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Offline Steve Walmsley (OP)

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Solarian Empires - Part 1 (Background)
« on: January 02, 2014, 03:28:52 PM »
This is a new test campaign for v6.40. As this is intended to be a more in-depth campaign than Race to the Stars I've spent more time on the background.

Solarian Empires Campaign

By 2050 a new space race was underway. Russia had established settlements on the Moon, the European Space Agency was colonising Mars and a multi-national effort led by the United States was attempting to create colonies on the Galilean Moons of Jupiter. However, China and India had abandoned their nascent space programs and were concentrating their efforts on increasing their military strength on Earth. The rivalry between the emerging superpowers was growing into a new Cold War. As the threat of all-out war grew, other nations began seeing their extra-terrestrial colonies as an insurance policy against a potential cataclysm on Earth.

In 2052 the first corporate colony was established on Titan by a Scandinavian conglomerate eager to exploit the moon’s mineral resources. Even with the new terraforming technology, conversion of Titan to a habitable world was not possible so the company began a series of genetic engineering experiments to adapt its workers to conditions on the moon. While such experiments would have been illegal almost anywhere on Earth, there were no laws on Titan except those set by the company. Later the same year, a settlement funded by an alliance of Arab states led by Saudi Arabia was established on Mercury. While Mars, or even the Moon, was a less hostile destination, the founders of the Mercury colony wanted to create an Islamic world untainted by outside influence.

The drive for new technology to support the colonization effort led to a breakthrough into Trans-Newtonian technology in 2054. Research efforts concentrated on freighters and colony ships powered by Trans-Newtonian engines, terraforming technology and methods of increasing production. With transit times between Earth and the colonies now reduced to weeks or even days, the settlements grew rapidly. Without the intense pressure of space exploration driving their research efforts, China and India were temporarily left behind in the technology race and raced to catch up. In 2056 an Indian research team, aided by a high-placed agent in the European Space Agency, made the breakthrough into Trans-Newtonian technology. China’s own program was several months behind and the Chinese leadership saw the Indian achievement as a serious threat to its security.

Although the colonising powers had concentrated their efforts on the commercial applications of the new technology, the Chinese believed India would use the research to gain an overwhelming advantage in weapons technology and then launch a first strike. This was deemed unacceptable. A strike team trained by China but consisting of Tamil separatists penetrated the Indian research facility, eliminated the research team and destroyed key installations before being trapped by security forces. Information extracted from the surviving members of the strike team by the Indian Intelligence Bureau led straight back to the Chinese. India launched retaliatory airstrikes against ‘terrorist training camps’ in China and the situation escalated rapidly into a full-scale conventional war.

Realising that due to the huge manpower reserves of China and India and the geological obstacles between them a purely conventional war was unlikely to be decisive, other nations accelerated their colonization efforts, devoting greater and greater proportions of their tax revenues to fund their space programs as the threat of nuclear conflict grew. This resulted in increasing unrest in many countries as welfare programs were severely reduced, especially as those welfare recipients saw their chances of a place on a colony ship as slim to none.

The Union of South American Nations, a political and economic alliance between the countries of South and Central America, had been growing in strength since the early 2030s and had reached the point where it could be considered as another emerging superpower. However it was still in the shadow of the United States. As the latter power concentrated more and more of its resources on the Jupiter program, along with the UK, Canada, Australia and Japan, the once powerful US military was in decline. The USAN had not established any colonies, partly because the voters had reacted badly to any candidates proposing to divert funds to space exploration and partly because there were still considerable disagreements between the member nations. The one subject that did unite the countries of the USAN was their belief that the US had somehow sabotaged their economic development over the last century. Sensing the USA had taken its eye off the terrestrial ball, the USAN saw an opportunity to right perceived wrongs and prepared to launch a full scale ground attack across the Mexico – US border.

At the height of global tension, catastrophe came from a totally unexpected direction. The broken remnants of an asteroid, smashed apart in a collision millions of years ago, hurtled into the inner Solar system from well above the ecliptic. Cold, dark and undetected, the hail of rocks struck Earth over a period of several hours, causing massive devastation across the globe. The northern hemisphere was hit hardest, with Russia, Europe and North America all but wiped out. Several thousand cubic kilometres of dust and debris was blasted high into the atmosphere, cutting off the heat from the Sun and plunging the Earth into a new ice age. Billions died and the survivors were left wandering the frozen ruins of a desolate world.

The governments of China, India and the USAN were by far the largest functioning political entities to survive the catastrophe. While their respective nations had been reduced almost to the stone age, they used whatever resources remained to help the survivors. It was decades before the skies cleared, by which time most of the Earth was functioning at little more than a 19th century level of technology. While the knowledge was mostly retained, the industrial base had to be rebuilt from scratch. Even as they rebuilt, the three governments viewed each other with suspicion and reconstituted their militaries along with their infrastructure. China remained officially the People’s Republic of China, a single party state, while the Republic of India eventually returned to a form of democracy after decades of emergency rule. Even so, voting rights were restricted to a small section of the population. The nations of the USAN merged into a single government known as the Latin Alliance. While officially a democracy, it was in reality an oligarchy ruled by several powerful families and suffered considerable levels of corruption. By 2200 AD, the three powers had surpassed their pre-war level of technology and were building up their space-based forces, confronting each other and casting their gaze on the other worlds in the Sol system. Each of the three Earth-based powers had a population of approximately 1200m.

After the cataclysm on Earth, the extra-terrestrial colonies were thrown back on their own meagre resources. Fortunately, the emphasis on colonization resulting from the cold war between India and China had provided the colonies with an industrial base that gave them a chance to survive. Even so, the colonies went through a long period of starvation, deprivation and disease. Eventually, they passed the point of merely surviving and began to build new worlds. Terraforming installations were re-activated and each colony began to transform the world on which it lived. Cities grew on newly habitable worlds until the combined populations of the colonies exceeded that of Earth. Research facilities were established and the technological base expanded. By the latter part of the 22nd century, the colonies could begin to consider the universe beyond their own doorsteps and began building up forces to guard their hard-won territory against any predatory moves by other powers.

Martian Union (NPR)
Mars: Atmosphere 1.03 atm, 68% nitrogen, 17.5% oxygen, 14.5% carbon dioxide. Gravity 0.38G. Temperature 13C.
The original colonists of Mars came from Europe and built settlements on national lines. As a result of the post-Cataclysm hardships, those national colonies pooled their resources and eventually formed a Union to match the old European Union on Earth. The political leadership and naval forces of the Martian Union are dominated by descendants of the original French colonists while the citizens of what were originally German settlements provide the leadership in the spheres of industry and research. Mars has been terraformed to the point where its environment is similar to Earth. The population in January 2200 was approximately one billion.

Russia (NPR)
Moon: Atmosphere 0.63 atm, 63.5% nitrogen, 19% greenhouse gas, 17.5% oxygen. Gravity 0.17G. Temperature -9C.
The Moon was colonized exclusively by the Russian Federation and as such its culture has remained resolutely Russian. The pan-lunar state is still referred to as Russia, although the Moon has long been known to the colonists as Novaya Zemlya, or New Land. The terraforming installations used by the original colonists were among the most primitive available at the time and the last one failed before terraforming could be completed as planned. Despite that, the Moon had been terraformed to the point at which human habitation without specialized infrastructure was possible. The air is thinner than on Earth and the average temperature of -9C is definitely on the chilly side. Rather than complain, the Russian colonists declared they liked it cold and even when the economy had advanced to the point where new terraforming installations could be constructed, they declined to build any on the basis they had become used to the environment the way it was. The population of Novaya Zemlya at the start of the 23rd century was 800m.

Jovian Federation (Player Race)
The Galilean Moons in orbit of Jupiter were colonized by several different nations. The United States colonized Ganymede, the largest moon in the solar system, while the United Kingdom established its settlements on Callisto. Canada and Australia both selected Europa for their colonies and Japan founded the city of New Tokyo on Io. Although each colony initially attempted to survive on its own, it soon became apparent that cooperation was beneficial for all parties. Each colony suffered different shortages and hardships and was helped by its neighbours. Colony ships and freighters moved back and forth between the moons, extending the limited supply of fuel for as long as they could. At the time, fuel production was very low on the list of necessities. A council was formed with representatives of each colony to allocate resources and over time the members of this council were elected by the colonists on the individual moons. A political union based on the council system was proposed and quickly accepted, giving birth to the Jovian Federation. Since then the council has expanded considerably and become known as the Senate, with Senators elected from each colony. A popularly elected president and a judicial branch were added, resulting in a political system not unlike that of the old United States, except that there is only one chamber in the legislature and political parties are outlawed. The tradition of the original council is that each senator must form his own opinion and stand by his own vote on each issue.

The terraforming technology of the nations colonising the Galilean Moons was the best available at the time of the Cataclysm and has been improved since then. Each moon has been terraformed in the same way, creating an environment similar to a warm temperate climate on Earth. The atmospheres are twenty percent denser than Earth’s with 86% of that atmosphere being an artificially created safe greenhouse gas and the other 14% oxygen. Average surface temperature is 19.5C. By January 2200 each moon had a population of approximately two hundred and fifty million, giving the Jovian Federation a total population of one billion.

United Mercurian Emirates (NPR)
Mercury: Atmosphere 0.75 atm, 84% anti-greenhouse gas, 16% oxygen. Gravity 0.38G. Temperature 35C.
The Arabian colonists on Mercury viewed the virtual destruction of the Earth as a sign from Allah that he viewed their endeavour favourably, striking down the corruption on Earth in favour of their untainted community. Even the subsequent struggle to survive was seen a trial to test their faith. Despite horrendous conditions and high death rates in the early years after the Cataclysm, the faith of the colonists remained strong and the colony endured. As terraforming improved the environment and productivity grew, the colonists could turn their attention beyond matters of simple survival. The result was a series of religious conflicts caused by arguments over doctrinal interpretations and the colony splintered into rival groups. Over decades the groups evolved into Emirates, small states ruled by dynastic monarchs, but the conflicts continued. In the late 22nd century the emirates were finally united once more by a powerful and charismatic leader who became known as the Caliph. With the conflicts resolved, at least temporarily, the terraforming operation was completed. Rather than reduce the temperature to the same level of Earth, the atmosphere was adjusted to create an environment similar to that of Arabia. The Caliph decreed that the faithful would live as their ancestors once did. The population of the United Mercurian Emirates in January 2200 was 600m.

Star Vikings (NPR)
Titan: Atmosphere 3.30 atm, 50% greenhouse gas, 46% nitrogen, 4% oxygen. Gravity 0.14G. Temperature -43C.
The only corporate colony in existence at the time of the Cataclysm was the Scandinavian settlement on Titan, Saturn’s largest moon. It was the smallest colony in existence as well as the furthest from Earth but benefited from bio-research facilities that boosted food production and continued to modify the genome of the inhabitants to match their environment. Despite the extreme conditions, the settlers on Titan suffered less than the colonists further in-system. Terraforming continued throughout the post-Cataclysm period until it was finally abandoned in the mid-22nd century when the limitations of the technology had been reached. Despite an atmosphere more than three times as dense as on Earth, the temperature could not be pushed above -43C.

The leader of the colony at this point was a descendant of the original colony manager, not entirely sane and a fervent believer in the advantages of the ongoing genetic engineering. The target of the his radical genome modification program was to create a new species that was perfectly adapted to the freezing, high pressure environment. With the solar system’s most skilled genetic engineers on Titan, his vision was realised within ten years. By 2200, the inhabitants of Titan could no longer be classed as human. The dynastic corporate line, along with its mental health issues, continued with the next leader of the colony, who came to power in 2195 and insisted on being called “Erik the Red”. A devotee of the old Norse Sagas, Erik saw the population of Titan as a new breed of Viking, ready to launch voyages of exploration and conquest across the solar system and beyond. By January 2200 the population of Titan was 600m.

Game Setup
TN start. 2 NPRs (plus Sol system NPRs). 150% difficulty. Truce Clock 15 years.
Jovian Federation: 40 Research Facilities, 1600 Factories, 800 Mines, 160 Auto-mines, 9 Shipyards (80,000 Naval, 524,000 Commercial)

History of the Jovian Federation Volume III: The Early Interstellar Era

Jovian Industry
At the dawn of the 23rd century, each of the four Jovian home worlds performed a different function within the Federation. Ganymede was the capital, the primary mining site and the location of all ground force training facilities. Europa was the main naval base and home to both the orbital shipyards and the Jovian fuel refineries. Io was the industrial hub with construction and ordnance factories while Callisto hosted the Jovian research establishment.

Io Survey Report
Duranium 2,467,798  Acc: 1
Neutronium 1,444,468  Acc: 0.1
Corundium 74,611  Acc: 0.4

Europa Survey Report
Duranium 868,509  Acc: 0.8
Vendarite 1,536,385  Acc: 0.9
Sorium 1,497,735  Acc: 0.9
Uridium 284,580  Acc: 0.8

Ganymede Survey Report
Duranium 575,400  Acc: 1
Neutronium 245,700  Acc: 0.7
Corbomite 79,900  Acc: 0.5
Tritanium 183,400  Acc: 0.4
Boronide 88,400  Acc: 0.6
Mercassium 94,100  Acc: 0.8
Vendarite 69,900  Acc: 0.5
Sorium 144,450  Acc: 0.8
Uridium 163,000  Acc: 0.8
Corundium 107,400  Acc: 0.7
Gallicite 153,400  Acc: 1

Jovian Federation Navy
The primary role of the Federation Navy in 2200 was to protect the home worlds, although with the recent development of jump drives and gravitational sensors it would soon be called upon to explore the galaxy. Before describing the vessels and organization of the JFN it is worth a moment to examine the nomenclature of the Federation in general and the Navy in particular. The early settlers survived a life-threatening ordeal while orbiting a gas giant named after the king of the Roman gods and living on moons named after figures from Greek mythology. Therefore it is not surprising that the population of the Jovian moons developed an affinity, some might say an obsession, with Roman and Greek history and mythology. The old Gods made a comeback, although mainly as comforting superstitions rather than organized religion. Families would often have one or more small shrines for their house Gods and grand temples were built for the major deities, although more as tourist attractions than serious places of worship. The nomenclature of commercial enterprise reflected the mythos permeating Jovian society, resulting in names such as Prometheus Stardrives or Vesta Interstellar. The Navy, a venerated institution since its colonial forebears provided the means to unite the worlds of the Federation, took an even more traditional view than society in general. Commercial vessels were generally named after minor deities while warship names were either Latin or based on mythological figures or creatures. Even the organization of the Federation ground forces was loosely based on the Roman Empire.

The primary firepower of the Federation Navy was provided by the Invictus class missile cruiser, a 12,000 ton vessel designed entirely as a missile launching platform. The sensor suite was limited to the bare minimum required to target and launch the vessel’s complement of Javelin anti-ship missiles while the operational range of the ship was only about six billion kilometres, allowing for a return journey. While the design appears to have several weaknesses, those apparent flaws must be seen within the context of the period. When the Invictus existed only in the computers of Jovian shipwrights, the future of the human race (and the genetically engineering Scandinavians in the Saturnian system, which were predictably referred to as Titans by the citizens of the Federation) seemed to be restricted to the Sol system. Almost the entire anticipated operational area of the new missile cruisers fell within the sensor coverage provided by planetary installations and the Skywatch forces. Long-range independent operations were not even viewed as a serious design consideration. The Invictus was intended to operate within the orbit of Saturn and to unleash the maximum possible firepower against targets that had already been tracked and identified by Skywatch Command. When the Jovian Federation Navy began to operate outside the Sol system, the logistical limitations of the Invictus would become apparent. Four ships were in service on January 1st 2200; Inceptris, Indomitus, Impavidus and Invictus

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Invictus class Missile Cruiser    12,000 tons     302 Crew     1723 BP      TCS 240  TH 960  EM 0
4000 km/s     Armour 5-46     Shields 0-0     Sensors 1/11/0/0     Damage Control Rating 5     PPV 50
Maint Life 2.08 Years     MSP 449    AFR 230%    IFR 3.2%    1YR 138    5YR 2071    Max Repair 120 MSP
Intended Deployment Time: 11.9 months    Spare Berths 0    
Magazine 650    

Prometheus Stardrives PS-240 Ion Drive (4)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 500,000 Litres    Range 13.4 billion km   (38 days at full power)

Ares Missile Systems AMS-5A Missile Launcher (10)    Missile Size 5    Rate of Fire 40
FN/SPG-5 Missile Fire Control (2)     Range 105.6m km    Resolution 100
Javelin Anti-ship Missile (130)  Speed: 25,000 km/s   End: 68.6m    Range: 103m km   WH: 9    Size: 5    TH: 83/50/25

FN/SPS-3 Active Search Sensor (1)     GPS 9600     Range 105.6m km    Resolution 100
FN/SLR-2 Passive EM Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

The long-range striking capability of the Invictus was supported by the close-range firepower of the Minotaur class Destroyer. After expending its ordnance, the Invictus was defenceless so the Minotaur was designed to protect the Invictus from attack by energy-armed combatants of the other Solarian powers and to provide the same protection to the orbital infrastructure of the home worlds. The Minotaur was armed with nine 15cm ultraviolet lasers and a single 19cm spinal laser and, despite its smaller size, benefitted from stronger armour protection than the Invictus. Four ships were in service on January 1st 2200; Cerberus, Minotaur, Pegasus and Phoenix.

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Minotaur class Destroyer    9,000 tons     255 Crew     1364.2 BP      TCS 180  TH 720  EM 0
4000 km/s     Armour 6-38     Shields 0-0     Sensors 1/11/0/0     Damage Control Rating 4     PPV 42
Maint Life 2.24 Years     MSP 379    AFR 162%    IFR 2.2%    1YR 102    5YR 1527    Max Repair 120 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

Prometheus Stardrives PS-240 Ion Drive (3)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 500,000 Litres    Range 17.9 billion km   (51 days at full power)

Apollo-Artemis 19cm Spinal Laser (1)    Range 192,000km     TS: 4000 km/s     Power 9-3     RM 3    ROF 15
Apollo-Artemis 15cm C3 Near Ultraviolet Laser (9)    Range 180,000km     TS: 4000 km/s     Power 6-3     RM 3    ROF 10
FN/SPG-6 Beam Fire Control (2)    Max Range: 192,000 km   TS: 4000 km/s     95 90 84 79 74 69 64 58 53 48
Gas-Cooled Fast Reactor (7)     Total Power Output 31.5    Armour 0    Exp 5%

FN/SPS-3 Active Search Sensor (1)     GPS 9600     Range 105.6m km    Resolution 100
FN/SLR-2 Passive EM Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

The smallest warship in the Jovian inventory in 2200 was the Aquila class escort, intended to protect its larger siblings from missile attack. The 6000 ton vessel could launch sixty Gladius anti-missile missiles every minute. Some critics at the time believed the Aquila was too small to survive in a clash between modern battle fleets. The Aquila’s supporters highlighted that its low cost would allow a greater number of escort vessels and the loss of any individual ship would be therefore lessened. Time would tell which school of thought was correct. Six ships were in service on January 1st 2200; Aquila, Cygnus, Leonis, Orca, Scorpii and Volantis.

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Aquila class Escort    6,000 tons     135 Crew     931.36 BP      TCS 120  TH 480  EM 0
4000 km/s     Armour 4-29     Shields 0-0     Sensors 1/11/0/0     Damage Control Rating 3     PPV 10
Maint Life 2.52 Years     MSP 291    AFR 96%    IFR 1.3%    1YR 64    5YR 954    Max Repair 144 MSP
Intended Deployment Time: 3 months    Spare Berths 3    
Magazine 400    

Prometheus Stardrives PS-240 Ion Drive (2)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 260,000 Litres    Range 13.9 billion km   (40 days at full power)

Ares Missile Systems AMS-1A Missile Launcher (10)    Missile Size 1    Rate of Fire 10
FN/SPD-9 Anti-Missile Fire Control (2)     Range 15.8m km    Resolution 1
Gladius Anti-missile Missile (400)  Speed: 33,600 km/s   End: 2.1m    Range: 4.2m km   WH: 1    Size: 1    TH: 145/87/43

FN/SPD-8 Missile Detection Sensor (1)     GPS 144     Range 15.8m km    MCR 1.7m km    Resolution 1
FN/SLR-2 Passive EM Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

The Athena class sensor platform was the eyes of the early 23rd century Jovian Federation Navy. The ship served purely as a mobile platform for the huge SPY-4 System Surveillance Array with its billion kilometre range. While orbiting one of the home worlds the Athena could monitor the entire orbit of Mars and everything within it, providing early warning of any attack by the Sunward Powers. Saturn was one point four billion kilometres away in January 2200 and as Jupiter was ahead of Saturn in its orbit that distance would continue to increase for several years. Even so, any ships from Titan heading to Jupiter would be detected long before they could attack. Both Athenas were part of Skywatch Command, an organization responsible for the orbital defences of the home worlds.

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Athena class Sensor Platform    4,800 tons     155 Crew     1148.6 BP      TCS 96  TH 240  EM 0
2500 km/s     Armour 1-25     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 0
Maint Life 3.12 Years     MSP 897    AFR 30%    IFR 0.4%    1YR 139    5YR 2078    Max Repair 800 MSP
Intended Deployment Time: 36 months    Spare Berths 0    

Prometheus Stardrives PS-240 Ion Drive (1)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 250,000 Litres    Range 16.7 billion km   (77 days at full power)
FN/SPY-4 System Surveillance Array (1)     GPS 104000     Range 1,003.4m km    Resolution 130

Each of the four Jovian home worlds was protected by a trio of Orpheus class Orbital Weapon Platforms. While the class was equipped with a single, highly fuel efficient engine they were for all intents and purposes stationary orbital bases, intended to remain permanently in orbit of Callisto, Europa, Ganymede and Io, protecting them against missile attack. Each Orpheus had four fire control systems with six 10cm fast-firing lasers linked to each fire control, which provided each home world with seventy-two lasers capable of firing every five seconds. The duty of the Jovian Federation Navy was to prevent any attack on the home worlds. In the event the JFN could not fulfil that duty, the Orpheus bases of Skywatch Command would be the last line of defence.

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Orpheus class Orbital Weapon Platform    10,000 tons     311 Crew     1518.4 BP      TCS 200  TH 60  EM 0
300 km/s     Armour 5-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 99.36
Maint Life 3.75 Years     MSP 474    AFR 160%    IFR 2.2%    1YR 53    5YR 791    Max Repair 58 MSP
Intended Deployment Time: 36 months    Spare Berths 0    

Prometheus Stardrives PS-60SE Ion Drive (1)    Power 60    Fuel Use 11.14%    Signature 60    Exp 5%
Fuel Capacity 110,000 Litres    Range 17.8 billion km   (685 days at full power)

Twin 10cm Laser Turret (12x2)    Range 48,000km     TS: 16000 km/s     Power 6-6     RM 3    ROF 5        3 3 3 2 0 0 0 0 0 0
FN/SPG-7 Beam PD Fire Control (4)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor (18)     Total Power Output 81    Armour 0    Exp 5%
FN/SPD-10 Missile Detection Sensor (1)     GPS 32     Range 3.5m km    MCR 383k km    Resolution 1

The ships of the Hyperion class were the first gravitational survey vessels of the Jovian Federation Navy, intended to lead its exploration of the galaxy. They were designed for voyages of up the three years and therefore equipped with spacious crew accommodation, extensive engineering decks and large fuel capacities. They also carried the first operational Jovian jump drives. Their sensor suite was very capable for a ship of that size with the largest passive sensor mounted in any Jovian ship to date. On January 1st 2200 four ships were in service; Asteria, Helios, Hyperion and Selene.

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Hyperion class Gravitational Survey Vessel    6,000 tons     142 Crew     823.6 BP      TCS 120  TH 360  EM 0
3000 km/s    JR 3-50     Armour 1-29     Shields 0-0     Sensors 1/33/3/0     Damage Control Rating 5     PPV 0
Maint Life 4.55 Years     MSP 429    AFR 57%    IFR 0.8%    1YR 34    5YR 505    Max Repair 100 MSP
Intended Deployment Time: 35 months    Spare Berths 0    

Vesta Interstellar VJ-6 Military Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Prometheus Stardrives PS-180E Ion Drive (2)    Power 180    Fuel Use 27.28%    Signature 180    Exp 7%
Fuel Capacity 1,000,000 Litres    Range 110.0 billion km   (424 days at full power)

FN/SPS-11 Active Search Sensor (1)     GPS 5760     Range 57.8m km    Resolution 120
FN/SLR-12 Passive EM Sensor (1)     Sensitivity 33     Detect Sig Strength 1000:  33m km
Gravitational Survey Sensors (3)   3 Survey Points Per Hour

The four ships of the Prometheus class, Oceanus, Perses, Prometheus and Tethys, carried out the original geological survey of the Sol system. They lacked the jump drives of the more modern Hyperions and in January 2200 they were stationed in Ganymede orbit, ready to survey any new systems that were discovered. At the time, they were the smallest vessel of any type operated by the Jovian Federation.

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Prometheus class Geological Survey Vessel    3,000 tons     73 Crew     591.9 BP      TCS 60  TH 180  EM 0
3000 km/s     Armour 1-18     Shields 0-0     Sensors 1/11/0/3     Damage Control Rating 3     PPV 0
Maint Life 6.81 Years     MSP 370    AFR 24%    IFR 0.3%    1YR 14    5YR 208    Max Repair 100 MSP
Intended Deployment Time: 33 months    Spare Berths 0    

Prometheus Stardrives PS-180E Ion Drive (1)    Power 180    Fuel Use 27.28%    Signature 180    Exp 7%
Fuel Capacity 500,000 Litres    Range 110.0 billion km   (424 days at full power)

FN/SPS-11 Active Search Sensor (1)     GPS 5760     Range 57.8m km    Resolution 120
FN/SLR-2 Passive EM Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Geological Survey Sensors (3)   3 Survey Points Per Hour

The Minerva class freighter and the Aeternitas class colony ships were still relatively new designs in 2200 and, in anticipation of interstellar colonization, both allowed for much greater operational ranges than the Jovian warships classes. Three Minervas and two Aeternitas has been constructed before the start of the 23rd century.

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Minerva class Freighter    47,050 tons     247 Crew     959 BP      TCS 941  TH 2400  EM 0
2550 km/s     Armour 1-116     Shields 0-0     Sensors 1/11/0/0     Damage Control Rating 1     PPV 0
MSP 13    Max Repair 75 MSP
Intended Deployment Time: 3 months    Spare Berths 2    
Cargo 25000    Cargo Handling Multiplier 15    

Prometheus Stardrives PS-300C Commercial Ion Drive (8)    Power 300    Fuel Use 6.19%    Signature 300    Exp 5%
Fuel Capacity 500,000 Litres    Range 30.9 billion km   (140 days at full power)
FN/SLR-2 Passive EM Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

Code: [Select]
Aeternitas class Colony Ship    37,000 tons     287 Crew     1528.2 BP      TCS 740  TH 2100  EM 0
2837 km/s     Armour 1-98     Shields 0-0     Sensors 1/11/0/0     Damage Control Rating 1     PPV 0
MSP 26    Max Repair 75 MSP
Intended Deployment Time: 3 months    Spare Berths 0    
Cryogenic Berths 70000    Cargo Handling Multiplier 15    

Prometheus Stardrives PS-300C Commercial Ion Drive (7)    Power 300    Fuel Use 6.19%    Signature 300    Exp 5%
Fuel Capacity 500,000 Litres    Range 39.3 billion km   (160 days at full power)
FN/SLR-2 Passive EM Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

In 2200, Jupiter possessed almost five million tons of accessibility 0.9 Sorium. The Vulcan class was designed to harvest that Sorium to provide fuel for the Jovian Federation Navy. Because the home worlds all orbited within two million kilometres of Jupiter, the Vulcan’s single engine was more than sufficient to deliver its fuel directly to the fleet base on Europa without the need for tankers. Three Vulcans were in service in early 2200.

Code: [Select]
Vulcan class Fuel Harvester    80,150 tons     335 Crew     1327.6 BP      TCS 1603  TH 300  EM 0
187 km/s     Armour 1-165     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 10    Max Repair 75 MSP
Intended Deployment Time: 3 months    Spare Berths 1    
Fuel Harvester: 30 modules producing 720000 litres per annum

Prometheus Stardrives PS-300C Commercial Ion Drive (1)    Power 300    Fuel Use 6.19%    Signature 300    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 36.3 billion km   (2243 days at full power)

The single Hercules class Tug was a workhorse used to move shipyards that were constructed on Io to the naval base on Europa. In the event there was a need to move any of the harvesters or OWP away from the Jovian system, the Hercules would carry out the task.

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Hercules class Tug    26,850 tons     274 Crew     1087 BP      TCS 537  TH 3000  EM 0
5586 km/s     Armour 1-79     Shields 0-0     Sensors 1/11/0/0     Damage Control Rating 1     PPV 0
MSP 25    Max Repair 100 MSP
Intended Deployment Time: 3 months    Spare Berths 3    
Tractor Beam    

Prometheus Stardrives PS-300C Commercial Ion Drive (10)    Power 300    Fuel Use 6.19%    Signature 300    Exp 5%
Fuel Capacity 250,000 Litres    Range 27.1 billion km   (56 days at full power)

FN/SPN-1 Navigation Sensor (1)     GPS 2080     Range 20.1m km    Resolution 130
FN/SLR-2 Passive EM Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

to be continued...
« Last Edit: January 26, 2014, 01:28:05 PM by Steve Walmsley »
 
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Offline Maltay

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Re: Solarian Empires Part 1 - Background
« Reply #1 on: January 03, 2014, 05:15:30 AM »
Out of curiosity, why 150% difficulty?
I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve.
 

Offline Panopticon

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Re: Solarian Empires Part 1 - Background
« Reply #2 on: January 03, 2014, 02:04:12 PM »
Probably because he made the game and needs a challenge.
 

Offline Hydrofoil

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Re: Solarian Empires Part 1 - Background
« Reply #3 on: January 04, 2014, 09:10:17 AM »
Cant wait for this patch should make it so much easier to survive on multi starts lol Look forward to reading this campaign.
 

Offline Wolfius

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Re: Solarian Empires Part 1 - Background
« Reply #4 on: January 09, 2014, 03:05:01 PM »
Curious; why the passive EM sensors instead of thermals?
 

Offline Steve Walmsley (OP)

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Re: Solarian Empires Part 1 - Background
« Reply #5 on: January 09, 2014, 04:50:14 PM »
Curious; why the passive EM sensors instead of thermals?

Partly because my EM tech is 11 compared to 6 for thermal and partly because EM signatures from active sensors are generally stronger than thermal emissions from engines.
 

Offline Charlie Beeler

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Re: Solarian Empires Part 1 - Background
« Reply #6 on: January 09, 2014, 06:53:25 PM »
Partly because my EM tech is 11 compared to 6 for thermal and partly because EM signatures from active sensors are generally stronger than thermal emissions from engines.

Same reason I've quit using thermals.  The detection ranges for thermals are dangerously short.  I've found using actives for primary detection backed up with EM's that will detect my own active signatures at extended ranges much more effective.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Brian Neumann

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Re: Solarian Empires Part 1 - Background
« Reply #7 on: January 09, 2014, 07:43:31 PM »
The only time I use thermals is when I have a fleet that is trying to sneak up on a target.  I don't want the active emmissions, and I can have a dedicated scout with a huge (25+ hull spaces) thermal sensor.  This usually lets me spot missile's in time to turn active sensors on and engage with final point defense fire.  Even with this I usually have a light ship with just a resolution 1 active sensor that can pick up missiles at a couple of million km.  This lets me get my amm into action as well, without having an active sensor signal that can be detected at long range.

Brian
 

Offline Zenrer

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Re: Solarian Empires Part 1 - Background
« Reply #8 on: January 10, 2014, 04:24:24 AM »
Quote
Code: [Select]
Invictus class Missile Cruiser    12,000 tons     302 Crew     1723 BP      TCS 240  TH 960  EM 0
4000 km/s     Armour 5-46     Shields 0-0     Sensors 1/11/0/0     Damage Control Rating 5     PPV 50
Maint Life 2.08 Years     MSP 449    AFR 230%    IFR 3.2%    1YR 138    5YR 2071    Max Repair 120 MSP
Intended Deployment Time: 11.9 months    Spare Berths 0    
Magazine 650    

Prometheus Stardrives PS-240 Ion Drive (4)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 500,000 Litres    Range 13.4 billion km   (38 days at full power)

Ares Missile Systems AMS-5A Missile Launcher (10)    Missile Size 5    Rate of Fire 40
FN/SPG-5 Missile Fire Control (2)     Range 105.6m km    Resolution 100
[b]Javelin Anti-ship Missile (130)  Speed: 25,000 km/s   End: 68.6m    Range: 103m km   WH: 9    Size: 5    TH: 83/50/25[/b]

FN/SPS-3 Active Search Sensor (1)     GPS 9600     Range 105.6m km    Resolution 100
FN/SLR-2 Passive EM Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

The smallest warship in the Jovian inventory in 2200 was the Aquila class escort, intended to protect its larger siblings from missile attack.   The 6000 ton vessel could launch sixty Gladius anti-missile missiles every minute.   Some critics at the time believed the Aquila was too small to survive in a clash between modern battle fleets.   The Aquila’s supporters highlighted that its low cost would allow a greater number of escort vessels and the loss of any individual ship would be therefore lessened.   Time would tell which school of thought was correct.   Six ships were in service on January 1st 2200; Aquila, Cygnus, Leonis, Orca, Scorpii and Volantis. 

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Aquila class Escort    6,000 tons     135 Crew     931.36 BP      TCS 120  TH 480  EM 0
4000 km/s     Armour 4-29     Shields 0-0     Sensors 1/11/0/0     Damage Control Rating 3     PPV 10
Maint Life 2.52 Years     MSP 291    AFR 96%    IFR 1.3%    1YR 64    5YR 954    Max Repair 144 MSP
Intended Deployment Time: 3 months    Spare Berths 3    
Magazine 400    

Prometheus Stardrives PS-240 Ion Drive (2)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 260,000 Litres    Range 13.9 billion km   (40 days at full power)

Ares Missile Systems AMS-1A Missile Launcher (10)    Missile Size 1    Rate of Fire 10
FN/SPD-9 Anti-Missile Fire Control (2)     Range 15.8m km    Resolution 1
[b]Gladius Anti-missile Missile (400)  Speed: 33,600 km/s   End: 2.1m    Range: 4.2m km   WH: 1    Size: 1    TH: 145/87/43[/b]

FN/SPD-8 Missile Detection Sensor (1)     GPS 144     Range 15.8m km    MCR 1.7m km    Resolution 1
FN/SLR-2 Passive EM Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

Quick question, what tech did you have for your missiles by this point? How big a portion of the total missile size was left for warhead, fuel capacity and agility? Also, how developed were your missile fire controls + sensors in order to pack as much firepower into 6k/9k/12k ships as you did, they seem to be rather well equipped, is this only in version 6. 4 that this can be done?
« Last Edit: January 10, 2014, 04:27:39 AM by Zenrer »
 

Offline Steve Walmsley (OP)

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Re: Solarian Empires Part 1 - Background
« Reply #9 on: January 10, 2014, 07:30:22 AM »
Quick question, what tech did you have for your missiles by this point? How big a portion of the total missile size was left for warhead, fuel capacity and agility? Also, how developed were your missile fire controls + sensors in order to pack as much firepower into 6k/9k/12k ships as you did, they seem to be rather well equipped, is this only in version 6. 4 that this can be done?

There are no changes in v6.40 that would affect this. The techs are currently:

Ion Engines

Warhead Strength: 5
Missile Agility: 32
Fuel Consumption 0.7

Active Sensor Strength: 16
EM Sensor Strength: 11

Javelin is 1.8 MSP for warhead, 2.6 for engine, 0.5 for fuel and 0.1 for passive sensor
Gladius is 0.2 MSP for warhead, 0.7 for engine, 0.01 for fuel for 0.09 for agility

Steve
 

Offline sloanjh

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Re: Solarian Empires Part 1 - Background
« Reply #10 on: January 10, 2014, 08:05:27 AM »
Hi Steve,

  I just had a thought - you seem to be generating a lot of NPR in nearby systems in the last two campaigns.  Have you checked that the bug where system ID generation is biased to early numbers (which would have NPR) hasn't crept back in?

John
 

Offline Steve Walmsley (OP)

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Re: Solarian Empires Part 1 - Background
« Reply #11 on: January 11, 2014, 03:03:24 PM »
Hi Steve,

  I just had a thought - you seem to be generating a lot of NPR in nearby systems in the last two campaigns.  Have you checked that the bug where system ID generation is biased to early numbers (which would have NPR) hasn't crept back in?

John

I've checked. Generation of the system number is random. BTW the aliens in Alpha Centauri were generated after game start when the system itself was generated,
 

Offline sloanjh

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Re: Solarian Empires Part 1 - Background
« Reply #12 on: January 12, 2014, 12:31:35 PM »
Just lucky then, I guess :)

John
 

Offline Jackal Cry

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Re: Solarian Empires - Part 1 (Background)
« Reply #13 on: January 31, 2014, 04:31:33 AM »
Steve,

How do you create NPRs and assign them things? How do you create extra player races to choose from in the same game? I cannot for the life of me figure out, and I can't find any posts that deal with the matter. I am using v6.30.

Please. Any help would be appreciated.
 

Offline Steve Walmsley (OP)

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Re: Solarian Empires - Part 1 (Background)
« Reply #14 on: January 31, 2014, 09:24:51 AM »
Steve,

How do you create NPRs and assign them things? How do you create extra player races to choose from in the same game? I cannot for the life of me figure out, and I can't find any posts that deal with the matter. I am using v6.30.

Please. Any help would be appreciated.

Go into SM mode, open the F9 window, pick a suitable planet and click Create Empire. A window pops up that allows you to specify various parameters for the new race, including whether they are a player race or an NPR