Aurora 4x
New Players => The Academy => Topic started by: Robbie on September 08, 2014, 04:02:20 AM
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Hello all,
given that I'm pretty new to Aurora (but I have to say am already addicted) I thought to post my current learning game, is not an AAR but only my decisions step to step, in this way I hope to learn the game both in the hard way and thanks your hints/tips.
Sorry for my English :)
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Even if the tutorial says to start from Trans-Newtonian point I prefer the Conventional one because I can understand more features in this way.
Starting Year: 2000
Comets: 1
Republic, Terran Federation
Jump Points: 6
No missile Bases checked, there is a bug that kill all the crews ( I know that I can use Space Master to rebuild all of them but I prefer avoid this option).
Sol System
Precursors and Star Swarm checked.
NPR: 1
Edit: Version game 6.43
For the settings see attachment for more detail.
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I read almost all tutorials but unfortunately some are outdated but thanks this forum I have been able to understand several things anyway.
This game will be my third attempt but the first one that I will try to continue past 20 years, in fact my first serious attempt.
Minerals
I have not been so lucky, only 1,281,800 as total and only 224,400 as Duranium.
I created a Geology Team (Rating 100) hoping to find more ones.
Governor of Earth
I guess I have a good leader here, +5% Factory Production, +20% Wealth Creation and + 10% Mining
Research
A very good scientist in an important sector, +30% Costruction/Production, my first tech is Trans-Newtonian with all labs involved (5)
About 2 years
Industry
Not sure what is the best option but I need good leaders therefore I'm using all my factories to build a Military Academy
Shipyards
The tutorial Survey ships have a far better range but reading the forum the version 6. x changed a lot of things, now have a military engine is a big problem especially in the early stage.
Therefore I will use a commercial engine but I need more space and I'm already increasing the ton capacity by 1000.
Fleet HQ
I assigned my only Rear Admiral to this HQ but at the moment I guess is useless (not sure which are the best skills for this kind of command either)
All other assignments taken.
Ground Leaders
The best ones will be assigned to Low Tech Units until something better will be created
Team
I will try to fulfill several teams keeping my best guys active until they will be ready to join a ship or a ground unit.
No more actions at the moment.
Race Settings attached (cosmetic)
Edit: my Geology team found absolutely nothing.
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After 1 year several leaders gain some skill increments, Governor gains +5% Logistics but I guess is only useful with shipping stuff (loading/unloading).
Anyhow I add another slipway.
Stockpiles and wealth are growing.
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Finally we completed the first Tech!
I have only 2 scientists but they are good, +30% in Costruction/Production and +30% in Power and Propulsion
Pressurised Water Reactor 3 labs (1 year)
Research Rate 240 RP 2 labs (about 5. 5 year)
The Academy is ready and now is time to convert 1000 Conventional Industry in something else:
100 CI to Construction Factory (40%)
100 CI to Mine (40%) no Automated for the cost
1 Research Lab (10%)
1 Military Academy (10%) I need lot more scientists
Then I will increase again both slipways to 4000 tons.
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Thermal Engine Tech completed, start Fuel Consumption 0. 9, then Geological Survey and Active Grav sensors.
Sometimes even Teams can increase their skills.
Moreover I have been lucky enough to have a Sensor and Fire Control scientist at 20%
Continuing to convert 100 CI in CF and Mines but at lower ratio (30%) each one.
Double annual Minerals productions: 2007.5 (182 Mines)
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Ok, time to build and research the first components:
Active Search Sensor MR10-R100
Active Sensor Strength: 20 Sensitivity Modifier: 50%
Sensor Size: 2 HS Sensor HTK: 1
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 10,000,000 km
Range vs 1000 ton object: 400,000 km
Range vs 250 ton object: 25,000 km
Chance of destruction by electronic damage: 100%
Cost: 20 Crew: 4
Materials Required: 20x Uridium
Development Cost for Project: 200RP
100 EP Commercial Nuclear Thermal Engine
Engine Power: 100 Fuel Use Per Hour: 9.55 Litres
Fuel Consumption per Engine Power Hour: 0.095 Litres
Engine Size: 40 HS Engine HTK: 20
Thermal Signature: 100 Exp Chance: 5
Cost: 25 Crew: 20
Materials Required: 25x Gallicite
Commercial Engine
Development Cost for Project: 250RP
Finally I can design my first ship:
Discovery class Geological Survey Vessel 3,700 tons 69 Crew 426.4 BP TCS 74 TH 100 EM 0
1351 km/s Armour 1-21 Shields 0-0 Sensors 1/1/0/3 Damage Control Rating 2 PPV 0
Maint Life 3.13 Years MSP 144 AFR 54% IFR 0.8% 1YR 22 5YR 331 Max Repair 100 MSP
Intended Deployment Time: 3 months Spare Berths 0
100 EP Commercial Nuclear Thermal Engine (1) Power 100 Fuel Use 9.55% Signature 100 Exp 5%
Fuel Capacity 50,000 Litres Range 25.5 billion km (218 days at full power)
Active Search Sensor MR10-R100 (1) GPS 2000 Range 10.0m km Resolution 100
Geological Survey Sensors (3) 3 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
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I want to build 2 of them, ETA April 2009
Next research:
Jump Point Theory
Mining Production 12 tons
Reading the Summary Tab I have 0 as Protection Level but I don't see any problem (anyhow I thought that ground units were enough)
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Your homeworld never requires protection to maintain order. Ground units are not exactly enough. They can quell disorder, but it will keep happening until the people are appeased.
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Thanks Barkhorn!
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Ship ready, they are split in two Task Groups heading to Mars and Mercury with the order "Survey Next Five System Bodies"
Will be necessary a lot of time to explore the system.
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One other point, you can build a geo survey ship as a commercial ship, since geo sensors are HS 1. In the long term it will be easier to maker your geo survey ships commercial.
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Geo sensors are 5 HS, but they aren't treated like normal sensors and are commercial. Grav sensors are military, though.
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One other point, you can build a geo survey ship as a commercial ship, since geo sensors are HS 1. In the long term it will be easier to maker your geo survey ships commercial.
Interesting, therefore initially I have to build a Commercial Shipyard and wait until someone build the ship?
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Interesting, therefore initially I have to build a Commercial Shipyard and wait until someone build the ship?
Civilian shipping is not the same as Commercial shipyards.
Commercial ships are ships built and controlled by you same way military are but have a commercial engine (HS>=25 + PWR<=50), and no weapons at all + no sensors bigger then HS1.
So you need to build the shipyard, design the ship, order it and give orders to it yourself.
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Thanks Alex!
Survey missions are going well even if very few bodies are worth:
Rocky Planets: 12 Surveyed: 7
Gas Giants: 4 Surveyed: 5
Moons: 101 Surveyed: 91
Asteroids: 478 Surveyed: 133
The best ones are:
Io
Duranium 5,860,108 Acc: 0.7
Boronide 3,056,064 Acc: 0.4
Mercassium 3,250,052 Acc: 0.3
Sorium 47,751 Acc: 0.9
Corundium 1,077,382 Acc: 0.8
Gallicite 1,767,118 Acc: 0.1
Mercury
Neutronium 434,017 Acc: 0.5
Corbomite 729,316 Acc: 0.6
Mercassium 4,200,860 Acc: 0.3
Mars
Duranium 1,445,000 Acc: 0.7
Tritanium 7,963,684 Acc: 0.9
Saturn
Sorium 25,795,560 Acc: 1
I started another 2 survey ships construction but I delete the task because these ones are enough (for my system).
Next research:
Gravitional Survey Sensors
Construction Rate 12 BP
Continuing to convert CI in Factory/Mine until I will have 400 for each one. Then 100 will be converted in Fuel Refinery and the last 100 I still don't know yet.
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First Grav Ship created:
Napoleon class Gravitational Survey Vessel 3,750 tons 74 Crew 438.6 BP TCS 75 TH 100 EM 0
1333 km/s Armour 1-21 Shields 0-0 Sensors 1/1/3/0 Damage Control Rating 3 PPV 0
Maint Life 4.99 Years MSP 219 AFR 37% IFR 0.5% 1YR 15 5YR 220 Max Repair 100 MSP
Intended Deployment Time: 3 months Spare Berths 2
100 EP Commercial Nuclear Thermal Engine (1) Power 100 Fuel Use 9.55% Signature 100 Exp 5%
Fuel Capacity 50,000 Litres Range 25.1 billion km (218 days at full power)
Active Search Sensor MR10-R100 (1) GPS 2000 Range 10.0m km Resolution 100
Gravitational Survey Sensors (3) 3 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
I need about 5 months to retoll the Shipyard and construct one ship.
Next Research:
Fuel Consumption 0.8
No Logistic/Ground Combat scientists so far...
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Io, Mercury, and Mars are pretty damn good. Accessibility isnt spectacular, but its not horrible either.
Mercury and Mars are pretty easy to terraform too. I don't remember if Io is or not.
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Mercury? I didn't know that (oh well...in fact I don't know a lot of things ;D)
The game tell me only Mars and Luna.
I still don't have found a decent amount of Vendarite and Uridium (i.e. 30K+), the latter only one (9,321 Acc: 0.6).
I guess I made another mistake building another Naval Shipyard Complex, maybe was better a Commercial one; now I have completed 25% and I don't want redo.
In the meantime I'm researching better engine techs and starting to building Automated Mine.
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Mercury is easy despite its higher cost because there's no nasty atmosphere you have to get rid of. Basically just pump in .3 atmospheres of oxygen, followed by pumping anti-greenhouse gas until the colony cost hits 0.
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Thanks Barkhorn!
I have discovered 3 JP so far and surveyed:
Rocky Planets: 12 Surveyed: 12
Gas Giants: 4 Surveyed: 5
Moons: 101 Surveyed: 99
Asteroids: 478 Surveyed: 394
This is the best asteroid in the last months:
Van Biesbroeck
Corbomite 85,673 Acc: 1
Boronide 77,699 Acc: 0.8
Mercassium 15,185 Acc: 0.5
Gallicite 12,993 Acc: 0.7
Question: given that is very boring to keep the morale up (I mean with comands not the feature per se), is there a workaround to keep the ship in the colony until fully rested?
Not just refuel or resupply.
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Cool thread, sorry about getting the HS wrong on the Geo-sensors. Anyway, its interesting to watch the game unfold and be able to give ideas and learn a few myself. Later - DC
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If you turn off the ships standing orders, they'll stay at the planet they refueled on. You'll get an event notification when its shore leave is done.
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Cool thread, sorry about getting the HS wrong on the Geo-sensors. Anyway, its interesting to watch the game unfold and be able to give ideas and learn a few myself. Later - DC
Thanks :)
About Geo you are right, you can build a Commercial Vessel (HS 1), Grav ship stays Military though.
If you turn off the ships standing orders, they'll stay at the planet they refueled on. You'll get an event notification when its shore leave is done.
Yes thanks, but I'd like to orders everything, in this way I don't have to manually cancel and issue the orders every time.
Next Geo ships will be without Active Search Sensor.
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Yes thanks, but I'd like to orders everything, in this way I don't have to manually cancel and issue the orders every time.
Next Geo ships will be without Active Search Sensor.
What you can do instead is change the deployment time i upper left corner to be more then 3 months when you design new models.
This will increase the size of crew quarters needed but is worth it.
It is normal to give survey ships deployment times and fuel for several years so they don't have to return back to base until a system is fully surveyed.
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Oh, perfect!
Thanks
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Commercial Shipyard built, now I'm expanding it to 20000 tons.
My last CI points are converting in Ordnance and Fighter Factories (50 each one).
I'm building my ninth Lab and several Automated Mine for Mars, in few months I can use Nuclear Pulse engine and I will design my first cargo ship, then a colony one.
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My Survey ships starting to have regular maintenance failures, need an overhaul.
Unfortunately I don't have expand my Maintenance Facilities yet, next task!
New Engine:
160 EP Commercial Nuclear Pulse Engine
Engine Power: 160 Fuel Use Per Hour: 6.48 Litres
Fuel Consumption per Engine Power Hour: 0.04 Litres
Engine Size: 50 HS Engine HTK: 25
Thermal Signature: 160 Exp Chance: 4
Cost: 32 Crew: 20
Materials Required: 32x Gallicite
Commercial Engine
Development Cost for Project: 320RP
And my first Cargo Ship (March 2016):
Brazwell class Cargo Ship 19,350 tons 36 Crew 178.2 BP TCS 387 TH 160 EM 0
413 km/s Armour 1-64 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 6 Max Repair 32 MSP
Intended Deployment Time: 10 months Spare Berths 1
Cargo 15000
160 EP Commercial Nuclear Pulse Engine (1) Power 160 Fuel Use 4.05% Signature 160 Exp 4%
Fuel Capacity 50,000 Litres Range 11.5 billion km (321 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
I'm expanding again the Commercial Shipyard to 40000 tons (now only 20000), I want to haul the Auto Mines in Mars and then Io.
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That cargo ship is SLOOOOW. We're talking 2 month trips to Mercury slow.
You can also cut the deployment time on it to 3 months. Cargo ships don't need morale, and 3 months is the minimum to still have a commercial ship.
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That cargo ship is SLOOOOW. We're talking 2 month trips to Mercury slow.
Not that slow. Mercury is between 100 - 200 mil km away, so at 413 km/s the trip should take about 3 - 6 days.
You can also cut the deployment time on it to 3 months. Cargo ships don't need morale, and 3 months is the minimum to still have a commercial ship.
I always give my ships longer deployment time for role-play reasons anyways and it's not like an extra 50 or 100 tons really matter anyway for commercial ships of that size imo.