Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Twilight of the Arnor in action
Published on November 5, 2007 By Draginol In GalCiv Journals

The Arcean Empire is an ancient civilization. A planet that united at the end of the "Great conquest" that nearly destroyed their world at a time when humans were still living in the jungle.

Arcean society and technology stagnated shortly after the uniting of the world. Change and "progress" were looked upon with suspicion and the world slowly developed space travel in the subsequent tens of thousands of years.

It was only when they encountered the humans, in the 22nd century (Earth Time) that the Arceans were awakened to the need for technological progress.  The humans, in a short amount of time, had gone from riding horses to colonizing moons and planets in the blink of an eye. The universe, as the Arceans had known it, was ended.

The Arceans realize that research, even with the newfound knowledge of its importance, doesn't come easily to them. The technology tree of the Arceas is a bit more expensive.  On the other hand, the Arceans had a lead in one particularly interesting area -- weather control.  The Arcean technology tree allows them to build weather control zenith's which can increase a given planet by up to 3 levels -- a significant advantage.  Of course, they'll need those advantages to overcome the more expensive nature of their technologies and their relatively poor diplomatic skills (making it harder for them to trade technologies).

This is the story of the Arcean Empire in a tiny quadrant known as the Crucible. In it, the Drengin, Arceans, and humans vie for supremacy.

This game play example is using beta 1b (internal) of the expansion pack Galactic Civilizations II: Twilight of the Arnor.

A promising beginning

The Arcean capital in this quadrant has a human colony near by. But we have control of the important influence resource.

The starting conditions of Galactic Civilizations II: Twilight of the Arnor are significantly different from the base game or Dark Avatar.  For one thing, Tourism is now worth 10X as much. This makes a huge difference at the start of the game where players now can expect to see 70bc in revenue.  However, the starting funds have changed to be only 3,000 instead of 5,000.  So it will be up to players to build up their economies a bit more gradually.

Each civilization gets their own tech tree. Even familiar technologies are often placed in a different order than they once were. The Arceans get Weather Control which is a pretty big deal.

On the other hand, the Arceans are terrible at propulsion. Unlike the humans and other races, there is no Impulse Drive or Warp Drive or anything like that. They have to build Navigation Centers on their planets to get a speed boost.

The thing about Navigation Centers, however is that the technology itself gives you a +1 to your ship movement. Then, with the navigation center, you get another +1. Thrown in Sub-Space Drive which is basically a computer based navigator and you get another +1.  What this means, ironically, is that in the early part of the game, the Arceans are the fastest race out there with ships that might be doing 5 moves per turn.  In the long-run, however, they're slower but it's a big deal early on.

The Build Up

By RIGHT-CLICKING on the technology on the screen, you can find out what the technology does.

The Weather Control Zenith. The pride of the Arcean Empire. Up to 3 tiles made available.

In this version of the beta, the Arceans don't get Xeno Engineering (which is being addressed). Luckily, I was able to trade for it so I could build better starbases.

Meanwhile, the Drengin are building up.

One thing of note is that the Arceans only have one Particle Beam weapon technology (most of the others get multiple). The bad news is that it is very expensive. The good news is that there's only 1 and then it's on to bigger and better weapons.

What are they doing?

So what are the other civilizations doing?

The Drengin are moving along. Their slaveling labs aren't as good as ours. But they have less maintenance. Slaves are cheap -- less effective though.

The humans are doing pretty well. Though I happen to know their AI hasn't been updated one bit. Despite that, they have automatically adjusted to the new technology tree.  Which means, of course, they'll automatically adapt to your technology tree that you create with the technology tree editor!

Fate of the Quadrant

The Terran Alliance had shrewdly managed to become the the dominant power in the quadrant.  After consultations with the home guard, we were given permission to formally ally with the rising stars of the galaxy.  That still left our old nemesis, Lord Kona and the Drengin Empire.

...To be continued...

 


Comments (Page 2)
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on Nov 05, 2007
The Terran Alliance had shrewdly managed to become the the dominant power in the quadrant. After consultations with the home guard, we were given permission to formally ally with the rising stars of the galaxy. That still left our old nemesis, Lord Kona and the Drengin Empire.


I don't quite get this, considering in another gameplay example, you said that sector/quadrant commanders made alliances as they chose?
One thing I enjoy doing is looking at your gameplay examples and finding hints to the backstory, like the Arcean weather-control.

Also, I thought the Arceans were a proud warrior race who engaged in star-gate-war with the Drengin?
on Nov 05, 2007
Played a couple beta games now. What I notice is that I can trade for those unique technologies. Is that supposed to happen that way? For example, playing the humans, I traded with the Arceans the technology that allows Navigation centers. So now I can build them myself on any of my worlds. This to me kind of waters down the uniqueness of the tech trees in that I can aquire these technologies myself thru trade.


I dunno. It does do that, a bit... but it doesn't come cheap, as those techs aren't dealt away lightly. It does give you unique goals and bargaining chips to strive for. I know that as the Arceans, I was very aggressive in pursuing engine techs, and other races were very reluctant to trade them.
on Nov 06, 2007
Played a couple beta games now. What I notice is that I can trade for those unique technologies. Is that supposed to happen that way? For example, playing the humans, I traded with the Arceans the technology that allows Navigation centers. So now I can build them myself on any of my worlds. This to me kind of waters down the uniqueness of the tech trees in that I can aquire these technologies myself thru trade.


I dunno. It does do that, a bit... but it doesn't come cheap, as those techs aren't dealt away lightly. It does give you unique goals and bargaining chips to strive for. I know that as the Arceans, I was very aggressive in pursuing engine techs, and other races were very reluctant to trade them.


That sounds about right. Could be hard to balance, but if this in implemented well, this should be possible. If you are in desperate need for some tech, you should have the choice to bleed for it to get it and the other race should be willing to trade that racial tech, but obviously for a high price. I'm not a big techtrader myself, so I haven't even tried it yet.

on Nov 06, 2007
Hi!
The weather control zenith raises the PQ by 3, giving 3 new tiles. But it requires one tile for building it. So you have a net effect of 2 new tiles.

Up to 3 new tiles. The average nett effect seems to be one new tile. Might help on planets class 4 and 5 without upgradable tiles - it would make the planet go up 2 classes, thus allowing it to grow more pop.

just wondering what happen if you sell your weather control? what will happen to your new 3 tiles and what will happen if you already build some building on it? what will happen to them?

From the picture with it it seems it can't be decommisioned. Pitty.

Navigation Centers mean your ships don't have to use up space with engines.

I rarely build Hyperion Shipyard in my games. It looks like a waste of a tile on my main manufacturing planet, the tile that would be better used for more production. Regarding description of the various NCs it looks like there will be a lot of such a waste with Arceans. We can likely abandon the idea of having small ship-producing planets. I only hope Arceans will get some extra bonus for boosting production on those planets to alleviate the "loss" of three tiles.

BR, Iztok
on Nov 06, 2007
Well the way I see it it is a completely different style of play to yours, so I shouldn't imagine that you'd be playing as the Arceans. What it does do is it shakes things up a bit, so as Draginol said at the start you might be struggling to get those zippy Areans with the navigation tech, so what do you do?
a) Resaerch Engines
Make heavily defended transport fleets to conquer these ship producing worlds?
c) Accept that you are on the defensive and start researching better weapons and armour?
d) Try and buy the navigation centre tech off the Acreans?
e) Something else.

The point I'm trying to prove is that with this variation the way the races play will be radically different, and as greater depth in their backstories will be revealed I suspect many people will change their favourite race. Right now I play Terran because I like the balance and being able to sell my stuff at higher prices, but I also play as the Drath becuase I do pit other races against each other, in order to sell on my ships for profit. With TA I have no doubt that one will become infinately more preferable due to the way they play. Plus it's more of the fluff that makes me love this game.

Oh and a question, do navigation centres improve base ship speed at production, inside Arcean influence or do they have a starbase style radius around the planet in which ship speed increases? (Personally I like the latter, it would make transport chasing very interesting if there was a massive speed boost around a planet, plus it would mean that conflict within a solar system becomes more dangerous)
on Nov 06, 2007
The thing about Navigation Centers, however is that the technology itself gives you a +1 to your ship movement. Then, with the navigation center, you get another +1. Thrown in Sub-Space Drive which is basically a computer based navigator and you get another +1. What this means, ironically, is that in the early part of the game, the Arceans are the fastest race out there with ships that might be doing 5 moves per turn. In the long-run, however, they're slower but it's a big deal early on.


That is interesting, but it seems like they are probably going to be a good bit slower towards the end-game than any other race, especially if tech trading is turned off. Given how powerful speed really is in this game, I dunno how much I like them being way behind. Guess I'll wait and see.

Still, though I can't help but think that a late-game module that increases speed while the ship is in your Civ's sphere of influence wouldn't be a bad addition to the Arcean navigation tree.

Especially since all the other "while in your influence" modules are being explained as being a link to advanced intel/information networks that can only be gleaned from while in areas you control. A module like that that provides advanced navigational data seems like it would be a natural fit along side those modules, ne?
on Nov 06, 2007
Like an inverse of the Yor racial ability?
on Nov 07, 2007
The Arceans realize that research, even with the newfound knowledge of its importance, doesn't come easily to them. The technology tree of the Arceas is a bit more expensive.


Ah, so that's why I failed trying to gain tech superiority in my last game.
on Nov 08, 2007
Oh yeah, I sure missed these examples! Keep them coming
on Nov 09, 2007
Played a couple beta games now. What I notice is that I can trade for those unique technologies. Is that supposed to happen that way? For example, playing the humans, I traded with the Arceans the technology that allows Navigation centers. So now I can build them myself on any of my worlds. This to me kind of waters down the uniqueness of the tech trees in that I can aquire these technologies myself thru trade.


On the other hand, this adds a unique alien feeling to the gameplay. This way, you can still steal technology or gain it by conquering planets during late games.

about right. Could be hard to balance, but if this in implemented well, this should be possible. If you are in desperate need for some tech, you should have the choice to bleed for it to get it and the other race should be willing to trade that racial tech, but obviously for a high price. I'm not a big techtrader myself, so I haven't even tried it yet


From my observations, the AI is already jealously guarding its' unique stuff, making it way more expensive to trade for these things in the first place.

As for possible balancing ideas:

How about increasing the maintenance costs? After all, these *are* alien technologies and your scientists obviously weren't bright enough to come up with these "brilliant" slave pits 1.0 in the first place. Upkeeping what you don't understand should be more expensive.

Or how about decreasing morale (or influence) on planets with alien technology? Maybe your folks don't like having to live around those evil Drengin structures. Or maybe you have to build cultural exchange centers to off-balance the xenophopic effects of alien structures.

Last but not least, you could always water down the modifiers, which makes building alien structures less attractive.

Oh, and one feature request: How about adding another tab (just like "old") for alien technology? I believe this is a nifty feature, but it clutters sure the building list.
on Nov 11, 2007

Hi!
The weather control zenith raises the PQ by 3, giving 3 new tiles. But it requires one tile for building it. So you have a net effect of 2 new tiles.

Up to 3 new tiles. The average nett effect seems to be one new tile. Might help on planets class 4 and 5 without upgradable tiles - it would make the planet go up 2 classes, thus allowing it to grow more pop.

just wondering what happen if you sell your weather control? what will happen to your new 3 tiles and what will happen if you already build some building on it? what will happen to them?

From the picture with it it seems it can't be decommisioned. Pitty.

BR, Iztok


The Weather Control Zenith does have another use - to push planets past those Class 10 and Class 20 benchmarks that give a 10% Morale boost for 'High Quality Planet'. Even if the thing does take up one tile itself, the official planet class goes up by 3. The WCZ will probably be one-a-planet, like Powerplants and Starports are now.


Navigation Centers mean your ships don't have to use up space with engines.

I rarely build Hyperion Shipyard in my games. It looks like a waste of a tile on my main manufacturing planet, the tile that would be better used for more production. Regarding description of the various NCs it looks like there will be a lot of such a waste with Arceans. We can likely abandon the idea of having small ship-producing planets. I only hope Arceans will get some extra bonus for boosting production on those planets to alleviate the "loss" of three tiles.


I haven't played at all this week but completed a game with the Altarian Resistance last week. Tough with the Arceans, Thalans and Drengin bumped up to Gifted(Painful-level), Rare everything, but Abundant Asteroids, in a Huge Galaxy, DA 1.. The idea was to research hard and become tech leader, using asteroids to build ships.

I eventually found a Precursor Mine and Minerals tile on the flipped Drengin homeworld, made it my Manufacturing Capital and built a QPP, 3 Industrial Sectors(on the bonuses) and Hyperion Shipyard there. Later, I flipped Arcea in my long culture-war campaign to obtain foreign asteroid mines. Rigorous mining meant that Arcea was fed by 3 large clouds for a total of 10 Ultimate Industrial Mining Bases generating 12 to 30 MP each, boosted by 3 normal Industrial Sectors and a Quantum PP. Now I had 2 worlds generating 445 MP each, one with a Hyperion Shipyard, the other producing normal ships.

Fleeting Hyperion-built 'tuned' ships with normal ships, of course would waste the speed boost, so instead, I used the 'Shipyard to 'tune' high-efficiency engines and save shipboard space. If my normal ship design used a Warp Drive Mk.5, the 'Hyperion version' of the same design would use a Warp Drive Mk.4 and save the extra space for weapons/defenses while maintaining fleetability. Similar thing would be done with HyperWarp 3 -> HyperWarp 2 as well. I tried it and managed to get the Hyperion Shipyard to crank an extra 32 base attack out of a frigate, from 128 to 160 - a 25% boost, even greater when bonuses from 3 full Military Resources were applied!

So Navigation Centers can be a real useful thing if you capture them by invasion or flipping, but the Arceans themselves can't use above tactic since they have no engines. As for Hyperion Shipyards, the Arceans won't need to build one at all.
on Nov 11, 2007

Oh yeah, I sure missed these examples! Keep them coming


The Gameplay Examples are advertising. There were a few pathetic losses in some examples too that made them look unrealistic, seeing as the game's developer is the one playing, but most of them are good entertainment.
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