Test1 class Cruiser 16000 tons 2571 Crew 13117 BP TCS 320 TH 1500 EM 60
4687 km/s Armour 1-56 Shields 2-300 Sensors 66/66/0/0 Damage Control Rating 92 PPV 169
Annual Failure Rate: 33% IFR: 0.5% Maintenance Capacity 32760 MSP Max Repair 1800 MSP
Magazine 4
Gas Core Anti-matter Drive E2.5 (6) Power 250 Efficiency 0.25 Signature 250 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 22.5 billion km (55 days at full power)
Delta R300/6.25 Shields (1) Total Fuel Cost 6 Litres per day
Twin 10cm C16 Far Ultraviolet Laser Turret (6x2) Range 150,000km TS: 10000 km/s Power 6-32 RM 5 ROF 5 3 3 3 3 3 2 2 1 1 1
Twin 25cm C16 Far Ultraviolet Laser Turret (5x2) Range 800,000km TS: 10000 km/s Power 32-32 RM 5 ROF 5 16 16 16 16 16 13 11 10 8 8
40cm Railgun V8/C16 (3x4) Range 960,000km TS: 20000 km/s Power 36-16 RM 8 ROF 15 12 12 12 12 12 12 12 12 10 9
Fire Control S04 600-20000 (2) Max Range: 1,200,000 km TS: 20000 km/s 99 98 98 97 96 95 94 93 92 92
Size 1 Missile Launcher (4) Missile Size 1 Rate of Fire 10
Active Search Sensor S240-R63 (1) GPS 15120 Range 151.2m km Resolution 63
Thermal Sensor TH6-66 (1) Sensitivity 66 Detect Sig Strength 1000: 66m km
EM Detection Sensor EM6-66 (1) Sensitivity 66 Detect Sig Strength 1000: 66m km
ECCM-5 (1) ECM 50
Ok, lets see.
As allready mentioned, your passives are pathetic, endurance is pretty low and missile launchers without reloads are not worth anything.
Given your engine tech, your ships also seem to be on the slow side of things (this is, of course, just IMO, but I have encountered several precursors and they regualarly pull 6000+ km/s). Being slower than the enemy is a serious tactical drawback!
Small Turrets:
Your PD-Turrets (assuming that is the role you intend for the 10cm turrets) have too slow tracking speed, as 10.000km/s will not be nearly enough. You usually want that as high as you can get.
The guns, you are mounting in them are also way over-engineered, as your are using capacitator tech level 16. You need only level 3 to reach the maximum ROF of 5 sec/shot, this makes your turrets unnecesarily expensive
There also doesen´t seem to be a dedicated PD targeting system. You want to match the PD targeting system to match the performance of your PD weapons as closely as possible, to utilise that performace in an optimal way, without wasting space and money on something that won´t help anyway (i.e. matching tracking speed and range)
With 6 turrets, I´d suggest at least 3 PD targeting systems.
Large Turrets:
Also allready mentioned, mounting heavy weapons into turrets will bring up weight and cost enormously. What are you going to engage with those beasts? The tracking speed is too slow for enemy missiles and probably enemy fighers as well (and be serious overkill anyway) but very likely too fast for anything else.
I don´t have a problem with the targetings systems range being 150% of the heavy lasers range, as enemy ECM can reduce the range of it, but the tracking speed of 20.000, when the turret can only track 10.000 is definitely wasted.
I just realized, your Railguns can track at 20.000km/s even being hull mounted. This means, you have researched 20.000km/s tracking speed. This in turn means, mounting your lasers into turrets the way you have, you have spent a lot of weight, minerals and money on a turret, that actually slowes your tracking speed down by 50%
I can´t tell from the top of my head, but capacitator tech-level is very likely also unnecessary high, so get it down to where you are just bearely able to shoot all 5 seconds.
Railguns:
Nothing to critizize here, realy
Missile launcher:
Those fire size-1 missiles, so they are probably used in a PD role.
Check the reload tech. Given the tech level of your other gadgets, it might be much higher than what is needed to reach minimum reload speed (10 second)
There is no missile fire control, so you can´t fire the missiles you have, which is all of 1 shot for each launcher.
You need to design magazins and put them on. You need tons and tons of PD-missiles!
Sensors:
You´ve got very good sensors.
Now, that´s not something bad, but if you intend to mass produce this baby, and put a bunch of them into a single squadron, it´s a lot of wasted mass, minerals and money. A dedicated scout or two per squadron and only just adequat sensor coverage on the combatants is probably the better way
Following are my current 3-class family of cruisers. Now, they are definitely not perfect, but they work (at least they do against the precursors I have encountered so far).
Bayern VI class Escort Cruiser 8000 tons 703 Crew 1920.92 BP TCS 160 TH 338.8 EM 0
6050 km/s Armour 4-35 Shields 0-0 Sensors 24/16/0/0 Damage Control Rating 4 PPV 19
Annual Failure Rate: 128% IFR: 1.8% Maintenance Capacity 600 MSP Max Repair 168 MSP
Magazine 391
MTU Typ 88 Magnet-Plasmatriebwerk (mil) (11) Power 88 Efficiency 0.84 Signature 30.8 Armour 0 Exp 10%
Fuel Capacity 200,000 Litres Range 53.6 billion km (102 days at full power)
Krupp 100mm L30/R5 Mesonenkanone 67 Zwillingsturm (1x2) Range 30,000km TS: 20000 km/s Power 6-6 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Zuse AR 40/20 Feuerleitsystem (1) Max Range: 40,000 km TS: 20000 km/s 75 50 25 0 0 0 0 0 0 0
Siemens Typ 6 Fusionsreaktor (1) Total Power Output 6 Armour 0 Exp 5%
Mauser Typ 1 Wespenflug ARR-Werfer (10) Missile Size 1 Rate of Fire 10
Zuse RFL-1,9B Anti-Raketen Feuerleitsystem (2) Range 1.9m km Resolution 1
Moskito IV ARR (391) Speed: 32,800 km/s End: 2.6m Range: 5.1m km WH: 1 Size: 1 TH: 371 / 223 / 111
Telefunken Zugspitze III Raketen Suchradar (1) GPS 168 Range 1.7m km Resolution 1
Telefunken Matterhorn II Suchradar (1) GPS 8000 Range 80.0m km Resolution 50
Bosch Typ 24 Wärmesensor (1) Sensitivity 24 Detect Sig Strength 1000: 24m km
Bosch Typ 16 EM Sensor (1) Sensitivity 16 Detect Sig Strength 1000: 16m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Note the 391 missiles, this cruiser can carry. And I have run dry on on several encounters with precursors when I brought 3 or 4 ot those facing a similar amount of precursor missile cruisers!
Heidenheim III class Cruiser 7950 tons 895 Crew 1809 BP TCS 159 TH 308 EM 0
5534 km/s Armour 7-35 Shields 0-0 Sensors 11/11/0/0 Damage Control Rating 4 PPV 48
Annual Failure Rate: 126% IFR: 1.8% Maintenance Capacity 569 MSP Max Repair 144 MSP
MTU Typ 88 Magnet-Plasmatriebwerk (mil) (10) Power 88 Efficiency 0.84 Signature 30.8 Armour 0 Exp 10%
Fuel Capacity 200,000 Litres Range 53.9 billion km (112 days at full power)
Rheinmetall 250mm L250/R25 Magnetkanone 71 (6x4) Range 250,000km TS: 5534 km/s Power 15-3 RM 5 ROF 25 5 5 5 5 5 4 3 3 2 2
Zuse AS 320/6 Feuerleitsystem (1) Max Range: 320,000 km TS: 6000 km/s 97 94 91 88 84 81 78 75 72 69
Siemens Typ 6 Fusionsreaktor (3) Total Power Output 18 Armour 0 Exp 5%
Telefunken Weser III Suchradar (1) GPS 2100 Range 21.0m km Resolution 50
Telefunken Hesselberg III Suchradar (1) GPS 21 Range 210k km Resolution 1
Bosch Typ 11 Wärmesensor (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
Bosch Typ 11 EM Sensor (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
ECCM-1 (1)
Note: Magnetkanone = Railgun
This is a dedicated close-in-brawler and the armor shows it!
This design is not tested in combat yet, so I can only hope the armor lives up to the promises of Krupp, which produced it
A mix of 6 combat cruisers and 4 to 6 escort cruisers has worked for me, so far.
I will usually not mix close in brawlers with missile cruisers. They might be in the same task force, but will be put in two different squadrons
Each squadron will have at least one, preferably two scouts and I have been forced to accompany those squadrons with fuelers several times, because of their rather limited range of about 50 billon km.