Recent Posts

Pages: [1] 2 3 ... 10
1
Gothic IV / Re: Gothic IV Comments Thread
« Last post by Napier on Yesterday at 11:24:18 PM »
If anything, this basically prompts me to ask for a similar tech for players and regular NPRs - fleet teleportation installation. This installation would allow the player/NPR to basically teleport things between teleport installations, limited by installation size. I think size 1 installation would allow 100-ton ship teleports.
But of course, the precursors are darn robots which can teleport, and the pathetic organics can't! >:( I mean, that would be my justification for why regular NPRs/Players wouldn't be able to use it.

Still, I guess some would like this grim aesthetic to things, but I think it would be better to give some kind of subtle early warning to player about upcoming awakening - like messages reporting odd tectonic activity or other strange seismic movement. Maybe xenoarcheologist teams getting attacked/buried by traps, or simply eroding structures. Leader of excavation team getting bad feelings about it or straight up killed.
I think whole planet getting glassed immediately is overkill, it needs to happen gradually, with subtle things happening at first, and then as you complete digging it gets up.

I was reading this not as teleportation, but as ships coming from underground hangars/bunkers (that may have been how Steve described it, I don't remember). An awakening is triggered as the player people explore and root around on the planet, they start activating ships, open the doors and launch them, so the ships come out in waves as they become fully activated.

But the ideas in your 2nd paragraph are nice if they happened very shortly prior to the reveal.. mysterious losses of elements in xeno/construction teams, or mysterious thermal readings deep in the crust.
2
Escape from Earth / Re: Comments Thread
« Last post by Steve Walmsley on June 02, 2025, 03:23:20 AM »
What was I doing back 2020 to have missed this mini-campaign? Anyway, gripping read, for a moment there I was sure that humanity was mostly doomed.

I have started this format a couple of times since 2020 as quick conventional campaigns but always got distracted into something else. I will go back to it properly at some point.
3
Gothic IV / Re: Gothic IV Comments Thread
« Last post by gpt3 on June 01, 2025, 07:53:38 PM »
Seeing that precursors will just spawn out of nowhere - in orbit of the planet, with giant ships no less - after digging it up a bit, I think I'll turn the 'enhanced precursors' setting off.
I'll probably turn off for all of the special NPRs, as that looks extremely annoying. Unless I decide I want some masochism for some reason...

You put expensive equipment on the planet, only for it to be completely obliterated by an enemy appearing in orbit - with no downside for them, like jump shock.

If anything, this basically prompts me to ask for a similar tech for players and regular NPRs - fleet teleportation installation. This installation would allow the player/NPR to basically teleport things between teleport installations, limited by installation size. I think size 1 installation would allow 100-ton ship teleports.
But of course, the precursors are darn robots which can teleport, and the pathetic organics can't! >:( I mean, that would be my justification for why regular NPRs/Players wouldn't be able to use it.
You're probably right from an Aurora-as-video-game perspective: players hate setbacks. Sid Meier's autobiography discusses this: the Civilization team considered implementing a "civil war" game mechanic, but eventually shelved it because most players hated losing their cities. Even Paradox Interactive's grand strategy games, which do feature civil wars and rebellions, tend to make them relatively minor affairs. There's probably some sort of loss-aversion psychology going on here.

On the other hand, I think that random losses are useful from the Aurora-as-storytelling perspective. The only way for the player to experience "The Glorious Liberation of Hiigara" is as the sequel to "The Hiigara Disaster".

I think that a middle ground could be for the Precursors to only launch their ships after winning the ground war (perhaps there could be an escalating series of ground awakening). That way the player can recapture their (mostly) intact colony later.

Or just use Spacemaster to kill the Precursor fleet. Aurora is a single-player game; there's no such thing as cheating.
4
Garfunkel's Fiction / Re: People's Democratic Republic of United Earth Nations
« Last post by Garfunkel on June 01, 2025, 04:14:08 AM »
The Interplanetary Transport Network

The Interplanetary Transport Network (ITN) emerged as one of the crowning achievements of the People's Democratic Republic of Allied Earth Nations during the early 23rd century. Conceived by the Commissariat of Logistics in partnership with the Commissariat of Aether, and executed by the Aether Production Bureau, the ITN was designed to revolutionize interplanetary travel—particularly between the inner rocky worlds and the distant gas giants. Construction began in 2210 with the launch of PDRN Chastity, the first Stabilization Tug Boat (STB), which secured a Lagrange point near Venus by 2214 and later one near Minerva in 2215. Her sister vessels—Silence and Temperance—established additional nodes at Earth, Saturn, Uranus, and Neptune over the following years. This network was built upon a remarkable scientific breakthrough: the discovery that artificially stabilized Lagrange points around massive planetary bodies could function as teleportation gates, effectively enabling near-instantaneous interplanetary jumps. Although initially developed as a theoretical step toward interstellar exploration, the ITN quickly proved invaluable for solar system logistics. The time for tankers to ferry fuel from Neptune, for instance, was reduced from over 14 days to just 11. The successful implementation of the ITN stands as a testament to the scientific ingenuity and unwavering labor of the workers and engineers of the Republic.
5
Escape from Earth / Re: Comments Thread
« Last post by Garfunkel on June 01, 2025, 12:32:32 AM »
What was I doing back 2020 to have missed this mini-campaign? Anyway, gripping read, for a moment there I was sure that humanity was mostly doomed.
6
Gothic IV / Re: Gothic IV Comments Thread
« Last post by Blogaugis on May 31, 2025, 02:27:30 PM »
Seeing that precursors will just spawn out of nowhere - in orbit of the planet, with giant ships no less - after digging it up a bit, I think I'll turn the 'enhanced precursors' setting off.
I'll probably turn off for all of the special NPRs, as that looks extremely annoying. Unless I decide I want some masochism for some reason...

You put expensive equipment on the planet, only for it to be completely obliterated by an enemy appearing in orbit - with no downside for them, like jump shock.

If anything, this basically prompts me to ask for a similar tech for players and regular NPRs - fleet teleportation installation. This installation would allow the player/NPR to basically teleport things between teleport installations, limited by installation size. I think size 1 installation would allow 100-ton ship teleports.
But of course, the precursors are darn robots which can teleport, and the pathetic organics can't! >:( I mean, that would be my justification for why regular NPRs/Players wouldn't be able to use it.

Still, I guess some would like this grim aesthetic to things, but I think it would be better to give some kind of subtle early warning to player about upcoming awakening - like messages reporting odd tectonic activity or other strange seismic movement. Maybe xenoarcheologist teams getting attacked/buried by traps, or simply eroding structures. Leader of excavation team getting bad feelings about it or straight up killed.
I think whole planet getting glassed immediately is overkill, it needs to happen gradually, with subtle things happening at first, and then as you complete digging it gets up.


I do wonder how would've campaign went if necrons woke up immediately on Mars the moment you started digging it?

EDIT: I guess recovering goodies (installations and fuel) from them is good as a compensation, so there's that at least.
7
Humanity First / Humanity First: Imperial Fleet Designs
« Last post by Kurt on May 27, 2025, 03:14:08 PM »
Imperial Terran Fleet, as of 2164, at the start of the War with the Octs
The retribution campaign against the Octs was delayed to accommodate the fleet’s refit to solid core anti-matter drive technology.  Oct warships were known to boast speeds of 14,000 km/s to 26,000 km/s, so even with the refits the new fleet standard speed of 9,600 km/s was still too slow to match most Oct warships.  Studies were done on the feasibility of equipping Imperial warships with over-powered engine designs, but to achieve speeds matching most Oct warships, the engines would have to double their power output over the current naval standard, drastically decreasing the ship’s fuel efficiency – see the proposed design for a fast Star class Battleship below.  As this option was determined to be infeasible, the new fleet speed was confirmed to be 9,600 km/s, and perforce the primary striking wing of the fleet would continue to be the fleet’s fighters. 

In addition to the new engines, the fleet’s designs were upgraded with several other technologies, including the latest weapons upgrade to full X-Ray lasers.  As part of this refit the old plasma carronades were removed from fleet-wide use, as the carronade technology had not kept up with lasers and the space was better allocated to additional laser armaments.  Unfortunately, the new Xi class shield generator tech was not available for inclusion into these designs, as it was not developed until the refits were almost completed. 


Designs
This class is a proposed design for the Empire’s latest and greatest capital ship.  One of the Navy’s yards in orbit over Luna is being upgraded to handle the massive size of this design, and construction will begin as soon as the yard is ready. 

The navy does not yet have a jump drive large enough to handle a 160,000 ton ship, so this class will be limited to using the jump gate network until a new class of jump drives can be designed and developed, at which time a command class SD equipped with a jump drive will be designed. 
Code: [Select]
Terrible class Superdreadnought      160,000 tons       4,602 Crew       59,027.1 BP       TCS 3,200    TH 30,720    EM 140,400
9600 km/s      Armour 15-262       Shields 4680-650       HTK 1057      Sensors 108/108/0/0      DCR 257-16      PPV 527.8
Maint Life 3.14 Years     MSP 54,646    AFR 864%    IFR 12.0%    1YR 8,320    5YR 124,799    Max Repair 2,560 MSP
Troop Capacity 1,500 tons     Tractor Beam     
Captain    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 20 months    Morale Check Required   

DN Solid Core AM Drive   (6)    Power 30720    Fuel Use 7.50%    Signature 5120    Explosion 10%
Fuel Capacity 9,210,900 Litres    Range 138.2 billion km (166 days at full power)
Capital Xi Shield Generator (18)     Recharge Time 650 seconds (7.2 per second)

52.50cm Spinal X-Ray Laser (1)    Range 384,000km     TS: 9,600 km/s     Power 72-9     RM 70,000 km    ROF 40       
35.0cm X-Ray Laser (15)    Range 384,000km     TS: 9,600 km/s     Power 32-8     RM 70,000 km    ROF 20       
20cm X-Ray Laser (25)    Range 384,000km     TS: 9,600 km/s     Power 10-10     RM 70,000 km    ROF 5       
Twin 10cm SXRL Turret Mk II (20x2)    Range 180,000km     TS: 32000 km/s     Power 6-6     RM 60,000 km    ROF 5       
CIWS-320 (10x8)    Range 1000 km     TS: 32,000 km/s     ROF 5       
Turret Fire Control Mk IV (10)     Max Range: 192,000 km   TS: 32,000 km/s    ECCM-3     95 90 84 79 74 69 64 58 53 48
Main Battery Fire Control Mk IV (14)     Max Range: 384,000 km   TS: 8,000 km/s    ECCM-3     97 95 92 90 87 84 82 79 77 74
Capital Solid-core AM Reactor (6)     Total Power Output 614.4    Exp 5%

AM Active Search Sensor Mk IV (1)     GPS 240     Range 37.1m km    MCR 3.3m km    Resolution 1
Scout Anti-Clk Search Sensor Mk II (1)     GPS 15120     Range 167.2m km    Resolution 14
Capital EM Sensor Mk II (1)     Sensitivity 108     Detect Sig Strength 1000:  82.2m km
Capital Thermal Sensor Mk II (1)     Sensitivity 108     Detect Sig Strength 1000:  82.2m km

Electronic Warfare Jammers:   Sensor 5    Fire Control 5    Missile 5   

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

All three units of this class are being deployed to the front line with the Expeditionary Force.  This is the Navy’s largest and toughest ship, designed to jump into a combat environment and survive long enough to open the way for the Navy’s carriers to enter a contested system and launch their fighters. 
Code: [Select]
Galaxy Flt II class Dreadnought      80,000 tons       2,003 Crew       23,031.5 BP       TCS 1,600    TH 15,360    EM 34,800
9600 km/s    JR 6-750      Armour 9-165       Shields 1160-400       HTK 460      Sensors 108/108/0/0      DCR 91-11      PPV 200.34
Maint Life 1.82 Years     MSP 16,865    AFR 716%    IFR 9.9%    1YR 6,397    5YR 95,953    Max Repair 2,560 MSP
Hangar Deck Capacity 4,000 tons     Troop Capacity 1,200 tons     Magazine 900 / 0   
Commodore    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 12 months    Flight Crew Berths 80    Morale Check Required   

J80000(6-750) Military Jump Drive Mk III     Max Ship Size 80000 tons    Distance 750k km     Squadron Size 6

DN Solid Core AM Drive   (3)    Power 15360    Fuel Use 7.50%    Signature 5120    Explosion 10%
Fuel Capacity 5,419,900 Litres    Range 162.6 billion km (196 days at full power)
Lg Theta Shield Generator (29)     Recharge Time 400 seconds (2.9 per second)

52.50cm Spinal X-Ray Laser (1)    Range 384,000km     TS: 9,600 km/s     Power 72-9     RM 70,000 km    ROF 40       
35.0cm X-Ray Laser (8)    Range 384,000km     TS: 9,600 km/s     Power 32-8     RM 70,000 km    ROF 20       
15.0cm X-Ray Laser (8)    Range 384,000km     TS: 9,600 km/s     Power 6-6     RM 70,000 km    ROF 5       
Twin 10cm SXRL Turret Mk II (2x2)    Range 180,000km     TS: 32000 km/s     Power 6-6     RM 60,000 km    ROF 5       
Twin Gauss Cannon Mk II Turret (2x8)    Range 40,000km     TS: 25000 km/s     Power 0-0     RM 40,000 km    ROF 5       
Turret Fire Control Mk IV (1)     Max Range: 192,000 km   TS: 32,000 km/s    ECCM-3     95 90 84 79 74 69 64 58 53 48
Main Battery Fire Control Mk IV (4)     Max Range: 384,000 km   TS: 8,000 km/s    ECCM-3     97 95 92 90 87 84 82 79 77 74
Capital Solid-core AM Reactor (3)     Total Power Output 307.2    Exp 5%

Sparrow III ASM (300)    Speed: 52,800 km/s    End: 1.4m     Range: 4.4m km    WH: 8    Size: 3    TH: 246/147/73

AM Active Search Sensor Mk IV (1)     GPS 240     Range 37.1m km    MCR 3.3m km    Resolution 1
Standard Active Search Sensor Mk III (1)     GPS 2688     Range 79.9m km    Resolution 14
Capital Thermal Sensor Mk II (1)     Sensitivity 108     Detect Sig Strength 1000:  82.2m km
Capital EM Sensor Mk II (1)     Sensitivity 108     Detect Sig Strength 1000:  82.2m km

Electronic Warfare Jammers:   Sensor 4    Fire Control 5    Missile 4   

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
This design is classed as a Warship for auto-assignment purposes

As with the dreadnoughts, all three of the Navy’s heavy carriers are being deployed forward in the Expeditionary Force. 
Code: [Select]
Allegiance of Terra Flt II class Heavy Carrier      80,000 tons       1,633 Crew       18,878.8 BP       TCS 1,600    TH 15,360    EM 19,200
9600 km/s    JR 6-750      Armour 6-165       Shields 640-400       HTK 399      Sensors 108/108/0/0      DCR 78-9      PPV 85.76
Maint Life 1.34 Years     MSP 12,701    AFR 868%    IFR 12.1%    1YR 7,555    5YR 113,332    Max Repair 2,560 MSP
Hangar Deck Capacity 16,000 tons     Troop Capacity 1,200 tons     Magazine 1,800 / 0   
Commodore    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 12 months    Flight Crew Berths 320    Morale Check Required   

J80000(6-750) Military Jump Drive Mk III     Max Ship Size 80000 tons    Distance 750k km     Squadron Size 6

DN Solid Core AM Drive   (3)    Power 15360    Fuel Use 7.50%    Signature 5120    Explosion 10%
Fuel Capacity 5,497,200 Litres    Range 164.9 billion km (198 days at full power)
Lg Theta Shield Generator (16)     Recharge Time 400 seconds (1.6 per second)

52.50cm Spinal X-Ray Laser (1)    Range 384,000km     TS: 9,600 km/s     Power 72-9     RM 70,000 km    ROF 40       
35.0cm X-Ray Laser (3)    Range 384,000km     TS: 9,600 km/s     Power 32-8     RM 70,000 km    ROF 20       
Twin Gauss Cannon Mk II Turret (2x8)    Range 40,000km     TS: 25000 km/s     Power 0-0     RM 40,000 km    ROF 5       
Turret Fire Control Mk IV (1)     Max Range: 192,000 km   TS: 32,000 km/s    ECCM-3     95 90 84 79 74 69 64 58 53 48
Main Battery Fire Control Mk IV (2)     Max Range: 384,000 km   TS: 8,000 km/s    ECCM-3     97 95 92 90 87 84 82 79 77 74
Solid-core AM Reactor (3)     Total Power Output 38.4    Exp 5%

Sparrow III ASM (600)    Speed: 52,800 km/s    End: 1.4m     Range: 4.4m km    WH: 8    Size: 3    TH: 246/147/73

AM Active Search Sensor Mk IV (1)     GPS 240     Range 37.1m km    MCR 3.3m km    Resolution 1
Standard Active Search Sensor Mk III (1)     GPS 2688     Range 79.9m km    Resolution 14
Capital Thermal Sensor Mk II (1)     Sensitivity 108     Detect Sig Strength 1000:  82.2m km
Capital EM Sensor Mk II (1)     Sensitivity 108     Detect Sig Strength 1000:  82.2m km

Electronic Warfare Jammers:   Sensor 4    Fire Control 4    Missile 4   

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
This design is classed as a Carrier for auto-assignment purposes

The Navy’s battleships have been dispersed across the Empire for system defense duties, or held in the Sol system as a reserve.  None have been transferred to the Expeditionary Force.
Code: [Select]
Star(C) Flight II class Battleship      40,000 tons       973 Crew       12,038.6 BP       TCS 800    TH 7,680    EM 19,200
9600 km/s    JR 6-750      Armour 8-104       Shields 640-400       HTK 226      Sensors 18/18/0/0      DCR 64-16      PPV 84.58
Maint Life 1.76 Years     MSP 6,202    AFR 512%    IFR 7.1%    1YR 2,459    5YR 36,886    Max Repair 1,280 MSP
Troop Capacity 800 tons     
Commodore    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 12 months    Morale Check Required   

J40000(6-750) Military Jump Drive Mk III     Max Ship Size 40000 tons    Distance 750k km     Squadron Size 6

BB Solid Core AM Drive   (3)    Power 7680    Fuel Use 10.61%    Signature 2560    Explosion 10%
Fuel Capacity 5,215,300 Litres    Range 221.3 billion km (266 days at full power)
Lg Theta Shield Generator (16)     Recharge Time 400 seconds (1.6 per second)

52.50cm Spinal X-Ray Laser (1)    Range 384,000km     TS: 9,600 km/s     Power 72-9     RM 70,000 km    ROF 40       
35.0cm X-Ray Laser (3)    Range 384,000km     TS: 9,600 km/s     Power 32-8     RM 70,000 km    ROF 20       
15.0cm X-Ray Laser (3)    Range 384,000km     TS: 9,600 km/s     Power 6-6     RM 70,000 km    ROF 5       
Twin 10cm SXRL Turret Mk II (2x2)    Range 180,000km     TS: 32000 km/s     Power 6-6     RM 60,000 km    ROF 5       
Main Battery Fire Control Mk IV (2)     Max Range: 384,000 km   TS: 8,000 km/s    ECCM-3     97 95 92 90 87 84 82 79 77 74
Turret Fire Control Mk IV (1)     Max Range: 192,000 km   TS: 32,000 km/s    ECCM-3     95 90 84 79 74 69 64 58 53 48
Capital Solid-core AM Reactor (2)     Total Power Output 204.8    Exp 5%

AM Active Search Sensor Mk IV (1)     GPS 240     Range 37.1m km    MCR 3.3m km    Resolution 1
Standard Active Search Sensor Mk III (1)     GPS 2688     Range 79.9m km    Resolution 14
Basic Thermal Sensor Mk VI (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
EM Sensor Mk VI (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km

Electronic Warfare Jammers:   Sensor 4    Fire Control 5    Missile 4   

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

This class is a proposed design using over-powered engines capable of matching most Oct warship speeds.  However, to achieve a speed of 19,200 km/s, the engine’s fuel efficiency has been greatly compromised.  A standard Star class battleship has a fuel range of 214.5 billion kilometers, while the proposed fast design’s range is reduced to a mere 38 billion kilometers.  Given the ranges the fleet would be operating at, and the fleet’s refueling capability, this limitation was viewed as undesirable. 
Code: [Select]
Star Flight II -proposal class Battleship      40,000 tons       1,227 Crew       16,527.9 BP       TCS 800    TH 15,360    EM 18,000
19200 km/s      Armour 9-104       Shields 600-400       HTK 230      Sensors 18/18/0/0      DCR 44-11      PPV 115.58
Maint Life 1.31 Years     MSP 7,697    AFR 533%    IFR 7.4%    1YR 4,727    5YR 70,904    Max Repair 2,560 MSP
Troop Capacity 800 tons     
Commodore    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 6 months    Morale Check Required   

Fast Solid Core AM Drive Test (3)    Power 15360    Fuel Use 60.0%    Signature 5120    Explosion 20%
Fuel Capacity 5,086,300 Litres    Range 38.1 billion km (22 days at full power)
Lg Theta Shield Generator (15)     Recharge Time 400 seconds (1.5 per second)

52.50cm Spinal X-Ray Laser (1)    Range 384,000km     TS: 19,200 km/s     Power 72-9     RM 70,000 km    ROF 40       
35.0cm X-Ray Laser (4)    Range 384,000km     TS: 19,200 km/s     Power 32-8     RM 70,000 km    ROF 20       
15.0cm X-Ray Laser (7)    Range 384,000km     TS: 19,200 km/s     Power 6-6     RM 70,000 km    ROF 5       
Twin 10cm SXRL Turret Mk II (2x2)    Range 180,000km     TS: 32000 km/s     Power 6-6     RM 60,000 km    ROF 5       
Turret Fire Control Mk IV (1)     Max Range: 192,000 km   TS: 32,000 km/s    ECCM-3     95 90 84 79 74 69 64 58 53 48
Main Battery Fire Control Mk IV (3)     Max Range: 384,000 km   TS: 8,000 km/s    ECCM-3     97 95 92 90 87 84 82 79 77 74
Capital Solid-core AM Reactor (3)     Total Power Output 307.2    Exp 5%

AM Active Search Sensor Mk IV (1)     GPS 240     Range 37.1m km    MCR 3.3m km    Resolution 1
Standard Active Search Sensor Mk III (1)     GPS 2688     Range 79.9m km    Resolution 14
Basic Thermal Sensor Mk VI (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
EM Sensor Mk VI (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km

Electronic Warfare Jammers:   Sensor 4    Fire Control 4    Missile 4   

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

Code: [Select]
Star Flight II class Battleship      40,000 tons       987 Crew       12,692.4 BP       TCS 800    TH 7,680    EM 18,000
9600 km/s      Armour 9-104       Shields 600-400       HTK 231      Sensors 18/18/0/0      DCR 44-11      PPV 115.58
Maint Life 1.73 Years     MSP 6,259    AFR 533%    IFR 7.4%    1YR 2,552    5YR 38,275    Max Repair 1,280 MSP
Troop Capacity 800 tons     
Commodore    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

BB Solid Core AM Drive   (3)    Power 7680    Fuel Use 10.61%    Signature 2560    Explosion 10%
Fuel Capacity 5,056,300 Litres    Range 214.5 billion km (258 days at full power)
Lg Theta Shield Generator (15)     Recharge Time 400 seconds (1.5 per second)

52.50cm Spinal X-Ray Laser (1)    Range 384,000km     TS: 9,600 km/s     Power 72-9     RM 70,000 km    ROF 40       
35.0cm X-Ray Laser (4)    Range 384,000km     TS: 9,600 km/s     Power 32-8     RM 70,000 km    ROF 20       
15.0cm X-Ray Laser (7)    Range 384,000km     TS: 9,600 km/s     Power 6-6     RM 70,000 km    ROF 5       
Twin 10cm SXRL Turret Mk II (2x2)    Range 180,000km     TS: 32000 km/s     Power 6-6     RM 60,000 km    ROF 5       
Turret Fire Control Mk IV (1)     Max Range: 192,000 km   TS: 32,000 km/s    ECCM-3     95 90 84 79 74 69 64 58 53 48
Main Battery Fire Control Mk IV (3)     Max Range: 384,000 km   TS: 8,000 km/s    ECCM-3     97 95 92 90 87 84 82 79 77 74
Capital Solid-core AM Reactor (3)     Total Power Output 307.2    Exp 5%

AM Active Search Sensor Mk IV (1)     GPS 240     Range 37.1m km    MCR 3.3m km    Resolution 1
Standard Active Search Sensor Mk III (1)     GPS 2688     Range 79.9m km    Resolution 14
Basic Thermal Sensor Mk VI (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
EM Sensor Mk VI (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km

Electronic Warfare Jammers:   Sensor 4    Fire Control 4    Missile 4   

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

The carrier is seen as the primary striking arm of the fleet, and is never intended to be exposed to enemy fire.  They are lightly armored and unshielded, and would quickly die in direct combat, so they are always escorted and held away from enemy combatants.  Seven carriers have been transferred to the Expeditionary Force. 
Code: [Select]
Country Flt II class Carrier      40,000 tons       681 Crew       7,727.4 BP       TCS 800    TH 7,680    EM 0
9600 km/s      Armour 2-104       Shields 0-0       HTK 194      Sensors 108/0/0/0      DCR 46-11      PPV 0
Maint Life 1.58 Years     MSP 4,639    AFR 492%    IFR 6.8%    1YR 2,140    5YR 32,101    Max Repair 1,280 MSP
Hangar Deck Capacity 14,000 tons     Magazine 1,350 / 0   
Captain    Control Rating 4   BRG   AUX   ENG   FLG   
Intended Deployment Time: 24 months    Flight Crew Berths 280    Morale Check Required   

BB Solid Core AM Drive   (3)    Power 7680    Fuel Use 10.61%    Signature 2560    Explosion 10%
Fuel Capacity 3,046,000 Litres    Range 129.2 billion km (155 days at full power)

Sparrow III LASM (450)    Speed: 52,800 km/s    End: 1.4m     Range: 4.4m km    WH: 6    Size: 3    TH: 246/147/73

Standard Active Search Sensor Mk III (1)     GPS 2688     Range 79.9m km    Resolution 14
AM Active Search Sensor Mk IV (1)     GPS 240     Range 37.1m km    MCR 3.3m km    Resolution 1
Capital Thermal Sensor Mk II (1)     Sensitivity 108     Detect Sig Strength 1000:  82.2m km

Electronic Warfare Jammers:   Sensor 4    Missile 4   

Strike Group
26x Eagle Strikefighter   Speed: 20012 km/s    Size: 9.99
3x Aegis Patrol Craft   Speed: 19289 km/s    Size: 6.48

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
This design is classed as a Carrier for auto-assignment purposes

Prior to the construction of the battleships and dreadnoughts, the battlecruiser was the primary capital ship design of the navy, however, now it is primary used for support and escort roles, or to fill out jump point assault groups. 
Code: [Select]
Planet Flight IV class Battlecruiser      20,000 tons       525 Crew       7,369.9 BP       TCS 400    TH 3,840    EM 4,800
9600 km/s      Armour 6-65       Shields 160-400       HTK 125      Sensors 18/18/0/0      DCR 29-14      PPV 73.79
Maint Life 2.20 Years     MSP 3,437    AFR 337%    IFR 4.7%    1YR 958    5YR 14,368    Max Repair 640 MSP
Troop Capacity 800 tons     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

BC Solid Core AM Drive   (3)    Power 3840    Fuel Use 15.00%    Signature 1280    Explosion 10%
Fuel Capacity 2,611,500 Litres    Range 156.7 billion km (188 days at full power)
Lg Theta Shield Generator (4)     Recharge Time 400 seconds (0.4 per second)

52.50cm Spinal X-Ray Laser (1)    Range 384,000km     TS: 9,600 km/s     Power 72-9     RM 70,000 km    ROF 40       
35.0cm X-Ray Laser (2)    Range 384,000km     TS: 9,600 km/s     Power 32-8     RM 70,000 km    ROF 20       
15.0cm X-Ray Laser (5)    Range 384,000km     TS: 9,600 km/s     Power 6-6     RM 70,000 km    ROF 5       
Twin 10cm SXRL Turret Mk II (1x2)    Range 180,000km     TS: 32000 km/s     Power 6-6     RM 60,000 km    ROF 5       
Turret Fire Control Mk IV (1)     Max Range: 192,000 km   TS: 32,000 km/s    ECCM-3     95 90 84 79 74 69 64 58 53 48
Main Battery Fire Control Mk IV (2)     Max Range: 384,000 km   TS: 8,000 km/s    ECCM-3     97 95 92 90 87 84 82 79 77 74
Capital Solid-core AM Reactor (2)     Total Power Output 204.8    Exp 5%

Standard Active Search Sensor Mk III (1)     GPS 2688     Range 79.9m km    Resolution 14
AM Active Search Sensor Mk IV (1)     GPS 240     Range 37.1m km    MCR 3.3m km    Resolution 1
EM Sensor Mk VI (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
Basic Thermal Sensor Mk VI (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km

Electronic Warfare Jammers:   Sensor 4    Fire Control 4    Missile 4   

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

The missile cruiser and missile destroyers are still considered a test of a theory, rather than a proven design.  Currently they are intended to escort the heavier ship and carriers and defend them if the fighters fail to stop a faster enemy ship. 
Code: [Select]
Indefatigable Flt II class Missile Cruiser      20,000 tons       462 Crew       4,680.2 BP       TCS 400    TH 3,840    EM 6,000
9600 km/s      Armour 5-65       Shields 200-400       HTK 111      Sensors 54/54/0/0      DCR 30-15      PPV 47
Maint Life 2.36 Years     MSP 2,962    AFR 320%    IFR 4.4%    1YR 724    5YR 10,867    Max Repair 640 MSP
Magazine 947 / 0   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

BC Solid Core AM Drive   (3)    Power 3840    Fuel Use 15.00%    Signature 1280    Explosion 10%
Fuel Capacity 2,428,400 Litres    Range 145.7 billion km (175 days at full power)
Lg Theta Shield Generator (5)     Recharge Time 400 seconds (0.5 per second)

ASM3 Launcher (14)     Missile Size: 3    Rate of Fire 10
AMM Launcher MK II (5)     Missile Size: 1    Rate of Fire 5
Sparrow Fire Control (1)     Range 31.9m km    Resolution 2   ECCM-2
AM Missile Fire Control Mk II (1)     Range 43.9m km    Resolution 1   ECCM-2
Thermal Buoy Bus (30)    Speed: 4,133 km/s    End: 11.1d     Range: 3,975m km    WH: 0    Size: 3    TH: 13/8/4
Shrike IV AMM (257)    Speed: 131,200 km/s    End: 1.2m     Range: 9.4m km    WH: 1.04    Size: 1    TH: 437/262/131
Sparrow III LASM (200)    Speed: 52,800 km/s    End: 1.4m     Range: 4.4m km    WH: 6    Size: 3    TH: 246/147/73

Standard Active Search Sensor Mk III (1)     GPS 2688     Range 79.9m km    Resolution 14
AM Active Search Sensor Mk IV (1)     GPS 240     Range 37.1m km    MCR 3.3m km    Resolution 1
Standard EM Sensor Mk V (1)     Sensitivity 54     Detect Sig Strength 1000:  58.1m km
Standard Thermal Sensor Mk IV (1)     Sensitivity 54     Detect Sig Strength 1000:  58.1m km

Electronic Warfare Jammers:   Sensor 4    Fire Control 5    Missile 4   

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
This design is classed as a Warship for auto-assignment purposes
[\code]

The Annihilator class is a valued design that gives smaller battlegroups strategic mobility. 
[code]
Annihilator Flight V class Jump Cruiser      20,000 tons       485 Crew       6,413 BP       TCS 400    TH 3,840    EM 3,600
9600 km/s    JR 6-750      Armour 8-65       Shields 120-400       HTK 126      Sensors 54/18/0/0      DCR 34-17      PPV 61.37
Maint Life 3.03 Years     MSP 3,805    AFR 229%    IFR 3.2%    1YR 620    5YR 9,301    Max Repair 640 MSP
Troop Capacity 400 tons     
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

J20000(6-750) Military Jump Drive Mk V     Max Ship Size 20000 tons    Distance 750k km     Squadron Size 6

BC Solid Core AM Drive   (3)    Power 3840    Fuel Use 15.00%    Signature 1280    Explosion 10%
Fuel Capacity 3,277,400 Litres    Range 196.6 billion km (237 days at full power)
Lg Theta Shield Generator (3)     Recharge Time 400 seconds (0.3 per second)

52.50cm Spinal X-Ray Laser (1)    Range 384,000km     TS: 9,600 km/s     Power 72-9     RM 70,000 km    ROF 40       
15.0cm X-Ray Laser (3)    Range 384,000km     TS: 9,600 km/s     Power 6-6     RM 70,000 km    ROF 5       
Twin 10cm SXRL Turret Mk II (3x2)    Range 180,000km     TS: 32000 km/s     Power 6-6     RM 60,000 km    ROF 5       
Turret Fire Control Mk IV (1)     Max Range: 192,000 km   TS: 32,000 km/s    ECCM-3     95 90 84 79 74 69 64 58 53 48
Main Battery Fire Control Mk IV (2)     Max Range: 384,000 km   TS: 8,000 km/s    ECCM-3     97 95 92 90 87 84 82 79 77 74
Solid-core AM Reactor (6)     Total Power Output 76.8    Exp 5%

Standard Active Search Sensor Mk III (1)     GPS 2688     Range 79.9m km    Resolution 14
EM Sensor Mk VI (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
Standard Thermal Sensor Mk IV (1)     Sensitivity 54     Detect Sig Strength 1000:  58.1m km

Electronic Warfare Jammers:   Sensor 4    Fire Control 5    Missile 4   

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

Originally classified as strike carriers, the Moon class has been reclassified as light carriers.  They are often deployed in situations where a full carrier is not needed or cannot be risked, and in the Expeditionary Force the lone light carrier is assigned to carry and deploy boarding pods. 
Code: [Select]
Moon Flt II class Light Carrier      20,000 tons       302 Crew       3,987.2 BP       TCS 400    TH 3,840    EM 0
9600 km/s      Armour 4-65       Shields 0-0       HTK 88      Sensors 54/18/0/0      DCR 9-4      PPV 0
Maint Life 2.00 Years     MSP 2,433    AFR 337%    IFR 4.7%    1YR 810    5YR 12,155    Max Repair 640 MSP
Hangar Deck Capacity 6,000 tons     Troop Capacity 400 tons     Magazine 450 / 0   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Flight Crew Berths 120    Morale Check Required   

BC Solid Core AM Drive   (3)    Power 3840    Fuel Use 15.00%    Signature 1280    Explosion 10%
Fuel Capacity 2,750,700 Litres    Range 165 billion km (198 days at full power)

Sparrow III LASM (150)    Speed: 52,800 km/s    End: 1.4m     Range: 4.4m km    WH: 6    Size: 3    TH: 246/147/73

Standard Active Search Sensor Mk III (1)     GPS 2688     Range 79.9m km    Resolution 14
AM Active Search Sensor Mk IV (1)     GPS 240     Range 37.1m km    MCR 3.3m km    Resolution 1
EM Sensor Mk VI (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
Standard Thermal Sensor Mk IV (1)     Sensitivity 54     Detect Sig Strength 1000:  58.1m km

Electronic Warfare Jammers:   Sensor 4    Missile 4   

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
This design is classed as a Carrier for auto-assignment purposes

Code: [Select]
Absolution II class Missile Destroyer      10,000 tons       118 Crew       2,339.6 BP       TCS 200    TH 1,920    EM 0
9600 km/s      Armour 7-41       Shields 0-0       HTK 74      Sensors 54/0/0/0      DCR 4-4      PPV 50.4
Maint Life 2.44 Years     MSP 1,484    AFR 200%    IFR 2.8%    1YR 344    5YR 5,153    Max Repair 480 MSP
Troop Capacity 400 tons     Magazine 336 / 0   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months    Morale Check Required   

Solid Core AM Drive   (2)    Power 1920    Fuel Use 17.32%    Signature 960    Explosion 10%
Fuel Capacity 1,846,000 Litres    Range 191.8 billion km (231 days at full power)

Standard Box Launcher (42)     Missile Size: 8    Hangar Reload 141 minutes    MF Reload 23 hours
Missile Fire Control Mk II (2)     Range 117.6m km    Resolution 100   ECCM-2
Archer V ASM (42)    Speed: 44,475 km/s    End: 15.3m     Range: 40.8m km    WH: 16    Size: 8    TH: 207/124/62

AM Active Search Sensor Mk IV (1)     GPS 240     Range 37.1m km    MCR 3.3m km    Resolution 1
Standard Active Search Sensor Mk III (1)     GPS 2688     Range 79.9m km    Resolution 14
Standard Thermal Sensor Mk IV (1)     Sensitivity 54     Detect Sig Strength 1000:  58.1m 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
This design is classed as a Warship for auto-assignment purposes

Code: [Select]
Hero Flight V class Destroyer      10,000 tons       235 Crew       3,294.6 BP       TCS 200    TH 1,920    EM 1,200
9600 km/s      Armour 6-41       Shields 40-400       HTK 60      Sensors 54/0/0/0      DCR 4-4      PPV 30
Maint Life 2.53 Years     MSP 1,723    AFR 200%    IFR 2.8%    1YR 377    5YR 5,649    Max Repair 480 MSP
Troop Capacity 400 tons     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months    Morale Check Required   

Solid Core AM Drive   (2)    Power 1920    Fuel Use 17.32%    Signature 960    Explosion 10%
Fuel Capacity 1,840,800 Litres    Range 191.3 billion km (230 days at full power)
Lg Theta Shield Generator (1)     Recharge Time 400 seconds (0.1 per second)

15.0cm X-Ray Laser (6)    Range 384,000km     TS: 9,600 km/s     Power 6-6     RM 70,000 km    ROF 5       
Main Battery Fire Control Mk IV (2)     Max Range: 384,000 km   TS: 8,000 km/s    ECCM-3     97 95 92 90 87 84 82 79 77 74
Solid-core AM Reactor (5)     Total Power Output 64    Exp 5%

Standard Active Search Sensor Mk III (1)     GPS 2688     Range 79.9m km    Resolution 14
Standard Thermal Sensor Mk IV (1)     Sensitivity 54     Detect Sig Strength 1000:  58.1m km

Electronic Warfare Jammers:   Fire Control 4   

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

Code: [Select]
Shield Flt IV class Destroyer Escort      10,000 tons       212 Crew       2,952.9 BP       TCS 200    TH 1,920    EM 240
9600 km/s      Armour 5-41       Shields 8-200       HTK 73      Sensors 0/0/0/0      DCR 6-6      PPV 40.76
Maint Life 2.41 Years     MSP 1,125    AFR 131%    IFR 1.8%    1YR 265    5YR 3,981    Max Repair 599 MSP
Troop Capacity 400 tons     Magazine 365 / 0   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months    Morale Check Required   

Solid Core AM Drive   (2)    Power 1920    Fuel Use 17.32%    Signature 960    Explosion 10%
Fuel Capacity 977,700 Litres    Range 101.6 billion km (122 days at full power)
Small Theta Shield Generator (2)     Recharge Time 200 seconds (0 per second)

Twin Gauss Cannon Mk II Turret (2x8)    Range 40,000km     TS: 25000 km/s     Power 0-0     RM 40,000 km    ROF 5       
Turret Fire Control Mk IV (1)     Max Range: 192,000 km   TS: 32,000 km/s    ECCM-3     95 90 84 79 74 69 64 58 53 48

AMM Launcher MK II (5)     Missile Size: 1    Rate of Fire 5
AM Missile Fire Control Mk II (1)     Range 43.9m km    Resolution 1   ECCM-2
Shrike IV AMM (365)    Speed: 131,200 km/s    End: 1.2m     Range: 9.4m km    WH: 1.04    Size: 1    TH: 437/262/131

AM Active Search Sensor Mk IV (1)     GPS 240     Range 37.1m km    MCR 3.3m km    Resolution 1

Electronic Warfare Jammers:   Fire Control 4   

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
This design is classed as a Warship for auto-assignment purposes

The bulk of the Expeditionary Force’s fighters are of this older design.  The Eagle is known to be slower than some Oct warship designs, so the Expeditionary Force’s commanders will have to be cautious how they deploy them. 
Code: [Select]
Eagle class Strikefighter      500 tons       3 Crew       145.4 BP       TCS 10    TH 200    EM 0
20012 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0-0      PPV 3.6
Maint Life 1.86 Years     MSP 18    AFR 20%    IFR 0.3%    1YR 7    5YR 99    Max Repair 100 MSP
Magazine 24 / 0   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Aslt Shuttle Inertial Fusion Drive   (1)    Power 200    Fuel Use 357.77%    Signature 200    Explosion 20%
Fuel Capacity 40,000 Litres    Range 4.03 billion km (55 hours at full power)

Sparrow ASM Box Launcher (8)     Missile Size: 3    Hangar Reload 86 minutes    MF Reload 14 hours
Missile Fire Control  (1)     Range 79.6m km    Resolution 100
Sparrow III ASM (8)    Speed: 52,800 km/s    End: 1.4m     Range: 4.4m km    WH: 8    Size: 3    TH: 246/147/73

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 Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes

This is the new Eagle design with sold core anti-matter engines. 
Code: [Select]
Eagle II class Strikefighter      500 tons       3 Crew       211.9 BP       TCS 10    TH 288    EM 0
28800 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0-0      PPV 3.6
Maint Life 2.03 Years     MSP 26    AFR 20%    IFR 0.3%    1YR 8    5YR 126    Max Repair 144 MSP
Magazine 24 / 0   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Ast Shuttle Solid Core AM Drive (1)    Power 288    Fuel Use 360.20%    Signature 288    Explosion 22%
Fuel Capacity 43,400 Litres    Range 4.34 billion km (41 hours at full power)

Sparrow ASM Box Launcher (8)     Missile Size: 3    Hangar Reload 86 minutes    MF Reload 14 hours
Missile Fire Control Mk II (1)     Range 117.6m km    Resolution 100   ECCM-2
Sparrow III LASM (8)    Speed: 52,800 km/s    End: 1.4m     Range: 4.4m km    WH: 6    Size: 3    TH: 246/147/73

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 Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes

Code: [Select]
Aegis class Patrol Craft      325 tons       2 Crew       159 BP       TCS 6    TH 125    EM 0
19289 km/s      Armour 1-4       Shields 0-0       HTK 5      Sensors 0/0/0/0      DCR 0-0      PPV 0
Maint Life 4.67 Years     MSP 30    AFR 8%    IFR 0.1%    1YR 2    5YR 34    Max Repair 86.4 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Fighter IC Fusion Drive   (2)    Power 125.0    Fuel Use 1250.0%    Signature 62.5    Explosion 25%
Fuel Capacity 101,000 Litres    Range 4.49 billion km (64 hours at full power)

Interceptor Active Search Sensor Mk II (1)     GPS 1008     Range 43.2m km    Resolution 14

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a None for auto-assignment purposes

Code: [Select]
BPOD II class Breaching Pod      798 tons       8 Crew       228.6 BP       TCS 16    TH 320    EM 0
20057 km/s      Armour 6-7       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0-0      PPV 0
Maint Life 1.89 Years     MSP 17    AFR 51%    IFR 0.7%    1YR 6    5YR 92    Max Repair 40 MSP
Troop Capacity 400 tons     Boarding Capable   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Fighter Solid Core AM Drive   (4)    Power 320    Fuel Use 937.50%    Signature 80    Explosion 25%
Fuel Capacity 10,000 Litres    Range 0.24 billion km (3 hours at full power)

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Troop Transport for auto-assignment purposes
8
XCom Campaign / Re: XCOM Campaign: Part 6(b) - Project Overlord
« Last post by El Pip on May 24, 2025, 02:39:50 AM »
As has been said a fine explanation of the story reasons behind what is a 'suboptimal' game play choice. Though I am saddened by the absence of a naval conference, light refreshments or even a hint of fisticuffs.

Still, always time for them later when the Firestorm proves it is not the answer to every space battle based question. If there is not at least a mild scuffle between the 'Firestorm just needs an upgrade' party and the 'They were always a terrible idea for deep space' factions I will be disappointed.
9
XCom Campaign / Re: XCOM Campaign: Part 6 - Cartographic Progress Goes "Boink"
« Last post by El Pip on May 24, 2025, 02:33:08 AM »

Summary excerpt from the personnel file of Dr. Lillian Joffrion, dated shortly after her untimely demise.
It is a bold bureaucratic choice for the personnel file to list a dead person as being in Excellent Health.

Naturally, we celebrate with a spot of alien menace followed by a lengthy meeting and some rousing logistical discussion, truly the more things change the more they stay the same.
There is nothing more traditional in an Aurora game than a fuel supply panic, some traditions are clearly compulsory.
10
XCom Campaign / Re: XCOM Campaign: Part 6(b) - Project Overlord
« Last post by gpt3 on May 23, 2025, 11:13:59 PM »
I really enjoy your focus on the political/cultural conflict between the two carrier designs. It's really easy to fall into the trap of min-max optimization when designing one's fleet doctrine, so it's good to have a reminder that Aurora is foremost a storytelling assistant; roleplay is as valid as reason as any other to make choices for your empire.
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk