengin and Korath get these weird techs (Korath's Aul Incineration, for example) that let them upgrade starbases.  But they can also trade for all the usual techs, like Xeno Factory, Manufacturing Centers, etc. for more, and put together they get some really obscene bonues.   The Iconians, for example, they can get an extra 15% on their Economy Starbases by tech trading, boosting them to 39% vs. the regular 24%.   It doesn't work the other way around as well (e.g. be Terrans and trade w/ the Iconians), because you depend on that one race researching that one tech, and be willing to trade it.   But the AI's research & trade Xeno Factories all the time.

The Hull points to increase HP run a little expensive.  If you can, it's far more cost-effective simply to buy more Hull than you need.  There's no rule that says you have to fill all the space.   Just by getting a Medium hull instead of Small, you're getting 12hp for 40bc.  22hp for 80bc by going Large.  Also, when considering defenses vs. more HP, consider that defenses get boosted by red mining starbases, whereas HP do not.  Just one red maxed-out starbase will just about match Doomsday Generator.

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December 16, 2008 5:00:02 PM from GalCiv II Forums GalCiv II Forums

The Hull points to increase HP run a little expensive. If you can, it's far more cost-effective simply to buy more Hull than you need. There's no rule that says you have to fill all the space. Just by getting a Medium hull instead of Small, you're getting 12hp for 40bc. 22hp for 80bc by going Large. Also, when considering defenses vs. more HP, consider that defenses get boosted by red mining starbases, whereas HP do not.

I like to go for the larger hulls too because I prefer to fight with fleets of just one ship.  Once the change was made way back to allow a ship to target multiple ships the balanced shifted away from large fleets of smaller ships to a fleet of one larger ship.  This way your attack and defense are not spread over many ships, making it easier to penetrate the enemy’s defenses and making it harder for them to penetrate yours.  Also, in the late game is it possible for one ship to have enough firepower to destroy a fleet of multiple similar ships, thus you do not benefit from the extra firepower of the other ships but do place them at risk.  Also, you don't have to research logistics.

One advantage of extra HP vs. defense is extra HP is optimal against all three weapons types whereas defense is only optimal against one weapon type.  So if you are only fighting enemies using one weapon type then load up your ship with the appropriate defense.  If however you need to defend against two or three weapon types try combining multiple defenses and extra HP.  For example, say you had 27 defense it would yield 27 defense against one weapon type but only sqrt(27)=5 against the other two, whereas, 9 defense of each type would yield 9+sqrt(9)+sqrt(9)=15 defense against all three weapon types.

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December 24, 2008 6:36:07 AM from GalCiv II Forums GalCiv II Forums

I am playing a game as the Arceans on an immense map.  I am playing it on Tough.  Well..so far i am holding my own very well.  The two dominant races in the game are the Krynn and the Torians.  The Krynn are the most powerful follwo by Torians. 

Well..i started out as really the underdeveloped underdog in all aspects of the game, then the Kyrnn dccleared war on me.  At this point, i have the basics of many of the defense weapons tech researched.  Since i know offense weapons tech are much more expensive, and the AI has not gone much further in any of the three weapons tech as far as research goes, i concentrate on countering Krynn's missle weapon techs.   I also am very much aware that as far as speed goes, Arceans are not much at moving about, soo i let the Krynn come to me instead.  At first, they were ahead in terms of missles tech, but then slowly i developed better defenses.  Also, i first try to counter it with lasers, for some reasons, the AI think that i will be developing lasers as a counter so it developed shield tech defense like crazy.  Soooo i switched to massive drivers, i did not developed massive sriver that much, only the first or second beginner techs like massiver driver 1 and 2.  However, i did concentrate a lot of miniuturation tech.  Sooo the Ai did not stand a chance as time goes by.  I was able to develop really powerful defensive fighter craft to the point where i win easily with two ships against a fleet of 7 ships.  Over time, the Kyrnn had enough of the war and sue for peace. I accepted.  Now the Torians are declaring war on me.  But they have not attacked yet so i will have to see what they are bringing to the table as far as weaons goes.

Anyways, the thing i learned playing the Arceans is that it is better to play this race with a defensive strategty in mind.  Instead of compensating for the speed penalty, it is much better to use it as an advantage, like use the resources to develop along other branch of tech that will improve your situation economically and militarily.  I opted for defensive techs and miniaturations.  But ia m sure there are other strategy to compensate for the speed penality.  Also as a civ, it is a much better civ for playing a game of attrition with the computer, if you know what you are doing.

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January 5, 2009 9:46:31 PM from GalCiv II Forums GalCiv II Forums

*Sigh*

When I first decided to work on another update for this guide over the christmas holidays, I thought I would have more time to work on it. Funny how when you don't need to do one thing, that something else will show up and take its place. Despite the mentioned problems, I still plan to get this update done... at some point.

With the first whole week of the new year here, university has started for me again. As such, I don't know how much time I have to spare for the next few months.

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January 7, 2009 12:28:02 PM from GalCiv II Forums GalCiv II Forums

Dear 

Hello

Wow, How long did it take to write the very infomational post?  

I have a question for now?

1) What do you look for when you what to trade with a another race? Is it PQ? Money maker planet?

      I usally trade with home worlds is that bad or good?

 

Order of the Bloody Rose of Orders Militant of Adepta Sororitas

Saint Mina of Opelia VII

 

 

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