That's what is happening in my empire right now.
A Note before I begin, this is played with a slightly modified database, wanted to muck around with different balancing between some of the parts, so if you notice something odd, you're probably not wrong. Some of the changes are very cheesable, but not something I will be doing, its not as fun. AI ship components for spoilers were adjusted to account for the edits, so they'll be competitive even so, its NPR's im less sure of.
We started exploring our neighbouring systems before we ever even had combat ships, but they were on the way. For years, the next major tech upgrade was so close at hand, it would have left the ships beyond simply obsolete before they were even built, so the design was updated, and pushed back, and back. Finally it would be over a year before the next tech developed, so prototype parts were quickly mocked up, ship designs were finalised, and work began on the components that would be the first combat force. By this time, I had 6 jump capable survey craft exploring neighbouring systems. And then it happened, a survey ship walked face first into a salvo of missiles it never even saw coming.The decision to lock in a design paid off, we were just weeks away from deploying our first actual combat ships. Just 15 years in, our fledgling little mass of people put real weapons in space. Not. Nearly. Enough.
We had a small set of 8kt naval yards, 5 in total, to produce the combat force, with some commonality to allow building any particular force faster than in just one yard. The fleet doctrine is for up to 20 destroyers with anti ship weaponry, to be backed up by a passive sensor ship, and active sensor ship, 4 PD gauss ships, and 5 pd railgun ships primarily intended for anti fighter/fac duty. With mid/late game tech, this makes for a very potent combat force that I can usually walk right through spoilers despite a slight tech disadvantage, and kill everything to be salvaged and benefited from.
My military tech levels at the time of the first ships rolling out were composite armor, 25cm railguns, ion drives, 1.75 engine power, 70% fuel, 4kkm/sec beam tracking, 160kkm range( doubled beam FC ranges, I am aware of the 5ls limitation - I'll have smaller FC's late game), unboosted reactors, Grav 16, EM 5 sensors, Gauss 2-2, gamma shields, thermal 6, EM 6.
With that tech, I started building up my combat force:
Ajax class Destroyer 8,000 tons 191 Crew 1402.5 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 15 PPV 8
Maint Life 2.42 Years MSP 548 AFR 102% IFR 1.4% 1YR 128 5YR 1926 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 1
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
25cm Railgun V6/C4 (1x4) Range 300,000km TS: 8281 km/s Power 15-4 RM 6 ROF 20 5 5 5 5 5 5 4 3 3 2
4x1 Fire Control S02 320-4000 (1) Max Range: 640,000 km TS: 4000 km/s 98 97 95 94 92 91 89 88 86 84
0.2 Gas-Cooled Fast Reactor PB-1 (2) Total Power Output 1.8 Armour 0 Exp 5%
0.7 Gas-Cooled Fast Reactor PB-1 (2) Total Power Output 6.3 Armour 0 Exp 5%
DD G16 E6 ASS MR1-R15 (1) GPS 72 Range 1.1m km Resolution 15
This design is classed as a Military Vessel for maintenance purposes
Leander class Destroyer Escort 8,000 tons 191 Crew 1408.5 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 16 PPV 6
Maint Life 3.49 Years MSP 715 AFR 78% IFR 1.1% 1YR 90 5YR 1347 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 1
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
10cm Railgun V6/C4 (2x4) Range 60,000km TS: 8281 km/s Power 3-4 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
1x4 Fire Control S02 80-16000 (1) Max Range: 160,000 km TS: 16000 km/s 94 88 81 75 69 62 56 50 44 38
0.7 Gas-Cooled Fast Reactor PB-1 (3) Total Power Output 9.45 Armour 0 Exp 5%
DDE G16 E6 ASS MR0.42-R5 (1) GPS 16 Range 420k km Resolution 5
This design is classed as a Military Vessel for maintenance purposes
Emerald class Destroyer Escort 8,000 tons 175 Crew 1326.5 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 16 PPV 9.12
Maint Life 3.05 Years MSP 622 AFR 85% IFR 1.2% 1YR 100 5YR 1504 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 0
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
Single Gauss R2-67 Turret 16k (1x2) Range 20,000km TS: 16000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
1x4 Fire Control S02 80-16000 (1) Max Range: 160,000 km TS: 16000 km/s 94 88 81 75 69 62 56 50 44 38
DDP G16 E6 ASS MR0.19-R1 (1) GPS 4 Range 190k km MCR 21k km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
Orion class Destroyer Escort 8,000 tons 178 Crew 1285.5 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 15 PPV 0
Maint Life 2.33 Years MSP 502 AFR 102% IFR 1.4% 1YR 126 5YR 1887 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 0
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
DDW G12 E6 ASS MR4-R1 (1) GPS 68 Range 4.1m km MCR 444k km Resolution 1
DDW G12 E6 ASS MR31-R60 (1) GPS 4080 Range 31.6m km Resolution 60
DDW G12 E6 ASS MR15-R15 (1) GPS 1020 Range 15.8m km Resolution 15
This design is classed as a Military Vessel for maintenance purposes
Orion's Shadow class Destroyer Escort 8,000 tons 181 Crew 1161 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 54/21/0/0 Damage Control Rating 15 PPV 0
Maint Life 2.42 Years MSP 476 AFR 97% IFR 1.4% 1YR 112 5YR 1680 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 1
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
Thermal Sensor TH9-54 (1) Sensitivity 54 Detect Sig Strength 1000: 54m km
EM Detection Sensor EM3.5-21 (1) Sensitivity 21 Detect Sig Strength 1000: 21m km
This design is classed as a Military Vessel for maintenance purposes
The build up was slow, even now, the fleet stands at 1 Orion, 1 Orion's Shadow, 8 Ajax, 2 Leander, and 2 Emerald. Intended fleet builds are 1,1,20,5,4, respectively. Barely halfway there.
With the evolution of technology, every ship built is currently v2 spec. Not one of the v2 upgrades cost more than 10% of a new build, and all upgraded inside 6 months compared to nearly 2 years new build.
- Ajax destroyers are upgraded from a 25cm railgun, to a 30cm with 60% more reach. Sensors upgraded to grav21, EM 11, range improved by 80%, and improved damage control.
- Leanders are the weakest of the round two upgrades. Sensors upgraded to grav21, EM 11, range improved by 80%, and improved damage control. They don't uprate in weaponry until I can build a bigger RoF-5 railgun, or get the same weapon at longer range.
- Emeralds doubled their Gauss PD with 4 shot gauss replacing the 2 shot. Sensors improved to grav21, EM 11, size increased, range improved by 1950%, and improved damage control. nearly 10x. Emerald 1 are myopic with 20kkm MCR, Emerald 2 have 402kkm MCR.
- Orion and Orion's Shadow classes are simply improved damage control and improved sensors, pulling about 80% range increase.
Ajax v2 class Destroyer 8,000 tons 190 Crew 1504 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 44 PPV 9
Maint Life 1.94 Years MSP 499 AFR 120% IFR 1.7% 1YR 173 5YR 2602 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 0
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
30cm Railgun V7/C4 (1x4) Range 490,000km TS: 8281 km/s Power 21-4 RM 7 ROF 30 7 7 7 7 7 7 7 6 5 4
4x1 Fire Control S02 320-4000 (1) Max Range: 640,000 km TS: 4000 km/s 98 97 95 94 92 91 89 88 86 84
0.7 Gas-Cooled Fast Reactor PB-1 (2) Total Power Output 6.3 Armour 0 Exp 5%
0.2 Gas-Cooled Fast Reactor PB-1 (2) Total Power Output 1.8 Armour 0 Exp 5%
DD G21 E11 ASS MR1.8-R15 (1) GPS 63 Range 1.8m km Resolution 15
This design is classed as a Military Vessel for maintenance purposes
Leander v2 class Destroyer Escort 8,000 tons 191 Crew 1484.5 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 46 PPV 6
Maint Life 3.54 Years MSP 754 AFR 78% IFR 1.1% 1YR 92 5YR 1387 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 1
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
10cm Railgun V6/C4 (2x4) Range 60,000km TS: 8281 km/s Power 3-4 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
1x4 Fire Control S02 80-16000 (1) Max Range: 160,000 km TS: 16000 km/s 94 88 81 75 69 62 56 50 44 38
0.7 Gas-Cooled Fast Reactor PB-1 (3) Total Power Output 9.45 Armour 0 Exp 5%
DDE G21 E11 ASS MR1-R5 (1) GPS 21 Range 1.0m km Resolution 5
This design is classed as a Military Vessel for maintenance purposes
Emerald v2 class Destroyer Escort 8,000 tons 175 Crew 1441 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 45 PPV 9.12
Maint Life 2.54 Years MSP 591 AFR 97% IFR 1.4% 1YR 128 5YR 1921 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 0
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
Single Gauss R2-67 Turret 16k (1x4) Range 20,000km TS: 16000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
1x4 Fire Control S02 80-16000 (1) Max Range: 160,000 km TS: 16000 km/s 94 88 81 75 69 62 56 50 44 38
DDP G21 E11 ASS MR3.7-R1 (1) GPS 34 Range 3.7m km MCR 402k km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
Orion's Shadow v2 class Destroyer Escort 8,000 tons 180 Crew 1279 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 99/20/0/0 Damage Control Rating 45 PPV 0
Maint Life 2.44 Years MSP 525 AFR 97% IFR 1.4% 1YR 122 5YR 1827 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 0
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
Thermal Sensor TH9-99 (1) Sensitivity 99 Detect Sig Strength 1000: 99m km
EM Detection Sensor EM3.25-19.5 (1) Sensitivity 19.5 Detect Sig Strength 1000: 19.5m km
This design is classed as a Military Vessel for maintenance purposes
Orion v2 class Destroyer Escort 8,000 tons 178 Crew 1423.5 BP TCS 160 TH 1325 EM 630
8281 km/s Armour 4-35 Shields 21-840 Sensors 1/1/0/0 Damage Control Rating 45 PPV 0
Maint Life 2.39 Years MSP 556 AFR 102% IFR 1.4% 1YR 134 5YR 2003 Max Repair 220.8 MSP
Intended Deployment Time: 24 months Spare Berths 0
HS23 P160 F070 T100 441.6 EP Ion Drive (3) Power 441.6 Fuel Use 174.54% Signature 441.6 Exp 16%
Fuel Capacity 1,745,000 Litres Range 22.5 billion km (31 days at full power)
Gamma R840/588 Shields (6) Total Fuel Cost 147 Litres per hour (3,528 per day)
DDW G21 E11 ASS MR9-R1 (1) GPS 90 Range 9.8m km MCR 1.1m km Resolution 1
DDW G21 E11 ASS MR76-R60 (1) GPS 5355 Range 76.0m km Resolution 60
DDW G21 E11 ASS MR38-R15 (1) GPS 1339 Range 38.0m km Resolution 15
This design is classed as a Military Vessel for maintenance purposes
And remember, I currently have 8 ajax v2, 2 emerald v2, 2 leander v2, 1 orion v2, and 1 orion's shadow, v2. I can probably fend off a
precursor attack, which is what I figure my survey craft found.
....Something worse came knocking. I am horribly inadequate to fight it at this time, I need probably another 30-50 years before I stand much chance in a straight fight.
I have advanced further in railguns, but can't spare any tonnage to uprate the ajax class yet. Currently their big change is a better firecontrol, which can actually meet their speed. Emeralds have uprated their FC to 20k km/s, have not yet replaced the turret with a 20kkm/s variant. Refitting the Ajax class begins.
I've been visited by
Invaders..... So far, I have been incredibly lucky, they've only sent 4 gatebuilders into sol, which i promptly destroyed and salvaged. So far the loot has been worthy, I hope for more
gifts before combat ships roll through....maybe they recognise my superiority and are offering tithes to pacify my latent aggression.....yeah...no.
leached tech points thus far:
- laminate composite armor 3600
- gauss rate 5 20,250
- BFC range 96 kkms 8,700
- BFC speed 6250kms 8,400
- Grav 28 2850
- turret gear 230
- eccm-1 850
- mag plasma drive 8200
- jump construction 180 module 100
Stellarator Fusion reactor tech, so I can use that mag plasma research, is still 6 months away. BFC 96kkm/s is 4 years away. 35cm railgun is 2 years away. shield regen 1.75 is 18 months away(currently 0.75). I have 42 labs. Not nearly enough, lol.
I have, in panicked desperation, decided to try a tactic that will let me steal even more goodies from
invaders if it works...maybe even stop them cold if it works well enough. Or it fails and I die in a few puffs of laser fire and nuclear detonations. Either way, I expect major casualties. The priority technology is now microwaves. I plan to build fighters with the longest reaching microwave I can pack onto them. Take a page from the swarm, and swamp the
invaderswith numbers, escorted by the main fleet until fairly close, then surge forward out of the pd cover, to try and get close and knock sensors off line.
The destroyers can take a bit of
invader fire I think, and any fire directed at them, is not directed at the microwave craft. Each destroyer has 21hp of shielding and 4-35 armor....I may need to increase this. I have enough firepower to kill the ships, If I can life long enough to get to fire on them enough times.
The next revision is likely going to carry a very limited capability backup BFC, for knifefighting, and a return to heavily subdivided fuel tanks - i've derped and put the majority of the fuel capacity into a very large tank, which is the second most likely htk target.....
I don't usually have
invaders on until I can handle
precursors reliably, figured I'd live dangerously this time, small population, industrial and tech base, unboosted income/industry. I'm not even certain a full fleet of destroyers could win any fight the
precursors can bring right now, and I get
invaders.....
I am so screwed, lol.