Introduction:Hello and welcome, in this post I will be detailing my doctrine for a game I started less than a week ago, In the game I have decided to do something I rarely do and that is build big ships to start with and not specialise smaller vessels which is what I primarily focus on in most of my other games, the point of this post is to layout my doctrine, ship designs and also circumstances which effect the former, and hopefully you guys will learn something along the way or you can point something out I missed.
Ship Designs:Class Summary: The Milonis class Battlestar was commissioned in 2134 (86 years after game start - 20% RP) it was originally designed to be able to fulfil the roles of both a carrier and a battleship, but after tests against enemy forces it was deemed to be an excellent vessel in terms of defence but it sorely lacked in other regards, it carries the following specifications.
Specs:Engines: Two 1440EP 72HS Ion drives propelling the ship at 4000km/s making up 20% of the total tonnage of the ship
Fuel: 20bkm worth of fuel that makes up 10% of the total tonnage (Tanker will always acompany on deployments)
Armour: Ceramic Composite armour that makes up 10% of total tonnage
Weapons: 24 10cm Railguns for Point defence making up 10% of total tonnage
Power: A single Sigma Class reactor capable of outputting 74 power every five seconds, total tonnage comes in at 0.8%
Sensors: a single 500 ton anti ship sensor and a single 250t Anti Missile sensor makes up less than 5% of total tonnage
Command and Control: Featuring an auxiliary control, main engineering and primary flight control
Special: 35% of the ship is taken up by hangars and this allows the Millonis to carry up to 24, 500 ton class fighters, the standard complement is 18 Vipers for PD and Space Supremacy, as well as two Rapyor-A Recon crafts which spot for the fighter wings as well as the carrier, and two raptor-Ms which will provide boarding capability. The vessel also features basic ECM which provides it with some electronic interference capabilities against its enemies.
Millonis class Battlestar 36,000 tons 797 Crew 4,870.7 BP TCS 720 TH 2,880 EM 0
4000 km/s Armour 7-97 Shields 0-0 HTK 179 Sensors 0/0/0/0 DCR 15 PPV 72
Maint Life 1.65 Years MSP 3,268 AFR 691% IFR 9.6% 1YR 1,422 5YR 21,327 Max Repair 720 MSP
Hangar Deck Capacity 12,000 tons Cargo Shuttle Multiplier 3
Captain Control Rating 4 BRG AUX ENG PFC
Intended Deployment Time: 12 months Flight Crew Berths 240 Morale Check Required
Churchill-Catus Drive Systems CCDS-1440CA-ID (2) Power 2880 Fuel Use 96.54% Signature 1440 Explosion 16%
Fuel Capacity 3,650,000 Litres Range 18.9 billion km (54 days at full power)
Sliwa Weapon Systems SWS-100MM-KWS (Kinetic Weapon System) (24x4) Range 10,000km TS: 5,000 km/s Power 3-3 RM 10,000 km ROF 5
Mani Sensor Systems MSS-R48/TR4KKM/S-BFC (1) Max Range: 48,000 km TS: 4,000 km/s 79 58 38 17 0 0 0 0 0 0
MK1-Sigma Class Reactor (1) Total Power Output 73.5 Exp 5%
Active Search Sensor AS93-R100 (1) GPS 16000 Range 93.7m km Resolution 100
Active Search Sensor AS14-R1 (1) GPS 80 Range 14.3m km MCR 1.3m km Resolution 1
ECM 10
Strike Group
2x Raptor-A Recon Craft Speed: 6005 km/s Size: 9.99
2x Raptor-M Boarding Craft Speed: 6004 km/s Size: 9.99
18x Viper MKII Space-Superiority-Fighter Speed: 15013 km/s Size: 9.99
Class Summary: The Viper MKII which was recently put into service just five years ago in 2144 is the second version of the original Viper class SSF (Space Superiority Fighter), It pushes itself hard with an engine boost of 3x, it is capable of going up to 15,000km/s which is more than 3x the speed of any Battlestar available, this allows its 100mm (10cm) Railgun to track targets at this speed and as such it is highly accurate, the main drawbacks of the Viper MKII is that its extremely heavy for a fighter and as such even with the extensive hangar bays that Milonis Battlestar's contain, they still can only fit a maximum of 24 Vipers on. For now the Viper MKII is the workhorse of the Navy as it provides my ships their primary offensive capability.
Specs:Engine: A single 150EP max boosted Ion Drive and makes up 40% of the total tonnage
Fuel: 26,000 Litres/540mkm Range (Operational Range: 270mkm) makes up 5.2% of total tonnage
Armour: Ceramic Composite armour that makes up 5.6% of total tonnage
Weapons: A single 10cm Railgun which takes up 30% of total tonnage
Power: A signle MK-1 Viper Stellerator Fusion Reactor capable of outputting 3 Power, takes up 7.1% of total tonnage
Fire Control: A single 38600km Range and 15,000km/s tracking speed beam fire control which makes up 9% of tonnage
Viper MKII class Space-Superiority-Fighter 500 tons 26 Crew 145.2 BP TCS 10 TH 150 EM 0
15013 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 3
Maint Life 0 Years MSP 0 AFR 99% IFR 1.4% 1YR 29 5YR 433 Max Repair 75 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
Churchill-Catus Drive Systems CCDS-150F-ID (1) Power 150 Fuel Use 1725.33% Signature 150 Explosion 30%
Fuel Capacity 26,000 Litres Range 0.54 billion km (10 hours at full power)
Sliwa Weapon Systems SWS-100MM-AKWS (Advanced Kinetic Weapon System) (1x4) Range 38,400km TS: 15,013 km/s Power 3-3 RM 40,000 km ROF 5
Mani Sensor Systems MSS-R38.6/TR15KKM/S-BFC (1) Max Range: 38,400 km TS: 15,000 km/s 74 48 22 0 0 0 0 0 0 0
MK1-Viper GCF Reactor (1) Total Power Output 3 Exp 5%
Class Summary: The Raptor-A which was put into service nearly 22 years ago is an enhanced version of older raptors which were used for geological and gravitational surveying decades prior, the Raptor-As primary purpose is to provide AWACs capability for viper wings and squadrons, for every nine vipers there will be a single raptor behind them, they also provide recon capability for larger vessels and support for worlds without access to active sensors, without a raptor nearby Vipers would be unable to provide long range fire support as they possess no sensors of their own, while the raptors specifications are older and in needs of refits they are still capable and listed below.
Specs:Engine: A single 60EP Ion Drive which is only boosted to 250%, it makes up 20% of the total tonnage
Fuel: 39,000 Litres/880mkm Range, this makes up 7.8% of the fighters total tonnage
Armour: Ceramic Composite armour that makes up 5.6% of total tonnage
Sensors: A single A/M/S Sensor capable of detecting missiles up to 1mkm away, and a single A/S/S capable of detecting 5000ton vessels up to 51mkm away, these sensors make up 60% of tonnage
Raptor-A class Recon Craft 500 tons 20 Crew 142.3 BP TCS 10 TH 60 EM 0
6005 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 8.76 Years MSP 62 AFR 6% IFR 0.1% 1YR 1 5YR 22 Max Repair 48 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 9 days Morale Check Required
Churchill-Catus Drive Systems CCDS-60F-ID (1) Power 60 Fuel Use 1596.26% Signature 60 Explosion 24%
Fuel Capacity 39,000 Litres Range 0.88 billion km (40 hours at full power)
Saglimben Electronics Industries SEI-1MK-A/M/S (1) GPS 48 Range 11.1m km MCR 995k km Resolution 1
Saglimben Electronics Industries SEI-51MK-A/S/S (1) GPS 4800 Range 51.3m km Resolution 100
Class Summary: The Raptor-M is a variation on the Raptor-A which replaces the A's sensors for boarding bays allowing a contingent of Federalist marines to board enemy vessels, though due to speed restraints they are only utilised against disabled vessels.
Specs:Engine: A single 60EP Ion Drive which is only boosted to 250%, it makes up 20% of the total tonnage
Fuel: 18,000 Litres/410mkm Range, this makes up 3.6% of the fighters total tonnage
Armour: Ceramic Composite armour that makes up 5.6% of total tonnage
Special: 250ton Capacity for Boarding Combat Units this makes up 55% of total tonnage
Raptor-M class Boarding Craft 500 tons 11 Crew 63.9 BP TCS 10 TH 60 EM 0
6004 km/s Armour 3-5 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 6.18 Years MSP 19 AFR 8% IFR 0.1% 1YR 1 5YR 13 Max Repair 30 MSP
Troop Capacity 250 tons Boarding Capable
Lieutenant Commander Control Rating 1
Intended Deployment Time: 9 days Morale Check Required
Churchill-Catus Drive Systems CCDS-60F-ID (1) Power 60 Fuel Use 1596.26% Signature 60 Explosion 24%
Fuel Capacity 18,000 Litres Range 0.41 billion km (18 hours at full power)
Class Summary: The Ammen class Patrol Ship which was put into service just five years ago at the same time as the viper MKII is the first purpose built military vessel that was not a Battlestar, its role is to provide defence to worlds of the federalist republic where anti capital ship capabilities were lacking, it has one of the highest speeds of any vessel currently in service or being developed and features a significant armour belt allowing it to take hits as well as dodge them, for weapons it features four 20cm railguns which allow it to provide this support, the main drawback of the design is the cost, with a total build cost of 1111 BP it is expensive for a ship of the size and as such only a few have been deployed since it was put into service.
Specs:Engine: A Single 840EP boosted Ion Drive which takes up 35% of the total tonnage of the vessel
Fuel: 746,000 Litres/17.7bkm Range which makes up a total tonnage of 13%
Armour: Ceramic Composite armour that makes up 10% of total tonnage
Weapons: Four 20cm Railguns with a range of 160,000km making up 25% of total tonnage
Power: A single 18.3 Power Output Stellarator Fusion Reactor Makes up 2% of total tonnage
Sensors: A single A/S/S which is capable of detecting 5000ton vessels up to 46mkm, makes up 2.6% of total tonnage
Special: Has access to Auxiliary command and control
Ammen class Patrol Ship 6,000 tons 204 Crew 1,111.7 BP TCS 120 TH 840 EM 0
7000 km/s Armour 4-29 Shields 0-0 HTK 43 Sensors 0/0/0/0 DCR 4 PPV 28
Maint Life 2.54 Years MSP 521 AFR 64% IFR 0.9% 1YR 113 5YR 1,689 Max Repair 420 MSP
Commander Control Rating 2 BRG AUX
Intended Deployment Time: 12 months Morale Check Required
Churchill-Catus Drive Systems CCDS-840PS-ID (1) Power 840 Fuel Use 126.41% Signature 840 Explosion 16%
Fuel Capacity 746,000 Litres Range 17.7 billion km (29 days at full power)
Sliwa Weapon Systems SWS-200MM-KWS (Kinetic Weapon System) (4x4) Range 160,000km TS: 7,000 km/s Power 12-4 RM 40,000 km ROF 15
Beam Fire Control R192-TS7200 (1) Max Range: 192,000 km TS: 7,200 km/s 95 90 84 79 74 69 64 58 53 48
MKI-Ammen Class Reactor (1) Total Power Output 16.3 Exp 5%
Active Search Sensor AS46-R100 (1) GPS 4000 Range 46.8m km Resolution 100
Doctrine and Game Explanation:
Introduction to the current state of the United Federalist Republics:In this section I will be covering the current situation of my empire so to provide context to doctrine chosen, decisions made and further developments I have decided to pursue, the empire is called the UFR or United Federalist Republics I started the game around a week ago now and it is around 105 years into the game, below I will list the settings chosen for the game.
Game Settings: Maximum Number of systems: 250
Local System Generation Chance %: 50
Local System Generation Spread: 15
Construction Cycle Time: 430000
Difficulty Modifier: 120%
Research Speed: 20%
Terraforming Speed: 100%
Survey Speed: 10%
NPR Generation chance (by player): 30%
NPR Generation Chance (by NPR): 10%
Ruin Generation Chance: 50%
Minimum Comets per System: 0
Truce Countdown 0
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Know Systems: Yes
Orbital Motion for Planets/Moons: Yes
Orbital Motion for Asteroids: Yes
Generate New Races as NPRs: Yes
Allow Human NPRs: No
Generate non-TN races only: No
Generate Precursors: Yes
Generate Invaders: No (for now)
Generate Star Swarm: Yes
Generate Rahkas: Yes (bugged anyway)
NPRs activate ancient races: No
Realistic Commander Promotions: Yes
Commander Political Bonuses: No
Inexperienced Fleet Penalties: Yes
All Jump Points are Stable: No
Civilian Shipping lines Active: Yes
Allow Civilian Harvesters: Yes
New Tech from Conquest: Yes
Starting Conditions: Starting Year: 2048 (Current year is 2151)
Starting System: Sol
TN or Conventional: TN with 20,000 BP to start with and 40,000 RP
Population: 250m
Number of Non-Player-Races: 0
Summary: As you can see with the settings in this game I started off quite weak with half the default population, practically a conventional start and much lower research and survey speed combined with higher NPR difficulty level. The reason I chose these settings was because I wanted a challenge but not so much (Invaders) that I would not have time to build up my empire, the main goal of the campaign when I started it was to test and utilise carriers to help gain more knowledge about them for my next tutorial.
All of these options drastically effected my choice of weapons as well as doctrine which I will discuss later but suffice it to say the reasons I literally am only using railguns is because I have such little RP and had so little in the way of starting labs it was the best early option that could cover both ship-ship and PD in one.
Current Day (2151): This section will cover the current day situation, including tactical, logistical and strategic as well as the forces currently deployed and the way in which the UFR has operated its military forces for the past 50 years, below is a map of the galaxy 2151, keep in mind it is small but dense as humanity has colonised nearly nine star systems at this point and invested heavily in infrastructure, 10% survey speed also significantly hampers exploration and makes it a lengthy and expensive process.
Heres is a list of what the labels on the map mean:AGRI = Population World or Agri World, these worlds are as they describe, usually very habitable worlds with good potential for population growth
FHS = Fuel Harvesting System, this system is designated for fuel refining and harvesting, fuel is collected insystem to a single colony and then tankers move that fuel around, they are also usually more heavily guarded and will be deployed with at least some kind of military defence, at minimum a squadron of Vipers.
NO = Naval Outpost, every other system contains a single one of these Naval Outposts, each outpost is expected to be able to refuel, resupply and maintain at minimum a force of 32,000 tons for system and sector defence.
NSG = Naval Staging Ground, Any system which is designated NSG is expected to be able to maintain up to 200,000 tons of Naval forces and 150,000 tons of ground forces at anyone time, it also contains everything a naval outpost contains, a single battlestar is always stationed on these worlds for quick response.
MI = Mining Colonies
MA = Military Academy Colonies
(WIP will fill out rest later)