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This is really cool, I am following with great anticipation. I do hope that China's industrial lead doesn't make it to overpowered, but the growing alliance against them should counteract that for now.
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C# Aurora / Re: Collateral Damage
« Last post by Hazard on Today at 08:45:04 AM »
Would it be possible to instead create a randomised list of all facilities on planet and assign damage from the top in descending order and according to HP every round of combat?

You'd refresh the list every construction pulse because you need to account for new construction anyway. I understand this can cause odd results like a 400 HP research facility eating all collateral damage during a construction pulse and just not breaking at lower tech levels, thereby not suffering any collateral facility damage during that construction pulse. On the other hand, the list refreshes every 5 days or so it's not likely to stay on the top of the list.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Ranged66 on Today at 05:45:33 AM »
A suggestion on the ground combat:

Population could contribute some troops/strength as well, depending on the loyalty and happiness of the planet.  A planet that loves its empire will have many patriotic citizens taking up arms themselves to help fend off the invaders, while a planet that already hates the ruling empire might even aid the invaders in getting captured.
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C# Aurora / Re: Collateral Damage
« Last post by Steve Walmsley on Today at 05:11:54 AM »
I've coded collateral damage based on my original idea but in such a way that the formula for damage amount can be easily adjusted. At the moment, there is no capacity element to the formula.

Once the total damage to a population is calculated, it is allocated as a series of 2-point energy weapon attacks. This is because infrastructure has 2 hit points. A construction factory (20 HP) would have a 10% chance of being destroyed, etc.. I think it is realistic that a domed city or something similar is likely to take a lot of damage if heavy weapons are involved.

In addition to the installation damage, the collateral (energy) damage increases the dust level by 5% of the damage amount and inflict civilian casualties at the rate of 2,000 per point of damage.
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C# Aurora / Re: Collateral Damage
« Last post by Hazard on Today at 04:54:30 AM »
Habitation domes, clean air and water infrastructure, for Ocean worlds under water and over water cities. Infrastructure can mean a lot of things.

Keep in mind though that even a single 1000 soldier strong regiment can deliver 1 point of collateral damage per round (6 hours) at Techlevel 4, while heavier forces cause ever more damage per round for the same size. Heavy Bombardment is the worse in this regard at about 0.01 damage per size of the weapon. And as techlevels increase this only gets worse and worse, while orbital assaults are unlikely to be small affairs outside of minor settlements.

Being modeled as Energy Weapon attacks on facilities, collateral damage will also toss up dust into the atmosphere, so if a battle gets big enough and lasts long enough you are likely to see colony cost escalate. You may be able to build a nice buffer for some grace, but that will mean deliberately shipping infrastructure around so it requires either attention or wealth. And finally, unless you are dedicating construction factories to Infrastructure production you can't produce Infrastructure fast enough, even high trade good production planets can't keep up with that.

I've no issue with Infrastructure becoming a bit of padding. Get a battle going long enough and it's not going to help. Although civilian casualties would also be nice to see modeled, when it comes to ground combat.
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C# Aurora / Re: Collateral Damage
« Last post by Father Tim on Today at 04:05:39 AM »
So far we've been talking about damage to installations -- various types of factories and the like -- but Hazard brings up a good point.  Should collateral damage apply to Infrastructure as well?  If Col Cost 2.0 (or sometimes 3.0) worlds most frequently represent domed cities and pressurized bubbles, shouldn't combat damage those?

We'd need to be careful that Infrastructure doesn't become 'protective padding' on low Col Cost worlds (my homeworlds are always producing the stuff faster than it can be shipped) -- maybe use Agricultural worker percentage or Col Cost to determine losses?

Of the top of my head, maybe something like each point of Collateral Damage destroys (Colony Cost)% of Infrastructure?  (Iterate each point, so 110 collateral damage leaves 33% Infrastructure, not zero.)
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The Chinese Perspective
China has never historically been an imperialist military power. China's space policy is guided by the simple reality of resource scarcity and overpopulation; by 2031, the Chinese population is approaching 2 billion. China needs to secure the moon and Mars as colonies in order to avoid ecological disaster if not an all-out Malthusan collapse.

China's plan for interplanety colonization is:
Withdraw from the Outer Space Treaty, which prevents any nation from making a terrorial claim on an extraterrestrial body, as soon as convenient.
Continue naval build-up in order to enforce Chinese territorial claims on the moon and Mars.
Shift industrial production towards terraforming installations. As China possesses by far the largest Trans-Newtonian industrial base, it is the only country capable of undertaking such an ambitious plan as terraforming another world.
Relocate a sizeable amount of industrial production to the moon, in order to prevent a crippling first strike from Earth-based anti-satellite weapons.
Once terraforming of the moon and Mars begins, focus on mineral development, surveying and claiming resource-rich bodies. Earth has, at most, 100 years of Trans-Newtonian resources left at current production levels.

September 2032
The European Union establishes its first permanent lunar colony.

Diplomacy Update - 2033
The United States and European Union sign a mutual security agreement, affirming every nation's right to freely navigate and colonize the solar system (EU-USA Alliance). Despite attempts at reconciliation after the "Mars incident", Sino-American tensions continue to rise (US/China relations fall to belligerent). China's rival India begins making diplomatic overtures towards the United States as well (US/India relations improve to friendly), while relations between India and the EU cool (EU-India relations fall to distrustful). Sino-Russian relations are also declining (Russia/China relationship reduced to neutral). Feeling threatened, China and the Arab League enter into a mutual defense agreement (China/Arab League Alliance).

February 2033
India has over a million colonists on the moon, and to protect them against the Chinese naval threat has begun working on its own fleet of Trans-Newtonian warships. The first six of these come into service in February 2033.

Code: [Select]
FF-1 class Frigate    1 000 tons     28 Crew     95.625 BP      TCS 20  TH 31  EM 0
1550 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 3
Maint Life 12.27 Years     MSP 60    AFR 8%    IFR 0.1%    1YR 1    5YR 11    Max Repair 20 MSP
Intended Deployment Time: 3 months    Spare Berths 6   

31.25 EP Nuclear Thermal Engine (1)    Power 31.25    Fuel Use 165.96%    Signature 31.25    Exp 12%
Fuel Capacity 100 000 Litres    Range 10.8 billion km   (80 days at full power)

10cm Railgun V1/C2 (1x4)    Range 10 000km     TS: 1550 km/s     Power 3-2     RM 1    ROF 10        1 0 0 0 0 0 0 0 0 0
Fire Control S00.5 10-1250 (1)    Max Range: 20 000 km   TS: 1250 km/s     50 0 0 0 0 0 0 0 0 0
Pressurised Water Reactor PB-1 (1)     Total Power Output 2    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 20     Range 1 000k km    MCR 109k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

November 2033
The latest Chinese warships, the Jiangwei-class of missile destroyers, are delivered. They are essentially an enlarged Luhu. Chinese anti-ship missile technology has also been substantially improved, but not yet tested in combat.

Code: [Select]
Jiangwei class Missile Destroyer    4 000 tons     121 Crew     398.5 BP      TCS 80  TH 80  EM 0
1000 km/s     Armour 3-22     Shields 0-0     Sensors 1/5/0/0     Damage Control Rating 1     PPV 21
Maint Life 3.1 Years     MSP 62    AFR 128%    IFR 1.8%    1YR 10    5YR 146    Max Repair 30 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Magazine 99   

20 EP Nuclear Thermal Engine (4)    Power 20    Fuel Use 96%    Signature 20    Exp 10%
Fuel Capacity 250 000 Litres    Range 11.7 billion km   (135 days at full power)

10cm C2 Infrared Laser (4)    Range 30 000km     TS: 1250 km/s     Power 3-2     RM 1    ROF 10        3 1 1 0 0 0 0 0 0 0
Fire Control S01 20-1250 (1)    Max Range: 40 000 km   TS: 1250 km/s     0 0 0 0 0 0 0 0 0 0
Pressurised Water Reactor PB-1 (8)     Total Power Output 8    Armour 0    Exp 5%

Mk 1 Size 3 Missile Launcher (3)    Missile Size 3    Rate of Fire 90
Missile Fire Control FC6-R20 (1)     Range 6.7m km    Resolution 20
Mk 2 Size 3 ASM (33)  Speed: 7 500 km/s   End: 13.4m    Range: 6m km   WH: 2    Size: 3    TH: 27/16/8

Active Search Sensor MR6-R20 (1)     GPS 600     Range 6.7m km    Resolution 20
Active Search Sensor MR1-R1 (1)     GPS 30     Range 1.5m km    MCR 163k km    Resolution 1
EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

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

This design is classed as a Military Vessel for maintenance purposes

December 2033
Japan becomes the next nation with an armed presence in space, as the Japanese Space Self-Defense Force launches three Akikaze-class destroyers. Japan now has the spacelift capability to establish an extraterrestrial colony, but has not, due to the high tensions.

Code: [Select]
Akikaze class Destroyer    4 000 tons     109 Crew     397.5 BP      TCS 80  TH 100  EM 0
1250 km/s     Armour 6-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 15
Maint Life 2.98 Years     MSP 62    AFR 128%    IFR 1.8%    1YR 10    5YR 157    Max Repair 40 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

25 EP Nuclear Thermal Engine (4)    Power 25    Fuel Use 167.7%    Signature 25    Exp 12%
Fuel Capacity 340 000 Litres    Range 9.1 billion km   (84 days at full power)

R1.5/C2 Meson Cannon (2)    Range 15 000km     TS: 1250 km/s     Power 3-2     RM 1.5    ROF 10        1 0 0 0 0 0 0 0 0 0
10cm Railgun V1/C2 (3x4)    Range 10 000km     TS: 1250 km/s     Power 3-2     RM 1    ROF 10        1 0 0 0 0 0 0 0 0 0
Fire Control S00.5 10-1250 (2)    Max Range: 20 000 km   TS: 1250 km/s     50 0 0 0 0 0 0 0 0 0
Pressurised Water Reactor PB-1 (5)     Total Power Output 10    Armour 0    Exp 5%

Active Search Sensor MR2-R1 (1)     GPS 40     Range 2.0m km    MCR 218k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Diplomacy Update: 2034
The United States and India sign a mutual-defense pact to contain the threat of Chinese aggression on the moon and Mars (USA/India allied). Tensions rise between the UK, China, and the Arab League in response (UK/Arab League relationship falls to distrustful, UK/China relationship falls to belligerent). Russia's relationships with the Arab League and India are cooling as well (Russia/Arab League relationship falls to distrustful, Russia/India to neutral). Tensions between India and China over lunar mining rights are reaching a crisis point (India/China relations fall to hostile!).

October 2034
China deploys two battalions of "peacekeeping forces", equipped with prototype Trans-Newtonian equipment, to the moon and Mars. India and the United States lodge formal diplomatic protests, which are ignored.

December 2034
The United Kingdom commissions their first space warship, HMS Leopard. The Leopard is comparable to the latest Chinese Q-2 class frigate, of which half a dozen are already in service.

Code: [Select]
Leopard class Frigate    1 000 tons     35 Crew     111.625 BP      TCS 20  TH 31  EM 0
1550 km/s     Armour 1-8     Shields 0-0     Sensors 5/5/0/0     Damage Control Rating 1     PPV 3
Maint Life 15.45 Years     MSP 70    AFR 8%    IFR 0.1%    1YR 1    5YR 8    Max Repair 20 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

31.25 EP Nuclear Thermal Engine (1)    Power 31.25    Fuel Use 165.96%    Signature 31.25    Exp 12%
Fuel Capacity 90 000 Litres    Range 9.8 billion km   (72 days at full power)

10cm C2 Infrared Laser (1)    Range 30 000km     TS: 1550 km/s     Power 3-2     RM 1    ROF 10        3 1 1 0 0 0 0 0 0 0
Fire Control S01.2 20-1562.5 (1)    Max Range: 40 000 km   TS: 1562 km/s     75 50 25 0 0 0 0 0 0 0
Pressurised Water Reactor PB-1 (1)     Total Power Output 2    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 20     Range 1 000k km    MCR 109k km    Resolution 1
Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

This design is classed as a Military Vessel for maintenance purposes

Meanwhile, The Americans commission three new Minneapolis-class cruisers. Their new duranium armour scheme greatly improves on the San Francisco-class in both protection and firepower.

Code: [Select]
Minneapolis class Cruiser    5 000 tons     123 Crew     513 BP      TCS 100  TH 125  EM 0
1250 km/s     Armour 6-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 18
Maint Life 4.53 Years     MSP 128    AFR 100%    IFR 1.4%    1YR 10    5YR 152    Max Repair 60 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

31.25 EP Nuclear Thermal Engine (4)    Power 31.25    Fuel Use 165.96%    Signature 31.25    Exp 12%
Fuel Capacity 480 000 Litres    Range 10.4 billion km   (96 days at full power)

10cm C2 Infrared Laser (2)    Range 30 000km     TS: 1250 km/s     Power 3-2     RM 1    ROF 10        3 1 1 0 0 0 0 0 0 0
10cm Railgun V1/C2 (4x4)    Range 10 000km     TS: 1250 km/s     Power 3-2     RM 1    ROF 10        1 0 0 0 0 0 0 0 0 0
Fire Control S00.5 10-1250 (1)    Max Range: 20 000 km   TS: 1250 km/s     0 0 0 0 0 0 0 0 0 0
Fire Control S01 20-1250 (1)    Max Range: 40 000 km   TS: 1250 km/s     0 0 0 0 0 0 0 0 0 0
Pressurised Water Reactor PB-1 (12)     Total Power Output 12    Armour 0    Exp 5%

Active Search Sensor MR3-R1 (1)     GPS 60     Range 3.0m km    MCR 327k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Diplomacy Update - 2035
In order to ease the rising tension in the system, China makes some diplomatic overtures through the United Kingdom (UK/Chinese relations improve to distrustful), and an end to the crisis between India and China is successfully negotiated (India/China relations improve to belligerent)

The Balance of Power, 2035
The Nations of Earth have largely split into two factions. The United States, UK, Japan, European Union, and India stand more or less united in opposition to China's expansion and military build-up; China has leveraged her economic ties to Africa and the Middle East to form a security and economic partnership with the Arab League, although the latter is perhaps two years away from being able to contribute militarily. Russia remains an international pariah, completely left behind in the race to space.

China now maintains a colony of 8.69 million people on the surface of the moon, and another 430,000 on Mars - infrastructure development has slowed in order to develop local industry. The European Union has a population of 2.41 million on the moon. India has 2.04 million, and another 600,000 colonists on Mars. The United States has a Mars colony of 350,000 people.

The Arab League maintains a small fleet of survey ships, and no warships as yet.

China is the system's leading military power, with six Jiangwei-class and six Luhu-class missile destroyers, thirty Q-1 and eighteen Q-2-class frigates in service, for a total of 90,000 tons.

The European Union has a fleet of survey ships and auxiliaries to support their lunar colony, and will soon be ready to lay down their first warships.

India has a single DD-1-class particle beam destroyer, and 24 FF-1-class railgun frigates - 27,000 tons total.

Japan has six Akikaze-class destroyers in service - 24,000 tons.

Russia has yet to develop a Trans-Newtonian space program.

The UK has only the 1,000-ton Leopard, although the first three 4,000-ton Centaur-class cruisers are slated to be delivered in mid-January 2035.

The United States has six San Francisco-class railgun cruisers in service, and three Minneapolis-class - 45,000 tons.
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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« Last post by Viridia on Today at 02:49:16 AM »
Started a new game for a change of pace. Going quite nicely, only explored three systems but found a massive bounty of 442 installations on a planet in Barnards Star, and also founded a colony in Ross 128 thanks to the millions of tons of minerals in the system.
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C# Aurora / Re: C# Aurora Changes Discussion
« Last post by Hazard on Yesterday at 04:44:48 PM »
Heavy Bombardment does surprisingly well against heavy armour, even better than an MAV weapon, if we go by size of the weapon.

Of course, like the HAV it guzzles supplies in comparison, but Heavy Bombardment does a pretty good job against anything lighter as well simply by firing more often.
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C# Aurora / Re: Collateral Damage
« Last post by Hazard on Yesterday at 04:39:51 PM »
*snip*
Comments welcome.

*snip*

The thing about combat is that it's very much constrained by logistics. What can I say, armies are ravenous when it comes to supplies, and you do need to be able to supply that. And that means you either fly it in, you rail it in, you sail it in or you drive it in. This inevitably means that no matter what, even fairly newly settled worlds are likely to see a lot of combat in and around the places they live. Even fully automated mining colonies are likely to see most combat happen around major mining complexes and any surface/orbit infrastructure. It's where the goods are, it's where the money and the people are, and it's where you can move supplies around the easiest.

That doesn't mean that there won't be combat outside those inhabited regions, many battles for sections of the planet will start with maneuvers to cut off or establish corridors of supply, and remote sections of roads, railways or bridges are really good choices for that because long supply lines are really hard to defend continuously. There's a reason WW1 and 2 saw extensive convoying, and it's this exact problem.

And the issue of logistical path constraints gets even worse the higher the colony cost, but interestingly enough there's reason here to have a cut off below which the risk collateral damage (well, to non-infrastructure installations) drops considerably. A heavily populated planet with a colony cost requirement is likely to have an expansive network of transit systems that move goods and people between major population areas, which may be covered, but below that population count there simply has neither been time nor the desire nor the economical development to fund such a convenience, and all travel will be in fully environment rated independent vehicles. Which means that every battle will effectively be an assault on a fortified city simply because of the way infrastructure constraints work in real life.

Sure, you are less likely to damage the facilities manned by the people in a sprawling environmental hazard protection complex (or a bunker in other words), but you are extremely likely to compromise their infrastructure and thus their lives, likely causing increased casualties through losses of infrastructure alone, while combat in the city itself will inevitably involve the civilian populace who have no option of escape.

It also makes sense in this case for defenders to prefer a defense further afield, because otherwise the risk to habitation zones becomes much greater.
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