Author Topic: Advice on Initial Research  (Read 5684 times)

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Offline Balibar (OP)

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Advice on Initial Research
« on: January 25, 2010, 10:47:33 PM »
I did the Tutorial.  In Addition to the Research specified in the Tutorial, I researched:
    Nuclear Pulse Engine Technology
    Gas Cooled Fast Reactor
    Ion Engine Technology
    Fuel Efficiency 1, 2, 3 (to 70%)
    High Density Duranium Armor
    Composite Armor

I did not Research Capacitor Recharge Rate 4 as it was not used in the Beam Weapon Tutorial.  

I have 38370 Research Points left to allocate.  

I would appreciate suggestions on where to put the points before I close out SM mode.
 

Offline Hawkeye

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Re: Advice on Initial Research
« Reply #1 on: January 25, 2010, 11:29:02 PM »
LOL, this is one of those "ask 5 people and receive 10 different answers" quisetions  :D

Usually, I decide beforhand, what tech my race will concentrate on. For example, the Kilrathi will go with missiles and torpedoes for heavy hitting power and gauss for PD and they will be heavy on shields and low on armor or the Earth Alliance will only use lasers and missiles and never use shields.

Then I spend the researchpoints accordingly.

In your case, you could do the same, or go for some construction/production or logistics techs. Especially C/P techs benefit you in the long run (research points per lab, construction rate, mining rate, fuel refining rate, fighter-/ordnance production rate).

If you want missiles, put those into missile/drone drive, missile agility, missile warhead tech
Perhaps you want some PD, then get the two gauss cannon techs (for both turrets and CIWS) or Meson tech (only turrets)

Realy, there are so many choises, there is no "ideal" way (and that´s the way it should be)
Ralph Hoenig, Germany
 

Offline Father Tim

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Re: Advice on Initial Research
« Reply #2 on: January 26, 2010, 03:26:41 AM »
Really there are only two answers:

1.  Whatever you want.

2.  Start a new game.  Follow the tutorial except for the part where it says to uncheck the 'Randomly Assign Starting Tech' - leave it checked and work with whatever you get.  (The AI uses a weighted random allocation, so 95% of the time you will get varying levels of the 'basic' techs and one or two weapon trees.)
 

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #3 on: January 26, 2010, 11:51:39 AM »
Quote from: "Hawkeye"
LOL, this is one of those "ask 5 people and receive 10 different answers" quisetions  :D
I understood that, but in my case, I have asked two people and received 0 different answers.  

Quote from: "Hawkeye"
Realy, there are so many choises, there is no "ideal" way (and that´s the way it should be)
The problem, at least for me, is there are so many choices and I have no idea which direction I should go.  The new player who is unfamiliar with this game is likely to be overwhelmed with the choices.  

What I am asking is fairly concrete.  Every player starting a new game makes these choices.  What choices did you make in your last game?  If you want to be particularly helpful, give a brief explanation as to why you made those choices.
 

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #4 on: January 26, 2010, 11:59:13 AM »
Quote from: "Father Tim"
Really there are only two answers:

1.  Whatever you want.
If I knew what I wanted, I wouldn't be asking for advice.  

Quote from: "Father Tim"
2.  Start a new game.  Follow the tutorial except for the part where it says to uncheck the 'Randomly Assign Starting Tech' - leave it checked and work with whatever you get.  (The AI uses a weighted random allocation, so 95% of the time you will get varying levels of the 'basic' techs and one or two weapon trees.)
Fair enough.  How long does a game take to complete?  If the game takes me a few hours, then experimenting seems like a good way to proceed.  If a game will be a week of my time, I would rather have some idea where I am headed.  

As I said above, you were faced with the same choices when you started your last game.  What choices did you make?  Why did you make them?  I am a rookie looking to a veteran for advice.
 

Offline Beersatron

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Re: Advice on Initial Research
« Reply #5 on: January 26, 2010, 01:12:47 PM »
Beware the brain dump .... I am just going to go through it from the very beginning to the first time increment. I will not spell check, I am on my lunch break :)
 

Offline Steve Walmsley

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Re: Advice on Initial Research
« Reply #6 on: January 26, 2010, 01:13:30 PM »
Quote from: "Balibar"
Quote from: "Father Tim"
Really there are only two answers:

1.  Whatever you want.
If I knew what I wanted, I wouldn't be asking for advice.  
The two responders weren't trying to be difficult as it really isn't easy to specify what you need. As with many things in Aurora, it depends on the situation and it also often depends on what scientists you have available. If you are running out of money then research economic tech, if you haven't got enough minerals then research mining tech, if you meet aliens, then research weapon tech, etc.. It isn't a case of having a shopping list of essential tech as in many 4x games because there isn't one in Aurora. Try to decide an overall strategy and then work out what tech you need to support that strategy. For example, if you decide you would like to explore nearby systems then you will need to research jump point theory, gravitational sensors and jump drives. if you would rather stay at home and exploit the sol system then perhaps terraforming tech and improved mining/production tech. Often a strategy will develop from your immediate needs. For example, you might want to try and incraese the number of research labs so you will need Mercassium. If there is not enough on Earth then you will need to survey the sol system (which needs geological survey sensors). if there is still not any available then you will need to research tech that allows you to explore other systems and transport automated mines through jump points. Then you might meet aliens so weapon or sensor tech becomes more important.

Quote
Quote from: "Father Tim"
2.  Start a new game.  Follow the tutorial except for the part where it says to uncheck the 'Randomly Assign Starting Tech' - leave it checked and work with whatever you get.  (The AI uses a weighted random allocation, so 95% of the time you will get varying levels of the 'basic' techs and one or two weapon trees.)
Fair enough.  How long does a game take to complete?  If the game takes me a few hours, then experimenting seems like a good way to proceed.  If a game will be a week of my time, I would rather have some idea where I am headed.
As I said above, you were faced with the same choices when you started your last game.  What choices did you make?  Why did you make them?  I am a rookie looking to a veteran for advice.
A game can last several months, or even years if you keep playing the same campaign. You can experiment as you go because what you do in the first few hours is not that critical. This isn't like civ where if you start badly you may as well restart. Really the best idea is to just play, see what problems and challenges you encounter and then try to figure out the best way to overcome them. Each game is very different, presents different challenges and choices and will drive you down different routes in terms of strategy and tech research.

If you want some example of play I suggest reading the various fictions forums. They will lay out what challenges faced the players in those games and what choices they made to overcome them.

Steve
 

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #7 on: January 26, 2010, 05:49:08 PM »
Quote from: "Beersatron"
Beware the brain dump .... I am just going to go through it from the very beginning to the first time increment. I will not spell check, I am on my lunch break :)
Does the AI do a good job of placing officers?  

Your gave yourself ships, but you did not mention giving yourself any PDCs.  Are the PDCs unimportant at the start?  Does one need to be training ground troops from the beginning.
 

Offline Beersatron

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Re: Advice on Initial Research
« Reply #8 on: January 26, 2010, 09:08:38 PM »
2nd Gen FAC (Fast Attack Craft), the 1st Gen had the size 8 launchers which were too big for my design style

Code: [Select]
Fearless II class Gunboat    1000 tons     56 Crew     176.8 BP      TCS 20  TH 126  EM 0
8400 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 7.2
Annual Failure Rate: 16%    IFR: 0.2%    Maintenance Capacity 55 MSP    Max Repair 52 MSP
Magazine 48    

FAC Plasma Drive (1)    Power 168    Fuel Use 880%    Signature 126    Armour 0    Exp 21%
Fuel Capacity 150,000 Litres    Range 30.7 billion km   (42 days at full power)

S4ML BOX - 1 (12)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
AGFC - 1 (1)     Range 19.2m km    Resolution 20
Chisel MK1 (12)  Speed: 33,600 km/s   End: 9.6m    Range: 19.3m km   WH: 4    Size: 4    TH: 168 / 100 / 50

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes

Escort Cruiser

Code: [Select]
Medusa class Light Cruiser    15000 tons     1328 Crew     2879.2 BP      TCS 300  TH 1200  EM 0
5333 km/s     Armour 5-54     Shields 0-0     Sensors 30/30/0/0     Damage Control Rating 17     PPV 20
Annual Failure Rate: 105%    IFR: 1.5%    Maintenance Capacity 2039 MSP    Max Repair 160 MSP
Magazine 660    

Military Plasma Drive (20)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 1,300,000 Litres    Range 195.0 billion km   (423 days at full power)

S1ML - 1 (20)    Missile Size 1    Rate of Fire 10
AMFC - 1 (5)     Range 1.4m km    Resolution 1
Interceptor MK1 (660)  Speed: 38,600 km/s   End: 0.7m    Range: 1.6m km   WH: 1    Size: 1    TH: 218 / 131 / 65

LRSS - 1 (1)     GPS 32000     Range 320.0m km    Resolution 200
AMSS - 1 (2)     GPS 144     Range 1.4m km    Resolution 1
Military TH Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
Military EM Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes

Attack Cruiser

Code: [Select]
Warlock class Light Cruiser    15000 tons     1570 Crew     2486.2 BP      TCS 300  TH 1200  EM 0
5333 km/s     Armour 5-54     Shields 0-0     Sensors 30/30/0/0     Damage Control Rating 13     PPV 64
Annual Failure Rate: 138%    IFR: 1.9%    Maintenance Capacity 1347 MSP    Max Repair 80 MSP
Magazine 704    

Military Plasma Drive (20)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 530,000 Litres    Range 79.5 billion km   (172 days at full power)

S8ML - 1 (8)    Missile Size 8    Rate of Fire 80
ASFC - 1 (2)     Range 76.8m km    Resolution 160
AGFC - 1 (1)     Range 19.2m km    Resolution 20
Hammer MK1 (88)  Speed: 20,000 km/s   End: 58.6m    Range: 70.3m km   WH: 6    Size: 8    TH: 86 / 52 / 26

AGSS - 1 (1)     GPS 1600     Range 16.0m km    Resolution 20
ASSS - 1 (1)     GPS 7680     Range 76.8m km    Resolution 160
Military TH Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
Military EM Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

ECCM-1 (2)         ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes

Jump Cruiser

Code: [Select]
Star Knight class Light Cruiser    15000 tons     1356 Crew     3806.2 BP      TCS 300  TH 1200  EM 0
5333 km/s    JR 4-50     Armour 5-54     Shields 0-0     Sensors 30/30/0/0     Damage Control Rating 23     PPV 0
Annual Failure Rate: 78%    IFR: 1.1%    Maintenance Capacity 3648 MSP    Max Repair 1722 MSP

J15000(4-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 4
Military Plasma Drive (20)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 82.5 billion km   (179 days at full power)

CIWS-120 (2x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
AGSS - 1 (1)     GPS 1600     Range 16.0m km    Resolution 20
LRSS - 1 (1)     GPS 32000     Range 320.0m km    Resolution 200
Military TH Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
Military EM Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

This design is classed as a military vessel for maintenance purposes

Geosurvey

Code: [Select]
Nike class Geosurvey Ship    10000 tons     983 Crew     2330.4 BP      TCS 200  TH 900  EM 0
6000 km/s    JR 4-50     Armour 2-41     Shields 0-0     Sensors 6/6/0/2     Damage Control Rating 13     PPV 0
Annual Failure Rate: 61%    IFR: 0.9%    Maintenance Capacity 1893 MSP    Max Repair 756 MSP

J10000(4-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 4
Military Plasma Drive (15)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 800,000 Litres    Range 180.0 billion km   (347 days at full power)

LRSS - 1 (1)     GPS 32000     Range 320.0m km    Resolution 200
Commercial TH Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Commercial EM Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Geological Survey Sensors (2)   2 Survey Points Per Hour

ECM 10

This design is classed as a military vessel for maintenance purposes

Gravsurvey - the only difference from above is the actual sensor, this means that I can build a GE and GV at the same shipyard when it is tooled for either/or.

Code: [Select]
Sphynx class Gravsurvey Ship    10000 tons     983 Crew     2330.4 BP      TCS 200  TH 900  EM 0
6000 km/s    JR 4-50     Armour 2-41     Shields 0-0     Sensors 6/6/2/0     Damage Control Rating 13     PPV 0
Annual Failure Rate: 61%    IFR: 0.9%    Maintenance Capacity 1893 MSP    Max Repair 756 MSP

J10000(4-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 4
Military Plasma Drive (15)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 800,000 Litres    Range 180.0 billion km   (347 days at full power)

LRSS - 1 (1)     GPS 32000     Range 320.0m km    Resolution 200
Commercial TH Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Commercial EM Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour

ECM 10

This design is classed as a military vessel for maintenance purposes

PDC - I only ever give it enough barracks for one Ground Unit. The AI doesn't do ground combat yet, the only reason I train them myself is so I can test out the mechanics and give Steve some feedback if needed.

I generally put 2 PDC on Earth and 2 on Mars. This is tricky at game start because, and I am probably not seeing the correct button, when you create a new TG it always appears at Earth and if you put your Mars PDC in this new TG then you can obviously not give it a move order since it has no engines! The way I do it is create a single ship TG with say a GE and then have it move to Mars. Then use the fast OOB to place 2 PDCs into the TG. You can then split the GE out and send it back to Earth.

If I have two strong PDCs covering each planet and then 2 to 4 CruRons then I will generally feel fine with having all but one of the CruRons on extended missions. This leaves me with one CruRon for home defense plus a couple of squadrons of FACs.

Main reasons you need Ground Units:
- Engineers to get ruins working and to act as Construction Factories on new colonies when putting together a prefab PDC.
- Garrison to keep unrest down
- Attack Infantry to invade an NPR (I find this to be a rare occasion myself)

Code: [Select]
Honor Harrington class Planetary Defence Centre    20000 tons     1965 Crew     2632.6 BP      TCS 400  TH 0  EM 0
Armour 10-65     Sensors 30/160     Damage Control Rating 0     PPV 144
Troop Capacity: 1 Battalion    Magazine 1424    

S8ML PDC - 1 (16)    Missile Size 8    Rate of Fire 40
S1ML PDC - 1 (16)    Missile Size 1    Rate of Fire 5
ASFC - 1 (4)     Range 76.8m km    Resolution 160
AMFC - 1 (4)     Range 1.4m km    Resolution 1
AGFC - 1 (1)     Range 19.2m km    Resolution 20
Interceptor MK1 (528)  Speed: 38,600 km/s   End: 0.7m    Range: 1.6m km   WH: 1    Size: 1    TH: 218 / 131 / 65
Hammer MK1 (112)  Speed: 20,000 km/s   End: 58.6m    Range: 70.3m km   WH: 6    Size: 8    TH: 86 / 52 / 26

LRSS - 1 (1)     GPS 32000     Range 320.0m km    Resolution 200
ASSS - 1 (1)     GPS 7680     Range 76.8m km    Resolution 160
AMSS - 1 (1)     GPS 144     Range 1.4m km    Resolution 1
AGSS - 1 (1)     GPS 1600     Range 16.0m km    Resolution 20
Military TH Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
Military EM Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

ECCM-1 (4)         Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 8 sections

I find that the AI does a good job of assigning officers to ships and Staff Slots. You need to assign Task Force Commander, Sector and Colony leaders yourself though - all the rest are automatic.
 

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #9 on: January 26, 2010, 09:29:55 PM »
Thanks very much for the information.  It will take me a while to digest this.
 

Offline Erik L

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Re: Advice on Initial Research
« Reply #10 on: January 26, 2010, 09:34:01 PM »
I generally let the game pick my starting tech. It's not always what I would pick, so that is a challenge to fit the tech I have into my preferred playstyle.

Here are the ships from my current (4.91) game. I did let the game design ships for me initially also, so again, try to fit existing ships/designs into my personal doctrine is a challenge.

Code: [Select]
Caravan class Freighter    36100 tons     271 Crew     606.6 BP      TCS 722  TH 1200  EM 0
1662 km/s     Armour 1-97     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 11 MSP    Max Repair 50 MSP
Cargo 25000    Cargo Handling Multiplier 40    

Ion Engine E0.8 (8)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 62.3 billion km   (434 days at full power)

This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
Star Hauler class Freighter    71700 tons     517 Crew     1101.6 BP      TCS 1434  TH 2400  EM 0
1673 km/s     Armour 1-153     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 10 MSP    Max Repair 50 MSP
Cargo 50000    Cargo Handling Multiplier 60    

Ion Engine E0.8 (16)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 200,000 Litres    Range 62.7 billion km   (434 days at full power)

This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
Ark class Colony Ship    23450 tons     296 Crew     1031.8 BP      TCS 469  TH 1200  EM 0
2558 km/s     Armour 1-72     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 27 MSP    Max Repair 50 MSP
Colonists 50000    Cargo Handling Multiplier 40    

Ion Engine E0.8 (8)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 95.9 billion km   (434 days at full power)

This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
Ark Royal class Colony Ship    46450 tons     567 Crew     1963.2 BP      TCS 929  TH 2400  EM 0
2583 km/s     Armour 1-115     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 26 MSP    Max Repair 50 MSP
Colonists 100000    Cargo Handling Multiplier 60    

Ion Engine E0.8 (16)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 200,000 Litres    Range 96.9 billion km   (434 days at full power)

This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
North Carolina class Terraformer    33800 tons     389 Crew     924.8 BP      TCS 676  TH 900  EM 0
1331 km/s     Armour 1-93     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 17 MSP    Max Repair 500 MSP
Terraformer: 1 module(s) producing 0.0012 atm per annum

Ion Engine E0.8 (6)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 66.6 billion km   (578 days at full power)

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
Portland class Fuel Harvester    34200 tons     463 Crew     805.6 BP      TCS 684  TH 900  EM 0
1315 km/s     Armour 1-93     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 15 MSP    Max Repair 60 MSP
Fuel Harvester: 5 modules producing 120000 litres per annum

Ion Engine E0.8 (6)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 500,000 Litres    Range 328.8 billion km   (2893 days at full power)

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
Oliver H Perry class Construction Ship    72050 tons     990 Crew     1941.4 BP      TCS 1441  TH 2400  EM 0
1665 km/s     Armour 1-154     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
Maint Capacity 84 MSP    Max Repair 38 MSP
Jump Gate Construction Ship: 180 days

Ion Engine E0.8 (16)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 200,000 Litres    Range 62.4 billion km   (434 days at full power)

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
Hornet class Troop Transport    19150 tons     513 Crew     1009 BP      TCS 383  TH 900  EM 0
2349 km/s     Armour 1-63     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 2933%    IFR: 40.7%    Maint Capacity 33 MSP    Max Repair 40 MSP    Est Time: 0.03 Years
Troop Capacity: 5 Battalions    

Ion Engine E8 (15)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 35.2 billion km   (173 days at full power)

CIWS-120 (5x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a military vessel for maintenance purposes
Code: [Select]
Bastion class Planetary Defence Centre    266150 tons     12685 Crew     23399.9998 BP      TCS 5323  TH 0  EM 0
Armour 5-368     Sensors 36/126     Damage Control Rating 0     PPV 720
Hangar Deck Capacity 10000 tons     Troop Capacity: 25 Battalions    Magazine 47520    

Fuel Capacity 500,000 Litres    Range N/A
Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 10
Size 7 Missile Launcher (100)    Missile Size 7    Rate of Fire 70
Missile Fire Control FC42-R1 (5)     Range 1.3m km    Resolution 1
Missile Fire Control FC42-R87 (5)     Range 109.6m km    Resolution 87
SM-1-A Anaconda (6000)  Speed: 35,400 km/s   End: 1.1m    Range: 2.3m km   WH: 1    Size: 1    TH: 236 / 141 / 70
SS-7-A Arbalest (5931)  Speed: 21,400 km/s   End: 87.5m    Range: 112.3m km   WH: 5    Size: 7    TH: 71 / 42 / 21

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Active Search Sensor S126-R87 (1)     GPS 10962     Range 109.6m km    Resolution 87
Thermal Sensor TH6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 107 sections
Code: [Select]
Geode II class Geosurvey Ship    3750 tons     346 Crew     859.6 BP      TCS 75  TH 300  EM 0
4000 km/s    JR 3-50     Armour 1-21     Shields 0-0     Sensors 12/1/0/6     Damage Control Rating 1     PPV 0
Annual Failure Rate: 112%    IFR: 1.6%    Maint Capacity 143 MSP    Max Repair 150 MSP    Est Time: 0.85 Years

J3750(3-50) Military Jump Drive     Max Ship Size 3750 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (5)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 600,000 Litres    Range 360.0 billion km   (1041 days at full power)

Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Improved Geological Sensors (3)   6 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Baltimore II class Jump Destroyer    6500 tons     595 Crew     1079.6 BP      TCS 130  TH 600  EM 0
4615 km/s    JR 3-50     Armour 3-31     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 4     PPV 5
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 415 MSP    Max Repair 189 MSP    Est Time: 1.8 Years
Magazine 241    

J6500(3-50) Military Jump Drive     Max Ship Size 6500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (10)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 69.2 billion km   (173 days at full power)

S-5-A Launcher (1)    Missile Size 5    Rate of Fire 30
Missile Fire Control FC63-R20 (1)     Range 37.8m km    Resolution 20
SS-5-A Banshee (48)  Speed: 36,000 km/s   End: 10.4m    Range: 22.5m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S189-R20 (1)     GPS 3780     Range 37.8m km    Resolution 20
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Belknap II class Scout    6500 tons     615 Crew     964.4 BP      TCS 130  TH 840  EM 0
6461 km/s    JR 3-50     Armour 2-31     Shields 0-0     Sensors 36/36/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 338%    IFR: 4.7%    Maint Capacity 93 MSP    Max Repair 169 MSP    Est Time: 0.16 Years

J6500(3-50) Military Jump Drive     Max Ship Size 6500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (14)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 86.5 billion km   (155 days at full power)

Active Search Sensor S126-R87 (1)     GPS 10962     Range 109.6m km    Resolution 87
Thermal Sensor TH6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Caldwell II class Missile Destroyer    6500 tons     537 Crew     1145.8 BP      TCS 130  TH 540  EM 0
4153 km/s     Armour 5-31     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 4     PPV 10
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 441 MSP    Max Repair 189 MSP    Est Time: 1.88 Years
Magazine 246    

Ion Engine E8 (9)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 850,000 Litres    Range 294.2 billion km   (819 days at full power)

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
S-5-A Launcher (2)    Missile Size 5    Rate of Fire 30
Missile Fire Control FC63-R20 (1)     Range 37.8m km    Resolution 20
SS-5-A Banshee (49)  Speed: 36,000 km/s   End: 10.4m    Range: 22.5m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S189-R20 (1)     GPS 3780     Range 37.8m km    Resolution 20
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Clemson II class Strike Cruiser    19200 tons     1698 Crew     2903.8 BP      TCS 384  TH 1740  EM 0
4531 km/s     Armour 6-63     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 12     PPV 56
Annual Failure Rate: 245%    IFR: 3.4%    Maint Capacity 1134 MSP    Max Repair 150 MSP    Est Time: 2.03 Years
Flag Bridge    Magazine 1236    

Ion Engine E8 (29)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 41.0 billion km   (104 days at full power)

CIWS-120 (4x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
S-7-A Launcher (8)    Missile Size 7    Rate of Fire 45
Missile Fire Control FC42-R87 (2)     Range 109.6m km    Resolution 87
SS-7-A Arbalest (177)  Speed: 21,400 km/s   End: 87.5m    Range: 112.3m km   WH: 5    Size: 7    TH: 71 / 42 / 21

Active Search Sensor S126-R87 (1)     GPS 10962     Range 109.6m km    Resolution 87
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Cleveland II class Missile Destroyer    6500 tons     551 Crew     1039.8 BP      TCS 130  TH 600  EM 0
4615 km/s     Armour 5-31     Shields 0-0     Sensors 12/6/0/0     Damage Control Rating 14     PPV 10
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 400 MSP    Max Repair 84 MSP    Est Time: 2.88 Years
Magazine 246    

Ion Engine E8 (10)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 750,000 Litres    Range 259.6 billion km   (651 days at full power)

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
S-5-A Launcher (2)    Missile Size 5    Rate of Fire 30
Missile Fire Control FC21-R87 (1)     Range 54.8m km    Resolution 87
SS-5-A Banshee (49)  Speed: 36,000 km/s   End: 10.4m    Range: 22.5m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S84-R87 (1)     GPS 7308     Range 73.1m km    Resolution 87
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Forrestal II class Destroyer    6500 tons     819 Crew     1167.6 BP      TCS 130  TH 600  EM 0
4615 km/s     Armour 4-31     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 14     PPV 40
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 449 MSP    Max Repair 43 MSP    Est Time: 4.47 Years

Ion Engine E8 (10)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 51.9 billion km   (130 days at full power)

15cm C4 Ultraviolet Laser (10)    Range 192,000km     TS: 4615 km/s     Power 6-4     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Fire Control S04 96-3000 (1)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (7)     Total Power Output 31.5    Armour 0    Exp 5%

Active Search Sensor S42-R87 (1)     GPS 3654     Range 36.5m km    Resolution 87
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Gato II class Jump Battlecruiser    19200 tons     1755 Crew     3914.2 BP      TCS 384  TH 1680  EM 0
4375 km/s    JR 3-50     Armour 5-63     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 22     PPV 28
Annual Failure Rate: 245%    IFR: 3.4%    Maint Capacity 1529 MSP    Max Repair 1482 MSP    Est Time: 0.42 Years
Flag Bridge    Magazine 736    

J19250(3-50) Military Jump Drive     Max Ship Size 19250 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (28)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 58.6 billion km   (155 days at full power)

CIWS-120 (2x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
S-7-A Launcher (4)    Missile Size 7    Rate of Fire 45
Missile Fire Control FC42-R87 (2)     Range 109.6m km    Resolution 87
SS-7-A Arbalest (105)  Speed: 21,400 km/s   End: 87.5m    Range: 112.3m km   WH: 5    Size: 7    TH: 71 / 42 / 21

Active Search Sensor S126-R87 (1)     GPS 10962     Range 109.6m km    Resolution 87
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Gearing II class Missile Cruiser    12500 tons     1156 Crew     1901 BP      TCS 250  TH 1080  EM 240
4320 km/s     Armour 6-47     Shields 8-300     Sensors 12/6/0/0     Damage Control Rating 18     PPV 40
Annual Failure Rate: 156%    IFR: 2.2%    Maint Capacity 760 MSP    Max Repair 63 MSP    Est Time: 3.43 Years
Magazine 748    

Ion Engine E8 (18)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 700,000 Litres    Range 126.0 billion km   (337 days at full power)
Gamma R300/16 Shields (4)   Total Fuel Cost  64 Litres per day

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
S-5-A Launcher (8)    Missile Size 5    Rate of Fire 30
Missile Fire Control FC21-R87 (2)     Range 54.8m km    Resolution 87
SS-5-A Banshee (150)  Speed: 36,000 km/s   End: 10.4m    Range: 22.5m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S63-R87 (1)     GPS 5481     Range 54.8m km    Resolution 87
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
Code: [Select]
George Washington II class Jump Destroyer Escort    6500 tons     563 Crew     1041.6 BP      TCS 130  TH 540  EM 360
4153 km/s    JR 3-50     Armour 3-31     Shields 12-300     Sensors 12/1/0/0     Damage Control Rating 4     PPV 3
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 401 MSP    Max Repair 169 MSP    Est Time: 1.9 Years
Magazine 239    

J6500(3-50) Military Jump Drive     Max Ship Size 6500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (9)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 450,000 Litres    Range 155.7 billion km   (434 days at full power)
Gamma R300/16 Shields (6)   Total Fuel Cost  96 Litres per day

Size 1 Missile Launcher (3)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC42-R1 (1)     Range 1.3m km    Resolution 1
SM-1-A Anaconda (239)  Speed: 35,400 km/s   End: 1.1m    Range: 2.3m km   WH: 1    Size: 1    TH: 236 / 141 / 70

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Nautilus II class Destroyer Escort    6500 tons     521 Crew     1069.6 BP      TCS 130  TH 540  EM 240
4153 km/s     Armour 4-31     Shields 8-300     Sensors 12/1/0/0     Damage Control Rating 14     PPV 6
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 411 MSP    Max Repair 126 MSP    Est Time: 2.29 Years
Magazine 478    

Ion Engine E8 (9)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 190.3 billion km   (530 days at full power)
Gamma R300/16 Shields (4)   Total Fuel Cost  64 Litres per day

Size 1 Missile Launcher (6)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC42-R1 (2)     Range 1.3m km    Resolution 1
SM-1-A Anaconda (478)  Speed: 35,400 km/s   End: 1.1m    Range: 2.3m km   WH: 1    Size: 1    TH: 236 / 141 / 70

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
Code: [Select]
New York II class Jump Destroyer    6500 tons     624 Crew     997.6 BP      TCS 130  TH 540  EM 180
4153 km/s    JR 3-50     Armour 3-31     Shields 6-300     Sensors 12/6/0/0     Damage Control Rating 14     PPV 10
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 384 MSP    Max Repair 169 MSP    Est Time: 1.84 Years
Magazine 246    

J6500(3-50) Military Jump Drive     Max Ship Size 6500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (9)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 69.2 billion km   (192 days at full power)
Gamma R300/16 Shields (3)   Total Fuel Cost  48 Litres per day

S-5-A Launcher (2)    Missile Size 5    Rate of Fire 30
Missile Fire Control FC21-R87 (1)     Range 54.8m km    Resolution 87
SS-5-A Banshee (49)  Speed: 36,000 km/s   End: 10.4m    Range: 22.5m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S84-R87 (1)     GPS 7308     Range 73.1m km    Resolution 87
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Ohio II class Escort Cruiser    12800 tons     999 Crew     1840.4 BP      TCS 256  TH 1080  EM 480
4218 km/s     Armour 4-48     Shields 16-300     Sensors 12/1/0/0     Damage Control Rating 8     PPV 20
Annual Failure Rate: 163%    IFR: 2.3%    Maint Capacity 719 MSP    Max Repair 126 MSP    Est Time: 2.16 Years
Magazine 1436    

Ion Engine E8 (18)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 35.2 billion km   (96 days at full power)
Gamma R300/16 Shields (8)   Total Fuel Cost  128 Litres per day

Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC42-R1 (3)     Range 1.3m km    Resolution 1
SM-1-A Anaconda (1436)  Speed: 35,400 km/s   End: 1.1m    Range: 2.3m km   WH: 1    Size: 1    TH: 236 / 141 / 70

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Saratoga II class Fast Attack Craft    1000 tons     88 Crew     176.4 BP      TCS 20  TH 120  EM 0
6000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 10
Annual Failure Rate: 200%    IFR: 2.8%    Maint Capacity 0 MSP    Max Repair 30 MSP    Est Time: 0 Years
Magazine 20    

GB Ion Engine E80 (1)    Power 120    Fuel Use 800%    Signature 120    Armour 0    Exp 15%
Fuel Capacity 100,000 Litres    Range 22.5 billion km   (43 days at full power)

SX-5-A Launcher (4)    Missile Size 5    Rate of Fire 150
Missile Fire Control FC6.93-R87 (1)     Range 18.1m km    Resolution 87
SS-5-A Banshee (4)  Speed: 36,000 km/s   End: 10.4m    Range: 22.5m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S21-R87 (1)     GPS 1827     Range 18.3m km    Resolution 87

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Enterprise class Jump Carrier    19200 tons     1445 Crew     3736.2 BP      TCS 384  TH 1560  EM 180
4062 km/s    JR 3-50     Armour 5-63     Shields 6-300     Sensors 6/6/0/0     Damage Control Rating 22     PPV 0
Annual Failure Rate: 245%    IFR: 3.4%    Maint Capacity 1459 MSP    Max Repair 1482 MSP    Est Time: 0.4 Years
Flag Bridge    Hangar Deck Capacity 4000 tons    

J19250(3-50) Military Jump Drive     Max Ship Size 19250 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (26)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 58.6 billion km   (166 days at full power)
Gamma R300/16 Shields (3)   Total Fuel Cost  48 Litres per day

CIWS-120 (2x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor S126-R87 (1)     GPS 10962     Range 109.6m km    Resolution 87
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Stellar II class Gravitational Survey Vessel    3750 tons     356 Crew     839.6 BP      TCS 75  TH 360  EM 0
4800 km/s    JR 3-50     Armour 1-21     Shields 0-0     Sensors 12/1/6/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 112%    IFR: 1.6%    Maint Capacity 140 MSP    Max Repair 150 MSP    Est Time: 0.83 Years

J3750(3-50) Military Jump Drive     Max Ship Size 3750 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (6)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 210.0 billion km   (506 days at full power)

Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Improved Gravitational Sensors (3)   6 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Salvager class Salvager    50300 tons     723 Crew     1096.2 BP      TCS 1006  TH 600  EM 0
596 km/s    JR 2-25(C)     Armour 1-121     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 14 MSP    Max Repair 200 MSP
Cargo 10000    
Salvager: 2 module(s) capable of salvaging 1000 tons per day

JC50K Commercial Jump Drive     Max Ship Size 50500 tons    Distance 25k km     Squadron Size 2
Ion Engine E0.8 (4)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 500,000 Litres    Range 223.5 billion km   (4340 days at full power)

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a commercial vessel for maintenance purposes

The ships designated II are second generation ships with better armor/sensors (in some cases)/shields(in some cases).

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #11 on: January 27, 2010, 04:38:43 AM »
Thanks!  This gives me some ideas about how to get started.
 

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #12 on: January 27, 2010, 06:38:34 AM »
Do any commander traits or bonuses help with constructing jump gates?
 

Offline sloanjh

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Re: Advice on Initial Research
« Reply #13 on: January 27, 2010, 08:11:04 AM »
Quote from: "Balibar"
Do any commander traits or bonuses help with constructing jump gates?

Factory.

John
 

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #14 on: January 27, 2010, 11:45:59 AM »
Thanks!