Ok, I came back to this after a very long time. Sadly I lost the other game, yet not to Auroras fault, but because I needed to set up my computer anew.
This time I kept my initial empire even smaller, not daring to venture out more than the first five systems, or better, not further than the point I found a sufficient source of Gallicite. I found around 30mtons at 0.3 accessibility along with other riches, so that was when I stopped exploring. Over time I set up 10000 Automines on this one and a couple more thousand scattered around on other viable spots, and then waited for technological progress and growing supplies. Since my new game was themed after the Stargate Universe, and I was taking the role of the ancient egypt Goa'uld Rah, I decided to make my new mothership to be like the one we saw from Apophis in the series. ..Mainly because it looked cool though. I am pretty sure it wasn't actually all this capable. Also I said that the ship was updated with the technology of the ancients, because otherwise I couldn't have used all the max. tech stuff.
I didn't explore so much, but did still find around 6 ruins already. However the only technology they yielded were the inaccessible plasma torpedo base techs, so no advanced lasers or compressed fuel cells this time.
Long story short, here is the plan:
From the last time I learned some lessons on how to adjust the designs to prevent the game inherent errors and inconveniences like for example that with the dissatisfying auto-fire if both missiles and beams are present. The circumvention makes things quite a bit more complicated, but at least not technically impossible. I also decided to add quite a few more modules as you can see, which leads to that this time I carry indeed full shipyards around, so the whole fortress can repair itself, which makes it ultimately self-sufficient and also finally battle fit.
Full detail on those modules:
Labor Sector:Mothership Labor Sector class Support Vessel 150,000,000 tons 988635 Crew 9996606 BP TCS 3000000 TH 2754000 EM 0
7650 km/s Armour 13-25148 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 12 PPV 0
MSP 500 Max Repair 250 MSP
Intended Deployment Time: 60 months Spare Berths 1
Cargo 11250000 Cargo Handling Multiplier 18000 Tractor Beam
Jump Gate Construction Ship: 20 days
Recreational Facilities
Fuel Harvester: 33 modules producing 4620000 litres per annum
Maintenance Modules: 15000 module(s) capable of supporting ships of 3000000 tons
1000 EP Flow Photonic Drive (22950) Power 1000 Fuel Use 0.09% Signature 120 Exp 2%
Fuel Capacity 1,784,710,000 Litres Range 2379.6 billion km (3600 days at full power)
Gravity Shield (100x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Not much different to the last time, except that I now use more space for engines, and that those engines are more fuel efficient. Since I was not limited this time by the canonic "only four modules" rule that came with the Ramilies, I knew I could just always add storage or harvest capacity when I needed more, so individually maxed usable space per module was not that important anymore. By this I upped the range of the fortress by about 25% on same fuel, and still managed to improve the speed by 20% to 7500km/s.(2.5% light speed)
Habitation Grid:Mothership Habitation Grid class Recreational Ship 150,000,000 tons 237270 Crew 7865781 BP TCS 3000000 TH 2754000 EM 0
7650 km/s Armour 13-25148 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 50 PPV 0
MSP 1639 Max Repair 390.625 MSP
Intended Deployment Time: 60 months Spare Berths 244
Cargo 25000 Habitation Capacity 20,000,000 Tractor Beam
Recreational Facilities
Fuel Harvester: 288 modules producing 40320000 litres per annum
1250 EP Redox Photonic Drive (18360) Power 1250 Fuel Use 0.16% Signature 150 Exp 2%
Fuel Capacity 1,920,860,000 Litres Range 1440.6 billion km (2179 days at full power)
Gravity Shield (100x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Oh, multiple orbital habitats now work fine in the new Aurora version btw. . I still decided against having more, because I really didn't need so much workers in the end. Also the issue that shipyards can only be operated by ground workers -not habitats- may still be around, so I place my bet on ground crew once again.
The additional fuel harvesters here are just there to fill the blanks. Though this module does also consume more fuel than the other ones.
Ecological Sector:Mothership Ecological Sector class Support Vessel 150,000,000 tons 465760 Crew 7457645 BP TCS 3000000 TH 2754000 EM 0
7650 km/s Armour 13-25148 Shields 0-0 Sensors 1/1/0/100 Damage Control Rating 59 PPV 0
MSP 1833 Max Repair 500 MSP
Intended Deployment Time: 60 months Spare Berths 91
Cargo 38250000 Passengers 31750 Cargo Handling Multiplier 61200 Tractor Beam
Recreational Facilities
Fuel Harvester: 15330 modules producing 2146200000 litres per annum
Terraformer: 450 module(s) producing 3.6 atm per annum
1000 EP Flow Photonic Drive (22950) Power 1000 Fuel Use 0.09% Signature 120 Exp 2%
Fuel Capacity 1,996,000,000 Litres Range 2661.3 billion km (4026 days at full power)
Gravity Shield (100x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Phased Geological Sensors (20) 100 Survey Points Per Hour
Pretty much the same that formerly was the "Logistic Section". I corrected the slight error coming from that Auroras years have 360 days instead of 364.24, so the terraformers are slightly downsized. More sensors too.
Logistic Section:Mothership Logistic Section class Support Vessel 150,000,000 tons 500618 Crew 7391435 BP TCS 3000000 TH 2705400 EM 0
7515 km/s Armour 13-25148 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 10 PPV 0
MSP 323 Max Repair 250 MSP
Intended Deployment Time: 60 months Spare Berths 655
Cargo 41000000 Cargo Handling Multiplier 65600 Tractor Beam
Recreational Facilities
Fuel Harvester: 15330 modules producing 2146200000 litres per annum
Asteroid Miner: 1908 module(s) producing 133560 tons per mineral per annum
1000 EP Flow Photonic Drive (22545) Power 1000 Fuel Use 0.09% Signature 120 Exp 2%
Fuel Capacity 2,143,750,000 Litres Range 2858.3 billion km (4402 days at full power)
Gravity Shield (100x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
The new Logistic Section is only responsible for harvest, storage and a bit of astro-mining. With the three logistic modules and two others, I get 5 of 8 modules to be able to refill their tank from 0 in one year by themselves, meaning the whole fortress will need around 1.5 years after complete dry-out (which will never happen anyway, but on paper..). Each one has the engine capacity to carry 300kt and then fly the benchmark of 7500km/s, so they carry two different 300kt 'turrets' and a 3 slipway 50kt military shipyard (which therefore also weights 300kt).
Slave Hold Sector:Mothership Slave Hold Sector class Support Vessel 150,000,000 tons 444828 Crew 7638241 BP TCS 3000000 TH 2808000 EM 0
7800 km/s Armour 13-25148 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 30 PPV 0
MSP 971 Max Repair 500 MSP
Intended Deployment Time: 60 months Spare Berths 2
Cargo 41000000 Cryogenic Berths 30000000 Cargo Handling Multiplier 65600 Tractor Beam
Recreational Facilities
Fuel Harvester: 15330 modules producing 2146200000 litres per annum
Salvager: 12 module(s) capable of salvaging 30000 tons per day
1000 EP Flow Photonic Drive (23400) Power 1000 Fuel Use 0.09% Signature 120 Exp 2%
Fuel Capacity 2,146,200,000 Litres Range 2861.6 billion km (4246 days at full power)
Gravity Shield (100x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Haha, this is new. So since I am playing the great enslaver race Goa'uld this time -at the start of their career between the ancient stars no less-, I decided to make the cryogenic quarter a much needed slave hold. Though it would have been feasible, I did not fill this with humans from earth already, but let the fortress fly with the prison empty, or better 'to be filled up'. I didn't encounter a NPR race in this game yet, but the first one I find...
Otherwise this module is now responsible for eventual salvage instead of the Labor Module, though I have found that an accompanying freighter is much more practical for flying around the system for such busy work. (Mothership must be lazy and parkin' in some orbit
)
Engine Core:Mothership Engine Core class Fleet Tug 150,000,000 tons 696043 Crew 34070925 BP TCS 3000000 TH 2700000 EM 0
22500 km/s Armour 13-25148 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 0
MSP 781 Max Repair 731.25 MSP
Intended Deployment Time: 60 months Spare Berths 0
Cargo 32000000 Cargo Handling Multiplier 51200 Tractor Beam
Recreational Facilities
1500 EP Ascetic Photonic Reactor (45000) Power 1500 Fuel Use 0.25% Signature 60 Exp 3%
Fuel Capacity 2,145,000,000 Litres Range 1029.6 billion km (529 days at full power)
Gravity Shield (100x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
The heart of the mothership is supposedly just a huge reactor core, towing around and supplying the whole thing. ..Well, in reality it 'only' tows around a 300mt weight shipyard, but that is close enough I guess. Due to 75% of the thing being dedicated to engines, and also some of higher power grade, this section has quite a shorter range, which means I will have to shuffle around fuel eventually more often to this. ..Makes sense for the reactor.
The "engine" here was a special module I researched for only this purpose. It has more thermal dampening than the other parts so that even this colossus' thermal signature falls under the EM emission that the Pyramids' shields would generate. Because that which had only been a ambitious fantasy the last time, I actually realized here by giving the modules appropriate dampening in the hopes that an activated shield would distract beam attackers to target the shields instead of the actual damage taking civil sectors. This upped costs so much that I basically spent another 100 years even after maxing out and developing all the technology, just to get enough Gallicite. Last time I spent 2.4 million for each module, and even then I had problems. This time, even the 'lighter' modules cost around 5.75m, while the huge Engine Core here clocks in at engulfing 32.9mt Gallicite alone!
(please kind aliens, don't blow this up, yes?^^) The total cost factor of 74.4m tons Gallicite (don't even bother about other ressources - lategame is only about this, even without thermal dampening) forced me to explore quite a bit more of my surroundings before taking of. I found some 6m and 12m deposits, but nothing really good for long, until finally there was a 68m one at 0.2acc, which I happily overwhelmed with 20k automines to finally get this done. ..It still took forever, and that just to have this trick, that might not even work if the enemy doesn't have EM sensors.... *sigh* Never was resource wasted so hard on just a single trick. I could have had this at probably 1/8th of the cost without it. ..8 fortresses, or 1 that might or might not distract beam ships, who don't come close due to extreme counter-fire anyway?
Ancients Pillar:Mothership Ancients Pillar class Missile Turret 300,000 tons 8674 Crew 114451.5 BP TCS 6000 TH 0 EM 0
1 km/s Armour 100-399 Shields 0-0 Sensors 3750/3750/0/0 Damage Control Rating 1218 PPV 72
Maint Life 12.42 Years MSP 290339 AFR 591% IFR 8.2% 1YR 3476 5YR 52146 Max Repair 9000 MSP
Intended Deployment Time: 60 months Spare Berths 0
Magazine 50463
Gravity Shield (50x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Size 12 Seeker Hatch (6) Missile Size 12 Rate of Fire 30
Seeker Tactical rated 65.6m-res8 (1) Range 63.6m km Resolution 8
Ancients Seeker Drone (4200) Speed: 250,000 km/s End: 4.2m Range: 63m km WH: 36 Size: 12 TH: 1416/850/425
Ancients Redundant Sensor Orbs rated 3b-res2 (1) GPS 5760 Range 3,054.7m km Resolution 2
Ancients Sensor Suite rated 30.187b-res20 (1) GPS 180000 Range 30,186.9m km Resolution 20
Ancients Missile Scanner rated 6.75b-res1 (1) GPS 9000 Range 6,750.0m km MCR 735.1m km Resolution 1
Thermal Sensor TH50-3750 (1) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
EM Detection Sensor EM50-3750 (1) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
Compact ECCM-10 (1) ECM 100
Modeled after the Ancients' defense base in the arctic I wanted a turret that does the same. Launch massive amounts of those seeker drones, but mainly to counter small craft and the FACs of the swarm. The missiles have been tested to one shot such a swarm fighter without them having any chance to avoid it. The series' drone swarm weapons were the prototype of a highest tech size 1 missile spam in scifi I think, yet here my missiles are size 12 (mainly to accommodate full ecm and an efficient engine and sensors). I think of them as being a small salvo instead of just one, so that is how I sneak my way out.
Since it only fires once every 30 seconds, which would not be enough against a probable attacking force of 240 facs (which I witnessed), I installed 6 instead which are first fired manually -one every five seconds-, after which you can set them on auto fire mode to have one seeker drone(-salvo) delivered every 5 seconds without the annoying click click targeting burden which I hopefully never have to do again.
Though I also tested fighters against the swarm with their "attack different targets" setting, which worked very good to. Some backup plan, yes?
Ancients Las-Nexus:Mothership Ancients Las-Nexus class Missile Defence Turret 300,000 tons 11650 Crew 441441.5 BP TCS 6000 TH 0 EM 0
1 km/s Armour 100-399 Shields 0-0 Sensors 3750/3750/0/0 Damage Control Rating 1141 PPV 2332.2
Maint Life 11.37 Years MSP 1049552 AFR 630% IFR 8.8% 1YR 14891 5YR 223372 Max Repair 10500 MSP
Intended Deployment Time: 60 months Spare Berths 0
Tac Defense Network cal.4x6-5r-720k (60x4) Range 720,000km TS: 100000 km/s Power 24-25 RM 12 ROF 5 6 6 6 6 6 6 6 6 6 6
Phalanx Turret cal.4x24-5r-2.88m (30x4) Range 1,400,000km TS: 50000 km/s Power 96-100 RM 12 ROF 5 24 24 24 24 24 24 24 24 24 24
Gravity Shield (50x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Beam Tactical rated 700k-100kps (1) Max Range: 1,400,000 km TS: 100000 km/s 99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant PB-1 (12) Total Power Output 4800 Armour 0 Exp 5%
Ancients Redundant Sensor Orbs rated 3b-res2 (1) GPS 5760 Range 3,054.7m km Resolution 2
Ancients Sensor Suite rated 30.187b-res20 (1) GPS 180000 Range 30,186.9m km Resolution 20
Ancients Missile Scanner rated 6.75b-res1 (1) GPS 9000 Range 6,750.0m km MCR 735.1m km Resolution 1
Thermal Sensor TH50-3750 (1) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
EM Detection Sensor EM50-3750 (1) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
Compact ECCM-10 (1) ECM 100
Since the central pyramid has both, missile and beam weapons, that also meant that I could never set it on auto fire without not only having my precious fire control setup being destroyed, but also having the stupid AI waste size 32 torpedoes on incoming size 1 missiles... . So I made this dedicated beam turret that only has one fire control anyway, and all the point-defense to annul a whole chinese new years festival in only 5 seconds.^^
Trivia: "Tac"s are actual Goa'uld weapons that were shown in only one episode. Those are sort of grenade like orbs that just get scattered around an area like mines, and automatically target anything with heat emission coming through with exploding laser beams. I thought that is a good concept for a more short ranged point defense weapon and assumed the main ships have those now scattered over the hull. Why not?
The Phalanx is an invention though. Supposed to be a Ja'far operated staff cannon quad turrets for close combat ship to ship fire and point defense alike.
Dockspace Module:Mothership Dockspace class Dock 3,000,000 tons 58236 Crew 378885.5 BP TCS 60000 TH 0 EM 0
1 km/s Armour 13-1852 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4998 PPV 0
Maint Life 5.02 Years MSP 394508 AFR 14406% IFR 200.1% 1YR 26075 5YR 391128 Max Repair 600 MSP
Intended Deployment Time: 60 months Flight Crew Berths 44413
Hangar Deck Capacity 2200000 tons
Gravity Shield (30x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
ECM 100
I really stretched the maximum feasible hangar percentage here. I wanted this to have enough space for a Ha'tak (which are 2.2mt size in my game), as well as having enough fuel and maintenance, maybe even ammunition to supply such a thing. Well, having 73% already dedicated to hangar, and definitely having to include extra flight berths too, left little, actually exactly
no space for anything else. Even the maintenance live span of this module is underachieving compared to the other military ones the mothership has. Note for the future: Never do more than around 60% hangar dedication for any carrier-thing. Just impractical.
Mothership Pyramid:Mothership Pyramid class Command Ship 3,000,000 tons 100815 Crew 2771569 BP TCS 60000 TH 0 EM 3600000
1 km/s Armour 24-1852 Shields 120000-300 Sensors 3750/3750/0/0 Damage Control Rating 9247 PPV 14134.2
Maint Life 9.06 Years MSP 5340210 AFR 7785% IFR 108.1% 1YR 117135 5YR 1757022 Max Repair 10500 MSP
Intended Deployment Time: 60 months Spare Berths 0
Flag Bridge Cryo Drop Capacity: 215 Battalions Magazine 128000 Cargo Handling Multiplier 8600
Fuel Capacity 360,000,000 Litres Range N/A
Ancients Shields (8000) Total Fuel Cost 120,000 Litres per hour (2,880,000 per day)
Phalanx Turret cal.4x24-5r-2.88m (120x4) Range 1,400,000km TS: 50000 km/s Power 96-100 RM 12 ROF 5 24 24 24 24 24 24 24 24 24 24
Tac Defense Network cal.4x6-5r-720k (60x4) Range 720,000km TS: 100000 km/s Power 24-25 RM 12 ROF 5 6 6 6 6 6 6 6 6 6 6
Gold Pyramidion cal.377-80r-45.24m (1) Range 1,400,000km TS: 25000 km/s Power 377-25 RM 12 ROF 75 377 377 377 377 377 377 377 377 377 377
Staff Cannon cal.50-25r-1200k (200) Range 1,200,000km TS: 25000 km/s Power 125-25 ROF 25 50 50 50 50 50 50 50 50 50 50
Staff Cannon cal.9-5r-1200k (200) Range 1,200,000km TS: 25000 km/s Power 22-25 ROF 5 9 9 9 9 9 9 9 9 9 9
Ancients Transphase Cannon cal.24-5r-1.44m (20) Range 1,400,000km TS: 25000 km/s Power 24-25 RM 144 ROF 5 1 1 1 1 1 1 1 1 1 1
Ion Cannon cal.24-5r-1.44m (5) Range 1,400,000km TS: 25000 km/s Power 24-25 RM 144 ROF 5 1 1 1 1 1 1 1 1 1 1
Gravity Shield (50x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Beam Tactical rated 700k-100kps (6) Max Range: 1,400,000 km TS: 100000 km/s 99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant PB-1 (70) Total Power Output 28000 Armour 0 Exp 5%
Size 32 Ancients Torpedo Launcher (40) Missile Size 32 Rate of Fire 80
Torpedo Tactical rated 5b-res17 (4) Range 5,009.6m km Resolution 17
Ancients Tactical Torpedo (2000) Speed: 140,600 km/s End: 598.7m Range: 5050.9m km WH: 225 Size: 32 TH: 1359/815/407
Ancients Assault Torpedo (2000) Speed: 281,200 km/s End: 60.5m Range: 1020.5m km WH: 225 Size: 32 TH: 1499/899/449
Ancients Missile Scanner rated 6.75b-res1 (1) GPS 9000 Range 6,750.0m km MCR 735.1m km Resolution 1
Ancients Sensor Suite rated 30.187b-res20 (1) GPS 180000 Range 30,186.9m km Resolution 20
Ancients Redundant Sensor Orbs rated 3b-res2 (3) GPS 5760 Range 3,054.7m km Resolution 2
Thermal Sensor TH50-3750 (1) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
EM Detection Sensor EM50-3750 (1) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
Compact ECCM-10 (10) ECM 100
Though of the same size as the former Basilika, this time the central module is vastly more powerful, because I delegated the fighter and ammunition bays to another section. Shields are twice as strong,
SO much long range particle firing power. Then also 4x10 torpedo launchers instead of just 9 (albeit size 32 instead of 50 here). The Tactical Torpedoes only work for ranges up to 2.15 billion btw., no matter what the display says. They are actually outdated through this, but I didn't want to abandon the huge ammunition storage that I had already built when I discovered the games range limitation.
The Redundant Sensor Orbs are only 40% the size, yet still same cost as the others. They are supposed to be backup sensors if the enemy should use Ion Cannons, as they have 90% resistance against emp. I think of them as being scattered little sensor arrays that peek out everywhere around the hull, which makes it really difficult to destroy all of them. At max. tech level, even their reduced output is quite enough to see missiles 30m kilometers away, so considering only close combat can ever bring me in the situation of using them, I guess I am pretty safe then too. (This is my response to the swarm actually blinding one of my technologically and by mass vastly more advanced battlecruisers in another game, rendering it completely useless for minutes, so it had to fall back for a while. Such shaming, but never again.)
Mothership Perimeter:Mothership Perimeter class Dock 3,000,000 tons 101572 Crew 624017 BP TCS 60000 TH 0 EM 0
1 km/s Armour 16-1852 Shields 0-0 Sensors 3750/3750/100/0 Damage Control Rating 15260 PPV 1840
Maint Life 8.27 Years MSP 1983525 AFR 4719% IFR 65.5% 1YR 51554 5YR 773305 Max Repair 10500 MSP
Intended Deployment Time: 60 months Flight Crew Berths 29709
Hangar Deck Capacity 1000000 tons Magazine 125438
Fuel Capacity 200,000,000 Litres Range N/A
Gravity Shield (50x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Orb.-Bomb. Platform cal.4x20-15r-1.8m (20x4) Range 1,400,000km TS: 25000 km/s Power 60-20 RM 9 ROF 15 20 20 20 20 20 20 20 20 20 18
Orb.-Bomb. Platform cal.4x16-10r-1.44m (80x4) Range 1,400,000km TS: 25000 km/s Power 48-25 RM 9 ROF 10 16 16 16 16 16 16 16 16 16 14
Beam Tactical rated 700k-100kps (1) Max Range: 1,400,000 km TS: 100000 km/s 99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant PB-1 (6) Total Power Output 2400 Armour 0 Exp 5%
Naquadah Bomb Sluice (5) Missile Size 100 Rate of Fire 250
Bomb Guidance CPU rated 2.25m-res1 (1) Range 2.3m km Resolution 1
Naquadah Bomb (750) Speed: 30,000 km/s End: 11.3m Range: 20.4m km WH: 567 Size: 100 TH: 100/60/30
Plasma Charge (4200) Speed: 250,000 km/s End: 0.1m Range: 1.7m km WH: 171 Size: 12 TH: 1666/1000/500
Thermal Sensor TH50-3750 (1) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
EM Detection Sensor EM50-3750 (1) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
Phased Gravitational Sensors (20) 100 Survey Points Per Hour
Compact ECCM-10 (2) ECM 100
So this is the hangar for all the actually useful little craft of the mothership, and secondly also a bombardment platform should I find a npr. The 720 fighters are currently organized as 4x60 and 4x120 fighters, though the later has been proven too large, so I will probably halve that for 12x60 fighters. The Al'kesh fly in wings of 3, and the scout force is organized in fighter-drones for in system survey, and 20kt stealth survey vessels that may fly ahead.
The Naquadah Bombs are again a thing that was actually present on original Goa'uld motherships. Naquadah is Sorium in this game, but ok.^^ They were used for ground bombardment only, which is why I pretty much only put warhead strength on it (they get dropped from orbit on population). What the number above doesn't show is that through radiation damage, it actually does over 14k per piece, not just 567.
So that have been all the fortress modules. Now the
Logistics:Current cargo layout gives me 5000 automines, for at least 350kt/a per present resource on a planet (opposed to around min. 400kt/a on a asteroid), 1000 construction and ordnance factories, 400 for fighters, 100 tracking stations and also 420 cargo bays dedicated to Ground Force Facilities, which results in 21 of those - enough to train a full division at once. This leaves 1900 holds for minerals, aka 23.75 million tons.
Mineral planning is divided into 4m Duranium, 1m Neutronium, 750k Corbomite, 1.25m Tritanium, 2.5m Boronide Ore, 750k Mercassium, 1m Vendarite, 250k Sorium(/Naquadah), 3.75m Uridium and 1.5m Gallicite. This still leaves nearly 6 million tons space free. The planning includes supplies to maintain the whole fortress for 60 years without mining, and enough extra resource to rebuild 4 million maintenance units, 2000 Seeker Drones (Salvos), 1000 Assault Torpedoes, 1000 Tactical Torpedoes, 500 Naquadah Bombs, 2000 Plasma Charges, and also 240 Gliders(=4 Wings) and 3 Al'kesh(=1 Wing).
The fortress consumes 219kt/a in maintenance, so even with 0.1 accessibility deposits and no governor, it should be able to stay self sufficient 'in the desert'.
Manpower includes 7 geological teams, 4 xenological teams, 7 battalions of boarding marines(
*cough* I mean Ja'far troops), 1 division of construction crew and 5 divisions of 1:1 marines and heavy assault forces.(4 divisions for war, 1 division to protect the construction crew on ruin planets)
Details on support craft:Deathglider:Death Glider class Fighter 500 tons 22 Crew 2119.5 BP TCS 10 TH 5.9 EM 450
59000 km/s Armour 4-5 Shields 15-300 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 12.12 Years MSP 795 AFR 6% IFR 0.1% 1YR 10 5YR 150 Max Repair 600 MSP
Intended Deployment Time: 1 months Spare Berths 3
295 EP Fighter Photonic Drive (2) Power 295 Fuel Use 147.98% Signature 2.95 Exp 29%
Fuel Capacity 70,000 Litres Range 17.0 billion km (3 days at full power)
Ancients Shields (1) Total Fuel Cost 15 Litres per hour (360 per day)
Glider Staff Cannon Pair cal.6-5r-60k (1) Range 60,000km TS: 59000 km/s Power 6-6.25 RM 1 ROF 5 6 3 2 1 1 1 0 0 0 0
Glider HUD rated 87.5k-50kps (1) Max Range: 175,000 km TS: 50000 km/s 94 89 83 77 71 66 60 54 49 43
Zero Point Module PB-1 (2) Total Power Output 8 Armour 0 Exp 5%
ECM 100
Much superior to what I built for the old fortress. I had to recognize that reduced size Lasers are actually more efficient than Railguns on later tech levels. No cloaking device here, but their near zero thermal dampening and still blazing speed make them so swiftly silent already, that they can sneak attack every enemy no problem that doesn't have active sensors on. For those who do have active coverage though, they can activate a 15 point shield against 5 minutes before arrival. This would blow their cover normally, but if they are already caught... . Defensive is actually their biggest strength, with 4 armor layers, the shield, and then also a full ecm instead of just a fighter sized one. In mass and with their speed they are basically untouchable against anything that is more than one tech tech level behind.
They don't need eccm due to firing at point-blank range by the way. I saw targeting chances of over 200% from my better pilots, so that is fine.^^
Al'Kesh:Al'Kesh class Long Range Bomber 30,000 tons 1011 Crew 72606 BP TCS 3 TH 150 EM 9000
25000 km/s JR 3-50 Armour 7-86 Shields 300-300 Sensors 3750/1/0/0 Damage Control Rating 30 PPV 118.64
Maint Life 2.72 Years MSP 45379 AFR 240% IFR 3.3% 1YR 8778 5YR 131672 Max Repair 10500 MSP
Intended Deployment Time: 24 months Spare Berths 1
Magazine 618
J30000(3-50) Military Jump Drive Max Ship Size 30000 tons Distance 50k km Squadron Size 3
5000 EP Shielded Photonic Drive (3) Power 5000 Fuel Use 5% Signature 50 Exp 10%
Fuel Capacity 1,305,000 Litres Range 156.6 billion km (72 days at full power)
Ancients Shields (20) Total Fuel Cost 300 Litres per hour (7,200 per day)
Tac Defense Network cal.4x6-5r-720k (2x4) Range 720,000km TS: 100000 km/s Power 24-25 RM 12 ROF 5 6 6 6 6 6 6 6 6 6 6
Staff Cannon cal.9-5r-1200k (2) Range 1,200,000km TS: 25000 km/s Power 22-25 ROF 5 9 9 9 9 9 9 9 9 9 9
Staff Cannon cal.50-25r-1200k (2) Range 1,200,000km TS: 25000 km/s Power 125-25 ROF 25 50 50 50 50 50 50 50 50 50 50
Gravity Shield (1x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Beam Tactical rated 700k-100kps (1) Max Range: 1,400,000 km TS: 100000 km/s 99 99 98 97 96 96 95 94 94 93
Zero Point Module PB-1 (36) Total Power Output 144 Armour 0 Exp 5%
Open Zero Point Module PB-1.5 (1) Total Power Output 6 Armour 0 Exp 35%
Size 12 Seeker Hatch (2) Missile Size 12 Rate of Fire 30
Bomb Guidance CPU rated 2.25m-res1 (1) Range 2.3m km Resolution 1
Plasma Charge (50) Speed: 250,000 km/s End: 0.1m Range: 1.7m km WH: 171 Size: 12 TH: 1666/1000/500
Ancients Redundant Sensor Orbs rated 3b-res2 (1) GPS 5760 Range 3,054.7m km Resolution 2
Thermal Sensor TH50-3750 (1) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
Cloaking Device: Class cross-section reduced to 0.5% of normal
Compact ECCM-10 (2) ECM 100
They employ the opposite tactic as the Gliders. Instead of going point blank, these are designed to stay at 1-1.7m kilometers range (1.2m optimum) and use their long range beam and bombing power to devastate an enemy without receiving counter fire (thus they also have very limited defenses for their size). For a military ship they are not actually really fast, but I needed to balance out their thermal signature as they also employ stealth tactic (hopefully they cannot be seen at 1.2m, though I doubt that). As they are, their tactic only works fully on the usually vastly more underdeveloped remnants, swarm and npr. Invaders will likely see through their stealth and then also able to catch them. Should that happen, I will update the design to meet the new requirements (which I can do anywhere, because I carry the shipyards around
)
One of the few ships in the fleet that can fly ahead through jump points. As such they will be the main answer to any subordinate (non npr) threat that advancing stealth scouts may discover ahead of the fortress in the next targeted system.
Transport:Transport class Shuttle 5,000 tons 75 Crew 3145 BP TCS 100 TH 25 EM 0
25000 km/s Armour 1-26 Shields 0-0 Sensors 1/1/0/5 Damage Control Rating 7 PPV 0
MSP 2752 Max Repair 2500 MSP
Intended Deployment Time: 600 months Spare Berths 0
2500 EP Stealth Photonic Drive (1) Power 2500 Fuel Use 0.88% Signature 25 Exp 5%
Fuel Capacity 1,185,000 Litres Range 4847.7 billion km (2244 days at full power)
Phased Geological Sensors (1) 5 Survey Points Per Hour
Is actually just a crew transport, not a resource one. The mothership houses 3 of those to ferry around geological or xeno teams, which I forgot to include in the picture on top. Insane range and basically indefinite deployment time.
Geo Probe:Geo Probe class Geological Survey Vessel 500 tons 16 Crew 695.5 BP TCS 10 TH 1.9 EM 0
19000 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/5 Damage Control Rating 1 PPV 0
Maint Life 22.9 Years MSP 869 AFR 2% IFR 0% 1YR 3 5YR 48 Max Repair 361 MSP
Intended Deployment Time: 15 months Spare Berths 0
190 EP Shuttle Photonic Drive (1) Power 190 Fuel Use 8.62% Signature 1.9 Exp 9%
Fuel Capacity 55,000 Litres Range 229.7 billion km (139 days at full power)
Phased Geological Sensors (1) 5 Survey Points Per Hour
The purpose of those should be clear. They are supposed to be unmanned drones in my mind. Never had a maintenance failure on them, and only one huge asteroid crowded system pushed their fuel capacity over the limit so far.
The Grav Probes are just the same with a grav sensor instead of geo of course.
Optolith:Optolith Ia class Survey Ship 20,000 tons 528 Crew 15987 BP TCS 2 TH 75 EM 0
18750 km/s JR 3-50 Armour 4-65 Shields 0-0 Sensors 3750/1/20/20 Damage Control Rating 32 PPV 0
Maint Life 4.07 Years MSP 16237 AFR 98% IFR 1.4% 1YR 1569 5YR 23534 Max Repair 3750 MSP
Intended Deployment Time: 60 months Spare Berths 0
J20000(3-50) Military Jump Drive Max Ship Size 20000 tons Distance 50k km Squadron Size 3
2500 EP Stealth Photonic Drive (3) Power 2500 Fuel Use 0.88% Signature 25 Exp 5%
Fuel Capacity 1,000,000 Litres Range 1022.7 billion km (631 days at full power)
Gravity Shield (2x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Thermal Sensor TH50-3750 (1) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
Phased Gravitational Sensors (4) 20 Survey Points Per Hour
Phased Geological Sensors (4) 20 Survey Points Per Hour
Cloaking Device: Class cross-section reduced to 0.5% of normal
ECM 100
"Ia" stands for "Isis Age", the hypothetical age where Goa'uld had deciphered the Ancients' technology and incorporated it into their designs. These fast stealth scouts have two purposes. Surveying a system ahead and snooping for eventual presence of...
Since they are really stealthy and still have maximum size thermal sensor on board, they have been proven to be quite effective in finding out enemy positions without alarming them.(This worked perfectly even on much earlier tech grades already) Thus they became my standards inter-system survey craft in any game since my last one.
Aquarii Project:Aquarii Project class Science Vessel 30,000 tons 950 Crew 13455.5 BP TCS 3 TH 60 EM 0
10000 km/s Armour 1-86 Shields 0-0 Sensors 3750/1/0/20 Damage Control Rating 133 PPV 0
Maint Life 12.47 Years MSP 37273 AFR 54% IFR 0.8% 1YR 443 5YR 6648 Max Repair 3750 MSP
Intended Deployment Time: 216 months Spare Berths -1
2000 EP Traveller Photonic Drive (3) Power 2000 Fuel Use 0.51% Signature 20 Exp 4%
Fuel Capacity 4,500,000 Litres Range 5294.1 billion km (6127 days at full power)
Thermal Sensor TH50-3750 (1) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
Phased Geological Sensors (4) 20 Survey Points Per Hour
Cloaking Device: Class cross-section reduced to 0.5% of normal
This design is classed as a Military Vessel for maintenance purposes
Aquarii was a system that had a secondary star in 2500b orbiting distance. Since the core planets had been rich, I decided to make a dedicated ultra long range scout design just to survey those distant planets too. It wasn't worth it, and the ship crawled back into the docks, nearly drained of all supplies after the 18 years generation trip. Then it spent around 5 years in overhaul (overhaul should really cap at the point where building a new ship would be faster imho...), and I decided I would take it along in case I find such a system again. It has even slightly better stealth as the Optolith and full passive sensor capacity too, which means it can double as a slower stealth scout when needed.
Ok, this has to be it. I could list the Ha'tak too that I take along, but there is nothing noteworthy, and I don't actually plan to use it anymore (waste of resource to have another mothership role ship around, when there is a better and longer lasting one around). Maybe in the unlikely case of extreme war, but until then it only rests in the dock as honors to the great service it had done in the long lasting search for new gallicite deposits, some ruins and the weapon and fighter testing field studies.
I had my fortress operational for a short time by now, and there is quite a bit to say on how such a partitioned mothership actually works. I will post those later, as I spent too much time here already, but one thing ahead: To prevent this problem with a fleet having more than 2.15 billion fuel, which is easy to come across if you notice that every single module scratches on this border, I now leave the fortress with each module separated in its own task group. All sectors, except the Engine Core then get assigned to the Engine Core as their superior formation, which means I can copy each order from the Core to those subordinate modules. I also set them up to defend the Core (not really necessary nor particularly useful). Looks like this:
Many problems sprout from having the mothership fly separated like this though. For example all the craft in the hangars are also considered subordinate, which means as soon as I start those ships or still have them out, I cannot give the fortress this unison command without all the support craft doing the same thing too. Also I need to set up every colony manually before using commands like 'unload minerals' or 'unload all installation', or else this will happen:
...I got around 50 colonies on the same planet with the minerals being divided among 10 or so.
More on problems and operation strategy later.