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The Corporate Federation / Re: Corporate Federation - Comments
« Last post by Kurt on January 15, 2019, 03:05:10 PM »
Latest update, when you're talking about planetary diameter, you wrote:
The planet has a diameter of 4,800 thousand kilometers
The planet has a diameter of 15,000 thousand kilometers
Maybe it's because I'm not a native speaker, but that seems very wrong to me. Do you mean that they are 4 million 800 thousand km and 15 million km by diameter? Or you accidentally used both numbers and words, ie the planets are 4,800 km and 15,000 km?
Um...oops?  Those would be really big planets, and I guess its good I have a non-native speaker to double check my writing <G>.

I'll fix it right away.  Hopefully without adding any new errors, which sometimes seems to be how my life works. 

The Corporate Federation / Re: Corporate Federation - Comments
« Last post by Garfunkel on January 15, 2019, 12:37:55 PM »
Latest update, when you're talking about planetary diameter, you wrote:
The planet has a diameter of 4,800 thousand kilometers
The planet has a diameter of 15,000 thousand kilometers
Maybe it's because I'm not a native speaker, but that seems very wrong to me. Do you mean that they are 4 million 800 thousand km and 15 million km by diameter? Or you accidentally used both numbers and words, ie the planets are 4,800 km and 15,000 km?
C# Aurora / Re: C# Aurora Changes Discussion
« Last post by Hazard on January 15, 2019, 10:36:22 AM »
While true currently, TN economies will have both vastly more capable lift and vastly cheaper per weight lift than modern day Earth.

TransNewtonian physics are just crazy like that. I mean, you actually have to work to create a ship slower than 100 km/s in space, even with the lowest tech TN engine. Modern day physics can't get that fast because it's an insane speed, we simply lack the engines at this time to make that viable.
Mechanics / Re: Fixed the slowdowns, atleast 70% faster
« Last post by dag0net on January 15, 2019, 09:36:02 AM »
Quote from: Zincat link=topic=10237.  msg112125#msg112125 date=1547422399
I have to agree with the fact that I would be against civilians creating diplomatic challenges.   Because the only solution for me would be to remove civilians completely.   As in: murder them.   There is a limit to what I am willing to tolerate regarding civilians

I already completely hate both CMC and civilian sorium harvesters. 
Who gave civilians the right to steal strategic resources?

I'm being serious here.   No nation, no matter what its government (except maybs megacorp nation, but that's another story) would let civilians hog strategic, extremely limited resources.   We are not talking of semi-rare stuff here.   We're talking of extremely limited resources of military and strategic significance.   No nation would let a random Joe mine and sell these resource to the highest bidder. 

Kinda probably massively off topic.

Funny, cause in the real world almost no nation on earth gets to decide what happens to it's strategic resources.  .  .   and then there's HRC getting bribed to recommend no interference in the US letting go control of uranium stockpiles.  .  .  Or the invasion of Iraq, or the IAEA.  .  .  the IMF, the 'war' on OPEC.  .  .  or the Chinese campaign to foment dependency.   Not that they're the first, creating a state of economic reliance in potential enemies is an old old strategy.  .  .  which kind of relies on them relaxing their own strategy of reliance on internal resources.  .  .  or never adopting such an attitude in the first place.   So common it's the norm, a very far cry from 'no nation would.  '
C# Aurora / Re: C# Aurora Changes Discussion
« Last post by Lornalt on January 15, 2019, 09:28:35 AM »
Quote from: Jorgen_CAB link=topic=8497. msg112093#msg112093 date=1547335240
Quote from: Steve Walmsley link=topic=8497. msg112089#msg112089 date=1547317854
Quote from: Tree link=topic=8497. msg112088#msg112088 date=1547315358
Can you still build components bigger than 500 tons on the ground? The lore says ships bigger than that can't handle the aetheric currents, so how does a sub-500 tons shuttle handle taking a 2500 tons engine from my factories to the orbital yard?

Maybe the engine itself is assembled in orbit.

I agree. . .

If we look at modern techniques at building large structures it makes sense that you build things modular and assemble them at the final destination.  You do this with most structures and large vehicles/vessels today.  I don't see why they would not do that in the future as well.

Modular construction is very effective and also good for upgrading, replacement, maintenance and repair etc. . .

I also think it is quite likely you have some sort of space lift capacity where you use a combination of anti-gravity and typical space lift technologies to get most stuff into orbit.

There can also be a combination of anti-gravity devices and strong tractor beams on the orbital space stations to act as space lifts or some such.

But I still think you bring up large pieces such as engines and other components broken down into modules.

Hi There First post after lurking forever.

One thing I have to say about this is the point that manufacturing in space is going to be cheaper in space.  (500 tons in space is 500 tons you don't have to carry on earth damnit)

Simply sending the raw material up to space and building whatever up there (what do you mean I can throw this piece of metal across the room?) would be cost savings in itself.

While building in the module would make sense on earth (See Airbus 380) "now" it wouldn't make sense in space if you have all the facilities in space (see "what do you mean I can throw this block of engines over the other side of the earth")

Yup. . .  said my piece and just wanna say super excited for C#
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Ranged66 on January 15, 2019, 09:07:03 AM »
Quick simple suggestion:

A checkbox for allowing empty starsystems.

I personally don't like them and always reroll them.
The Corporate Federation / Republic: Preliminary Report
« Last post by Kurt on January 15, 2019, 08:59:44 AM »
Preliminary Report on Dregluk possessions seized in the Houston system
Release limited to Senate Committee on Dregluk Affairs
Compiled by Senatorial Investigations, Dregluk Branch

Dregluk Alpha
This Dregluk colony is located on the third planet of the Houston system.  The planet has a diameter of 4,800 kilometers, approximately the size of Mercury.  The planet possesses only a trace atmosphere with an effective pressure of 0, but has a congenial average temperature of 4 degrees.  The planet is rated at a colony cost of 1.8 on the standard BuReLoc scale for Humans, and, interestingly, is also 1.8 for Dregluk.  The environment necessitates the presence of large amounts of infrastructure to provide atmosphere and food for any significant population. 

Orbital sensor analysis of the Dregluk colony prior to the bombardment and invasion established that the colony was composed of approximately 110 million Dregluk.  There was little to no industrialization of the planet detected.  Orbital surveys conducted by Republican forces prior to the bombardment were only able to identify several deep space tracking stations and a mass driver installation, leaving the intended purpose of this colony unknown.

Admiral Wallace’s forces employed SM-2 PLAM’s to destroy the planetary defenses prior to invasion.  These special weapons directly killed approximately 30 million Dregluk during the bombardment, and caused massive radiation poisoning of the environment.  This radiation poisoning is approximately four times worse than the current radiation levels on Earth, and it is estimated that this level of contamination will cause significant issues for the Dregluk population moving forward.   Based on experience with Earth’s contamination, it is estimated that the Dregluk population will suffer from an approximate 15.33% negative population growth in the coming year.  In addition, the dust thrown up into the atmosphere by the bombardment is expected to cause a global cooling of 2.77 degrees, although, given the generally congenial temperature of the planet this is not considered significant. 

As a result of the bombardment, the Dregluk colony was incapable of resisting Admiral Wallace’s Marine force.  The Dregluk colony effectively surrendered as soon as the Marines landed, however, it is not clear what if any civil organization they had.  There are no surviving leaders of any type, civil, military, or industrial.  While undoubtedly many died in the bombardment, it is unlikely that the bombardment killed every single leader, meaning it is likely that they suicided prior to the arrival of Admiral Wallace’s Marines.  This is consistent with every group of Dregluk taken captive since the start of the war. 

The initial survey of the colony’s resources and capabilities has raised more questions than it has answered.  There are currently no mines, construction factories, or indeed any sort of facilities that would justify emplacing a colony here at great expense (given the massive amount of infrastructure needed to support a population in excess of 100 million).  There are no mines present, and no indication that there ever were any mines.  Neither is there any trans-Newtonian resources present, such as there would be if this location was being used as a trans-shipment point for mines elsewhere in the system.  In short, there exists no evidence as to the purpose of this colony, and it is unlikely that such evidence was eliminated completely and totally either by the missing Dregluk leaders or by the bombardment. 

There is an additional interesting fact that was discovered as this preliminary report was being put together.  Pre-attack orbital surveys established that the Dregluk population was approximately 110 million.  There is only enough infrastructure currently present on the planet to support 102 million.  While it is likely that some of the infrastructure was destroyed by the bombardment, there are clear signs that the population had outgrown the infrastructure on the planet and indeed that it had a negative growth rate due to overcrowding. 

Both our team and the Naval Intelligence Team will continue to work on Dregluk Alpha, and attempt to gain insight into the reasoning of the Dregluk Imperium for placing this colony. 

Dregluk Bravo
This Dregluk outpost is located on the fourth planet of the Houston system.  The planet has a diameter of 15,000 kilometers, approximately 17% larger than Earth.   In spite of this the planet’s gravity is only slightly higher than Earth’s.  The planet possesses an oxygen-nitrogen atmosphere with a pressure of 1.01, but is much colder than Earth with an average temperature of -62.6 degrees.  The planet is rated at a colony cost of 1.97 on the standard BuReLoc scale for Humans, largely due to the temperature.  The planet is rated at a colony cost of 3.66 for the Dregluk, both because of the temperature and because the atmosphere has too much oxygen. 

Orbital surveys of the outpost prior to bombardment and invasion revealed that the Dregluk had a mining outpost here, with twenty-two mining complexes similar to our civilian mining facilities.  There was no infrastructure or population, aside from limited caretakers for the facilities.  There was a single battalion of Dregluk infantry deployed to this planet, presumably to secure the mining facilities. 

Admiral Wallace’s pre-invasion bombardment was targeted on the Dregluk battalion, which was completely destroyed.  In addition, the bombardment destroyed two of the mining facilities.  Admiral Wallace’s Marines secured the mining facilities, and a stockpile of approximately 8,000 standard units of TN resources. 
Mechanics / Re: Fixed the slowdowns, atleast 70% faster
« Last post by Jorgen_CAB on January 15, 2019, 08:58:24 AM »
Hi Jorgen_CAB

Well, first off, patience is not equal to turtling.    Hence why I used the word patience.    English is not my native tounge, but I will try to explain anyways.   
Rather with patience I mean that I spend 25-30% of the time in excel documents.    I make long plans and form my strategies according to my situation.    Just as I do when I run my company in RL.   

However, danger lurks at every step of the way, that doesn't mean that your grand strategies are invalid.    Your foremost weapon against anything is the economy and the logistics around it.   
The economy will setup your boundaries.    Hence you need to pay attention to population growth, minerals, fuel and wealth.    And not waste anything.    A surplus of population at any colony might be useful somewhere else.    Minerals sitting idle is no good, and think about where the best investment is, ship or planet components.    Fuel dictates your reach and endurance.    Wealth will decide how hard you can push your economy.    Everything needs to be balanced like a clock.    Hence why I spend so much time making formulas in Excel and forecast my Empires situation 5 - 10 years onwards.    The gain is no less in the details.   

Patience also means, how you go about exploring and how you engage your enemies.    Do you use the old WW2 style of attacking from behind AS distance or do you head straight in guns blazing, both are valid tactics.    But what will be the consequences of either of those? Where and what do I stand to gain or lose? How much minerals and fuel is a net loss in a missile battle?
You also need patience when designing all your techs and ships, by taking things step by step and make economically sound decisions.   

Patience also means, plan your logistics.    Maybe take a couple of hours and paus the game and setup a solid logistic system that can be scaled.    How much emtpy cargo space am I burning fuel for? But it is also necessary to make a solid military decision in this regard as well.   
You could even timetable your moving of assets, every day an automine sits idle is a netloss of X amount of minerals that can be mined elsewhere.    But that is perhaps taking it too far.    :-)

But what would be more sensible would perhaps let´s say, make a calculation how long it will take an asteroid miner with 10 vs 30 asteroid mining modules to pay its own cost back to the empire vs automines that are twice as expensive.   

All these things does not necessary mean Turtling per se.   

That set aside, I was honoring the topic and focused on "increment time" improvment.    People who have a hardtime playing 100 years in, might benefit from NOT starting with NPRs.   
I will set another testgame with a couple of NPRs and see how much this improves the game, just for the kicks of it.   

On a last note, indeed overcoming a tough challenge is much more worth than winning an easy game.   
But in as far as exploiting a game mechanic is as bad as making bad decisions.    So that was what I ment with patience is KEY.
Take your time and think things trough, but not as an insult but as a tip from the coach.   

Anyways, have a good day Sir :-)

Well... this is pretty much how I approach the game as well to understand the mechanic and know what is the most optimal thing to do.

But where we differ is in the role-play area... I don't do what is best for me. People do what is best for them and from their point of view in the game... I think that is the major difference in play-style.

People in large masses are not rational and decisions are made with lots of bias, lack of information, egotism and just stupidity (or brilliance depending on the outcome ;)  )

I full understand what you come from, but that is not really the way I play Aurora... I, most of the time, play up to ten factions at the same time as one example, trying my best for each to have a unique personality and culture.

I also have MANY game mechanic restrictions and rules addition to the game to make it very different from just straight up playing the game. Most of this in order to provide real challenges that comes with it... to provoke situations to be solved not only with brute force etc... some factions value human life and well being more than others which provide for very different focus and philosophies between factions. In one game I had a faction that valued wealth and social power as the most important thing and used it to get what it wanted through corruption and playing other factions against each other. They could not give a rats ass about missiles and troops and was among the strongest faction in my game. If you opposed them too much they could crash your economy or rally everyone else against you.

We all play the game in our own way, no way is the wrong way... ;) ...I just think that gaming the system to play optimally is no real challenge and not very fun so I just don't do that and incorporate real world politics, cultures and ethics. This impact how you can develop an economy and to what degree you are allowed to divert resources for military and how you conduct exploration. In the real world this is as much (if not mostly) politics than economics and so is wars.
C# Aurora / Re: C# Aurora v0.x Questions
« Last post by Father Tim on January 15, 2019, 07:56:54 AM »
I'm pretty sure Steve's point stands.  'Auto-Assign' does not assign ship's officers to 'Flag' Staffs, for lack of a clearer term.  NPR 'Officer AI' is not the same thing as Auto-Assign, and despite significant overlap does not follow the exact same rules nor fill the exact same positions.
C# Aurora / Re: C# Aurora v0.x Questions
« Last post by King-Salomon on January 15, 2019, 06:20:05 AM »
NPRs have their own code for assigning administrators.

sorry, I meant not civilian Administrators but the new Naval Admin-Command Commanders ... should have been more clearly
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