Aurora 4x

Community Games => 7 Dictators => Topic started by: Maharava on March 23, 2013, 10:16:17 PM

Title: 7 Dictators- Players
Post by: Maharava on March 23, 2013, 10:16:17 PM
This is where the Rules will be posted, discussions may be held about them and issues resolved. Players may also talk to each other via this forum (for 'above the board' communications) and talk about the events in the game.
This is not for joking, off-topic chat etc. about the game. For that, try 7 Dictators Community Game.

CURRENT RULES

First Draft of the Community Game '7 Dictators'

There will be 6 player-controlled Admirals and a single player-controlled President.
6 Sectors will exist, each containing one system and at least one inhabited planet. The President will reside on Earth (Capital Sector) and each Admiral will have control of one Sector's defenses, military and Navy.
Admirals are not required to like each other.

Responsibilities – Admiral

An Admiral is charged with defending their Sector from aliens, insurgents and other Admirals (should there be civil war). An Admiral may make a policy once every 6 months: a policy may be 'Increase number of PDC's on all planets', 'Improve weaponry technology', 'Construct additional missile ships' etc. They may not give direct orders, except in battle.
An Admiral may design new ships based on technology known to the Empire at the time. As an Admiral is not a Scientist, they may not ask for specific technologies (i.e., they cannot say 'Research the next level of Capacitor Recharge', instead they can say 'Improve Energy Weapons'. This is to keep fairness between players of varying skill levels, add a level of realism and help keep things moving).
An Admiral may class a design as Public or Secret. Public designs will immediately be known to all players: Secret Designs will only be known to the Admiral and his immediate underlings (the Vice Admirals). If they choose to sell the design, they may. In addition, the ships of other Admirals may spot or scan the 'Secret' vessel, and it's possible the information may just get leaked.
Admirals may promote or dismiss any player-controlled officers in their sectors. Dismissed officers may either appeal to another Admiral for a job or create a new character.
Admirals may order exploration and attempt to increase the size of their Sector. Doing so will open up further mining options and, ultimately, improve an Admirals fleet.

Responsibilities – President

The President is, essentially, charged with keeping the Admirals from killing each other. The President has no territory, however he can be declared interim governor if an Admiral is dismissed. The President can make a policy every 6 months, such as 'Improve the Civilian Economoy', 'Subsidise new Shipping Lines', 'Improve our Engine Technologies' etc. A President may not request Technology from the Energy Weapons, Defensive Systems, Missiles/Kinetic tree.
A Presidents main job (other than to keep the Admirals together) is improving expansion of the Empire. He may order extra Colony Ships, Freighters, Terraformers etc – not exact numbers (due to time constraints, would take too long to work out material costs etc.) but can certainly request extra Asteroid Miners. Presidential policies are enacted Empire-wide (eg, a policy of 'Boost Mining' will result in more Asteroid Mining, further research into Mining Production, etc.)
A President may also limit the number of research labs to which the Admirals have access – however, this limit cannot be lower than 25% (So a planet with 100 labs will have 25 set aside for military research) and all Admirals have the same limit (you can't give one Admiral 25% and another 50%). This is a percentage, so an Admiral with less labs in his sector will still be in a weaker position.

Game time will be advanced in 6-month intervals for the Players, so policies may be changed or added to every 6 months. Players are encouraged to plan ahead etc. A list of known technology will be provided and you may always ask for more information, including screenshots of systems. I will run the game according to the wishes of the players and post results so we don't have to bother with uploads/downloads and excessive waiting. That will also allow us some more freedom in things as I'm an unconflicted Space Master that can throw aliens at you for the hell of it (MWA HA HA). Players are strongly encouraged to SM their own Game World and give themselves the same techs or planets so they can properly design ships or strategies (think of them as Military Simultion rooms where you can test an idea before having it enacted)

If you disagree with these rules or wish to modify/add, please post your idea. Understand that while the game is young, we don't want too much complexity – a game that runs slowly dies.

CURRENT PLAYERS

Universe - Me
President - Panopticon
Admiral - Shininglight (Damien James Winter), Admiral of Proxima Centauri Sector
Admiral - Icecoldblood(Ramon Petrovsky), Admiral of Alpha Centauri
Admiral - 3_14159 (Alan Kepler), Admiral of Capital Sector
Admiral - Gidoran (Mikhail Mikoyan), Admiral of Epsilon Indi
Admiral - MagusXIX (Michael Dekker), Admiral of Sirius
Admiral - Nighstar, Admiral of Barnards Star

OTHERS
Admiral 666, stationed in Epsilon Indi, Vice Admiral
Cripes Amighty stationed in Capital Sector, Vice Admiral Saburo Sato
interstellarshadow, Vice Admiral Steven "Sherlock" Taliette, stationed in Alpha Centauri


The Six Sectors

Capital Sector - (Sol System, Inhabited planets: Earth)
Alpha Centauri Sector - (Alpha Centauri System, Inhabited Planets: Alpha Centauri-A IV)
Barnards Star Sector - (Barnards Stat System, Inhabited Planets: Barnards Start-A II)
Epsilon Indi Sector - (Epsilon Indi System, Inhabited Planets: Harvest)
Proxima Centauri Sector - (Proxima Centauri System, Inhabited Planets: Proxima Centauri-A I)
Sirius Sector - (Sirius System, Inhabited Planets: Sirius-A III)

ALL SECTORS ARE GEO-SURVEYED
Title: Re: 7 Dictators- Players
Post by: MagusXIX on March 24, 2013, 07:52:57 AM
Trying to wrap my head around this set up a little better.  Is this set up with all of the players in one faction?  Or are each of the sectors their own separate faction and under an alliance with trade rights, etc., in the game's settings?
Title: Re: 7 Dictators- Players
Post by: Maharava on March 24, 2013, 08:00:26 AM
Good question! Currently, you're all the same faction though I HIGHLY doubt that will last too long. While we're setting up and expanding, and while the Admirals build fleets etc., you should all remain one faction. Later, however, I would be disappointed if we didn't have at least ONE renegade...

There's no specific rank for an Admiral of a Sector (closest is Civ Administrator) so you're all just 'Admirals' that I'm moving to station on your respective planets. While I toyed with the idea of simply making your characters Sector Governors, I think the ability to design and command your own, personal Capital Ship is just too good an RP opportunity to pass up.
Title: Re: 7 Dictators- Players
Post by: MagusXIX on March 24, 2013, 09:14:55 AM
Sounds like a good way to start, imo.  Any chance we admiral-types can get maps and relevant strategic information?  It'd be nice to know who's connected to who, where all of the planets are, what's on them, what sort of resources we have available, and that sort of thing.  It'll make strategerizationing much easier.   8)
Title: Re: 7 Dictators- Players
Post by: Maharava on March 24, 2013, 09:20:11 AM
strategerizationing

That word should be taught on Playschool XD

All such information will, naturally, be given out. i'll most likely upload the game for you all to download (tomorrow, it's past midnight in Australialand). For now, i've written down all the techs that pertain to war (i.e, not Terraforming Module) so please have a look in the Designs and Research topic and by all means start designing. EIther post a new Design there as a 'public' one or PM it to me as a Private design

EDIT

Please be as specific as possible when telling me designs (just send me a copy of what you've cooked up) as everyone plays differently. As an example, I don't use missiles very often in my game, so if you say 'A standard point-defense missile' I'll just roll dice for all the numbers (which MAY make the God of all Missiles, but probably just make a Firecracker)
Title: Re: 7 Dictators- Players
Post by: MagusXIX on March 24, 2013, 12:05:27 PM
Quote
Pathfinder class Deep Space Survey Ship    800 tons     20 Crew     164 BP      TCS 16  TH 5.5  EM 0
687 km/s    JR 1-50     Armour 2-7     Shields 0-0     Sensors 1/1/1/0     Damage Control Rating 1     PPV 0
Maint Life 12.11 Years     MSP 128    AFR 5%    IFR 0.1%    1YR 2    5YR 24    Max Repair 100 MSP
Intended Deployment Time: 60 months    Spare Berths 0   
Cryogenic Berths 200   

J800(1-50) Military Jump Drive     Max Ship Size 800 tons    Distance 50k km     Squadron Size 1
Nosferatu 10.8 EP Ion Drive (1)    Power 10.8    Fuel Use 3.83%    Signature 5.4    Exp 3%
Fuel Capacity 10,000 Litres    Range 58.7 billion km   (989 days at full power)

Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Cartography boat of Sirian design.  Meant to discover pathways to new solar systems as discreetly as possible.  Purely a cheap and quiet cartography vessel, not meant for any sort of reconnaissance beyond map-making. Shared freely with the rest of humanity (or I wouldn't have posted it here!  ;D )

There will be more designs coming after I know what sort of map we're playing on, and what kinds of shipyards we have to start with.
Title: Re: 7 Dictators- Players
Post by: Maharava on March 24, 2013, 06:16:15 PM
It's the Stevefire.mdb I need to upload, right?
Title: Re: 7 Dictators- Players
Post by: Nightstar on March 24, 2013, 07:23:28 PM
Yep. A word of warning: If you're using windows vista/7/8 and installed in program files, the stevefire.mdb you want is off in
c:\users\[user]\appdata\local\virtualstore\program files (x86)\aurora
appdata is a hidden folder.
I backed up the wrong file twice before I figured that out. Not a fun mistake to make. Any other install directory and it's more obvious.

Might want to try compressing the database if it's very large .
Title: Re: 7 Dictators- Players
Post by: Maharava on March 24, 2013, 07:26:03 PM
Shouldn't be too big and I have it saved on the Desktop, not installed :D I'll upload tonight, let everyone have a chance to name themselves

ALL ADMIRALS, I need at least Standing Orders (those orders I enact when we can't get ahold of you) ASAP. Also, if anyone has there first game tuen (6-month) policy (or policies), PM or post them here (though I understand if you want to look at the game file first)

To give you an idea (before I upload), all planets have the exact same stuff (minerals, shipyards, labs, etc) except for Earth which starts off a fair bit ahead (logically, but I don't think it gives the Admiral an advantage as there is nowhere for him to expand his sector)
Title: Re: 7 Dictators- Players
Post by: Shininglight on March 24, 2013, 08:12:32 PM
Edit: So then my orders for basic startup are as follows:

Focus on expanding shipyards till i have 3 shipyards of 10000 tons, 3 shipyards of 20000 tons, and 3 shipyards of 7000 tons. Once i've got three of each of those begin adding slipways to them till i have at least 5 or 6 slipways for any less than 20000 tons.

Research should be directed towards missile weapons tech and engines. Sensor research should be based around range of missiles. Defensive systems are another priority.

I would like at least 4 geo/grav survey vessels with 4 years worth of maintenance life and fuel which i'll put up a design of as soon as we get the save and i can use my tech.

Any contact with an npr will result in an IMMEDIATE pull back to the entry jp if the ships haven't been detected yet. If it seems reasonable that they have they are to close with the new ship and try to get a detailed scan with actives before retreating back through the jp.

Fleet doctrine is to have any and all combat vessels training as near to a jp as possible at any point 100 % fleet training is a necessity and should be achieved before any fleet is sent into a dangerous situation.

If i can't contact anyone i'm hoping to soon have a second in command for you to contact who should be able to take up the reins of power temporarily.

Any contact with an alien species should show every attempt at being peaceful and diplomatic.
Title: Re: 7 Dictators- Players
Post by: Nightstar on March 24, 2013, 08:48:13 PM
Waiting for the save to give real standing orders, but...

Keep making military hardware/expanding SY/doing stuff as per my last orders.
Explore/gravsurvey systems. Closest to Banard's Star by distance (km, not JPs) first.
If encountering an NPR with a survey ship, try to get active scans of their main fleet, then retreat.  (I don't want to write a new invasion doctrine every time I change my fleets.)
If I can't be reached for more than one update, or you really need a decision, my appointed second gets temporary control.
In absence of other tech requests/components to design: Engines.
If diplomatic problems, try to delay until I can be reached. If things escalate to armed conflict/fleets start heading to Banard's star, execute the defense orders I'll be PMing you.
Title: Re: 7 Dictators- Players
Post by: Maharava on March 24, 2013, 09:42:14 PM
However you wish to post them Shining, the more detailed the better :L)

Sorry about the delay on the saves, but I'd rather have all the Admirals in the game before we really get started, if that makes sense
Title: Re: 7 Dictators- Players
Post by: Nightstar on March 24, 2013, 10:03:45 PM
So we're not getting the save until...?
Title: Re: 7 Dictators- Players
Post by: Maharava on March 25, 2013, 12:10:27 AM
I'm going to give them till tonight my time (about 6 hours from this post). Most of you seem to live in alternate time zones to me, and I have work tomorrow, so if I upload it tonight, by the time I get home tomorrow you should all have had enough time to plan your initial move for the first 6 months
Title: Re: 7 Dictators- Players
Post by: icecoldblood on March 25, 2013, 12:21:24 AM
Alright, standing orders:
Survey Ships continue surveying discovered systems. DO NOT ENTER UNEXPLORED JUMPPOINTS.
If encounter aliens, initiate comunications, abandon survey and head for entry jumppoint. If pursued, jump immediately. Recall all training ships.

Thats all for now, waiting to see the game first.
Title: Re: 7 Dictators- Players
Post by: Gidoran on March 25, 2013, 02:57:52 AM
January 1, 1 Feudal Calendar
Standing Orders: Epsilon Indi
Issuing Officer: Adm. Mikhail Mikoyan, CO Sector Epsilon Indi

Order 1: Epsilon Indi-A II to be renamed "Harvest".
Order 2: Gravitational Survey Ships to continue survey of Epsilon Indi jump points.

- First Contact Protocols: Ships which establish contact with nonhuman sentient life forms are hereby required to avoid leading potentially hostile forces to Sol or any of her Colonies. Friendly contact will be attempted. If contact has been made with an alien civilization, all active battlegroups are to be mobilized and prepared for defense. Survey ships are not to return to Epsilon Indi or Sol if spotted, but are to find a secure sector to wait in while a battlegroup is mobilized to escort it home.

Order 3: Geological Survey Ships to prepare themselves to investigate potential worlds in discovered systems which have been classified BLUE/CLEAR, GREEN/SWEEP IN PROGRESS. Geological Survey may proceed in YELLOW/NO SWEEP only with an escort consisting of Two (2) Frigates and One (1) Destroyer. Under no circumstances is a survey to proceed in a RED/HOSTILE system.

Order 4: Diplomatic issues are to be held for Admiral Mikoyan or Vice Admiral <Admiral 666's Character>.
Order 5: In the event of a potential hostile fleet heading towards Epsilon Indi, Initiate Order BLACKJACK.
Order 6: In the event of Admiral Mikoyan being made unavailable for a significant period of time, command is delegated to Vice Admiral <Admiral 666's Character> until contact has been re-established.

Order 7: The following designs are to be broadcast back to Sol for use by all of Terra's Children at no cost.

Merchant-class Light Cargo Ship: Intended for support of Asteroid Mining Operations, and transportation of PDC components.
Code: [Select]
Merchant class Cargo Ship    9,000 tons     67 Crew     359 BP      TCS 180  TH 240  EM 0
1333 km/s     Armour 1-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 25    Max Repair 68 MSP
Intended Deployment Time: 3 months    Spare Berths 2    
Cargo 5000    Cargo Handling Multiplier 20    

CV120-0.8 Ion Commercial Drive (2)    Power 120    Fuel Use 6.07%    Signature 120    Exp 4%
Fuel Capacity 250,000 Litres    Range 82.4 billion km   (715 days at full power)

Indi Arms "TEMPLAR" CIWS-400 (1x8)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
GES-S1-R1 Small Threat Detection Array (1)     GPS 36     Range 2.2m km    Resolution 1
GES-S1-R160 Area Search Sensor (1)     GPS 5760     Range 27.3m km    Resolution 160

This design is classed as a Commercial Vessel for maintenance purposes

Hipflask-class Tanker: Small, cheap transport for fuel. Intended to support Gas Giant mining operations, and to support smaller fleets as part of the support train.
Code: [Select]
Hipflask class Tanker    9,000 tons     45 Crew     676 BP      TCS 180  TH 240  EM 0
1333 km/s     Armour 1-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 47    Max Repair 68 MSP
Intended Deployment Time: 3 months    Spare Berths 0    

CV120-0.8 Ion Commercial Drive (2)    Power 120    Fuel Use 6.07%    Signature 120    Exp 4%
Fuel Capacity 5,520,000 Litres    Range 1818.3 billion km   (15788 days at full power)

Indi Arms "TEMPLAR" CIWS-400 (1x8)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
GES-S1-R1 Small Threat Detection Array (1)     GPS 36     Range 2.2m km    Resolution 1
GES-S1-R160 Area Search Sensor (1)     GPS 5760     Range 27.3m km    Resolution 160

This design is classed as a Commercial Vessel for maintenance purposes
Title: Re: 7 Dictators- Players
Post by: Maharava on March 25, 2013, 03:32:18 AM
Excellent set of orders Gidoran :)
Title: Re: 7 Dictators- Players
Post by: 3_14159 on March 25, 2013, 03:47:57 AM
Whoooh, Capital Sector! So, looks like no expansion for me ;-)

I'll wait with the standing orders for the save. If you want to rename the Admiral, you can take Alan Kepler, Lord Protector of Earth.

I'll post some designs later, too, mostly civilian ships.
Title: Re: 7 Dictators- Players
Post by: Maharava on March 25, 2013, 04:06:38 AM
So I've been writing everyone's orders etc down and saving them in files on my PC. I'm keeping them backed up as well, of course. I'm writing them in an RP-style, so that in 20-30 game years, we may decide to release these early orders and plans as 'Freedom of Information' :)
Title: Re: 7 Dictators- Players
Post by: Maharava on March 25, 2013, 04:40:38 AM
You have SEVEN (7) Days from the date of this post until it auto-deletes. Let me know if ther's an issue or if I've forgotten something in the game

http://www.fileconvoy.com/dfl.php?id=g8047c7c7d2c368e7999251550d88233fb39c20153
Title: Re: 7 Dictators- Players
Post by: 3_14159 on March 25, 2013, 05:49:22 AM
Cooperation is paramount. As such, here's my SOP and doctrine introduction, with the designs still missing.
Code: [Select]
January 1, 1 FC,
Doctrine introduction for Capital sector.
From: Kepler, Alan. Lord Protector of Earth.
To: Subordinates over clearance Beta (Capital Sector), Admirals

I. Designations
a) Systems:
Systems will be designated in the following way:
- BLUE: System secured; Human population.
- GREEN: System secured;
- YELLOW: System not secured. No civilians allowed. All unknown systems are treated as YELLOW.
- RED: Enemy fleet in system. No civilians allowed.

b) Ships:
Ships will be designated depending on operational radius and size:
Independent With Fleet
Small: Corvette Frigate
Medium: Cruiser Destroyer
Big: Battlecruiser Battleship

II. Exploration
a) Exploration is done by grav- and geo-scouts in GREEN systems. YELLOW systems need to be explored by warship first to make sure no enemy is present in-system.

b) Exploring new JPs is done by a group of warships.

c) Contact with potential enemies or aliens: Initiate protocol PATHOGEN.

III. Contingency plans
a) Global Alert System, Defcon:
5: No danger: Standard peaceful operations. Pickets on jump points, PD active sensors on planets online. Refits and overhauls with higher frequency (All that are available are getting overhauled). Two reloads of ordnance in stores.
4: Low danger: Peaceful operation with dangers, like pirates or possible contacts due to unexplored systems. Refits and overhauls with normal frequency, at least one JPDefense Vessel deployed per jump point. Three reloads of ordnance in stores.
3: Medium danger: Contacts or stronger tensions. Produce four reloads. Refits and overhauls when necessary, but with keeping parts of the fleet in store.
2: High danger: Recall all survey vessels. Deploy forward scouts, recall all expeditionary forces where possible and not resulting in a weaker strategic position. Six reloads producing.
1: War: Recall all civilians. All battle fleets not on active operations return to their bases. Producing as much ordnance as possible.

b) Battle Plans:
- KEROSINE, TENURE, CIRCLET, POSITRON: Escalating attack protocols.
- PATHOGEN: Do not return to any known system, instead retreat to save systems. DO NOT RETURN TO HUMAN SYSTEMS! Wait for relief by battle groups.

c) Plans:
- Alien contact: Launch KEROSINE on the system to evaluate. Initiate PATHOGEN for the contacted ships.
If you find mistakes or things missing, by all means notify me.

By the way, @ Mahavara: The geo scout is of my design, as can be seen due to being absolutely over-engineered and too expensive. ;-)

I plan on making the ship building facilities of Earth available to all of you, too. You can order ships for a small amount of additional cost to cover retooling.
Title: Re: 7 Dictators- Players
Post by: Maharava on March 25, 2013, 06:23:57 AM
a) Systems:
   Systems will be designated in the following way:
      - BLUE: System secured; Human population.
      - GREEN: System secured;
      - YELLOW: System not secured. No civilians allowed. All unknown systems are treated as YELLOW.
      - RED: Enemy fleet in system. No civilians allowed.

I think we should make that standard, just for ease of play and communication (as opposed to having 6 different systems). I think you Admirals should also agree on a standardised Ship Class System by weights eg less than 10k Tons = Corvette, less than 20k tons = Frigate etc. Frigate Leaders, Jump Frigates etc are all okay within that weight class. That seem alright?
Title: Re: 7 Dictators- Players
Post by: Gidoran on March 25, 2013, 06:37:52 AM
a) Systems:
   Systems will be designated in the following way:
      - BLUE: System secured; Human population.
      - GREEN: System secured;
      - YELLOW: System not secured. No civilians allowed. All unknown systems are treated as YELLOW.
      - RED: Enemy fleet in system. No civilians allowed.

I think we should make that standard, just for ease of play and communication (as opposed to having 6 different systems). I think you Admirals should also agree on a standardised Ship Class System by weights eg less than 10k Tons = Corvette, less than 20k tons = Frigate etc. Frigate Leaders, Jump Frigates etc are all okay within that weight class. That seem alright?

I'll agree to a STANAG for System and Ship nomenclature. If we're assuming a 'wet navy' bent, then we'd probably want to establish it both on tonnage, design purpose, and endurance. So a Monitor would be a ship similar to a Battleship, but with inferior speed/endurance to put on greater firepower, etc etc. I've got a plan that I'm working on for Epsilon Indi, but I'll wait to see if anyone else has a proposal they'd like to bring forth before I do so. I don't wanna steal everyone's spotlight just because I happen to be awake to post before everyone else.

Also, I find it amusing that 3_14159 and I are the only ones who actually have set up a "Don't bring the Covenant home, morons!" order.
Title: Re: 7 Dictators- Players
Post by: MagusXIX on March 25, 2013, 07:38:03 AM
Alright, starting basically now I am gone until late Friday night.  The standing orders I left should be sufficient until then, I hope.  See you all in a little less than a week.  :)
Title: Re: 7 Dictators- Players
Post by: 3_14159 on March 25, 2013, 08:04:04 AM
Yes, STANAG or something similar sounds good, and combining and standardizing our fleet's sizes (At least calling it the same) sounds good. I can't wait until the first 'What? Your destroyers have no PD? My have no offensive weapons' panics ;-)

As for another design, I present the Basilisk class Jump Point Customs and Orbital Traffic Control station: Built in fighter factories, the station can position itself on any jump point up to 128bkm away, where it uses its active sensor to detect all (or nearly all, some later techs might sneak by) inbound and outbound traffic. And, while a buoy of similar capabilities for detection would only cost about half that amount, it'd be about size 52 or so, which is prohibitively high. Plus, after the eighty years of duty the basilisk can be scrapped and recovers some costs.
Warning: Only deploy them on the 'inner' side of Jump Points, because otherwise they're just beacons to guide enemies to JPs.

Code: [Select]
Basilisk class Customs Station    500 tons     18 Crew     126 BP      TCS 10  TH 6  EM 0
600 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 79.13 Years     MSP 315    AFR 1%    IFR 0%    1YR 0    5YR 1    Max Repair 36 MSP
Intended Deployment Time: 840 months    Spare Berths 0   
6 EP Ion Drive (1)    Power 6    Fuel Use 14%    Signature 6    Exp 5%
Fuel Capacity 50,000 Litres    Range 128.6 billion km   (2480 days at full power)
Active Search Sensor MR2-R1 (1)     GPS 36     Range 2.2m km    Resolution 1
This design is classed as a Fighter for production, combat and maintenance purposes

By the way, hi Gidoran. I knew I knew your name from somewhere ;-)
Title: Re: 7 Dictators- Players
Post by: dgibso29 on March 25, 2013, 10:39:23 AM
Although I agree on standardised nomenclature, I would say 10kt is a bit large to still be calling something a corvette? Generally my frigates are only between 5kt and 7kt.. What do you guys think?

PS - I'll go with Vice Admiral (Dan) Gibson. Cheers, Gidoran!
Title: Re: 7 Dictators- Players
Post by: icecoldblood on March 25, 2013, 10:51:24 AM
For me:
Corvette: 1000-4000t
Frigate:4000-8000t
Destroyer: 8000-12000t
Cruiser:10000-14000
Battle Cruiser: >15000
Dreadnought: >20000

P.S. I have taken interstellashadow as my Vice Admiral. Still working on character names.
Title: Re: 7 Dictators- Players
Post by: Gidoran on March 25, 2013, 11:26:31 AM
For me:
Corvette: 1000-4000t
Frigate:4000-8000t
Destroyer: 8000-12000t
Cruiser:10000-14000
Battle Cruiser: >15000
Dreadnought: >20000

P.S. I have taken interstellashadow as my Vice Admiral. Still working on character names.

Close to what I had worked up for myself.

Sub-1000 tonnes = Specialist or Fast Attack Craft
1000-6000 tonnes = Corvette
6000-9000 tonnes = Frigate
9000-15000 tonnes = Destroyer or Escort Carrier
15000-18000 tonnes =  Light Cruiser or Light Carrier
18000-21000 tonnes =  Cruiser
21000-24000 tonnes =  Heavy Cruiser or Fleet Carrier
27000-30000 tonnes =  Battlecruiser

Currently with how my test designs are going, a 4000km/s fleet speed is 3000 tonnes per engine, with 3750km/s being 3200 tonnes. So most of my vessels are coming out to multiples of 3200, so Frigates are 6400, Destroyers are 9600, Light Cruisers are at 16000, and my Cruiser is resting at 19200.

In terms of mission role, I'm undecided on what Corvettes will really do, but Frigates are mostly AMM, Destroyers are ASM, and by the time we've reached Cruiser they've begun generalizing into both onboard AMM and ASM capabilities.

Also, missile size. I'm currently using size 5 because of how our technology rolled out, even though I normally use size 4s. Any dissenting opinions?

P.S. Loyalist Brofist, 3_14159.
Title: Re: 7 Dictators- Players
Post by: 3_14159 on March 25, 2013, 12:24:55 PM
Let me vote very strongly against designating capital ships (that is, ships only based upon a certain size) as Battle Cruisers. My historical naval knowledge is irritated ;-)

Instead, how about:

Fighters: < 500t
LAC/FACs: 500t - 1000t
Corvette: < 5000t
Light Combatants: 5000t - 10,000t: Frigate, Destroyer and so on
Medium Combatants: 10,000 - 20,000t: Cruisers, Escort/Light Carriers
Capital Ships: > 20,000t: Carriers, Fleet Carriers, Battleships, Battlecruisers, Dreadnaughts, and so on.
Each Admiral having enough wiggle room to for example designate a 22,000t design as a Heavy Cruiser, or a 7000t as Light Cruiser.

As for missile sizes... size 6 is usually what I use (maximum for smalles detection), but we can, of course, take 5.

P.S.: Let's develop AIs ;-)
Title: Re: 7 Dictators- Players
Post by: dgibso29 on March 25, 2013, 12:31:33 PM
Let me vote very strongly against designating capital ships (that is, ships only based upon a certain size) as Battle Cruisers. My historical naval knowledge is irritated ;-)

Right there with you on that. I always place them between a Battleship and a Heavy Cruiser when a scale is needed, though.

I also agree that there should be wiggle room - This should be a broad guideline, nothing more.
Title: Re: 7 Dictators- Players
Post by: Gidoran on March 25, 2013, 12:53:33 PM
I'll support that tonnage tree, though I'll note I hadn't designated 'Capital ships', I just mostly stopped bothering after Battlecruisers because I hadn't even designed a Heavy Cruiser just yet. We're probably going to be better off agreeing on roles more than tonnage ranges, though the whole 'Admirals have leeway' works fine too. In that, posting our own trees here is probably a good idea since it displays what we're planning on using for sizes, so we can do quick ID based on size.

Also, I don't think the Size 6 reload tech would be that far off, so that would be pretty reasonable to standardize on. I might also design some specialist missiles, like a Size 12 for planetary launch.
Title: Re: 7 Dictators- Players
Post by: 3_14159 on March 25, 2013, 01:48:51 PM
I agree with you. I won't post any of my guidelines for now - that pretty much depends on the available facilities -, but I guess I'll usually give you a short RP segment (please do not mistake it for propaganda, the modern term is 'class preview') on new ship classes.

The problem with missiles currently is that we only have x3 engine consumption, which is quite low for good missiles - and EM sensitivity 6, which is really low for sensors. I'll probably add a PDC design later.
Title: Re: 7 Dictators- Players
Post by: Cripes Amighty on March 25, 2013, 03:12:44 PM
I like that tonnage designation as well. Gives plenty of room to work with, without being too general. Besides, most ships above 25k tons begin to get bogged down with overly large engineering spaces and such.

My historical naval knowledge is irritated ;-)

I agree. Hearing the word "Battlecruiser" sends shivers down my spine.
Title: Re: 7 Dictators- Players
Post by: Shininglight on March 25, 2013, 04:48:31 PM
I always designate ships as so

5000 tons- corvette or survey
7000 tons- frigate
10000 tons-destroyer
18000 tons- light cruiser
20000 tons- cruiser
25000 tons-  heavy cruiser
30000 tons- battle cruiser/carrier sizes
50000 tons- light dreadnought.

Those are usually my early game class sizes.

Also my military doctrine is based off of Melconian tactics in the Boloverse, flexible "fists" of three ships acting to support each other. usually one is each of the 3 designs i usually have for each of my class sizes, escort/ beam weapons, missile ship, mixed beam/missile.


Title: Re: 7 Dictators- Players
Post by: Maharava on March 25, 2013, 04:59:05 PM
So who's are we going with?
Title: Re: 7 Dictators- Players
Post by: icecoldblood on March 25, 2013, 06:46:52 PM
I've decided on a title and name.
Sector Admiral of the Apha Centauri Sector, Ramon Petrovsky

I would also like to rename Alpha Centauri IV as Reach. Yes I know what happened to Reach in the Halo series.
Title: Re: 7 Dictators- Players
Post by: Maharava on March 25, 2013, 07:37:02 PM
Reach AND Harvest? Some Admirals are looking for a glassing... :P
Title: Re: 7 Dictators- Players
Post by: Cripes Amighty on March 25, 2013, 07:44:42 PM
I've decided on a title and name.
Sector Admiral of the Apha Centauri Sector, Ramon Petrovsky

I would also like to rename Alpha Centauri IV as Reach. Yes I know what happened to Reach in the Halo series.

But Reach was in the Epsilon Eridani system! That is funny though, that this has so many references to the Haloverse. If any of those outer colonies show signs of insurrection, we'll have to sick the Spartans on you.
Title: Re: 7 Dictators- Players
Post by: Maharava on March 25, 2013, 10:31:04 PM
But Reach was in the Epsilon Eridani system! That is funny though, that this has so many references to the Haloverse. If any of those outer colonies show signs of insurrection, we'll have to sick the Spartans on you.

Say there are Spartans. I DARE you. Make a Spartan Company and see what happens (ominous, SM-voice) :P

Come on, nobvody's named their planet Vulcan or Kobol or...or...or anything!
Title: Re: 7 Dictators- Players
Post by: icecoldblood on March 25, 2013, 10:42:39 PM
The Admiralty of Alpha Centauri would like to present these candidate designs for Geographical and Graviational survey ships. These ships are not able to be build in the same shipyard, unfortunately. They are armed with Twin Gauss Cannons, which should hopefully ensure survivability. They are designed to operate no more than 3 jumps from a refuelling point.
Code: [Select]
Explorer class Geosurvey Ship    4,400 tons     115 Crew     1053 BP      TCS 88  TH 120  EM 0
2727 km/s    JR 1-50     Armour 4-23     Shields 0-0     Sensors 1/1/0/4     Damage Control Rating 2     PPV 10.28
Maint Life 2.48 Years     MSP 299    AFR 77%    IFR 1.1%    1YR 67    5YR 1012    Max Repair 180 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

J4400(1-50) Military Jump Drive     Max Ship Size 4400 tons    Distance 50k km     Squadron Size 1
ALPH Ion Drive (TR) 240/20 (1)    Power 240    Fuel Use 64%    Signature 120    Exp 10%
Fuel Capacity 350,000 Litres    Range 22.4 billion km   (94 days at full power)

Twin Gauss Cannon R4-67 Turret (1x8)    Range 40,000km     TS: 12000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S01.2 60-12500 (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17

Missile Detection Sensor MR1-R1 (1)     GPS 18     Range 1.1m km    Resolution 1
Geological Survey Sensors (4)   4 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Pioneer class Gravsurvey Ship    4,400 tons     115 Crew     1253 BP      TCS 88  TH 120  EM 0
2727 km/s    JR 1-50     Armour 4-23     Shields 0-0     Sensors 1/1/8/0     Damage Control Rating 2     PPV 10.28
Maint Life 2.54 Years     MSP 356    AFR 77%    IFR 1.1%    1YR 77    5YR 1154    Max Repair 180 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

J4400(1-50) Military Jump Drive     Max Ship Size 4400 tons    Distance 50k km     Squadron Size 1
ALPH Ion Drive (TR) 240/20 (1)    Power 240    Fuel Use 64%    Signature 120    Exp 10%
Fuel Capacity 350,000 Litres    Range 22.4 billion km   (94 days at full power)

Twin Gauss Cannon R4-67 Turret (1x8)    Range 40,000km     TS: 12000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S01.2 60-12500 (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17

Missile Detection Sensor MR1-R1 (1)     GPS 18     Range 1.1m km    Resolution 1
Improved Gravitational Sensors (4)   8 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

 I had wanted to add a ship sensor, but it wouldn't fit without wasting jump capacity.

EDIT: only after posting did I notice the BFC was too far range. I'll leave them in for the tracking bonus.
Title: Re: 7 Dictators- Players
Post by: Panopticon on March 26, 2013, 02:23:59 AM
I have a suggestion for a rules modification, currently the President can limit the amount of labs any given admiral has to use, but must limit all admirals to the same percentage of available labs. I would like to be able to change that on an admiral by admiral basis to give me some way to control the madness a little, something like being able to reward the admiral who secures a new Sorium source with extra lab access, or to take away access if one of them shoot up some aliens/civilians/other admiral's ships without permission.

Obviously I wouldn't be able to push them to zero use, and I suppose ignoring those restrictions is an option for those inclined to rebellion, but currently the President has neither carrot, nor stick to keep anyone in line.

Still pondering my actual rank and in game name, I'll pass that along in the next day or so.
Title: Re: 7 Dictators- Players
Post by: Maharava on March 26, 2013, 03:22:26 AM
I have a suggestion for a rules modification, currently the President can limit the amount of labs any given admiral has to use, but must limit all admirals to the same percentage of available labs. I would like to be able to change that on an admiral by admiral basis to give me some way to control the madness a little, something like being able to reward the admiral who secures a new Sorium source with extra lab access, or to take away access if one of them shoot up some aliens/civilians/other admiral's ships without permission.

Obviously I wouldn't be able to push them to zero use, and I suppose ignoring those restrictions is an option for those inclined to rebellion, but currently the President has neither carrot, nor stick to keep anyone in line.

Still pondering my actual rank and in game name, I'll pass that along in the next day or so.

I'm not too sure, as President you dictate the amount of help and support Sol gives to her colonies, and if an Admiral rebels the President is the one who can order there system to be a no-fly zone, cutting off trade. Remember, Admirals can't order Mass Drivers or mines to be built or shipped in: YOU can
Title: Re: 7 Dictators- Players
Post by: Maharava on March 26, 2013, 03:33:42 AM
Okay, so, if I haven't replied to your PM's, I'm sorry, there's been a LOT of them (plus we're refurbishing at work so no time to do anything major on the computer). You're welcome, those of you who have thanked me, all Vice Admirals and Admirals are named, Reach and Harvest are named, GFTF, Ordnance and Fighter Factories are added and orders are taken down. If there's anything else, PM or post NOW so I can run the first 6 months tomorrow, the reports of which (cos you all get individual reports) should be out Thursday. normally I'd be faster, but like I said, refurbishment at work
Title: Re: 7 Dictators- Players
Post by: dgibso29 on March 26, 2013, 09:47:19 AM
Now, I understand the President controlling Sol's civ industry and facilities, but shouldn't an Admiral have control over everything in his sector? It doesn't make sense for ships he is launching to immediately fall out of his control, and for mines he is building be taken out of his hands immediately.
Title: Re: 7 Dictators- Players
Post by: Maharava on March 27, 2013, 03:21:32 AM
Okay, to clear it up:

Admirals can request Military Ships and Tech. They cannot request the construction of Commercial ships to me directly - Sol's President can request that (as in, 'Increase our number of Freighters and dispatch a fleet of them to Eridani'). The President can also place those freighters under the control of the Admiral.
Now, this seems to give the President an awful lot of power, however:
An Admiral can very easily cut off mineral supply/whatever from his own system (place a fleet at the JP and just kill things that go through them). The President may never have any form of control over military ships.
As for mines and infrastructure, how about this: the Admiral has access to HALF his sectors total Construction Factories to expand military construction etc, or build parts for naval bases and the like. I'd therefore also recommend making Military-class Freighters for your direct control.

The ADMIRALS have ALL the power over Military matters/ships etc, the President has the rest. Don't like the President? Find a new candidate who will do what you want and work to get him in power, or declare yourself a renegade and take total control.

The reason the President controls all of the commercial stuff is to simply speed the game up: you've already seen how long it takes to set this up, can you imagine if we had 12 controlling players?

Now, does that all make sense? Do we need to discuss and change things? Remember that you can always vote to change whatever rule/law you want in-game during the bi-annual meetings (hell, you can even vote to have more meetings). These rules that we've made and worked on are by no means set in stone: just the rules and laws Sol would have set at the start of this storyline, RP-wise
Title: Re: 7 Dictators- Players
Post by: Gidoran on March 27, 2013, 05:01:31 AM
Okay, to clear it up:

Admirals can request Military Ships and Tech. They cannot request the construction of Commercial ships to me directly - Sol's President can request that (as in, 'Increase our number of Freighters and dispatch a fleet of them to Eridani'). The President can also place those freighters under the control of the Admiral.
Now, this seems to give the President an awful lot of power, however:
An Admiral can very easily cut off mineral supply/whatever from his own system (place a fleet at the JP and just kill things that go through them). The President may never have any form of control over military ships.
As for mines and infrastructure, how about this: the Admiral has access to HALF his sectors total Construction Factories to expand military construction etc, or build parts for naval bases and the like. I'd therefore also recommend making Military-class Freighters for your direct control.

The ADMIRALS have ALL the power over Military matters/ships etc, the President has the rest. Don't like the President? Find a new candidate who will do what you want and work to get him in power, or declare yourself a renegade and take total control.

The reason the President controls all of the commercial stuff is to simply speed the game up: you've already seen how long it takes to set this up, can you imagine if we had 12 controlling players?

Now, does that all make sense? Do we need to discuss and change things? Remember that you can always vote to change whatever rule/law you want in-game during the bi-annual meetings (hell, you can even vote to have more meetings). These rules that we've made and worked on are by no means set in stone: just the rules and laws Sol would have set at the start of this storyline, RP-wise

I'm honestly good with this. There are some military commercial ships such as tankers to shift fuel around, small freighters to move minerals for maintenance or to combine the freighters with colony ships to be able to set up fleet bases. If we have to make them at 'fleet speed' or nearby it, that'll further limit them; they won't just be this free thing we have floating around when needed, they'll increase our maintenance burden.
Title: Re: 7 Dictators- Players
Post by: 3_14159 on March 27, 2013, 02:29:18 PM
January 2, Feudal Calendar
Encryption Code: Green
From: Admiral Alan Kepler
To: All Admirals
Subject: Fleet Auxiliaries and Construction
Classification: None

Sirs,

in the light of our recent acquisition and future expansion, we will face the need to transport military goods, fuel and important personnel where we need to. This requires special hardware, which we will need to produce soon.
Therefore, my staff has designed four designs to solve said problems, one each for transporting military good, fuel, ammunition and personnel. I have appended the plans at this message for your consideration.

Additionally, since our expansion is important, and since we will need all the ships we can produce to maintain said expansion, Earth's shipyards will be made available to you to construct said auxiliary ships. If you take this offer, simply contact my office for construction. The shipyards will take an additional ten percent of the build cost for their expansion, as you surely can understand.

Ad Astra!
Admiral Alan Kepler



Code: [Select]
C - Dakka class Collier    9,000 tons     220 Crew     1073 BP      TCS 180  TH 600  EM 0
3333 km/s     Armour 1-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 0
Maint Life 6.28 Years     MSP 969    AFR 49%    IFR 0.7%    1YR 42    5YR 634    Max Repair 300 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Magazine 1700   

600 EP Ion Drive (1)    Power 600    Fuel Use 40%    Signature 600    Exp 10%
Fuel Capacity 250,000 Litres    Range 12.5 billion km   (43 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
C - Mule class Freighter    9,000 tons     137 Crew     581 BP      TCS 180  TH 600  EM 0
3333 km/s     Armour 1-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 14     PPV 0
Maint Life 2.59 Years     MSP 565    AFR 46%    IFR 0.6%    1YR 119    5YR 1778    Max Repair 300 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cargo 5000    Cargo Handling Multiplier 5   

600 EP Ion Drive (1)    Power 600    Fuel Use 40%    Signature 600    Exp 10%
Fuel Capacity 250,000 Litres    Range 12.5 billion km   (43 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
C - River class Colony Ship    9,000 tons     150 Crew     763 BP      TCS 180  TH 600  EM 0
3333 km/s     Armour 1-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 0
Maint Life 5.04 Years     MSP 689    AFR 49%    IFR 0.7%    1YR 45    5YR 679    Max Repair 300 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Cryogenic Berths 20000    Cargo Handling Multiplier 5   

600 EP Ion Drive (1)    Power 600    Fuel Use 40%    Signature 600    Exp 10%
Fuel Capacity 250,000 Litres    Range 12.5 billion km   (43 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
C - Valdez class Tanker    9,000 tons     120 Crew     924 BP      TCS 180  TH 600  EM 0
3333 km/s     Armour 1-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 0
Maint Life 5.81 Years     MSP 834    AFR 49%    IFR 0.7%    1YR 42    5YR 630    Max Repair 300 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

600 EP Ion Drive (1)    Power 600    Fuel Use 40%    Signature 600    Exp 10%
Fuel Capacity 5,400,000 Litres    Range 270.0 billion km   (937 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Title: Re: 7 Dictators- Players
Post by: Maharava on March 27, 2013, 05:01:30 PM
Right, it's 8am and I'll be home roughly 6pm. I'm running the first turn then guys, so 10 hours from this post for anything last-minute :)

EDIT
About to run through the first 6 months of the game. For all future designs (and also for some current ones) can you please send me the individual component designs as well? The Class SUmmary gives basic stats which can often be matched by different combinations in the Component design, and it just adds extra hours (if you imagine each of you have 10 designs, there's 6 of you, and I need to try and reverse engineer components? Yeah. Takes time)
Title: Re: 7 Dictators- Players
Post by: Maharava on March 28, 2013, 06:49:10 PM
SO I've paused the game (sorry it took so long, had to reverse-engineer component designs).

SIRIUS HAS ALIENS ON IT. The same world as we're on. They're currently showing up hostile.
In addition, all colonies are increasing in Unrest due to no defenses. I thought I'll give everyone a chance to amend or retain their current orders in response to this
Title: Re: 7 Dictators- Players
Post by: Gidoran on March 28, 2013, 07:26:21 PM
SO I've paused the game (sorry it took so long, had to reverse-engineer component designs).

SIRIUS HAS ALIENS ON IT. The same world as we're on. They're currently showing up hostile.
In addition, all colonies are increasing in Unrest due to no defenses. I thought I'll give everyone a chance to amend or retain their current orders in response to this

Apologies for my part on that; I'll go through and make a list of what-is-what on my component list for my next update. I don't think that my orders will change for this, all things considered, though; however I would like to mention to the honorable Admiral Dekker that if he requires military support in dealing with these obvious usurpers of a Terran colony, Epsilon Indi will provide what it can.
Title: Re: 7 Dictators- Players
Post by: Maharava on March 28, 2013, 07:34:38 PM
Wasn't a shot at any of you, none of us thought of it. I just asked for ship designs. Now we all know :D

I figure most of you will just say 'business as usual' but I figured I'd give you all the chance to edit your orders. not like we bumped into these guys randomly, they were there to begin with. Xenocide, anyone?
Title: Re: 7 Dictators- Players
Post by: Nightstar on March 28, 2013, 08:10:46 PM
Well. OOC, what was the planet like before you terraformed it? Chances are good that with all the greenhouse gas you added, the aliens will die off like flies. Trans-newtonian NPRs do, however, start with a bunch of ships to my memory. My memory of hostility is that they'll get mad from ships in system. Amusingly, they might not be bothered by the colony itself at all. Heck, if they get mad, they'll probably start nuking their own planet. Fun fun fun.

May I ask the thermal/EM signatures of the colony?
Title: Re: 7 Dictators- Players
Post by: Maharava on March 29, 2013, 03:13:11 AM
Okay, so, update on the Sirius Aliens. They've destroyed all Sirian shipyards and seem to be trying to wipe out the population. There's nothing I can do, since it's March of the first year and we haven't even finished the engine Techs. Admirals? What do we do?