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Winter is Coming: Angry Birds

SotS2 AAR Morrigi

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#21 silencer_pl

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Posted 21 February 2013 - 10:54 PM

Ok gents it's time for another lesson: Trade.

Trade is much more complicated than in Prime. The only common thing is that you need that FTL Economics tech and design some freighters.

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When you've done that you need to build some Civilain Stations. Those stations handle everything important with trade: housing goods, handling freighters and so on. In order to export some goods first you need to have some free docks (triangles). Each station starts with 1 dock and you can add additional docks. Upgrading station adds more places for docks. The second thing is of course divert that industrial output towards the trade. There are three type of freighters: normal, mega and Q. Each freighter use 1 dock space and take 1 goods point. The exception are mega freighters which can take 2 goods. When the goods are loaded into the freighter it looks for a system within the trade range from that station where the goods can be delivered (import) thus creating trade route. There are 3 types of trade routes: inter provintional, outer provintional and those between empires. The first one yelds 15k of credits per goods, the second 25k per goods and the last one 35k per goods and of course any other tech bonuses.

In following example you can see that in Sera system there is a civilian station and one mega freighter assigned to it. Mega freighters are recognized by additional rhombus - the blue colour means it was built by my empire  so I am paying any maintenance for it.

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Here you can see that some goods are delivered to Draco system. Draco system doesn't need to have civilian station to accept trade goods.

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Of course where there is trade there are pirates and we don't like pirates. How to deal with pirates? Currently the wiki states that base chance of pirate attack is 2% - was 5% last I watched. Now if the system doesn't have Naval base (even level 1) the chance rises by 2%. Even more rises when there are Zuul within 10LY. Also systems that don't belong to any province also suffer in increased pirate activity. To reduce the chance of pirates you need to create police cutters. Each cutter reduces the chance by 1%. The catch is that each system can support only 3 CE ships and police cutter is cruiser sized ship. So if you add things in order to reduce piracy you need to put naval yard too. There are of course some techs that further reduce the chance or making system closed for the outside (it also reduces tax income and stuff - think as open/closed borders).

I've also said previously that normal freighters ain't that good. Well if you look it now the mega freighters can take more cargo using the same amount of docks so that means less investment in civilian station. Second thing is that if you build the freighter the maintenance of normal and mega freighter is the same. The third thing is that if you have mega freighters - you can add some money to trade stimulus and civilians will build them and you will not pay the upkeep but gaining full profit from trade and by my tests it takes the same amount of cash to make those civis make some freighters. So because our shipyards will be doing something else we will divert some funds to private sector in trade department.

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I've also said a magic word: Province. What are they? In short they are group of systems that are more united and better governed. When you start the game you have 3 systems under your control (default settings) that are gathered as province. Each province can be created with 3 systems at start and up to 5 (with techs or 6 with special government type bonus but about that in another lesson) and within close distance to each other (again techs can increase that).
In this picture you can see me creating a province. For better understanding the province please visit the wiki.

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There is one more thing. Now I can answer one of your questions Veki. Can you colonize planet if someone else is there? Yes and No. If it is another empire then No. However you can research Trade Enclaves and with trade treaty you can make a trade colony there. You can only colonize the system if the system is occupied by no one or only independent colonies.

For more detailed info please visit the wiki.

And I would also forgot about the trade range. Here is the picture of how much range with trade I have. Morrigi now instead of better deals have know increased trade range. Don't forget that drive/energy tech also upgrades the range for trade.

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Ok returning to the regular program. We spot some nice place at Manticore system.

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Protectorate is finished. Now to upgrade the province mechanics

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#22 Space Voyager

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Posted 22 February 2013 - 07:55 AM

Oh come on! Visit the Wiki? When have you turned into Mecron?! ;)

Kidding, kidding!

The game looks much better than no. 1. What would you say about gameplay comparison? Better, worse, just different?

#23 silencer_pl

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Posted 22 February 2013 - 08:07 AM

View PostSpace Voyager, on 22 February 2013 - 07:55 AM, said:

Oh come on! Visit the Wiki? When have you turned into Mecron?! ;)

Kidding, kidding!

The game looks much better than no. 1. What would you say about gameplay comparison? Better, worse, just different?

Well I don't have to remember every detail so visiting wiki is your best option if you want to know more.

About the gameplay comparison - it's the question about what area. Overall SotS2 is better.
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#24 Space Voyager

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Posted 26 February 2013 - 08:28 AM

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#25 silencer_pl

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Posted 26 February 2013 - 01:27 PM

Let's continue our story. Next lesson diplomacy or quoting certain someone from certain video game "political shitstorm".

Diplomacy ain't very well done. In fact diplomacy someday will receive total overhaul. When ? I don't know, though I am foreseeing in next expansion.

The diplomacy is divided into two sections: Empire and Independents.

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Here was the screen for independents that I am aware of. As you can see, the screen ain't that perfect and it has been for many many patches. So how do you do diplomacy. Well in Prime you just issued a proposal and that was it. Now things are bit more complicated. Diplomacy has it's own currency. It's called Diplomacy Points that divide into 2 section. Racial and Generic. To perform any action you need Racial Diplomacy Points (RDP) if you don't have those then Generic Diplomacy Points (GDP) are used in ratio 2:1 so if something costs 100 RDP you need 200 GDP. Unfortunately you don't know how many points you have.  How do you earn points? Well it's simple every province you have generates some GDP, every diplomacy station, generates GDP (the better the station the more points) and on each diplomacy station you can build Alien Habitats that generate RDP. For detailed information see wiki.

So what we now want to do is to sign a Protectorate treaty with one of the independents that were created out of our private sector funding. Forget about the Duration option. Setting to 0 is setting like permanent. As you can see that this operation will cost us 200 RDP. Additionally we can add incentives like for example money to improve the chance.

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Here is the Empire screen of diplomacy. You can see the races that I've contact with, their drive/power tech that I am aware of, the difference in climate, current diplomatic status and their disposition towards me represented as a graph.

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The disposition thing is a bit miss and hit thing. There are many effects that can rise it or lower it. Like for example if your empire is bigger, has more colonies the AI will less like you, but if you are smaller they may like you. But here is the catch, the bonus is applied every turn. So for example if you are smaller than in 20 turns the disposition will rise to the point they will love you and probably most diplomatic proposals will be accepted. On the other hand if you are bigger, then AI will soon hate you. There is also hidden factor, like for example if AI knows you have no power in fleets he might as well sneak attack you even if you are his ally. But if you do sneak attack or even declare war on ally, you will receive a hidden diplomatic penalty in the eyes of other AIs. So yeah that is the diplomacy for you.

Here is a example picture. I wanted to give a trade treaty to hivers, but I don't have the points to do so. So that is why I am building few diplomacy stations and build those hive habitats.

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After the turn we get response from that colony. They say that we can go blow ourselves.

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They rejected the offer because they sort of don't like us. I didn't show but the disposition graph was almost at the button. I've asked a bit on the forums and Mecron gave a hint that the closer the colony to our province the higher the chance, also some taxation might change their attitude, current government status, and your diplomatic skills. The other forumer gave a graph that I approve:

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So yeah that is diplomacy for you. Also I've mentioned something about government status. Every action you do shifts your government behavior toward something. You start at center (thus centrism). Each of the alignment has it's pros and cons. For example currently I am at socialism because I've tended to those new colonies. A side note: Socializm in this game is presented too optimistic as comparing what communists gave us.
The government types that are in this game are: Centrism, Socialism,  Cooperative, Anarchism, Liberationism, Mercantilism, Plutocracy, Junta, Comunalizm.

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Back to the regular schedule. We finish of colonizing the leftovers from free worlds.

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We discover another Swarm Queen. But think we will manage to get on time.

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Meanwhile the Zuul are asking, but we can't spare - we invested 20 million in our trade system so we are slowly re-gaining money.

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Just in time.

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And strangely Zuul are sending invasion force... hmm....

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We get another planet on Psius.

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We finally can "afford" that treaty. Signing peacful treaties should increase the disposition towards you.

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That is done. Now for commercial riding. Not because we could create pirate raids, but there is a tech after that, that bolsters our defense of trade routes.

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Hivers accept our generous offer. Because they like us and it will benefit them too, though we don't have them in range in our trade routes.

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And another colony spawned.

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We can also create a new province.

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More colonies.

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Now Hivers are asking. I don't how this money for research works. Probably something like project booster but without any negative aspect. But sorry I don't have spare money.

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Sphinx is attacked by those bastards. But the planet defense is big enough to pass through their PhD (Phaser Defence).

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And Phi is bombed by meteors.

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This is done. And our next goal will be Convoy Systems. What basically it does it reduces the chance of pirates, 5% reduction in trade income and if by chance pirates show, the freighters will be near the planet where defense is way stronger.

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#26 Space Voyager

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Posted 26 February 2013 - 01:51 PM

Is commerce raiding any good this time around? It was mostly useless in SotS1.

#27 silencer_pl

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Posted 26 February 2013 - 02:17 PM

View PostSpace Voyager, on 26 February 2013 - 01:51 PM, said:

Is commerce raiding any good this time around? It was mostly useless in SotS1.

Never tried it. AI isn't trade happy, well at least it wasn't before EoF. Might check later.

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More colonies.

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Another free colony.

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Let's check how our trade is doing. After 25 turns, we are gaining 500k from trade.

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Slavers as Gotham, but we have Batman.

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It looks like the Hivers died.

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Well I don't know what to say. They had a great boost to start. I've checked what happened. The AI couldn't handle the economy. Plenty of high CH planets, the AI spent plenty of cash on high level stations, only 3 initial systems with 5-6 planets.... well. I certainly made too small map I guess.

And we finally meet Tarkas.

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More swarm.

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And more tarka terriotry.

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The convoys are done, now to offset that penalty.

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The Zuul are again asking for money. I hope they will not finish like Hivers, they have more planets.

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Delta System.

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If I would accept that would mean game over and pretty fast game. But I want to see some action, some murder.

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Sphinx is attacked by VN a second time. In SotS2 VN attacks are different now. First comes the regular probe that was in Prime, then comes the seeker, Seeker is more powerful mothership that launchers assault shuttles, that come and kill your people and steal the resources. Then comes the dreaded Berserker.

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This is the mothership and on the right are those shuttles.

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Modular Construction is done. Now let's focus on the psionic tree a bit. Mainly because there is a tech that improve our diplomatic abilities (or at least should) and we might have a chance to improve our research progress. But first Empathy. This technically allows us to raise taxation to level 7 without loosing any morale except when the government trait reduces morale from taxing or with mercantilism even 8 or 9 are possible.

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System Bob this time doesn't have planet Bob.

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Empathy is done, now Lesser Glamoure. This tech is always available for Morrigi. Other species must make roll on feasibility check.

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Hello slavers... please meet our lasers.

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We are racing through those techs pretty fast. Well they are low level and we are gaining quite a big money now.

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Telekinesis is what would be nice, but this tech is mostly available to the evil Liir people. It gives boost to IO and next tech after that gives bonus to research department.

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So we will go with Clairvoyance. This leads to better feasibility tests tech, but I don't know if it is direct route.

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And new free colony.

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#28 Space Voyager

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Posted 26 February 2013 - 05:13 PM

Even VN look beautiful... Eh, my time will come...

I've heard about this AI going into bankruptcy thing. Too bad, the fireworks will be missed. ;)

#29 silencer_pl

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Posted 27 February 2013 - 10:29 AM

I'll be going to Netherlands for 2-4 weeks, so this is a last post for some time.

After another 15 turns our trade income is booming. Almost 2 million from trade that leaves 50% of my total income. So yeah that investment surely payed off.

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Clairvoyance is done. Ok because of the difficulty in acquiring the free colonies and the time for them to pop-up we now have enough income to get this job done ourselves. So first we need those Bio-colonizers. There are two types of colonizers - standard and bio. In Prime you've just send them and they vanished after mission. Now each colonizer does different part. After doing supply mission standard colonizers adds bonus to Infrastructure and Bio Colonizers adds bonus to terraforming.

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Caladan is attacked by meteors, but we have a strong presence there so no harm was done.

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Ok now we can build those bio-colonizers. Next thing I wanted to go for was Biosphere preservation. Terraforming reduces that wonderful biosphere, I believe 1CH = 5 Biosphere points.  But sadomizer said "NO!", so we are going for improved CH range.

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And here are the plans for new colonization ships:

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#30 Veki

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Posted 01 March 2013 - 07:54 AM

Have fun in Netherlands. :)

I hope we'll survive without our daily SOTS2 fix until you get back.

#31 silencer_pl

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Posted 16 March 2013 - 02:33 PM

Well I'm back but I will go back in a week again so longer break.
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#32 Space Voyager

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Posted 16 March 2013 - 07:25 PM

We'll be waiting, don't worry.

#33 Veki

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Posted 02 April 2013 - 07:17 AM

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Has anyone seen a talking sentient bird here? He was telling a great story, but now has vanished and we'd like him to come back and finish his story. Posted Image

#34 Space Voyager

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Posted 02 April 2013 - 06:37 PM

That bird of prey is busy killing me in Frozen Synapse. And abroad, so I hope he finds the time to continue after his return.

#35 silencer_pl

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Posted 02 April 2013 - 07:18 PM

I am still in Netherlands, I guess that I will find a time to move on next week. At least the last patch didn't broke the save :)
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#36 silencer_pl

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Posted 17 October 2013 - 09:17 PM

I've promised some action some time ago. Well I had a big break from Sots2. Few patches were released too.

Regarding this game, well after few turns from where I left the Zuul also ceased to exist. So I've done one reasonable thing to do and signed an Alliance pact with the Tarkas. They were the only ones to succeed in rising to power.

But fear not. Winter is still coming.
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