Aurora 4x

Fiction => Kurt's Fiction => Starfire => New Cold War => Topic started by: Kurt on April 02, 2020, 03:21:21 PM

Title: Cold War Comments Thread
Post by: Kurt on April 02, 2020, 03:21:21 PM
If any. ;)
Title: Re:Cold War Comments Thread
Post by: Rye123 on April 03, 2020, 04:12:37 AM
I like the "USSR technically wins WW3" way you took this, especially where the US (ahem, the Coalition) still remains a relevant but weaker power being very similar to the Russian Federation in our world.
Title: Re:Cold War Comments Thread
Post by: Jovus on April 03, 2020, 09:05:59 AM
I have one quick request, meant to be taken as non-confrontationally and politely as possible.

(I merely specify because sometimes it's difficult to get tone down in text.)

Could you perhaps change the name of this thread? It's named exactly the same as Steve's 1889 campaign comments thread, which means you're likely to get some people clicking the wrong thing, if they're using the 'recently updated' forum readout like I am.

That said, you did successfully snare another reader, so maybe you don't want to!
Title: Re:Cold War Comments Thread
Post by: Garfunkel on April 03, 2020, 09:58:54 AM
Whoa, a new Starfire campaign! Wasn't expecting this. Will definitely follow.
Title: Re:Cold War Comments Thread
Post by: Kurt on April 03, 2020, 10:43:31 AM
I have one quick request, meant to be taken as non-confrontationally and politely as possible.

(I merely specify because sometimes it's difficult to get tone down in text.)

Could you perhaps change the name of this thread? It's named exactly the same as Steve's 1889 campaign comments thread, which means you're likely to get some people clicking the wrong thing, if they're using the 'recently updated' forum readout like I am.

That said, you did successfully snare another reader, so maybe you don't want to!

Your very polite comment was well taken, don't worry.  I noticed the similarity when I posted it, but in the back of my head I thought the fact that it was in a different thread would be obvious.  Upon reflection, I agree with you and I've changed the header. 

Thanks!
Title: Re:Cold War Comments Thread
Post by: Kurt on April 03, 2020, 10:45:05 AM
Whoa, a new Starfire campaign! Wasn't expecting this. Will definitely follow.

This is not a statement on the likelihood of Steve releasing C# Aurora any time soon  ;D!  It's just that I was feeling like an old fashioned Starfire Campaign for a change.  We'll see how it goes.

Kurt
Title: Re: Cold War Comments Thread
Post by: Jovus on April 03, 2020, 12:32:07 PM
Starfire's awesome. I'm hooked.
Title: Re: Cold War Comments Thread
Post by: Jovus on April 05, 2020, 11:39:24 AM
I don't really understand what's going on, having never actually played Starfire. But it's a fun read nonetheless! I'm hoping that when it comes to fighting or rising tensions you might pull the curtain back a little on the mechanics, just to give us ignorati a peek.
Title: Re: Cold War Comments Thread
Post by: Kurt on April 05, 2020, 02:22:30 PM
I don't really understand what's going on, having never actually played Starfire. But it's a fun read nonetheless! I'm hoping that when it comes to fighting or rising tensions you might pull the curtain back a little on the mechanics, just to give us ignorati a peek.

Hmmm...It hadn't occurred to me that there are people here that might be interested in the campaign story, but who don't know Starfire well, or at all for that matter.  I'll give that some thought as I continue the write ups. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Father Tim on April 05, 2020, 08:30:50 PM
No point defense on the Nelsons?  Is that a compromise to get the prototype built as quickly as possible?  Is there a refit already planned to upgrade the ships' tech?
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on April 06, 2020, 02:35:41 AM
Could you lay out why the Coalition has both less income and more upkeep with a smaller fleet?

I also don't know Starfire at all, but I am finding your game interesting - looking forward to how this plays out.
Title: Re: Cold War Comments Thread
Post by: Father Tim on April 06, 2020, 02:50:11 AM
Could you lay out why the Coalition has both less income and more upkeep with a smaller fleet?

Upkeep is based on cost, not size.  In addition, the coalition fleet may mass less hull spaces, but it frequently features more vessels than the Soviet Union.

Which is more the 'how.'  As for the 'why' -- politics?
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on April 06, 2020, 04:11:37 AM
That's fair, but I was getting the sense from the narrative that the USSR constantly has a larger and more capable space fleet in terms of both hulls in use and hull sizes, and the coalition is scrambling to catch up.

When I total their OoB, the only major difference is the Coalition has twice the number of PDCs - I'm guessing they have outsized maintenance costs compared to ships?
Title: Re: Cold War Comments Thread
Post by: Father Tim on April 06, 2020, 04:27:39 AM
That's fair, but I was getting the sense from the narrative that the USSR constantly has a larger and more capable space fleet in terms of both hulls in use and hull sizes, and the coalition is scrambling to catch up.

When I total their OoB, the only major difference is the Coalition has twice the number of PDCs - I'm guessing they have outsized maintenance costs compared to ships?

It's 15% for ships, 5% for orbital bases & PDCs. . . oh, and PDCs get "free" armour 'cause it's basically rocks.

The difference might actually be accounted for in ground forces, since I didn't see any listed but they also cost maintenance.
Title: Re: Cold War Comments Thread
Post by: Kurt on April 06, 2020, 10:00:25 AM
No point defense on the Nelsons?  Is that a compromise to get the prototype built as quickly as possible?  Is there a refit already planned to upgrade the ships' tech?

That is exactly what I intended to happen.  The Coalition developed the "W" (gun/missile launcher) first, and intended to rush a prototype destroyer hull into construction, as it will take five months for the prototype to be constructed.  Then, before I could begin building the Nelson class, I realized that the Coalition needed to prototype a frigate design first, so the Outreach class was designed and construction started.  By the time the Outreach class frigate was out of the yards and it was time to build the Nelson prototype, I forgot that it didn't have point defense.  Story-wise, this will all likely be blamed on naval bureaucracy. 

A refit is planned, but sometimes events can get ahead of you...

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on April 06, 2020, 10:18:34 AM
That's fair, but I was getting the sense from the narrative that the USSR constantly has a larger and more capable space fleet in terms of both hulls in use and hull sizes, and the coalition is scrambling to catch up.

When I total their OoB, the only major difference is the Coalition has twice the number of PDCs - I'm guessing they have outsized maintenance costs compared to ships?

It's 15% for ships, 5% for orbital bases & PDCs. . . oh, and PDCs get "free" armour 'cause it's basically rocks.

The difference might actually be accounted for in ground forces, since I didn't see any listed but they also cost maintenance.

I hadn't noticed this difference.  I am a bit ahead of where this all was happening, but after some checking it appears the difference in upkeep is all down to the Coalition PDC's.  Both sides have the same number of launchers, by treaty, but the Coalition ended up with twice the number of point defense installations as the Russians.  I'm not sure I intended this to happen, it just kind of crept into the designs. 

As for the relative sizes of the space fleets, they are fairly close in terms of hull sizes, but over time the USSR has consistently had the lead, leaving the Coalition feeling as if it is constantly playing catch-up.  This lead has not been large, but even a small lead can be decisive if used right.  And being behind, even by a little bit, can be very difficult to deal with, especially in a situation where the two powers are staring at each other at point blank range. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Jovus on April 06, 2020, 10:38:54 AM
That strikes me as very thematic. The Coalition spends more on PD and has twice as much PD because they're terrified of missile strikes, considering their history.

I like it.
Title: Re: Cold War Comments Thread
Post by: Paul M on April 06, 2020, 11:03:37 AM
Yay!  Welcome back Kurt!  Starslayer and I turned growth way down, and halved construction rates and this produced a much more "The Stars at War" feel to the game.   Ours is still ongoing but it sorta stuck due to Stellaris coming out with a new DLC.  There is another battle ongoing in Helium between the Phyco-Seals and the Bugs...not sure if they are the black or red variety anymore.  The write up from the Shanirian's I should also finish...that was a battle where only the fact I had a crap load of pods saved my assault fleet...HT9 fleet attacking a HT11 fleet....yeah the bugs being higher tech than most races is a real issue.  LT armed pods do a number on gunboats...thankfully.

No one has found a warp point yet it seems.  Do you have Attack Vector Tactical by the way because the Ruskies sound like their version of them.   Gaaah the Reformation Coalition...gaaaaaah....I like the system just not the setting...we played as part of the pocket of the imperium that survived...

I have to admit that HoI's latest DLC has me sucked in too...so my Aurora time is getting a bit clobbered.

Oh the plot thickens!  At least they only got hit by CMs and not gunboats...ah yeah another of our house rules is that capital weapons/systems can only be mounted in BCs and up.
Title: Re: Cold War Comments Thread
Post by: Exsellsior on April 13, 2020, 06:01:21 AM
Hi,
So this is After the Fall Mark 2 then? Looks familiar.
I occasionally re-read your old stuff. I like how all the actors actions are motivated by their in game knowledge that the game systems give them.
I await further developments with great interest.
Title: Re: Cold War Comments Thread
Post by: Paul M on April 14, 2020, 11:03:37 AM
Yeah the reduction of the shipyard build speed by a factor of 2 in our game really changed the pace and made fleets smaller and a lot more of a playable scale.  Also it made battles more meaningful since you could not just pump out ships willy nilly.

Some other changes:  mine fields take 1 HS to build, each DSB is 0.1 HS, we don't use the missile fund but build the missiles at 0.01 HS per MSP...as we are now at AM and AAM this has resulted in magazine costs that stagger you...the RM had to sit for 3-4 turns as they dug themselves out of the hole their new missiles set them in....carriers construction costs are dwarfed by their magazine costs, we set growth to the per turn growth but only every 10 turns(or something like that), no colonization of asteroids, fL has 3 shots against a ship but is unlimited in dogfighting, we also use Steve's logistic rules which dramatically alter the ability to send fleets places, also to deploy minefields/armed DSB you need a tender ship in system

As much as it added to the micro management stuff I always thought the problem with starfire empires is that too much necessary infrastructure had 0 maintenance cost.  I understand Marvin's reasoning but making such things cost money (CFN terminals etc) meant that you put a cost on expansion so that you didn't get the snowball effect you otherwise experienced in standard 3rdR/IS economics.  I mean basically every economic investment in Starfire is good, some are better than others but that is the only consideration.

Title: Re: Cold War Comments Thread
Post by: Kurt on April 15, 2020, 10:28:29 AM
Yeah the reduction of the shipyard build speed by a factor of 2 in our game really changed the pace and made fleets smaller and a lot more of a playable scale.  Also it made battles more meaningful since you could not just pump out ships willy nilly.

Some other changes:  mine fields take 1 HS to build, each DSB is 0.1 HS, we don't use the missile fund but build the missiles at 0.01 HS per MSP...as we are now at AM and AAM this has resulted in magazine costs that stagger you...the RM had to sit for 3-4 turns as they dug themselves out of the hole their new missiles set them in....carriers construction costs are dwarfed by their magazine costs, we set growth to the per turn growth but only every 10 turns(or something like that), no colonization of asteroids, fL has 3 shots against a ship but is unlimited in dogfighting, we also use Steve's logistic rules which dramatically alter the ability to send fleets places, also to deploy minefields/armed DSB you need a tender ship in system

As much as it added to the micro management stuff I always thought the problem with starfire empires is that too much necessary infrastructure had 0 maintenance cost.  I understand Marvin's reasoning but making such things cost money (CFN terminals etc) meant that you put a cost on expansion so that you didn't get the snowball effect you otherwise experienced in standard 3rdR/IS economics.  I mean basically every economic investment in Starfire is good, some are better than others but that is the only consideration.

Build rates have been reduced by around 50% in this campaign, which is causing some interesting effects.  Capital ships will take a loooonnggg time to build now.  With the combination of growth being slowed, I hope that it will stave off what Steve and I saw in our campaigns where it eventually devolved to taking a week or more to play out each turn, just because of how big the empires had become.  I tried to restart my Phoenix Campaign a few years ago, but didn't get far just because of how big the damned thing is. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on April 17, 2020, 10:45:51 AM
Well to illustrate the effect of our changes:
Turn 288
Shanirian Income:  125, 337 MCr ~750 inhabited worlds (in 81 systems)
Build Speed:  15 HS/Turn
Fleet: 48 BB, 62 BC, 81 CA, 161 CL, 202 DD plus 118 MWP,  156 LWP, 552 DefS with 95 ships in mothballs

I admit the Shanirian's don't invest heavily in IU on benign worlds (due to being "green") but they have loads of moon colonies.

Capital ships take, even now, 7+ turns to build, but for the DD, CL, and CA this is about as fast as it gets at 2, 3 and 4 turns each.
The München crew really did an analysis of what we needed to change to keep the empire sizes manageable. Starslayer and I are both happy with the outcome.  A lot of battles are not pushed as hard as they could be just because loosing capital ships hurts so it is better to break off and preserve them.   That the phyco-seals have survived this long is in part due to that.  I'm not sure how much longer they can keep it together though. 

And yeah both yours and Steves games were a reason we looked at how to keep the economy and fleet under control.
Title: Re: Cold War Comments Thread
Post by: Kurt on April 18, 2020, 03:26:35 PM
Well to illustrate the effect of our changes:
Turn 228
Shanirian Income:  125, 337 MCr ~750 inhabited worlds (in 81 systems)
Build Speed:  15 HS/Turn
Fleet: 48 BB, 62 BC, 81 CA, 161 CL, 202 DD plus 118 MWP,  156 LWP, 552 DefS with 95 ships in mothballs

I admit the Shanirian's don't invest heavily in IU on benign worlds (due to being "green") but they have loads of moon colonies.

Capital ships take, even now, 7+ turns to build, but for the DD, CL, and CA this is about as fast as it gets at 2, 3 and 4 turns each.
The München crew really did an analysis of what we needed to change to keep the empire sizes manageable. Starslayer and I are both happy with the outcome.  A lot of battles are not pushed as hard as they could be just because loosing capital ships hurts so it is better to break off and preserve them.   That the phyco-seals have survived this long is in part due to that.  I'm not sure how much longer they can keep it together though. 

And yeah both yours and Steves games were a reason we looked at how to keep the economy and fleet under control.

Based on reading your notes, and on how things have been going in my game, I've decided to increase the cost of DSB-L and mines by 4x.  Things seemed to be getting a bit unbalanced.  Because the construction rates have been halved, it is taking a long time to build up fleet strength.  This is working as intended, but three of my races were able to build up enough DSB-L's in a relatively short amount of time that it became clear that no one was going to be able to make an meaningful advances if they attacked.  This should help. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on April 19, 2020, 05:22:20 AM
We didn't increase the cost...we basically reduced incomes as growth is a lot slower.  Basically after 288 turns our first settled worlds are only medium and without asteroid colonies things have not exploded.  We also have an agreement to not go overboard on the AW.  But we can't move them with the CFN and so we have used Steve's minelaying tech, the trouble is that it wasn't actually implemented in SFA so the ships are just built with holds.  Also we increased mines to 125 msp.   At 1 HS per pattern to build them though it is hard to build up huge numbers real fast.   They eat into your yard capacity.  The requirement to have a tender for the AW also adds to the difficulty of deployment, and imposes a maintenance cost to them.  But certainly don't allow shipment through the CFN.  Also a tender limits how fast they can be deployed as it has to make trips back and forth and such.  Even DSB-L at 0.1 HS each mean 10 are 1 HS yard capacity...though I'm assume you run out of money first.

Also the UTM changes have had some seriously un-intended consequences.  fighters are nerfed hard by Ai, S0, Dz and Zi.   Zi should be a lot larger than it is...3 HS maybe.  The new ECM also I think hits pods very hard...it is possible for a high tech ship to get a -6 (CT or smaller) or -5 (SD and smaller) to hit modifier on the pod launched missiles and this modifier increases every 2 tech levels based on the expansion of available MPs for ECM you get.   Bases also are really hurt by change and ECCM basically negates any ECM a base has.  I'm also not that fond of the proto-type gunboat, it should have 2 regular racks (in line) not the way they are set up.  That way it could carry full sized missiles and also ripple fire 6 fighter munitions.
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on April 23, 2020, 01:49:06 PM
Small correction, its turn 288.

Even the Thebans, who almalgenated three races, have not that much of a huge economy: 287278 MCs from 137 habited systems. !179 settled worlds (moons excluded). Homeworlds excluded, the biggest colony is now 647 pop. The Theban map dwarves the rigellian map when Steve ended his campaign, but the income is far smaller and ships/fleets are far more scattered. What the thebans though have is a heavy investment in bases as fixed defenses and several nodal fleets wich get deployed to points of interrest. Unfortunately I am running out of significant fleets compared to the brushfires. Especially as the bugs overran one of my defensive fleets.. hello gunboats wich I never saw before vs. my close in laser armed fleet... nom nom nom.
Overall this had kept battle sizes down to a manegable level (but for 800 GB vs 400 fighter battles...) but it beats the concentional munich campaign where at turn 80 we saw 120 SD being tossed through a WP. Unmanegable.
Title: Re: Cold War Comments Thread
Post by: Kurt on April 25, 2020, 09:41:49 AM
Small correction, its turn 288.

Even the Thebans, who almalgenated three races, have not that much of a huge economy: 287278 MCs from 137 habited systems. !179 settled worlds (moons excluded). Homeworlds excluded, the biggest colony is now 647 pop. The Theban map dwarves the rigellian map when Steve ended his campaign, but the income is far smaller and ships/fleets are far more scattered. What the thebans though have is a heavy investment in bases as fixed defenses and several nodal fleets wich get deployed to points of interrest. Unfortunately I am running out of significant fleets compared to the brushfires. Especially as the bugs overran one of my defensive fleets.. hello gunboats wich I never saw before vs. my close in laser armed fleet... nom nom nom.
Overall this had kept battle sizes down to a manegable level (but for 800 GB vs 400 fighter battles...) but it beats the concentional munich campaign where at turn 80 we saw 120 SD being tossed through a WP. Unmanegable.

I just read your most recent post giving some stats for the Thebans on turn 288 of your campaign.  For comparison with the Bugs in the Phoenix Campaign:

Your Thebans: Turn 288, Income 287278 MC, 137 inhabited systems, total fleet 193 Capital Ships, 1611 cruisers, 133 smaller ships, 84 carriers
My Bugs: Turn 140, Income 2,270,000 MC, 219 inhabited systems, total fleet 609 capital ships, 770 cruisers, 707 smaller ships
My ASR: Turn 140, Income 1,128,000 MC, 302 inhabited systems, total fleet 268 capital ships, 534 cruisers, 451 smaller ships, 351 carriers

The Bugs and the ASR (Allied Sentient Races) were the two largest and most powerful races in the game.  After them came the Terran Empire, which was a bit smaller than the ASR, and then after that everyone else was 10-20% the size of the majors. 

As you can see, you guys have made it twice as far as I did, or, if I remember correctly, Steve did in the Rigellian campaign.  I tried to revive the Phoenix Campaign at some point, because I missed it so much, but it too way too long to process each turn and I was forced to give up.  And, I was either avoiding battles, or fudging them, due to the sheer size of the fleets involved. 

You guys are obviously on the right track.  So far I think the Cold War campaign is on the right track as well.  I'm up to turn 84 and all of the races are very manageable, and look to continue to be so for some time.  We'll see.

Kurt
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on April 26, 2020, 06:52:35 AM
Just for interrest, our current settings:

Research is halved. Build rates: 5 + TL HS/turn. Growth: High 7.5%, Medium 3.5%,  Low 2.3% everys 10 turns. No asteroid colonisation (a rather big factor in keeping economy small).

We initially started with normal research rates, but found that prototypes and refits weren't even finishedby the time the next TL rolled around, so we slowed it down correxpondingly. Wich allows a TL to persist for some time and be used.
Also, I fudged the WP generation, making the apearance of high number of WP nexi rather rare.
Title: Re: Cold War Comments Thread
Post by: Kurt on April 26, 2020, 10:15:16 AM
Just for interrest, our current settings:

Research is halved. Build rates: 5 + TL HS/turn. Growth: High 7.5%, Medium 3.5%,  Low 2.3% everys 10 turns. No asteroid colonisation (a rather big factor in keeping economy small).

We initially started with normal research rates, but found that prototypes and refits weren't even finishedby the time the next TL rolled around, so we slowed it down correxpondingly. Wich allows a TL to persist for some time and be used.
Also, I fudged the WP generation, making the apearance of high number of WP nexi rather rare.

I've done more or less the same, including research rates.  Even with the reduced research rates it may be that the races can't field the latest hull before the tech goes up again.  We'll see. 

Kurt 
Title: Re: Cold War Comments Thread
Post by: Father Tim on April 26, 2020, 02:34:42 PM
Last time I played, I cut research to 'one project at a time' to vastly slow down the TL-to-TL interval.  Eventually we allowed a second, crash-research-only project during war.
Title: Re: Cold War Comments Thread
Post by: Kurt on April 29, 2020, 09:58:51 AM
Last time I played, I cut research to 'one project at a time' to vastly slow down the TL-to-TL interval.  Eventually we allowed a second, crash-research-only project during war.

I've slowed down the time it takes to research each tech system, meaning it takes much longer to develop the tech items at each level, also making it take longer before you can begin research on the new HT level.  It seems to be working, although there are some odd imbalances going on.  Nothing that threatens the game overall, just some strangeness I'm sure is related to the changes I made to slow growth down. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on April 30, 2020, 04:48:24 AM
What's motivating the Russian's instance on renewing the war? Are they convinced that they have an insurmountable military edge against the aliens and the Alliance so that they can go it alone?

It's been interesting to see how each of the powers is developing in different directions - the Alliance securing several prime colony sites gives them their first real chance of catching up with the USSR since the game began. If they can begin building ship building industry there, they can safely build their fleet without worrying the Soviets and escalating the situation in the Sol system.
Title: Re: Cold War Comments Thread
Post by: Warer on April 30, 2020, 06:34:28 AM
I love this, cant wait to see the fate of this Co-Dominion.
Title: Re: Cold War Comments Thread
Post by: Kurt on April 30, 2020, 06:50:36 AM
What's motivating the Russian's instance on renewing the war? Are they convinced that they have an insurmountable military edge against the aliens and the Alliance so that they can go it alone?

It's been interesting to see how each of the powers is developing in different directions - the Alliance securing several prime colony sites gives them their first real chance of catching up with the USSR since the game began. If they can begin building ship building industry there, they can safely build their fleet without worrying the Soviets and escalating the situation in the Sol system.

The Russians are relatively sure that the Coalition won't attack them, at least not without provocation, and so can focus their fleet on the D'Bringi (Raiders).  They feel that they can beat the D'Bringi, as they seem to depend on commercial engines, which will allow the Russians to control the range.  If they can defeat the D'Bringi fleets and conquer their worlds, this will give them a large advantage over the Coalition.  Perhaps an insurmountable lead.  However, lots can happen, to both sides. 

Kurt 
Title: Re: Cold War Comments Thread
Post by: Kurt on April 30, 2020, 06:52:19 AM
I love this, cant wait to see the fate of this Co-Dominion.

Thanks!  And I absolutely and categorically deny any link to Jerry Pournelle's Co-Dominion what so ever.  Just because I read every one of his books, and loved them all, means nothing.  Nothing I say!
Title: Re: Cold War Comments Thread
Post by: Migi on April 30, 2020, 01:09:45 PM
I just wanted to say I'm enjoying reading.
I do have a question, did the Russians not keep all the known jump points under sensor coverage after breaking the alliance? That seems rather short sighted if they were intending on starting a war with a power which could potentially be behind any of them.
I don't quite see how else the Collation managed to jump to a new system and survey it without the Russians knowing. Even then they might have been able to infer what they were doing by tracking ship numbers.
Title: Re: Cold War Comments Thread
Post by: Kurt on April 30, 2020, 04:58:48 PM
I just wanted to say I'm enjoying reading.
I do have a question, did the Russians not keep all the known jump points under sensor coverage after breaking the alliance? That seems rather short sighted if they were intending on starting a war with a power which could potentially be behind any of them.
I don't quite see how else the Collation managed to jump to a new system and survey it without the Russians knowing. Even then they might have been able to infer what they were doing by tracking ship numbers.

The Russians were watching the warp points that led to the contact point with the D'Bringi, but not the ones that led the other way, beyond the Moskva (Sigma Draconis) system.  Thus they will know when the Coalition begins sending colony fleets down that warp chain, as the colony transports will have to pass through the Sol warp point and the warp point in the Moskva system, which is picketed by the Russians.  What they can do about it is a whole other thing.  While they do have the edge on the Coalition, their lead isn't that big and they have to worry about the D'Bringi as the primary threat right now.   
Title: Re: Cold War Comments Thread
Post by: Father Tim on May 02, 2020, 03:42:46 AM
Looking at the latest designs reminds me why I changed DAC formatting to have spaces after each component (or group).  Things were hard to read in the old days.
Title: Re: Cold War Comments Thread
Post by: Paul M on May 05, 2020, 10:55:23 AM
Some other higher tech changes we made were in the SM2 where we changed how it gets its extra range by adding +1 hex to each of the 8,7,6 to hit bands and then adding the rest to the 5 to hit band.  We also added in F2, E2, and L2 as in our game only BC+ ships can use "c" systems.  The fP doesn't exist...as that is just too crazy.  We also added in a GM2 missile as the Gun system is something the Shanirian's continued to use long after it was abandoned by other races.  Also we use the -1 to all point defense systems.  We also boosted the speed of prototype gunboats to 9.  I still think that both ast2 and pn2 should be able to form some sort of datagroup even if only 3 of them.  The changes in the UTM remove a lot of the reasons why it was a bad idea in the past and itsn't terribly logical they can't.  I also have never figured out why they came out with KBS but never came out with fkbs or whatever that could be used by ast2 and pn2 or never expressly state what they give for airsupport (outside of the value of their point defense equivalent)....that has always struck me as a bit low.

All in all it is a fair number of changes...

Interesting times are happening in your game to be sure...the D'brin are certainly loosing ships at a high rate.  I did notice the fleet HQ asteroid fort has no massive storage capacity in it...and I would consider collapsing systems a bit more when designing such a thing.  I'll add more to Starslayers data dump over the week.
Title: Re: Cold War Comments Thread
Post by: Kurt on May 07, 2020, 03:36:47 PM
<snip>

Interesting times are happening in your game to be sure...the D'brin are certainly loosing ships at a high rate.  I did notice the fleet HQ asteroid fort has no massive storage capacity in it...and I would consider collapsing systems a bit more when designing such a thing.  I'll add more to Starslayers data dump over the week.

Okay, I read this and had it in the back of my mind that I needed to look at this a bit before I responded, then I got busy and forgot.  I thought that I had included storage capacity on the Fleet HQ, and your comment about that meant maybe I misremembered.  So I looked and saw that I had included it.  So then I looked at the version I posted, and realized that it didn't show the capacity, and I realized what I had done.  My original design, which I posted, didn't have extra storage capacity for fleet maintenance, but when I looked at it again, before I began building it, I remembered my intent was to provide an anchorage away from Earth where the Soviets could shelter their fleet, so I added the hold capacity and then started building it.  I forgot that I had posted it, so here is the revised version that got built:

FLEET HQ class AF        104 XO Racks    554 Hull    TL 4
[1]Sx100Apx300ZH(BbL)Qx5Lh(CIC)QMgWx5MgQDDTWx5MgQDDTWx5MgQDDQLhM3Wx5MgDXr(DCS)(CC)Hx30LhQDQs[0]
554 RCP  21 MCP       Trg:4        Cost =  3882/ 194.1
HTK 488   Sx100  Apx300  Dx8  Wx20  Tx2  Mgx5 
850x SM, 30x EDM (Mg)

Note the 30 holds tucked away, buried deeply within the fortress.  The holds are large enough to carry 15,000 mc, or enough to supply the entire Soviet fleet for around two months. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on May 08, 2020, 12:40:04 PM
I would have added 6 more HS and made it (Hx5B)x6 just to stop the collapse!
Title: Re: Cold War Comments Thread
Post by: JacenHan on May 08, 2020, 01:12:49 PM
I know next to nothing about Starfire, so I can't comment on the ship designs, but I will say that I am really enjoying this story! It sounds like the Soviets might lose their advantage soon as long as the Coalition can keep ahead in colonization like they have been.

Also, the update about the Coalition colonizing next door to the poor Tarek reminds me of another game (http://aurora2.pentarch.org/index.php?topic=1004.0) you once played :).
Title: Re: Cold War Comments Thread
Post by: Kurt on May 09, 2020, 08:04:22 AM
I would have added 6 more HS and made it (Hx5B)x6 just to stop the collapse!

I thought about that, but it is so deeply buried that the Soviets weren't too worried about collapse damage.  If damage gets that deep, they are screwed anyway.   plus, the Sovs are all about saving a few mega-credits where they can. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on May 09, 2020, 08:15:00 AM
I know next to nothing about Starfire, so I can't comment on the ship designs, but I will say that I am really enjoying this story! It sounds like the Soviets might lose their advantage soon as long as the Coalition can keep ahead in colonization like they have been.

The Soviets probably noticed this too.  I wonder what they'll do about it?

Quote
Also, the update about the Coalition colonizing next door to the poor Tarek reminds me of another game (http://aurora2.pentarch.org/index.php?topic=1004.0) you once played :).

Ah, the Strug and the Twin Moons campaign.  I liked those guys.   While there are some superficial physical similarities between the Strug and the Tarek, they differ greatly in terms of psychology and mindset.  The Strug were nice guys.  The Tarek, well...
Title: Re: Cold War Comments Thread
Post by: Paul M on May 10, 2020, 12:30:53 AM
I would have added 6 more HS and made it (Hx5B)x6 just to stop the collapse!

I thought about that, but it is so deeply buried that the Soviets weren't too worried about collapse damage.  If damage gets that deep, they are screwed anyway.   plus, the Sovs are all about saving a few mega-credits where they can. 

Kurt

Makes sense though in that case I'd have put them at the very end:  so it ends up "Hx30LhQ" but another thing that the München campaigns showed was that there was a lot of variance in how people built ships even for the same mission.  I have to admit that the theory of Asteroid Forts never quite makes it to reality for me...I'm damned if I know why but I've never built one though a race facing off against the J'Rill horde had 2 of them and they were a good part of the reason they survived as long as they did.

I should do that MCr saving thing more often but it is hard to not use the best toys when you got them sorta thing.

Did you manipulate the luck of the draw for the recent survey gold mine the Soviet-ski's have come up with?   The closed warp point will be very interesting for the humans.   Though the D'bring will need to have more of a fleet then 9 CAs to even make a showing against the soviet-ski's ...it might be time to break out the gunboats!
Title: Re: Cold War Comments Thread
Post by: Kurt on May 10, 2020, 09:03:44 AM
I would have added 6 more HS and made it (Hx5B)x6 just to stop the collapse!

I thought about that, but it is so deeply buried that the Soviets weren't too worried about collapse damage.  If damage gets that deep, they are screwed anyway.   plus, the Sovs are all about saving a few mega-credits where they can. 

Kurt

Makes sense though in that case I'd have put them at the very end:  so it ends up "Hx30LhQ" but another thing that the München campaigns showed was that there was a lot of variance in how people built ships even for the same mission.  I have to admit that the theory of Asteroid Forts never quite makes it to reality for me...I'm damned if I know why but I've never built one though a race facing off against the J'Rill horde had 2 of them and they were a good part of the reason they survived as long as they did.

I should do that MCr saving thing more often but it is hard to not use the best toys when you got them sorta thing.

Did you manipulate the luck of the draw for the recent survey gold mine the Soviet-ski's have come up with?   The closed warp point will be very interesting for the humans.   Though the D'bring will need to have more of a fleet then 9 CAs to even make a showing against the soviet-ski's ...it might be time to break out the gunboats!

No, the Soviets came up with that nexus all on their own.  I'm not above manipulating certain things to create a better story, but I try to stay hands-off as much as possible.  The Soviets had very good survey luck in that nexus they just discovered, while the Coalition's initial luck in finding habitable planets has kind of petered out recently. 
Title: Re: Cold War Comments Thread
Post by: Shinanygnz on May 19, 2020, 01:24:07 PM
Been enjoying this Kurt, thank you  :)

Before the whole 3DG vs Marvin schism largely killed my interest along with further development of SA, I was using some ideas from 4th in my 3rd edition Haggi campaign, along with some other optional rules.  For example, the Linked Beams option from Communique, extra missile range for bases/AF/PDC (+3/+5/+7), changes to WP capacities, so you could get more ships through based off HS rather than just one per impulse, primaries 3HS but can only penetrate TL*5 shields and armour, and so on

Stephen
Title: Re: Cold War Comments Thread
Post by: Kurt on May 20, 2020, 09:01:06 AM
Been enjoying this Kurt, thank you  :)

Before the whole 3DG vs Marvin schism largely killed my interest along with further development of SA, I was using some ideas from 4th in my 3rd edition Haggi campaign, along with some other optional rules.  For example, the Linked Beams option from Communique, extra missile range for bases/AF/PDC (+3/+5/+7), changes to WP capacities, so you could get more ships through based off HS rather than just one per impulse, primaries 3HS but can only penetrate TL*5 shields and armour, and so on

Stephen

Thanks, I appreciate it. 

The Marvin/Steve-3GC schism was a defining event in many ways.  It's also ancient news at this point.  I wonder how many of us are still around from the old Starfire mailing list? 

I used a bunch of those rules in the Phoenix Campaign, in particular the warp transit capacity changes.  I liked that a lot, and I'll probably use it in this campaign as well.  So far I haven't had to decide, as there haven't really been any major opposed transits.  The part I liked best was that it removed the major restriction on larger hulls imposed by the warp capacity rules.  I like  big ships, and didn't like there being a lot of warp points they couldn't go through. 
Title: Re: Cold War Comments Thread
Post by: Paul M on May 20, 2020, 09:35:15 AM
*sighs* well Starslayer and I are, hell I only know him because of the starfire mailing list.

It was a defining event alright.  I wasn't directly involved.  It was painful to watch from the sidelines.   I tried to get the locals in München interested in 4th edition but no dice without a starfire assistant replacement.  It is sorta the gold standard for this kinda game in my mind.  I'm good at EXCEL and I tried with that but very quickly ran into trouble at turn 20 or so of a 4thE solo game.

I have to admit I find the "Ai exist therefore the L is useless" an interesting argument given the F faces the same level of Ai plus the shields a ship may be carrying, it just does more damage.  I'm curious to see what the sovietski's do when the Wa rears its ugly head.  That is a seriously overpowered system once AM shows up.  The shanirian's kept the L is service for warp point defense purposes...since stripping XOs was a bonus.  I sorta think that the "SM" is part of the problem the W would not be so much overpowered if you had to decide how many "sprint" and how many "regular" missiles will I carry...that you can use one missile for both tasks removes a bit of strategic choice and contributes to making it overpowering.  But in many ways I think this may be something that can be laid on David Webers shoulders, weapon systems he liked got special treatment (HETs are the only capital beam weapon that both get smaller but also do more damage and are longer ranged with each generation)...if not David Weber then someone decided certain weapons are the "meta" and all other ones got the other end of the stick.
Title: Re: Cold War Comments Thread
Post by: Warer on May 20, 2020, 09:38:36 AM
Would anyone happen to still possess the files for the Phoenix campaign? I tried but all the links I found were dead.
I also note that I find this discussion of ancient history rather interesting.
Title: Re: Cold War Comments Thread
Post by: misanthropope on May 20, 2020, 12:57:17 PM
i'm another antique starfire player. i remember kurt and starslayer from the list.  i'd played some 1st and 2nd ed starfire, kind of the beer to the whisky of SFB (as it was designed to be).  sporadically played 3rd, but when 4th came down i wound up playing quite a lot of both, for the few years til the community de-materialized.  i thought 4e was pretty good, and i was especially happy that it was _different_.  given how hard the starfire pretentious acronym thingie subsequently pushed the game in the direction of utter bloat idk how 4th turned out so playable.

this campaign definitely has me more jonesing for starfire than aurora, once rl/bs has been brought to heel.  much higher violence-per-click, yes please.
Title: Re: Cold War Comments Thread
Post by: Shinanygnz on May 20, 2020, 03:22:27 PM
The lack of an SA equivalent for 4th onward was the real killer for me.  There was quite a lot of good stuff in there, and whilst I wasn't fond of the rather bland, uniformity of it compared to 3RdR and 3DG, I'd have given it a go if there was.  Hence the retrofitting of some of it into my SA based game
Let's just not mention original Alkelda Dawn :D  though with some massaging J/Jc can be made a sensible system
And in a 'made me look' moment, it's now 6th edition, aka Solar Starfire
Title: Re: Cold War Comments Thread
Post by: Kurt on May 20, 2020, 04:21:28 PM
*sighs* well Starslayer and I are, hell I only know him because of the starfire mailing list.

It was a defining event alright.  I wasn't directly involved.  It was painful to watch from the sidelines.   I tried to get the locals in München interested in 4th edition but no dice without a starfire assistant replacement.  It is sorta the gold standard for this kinda game in my mind.  I'm good at EXCEL and I tried with that but very quickly ran into trouble at turn 20 or so of a 4thE solo game.

Yeah, Marvin has an excel spreadsheet for tracking everything in 4th that he, or someone, put a lot of work into, but I could never get it two work to my satisfaction.  Which probably says more about my issues with excel than anything else.  I considered doing a 4th/Solar campaign when I decided to get back into writing campaigns, but without SA I'd have to put a lot of work into either building an excel spreadsheet myself, or figuring out someone else's.  SA just makes it so much easier. 

Quote
I have to admit I find the "Ai exist therefore the L is useless" an interesting argument given the F faces the same level of Ai plus the shields a ship may be carrying, it just does more damage.  I'm curious to see what the sovietski's do when the Wa rears its ugly head.  That is a seriously overpowered system once AM shows up.  The shanirian's kept the L is service for warp point defense purposes...since stripping XOs was a bonus.  I sorta think that the "SM" is part of the problem the W would not be so much overpowered if you had to decide how many "sprint" and how many "regular" missiles will I carry...that you can use one missile for both tasks removes a bit of strategic choice and contributes to making it overpowering.  But in many ways I think this may be something that can be laid on David Webers shoulders, weapon systems he liked got special treatment (HETs are the only capital beam weapon that both get smaller but also do more damage and are longer ranged with each generation)...if not David Weber then someone decided certain weapons are the "meta" and all other ones got the other end of the stick.

Well, that right there was one of Marvin's driving forces for wanting to do a 4th edition, that and the problems built into the strategic economic system.  He wanted to balance everything to remove chance as much as possible.  He hoped that by removing the "only one right path" issue from strategic (and sometimes tactical) starfire, it would become a better and more attractive game.  He was exactly right about the balance issues, but in creating 4th edition, and the editions after that, he removed the 'flavor' that so many people liked. 

As for the Ai/L issue, the Soviets feared falling behind the Coalition in deployed tech, even though generally they've been ahead in terms of research.  They only reluctantly gave up lasers, and when they get to HT 6 they are going to leap on the DeC/Lx combo, which also kind of fits in with their attitude about smaller ships being expendable.  The Coalition would never go for a weapons system that might blow up their own ship, not unless things were really desperate. 

As for the influence of Weber, I think that's more down to David Weber wanting to tell a story, and being absolutely willing to bend the game system to tell it.  If he wants to introduce a new threat species with an exciting new weapons system, he's not going to let a little thing like game balance become an issue. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on May 20, 2020, 04:31:23 PM
Would anyone happen to still possess the files for the Phoenix campaign? I tried but all the links I found were dead.
I also note that I find this discussion of ancient history rather interesting.

I could probably dig it up if I took a bit of time.  It might still be up on the Starfire website message board, if you want to go look. 

The old Starfire Mailing List was kind of a golden age for interest in starfire, IMHO, before the community split and all of the resulting bad feelings.  No one talked about the schism for a long time, mostly, I think, for fear of reigniting the old wars that raged around the schism. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on May 21, 2020, 12:08:36 AM
On Weber and "bending the game system" have you ever played the Stars at War Scenarios?  I never found a single description of how the battle turned out that matched the way it played out in the game, though I didn't play all of them so some might...in my view by fluke of luck.   The 3 starting ISW3 ones are just hilariously different in the Stars at War book compared to how they turn out in the game system.   Or as caused considerable shock in a game "When Enemies Join Hands..." when I had to point out it is putting F2 or F3 up against F0...  I just had the Rigillians be drive field down well away from the WP and launched a long range fighter strike...I made the mistake of arming it for anti-fighter work since I was thinking to take out their fighters and then deal with the ships...   That turned out to be not required when you actually see how much more movement an advanced fighter has, so I just went on to kill the carriers...needless to say we stopped that game.   ISW4 just plain doesn't work that way...  Command Datagroups of BC would have no chance against 3rdR SDs...for that battle result the bugs need to mount Z and D, not Z/Zi and Dx.  Even worse is the designs of the CLs...they could not keep up to the SDs without risking engine burnout...they need to have speed 6 just to match strategic speeds.  I enjoy the books (and consider Stars at War more in that light) but it is clear they ignore the game system.  David Webers rule writing it also wonderful but it lacks the clarity of Avalon Hill leading to serious questions on how things are supposed to work, presser beams being one of the worst offenders.  Still Imperial Starfire is by far one of the most readable sets of game rules I've ever seen.  Heck it is FUN to read.

4thE had several good things but it was bland.  There was no real difference between the beam weapons, and I found it "roll many dice and do nothing" in terms of combat.  The attempt to balance things killed the whole "I have the new wünderwaffen!" feeling.  This is true of HoI IV as well...in a wargame you have to accept that imbalance exists...it just alternates...as either the defense or the offense always should be ahead.  Plus my feeling on the economics was that it didn't solve the problem it just pushed it back, it would take longer than a game Marvin liked for the economic snowball to rear its head but it was still there.  The Rich get Richer, Faster and Faster is the result of an over simplified economic model you can't solve it by tweeking the model parameters you need a new model.

Starslayer is a fan of the Dx/Dec system.  Be advised that SA doesn't properly use the warheads in the magazine though.  What I am not a fan of is the next generation of it, that basically gives you all the good stuff and removes the risk of using it.

The problem with EXCEL is that it isn't a database, and for this you need a database.  If you understood the database stuff well enough it might be possible to write linked EXCEL spreadsheets using EXCELs database functions to track all the data you need to track but that requires skills I don't have.  And having I think it was 4 spreadsheets PER RACE was just not going to work properly.  It is book keeping hell.  Starslayer is adamant: "Does it have the equivalent of SA? If not we won't try it!"   I've tried to get him to try a couple of other systems and get that response each time :) 
Title: Re: Cold War Comments Thread
Post by: Kurt on May 21, 2020, 09:06:45 AM
On Weber and "bending the game system" have you ever played the Stars at War Scenarios?  I never found a single description of how the battle turned out that matched the way it played out in the game, though I didn't play all of them so some might...in my view by fluke of luck.   The 3 starting ISW3 ones are just hilariously different in the Stars at War book compared to how they turn out in the game system.   Or as caused considerable shock in a game "When Enemies Join Hands..." when I had to point out it is putting F2 or F3 up against F0...  I just had the Rigillians be drive field down well away from the WP and launched a long range fighter strike...I made the mistake of arming it for anti-fighter work since I was thinking to take out their fighters and then deal with the ships...   That turned out to be not required when you actually see how much more movement an advanced fighter has, so I just went on to kill the carriers...needless to say we stopped that game.   ISW4 just plain doesn't work that way...  Command Datagroups of BC would have no chance against 3rdR SDs...for that battle result the bugs need to mount Z and D, not Z/Zi and Dx.  Even worse is the designs of the CLs...they could not keep up to the SDs without risking engine burnout...they need to have speed 6 just to match strategic speeds.  I enjoy the books (and consider Stars at War more in that light) but it is clear they ignore the game system.  David Webers rule writing it also wonderful but it lacks the clarity of Avalon Hill leading to serious questions on how things are supposed to work, presser beams being one of the worst offenders.  Still Imperial Starfire is by far one of the most readable sets of game rules I've ever seen.  Heck it is FUN to read.

Yeah, it was unbalanced as hell, but Weber's background and writing made me want to play the game.  Even if none of the scenarios worked the way they were supposed to. 

Quote
4thE had several good things but it was bland.  There was no real difference between the beam weapons, and I found it "roll many dice and do nothing" in terms of combat.  The attempt to balance things killed the whole "I have the new wünderwaffen!" feeling.  This is true of HoI IV as well...in a wargame you have to accept that imbalance exists...it just alternates...as either the defense or the offense always should be ahead.  Plus my feeling on the economics was that it didn't solve the problem it just pushed it back, it would take longer than a game Marvin liked for the economic snowball to rear its head but it was still there.  The Rich get Richer, Faster and Faster is the result of an over simplified economic model you can't solve it by tweeking the model parameters you need a new model.

Marvin and I had several conversations on this exact subject.  Marvin never really understood the attraction of the role-playing aspect of the game.  Instead, for him it was a contest, and it was about winning, or at least having fun losing, and if it depended too much on random luck, then it wasn't fun when you won or lost.  He had a good point, if there is only one winning strategy, then what's the point.  The problem in my mind is exactly what you identified above, in trying to balance the game he took all of the flavor out of it.  In my opinion.  I could never really get excited about the tech system the way I can in 3rdR, and I still miss having asteroid belts give bonuses to ship construction, even though that was totally unbalancing. 

Quote
Starslayer is a fan of the Dx/Dec system.  Be advised that SA doesn't properly use the warheads in the magazine though.  What I am not a fan of is the next generation of it, that basically gives you all the good stuff and removes the risk of using it.

Yes, I vaguely remember there were some issues with some of the ammunition types in SA.  I'll find a way to deal with it, I guess.  That's tech progression for you, however, your point that it doesn't work that way for all tech systems is well taken. 

Quote
The problem with EXCEL is that it isn't a database, and for this you need a database.  If you understood the database stuff well enough it might be possible to write linked EXCEL spreadsheets using EXCELs database functions to track all the data you need to track but that requires skills I don't have.  And having I think it was 4 spreadsheets PER RACE was just not going to work properly.  It is book keeping hell.  Starslayer is adamant: "Does it have the equivalent of SA? If not we won't try it!"   I've tried to get him to try a couple of other systems and get that response each time :)

I was willing to give it a try, but it always ended up looking like a lot more work than SA, which is, of course, the problem and is at the heart of much of the acrimony and troubles that exploded the old mailing list. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Warer on May 21, 2020, 09:36:26 AM
Would anyone happen to still possess the files for the Phoenix campaign? I tried but all the links I found were dead.
I also note that I find this discussion of ancient history rather interesting.

I could probably dig it up if I took a bit of time.  It might still be up on the Starfire website message board, if you want to go look. 

The old Starfire Mailing List was kind of a golden age for interest in starfire, IMHO, before the community split and all of the resulting bad feelings.  No one talked about the schism for a long time, mostly, I think, for fear of reigniting the old wars that raged around the schism. 

Kurt
Found it on Starfire Design https://www.starfiredesign.com/forum/viewforum.php?f=51&start=250

Thanks for giving me the idea to just google it, for some reason it didn't occur to me other sites about Starfire exist. When did that schism even occur? For reference I turned eighteen less than half a month ago.
Title: Re: Cold War Comments Thread
Post by: Paul M on May 21, 2020, 11:53:02 AM
Yeah survey luck pretty much determines how a short-ish campaign will go.  And it is there and nothing you can do about it...I mean it is true in say Stellaris or MOO or any of these sorts of games.  And since money now is better than more money later I don't think you can get away from it.

Yeah, SA brought back life to Starfire, in my view at least.  I also still think if other people had not got involved Marvin and Steve could have sorted the issues out.  But there was too much partisan influence...or at least that is certainly the way it looked to an outsider (me).  But SA is pretty much "gold standard" for campaign game support.  And amazingly Steve was willing to put stuff in it that he didn't use which made it wonderful for the rest of us.  One thing that SA allowed was long detailed campaigns, and those are the things that generate interest and attract new players or even drag older ones back.  4thE isn't bad, I like it, I like a lot of the changes and ideas in it, especially the tech system but it is so damned balanced it has no heartbeat to it.  Generic missile weapon type 1 and generic beam weapon type 3 and small craft do-dad type A aren't the same as SBM, E-beams, and Gunboats compared to CM, HETs and fighters.  I never get the feeling looking at the changes they made that you suddenly go "ooooh I just got (tech system) wow that is going to require me to have a think about how my ships are used/built!"

What I really have to do is find the motivation to invest a bunch of time into Vassel to make a good set of counters and maps for Starfire.  I know what I want in my head I just have to get it out from there.

The Schism was a while back...you were knee high to a duck sorta thing must be 6+ years now.
Title: Re: Cold War Comments Thread
Post by: Shinanygnz on May 21, 2020, 01:00:46 PM
Yeah, SA brought back life to Starfire, in my view at least.  I also still think if other people had not got involved Marvin and Steve could have sorted the issues out.  But there was too much partisan influence...or at least that is certainly the way it looked to an outsider (me).  But SA is pretty much "gold standard" for campaign game support.  And amazingly Steve was willing to put stuff in it that he didn't use which made it wonderful for the rest of us.  One thing that SA allowed was long detailed campaigns, and those are the things that generate interest and attract new players or even drag older ones back.  4thE isn't bad, I like it, I like a lot of the changes and ideas in it, especially the tech system but it is so damned balanced it has no heartbeat to it.  Generic missile weapon type 1 and generic beam weapon type 3 and small craft do-dad type A aren't the same as SBM, E-beams, and Gunboats compared to CM, HETs and fighters.  I never get the feeling looking at the changes they made that you suddenly go "ooooh I just got (tech system) wow that is going to require me to have a think about how my ships are used/built!"

The Schism was a while back...you were knee high to a duck sorta thing must be 6+ years now.

We all know who you mean, especially those of us who were in 3DG.  But end of discussion for me there.
Pretty much sums up my opinion on SA and 4th too.

I still have lots of archived messages from the mailing list, good times

More like 10 years ago from the dates on my files.  Feeling old yet?  I am  :D

Stephen
Title: Re: Cold War Comments Thread
Post by: Kurt on May 21, 2020, 03:23:51 PM
Yeah, SA brought back life to Starfire, in my view at least.  I also still think if other people had not got involved Marvin and Steve could have sorted the issues out.  But there was too much partisan influence...or at least that is certainly the way it looked to an outsider (me).  But SA is pretty much "gold standard" for campaign game support.  And amazingly Steve was willing to put stuff in it that he didn't use which made it wonderful for the rest of us.  One thing that SA allowed was long detailed campaigns, and those are the things that generate interest and attract new players or even drag older ones back.  4thE isn't bad, I like it, I like a lot of the changes and ideas in it, especially the tech system but it is so damned balanced it has no heartbeat to it.  Generic missile weapon type 1 and generic beam weapon type 3 and small craft do-dad type A aren't the same as SBM, E-beams, and Gunboats compared to CM, HETs and fighters.  I never get the feeling looking at the changes they made that you suddenly go "ooooh I just got (tech system) wow that is going to require me to have a think about how my ships are used/built!"

The Schism was a while back...you were knee high to a duck sorta thing must be 6+ years now.

We all know who you mean, especially those of us who were in 3DG.  But end of discussion for me there.
Pretty much sums up my opinion on SA and 4th too.

I still have lots of archived messages from the mailing list, good times

More like 10 years ago from the dates on my files.  Feeling old yet?  I am  :D

Stephen

Longer even than that, I think.  Oh, man, I just looked at some of my old emails.  The final split was early 2005, so fifteen years ago.  Ouch. 

So for you, Warer, you were a toddler at the time.  Ugh, now I do feel old. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Warer on May 21, 2020, 05:01:03 PM
Yeah, SA brought back life to Starfire, in my view at least.  I also still think if other people had not got involved Marvin and Steve could have sorted the issues out.  But there was too much partisan influence...or at least that is certainly the way it looked to an outsider (me).  But SA is pretty much "gold standard" for campaign game support.  And amazingly Steve was willing to put stuff in it that he didn't use which made it wonderful for the rest of us.  One thing that SA allowed was long detailed campaigns, and those are the things that generate interest and attract new players or even drag older ones back.  4thE isn't bad, I like it, I like a lot of the changes and ideas in it, especially the tech system but it is so damned balanced it has no heartbeat to it.  Generic missile weapon type 1 and generic beam weapon type 3 and small craft do-dad type A aren't the same as SBM, E-beams, and Gunboats compared to CM, HETs and fighters.  I never get the feeling looking at the changes they made that you suddenly go "ooooh I just got (tech system) wow that is going to require me to have a think about how my ships are used/built!"

The Schism was a while back...you were knee high to a duck sorta thing must be 6+ years now.

We all know who you mean, especially those of us who were in 3DG.  But end of discussion for me there.
Pretty much sums up my opinion on SA and 4th too.

I still have lots of archived messages from the mailing list, good times

More like 10 years ago from the dates on my files.  Feeling old yet?  I am  :D

Stephen

Longer even than that, I think.  Oh, man, I just looked at some of my old emails.  The final split was early 2005, so fifteen years ago.  Ouch. 

So for you, Warer, you were a toddler at the time.  Ugh, now I do feel old. 

Kurt

I can`t even remember where my family was living at that time so i feel young, thanks for that  ;D. Also reading the Terran Campaign and have reached the Battle of Khalia, all i have to say is that you make the best aliens. https://www.starfiredesign.com/forum/viewtopic.php?f=47&t=586

Quote
“Clan Lord, the prey have stopped dead in space, and are attempting communications. Their fleet consists of 6 strength 15 vessels, with 6 strength 3 escorting vessels.” The sensor officer hesitated as he studied his instruments, then straightened and said with the utmost disdain, “Sir, they have.... Shields!”

Thruckun bared his fangs in a grimace. “Truly, they are prey to cower behind...defenses. Communications, Fleet orders. All ships are to accelerate to maximum speed and attack. Battleships will remain at long range and engage with missiles, all other ships will close and attack. For the honor of Torkal. FOR THE UNIVERSE!”
EDIT Added back in the proper line so that the whole post wasn't a quote.


Title: Re: Cold War Comments Thread
Post by: Paul M on May 22, 2020, 12:23:49 AM
Yeah...hell I've been where I am for more than six years now...I'm feeling ancient...

Well the no-shields thing the Drakes are big on, but even they got their limbs twisted to the point their assault ships carry passive defenses...just not as many as most assault ships do.  But they still sent their deep space ships through and that was...ouch!  Their assault cruisers charging the enemy SDs was also ouch!!!  But the only thing that saved that battle was me tossing 300 pods through the warp point but the damage to essentially every ship in the combined force meant no follow up battle...plus those were the pods intended for the next warp point.   But having 6 SDs decloak on me was "un-expected" to say the least.  Given the RM has also got cloak...I have to remember to install it on their next generation of bases as well...what I can't figure out is where the damned partial write up for it vanished too...maybe I need to look on my slaptop...

I see the Russkies have worked out that they can't ignore the RC...I wondered when that would happen and what they would do...as they have a commanding military presence in the Sol system.
Title: Re: Cold War Comments Thread
Post by: Kurt on May 22, 2020, 11:00:21 AM
Yeah, SA brought back life to Starfire, in my view at least.  I also still think if other people had not got involved Marvin and Steve could have sorted the issues out.  But there was too much partisan influence...or at least that is certainly the way it looked to an outsider (me).  But SA is pretty much "gold standard" for campaign game support.  And amazingly Steve was willing to put stuff in it that he didn't use which made it wonderful for the rest of us.  One thing that SA allowed was long detailed campaigns, and those are the things that generate interest and attract new players or even drag older ones back.  4thE isn't bad, I like it, I like a lot of the changes and ideas in it, especially the tech system but it is so damned balanced it has no heartbeat to it.  Generic missile weapon type 1 and generic beam weapon type 3 and small craft do-dad type A aren't the same as SBM, E-beams, and Gunboats compared to CM, HETs and fighters.  I never get the feeling looking at the changes they made that you suddenly go "ooooh I just got (tech system) wow that is going to require me to have a think about how my ships are used/built!"

The Schism was a while back...you were knee high to a duck sorta thing must be 6+ years now.

We all know who you mean, especially those of us who were in 3DG.  But end of discussion for me there.
Pretty much sums up my opinion on SA and 4th too.

I still have lots of archived messages from the mailing list, good times

More like 10 years ago from the dates on my files.  Feeling old yet?  I am  :D

Stephen

Longer even than that, I think.  Oh, man, I just looked at some of my old emails.  The final split was early 2005, so fifteen years ago.  Ouch. 

So for you, Warer, you were a toddler at the time.  Ugh, now I do feel old. 

Kurt

I can`t even remember where my family was living at that time so i feel young, thanks for that  ;D. Also reading the Terran Campaign and have reached the Battle of Khalia, all i have to say is that you make the best aliens. https://www.starfiredesign.com/forum/viewtopic.php?f=47&t=586

Quote
“Clan Lord, the prey have stopped dead in space, and are attempting communications. Their fleet consists of 6 strength 15 vessels, with 6 strength 3 escorting vessels.” The sensor officer hesitated as he studied his instruments, then straightened and said with the utmost disdain, “Sir, they have.... Shields!”

Thruckun bared his fangs in a grimace. “Truly, they are prey to cower behind...defenses. Communications, Fleet orders. All ships are to accelerate to maximum speed and attack. Battleships will remain at long range and engage with missiles, all other ships will close and attack. For the honor of Torkal. FOR THE UNIVERSE!”
EDIT Added back in the proper line so that the whole post wasn't a quote.

I'm glad you are enjoying the Terran Campaign!  That was my first campaign write-up, and kind of embarrassing in some ways when I go back and look at it.  Steve was actually the first to do more than a one-off when he started posting his Rigellian Campaign, and that motivated me to start posting the Terran Campaign.  Unfortunately, the SA database for the Terran Campaign became corrupted, and I couldn't continue it.  My next campaign, the Phoenix Campaign, is based on the ending conditions of the Terran Campaign, and I took that one as far as I could before it became unmanageable.  I tried to restart it a couple of times, but it was just too big to play out in reasonable time frames. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on May 22, 2020, 11:12:17 AM
Yeah...hell I've been where I am for more than six years now...I'm feeling ancient...

Well the no-shields thing the Drakes are big on, but even they got their limbs twisted to the point their assault ships carry passive defenses...just not as many as most assault ships do.  But they still sent their deep space ships through and that was...ouch!  Their assault cruisers charging the enemy SDs was also ouch!!!  But the only thing that saved that battle was me tossing 300 pods through the warp point but the damage to essentially every ship in the combined force meant no follow up battle...plus those were the pods intended for the next warp point.   But having 6 SDs decloak on me was "un-expected" to say the least.  Given the RM has also got cloak...I have to remember to install it on their next generation of bases as well...what I can't figure out is where the damned partial write up for it vanished too...maybe I need to look on my slaptop...

I see the Russkies have worked out that they can't ignore the RC...I wondered when that would happen and what they would do...as they have a commanding military presence in the Sol system.

The RC and the USSR have a complicated relationship, militarily.  The USSR has an overall tonnage superiority, and that gives them advantages.  There are three critical areas for each government.  Earth, the WP into and out of the Solar system, and each nation's colonial areas, or more properly, the route to each nation's colonial areas.  Up to now, both nations have a heavy fleet presence at Earth and the WP, but have avoided each other's colonial routes.  The Soviet's possession of the asteroid fortress has allowed them to deploy superior forces at WP area of operations, without deploying fleet assets, freeing up ships to concentrate into the Red Banner Fleet under General Lebedev.  They have fleet superiority around Earth, as well. 

However, their superiority in both locations only means so much.  Both sides have parity on Earth, and if either side feels pushed too much, they can unleash nuclear Armageddon on the other.  Fleet superiority at the WP, or even in the Earth area of operations, cannot prevent that, and the ships in the Earth AOR can only add to the Armageddon, not prevent it.  In the end the Russians can only push so far before the RC will threaten to launch at earth targets, just as the USSR would if the situation was reversed.  It's a fragile balance.  If either feels backed into a corner, they just might launch on the other's homeland.  Neither knows where that line is, even for themselves, much less the other side. 

Kurt
Title: Re: Cold War Comments Thread
Post by: misanthropope on May 22, 2020, 01:12:54 PM
think the coalition's endgame is to become markedly less terra-reliant than the russians.  i would have extra-solar shipyards as a high, high priority.  the first time a credible coalition warship is spotted, that wasn't manufactured on earth, the forecast ability of the russians goes way down.

also, if they're aware of how the economics stand, they should be star wars-ing like mad things.  bases, i'd say.  the russians just have to blink first in a major arms race, and when they do being able to mothball high-maintenance units and keep a majority of your arms active is a durable advantage. 

if i knew in advance when the extra-solar holdings are going to become even remotely self-sufficient, i would lay down an asteroid fortress to complete on that date, and there would be some kind of snafu that prevented me from moving it OUT of orbit promptly.  oopsie, my bad.
Title: Re: Cold War Comments Thread
Post by: Kurt on May 22, 2020, 03:01:00 PM
think the coalition's endgame is to become markedly less terra-reliant than the russians.  i would have extra-solar shipyards as a high, high priority.  the first time a credible coalition warship is spotted, that wasn't manufactured on earth, the forecast ability of the russians goes way down.

also, if they're aware of how the economics stand, they should be star wars-ing like mad things.  bases, i'd say.  the russians just have to blink first in a major arms race, and when they do being able to mothball high-maintenance units and keep a majority of your arms active is a durable advantage. 

if i knew in advance when the extra-solar holdings are going to become even remotely self-sufficient, i would lay down an asteroid fortress to complete on that date, and there would be some kind of snafu that prevented me from moving it OUT of orbit promptly.  oopsie, my bad.

That, indeed, is both nation's goal at this point, although they have been approaching it differently.  The USSR originally hoped to conquer the D'Bringi and use their industrial base to make their extra-solar holdings self-sufficient.  When that became problematic, they turned to colonization.  The Coalition focused on colonization from the first.  Unfortunately, to slow down the bloat that goes with Starfire strategic gaming, I've slowed down population growth considerably, so even though we've reached turn 95 neither side has an extra-solar colony reach medium size. 

As I (kind of) noted in my previous post, they both face a significant problem if they are too successful.  If either side succeeds to well, they face increased likelihood of nuclear war at home when the other side reacts in the only way it can. 

And, of course, while the Russians and the Coalition are primarily focused on each other, there are other races out there, pursuing their own goals. 

Kurt 
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on May 26, 2020, 09:19:17 AM
Interesting update. While I've been wishing that the Coalition would stand up for itself and stop letting the Soviets walk all over it, I'm not sure putting a racist (specist?) leader in charge is the way to fix that.

Of course what they don't know is that the Soviets can hire a few BC fleets from their new military allies and let 'rogue aliens' jump into the Coalition-controlled jump points and flatten colonies.

Also, with the inspections, what is to stop the two human sides from misstating the sizes of their colonies and transshipping trade goods by sending them first to a colony, and then onward to the partner alien species?
Title: Re: Cold War Comments Thread
Post by: misanthropope on May 26, 2020, 11:42:25 AM
feel both sides have helped each other significantly here :)

the russians produced a crisis that was acute instead of chronic, and resolved in a way that specifically doesnt interfere with coalition colonization.  they handed the coalition the fine idea to support the d'brngi and alerted the coalition to the possibility of gyrfalcon's excellent suggestion being followed.  the coalition, in an universe where diplomacy is the optimal method of acquiring major population hubs, have adopted a MCGA foreign "policy".  feel the score is 2-1 russians, all own goals.

full marks on verisimilitude, Kurt.
Title: Re: Cold War Comments Thread
Post by: Kurt on May 27, 2020, 06:48:43 AM
Interesting update. While I've been wishing that the Coalition would stand up for itself and stop letting the Soviets walk all over it, I'm not sure putting a racist (specist?) leader in charge is the way to fix that.

Of course what they don't know is that the Soviets can hire a few BC fleets from their new military allies and let 'rogue aliens' jump into the Coalition-controlled jump points and flatten colonies.

Also, with the inspections, what is to stop the two human sides from misstating the sizes of their colonies and transshipping trade goods by sending them first to a colony, and then onward to the partner alien species?

Aggressive actions towards democracies tend to have negative consequences when election time rolls around.  Sometimes (usually) negative consequences for everyone involved.  Its amazing how often a population will say, essentially, "Oh, yeah, well what about this?" at election time. 

The current Soviet leadership is unwilling to bring aliens into the Solar System, but wouldn't be above using them to snipe a Coalition colony or two if they found a back-door into the Coalition colonial territory.  The coalition, for its part, has established military patrols in its colonial territory, mostly because it fears that the D'Bringi, in spite of their "stay-away" treaty, wouldn't be above raiding a colony if they found it.  Unfortunately for the Coalition, their out-system colonial forces are perpetually starved for ships because of the fleet's primary focus on the Solar System. 

The inspections are currently focused on looking for military equipment only, as the Russian's stated concern was that the Coalition was trading military equipment with the D'Bringi.  Both sides are using them to gather intel, though, and the Russians have a good idea of the number and extent of the Coalition's colonies, while the Coalition has an increasing suspicion that the Russians are trading with someone out there, but not who. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on May 27, 2020, 06:51:05 AM
 ;D
feel both sides have helped each other significantly here :)

the russians produced a crisis that was acute instead of chronic, and resolved in a way that specifically doesnt interfere with coalition colonization.  they handed the coalition the fine idea to support the d'brngi and alerted the coalition to the possibility of gyrfalcon's excellent suggestion being followed.  the coalition, in an universe where diplomacy is the optimal method of acquiring major population hubs, have adopted a MCGA foreign "policy".  feel the score is 2-1 russians, all own goals.

full marks on verisimilitude, Kurt.

 ;D

The Russians seem ahead, so far.  We'll see how that works out. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on June 02, 2020, 12:10:53 PM
I'd say the RCN is going to run into a problem with the crabs...  For one thing showing the CAs means they can now build them...  Trying to keep Wunderland and not dealing with the Aliens...that isn't really sensible or long term sustainable given how fast they got to HT1.  Also they may be building PDCs as well as armed SS...and frankly though it is extremely costy they can also pre-fab a SY and then assemble it in orbit...with ground industry the process is fast just very costy.   Ah well short sighted politicians will be an issue...it is going to be interesting what happens there.
Title: Re: Cold War Comments Thread
Post by: Kurt on June 03, 2020, 08:53:27 AM
I'd say the RCN is going to run into a problem with the crabs...  For one thing showing the CAs means they can now build them...  Trying to keep Wunderland and not dealing with the Aliens...that isn't really sensible or long term sustainable given how fast they got to HT1.  Also they may be building PDCs as well as armed SS...and frankly though it is extremely costy they can also pre-fab a SY and then assemble it in orbit...with ground industry the process is fast just very costy.   Ah well short sighted politicians will be an issue...it is going to be interesting what happens there.

The RCSN knew that parading big hulls in front of the Tarek was a risk, but it was a calculated one.  After all, at the Tarek's current tech level, its probably going to take them twenty months or so to proto-type a heavy cruiser.  That doesn't mean they won't do it, but still, that's a long time, and very expensive for a low-tech one planet race. 

The Tarek currently have a swarm of L or R equipped space stations in orbit over their planet, but as space stations they won't take much to kill, and because they are HT 1 they have no active defenses.  Launching a heavy cruiser would be impressive for a HT-1 race, but it isn't going to be a very effective cruiser.  A well-supported RCSN cruiser squadron will likely be able to clear out almost anything the Tarek can field in the short to medium term.   

Having said all of that, there is always the question of whether the Tarek know or believe that.  Also, if the RCSN has, say, an emergency somewhere, and withdraws the local defense squadron, what do you think the Tarek will do?

Kurt
Title: Re: Cold War Comments Thread
Post by: misanthropope on June 03, 2020, 11:13:49 AM
I don't even see what the coalition were hoping for.  so the tarek write on a piece of paper "oh yeah, we TOTALLY won't overrun your colony and blockade the warp points after you give us a couple years of uninterrupted expansion"?  i mean that's the best case.  the biggest problem the tarek pose right now is how to keep a million gallons of butter sauce from spoiling in transit, but things compound *fast* in starfire.

what's ETA on tech level 6 for the coalition?
Title: Re: Cold War Comments Thread
Post by: Paul M on June 03, 2020, 11:49:48 AM
I had forgotten to mention a race who are client of the Drakes... the Moldovians....who have been bootstrapped to HT2...and have the following designs...

SAFE HOUSE class SS            50 Hull    TL 0
[1] Ax12HBx5Lx3QBx3Rx3Bx4QLhMg
50 RCP  50 MCP       Trg:1        Cost =  334/ 6.7
HTK 35   Ax12  Lx3  Rx3  Mgx1 
200x BM

They have 2 of these SS orbiting their planet.  The B's are there so I can install systems later.

CHOP SHOP (INTERM 4) class SS            530 Hull    TL 1
[1] Ax12HBx5Lx3QBx3Rx3Bx4QLhMg(SY)x6
530 RCP  50 MCP       Trg:1        Cost =  3934/ 30.7
HTK 95   Ax12  Lx3  Rx3  Mgx1 
150x BM

One Safehouse was modified to be their orbital yard.

ENFORCER class PDC            154 Hull    TL 0
[1] (SP)Apx60HQBHQBHQBHQBGbx3Bx3QGbx3Bx3Gbx3Bx3MgBx3MgBMgBQBBGbMg
154 RCP  300 MCP       Trg:1        Cost =  477/ 47.7
HTK 105   Apx60  Gbx10  Mgx4 
400x GMb

6 of these protect their homeworld from unwanted visitors.  They use the Gb as the idea was to be able to defend against fighters and other small craft.

PROTOTYPE: CA class CA            60 Hull    TL 1
[3] (IcIc)H(IcIc)Q(IcIc)Lx10LhQ(IcIc) [4]
60 RCP  40 MCP       Trg:1        Cost =  693/ 104
HTK 22   Lx10 

their first CA...and they have a second under construction and as per their patrons will deploy them in CA + 2 DD groups.

PROTOTYPE: DD class DD            30 Hull    TL 1
[3] (Ic)H(Ic)(Ic)Rx4GbGbMgLhQ(Ic) [4]
30 RCP  20 MCP       Trg:1        Cost =  222/ 33.3
HTK 14   Rx4  Gbx2  Mgx1 
40x GMb, 80x BM

Their first DD intended to escort their CAs, they have 3 of them with a fourth under construction. 

They are HT2 and working on the techs they need before they can start HT3...so far no technology has been developed but they are close.  Income: 1710 MCr Trade: 171 MCr Tech Assistance: 500 MCr.  The Drakes have an outpost on their homeworld that is helping them develop technology.  Also they are a ST race with a poor homeworld.

Yes...no armour or shields and commercial engines...well...maybe not the best combo!
Title: Re: Cold War Comments Thread
Post by: Kurt on June 04, 2020, 09:39:32 AM
I don't even see what the coalition were hoping for.  so the tarek write on a piece of paper "oh yeah, we TOTALLY won't overrun your colony and blockade the warp points after you give us a couple years of uninterrupted expansion"?  i mean that's the best case.  the biggest problem the tarek pose right now is how to keep a million gallons of butter sauce from spoiling in transit, but things compound *fast* in starfire.

what's ETA on tech level 6 for the coalition?

The Coalition was hoping to overawe the Tarek with a show of might.  It more or less worked, as the Tarek had previously only seen what the Coalition had on hand in the Sligo system, and was preceding on the assumption that that patrol force was a significant part of the RCSN navy.  Having seen a cruiser group, they have to re-evaluate their situation. 

As things stand, the Tarek don't pose any kind of long or even medium-term threat to the coalition.  But if the Coalition becomes embroiled in a war, and has to withdraw its forces, that may change. 

Very soon on HT-6 for the Coalition. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on June 04, 2020, 10:51:40 AM
How does it work in Starfire? I get the idea from the comments here that if a race sees a hull from a (much) higher tech level in any capacity, they can then attempt to reproduce the hull, even if they aren't at a tech level that would allow for it?

So if someone shows up with a battleship in a HT-1 system and orbits that species homeworld, they could (foolishly) attempt to build their own battleship(s), long before they're at a tech level where they would unlock the hull naturally?
Title: Re: Cold War Comments Thread
Post by: misanthropope on June 04, 2020, 12:55:05 PM
"30 isn't the biggest number there is?!?  Wait, hold on!" (intense thinking) "K I got it.  45 is _actually_ the biggest number"

-everyone

also:  going from the invention of _agriculture_ to the invention of the reactionless starship drive, unassisted, in a single generation?  that's an "everyone" thing too. 
Title: Re: Cold War Comments Thread
Post by: Kurt on June 04, 2020, 01:39:29 PM
How does it work in Starfire? I get the idea from the comments here that if a race sees a hull from a (much) higher tech level in any capacity, they can then attempt to reproduce the hull, even if they aren't at a tech level that would allow for it?

So if someone shows up with a battleship in a HT-1 system and orbits that species homeworld, they could (foolishly) attempt to build their own battleship(s), long before they're at a tech level where they would unlock the hull naturally?

The rules (15.08.04.1) merely say "observe", which I choose to interpret the following way: Within 20 hexes (5 LS) of a ship without Xr, or 60 hexes (15 LS) of a ship with Xr or a planet with at least a small HT population. 

This can create a situation where a low tech race, say HT 1, can theoretically build a superdreadnought, but in reality its not really a concern.  After all, for that HT-1 race to do that, they'd have to prototype the hull, which would take them 22 months, because proto-type construction rates are halved, and the cost would almost certainly be 3-4 months of income, at least.  All of that for a ship that will be a massively inferior capital ship. 

Plus, the ability to build an SD does not mean that the HT-1 race suddenly is also able to build every hull in between.   
Title: Re: Cold War Comments Thread
Post by: Kurt on June 04, 2020, 01:41:38 PM
"30 isn't the biggest number there is?!?  Wait, hold on!" (intense thinking) "K I got it.  45 is _actually_ the biggest number"

-everyone

also:  going from the invention of _agriculture_ to the invention of the reactionless starship drive, unassisted, in a single generation?  that's an "everyone" thing too.

Well, in this case the Tarek (if that is what we are talking about) were Ind-2, which means that they were more advanced than we are now, at the time of contact with the Coalition.  They were researching HT-1 and had been doing so for some time prior. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on June 04, 2020, 02:22:09 PM
They can prototype anything in between faster though as they don't have the 1/2 speed restriction on it.  They just have to pay the 5xhull cost for the prototyping.  So it is still a big advantage.  A low tech race building a BB well yeah it is a bad BB but it is still a BB.  So once the crabs finish a CA (assuming they start one) then they will still have to prototype a DD or a CL but they won't have to prototype their way up the chain ES-CT-FG-DD-CL-CA.   And even a HT1 CA is a threat to the in system squadron of CTs and ESs.
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on June 05, 2020, 07:40:16 AM
A HT1 CA is doable. It just doesn't have the speed advantage to close with a HT3 CA and its SM, W, Z and D advantage.
Title: Re: Cold War Comments Thread
Post by: Kurt on June 05, 2020, 09:23:04 AM
They can prototype anything in between faster though as they don't have the 1/2 speed restriction on it.  They just have to pay the 5xhull cost for the prototyping.  So it is still a big advantage.  A low tech race building a BB well yeah it is a bad BB but it is still a BB.  So once the crabs finish a CA (assuming they start one) then they will still have to prototype a DD or a CL but they won't have to prototype their way up the chain ES-CT-FG-DD-CL-CA.   And even a HT1 CA is a threat to the in system squadron of CTs and ESs.

Hmmm...I think I misread that part of the rule.  Still, as I have reduced the build-rates, its going to take them a long time to proto-type that nice new CA. 

The Tarek really, really, hate the Coalition, though.  I mean, they really hate them.  I'm trying to avoid the "one-planet NPR war trap", though.  Especially in the mid to late game, there are too many times a one-planet NPRP will decide to go to war with the race that discovered them, per the contact rules.  That's just foolish in most cases, as that one-planet NPR could be picking a fight with a galaxy spanning empire, as far as they know.  That always ends badly for the little guy.  Almost always. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on June 05, 2020, 09:27:51 AM
Why do the Tarek hate the Coalition so badly? Is it just little-man syndrome 'they ignored our demands!!!!!1!' combined with raging, frothing xenophobia and genocidal urges?
Title: Re: Cold War Comments Thread
Post by: Kurt on June 05, 2020, 09:33:07 AM
A HT1 CA is doable. It just doesn't have the speed advantage to close with a HT3 CA and its SM, W, Z and D advantage.

It's doable, and in my opinion, not necessarily a horrible idea.  Especially given the fact that by the time the proto-type launches, the Tarek will likely have better tech to install on her. 

The Coalition is in a tough position here.  Its government is philosophically opposed to launching an 'unprovoked' attack on the Tarek.  It's too loosely organized, and its states have too much veto power to do something that doesn't have near unanimous approval like that.  And there is nothing like unanimous approval for a pre-emptive attack, no matter what the Wunderlanders think.  Dealing with Russia is different, as there is a long history there, and close to unanimous agreement that they don't want to be conquered or marginalized by the Russians, and agreement that if they take their eyes off of them that's exactly what will happen.  With the Tarek, and other extra-solar races, the situation is very different. 

Privately, the current administration's attitude towards the Tarek is much the same as the last administration's attitude - leave them alone and hope they stay to themselves.  Protect the Wunderlanders with whatever ships can be spared, and retaliate with overwhelming force if the Tarek attack. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on June 05, 2020, 09:37:36 AM
Why do the Tarek hate the Coalition so badly? Is it just little-man syndrome 'they ignored our demands!!!!!1!' combined with raging, frothing xenophobia and genocidal urges?

The Coalition has no idea why, as the Tarek are the only ones that know, and they aren't even trying to communicate.  It could have something to do with their stats.  I'll give a hint, their racial outlook is 91, which, as an average of their stats, will give you some idea of the individual stat values.  The coalition is just lucky that the three-success race that they met was an Ind-2 race, and not at an equivalent tech level. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on June 06, 2020, 12:00:10 AM
The HT1 CA isn't facing CAs though it is facing CTs and ESs...the Wunderland system patrol.   Don't worry about miss-reading it...I read it first (and I went back to check) as doing that prototypes all hulls between but that isn't the case but saving the time is a still worth it.  There used to be huge advantages to even knowing that high tech systems exist via perceived threat but SM2 makes it pretty pointless as 1.5x the cost is not affordable by low tech races.

The Why of the crabs utter hatred of the shell-less, horrifying creatures from beyond the veil is of course a good question but maybe they resemble their equivalent of the boggie-man or child stealing ghosts or ... maybe they are a bunch of crazed #### deer..err crabs...

When I took over the Benethians who were up the economic septic creek in a leaky boat without any means of propulsion they were planning to attack the Thebans...  with I think 6 BB and maybe 12 BCs....   
Title: Re: Cold War Comments Thread
Post by: misanthropope on June 08, 2020, 09:53:03 AM
nice installation, kurt.

it seems "it doesn't matter how they got there" is the wrongest statement in the story so far :)

battle was really close in raw tonnage.  what were the relative positions of the rehorsish and soviet fleets when the ambush started?  did the bad guys have any other tech advantage than E?  seems like it must have been a pretty fun battle to play out.  reasonably competitive and intense, but manageable in size.

edit:  reading skills. relative positions in the story.  nm
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on June 08, 2020, 09:58:15 AM
Wow, that was an unexpected turn. Looking forward to how the Soviets deal with suddenly being the weaker party after being used to being able to throw their weight around with impunity.
Title: Re: Cold War Comments Thread
Post by: Kurt on June 08, 2020, 02:24:39 PM
nice installation, kurt.

it seems "it doesn't matter how they got there" is the wrongest statement in the story so far :)

battle was really close in raw tonnage.  what were the relative positions of the rehorsish and soviet fleets when the ambush started?  did the bad guys have any other tech advantage than E?  seems like it must have been a pretty fun battle to play out.  reasonably competitive and intense, but manageable in size.

edit:  reading skills. relative positions in the story.  nm

It was close, except for the additional Rehorish fleet that had been hiding drive-fields down 60+ tac hexes away.  The Soviets picked them up towards the end, as they raced in to finish them off, but were wiped out before they could get there.  And no, the Rehorish and the D'Bringi didn't have any tech advantages at this point.  And, they manipulated the situation to make sure that their ships got to engage at their optimal weapons ranges, i.e, short range, while the Soviets couldn't take advantage of their missile superiority.  The Russians were forced to deal with the D'Bringi coming through the warp point ahead of them and then charging into close range for their beams, and by they time they realized that the Rehorish weren't on their side they too had closed into beam range.  The Rehorish started at 20 tac hexes (5 LS) range and then closed while the Russians were dealing with the D'Bringi. 

It was probably a good thing that none of the Russian's new BC's were with the Red Banner fleet, as they likely would have been lost too, and wouldn't have been able to use their capital missiles to their best effect. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on June 08, 2020, 02:28:30 PM
Wow, that was an unexpected turn. Looking forward to how the Soviets deal with suddenly being the weaker party after being used to being able to throw their weight around with impunity.

They are going to try to keep the Coalition in the dark for as long as possible.  On the Coalition side, when they find out that the Russian war with the D'Bringi has heated up they are going to have some uncomfortable situations to consider.  After all, what if the D'Bringi advance into the Sigma Draconis system, the Coalition's gateway to her colonies and the rest of the galaxy?  And, worse, what if the D'Bringi manage to force their way into the Solar system.  The Coalition absolutely cannot allow the D'Bringi to bombard the Soviet populations on Earth, or even engage the USSR's PDC's, because the collateral damage would be devastating.

Kurt 
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on June 08, 2020, 03:48:16 PM
Before that though, they’re going to notice when the Russians go to serial production of all the light ships they lost that were the escorts for their battlecruisers. This will probably trigger some amount of panic when it looks like Russia is wildly escalating the size of its navy.
Title: Re: Cold War Comments Thread
Post by: misanthropope on June 08, 2020, 06:41:03 PM
so you've got a powerful neighbor, with whom you share a time-tested military treaty aimed specifically at your current enemy, and activating it is the last thing in the world you want to do, pretty good feeling i bet.  and just how worried do you think the soviets are that there is diplomacy going on between the dbringi and coalition? 

soviets have another military alliance to activate, right?  like a mercenary deal?  have you ever said, kurt, how much force they can draw upon through that treaty?
Title: Re: Cold War Comments Thread
Post by: Kurt on June 09, 2020, 09:39:15 AM
Before that though, they’re going to notice when the Russians go to serial production of all the light ships they lost that were the escorts for their battlecruisers. This will probably trigger some amount of panic when it looks like Russia is wildly escalating the size of its navy.

Yes, Russia is going to have the problem that everything they do to deal with the expanded threat will look very threatening to the Coalition.  Plus, once the Coalition finds out about the expanded war, they are going to be very concerned about their own position.  After all, while they have a non-interference treaty with the D'Bringi, they don't have any kind of relations with the Rehorish.  If the D'Bringi-Rehorish alliance manages to advance into Soviet space and penetrate to the system adjacent to the Solar system, the Coalition is going to have some very difficult situations to deal with. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on June 09, 2020, 09:46:29 AM
so you've got a powerful neighbor, with whom you share a time-tested military treaty aimed specifically at your current enemy, and activating it is the last thing in the world you want to do, pretty good feeling i bet.  and just how worried do you think the soviets are that there is diplomacy going on between the dbringi and coalition? 

soviets have another military alliance to activate, right?  like a mercenary deal?  have you ever said, kurt, how much force they can draw upon through that treaty?

The Soviets have a trade and military alliance with the Bjering, and while they don't know the exact size of the Bjering navy, they do know that they have battlecruisers and have superior tech. They also know the approximate size of the Bjering economy, based on the trade agreement, and it is around half of their own, which gives them some idea of the size of their fleet.  Of course, the Soviets also had a trade and military treaty with the Rehorish, and that didn't work out so well for them.  They are in trouble now, though, so they don't have much choice, and the Bjering have always been fair with them.  Both the Bjering and the USSR have military-based governments, and have gotten along well so far.  They have a 'rapport' with each other, that the USSR did not have with the Rehorish, who always seemed somewhat standoffish. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on June 09, 2020, 11:03:16 AM
Well the sovietski's are rather looped...looking at the map and assuming the R's manage to stop most of the Red Banner's CDs (which they have a reasonable chance of doing) this leaves the CD from the colony and the lone scout ship to get the message to the politburo...unfortunately after that things go very bleak.

Based on the map if the Sovietski's can keep the location of the closed WPs to Novosibrisk and Tomsk from the R's then they loose just most of their empire if the R's get Astorgation data from the colony and learn of the location of the WP to Kirov the the sovietskies loose most of their gains and are limited to counterattacking from Smolensk.  The R's get to Tomsk eventually anyway via Ivanovo and Novograd...

The surge in construction plus the lack of shipments in supplies for the fleet are going to tip off the RCs that something is up.   Also the sovietski's lack an assault ship outside of their CLs...any offensive could be problematic.  The good news is that if the closed warp point in Kirov is not revealed to the R's allows them to attack/raid and basically fight deep space battles where the BCs Rc can be used to full effect...   Another problem may well be crew grade plus they lost one of their two average admirals....so the rest will be green.  The fact the R's were basically locked away by the soviet control of Novosibirsk well...a diplomatic issue they never tried to deal with...where as apparently the D'bringi had a better offer.

The sovietski's exploration fleet will also be forced to surrender...given it is unarmed EXs...the sovietski's may learn from this that is a VERY bad idea.

It is a bad time to be human...   
Title: Re: Cold War Comments Thread
Post by: Kurt on June 09, 2020, 11:32:58 AM
Well the sovietski's are rather looped...looking at the map and assuming the R's manage to stop most of the Red Banner's CDs (which they have a reasonable chance of doing) this leaves the CD from the colony and the lone scout ship to get the message to the politburo...unfortunately after that things go very bleak.

Based on the map if the Sovietski's can keep the location of the closed WPs to Novosibrisk and Tomsk from the R's then they loose just most of their empire if the R's get Astorgation data from the colony and learn of the location of the WP to Kirov the the sovietskies loose most of their gains and are limited to counterattacking from Smolensk.  The R's get to Tomsk eventually anyway via Ivanovo and Novograd...

The surge in construction plus the lack of shipments in supplies for the fleet are going to tip off the RCs that something is up.   Also the sovietski's lack an assault ship outside of their CLs...any offensive could be problematic.  The good news is that if the closed warp point in Kirov is not revealed to the R's allows them to attack/raid and basically fight deep space battles where the BCs Rc can be used to full effect...   Another problem may well be crew grade plus they lost one of their two average admirals....so the rest will be green.  The fact the R's were basically locked away by the soviet control of Novosibirsk well...a diplomatic issue they never tried to deal with...where as apparently the D'bringi had a better offer.

The sovietski's exploration fleet will also be forced to surrender...given it is unarmed EXs...the sovietski's may learn from this that is a VERY bad idea.

It is a bad time to be human...

If the Rehorish had the warp links for Soviet space, they could reach the Solar System pretty quickly.  Unfortunately for them they don't.  They may be able to get something from the ships they captured, or from the Titov colony, but maybe not. 

I wonder what the D'Bringi are up to...
Title: Re: Cold War Comments Thread
Post by: Paul M on June 21, 2020, 11:26:15 AM
ooh ohh....a worse day to be human seems to have arrived...good one Kurt!  ouch!...ouch!!....ouch!!! 
Title: Re: Cold War Comments Thread
Post by: Kurt on June 21, 2020, 04:45:41 PM
ooh ohh....a worse day to be human seems to have arrived...good one Kurt!  ouch!...ouch!!....ouch!!!

The Soviets seem to have a problem!

Kurt
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on June 22, 2020, 02:33:46 AM
I can't help but feel like this attack is being orchestrated above the level of the D'Brengi. They've alluded to being uplifted by a patron species, and at least in their original attacks on the humans and the race they conquered, they fight normally in small forces with a focus on raiding and plunder, not large scale fleet actions and deep space ambushes.
Title: Re: Cold War Comments Thread
Post by: Paul M on June 25, 2020, 01:43:05 PM
well...well...well...if the D'bringi stay on that side of the warp point then the RC will not have a diplomatic issue...and the sovietski's will have supply issues...oh boy...if they have mines even getting out of the system may be tricky.

I hope the sovietski's have someone watching the Kirov warp point while they go on their scout...as it may take a few turns for the Rheanish to get the astrogation data (if any) from the colony.

Still...oh boy...the Sovietski's are getting hit hard.  Outside of nuclear winter...the RC could take them out easy now...of course the Rheanish likely can't tell apart or don't care what "type" of human they see.  But the angry crabs are considerably less of a threat to the RC then the Rheanish right now...though with enough distraction they may be able to secure their home system free form alien interference.

One thing is the Sovietski's allies ships are oddly set up...looks to be 2BC+1 DD, 1 DD+2 CT data groups or 2 BC+ 1 CT, 3 DD and 3 CT data groups.  Largest of each speed group I'm guessing...but still the CTs aren't likely to be terribly combat relevant.
Title: Re: Cold War Comments Thread
Post by: Kurt on June 26, 2020, 08:26:24 AM
well...well...well...if the D'bringi stay on that side of the warp point then the RC will not have a diplomatic issue...and the sovietski's will have supply issues...oh boy...if they have mines even getting out of the system may be tricky.

I hope the sovietski's have someone watching the Kirov warp point while they go on their scout...as it may take a few turns for the Rheanish to get the astrogation data (if any) from the colony.

Still...oh boy...the Sovietski's are getting hit hard.  Outside of nuclear winter...the RC could take them out easy now...of course the Rheanish likely can't tell apart or don't care what "type" of human they see.  But the angry crabs are considerably less of a threat to the RC then the Rheanish right now...though with enough distraction they may be able to secure their home system free form alien interference.

One thing is the Sovietski's allies ships are oddly set up...looks to be 2BC+1 DD, 1 DD+2 CT data groups or 2 BC+ 1 CT, 3 DD and 3 CT data groups.  Largest of each speed group I'm guessing...but still the CTs aren't likely to be terribly combat relevant.

Yeah, the Bjering (Soviet Allies) do not have an optimal fleet setup right now.  The Bjering are a Military Anarchy, which is a somewhat difficult government type to play.  I determined during setup that they had five "admirals" or warlords, which gave each warlord 2 BC's, 3 DD's, and 4 CT's.  They want to fill out their fleets, with at least another BC each, but their economy has been struggling to colonize new planets and increase their tech, even without enlarging the fleet. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on June 26, 2020, 09:15:05 AM
The "Drakes" are much the same...they have the "High Council Fleet" plus "Blue", "Red", "Gold" and "Bronze" fleets the last 4 are under the control of a different warlord.  Each fleet is maintained to be equally strong as the others and they all lack any weapons that could threaten the home world.  Basically they have Shanirian administrators due to the fact that means their economy actually gets looked after as the previous way resulted in significant deaths in duels between bureaucrats.  I figured it was the case in your game as well.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on June 26, 2020, 04:31:00 PM
So if the Alliance brought its fleet into low Earth orbit, could they neuter the launches from the Soviet PDFs and launch a ground invasion? Or does Starfire also have the TN sub 5-second from launch to impact issue to navigate?
Title: Re: Cold War Comments Thread
Post by: Paul M on June 27, 2020, 12:24:27 AM
Planetary Point Defense can intercept sprint missiles and all missiles fired at the location they are in...so depends a lot on how many D are available if charging the forts may work...basically the ships firing on the PDCs would need to hit them fast and hard to destroy their launch capability.  Only Primaries as beam weapons work through an atmosphere...so if the RC had a lot of primary armed ships they could...shoot at the PDCs but I'd assume they would be destroyed by missile fire before any significant damage was done.  There are rules that allow precision fire but they require a tractor lock and that is not possible....otherwise they could attack the magazines.

Turns in starfire are 30s long for ship-ship tactical combat, ground combat is on the interception scale so 60 tactical turns would occur while the troops were landing.  The only thing is that the Sovietski's likely would fire conventional warhead armed missiles at the ground troops...but the exchange between the PDCs on either side would likely render the invasion moot.  The collateral damage to both populations would be very high.

The real issue is the civilian death toll of such an attack...  However, the RC likely could invade the Russian space infrastructure and seize their SS...but they would have to gamble the sovietski's would then not launch on them...   However, depending on the capabilities of the RC fleet the death toll from an attack on the sovietski PDCs may be "acceptable" if balanced against the cost of a war against 2 alien species...  This is a tough call for the RC...their chance is now but it isn't without cost.
Title: Re: Cold War Comments Thread
Post by: Paul M on July 01, 2020, 11:26:09 AM
oh wow a horrid week to be a sovietski...

one thing...CDs are engaged by minefields see 27.08.05.8.   As are pinnaces.  Just to say sanitising a system of DSB-Xr is possible but very slow it takes days to survey for the damn things since you pick them up only at 10 hexs.  As the RM I was looking into this...and it is just plain slow.
Title: Re: Cold War Comments Thread
Post by: Kurt on July 01, 2020, 08:25:25 PM
oh wow a horrid week to be a sovietski...

one thing...CDs are engaged by minefields see 27.08.05.8.   As are pinnaces.  Just to say sanitising a system of DSB-Xr is possible but very slow it takes days to survey for the damn things since you pick them up only at 10 hexs.  As the RM I was looking into this...and it is just plain slow.

Ah...I missed that about the minefields and CD's.  Oh well, the universe intervened to ensure that the CD's got back home.

I have to say, it doesn't get better for the Sov's in the next weeks.  Or months.  Possibly years.  We'll see. 
Title: Re: Cold War Comments Thread
Post by: Paul M on July 02, 2020, 11:03:41 AM
A few other minefield comments...the detection is at the end of the whole movement phase so the command DD even if it has Xr would not have seen the mines unless it stopped the hex before them...to detect mines you can't move faster than 1 hex per turn....well to detect them by not running into them.

Keep in mind 04.19.07 the last point "No targeting bonuses are available against mines."  So you can't double or more up on a mine attack this means a D is as good as Dxz against mines with the exception that you would need fewer Dxz to defend the ship.   Steve missed this in SFA so you can't use automatic minefield resolution...I think most people missed it as it is in an obscure place and "targeting bonus" is never used outside of there and in 04.19.02.  It means basically that minesweepers only need to have enough D (or Dx) to cover the expected number of inbound mines (a BB would need 7 D or 5 Dx).   So the designs in Crusade and likely in ISW4 are likely poor minesweepers by the 3rdR rules.

The RC are in a bit of a pickle though...they have to (or at least they need to think on it) tell the D'bringi: "Entry by your ships into Sol is an act of war."  The Co-Dominium alliance may be reforged by real-politik as allowing the D'bringi to invade/bombard Russia risks their population.  This doesn't help the sovietski's that much but still allowing an enemy warfleet into Sol by the RC would be...risky to say the least.   Not to mention once they had such a fleet in Sol...would the RC be able to trust them...it is one thing to sorta ignore an enemy you have no access to but when their fleet is a few lunar orbits out??

I am not sure exactly but the Sovietski's not forcing the minefield may have been a very bad choice on their part...if their whole fleet entered at one go while EMing and with EDMs...that would have substantially reduced the damage...still it depends on how badly damaged their ships are...but using their CLs and DDs to open a path for the BC&CA would have made sense.  That though is a hard call.
Title: Re: Cold War Comments Thread
Post by: Kurt on July 02, 2020, 12:13:48 PM
A few other minefield comments...the detection is at the end of the whole movement phase so the command DD even if it has Xr would not have seen the mines unless it stopped the hex before them...to detect mines you can't move faster than 1 hex per turn....well to detect them by not running into them.

Good point.  As it has already happened, I'll just say that the command destroyer was at the final movement point when it detected the mines, but wasn't able to warn the other destroyers before they commenced the next round of movement.
 
Quote
Keep in mind 04.19.07 the last point "No targeting bonuses are available against mines."  So you can't double or more up on a mine attack this means a D is as good as Dxz against mines with the exception that you would need fewer Dxz to defend the ship.   Steve missed this in SFA so you can't use automatic minefield resolution...I think most people missed it as it is in an obscure place and "targeting bonus" is never used outside of there and in 04.19.02.  It means basically that minesweepers only need to have enough D (or Dx) to cover the expected number of inbound mines (a BB would need 7 D or 5 Dx).   So the designs in Crusade and likely in ISW4 are likely poor minesweepers by the 3rdR rules.

I'll keep that in mind when designing minesweepers.  Thanks.

Quote
The RC are in a bit of a pickle though...they have to (or at least they need to think on it) tell the D'bringi: "Entry by your ships into Sol is an act of war."  The Co-Dominium alliance may be reforged by real-politik as allowing the D'bringi to invade/bombard Russia risks their population.  This doesn't help the sovietski's that much but still allowing an enemy warfleet into Sol by the RC would be...risky to say the least.   Not to mention once they had such a fleet in Sol...would the RC be able to trust them...it is one thing to sorta ignore an enemy you have no access to but when their fleet is a few lunar orbits out??

I will be posting a write-up on a Coalition meeting to discuss the situation at some point.  The pressure will be on once the D'Bringi begin active operations within the Moskva system, and the pressure will really ramp up when they approach the warp point to Sol.   Much depends on the Soviets, and their reaction to any overtures by the Coalition.  They may not be rational.  On the other hand, no matter what the Soviets do, the Coalition is going to be very uncomfortable with the presence of alien fleets within the Solar System.   And the Coalition cannot and will not allow bombardment of Earth. 

Quote
I am not sure exactly but the Sovietski's not forcing the minefield may have been a very bad choice on their part...if their whole fleet entered at one go while EMing and with EDMs...that would have substantially reduced the damage...still it depends on how badly damaged their ships are...but using their CLs and DDs to open a path for the BC&CA would have made sense.  That though is a hard call.

Yeah, the surprise of the discovery of the minefield, coupled with their lack of experience with such things and their losses lately, all conspired to sap their will to take risks.  Plus, their admiral was hoping to tie down some of the D'Bringi fleet keeping him bottled up.  Lots going on. 

Kurt

Title: Re: Cold War Comments Thread
Post by: Paul M on July 07, 2020, 11:42:12 AM
Hmmm...given the crews of those explorers have the option to mutiny and defect to the RC...and given even KGB agents aren't keen on suicide getting those ships to function as rammers may be easier said than done.  They didn't strike me as fanatics...and the execution of their CO likely didn't really help.  I mean they could just use them to explore or rent them to the RC for cash.

Corvette sized sweepers seem to be what they are planning on since they said build them on the ground.  Frigates might actually be better as they can carry a beam weapon and Xr to enable them to function as sweepers. 

Oh...the soviet's in WW2 always referred to the "Motherland" it was the ####'s that spoke of the "Fatherland."  Not sure if you mean for it to be reversed for dramatic effect.

Still I suspect that their may be further changes in the Sovietski government in the near future...the real question still outstanding is what the RC makes of all this.

added in Edit:  I just thought of a better use for those ships.  They could be used for making a light speed communications relay to give the Sovietski's a better operational communications network.  They would be 6 or more times faster than drones and would enable the Sovietski fleets to react faster than their enemies which would allow them to exploit "interior lines" better.  Though clearly the heroic new commander has made his choice...my view though is that they are horrid rams as they are easily killed...but they certainly will make the warp point an interesting place for a few turns.
Title: Re: Cold War Comments Thread
Post by: Kurt on July 08, 2020, 01:44:08 PM
Hmmm...given the crews of those explorers have the option to mutiny and defect to the RC...and given even KGB agents aren't keen on suicide getting those ships to function as rammers may be easier said than done.  They didn't strike me as fanatics...and the execution of their CO likely didn't really help.  I mean they could just use them to explore or rent them to the RC for cash.

Too late for them.  After killing the "cowardly" CO, the General sent the exploration ships back under the command of his own officers.  They met a group of officers and crews that replaced the survey crews for the new mission.  The new skeleton crews were just enough people to keep the engines and critical systems going, along with the most fanatical junior officers Marshal Kosygin could find the USSR's military academies. 

Quote
Corvette sized sweepers seem to be what they are planning on since they said build them on the ground.  Frigates might actually be better as they can carry a beam weapon and Xr to enable them to function as sweepers. 

Oh...the soviet's in WW2 always referred to the "Motherland" it was the ####'s that spoke of the "Fatherland."  Not sure if you mean for it to be reversed for dramatic effect.

Yeah, I knew that but it slipped through.  Oops.  Its weird how some countries are the motherland, and others the fatherland. 

Quote
Still I suspect that their may be further changes in the Sovietski government in the near future...the real question still outstanding is what the RC makes of all this.

added in Edit:  I just thought of a better use for those ships.  They could be used for making a light speed communications relay to give the Sovietski's a better operational communications network.  They would be 6 or more times faster than drones and would enable the Sovietski fleets to react faster than their enemies which would allow them to exploit "interior lines" better.  Though clearly the heroic new commander has made his choice...my view though is that they are horrid rams as they are easily killed...but they certainly will make the warp point an interesting place for a few turns.

A relay would be great, if there were "fleets" to use the relays.  Wait, how much have I posted?  Ummm….foreshadowing?

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on July 09, 2020, 03:08:51 PM
Alternatively refitting them as AiHsQs(I)L (using the old Ls they removed) would be cheap and fast and likely more damaging...but given what you would say I'd treat them as poor crew grade for purposes of activation. 

One thing to also keep in mind is that no more construction jobs can be underway then shipyards...this is to prevent you from building ships till they have 1 HS left stopping, then starting another one and so on...then when you need a fleet finishing the last 1 HS on however many ships without ever needing to pay for the maintenance on them.  Not sure what I'd do myself in your place as you're not doing what the rule is intended to stop.
Title: Re: Cold War Comments Thread
Post by: Kurt on July 10, 2020, 08:22:33 AM
Alternatively refitting them as AiHsQs(I)L (using the old Ls they removed) would be cheap and fast and likely more damaging...but given what you would say I'd treat them as poor crew grade for purposes of activation. 

One thing to also keep in mind is that no more construction jobs can be underway then shipyards...this is to prevent you from building ships till they have 1 HS left stopping, then starting another one and so on...then when you need a fleet finishing the last 1 HS on however many ships without ever needing to pay for the maintenance on them.  Not sure what I'd do myself in your place as you're not doing what the rule is intended to stop.

SA doesn't enforce the rule limiting the number of ships under construction to the number of yards, so I usually ignore it for simplicity's sake.  I am aware of it, but as I'm not "gaming' it, and the situation applies to all of the race's equally, I figure it's a wash.

I really wanted to refit the explorers to carry Pg's, as with plasma guns they could also have some armor, but the Russians haven't quite developed the Pg yet.  In any case, the Russian's fear an attack on the Solar System that could come at any time, and the explorer's would have to be pulled off of the line for to be refitted.  In spite of their asteroid forts, they are quite panicked, and won't do that, if only for peace of mind.  Once things settle down a bit, and they get a handle on things, they will be refit into attack craft of some sort. 

Kurt 
Title: Re: Cold War Comments Thread
Post by: Paul M on July 10, 2020, 12:32:51 PM
I missed the Rhenish interlude...oh my I suspect the D'bringi might just be a little less keen on selling them technology at this time...or possibly more keen due to their need for MCr...but depending on how one reads the D'bringi attitude I'd expect a slightly less then prompt reply to their requests.  But with the capture of the star charts they have gained significantly...looking forward to the next turns!

Added in Edit: one thing the admiral of the trapped home fleet should consider doing is making a SS with a SYM in it.  That will allow him to replace his missiles, build more buoys when he can save up some cash, repair ships and potentially demothball a ship.  It costs some of his available resources but I think overall it is worth the +4 MCr per month maintenance.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on July 13, 2020, 11:48:44 AM
Wow, the disasters just keep rolling for the Soviets, don’t they? At this point a high level Alliance spy will leak all the gory details, just as a cherry on top.
Title: Re: Cold War Comments Thread
Post by: Paul M on July 13, 2020, 01:14:39 PM
oh boy...but I was wondering about that, by which I mean how the other guys would react...leaving your allies to watch a warp point without any of your fleet there...that just rarely goes over well and especially when you say "only till we get some units to send out here."  "when will that be?"  "uhhh oh errr..."  "rrriiiiggghhhtttt..."   If the race in question are mercs it is one thing...but "allies" not so much!  It was also unnecessary as they have their fortifications....and the RC "support" that any attack on Sol would generate.   I'm not sure a bunch of unarmed ships showing up and you saying "oh they will ram any enemies that show up" actually would not make the allies actually even more uneasy about the state of the alliance they are in.

About the only thing that can make it worse now is a war with the RC...or else the Rheanish figuring out which way they need to advance...

Things are looking pretty dire I must say.  I wonder if the RC is starting to consider taking out the Sovietski's just to protect themselves.
Title: Re: Cold War Comments Thread
Post by: misanthropope on July 18, 2020, 06:24:54 PM
that awkward moment when you discover a J'Rill.  On your homeworld.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on July 20, 2020, 12:28:50 AM
What are J’Rill? Symbiot-type aliens?
Title: Re: Cold War Comments Thread
Post by: misanthropope on July 20, 2020, 08:32:22 AM
they're the borg, adapted for the much lower-magic starfire universe by a guy who can't science and can't fiction.  giant warbots with giant metal straws for sucking peoples' brains out.  they got no dialog, which in weberverse is a feature not a bug.

Title: Re: Cold War Comments Thread
Post by: Paul M on July 20, 2020, 11:18:16 AM
they're the borg, adapted for the much lower-magic starfire universe by a guy who can't science and can't fiction.  giant warbots with giant metal straws for sucking peoples' brains out.  they got no dialog, which in weberverse is a feature not a bug.

Well the "directors" who are the real J'Rill are more like Eve pod pilots as they are integrated with their ships and still possess bodies.   Most of the rest of the "J'Rill" consist of slave brains so yeah cyborgs but well not quite Borg.  They come not from star trek but more likely from a book which had an alien brain harvesting race in them from the ö0-70s.  I'm fairly sure Alkeda Dawn predates the next abomination.  The J'Rill are basically a space nomad culture that harvests resources from worlds including brains for things like combat gear and starships.  They at the same time strip mine the planet for resources to keep their fleet running or expand it.   

David Weber had nothing to do with them or with Alkeda Dawn where they originate.   M. Costello and B. Wu are listed as authors and in the opening pages the J'Rill do a fair amount of talking.  Based on my read of a statement of David Weber he found the whole Alkeda Dawn expansion "strange."  It isn't anything like the starfire products that he had anything to do with for sure and certain.  I'm not a Weber fan...I read a lot of his books and finally gave up on them so I aint defending his bugs/features/writing style/capability. 

Added in Edit: changed "Second" to "Next" in terms of abominations...

Dear me...the rammer force is about to reveal the location (approximate) of the closed warp point to kirov from Smolensk?????   Well...that is just peachy...fine...they would have been far better to leave the "cowards" on those ships...far, far, far, far better!  I do wonder if anyone ever mentioned to the guards what "ramming" actually means...   It really now hinges on what the RC make of this dusterduck that is in the process of going on.

Well done Kurt! 
Title: Re: Cold War Comments Thread
Post by: Migi on July 22, 2020, 12:55:52 PM
How can the old Soviet survey ships can keep distance from the Rehorish destroyers?
Title: Re: Cold War Comments Thread
Post by: Kurt on July 22, 2020, 03:04:39 PM
How can the old Soviet survey ships can keep distance from the Rehorish destroyers?

On the strategic scale, the exploration ships are actually faster than the Rehorish destroyers.  Tactically the exploration ships are much slower, but because they mount commercial engines they can move at their maximum speed at the strategic scale, unlike the destroyers.  The Rehorish could have run them down, if they wanted to risk burning out their military engines, but they really wanted to see where they went, more than they wanted to destroy them. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Panopticon on July 22, 2020, 04:15:44 PM
So the Soviets are basically thoroughly boned here right?
Title: Re: Cold War Comments Thread
Post by: Kurt on July 22, 2020, 10:37:36 PM
So the Soviets are basically thoroughly boned here right?

Hard to see how they could pull it out, aside from convincing the Coalition to come in on their side.  Honestly, I didn't anticipate how quickly it would go downhill for the Soviets.  Of course, they are fighting multiple races, a difficult proposition at the best of times. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on July 23, 2020, 01:39:33 AM
Sooo... are you doing all of this on purpose to the Soviets, or is it just a string of incredibly bad rolls of the dice or something? Because at this point, the number of things that have gone wrong for them in a row has hit the improbable level, and there's no sign its letting up any time soon.
Title: Re: Cold War Comments Thread
Post by: Kurt on July 23, 2020, 08:46:15 AM
Sooo... are you doing all of this on purpose to the Soviets, or is it just a string of incredibly bad rolls of the dice or something? Because at this point, the number of things that have gone wrong for them in a row has hit the improbable level, and there's no sign its letting up any time soon.

I'm not really doing this on purpose, exactly.  The D'Bringi got a good string of luck in survey results, allowing them to build up their economy, and by extension their fleet.  The Rehorish were the swing factor.  They were allied to the D'Bringi first, then to the Soviets.  Once the Soviets made contact with the Rehorish, and they realized that the Soviets were at war with the D'Bringi, the Rehorish knew they had a choice to make, and an opportunity.  They told the D'Bringi that they were honoring their alliance with them, as it came first, and their dalliance with the USSR was a mere deception, but in reality the Rehorish made a hard-edged decision about which side to back based on what they thought they could get out of it. 

And then there is the Soviet response to the initial invasion, which totally underestimated the threat and ended up piecemealing out their fleet in packets to get destroyed bit by bit.  That was my underestimation of the threat as well, in spite of my superior knowledge.  In the back of my head I considered the sides to be fairly equal, and thought that this war would see-saw a bit before being decided one way or another.  That was clearly wrong, and when I looked at the situation more clearly, I immediately saw why.  The Russians are at war with essentially three races, two of which have fleets every bit as bit as theirs was at the start of the war.  They were out-numbered from the first, caught by surprise, and lost a significant portion of their fleet in the first moments of the war when it was ambushed in Rehorish territory. 

In other words, I didn't set out to destroy the soviets, but it sure worked out that way.  Now, having said that, given the reduced pop increase rates I've set for this game, the bulk of their income is still centered in the Solar System, as are their shipyards and their best defenses.  Its not over yet. 

By the way, that's something I've noticed about the Cold War universe, perhaps because of the pop increase and income restrictions I've set.  The bulk of all of the race's income is located in their home system, with one exception, and the home systems are the best defended systems in the universe.  Penetrating those defenses will be no small matter. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on July 23, 2020, 12:49:11 PM
Fighting 2 aliens and having a competition with the RC basically left the sovietskis in a bad place but what pushed them onto the slippery section was the Red Banner Fleet loss...everything else leads back to that.  At the moment they are in free fall...but nothing that looks forced to me.

I see the results as more or less due to the standard dA/dt = B and dB/dt = A equations of naval gun combat really.  The reason that very few naval battles were fought unless one side figured they had a decided advantage...and why gun combat in naval terms is so decisive.  Also Kurt I figure you are still used to the standard building rates where you can pump stuff out whilly nilly by the tech level you have.  Also the lack of things like an ICN and system patrols really makes itself felt regardless of the overall cost they entail. 

For a while the home world is the main income but by now it in our game it is the single largest income source but it is usually less than 10% of the total income for the more potent races.  It is for a long while though the main income source.   I don't think any race doesn't have the largest construction capacity there either...but the more potent races usually also have a lot of distributed capacity.   The RM has 3 large concentrations and ten smaller plus about 10 mobile groups.

Great updates...still wondering what the RC is up to...
Title: Re: Cold War Comments Thread
Post by: Panopticon on July 23, 2020, 03:25:38 PM
Based on the latest updates it seems that the Soviet colonies might not be Soviet for much longer, either joining the Bjering or seceding entirely.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on July 24, 2020, 04:32:49 AM
What does everybody think it makes sense for the Coalition to do about this situation given their knowledge? We the readers know that the USSR's enemies are in contact with each other, so they will know about the D'Bringi/Coalition treaty.  They will likely keep to the agreement and not attack the Coalition.  Does the Coalition side with the USSR because Humans first? Sit back and hope nobody nukes Earth? Attack the USSR in the hopes that they can kill 2 birds with one stone?
Title: Re: Cold War Comments Thread
Post by: Paul M on July 24, 2020, 10:03:50 AM
I don't see how they have any choice but to take the sovietski's out of the picture...so long as they were strong and it looked like the war would end in their favour then the situation was tenable.  They can't allow aliens into Sol, they can't allow them to invade Earth...so this means that the aliens will either have to reach a peace agreement with the Sovietski's that both sides can live with or else the RC will be drawn into the war.  If they strike at the sovietski's they can cripple or capture their shipyards, and then their fleet can destroy the soviet bases (I calculated 86 pts of damage/turn for 6 BCs each armed with 5 Rc even against doubled up point defence).  After which they can invade...taking out the sovietski's gives them freedom to use diplomacy.

If they think the "new" alliance could work then that would be an option...but a young stalin makes that unlikely...plus the current CEO is anti-sovietski.   It isn't without cost but...I admit I don't see to many alternatives that aren't worse down the road for the RC.

Maybe Kurt has a cunning plan though...  I'd say the time to strike is now...of course if the soviet governors basically send a message asking to join that would also change things...but again taking out the sovietski's on earth is still on the table.

Kurt one thing...you can't ram a ship that just transited...according to the rules the ship has to start the turn on the sensors of the ramming ship so to speak.  Not can a ship leap through the warp point and ram another.  I recall reading about how the EXs planned to ram transit addled ships...only with house rules!
Title: Re: Cold War Comments Thread
Post by: Kurt on July 24, 2020, 11:43:04 AM
I don't see how they have any choice but to take the sovietski's out of the picture...so long as they were strong and it looked like the war would end in their favour then the situation was tenable.  They can't allow aliens into Sol, they can't allow them to invade Earth...so this means that the aliens will either have to reach a peace agreement with the Sovietski's that both sides can live with or else the RC will be drawn into the war.  If they strike at the sovietski's they can cripple or capture their shipyards, and then their fleet can destroy the soviet bases (I calculated 86 pts of damage/turn for 6 BCs each armed with 5 Rc even against doubled up point defence).  After which they can invade...taking out the sovietski's gives them freedom to use diplomacy.

If they think the "new" alliance could work then that would be an option...but a young stalin makes that unlikely...plus the current CEO is anti-sovietski.   It isn't without cost but...I admit I don't see to many alternatives that aren't worse down the road for the RC.

Maybe Kurt has a cunning plan though...  I'd say the time to strike is now...of course if the soviet governors basically send a message asking to join that would also change things...but again taking out the sovietski's on earth is still on the table.

Kurt one thing...you can't ram a ship that just transited...according to the rules the ship has to start the turn on the sensors of the ramming ship so to speak.  Not can a ship leap through the warp point and ram another.  I recall reading about how the EXs planned to ram transit addled ships...only with house rules!

Yeah, I know.  A ship has to declare its intent to ram at the start of movement, if I remember correctly, and during the first turn that would be before the enemy starts transiting in.  Therefore they can only ram on the second turn.  I knew I wrote it in a way that implied that they were trying to ram during the first turn, but what I meant was that they would be ramming as soon as possible after transit, and to get the crews to think they would be effective, they've been told that their targets will be recovering from transit.  Technically correct, as in my mind it takes some time to recover, even if the negative effects only last through the turn of transit.  It's just not as easy as they've been told. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on July 24, 2020, 02:42:00 PM
So has it crossed the Soviets minds to be honest with the Alliance about what’s coming and get them to join the war? Simple realpolitik says the Alliance can’t afford to have two alien species invading the solar system or even enforcing a blockade on the jump point - even if it a ‘Soviet only’ blockade, human ships all look alike and that would lead to Alliance civilians being destroyed and the Alliance being blockaded as well.
Title: Re: Cold War Comments Thread
Post by: Paul M on July 24, 2020, 03:10:35 PM
Given they have Ic and not I...it will be even harder...the other thing will be the first damage point will take out the rammers drive field so they sorta end up being more like primitive anti-drive missiles.  Up to you how you deal with it but I'd at the least half the damage the rammers do...personally that is my reason why I don't think small craft should be able to ram starships.  The starships drive field would burn out theirs before they could make contact.  It's kinda one of those rules that I really think needed more thought...I can see kamikazi's working where they just close and detonate bombs in their cargo bay or on their fXo racks but not the smallcraft themselves.  Just me but I remember those battles Steve had with the bugs and I always thought that was just silly.  Still 12 EX's will strip a CA of its engines regardless of if you figure they should do more damage or not...and given engine rooms can fail they may end up with 3 or more CAs immobilized.

I am very curious what the RC has planned...they have enough evidence to suggest the sovietski's have suffered badly...and I can't see any good that comes from letting the situation develop.  But yeah a nuclear attack would be bad.  But as exciting they may find sharing the earth with the Sovietski's I can't imagine sharing it with a d'bringi occupation force would make them turn handsprings in joy.
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on July 27, 2020, 02:48:46 AM
I found that with longer build times it makes a lot of sense to build up local build/refit capacity instead of rushing mobile SY feelt hither and tither. Allthough in hindsight might have build less SY and more MS for the thebans. They now have a lot of SY scattered around and still not yet enough to refit everything at once. ... not that they could afford that anyway.
Title: Re: Cold War Comments Thread
Post by: Black on July 27, 2020, 03:04:45 AM
Could the Coalition claim that they conquered Soviets in Sol to prevent D'bringi from entering the Sol? It could be plausible as the Soviets lost lots of ships and colonies. Of course Soviets would have to be honest with Coalition to make this work and that is most likely not something they would like to do.
Title: Re: Cold War Comments Thread
Post by: Kurt on July 27, 2020, 08:51:52 AM
Could the Coalition claim that they conquered Soviets in Sol to prevent D'bringi from entering the Sol? It could be plausible as the Soviets lost lots of ships and colonies. Of course Soviets would have to be honest with Coalition to make this work and that is most likely not something they would like to do.

Maybe?  The success of a plan like that would depend on a couple of things.  First, the aliens would have to be focused only on the conquest of the Soviets, not humanity as a whole.  The Coalition is growing increasingly worried that once the aliens get into the Solar system they would then be able to dictate terms to the Coalition as well.  Secondly, the soviets, and the people of the Coalition states, would have to be willing to write off the Soviet colonists scattered across their colonial territories.  I would imagine that there would be significant and increasing internal pressure on both governments to liberate the people "Groaning under the yoke of the alien oppressors". 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on July 27, 2020, 01:40:27 PM
The Shanirian's have a large number of MSx's as their installations were in part intended to function as repair facilities.   But yeah it sure helps with refits or pre-fab construction.

Oh boy...given what happened I'd drop the crew grade of those sovietski ships one level...that has to have impacted them and not in a good way.

I'm rather surprised the governors didn't make at least an attempt at contacting the RC given the alternatives are being overrun by aliens or "helped" by another set of aliens.  Though they may think they can stand on their own...strictly speaking they are just following orders...  I'm vastly curious what the RC may be thinking...the whole situation has to be giving both the military and the politicians collective fits.

Removed in the Edit: I spotted what the 19 ships were...joy for the russians the T'Pau still have not been seen...
Title: Re: Cold War Comments Thread
Post by: Kurt on July 27, 2020, 04:23:12 PM
The Shanirian's have a large number of MSx's as their installations were in part intended to function as repair facilities.   But yeah it sure helps with refits or pre-fab construction.

Oh boy...given what happened I'd drop the crew grade of those sovietski ships one level...that has to have impacted them and not in a good way.

I'm rather surprised the governors didn't make at least an attempt at contacting the RC given the alternatives are being overrun by aliens or "helped" by another set of aliens.  Though they may think they can stand on their own...strictly speaking they are just following orders...  I'm vastly curious what the RC may be thinking...the whole situation has to be giving both the military and the politicians collective fits.

Removed in the Edit: I spotted what the 19 ships were...joy for the russians the T'Pau still have not been seen...
Ask and you shall receive!
Title: Re: Cold War Comments Thread
Post by: Paul M on July 28, 2020, 11:00:18 AM
Thanks Kurt!

Hmmm...I had discounted the whole New CO-Dominion alliance as not very likely...I still see it as very unlikely to last long...but we shall see what happens.  Clearly the aliens, not to speak of the crabs aren't going anywhere but the alliance is so inherently unstable and we have a young Stalin...and purges...well it sure won't be dull!

Title: Re: Cold War Comments Thread
Post by: Kurt on July 28, 2020, 04:24:43 PM
Thanks Kurt!

Hmmm...I had discounted the whole New CO-Dominion alliance as not very likely...I still see it as very unlikely to last long...but we shall see what happens.  Clearly the aliens, not to speak of the crabs aren't going anywhere but the alliance is so inherently unstable and we have a young Stalin...and purges...well it sure won't be dull!

The Coalition is in a difficult position here.  In spite of their truce with the D'Bringi, they have not forgotten that the D'Bringi launched unprovoked attacks on mining outposts in the Solar System.  They don't really trust them.  Not that they trust the Soviets, but they've coexisted with the Soviets in the Solar System for decades, and feel that they can trust them to act in a certain way, whereas, the aliens are, well, aliens.  Who knows what they are going to do. 
Title: Re: Cold War Comments Thread
Post by: Black on July 29, 2020, 01:11:28 AM
Given the actions and rhetorics of Marshal Kosygin, alliance with D'Bringi almost seems like safer option.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on July 29, 2020, 01:37:32 AM
I'm very much expecting him to launch a military coup, but the Rehorish and D'Bringi simply can't be trusted as allies.
Title: Re: Cold War Comments Thread
Post by: Paul M on July 29, 2020, 12:08:28 PM
Well Kurt my take on this only...

The RC is thinking the Sovietski's will be like hungry for a deal...and while that sorta makes sense for the older Sovietski's I aint sure the young Stalin is thinking like that...they didn't go to the RC the RC will be coming to them...I think the concessions would be virtually non-existent.  The RC abandoned them once, the Sovietski's likely know the RC can't allow the aliens in Sol and while the RC may have issues about civilian casualties I doubt young stalin cares in the least.  So to me I think they are basing their plan on some very shaky assumption on the Sovietskis.

I agree you can't trust the alien scum further than you can toss an assault shuttle.  But I'd also think even if they don't know it...they can trust the young Stalin even less...he knows they betrayed the motherland I can't imagine that he won't repay them for that.

I still think their only valid option is to take the sovietski's out of the picture and then deal with the aliens...   The Rehnorish have to secure that nexus near their homeworld...they have no option so that is a fight to the knife...since no one seems to know where the D'bringi homeworld is....exciting times.

Anyway...I have a bad feeling about what is to happen...
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on July 30, 2020, 08:57:13 PM
How will the Soviets respond to the new Tomsk Union when they find out about it? I suspect the guy currently in charge won't like it.  How soon will the new shipyards be able to produce ships?
Title: Re: Cold War Comments Thread
Post by: Kurt on July 31, 2020, 08:52:24 AM
How will the Soviets respond to the new Tomsk Union when they find out about it? I suspect the guy currently in charge won't like it.  How soon will the new shipyards be able to produce ships?

Well, their feelings about it, and their reception by the Tomsk Union and the Bjering will pretty much depend on the manner of their return.  If they return with a big and powerful fleet, with their enemies fleeing before them, then I'm sure the Tomsk Union will say something along the lines of "Look, see what we kept together for you!".  Anything else depends on the situation.  I'm sure the governors, and particularly Governor Orlov, would prefer independence, but that will be very situational.  The Bjering would probably prefer an independent buffer state on their border, too.  Still too many wild cards to say how this will all work out. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on August 02, 2020, 11:56:36 AM
There is the possibility that the friendly aliens are planning to D'bringi the D'bringi ...or not...with Moskova gone though the other sovietski colonies are now cut off from the RC right?  Is the sovietski fleet (such as it remains) in Sol or still on the other side near the WP?

Where are the RC forces?
Title: Re: Cold War Comments Thread
Post by: Kurt on August 03, 2020, 08:54:17 AM
There is the possibility that the friendly aliens are planning to D'bringi the D'bringi ...or not...with Moskova gone though the other sovietski colonies are now cut off from the RC right?  Is the sovietski fleet (such as it remains) in Sol or still on the other side near the WP?

Where are the RC forces?

New alien races are always a risk. 

The Soviet Fleet has retreated into the Solar System, although it has scouts out watching the D'Bringi fleet in Moskva. 

The Coalition 1st fleet is in the Moskva system, shadowing the D'Bringi fleet at a respectful distance.  Neither the D'Bringi or the Coalition are very comfortable with this, but neither wants to provoke the other.  It is an unstable situation, with a lot of warships gathered in one place.  The D'Bringi and the Coalition want to avoid increasing tensions or having an accident that would start a war between them, so they are keeping about a light minute between their fleets.   

Kurt

Title: Re: Cold War Comments Thread
Post by: Paul M on August 03, 2020, 01:19:15 PM
Well with the 12 DDs the sovietski's suddenly have a fleet again.  Have you considered 11 HS ES and full sized FG?  Assuming the Sovietski's can build 11 HS/turn these two would be able to be pumped out.  The FGs could mount 2P and a T this would make them very dangerous at close range to the warp point where they could tractor a ship and the next turn remove a critical system.  The ES could carry F and snipe from long range (easily have -4 or -5 to hit).  I did the first thing in my first game under like 2nd edition rules where I had 25 HS DD, 50 HS CA and 75 HS BCs that were "war" designs.  I also used odd sized hulls in the munich game where I was playing a J engine race and had to like get them into jump carriers.

I think it is going to hinge a lot on what happens this turn...if the sovietski's get 3 turns to recover the warp point to sol will be seriously sewed up.  If the D'bringi assault goes in before the RC alliance is formalised things will be more than a bit exciting.

The crabs are frankly at the point where they are starting to pose a serious threat to that colony.   If nothing else the situation should drive home to the RC how untenable a shared system is when the peoples are not the best of friends.
Title: Re: Cold War Comments Thread
Post by: Kurt on August 03, 2020, 03:36:25 PM
Well with the 12 DDs the sovietski's suddenly have a fleet again.  Have you considered 11 HS ES and full sized FG?  Assuming the Sovietski's can build 11 HS/turn these two would be able to be pumped out.  The FGs could mount 2P and a T this would make them very dangerous at close range to the warp point where they could tractor a ship and the next turn remove a critical system.  The ES could carry F and snipe from long range (easily have -4 or -5 to hit).  I did the first thing in my first game under like 2nd edition rules where I had 25 HS DD, 50 HS CA and 75 HS BCs that were "war" designs.  I also used odd sized hulls in the munich game where I was playing a J engine race and had to like get them into jump carriers.

I think it is going to hinge a lot on what happens this turn...if the sovietski's get 3 turns to recover the warp point to sol will be seriously sewed up.  If the D'bringi assault goes in before the RC alliance is formalised things will be more than a bit exciting.

The crabs are frankly at the point where they are starting to pose a serious threat to that colony.   If nothing else the situation should drive home to the RC how untenable a shared system is when the peoples are not the best of friends.

The Tarek (crabs) really hate the Coalition, and humans in general, but, and this is a big but, they are firmly aware that the humans have at least one system beyond their own.  And while the biggest ship they have seen is a cruiser, there is no guarantee that that is the biggest ship that the humans have.  The Tarek really want to attack Wunderland, but fear human tech, which they know to be in advance of theirs, and the size of the human navy, which is a completely unknown data point.  They have a goal, but are aware that they don't have enough information to have an intelligent plan to achieve that goal.  Right now their plan is, essentially, (Growth+tech increase+something unknown but probably clever=victory).  As long as there is that big unknown in the middle of the equation they will wait, and watch.  For now.  Unless they get even madder and just decide to throw everything out and go for the goal regardless. 

In my previous campaigns I got irritated with the rules that said that a one-system, sometimes one planet, NPR would declare war on a galaxy-spanning empire, because "reasons".  If they are crazy or chauvinistic that might happen, but it should be unusual for a race to declare war on a star-traveling race in that situation, in my opinion.  That doesn't mean that they'll just bend over and take it, either, but open aggression against a race so powerful you aren't even a bump in the road to them is not a survival oriented decision. 

Kurt
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on August 05, 2020, 08:36:37 AM
Ouch, that hurt the Soviets, the enemy now has intel on where to look for Sol, and they lost those assets for little gain.  Hopefully the politicians can organise an alliance before their enemies can join forces.
Title: Re: Cold War Comments Thread
Post by: Paul M on August 05, 2020, 11:00:58 AM
Yeah but I have to say the Shanirian's have been stuck with some ugly results of that sort...3 races (the seals, the aussies, and the martians) for the most part they were more or less lucky the Shanirian's are more inclined to just leave them be rather than attack.  The RM and the Simean's made a 100 roll and averted a "hostile takeover."   But I agree the NPRs should behave sensibly...though in this case that must be like sand under the shell to them...

The damage the EXs did is surprising since the first point of damage either way kills an engine...so the EXs would be without drivefields when they ram...but *throws up hands in disgust* the rules are horrid with ramming, one thing that I think J'Rill EAVs does better.  They still accomplished about what I thought they would...even less, but then that was due to the warning...without that warning the attack might have been a bit more costly.  They should not have attempted to ram the CTs...though I doubt that would have really made much difference as the DDs were clearly the intended first wave.

Any reason you didn't send 7 DDs through or are they only speed 6?
Title: Re: Cold War Comments Thread
Post by: Kurt on August 06, 2020, 09:14:56 AM
Yeah but I have to say the Shanirian's have been stuck with some ugly results of that sort...3 races (the seals, the aussies, and the martians) for the most part they were more or less lucky the Shanirian's are more inclined to just leave them be rather than attack.  The RM and the Simean's made a 100 roll and averted a "hostile takeover."   But I agree the NPRs should behave sensibly...though in this case that must be like sand under the shell to them...

The damage the EXs did is surprising since the first point of damage either way kills an engine...so the EXs would be without drivefields when they ram...but *throws up hands in disgust* the rules are horrid with ramming, one thing that I think J'Rill EAVs does better.  They still accomplished about what I thought they would...even less, but then that was due to the warning...without that warning the attack might have been a bit more costly.  They should not have attempted to ram the CTs...though I doubt that would have really made much difference as the DDs were clearly the intended first wave.

Any reason you didn't send 7 DDs through or are they only speed 6?

I use the pulsed movement chart for tactical combat, which means there are six movement impulses, and thus only six ships can go through the warp point per turn. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on August 06, 2020, 11:14:36 AM
Ahhh...starslayer and I use pulsed movement but not for warp point transits where we use the standard rules where you can get as many ships through as the speed.   I have to admit I never thought of using the pulsed movement for warp point transits in that way.  I have to admit it is nice to be able to get like 6 ships and then send the SBMHAWKs through with their 7th MP.  I sorta do use the pulsed movement chart for determining when the ships show up but not limit them to only 6 transit impulses.  Given the fact we are fighting 2 bug races who can simultaneous transit I'm a bit leery of limiting ourselves too much.
Title: Re: Cold War Comments Thread
Post by: Kurt on August 06, 2020, 03:30:31 PM
Ahhh...starslayer and I use pulsed movement but not for warp point transits where we use the standard rules where you can get as many ships through as the speed.   I have to admit I never thought of using the pulsed movement for warp point transits in that way.  I have to admit it is nice to be able to get like 6 ships and then send the SBMHAWKs through with their 7th MP.  I sorta do use the pulsed movement chart for determining when the ships show up but not limit them to only 6 transit impulses.  Given the fact we are fighting 2 bug races who can simultaneous transit I'm a bit leery of limiting ourselves too much.

Simul-transits can be dangerous, but on the strategic scale, if done multiple times the guaranteed losses will inevitably drain the attacker's fleet. In my opinion, using simul-transits works very well if your opponent has little or no strategic depth.  If he does have depth, and can force the bugs to do simul-transits repeatedly, then their fleet tends to get depleted after three or so ST's. 

In the Phoenix Campaign the bugs had a large superiority in fleet tonnage, and ST assaults worked very well for them.  But then I noticed that it worked so well because they generally were fighting races that had no strategic depth, and only one very large population.  The bugs could literally sacrifice tons of ships, suffer a massive and totally unfavorable loss ratio, and if the battle ended with their ships in orbit over the defender's planet, bombarding it, then they won, game over.  It didn't matter that the defender fought valiantly, and inflicted three to one, or even better, loss ratios on the bugs.  When you lose your homeworld, you lost the game.  However, once the bugs ran up against the larger polities in the game, the Gorandans and the humans, the situation changed.  The bugs could still force almost any warp point with a simul-transit attack, but could they do it again and again and again, against a civilization that could set up a defense in depth that covered multiple systems along a long warp chain?  The campaign was at this point when I shut it down, and I was beginning to suspect that the bugs were going to have to find a different strategy if they wanted to avoid getting bled dry. 
Title: Re: Cold War Comments Thread
Post by: Paul M on August 07, 2020, 12:32:55 AM
So far I don't think the bugs (red or black) have STed capital vessels but they use it with gunboats, armed pinnaces and DDs.  The last battle the latter didn't work so good as the losses were almost entirely on their anti-fighter DDs rather than the anti-mine ones.  So far the bugs and the seals have been fighting for a long time, much longer than we expected they would hold.  Unfortunately for the seals they have lost a lot of their depth and right now are struggling to hold on to some critical systems.   But the fighting is also costing the bugs, starslayer would have to comment here as I don't know the details.  One difference in our game is that the bugs are the highest tech aliens around excepting the RM.  The attempt by the SCN to get some buffer ran into this problem as my HT9 ships hit HT11 ones and only a massive application of SBMHAWK and the Drakes kept the battle from being a rout but as the SBMHAWKs had been intended for the follow on attack...

But yes I think you are right, but the idea to ST was to send in disposable ships rather than dumping in 100 SDs and at least in our game this seems to be working, but as you say...100 SDs becomes 70 SDs becomes 49 SDs becomes 35 SDs and this is completely without combat losses.  One fairly amusing note is that while playing the stars at war scenario "Wall of Fire Wall of Steel" I had the rigillian escort force ST out of the system after the attack got decisively broken as by the time the last ships got out they would have been obliterated, they rigillians got very lucky and lost no ships.   

Still our biggest issue at the moment is the number of 100 HS WPs in the galaxy.
Title: Re: Cold War Comments Thread
Post by: DIT_grue on August 08, 2020, 01:54:02 AM
Month 111, Day 22, Earth
The Coalition’s Minister for Foreign Relations met with the USSR’s Minister for Foreign Affairs on this day.
<snip>

Month 112, Day 24, Earth
Marshal Kosygin looked up in annoyance as his chief aide, Polhovnik Turgenev, burst into his office.  “What?!?”

I suspect the month on the second segment is a typo.
Title: Re: Cold War Comments Thread
Post by: Kurt on August 08, 2020, 10:49:20 AM
Month 111, Day 22, Earth
The Coalition’s Minister for Foreign Relations met with the USSR’s Minister for Foreign Affairs on this day.
<snip>

Month 112, Day 24, Earth
Marshal Kosygin looked up in annoyance as his chief aide, Polhovnik Turgenev, burst into his office.  “What?!?”

I suspect the month on the second segment is a typo.

You are correct.  I'll fix it.  thanks!
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on August 09, 2020, 02:49:37 AM
What the red bugs are doing currently is simultransiting in the pgb and armed pinnaces from the auxiliaries wicha re too fragile for the fight, and some expendable cheap DDS. The rest of pgb gets carried through in the racks.

What is holding them up though is that gunboats die in huge amounts in each battle, and are neitzher cheap with 80 MCr nor quick to replace at 3 HS each. So its win battle, rebuild gunboats, pinnaces and two to three BCs damaged and a few lost ships, adn come back to trounce the allies agan. But as they don't have a mythical incredible reserve of mothballed sips they have to replace their looses to advance again and can't push continuously. Maybe I should get two fleets onto one contact point, but that'll leave somwhere else uncovered.

Gunboats are so much easier to kill than fighters, you need either a huge amount fo them to overwhelm the enemies capacity to deal with them in time or you'll throw them away for very little gain.
Title: Re: Cold War Comments Thread
Post by: misanthropope on August 13, 2020, 07:05:17 PM
do the D'Bringi have any evidence that Sol is a cul-de-sac?  Even without that knowledge, they would have to have a pretty big blind spot to not evaluate a big old minefield on that particular WP as being of at least equal value to an iffy treaty with the Coalition.

stuff is ROUGH for the humans, holy cow.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on August 13, 2020, 11:55:38 PM
What a waste by the Soviets, they had a defensive advantage and threw it away for nothing.  I guess that is the price you pay when you put an idealist in charge of your military.
Title: Re: Cold War Comments Thread
Post by: Paul M on August 15, 2020, 07:38:46 AM
Well Kurt, could not happen to a nicer person in my view... and when I said that gave them a fleet I didn't think in terms of offensives!   Though maybe it buys them time though usually when I am in bad way I got for damaging as many as enemy ships as possible to win time due to repairs...or force them to fight with damaged ships.

The system you are using is the same as what is used in Galactic Starfire without the adjustment of the ships size based on technology...the example in Galactic Starfire doesn't match the game though (not adjusting the ships size and using an not possible warp point capacity).  I have to admit I don't understand why the WP size chart in Imperial Starfire is the way it is...any playtest would have revealed it is a major pain in the rear, without adding anything much to the game. 

The D'bringi should have been able to survey Sol but regardless mining that WP makes sense...even if they leave the mines deactivated.
Title: Re: Cold War Comments Thread
Post by: Kurt on August 15, 2020, 10:52:58 AM
do the D'Bringi have any evidence that Sol is a cul-de-sac?  Even without that knowledge, they would have to have a pretty big blind spot to not evaluate a big old minefield on that particular WP as being of at least equal value to an iffy treaty with the Coalition.

stuff is ROUGH for the humans, holy cow.

The humans don't know if the D'Bringi ever surveyed the solar system.  The D'Bringi didn't, but have captured enough general information from conquered soviet colonies that they know that the solar system only has one warp point.  At this point that information is considered "high confidence" information, but not confirmed. 

The Soviets are indeed in a bad spot. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on August 15, 2020, 10:56:11 AM
What a waste by the Soviets, they had a defensive advantage and threw it away for nothing.  I guess that is the price you pay when you put an idealist in charge of your military.

Well, Kosygin knew he was only one step ahead of being either removed or sidelined, and he hadn't had enough time to secure his position yet.  He needed something big to give him enough status within the shaken Military Space Service to allow him to challenge the leaders of the Politburo. Unfortunately, for him, he wasn't up to the challenge, and also didn't have the fleet he needed.  If he had been a stronger leader, he might have been able to cast this venture as a victory, and rode that to the top, but that likely would have ended in nuclear war with the Coalition when they went with plan B. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on August 15, 2020, 11:05:47 AM
Well Kurt, could not happen to a nicer person in my view... and when I said that gave them a fleet I didn't think in terms of offensives!   Though maybe it buys them time though usually when I am in bad way I got for damaging as many as enemy ships as possible to win time due to repairs...or force them to fight with damaged ships.

If he had a few more ships, or if he had managed to bring back at least some of the destroyers, he could have claimed a victory based on the number of large D'Bringi ships damaged and destroyed.  Both Kosygin and I had a revelation fighting this battle.  The Soviets keep getting forced into battles where they are at a disadvantage, usually not an overwhelming disadvantage, but a disadvantage, and they keep losing as a result.  Hopefully they can get the Coalition in with them now and have the advantage for once. 

Quote
The system you are using is the same as what is used in Galactic Starfire without the adjustment of the ships size based on technology...the example in Galactic Starfire doesn't match the game though (not adjusting the ships size and using an not possible warp point capacity).  I have to admit I don't understand why the WP size chart in Imperial Starfire is the way it is...any playtest would have revealed it is a major pain in the rear, without adding anything much to the game.
 

I agree, which is in large part why I use the house rules.  I think you are right, the house rules I use were the seed for the rules in the later editions.  For me, I just really like large ships, and rules that limit their usefulness are bad as far as I'm concerned. 

Quote
The D'bringi should have been able to survey Sol but regardless mining that WP makes sense...even if they leave the mines deactivated.

The D'Bringi only have one, fairly small, exploration group, and it never had time to revisit the solar system after discovering humanity.  Their economy was very limited in the early game, and they focused on building up their cruiser fleet rather than exploration ships.  Now that they have a larger economy, they feel like they can't divert the shipyard resources towards exploration ships at a time when every yard is needed to repair, refit, and enlarge their fleet. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Migi on August 16, 2020, 07:23:47 PM
Given the poor performance of the explorer ships in a ramming role, is there going to be some re-thinking about their usage?
Could they be re-fitted as point defence platforms to protect the larger ships or given faster engines to increase their hit chance?
Also the soviet destroyers got hammered, is that because they were so badly out-matched or is it just how things go with beam engagements?
Title: Re: Cold War Comments Thread
Post by: Kurt on August 17, 2020, 10:51:11 AM
Given the poor performance of the explorer ships in a ramming role, is there going to be some re-thinking about their usage?
Could they be re-fitted as point defence platforms to protect the larger ships or given faster engines to increase their hit chance?

They can't protect any other units with point defense until the Russians develop datalinked point defense, which is a ways away at this point.  Additionally, they have run out of explorer class craft for now.  It was a good lesson, though.  The explorers would have performed better as rammers if they had military engines, as they would have at least been faster than their prey.  The ramming thing was only ever an emergency stopgap, though.  The original plan was to us them as rammers at the warp point to stop the D'Bringi if they tried to enter the Solar System, and in that situation, supported by the asteroid forts and laser buoys, and the remnants of the fleet, they might have done okay.  If enough time passed, the USSR planned to refit them to mount plasma guns, which are the only weapon small enough to fit on an explorer class hull.  Unfortunately, the Pg's aren't developed yet, and Marshal Kosygin decided to waste them on a desperate attack to which they weren't suited.  Although they did do well as a distraction that kept the D'Bringi beam cruisers away from the Russian missile ships, at least for a short time. 

Quote
Also the soviet destroyers got hammered, is that because they were so badly out-matched or is it just how things go with beam engagements?

A bit of both.  The destroyers had green crews, as they had just been launched a month or two before, and that didn't help.  They were outclassed by the D'Bringi beam cruisers, which were bigger, better armed and armored, and mostly had crack crews at this point.  And finally, Marshal Kosygin sacrificed them to ensure his cruisers got back.  Some, of the DD's might have got out if the Marshal had ordered them to retreat at the same time he ordered his cruisers to return to the solar system, but if he did that, and the D'Bringi fleet wasn't under pressure from the DD's, they might have concentrated their fire on the retreating Russian cruisers.   
Title: Re: Cold War Comments Thread
Post by: Paul M on August 20, 2020, 01:15:25 AM
On the whole "a little disadvantage" thing...one thing that all naval officers learned somewhere near the turn of the century was that a little disadvantage turned into a big loss, it is one of the reasons I think there was so few naval engagements in WW2 for example and just thinking on it why carriers were so big a change, because you can't avoid a fight when carriers are present.  Anyway, as the saying goes...as an exercise to the reader to illustrate this: take two sides; A had 3 ships, B has 4 ships, each ship takes 4 damage to kill, each ship does 1 hit damage.  Line them up so each ship of A is engaged by 1 of B except ship 3 which has 2 attackers.  See what happens, feel free to change how the ships fight but it doesn't change the fact that A is destroyed for far less cost to B then 3:4 odd would intuitively indicate.

Probably the hardest thing I had to learn in starfire battles is that they are naval and not land engagements and the above applies.  Getting caught by a substantially larger force in one Bug-Seal battle was particularly painful as I had thought from the pre-battle banter I had a good chance of victory and then what showed up...I'm pretty sure Starslayer detected my discontent!  A lot of our recent battles have been to be blunt "inconclusive" simply because neither side felt they had an advantage big enough to tip the scales in their favour sufficiently to avoid major losses even in a victory.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on August 20, 2020, 04:18:50 AM
On the whole "a little disadvantage" thing...one thing that all naval officers learned somewhere near the turn of the century was that a little disadvantage turned into a big loss, it is one of the reasons I think there was so few naval engagements in WW2 for example and just thinking on it why carriers were so big a change, because you can't avoid a fight when carriers are present.  Anyway, as the saying goes...as an exercise to the reader to illustrate this: take two sides; A had 3 ships, B has 4 ships, each ship takes 4 damage to kill, each ship does 1 hit damage.  Line them up so each ship of A is engaged by 1 of B except ship 3 which has 2 attackers.  See what happens, feel free to change how the ships fight but it doesn't change the fact that A is destroyed for far less cost to B then 3:4 odd would intuitively indicate.

Probably the hardest thing I had to learn in starfire battles is that they are naval and not land engagements and the above applies.  Getting caught by a substantially larger force in one Bug-Seal battle was particularly painful as I had thought from the pre-battle banter I had a good chance of victory and then what showed up...I'm pretty sure Starslayer detected my discontent!  A lot of our recent battles have been to be blunt "inconclusive" simply because neither side felt they had an advantage big enough to tip the scales in their favour sufficiently to avoid major losses even in a victory.

From my experience in EVE Online as part of many fleets of every scale, from 3 man small gang roams up to 1k man keepstar sieges, I know how important a good fleet commander can be. If you can force a mistake or outmanoeuvre an enemy, you can make an inferior fleet composition work. So long as you know how your fleet works, how their fleet works, everybody plays well and you can force a mistake or outmanoeuvre the enemy fleet, you can pull off a victory, even a decisive victory. Of course, half the battle is won beforehand. In Starfire/Aurora, you make sure you build more/better ships with the best tech. In EVE, you want to recruit good pilots in large numbers, while making sure everybody has a good fleet comp trained and is well drilled in broadcasting for reps, following align commands and shooting the primary.
Title: Re: Cold War Comments Thread
Post by: Kurt on August 21, 2020, 08:55:36 AM
On the whole "a little disadvantage" thing...one thing that all naval officers learned somewhere near the turn of the century was that a little disadvantage turned into a big loss, it is one of the reasons I think there was so few naval engagements in WW2 for example and just thinking on it why carriers were so big a change, because you can't avoid a fight when carriers are present.  Anyway, as the saying goes...as an exercise to the reader to illustrate this: take two sides; A had 3 ships, B has 4 ships, each ship takes 4 damage to kill, each ship does 1 hit damage.  Line them up so each ship of A is engaged by 1 of B except ship 3 which has 2 attackers.  See what happens, feel free to change how the ships fight but it doesn't change the fact that A is destroyed for far less cost to B then 3:4 odd would intuitively indicate.

Marshal Kosygin and I had this revelation simultaneously during his first, and last, battle <G>.  The parallels with surface naval battles aren't exact, though.  As I understand it, in the typical naval surface battle, a ship being fired at performs measurably worse than a ship that is not being targeted.  Thus, most fleets would train to spread their fire across the entire enemy battle line to ensure that all enemy ships were engaged.  Additionally, even later in WW II, at the height of surface engagement tech, capital ships had difficultly distinguishing their shell-fall from the salvoes of other capital ships, if they all aimed at the same target, which made it very difficult to adjust their fire, and thus they tended to target different ships to maximize their chances of hits. 

In Starfire, there is no disadvantage associated with concentrating your fire, and thus, the advantage of knocking an enemy ship out of the fight quickly becomes the overriding factor. 

However, none of that invalidates your point, which was that a small numerical or mass advantage can quickly translate to a significant advantage in battle, which is both true and something the Russians learned at great cost. 

Quote
Probably the hardest thing I had to learn in starfire battles is that they are naval and not land engagements and the above applies.  Getting caught by a substantially larger force in one Bug-Seal battle was particularly painful as I had thought from the pre-battle banter I had a good chance of victory and then what showed up...I'm pretty sure Starslayer detected my discontent!  A lot of our recent battles have been to be blunt "inconclusive" simply because neither side felt they had an advantage big enough to tip the scales in their favour sufficiently to avoid major losses even in a victory.

Starfire also adds in the technology dimension.  Higher tech, or at least the possession of critical "break-point" systems, such as fighters, or capital missile launchers, can make a big difference and overcome numerical or mass disadvantages. In this case, though, the tech advantage isn't clear.  Both sides are roughly the same, with the D'Bringi and the soviets roughly equivalent, and the Rehorish generally behind both.  The Soviets are slightly ahead of the D'Bringi, but the D'Bringi have access to some "wild-card" tech. 

Kurt

 
Title: Re: Cold War Comments Thread
Post by: Kurt on August 21, 2020, 09:22:31 AM
On the whole "a little disadvantage" thing...one thing that all naval officers learned somewhere near the turn of the century was that a little disadvantage turned into a big loss, it is one of the reasons I think there was so few naval engagements in WW2 for example and just thinking on it why carriers were so big a change, because you can't avoid a fight when carriers are present.  Anyway, as the saying goes...as an exercise to the reader to illustrate this: take two sides; A had 3 ships, B has 4 ships, each ship takes 4 damage to kill, each ship does 1 hit damage.  Line them up so each ship of A is engaged by 1 of B except ship 3 which has 2 attackers.  See what happens, feel free to change how the ships fight but it doesn't change the fact that A is destroyed for far less cost to B then 3:4 odd would intuitively indicate.

Probably the hardest thing I had to learn in starfire battles is that they are naval and not land engagements and the above applies.  Getting caught by a substantially larger force in one Bug-Seal battle was particularly painful as I had thought from the pre-battle banter I had a good chance of victory and then what showed up...I'm pretty sure Starslayer detected my discontent!  A lot of our recent battles have been to be blunt "inconclusive" simply because neither side felt they had an advantage big enough to tip the scales in their favour sufficiently to avoid major losses even in a victory.

From my experience in EVE Online as part of many fleets of every scale, from 3 man small gang roams up to 1k man keepstar sieges, I know how important a good fleet commander can be. If you can force a mistake or outmanoeuvre an enemy, you can make an inferior fleet composition work. So long as you know how your fleet works, how their fleet works, everybody plays well and you can force a mistake or outmanoeuvre the enemy fleet, you can pull off a victory, even a decisive victory. Of course, half the battle is won beforehand. In Starfire/Aurora, you make sure you build more/better ships with the best tech. In EVE, you want to recruit good pilots in large numbers, while making sure everybody has a good fleet comp trained and is well drilled in broadcasting for reps, following align commands and shooting the primary.

In terms of the good fleet commander, you are pointing out the limitations of a solo campaign like the Cold War, or really any of my campaigns.  I realized early on that while I may be trying to create a character that is a brilliant, genius-level commander, I am most definitely not that, so I cannot conceive of the brilliant strategies that a brilliant commander might use.  So I have to satisfy myself, and hopefully anyone who reads what I produce, by saying that they are brilliant, or at least good at their jobs, and having them see things that others might not see. 

Paul and Starslayer have an advantage, in that there are two people involved in their campaign, which allows for true surprise, and possibly innovative strategies, whereas the solo campaign is more limited in that respect. 

Kurt
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on August 21, 2020, 10:46:42 PM
On the whole "a little disadvantage" thing...one thing that all naval officers learned somewhere near the turn of the century was that a little disadvantage turned into a big loss, it is one of the reasons I think there was so few naval engagements in WW2 for example and just thinking on it why carriers were so big a change, because you can't avoid a fight when carriers are present.  Anyway, as the saying goes...as an exercise to the reader to illustrate this: take two sides; A had 3 ships, B has 4 ships, each ship takes 4 damage to kill, each ship does 1 hit damage.  Line them up so each ship of A is engaged by 1 of B except ship 3 which has 2 attackers.  See what happens, feel free to change how the ships fight but it doesn't change the fact that A is destroyed for far less cost to B then 3:4 odd would intuitively indicate.

Probably the hardest thing I had to learn in starfire battles is that they are naval and not land engagements and the above applies.  Getting caught by a substantially larger force in one Bug-Seal battle was particularly painful as I had thought from the pre-battle banter I had a good chance of victory and then what showed up...I'm pretty sure Starslayer detected my discontent!  A lot of our recent battles have been to be blunt "inconclusive" simply because neither side felt they had an advantage big enough to tip the scales in their favour sufficiently to avoid major losses even in a victory.

From my experience in EVE Online as part of many fleets of every scale, from 3 man small gang roams up to 1k man keepstar sieges, I know how important a good fleet commander can be. If you can force a mistake or outmanoeuvre an enemy, you can make an inferior fleet composition work. So long as you know how your fleet works, how their fleet works, everybody plays well and you can force a mistake or outmanoeuvre the enemy fleet, you can pull off a victory, even a decisive victory. Of course, half the battle is won beforehand. In Starfire/Aurora, you make sure you build more/better ships with the best tech. In EVE, you want to recruit good pilots in large numbers, while making sure everybody has a good fleet comp trained and is well drilled in broadcasting for reps, following align commands and shooting the primary.

In terms of the good fleet commander, you are pointing out the limitations of a solo campaign like the Cold War, or really any of my campaigns.  I realized early on that while I may be trying to create a character that is a brilliant, genius-level commander, I am most definitely not that, so I cannot conceive of the brilliant strategies that a brilliant commander might use.  So I have to satisfy myself, and hopefully anyone who reads what I produce, by saying that they are brilliant, or at least good at their jobs, and having them see things that others might not see. 

Paul and Starslayer have an advantage, in that there are two people involved in their campaign, which allows for true surprise, and possibly innovative strategies, whereas the solo campaign is more limited in that respect. 

Kurt

Controlling both sides of the fight does make it rather difficult. It is hard enough trying to remember how much intel each faction knows going into the battle, without trying to simulate the commanders skill too.
Title: Re: Cold War Comments Thread
Post by: misanthropope on August 24, 2020, 12:45:47 PM
boy, if this next bit goes just a little bit wrong it becomes the D'Bringi campaign from here on out.

played with a lot of folks who thought the one-month notice of war is a cultural imperative, but boy do i not think the humans can afford that.

did the coalition win concessions of any kind from the russians?
Title: Re: Cold War Comments Thread
Post by: Paul M on August 24, 2020, 01:37:16 PM
Yeah the whole shoot on a single ship till it pops is a game-ism that doesn't exist in real life.   But at times I find spreading fire in starfire has advantages too, it reduces especially in missile combat overkill.  The formula is basically dA/dt = -B and dB/dt = -A and the solution to those linked equations gives you the fact that any disadvantage can result in the disadvantaged side loosing substantially more than the you might expect given the amount of disadvantage.  In those formula A and B are the strength of the two sides, and so strength can be rated in terms of ship numbers, C3I capabilities, technology and so forth.  I just chose to illustrate the concept in terms of ship numbers since the Sovietski-D'bringi battles were without significant technological differences.  The existence of weapon tiers also is supported: a force with F as opposed to L would be rated stronger.  The main take away is to not fight at a disadvantage, and that it is decidedly different from land combat where an inferior force can inflict disproportionate losses on a superior one. 

Manuever in most games is "overrated" as one is either closing, holding the range open, or opening the range.   The other side is doing the same thing.  Without restricted firing arcs (such as in Attack Vector Tactical or Squadron Strike or starfleet battles) for the most part manuver is trivial.  It can make a difference in Starfire, and frankly I'm a big manuever warfare person but realistically most starfire battles reduce quickly to weight of metal.  Torpedoes in Squadron Strike or Attack Vector Tactical are pure maneuver denial weapons...the stop the enemy from going certain ways and largely in starfire such things don't exist except for potentially small craft/fighters.   Sufficient numbers of those weapons likely will block the enemy from moving towards them.

My recommendation for dealing with characters who are supposed to be better at fleet combat is to give them a benefit on any turn they roll a natural 10 for initiative.   They can have the enemy move their full movement so not used pulsed movement, or they can get a +1 to missile fire, or they can treat beam fire as one category higher on the damage chart or point defences can be +1 to intercept.   You can add others that make sense to you.  As you are alone you have to be clear in your own head what each side knows and how they plan on fighting but that is hard.  We do have the advantage...and even when Starslayer is playing out battles without me he often asks me what one side will do and I do my best to give him an unbiased view.
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on August 25, 2020, 02:52:37 AM
Sometimes there are also surprises to be had. Last battle I wrote up had one side in claok vs a technological inferior side. While not completely without damage, it was a slaughter nevertheless. Current battle in progress turned out to decided by design philosophy. CM from XO racks from elite crews vs. BCs with only 7* Di as point defence... = ouch? I was a bit flabberghasted as two BCs basically got taken out of the fight in one salvo each. Pretty much decisive moment there, and unanticipated. (Both sides where pretty even in numbers...  well, once I finished writting it up, got a bit destracted by a good web book).
Title: Re: Cold War Comments Thread
Post by: Kurt on August 25, 2020, 08:54:26 AM
boy, if this next bit goes just a little bit wrong it becomes the D'Bringi campaign from here on out.

played with a lot of folks who thought the one-month notice of war is a cultural imperative, but boy do i not think the humans can afford that.

did the coalition win concessions of any kind from the russians?

Essentially, the Russians have agreed to be the junior partner in the alliance, as their military is so much weaker than the Coalition's, and they are in such a worse position in so many ways.  In addition, the Coalition has worded the agreement in such a way so as to make it possible to bring the other Earth governments into the Alliance, making it a truly global effort.  At this point I'm not sure how I'm going to make this work, as SA only has slots for two races per planet.  Probably will be cosmetic for now. 

In game terms, the Coalition and the USSR have signed a partnership agreement, with the Coalition as the senior partner, instead of a jumped-up trade and military agreement like their last joint venture.  The Coalition certainly intends this be a permanent development, however, the Soviet Union signed out of desperation and because of a fear of internal instability.  If they can get their feet under them they may change their minds.  How that will work out for them is questionable, and will be very dependent on how the war goes. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on August 25, 2020, 09:04:10 AM
Sometimes there are also surprises to be had. Last battle I wrote up had one side in claok vs a technological inferior side. While not completely without damage, it was a slaughter nevertheless. Current battle in progress turned out to decided by design philosophy. CM from XO racks from elite crews vs. BCs with only 7* Di as point defence... = ouch? I was a bit flabberghasted as two BCs basically got taken out of the fight in one salvo each. Pretty much decisive moment there, and unanticipated. (Both sides where pretty even in numbers...  well, once I finished writting it up, got a bit destracted by a good web book).

SA's random design philosophy has had interesting effects in the game so far.  I thought the D'Bringi had the worst design philosophy ever, and would quickly lose once confronted.  After all, they were limited to Ic only, and their capital ships were armed with a mixture of beam weapons, no missiles, and light on the passive defenses.  To leaven their beam-only fleet, I gave the Keepers missile ships, so they at least had some missile ships to support their beam battle line, but I still thought they were doomed.  Instead, it has worked out pretty well.  They had enough time to abandon the Ic limitation once it became clear that it was a bad idea for beam-equipped cruisers to be tactically slower than everything else, and the mix of a beam-heavy fleet supported by a few missile squadrons has worked out very well.  The Russians have actually had missile parity, or even a slight advantage in terms of missile combatants in several battles, but ended up losing because they couldn't counter the beam-heavy battle line once it closed to weapons range.  Of course, being out-massed didn't help the Russians either. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on September 02, 2020, 11:04:54 AM
Well I'd say the new alliance will have several fairly important strategic decisions to make to define their operational foci.  I'm curious to see how that goes.

As far as SA random designs go, I learned that there is nothing truly stupid that can come out if it but the key is figuring out how to use what it gives you the most effectively.  Admittedly commercial engines with one speed lower than max and plasma gun would likely qualify as hard to figure out but generally no matter how wackadoodle it was some advantage could be seen by the combination as hair-pulling-ly bizarre as it can be.   Even the Laser and Energy Beam combo of the squidzies I have seen can give the attacker fits...since you have to carry on each ship two completely different sets of defences.   

Anyway I figure the next few months will be interesting...
Title: Re: Cold War Comments Thread
Post by: Kurt on September 02, 2020, 11:54:48 AM
Well I'd say the new alliance will have several fairly important strategic decisions to make to define their operational foci.  I'm curious to see how that goes.

As far as SA random designs go, I learned that there is nothing truly stupid that can come out if it but the key is figuring out how to use what it gives you the most effectively.  Admittedly commercial engines with one speed lower than max and plasma gun would likely qualify as hard to figure out but generally no matter how wackadoodle it was some advantage could be seen by the combination as hair-pulling-ly bizarre as it can be.   Even the Laser and Energy Beam combo of the squidzies I have seen can give the attacker fits...since you have to carry on each ship two completely different sets of defences.   

Anyway I figure the next few months will be interesting...

The initial strategic problem for the new alliance is regaining control of the Sigma Draconis/Moskva system.  That system is the Earth's gateway to the stars, and must be controlled.  After that, there are several choices.  The Soviets will advocate strongly for regaining control of the Leningrad and Brezhnev systems, as what is left of their Home Fleet is trapped in the Brezhnev system.  Getting that fleet back has obvious advantages, but such a campaign would be risky, given the presence of at least two closed warp points in or around those systems.  Also, Leningrad, Brezhnev, and Gorkij are essentially worthless in and of themselves, except for the warp route to and from the D'Bringi Expanses.  The other possibility is launching a campaign to free the Soviet colonial territories, which has both the advantage of regaining the production capacity there, and represents a route to the home world of at least one of the D'Bringi alliance's member races, the Rehorish. 

I can't see either earth power deciding to commit significant forces to a campaign in the Soviet colonial territories until either the closed warp points are found or significant fortifications are built on the warp point from Moskva to Leningrad, to prevent raids or even major offensives along that route.  Until that is done, sending the fleet away from the Moskva/Sigma Draconis system will just open the allies up to an offensive from that area by the D'Bringi that could cut off supplies to any fleet deployed beyond that system. 

Kurt
Title: Re: Cold War Comments Thread
Post by: misanthropope on September 02, 2020, 03:26:12 PM
from the tone of assessment there, Kurt, you make it sound like clearing out Moskva is a given.  I guess I'm not clear on what the capitalist swine can bring to bear; is it actually a shoo-in?  i mean, from the omniscient perspective?
Title: Re: Cold War Comments Thread
Post by: Kurt on September 02, 2020, 04:23:54 PM
from the tone of assessment there, Kurt, you make it sound like clearing out Moskva is a given.  I guess I'm not clear on what the capitalist swine can bring to bear; is it actually a shoo-in?  i mean, from the omniscient perspective?

The humans have a pretty good assessment of the D'Bringi fleet strength in Moskva.  Remember, the Coalition is still present in the Moskva system, and has a fleet watching the D'Bringi, as well as scouts out across the system to watch for any other D'Bringi forces moving into the system.  Barring a surprise, they are confident that they can either force the D'Bringi back, or, if they attempt to fight, can defeat them.  The remaining Russian fleet is relatively small, but combined with the Coalition fleet, they out-mass the D'Bringi/T'Pau forces comfortably, and based on previous Russian experiences they know the D'Bringi don't have higher tech at this point. 

The wildcard is the Rehorish fleet.  The humans have no real idea how large it is, or where it is.  It was last seen in the Russian colonial territories, and has apparently been stopped by the closed warp point that lies along that chain in between Rehorish space and the inner human systems.  Whether it is still in the Russian colonial territories, or is moving through Rehorish and D'Bringi space to join forces with the D'Bringi fleet is unknown.  That is what the humans fear, though, is those two fleets joining.  Unless large reinforcements show up for the D'Bringi/T'Pau fleet, the humans are fairly confident that they can take them out. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Migi on September 02, 2020, 05:06:23 PM
What is a BS0?
If colonies can build ships, how much human industrial capacity is now outside Sol?
Also the soviets have 2 big fortresses (or did they scrap one?), are they going to stay in Sol or are they going to be moved the the warp points in Moskva in order to expand the defensive perimeter?
Title: Re: Cold War Comments Thread
Post by: Paul M on September 03, 2020, 10:58:22 AM
A BS0 is a Basestation 0.  This is the smallest base that can be between 5 and 15 Hull spaces in size.  It is the equivalent of a corvette.

Industry in Starfire is very abstract.  Basically each population unit (PU*) produces 1+(Technology level/10)*(planetary mineral status factor**) MCr per turn.  So in the case of the colony assuming it on an average mineral wealth habitable world and has 150 PU and the RC is TL 5 then it will make 225 MCr per turn.  Any population is assumed to have a civilian produced and run space port and so those larger than colony size (I think I have this right) can produce "stuff" with it.  What gets complicated is what "stuff" costs, as often that depends on with what it is produced.  So construction of a ship in a ship yard costs base cost, construction on a planet surface costs more, the speed it can be built is also dependent on where it is built, and the total amount of produced in a turn is also limited.  One advantage of SA is that most of this is programmed in by Steve and you don't have to figure out where the heck it is in Imperial Starfire and then where in SM2 you have to look to see if it has changed.

*There are things called Industrial Units (IU) that produce on the same rate but aren't affected by planetary mineral status factor
**this is 0.5, 0.75, 1, 1.25 or 1.5 for habitable worlds and other multipliers for moons/non habitable planets
Title: Re: Cold War Comments Thread
Post by: Kurt on September 03, 2020, 02:13:31 PM
What is a BS0?
If colonies can build ships, how much human industrial capacity is now outside Sol?
Also the soviets have 2 big fortresses (or did they scrap one?), are they going to stay in Sol or are they going to be moved the the warp points in Moskva in order to expand the defensive perimeter?

As Paul said, a BS0 is a small base, in fact, the smallest base you can build.  It is almost as large as a corvette, but can be more heavily armed and armored because there are no engines. 

The Coalition has relocated its mobile shipyards to the Epsilon Eridani system, and has managed to build two regular shipyards there.  The Soviets also have mobile shipyards, but they never left the home system and got bottled up there when they were forced back to Sol.  So, as a result, the Sov's have no construction capacity outside of Sol.  They want to detach them now and move them forward to support their fleet with on-scene repairs, but haven't been able to spare their construction capacity because of their frenzy to produce new ships. 

The USSR has two asteroid fortresses, both located in the Sol system, at the warp point between Sol and Moskva.  And, unless I'm mistaken, there is no way to get an asteroid fort or a base through a warp point intact, even with tractors, so they have to remain in the Solar System.  They could be disassembled and reassembled in a new system, but that is an involved process.  Once the Russians and the Coalition free up some yard space, they are planning on prefabbing a flock of BS0's for mobile shipyards to then assemble in Moskva to act as at least a stumbling block to any aggressor. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on September 19, 2020, 10:24:38 AM
To everyone interested in the Cold War campaign, I apologize for not posting anything over the last week and a half.  My family had a big upheaval week before last, and it has taken me some time to get back to the point where I felt like continuing with the campaign.  I'm back now, and will hopefully be posting on a regular basis going forward. 

Kurt
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on September 19, 2020, 11:52:10 PM
To everyone interested in the Cold War campaign, I apologize for not posting anything over the last week and a half.  My family had a big upheaval week before last, and it has taken me some time to get back to the point where I felt like continuing with the campaign.  I'm back now, and will hopefully be posting on a regular basis going forward. 

Kurt

RL>Forum Posting.
Title: Re: Cold War Comments Thread
Post by: Andrew on September 22, 2020, 03:29:00 AM
would it be worth the human fleet going to maximum speed to chase the Debringi fleet, if they hold that speed for long enough the DeBringi will have to match it and both sides will start to suffer engine failures. Human ships which drop out will need repairs which are available nearby at Earth while slowed DeBringi ships will fall under the guns of the Human fleet and be destroyed.

And Than you for consistently posting such interesting stories and I hope your problems resolve themselves as well as possible
Title: Re: Cold War Comments Thread
Post by: Kurt on September 22, 2020, 11:19:31 AM
would it be worth the human fleet going to maximum speed to chase the Debringi fleet, if they hold that speed for long enough the DeBringi will have to match it and both sides will start to suffer engine failures. Human ships which drop out will need repairs which are available nearby at Earth while slowed DeBringi ships will fall under the guns of the Human fleet and be destroyed.

And Than you for consistently posting such interesting stories and I hope your problems resolve themselves as well as possible

I considered this tactic.  If the Combined Fleets accelerated to full speed, the D'Bringi and T'Pau fleets would be forced to do the same, and you are correct that the humans are closer to their repair yards than the aliens, and that the slower alien ships would eventually fall within range of the human ships and be destroyed or forced to surrender.  However, two major factors made me decide against this strategy.  First, approximately 15% of the human fleet ships have crew grades of either green or poor, while very few ships (only 3 Russian ships) have a grade of crack.  The human commanders assumed that the D'Bringi/T'Pau fleet has a lower number of green ships, and a higher number of crack ships, given their successful war against the Russians to date.  This means that the D'Bringi and T'Pau fleets have a lower chance of suffering burnouts than the humans, perhaps significantly lower if enough of their ships are higher grade. 

The second factor is that while the humans can send their ships back to be repaired, such ships will be out of action between one and two months, as even repairing a single engine system would take an entire month, if a yard is open.  The humans have a significant tonnage advantage over the D'Bringi/T'Pau fleets right now, but are wary of having that advantage eroded, which could happen if there is a poor exchange rate of engine losses with the D'Bringi.  There wouldn't likely be enough losses to erode fleet strength significantly against the D'Bringi/T'Pau fleets, however, the Rehorish fleet is out there, in the Soviet territories, and could find a way into the inner systems at any moment.  If the Rehorish and the D'Bringi fleets join up, then the human's superiority would be significantly changed, if not gone, and any ships out of action would be critical.

Having said that, I'm not sure at all that I made the right decision for the humans.  It was the conservative decision, but perhaps not the right decision.  Time will tell.   

Kurt
Title: Re: Cold War Comments Thread
Post by: misanthropope on September 23, 2020, 11:27:02 AM
hope your stuff is under control, kurt.

idk about "conservative", the humans get to pick their poison.  feel the humans would rather get astrogation data than a pitched battle right now, esp with training to be done and so little of coalition economic power properly in the harness as yet.  i even wonder, based on the small size of the d'bringi fleet, if the humans aren't better off in an assault than an open space battle, regardless of the fleet doctrines.  otoh, the prospect of a passel of roaches showing up is a shrivelsome one.

playing burnout games against a smaller, higher grade fleet is godawful.  ive won a war from getting d'bringi's side of that trade.  look, the humans are going to have 3 or 4 ships put out sick for a minimum of 2 months for each ship they kill.  if there's enough of that action to matter, the margin for error in an assault plummets.  it was a small pile of IDEW won the day for me, and the humans gotta figure the D'Bringi have more mines already in transit.

tricky for the coalition to fight this war sensibly without restoring the russians to a position of being more dangerous than the d'bringi currently are.  at the minimum, they need to put substantially more fortifications on the sol WP than the russians have, post haste.  keep feeding Russian cruisers into hostile WPs, and then present them with an arms race as soon as the current war ends.  refuse to open negotiations for recovering those russian colonies ("we can't risk another conflict right now!"). 

or, you know, sell the russians some rope.  on credit.
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on September 24, 2020, 05:17:27 AM
Now things start to get interretsing. I noticed that the inability to quickly replace ships compared to startegic mobility makes battles much more conservative in terms of ships sacrificed for gains, and it much more likely ships get retreated from battles upon taking damage.  Unless the techical divide makes it unlikely for one side to eb able to do so. (Or why in the Theban campaign the Undiens constantly had to build new ships).
Title: Re: Cold War Comments Thread
Post by: Kurt on September 24, 2020, 04:40:42 PM
hope your stuff is under control, kurt.

It's not, yet, but thanks. 

Quote
idk about "conservative", the humans get to pick their poison.  feel the humans would rather get astrogation data than a pitched battle right now, esp with training to be done and so little of coalition economic power properly in the harness as yet.  i even wonder, based on the small size of the d'bringi fleet, if the humans aren't better off in an assault than an open space battle, regardless of the fleet doctrines.  otoh, the prospect of a passel of roaches showing up is a shrivelsome one.

playing burnout games against a smaller, higher grade fleet is godawful.  ive won a war from getting d'bringi's side of that trade.  look, the humans are going to have 3 or 4 ships put out sick for a minimum of 2 months for each ship they kill.  if there's enough of that action to matter, the margin for error in an assault plummets.  it was a small pile of IDEW won the day for me, and the humans gotta figure the D'Bringi have more mines already in transit.

tricky for the coalition to fight this war sensibly without restoring the russians to a position of being more dangerous than the d'bringi currently are.  at the minimum, they need to put substantially more fortifications on the sol WP than the russians have, post haste.  keep feeding Russian cruisers into hostile WPs, and then present them with an arms race as soon as the current war ends.  refuse to open negotiations for recovering those russian colonies ("we can't risk another conflict right now!"). 

or, you know, sell the russians some rope.  on credit.

Yes, exactly.  The Coalition and the Russians have to somehow trust each other and fight together against a common enemy that they both fear, but they also distrust each other.  After all, while the D'Bringi killed some Russian colonists on a remote moon (probably), the Russians and the Americans killed tens of millions of each others citizens a mere generation or two ago.  It is an uneasy alliance at best, and while it will likely be stable over the short to medium term, it is unstable in the long term.  Made more so by the rising power of the other nations on Earth, relative to the Coalition and the USSR, and the increasing restfulness and nationalism of the nations conquered by Russia after The Last War. 
Title: Re: Cold War Comments Thread
Post by: Kurt on September 24, 2020, 04:43:13 PM
Now things start to get interretsing. I noticed that the inability to quickly replace ships compared to startegic mobility makes battles much more conservative in terms of ships sacrificed for gains, and it much more likely ships get retreated from battles upon taking damage.  Unless the techical divide makes it unlikely for one side to eb able to do so. (Or why in the Theban campaign the Undiens constantly had to build new ships).

That's exactly what is going on.  The slower than normal construction rates I've imposed on this campaign have led to an increased reluctance to risk major fleet units.  The Coalition was shocked at how quickly the Russian fleet was whittled away, and that, along with their relative inexperience in large scale interstellar war has imposed a reluctance to take big risks in the early stages. 
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on September 26, 2020, 07:36:10 PM
Thank you for posting up to date maps, this makes following the action much easier :)
Title: Re: Cold War Comments Thread
Post by: Migi on September 26, 2020, 09:53:15 PM
Did the terms of the alliance involve sharing system maps and survey data?
And good to see more maps, especially with multiple names on them.
Title: Re: Cold War Comments Thread
Post by: Kurt on September 27, 2020, 02:49:58 PM
Did the terms of the alliance involve sharing system maps and survey data?
And good to see more maps, especially with multiple names on them.

No, not yet.  Although that is implied by the likelihood that the Coalition fleet will be entering the Soviet colonial territories if everything goes well in the inner systems.  Both sides will continue to work out details as the alliance firms up. 

Thank you for posting up to date maps, this makes following the action much easier :)

Thanks for the feedback both of you.  It was getting hard for me to keep track of, and while I've posted maps covering this area before, I thought I'd do one focused on the area of interest.  Glad to know its helpful!
Title: Re: Cold War Comments Thread
Post by: Andrew on September 27, 2020, 04:08:16 PM
The map made things a lot clearer for me. before looking at it I thought the DeBringi fleet was retreating towards the Rehorish fleet , not as in the actual position where the Human fleet is between them.
I wonder if once the Humans have chased the DeBringi through a WP would they be better off doubling back and trying to catch the Rehorish fleet and force it to battle in Volvograd or Moskva with the Coalition force from Epsilon Eridani sneaking in behind it and laying some DSB-L on its retreat path to pin it in place for the Human fleet to force an engagment
Title: Re: Cold War Comments Thread
Post by: Migi on September 28, 2020, 07:41:38 AM
Without knowing how mines work, I assume the D’Bringi have mined every jump point heading back towards their home systems so the Human fleets could be suffering some significant damage after each jump.
Also the D’Bringi have a bit of an emphasis on beam weapons, will that help them defending against a jump point assault?
Would the combined effects of the mines and beams be able to even out the tonnage difference?
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on September 28, 2020, 07:56:01 AM
That makes the assumption that the D'Bringi brought freighters and freighters full of mines - they were an offensive fleet, that now has to retreat, so I doubt they're carrying so many mines with them to allow them to mine the hell out of warp points.

That said, if they do have enough to mine one heavily, it might be in their interests to form an ambush as Migi suggests and give it a whirl.
Title: Re: Cold War Comments Thread
Post by: Kurt on September 28, 2020, 10:08:10 AM
The map made things a lot clearer for me. before looking at it I thought the DeBringi fleet was retreating towards the Rehorish fleet , not as in the actual position where the Human fleet is between them.
I wonder if once the Humans have chased the DeBringi through a WP would they be better off doubling back and trying to catch the Rehorish fleet and force it to battle in Volvograd or Moskva with the Coalition force from Epsilon Eridani sneaking in behind it and laying some DSB-L on its retreat path to pin it in place for the Human fleet to force an engagment

The Rehorish have been stalled in the Soviet colonial territories for a while, by closed warp points.  The USSR/Coalition alliance has no current info on the Rehorish advance, because the Rehorish control all of the colonies in the colonial territories, or at least have cut them off from the home system, and, once the Soviets lost control of the Moskva system, they were reluctant to send scouts out to the area that might just lead the Rehorish back into the inner system.  The human fleet commanders are trying to figure out what to do right now. 

The Soviets want to force the warp point from Moskva to Leningrad, even if it means assaulting the D'Bringi fleet, because they want to free what's left of the Russian Home Fleet, which retreated to the Brezhnev system.  The Coalition really doesn't want to assault the warp point, at least not till the Rehorish fleet has been dealt with, because they fear the inevitable losses that would go with the assault would weaken the combined fleets to the point they couldn't deal with the Rehorish, of which very little is known.  The Coalition would prefer to fortify the warp point in Moskva with DSB-L's, perhaps with a few ships left in support, and then deal with the Rehorish.  However, that strategy is inherently risky.  If the Rehorish fleet is three or four jumps away, in the Soviet colonial territories, then moving that far away from the inner systems would leave the Solar system open to assault if the D'Bringi break through the defenses on the warp point from Moskva to Leningrad.  Or, possibly worse, even if the D'Bringi didn't assault the Sol System, they could cut the human fleets off from their main source of supply. 

This is not the position either fleet commander wanted to be in, but here we are.  Interestingly, the D'Bringi-Rehorish fleet commanders are unhappy as well.  The D'Bringi have been forced out of the Moskva system by a superior fleet, and it isn't clear how they will be able to return.  And, their communications line to the Rehorish fleet is very long, making coordinating actions difficult.  The Rehorish fleet commander's advance has been stalled by the fact that they can't find the route to the inner systems to join up with the D'Bringi, and has contemplated making the long trip back to their home system, then through D'Bringi space, to join the D'Bringi fleet, but that has issues as well. 
Title: Re: Cold War Comments Thread
Post by: Kurt on September 28, 2020, 10:23:19 AM
Without knowing how mines work, I assume the D’Bringi have mined every jump point heading back towards their home systems so the Human fleets could be suffering some significant damage after each jump.
Also the D’Bringi have a bit of an emphasis on beam weapons, will that help them defending against a jump point assault?
Would the combined effects of the mines and beams be able to even out the tonnage difference?

It would be a reasonable assumption that the D'Bringi have mined all of the jumps heading back towards their home system.  Certainly the humans would have to expect that, however, whether the D'Bringi have that many mines is another question.  There is a hard to resist impulse to concentrate mines forward, at the point of contact, and the humans have no way of knowing at this point what the D'Bringi have done. 

Mines are the only weapon in the game that attacks during the movement phase.  Basically, if a ship or ships move into the same hex as a minefield, they are then attacked by a percentage of the mines present, based on the size of the ship.  If the ships have long ranged scanners and point defense they can defend themselves fairly well, if they don't have long-range scanners then it is more difficult to mount a defense.  If there are enough mines in the hex, then the minefield can easily destroy even large ships.  Mines cannot be placed in the same hex as a warp point, unless it is a closed warp point, but they can be placed in the six hexes that surround a warp point, and commonly are. 

The strategies for dealing with minefields typically involve saturating the minefield with enough targets to disperse its fire among numerous targets, and using minesweepers, which are ships with long-range scanners, enough point defense to deal with the maximum sized salvo for that class of ship, and then heavy armor and some beam weapons, which can sweep some of the remaining mines after they attack. 

The D'Bringi fleet is primarily beam-armed, with some missile ships in support, which is the opposite of the human fleets, which are primarily missile armed, with some beam or other short or medium ranged ships in support.  Coupled with mines it definitely could make a big difference.  How much of a difference I don't know.  Under the rules, approximately 30% of the defending fleet is active at the start of a warp point assault, and the defender has to roll to activate his ships going forward.  This means that only a little bit less than one in three ships is ready to fire on the first turn.  This is balanced out by the attacker's difficulties, primarily that he can only force so many ships through the warp point, and on the first turn of transit the newly arrived ships suffer heavy penalties to their to-hit rolls. 

All of this adds up to a big fat "I don't know" what would happen if the humans assault the warp point, but I do know that it would be bloody and almost certainly they would suffer heavy losses.  And the human fleet commanders know that too. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on September 28, 2020, 10:27:12 AM
That makes the assumption that the D'Bringi brought freighters and freighters full of mines - they were an offensive fleet, that now has to retreat, so I doubt they're carrying so many mines with them to allow them to mine the hell out of warp points.

That said, if they do have enough to mine one heavily, it might be in their interests to form an ambush as Migi suggests and give it a whirl.

The D'Bringi don't want to retreat any further than they have to, as they still hope to join up with the Rehorish fleet.  That's what this recent scout action as all about.  The Rehorish were unable to find the route to the inner system from their side, but the D'Bringi may have found it from their side.  Maybe.  The key to the D'Bringi-Rehorish alliance's entire strategy was linking up in the human's inner systems and then overwhelming whatever defenses and remaining fleet elements the Soviets had.  Now that the Coalition is in the war, linking up has become even more important. 
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on September 29, 2020, 08:32:45 AM
Warp point assaults against strong defenses are defenitely a science of their own. At least untill the universal sweeper broom of SBMHAWKs comes along. One reasons why I am not building many of those so far in the Theban campaign, they make it relatively cheap to deal with fixed defenses.
Specialised assault ships wich can endure the defenders fire and pile up in numbers untill their usually weaker armaments (compared to their massive defenses) are strong enogh to whittle down the defenders under fire seem a way to go. We kinda stopped the previous campaign when the machine race lead the assault with 72 SDs, all having over 120 pts of passive defenses at TL 10. Battles became too big simply.
Though the bugs have their own versions of dealing with them, with cheaper throw-away ships and gunboats. Or not... at least one armored WP probe brick was taken out by ADMs recently.  Ouch.
Title: Re: Cold War Comments Thread
Post by: misanthropope on September 29, 2020, 10:26:50 AM
the D'T' combined fleet doesn't look to have the mass needed to gain much advantage from the choke point.  unless i'm misremembering 3rd ed activation rules, it looks like the humans could push hull spaces through faster than the aliens could activate units.  given grade and the fleet doctrines involved, it's probably better for the aliens than a high space battle, but i don't think they can really gain a favorable exchange let alone hope to hold. 

in the only really successful campaign i ever ran (4th ed) i combined mild force-reduction measures with a heavily revised WP system.  empires of any size that came into contact, tended to develop quite a few points of contact quite quickly.  preventing people from stacking their entire navies in one tactical hex was good in a lot of ways.
Title: Re: Cold War Comments Thread
Post by: Kurt on September 29, 2020, 11:18:21 AM
the D'T' combined fleet doesn't look to have the mass needed to gain much advantage from the choke point.  unless i'm misremembering 3rd ed activation rules, it looks like the humans could push hull spaces through faster than the aliens could activate units.  given grade and the fleet doctrines involved, it's probably better for the aliens than a high space battle, but i don't think they can really gain a favorable exchange let alone hope to hold. 

in the only really successful campaign i ever ran (4th ed) i combined mild force-reduction measures with a heavily revised WP system.  empires of any size that came into contact, tended to develop quite a few points of contact quite quickly.  preventing people from stacking their entire navies in one tactical hex was good in a lot of ways.

The Russians and the Coalition have exactly no experience in WP assaults, and are reluctant to push too hard out of fear of suffering losses that can't be made up quickly.  They also fear that the D'Bringi/T'Pau fleet is more experienced than their fleet, which would allow them to activate ships quicker.  And, finally, the D'Bringi and T'Pau fleet is optimized for short-range combat, supported by some long range combatants, while the human fleets are the opposite, optimized for medium to long range combat.  In a warp point assault the defenders get to choose the range, at least at first, which gives the short-ranged ships of the aliens a big advantage. 

If the humans ever manage to push the alien forces back, then the nature of the war will change.  Right now, everything is concentrated in and around the Moskva system, which is a chokepoint.  Once the fighting moves away from that system, both sides will be forced to disperse their fleets, at least somewhat.  Who that will favor is an open question, at this point. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on September 29, 2020, 11:24:43 AM
Warp point assaults against strong defenses are defenitely a science of their own. At least untill the universal sweeper broom of SBMHAWKs comes along. One reasons why I am not building many of those so far in the Theban campaign, they make it relatively cheap to deal with fixed defenses.
Specialised assault ships wich can endure the defenders fire and pile up in numbers untill their usually weaker armaments (compared to their massive defenses) are strong enogh to whittle down the defenders under fire seem a way to go. We kinda stopped the previous campaign when the machine race lead the assault with 72 SDs, all having over 120 pts of passive defenses at TL 10. Battles became too big simply.
Though the bugs have their own versions of dealing with them, with cheaper throw-away ships and gunboats. Or not... at least one armored WP probe brick was taken out by ADMs recently.  Ouch.

Really, this war has been eye-opening for both sides, revealing weaknesses in their capabilities that they hadn't previously suspected.  For example, the alien factions have realized their weakness in the area of long-range communications, as it takes months for messages to go from the Rehorish fleets to the D'Bringi fleets, unless and until they are able to link up.  An ICN would alleviate most of that problem, but neither side had deployed one prior to the war.  Another example is forward repair capability.  None of the alien races had built ships capable of repairing their forward deployed units, meaning that they had to travel back to the home system to be repaired, a trip that might take months if their engines were damaged.  Also, none of the alien races had munitions ships available to support their fleets.  These inadequacies were due to the fact that for the most part their fleets were intended for primarily defensive duties, not a large scale offensive war.  The humans suffer from similar problems, although it hasn't affected them as much because of the way the war has gone against them to date. 

A lot of lessons will be learned during this war, but who will be left to implement changes is another question. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Migi on October 01, 2020, 04:45:43 PM
So the human fleet got a bit of a bloody nose from that encounter, I'm guessing they don't want to try and force the point after this.

The question for the D'Bringi is whether to hold position and try to get more engagements like this or to keep running for repairs and safety.

At least the humans can get all their damaged ships sent back for repairs.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 02, 2020, 03:09:48 PM
So the human fleet got a bit of a bloody nose from that encounter, I'm guessing they don't want to try and force the point after this.

The question for the D'Bringi is whether to hold position and try to get more engagements like this or to keep running for repairs and safety.

At least the humans can get all their damaged ships sent back for repairs.

The humans will send back any ships with internal damage, but for now are holding on to ships with only armor damage, out of a desire to keep their numbers up. 

The D'Bringi are now able to retreat to their closed warp point with little fear of being followed, at least for a time, but they hope that their scouts will enable the Rehorish fleet to finally breakthrough to the Moskva system, and if they retreat, then the Rehorish will be left facing the Coalition and USSR fleets alone. 

Kurt
Title: Re: Cold War Comments Thread
Post by: misanthropope on October 03, 2020, 08:25:15 AM
i've been thinking about the whole nicely-complicated political situation on both sides.  I really think the coalition ought to start sandbagging hard at this point.  if the border freezes at moskva-leningrad, i think that serves the coalition perfectly.  you have the d'bringi threat to keep the russians friendly, you've restored enough of the russian economy to make them much more effective, you've left them short of their high-water mark (meaning, firmly the junior partner).  let the war stagnate til other points of contact are found, meanwhile be your bad american selves and leave the d'bringi and russians in the dust with your economic expansion.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 04, 2020, 09:29:17 AM
i've been thinking about the whole nicely-complicated political situation on both sides.  I really think the coalition ought to start sandbagging hard at this point.  if the border freezes at moskva-leningrad, i think that serves the coalition perfectly.  you have the d'bringi threat to keep the russians friendly, you've restored enough of the russian economy to make them much more effective, you've left them short of their high-water mark (meaning, firmly the junior partner).  let the war stagnate til other points of contact are found, meanwhile be your bad american selves and leave the d'bringi and russians in the dust with your economic expansion.

You're not wrong.  The Coalition would be perfectly happy to halt at the warp point from Moskva to Leningrad and fortify there.  After all, there are at least two undiscovered closed warp points to D'Bringi space in Leningrad and the other two systems beyond, making the entire warp chain a huge security risk.  Plus, none of those three systems have a habitable planet, meaning there is no real reason to fortify those systems instead of Moskva. And, finally, its a closed warp chain, with no other open warp points to exploit. 

The Russians, on the other hand, will push hard to reach the Brezhnev system, on the far side of the Leningrad system, to reach what remains of their Home Fleet.  The Soviet high command agrees that as long as the location of the closed warp points remains unknown the security situation in that area is untenable, but has instead proposed evacuating the Brezhnev system in its entirety, and withdrawing back to Moskva and then fortifying the warp point from Moskva to Leningrad. 

With the Rehorish fleet now able to move into the inner systems, this question has become somewhat moot, as the combined fleets will now have to turn to face the Rehorish and try to prevent them from reaching and joining with the D'Bringi fleet. 

You have correctly identified the main division between the USSR and the Coalition, though.  The Coalition's main goal is to push the aliens away from the home system and conclude the war on terms favorable to humanity, preferably without heavy fighting.  Heavy losses are anathema to the Coalition, as the leadership fears public support eroding if they suffer heavy losses in what was, for them at least, a war of choice.  The USSR's goals are to regain the Home Fleet in Brezhnev, then remove the Rehorish from their colonial territories, and finally, to push the aliens back to their home planets and conquer them, enriching the Soviet Union and ensuring that they never threaten the homeland again. 
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on October 05, 2020, 03:43:04 AM
Point of interrest, are you using the supply network rules in Starfire Assistant, Kurt?
Those have so far been the biggets trouble for long, sweeping offensives, as being short by even 1 MCr damages evers ship in tze fleet, as SA rolls on every system of every ship whether it gets destroyed by a lack of maintennace. Even if for the whole fleet only a fraction should have been out of supply. 4 jumps out from a habitable world you own usually is the point where you better have a lot of MCr in your holds of your fleet to linger for a longer time.
And I've not yet spotted a supply freighter or three in your fleets.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 05, 2020, 07:26:40 AM
Point of interrest, are you using the supply network rules in Starfire Assistant, Kurt?
Those have so far been the biggets trouble for long, sweeping offensives, as being short by even 1 MCr damages evers ship in tze fleet, as SA rolls on every system of every ship whether it gets destroyed by a lack of maintennace. Even if for the whole fleet only a fraction should have been out of supply. 4 jumps out from a habitable world you own usually is the point where you better have a lot of MCr in your holds of your fleet to linger for a longer time.
And I've not yet spotted a supply freighter or three in your fleets.

No, I'm not.  I used the rules with the Phoenix Campaign, but I couldn't remember how they worked and so decided not to use them for this campaign.  I might turn them on at some point, because I'm kind of remembering as I go. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Migi on October 05, 2020, 09:33:46 AM
Do the humans have any forewarning of the Rehorish advance, are there any scouts or forward units out in that direction?

Also what made the Rehorish think that they would find a link to human space, in Aurora that would be incredibly unlikely? Are warp point destinations chosen differently in Starfire or was this done in service of the narrative?
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on October 05, 2020, 10:27:57 AM
well, they were contacted 'from' human space. And warplines go both ways, even though closed warppoints make it hard.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 05, 2020, 11:22:24 AM
Do the humans have any forewarning of the Rehorish advance, are there any scouts or forward units out in that direction?

Also what made the Rehorish think that they would find a link to human space, in Aurora that would be incredibly unlikely? Are warp point destinations chosen differently in Starfire or was this done in service of the narrative?

Yes, the Coalition has scouts out that will detect the Rehorish before they reach the Moskva system.  Fortunately. 

The Rehorish were contacted by the Russians, originally, so it was reasonable to assume that they would be able to find their way back to the Human home world from that contact point.  They failed to consider that there might be closed warp points in the way.  Actually, I failed to consider that, and once it became clear that it would be a problem because there were closed warp points in the way, I decided that Rehorish arrogance and distrust of the D'Bringi had led them to use this approach. 

Basically, in pre-war planning, the Rehorish and the D'Bringi had two choices.  The first option was to join their fleet together and attack the Russians either at the point of contact in Rehorish space, or in D'Bringi space.  Going this way had the advantage that their forces would be combined from the first.  However, that would require one or the other to give warp line information to the other so that their fleets could join up.  Neither really wanted to do that as they didn't fully trust each other.  So they went with the second choice, which was to launch separate attacks, throwing the Soviets off balance, and conquering as much territory as possible before reaching Moskva and joining up.  That would have worked nicely, too, if it wasn't for the closed warp point linking the Russian colonial territories to the human inner systems.  That stalled the Rehorish for quite some time before the D'Bringi found the intelligence on warp links that led to the Russian colonial territory and sent a scout to probe the links.   

Kurt
Title: Re: Cold War Comments Thread
Post by: Andrew on October 10, 2020, 07:39:44 PM
So the D'Bringi are totally screwed. The war against humanity was on a knife edge for them and the new problem with the Mintek mean they cannot afford to fight the war with the humans. If they are lucky their fleet facing the humans will still be dancing around when they realise they need to recall it. I believe they can hide behing close WP from the humans giving them a chance to break contact, which leaves the Rehorish in deep trouble fighting the humans without their allies
Title: Re: Cold War Comments Thread
Post by: Kurt on October 11, 2020, 08:52:07 AM
So the D'Bringi are totally screwed. The war against humanity was on a knife edge for them and the new problem with the Mintek mean they cannot afford to fight the war with the humans. If they are lucky their fleet facing the humans will still be dancing around when they realise they need to recall it. I believe they can hide behing close WP from the humans giving them a chance to break contact, which leaves the Rehorish in deep trouble fighting the humans without their allies

Basically, you've got it right, although the Rehorish are in immediate trouble with the Mintek as well.  After all, the Mintek know where their main colony system is, and they've had the temerity to detain Mintek Seekers. 
Title: Re: Cold War Comments Thread
Post by: TheTalkingMeowth on October 11, 2020, 11:47:54 AM
The Mintek have SDs while everyone else is futzing around with small numbers of BCs? How much of a tech and capacity advantage does that represent? Also, the D'Bringi thought they had an economic advantage over the Mintek...how is can the Mintek afford SDs on such a comparatively small budget?

I don't actually know anything about Starfire rules (just what I picked up from the thread and reading the Weber books), so maybe I'm misunderstanding how big of a deal SDs are.
Title: Re: Cold War Comments Thread
Post by: Andrew on October 11, 2020, 01:21:04 PM
It looks like they have a decent economy but we don't know how many SD's and BC's. The tech advantage is uncertain they could have SD's as a wildcard but otherwise they have a solid tech advantage. I believe the Russians have a BB under construction and most people are TL5-6 while the Mintek are probably TL-7 which gives them a pretty solid advantage in missile duels with some form of ECM and I think datalinked point defense.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 11, 2020, 03:45:55 PM
The Mintek have SDs while everyone else is futzing around with small numbers of BCs? How much of a tech and capacity advantage does that represent? Also, the D'Bringi thought they had an economic advantage over the Mintek...how is can the Mintek afford SDs on such a comparatively small budget?

I don't actually know anything about Starfire rules (just what I picked up from the thread and reading the Weber books), so maybe I'm misunderstanding how big of a deal SDs are.

They are a leap in capability, for sure, but they aren't everything.  SD's are big and tough, but they are slower than cruisers and can be overwhelmed by numbers.  And, just how tough they are depends on their armament, which is unknown at this time.  It also means that the Mintek are at least HT 7, which means some nifty goodies likes anti-drive missiles, data-linked point defense, and engine tuners (faster, at a price and with limitations). 

And as for the economy, the trade rules can lead to some misleading situations, on both sides.  For example, the Mintek's reported internal income is larger than the D'Bringi internal income by almost 70%, which is alarming.  However, while that is substantial, it is also misleading.  The trade rules base the trade on the two race's monthly production.  Not income from any other source.  When you add in income from the three conquered races, trade from the Rehorish and the T'Pau, and the monthly tribute payments from the T'Pau, then the D'Bringi income was actually higher than the Mintek's income.  This may end up surprising the Mintek, who have reason to believe that the D'Bringi are considerably weaker than they are economically.  As for the D'Bringi, they believe that the Mintek are behind them in technology.  This is largely because they are arrogant, but also because everyone they have met to date are behind or equal to their tech.  They know that the Mintek have three habitable planets in their home system, and that two of them have very large populations, and they believe that that is the source of the Mintek income, rather than the fact that they are ahead in tech. 

And, of course, the D'Bringi have the Rehorish on their side too.  Possibly.  Maybe.

Kurt
Title: Re: Cold War Comments Thread
Post by: Migi on October 13, 2020, 11:16:36 AM
I'm guessing the drives detected by the Rehorish were the freighters used to drop off the DSB-L's? (What does DSB-L stand for precisely?)
Does Starfire have rules for time delay on messages or are you just RPing it?
Due to the time delay for messages I assume there is no way for the D'Bringi to jump through at the same time the Rehorish arrive at the warp point? And conversely if the D'Bringi want to signal to the Rehorish that they need to pull the D'Bringi fleet back home, they don't really have a way of doing so?
The humans have a good idea of where the Rehorish fleet is, can they get their faster units to engage the forward destroyers with missiles and get an early advantage?
How does Starfire assign speeds per class, do the battlecruisers in the human fleet slow them down?
In Aurora due to the cumulative research cost of engines (ie more engine types need research) there is a fairly strong incentive to use a single engine for your whole fleet, so everything tends to go at the same speeds unless you are specifically designing them for independent roles.
Title: Re: Cold War Comments Thread
Post by: Andrew on October 13, 2020, 12:26:00 PM
Deep Space Bouy- Laser.   One shot laser bouys doing more damage than normal lasers, you get a varietly of other DSB's later including beam buoys which recharge.
Corvettes and smaller have speed 8, Destroyers 7 , Battlecruisers and up 6, Battleships and SD's 5 and larger ships 4. This assumes military engines and ships cruise at half speed as sustained travel at max speed burns out engines. The Rehorish scout DD have long range sensors so they won't fight against Human ships without an advantage as they can fall back on the main fleet before anything larger than a Corvette can close the range. Engines work nothing like Aurora I am afraid.

You can build warships with commercial engines but they are larger and don't allow the sprint speed but can allow faster strategic speeds, the price for which is the enemy can always pick the range in battle
Title: Re: Cold War Comments Thread
Post by: Kurt on October 13, 2020, 05:27:12 PM
I'm guessing the drives detected by the Rehorish were the freighters used to drop off the DSB-L's? (What does DSB-L stand for precisely?)
Does Starfire have rules for time delay on messages or are you just RPing it?
Due to the time delay for messages I assume there is no way for the D'Bringi to jump through at the same time the Rehorish arrive at the warp point? And conversely if the D'Bringi want to signal to the Rehorish that they need to pull the D'Bringi fleet back home, they don't really have a way of doing so?
The humans have a good idea of where the Rehorish fleet is, can they get their faster units to engage the forward destroyers with missiles and get an early advantage?
How does Starfire assign speeds per class, do the battlecruisers in the human fleet slow them down?
In Aurora due to the cumulative research cost of engines (ie more engine types need research) there is a fairly strong incentive to use a single engine for your whole fleet, so everything tends to go at the same speeds unless you are specifically designing them for independent roles.

Andrew already answered most of your questions capably, so I'll just address the one thing that I can answer that he didn't.  The Starfire rules cover transmission times for messages traveling across an empire, in regard to the establishment of an Imperial Communications Network (ICN), but not really on a tactical or system scale.  It can be a pain in the ass, but I'm trying to stick to light speed limitations in terms of comms. I can't say I've always been successful, but I'm trying. 
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on October 16, 2020, 01:26:13 AM
And the bad times continue to roll for the humans. They're only hope is to jump to the other side of a warp point and try to stage an ambush.

What are the chances that the Rehorish and D'Bringi call it good and block off the jump point from their end with super heavy minefields and dedicated weapons platforms?
Title: Re: Cold War Comments Thread
Post by: Kurt on October 16, 2020, 10:12:29 AM
And the bad times continue to roll for the humans. They're only hope is to jump to the other side of a warp point and try to stage an ambush.

What are the chances that the Rehorish and D'Bringi call it good and block off the jump point from their end with super heavy minefields and dedicated weapons platforms?

Their original goal was to break into the Solar System and conquer Earth.  Earth, with its very large population, is the prize they both want.  However, it is becoming increasingly clear to me that the limitations I have placed on this game are having some unexpected effects.  I have reduced population growth, the rate of tech advancement, and shipyard construction speeds.  This has reduced the rate of increase of fleet sizes and forced caution on the races, because heavy losses are hard to replace.  I expected that.  However, most of the races in the game started with fortifications in their home system but no where else, and since fortifications, and the capability to build them outside your home system, are time consuming to build, that hasn't changed for the most part.  The result is that most race's home systems are fortified, and given their reluctance to suffer serious losses, there is a natural reluctance to initiate an assault into a warp point known to be relatively heavily defended.  This kind of naturally results in a situation exactly like the D'Bringi-Human war, where the allied alien races rampage throughout the human's colonial areas, but are reluctant to attack the human's home system.  I suspect that should the situation be reversed, and the humans manage to reach the D'Bringi home system, that they will be in a similar situation. 

It should be noted that the decrease in pop growth also means that the home systems still produce the lion's share of the race's income even though it is turn 115.  For example, the USSR's current income is approximately 55% that of the Coalition, which sounds bad, but when you remember that they have been effectively reduced to the Solar System, they aren't that bad off.  Over time it would be disastrous, of course, but for the short term they can rebuild and come back with an income like that, especially when their enemies are at the end of a long supply line.  All of the races in the game are like that, with their home systems producing 50-75% of their total income.  No race in the game has a colony with over 250 PU's.  For those that don't know, a medium population of 400 or more population units is considered necessary to do all sorts of things.  Anything smaller than that is considered a small population and is limited in the actions it can take. 

The upshot is, the alien alliance want the Solar System badly, but committing to an assault against suspected heavy defenses is a big move, and they will certainly suffer serious losses.  Such a move has to be approved by the home world by both major allies.  In the alternative, cutting off the human's home world is certainly an option, however, it will take time to prefab fixed defenses and get mobile construction units to the Duril system to begin emplacing them. 

This war has exposed weaknesses on all sides.  Those that survive will be moving to remedy those weaknesses.  Dedicated assault ships, and minesweepers, will be a big priority.  Empire-wide communications networks as well, along with repair ships that can support the mobile fleets.  The ability to place fortifications in forward positions, as needed.  All of the pre-war fleets focused solely on building warships and ignored all of that stuff. 

Kurt

Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on October 16, 2020, 12:47:33 PM
> (DEC)/Lx

I’m imagining a bunch of Soviet ship planners, drunk out of their skulls one night coming up with the idea of installing bomb-pumped lasers on a ship to bring them close enough to the xenos scum to be useful.

Imagine their horror when they find out next morning that they submitted a design, and high command approved it.
Title: Re: Cold War Comments Thread
Post by: Black on October 17, 2020, 03:24:24 PM
There will be nothing left of human fleet when they reach Sol, this does not look good for humans. Maybe Minteks can prevent D'Bringi from assaulting the Sol by their own offensive into D'Bringi territory. But in the long run that will mean that humans will have to deal with them as well.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 18, 2020, 09:17:25 AM
There will be nothing left of human fleet when they reach Sol, this does not look good for humans. Maybe Minteks can prevent D'Bringi from assaulting the Sol by their own offensive into D'Bringi territory. But in the long run that will mean that humans will have to deal with them as well.

It's not quite as bad as that for the human fleet.  The losses are galling, though.  Facing the combined D'Bringi-Rehorish fleets was worse, though.  That was exactly the situation the Russians found themselves in early in the war, facing fleets that out-massed them, doing well initially, but then suffering disproportionate losses as the battle progressed.  This close to Sol the humans can't afford to suffer significant losses, they don't have territory to trade for time anymore. 

The Minteks are a problem for everyone, but, of course, not everyone will realize that.  At first. 

Kurt
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on October 29, 2020, 07:44:36 AM
Things are really heating up. A spanner could be thrown into the works here.
Title: Re: Cold War Comments Thread
Post by: Andrew on November 01, 2020, 06:02:47 PM
That was very fortunate for the Rehorish D'bringi alliance only a days difference saves them from having their fleet mauled in a WP assault, win or lose they could not afford the dead and crippled ships with a war looming nearer home and its unlikely they would have won cleanly enough to take earths forts out so even a win would have left them with the humans behind them still hostile
Title: Re: Cold War Comments Thread
Post by: Black on November 02, 2020, 07:23:17 AM
This could be interesting, if the whole fleet leaves and humans will probe the jump point and find out that they are gone. They will most likely realize, that something went horribly wrong for Rehorish and D'bringi to do that. I wonder how would they react to this.
Title: Re: Cold War Comments Thread
Post by: Garfunkel on November 14, 2020, 06:23:30 PM
Things are heating up for sure!
Title: Re: Cold War Comments Thread
Post by: misanthropope on November 14, 2020, 08:26:31 PM
am i the only one who has switched to pulling for the D'Bringi?  dudes earned the W, no two ways about it, and i hope they get it.
Title: Re: Cold War Comments Thread
Post by: Black on November 15, 2020, 08:20:42 AM
D'Bringi have speed advantage, but problem is that they are on defensive, eventually they will have to stand and fight as they most likely cannot abandon every colony to Minteks. I wonder how many dreadnoughts Minteks actually have.

I only know Starfire from books and if I remember correctly there are also battleships in Starfire, are they same size as battlecruisers or are the dreadnoughts two sizes above battlecruisers?
Title: Re: Cold War Comments Thread
Post by: Kurt on November 15, 2020, 08:51:20 AM
D'Bringi have speed advantage, but problem is that they are on defensive, eventually they will have to stand and fight as they most likely cannot abandon every colony to Minteks. I wonder how many dreadnoughts Minteks actually have.

I only know Starfire from books and if I remember correctly there are also battleships in Starfire, are they same size as battlecruisers or are the dreadnoughts two sizes above battlecruisers?

Battlecruisers have 80 hull spaces, speed 6 tactically and 3 strategically
Battleships have 100 hull spaces, speed five tactically, and 2 strategically
Superdreadnoughts have 130 hull spaces, speed five tactically, and 2 strategically

This gives the Mintek an advantage in battle, but a disadvantage in maneuver. 
Title: Re: Cold War Comments Thread
Post by: TheTalkingMeowth on November 15, 2020, 09:59:05 AM
D'Bringi have speed advantage, but problem is that they are on defensive, eventually they will have to stand and fight as they most likely cannot abandon every colony to Minteks. I wonder how many dreadnoughts Minteks actually have.

I only know Starfire from books and if I remember correctly there are also battleships in Starfire, are they same size as battlecruisers or are the dreadnoughts two sizes above battlecruisers?

Battlecruisers have 80 hull spaces, speed 6 tactically and 3 strategically
Battleships have 100 hull spaces, speed five tactically, and 2 strategically
Superdreadnoughts have 130 hull spaces, speed five tactically, and 2 strategically

This gives the Mintek an advantage in battle, but a disadvantage in maneuver.

I seem to remember "fast" SDs being a thing from the Arachnid war books. What was that about?
Title: Re: Cold War Comments Thread
Post by: Andrew on November 15, 2020, 11:43:22 AM
Fast SD's are built on fast carrier hulls, which are higher tech than basic SD's they also need an extra engine room so they have slightly less weaponry than a normal SD. The CVA hull costs more than an SD hull and also costs extra to mount weapons on them. If I remember correctly from ISW 4 they are largely used to escort carrier groups as they cost so much more than a normal SD and a fleet of that tech level will be slowed anyway as they almost certianly have larger ships than SD's with them.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 15, 2020, 06:28:34 PM
am i the only one who has switched to pulling for the D'Bringi?  dudes earned the W, no two ways about it, and i hope they get it.

The D'Bringi have grown on me, no doubt.  They have also lasted longer in the campaign than I thought they would. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on November 16, 2020, 01:03:48 AM
So basically, as with the HH series, once you can build SDs, there is absolutely no reason to keep building Battleships, as they're less effective in the only role they fit into?

One thing I've noticed so far in Starfire is that there's no real rock-paper-scissors to the battles - whoever has the mass advantage, wins 100% of the time. You can't swarm a battleship with escorts and expect a win - it just draws out how long it takes the battleship to shoot them all to pieces.

Is there any point in the tech level where this paradigm changes and allows for other tactics?
Title: Re: Cold War Comments Thread
Post by: Hawkeye on November 16, 2020, 01:46:26 AM
IIRC, the Eaters in the Kurt's Phoenix Campaign  http://aurora2.pentarch.org/index.php?board=18.0   used Corvette swarm tactics vs. technologically superior victims pretty successfully, until the technological disadvantage became too large. At that point, they would have to put more expensive stuff on the CTs, which runs kind of counter to the whole concept of cheap, throw-away swarm tactics.

As for changing the paradigm. Once fighters enter the field, everything changes.
Unfortunately, not in a very good way.
Enough to say that, if your enemy has fighters and you don't, you're pretty much screwed - so instead of bigger is always better, you get, fighters beat everything, at least until a few tech-levels up, when anti-fighter weapons become more efficient- yeah, they are a wee bit OP, IMO.

Note: I'm not a very experienced SF player and don't have a lot of experience with fighters. The above is mostly concluded from reading Steve's, Kurt's and other's AARs.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 16, 2020, 06:24:08 AM
So basically, as with the HH series, once you can build SDs, there is absolutely no reason to keep building Battleships, as they're less effective in the only role they fit into?

One thing I've noticed so far in Starfire is that there's no real rock-paper-scissors to the battles - whoever has the mass advantage, wins 100% of the time. You can't swarm a battleship with escorts and expect a win - it just draws out how long it takes the battleship to shoot them all to pieces.

Is there any point in the tech level where this paradigm changes and allows for other tactics?

The relation of mass to victory is not as clear as that, in my opinion.  Although, having the mass advantage does indeed help.  The combatants in this case all have around the same tech levels, so that tends to give the advantage to other things, like mass in this case.   

There are a couple of critical points.  The introduction of larger hulls which have the same movement speed as the smaller hull almost always causes the smaller hull to be relegated to special functions, like minesweeper, assault ship, or escort.  This happens with the CL/CA/BC, and as you noted the BB/SD. 

Starfire tends to lean towards giving the advantage to big ships, in my opinion, although it is not completely one sided.  It depends on the weapons mounted on the ships and other factors.  I like this, because I like big ships.  However, swarm tactics are always possible.  From tech levels 1-7, the best swarm is composed of speed 8 corvettes.  A well-handled swarm can run down and destroy a group of larger ships, but, if the larger ships are well handled, it can become very dangerous for the swarm.  To ensure victory a swarm needs around a 150% mass advantage, and with that it can succeed.  The swarm has other advantages as well.  Even with the reduced construction rates in my campaign you can build a swarm quickly.  And they are fast both tactically and strategically, which can be a significant advantage.  They do have countervailing disadvantages, though.  A swarm victory is almost always expensive in terms of lost swarm ships.  And a loss is usually a disaster, with the entire force lost.  And while they can almost always pick their battles, as they are faster than anything else, if backed into a corner and forced to fight things can go wrong quickly. 

This equation changes at HT 8, when fighters are introduced.  Fighters immediately become the new swarm attrition weapon, and they are good at it.  A group of CVE's is fast and can attack from beyond missile range, never coming into range of the enemy's fleet.  And if they lose their fighters, they can return to base and load more. 

Finally, as you noted, the mass advantage seems overly important, but in part that is because I'm playing this solo.  Whether I a good, bad, or indifferent player, I'm playing against myself so both sides have the same advantage/disadvantage.  That will tend to magnify the differences between the two forces, where in a battle between two different players, the varying levels of skill and knowledge of the rules would perhaps balance out things like design differences or mass advantages. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on November 16, 2020, 06:29:08 AM
IIRC, the Eaters in the Kurt's Phoenix Campaign  http://aurora2.pentarch.org/index.php?board=18.0   used Corvette swarm tactics vs. technologically superior victims pretty successfully, until the technological disadvantage became too large. At that point, they would have to put more expensive stuff on the CTs, which runs kind of counter to the whole concept of cheap, throw-away swarm tactics.

As for changing the paradigm. Once fighters enter the field, everything changes.
Unfortunately, not in a very good way.
Enough to say that, if your enemy has fighters and you don't, you're pretty much screwed - so instead of bigger is always better, you get, fighters beat everything, at least until a few tech-levels up, when anti-fighter weapons become more efficient- yeah, they are a wee bit OP, IMO.

Note: I'm not a very experienced SF player and don't have a lot of experience with fighters. The above is mostly concluded from reading Steve's, Kurt's and other's AARs.

Well, towards the end the Eaters were using SD's as swarm ships, really.  That was one of the reasons that game got too big to continue. 

Fighters do tend to be game changers, but in my opinion they aren't everything.  Once they are developed a race can continue to emphasize its battle line and use fighters in a support role, intended to fend off enemy fighters rather than be the primary strike weapon.  They do tend to become very important, though. 

I haven't introduced any swarm using races into this campaign yet.  I tend to like big ships, and swarms can be messy to handle.  We'll see if it comes up. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on November 16, 2020, 07:37:55 AM
SDs are superior to BBs untill you try to squeeze them through a 100 HS warp point.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 16, 2020, 12:16:56 PM
SDs are superior to BBs untill you try to squeeze them through a 100 HS warp point.

Very true, under most of the rules out there.  For those that don't know, under standard rules, warp points have hard capacity limits that cannot be exceeded with out triggering a "simultaneous transit".  These capacity limits go from 100 to 500 hull spaces, which means that along any given chain of warp points you are almost certainly going to encounter a warp point that is limited to 100 hull spaces, meaning those powerful, impressive superdreadnoughts or monitors that you built can't get past that warp point.  I really hate those limitations, so I usually ignore that part of the rules, or substitute an alternate rule, as I have for the Cold War campaign. 

Under the rules I'm using, warp points have a capacity limit per movement impulse, which if exceeded triggers a simultaneous transit.  That limit ranges from 20 to 100 hull spaces, and is cumulative per turn, although if more than one ship goes through on any movement impulse the second ship counts for double its hull space.  If a ship larger than the limit goes through, it takes multiple impulses.  In other words, a warp point with a 100 space limit can handle one battleship per movement impulse, or six heavy cruisers plus six corvettes, or twelve destroyers.  Or three superdreadnoughts and three destroyers. 

Simultaneous transits happen when you force more ships through a warp point than can fit under the rules you are using.  Approximately 30% of the ships simultaneously transiting explode on exiting the warp point because they interpenetrated with their closest neighbors.  This may be the only way to force a heavily defended warp point, however, losing 30% of your fleet before you fight the battles means that after several such battles you won't have a fleet left. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Garfunkel on November 16, 2020, 01:24:15 PM
That reminds me, are there no dreadnoughts in Starfire? It would be weird to not have the BC-BB-DN-SD escalation. I think Weber had them in the HH books at the start of the first war before they were later eclipsed by Supers.
Title: Re: Cold War Comments Thread
Post by: Andrew on November 16, 2020, 05:37:55 PM
There are versions of the starfire tech tree which rename SD as DN and call what used to be Light Monitor SD, and ups the size bracket of everything else. However the original versions from when David Weber wrote some of the starfire rules had no DN just BB and SD
David Webers HH Books are unrelated to starfire, so his use of the terminology there is not related to its use in Starfire.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 17, 2020, 04:32:58 PM
Just a quick one today, more tomorrow!
Title: Re: Cold War Comments Thread
Post by: TheTalkingMeowth on November 17, 2020, 05:16:04 PM
Honestly, it's probably more true to how the terms were used in real life.

Battleships were a thing for decades. They had a mix of big guns in turrets and smaller weapons.

Then the British built the HMS Dreadnought ("fear nothing"), which dropped the smaller weapons for all large caliber turrets. And everyone decided that was better, so they started building "dreadnoughts" instead of the old style battleships. But they were still battleships!

Then people started building "super-dreadnoughts," which were just giant frakkers that were bigger and better than dreadnought style battleships.

So while "Dreadnoughts" as a separate size and role than battleships isn't terribly historical, using superdreadnoughts to refer to a "bigger than a battleship" ship is fairly reasonable.

I'm sure a lot of the details in this are wrong.
Title: Re: Cold War Comments Thread
Post by: Andrew on November 17, 2020, 06:19:26 PM
The evolution of the terms starts with
Ship of the Line of Battle (1st-4th rate) often known as Liners or Battleships these were wooden sailing ships
The first Iron and Steam ships (Warrior and Gloire) were single deck ships so were listed as frigates inititally until this became obviously silly as they could beat any battleship, they were then imaginitavly known as ironclads, as turrets started to be fitted they were Barbette or Turret ships . (Sometimes with the qualifier Coastal defense, bbigger and more seaworthy than the american monitors)

The term battleship is first used for the 1889 Royal sovereign battleships, which were also the first ships to settle on the predreadnought armamant scheme of 2 heavy turrets and a bunch of 6 inch guns . America calls some smaller ships battleships in 1889 and the first french battleship is also 1889.
Dreadnought comes along in 1905 and the larger faster battleships which follow it are called Dreadnoughts, incidentally Battlecruisers come along with dreadnough and like the earlier armoured cruisers are comparable in size or larger than Battlships but faster and longer ranged at the expense of armour and weapons
The first ship to be considered a Super Dreadnought was the Queen Elizebeth  faster and more heavily armed than any earlier dreadnought and with better protection launched in 1913 and nearly double the displacement of dreadnought, the end of this line of development is the Battlecruiser/Fast battleship hood a third again larger than Queen Elizebeth, After this treaty limits mean new battleships are rarely built for 20 years and are the size of Queen Elizebeth , Hood being an exception to the treaties.
These treaties also finally limited the size of cruisers keeping them smaller than dreadnoughts .

Finally the last surge of battleships are the WW1 Style Bismarck and the more modern Iowa's, Vittorio Venito's and Yamato's all of which except the Iowa;s were built in violation of treaty limits making them larger than the British and Early WW2 American battleships which were laid down as treaty ships.   Without the treaty limits you would probably have had continued ship growth in size and armament and those ships like the American and Japanese Giants would probably have earned another naming convention,

Then of course carriers,  modern subs and Nuclear weapons made battleships obsolete
Title: Re: Cold War Comments Thread
Post by: Kurt on November 20, 2020, 12:25:46 PM
The evolution of the terms starts with
Ship of the Line of Battle (1st-4th rate) often known as Liners or Battleships these were wooden sailing ships
The first Iron and Steam ships (Warrior and Gloire) were single deck ships so were listed as frigates inititally until this became obviously silly as they could beat any battleship, they were then imaginitavly known as ironclads, as turrets started to be fitted they were Barbette or Turret ships . (Sometimes with the qualifier Coastal defense, bbigger and more seaworthy than the american monitors)

The term battleship is first used for the 1889 Royal sovereign battleships, which were also the first ships to settle on the predreadnought armamant scheme of 2 heavy turrets and a bunch of 6 inch guns . America calls some smaller ships battleships in 1889 and the first french battleship is also 1889.
Dreadnought comes along in 1905 and the larger faster battleships which follow it are called Dreadnoughts, incidentally Battlecruisers come along with dreadnough and like the earlier armoured cruisers are comparable in size or larger than Battlships but faster and longer ranged at the expense of armour and weapons
The first ship to be considered a Super Dreadnought was the Queen Elizebeth  faster and more heavily armed than any earlier dreadnought and with better protection launched in 1913 and nearly double the displacement of dreadnought, the end of this line of development is the Battlecruiser/Fast battleship hood a third again larger than Queen Elizebeth, After this treaty limits mean new battleships are rarely built for 20 years and are the size of Queen Elizebeth , Hood being an exception to the treaties.
These treaties also finally limited the size of cruisers keeping them smaller than dreadnoughts .

Finally the last surge of battleships are the WW1 Style Bismarck and the more modern Iowa's, Vittorio Venito's and Yamato's all of which except the Iowa;s were built in violation of treaty limits making them larger than the British and Early WW2 American battleships which were laid down as treaty ships.   Without the treaty limits you would probably have had continued ship growth in size and armament and those ships like the American and Japanese Giants would probably have earned another naming convention,

Then of course carriers,  modern subs and Nuclear weapons made battleships obsolete

For the most part, terms like battleship or superdreadnought are used in Starfire or Aurora because they sound cool, they evoke cool images of dangerous warships from the past, and because they are a nomenclature that many people understand, at least at a basic level.  I have played around with the idea of having different names for every size class for each race, perhaps based on intended function rather than something historical, but this just led to confusion.  Right now, if I say that the enemy has six heavy cruisers, everyone who has played Starfire knows pretty much what I am talking about, in general.  If instead I said that I'm bringing six heavy missile carriers and four anti-missile screen ships to a battle, while the enemy is bringing six battle line vessels, that is going to take a lot of explanation every time.  It might be more accurate, but it is cumbersome and bogs down the writing, in my opinion. 

Kurt
Title: Re: Cold War Comments Thread
Post by: misanthropope on November 25, 2020, 09:32:48 AM
behold the Faustian bargain in full!  behold also, "it sucks to have a small fleet in starfire" :)

the d'bringi are being too agreeable about the mintek withdrawal, in my view.  we're in "20 to one, surround" territory, here, and the alliance has enough DDs and CTs to do that.  pursue with the cruisers, get past the mintek with the DDs, and force the mintek to choose between a closing battle with the DDs and letting the cruisers get into range.

i get preserving your fleet, but DDs are flirting with obsolescence, so you ought to be aggressive when a real use for the things is found.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on November 25, 2020, 11:37:39 AM
So the Mintek turned out to be paper tigers it looks like. From a narrative standpoint, we’ll have to see if they gave the humans a fighting chance once the Alliance turns back around and goes to wipe out Sol.
Title: Re: Cold War Comments Thread
Post by: Black on November 25, 2020, 11:48:40 AM
Yeah, it seems they compensated their lack of skill with big ships. But I think that we do not know how many ships they actually have, right? So this may not be over yet.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on November 25, 2020, 12:07:05 PM
Kirt indicated that when they ran the D’Bringi out of the system the first time that it would mark the only time they would have a superior amount of tonnage in action. Given that they either don’t outtech the D’Bringi or they let their warships become hopelessly obsolete, then I doubt they’re going to survive much longer.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on November 25, 2020, 08:09:07 PM
Maybe the Humans can sue for peace while they have the chance? I suspect not though, their enemy has no reason to accept since they have defeated the only threat that might have tipped the balance.
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on November 26, 2020, 03:44:12 AM
I thought federal Theocracies had average as crew grade? They must have send their newly build ships out to do battle. Ouch.

Smart thing would have been to have a collier along with even a small minefield, bunching the foes up on the warp point, and allowing you to avoid point blank untill your ships are active. Then move close and deliver. Those 3 roudns before minesweepers can really go into action (Transit, activate scanner, find mines before going into minesweeper mode) are priceless.

The more things like gunboats and sbmhawks come into play, the further the point blank defense of warppoints gets... uneconomical. Point blank really works best when you have enough firepower about to be certain to obliterate each wave as it comes in, even in the first round of activation, as you then have the advantage  as the transiting enemy is still transit addled. Else its machine guns at ten paces.
Title: Re: Cold War Comments Thread
Post by: Andrew on November 26, 2020, 11:20:53 AM
The Mintek almost certainly have more ships in their homefleet plus mines, DSB-s and probably forts so the D'Bringi will have trouble attacking into their system. It will take the Mintek time to replace these ships but they can also improve their designs and avoid being caught in a bad situation a battle in open space with the Mintek SD's at action stations would have hurt much more. Although elite point defense crews help a lot vs long range missile fire.

I was always tempted by allowing ships at the WP to engage automatically in the first turn with their weapons firing under computer control , say -2 to hit until the crews reach action stations. After all most of the targetting must be done by computer anyway so an automatic engagement should be possible.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 26, 2020, 11:39:15 AM
behold the Faustian bargain in full!  behold also, "it sucks to have a small fleet in starfire" :)

the d'bringi are being too agreeable about the mintek withdrawal, in my view.  we're in "20 to one, surround" territory, here, and the alliance has enough DDs and CTs to do that.  pursue with the cruisers, get past the mintek with the DDs, and force the mintek to choose between a closing battle with the DDs and letting the cruisers get into range.

i get preserving your fleet, but DDs are flirting with obsolescence, so you ought to be aggressive when a real use for the things is found.

I tend to get conservative about splitting up my fleets, but you do have a point here.  Still, with DD's you'd only have a one point speed advantage over the BC's, and it would take a while to catch up. 

In any case, the D'Bringi aren't too worried about six BC's armed with a weird mix of short and long range weapons.  That might be a mistake, but I guess we'll see. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on November 26, 2020, 11:41:37 AM
So the Mintek turned out to be paper tigers it looks like. From a narrative standpoint, we’ll have to see if they gave the humans a fighting chance once the Alliance turns back around and goes to wipe out Sol.

Yes, their attack definitely didn't work out as well as they had hoped.  Of course, they didn't count on the D'Bringi being allied with another race, and both races being at the end of a long arms build up. 

The D'Bringi Alliance isn't finished in the Phyriseq system, though.  They can't leave the Mintek behind them, free to make more trouble.  Before they can deal with the humans, they have to remove this threat, or make sure its bottled up for good.

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on November 26, 2020, 11:43:17 AM
Maybe the Humans can sue for peace while they have the chance? I suspect not though, their enemy has no reason to accept since they have defeated the only threat that might have tipped the balance.

Well, they defeated the first attack.  Whether or not that's the entire Mintek fleet, or whether they'll be amenable to negotiations at this point, no one knows. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on November 26, 2020, 11:49:20 AM
I thought federal Theocracies had average as crew grade? They must have send their newly build ships out to do battle. Ouch.

I just checked, and you are right.  I checked their racial settings in SA, and for some reason they have "green" as their base crew grade.  I don't know if that's an error in SA, or if something happened during race generation.  I've changed it to average now, but obviously that doesn't make up for what's already happened.  I'll write it off to the fact that the Mintek have been at peace for decades, and their military skills atrophied.  That matches their background that I've written up anyway. 

Quote
Smart thing would have been to have a collier along with even a small minefield, bunching the foes up on the warp point, and allowing you to avoid point blank untill your ships are active. Then move close and deliver. Those 3 roudns before minesweepers can really go into action (Transit, activate scanner, find mines before going into minesweeper mode) are priceless.

The more things like gunboats and sbmhawks come into play, the further the point blank defense of warppoints gets... uneconomical. Point blank really works best when you have enough firepower about to be certain to obliterate each wave as it comes in, even in the first round of activation, as you then have the advantage  as the transiting enemy is still transit addled. Else its machine guns at ten paces.

Yeah, a minefield, even a small one, would have been great.  The problem is, at that point the Mintek had only a few automated weapons, and only one automated weapons control ship available, and it was brand new.  The Mintek hadn't really been prepping for war before this, as they didn't anticipate this happening.  They should have, but there you go. 

Kurt
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on November 28, 2020, 08:10:45 PM
Things are really falling apart for Humanity. I don't see a way for them to win in the short term, and with the issues back home, long term prospects are looking worse and worse by the month.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on November 29, 2020, 11:57:02 AM
I’m expecting the combined fleet is going to fortify the border with D’Bringi space only to get news from home that Earth has been nuked to hell and back because the USSR collapsed and decided nukes were the way to express their discontent with each other.
Title: Re: Cold War Comments Thread
Post by: Black on November 30, 2020, 01:49:45 PM
The possibility of nuked Earth rises considerably, we can only hope that there are some reasonable Soviet officers on Earth that will put a stop to this.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on December 01, 2020, 08:48:05 PM
So between those two battles, who came out on top? The Mintek did lose some big ships, but the D'Bringi lost two leaders and a bunch of cruisers. I don't know how that stacks up economically.

The D'Bringi are now facing a siege situation, which is less than good considering how the Humans are moving forwards, even with the issues on Earth. If the D'Bringi don't know about the situation on Earth, peace might be possible if the Humans sue for it.

Do the Mintek have more than one JP in their home system or are they truely bottled up? If they have more than one JP, they can continue economic expansion quite easily, forcing an arms race (A cold war even) between the two sides until they get themselves a second border to attack through.

Title: Re: Cold War Comments Thread
Post by: Kurt on December 01, 2020, 10:06:04 PM
So between those two battles, who came out on top? The Mintek did lose some big ships, but the D'Bringi lost two leaders and a bunch of cruisers. I don't know how that stacks up economically.

In terms of sheer tonnage the D'Bringi Alliance lost those two battles, however, in terms of percent of fleet lost, the D'Bringi alliance comes out on top.  Strategically, its a little harder to work out.  Strategically, the D'Bringi won by forcing the Mintek out of their space, however, they now have to devote at least a percentage of their fleet strength to ensure that the Mintek are bottled up, which is problematic when you consider that they had to divert their frontline fleets from facing the humans.  The Mintek also have a win/loss situation.  They lost a good percentage of their fleet, and were forced out of D'Bringi space.  That's bad.  They have mothballed reserves, and survived, so that's good.  They are also on the brink of developing the next tech level, which is very good. 

Quote
The D'Bringi are now facing a siege situation, which is less than good considering how the Humans are moving forwards, even with the issues on Earth. If the D'Bringi don't know about the situation on Earth, peace might be possible if the Humans sue for it.

Do the Mintek have more than one JP in their home system or are they truely bottled up? If they have more than one JP, they can continue economic expansion quite easily, forcing an arms race (A cold war even) between the two sides until they get themselves a second border to attack through.

The D'Bringi have no idea if the Mintek have any other warp points.  If they do, though, then they can be sure that the Mintek are looking for other routes into D'Bringi space. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Andrew on December 02, 2020, 03:42:57 AM
The D'Bringi/Rehorish have the problem of almost winning two wars, unfortunatly they lack the strength to win either war by assaulting the enemy homeworld. They now need to garrison the Mintek WP and still have enough force to drive the human fleet back to Earth and then either bottle them up or assault that WP and do all of that before they end up in contact with another species and have to send ships to watch that contact point
Title: Re: Cold War Comments Thread
Post by: misanthropope on December 06, 2020, 11:57:59 AM
i would have sworn the only person alive who would try to "stabilize the situation" with a nuclear strike, is my ex-wife. 
Title: Re: Cold War Comments Thread
Post by: Kurt on December 06, 2020, 12:19:04 PM
i would have sworn the only person alive who would try to "stabilize the situation" with a nuclear strike, is my ex-wife.

Ha!  I have known quite a few people throughout my life who thought that increasing the level of violence would calm things down.  The problem is that under certain circumstances, at certain levels of force, that does work.  At least during the immediate situation.  But it doesn't always translate to larger situations, and it doesn't always work, and it almost always has longer term consequences.  And when politicians begin putting their own self interest ahead of the interest of their nation, or conflating the two, then it becomes a much larger problem.  For everyone.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on December 07, 2020, 01:03:36 AM
Damn, I was right.

Basically, if the humans don't smash the Rehorish fleet without taking significant casualties themselves, humanity is done, correct? With the loss of the homeworld and its shipyards, and the slower population growth and production speeds, they have no realistic chances of dealing with the D'Bringi Alliance anymore unless they can preserve all of the combined fleet.
Title: Re: Cold War Comments Thread
Post by: Black on December 07, 2020, 07:10:26 AM
Well, humanity is most likely screwed. Tomsk Union will likely stay independent under protection of Bjering, so no help from there.

There are most likely some surviving shipyards in Sol still, but I have no idea how Starfire deals with productivity on planet that has high amount of radiation and dust in atmosphere. Is it possible to tow the shipyards from Sol to Sigma Draconis?

There are also Tarek, they could be more significant issue for Coalition in current situation, I wonder if it would be prudent to deal with them now before they grow even more?
Title: Re: Cold War Comments Thread
Post by: Andrew on December 07, 2020, 07:33:45 AM
Starfire does not track radiation and dust. What matters is how many population units survived, and of course the shipywads my impression is that a signifigant amount of the population will have survived as most of the bombardment seems to have been aimed at PDC's with a few other salvo's at population.
However even assuming I am right that will have reduced the production of earth a lot and so hurt the human economies. The shipyards are probably less critical in this situation as a lot seem to have survived and the ability of the humans to maintian their fleet has been reduced so they can't afford to build a lot of new ships
Title: Re: Cold War Comments Thread
Post by: Kurt on December 07, 2020, 09:40:20 AM
Damn, I was right.

Basically, if the humans don't smash the Rehorish fleet without taking significant casualties themselves, humanity is done, correct? With the loss of the homeworld and its shipyards, and the slower population growth and production speeds, they have no realistic chances of dealing with the D'Bringi Alliance anymore unless they can preserve all of the combined fleet.

The Soviet shipyards survived the conflagration.  Sorry if I didn't make that clear.  There was a lot going on.  Having said that, the Russian shipyards surviving doesn't really make that much of a difference with humanity thrown into confusion and its political leadership gone, so you aren't wrong. 

Humanity's hope now is that the D'Bringi Alliance is sufficiently distracted by its new enemy, which Admiral Ruston and General Semenov have theorized about but do not have concrete intel on at this point.  Their advantage, slim as it is, is that the D'Bringi Alliance has no way of knowing about the disaster that just happened, unless they capture some humans that know.  Fog of war is working overtime in both directions on this one. 

What the long term effects are is unclear, but unlikely to be good for humanity, even assuming they successfully end the war they currently face. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on December 07, 2020, 09:49:12 AM
Well, humanity is most likely screwed. Tomsk Union will likely stay independent under protection of Bjering, so no help from there.

The Tomsk Union has an understandable dislike for the USSR, which abandoned them to the D'Bringi and the Rehorish, but, like most of the colony worlds, they have a deep love for the Earth.  For all that they left to go to other worlds, Earth is still thought of as 'home' by many of them.  If the USSR had arrived on the scene and said, "we saved you, now you are rejoining us", it would be problematic for them.  They might even try to fight to stay independent, especially if the Bjering decided to help.  Under the current circumstances, who knows?

Quote
There are most likely some surviving shipyards in Sol still, but I have no idea how Starfire deals with productivity on planet that has high amount of radiation and dust in atmosphere. Is it possible to tow the shipyards from Sol to Sigma Draconis?

There are also Tarek, they could be more significant issue for Coalition in current situation, I wonder if it would be prudent to deal with them now before they grow even more?

The Soviet yards in Earth orbit survived.  Starfire doesn't deal with radiation and dust at all, so I will be imposing restrictions on the population remaining on Earth (yes, there are survivors).  Essentially, Earth is going to become a "Harsh" world, with a limitation of 800 population units, compared to the benign world with a limitation of 3,200 PU's that it was before.  Also, it will take some time to recover.  Less than it would in "reality", I admit, but it will take some time before it becomes a significant factor again, if ever. 

As for the Tarek, well, the Wunderlanders have been pressing for a pre-emptive attack on the Tarek for years now.  I wonder what will happen now that the Coalition is no longer around to stop them?  <G>

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on December 07, 2020, 10:02:47 AM
Starfire does not track radiation and dust. What matters is how many population units survived, and of course the shipywads my impression is that a signifigant amount of the population will have survived as most of the bombardment seems to have been aimed at PDC's with a few other salvo's at population.
However even assuming I am right that will have reduced the production of earth a lot and so hurt the human economies. The shipyards are probably less critical in this situation as a lot seem to have survived and the ability of the humans to maintian their fleet has been reduced so they can't afford to build a lot of new ships

You are right, about half the shipyards survived, as the Coalition never targeted the Russian yards.  However, you are also right that the yards are not the biggest consideration right now.  The Coalition in particular had about as big a fleet as it could support, but the Russians were behind them because of their losses.  The surviving fleet will have to worry first and foremost about maintenance.  Both fleets have some maintenance set aside for support for planned offensives, but certainly not enough to keep them going for long without the support of the civilian economy, or what is left of it.  And both sides have the problem that neither government ever set up sector capitals or anything like that, so in essence the governments of both were concentrated on Earth.  The Coalition was close to setting up two different sectors in its colonial territories, but the war intervened and it never happened. 

The rules don't really cover this, except for covering setting up replacement capitals if a race loses its original capital, so I have to role-play this.  And I see no reason that either side's colonial territories would remain a unified whole.  In the Coalition, there are two factions, set up around the two main warp chains, Epsilon Eridani and Sligo.  They both have different outlooks and will react differently to the disaster.  Its more complex for the Russians.  The Tomsk Union is already independent and that will not change.  Most of the rest of their colonies are occupied by the Rehorish, and so have no opinion until liberated.  The USSR's remaining colonies in the Moskva system are its oldest and most developed, but it is still just one system with two inhabited planets. 

Admiral Ruston and General Semenov need all of the colonies to support their fleets, or they will have to mothball most of their units within a matter of months.  They will argue for a unified front against the aliens, but they also have to deal with the current war and with the chaos and mega-deaths on Earth.  Fortunately, they have a lot of respect from the people of the colonies, largely because they stayed out of the conflict on Earth and put the needs of the people outside the solar system before the mess on Earth. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Andrew on December 07, 2020, 10:36:14 AM
Given the alien threat it does not make a lot of sense for the colonies to all try and go their seperate ways, instead something along the lines of self government and mutual defense makes sense with all of them funding the fleet and resettlment from Earth, Once the current war is over they can sort out their actual governement and then there is a good chance that the start to split. Unless of course they find they have the domestic independence they want and feel safer with a combined fleet.
I suspect that there is also a strong argument that the primitive but hostile aliens are now a risk that can't be allowed and destroying their shipyards and spaceports so they can't grow strong enough to be a problem as the humans get weaker.
Title: Re: Cold War Comments Thread
Post by: Droll on December 07, 2020, 10:45:27 AM
Given the alien threat it does not make a lot of sense for the colonies to all try and go their seperate ways#

It also doesn't make a lot of sense to nuke your homeworld to cinders when you are fighting literal aliens.
Wait....
Title: Re: Cold War Comments Thread
Post by: Andrew on December 07, 2020, 12:00:05 PM
The braek out of war on earth makes perfect sense. The Russian subject states wanted freedom and correctly sensed that the central government did not have the strength to control them, their mistake was believing that the Leader would back down rather than use nuclear weapons because that would be crazy. The Soviet leader wanted to hold the state together and believed that the rebels would back down rather than face nuclear attack. Both sides were wrong and worse the Soviet leader pretty  much faced death if he did not win, if he lost control then he would be replaced as leader and killed.
Then spiralling series of incidents took things out of control, no one made the decision to start a nuclear war in a calm and considered fashion.

Here the colonies have plenty of time to think and can be certain that whatever confederation they settle on will hae extreme problems growing beyond their control as the fleet has pretty much no ability to force them to do things except to exterminate them and that would also destroy the fleet.
Title: Re: Cold War Comments Thread
Post by: Kurt on December 07, 2020, 12:00:51 PM
Given the alien threat it does not make a lot of sense for the colonies to all try and go their seperate ways#

It also doesn't make a lot of sense to nuke your homeworld to cinders when you are fighting literal aliens.
Wait....

 ;D
Title: Re: Cold War Comments Thread
Post by: Migi on December 07, 2020, 02:20:34 PM
I suppose one of the big questions is how much Earth itself ends up in a single unified political block or stays splintered into different political camps.
I think the incentive to unify is pretty big but that might be too rational for people who have just lived through literal nuclear holocaust.
If Earth itself is unified then I think they have a chance of leading or participating in a federal system with the other colonies, showing a good example of working together and generally stopping humanity splintering into small single system factions that will just get stomped on.

Where does Earth rank economically compared to the other human colonies?
Title: Re: Cold War Comments Thread
Post by: Kurt on December 07, 2020, 05:21:35 PM
I suppose one of the big questions is how much Earth itself ends up in a single unified political block or stays splintered into different political camps.
I think the incentive to unify is pretty big but that might be too rational for people who have just lived through literal nuclear holocaust.
If Earth itself is unified then I think they have a chance of leading or participating in a federal system with the other colonies, showing a good example of working together and generally stopping humanity splintering into small single system factions that will just get stomped on.

Where does Earth rank economically compared to the other human colonies?

Prior to the nuclear dust-up, the Coalition and Russian populations on Earth were by far the largest production centers in their respective nations.  Their colonies, in aggregate, probably provided maybe 40-50% of each nations total budget.  Which means that overall the humans have lost maybe around 40% of their income in one fell swoop, and the remaining income is fragmented. 

Kurt
Title: Re: Cold War Comments Thread
Post by: misanthropope on December 07, 2020, 07:16:59 PM
wow.  at turn 119 in baseline starfire, i'd expect the homeworld getting glassed to be met with "phew, at least my fifth biggest trading partner didn't cut ties".
Title: Re: Cold War Comments Thread
Post by: Kurt on December 08, 2020, 09:43:42 AM
wow.  at turn 119 in baseline starfire, i'd expect the homeworld getting glassed to be met with "phew, at least my fifth biggest trading partner didn't cut ties".

Exactly.  I suspect cutting the growth rate by 80% didn't eliminate the income bloat that can affect campaigns in the mid to late game, but it sure has delayed it.  My post today will be speaking to that, in part. 

Kurt
Title: Re: Cold War Comments Thread
Post by: misanthropope on December 09, 2020, 09:39:33 AM
i mean, you're close to controlling econ bloat.  no matter what you do, at some point every habitable rock in the galaxy will have a maxed out population and the game will be untenable, slowing it down so that real life and not game paperwork is what kills the campaign is the real aim, imo.

my 4e experience is that controlling trade is critical.  it hasnt shown up in your game because every contact is a war :), but in multiplayer 4e if by turn 50 your trade income doesn't exceed your primary production you're way behind the curve.  it's the same kind of ROI acceleration as is caused by the 3rd ed TL income multiplier, but significantly faster. 

Title: Re: Cold War Comments Thread
Post by: Kurt on December 09, 2020, 01:36:45 PM
i mean, you're close to controlling econ bloat.  no matter what you do, at some point every habitable rock in the galaxy will have a maxed out population and the game will be untenable, slowing it down so that real life and not game paperwork is what kills the campaign is the real aim, imo.

my 4e experience is that controlling trade is critical.  it hasnt shown up in your game because every contact is a war :), but in multiplayer 4e if by turn 50 your trade income doesn't exceed your primary production you're way behind the curve.  it's the same kind of ROI acceleration as is caused by the 3rd ed TL income multiplier, but significantly faster.

Marvin and I, and others, had discussions about this very issue way back in "the old days".  He was very interested in balancing the strategic starfire rules, to reduce the situation that exists in 3rdR, which is that one investment far outstrips others, so you always decide to do that.  It was a long time ago, but if I remember correctly, in the 3rd Edition, the best strategy was to explore as fast and far as possible, finding as many NPR's as you could.  The odds were you could befriend and eventually amalgamate many of them, making the smart investment in the early and mid-game exploration ships, with colonization second.  A smart player wouldn't even build a fleet, as he could count on gaining the NPR's fleets once they started amalgamating.  3rdR changed that, making exploration more risky, so now colonization was the primary (best) investment.  It sounds like the 4e changed things again so that now trade became the primary economic goal. 

The point is that there is always going to be something that is the best investment.  Changing things only changes that, or slows it down. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Shinanygnz on December 09, 2020, 02:51:58 PM
Not forgetting good old GFFP :D
Title: Re: Cold War Comments Thread
Post by: misanthropope on December 09, 2020, 05:34:10 PM
that takes me back.  it's not a matter of "best investment", the problem with trade is that it scales with population, making it a colonization ROI multiplier.  marvin was tuned in (correctly) to the idea that TL econ bonus meant spiraling ROI and accelerating (percentage) growth, but somehow he couldn't fathom that the trade rules have the same effect. 

like the population growth thing, you don't need to genius up a perfect solution.  it's just egregiously huge, and if you just hack it back seriously by whatever means you will push back the "economic critical mass" date by 50 turns.

or, you know, play a solitaire game in a galaxy where everybody attacks on first sight.

Title: Re: Cold War Comments Thread
Post by: Kurt on December 10, 2020, 11:37:47 AM
that takes me back.  it's not a matter of "best investment", the problem with trade is that it scales with population, making it a colonization ROI multiplier.  marvin was tuned in (correctly) to the idea that TL econ bonus meant spiraling ROI and accelerating (percentage) growth, but somehow he couldn't fathom that the trade rules have the same effect. 

like the population growth thing, you don't need to genius up a perfect solution.  it's just egregiously huge, and if you just hack it back seriously by whatever means you will push back the "economic critical mass" date by 50 turns.

or, you know, play a solitaire game in a galaxy where everybody attacks on first sight.

Part of the problem was the different viewpoints on the game.  I don't want to restart this old debate, but Marvin and I had this discussion more than once.  He viewed the game as a pure game, a competition, where the players were playing to win.  In that view, chance is a bad thing, and should be controlled for.  After all, what good is it if you take the time to learn the rules and develop a winning strategy, just to lose to a bad player who got lucky and found a system next door to his home world that had five rich type T planets and three asteroid belts?  That guy is almost certainly going to win almost no matter what.  Also, having just one best strategy or investment path makes it boring, because if you want to win you are going to do the same thing every time. 

On the other hand, as you can probably guess, I view the game as a platform to tell stories.  Even before I got into creating campaigns to amuse others, I did it for myself, to build empires in the stars that rivaled the empires I had read about in my favorite science fiction novels.  With my mindset, good or bad luck doesn't matter as much, it just becomes part of the story.  Unbalanced rules or investments also don't matter as much, because my races quite often don't make the optimal decisions for non-game reasons. 

I think Marvin and I are pretty good examples of the two primary mindsets out there.  He created 4th Ed and the later editions to make the game more competitive, because that is what's important to him, and more importantly, he thought that would appeal to a larger audience base. 
Title: Re: Cold War Comments Thread
Post by: misanthropope on December 11, 2020, 10:04:32 AM
welp, all im suggesting is if you're taking the time to rein in economics, don't forget trade.  wasnt intending any general compare and contrast between editions, just using 4e as an example of how trade is sufficient by itself to blow up your universe, just because that's what happened to every 4e campaign that lasted 50 turns.

is it incompatible with the narrative arc for the coalition to partner and amalgamate the soviets?  i feel like that has become necessary in the circumstances.
Title: Re: Cold War Comments Thread
Post by: Kurt on December 11, 2020, 03:19:04 PM
welp, all im suggesting is if you're taking the time to rein in economics, don't forget trade.  wasnt intending any general compare and contrast between editions, just using 4e as an example of how trade is sufficient by itself to blow up your universe, just because that's what happened to every 4e campaign that lasted 50 turns.

is it incompatible with the narrative arc for the coalition to partner and amalgamate the soviets?  i feel like that has become necessary in the circumstances.

Sorry, you just brought up an interesting subject.  I don't see trade becoming that big of an issue, but we'll see.  The Russian and Coalition fleets and their leadership want to unite the colonies.  Whether everyone feels that way is what we'll find out moving forward. 
Title: Re: Cold War Comments Thread
Post by: Black on December 22, 2020, 10:20:02 AM
It seems that Humanity got some time, although I doubt that D’Bringi will keep the peace for long, most likely until they deal with Mintek. And they are now constructing some kind of carrier right? So their advantage will grow while Humanity will at best keep what they already have.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on December 22, 2020, 07:17:00 PM
The humans will need a lot of good luck to continue to survive. If their enemies run into something that really harms them, even if only in the short term, it would help a lot.
Title: Re: Cold War Comments Thread
Post by: Migi on December 23, 2020, 01:29:30 PM
1 colony (which is too unimportant to show up on your maps  ;D  ) for a couple of turns breathing space to regroup and reorganise, rather than permenantly loosing a huge amount of the fleet seems like a pretty good deal.
Title: Re: Cold War Comments Thread
Post by: Kurt on December 24, 2020, 10:11:45 AM
1 colony (which is too unimportant to show up on your maps  ;D  ) for a couple of turns breathing space to regroup and reorganise, rather than permenantly loosing a huge amount of the fleet seems like a pretty good deal.

Yeah, it was the Russian's furthest out colonial system.  And the first one conquered by the Rehorish.  The humans really, really needed this peace deal, and would have given a lot more to get it.  The D'Bringi Alliance also needed this peace deal, more than they were letting on.  They thought that the humans would be an easy walk-over after the surprise attack at the start of the war, and when they weren't and then the Mintek became a problem, they wanted out.  None of the races in the game really have the naval assets to fight a two-front war at this point, at least, not successfully.  If either side had been in a better position, they might have sensed the weakness on the other side and pushed harder. 

Kurt
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on December 24, 2020, 07:41:21 PM
How do you discover NPR's in Starfire? Is it like Aurora where you can run into them while exploring, or did you need to create each one while you were setting up the game?
Title: Re: Cold War Comments Thread
Post by: Kurt on December 25, 2020, 12:21:40 PM
How do you discover NPR's in Starfire? Is it like Aurora where you can run into them while exploring, or did you need to create each one while you were setting up the game?

Aurora is a lot like Aurora in this case.  The rules give a percentage chance to discover NPR's on each habitable planet, and this chance is usually adjusted by the player to suit their taste.  I usually set up a few at the start as well, to provide the primary opponents or bad guys. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Droll on December 25, 2020, 12:27:21 PM
Aurora is a lot like Aurora...

Are you sure about that?
Title: Re: Cold War Comments Thread
Post by: Migi on December 25, 2020, 12:34:07 PM
 ;D Maybe he's been drinking because of the holiday?
Title: Re: Cold War Comments Thread
Post by: Kurt on December 25, 2020, 04:24:45 PM
;D Maybe he's been drinking because of the holiday?

Ha!  Maybe I'm just getting old!  I started to say "Starfire is a lot like Aurora", but then I realized that it was more properly "Aurora is a lot like Starfire", and apparently I ended up mashing the two together.  Oh well. 

Kurt
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on December 25, 2020, 09:20:15 PM
Aurora is a lot like Aurora in this case.

Ahh yes, this floor is made out of floor  ;D

Thanks for the answer :)
Title: Re: Cold War Comments Thread
Post by: Migi on December 31, 2020, 09:01:39 AM
I see that the First Consul Faraz didn't learn anything from the Soviet experiences against the D'Bringi.
How much damage does it take to destroy a shipyard, was the initial proposal to go after the shipyards realistic?
What defences does Wunderland have against a retaliatory strike from the Tarek?
Title: Re: Cold War Comments Thread
Post by: Kurt on December 31, 2020, 03:08:04 PM
I see that the First Consul Faraz didn't learn anything from the Soviet experiences against the D'Bringi.
How much damage does it take to destroy a shipyard, was the initial proposal to go after the shipyards realistic?
What defences does Wunderland have against a retaliatory strike from the Tarek?

Shipyards take ten points of damage to destroy, but they are mounted on space stations, which have weak hulls and take 2x damage inside their shields and armor.  If the Wunderlanders had concentrated on the shipyards they likely could have destroyed them, but would have done less damage to their armed units as a consequence. 

The Wunderlanders have the fleet units that survived, as well as nine small beam-armed bases in orbit over their planet.  Against any kind of real fleet, the bases wouldn't be much of a threat, but against low tech escorts, well...

Kurt
Title: Re: Cold War Comments Thread
Post by: Migi on December 31, 2020, 05:47:04 PM
So the Wunderlanders have no PDCs at all to provide cover for their damaged units and (eventual) shipyard?

It sounds like diverting enough firepower to destroy the shipyards would have been a big ask of the fleet and meant inflicting even fewer casualties on the Taurek.

The Tarek have 74% of their mobile units left and nearly 2 to 1 numbers advantage so I'm guessing the strategic play for them would be to chase down the rest of the Wunderlander fleet and thereby get control of interplanetary space.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on January 01, 2021, 06:42:23 AM
I can't remember if this was ever mentioned, but what happened to the D'Bringi citizens in Brezhnev that joined the Soviets?
Title: Re: Cold War Comments Thread
Post by: Black on January 01, 2021, 08:30:13 AM
This outcome in Sligo might be the best in long term for Humanity. It forces Ruston's hand to deal with Tarek and discredits Wunderland leadership so it will be easier to get them back in the fold.
Title: Re: Cold War Comments Thread
Post by: Kurt on January 01, 2021, 08:47:47 AM
So the Wunderlanders have no PDCs at all to provide cover for their damaged units and (eventual) shipyard?

It sounds like diverting enough firepower to destroy the shipyards would have been a big ask of the fleet and meant inflicting even fewer casualties on the Taurek.

The Tarek have 74% of their mobile units left and nearly 2 to 1 numbers advantage so I'm guessing the strategic play for them would be to chase down the rest of the Wunderlander fleet and thereby get control of interplanetary space.

Yeah, the Wunderlanders never built PDC's.  And the only capital missile units they have are the old destroyers.  The Wunderlander fleet can withdraw under the guns of the orbital bases, conceding the rest of the system, as there are no other human populations in the system, but then they will be cut off from outside resources.  But while the Wunderlander bases are small (BS0's), they are modern and thus more advanced than anything the Tarek have. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on January 01, 2021, 08:50:42 AM
I can't remember if this was ever mentioned, but what happened to the D'Bringi citizens in Brezhnev that joined the Soviets?

I probably didn't make it clear enough that the Russians were evacuating the entire warp chain, because of the presence of multiple closed warp points to D'Bringi space, and the fact that the warp chain was limited to three systems with no open warp points and no habitable planets, making it more of a liability than anything else.  Their evacuation included the D'Bringi who had defected and were supporting the Home Fleet while it was isolated in the Brezhnev system.  They were relocated to the Moskva system, with eventual plans to be relocated again to an ST planet suitable for their race.  They will be mentioned in future updates. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on January 01, 2021, 08:53:14 AM
This outcome in Sligo might be the best in long term for Humanity. It forces Ruston's hand to deal with Tarek and discredits Wunderland leadership so it will be easier to get them back in the fold.

I wasn't sure how this was going to work out myself, until this battle went so wrong for the Wunderlanders.  If the Wunderlanders won the battle, or at least could credibly claim victory, then the new government would have a chance to entrench itself and would be hostile to the idea of rejoining the rest of the colonies.  They would become a separatist faction for the foreseeable future.  It didn't work out for them, though. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on January 01, 2021, 03:52:40 PM
Ah humanity, never stop screwing up. I’m curious what the Admiral will do, given Wunderland’s rebellion. He’ll be forced to engage the Tarek, as there is no ability to talk to them.
Title: Re: Cold War Comments Thread
Post by: misanthropope on January 01, 2021, 04:16:40 PM
honestly?  it's SLILGO, give up the colony and let them blow the tarek up from the inside.

damn sligo.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on January 01, 2021, 09:08:40 PM
I can't remember if this was ever mentioned, but what happened to the D'Bringi citizens in Brezhnev that joined the Soviets?

I probably didn't make it clear enough that the Russians were evacuating the entire warp chain, because of the presence of multiple closed warp points to D'Bringi space, and the fact that the warp chain was limited to three systems with no open warp points and no habitable planets, making it more of a liability than anything else.  Their evacuation included the D'Bringi who had defected and were supporting the Home Fleet while it was isolated in the Brezhnev system.  They were relocated to the Moskva system, with eventual plans to be relocated again to an ST planet suitable for their race.  They will be mentioned in future updates. 

Kurt

Ah ha, thanks :)
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on January 02, 2021, 06:56:25 PM
It looks like everything has worked out in relation to Sligo and the Wunderland colony. Just need the Coalition to blow up the military bases and other assets of the Tarek when they arrive. Also do a little arm twisting to make sure the colonies help the refugees from Earth and remain in the Coalition properly.
Title: Re: Cold War Comments Thread
Post by: Black on January 12, 2021, 12:14:23 PM
Reports on state of Humanity and D’Bringi give some hope that Humanity will be able to catch a breath and at least for some time focus on dealing with refugee crysis and stabilization of their new aliance and changes in D’Bringi mentality could very well lead to long term peace with Humanity.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on January 12, 2021, 01:55:36 PM
With the change to Humanity becoming a swarm of civs, will they catch up with the D’Bringi Alliance in trade income?
Title: Re: Cold War Comments Thread
Post by: Kurt on January 12, 2021, 02:22:52 PM
With the change to Humanity becoming a swarm of civs, will they catch up with the D’Bringi Alliance in trade income?

They are trying, that's for sure. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Black on January 19, 2021, 09:42:37 AM
Well I wondered what will go bad for Humanity as few previous updates seemed that it is going relatively well for them. >:(
Title: Re: Cold War Comments Thread
Post by: Black on January 29, 2021, 03:39:08 AM
I noticed in last update, that Mintek have fighters. They played no part in battle against D’Bringi. So that could be very unpleasant surprise for D’Bringi when they attempt another push against Mintek, as it seems unlikely, that they would ask Keepers to send their escort carriers, because the clans are dismissive of their usefulness.
Title: Re: Cold War Comments Thread
Post by: Kurt on January 29, 2021, 08:20:00 AM
I noticed in last update, that Mintek have fighters. They played no part in battle against D’Bringi. So that could be very unpleasant surprise for D’Bringi when they attempt another push against Mintek, as it seems unlikely, that they would ask Keepers to send their escort carriers, because the clans are dismissive of their usefulness.

This is a relatively new development for the Mintek, and they are pushing out carriers as fast as they can. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on January 29, 2021, 08:50:22 AM
Ooof. And Humanity is so behind the curve that they'll get curb stomped once they encounter the Mintak.

Logically speaking, the Mintak have no chance of taking the Alliance - they're simply too small, and once the Alliance learns that fighters are a game changer, they'll go all in on carriers as well. Once both of those powers have carriers out the wazoo, Humanity is stuck playing catchup with no realistic way of doing so.
Title: Re: Cold War Comments Thread
Post by: TheTalkingMeowth on January 29, 2021, 09:03:59 AM
Ooof. And Humanity is so behind the curve that they'll get curb stomped once they encounter the Mintak.

Yeah, humans have been boned ever since they blew up their own homeworld. For. You know. The second time.
Title: Re: Cold War Comments Thread
Post by: Kurt on January 29, 2021, 11:59:17 AM
Ooof. And Humanity is so behind the curve that they'll get curb stomped once they encounter the Mintak.

Logically speaking, the Mintak have no chance of taking the Alliance - they're simply too small, and once the Alliance learns that fighters are a game changer, they'll go all in on carriers as well. Once both of those powers have carriers out the wazoo, Humanity is stuck playing catchup with no realistic way of doing so.

and:
Ooof. And Humanity is so behind the curve that they'll get curb stomped once they encounter the Mintak.

Yeah, humans have been boned ever since they blew up their own homeworld. For. You know. The second time.

You are both correct, if things go on as they have, with no new input. 

The D'Bringi are working hard to tie all of their allies together in a web of alliances, so that they can amalgamate them all into a one large empire, under their control, of course.  And they are being successful, so far.  However, they have a long ways to go.  The T'Pau are probably the closest to amalgamation, just needing to reach the same tech level, and will be a big boon to the D'Bringi economy.  However, both the Torqual and the Doraz have a fair amount of R&D to do before they can be amalgamated, although they are good to have around as piggy banks, and sources of additional ships for the blockade fleet.  However, their ships won't be as effective, both because of their lower tech and because they aren't very warlike.  The Bir and the Chirq are even worse, not even HT yet and a resource sink to a greater or lessor extent.  And the D'Bringi's main ally, the Rehorish, have agreed to a closer relationship, in the face of human and Mintek hostility, but still are not convinced that amalgamation is in their best interest. 

As long as the allies haven't been amalgamated they still have at least some independence.  A big setback could result in the Torqual and the Doraz going their own way, while successes will tend to keep them in the fold. 

Even as the D'Bringi are working to unite their disparate races, the Humans are trying to unite their scattered colonies.  You are right, they are falling behind, although the Colonial Union will start R&D soon, to at least ensure that they don't fall too far behind.  And, it is always possible that the human colonies may ally themselves with the Bjering, who are ahead of them technologically, or some other race they haven't met yet.  A lot can happen. 

As I said, though, as things stand you are not wrong.

Kurt
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on January 29, 2021, 07:56:25 PM
I am kind of hoping this new alien alliance falls out and starts shooting itself lol.
Title: Re: Cold War Comments Thread
Post by: misanthropope on January 30, 2021, 08:27:49 AM
"Explore, Expand, Explode.  um, Explore?" 
Title: Re: Cold War Comments Thread
Post by: papent on January 30, 2021, 10:06:21 AM
I'm personally enjoying the interlude of conflict between the great powers. the D'Bringi Alliance has a chance to recover and then start a campaign against the Mintek and I hoping the human diaspora after stabilizing discovers a new threat or another great power.
Title: Re: Cold War Comments Thread
Post by: Black on February 03, 2021, 01:33:54 AM
The new development within D'Bringi Alliance is another blow for Humans. It seems that the best choice now is to just surrender to D'Bringi and hope for favorable treatment. I wonder how they found out about the destruction of Earth.
Title: Re: Cold War Comments Thread
Post by: Kurt on February 03, 2021, 09:53:05 AM
The new development within D'Bringi Alliance is another blow for Humans. It seems that the best choice now is to just surrender to D'Bringi and hope for favorable treatment. I wonder how they found out about the destruction of Earth.

Through the buffer state - the Titov Free State.  Both the Rehorish and the various human colonial states have trade & military agreements with the Free State, by design.  The Free State was created as a buffer between the Rehorish and the human states, and neither humans nor the Rehorish wanted it to have too much independence.  Thus the agreements between both sides that allow each to enter Titov space with limited scouting forces to keep an eye on the other side.  In addition, these agreements, which the Titov Free State never agreed to, but rather had them forced upon it, also allow the human states and the Rehorish to maintain significant "diplomatic" presences on Titov itself.  Think Europe after WW II. 

The Free State itself is a confusing mix of politics and motivations.  The Rehorish occupied them prior to the peace treaty, so they are not particularly well-regarded by the Titov citizens.  On the other hand, the Rehorish occupation was light and fairly bloodless, once they convinced the human colonists that they meant business, so the Rehorish aren't exactly hated by most in the Free State.  There is a significant feeling of belonging to the bulk of humanity, and to the home world, but on the gripping hand, no one in the Free State is going to forget the way Admiral Ruston bargained them away during the peace negotiations without even consulting them.  Finally, they kind of enjoy their independence, so, even though they resent the way it happened, they kind of like the result.  The United Colonial Defense Fleet tried to keep the information about Earth's demise away from the Free State for as long as possible, however, with the flow of refugees from Earth sloshing around, it was inevitable that word would reach Titov, which over time received a fair amount of refugees, albeit second or third hand.  Once it became common knowledge that Earth had nuked itself on Titov, it was inevitable that the Rehorish, and then the D'Bringi, would find out. 

Kurt
Title: Re: Cold War Comments Thread
Post by: DIT_grue on February 07, 2021, 11:58:44 PM
I'm very surprised that the Colonial Union established their system of government with such blatantly anti-functional requirements! Usually it takes time, and changing circumstances, to reveal that what seemed a reasonable setup can actually be a distinct problem; but why wasn't it obvious that mandating a supermajority (so probably two thirds, that's more common than three quarters) for the mere existence of a government is almost certainly going to prove insupportable in short order?
Title: Re: Cold War Comments Thread
Post by: misanthropope on February 08, 2021, 08:26:56 AM
... is there a betting pool on the timing of the next suigenocidal event by the stupid monkeys? 

reho probably looking forward to the roachaforming of human space.
Title: Re: Cold War Comments Thread
Post by: Migi on February 08, 2021, 09:42:23 AM
From an outsiders perspective with little to no context, nuking your own home planet sure does sound incredibly dumb.
The D'Bringi leaders didn't really react to the information in that way, I wonder if that is because they knew about the situation and were expecting it or if they were more shocked by the revelations about the Keepers keeping secrets.

In any case I wonder if the D'Bringi will willingly change tactics from large warships to small fighters, while they generally come across as pragmatic, it seems to run rather heavily against their current mindset.

I also wonder if they will try and keep the fighters secret from their allies in order to become dominant within the alliance or if they will share the tech to get all the alliance on the same doctrine.
Title: Re: Cold War Comments Thread
Post by: Kurt on February 11, 2021, 09:26:39 AM
I'm very surprised that the Colonial Union established their system of government with such blatantly anti-functional requirements! Usually it takes time, and changing circumstances, to reveal that what seemed a reasonable setup can actually be a distinct problem; but why wasn't it obvious that mandating a supermajority (so probably two thirds, that's more common than three quarters) for the mere existence of a government is almost certainly going to prove insupportable in short order?

The people that developed the Colonial Union were afraid of powerful central governments, and also had very little experience setting up governments.  They opted for a parliamentary form, where the Prime Minister equivalent would need two thirds of the parliament's vote to confirm his government.  There were some that wanted to require 100% of the vote.  This was for two reasons.  They wanted inclusivity, and they thought that the Unity Party, which was running at close to 80% support at the time of the formation of the Colonial Union, would always have the votes. 

If they had had time to think it through, they would have realized that humanity was in a volatile state after the near destruction of the home world and two wars with aliens.  But they didn't. 

The Colonial Union will either find a way to function within those limitations, or they will have to change their government/constitution. 
Title: Re: Cold War Comments Thread
Post by: Kurt on February 11, 2021, 09:33:34 AM
From an outsiders perspective with little to no context, nuking your own home planet sure does sound incredibly dumb.
The D'Bringi leaders didn't really react to the information in that way, I wonder if that is because they knew about the situation and were expecting it or if they were more shocked by the revelations about the Keepers keeping secrets.

In any case I wonder if the D'Bringi will willingly change tactics from large warships to small fighters, while they generally come across as pragmatic, it seems to run rather heavily against their current mindset.

I also wonder if they will try and keep the fighters secret from their allies in order to become dominant within the alliance or if they will share the tech to get all the alliance on the same doctrine.

The D'Bringi are caught between too many threats.  All other things being equal, with no other threats, finding out that the humans were dumb enough to destroy their home world would have been enough to restart the war, but now they are caught between too many other issues.  They have been trying to jump-start their economy, which has been lagging behind that of the other major races in the Alliance.  There is the Mintek threat.  And there is the constant juggling that goes with managing the junior members of the Alliance.  The D'Bringi Clan leaders have the distinct feeling that they are balancing on a precipice without a net. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Andrew on February 11, 2021, 10:01:42 AM
As the D'Bringi I would also have a very strong desire to make sure that the Rehorish are always outgunned and know it. Their betrayal of the Russians shows a capacity for treachery which means that the D'Bringi would be fools to do anything which left thr Rehorish in a position to profitably betray them. Which means making sure that any wars fought force the Rehorish fleet to take the same sort of losses as that of the D'Bringi . The lesser nations fleets are too small to worry about betrayal but the Rehorish need watching.

I would also think that the D'Bringi think about the Humans there but for the Grace of our Divine being(s) of choice is what we could have done. They have multiple fiercely contesting factions with nuclear weapons and it would not have been too hard for the Great Clans to have blasted themselves into rubble
Title: Re: Cold War Comments Thread
Post by: Migi on February 11, 2021, 10:56:51 AM
Can fighters be sent through jump points unaccompanied or do they need to be launched from their carriers after transit?
Also does the limit on jump point transits apply in both directions?
I'm thinking in context of a jump point assault.
Title: Re: Cold War Comments Thread
Post by: Jorgen_CAB on February 11, 2021, 11:06:34 AM
Can fighters be sent through jump points unaccompanied or do they need to be launched from their carriers after transit?
Also does the limit on jump point transits apply in both directions?
I'm thinking in context of a jump point assault.

Fighters are just a small ship so the same rules applies, although most small jump-drives can only self-jump so you generally need a bigger ship to squadron jump fighters.

It does not matter from witch direction you jump from a JP, the same rules applies.
Title: Re: Cold War Comments Thread
Post by: Shinanygnz on February 11, 2021, 11:26:43 AM
Can fighters be sent through jump points unaccompanied or do they need to be launched from their carriers after transit?
Also does the limit on jump point transits apply in both directions?
I'm thinking in context of a jump point assault.

Fighters have to be carried through a JP on a carrier, and can't launch on the turn of transit.  Gunboats (which arrive later) can self-transit, as can larger small craft like pinnaces.
In Alkelda Dawn, jump carrier racks were introduced which allow ships to carry other ships through.  Again, no launching on turn of transit.
Title: Re: Cold War Comments Thread
Post by: Hawkeye on February 11, 2021, 12:50:46 PM
Maybe I can clarify those two contradicting replies :)

In Aurora, fighters are just small ships and can, in fact, jump through a warp-point
In Starfire, however, fighters _can't_ transit through a warp-point.

Hope that helps.
Title: Re: Cold War Comments Thread
Post by: Andrew on February 11, 2021, 01:01:03 PM
No Fighter are completely unnable to transit a WP and a Carrier cannot launch on the turn of Transit. WP assault is a weakness of carrier fleets, even worse if they want anti-matter weapons on the fighters if they do then the carrier dies as soon as a hanger bay is damaged.
Pinnaces a larger small craft can transit , and later they can be armed, even later Gunboats carried on external ship racks can transit wp. Other than that it is ships and later missile pods for WP assaults.
Ships can transit in both directions with no effect but a counter assault is usually suicide as the rest of the attacking fleet is formed up onthe WP and all of them are active so they shoot the counter attackers to pieces it is almost always better to keep your activated ships on the defensive side where they can shoot up confused attackers.

This is of course Starfire and Aurore is completely different
Title: Re: Cold War Comments Thread
Post by: Jorgen_CAB on February 11, 2021, 02:08:41 PM
Maybe I can clarify those two contradicting replies :)

In Aurora, fighters are just small ships and can, in fact, jump through a warp-point
In Starfire, however, fighters _can't_ transit through a warp-point.

Hope that helps.

Yes... sorry... missed that it was in for a Starfire thread... my bad...   ;)
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on February 13, 2021, 05:44:41 PM
The last thing humanity needs is a swift end to the Mintek. They are the only thing keeping the D'Bringi from steamrolling the Colonial Union. Hopefully the Mintek have rebuilt their mobile fleet and researched carriers.
Title: Re: Cold War Comments Thread
Post by: Migi on February 14, 2021, 04:47:08 PM
From previous comments I gathered that fighters are good in Starfire because they can strike from out of range of other weapons (much like in WW2 you can destroy the enemy without risking damage to your own fleet).
Does that mean that fighters move in strategic movement, or do they only move in tactical movement?

Do fighters have a fixed armament, and can they carry missiles?
How fast are fighters relative to corvettes?

My understanding (from the starfire demo PDF I found) is that larger ships use a lower % of their total mass for engines, does that mean that corvettes as carriers are inefficient?
Title: Re: Cold War Comments Thread
Post by: Andrew on February 14, 2021, 06:38:22 PM
Exactly what weapons fighters carry depends on tech level.
Inititally they carry rockets which are short range but do a fair amount of damage to a ship, firing them often means being shot at by a ships point defense, but if you can arrange to have ships firing missiles at the same time then the ship has a choice defend against missiles or shoot at fighters. Fighter Rockets cannot be intercepted. Fighters can also carry guns which are useless against ships but deadly to other small craft, this makes them the best defense against fighters.
Later fighters get missiles which do less damage but can fire from a range which makes it hard to shoot at the fighter but the small salvo size means that most ships can shoot down the missiles and take little damage , and laser packs which can effectivly shoot at ships repeatedly.

They really cannot move on a strategic scale as their life support is good for hours however they can launch from far beyond shipboard weapon range. They also can't see very far so they until figher sensor packs are develeped need a ship with long range sensors to guide them in.
Corvette carriers are not particularly effective carriers typically 6 fighters on a 16 hs hull while a 30hs CVE carries 12-18. But the CT(V) is faster than any other carrier and so can move in launch its fighters and guarantee not to get caught by enemy ships in an open space battle, they are also strategically fast, But if someone manages to attack them they are defenseless and die, this usually involves an ambush at a WP or high tech fast fighters. Kurts Pheonix campaign featured them being uses very effectively by one race until the opposition came up with counters
Title: Re: Cold War Comments Thread
Post by: Kurt on February 15, 2021, 08:36:03 AM
Exactly what weapons fighters carry depends on tech level.
Inititally they carry rockets which are short range but do a fair amount of damage to a ship, firing them often means being shot at by a ships point defense, but if you can arrange to have ships firing missiles at the same time then the ship has a choice defend against missiles or shoot at fighters. Fighter Rockets cannot be intercepted. Fighters can also carry guns which are useless against ships but deadly to other small craft, this makes them the best defense against fighters.
Later fighters get missiles which do less damage but can fire from a range which makes it hard to shoot at the fighter but the small salvo size means that most ships can shoot down the missiles and take little damage , and laser packs which can effectivly shoot at ships repeatedly.

They really cannot move on a strategic scale as their life support is good for hours however they can launch from far beyond shipboard weapon range. They also can't see very far so they until figher sensor packs are develeped need a ship with long range sensors to guide them in.
Corvette carriers are not particularly effective carriers typically 6 fighters on a 16 hs hull while a 30hs CVE carries 12-18. But the CT(V) is faster than any other carrier and so can move in launch its fighters and guarantee not to get caught by enemy ships in an open space battle, they are also strategically fast, But if someone manages to attack them they are defenseless and die, this usually involves an ambush at a WP or high tech fast fighters. Kurts Pheonix campaign featured them being uses very effectively by one race until the opposition came up with counters

That's a pretty good summary of the situation.  For those that don't know, I'll give a little bit more basic info:

Starfire has dedicated carrier hulls that are more expensive to build than comparable warship hulls, but, fighter bays mounted on non-carrier hulls cost three times as much to build and maintain.  As the smallest carrier hull is a CVE, which is destroyer sized, this means that while CT(V)'s are possible, and they have advantages, they are relatively costly to build on a per-fighter-carried basis. 

As you note, one of my aggressor races in the Phoenix Campaign used CT(V)'s exclusively, with a fair amount of success.  The Axons were a race that preferred swarm fleets prior to the introduction of fighters, and they just converted their corvettes to corvette-carriers when fighter tech became available.  Their corvette-carrier fleets were very effective for a time, but they suffered from the same problems that most swarm fleets have - a marked inability to effectively attack defended warp points and the tendency to go up in flames if they meet a superior force, with little to show for their sacrifice.  To balance that they were fast, and anyone could construct large amounts of corvettes fairly easily, so losses could be replaced. 

The 1st gen fighter, the F0, is only slightly faster than a corvette unloaded, and has the same speed as a corvette when fully loaded.  The F0 has a round trip range of 120 light seconds.  By way of comparison, the longest ranged ship-borne weapon at that tech level is the capital missile with a 7.5 light second range.  The rockets the fighters are equipped with can hit their targets out to 2 hexes (.5 light seconds), but are most effective at point blank range.  As you note, the most effective defense against fighters is other fighters.  A ship's best defense against fighters at HT-8 or lower is point defense, and lots of it.  Unfortunately, most fleets will have actually reduced the amount of point defense mounted on their ships once they reach HT-7 because of the introduction of datalinked point defense.  Datalinked point defense allows all of the ships within a datagroup to join their point defense together to defend against incoming missile salvoes.  This tends to result in the reduction in the overall amount of point defense per ship, because of the effective increase in point defense available to the datagroup. 

The F0 is not an overwhelming tech development in an of itself.  It does give its user a large advantage, in that it can strike from beyond the range at which the enemy can respond, if they don't also have fighters.  They can be effective, particularly against unprepared enemies who will tend to misidentify them as small craft carrying suicide nuclear charges, if they've never encountered fighters before.  They are an attrition weapon, in that the user can afford to lose large numbers of them while eliminating enemy ships, as they are relatively cheap and quick to build, making them easy to replace. 

Kurt
Title: Cold War: A Question
Post by: Kurt on February 21, 2021, 11:15:18 AM
I am very dissatisfied with the ground combat system I’ve been using for the Cold War campaign.  I’ve been using the planetary conquest and control rules from Galactic Starfire because I like those more than the rules from 3rdR, but they have some big gaps that I find annoying.  The system from Galactic Starfire is very generic and general, which I understand given the focus is on space combat, but it is unsatisfying for several reasons:

1.   The Galactic Starfire rules allow invasion forces to be easily raised and disbanded, meaning that very little planning in their use is needed.  The only limitation on raising the ground forces is the size of the population the force is being built at, and because there is no drawback to spreading the raising of the force across many populations there is essentially no limitation.  You can literally go from having no standing army to having an immense invasion force overnight, and that’s just not realistic. 
2.   The ground forces used are very generic, denoted by “Qv” and “H”, to indicate personnel and equipment.  As I said above, I get this, as Starfire is a space combat game, and time put into the ground combat component would detract from that.  Still, I find this uninteresting and uninspiring. 
3.   Combat strength only takes into account the relative tech levels of those involved, as well as some strategic factors, like racial stats and racial crew grades.  But because the invasion forces themselves use the racial crew grade, not their own crew grade, there is no incentive in keeping them around once they’ve served their purpose.  They become liabilities once they’ve completed their immediate mission, as they don’t earn experience and continue to consume resources.  This encourages the player to disband invasion forces once they’ve completed their mission, as there is no upside to keeping them around.  This eases record-keeping, which was likely the reason for this, but is very unrealistic. 

The above reasons make the ground combat system I’m using very numerically deterministic.  The invader merely has to make a basic calculation of the Qv/H needed, then ship them to where they are required.  No other planning is required, and literally no invasion preparation time is need, aside from the time it takes to ship the invasion forces to where they are needed. 

Therefore, I am working on something different.  Several wars are kicking off in the Cold War universe, and I’d kind of like to try something different.  I’m not sure what I’m going to do, though.  I’ve thought about using rules for other games, but finding something that simulates the correct scale is difficult.  After all, we are talking about planetary conquest.  I’ve played around with using the ground combat rules from GDW’s Fifth Frontier Wars, as they are the correct scale, and are abstract enough to use in a reasonable amount of time, but I’m not sure they’ve got the flavor I want.   

In any case, if anyone has any thoughts or suggestions, I’m interested in hearing them.  I’ve considered this question before, and ultimately just decided to stick with the Galactic Starfire system just because its easiest. 
Title: Re: Cold War Comments Thread
Post by: misanthropope on February 21, 2021, 04:04:21 PM
uh, there was no question in there :)

it wouldn't be hard to just reduce the quantity of Qv that could be raised, especially on medium bodies. also,  one of the weird things about gsf ground combat is that your primary cost is shipping.  if you quadrupled the cost of Qv while doubling their strength, you would for starters reduce the burden of feeding an army in peacetime, and also your surviving troops would represent a potential asset insofar as reuse/recycle becomes a lot less expensive than building one from scratch.

i assert that you wouldn't generally keep a large fleet deployed just to build up their grade- i mean if you didn't have an important security role for them at the time.  army is a lot less vital to avoiding Sudden Death Surprise than navy, so honestly just-in-time army construction is always going to be pursued as far as possible by any rational player, unless you are make troop grade way more important, idk, a factor of 1.5 or 2 for each grade level?  that scale of effect would be enough to make me explore whether it makes sense to build and maintain a large peacetime ground force- i'm kind of tight with my money but also extremely conquest oriented.

given that the whole galaxy is grinding along without any happy little wars because everybody feels too poor, i think you want to be careful not to escalate the costs of ground action very much.
Title: Re: Cold War Comments Thread
Post by: Kurt on February 21, 2021, 05:25:45 PM
uh, there was no question in there :)

it wouldn't be hard to just reduce the quantity of Qv that could be raised, especially on medium bodies. also,  one of the weird things about gsf ground combat is that your primary cost is shipping.  if you quadrupled the cost of Qv while doubling their strength, you would for starters reduce the burden of feeding an army in peacetime, and also your surviving troops would represent a potential asset insofar as reuse/recycle becomes a lot less expensive than building one from scratch.

i assert that you wouldn't generally keep a large fleet deployed just to build up their grade- i mean if you didn't have an important security role for them at the time.  army is a lot less vital to avoiding Sudden Death Surprise than navy, so honestly just-in-time army construction is always going to be pursued as far as possible by any rational player, unless you are make troop grade way more important, idk, a factor of 1.5 or 2 for each grade level?  that scale of effect would be enough to make me explore whether it makes sense to build and maintain a large peacetime ground force- i'm kind of tight with my money but also extremely conquest oriented.

given that the whole galaxy is grinding along without any happy little wars because everybody feels too poor, i think you want to be careful not to escalate the costs of ground action very much.

I guess I was asking more for thoughts on possible ground combat systems other people have used.  I thought about just changing the time required to raise ground troops to six months, and to give them crew grades similar to ships.  This would require foresight and planning if you want to go conquering, but you wouldn't need to raise troops to defend, unless you wanted to.  So in peace time you could get away with a small army that were your best troops, and then when war threatened you could build up your armies.  That would be the easiest route, as it would retain the current system.  I've experimented over the years with various things, but none caught my fancy. 

Having said all of that, money is very tight in the Cold War universe.  I've gone past Turn 150 and none of the races in the game have come close to achieving 50,000 MCr's per month in income, although the D'Bringi Alliance's total income comfortably exceeds that.  In the Phoenix Campaign, a race with 50,000 income wouldn't have registered as a player on the galactic scene.  The largest alliance in the game, the ASR, at turn 145 had an income of 1.2 million MCr's.  The 2nd Empire of Man had an income of just over a million.  Even the Rogen alliance, which was a small group of races that had banded together to fight the bugs, had an income of 219,000 MCr's! 

I do like how, even with the major races in the Cold War universe, I've been forced to make real decisions by the scarcity of money.  None of my races have been able to thoughtlessly develop every tech system at every tech level.  Some of the smaller races have had to make painful decisions about what tech to develop, because of their limited funds.  I like that, it forces meaningful choices on the various races, and will, over time, emphasize tech differences.  For example, several races have forgone the development of capital force beams, because they invested in HET lasers at a previous tech level, and refitted their ships to use those weapons.  The races are finding it difficult to justify constant refitting of their ships, every time a new tech comes along. 

All of this gives the game a different feel.  And, the Cold War Campaign has progressed past the point at which the Phoenix Campaign became unplayable.  While it is taking more time to complete each turn than it did in the past, it hasn't come close to being unplayable.  I take that as a good sign. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Migi on February 22, 2021, 12:15:52 PM
I started writing a lengthy explanation of how armies work in Stellaris (at least as far as I remember and on the last iteration I played) because it actually has some of the same issues, fleet engagements are key and ground wars are kind of unglamorous but necessary.
However that turned out to be very long and I suspect it has far too many mechanics to fit into Starfire, unless you're expecting to write a whole game engine to handle it. I seem to have written plenty without including it. :P

Noting in advance that I don't know the rules for Starfire or your ability to implement big changes my proposals:
1) Raising large armies inherently takes a long time, and an army which is attempting to assault a planet needs to be large. You need drill sergeants to get recruits through basic training, you need uniforms for the recruits, you need equipment for the recruits to train with and you need equipment for each finished unit. (Side note I skimmed this article about the US mobilization in WW1 which states "the materiel side of mobilization was the most costly, complex, and time consuming." https://history.army.mil/documents/mobpam.htm (https://history.army.mil/documents/mobpam.htm))
From your post I gather that Starfire only has 1 size of army unit, and it is only used for assault. On this basis there should be limited ability to train armies which can invade other planets.
Aurora has Ground Force Training Facilities which represents the training and equipment production facilities needed to train armies. They are big, expensive and take a lot of population (the same as a research facility). They can only build 1 army at a time so they also limit the rate at which you can build up your forces.
I don't know what your options are for adding new structures to Starfire or RPing the cost of building and maintaining them.

1a) Planets should need a specific building in order to train assault armies.
1b) That building should be relatively expensive and have an upkeep.
1c) The number of simultaneous armies trained should be limited by the number of buildings (without knowing how many armies are in a typical Starfire invasion this might be 1:1 or 10:1)
1d) (optional) Training additional armies over the normal training capacity should cost exponentially more, eg 2x cost for 1 more than capacity, 4x cost for the 2nd etc. This reflects the cost of overworking the facilities but still provides flexibility in emergencies.

2) What ability do you have to add extra unit types to Starfire?

3) Training takes time and a quickly trained army will be much less effective than an army with lots of training. An army can be deployed early with less training than desired but this impairs its ability to perform. Additionally training in 'the real world' outside of boot camp is probably more valuable than the ability to run faster through an obstacle course.
Racial stats should represent the maximum performance for an army (it sounds like special forces are too small to be represented, they would be the logical exception to a limit).

3a) The training level of the army should be reflected in the time it takes to raise the army. An army should have 1 grade per month (or other sensible timeline) it spends being raised, up to the maximum of the racial crew grade. This allows armies to be raised quickly but makes them much less effective than armies raised in advance.
3b) It may be better to have non linear returns on investment depending on how large scale of possible grades are and how much benefit you gain from each grade. For example maybe the first grade should take 2 months of training and every grade after should take 3 months.
3c) Alternative: Armies are deployed as soon as they have 1 grade. Once deployed they gain extra grades up to the racial crew grade maximum by conducting field exercises. This should takes a certain amount of time per grade and cost money to perform.


3d) Regarding your point about disbanding armies once they've conquered the target.
Once you have possession of the target planet you need some way of keeping it under control, which is presumably provided by the conquering armies initially and then they get swapped for lower quality garrison troops.
Could you make assault armies explicitly single use and have them priced on that basis?
Any assault army which is expended in this way can generate something like an Aurora Cadre and give a discount or bonus when training another army, either taking less time to train or gaining grades faster during training.
On the other hand maybe taking some or all of these steps will make the armies sufficiently valuable that they will be worth keeping.
Title: Re: Cold War Comments Thread
Post by: Kurt on March 03, 2021, 09:54:54 AM
Sorry about this, Migi, I missed your post somehow. 

I started writing a lengthy explanation of how armies work in Stellaris (at least as far as I remember and on the last iteration I played) because it actually has some of the same issues, fleet engagements are key and ground wars are kind of unglamorous but necessary.
However that turned out to be very long and I suspect it has far too many mechanics to fit into Starfire, unless you're expecting to write a whole game engine to handle it. I seem to have written plenty without including it. :P

Noting in advance that I don't know the rules for Starfire or your ability to implement big changes my proposals:
1) Raising large armies inherently takes a long time, and an army which is attempting to assault a planet needs to be large. You need drill sergeants to get recruits through basic training, you need uniforms for the recruits, you need equipment for the recruits to train with and you need equipment for each finished unit. (Side note I skimmed this article about the US mobilization in WW1 which states "the materiel side of mobilization was the most costly, complex, and time consuming." https://history.army.mil/documents/mobpam.htm (https://history.army.mil/documents/mobpam.htm))
From your post I gather that Starfire only has 1 size of army unit, and it is only used for assault. On this basis there should be limited ability to train armies which can invade other planets.
Aurora has Ground Force Training Facilities which represents the training and equipment production facilities needed to train armies. They are big, expensive and take a lot of population (the same as a research facility). They can only build 1 army at a time so they also limit the rate at which you can build up your forces.
I don't know what your options are for adding new structures to Starfire or RPing the cost of building and maintaining them.

1a) Planets should need a specific building in order to train assault armies.
1b) That building should be relatively expensive and have an upkeep.
1c) The number of simultaneous armies trained should be limited by the number of buildings (without knowing how many armies are in a typical Starfire invasion this might be 1:1 or 10:1)
1d) (optional) Training additional armies over the normal training capacity should cost exponentially more, eg 2x cost for 1 more than capacity, 4x cost for the 2nd etc. This reflects the cost of overworking the facilities but still provides flexibility in emergencies.

2) What ability do you have to add extra unit types to Starfire?

Starfire has covered ground combat only in a placeholder sort of way, in my opinion.  Therefore, anything I add will fit in, however, anything I add will have to be done outside of Starfire Assistant.  I already handle ground combat and occupation with spreadsheets, so that isn't a big deal. 

Quote
3) Training takes time and a quickly trained army will be much less effective than an army with lots of training. An army can be deployed early with less training than desired but this impairs its ability to perform. Additionally training in 'the real world' outside of boot camp is probably more valuable than the ability to run faster through an obstacle course.
Racial stats should represent the maximum performance for an army (it sounds like special forces are too small to be represented, they would be the logical exception to a limit).

3a) The training level of the army should be reflected in the time it takes to raise the army. An army should have 1 grade per month (or other sensible timeline) it spends being raised, up to the maximum of the racial crew grade. This allows armies to be raised quickly but makes them much less effective than armies raised in advance.
3b) It may be better to have non linear returns on investment depending on how large scale of possible grades are and how much benefit you gain from each grade. For example maybe the first grade should take 2 months of training and every grade after should take 3 months.
3c) Alternative: Armies are deployed as soon as they have 1 grade. Once deployed they gain extra grades up to the racial crew grade maximum by conducting field exercises. This should takes a certain amount of time per grade and cost money to perform.


3d) Regarding your point about disbanding armies once they've conquered the target.
Once you have possession of the target planet you need some way of keeping it under control, which is presumably provided by the conquering armies initially and then they get swapped for lower quality garrison troops.
Could you make assault armies explicitly single use and have them priced on that basis?
Any assault army which is expended in this way can generate something like an Aurora Cadre and give a discount or bonus when training another army, either taking less time to train or gaining grades faster during training.
On the other hand maybe taking some or all of these steps will make the armies sufficiently valuable that they will be worth keeping.

You make some good points.  One of the issues with ground warfare in Starfire is trying to come up with the concept of what ground warfare in such an environment would be.  After all, nearly every race in the game fields ships that can depopulate worlds, even heavily populated worlds, with the weaponry they commonly carry - i.e., missiles.  And in the game, there is no penalty for nuking a population, except diplomatic.  Once a population has been eliminated, the conquering race can send in its own populations as there is no environmental damage in the game. 

In this environment, with planetary bombardment having little to no consequences, most planetary populations would surrender once an enemy fleet reaches orbit, unless the inhabiting race is inherently unreasonable, or they knew the invading race won't bombard populations.  That might be realistic, after all, once a conqueror controls the orbitals, they can drop stuff on the planet until it surrenders, and population centers and critical infrastructure, at least, will be hideously vulnerable, even if military assets aren't.  In this environment, a ground military would only be necessary to control planets that have surrendered, and would likely consist mostly of military police, with small, heavily armed reaction forces to deal with any armed uprisings or insurgents.

From the other side, if I was going to design a military force to defend a world, what would be reasonable?  The only ground weapons that could reach into orbit and engage enemy starships are PDC's, and PDC's are easily detectable by ships with long-range scanners.  Most of the races in my game have avoided using PDC's, because they literally invite a conqueror to bombard their planets, as that is the only way they can be dealt with.  I believe it was this thinking that led to ground forces being considered a footnote in the regular game.  Well, that and the fact that the people involved in creating Starfire wanted a ship-to-ship combat game, and believed that a ground warfare component would merely detract from that. 

I have played around with the idea of changing the rules so that drive fields no longer work in the combination of gravity/atmosphere.  This wouldn't change most of the game, but would remove PDC's and planetary bombardment.  With the threat of planetary bombardment removed, a planet could thumb its nose at an invading fleet, unless it had weapons that could engage ground targets, and ground troops.  This would require invaders to include a ground bombardment component to their fleets, as well as a ground invasion capability.  I get excited thinking about incorporating various different ground warfare rule systems, until I remember that we are talking about a planet-wide invasion.  Very large scale, very strategic. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on March 03, 2021, 01:19:44 PM
A question: what about using Aurora to simulate the ground combat? Design some base ground units, with their weapon and armor levels based on the tech level so a 10cm laser is HT-1, 12 is HT-2 and so on.

You could use the build times from Aurora to see how long would be needed to build the units, though you’dneed to decide on the cost to megacredits and backfill creation to the start of the game.
Title: Re: Cold War Comments Thread
Post by: Kurt on March 03, 2021, 07:06:15 PM
A question: what about using Aurora to simulate the ground combat? Design some base ground units, with their weapon and armor levels based on the tech level so a 10cm laser is HT-1, 12 is HT-2 and so on.

You could use the build times from Aurora to see how long would be needed to build the units, though you’dneed to decide on the cost to megacredits and backfill creation to the start of the game.

I don't have much experience yet with Aurora's ground combat module.  I've tried to play around with it a couple of times, but the learning curve is steep and I don't have enough time right now to immerse myself in it to really learn it.  I'm looking forward to using it the next time I start an Aurora campaign, though. 

Title: Re: Cold War Comments Thread
Post by: Shinanygnz on March 05, 2021, 01:38:08 PM
Not looking good for the Mintek.  Heavily outnumbered by D'Bringi F0, and they only get an even fighter duel if they bring just half with them.  Given the disparity in battleline weights, they are in deep do-do now the Alliance has a potential back door.  Might find themselves bottled up in home system until SBMHAWKS come along, or the Alliance wants to feed enough ships into a WP assault
Title: Re: Cold War Comments Thread
Post by: Kurt on March 05, 2021, 03:19:31 PM
Not looking good for the Mintek.  Heavily outnumbered by D'Bringi F0, and they only get an even fighter duel if they bring just half with them.  Given the disparity in battleline weights, they are in deep do-do now the Alliance has a potential back door.  Might find themselves bottled up in home system until SBMHAWKS come along, or the Alliance wants to feed enough ships into a WP assault

This is all going to be dependent on lots of variables.  You are right as far as sheer numbers, but they don't always tell the tale.  For example, while the D'Bringi Alliance does have a larger fleet, they also have multiple commitments, such as guarding the border with the humans, maintaining the blockade at the warp point to the Mintek home world, and garrisoning their various species capitals.  The Mintek have a lighter load, since they can rely on their fixed defenses, at least in part, to defend their home system, freeing up their navy to attack or defend outside the home system.  It will also depend on the manner of their meeting. 

Kurt
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on March 05, 2021, 05:48:45 PM
I am seriously hoping the Mintek have a lot of success and destroy a good % of the invading fleet. The recovery time and cost will allow Humanity to catch up a little.
Title: Re: Cold War Comments Thread
Post by: Migi on March 06, 2021, 10:46:22 PM
The Mintek fighter battle was brutal.
I didn't quite understand if the Mintek recommendations involve adding fighters to the warp point defenses or if they are going to be based at the homeworld.

With respect to ground combat, I hadn't considered the problem of orbital bombardment weapons causing planetary surrender. In Steve's writing the standard procedure is to ignore missile bombardment and start with beam bombardment to clear out beam STOs on the planet, then bring in ground units to take control of the surface.
I don't think I've seen any write ups of Aurora where planets surrender rather than face missile bombardment, but that might be partly due to the NPR AI.

I did think up a system for adding point defence fortification to planets (which you could track with excel or pen and paper) but I realised afterwards that once the defences are overcome the planet still has the same choice, keep up resistance despite the consequences or surrender. This again renders the ground forces somewhat moot.
The way to change the surrender calculation would require missiles (and probably all other weapons) to be less powerful vs populations, so that a fleet can't inflict a completely devastating amounts of damage once it has control of local space. This might be somewhat difficult to explain in universe given the events which have already happened, although I don't see why you couldn't implement it in a future campaign.

I've put the point defence fortification system below in case you are interested in implementing it.
Off-Topic: show

In Aurora C# to protect a colony from missiles you want point defence STOs. With enough point defence the attacker can't get any missiles through and is forced to attack with beam weapons. This (hopefully) means they can be targeted by beam STOs (assuming the attacker doesn't have longer range tech). With enough of both the planet is safe, otherwise the planet is vulnerable to beams or missiles.
Another aspect is that fortification makes units harder to hit, the way I think about it is that heavily fortified units have many prepared positions they can move between (via underground tunnels or something) rather than sitting in one place and piling up bigger dirt mounds or concrete layers to protect them. The maximum fortification level is based on unit type and whether they have construction units helping.
This means that STOs can survive beam bombardment by virtue of being difficult to hit regardless of what is shooting at them.
Finally you can't distinguish STOs from other ground units until they fire, which gives the defender the possibility of deceiving the attacker into thinking there are no long range STOs until they are well inside firing range.


You can implement this by having abstract levels of point defence fortification. Each level represents a hardened network of mobile vehicles with point defence weapons and radars for detection, statistically some useful fraction of the network is in the correct position to shoot the incoming missiles. The system remains hidden until activated.

Each level of point defence fortification provides some suitable amount of point defence (maybe 10 shots?) and costs a suitable amount to build and maintain. There should probably be some limit on how high the level can get and where you can build them (like a minimum population and body size, it would be difficult to have a vast network on a small asteroid).

Hits from missiles and beam weapons can degrade the point defence fortification, reducing its ability to protect the planet, but those shots don't necessarily destroy the units, they might just block tunnels or destroy firing platforms. This can be abstracted as hit points, when all hit points are lost the fortification is considered destroyed, the output should diminish as the fortification takes damage.
(This is somewhat difficult to calibrate without a firm number of shots it can fire and hit points, I'm assuming 10 each)
The simplest option would be to reduce the number of shots by the number of lost hit points.
Alternatively you could have a 50% chance of reducing the number of shots by the number of lost hit points.
Alternatively you could roll 2D6-2 and if the damage is larger than the number rolled then the output is reduced by the amount of damage (this might just be my penchant for bell curve distributions talking).

I think you mentioned that planets are divided into 6 hexes so you might want to keep track of defences in each hex separately, which could increase the amount of book keeping during a battle.

You then have a choice of duplicating this system with beam weapons or putting beam weapons on PDCs. Arguably you have the same choice for missiles. While they are already established in universe to be stationed on PDCs, that could simply be a strategic holdover based on outdated philosophies rather than new operational realities. Or you could make it a HT9 system so that everyone has an excuse for not having it researched yet.
Title: Re: Cold War Comments Thread
Post by: Kurt on March 07, 2021, 10:07:31 AM
The Mintek fighter battle was brutal.
I didn't quite understand if the Mintek recommendations involve adding fighters to the warp point defenses or if they are going to be based at the homeworld.

You didn't understand because I didn't mention it <G>.  Neeron's recommendations were made from the point of view of supporting the fleet.  For system defense, the Mintek currently have a large, 257 space asteroid fort (almost as big as two superdreadnoughts) at the warp point.  This fort has thirty fighters, three armed pinnaces, and capital missile launchers. In addition, the latest version of their BS5 warp point defense base will have a small fighter complement as well.  Although it will take some time to refit all of those monsters.  The Mintek have plans to build a second asteroid fort to be placed in orbit over their home world, to defend the planet against anything that gets past the warp point defenses.   

Quote
With respect to ground combat, I hadn't considered the problem of orbital bombardment weapons causing planetary surrender. In Steve's writing the standard procedure is to ignore missile bombardment and start with beam bombardment to clear out beam STOs on the planet, then bring in ground units to take control of the surface.
I don't think I've seen any write ups of Aurora where planets surrender rather than face missile bombardment, but that might be partly due to the NPR AI.

Aurora is a different game, with different assumptions.  In Starfire, there has been a long standing debate on planetary defenses.  In Starfire, once a defending fleet has been forced to retreat, a planetary population is left with only its defenses to prevent invasion or catastrophic bombardment.  Those defenses can be, in order, orbital fortresses, Planetary Defense Centers (PDC's), and troops.  The orbital defenses and PDC's are armed with the same weapons that a fleet is, and so have the same advantages and disadvantages that the fleet does.  In Starfire, weapons range is critical, nowhere more so than with planetary defenses.  Your big, expensive bases or PDC's become mere targets if the enemy fleet outranges their weapons, and yet, typically, players will refit their fleet with the latest weaponry first, only later refitting defenses, if ever.  Also, PDC's present a particular problem.  To engage the PDC's, a fleet will necessarily have to bombard the planet, and there will be collateral damage to the population.  A PDC on the surface of an inhabited world invites planetary bombardment.  Indeed, David Weber's Terran Federation, the main human race in the Starfire source material, refuses to build PDC's on inhabited planets for that very reason.  Better to have the planetary population surrender undamaged, to be retaken later, than suffer catastrophic bombardment.   Indeed, there are rules for that. 

Quote
I did think up a system for adding point defence fortification to planets (which you could track with excel or pen and paper) but I realised afterwards that once the defences are overcome the planet still has the same choice, keep up resistance despite the consequences or surrender. This again renders the ground forces somewhat moot.
The way to change the surrender calculation would require missiles (and probably all other weapons) to be less powerful vs populations, so that a fleet can't inflict a completely devastating amounts of damage once it has control of local space. This might be somewhat difficult to explain in universe given the events which have already happened, although I don't see why you couldn't implement it in a future campaign.

I've put the point defence fortification system below in case you are interested in implementing it.
Off-Topic: show

In Aurora C# to protect a colony from missiles you want point defence STOs. With enough point defence the attacker can't get any missiles through and is forced to attack with beam weapons. This (hopefully) means they can be targeted by beam STOs (assuming the attacker doesn't have longer range tech). With enough of both the planet is safe, otherwise the planet is vulnerable to beams or missiles.
Another aspect is that fortification makes units harder to hit, the way I think about it is that heavily fortified units have many prepared positions they can move between (via underground tunnels or something) rather than sitting in one place and piling up bigger dirt mounds or concrete layers to protect them. The maximum fortification level is based on unit type and whether they have construction units helping.
This means that STOs can survive beam bombardment by virtue of being difficult to hit regardless of what is shooting at them.
Finally you can't distinguish STOs from other ground units until they fire, which gives the defender the possibility of deceiving the attacker into thinking there are no long range STOs until they are well inside firing range.


You can implement this by having abstract levels of point defence fortification. Each level represents a hardened network of mobile vehicles with point defence weapons and radars for detection, statistically some useful fraction of the network is in the correct position to shoot the incoming missiles. The system remains hidden until activated.

Each level of point defence fortification provides some suitable amount of point defence (maybe 10 shots?) and costs a suitable amount to build and maintain. There should probably be some limit on how high the level can get and where you can build them (like a minimum population and body size, it would be difficult to have a vast network on a small asteroid).

Hits from missiles and beam weapons can degrade the point defence fortification, reducing its ability to protect the planet, but those shots don't necessarily destroy the units, they might just block tunnels or destroy firing platforms. This can be abstracted as hit points, when all hit points are lost the fortification is considered destroyed, the output should diminish as the fortification takes damage.
(This is somewhat difficult to calibrate without a firm number of shots it can fire and hit points, I'm assuming 10 each)
The simplest option would be to reduce the number of shots by the number of lost hit points.
Alternatively you could have a 50% chance of reducing the number of shots by the number of lost hit points.
Alternatively you could roll 2D6-2 and if the damage is larger than the number rolled then the output is reduced by the amount of damage (this might just be my penchant for bell curve distributions talking).

I think you mentioned that planets are divided into 6 hexes so you might want to keep track of defences in each hex separately, which could increase the amount of book keeping during a battle.

You then have a choice of duplicating this system with beam weapons or putting beam weapons on PDCs. Arguably you have the same choice for missiles. While they are already established in universe to be stationed on PDCs, that could simply be a strategic holdover based on outdated philosophies rather than new operational realities. Or you could make it a HT9 system so that everyone has an excuse for not having it researched yet.


Interesting.  I have long played around with the idea that if drive-fields didn't work in atmosphere combined with a gravity well, then that would change the equation.  After all, if the missiles that every fleet is equipped with didn't work any more, then the threat of bombardment is negated without special equipment and surrender would no longer be automatic.  I always get lost in trying to devise a combat system that is abstract enough to cover an entire planet, but yet still detailed enough to be interesting. 

For now I've decided to continue pushing forward with the current hybrid system from the later Starfire products that I've been using. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on March 07, 2021, 11:43:03 PM
The quick puncture to the drive field issue - the drive field only has to get the missile going and up to speed, and then it can be shut down and physics will take over as the missile continues towards the planet on inertia. Or even if its an Aurora-like 0.2c to 0 stop on a dime, placing the missiles in a decaying orbit would let the planetary gravity pull them in. It’d take calculations to land the weapons on target, but PDCs are static targets so it would be doable.
Title: Re: Cold War Comments Thread
Post by: Andrew on March 08, 2021, 04:28:02 AM
I believe that in starfire physics when the drive field is dropped/destroyed an object stops moving as it does not develop a real velocity under the drivefield. So if an atmosphere stops the drive field standard starfire missiles would be fairly ineffective against a planet particularly if there is any point defense as a missile moving under gravity would be an easy kill compared to a drivefield missile at soemthing like .9c
Title: Re: Cold War Comments Thread
Post by: misanthropope on March 08, 2021, 07:48:07 AM
zero velocity in all frames of reference!  whoever said weber was a hack?
Title: Re: Cold War Comments Thread
Post by: Kurt on March 08, 2021, 08:45:50 AM
Yes, if the drive field goes down the object "stops moving", as problematic as that is.  And I believe that was a Marvin Lamb ruling, not a David Weber thing.  The problem was, if the object doesn't stop, then relativistic bombardment becomes simple.  Just attack a drive field generator to an asteroid, get it up to two or three percent of the speed of light, and crack any handy planet.  Or base, or asteroid fort, or whatever can't dodge. 

By making such a ruling you create all sorts of logical issues, of course.  What is "stopping"?  In what frame of reference?  Relative to what?  However, that ruling did eliminate the relativistic bombardment issue which could have broken the game. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Andrew on March 08, 2021, 09:51:50 AM
Yes Starfire is a game first with technobabble to explain what was neessary for a game to work. I seem to remember drive field based kinetic kill weapons used from orbit and by ground troops with very high pseudo velocities for less damaging weapons than massed nuclear bombardment. Also in ISW-4 when they used asteroids as kinetic weapons to eradicate life on planets they were moved with an Orion drive not a drive field.
As drive field technology seems to be linked to warp points which seem to be anchored to stars the simplest answer seems to be that without a drive field a ship comes to rest in the frame of reference of the star , which still causes some problems when taking up orbits around planets and similar
Title: Re: Cold War Comments Thread
Post by: Migi on March 08, 2021, 11:42:42 AM
Yes, if the drive field goes down the object "stops moving", as problematic as that is. 
(snip)
By making such a ruling you create all sorts of logical issues, of course.  What is "stopping"?  In what frame of reference?  Relative to what?
My concern is not with something as esoteric as a reference frame but simple conservation of energy.
To stop a moving object you need to apply force opposite to the direction of travel, to stop it more or less instantly you need a very large force.
A drive which can generate those sort of forces doesn't sound like a drive which is no longer functional eg due to battle damage.

It all sounds like it needs a big "non-Newtonian" disclaimer applied.

On another note, are there any races which are interested in planet sniping, or is that considered too dishonourable? The humans spring to mind given how they came pretty close to having their home planet conquered and the political situation trending xenophobic.
Title: Re: Cold War Comments Thread
Post by: Black on March 08, 2021, 12:03:33 PM
I am not sure humans would be willing to nuke planets, the navy personnel had to deal with consequences of nuked planet and I am not sure they would do it to someone else, especially while Ruston is in command.
Title: Re: Cold War Comments Thread
Post by: Kurt on March 09, 2021, 08:27:54 AM
I am not sure humans would be willing to nuke planets, the navy personnel had to deal with consequences of nuked planet and I am not sure they would do it to someone else, especially while Ruston is in command.

This is essentially correct.  The destruction of much of Earth was traumatic, and the ongoing export of emigrants to the rest of the colonial territories ensures that the knowledge of the horrors and sheer destructiveness of the bombardment are kept fresh.  The Fleet, as it stood at the time of the destruction of the USSR and the Coalition, stood against the madness that led to the end, and is dead set against that happening again. 

However, that being said, there is a growing anti-alien sentiment throughout the colonial territories, given voice by the New Dawn movement.  There are those within New Dawn that would not flinch at bombarding aliens to achieve their ends, as they are alien. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on March 09, 2021, 08:34:06 AM
Yes, if the drive field goes down the object "stops moving", as problematic as that is. 
(snip)
By making such a ruling you create all sorts of logical issues, of course.  What is "stopping"?  In what frame of reference?  Relative to what?
My concern is not with something as esoteric as a reference frame but simple conservation of energy.
To stop a moving object you need to apply force opposite to the direction of travel, to stop it more or less instantly you need a very large force.
A drive which can generate those sort of forces doesn't sound like a drive which is no longer functional eg due to battle damage.

It all sounds like it needs a big "non-Newtonian" disclaimer applied.

On another note, are there any races which are interested in planet sniping, or is that considered too dishonourable? The humans spring to mind given how they came pretty close to having their home planet conquered and the political situation trending xenophobic.

Currently, the D'Bringi and the Colonial Union are both dead-set against planetary bombardment, although for different reasons.  The D'Bringi want to civilize races they encounter, and incorporate them within the Alliance, while the Colonial Union feels that it is morally wrong based on what happened to Earth.  The Colonial Union, as it stands now, would be more likely to react negatively to another race committing genocide, while the D'Bringi would be more likely to merely note that the offending race is unstable and to be avoided. 

The Mintek, also, are dead set against planetary bombardment, as they view every planet has being filled with lost souls that must be saved.  Killing them without trying to bring them to the light would be about as bad a thing as a Mintek could do.  They would be appalled by another race committing such an atrocity, and would strive to end such a threat to the faithful. 

The Rehorish and the Bjering are much more comfortable with the concept, although that doesn't mean that they would use it indiscriminately.  For them it would be considered on a case by case basis, based on the situation as it stood a the time. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on March 13, 2021, 12:22:51 PM
A note to anyone who is interested.  The Cold War universe has reached a size and complexity that is making it harder for me to keep track of on-going events.  And I feel that if I'm having a problem keeping track of events, then I'm probably not communicating them very well either.  Therefore, I'm going to change the format a bit to hopefully make things easier to track.  From now on, instead of making posts with general events for all of the races, I'll be making at least one post for every ten turn period for each race/alliance.  Sometimes these posts will cover events covering multiple races or alliances, as they interact with each other.  And I'll continue doing the general updates every ten turns, as I think that helps everyone see where each race/alliance is in the overall scheme of things. 

I think this will allow everyone, including me, to see the progress of each alliance better.  Hopefully. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on March 13, 2021, 12:45:14 PM
Sounds good - you can always drill down and expand on interesting events when something extraordinary happens.
Title: Re: Cold War Comments Thread
Post by: Black on March 22, 2021, 12:36:44 PM
Disappointing development in Colonial Union, but not surprising. I did not expect that the Union would go against Tlatelolco as well. Good for Tareks that they did not opposed Union, although any chance for some kind of normalized relationship, even if future Colonial government shifts from this madness, is very slim.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on March 22, 2021, 08:15:23 PM
What kind of gadget could giant crabs carry around that could do that to them? Do they carry it all the time, or is it just something they have for special occasions?
Title: Re: Cold War Comments Thread
Post by: Kurt on March 23, 2021, 09:05:01 AM
What kind of gadget could giant crabs carry around that could do that to them? Do they carry it all the time, or is it just something they have for special occasions?

He overloaded the power supply for his armor.  I'd think that you'd want to safeguard against something like that happening, but apparently its a feature, not a bug for the Tarek. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Migi on March 23, 2021, 03:16:32 PM
The Tarek seem to have gotten the rough end of the stick, I don't remember them doing anything aggressive except in response to human provocation but at least with an intact homeworld they are in a position to recover their independence if the CU gets beaten down.

Given the planet was captured intact, does it instantly provide all economic output to the CU or is there some sort of integration period?
What did you decide to do about ground units in the end?
Title: Re: Cold War Comments Thread
Post by: Kurt on March 23, 2021, 03:33:23 PM
The Tarek seem to have gotten the rough end of the stick, I don't remember them doing anything aggressive except in response to human provocation but at least with an intact homeworld they are in a position to recover their independence if the CU gets beaten down.

Given the planet was captured intact, does it instantly provide all economic output to the CU or is there some sort of integration period?
What did you decide to do about ground units in the end?

The Tarek were always going to be unreasonably hostile to humans, as a result of their initial roll on the communications table.  However, having said that, Humanity really screwed them over.  We colonized the other habitable planet in their system without checking with them first, and then got uncomfortable when they didn't act like it was okay.  Basically, we gave them an excuse to hate us, but they were going to do that already.  The income and tech disparity is so large that they had no way of actually becoming a credible threat, though. 
Title: Re: Cold War Comments Thread
Post by: Black on April 05, 2021, 09:47:35 AM
It would seem that D'Bringi unwillingness to share fighter technology with Rehorish just costed Alliance second route to Mintek territory and significantly decreased number of ships that can be deployed for offensive through Phyriseq. And fixed defenses are most likely out of question for defense of Kure as the precise location of the jump point is unknown?
Title: Re: Cold War Comments Thread
Post by: Kurt on April 05, 2021, 04:27:55 PM
It would seem that D'Bringi unwillingness to share fighter technology with Rehorish just costed Alliance second route to Mintek territory and significantly decreased number of ships that can be deployed for offensive through Phyriseq. And fixed defenses are most likely out of question for defense of Kure as the precise location of the jump point is unknown?

The question of the D'Bringi providing the tech will be addressed in an upcoming post.  And yes, fixed defenses are out of the question.  The Alliance knows the location of the warp point within fifteen light seconds, which means that bases are out of the question.  The longest ranged conventional weapon at this point is capital missiles, with a 7.5 light second range, and proto-type fighters have a max range of four light minutes, one way.  That means mobile ships would be needed to respond to an incursion.  The D'Bringi and the Rehorish will have to discuss defenses, but they will be unlikely to abandon the system, as it has a reasonably sized colony and is a contact point with the Titov Free State and the Colonial Union.  Perhaps missile and fighter bases around the colony and fighter bases at the warp point to the Titov Free State. 

As for the D'Bringi reticence about sharing their fighters costing them a chance to break into Mintek space, there was never going to be a chance of that.  Strategos Neeron was willing to sacrifice his entire force, if necessary, if they could not force the Alliance corvettes out of detect range.  While Neeron's force was a significant percentage of the Mintek fleet, denying the Alliance access to Mintek space was a critical strategic priority worth much more than the ships in that fleet.  Of course, the Rehorish and the D'Bringi don't know that, and still don't appreciate how ruthless the Mintek really are. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Garfunkel on April 06, 2021, 12:57:23 PM
I just caught up with this - what plot twists! I can't believe that humans went from protagonists to villains and the D'Bringi from villains to protagonists!  :) This is starting to rival Steve's epic Starfire campaign, hope you can keep it going!
Title: Re: Cold War Comments Thread
Post by: Desdinova on April 06, 2021, 02:39:17 PM
It'd be nice to see the D'Bringi taken down a peg after what happened to Earth, but with humanity taking a hard turn towards xenophobia I'm not sure who the good guys are anymore. I wonder if the D'Bringi should make diplomatic overtures towards humanity? "Oh, by the way, there's another giant expansionist power in the galaxy, and if they beat us, they'll be coming for you next, or coming through you to get to us".
Title: Re: Cold War Comments Thread
Post by: Migi on April 16, 2021, 05:07:42 PM
Thanks for the updates.

Why is the Colonial Union building an SD? IIRC the Mintek ones were slower than cruisers and many of the human experiences in war seem to point in the direction of faster fleets to keep or gain strategic initiative.
I don't think they don't have fighters yet, is that correct? (as a side note I predict the lack of fighters and experience using them will cause the humans great pain later on)

After seeing all the pinnaces and cutters that many navys have, are they similar to fighters, and how do they stack up in combat?
Title: Re: Cold War Comments Thread
Post by: Andrew on April 17, 2021, 08:40:39 AM
Cutters are the smallest and cheapest small craft possible , their only use is planatery survey. Pinnaces are jump point capable small craft and are very useful for probing WP, they carry a point defense which shoot at fighters but they are large and expensive so are no use as a combat craft.
Later there are armed pinnaces and Shuttles which do have combat utility. ASFC are the best low tech anti-fighter weapon and they need a large numerical advantage to win against fighters, swarms of Assault shuttles can also cause problems for fighters

Superdreadnoughts are bigger and better armed than anything else except bigger ships. In strength well designed SD Fleets unlike the Mintek SD's which have a bad design philosophy and were caught in a bad situation will kill BC and CA in large numbers. They are slower but that is less of a problem than you think  as long as you have enough to win. In most starfire campaigns BB/SD and larger ships along with carriers dominate battle with a niche roll for BC's as fast capital missile combatants, with the slow bulding rates and generall small economies no one in this campaign has built enough big ships to demonstrate this and have a large investment in BC and CA.
Particularly SD and BB tend to do much better in the WP assault role as they have much thicker defenses

Edit
The Bjering are building an ML or Light Monitor the next size up from an SD , Slower but even more powerful
Title: Re: Cold War Comments Thread
Post by: Kurt on April 17, 2021, 02:16:30 PM
Thanks for the updates.

Why is the Colonial Union building an SD? IIRC the Mintek ones were slower than cruisers and many of the human experiences in war seem to point in the direction of faster fleets to keep or gain strategic initiative.
I don't think they don't have fighters yet, is that correct? (as a side note I predict the lack of fighters and experience using them will cause the humans great pain later on)

After seeing all the pinnaces and cutters that many navys have, are they similar to fighters, and how do they stack up in combat?

The cutters are used by all races for planetary surveys, but that's it.  As Andrew said, the pinnaces are very useful for probing warp points to determine what is on the other side.  You don't have to risk a full-sized ship, and pinnaces are small enough that they might be able to escaping drawing any attention at all.  In terms of combat, as Andrew said, the pinnaces have a point defense unit, so they can defend themselves against fighters, but they can't datalink so fighters, with their six fighter squadrons, will eat them up in combat. 

The Colonial Union does not have fighters, and they have not met anyone that is actively using them, so they have no idea that they even exist.  And that is the reason the CU is building an SD.  You are correct that an SD is slower both tactically and strategically.  Most of the active races in my campaign so far have limited themselves to battlecruisers, which are fast, and big enough to do a good amount of damage while carrying enough defenses to make them tough targets.  The humans, though, are reacting to their perceived inferior position.  They are looking to gain prestige, rather than combat capability, and fielding a force of the biggest ships possible looks like the best way to do that, whether they are combat effective or not. 

All things being equal, a force of SD's is difficult for a force of BC's to deal with.  It can be done, as the D'Bringi proved in their first major engagement with the Mintek.  However, if the SD's are properly designed and deployed, they can successfully take on a mass-equivalent force of battlecruisers, or even a force of BC's that out-masses them, to a certain extent.  That is balanced by the BC force's ability to pick the time and place of the engagement, or to decide if there will be an engagement at all. 

Of course, all of that assumes the other side doesn't have fighters.  The D'Bringi have no interest in SD's because they've been throwing all of their time and money into expanding their fighter corps.  Plus, their clans have a raiding mentality, and building large slow battlewagons doesn't really fit into that mindset.  The humans are either going to encounter someone who has fighters, or they are going to develop them themselves.  Either way, unless they get their asses handed to them, they are going to go with the view that fighters are only good as a support weapon to the large BB's and SD's, because they'll have so much time and effort invested in the big ships that they'll find it difficult to go a different way until their faces are rubbed in the fact that they have to adopt fighters. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Black on April 17, 2021, 04:38:01 PM
From what I remember from Starfire books, anti-matter warheads are quite a gamechanger as far as missile combat goes. This could give an edge to Mintek.
Title: Re: Cold War Comments Thread
Post by: Kurt on April 17, 2021, 05:19:21 PM
From what I remember from Starfire books, anti-matter warheads are quite a gamechanger as far as missile combat goes. This could give an edge to Mintek.

You aren't wrong.  Anti-matter warheads double the damage of the missile mounting them, which is a big boost in combat power.  The Mintek have made a big investment in the latest tech.  Given the increased tech costs in my campaign, and the reduced pop growth, higher tech levels are causing even the larger nations to have to pick and choose what they invest in developing, and the higher tech stuff is expensive to start with.  There is a lot of good stuff available at HT 9, which is the level the Mintek just reached, though.  Improved fighters, composite armor, anti-matter warheads, capital energy beams, jammer ECM, improved multiplex tracking, SBM's, and SBM pods, and laser pods for fighters.  All of that stuff is nearly critical to any nation, and some of it is potentially game changing.  The anti-matter warheads, coupled with improved multiplex tracking, is gives missile ships a big advantage (although improved multiplex helps beam ships too).  The SBM's, with anti-matter warheads, are a big advantage too, as they can outrange the enemy's capital missiles.  And jammer ECM and SBM pods can change the equation in warp point assaults, as the pods can travel through warp points, and a jammer ECM on board a ship will knock every enemy ship (fighters too!) out of their datalinks at close range.   

All of this is very expensive to develop, and the Mintek aren't the largest economy in the game, but once they've got it developed and deployed, watch out! 

Kurt
Title: Re: Cold War Comments Thread
Post by: SevenOfCarina on April 17, 2021, 07:28:46 PM
The humans are either going to encounter someone who has fighters, or they are going to develop them themselves.  Either way, unless they get their asses handed to them, they are going to go with the view that fighters are only good as a support weapon to the large BB's and SD's, because they'll have so much time and effort invested in the big ships that they'll find it difficult to go a different way until their faces are rubbed in the fact that they have to adopt fighters. 

Fortunately (or not) for the Colonial Union, that's going to happen sooner than they expect. With the D'Bringi distracted and considering how far relations have deteriorated, I wouldn't be surprised if they make an attempt to annex the Tomsk Union by force. The Bjering will no doubt object to that, and they've gone all-in on fighter technology.

Honestly, it's kinda disappointing how far humanity has fallen. Had the USSR and the Coalition unified peacefully without ruining Earth, a united human state would probably have an economy as large as the entire D'Bringi Alliance combined.
Title: Re: Cold War Comments Thread
Post by: Kurt on April 19, 2021, 09:12:41 AM
The humans are either going to encounter someone who has fighters, or they are going to develop them themselves.  Either way, unless they get their asses handed to them, they are going to go with the view that fighters are only good as a support weapon to the large BB's and SD's, because they'll have so much time and effort invested in the big ships that they'll find it difficult to go a different way until their faces are rubbed in the fact that they have to adopt fighters. 

Fortunately (or not) for the Colonial Union, that's going to happen sooner than they expect. With the D'Bringi distracted and considering how far relations have deteriorated, I wouldn't be surprised if they make an attempt to annex the Tomsk Union by force. The Bjering will no doubt object to that, and they've gone all-in on fighter technology.

Honestly, it's kinda disappointing how far humanity has fallen. Had the USSR and the Coalition unified peacefully without ruining Earth, a united human state would probably have an economy as large as the entire D'Bringi Alliance combined.

The way I had it set up, both the D'Bringi Alliance and the human nations were subject to internal divisions and pressures.  If the D'Bringi had done a little worse, and the humans a little better, it might have been the D'Bringi that fell to an internal civil war between their clans, shattering their Alliance and leaving an alliance of the USSR and Coalition dominant.  It just kind of worked out the way it did.  Failure, or perceived failure, can be a problem. 

Having said that, while the D'Bringi Alliance is the dominant power, they also have more enemies.  The Colonial Union currently doesn't have any active enemies, unless they create their own, which admittedly they are working very hard on doing. 
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on April 19, 2021, 03:57:23 PM
As I understand it, the Bjering will stomp the humans flat given the fighter advantage in starfire. The only thing that would prevent a clean sweep would be closed warp points (which they probably know about given the Tomsk Union) and any artificial constraints on invasions.
Title: Re: Cold War Comments Thread
Post by: YABG on April 19, 2021, 04:22:52 PM
Maybe the best hope for humanity the CU getting whipped and the Tomsk Union taking over the mantle as the major human power, leading a less xenophobic human regime, content with being a mid tier power.

Really cool AAR by the way, thanks for writing it up so far :)
Title: Re: Cold War Comments Thread
Post by: Andrew on April 19, 2021, 05:07:53 PM
I would say that the CU will do well if they can maintain their peaceful position for some time, they have low compared to other powers spending on their fleet which means they can improve technology and econonomy relatively quickly improving their relative position. The D'bringi/Rehorish alliance will want to avoid fighting the humans until they have beaten the Mintek so that helps with peace. If they have to fight the Bjering they stand a good chance of winning , the Bjering have a smaller economy and small fleet with not many fighters so the CU fleets stand a good chance of beating them in battle or at least forcing them to fight with the support of their forts at a WP.

Conquest of Tomsk and the Bjering would really help the CU position but such a war is risky and would cut into their economic development and risk D'Bringi attack taking advantage of the CU being distracted and hoping the Mintek don't choose that moment to attack. After all until they find another point of contact with the Mintek the only way the D'bringi can continue the war is with a WP assault against known heavy defenses and that would be very expensive even if they won
Title: Re: Cold War Comments Thread
Post by: Kurt on April 20, 2021, 06:57:21 AM
As I understand it, the Bjering will stomp the humans flat given the fighter advantage in starfire. The only thing that would prevent a clean sweep would be closed warp points (which they probably know about given the Tomsk Union) and any artificial constraints on invasions.

It's not quite that clear cut, I think.  Fighters are a big deal once they become available, but they aren't magic.  The Bjering are using fighters in a support role, and have divided their carriers between their five fleets, with a small reserve of carriers with their home fleet.  This means that unless they assemble their fleets, which are currently dispersed across their territory, any one fleet only has a relatively small number of fighters.  Depending on the force ratio, they might not be enough to tip the balance if the CU has superiority.  If the Bjering are given enough time to assemble their fleets, the CU has a problem. 

If it comes to fighting, it will be an interesting conflict.  The CU wants Tomsk and its colonies, but has no interest in conquering the Bjering, and would prefer they just go away.  On the Tomsk-Bjering side, they both have no interest in conquering the CU, or really even in acquiring additional territory by conquest.  That means that the allies will try to stop the CU from conquering Tomsk, and will try to make continuing the war expensive for the CU, while the CU really just needs to take and hold the Tomsk system.  While the CU isn't sure how far the Tomsk Union has explored and colonized, they do know the basic layout of the Tomsk state.  The most important thing about the Tomsk Union is that it is centered on the Tomsk system, which has twelve warp points.  Every other colony in the Tomsk Union can be found along one of the ten other warp points (not including the one to the CU, and the one to the Bjering), thus, if the CU holds the Tomsk system, each of the warp chains will be cut off from each other, isolating the colonies located there and leaving them ripe for conquest once the Bjering are dealt with. 

We'll see. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on April 20, 2021, 06:59:39 AM
Maybe the best hope for humanity the CU getting whipped and the Tomsk Union taking over the mantle as the major human power, leading a less xenophobic human regime, content with being a mid tier power.

Really cool AAR by the way, thanks for writing it up so far :)

I'm glad you like it.  I'm having fun writing it, and I'm glad I've been able to get further than I have in previous campaigns. 

I'm not sure how things are going to work out.  Just when I think I have a clear idea of how things are going, something happens to change the course of everything.  Again. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Garfunkel on April 20, 2021, 08:10:26 AM
Yeah it's a good story and even though I don't play Starfire, it has kept me well interested.
Title: Cold War: Author's Note
Post by: Kurt on April 28, 2021, 02:45:26 PM
My latest update covers some of humanity's ongoing issues with the ecological devastation of Earth after two nuclear wars.  Starfire does not really cover this issue, and Starfire Assistant certainly doesn't give the user any way to modify the habitability of a given planet.  Therefore, I came up with a house rule covering this specific situation. 

After the second nuclear war on Earth destroyed the Coalition and the USSR, I ruled that the population on Earth had been reduced to a medium population (800 population units), and that it could not support than that.  The population could still grow, of course, but the Earth couldn't support more than 800 PU's and the excess would have to be shipped out or allowed to die off.  As I have the growth turns set to allow population growth every five game turns, that meant that on every fifth turn the Earth's population would pass the limit and the excess would have to be shipped off.  Because this is really happening every month, but only being accounted for every five months, I ruled that the human governments would have to pay the full colonization cost of every PTU (Population transport unit) shipped to another planet, but they would not have to use the existing CFN to transport the PTU's to other systems.  This was because SA wouldn't allow transports from one government to pick up PU's belonging to another government, and while I could have worked that out, I just figured as long as everyone was paying it would all work out. 

This was both an incredible boon to humanity, and an immense drag to their economy at the same time.  As I noted in my recent post, the Colonial Union was spending approximately 25% of its monthly income relocating these PU's from Earth to the colonies.  And that's base cost for shipping them to the closest, cheapest location.  At first, the various human nations were shipping them to outer colony worlds to bolster their populations to the critical 400 PU level, so the cost was much higher.  Once a colony reaches that level it can do all sorts of things, including, critically, ship out new colonies from its own population without quickly depleting its population.  This was great, and all of the human states quickly built up several systems that could support independent colonization.  This gave them an advantage over the other races.  For example, the oldest D'Bringi colony has only grown to 341 PU at this point, well short of being able to support additional colonization, while the humans have multiple colonies capable of do that.

Having said that, though, the downside is the incredible cost.  Every five months the humans have to deal with another wave of refugees, and their economy, as much as it depended on the influx of new population units, was stressed to the maximum trying to do everything they wanted to do and pay for the refugees.  Something had to change. 

Finally, outside the game, I became concerned that the humans were inadvertently "gaming the system".  Starfire is set up to favor small colonies over large.  Larger populations grow more slowly, and larger populations produce less income per person than smaller populations.  I recently realized that the humans were taking advantage of that.  The Rehorish and the D'Bringi both have much larger populations in terms of numbers of people, and in terms of the size of their largest population centers, but this isn't accurately reflected in a comparison of the production of both sides.  So, for within game reasons, and meta reasons, I decided to put an end to the flow of refugees from Earth. 

Kurt
Title: Re: Cold War Comments Thread
Post by: misanthropope on April 28, 2021, 08:36:00 PM
i mean, you work with what you have.  the situation as reflected in the game isn't as bad for humanity as the Earth conditions you're trying to simulate, but it's still enormously worse than having a very large pop on undespoiled terra.  with the house rule growth rate reduction thats a substantial purely narrative-driven headwind for the monkey boys.

i don't recall the long term effects of amalgamation in 3e, but if its at all like subsequent editions, if you shatter a polity (humanity) into many pieces and let them trade-and-amalgamate back together they gain considerable strength at little expense through the process.   depending on edition differences, there is some potential for inadvertent gaming going on, there.

i had always thought the real possibility for a major reversal on the d'bringi side would have been due to developing rivalry between the d'bringi and the roaches.  THAT doesn't seem to be a problem anymore.  roaches have been an instrument of removing weakness from the d'bringi doctrines as well as now adding crew quality bonuses and a huge chunk of raw economy.  in a true PVP campaign this is kind of the moment when one player is Officially Winning (TM).
Title: Re: Cold War Comments Thread
Post by: Kurt on April 29, 2021, 09:05:30 AM
i mean, you work with what you have.  the situation as reflected in the game isn't as bad for humanity as the Earth conditions you're trying to simulate, but it's still enormously worse than having a very large pop on undespoiled terra.  with the house rule growth rate reduction thats a substantial purely narrative-driven headwind for the monkey boys.

i don't recall the long term effects of amalgamation in 3e, but if its at all like subsequent editions, if you shatter a polity (humanity) into many pieces and let them trade-and-amalgamate back together they gain considerable strength at little expense through the process.   depending on edition differences, there is some potential for inadvertent gaming going on, there.

i had always thought the real possibility for a major reversal on the d'bringi side would have been due to developing rivalry between the d'bringi and the roaches.  THAT doesn't seem to be a problem anymore.  roaches have been an instrument of removing weakness from the d'bringi doctrines as well as now adding crew quality bonuses and a huge chunk of raw economy.  in a true PVP campaign this is kind of the moment when one player is Officially Winning (TM).

Ironically, the D'Bringi Alliance did just well enough that they avoided much worse outcomes.  If they had managed to penetrate the Solar System's defenses and defeat the Coalition and the USSR (or either individually), the Rehorish and the D'Bringi would almost certainly fell to fighting over the spoils, which would have triggered an interstellar war between the two of them and might have given humanity time to recover.  If they had been soundly defeated but not conquered, the D'Bringi would almost certainly have had a civil war as the clans fought it out, or the Keepers tried to assert control, giving the Rehorish the choice of aiding one side or another, or conquering the whole lot, almost certainly leaving humanity on top to face the Mintek threat (and others). 

As it is, you are correct, the Rehorish have helped the D'Bringi overcome some inefficiencies in their culture, and joined with them to create a new government.  The Rehorish did not really want to do this, but they felt they had no choice and that they were surrounded by enemies. 

If this was a PVP game, it likely would have been over long ago.  Once a player senses weakness, there is no reason to stop attacking.  In a roleplaying game like this, though, there are all sorts of reasons that might pop up for not pushing forward even when you have the advantage.  The D'Bringi Alliance could have ended everything and conquered Earth several times, but the two main allies didn't really trust each other and so kept delaying attacks that could have been decisive because they wanted to make sure that they had an advantage over their 'allies'. 
Title: Re: Cold War Comments Thread
Post by: Migi on May 01, 2021, 11:29:38 AM
I'm quite surprised to see the Rheorish merge with the D'Bringi, I figured their superiority complex would prevent them from taking that path and the Clans seemed like they might be sufficiently self aggrandizing to refuse in spite of the hard logic in favour.
Anyway it seems like a stable long term government is being formed by the most advanced and richest powers.
However keeping separate fleets suggests that the integration isn't as close as it sounds?
Also you mentioned that Rheorish fleets were better trained, is that something that the new government will inherit or is it based on the crew species?

The Zir are taking a huge risk by not scanning all the systems they find, there could be anything lurking in those systems.
Also withholding information about the Alliance enemies sounds like an excellent way to get accused of treason and nuked from orbit 'pour encourager les autres'.
Title: Re: Cold War Comments Thread
Post by: Kurt on May 01, 2021, 12:11:18 PM
I'm quite surprised to see the Rheorish merge with the D'Bringi, I figured their superiority complex would prevent them from taking that path and the Clans seemed like they might be sufficiently self aggrandizing to refuse in spite of the hard logic in favour.

I did not intend originally to allow the Rehorish and the D'Bringi to amalgamate for the very reasons you state.  However, as the campaign pushed forward and events evolved, both races came to see the advantages of such a merger, and the disadvantages of staying separate.  For the D'Bringi, they face a huge disadvantage because they can only use type ST planets.  The majority of habitable planets found are type T, which puts the D'Bringi at a continuing disadvantage moving forward.  They must either conquer all possible opponents early, before they are outgrown, or amalgamate them.  For the Rehorish, they faced the reality that the D'Bringi were going to amalgamate first the T'Pau, and then almost certainly the Torqual and Doraz, and once they did that the Rehorish would be reduced to a minor ally, on the outside of important decisions.  Better to get in on the ground floor, rather than be left looking in from the outside. 

Quote
Anyway it seems like a stable long term government is being formed by the most advanced and richest powers.
However keeping separate fleets suggests that the integration isn't as close as it sounds?
Also you mentioned that Rheorish fleets were better trained, is that something that the new government will inherit or is it based on the crew species?

The Rehorish and D'Bringi have successfully amalgamated, but it will be some time before they have established a stable, long-term, government.  Essentially, they have the basic framework in place, but it will be some time before everything is organized and works well.  In addition, this is going to cause some friction with their allies, as they will have to deal with a fundamental change in the Alliance's power balance.  The T'Pau, in particular, might become a bit prickly as they really wanted to become the first to amalgamate with the D'Bringi, vaulting them into a senior position in the Alliance, second only to the D'Bringi themselves.  Now they will have to settle for something less.  It won't alienate them completely, but they aren't happy about this. 

The racial grade of the Rehorish fleets were elite, while the D'Bringi were average.  Because the Rehorish were the larger partner, technically they absorbed the D'Bringi, so by the rules the resulting merged race retains the Rehorish elite standard.  I felt this was a bit unrealistic, so for now the merged Rehorish-D'Bringi Alliance has a racial grade of crack.  At some point in the future they may regain the elite rating, but they will have to work for it. 

Quote
The Zir are taking a huge risk by not scanning all the systems they find, there could be anything lurking in those systems.
Also withholding information about the Alliance enemies sounds like an excellent way to get accused of treason and nuked from orbit 'pour encourager les autres'.

The Zir are academics, with little experience and a pie in the sky attitude.  They have little trust for the D'Bringi Alliance, and only signed the treaty with them because they feared the ferocious aliens the D'Bringi told them about.  Since becoming a part of the Alliance, the Zir have come to believe that the D'Bringi may be the ferocious aggressors that they were warned about, but at this point they are stuck.  They have enough information about the other races in the Alliance to know that they could not leave the Alliance without provoking a war of conquest that they could not hope to oppose.  So instead, they hope to attain a senior position in the Alliance by making peace with their enemies and by bringing new races into the Alliance.  If they can do that then they can hope to influence the Alliance's policies towards peaceful co-existence.  It was just their bad luck that two of the three races they contacted happened to be the Alliance's worst enemies. 

A quick note about the Zir.  The Zir's stats are as follows:
Racial Militancy: 22
Racial Determination: 32
Racial Chauvinism: 3

Their government is a "Contemplative" government, which is a zero-success type government, which means that none of the racial stats are dominant.  The description for the Contemplative (non)-Government (I'm not kidding, it actually has the "non" part in the rules), basically makes it clear that their government is marked by inaction and limits itself to "Suggestions" to its citizens about how to act.  This doesn't seem like they are set up for success, at all. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Migi on May 01, 2021, 01:16:19 PM
Thanks for your quick and detailed reply, it sounds like there is a new axis of strain developing in the alliance between the minor species and the two majors while the strain between the two majors is reduced but not eliminated.

My only quibble about the Zir is that they sound risk averse (which might be me projecting), but are embarking on a rather risky strategy to gain prestige/rank within the Alliance.

Not set up for success seems like a good summary though!  ::)
Title: Re: Cold War Comments Thread
Post by: Paul M on May 10, 2021, 10:11:17 AM
I got sidelined by reality and just finished getting caught up...

Three things sorta stand out:
1.  With reduced growth rates it is nearly a requirement to force grow colonies to medium (400 PU) status.  This likely flies in the face of conventional SF wisdom but both Starslayer and I came to this same conclusion in our game.  The Shanirian's have been relying a bit too much on growth as they were forced to expand their fleet.  But basically I got 2 races that were seriously in the red income wise and both of them are now in a good economic state due to this concentrated effort to both colonize and push up benign world populations.  Also hostile worlds are worth settling due to the surplus population they produce on growth turns that can be used for in-system colonization...the Drakes have completely filled several systems and in particular if you allow asteroid colonies they are a great seed source.   The D'bringi ignoring these worlds...has cost them a lot of money.

2.  Did you roll for the commander who attacked the crabs?  I mean that was a very bad case of snatching total defeat out of the jaws of victory....unless those PDCs had a lot more armour than I can believe the DDs could wipe them out...then wipe out the orbital stations...and then and only then does the fleet need to close in...basically when the DDs are out of missiles.  If the ESs charged the whole fleet can withdraw ahead of them using their XOs to slow the ESs down to the point where they can't close the distance.   Charging forwards...and even letting the BM equipped ground based launchers have any chance to hit???  Madness...and the DDs can cycle in and out...they had shields their targets not.  The crabs could not be crushed without losses but there is no reason for the losses they took.

3.  Did you forget the detection range of F0s?  I'm baffled by how they managed to find the ships they supposedly attacked...   I used to always send along an ast with each F0 strike where the ast was the eyes and even that is only range 20.  Once the Mimbarii ships transited out the fighters were effectively blind...if they were in 6 hexs of the CTs they could follow those but the fleet could just turn away from them.  They could have played cat and mouse with the nearsighted F0s till their lifesupport was up.

A more general comment about fighters is that they are rich man's weapons.  F0s are well attrition weapons since the only thing they can do is close to FR range...and under most circumstances that will result in a lot of dead fighters...even though it is going to take out ships unless the fighters are insufficient and should not be deployed.  This means the races that consider them secondary support systems likely have to consider very carefully how and against what they deploy their fighters.  There are a lot of hidden costs with fighters...magazines costing more than the carrier, the upgrade to new fighters, the reduced effectiveness of the damn things till fM2LT2 shows up.  UTM nerfed them seriously with Zi, Ai, S0, !2 and Dz.  It is clear that how they are deployed has to change from what was typical in the past but I must admit I'm not sure the best way to do so.  Basically an X fighter squadrons with weapon # are required to destroy ship type xx table needs to be generated for each race.  Based on that they can then determine how many fighters they want to attach to each force.  But affording enough of them to be decisive I think will be the constant issue.
Title: Re: Cold War Comments Thread
Post by: Kurt on May 11, 2021, 11:29:29 AM
I got sidelined by reality and just finished getting caught up...

Three things sorta stand out:
1.  With reduced growth rates it is nearly a requirement to force grow colonies to medium (400 PU) status.  This likely flies in the face of conventional SF wisdom but both Starslayer and I came to this same conclusion in our game.  The Shanirian's have been relying a bit too much on growth as they were forced to expand their fleet.  But basically I got 2 races that were seriously in the red income wise and both of them are now in a good economic state due to this concentrated effort to both colonize and push up benign world populations.  Also hostile worlds are worth settling due to the surplus population they produce on growth turns that can be used for in-system colonization...the Drakes have completely filled several systems and in particular if you allow asteroid colonies they are a great seed source.   The D'bringi ignoring these worlds...has cost them a lot of money.

Yeah, I have been slow to adjust to the new reality of low population growth rates.  Over time, it has forced my races into radically different behavior from a normal game.  Almost all of my major races are now colonizing habitable worlds in the 5-8 jump band now, which is more expensive and slow, and some are eyeing planets in the 9-12 jump band.  In a normal game I'd never do that, as if you just wait for a while a nearby colony would grow to the 400 PU level and you could begin shipping out colonists from there much cheaper than from the home planet.  In this game, though, I've reached turn 180 and colonies planted at the start of the game are just now reaching the 400 PU level.

Some of the races are 'force-growing' their colonies to the 400 PU level by shipping additional colonists from their home planet.  I'm not convinced that this is a good economic idea, as every 5.2 PTU you ship turns into only 2 money producing population units, but I think most races will turn to this rather than ship colonies out to the 9-12 range band. 

Quote
2.  Did you roll for the commander who attacked the crabs?  I mean that was a very bad case of snatching total defeat out of the jaws of victory....unless those PDCs had a lot more armour than I can believe the DDs could wipe them out...then wipe out the orbital stations...and then and only then does the fleet need to close in...basically when the DDs are out of missiles.  If the ESs charged the whole fleet can withdraw ahead of them using their XOs to slow the ESs down to the point where they can't close the distance.   Charging forwards...and even letting the BM equipped ground based launchers have any chance to hit???  Madness...and the DDs can cycle in and out...they had shields their targets not.  The crabs could not be crushed without losses but there is no reason for the losses they took.

Part role playing, part random chance.  The Sligo forces were mostly green, as home built or reserve ships would be, and their commander, as a local political appointee, was green as well.  I decided that a green commander, appointed for political reasons, would be most likely to launch a frontal assault, and would also be very sensitive to losses.  Worse such commanders also tend to overestimate their enemy's effectiveness, and underestimate the damage they have done to the enemy during the battle.  At the critical point, I rolled against the Sligo (RM+RD)/2 to determine if they would press forward.  They failed the roll badly, and thus retreated in confusion.  Had they enough time to try again, they would have had a better plan and been more effective in applying it.  Sligo was almost certain to win in the end, the income and tech disparity was significant and was all in their favor, but as always there are political factors as well. 

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3.  Did you forget the detection range of F0s?  I'm baffled by how they managed to find the ships they supposedly attacked...   I used to always send along an ast with each F0 strike where the ast was the eyes and even that is only range 20.  Once the Mimbarii ships transited out the fighters were effectively blind...if they were in 6 hexs of the CTs they could follow those but the fleet could just turn away from them.  They could have played cat and mouse with the nearsighted F0s till their lifesupport was up.

Yeah, I did forget the piss-poor detection range of the fighters.  In the end it didn't matter, the D'Bringi just lost some fighters they wouldn't have otherwise lost.  Fighters really need an Xr equipped ship to spot for them. 

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A more general comment about fighters is that they are rich man's weapons.  F0s are well attrition weapons since the only thing they can do is close to FR range...and under most circumstances that will result in a lot of dead fighters...even though it is going to take out ships unless the fighters are insufficient and should not be deployed.  This means the races that consider them secondary support systems likely have to consider very carefully how and against what they deploy their fighters.  There are a lot of hidden costs with fighters...magazines costing more than the carrier, the upgrade to new fighters, the reduced effectiveness of the damn things till fM2LT2 shows up.  UTM nerfed them seriously with Zi, Ai, S0, !2 and Dz.  It is clear that how they are deployed has to change from what was typical in the past but I must admit I'm not sure the best way to do so.  Basically an X fighter squadrons with weapon # are required to destroy ship type xx table needs to be generated for each race.  Based on that they can then determine how many fighters they want to attach to each force.  But affording enough of them to be decisive I think will be the constant issue.

You are right.  Fighters are the quintessential swarm weapon, but as with most swarms are very vulnerable to being outnumbered.  All other things being equal, if two fighter groups meet each other, the larger group will destroy the smaller group completely, while losing about half of the smaller group's number of fighters.  In other words, if force A has 100 fighters, and force B has 50, then force A will always destroy force B, while usually losing around 25 of their own fighters.  This is dependent on grade and what the fighters are armed with, but only to a small extent.

In an F0 vs F0 fight, the FO has the following chance of destroying its opposing fighter at range 0:

F0 with two fR: 91%
F0 with two fG: 75%
F0 with 1 fG and 1 fR: 85%

This is somewhat frustrating, as the fG is supposed to be an anti-fighter weapon, and indeed can't be used against ships.  It does have the advantage of not being expendable, though, meaning that if the fighter survives its initial round of combat it can go on attacking while a fighter with fR has to retreat after expending its fR.  Because of the way the alternating combat sequence works, the smaller fighter group is only going to be able to engage with approximately 50% of its fighters, as the other 50% will be destroyed before they can fire.  Meaning they will likely only be able to destroy up to 50% of their own number of enemy fighters. 

This has widespread effects.  Basically, I can see three basic strategic strategies for deploying fighters:

1. All-fighters, with only light supporting 'conventional' forces;
2. Balanced forces, divided between carriers and conventional forces;
3. Fighter-support, with heavy conventional forces and carrier escorts.

The above equation of being outnumbered and resulting losses is the same no matter what strategy you choose, you can only affect your chances of being outnumbered.  Obviously, your best chance of outnumbering the enemy is by choosing strategy #1, while your highest chance of being outnumbered is if you choose strategy #3.  Random chance, empire sizes, and other factors also have a say, so even if you choose strategy #3 you can still have a chance at outnumbering your enemy.  Other factors will change this, such as better fighters at higher tech levels, and better weapons. 

Having said all of that, outnumbering the enemies fighter force, and thus being the last side with fighters in space, does not automatically mean you are the winner of the battle.  As you pointed out, you are going to have to attack the enemy ships with your fighters, and you are going to take losses doing that, perhaps significant losses to your already depleted fighters.  It is possible that a balanced force, well escorted with ships designed to engage fighters, can deal with the remnants of the enemy's fighters after those fighters are depleted taking out the balanced-force's fighters, and then go on to engage and defeat the fighter-heavy force's combat ships.  Very situational, though. 

Kurt
Title: Re: Cold War Comments Thread
Post by: misanthropope on May 12, 2021, 09:59:55 AM
>Some of the races are 'force-growing' their colonies to the 400 PU level by shipping additional colonists from their home planet.  I'm not convinced that this is a good economic idea, as every 5.2 PTU you ship turns into only 2 money producing population units, but I think most races will turn to this rather than ship colonies out to the 9-12 range band.

if youve got no use for a colonization hub  it's probably not worth it, no.  but tech levels are getting up there, and i feel like even with no other habs, being able to do in-system and adjacent-system colonization of airless rocks is going to become a meaningful perq sometime soon.  supposing your edition still has the 10% bonus to econ per TL, anyway.

also:  defending a system 12 away from home?  UGH. 


Title: Re: Cold War Comments Thread
Post by: Kurt on May 12, 2021, 06:08:25 PM
>Some of the races are 'force-growing' their colonies to the 400 PU level by shipping additional colonists from their home planet.  I'm not convinced that this is a good economic idea, as every 5.2 PTU you ship turns into only 2 money producing population units, but I think most races will turn to this rather than ship colonies out to the 9-12 range band.

if youve got no use for a colonization hub  it's probably not worth it, no.  but tech levels are getting up there, and i feel like even with no other habs, being able to do in-system and adjacent-system colonization of airless rocks is going to become a meaningful perq sometime soon.  supposing your edition still has the 10% bonus to econ per TL, anyway.

also:  defending a system 12 away from home?  UGH.

With the slower population growth equaling less money, and reduced ship construction rates coupled with slightly slower research rates, all of this puts the various races in a difficult position.  Spread and expand is an imperative, but for some of the larger races they are getting pretty extended, but with less ships than a race would have in a normal game to defend all of that area. 

It's different. 
Title: Re: Cold War Comments Thread
Post by: misanthropope on May 12, 2021, 06:36:33 PM
i poked through the early couple pages of this thread, but didn't see:

what actual growth rate are you using for pops in this game?    while i'm bugging you for numbers, what is the PU/PTU conversion rate at 401 pop, in 3rd ed?  thx
Title: Re: Cold War Comments Thread
Post by: Paul M on May 13, 2021, 04:41:38 AM
The thing is with the economics in starfire, and especially with the reduced rate of growth there are only two relevant questions:
1.  Can I afford to ship the 26 PTU a distance x?
2.  Is there anything else closer to home that will make me money instead?

If the answer is YES and NO then you ship the colonists.   Starfire and as far as I can see most other games have no "cost for empire" so there is no reason to not do so.  The whole "rate of return" question is mostly academic.  Every investment in the economy returns you more money for the economy.  So there is no reason to not make any economic investment you can afford to make.  And I have seen what it does for 3 races now....the SC reduced its investment in the economy due to needing to expand the fleet and their income growth stagnated, the RM was in the red and is now so far in the black that they can afford their fleet and all other expenses without looking at trade income...and they ship 105 PTU per turn from their home system 12+ jumps.  The Squids are also now in the black so they can look into expanding their active fleet and they also ship population up to 12 jumps...their empire has so much survey luck and several nexus that they could ship stuff out with few jumps.

It is best to do this with the better planets and let growth deal with the other planets but even then sending out occasional colonists to speed up the arrival at 400 PU is good.  Once the planet can start doing in system colonization of the moons it is a huge benefit...plus those 10 PU also allow 5 IU so the net benefit builds up fast.  I also look into taking people off very poor small's near to the growth turn and moving them to the very rich moons using the in-system CFN. 

Spreading out requires investment in fixed defences....and recall that the TFN in stars at war had a lot more invested in fixed defences then mobile ones....and it also means patrol forces are required.   Plus you end up with a fleets rather than "a fleet" and so battle sizes are much more sensible.   You don't have a single fleet that has to move 12 jumps to defend that world....you have system defences, you have a patrol force and some 4 jumps away is the xth Fleet or TG y of xth fleet or whatever. 
Title: Re: Cold War Comments Thread
Post by: Kurt on May 13, 2021, 08:10:41 AM
i poked through the early couple pages of this thread, but didn't see:

what actual growth rate are you using for pops in this game?    while i'm bugging you for numbers, what is the PU/PTU conversion rate at 401 pop, in 3rd ed?  thx

I changed growth in Starfire Assistant from every turn to once every five turns.  This turned out to be more drastic than I had originally thought, as I have cut growth by 80%.  Of course, my previous campaign ended, if I remember correctly, in or around turn 140, from sheer size.  This campaign is still going strong at turn 180, although some of the races are getting larger at this point. 

From 151-400, the conversion rate is 2.6, which means that those populations can't really support colonization efforts without becoming seriously depleted quickly.  From 401-800, the conversion rate is 18, which is much better. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on May 13, 2021, 08:24:25 AM
The thing is with the economics in starfire, and especially with the reduced rate of growth there are only two relevant questions:
1.  Can I afford to ship the 26 PTU a distance x?
2.  Is there anything else closer to home that will make me money instead?

If the answer is YES and NO then you ship the colonists.   Starfire and as far as I can see most other games have no "cost for empire" so there is no reason to not do so.  The whole "rate of return" question is mostly academic.  Every investment in the economy returns you more money for the economy.  So there is no reason to not make any economic investment you can afford to make.  And I have seen what it does for 3 races now....the SC reduced its investment in the economy due to needing to expand the fleet and their income growth stagnated, the RM was in the red and is now so far in the black that they can afford their fleet and all other expenses without looking at trade income...and they ship 105 PTU per turn from their home system 12+ jumps.  The Squids are also now in the black so they can look into expanding their active fleet and they also ship population up to 12 jumps...their empire has so much survey luck and several nexus that they could ship stuff out with few jumps.

I have slowly come to a similar conclusion.  In the Phoenix Campaign, I never shipped colonists out further than four jumps, as there were always new colonies reaching the 401 PU level that could support new colonization, and if I had to wait for that to happen in one area, that just meant I shifted colonization efforts to another area of my empire where colonies at that level already existed.  It takes so long for colonies to grow in this campaign, that if I waited for a colony to reach 401+ PU to begin colonization efforts beyond the 4 jump band, it would likely never happen.  Certainly, any race that waited would be rapidly out-grown by its neighbors.   

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It is best to do this with the better planets and let growth deal with the other planets but even then sending out occasional colonists to speed up the arrival at 400 PU is good.  Once the planet can start doing in system colonization of the moons it is a huge benefit...plus those 10 PU also allow 5 IU so the net benefit builds up fast.  I also look into taking people off very poor small's near to the growth turn and moving them to the very rich moons using the in-system CFN. 

Spreading out requires investment in fixed defences....and recall that the TFN in stars at war had a lot more invested in fixed defences then mobile ones....and it also means patrol forces are required.   Plus you end up with a fleets rather than "a fleet" and so battle sizes are much more sensible.   You don't have a single fleet that has to move 12 jumps to defend that world....you have system defences, you have a patrol force and some 4 jumps away is the xth Fleet or TG y of xth fleet or whatever.

Yes, the D'Bringi Alliance is facing this issue now.  They are fairly wide-spread, but face a nebulous threat in the Mintek that have a couple of fixed contact points, but other than those can appear anywhere.  This means that they have to have centralized fleets and sensor nets to protect the core worlds, but are becoming more and more worried about the outer rim, where things can be happening without anyone seeing them. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on May 14, 2021, 05:18:17 AM
I have to admit that both Starslayer and I didn't start out with that thought in mind but we have both come round to that way of thinking.  The 10:1 ratio of economics to movement in "normal" starfire distorts things astonishingly far from sensible what we and you are doing is seeing the more realistic side of the game.

Border security in the Shanirian Confederation is done by small divisions of lighter ships and large numbers of small bases at warp points.  The thebans use small numbers of BCs with commercial engines plus large bases at each habitable world and loads of fighters when I understand Starslayer correctly.  There is also in both cases a fairly well distributed network of small shipyard space stations (or not so small).  One thing that isn't so obvious but is clear when you look at it is that the TFN in the official universe probably spent far far far far more on Fortress Command then the fleet at least by ISW3 and certainly in ISW4. 
Title: Re: Cold War Comments Thread
Post by: Migi on May 16, 2021, 05:28:17 PM
Doesn't the 'undetectable new jump point problem' make fixed defences less than ideal (at least at jump points)?
If you explore enough systems in theory you can bypass any fixed defence because you'll eventually find a new jump point into that system, as the Mintek just found out. If they had ships instead of asteroid bases then they could relocate some of them to approximate location of the new jump point, ready to respond against an incursion.
Title: Re: Cold War Comments Thread
Post by: misanthropope on May 16, 2021, 07:13:31 PM
the vague undefined future is always "here be dragons", and that's a good thing.  if you can fend off an enemy who could roll you _here and now_ with a military disposition that doesn't hobble your economic growth, that can easily be "ideal" in many reasonable circumstances.

even if you're deeply committed to owning the tempo, the "bank rank mate" is a real thing in starfire, and having speedbump defenders available is vital.  because of the way activation works, you can stuff an ad hoc attack a lot more cost effectively with bases and (especially) automata than with ships.

starfire's ridiculous economic curve exaggerates the value of any small delay to the defender.
Title: Re: Cold War Comments Thread
Post by: Kurt on May 17, 2021, 09:28:55 AM
Doesn't the 'undetectable new jump point problem' make fixed defences less than ideal (at least at jump points)?
If you explore enough systems in theory you can bypass any fixed defence because you'll eventually find a new jump point into that system, as the Mintek just found out. If they had ships instead of asteroid bases then they could relocate some of them to approximate location of the new jump point, ready to respond against an incursion.

Both the Mintek and the D'Bringi Alliance are doing just that, trying to find new ways into each other's territory.  Finding a new way into any given system is not guaranteed, though, and if the new system with the jump link is far enough away from the core systems, you are going to have to send your fleet way out there to reach the enemy's systems. 

Your point above about the relative value of fixed defenses over warships is valid, and is a constant issue for all of the races.  The problem is that fixed defenses are cheaper to maintain, which means you can have more of them, particularly in a limited income setting like the Cold War Campaign, and are sometimes cheaper to buy.  That is the primary advantage of fixed defenses, however, as you point out their big disadvantage is that they can be outflanked if the enemy finds another way into their system.  The D'Bringi Alliance found this out when the Mintek found their way into the Rehorish Kure system and destroyed their border defenses at the warp point to the Free States, almost without loss to themselves, because the bases were all short-ranged beam type bases.   

The final point is the squishy, intangible, role-playing aspect.  In real life, most local politicians would probably prefer fixed defenses over ships, because then they can't be relocated someplace the  national government thinks is more important.  Politicians in threatened areas would advocate for the construction of fixed defenses to protect their people and industrial assets over ships, and, at least during peace, I think the national government would find it difficult to resist this kind of pressure.  In all of my big campaigns, starting with the old Terran Campaign, and then the Phoenix Campaign, the national governments wanted more and more ships, but also wanted to concentrate that power in massive fleets, or at least in nodal fleets in important systems.  However, all of these governments began facing considerable pressure from colonial governments that felt that they were completely unprotected, which they were.  Even many core systems with larger populations had no real defenses, because the tendency is to concentrate power as much as possible, both for striking power and because as a gamer it's easier to control.  This is inherently unrealistic, and does not work that way in real life, for the most part, although it is situational. 

In any case, the balance of ships over fixed defenses is constantly being re-evaluated by nearly all of the races.  Many of the races, particularly the smaller ones, have a few missile armed bases to protect their homeworlds and shipyards, and focus nearly everything on their fleets, trying to maximize their mobile striking power, as limited as it is. 
Title: Re: Cold War Comments Thread
Post by: skoormit on May 17, 2021, 10:15:48 AM
Even many core systems with larger populations had no real defenses, because the tendency is to concentrate power as much as possible, both for striking power and because as a gamer it's easier to control.  This is inherently unrealistic, and does not work that way in real life, for the most part, although it is situational. 

I disagree about power concentration being unrealistic.

Mahan doctrine (https://en.wikipedia.org/wiki/Alfred_Thayer_Mahan#Sea_power) applies to space navies at least as much as to wet navies.

Summarizing Mahan (and I welcome the naval military history buffs out there to correct any serious misstatements):
You win the battle by bringing more power to bear at a single point than your opponent.
You win the war by winning the battle between primary fleets.
Therefore if your objective is to be capable of winning a war, you should maximize the amount of power you can bring to bear at a single point.

My own corollaries:
All armed naval forces other than the primary fleet are only useful for recon, counter-recon, raiding, and counter-raiding. (Allowing for multiple primary fleets if travel time between fronts is too great.)
Static forces are only useful to the extent that they are cost effective deterrents to raiding, and to the extent that raiding is a material threat. (Assuming recon is performed outside of range/detection of static forces; if not, then static forces have anti-recon value as well.)

Therefore I expect power concentration to be the natural state of affairs, and the political pressure for static forces at any one location to be in line with the perceived material threat posed by enemy raiding forces at that location, not the perceived threat of the entire enemy force.


Title: Re: Cold War Comments Thread
Post by: Paul M on May 17, 2021, 11:50:07 AM
To comment on "maximize the amount of power you can concentrate"  this is relative to the time you need to "have a battle between primary fleets."  It is why in the real world there are things like "1st Fleet", "Home Fleet", "Indian Ocean Fleet" etc.  You want to have a superior force in both numbers and time.   "He who gets there first-est with the most-est" is one of the few land battle truisms that applies to naval warfare.  In starfire you have to deal with the time to respond, which is why you tend to have a layer cake response, and the question is more about what your layer cake looks like than anything.

The tug of war is between "concentration" and "response time."  Also a massive fleet concentration can only be in one place at one time.  If the enemy is in 3 places you have lost two of them...or if you have 3 enemies.  Also you have to consider that in Starfire a small force (6 DDs for example can destroy 18 PU/IU every 30s) can depopulate a colony world easily.  Against domed moon colonies even a small group of CTs with beam weapons can destroy them on a short time scale. 

The Shanirian Confederation Navy is organised (excluding detached TGs, and specialist formations as follows)

1st Fleet
TF10:  9 BB, 6 BC, 6 CA, 19 CL, 17 DD
TG11.1 (1 CA, 4 CL, 4 DD, 2 CT), TG11.2 & TG11.3 (1 CL, 2 DD, 2 CT)
TG12.1 (1 CA, 4 CL, 4 DD, 2 CT), TG12.2 & TG12.3 (1 CL, 2 DD, 2 CT)

2nd Fleet
TF20: 9 BB, 6 BC, 9 CA, 12 CL, 18 DD, 2 CT
TG21.1 (1 CA, 4 CL, 4 DD, 2 CT), TG21.2 & TG21.3 (1 CL, 2 DD, 2 CT)
TG22.1 (1 CA, 4 CL, 4 DD, 2 CT), TG22.2 & TG22.3 (1 CL, 2 DD, 2 CT)
TG23.1 (1 CA, 4 CL, 4 DD, 2 CT), TG23.2 & TG23.3 (1 CL, 2 DD, 2 CT)
TG24.2 & TG24.3 (1 CL, 2 DD, 2 CT)

3rd Fleet
TF30: 6 BB, 6 BC, 6 CA, 10 CL, 11 DD, 2 CT
TG31.1 (1 CA, 4 CL, 4 DD, 2 CT), TG31.2 & TG31.3 (1 CL, 2 DD, 2 CT)
TG32.1 (1 CA, 4 CL, 4 DD, 2 CT), TG32.2 (1 CL, 2 DD, 2 CT)

4th Fleet
TF40: 3 BB, 6 BC, 4 CA, 17 CL, 10 DD
TG41.1 (1 CA, 4 CL, 4 DD, 2 CT), TG41.2 (1 CL, 2 DD, 2 CT)


5th Fleet
TG51.2 & TG52.3 (1 CL, 2 DD, 2 CT)

Each Fleet is assigned to a sector and the TF x0 is the primary strike force with the other TF x1+ being the patrol force for that sector.  Additionally they use BS1 (DD sized bases) in great numbers with 560 in service.  A typical WP will have between 6 and 9 of them present as a watch force.  The response time for some sort of combat force is in many cases less than 1 month between encounter and the first ships arriving.  The patrol ships can then pile onto a WP defence force to make a more substantial road block.  The primary task force can respond in usually 2 months or less inside its area of responsibility.  There are support forces for each sector with mine layers, mine carriers, extra aPn etc. 

But 1st Fleet just got dispatched to deal with the break in at Romulus.  2nd Fleet is stuck watching Valentina's warp point.  3rd Fleet is stuck in Jerusalem as a survey force entered that system via a closed WP.  4th Fleet is currently refitting and 5th Fleet is barely being conceived as no one can figure out how to pay for it.

There is no way I can deal with the distributed threats by having a single fleet.  And I can't patrol effectively without a substantial investment in light ships.  And I need fixed defences at choke point systems to give me the time I need to shift forces around.  I also don't think bases can protect a world at least not once fighters show up and the 1LS circle of death becomes an issue.

Added to this we use Steve's logistics rules so there is an absolute maximum of ships you can support and the further you are from your logistics hubs the smaller that amount is.  That is part of the problem in Valentina...the amount of ships there is about the most I can support.  So concentration has its limits...the Squidzies have that issue where one system they would love to concentrate a big fleet into has to be picketed because they haven't got the logistics to support a fleet there.   And the Japanese-Russian war showed what happened to ships that needed to refit before fighting due to being at the end of their logistics teather.  Heck this was true in WW2 even...as logistics makes up a huge part of your work load in War in the Pacific.

My 0.02€ anyway.
Title: Re: Cold War Comments Thread
Post by: Garfunkel on May 17, 2021, 12:45:30 PM
The final point is the squishy, intangible, role-playing aspect.  In real life, most local politicians would probably prefer fixed defenses over ships, because then they can't be relocated someplace the  national government thinks is more important.
There are several historical examples of this. In WW2, Americans were hysterical about the threat of Japanese or German bombers, launched from imaginary submarines, attacking their coastal cities. So a large number of valuable 90mm AA guns were kept in the continental US for absolutely zero gain until well into the later stages of war. Somewhat similarly, the Germans built an extensive anti-air network in western Germany in 1937-1939 that was almost completely wasted effort too. In both cases the weapons and equipment could be later moved to make better use of them but manpower and infrastructure price had been paid and lost. Then there is the famous example of the Allied bombing campaign (that was not really affecting German industrial production until late 1944) drawing majority of Luftwaffe fighter forces into Germany itself instead of being used over the Soviet Union. Those fighters shot down impressive numbers of bombers but were grind to dust themselves at the same time. Meanwhile, their absence meant that the Red Air Force, so badly mauled in 1941, could rebuild and regain air superiority. So even totalitarian states are vulnerable to making strategic mistakes in the name of populism.

I disagree about power concentration being unrealistic.

Mahan doctrine (https://en.wikipedia.org/wiki/Alfred_Thayer_Mahan#Sea_power) applies to space navies at least as much as to wet navies.

Summarizing Mahan (and I welcome the naval military history buffs out there to correct any serious misstatements):
You win the battle by bringing more power to bear at a single point than your opponent.
You win the war by winning the battle between primary fleets.
Therefore if your objective is to be capable of winning a war, you should maximize the amount of power you can bring to bear at a single point.
You're right but Mahan was wrong. In WW1, the big battle between primary fleets was won by Germans but they lost the war. Because actually the only naval element that truly affected the land war was the continental blockade that was slowly strangling Germany. Germany could've done better if instead of battleships they had invested in blockade runners, submarines and fast cruisers that could wreck Allied shipping. Their tiny African and Asian squadrons did pretty well until the British hunted them down and of course late in WW1 the German submarines, despite their technical infancy, nearly destroyed British shipping lines. And in both WW1 and WW2 the British suffered because of lack of light forces to escort commercial ships and to patrol vulnerable areas and so on. Not to mention that the Japanese focus on the Decisive Battle cost them the Pacific War - their submarines were hunting battleships instead of cargo ships and their navy lacked the corvettes and destroyers necessary to prevent American submarines from doing the same.

The reason why Mahan was wrong was human nature. The investment into those big Battle Fleets was so immense that neither admirals nor political leaders were willing to gamble and risk them all. So the Decisive Battle almost never happened and even when it did happen, the fights were broken off pretty quickly. At Jutland, the Germans broke off into port after half a day of sailing despite having sunk more British ships than they had lost. At Midway, the Japanese called off their surface fleet after they lost three carriers despite still having superiority in numbers and guns. In both cases the battle could have ended up being Mahan's desired Decisive Battle but didn't because the admirals in command decided to withdraw.

It's only the Russo-Japanese war of 1904-1905 where a naval Decisive Battle affected the entire war and that was only because the psychological shock of losing the Baltic Fleet caused Czar Nicholas II to seek peace despite the Russin army still mobilizing to send troops to the Far East. If the war had gone on, it's likely that Russia would have driven the Japanese army to the sea.
Title: Re: Cold War Comments Thread
Post by: Droll on May 17, 2021, 02:10:24 PM
There are several historical examples of this. In WW2, Americans were hysterical about the threat of Japanese or German bombers, launched from imaginary submarines, attacking their coastal cities. So a large number of valuable 90mm AA guns were kept in the continental US for absolutely zero gain until well into the later stages of war.

Funnily enough the Japanese I-400 carrier subs came somewhat close to realizing this fear to some degree.

Until Japan got nuked.
Title: Re: Cold War Comments Thread
Post by: Kurt on May 18, 2021, 08:09:03 AM
Even many core systems with larger populations had no real defenses, because the tendency is to concentrate power as much as possible, both for striking power and because as a gamer it's easier to control.  This is inherently unrealistic, and does not work that way in real life, for the most part, although it is situational. 

I disagree about power concentration being unrealistic.

Mahan doctrine (https://en.wikipedia.org/wiki/Alfred_Thayer_Mahan#Sea_power) applies to space navies at least as much as to wet navies.

Summarizing Mahan (and I welcome the naval military history buffs out there to correct any serious misstatements):
You win the battle by bringing more power to bear at a single point than your opponent.
You win the war by winning the battle between primary fleets.
Therefore if your objective is to be capable of winning a war, you should maximize the amount of power you can bring to bear at a single point.

My own corollaries:
All armed naval forces other than the primary fleet are only useful for recon, counter-recon, raiding, and counter-raiding. (Allowing for multiple primary fleets if travel time between fronts is too great.)
Static forces are only useful to the extent that they are cost effective deterrents to raiding, and to the extent that raiding is a material threat. (Assuming recon is performed outside of range/detection of static forces; if not, then static forces have anti-recon value as well.)

Therefore I expect power concentration to be the natural state of affairs, and the political pressure for static forces at any one location to be in line with the perceived material threat posed by enemy raiding forces at that location, not the perceived threat of the entire enemy force.

Except that in the real world there are a lot of factors working against concentration, at least in times other than active war.  These factors don't exist in Starfire, except maybe with house rules.  For example, today the US fleet is largely dispersed around the world performing various duties involving anti-piracy, maintaining free transit, and various political priorities like showing the flag, while the rest are in port being overhauled, reprovisioned, or refitted.  If we were actively at war with a near-peer, say china, I would expect that the fleet would be much more concentrated. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on May 18, 2021, 08:12:54 AM
To comment on "maximize the amount of power you can concentrate"  this is relative to the time you need to "have a battle between primary fleets."  It is why in the real world there are things like "1st Fleet", "Home Fleet", "Indian Ocean Fleet" etc.  You want to have a superior force in both numbers and time.   "He who gets there first-est with the most-est" is one of the few land battle truisms that applies to naval warfare.  In starfire you have to deal with the time to respond, which is why you tend to have a layer cake response, and the question is more about what your layer cake looks like than anything.

The tug of war is between "concentration" and "response time."  Also a massive fleet concentration can only be in one place at one time.  If the enemy is in 3 places you have lost two of them...or if you have 3 enemies.  Also you have to consider that in Starfire a small force (6 DDs for example can destroy 18 PU/IU every 30s) can depopulate a colony world easily.  Against domed moon colonies even a small group of CTs with beam weapons can destroy them on a short time scale. 

The Shanirian Confederation Navy is organised (excluding detached TGs, and specialist formations as follows)

1st Fleet
TF10:  9 BB, 6 BC, 6 CA, 19 CL, 17 DD
TG11.1 (1 CA, 4 CL, 4 DD, 2 CT), TG11.2 & TG11.3 (1 CL, 2 DD, 2 CT)
TG12.1 (1 CA, 4 CL, 4 DD, 2 CT), TG12.2 & TG12.3 (1 CL, 2 DD, 2 CT)

2nd Fleet
TF20: 9 BB, 6 BC, 9 CA, 12 CL, 18 DD, 2 CT
TG21.1 (1 CA, 4 CL, 4 DD, 2 CT), TG21.2 & TG21.3 (1 CL, 2 DD, 2 CT)
TG22.1 (1 CA, 4 CL, 4 DD, 2 CT), TG22.2 & TG22.3 (1 CL, 2 DD, 2 CT)
TG23.1 (1 CA, 4 CL, 4 DD, 2 CT), TG23.2 & TG23.3 (1 CL, 2 DD, 2 CT)
TG24.2 & TG24.3 (1 CL, 2 DD, 2 CT)

3rd Fleet
TF30: 6 BB, 6 BC, 6 CA, 10 CL, 11 DD, 2 CT
TG31.1 (1 CA, 4 CL, 4 DD, 2 CT), TG31.2 & TG31.3 (1 CL, 2 DD, 2 CT)
TG32.1 (1 CA, 4 CL, 4 DD, 2 CT), TG32.2 (1 CL, 2 DD, 2 CT)

4th Fleet
TF40: 3 BB, 6 BC, 4 CA, 17 CL, 10 DD
TG41.1 (1 CA, 4 CL, 4 DD, 2 CT), TG41.2 (1 CL, 2 DD, 2 CT)


5th Fleet
TG51.2 & TG52.3 (1 CL, 2 DD, 2 CT)

Each Fleet is assigned to a sector and the TF x0 is the primary strike force with the other TF x1+ being the patrol force for that sector.  Additionally they use BS1 (DD sized bases) in great numbers with 560 in service.  A typical WP will have between 6 and 9 of them present as a watch force.  The response time for some sort of combat force is in many cases less than 1 month between encounter and the first ships arriving.  The patrol ships can then pile onto a WP defence force to make a more substantial road block.  The primary task force can respond in usually 2 months or less inside its area of responsibility.  There are support forces for each sector with mine layers, mine carriers, extra aPn etc. 

But 1st Fleet just got dispatched to deal with the break in at Romulus.  2nd Fleet is stuck watching Valentina's warp point.  3rd Fleet is stuck in Jerusalem as a survey force entered that system via a closed WP.  4th Fleet is currently refitting and 5th Fleet is barely being conceived as no one can figure out how to pay for it.

There is no way I can deal with the distributed threats by having a single fleet.  And I can't patrol effectively without a substantial investment in light ships.  And I need fixed defences at choke point systems to give me the time I need to shift forces around.  I also don't think bases can protect a world at least not once fighters show up and the 1LS circle of death becomes an issue.

Added to this we use Steve's logistics rules so there is an absolute maximum of ships you can support and the further you are from your logistics hubs the smaller that amount is.  That is part of the problem in Valentina...the amount of ships there is about the most I can support.  So concentration has its limits...the Squidzies have that issue where one system they would love to concentrate a big fleet into has to be picketed because they haven't got the logistics to support a fleet there.   And the Japanese-Russian war showed what happened to ships that needed to refit before fighting due to being at the end of their logistics teather.  Heck this was true in WW2 even...as logistics makes up a huge part of your work load in War in the Pacific.

My 0.02€ anyway.

I've been considering turning on the logistics in my campaign.  I used them in the Phoenix Campaign, but it had been a while, and I couldn't remember the rules exactly, so I left them off at the start of this campaign.  The various major powers are so spread out at this point that having those rules active would have a big effect, I think.  I just can't remember exactly how they work. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on May 18, 2021, 08:20:30 AM
The final point is the squishy, intangible, role-playing aspect.  In real life, most local politicians would probably prefer fixed defenses over ships, because then they can't be relocated someplace the  national government thinks is more important.
There are several historical examples of this. In WW2, Americans were hysterical about the threat of Japanese or German bombers, launched from imaginary submarines, attacking their coastal cities. So a large number of valuable 90mm AA guns were kept in the continental US for absolutely zero gain until well into the later stages of war. Somewhat similarly, the Germans built an extensive anti-air network in western Germany in 1937-1939 that was almost completely wasted effort too. In both cases the weapons and equipment could be later moved to make better use of them but manpower and infrastructure price had been paid and lost. Then there is the famous example of the Allied bombing campaign (that was not really affecting German industrial production until late 1944) drawing majority of Luftwaffe fighter forces into Germany itself instead of being used over the Soviet Union. Those fighters shot down impressive numbers of bombers but were grind to dust themselves at the same time. Meanwhile, their absence meant that the Red Air Force, so badly mauled in 1941, could rebuild and regain air superiority. So even totalitarian states are vulnerable to making strategic mistakes in the name of populism.

I disagree about power concentration being unrealistic.

Mahan doctrine (https://en.wikipedia.org/wiki/Alfred_Thayer_Mahan#Sea_power) applies to space navies at least as much as to wet navies.

Summarizing Mahan (and I welcome the naval military history buffs out there to correct any serious misstatements):
You win the battle by bringing more power to bear at a single point than your opponent.
You win the war by winning the battle between primary fleets.
Therefore if your objective is to be capable of winning a war, you should maximize the amount of power you can bring to bear at a single point.
You're right but Mahan was wrong. In WW1, the big battle between primary fleets was won by Germans but they lost the war. Because actually the only naval element that truly affected the land war was the continental blockade that was slowly strangling Germany. Germany could've done better if instead of battleships they had invested in blockade runners, submarines and fast cruisers that could wreck Allied shipping. Their tiny African and Asian squadrons did pretty well until the British hunted them down and of course late in WW1 the German submarines, despite their technical infancy, nearly destroyed British shipping lines. And in both WW1 and WW2 the British suffered because of lack of light forces to escort commercial ships and to patrol vulnerable areas and so on. Not to mention that the Japanese focus on the Decisive Battle cost them the Pacific War - their submarines were hunting battleships instead of cargo ships and their navy lacked the corvettes and destroyers necessary to prevent American submarines from doing the same.

The reason why Mahan was wrong was human nature. The investment into those big Battle Fleets was so immense that neither admirals nor political leaders were willing to gamble and risk them all. So the Decisive Battle almost never happened and even when it did happen, the fights were broken off pretty quickly. At Jutland, the Germans broke off into port after half a day of sailing despite having sunk more British ships than they had lost. At Midway, the Japanese called off their surface fleet after they lost three carriers despite still having superiority in numbers and guns. In both cases the battle could have ended up being Mahan's desired Decisive Battle but didn't because the admirals in command decided to withdraw.

It's only the Russo-Japanese war of 1904-1905 where a naval Decisive Battle affected the entire war and that was only because the psychological shock of losing the Baltic Fleet caused Czar Nicholas II to seek peace despite the Russin army still mobilizing to send troops to the Far East. If the war had gone on, it's likely that Russia would have driven the Japanese army to the sea.

Wasn't Admiral Jellicoe, the commander of the British fleets in WW I, referred to by Churchill as "The only man who could lose the war in an afternoon"?  For just this reason.  Jellicoe couldn't win the war, even by sinking the entire German Fleet, but if he committed his fleet and lost badly, it would almost certainly end with Britain losing the war. 

Skoormit is right in that the tendency is to concentrate the fleet, and that is certainly what Mahan argued for, IIRC.  WW I is a perfect example of this, where both fleets remained largely concentrated for most of the war, mostly out of fear of what the other fleet might do. 
Title: Re: Cold War Comments Thread
Post by: Garfunkel on May 18, 2021, 08:47:09 AM
Exactly. Even if Jellicoe had done everything perfectly and his ships and crews worked flawlessly, destroying the Hochseeflotte would not have accomplished anything because Germany had to be defeated on land. Which is the major shortcoming of Mahan's theory - it disregards land empires as it overemphasizes sea empires.
Title: Re: Cold War Comments Thread
Post by: Andrew on May 18, 2021, 11:40:15 AM
Mahan was writing from the perspective of an American and America is a Maritime power until such time as Mexico or Canada builds a huge army. He was also basing his writings of the performance of Great Britain which is a Maritime power and used that power to defeat pretty much everyone at various points by using their command of the sea to project power where needed.
Germany lost WW1 because they had built a navy which while vastly expensive and consuming a lot of resources was worse than useless. It brought the Greatest Maritime power into an alliance with all their hostile neighbours , and was then unnable to meaningfully intefere with the blockade this caused strangling Germanies economy and allowing the financial power of Great Britain to bring men and material from all over the world to block their ambitons on land. If the Germans had not built a navy WW1 would have ended in 1914-15 with a German victory over France and Russia.

However in Starfire there is only the Navy and fixed fortifications so fleet power is all important. The maths of Starfire means that all other things being equal the larger fleet wins by a signifigant margin.  So the weaker power needs to attrit the more powerful fleet by some means, diversions to split their fleet, attrition from cheap wp defenses or drawing a part of the enemy fleet into an engagment as attempted at Jutland.
The Greater power needs to keep as much combat power concentrated as possible and avoid being drawn into too many wp assaults and being attrited before the Decisive battle.
Esentially it works like the Pacific war in WW2 and Japanese planning for attrition before the final decisive battle. The same rule applies never fight anyone who has an economy 10 times greater than you unless you can destroy their economy before they bury you in ships.

This is the Big problem for the Mintek, they cannot match the D'bringi numbers so need to win multiple small engagements, WP defenses or find a way to hit the D'bringi economy.  Kurt had a great example of how a weak power can defeat a stronger power with luck and skill in his previous campaign, the defeat of the Republic by the Empire despite the Empire being much weaker than the Republic but with a whole card.
Title: Re: Cold War Comments Thread
Post by: misanthropope on May 18, 2021, 07:10:16 PM
feel you are considerably underappreciating the effects of choke points on wars in starfire.   
Title: Re: Cold War Comments Thread
Post by: Kurt on May 19, 2021, 08:54:27 AM
Mahan was writing from the perspective of an American and America is a Maritime power until such time as Mexico or Canada builds a huge army. He was also basing his writings of the performance of Great Britain which is a Maritime power and used that power to defeat pretty much everyone at various points by using their command of the sea to project power where needed.
Germany lost WW1 because they had built a navy which while vastly expensive and consuming a lot of resources was worse than useless. It brought the Greatest Maritime power into an alliance with all their hostile neighbours , and was then unnable to meaningfully intefere with the blockade this caused strangling Germanies economy and allowing the financial power of Great Britain to bring men and material from all over the world to block their ambitons on land. If the Germans had not built a navy WW1 would have ended in 1914-15 with a German victory over France and Russia.

However in Starfire there is only the Navy and fixed fortifications so fleet power is all important. The maths of Starfire means that all other things being equal the larger fleet wins by a signifigant margin.  So the weaker power needs to attrit the more powerful fleet by some means, diversions to split their fleet, attrition from cheap wp defenses or drawing a part of the enemy fleet into an engagment as attempted at Jutland.
The Greater power needs to keep as much combat power concentrated as possible and avoid being drawn into too many wp assaults and being attrited before the Decisive battle.
Esentially it works like the Pacific war in WW2 and Japanese planning for attrition before the final decisive battle. The same rule applies never fight anyone who has an economy 10 times greater than you unless you can destroy their economy before they bury you in ships.

This is the Big problem for the Mintek, they cannot match the D'bringi numbers so need to win multiple small engagements, WP defenses or find a way to hit the D'bringi economy.  Kurt had a great example of how a weak power can defeat a stronger power with luck and skill in his previous campaign, the defeat of the Republic by the Empire despite the Empire being much weaker than the Republic but with a whole card.

The Mintek had a great plan of attack against the D'Bringi Alliance, based on their development of HT-9 systems.  Their attack plan relied on SBM pods destroying the warp point defenses at the Phyriseq warp point, and then their new F1 fighters and anti-matter munitions giving them qualitative superiority over the remaining Alliance fleets that would respond.  There was more to the plan, but that was the basics.  It had a good chance of succeeding, but their great plan ran afoul of economic realities.  Namely, their economy can't handle refitting their fleet, upgrading their munitions, and building the number of ships and fighters they need to both attack the D'Bringi and defend their home system against the unknowns that recently found a closed warp point into their system.  By the time they sort out their economy and their contact with the Bedu (currently ongoing), they will likely have lost their window, as the D'Bringi Alliance will probably have developed HT-9 systems themselves.  Whether the Mintek figure that out before attacking, though, is another question. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on May 19, 2021, 08:59:24 AM
feel you are considerably underappreciating the effects of choke points on wars in starfire.

Starfire is dominated by the warp point choke point issue.  However, in a low-growth, relatively low income game, the stakes are considerably higher.  It is much harder in this campaign to establish significant warp point defenses outside a race's home system, and all of the races are much more loss-sensitive than they would otherwise be.  In spite of the fact that I've raised the price of mines and DSB-L's, they are relatively easy to build and so most races rely on them, but given their limited income they can only build so many without crippling other areas, such as their fleet or economic expansion. 

The economic choices I made for this campaign continue to yield interesting results. 
Title: Re: Cold War Comments Thread
Post by: Paul M on May 19, 2021, 11:27:48 AM
Mines and buoys Starslayer and I sorta have a soft cap on.  We also require that a tender be present for them so they have a running cost.  We also increased the build cost for minefields to 0.5 HS/pattern and you can't move them with the CFN, I do the same with pods, the races I have that use them all have dedicated pod movers.  So a fair few of these things are under control in our game.  The cost of the fun toys is also an issue as you are seeing...the RM has spent turn after turn after turn refitting...replacing older fighters...buying pods...refitting...oh those ships need refitting...oh what the heck are those fighters still in service for...good lord there are still ships to be refit...finally I can refit those carriers as I don't need them to shuttle fighters any more...

Starslayer is the better one to mention the Bugs vrs the Psycho Seals.  In our game the bugs are among the highest tech level in the game:  the SCN ran into cloaked bug SDs for example.  Still the Seals have managed to tie them up for over 100 turns.  The combination of closed WPs, WP defences, 100 HS WPs etc have made the advances after the initial rapid ones painfully slow.   And the Seals still don't have anti-matter while the bugs are using advanced anti-matter.

Our stellaris game last night by the way illustrated very well the problem with concentrated fleet power.  I was attacking a NPR and while my fleet was stronger I had to split it in 2 to deal with 2 lines of advance and then the one line of advance split again.  Soooo there I am taking system C...then the NPR runs back and takes system B...followed by A...my fleet retakes B then A...they take C...I retake C...they take B than A.  It was VERY annoying and ended up with a status quo peace.  I needed 1 more good sized fleet and that problem would have been solved...but it illustrates the issue with a single powerful fleet....that can be only in one place at one time.  I also don't think I was playing so effectively since it is multiplayer and the whole stopping the clock is something I try and avoid.  So I make no claims there wasn't a better way to deal with the situation than playing whack-a-mole.

In starfire once you empire is 4 jumps from your home system in all directions a single concentrated fleet has to give way to something distributed ...so at around HT4 for a player race or when BBs show up you have virtually no other choice as they are just too slow to respond to threats where you have to go from one side to the other and then back.  In a game with a SM and other humans I'd think that whole "one fleet to rule them all" concept dies even earlier.
Title: Re: Cold War Comments Thread
Post by: misanthropope on May 20, 2021, 10:15:36 AM
urge to play starfire intensifying...
Title: Re: Cold War Comments Thread
Post by: Kurt on June 03, 2021, 04:19:04 PM
Sorry for the hiatus.  I had some real-life stuff I had to deal with, and, as the campaign has gotten more complex, I decided I needed a better way to track the contact points between empires.  As the game has gone on and the empires have grown, there have been an ever increasing number of contact points.  Some of these contact points are known to both sides, some are known to one side, and some are not known by either side to be an actual contact point.  The number of these has grown to the point that I decided to create a spread sheet to track the contact points, and the knowledge each race has for the contact points, so that I could better track what is actually going on.  I think this will be useful in the future, but, it has been a bit time consuming. 
Title: Re: Cold War Comments Thread
Post by: TheTalkingMeowth on June 03, 2021, 08:27:08 PM
The degree to which the CU higher-ups suck is...awe-inspiring. Seriously. Masterclass in sheer unadulterated awful.

I think it's the whiff of pettiness that really sells it.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on June 04, 2021, 04:53:27 AM
Agreed. Its to the point where I more or less am hoping that Humanity gets taken over by the D'Bringi simply so we don't have to deal with the human politicians any longer.
Title: Re: Cold War Comments Thread
Post by: Black on June 04, 2021, 05:24:42 AM
I would prefer Bjering over D'Bringi, but even D'Bringi are getting more reasonable with Rehorish influence. It is a shame that the Colonial Union has fallen so low. I am at least content that Ruston is out of the harms way. I wonder about Semenov thought, some overzealous New Dawnist could go after him if Semenov will be more vocal about this situation.
Title: Re: Cold War Comments Thread
Post by: Paul M on June 04, 2021, 09:56:59 AM
It does seem to be a situation where the scum is rising to the top of the pot...

The CU will have to invest in dedicated assault transports in the future and presumably will be scrabbling to put DDE/CLE/CAE into service.
Title: Re: Cold War Comments Thread
Post by: Migi on June 11, 2021, 08:37:57 PM
Firstly thanks for the updates, I enjoyed reading them.

As a rules question, I thought that only 1 ship can sit in each hex, is that not the case or did the Tormsk Union not place mines directly surounding the warp point?

When the BC came through the warp point, the targeting switched from the CL to the BC. When the SD came through the warp point, the targeting switched again to the SD.
Why was this done? Isn't getting a mission kill on an existing target more valuable than scratching the paint on a new ship? Especially with the SD's being much larger than the BC which were firing on them.
In addition to this, the CL were minesweepers, so reducing the number of functioning minesweepers would have potentially let the minefield survive and inflict damage on the rest of the rest of the fleet as it passed through, or maybe caused the minesweepers to spend more than 1 turn sweeping, which lets the Tormsk fleet keep getting 'free' missile hits.

Also I wasn't quite sure, are DSB-L one shot only and are they targeted by the command ship? It seems like another case where lack of focus fire left the CU with many functioning ships, whereas with more focus more of the ships would be mission kills, or is that the reason for using smaller hulls for minesweepers?
Title: Re: Cold War Comments Thread
Post by: ZimRathbone on June 11, 2021, 08:58:05 PM

As a rules question, I thought that only 1 ship can sit in each hex, is that not the case or did the Tormsk Union not place mines directly surounding the warp point?


No, Starfire tactical hexes are huge (1/4 LS across) and even the biggest ships are of the order of a few hundred meters long.  There are no stacking limits,
Title: Re: Cold War Comments Thread
Post by: Paul M on June 12, 2021, 01:07:13 AM

When the BC came through the warp point, the targeting switched from the CL to the BC. When the SD came through the warp point, the targeting switched again to the SD.
Why was this done? Isn't getting a mission kill on an existing target more valuable than scratching the paint on a new ship? Especially with the SD's being much larger than the BC which were firing on them.
In addition to this, the CL were minesweepers, so reducing the number of functioning minesweepers would have potentially let the minefield survive and inflict damage on the rest of the rest of the fleet as it passed through, or maybe caused the minesweepers to spend more than 1 turn sweeping, which lets the Tormsk fleet keep getting 'free' missile hits.

As point defences are necessary to survive minesweeping efforts the ships are very hard missile targets.  So switching off them likely means more hits.  Also a ship that just transited in has degraded point defences so swapping over to it to get in as many possible hits as you can isn't entirely foolish.  "Stay on Target" is generally though best.  One thing that should be implemented in most games is that ships under fire perform at a lower level then ships not engaged...this would produce a more realistic combat environment where ships match up and not the entire fleet fires on a single ship.

Also I wasn't quite sure, are DSB-L one shot only and are they targeted by the command ship? It seems like another case where lack of focus fire left the CU with many functioning ships, whereas with more focus more of the ships would be mission kills, or is that the reason for using smaller hulls for minesweepers?

DSB-L are bomb pumped X-ray lasers so are one shot and they target according to rules defined when they are activated but basically target every ships in their pre-defined engagement range.  The command ship basically hits "EXECUTE" and the buoy runs the program.  So the more ships the less damage each ship is likely to take.  In order of decreasing size each ship is targeted by a buoy...if more ships that buoys the larger ships are targeted first; if more buoys than ships then the largest to smallest ships are targeted by a second buoy and so on.  So for example: 25 ships  and 5 buoys the 5 largest ships get hit, 5 ships and 25 buoys each ship gets 5, 25 ships and 35 buoys the 10 largest ships get 2 and rest 1.  Buoys can only target large units (I think this is the correct confusing SF rules category) at this tech level and can't differentiate based on class or size.

As gunbboats are targeted as ships they are added in...and this is where Starslayer gets annoyed with me as I then split my buoys into groups of 6 and each group of 6 fires so only the 6 largest targets get engaged ...  it is a bit gamey but within the rules and otherwise you waste a lot of shots on gunboats...mind you I also want to use buoys to clear out gunboats so at other times I use large groups just to make sure the ships don't get in the way of that.  But firing IDEW-P at gunboats???
Title: Re: Cold War Comments Thread
Post by: Kurt on June 12, 2021, 08:37:44 AM
Firstly thanks for the updates, I enjoyed reading them.

As a rules question, I thought that only 1 ship can sit in each hex, is that not the case or did the Tormsk Union not place mines directly surounding the warp point?

As Paul noted, there are no stacking limits.  As for the mines, they cannot be placed directly in the hex containing the warp point, so this effectively creates a safe space in the warp point entry hex on the map for attacking ships.  Of course, they are only safe from the mines, not defending ships or buoys.  Mines can be placed directly on a closed warp point hex, meaning that as soon as the attacking ships jump in they are attacked by the mines, giving them no safe space.  The warp point into the Tomsk Union system is actually a closed warp point, so the Tomsk Union could have placed mines directly on the warp point, but I had decided way in advance of this event that the Tomsk Union would not do that, as they were maintaining diplomatic contact with the Colonial Union and were hoping for an improvement in relations.  In terms of economics, the Colonial Union is as large as the Tomsk Union and the Bjering put together, although it is lower tech.  In any case, the Tomsk Union didn't want to cause an interstellar incident by accidentally blowing up a Colonial Union diplomatic ship, so they hamstrung their own defenses.  They did this in the knowledge that the Bjering would back them up, and they were fairly sure the Colonial Union didn't want a long war on their hands.  Their entire strategy was based on the belief that if they made it too difficult and costly for the Colonial Union, Union forces would be forced to give up and leave by public opinion in their core systems.   

Quote
When the BC came through the warp point, the targeting switched from the CL to the BC. When the SD came through the warp point, the targeting switched again to the SD.
Why was this done? Isn't getting a mission kill on an existing target more valuable than scratching the paint on a new ship? Especially with the SD's being much larger than the BC which were firing on them.
In addition to this, the CL were minesweepers, so reducing the number of functioning minesweepers would have potentially let the minefield survive and inflict damage on the rest of the rest of the fleet as it passed through, or maybe caused the minesweepers to spend more than 1 turn sweeping, which lets the Tormsk fleet keep getting 'free' missile hits.

This was exactly what Paul said.  The defenders were trying to damage as many ships as they could on the turn they entered, taking advantage of the fact that they were out of their datalink networks and their point defense was degraded.  Also, from the Tomsk point of view, they were trying to inflict a lot of damage, not destroy ships.  Destroying ships would piss off the United Colonial Defense Fleet, and risked rousing the Colonial Union's population against them.  Instead, by damaging as many ships as possible, they were creating a problem for the Colonial Union, and reducing the number of ships that could move forward against them in the next phase of the battle, which would be around the capital planet, where the Bjering would come into play. 

Quote
Also I wasn't quite sure, are DSB-L one shot only and are they targeted by the command ship? It seems like another case where lack of focus fire left the CU with many functioning ships, whereas with more focus more of the ships would be mission kills, or is that the reason for using smaller hulls for minesweepers?

They are one shot, although there are higher tech buoys which can recharge, although not in time to fire again in a battle.  Preferably, the Tomsk Union would have preferred to fire their buoys earlier in the battle, where they would have caused damage to fewer ships, but would have caused more serious damage to those ships.  Unfortunately, the Tomsk Union only had two ships at the warp point that had control systems for the buoys, and by they time they activated it was too late to focus on fewer ships. 

Kurt 
Title: Re: Cold War Comments Thread
Post by: Paul M on June 13, 2021, 05:12:28 AM
To make a personal point to Kurt's comments that I, to be clear, agree with on switching targeting:  when it is clear the defenders can't win the defence I switch from destroying to inflicting hard damage (inside shields) as my opinion is that recovery, repair and so on of these damaged ships inflicts more "friction" on the victor than a smaller number of outright lost ships will.  Worst case the victor may have to scuttle them...or else they will have to go back to be repaired then come forward again with a lowered crew quality due to battle damage and so on.

Then there is the soft factors of not killing ships crews and so on.  In this sort of battle it matters how you fight a lot more than when you dealing with a bug horde.

One further point with regards to mines and closed warp points.  What I do is have the mines in the closed warp point hex itself under command control not left on...so they are brought up only if needed.  This stops an IFF error and also to a degree makes them more effective.  But I can also understand NOT placing mines there.  One would expect to see politicians from the side of the defenders now asking "Why didn't you emplace them you idiots?!?!"  "Military Bumbling At Its Best!!!" and so on...
Title: Re: Cold War Comments Thread
Post by: Kurt on June 13, 2021, 11:38:21 AM
To make a personal point to Kurt's comments that I, to be clear, agree with on switching targeting:  when it is clear the defenders can't win the defence I switch from destroying to inflicting hard damage (inside shields) as my opinion is that recovery, repair and so on of these damaged ships inflicts more "friction" on the victor than a smaller number of outright lost ships will.  Worst case the victor may have to scuttle them...or else they will have to go back to be repaired then come forward again with a lowered crew quality due to battle damage and so on.

Then there is the soft factors of not killing ships crews and so on.  In this sort of battle it matters how you fight a lot more than when you dealing with a bug horde.

One further point with regards to mines and closed warp points.  What I do is have the mines in the closed warp point hex itself under command control not left on...so they are brought up only if needed.  This stops an IFF error and also to a degree makes them more effective.  But I can also understand NOT placing mines there.  One would expect to see politicians from the side of the defenders now asking "Why didn't you emplace them you idiots?!?!"  "Military Bumbling At Its Best!!!" and so on...

Needless to say, the Tomsk government's attitude about placing mines on the warp point has changed, substantially. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on June 17, 2021, 09:23:37 AM
Yes, diplomacy rolls can be strange at times. Just ask Paula bout the Cats who say Nnnnjoo....
Or the simeans, who the RM attacked, then  after a spirited but doomed WP defense they made an offer to aka.. join us epacefully or be subjugated... and got a partnership counteroffer...

We had a few very strange diplomacy rolls in this campaign.
Also the fascist ugolates who turned a trade & military offer into a bloody conflict by getting the 'mortally offended' result on the relationshoips.
Title: Re: Cold War Comments Thread
Post by: Paul M on June 26, 2021, 12:15:49 AM
Kurt, looking over the last posts I see a trend towards not having assault capable fleets.  Virtually everyone has a fleet that is optimized for deep space battles.   This may make sense as most have been that but no one seems to have a fleet with an assault component.  In the game Starslayer and I have going, at around this tech level that was a mix of CA, BC, and BB.   Personally i find the BC a poor assault ship as it costs much more than a CA and is far less sturdy compared to BBs and so tend to use CA&BB.  With your changed WP rules I have no idea how to go about determining what size ship makes most sense.  But outside of the CU no one seems to be considering how they will get through a defended WP.  How to defend one seems to be everyone's question.

I have a request, as everyone seems enamoured with fighters and we skipped over this TL without significant combat, or at least combat that wasn't F0 vrs pGB, could you make some comments later on how you see the balance going with the 3rdR changes, I'd like to know if my view is personal or something other people are seeing.  One point that I noticed from playing through the SAW scenarios for the start of ISW3 was that fighters are great against lighter ships, awesome against bases but against sufficient numbers of capital ships they suddenly deflate.  Against the combination anti-fighter escorts and capital ships they take serious losses, and this with the SAW designs (no Ai, S0, Zi, etc).  I'm very curious what your experience is, particularly with F0/F1.

Do you plan to limit the number of shot fL can take?  The München group decided that it, in particular, needed reigning in.   We settled on 3 anti-shipping shots and unlimited dogfighting.
Title: Re: Cold War Comments Thread
Post by: Kurt on June 26, 2021, 08:23:23 AM
Kurt, looking over the last posts I see a trend towards not having assault capable fleets.  Virtually everyone has a fleet that is optimized for deep space battles.   This may make sense as most have been that but no one seems to have a fleet with an assault component.  In the game Starslayer and I have going, at around this tech level that was a mix of CA, BC, and BB.   Personally i find the BC a poor assault ship as it costs much more than a CA and is far less sturdy compared to BBs and so tend to use CA&BB.  With your changed WP rules I have no idea how to go about determining what size ship makes most sense.  But outside of the CU no one seems to be considering how they will get through a defended WP.  How to defend one seems to be everyone's question.

Well observed.  You aren't wrong.  Here's the major race's attitudes on this issue:

D'Bringi Alliance: They hate the thought of the massive casualties involved in an assault, and in particular the Rehorish don't want to throw their well-trained crews into a meat grinder.  Because of this they are focused on building up their defenses and their mobile fleet.  With a large mobile fleet they can take advantage of any links to Mintek systems they discover, or the Mintek reveal. The Rehorish, who largely control strategic thought in the alliance, are focused on mobile warfare that allows them to use their fighters and elite crews to their maximum advantage.  There are those that recognize the value of an assault capability, just as an option to have on hand if needed.  The T'Pau, in particular, recognize that having this capability is vital and their battleship that they are building is indeed a heavy assault design. 

Colonial Union: The New Dawnists are using the Union Assault Corps as a recruiting tool and a point of national pride, so its more of a political thing for them than anything else.  Still, it is an assault corps, and they learned some valuable lessons from their recent failed attack.  Primarily that their light cruisers are too small for their intended roles.  Therefore, they are bringing some cruisers out of mothballs to be refitted as the next generation of assault ships.  Now that SD's are in production, the UAC is going to make a play for the battleship hulls as well.  At this point, though, their targets are limited.  They have no interest in war with the D'Bringi Alliance, as they are too large and the general population has no interest in a long, bloody war.  And really, the New Dawnists have no particular interest in ruling over aliens.  That leaves Tomsk and the Confederated Free States.  Attacking the Confederated Free States will lead directly to war with the D'Bringi, and now they've learned that attacking Tomsk will lead to war with the Bjering. 

Bjering/Tomsk Alliance: This alliance is focused on peaceful expansion, and views its naval power as essentially defensive in nature.  Neither the Bjering nor the Tomsk governments have any interest in ruling over alien races that don't want to be in their alliance.  In particular, the Tomsk are completely defensive minded, probably to their detriment.  Much like the French before WW II, the Tomsk have focused on defensive measures to the detriment of offensive capability, mostly because their capital planet and most important system has a direct link to their biggest threat.

Mintek: The Mintek do have an assault fleet, based on SD hulls.  Their original SD force performed poorly, so they refit their remaining SD's into an assault variant with moderately heavy shields and armor, six fighters, and HET lasers.  They haven't had the opportunity to use them, and for the last several years they've been pressed into duty as defense stations in the home system, reinforcing fixed defenses.  The problem is that they know that the D'Bringi Alliance is larger than them, and therefore they can't afford attritional warfare against the larger empire.  They had a nifty assault plan for attacking the D'Bringi prepared defenses in the Phyriseq system, and then advancing into the Chruqua warp nexus and fragmenting the Alliance, using their assault ships and newly developed anti-matter weapons and SBM pods, but their economy wouldn't support the forces needed and now they're diverted by contact with the Bedu. 

Just a note on hull sizes for assault ships.  The two races with existing assault units are using the hulls they had on hand, not what is best.  The Colonial Union is using light cruisers because the old Soviet Union built a bunch for attacking the D'Bringi forces that were besieging the Solar System.  The USSR built light cruisers because it was the largest ship they felt they could build relatively quickly.  They were effective in the attack on the Tomsk system, but were revealed to be fragile, so the UAC will be moving to larger hulls if possible,  The Mintek are using SD's, but that is because they had SD hulls available.  Under the rules I am using the best size assault ship is dependent on the size of the warp point being assaulted.  If it is a 100 capacity warp point, then a battleship hull is perfect, because you can fit five through per turn.  If it is 100 hull spaces and you are using SD's, like the Mintek, then you are only going to be able to squeeze three through per turn.  Because of the uncertainty, most races are going to use whatever hull they have available, but anything over 100 hull spaces is going to be less effective.   

Quote
I have a request, as everyone seems enamoured with fighters and we skipped over this TL without significant combat, or at least combat that wasn't F0 vrs pGB, could you make some comments later on how you see the balance going with the 3rdR changes, I'd like to know if my view is personal or something other people are seeing.  One point that I noticed from playing through the SAW scenarios for the start of ISW3 was that fighters are great against lighter ships, awesome against bases but against sufficient numbers of capital ships they suddenly deflate.  Against the combination anti-fighter escorts and capital ships they take serious losses, and this with the SAW designs (no Ai, S0, Zi, etc).  I'm very curious what your experience is, particularly with F0/F1.

Do you plan to limit the number of shot fL can take?  The München group decided that it, in particular, needed reigning in.   We settled on 3 anti-shipping shots and unlimited dogfighting.

At this point the Colonial Union is the only race without fighter forces, but because of the recent battle they are aware of the threat and are building escort forces capable of engaging fighters, and their next refit program will likely increase the point defense on all designs, to counter the perceived threat.  They are close to developing their own fighters, and will likely go big as quickly as they can to remedy the perceived imbalance. 

My experience with fighters up to now is that they are the next generation of swarmers.  Swarmers can be very effective in the right circumstances, namely, when they out-mass their enemy by a significant margin.  When they don't they tend to take significant losses without inflicting significant damage.  When the swarmers are corvettes, figuring out the mass balance is easy because you are comparing hull spaces to hull spaces.  Its harder with fighters.  I'm curious to see how they fare against well-handled fleets of capital ships with escorts, when the defending fleet is not surprised by the fighters.  At this point in the campaign every one is either using fighters or has seen them, so surprise is gone.  We'll see what happens. 

I hadn't been aware that there is a concern with fL's.  From your comment above I'd guess that there are those that fear that they are too effective?
Title: Re: Cold War Comments Thread
Post by: Paul M on June 26, 2021, 11:37:15 AM
i'm afraid at least in the München gang's (and mine as part of it) opinion they were far far far too effective.  6 F1's with FL does 18 damage per turn and can fire until the fighters themselves are destroyed.  Also there is the 1 LS circle of death which obliterates bases....basically the fighters circle doing max EM at 4 hexes and with a 3 to hit and a -1 to be hit by return fire can rip a base to pieces over time.   So yeah...personally yes it is too much.  It is basically due to the minimum damage being 1 pt but it is just way too much.  fL2 and fP are also overpowered.  The problem is that the fM series is underpowered, until fM2-LT2 then you have something which likely can do damage to ships.  Why you can't put an anti-matter warhead on fM1 or fM2 and why the advanced anti-matter warhead does less damage is beyond me.
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on June 26, 2021, 12:15:41 PM
To be honest, I am not sure how the balance changes at TL 10, TL11, Al and Dx do change the circle of death to a circle of impotence. They also defang fM-LT2. Current battles are somewhat inconclusive as they usually end one way or other before the carries wake up and send fights in close. But right now the bugs are holding their own with AFM abtteries and playing hedgehog. Though (still writing up) the last battle, trying to man the walls and keep the gunboats about for fleet defense did prevent them from going active. On the other hand, tehy served admirably as an expensive ablative armour for the fleet, as Paul was somewhat focused on engaging them. ;)

The restriction of prevalent 100 HS WPs has lead most races to adopt special BB designs as assault ships.
A special mention goes to the bugs, whom toss 6 probe BBs through a WP to get information and telemetry.

DAIKU III class BB     AM2    12 XOg Racks    100 Hull    TL 11
[2]S1x36Acx24AlAcx30HQ(III)(III)Q(III)(BbS)Q(HET2)HDx(III)Q(HET2)M5?jDx!3LhQ(HET2)Dx?kXr?3Wc(It2)ZiDxX(III)Mg[6]
100 RCP  110 FCP       Trg:6  Bmp +6  Tem -3  Cloak      Cost =  3530/ 529.5
HTK 133   S1x36  Alx1  Acx54  Dxx4  (HET2)x3  Wcx1  Mgx1 

And their Minesweepers are a bit of a legacy design, though they served admirably.

BB WOLVERINE II class BB     AM2    20 XO Racks    100 Hull    TL 10
[2]S1x45Acx48H(III-It)(BbS)(III-It)(III-It)?3(III-It)QDxx4LxDxDxLxQLhDxLx!2DxM5Xrs(Dec2)LxZiDxMg(III-It)[5]
100 RCP       Trg:6  Bmp +6  Tem -2        Cost =  3276/ 491.4
HTK 138   S1x45  Acx48  Dxx9  Lxx4  Mgx1 
10x CM LT2, 20x CAM (Mg), 20x BAM-Rc, 2x EDM (Mg)

Of course, should things get serious and the WP allow it, there's this:
ML HATAMOTO-HI II class ML     AM2    1 XO, 20 XOg Racks    165 Hull    TL 11
[3]S1x60Acx20AlAcx20AlAcx20(BbS)(IIIII)HLhQx5Fc2Fc2(IIIII)?3Fc2Fc2DxzDxzTi(IIIII)HQQFc2Fc2!3(It2)DxzTi?jMi2?kDxzDxzFc2Fc2QLhZ2Dxz(IIIII)MgMg[5]
165 RCP  35 MCP  200 FCP       Trg:11    Atk +2  Bmp +6  Tem -3  Cloak      Cost =  6128/ 919.2
HTK 180   S1x60  Alx2  Acx60  Dxzx6  Fc2x8  Tix2  Mgx2 
Title: Re: Cold War Comments Thread
Post by: Kurt on June 26, 2021, 02:33:10 PM
i'm afraid at least in the München gang's (and mine as part of it) opinion they were far far far too effective.  6 F1's with FL does 18 damage per turn and can fire until the fighters themselves are destroyed.  Also there is the 1 LS circle of death which obliterates bases....basically the fighters circle doing max EM at 4 hexes and with a 3 to hit and a -1 to be hit by return fire can rip a base to pieces over time.   So yeah...personally yes it is too much.  It is basically due to the minimum damage being 1 pt but it is just way too much.  fL2 and fP are also overpowered.  The problem is that the fM series is underpowered, until fM2-LT2 then you have something which likely can do damage to ships.  Why you can't put an anti-matter warhead on fM1 or fM2 and why the advanced anti-matter warhead does less damage is beyond me.

I'll keep an eye on that.  My memory was that fighters equipped with fG had the advantage over fighters equipped with fL, however, having looked at the rules, a group of F1's equipped with 3 fL has twice the range over fighters with fG.  Worse for the fighters with fG, not only can the fighters with fL engage at ranges 2-3 without return fire, but the fL's only suffer a slight disadvantage at range 1, although the fG's gain a pretty good advantage at range 0.  Add to that the fact that fighters with fL can engage both fighters and ships, the advantage becomes even better.  I'll have to think about this. 
Title: Re: Cold War Comments Thread
Post by: Kurt on June 26, 2021, 02:36:25 PM
To be honest, I am not sure how the balance changes at TL 10, TL11, Al and Dx do change the circle of death to a circle of impotence. They also defang fM-LT2. Current battles are somewhat inconclusive as they usually end one way or other before the carries wake up and send fights in close. But right now the bugs are holding their own with AFM abtteries and playing hedgehog. Though (still writing up) the last battle, trying to man the walls and keep the gunboats about for fleet defense did prevent them from going active. On the other hand, tehy served admirably as an expensive ablative armour for the fleet, as Paul was somewhat focused on engaging them. ;)

The restriction of prevalent 100 HS WPs has lead most races to adopt special BB designs as assault ships.
A special mention goes to the bugs, whom toss 6 probe BBs through a WP to get information and telemetry.

DAIKU III class BB     AM2    12 XOg Racks    100 Hull    TL 11
[2]S1x36Acx24AlAcx30HQ(III)(III)Q(III)(BbS)Q(HET2)HDx(III)Q(HET2)M5?jDx!3LhQ(HET2)Dx?kXr?3Wc(It2)ZiDxX(III)Mg[6]
100 RCP  110 FCP       Trg:6  Bmp +6  Tem -3  Cloak      Cost =  3530/ 529.5
HTK 133   S1x36  Alx1  Acx54  Dxx4  (HET2)x3  Wcx1  Mgx1 

And their Minesweepers are a bit of a legacy design, though they served admirably.

BB WOLVERINE II class BB     AM2    20 XO Racks    100 Hull    TL 10
[2]S1x45Acx48H(III-It)(BbS)(III-It)(III-It)?3(III-It)QDxx4LxDxDxLxQLhDxLx!2DxM5Xrs(Dec2)LxZiDxMg(III-It)[5]
100 RCP       Trg:6  Bmp +6  Tem -2        Cost =  3276/ 491.4
HTK 138   S1x45  Acx48  Dxx9  Lxx4  Mgx1 
10x CM LT2, 20x CAM (Mg), 20x BAM-Rc, 2x EDM (Mg)

Of course, should things get serious and the WP allow it, there's this:
ML HATAMOTO-HI II class ML     AM2    1 XO, 20 XOg Racks    165 Hull    TL 11
[3]S1x60Acx20AlAcx20AlAcx20(BbS)(IIIII)HLhQx5Fc2Fc2(IIIII)?3Fc2Fc2DxzDxzTi(IIIII)HQQFc2Fc2!3(It2)DxzTi?jMi2?kDxzDxzFc2Fc2QLhZ2Dxz(IIIII)MgMg[5]
165 RCP  35 MCP  200 FCP       Trg:11    Atk +2  Bmp +6  Tem -3  Cloak      Cost =  6128/ 919.2
HTK 180   S1x60  Alx2  Acx60  Dxzx6  Fc2x8  Tix2  Mgx2

those are some serious assault ships, and, of course, beyond my current tech levels.  I'm hoping to reach fairly high tech levels with this campaign, though, so hopefully I will get there. 
Title: Re: Cold War Comments Thread
Post by: Paul M on June 27, 2021, 01:24:46 AM
Well closer to your TL is the Shanirian Intrepid class designed to scout warp points:

INTREPID class BB     AM2    20 XOa Racks    100 Hull    TL 9
[2] S0x40Acx48H(BbM)QTi(III)GDi(III)GDiDzQ(III)GDiDzGDzM3!2?jXrCLhQGDz?2XZi(III)Mg(III) [5]
100 RCP  50 MCP       Trg:4  Bmp +4  Tem -2        Cost =  2586/ 387.9
HTK 131   S0x40  Acx48  Dix3  Dzx4  Gx5  Tix1  Mgx1 
50x GM-a, 7x CM, 10x CAM (Mg), 15x BAM-G, 4x EDM (Mg)

or the Principii, and Hastasi classes which are the WP assault ships (lower tech versions) which are the standard assault ships/minesweepers

PRINCIPII class BB     AM    20 XO Racks    100 Hull    TL 7
[3] S0x38Aix30ZH(BbM)(III)?1(III)DGDQDGD(III)TiDGDMgDGDM3GMg!1DXrCLhQD(III)(III) [5]
100 RCP       Trg:4  Bmp +2  Tem -1        Cost =  2049/ 307.4
HTK 112   S0x38  Aix30  Dx10  Gx5  Tix1  Mgx2 
100x GM-a, 10x CM, 18x CAM (Mg), 35x BAM-G, 8x EDM (Mg)

HASTATI class CA     AM    12 XO Racks    60 Hull    TL 5
[2] Sx5Aix16ZH(II)Q(II)(II)PbGGM2GDGD(BbS)(II)CDXrLhQGMgD(II)(II) [6]
60 RCP  40 MCP       Trg:3        Cost =  996/ 149.4
HTK 53   Sx5  Aix16  Dx4  Gx5  Mgx1 
80x GM, 12x SM, 6x CM, 4x EDM (Mg)

Ignore the more advanced missiles where TL inappropriate!

Actually the fL gets more disgusting dogfighting wise as with F2 the lower tech fighters F0 especially can never reach engagement range with fG...the SAW scenario "When Enemies Join Hands" I added "The Rigillians Dance On Their Graves" to...the Alliance has F0 the Rigillians F2 and my first strike was aimed at dogfighting their fighters away, then I realized I could hit their ships...then it dawned on me...the carriers you twit...and we stopped when i started strafing the carriers with my onboard fL.   I found that most of Webbers write ups after most scenarios were at extreme odds to what we saw playing them out.  I'm still baffled by how "naval intellegence" could actually work with a WP between you and the enemy...the abortive RM-Thing war was due to me assuming I could make some inroads on them and then stop...and rinse and repeat sort of thing...but the utter lack of any idea what I was facing had me hitting two key systems ASAP and then running into WP size limitations and logistics issues.  But starting a war with effectively zero info on what is on the other side of the hill...ugggh
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on June 27, 2021, 05:51:22 AM
Well, the RM attacked 2 must-hold systems of the Thing, and the WP defenses were thus strong. Both systems had major shipyards able to churn out defenses.

As for theban assault ships... allthough they had not yet assaulted a WP.

CA DUA IV class CA     AM2    12 XO Racks    60 Hull    TL 10
[1] S1x9Acx21H(BbS)(II)Q(II)Dx(II)Dx(II)Dx(II)!2?3M3Lxx4(Dec2)MgDxZiLhQ(II) [6]
60 RCP  40 MCP       Trg:4  Bmp +6  Tem -2        Cost =  1619/ 242.8
HTK 61   S1x9  Acx21  Dxx4  Lxx4  Mgx1 

CA URT-HEKAU IV class CA     AM2    12 XO Racks    60 Hull    TL 9
[1] S0x12Acx30(BbS)H(II)Q(II)?2XrsL(II)DzL(II)DzM3L(II)DzZi!2QLhL(II) [6]
60 RCP  40 MCP       Trg:4  Bmp +4  Tem -2        Cost =  1384/ 207.6
HTK 71   S0x12  Acx30  Dzx3  Lx4 

BB KHNUM II class BB     AM2    20 XO Racks    100 Hull    TL 10
[2]S1x24Acx39H(BbS)WaWaQ(III)?3RcRc(III)WaWaXr(III)Mi1DcxWax3DxDcx(III)DxLhQWax3!2?jDxZi(III)MgMg[5]
100 RCP       Trg:9    Atk +1  Bmp +6  Tem -2        Cost =  3123/ 468.4
HTK 106   S1x24  Acx39  Dcxx2  Dxx3  Wax10  Mgx2 

No assault SD from the Thebans directly, but they inherited a class from the Andromedans:
SD GARUDA III class SD     AM2    26 XO Racks    130 Hull    TL 10
[3] S1x30Acx42HQ(IIII)H(IIII)FcQ(IIII)Fcx3DxDxFc(IIII)LhQFc(BbS)Xr!2FcMi1?3FcFcDxDxZiFc(IIII) [5]
130 RCP  20 MCP       Trg:9    Atk +1  Bmp +6  Tem -2        Cost =  3645/ 546.7
HTK 117   S1x30  Acx42  Dxx4  Fcx10 

In my opinion the thebans, unlike the bugy,  still have a lesson or two to learn about WP assaults.
Title: Cold War Status Update
Post by: Kurt on July 09, 2021, 09:36:36 AM
I am busily working on the events taking place from month 186 to 195, but I have decided to implement some changes.  These changes shouldn't be a big deal, at least not from the reader's perspective, but are taking some time to work out behind the scenes.  Firstly, I decided to change the campaign setting that deals with how SA tracks missiles.  When I started the campaign, I couldn't really remember the difference between the two options SA gives you when you start out, so I decided not to use the missile fund.  For those of you that don't know, Starfire uses something called a missile fund and a fighter fund to track munitions carried on the various ships in each fleet.  Its an abstract system designed to make it easier to deal with the thousands of missiles and other carried munitions that even a moderately sized fleet carries.  The empire maintains a fund that is the sum total of the averaged cost of all of the contents in the magazines of the fleet units, and if the number of magazines grows the owner has to pay into the fund, or the number of missiles in each magazine will shrink to cover the expansion.  Basically.  SA offers an alternative, though.  Because it is an automated tool, it offers a second option where it tracks all munitions in all magazines.  When a ship is built SA automatically schedules a build order for the munitions to go in its magazines, and if the number of missiles in a magazine is lower than the standard set level, if for instance some were expended in battle, then SA will schedule another build order to replace those munitions. 

The second choice, tracking all of the munitions, was the option I selected at the start, and it worked well enough.  However, the campaign has grown enough that it has become cumbersome, so I've switched over to the missile and fighter funds.  This has had unexpected effects.  For the races that have anti-matter weapons, the values of these funds have swelled, and every turn the race has to pay 15% of the fund value to maintain it.  For pre-anti-matter races this isn't a big deal, but for those that have developed those weapons, the cost can rapidly become prohibitive.  For instance, the Mintek had to drastically adjust the contents of their magazines, because they couldn't afford the maintenance cost.  For the most part this hasn't been a big deal and shouldn't be noticeable moving forward.

The second change is that I've decided to activate the optional supply rules Steve added into SA not long before he moved on to begin developing Aurora.  I had only a vague memory of how this worked, so I decided against using these rules when I started, but I've always meant to figure them out and start using them at some point.  After some digging I found the explanation that Steve posted and activated the option, so moving forward I will be using these rules.  For those that don't know, Starfire ships have a maintenance requirement that must be paid every month.  If the ship is out of supply it will begin suffering maintenance failures and lose systems.  In the original rules, this is a very basic on-off situation.  Either a ship is in supply, or out of supply, based on whether the imperial freight network can reach the system where they are located.  Steve's rules add some complexity to this, and give the player some options to deal with supply situations.  Instead of being an all or nothing option, supply is now available throughout the player's empire based on how much production is in the system in question, and how close that system is to other productive systems.  A system in the core of your empire, surrounded by productive systems, will be able to support large fleets, while systems on the periphery won't be able to support much of a fleet at all.  This will force a player to plan ahead for offensives, as he must ensure that the offensive route can support the ships he intends to deploy.  The new rules give the player several tools to increase supply in a system - supply dumps and supply ships.  Supply dumps increase the supply capacity of systems that they are in, and in the surrounding systems.  Supply ships carry supplies that a fleet can draw upon if they are in a system that cannot support them, but those supplies had to have been paid for on a previous turn and loaded onto that supply ship. 

Kurt
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on July 28, 2021, 12:02:33 AM
With these latest developments in the Torqual government, the question arises. What can the Alliance do about this situation? Do they have the legal power to do anything? Should they do anything, or leave them to sort themselves out? Interfering in local politics can cause blowback, not just in the Torqual area, but other areas of the Alliance that see the Alliance giving itself the ability to be more heavy handed in interfering with local politics. If they leave them be, then political instability could leak out from the Torqual state and affect other states, including the Alliance itself. How the Alliance deals with this crisis could be very important to the future of the galaxy.
Title: Re: Cold War Comments Thread
Post by: Kurt on July 28, 2021, 07:59:58 AM
With these latest developments in the Torqual government, the question arises. What can the Alliance do about this situation? Do they have the legal power to do anything? Should they do anything, or leave them to sort themselves out? Interfering in local politics can cause blowback, not just in the Torqual area, but other areas of the Alliance that see the Alliance giving itself the ability to be more heavy handed in interfering with local politics. If they leave them be, then political instability could leak out from the Torqual state and affect other states, including the Alliance itself. How the Alliance deals with this crisis could be very important to the future of the galaxy.

Legally, the Alliance government cannot interfere in the internal affairs of any state without an unanimous vote of the extended membership, which would include the Torqual representative.  This entire situation is the legacy of the early days of D'Bringi conquest that created the Alliance in the first place.  The Rehorish convinced the D'Bringi to give up indiscriminate conquest, and the smaller nations wanted assurances the bigger alliance members weren't going to meddle in their internal affairs. 

Even as this is happening there are high-level talks going on between the D'Bringi, T'Pau, and Rehorish members (the three full members).  The D'Bringi want to intervene, as they feel responsible for the situation as it currently stands, which is reasonable as they are responsible, but the T'Pau and the Rehorish are against it without a full vote. 

This evolving situation will stimulate discussion of change within the Alliance, to be sure.  The Alliance's strict rules about interfering are a result of the D'Bringi's previous acquisitive military adventurism, but they are all seeing the consequences of not being able to intervene when necessary. 

Kurt
Title: Re: Cold War Comments Thread
Post by: TheDOC on July 31, 2021, 07:36:15 AM
Hmm, i wonder if the Torqual fleet will have to bombard the planet, one way or the other. I could see attempts at intimidating the admiral and its crew with the fate of their loved ones backfire spectacularly, tbh.
Title: Re: Cold War Comments Thread
Post by: Kurt on August 30, 2021, 10:53:56 AM
I apologize for the lack of posts lately.  Real life has been stressful, for various reasons, and I haven't had a lot of time to write, and when I do have time I don't feel very creative. 

Things are changing, though, so I'm going to be working my way back into the campaign, and I'm hoping to begin posting again soon. 

Thanks
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on August 31, 2021, 12:02:39 AM
Kurt, I've recently gotten current with this campaign and am looking forward to future updates eagerly. Of course, take as much time as necessary, on one hand real life must always take precedence unfortunately, and on the other hand great work can never be rushed.  ;)
Title: Re: Cold War Comments Thread
Post by: Garfunkel on September 28, 2021, 09:41:56 PM
Great updates. And as always, civil war is messy.
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on September 28, 2021, 09:53:40 PM
Very exciting updates. I'm sure there was some roleplay involved, but even so the importance of a well-trained crew was starkly displayed in the space battle, with the incompetent revolutionaries barely able to hit the broad side of a space barn never mind a military target. Good to see some form of justice done in the end.

Are you RPing the ground war, or is there an exciting new system working behind the scenes that models logistics, cities, and the like?
Title: Re: Cold War Comments Thread
Post by: Kurt on September 29, 2021, 11:13:07 AM
Very exciting updates. I'm sure there was some roleplay involved, but even so the importance of a well-trained crew was starkly displayed in the space battle, with the incompetent revolutionaries barely able to hit the broad side of a space barn never mind a military target. Good to see some form of justice done in the end.

Are you RPing the ground war, or is there an exciting new system working behind the scenes that models logistics, cities, and the like?

The ground war is completely role played, and I decided before the war started that the outcome would largely be based on who won the space battle.  If the Revolutionary Council managed to somehow stop the Free Fleet from returning, then they would have been able to regain control on the ground.  Conversely, if the Free Fleet whipped the Council's fleet, then they'd eventually be able to gain control of the surface. 

The battle was interesting.  The Council's forces slightly outnumbered and out-massed the Free Fleet.  Not enough to make a big difference, but still, its not good to be on the wrong side of that.  The difference in grades really made a big difference, though.  It became clear to me after the first two salvoes that the Council's forces were completely outmatched, which is why they crumbled like they did.  After all, they were supposed to have an advantage at long range, given that they had more missile launchers than the Free Fleet. 

This got me thinking, so I wrote up a comparison that I'll post in the story thread in a bit. 

Kurt
Title: Re: Campaign Updates
Post by: misanthropope on September 29, 2021, 04:27:10 PM
im sorry about going off-topic, but characterizing russia as having "hamstrung" its army is a little odd to me.  was there another armed force on earth that could have done what the russians did, at the moment they had to do it? one need not admire the methods of the russian leadership, but simple survival under unprecedented duress proves they weren't a pack of oafish Weberian straw men.
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on September 29, 2021, 04:38:03 PM
Commenting in the correct thread:

im sorry about going off-topic, but characterizing russia as having "hamstrung" its army is a little odd to me.  was there another armed force on earth that could have done what the russians did, at the moment they had to do it? one need not admire the methods of the russian leadership, but simple survival under unprecedented duress proves they weren't a pack of oafish Weberian straw men.

I believe Kurt is referring to the state of the Red Army immediately prior to the start of Operation Barbarossa (or the Great Patriotic War, from the other side). This was not the successful and mature Red Army which won at Stalingrad, Kursk, and Berlin, but in 1941 the Red Army suffered a severe leadership deficit due to Stalin's purges which rather loosely mirrors the Torqual revolutionaries' situation in Kurt's recent updates. While it is somewhat open to debate what the actual impact of this was, and what might have been different had Stalin not carried out these purges, it is hard to argue that killing or firing the majority of your generals and a sizable fraction of the lower-ranking officers in a nation's army could not be described as "hamstringing" said army.

Certainly in the period of 1942-45, and even at times in 1941 such as at Moscow, the Red Army accomplished great things and was a premiere fighting force, but they surely did not start in a particularly enviable position.
Title: Re: Cold War Comments Thread
Post by: Kurt on September 29, 2021, 04:58:39 PM
Commenting in the correct thread:

im sorry about going off-topic, but characterizing russia as having "hamstrung" its army is a little odd to me.  was there another armed force on earth that could have done what the russians did, at the moment they had to do it? one need not admire the methods of the russian leadership, but simple survival under unprecedented duress proves they weren't a pack of oafish Weberian straw men.

I believe Kurt is referring to the state of the Red Army immediately prior to the start of Operation Barbarossa (or the Great Patriotic War, from the other side). This was not the successful and mature Red Army which won at Stalingrad, Kursk, and Berlin, but in 1941 the Red Army suffered a severe leadership deficit due to Stalin's purges which rather loosely mirrors the Torqual revolutionaries' situation in Kurt's recent updates. While it is somewhat open to debate what the actual impact of this was, and what might have been different had Stalin not carried out these purges, it is hard to argue that killing or firing the majority of your generals and a sizable fraction of the lower-ranking officers in a nation's army could not be described as "hamstringing" said army.

Certainly in the period of 1942-45, and even at times in 1941 such as at Moscow, the Red Army accomplished great things and was a premiere fighting force, but they surely did not start in a particularly enviable position.

That is indeed what I meant.  Stalin thought he had years before the inevitable war with Germany would start, and was way more concerned about the possibility of a coup coming from the Army, so he instituted several purges that saw the Red Army's most senior and experienced officers killed or sent to the gulag, leaving inexperienced and often timid junior officers in command.  I believe this directly led to Germany's early successes, which saw huge masses of troops and equipment captured for little loss to Germany. 

However, Russia is probably the only nation on earth that could survive the early disasters that rocked the Red Army.  They had the territory to trade for time to reorganize, re-equip, and retrain their army.

Kurt
Title: Re: Cold War Comments Thread
Post by: Garfunkel on September 29, 2021, 10:44:38 PM
Fun fact: Russia lost more of its territory (percentage wise and ignoring Siberia as that's meaningless) than France and kept going. That's the power of a totalitarian system compared to a democratic one.

As a military historian, I'll point out that the sorry state of the Workers and Peasants Red Army in 1941 was not only due to the Great Purge, though it did play a significant party. The Army also grew massively at the same time in preparation for the coming conflict with rest of Europe. So, at the time when officers were needed the most, Stalin got rid of a large proportion of them, and especially the most experienced ones, with few exceptions. This is the main reason for the abysmal performance of the Red Army in the Finnish Winter War of 1939-1940.

However, what is often forgotten, is that only a small percentage of those officers were executed. Vast majority of them were sent to gulags and once Germany invaded, they were rehabilitated, released and sent to the frontlines to command units. This certainly helped Red Army to bounce back and to learn as an institution from the catastrophes of 1941 and the mistakes of 1942 and 1943. Red Army of 1944/1945 is an entirely different beast than what it was before, whether you look at organization, leadership, equipment, or firepower.
Title: Re: Cold War Comments Thread
Post by: Black on October 04, 2021, 11:35:59 AM
Poor Bedu, they will get in lot of trouble very fast. They got some time by intercepting the courier probe, but it is only matter of time before another Mintek freighter arrives in system. I believe we never got the report on Bedu fleet, only on their tech level? This is most likely great for Mintek as they can now justify the conquest and they can continue to lie to themselves that they are not the bad guys in this.
Title: Re: Cold War Comments Thread
Post by: Paul M on October 04, 2021, 03:31:47 PM
I hope things are returning to normal for you Kurt.  You're comments on the effect of elite crews are smack on, the combination of elite crew fighting poor/green just makes it all the worse.  The effect of the crew grade is a massive shift, in missile combat in particular it is a huge edge.  At range 13 they stop missing, and their base 9 point defence number tips missile combat in an ugly direction.  The fact the ships they were fighting had little active missile defences meant that they suffered disproportionately in missile combat and they had superior close range ships with again a +2 to hit so out to 8 hexes they don't miss and out to 13 they basically don't miss.   Add in the malus on the other side and the battle tips heavily in their favour.  Starslayer and I have seen the effect of elite crews in a few battles.

As far as the 1941 red army is concerned...when I first read about the initial phases of Barbarossa in the 1970s the purge figured prominently in why they suffered so badly but modern scholarship points out that other countries also sacked large numbers of officers, and as Garfunkel said the bulk were not killed in the purge, but were available to be recalled.  The biggest effect was it paralysed reactions and killed initiative.  But the biggest contribution to what happened was the fact the red army was going through a transition and equipment/training/experience was either lacking, or was not functional.  Something like only 1/3 of the tanks ran, ammunition for front line units was low, etc.  Then the Germans overran the command and control network which promptly broke down.  Add in that Stalin ordered counter attacks that wasted massive amounts of equipment and trained troops.  Basically only the fact the soviets could trade space for time and the logistics nightmare invading the soviet union was for the germans saved them.  There are very few nations on this planet that could have survived the first months of Barbarossa.  France in 1940 isn't comparable.  The French never had the time to recover and basically they lacked Stalin...the government they had was all but dysfunctional.  Plus it is hard to hold river lines when the bridges are available to the enemy as the cities they are located in have just been declared "free cities."  I have a great book  "military misfortunes" (Eliot A. Cohen and John Gooch) and France 1940 is a case of catastrophic failure caused by (looking only at the highest command level): a perception all future battles would be methodical, a false idea where the battle would be fought, poor positioning of reserves and a lack of air support.   Failures of Learning, Anticipation, and Adaption basically occurred at every command level and well that is as sure a recipe of disaster as you can get.   I would say the red army suffered much the same thing...but they bought the time to learn, adapt and finally to anticipate.
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on October 05, 2021, 10:47:15 AM
Once again the Mintek are up to their usual tricks. The Bedu will have to respond to this, but they cannot act too rashly or they may end up facing a Mintek fleet rather more powerful than their own. Ideally they will be able to stall for time long enough to enlist the protection of the Bjering to avoid being overrun.
Title: Re: Cold War Comments Thread
Post by: Migi on October 07, 2021, 06:22:38 PM
Given the Mintek specifically spent the time to destroy the Bedu sensors immediately, shouldn't that indicate
they did it to hide immediate fleet movements, thereby making the presence of additional ships more likely?
Given that any hull can be a carrier, how do you determine the loadout of a hostile ship, before they start shooting at you?
Title: Re: Cold War Comments Thread
Post by: Garfunkel on October 08, 2021, 03:51:24 AM
It is ironic that what started out as Human Cold War, in other words two human factions starring as the protagonists with aliens in a minor side role, has evolved to humans being almost an extra while the focus is on the numerous alien factions in the galaxy ;D Now that's emergent storytelling!
Title: Re: Cold War Comments Thread
Post by: Andrew on October 08, 2021, 04:19:06 AM
Given the Mintek specifically spent the time to destroy the Bedu sensors immediately, shouldn't that indicate
they did it to hide immediate fleet movements, thereby making the presence of additional ships more likely?
Given that any hull can be a carrier, how do you determine the loadout of a hostile ship, before they start shooting at you?
I believe at closer ranges Xr can tell the class of a ship particularly if you have seeen it before, but that is nearly at combat range. At longer ranges it just counts engines which does make it harder to differentiate carriers from similar ships.

Destroying the sensor bouys could be to mask their weakness, by making the enemies think they have more ships in reserve than they do a bluff while they actually bring up their main fleet. The Bedu don't know the main Mintek fleet was massed on their border as they said this could just be the border fleet in which case they should try and push it back to give them more space to defend when the main Mintek fleet shows up
Title: Re: Cold War Comments Thread
Post by: Kurt on October 08, 2021, 09:08:34 AM
It is ironic that what started out as Human Cold War, in other words two human factions starring as the protagonists with aliens in a minor side role, has evolved to humans being almost an extra while the focus is on the numerous alien factions in the galaxy ;D Now that's emergent storytelling!

I had to do a deep dive on some of the older stories to pull out some names and events recently, and I thought the same thing!  The focus has really changed over time.  Might change again, too.  I go where the story takes me. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on October 08, 2021, 09:15:41 AM
Given the Mintek specifically spent the time to destroy the Bedu sensors immediately, shouldn't that indicate
they did it to hide immediate fleet movements, thereby making the presence of additional ships more likely?
Given that any hull can be a carrier, how do you determine the loadout of a hostile ship, before they start shooting at you?
I believe at closer ranges Xr can tell the class of a ship particularly if you have seeen it before, but that is nearly at combat range. At longer ranges it just counts engines which does make it harder to differentiate carriers from similar ships.

Destroying the sensor bouys could be to mask their weakness, by making the enemies think they have more ships in reserve than they do a bluff while they actually bring up their main fleet. The Bedu don't know the main Mintek fleet was massed on their border as they said this could just be the border fleet in which case they should try and push it back to give them more space to defend when the main Mintek fleet shows up

The Mintek have done enough invasions at this point that they have an SOP which includes destroying sensor buoys if they can find them in a reasonable amount of time.  Its a good idea just on general principles to deny information to the enemy. 

The long-range scanner can determine the size and class of a ship at ten light seconds, or 40 tac hexes, range, which is just outside of combat range, or just within SBM range if they are available.  It can determine engine number and type at fifteen light seconds/60 tac hexes, but at that range BC's appear identical to carriers.  Which brings up another point.  All of the races are feeling their way through how much fighters have changed the combat landscape (space-scape?).  The Bedu have had fighters for some time, so they are aware that there is a combat difference if they are facing fifteen BC's as opposed to fifteen CV's, but they are still trying to figure out all of the tactical and strategic implications. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on October 08, 2021, 10:42:57 AM
One thing I've seen from the jam every fighter you can into a carrier sorts is that they forget that you don't always define the battleground.  The fighter barge carrier works for meeting engagements and defensive situations.  The trouble is if you say "The carrier is my main weapon" then you need carriers that can transit contested warp points and not go pop.  The RM in our game are fighter focused but their CVs are CV(A) and carry 24 fighters but are designed to punch into a system...their current assault carriers (based ona CVB hull) are again 24 fighters but are purpose built to go in as an assault ship.  Their CVLs carry 24 fighters but are only there to resupply the CV(A) with fresh fighters and their CVEs (actually CVSs) are 18 fighter space control platforms.  They use a group of 3 CVEs (with 54 fighters) and 3 CTs as patrol fleets.  My personal opinion is the rigilians in ISW3 should have ditched 6 fighters from their CVs to make them more robust and turned their otherwise useless CVLs  into 30 fighter space control platforms.  Rather than weakening their sole assault ship. 

This is a tough call though as every fighter squadron is one more to the strike and fighters are either overkill or do nothing weapons.  But sooner or later a contested WP will need to be challenged and a low passive carrier going into a contested warp point isn't even just a target it is easily killed.  And the cost of its magazine...not to mention the valuable pilots is nontrivial.  I carry fR just so I can use them in WP assaults so my carrier don't blow up when a P hits a loaded hanger bay.   But if the Bedu lack actual assault ships and none of the ships so far are that...will get obliterated by the Mintek.

What I've never been able to figure out is what is the detection capabilities of a DSB-Xr.  Yes half that of an Xr...but I'm fairly sure this refers to the Presence column only.  As a standard IDEW/DSB-L has a 20 hex detection range which would match a DSB-Xr and restricting quantity to 0.5 system hex is plain annoying since it makes things difficult on the system scale and much the same is true for the engine type and number at 30 hexes.  This also applies to the fighter sensor.

The question of class as in "wolverine class CA" versus "speedo class CA" is given page 26 and seems very restrictive.  Basically scanning shields down at 10 hexs.  Otherwise you know only it is a 60 HS CA hull...carriers and BC can be easily told apart at 40 hexes as one is a 80 HS BC and the other is a 85 HS CV.  Overall this seems way too restrictive.  If you have fought a class of ship before identifying it again should be easy at effectively 60 hexes with Xr...and even a varient of the class should be possible.    But on the other hand the TF could not identify the various bug ships until they fired...and frankly I can't see why not since there is no way an avalanch looked anything like an acid or an archer and the various CLs should have been obviously different.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 08, 2021, 01:23:32 PM
One thing I've seen from the jam every fighter you can into a carrier sorts is that they forget that you don't always define the battleground.  The fighter barge carrier works for meeting engagements and defensive situations.  The trouble is if you say "The carrier is my main weapon" then you need carriers that can transit contested warp points and not go pop.  The RM in our game are fighter focused but their CVs are CV(A) and carry 24 fighters but are designed to punch into a system...their current assault carriers (based ona CVB hull) are again 24 fighters but are purpose built to go in as an assault ship.  Their CVLs carry 24 fighters but are only there to resupply the CV(A) with fresh fighters and their CVEs (actually CVSs) are 18 fighter space control platforms.  They use a group of 3 CVEs (with 54 fighters) and 3 CTs as patrol fleets.  My personal opinion is the rigilians in ISW3 should have ditched 6 fighters from their CVs to make them more robust and turned their otherwise useless CVLs  into 30 fighter space control platforms.  Rather than weakening their sole assault ship. 

This is a tough call though as every fighter squadron is one more to the strike and fighters are either overkill or do nothing weapons.  But sooner or later a contested WP will need to be challenged and a low passive carrier going into a contested warp point isn't even just a target it is easily killed.  And the cost of its magazine...not to mention the valuable pilots is nontrivial.  I carry fR just so I can use them in WP assaults so my carrier don't blow up when a P hits a loaded hanger bay.   But if the Bedu lack actual assault ships and none of the ships so far are that...will get obliterated by the Mintek.

What I've never been able to figure out is what is the detection capabilities of a DSB-Xr.  Yes half that of an Xr...but I'm fairly sure this refers to the Presence column only.  As a standard IDEW/DSB-L has a 20 hex detection range which would match a DSB-Xr and restricting quantity to 0.5 system hex is plain annoying since it makes things difficult on the system scale and much the same is true for the engine type and number at 30 hexes.  This also applies to the fighter sensor.

The question of class as in "wolverine class CA" versus "speedo class CA" is given page 26 and seems very restrictive.  Basically scanning shields down at 10 hexs.  Otherwise you know only it is a 60 HS CA hull...carriers and BC can be easily told apart at 40 hexes as one is a 80 HS BC and the other is a 85 HS CV.  Overall this seems way too restrictive.  If you have fought a class of ship before identifying it again should be easy at effectively 60 hexes with Xr...and even a varient of the class should be possible.    But on the other hand the TF could not identify the various bug ships until they fired...and frankly I can't see why not since there is no way an avalanch looked anything like an acid or an archer and the various CLs should have been obviously different.

Yeah, the DSB-Xr aren't as fully explained or thought out as they might be.  I've basically taken it to mean 1/2 the range given on the Presence table, and on the Quantity tables I usually count it as half range for the quantity of ships and gunboats, or 1/2 a system hex, but equal to an Xr for everything else, like non-moving ships, small craft, CD's, and so on.  I know this doesn't exactly make sense, but cutting the quantity detection range down to 20 tac hexes doesn't really make sense for something that's supposed to be better than inherent sensors.  For the other columns, engine # and type, and size and class, I count DSB-Xr as having the same capabilities as regular Xr.     

As for discerning a class that you have seen before, I've been giving this some thought lately.  I'm pretty sure that all of the detection rules as they currently stand are drive field based, but I would think that discerning different classes, or even individual ships, would be more of an EM thing, based on electronic signature differences.  This also touches on something that I've been doing for some time, which is allowing an exploring race to gather some information on a native race that they have discovered by merely sitting in the outer system and sampling EM radiation being emitted by the civilization in the inner system.  After all, such a civilization would be emitting all sorts of stuff all the time, allowing the watchers to get at least an idea of their general tech level, racial appearance, and such.  It would be enough, for example, to allow a discovering race to determine if they've met these aliens before.   You probably shouldn't be able to tell the specific tech level, but perhaps a range, and you should definitely be able to determine if you've met them before. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on October 08, 2021, 01:28:11 PM
One thing I've seen from the jam every fighter you can into a carrier sorts is that they forget that you don't always define the battleground.  The fighter barge carrier works for meeting engagements and defensive situations.  The trouble is if you say "The carrier is my main weapon" then you need carriers that can transit contested warp points and not go pop.  The RM in our game are fighter focused but their CVs are CV(A) and carry 24 fighters but are designed to punch into a system...their current assault carriers (based ona CVB hull) are again 24 fighters but are purpose built to go in as an assault ship.  Their CVLs carry 24 fighters but are only there to resupply the CV(A) with fresh fighters and their CVEs (actually CVSs) are 18 fighter space control platforms.  They use a group of 3 CVEs (with 54 fighters) and 3 CTs as patrol fleets.  My personal opinion is the rigilians in ISW3 should have ditched 6 fighters from their CVs to make them more robust and turned their otherwise useless CVLs  into 30 fighter space control platforms.  Rather than weakening their sole assault ship. 

That goes for swarm carrier races as well.  They tend to concentrate on CVE's or even CTV's, and have a very difficult time with warp point assaults, or really any battle where they are forced to fight at a range they didn't choose.  In the Phoenix Campaign I had an aggressor race that only used CTV's.  They were cheap and easy to build, and they had an advantage for a time, based on their speed and their ability to rapidly replace losses.  However, the only way that they could attack through warp points was through simul-transits, because it was the only way they could get enough fighters into the system quick enough to overwhelm their enemies.  Even modest warp point point defenses forced them to ST, and every ST caused significant losses that eventually became hard to replace.   
Title: Re: Cold War Comments Thread
Post by: Garfunkel on October 09, 2021, 08:57:26 AM
Excellent writing again Kurt. What a stunning victory for the Mintek!
Title: Re: Cold War Comments Thread
Post by: Kurt on October 09, 2021, 01:51:22 PM
Excellent writing again Kurt. What a stunning victory for the Mintek!

Thanks!  The Mintek have been forced to become innovators, using what they have to the fullest extent because their economy is so stretched trying to support the fleet that they have, and the magazines necessary to support their fighters and missile ships with anti-matter weaponry.  Those 150 SBM pods were all that they had, and those were built a while back, in their last burst of spending, to be used against the D'Bringi to break their warp point defenses at the Phyriseq warp point, allowing their fleets to break into D'Bringi space and run rampant.  They ran out of money before they could reach the force levels they felt they needed, and so have turned to subduing the others that they've met.  The Mintek economy has been operating at near break-even levels for a while, and they have no industrial reserves that they can sell to bolster their spending or replace losses.  One big loss and they'd be in big trouble.  It seems they've avoided that, and conquering the Bedu will do a lot to bolster their economy, if they can pull it off. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Paul M on October 10, 2021, 05:55:13 AM
The Mintek seem to be well on their way to sweeping up the Bedu.  The Bedu maps they must already have from their converts on the planets they have been preaching to so there was actually no point in the Bedu trying to be secretive. 

Good thing for the Mintek the Bedu never thought to probe the new contact with a squadron or three of F1s!  That was a sneaky trick.  The RM have pod rolling SDs to do that as well...or to lock the pods up with a tractor and fire them 6 at a time.  The SDs have to have their DF down admittedly to set up for the next salvo but can also hang back and 3 of them can launch 18 pods per turn at the enemy fleet..  The Bedu may have been better off with a circle the wagons formation where their ships move in a circle...but yeah you are looped pretty much in the situation they were in.  I'm a bit surprised the carriers survived the missile pods.  25 pods per carrier should have reduced them to floating chunks of metal...but the exact to hit chance the missiles end up with is likely the biggest determinant.  With a 6 to hit (-2 EM) only 45 hit, half are EDMed so 23 and 14 or so are shot down by PD leaving 9*4 = 36 damage...one reason the LT2 is so attractive!  (75*0.5 = 32, 16*.6 = 10 so 22 * 2 = 44 damage and skipping shields)  Also if the carriers had had dedicated escorts they would have also fared much better even more so as they would not have been targeted themselves.

The new EM rules also mean that if the carriers had gone full defensive they would likely have had -4 or -5 to hit and they may have gotten out of the pod attack with only shield and armour damage.

As far as the DSB-Xr goes I think leaving it at 1 System hex for quantity simplifies play on the system scale. 

Added in the edit:
Looking at the ships in better detail and running the numbers if the CVs had gone full defensive they would have had a -5 and on average 1-2 missile hits.  So they would have escaped unscathed.  But it likely would not have changed the battle results as the Mintek had more fighters so they could have destroyed the defending fighters and then come back and picked the ships apart in multiple strikes.

I also spotted fM-a in a list ... following the rules fighter missiles can't mount anti-matter warheads only advanced anti-matter and starting with the fM2 the LT2 warhead.  This will save the Mintek some MCr.

Just for similarity to the Mintek here is the RM CV(A) design (sorry it is TL10 the TL9 ones got deleted when reducing the database):

CV(A) SAETTA U2 class CV     AM2    17 XOa Racks    85 Hull    TL 10
[1]S1x12Acx24H(BbM)Q(BbM)(III)(II)Vx6BcVx6PgQPgDx(III)Vx6BcVx6DxQWaXrQM4MgBcMgC(II)LhQZi?3Dc(III)(II)[6]
85 RCP  65 MCP  24 FCP       Trg:5  Bmp +6        Cost =  2575/ 386.2
HTK 100   S1x12  Acx24  Dxx2  Dcx1  Pgx2  Wax1  Vx24  Mgx2 
20x SM2-b, 40x SM2 LT2, 12x CAM2, 9x EDM2, 20x AFM2, 72x fG, 72x fR, 144x fR-b, 72x fL, 432x fM2 LT2, 72x fLs, 12x fXr, 3x ADM (Mg)

and their real assault carriers at their current tech level as well:
CVB TAIFUN U1 class CVB    AM2    20 XOa Racks    100 Hull    TL 11
[1]S1x30Acx6AlAcx6AlAcx15H(BbM)H(BbM)Q(III)(III)Vx6BcVx6BcQPg2(III)Vx6BcVx6M4QWaXr?kC(III)DxzLhQ?j?3Dxz(III)MgZ2Mg(III)[6]
100 RCP  24 FCP       Trg:5  Bmp +6  Cloak      Cost =  3450/ 517.5
HTK 126   S1x30  Alx2  Acx27  Dxzx2  Pg2x1  Wax1  Vx24  Mgx2 
20x SM2-b, 40x SM2 LT2, 18x CAM2, 12x EDM2, 20x AFM2, 72x fG, 72x fR, 144x fR-b, 72x fL, 504x fM2 LT2, 72x fLs, 12x fXr
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on October 12, 2021, 10:17:13 AM
Congrats on 200 updates, Kurt, quite an accomplishment for an AAR!

Even with the military defeat, the Bedu situation remains intriguing. Surely the Mintek would not be happy to accept surrender and arrive in the home system only to find the Bedu running away into Bjering space. Further, they will soon share a border with the Bjering who are certainly not likely to welcome Mintek meddling and are surely large enough that the Mintek logistics will be unable to support an invasion in the near future. With any luck the Mintek may overextend themselves and set up to be knocked down a few pegs.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 12, 2021, 11:23:08 AM
The Mintek seem to be well on their way to sweeping up the Bedu.  The Bedu maps they must already have from their converts on the planets they have been preaching to so there was actually no point in the Bedu trying to be secretive. 

Good thing for the Mintek the Bedu never thought to probe the new contact with a squadron or three of F1s!  That was a sneaky trick.  The RM have pod rolling SDs to do that as well...or to lock the pods up with a tractor and fire them 6 at a time.  The SDs have to have their DF down admittedly to set up for the next salvo but can also hang back and 3 of them can launch 18 pods per turn at the enemy fleet..  The Bedu may have been better off with a circle the wagons formation where their ships move in a circle...but yeah you are looped pretty much in the situation they were in.  I'm a bit surprised the carriers survived the missile pods.  25 pods per carrier should have reduced them to floating chunks of metal...but the exact to hit chance the missiles end up with is likely the biggest determinant.  With a 6 to hit (-2 EM) only 45 hit, half are EDMed so 23 and 14 or so are shot down by PD leaving 9*4 = 36 damage...one reason the LT2 is so attractive!  (75*0.5 = 32, 16*.6 = 10 so 22 * 2 = 44 damage and skipping shields)  Also if the carriers had had dedicated escorts they would have also fared much better even more so as they would not have been targeted themselves.

The new EM rules also mean that if the carriers had gone full defensive they would likely have had -4 or -5 to hit and they may have gotten out of the pod attack with only shield and armour damage.

As far as the DSB-Xr goes I think leaving it at 1 System hex for quantity simplifies play on the system scale. 

Added in the edit:
Looking at the ships in better detail and running the numbers if the CVs had gone full defensive they would have had a -5 and on average 1-2 missile hits.  So they would have escaped unscathed.  But it likely would not have changed the battle results as the Mintek had more fighters so they could have destroyed the defending fighters and then come back and picked the ships apart in multiple strikes.

I also spotted fM-a in a list ... following the rules fighter missiles can't mount anti-matter warheads only advanced anti-matter and starting with the fM2 the LT2 warhead.  This will save the Mintek some MCr.

Just for similarity to the Mintek here is the RM CV(A) design (sorry it is TL10 the TL9 ones got deleted when reducing the database):

CV(A) SAETTA U2 class CV     AM2    17 XOa Racks    85 Hull    TL 10
[1]S1x12Acx24H(BbM)Q(BbM)(III)(II)Vx6BcVx6PgQPgDx(III)Vx6BcVx6DxQWaXrQM4MgBcMgC(II)LhQZi?3Dc(III)(II)[6]
85 RCP  65 MCP  24 FCP       Trg:5  Bmp +6        Cost =  2575/ 386.2
HTK 100   S1x12  Acx24  Dxx2  Dcx1  Pgx2  Wax1  Vx24  Mgx2 
20x SM2-b, 40x SM2 LT2, 12x CAM2, 9x EDM2, 20x AFM2, 72x fG, 72x fR, 144x fR-b, 72x fL, 432x fM2 LT2, 72x fLs, 12x fXr, 3x ADM (Mg)

and their real assault carriers at their current tech level as well:
CVB TAIFUN U1 class CVB    AM2    20 XOa Racks    100 Hull    TL 11
[1]S1x30Acx6AlAcx6AlAcx15H(BbM)H(BbM)Q(III)(III)Vx6BcVx6BcQPg2(III)Vx6BcVx6M4QWaXr?kC(III)DxzLhQ?j?3Dxz(III)MgZ2Mg(III)[6]
100 RCP  24 FCP       Trg:5  Bmp +6  Cloak      Cost =  3450/ 517.5
HTK 126   S1x30  Alx2  Acx27  Dxzx2  Pg2x1  Wax1  Vx24  Mgx2 
20x SM2-b, 40x SM2 LT2, 18x CAM2, 12x EDM2, 20x AFM2, 72x fG, 72x fR, 144x fR-b, 72x fL, 504x fM2 LT2, 72x fLs, 12x fXr

Interesting designs.  And yeah, it would have been better to go defensive and begin engine modulations.  That strategy occurred to me after the battle, but I decided that the Bedu were caught by surprise, and so they didn't think of it in time.  And, as you note, in the end it wouldn't have mattered, they were out matched.  They could have caused the Mintek some additional losses, but that's about it. 

And as for the fM-a, I originally included those in various loadouts for various races when anti-matter became available, but then I saw in the rules that 1st gen antimatter wasn't allowed on fM, so I took them out of everyone's loadouts.  Well, almost everyone's loadouts.  I'll have to check again!

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on October 12, 2021, 11:32:30 AM
Congrats on 200 updates, Kurt, quite an accomplishment for an AAR!

Even with the military defeat, the Bedu situation remains intriguing. Surely the Mintek would not be happy to accept surrender and arrive in the home system only to find the Bedu running away into Bjering space. Further, they will soon share a border with the Bjering who are certainly not likely to welcome Mintek meddling and are surely large enough that the Mintek logistics will be unable to support an invasion in the near future. With any luck the Mintek may overextend themselves and set up to be knocked down a few pegs.

You are right, there is a big difference between the Bedu, who were isolated, and the Bjering, who are a part of the larger "galactic society", such as it is.  The Bjering maintain relations with the two superpowers, such as they are.  They don't trust either, but if the Mintek launch an assault, and the Bjering find it difficult to stop them, the D'Bringi Alliance will almost certainly offer assistance, and the Bjering will almost certainly agree. 

Also, the Bjering Alliance's income is almost four times that of the Bedu, so they are a different order of threat to the Mintek. 

I originally played around with the idea of the Bjering intervening on behalf of the Bedu, but that just didn't make enough sense.  The Bedu didn't have a defense treaty with the Bjering, for one thing, and for another, the Bjering hope to avoid war with anyone, if possible.  Hoping to avoid war, for the Bjering, is different than remaining willfully blind, though.  So, by accepting Bedu refugees, the Bjering get important intelligence on Mintek SOP's, hopefully without provoking them too much.  Its a fine line, admittedly, but if the Bedu and D'Bringi are right, the Mintek aren't rational and nothing the Bjering do is going to placate them, and if the Mintek are reasonable, then accepting refugees shouldn't upset them too much. 

Kurt
Title: Re: Cold War Comments Thread
Post by: TheTalkingMeowth on October 12, 2021, 12:04:23 PM
What is up with the Mintek, anyway?

Their missionaries have always struck me as...suspiciously effective. Though I suppose they have mostly targeted fairly unpleasant military dictatorships thus far.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 12, 2021, 12:53:48 PM
What is up with the Mintek, anyway?

Their missionaries have always struck me as...suspiciously effective. Though I suppose they have mostly targeted fairly unpleasant military dictatorships thus far.

If you aren't familiar with Starfire, the Mintek are a race/government type known as a Federal Theocracy.  Federal Theocracies are based on the Thebans from the book and supplement Crusade.  A race like this is a big problem once discovered.  They appear to be friendly, and will always try to get a trade or better relationship with any race that they encounter.  The problem is, once they obtain that relationship they will use that access to try and convert their new friends to their religion.  By the rules, once they get a trade or better relationship with a race, any of that race's populations within three warp jumps of one of the Theocracy's settlements will lose all population growth to the nearest Theocracy world as religious converts.  In addition, a Theocracy can convert populations after the world is captured to a loyal population over time. 

Basically, Federal Theocracies are annoying neighbors, but not as big a threat as something like the bugs. 

Kurt
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on October 14, 2021, 10:46:04 AM
The Mintek are going to be very grumpy when they arrive on the Bedu home world to find so much stolen out from under them.

Have the Bjering and Virena's faction of the Bedu contemplated forming an alliance structure vaguely similar to what the D'Bringi had with their client races prior to the great merger? It seems that the Bedu ships would be more effective as a wing of the Bjering fleet should the Mintek inevitably decide to continue expanding their reach, and the Bedu are hardly in a position to concern themselves with notional independence for the time being.
Title: Re: Cold War Comments Thread
Post by: misanthropope on October 14, 2021, 11:27:27 AM
what political state are the bedu going into?

i dont remember the 3rd ed federal theocracy in detail, but ISTR that their assimilation of conquered races hinged on growth population.  does the reduced growth rate in this game slow down how fast the bedu are going to be digested?  'cause that could be really sad for the mintek, with the D'Broaches breathing down their necks and Warp Point Drano entering the meta.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 14, 2021, 01:12:44 PM
The Mintek are going to be very grumpy when they arrive on the Bedu home world to find so much stolen out from under them.

Have the Bjering and Virena's faction of the Bedu contemplated forming an alliance structure vaguely similar to what the D'Bringi had with their client races prior to the great merger? It seems that the Bedu ships would be more effective as a wing of the Bjering fleet should the Mintek inevitably decide to continue expanding their reach, and the Bedu are hardly in a position to concern themselves with notional independence for the time being.

Right now the Bedu refugees are focused on escaping, and really haven't thought much beyond that.  They currently have the equivalent of a trade and military relationship with the Bjering.  They currently want to keep their independence, but I think they will quickly discover that while they have escaped and survived, they will be much too small to be effective on the larger stage moving forward.  I haven't tallied it up yet, but I don't think they managed to get enough population out before the end to add up to a medium population, which means that they are very limited moving forward.  They likely will become part of the multi-racial federation the Bjering are putting together with the Tomsk Union. 
Title: Re: Cold War Comments Thread
Post by: Kurt on October 14, 2021, 01:22:48 PM
what political state are the bedu going into?

i dont remember the 3rd ed federal theocracy in detail, but ISTR that their assimilation of conquered races hinged on growth population.  does the reduced growth rate in this game slow down how fast the bedu are going to be digested?  'cause that could be really sad for the mintek, with the D'Broaches breathing down their necks and Warp Point Drano entering the meta.

The Bedu refugees currently have a trade & military treaty with the Bjering, but as I said in another post, I think they will ultimately join with the Bjering due to the fact that they weren't able to get enough people out to amount to a medium population. 

The pop growth thing is for when they have peaceful relations with an unsuspecting race.  For assimilation after conquest it works a little differently.  After conquest a d10 is rolled every turn and the total is recorded.  Once the total exceeds the number of PU on the world then the population is considered assimilated and is now a full member of the conquering race.  This is cumbersome, though, and it means that a world with a large or very large population won't be converted during the realistic time frame of the campaign.  A full-sized very large population has 3,200 PU.  At an average of 5 PU per turn (assuming 1d10 per turn averages 5), it will take 640 turns to convert the entire population.  This isn't much of an advantage for the Federal Theocracies.  You should be able to go through the normal conquest rules and then political machinations and end up with an amalgamated partner in much less time, making this useless.  Instead, I've decided that the Federal Theocracy only has to amass 10% of the points it would normal need before the large or very large population is converted.  In other words, you don't have to convert everyone, just the important ones, and scare everyone else into complacency.   

Title: Re: Cold War Comments Thread
Post by: misanthropope on October 14, 2021, 07:37:07 PM
the bedu homeworld is going into the, whatever the name is, the "you just got your defending army blown up" political state, then? later editions have kind of a "puppet government" alternative and i didn't know if such a thing had found its way into the current state of 3rd ed.
Title: Re: Cold War Comments Thread
Post by: Paul M on October 15, 2021, 10:29:18 AM
Interesting, our game has the Bauer and they ended up fleeing the RM into the arms of the Thebans in a similar sort of action, and both race names start with B-even.  The RM has been busy indoctrinating the remaining Bauer and has gotten a good chunk converted to their religion that way.  It is currently nearly a quarter of their home system population that now see things the RM way.

I'm not really a fan of treating IU as disposable income, but those are the rules.  I treat them more like IU was in IS where it was permanent.  But then I also keep a balance from turn to turn, I try for at least 1 month and best cases 2 months income as a warchest.  So with that the Bedu fleeing would have had at least some MCr available.   To a certain extent they may have done the Mintek a favor as now they can build IU which gives a fairly large adjustment against the conquered population malus.

I'd have assumed the Bedu political state is "conquered" and the fact it was done by peace treaty rather than demonstration strikes or an invasion is window dressing.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 15, 2021, 01:32:38 PM
the bedu homeworld is going into the, whatever the name is, the "you just got your defending army blown up" political state, then? later editions have kind of a "puppet government" alternative and i didn't know if such a thing had found its way into the current state of 3rd ed.

The 3rdR rules don't really cover a civilization surrendering as a whole, they mostly focus in individual planet/populations, or at the most, an entire system.  For this campaign I've added a role-play element of negotiated surrenders, either total surrender or on terms.  I think it is unlikely that most races would fight to the bitter end against a non-genocidal enemy.  Some would, preferring total defeat to surrender, but most wouldn't.  In the case of the Bedu, their military defeat fit in too well with what was going on in their internal politics.  Their loss in the main battle meant that they wouldn't be able to stop the Mintek short of their home system, and probably not even there, given that they had neglected their defenses.  Further resistance would be futile, merely wasting lives to no good end, and the opposition, which had been trying to oust the supreme leader, saw this as an opportunity to get what they wanted in the first place. 
Title: Re: Cold War Comments Thread
Post by: Kurt on October 15, 2021, 01:38:03 PM
Interesting, our game has the Bauer and they ended up fleeing the RM into the arms of the Thebans in a similar sort of action, and both race names start with B-even.  The RM has been busy indoctrinating the remaining Bauer and has gotten a good chunk converted to their religion that way.  It is currently nearly a quarter of their home system population that now see things the RM way.

I'm not really a fan of treating IU as disposable income, but those are the rules.  I treat them more like IU was in IS where it was permanent.  But then I also keep a balance from turn to turn, I try for at least 1 month and best cases 2 months income as a warchest.  So with that the Bedu fleeing would have had at least some MCr available.   To a certain extent they may have done the Mintek a favor as now they can build IU which gives a fairly large adjustment against the conquered population malus.

I'd have assumed the Bedu political state is "conquered" and the fact it was done by peace treaty rather than demonstration strikes or an invasion is window dressing.

That is correct, they are considered conquered at this point.  The Mintek have so grievously overstretched their economy that they had to conquer the Bedu or face severe cutbacks throughout their nation.  They are going to be facing some internal problems relating to the fact that they view themselves as the good guy, constantly defending themselves from aliens who attack them even as they try to enlighten them, but are in fact now dependent on conquest to make their economy work. 

Kurt
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on October 19, 2021, 10:10:42 PM
Wow, these new aliens are very aggressive without knowing the full capabilities of the foe they face.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 20, 2021, 08:26:55 AM
Wow, these new aliens are very aggressive without knowing the full capabilities of the foe they face.

Arrogance will lead you down paths you might not otherwise travel. 
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on October 20, 2021, 10:18:53 AM
An interesting series of events. From the ending explanation it sounds like there is a distinct possibility that the Doraz end up in a war assisting the Norn, since the Aurarii are not interested in alien contact so there will be little choice of a faction to "work with" if the Doraz wish to expand the Alliance.

Interesting tactic by the Aurarii in using military speed to pursue a faster force, even if they could not catch the Doraz force the possibility to induce breakdowns and eliminate the stragglers is a useful tactic. Maybe Starfire veterans are unsurprised but I found this clever. I have wished many times that Aurora had a similar mechanic, instead of commercial/military engines having strategic/full-speed movement would I think add an interesting mechanic and this encounter shows one reason why.
Title: Re: Cold War Comments Thread
Post by: misanthropope on October 20, 2021, 10:43:53 AM
sounds ta ME like the death snots caught some luck.  stead of having to blow up two fleets, they only have to deal with the remaining fraction of one.  and one of their new pets probably has good loot.
Title: Re: Cold War Comments Thread
Post by: Paul M on October 20, 2021, 12:49:20 PM
Good one Kurt, though the mental image of the slugs on their hover chariots with their eyestalks poking over the rim of the chariot side makes me laugh.  This is a very real case of first contact going side ways.  I'm not sure we have had such in our campaign though I think there was a few very odd ones.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 20, 2021, 01:07:52 PM
An interesting series of events. From the ending explanation it sounds like there is a distinct possibility that the Doraz end up in a war assisting the Norn, since the Aurarii are not interested in alien contact so there will be little choice of a faction to "work with" if the Doraz wish to expand the Alliance.

Interesting tactic by the Aurarii in using military speed to pursue a faster force, even if they could not catch the Doraz force the possibility to induce breakdowns and eliminate the stragglers is a useful tactic. Maybe Starfire veterans are unsurprised but I found this clever. I have wished many times that Aurora had a similar mechanic, instead of commercial/military engines having strategic/full-speed movement would I think add an interesting mechanic and this encounter shows one reason why.

That could be done in Aurora, I think.  Perhaps if Aurora ships had a "maximum safe speed", instead of just a maximum speed.  Say you could push a task group up to ten to twenty percent over their maximum speed, but you run the risk of damaging your engines the faster you go.  I'd think that'd be doable, within the programming constraints, but only Steve would know that for sure. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on October 20, 2021, 01:08:39 PM
sounds ta ME like the death snots caught some luck.  stead of having to blow up two fleets, they only have to deal with the remaining fraction of one.  and one of their new pets probably has good loot.

 ;D
Title: Re: Cold War Comments Thread
Post by: Kurt on October 20, 2021, 01:17:01 PM
Good one Kurt, though the mental image of the slugs on their hover chariots with their eyestalks poking over the rim of the chariot side makes me laugh.  This is a very real case of first contact going side ways.  I'm not sure we have had such in our campaign though I think there was a few very odd ones.

When SA assistant generated a system with two different native races, I thought I'd make it into something interesting rather than just another first contact situation.  In a cold war situation, which is what these two races were in, then an alien race blundering into the system introduces a big instability into what was up till then a relatively stable situation.  After all, even if one side isn't interested in the aliens, they cannot allow the other side to establish contact and maybe gain advanced technology.  Neither can afford to ignore the aliens, or the actions of the other side. 
Title: Re: Cold War Comments Thread
Post by: misanthropope on October 20, 2021, 11:12:16 PM
ive got this slug circus maximus image stuck in my head now, im trying to imagine what should be pulling the chariots.  i think porcupines would be pretty metal- i mean, given a slug's frame of reference for "fast".
Title: Re: Cold War Comments Thread
Post by: Garfunkel on October 27, 2021, 09:17:28 PM
Hooray, information on humanity! Maybe earthlings can course correct if New Dawn gets removed from power.
Title: Re: Cold War Comments Thread
Post by: misanthropope on October 28, 2021, 12:49:38 PM
"excuse me, can you please nuke us to the brink of extinction?  we're overdue but lack the means to do it ourselves." 
Title: Re: Cold War Comments Thread
Post by: Black on November 03, 2021, 11:19:46 AM
It seems that the war between Bjering and Mintek is inevitable. Hopefully D’Bringi will be notified quickly of the situation and will be able to react in support of Bjering. This could very well be end of Mintek with bit of luck. And of course hopefully Colonial Union will not try anything stupid to prevent the growth of the opposition.
Title: Re: Cold War Comments Thread
Post by: Migi on November 09, 2021, 06:59:28 AM
I appreciate the writeup on the ship designs, especially the written descriptions which I can understand  ::)

Quote
While many of the Navy’s officers have staunchly maintained their belief that the battlecruisers are the queen of battle, and that the new superdreadnoughts are too ungainly and slow to be effective on the strategic stage, it is hard to deny comparisons that show that the superdreadnoughts mount twice as many launchers, and have nearly twice as much passive defenses as the battlecruisers, for less than twice the cost.  Regardless of the endless debates between the battlecruiser captains and the superdreadnought captains, the politicians love the huge SD’s and it is clear that the BC’s days as the queen of the fleet are numbered.

Based on the debacle where the Rehorish and D’Bringi out manoeuvred the humans inside their own territory I'd say that the officers are correct, unless the enemy uses even faster ships.

Quote
The Grisha class was their answer, and numerous units were built before the Last War.  Thirty-seven units of this class still exist, all in mothballs where they are likely to stay, being considered too small and limited for current fleet duties.

Can these be fitted with the long range sensors? I'd have thought that small hulls with high speed would be great for giving fleets wide ranging scouting ability, or used to keep watch on jump points or spread around inhabited systems.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 09, 2021, 09:15:08 AM
I appreciate the writeup on the ship designs, especially the written descriptions which I can understand  ::)

Quote
While many of the Navy’s officers have staunchly maintained their belief that the battlecruisers are the queen of battle, and that the new superdreadnoughts are too ungainly and slow to be effective on the strategic stage, it is hard to deny comparisons that show that the superdreadnoughts mount twice as many launchers, and have nearly twice as much passive defenses as the battlecruisers, for less than twice the cost.  Regardless of the endless debates between the battlecruiser captains and the superdreadnought captains, the politicians love the huge SD’s and it is clear that the BC’s days as the queen of the fleet are numbered.

Based on the debacle where the Rehorish and D’Bringi out manoeuvred the humans inside their own territory I'd say that the officers are correct, unless the enemy uses even faster ships.

Quote
The Grisha class was their answer, and numerous units were built before the Last War.  Thirty-seven units of this class still exist, all in mothballs where they are likely to stay, being considered too small and limited for current fleet duties.

Can these be fitted with the long range sensors? I'd have thought that small hulls with high speed would be great for giving fleets wide ranging scouting ability, or used to keep watch on jump points or spread around inhabited systems.

Currently, the Colonial Union fields frigate and explorer class scouts with long range scanners.  The explorer class scouts are fast enough to match anything in space and can either close on larger targets, or run from screening ships.  The frigate scouts are armed and armored, and can defend themselves.  This combo worked will for the Colonial Union in the last war, but they haven't yet realized that things have changed.  The D'Bringi have gone big on corvette-carrier-scouts, which are as fast as the CU's explorer-scouts, and faster than its frigate scouts.  Worse, the Alliance is working on F1 fighters, which will be faster than the CU explorer class scouts if loaded with a light weapons load.  That will be a problem if the Alliance and the CU start a new conflict.  The CU is rapidly deploying carriers, but its mainstay carrier is a destroyer-sized CVE design that is slower than the Alliance's CT(V)'s and myopic, as it is optimized to carry fighters and doesn't have long-range scanners. 

The CU's various escort designs could be refitted to make them scouts, but they'd have to either downgrade the weapons mount to a smaller weapon, like a plasma gun, or lose their point defense, which makes them vulnerable to missiles.  For now, the CU Navy prefers to keep the escorts in reserve, with the intent of reactivating them if things are going badly or a critical warp point's defenses need a boost. 

Given the CU's focus on large ships, it is likely that bit by bit, the smaller ships like frigates, corvettes, and escorts, are going to be phased out over time in favor of destroyers and light cruisers. 

Kurt
Title: Re: Cold War Comments Thread
Post by: TheTalkingMeowth on November 11, 2021, 10:27:26 AM
Ooh, the D'Bringi's mysterious benefactors seem to have found a new catspaw.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on November 11, 2021, 04:48:10 PM
Ooh, the D'Bringi's mysterious benefactors seem to have found a new catspaw.

I had forgotten about those guys.
Title: Re: Cold War Comments Thread
Post by: Paul M on November 12, 2021, 09:26:11 AM
Battlecruisers are just too small after TL6 or TL7 and as the necessary electronics increases this is even more true.  The Shanirians are fielding BBA's to get a speed 6 ship with sufficient space to mount the electronics a ship needs.  For certain tasks BC are ok:  escorts for carriers or battleline escorts or command ships for cruiser datagroups.  Starslayer made some with commercial engines that worked well as patrol ships because they mounted more weapons than smaller ships.   But by the time you can field a SD a BC is just too small.  At that point they become "show of force" ships, which indicate a certain degree of seriousness.  But BCs have 0 chance of stopping a SD led WP assault or halting them in mid space unless they seriously outnumber them.  The stuff Webber wrote in In Death Ground about BCs was not realistic with 3rdR's rule set.  And once you have to face defended WPs nothing smaller than a BB is a viable assault ship (even a CV is dangerously weak) and if you go for speed 6 assault ships CAs are better as they are easier to replace and cost a lot less but they are still on the light side.   But as (especially) Gunboat killers BC are truly terrifyingly effective, with Wa they can launch broadsides of 36+ sprint missiles per datagroup...and that hurts.  In our game they are still valuable as they are the smallest hull that can mount capital weapons.  But 15xRc in 3 BCs compared to 30xRc in 3 SDs...   Honestly a BBA or better a SDA is a "battle" cruiser: a 45 HS CL is a light, a 60 HS CA is a regular and 80 HS BC is a heavy cruiser.

One change you might want to consider Kurt is giving Mi(x) the capabilities of Xr, it is one of our house rules.  It is rather crazy that the higher tech level version incorporates it and is also half the size of Mi(x).  This saves at least some space for command ships once command datalink shows up.  I frankly think that a lot of the electronics are seriously over sized.  These should be add ons that you buy into your hull or not, they should cost money not space...most of them are nothing more than a computer.  This would keep the smaller hulls viable as tech level goes up...as it is now at TL10+ even DDs are barely viable just from electronics space requirements...ignoring the increase of weapon damage.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 12, 2021, 04:46:10 PM
Battlecruisers are just too small after TL6 or TL7 and as the necessary electronics increases this is even more true.  The Shanirians are fielding BBA's to get a speed 6 ship with sufficient space to mount the electronics a ship needs.  For certain tasks BC are ok:  escorts for carriers or battleline escorts or command ships for cruiser datagroups.  Starslayer made some with commercial engines that worked well as patrol ships because they mounted more weapons than smaller ships.   But by the time you can field a SD a BC is just too small.  At that point they become "show of force" ships, which indicate a certain degree of seriousness.  But BCs have 0 chance of stopping a SD led WP assault or halting them in mid space unless they seriously outnumber them.  The stuff Webber wrote in In Death Ground about BCs was not realistic with 3rdR's rule set.  And once you have to face defended WPs nothing smaller than a BB is a viable assault ship (even a CV is dangerously weak) and if you go for speed 6 assault ships CAs are better as they are easier to replace and cost a lot less but they are still on the light side.   But as (especially) Gunboat killers BC are truly terrifyingly effective, with Wa they can launch broadsides of 36+ sprint missiles per datagroup...and that hurts.  In our game they are still valuable as they are the smallest hull that can mount capital weapons.  But 15xRc in 3 BCs compared to 30xRc in 3 SDs...   Honestly a BBA or better a SDA is a "battle" cruiser: a 45 HS CL is a light, a 60 HS CA is a regular and 80 HS BC is a heavy cruiser.

One change you might want to consider Kurt is giving Mi(x) the capabilities of Xr, it is one of our house rules.  It is rather crazy that the higher tech level version incorporates it and is also half the size of Mi(x).  This saves at least some space for command ships once command datalink shows up.  I frankly think that a lot of the electronics are seriously over sized.  These should be add ons that you buy into your hull or not, they should cost money not space...most of them are nothing more than a computer.  This would keep the smaller hulls viable as tech level goes up...as it is now at TL10+ even DDs are barely viable just from electronics space requirements...ignoring the increase of weapon damage.

This is the first campaign I've had where battlecruisers lasted as the primary battle line component for so many races.  Usually my races move pretty rapidly into SD's, as soon as possible.  I recently realized that it's because of the limited resources in this campaign, the slower tech advance, and the lower build speeds.  It is going to take the Alliance seventeen months to prototype an SD, and its cost is significant.  However, the Alliance is currently developing HT-9 systems, and the Mi-x system, anti-matter warheads, and SBM's will put a lot of pressure on the Alliance Navy to begin taking larger hulls more seriously.  The combination of anti-matter warheads and longer ranged missiles, coupled with improved fire control, will make missile-equipped SD's and other larger hulls more attractive, although expensive.  The D'Bringi will try to hold on to beam armed BC's, perhaps equipped with spinal force beams, but the missile proponents will have a good argument with these advances. 

Kurt

Title: Re: Cold War Comments Thread
Post by: Garfunkel on November 14, 2021, 08:40:04 PM
Poor Chirq! Pacifist societies always end up like this in 4x games, for some unfathomable reason...  :P
Title: Re: Cold War Comments Thread
Post by: Migi on November 15, 2021, 07:39:46 AM
Have the D'Bringi forgotten about their long ago benefactors or is it a matter of ongoing concern and investigation for them?
I assume they didn't tell anyone else in the Alliance about them?

The latest action has gone low tech, it feels a bit like the old days of the Soviets vs the Coalition.

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The Khozuni ships efficiently hunted down and killed the sensor and comms buoys at the warp point and then set out for the inner system.
Don't the sensor and comms buoys have some way of detecting the attacking ships?

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Khozuni Imperial Guard
Using technology transferred from their benefactors, the Khozuni fielded this class.  The science instruments were thrown into the design at the last minute to make the class a hybrid warship-explorer design, but as used, the science instruments were little more than expensive armor for the ship. 
I kind of understand why you would want a hybrid design if you have a limited number of hulls, but the Khozun were given a bunch of shipyards, so they can just build dedicated explorer ships, rather than making their warships more expensive. On the other hand the Khozuni Raider seems to be more cost effective than the Chriq Woden (it is 33% larger but only costs 23% more) so they are doing something right.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 15, 2021, 08:48:29 AM
Have the D'Bringi forgotten about their long ago benefactors or is it a matter of ongoing concern and investigation for them?
I assume they didn't tell anyone else in the Alliance about them?

The latest action has gone low tech, it feels a bit like the old days of the Soviets vs the Coalition.

Quote
The Khozuni ships efficiently hunted down and killed the sensor and comms buoys at the warp point and then set out for the inner system.
Don't the sensor and comms buoys have some way of detecting the attacking ships?

They do.  The sensor buoy will detect the ships, and report it to the comms buoy, which will report the contact up the chain to the Sector HQ.  It seems that the Sector HQ is not aware of any reports of contacts.  Hmmmm...

Quote
Quote
Khozuni Imperial Guard
Using technology transferred from their benefactors, the Khozuni fielded this class.  The science instruments were thrown into the design at the last minute to make the class a hybrid warship-explorer design, but as used, the science instruments were little more than expensive armor for the ship. 
I kind of understand why you would want a hybrid design if you have a limited number of hulls, but the Khozun were given a bunch of shipyards, so they can just build dedicated explorer ships, rather than making their warships more expensive. On the other hand the Khozuni Raider seems to be more cost effective than the Chriq Woden (it is 33% larger but only costs 23% more) so they are doing something right.

I couldn't remember why I threw the X into the design to begin with, so I had to come up with something to say when I wrote up the design.  I think I wanted the Khozun to have the ability to explore if they wanted to do so, but it wasn't going to be their primary focus. 

Kurt
Title: Re: Cold War Comments Thread
Post by: misanthropope on November 15, 2021, 08:51:47 AM
fighters are so fast and potent, they kind of unavoidably hog any maneuver-based niche that opens up. in my view that's the real death of the BC
Title: Re: Cold War Comments Thread
Post by: Migi on November 15, 2021, 09:19:24 AM
Have the D'Bringi forgotten about their long ago benefactors or is it a matter of ongoing concern and investigation for them?
I assume they didn't tell anyone else in the Alliance about them?

The latest action has gone low tech, it feels a bit like the old days of the Soviets vs the Coalition.

Quote
The Khozuni ships efficiently hunted down and killed the sensor and comms buoys at the warp point and then set out for the inner system.
Don't the sensor and comms buoys have some way of detecting the attacking ships?

They do.  The sensor buoy will detect the ships, and report it to the comms buoy, which will report the contact up the chain to the Sector HQ.  It seems that the Sector HQ is not aware of any reports of contacts.  Hmmmm...

Very odd...

Quote
Quote
Quote
Khozuni Imperial Guard
Using technology transferred from their benefactors, the Khozuni fielded this class.  The science instruments were thrown into the design at the last minute to make the class a hybrid warship-explorer design, but as used, the science instruments were little more than expensive armor for the ship. 
I kind of understand why you would want a hybrid design if you have a limited number of hulls, but the Khozun were given a bunch of shipyards, so they can just build dedicated explorer ships, rather than making their warships more expensive. On the other hand the Khozuni Raider seems to be more cost effective than the Chriq Woden (it is 33% larger but only costs 23% more) so they are doing something right.

I couldn't remember why I threw the X into the design to begin with, so I had to come up with something to say when I wrote up the design.  I think I wanted the Khozun to have the ability to explore if they wanted to do so, but it wasn't going to be their primary focus. 

Kurt
::)  Maybe they are planning ahead and don't want to rely on the mysterious benefactors? I guess the Khozun Emperor might be sneaky as well as arrogant?
After posting it occurred to me that it might be to do with the cost of designing a new ship, you mentioned it is significant for an SD, but presumably less so for a small ship.
Title: Re: Cold War Comments Thread
Post by: Migi on November 21, 2021, 07:31:31 PM
Well it seems the Khozuni are going to be a threat to the galactic community for even less time than I expected.
Blowing up the lifeboats seems a bit harsh.
Does Starfire have rules for overcrowding from collecting survivors?
Also is there a concept of sensor resolution to detect fighters or are ships expected to have the better sensors by the time fighters are developed?
Title: Re: Cold War Comments Thread
Post by: TheTalkingMeowth on November 21, 2021, 09:54:47 PM
Blowing up the lifeboats seems a bit harsh.
And nuking the imperial capitol isn't? Seems like these mystery bois are firm believers in Soviet retirement packages.
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on November 21, 2021, 10:29:56 PM
Seems like these mysterious benefactors want to play God but don't want the hassle of worshipers on Sundays, so to speak anyways.

As other commenters have noted the connection with the generous D'Bringi benefactors who imposed the strange condition that they should only use commercial engines, I am curious about this race now - particularly since they have seemingly disappeared from the D'Bringi sphere of perceptions with nary a scolding word about their new philosophies about engines.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 22, 2021, 08:19:30 AM
Well it seems the Khozuni are going to be a threat to the galactic community for even less time than I expected.
Blowing up the lifeboats seems a bit harsh.
Does Starfire have rules for overcrowding from collecting survivors?
Also is there a concept of sensor resolution to detect fighters or are ships expected to have the better sensors by the time fighters are developed?

Being in deep space the pods were very unlikely to be found, but in any case, dead crewpersons tell no tales.  The unknowns obviously believe in being better safe than sorry. 

As for overcrowding, yes, there are combat negatives if you have too many survivors on your ship and not enough quarters to hold them. 

Inherent ship sensors, which were all that the Khozuni had, can detect small craft and fighters at 20 hexes, or five light seconds.  Of course, those same sensors can only detect large units, like ships, at a range of 30 tac hexes, or 7.5 light seconds.  Low tech, pre long-range scanner races are really blundering around in the dark most of the time. 

3rd Ed Starfire has a problem with sensors.  Up to HT3, ships can see only barely farther than their weapons can fire, out to 30 tac hexes, like the Khozuni.  Once a race reaches HT3, though, they can develop the Xr, or long-range scanners.  The Xr has been derisively called the all-seeing eye, as it suddenly, in one massive technological leap, expands a ships ability to see another ship from 7.5 light seconds to a full 72 light MINUTES!  And then, after that, there are no further tech advances in detection capability.  Third Ed., Revised, added Xrs, but this is a combat system, smaller than the standard Xr, intended to allow a ship to target other ships out to the limits of weapons capability at that tech level.  Cloaking comes along at a higher tech level, making the situation complicated again, but there are no further advances in sensor tech, which is weird and not very realistic.  Before starting this campaign, I played around with modding the Xr, so that Xr0 could only see out to, say, 30 light seconds, with each later variant adding some range.  I'd have to figure out how to add tech systems to SA, though, and the more you play around with SA's databases, the more finicky it gets. 

Kurt

Title: Re: Cold War Comments Thread
Post by: Shinanygnz on November 22, 2021, 11:03:58 AM
Well it seems the Khozuni are going to be a threat to the galactic community for even less time than I expected.
Blowing up the lifeboats seems a bit harsh.
Does Starfire have rules for overcrowding from collecting survivors?
Also is there a concept of sensor resolution to detect fighters or are ships expected to have the better sensors by the time fighters are developed?

Being in deep space the pods were very unlikely to be found, but in any case, dead crewpersons tell no tales.  The unknowns obviously believe in being better safe than sorry. 

As for overcrowding, yes, there are combat negatives if you have too many survivors on your ship and not enough quarters to hold them. 

Inherent ship sensors, which were all that the Khozuni had, can detect small craft and fighters at 20 hexes, or five light seconds.  Of course, those same sensors can only detect large units, like ships, at a range of 30 tac hexes, or 7.5 light seconds.  Low tech, pre long-range scanner races are really blundering around in the dark most of the time. 

3rd Ed Starfire has a problem with sensors.  Up to HT3, ships can see only barely farther than their weapons can fire, out to 30 tac hexes, like the Khozuni.  Once a race reaches HT3, though, they can develop the Xr, or long-range scanners.  The Xr has been derisively called the all-seeing eye, as it suddenly, in one massive technological leap, expands a ships ability to see another ship from 7.5 light seconds to a full 72 light MINUTES!  And then, after that, there are no further tech advances in detection capability.  Third Ed., Revised, added Xrs, but this is a combat system, smaller than the standard Xr, intended to allow a ship to target other ships out to the limits of weapons capability at that tech level.  Cloaking comes along at a higher tech level, making the situation complicated again, but there are no further advances in sensor tech, which is weird and not very realistic.  Before starting this campaign, I played around with modding the Xr, so that Xr0 could only see out to, say, 30 light seconds, with each later variant adding some range.  I'd have to figure out how to add tech systems to SA, though, and the more you play around with SA's databases, the more finicky it gets. 

Kurt

I played around with an Xc like method.  An Xr can see out to 2 system hexes, another installation adds 2 more, then the third gets you the full 6 range, but you can only have one for every 20 HS of ship.  I also added Y (as per 4th) as tactical scanners, essentially Xrs
Title: Re: Cold War Comments Thread
Post by: Migi on November 26, 2021, 11:23:31 AM
I'm not really clear how valuable the ships are to the Bjering, are they giving away a valuable resource or are the ships relatively valueless?

I thought the Bedu refugees kept some of the freighters to use for themselves, did the Bjering give those ships as well, or did they only give the ones they had ownership of? Do the Mintek know about or care about the discrepancy?

It seems to me that the Bjering had a strong claim to the ships by signed contract, the Mintek argument 'they originally belonged to a government that we conquered' is weaker. In that case handing them all over (not even part) under threat of war is essentially giving in to blackmail, and the Bjering should be worried about encouraging that behaviour, and the Tomsk should be worried about how solid any Bjering guarantees are.
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on November 26, 2021, 11:53:57 AM
I think it works out for all parties involved which is a rare good thing in diplomacy. The Bedu CFN ships were not of much use to the Bjering but the Bedu exiles could not support them either, so it makes sense to use them as a trade token to stay on the Mintek good side and, frankly, to do a humanitarian (Beduitarian?) favor for the Bedu in Mintek territory. Meanwhile despite the apparent concession no Bjering guarantee has been abrogated, as the Bedu exiles remain free with that fraction of their ships which were kept for themselves. I am sure that if the exiles keep any small part of the CFN after this trade, the Mintek will know about it as they have done some exhaustive tallying, but as long as they get most of the CFN back and can stabilize the Bedu economy and their own I think they will be satisfied. Ultimately neither party wants a war, the Mintek are overstretched and the Bjering prefer not to be involved in the affairs of other major powers.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 26, 2021, 03:29:42 PM
I'm not really clear how valuable the ships are to the Bjering, are they giving away a valuable resource or are the ships relatively valueless?

They had some value, as the Bjering added them to their government CFN pool, so they were creating income every turn, and boosting the Bjering state's capacity for moving colonists around.  It just wasn't near enough value to make the Bjering go to war to keep it.  I forget how much the income was, but it was fairly small compared to their overall income. 

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I thought the Bedu refugees kept some of the freighters to use for themselves, did the Bjering give those ships as well, or did they only give the ones they had ownership of? Do the Mintek know about or care about the discrepancy?

The Bjering gave them all that they had, and the refugees did indeed keep a couple for themselves.  The Mintek know about the discrepancy, but as it is only three freighters, out of hundreds, they aren't too concerned.  They paid a one-time fee for their replacement and moved on with life.  Three freighters certainly weren't worth going to war over when their border was being probed, and their economy was on the verge of collapse.  They got really lucky with the Bedu, and they know it. 

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It seems to me that the Bjering had a strong claim to the ships by signed contract, the Mintek argument 'they originally belonged to a government that we conquered' is weaker. In that case handing them all over (not even part) under threat of war is essentially giving in to blackmail, and the Bjering should be worried about encouraging that behaviour, and the Tomsk should be worried about how solid any Bjering guarantees are.

The strength of the claim aside, the Bjering didn't feel that they were worth going to war over.  And, to be honest, the refugee's claim to the entire freight network of their nation was shaky as well.  The Mintek could make and did make a credible claim for needing the freighters to prevent a deadly economic collapse throughout the Bedu territories.  There aren't really rules for that, just that the economy won't function until the freighters are replaced.  Since the Bedu did it to themselves, from the Mintek point of view, they'd be justified in just letting the Bedu starve, especially since there was no way they could actually pay to replace that many freighters. 
Title: Re: Cold War Comments Thread
Post by: Kurt on November 26, 2021, 03:30:56 PM
I think it works out for all parties involved which is a rare good thing in diplomacy. The Bedu CFN ships were not of much use to the Bjering but the Bedu exiles could not support them either, so it makes sense to use them as a trade token to stay on the Mintek good side and, frankly, to do a humanitarian (Beduitarian?) favor for the Bedu in Mintek territory. Meanwhile despite the apparent concession no Bjering guarantee has been abrogated, as the Bedu exiles remain free with that fraction of their ships which were kept for themselves. I am sure that if the exiles keep any small part of the CFN after this trade, the Mintek will know about it as they have done some exhaustive tallying, but as long as they get most of the CFN back and can stabilize the Bedu economy and their own I think they will be satisfied. Ultimately neither party wants a war, the Mintek are overstretched and the Bjering prefer not to be involved in the affairs of other major powers.

Pretty much spot on!
Title: Re: Cold War Comments Thread
Post by: Migi on November 26, 2021, 06:28:52 PM
Isn't the true worth of the ships the cost it takes for the Mintek to replace them? Is that cost significant for the Bjering? Could they have been sold to boost the economy? As the Bjering economy expands, won't they need to build ships which they just recently had gotten for free, costing them in the long run?

It seemed like the Bjering had leverage. They knew (or could reasonably infer) the Mintek were in a bad economic position without the ships. To regain the ships by fighting would take time and cost money, for supplies and to repair and replace warships, even if they won.

The Bjering could have asked for compensation, or given them half the transports back rather than all of them. Or they could have demanded some sort of non-aggression treaty, or non-contact treaty, or the right to keep scouts on the Mintek side of the boarder.
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on November 26, 2021, 07:04:24 PM
It seemed like the Bjering had leverage. They knew (or could reasonably infer) the Mintek were in a bad economic position without the ships. To regain the ships by fighting would take time and cost money, for supplies and to repair and replace warships, even if they won.

The Bjering did not know whether or not the Mintek could actually prosecute a war against them, but given that they had recently conquered the Bedu it was reasonable to infer that the Mintek could do so if they wanted to. Compared to the cost of such a war, the turning over of many superfluous transports (and I assume outdated, but I don't know how Starfire handles these) was the least bad option and a cost the Bjering were willing to pay to preserve their fleet.

Fog of War - or perhaps Fog of Peace? - is a tricky thing. Until they cut off negotiations, the Bjering had no idea how the Mintek would respond to such a thing, and they were fortunate that the Mintek were not terribly upset when communications were stopped.
Title: Re: Cold War Comments Thread
Post by: Kurt on December 25, 2021, 10:42:17 AM
Merry Christmas to all! 

Cold War will return, although it may be in the new year.  In the meantime, I'll be posting a small update on the Mintek and their current endeavors. 

Kurt
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on December 25, 2021, 02:28:23 PM
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Every Shiba encountered by the Mintek so far has a technological implant of some sort in the side of their head.  The Shiba, when asked, explained that this is an assistive implant enabling the individual to download documents to long term memory, communicate over short distances, and integrate with the local area networks that the Shiba set up everywhere they go.  The Mintek find this technology extremely interesting, and their cultural mission plans on exploring the possibility of trade relating to this technology as one of the first things they do.

The Shiba state is called the Ascendancy, and from what little has been communicated to date the Mintek have found some comforting similarities to their own nation. 

I don't know enough about Starfire (that is, barely anything) to know if the name of the state is a clue here, but from the description I wonder if the Shiba are another of the same type of race as the Mintek in terms of spreading their belief system (or local-area networking equivalent) once a trade agreement is established. In that case, the Mintek may find themselves to be in for more than they bargained for - and a taste of their own medicine!

That being said, if this is so one would expect the Shiba to agree to a trade agreement a bit more readily, although they may just be a more cautious race by nature and it will happen soon enough?
Title: Re: Cold War Comments Thread
Post by: Garfunkel on December 26, 2021, 08:42:30 PM
Obviously, they are the race that Fox McCloud belongs to in STAR FOX:

(https://i.imgur.com/mi1eMhX.png)
Title: Re: Cold War Comments Thread
Post by: Migi on December 26, 2021, 09:34:13 PM
Thanks for the update Kurt.

Apparently the "Shiba Inu" is a small type of Japanese dog, so I know who just became my favourite race.  ;D
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on February 10, 2022, 09:57:33 AM
Interesting, this continued trend towards amalgamated super-states. Is that typical for later in a Starfire campaign or unique to this setting?
Title: Re: Cold War Comments Thread
Post by: Migi on February 10, 2022, 11:47:30 AM
In the intelligence report, what ship class is ML, I assume it isn't Motor Launch or Mine Layer?
Is the Bedu fleet strength the ships that engaged the Mintek in that battle or is it the Bedu reserve ships that were turned over to the Mintek? I thought the remaining Bedu warships were donated to the Bjering but I think I'm getting mixed up with the civilian ships.

Interesting, this continued trend towards amalgamated super-states. Is that typical for later in a Starfire campaign or unique to this setting?
The humans managed to make half a dozen new factions so to save processing power everyone else has to merge  ;D
Title: Re: Cold War Comments Thread
Post by: misanthropope on February 10, 2022, 12:20:15 PM
it's pretty convenient to only have one polity to manage, from the player side, tho the economic benefits run small-to-negative.  also all editions of starfire strongly encourage the SM to screw over players, so even if an NPR has a long-settled subservient "partnership" relationship, you (the player) always have to sweat the "nah, they've decided they don't like you anymore" until you eat them.
Title: Re: Cold War Comments Thread
Post by: Kurt on February 10, 2022, 03:48:10 PM
Interesting, this continued trend towards amalgamated super-states. Is that typical for later in a Starfire campaign or unique to this setting?

Well, I don't know if it's common to Starfire campaigns in general, but it is common at this stage in my campaigns.  As the number and size of races increases, the overhead on me to run the campaign increases.  Therefore, I start to feel pressure to reduce the number of races, to keep the campaign manageable.  Also, the rules mandate a certain progression through relationships before the races can amalgamate, so that takes time, meaning that once enough time has passed the amalgamations will begin. 
Title: Re: Cold War Comments Thread
Post by: Kurt on February 10, 2022, 03:53:12 PM
In the intelligence report, what ship class is ML, I assume it isn't Motor Launch or Mine Layer?

The ML is a Light Monitor, the next size up from a superdreadnought. 

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Is the Bedu fleet strength the ships that engaged the Mintek in that battle or is it the Bedu reserve ships that were turned over to the Mintek? I thought the remaining Bedu warships were donated to the Bjering but I think I'm getting mixed up with the civilian ships.

That is the ships that engaged the Mintek.  There were a few ships that remained behind at the capital when the battle happened, because they were recently reactivated from the mothballs.  Those ships escorted the refugees into Bjering space, and some of them were turned over the Bjering as payment for allowing the refugees to settle in Bjering territory. 

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Interesting, this continued trend towards amalgamated super-states. Is that typical for later in a Starfire campaign or unique to this setting?
The humans managed to make half a dozen new factions so to save processing power everyone else has to merge  ;D

Darned humans.  Always a problem. 
Title: Re: Cold War Comments Thread
Post by: Kurt on February 10, 2022, 04:05:48 PM
it's pretty convenient to only have one polity to manage, from the player side, tho the economic benefits run small-to-negative.  also all editions of starfire strongly encourage the SM to screw over players, so even if an NPR has a long-settled subservient "partnership" relationship, you (the player) always have to sweat the "nah, they've decided they don't like you anymore" until you eat them.

I'm guessing that the economic benefits are negative.  The two merging nations lose trade income, which added together is 20% of the smaller nation's income.  That goes away upon amalgamation.  They do save some money in not having to duplicate system research costs.  There is no savings on the monthly tech level research, since the new amalgamated empire will pay ten percent of its income in monthly research costs, its cost will increase when its income increases from the amalgamation.  But, and this is a large but, two separate nations would have to pay double tech system research costs, and in a reduced income game these research costs are very large.  For example, a race that wanted to develop most of the useful items available at HT-9, a tech level that some of my races have reached, and others are approaching, would have to spend approximately 100,000 MCr's.   That's about four months net income for a race like the Tomsk Union, and only the two largest powers could contemplate making that kind of expenditure in less time, and then only by selling some industry to finance it. 

By far the largest benefit is in player management time required.  By merging the nations, the overhead on the player is significantly reduced.  It's not all positive, because it does result in a larger nation, which requires more time to manage, but there is a significant time savings compared to having to deal with two nations. 
Title: Re: Cold War Comments Thread
Post by: Paul M on February 13, 2022, 12:27:58 PM
Well in Starslayer's and my game we are doing both options.  The Theban's have been busy amalgamating and the Shanirian's are confederates and so do not interfere with local politics.  There are other issues as the Shanirian's have had the luck of bumping into massively "standoff" type races other than the Drakes.  The Squids, Moonies, and Cats that say Nieeeee all only trade with the Shanirian's and no other race in the confederacy.  The economies are roughtly the same, the Theban's have a larger economy i'm sure but this has likely as much as I do sub-optimal things with the Shanirian's (benign worlds are limited to 100 IU and emphisising in-system colonization for growth even if growth is reduced).  I will say that I have also had to dig a couple of races out of economic holes (the Squids and the RM) so I limit my sub-optimal stuff to my race.  The Squids actually are doing the Shanirian economics (outside of the IU-limit) but they have had survey luck to beat the band.  Outside of the 100 HS warp point between their home world and the vast bulk of their space.

This all being said there are some hidden benefits to amalgamation.  The saving on development costs is huge, I pay 5 times for the same technology though a saving grace is that not every race develops the same things.  The moonies don't have anti-matter because they have no weapon systems that use it (plasma missile users and purely defensive fighters).  This is not a joke at the higher tech levels where some of the technologies cost big time.   The more important consideration is that it widens the band of planets considered benign.  This is a massive help.  A very poor benign world with full IU has an economic rating of (3200*0.5+1600) = 3200.  A very rich harsh world has an economic rating of (800*1.5+400) = 1600.   So a very poor benign is in the long run worth twice a very rich harsh.   It also simplifies your military though Starslayer still is dealing with refitting fleets to a common standard.  It both improves and worsens your supply issues, but I think the improvement exceeds the small advantage of having different limits for the different races in any system.

Starslayer would have to comment himself but I think the overall differences are so that the amalgamation makes it easier on the player, the whole reduction of the number of NPCs is also an issue, one that the RM (namely me) has failed to address as intended but admittedly they needed to be dug out of an economic pit and now they are stuck in endless refits but they are at least in major net positive income (though the conversion to AAM put them in the pit for several months as their magazine costs are...astronomical).  I think the economics are roughly the same either way but with a potential long term to have more benign worlds than otherwise easily possible.  I am also double settling worlds which at least partially deals with that but this is only done for races where it makes sense, the Moonies and Squids no as they are far to stand off-ish.  The Drakes and Shanirian's are likely "effectively" amalgamated and the Cats made this leap of faith thing so the Shanirian's have been doing their best to give them systems to expand into (hard due to them being utterly in a cul du sack. 
Title: Re: Cold War Comments Thread
Post by: Migi on February 13, 2022, 08:51:27 PM
Quote
The First and Second Carrier Strike Groups are split
The Imperial Japanese Navy might have some advice about this.

I took another look at the fighter numbers in the previous post, assuming the Mintek had reinforced to full strength and Bjering brought all their personal carriers, they would have the same advantage in ratio of fighters as the Mintek had when they wiped out the Bedu. And the Mintek only lost fighters in that engagement.
On that basis, the Bjering seem to have lost an opportunity to inflict a heavy defeat on the Mintek. (Not that they have benefit of the omniscient view that we do).
Title: Re: Cold War Comments Thread
Post by: Kurt on February 14, 2022, 07:43:32 AM
Quote
The First and Second Carrier Strike Groups are split
The Imperial Japanese Navy might have some advice about this.

I took another look at the fighter numbers in the previous post, assuming the Mintek had reinforced to full strength and Bjering brought all their personal carriers, they would have the same advantage in ratio of fighters as the Mintek had when they wiped out the Bedu. And the Mintek only lost fighters in that engagement.
On that basis, the Bjering seem to have lost an opportunity to inflict a heavy defeat on the Mintek. (Not that they have benefit of the omniscient view that we do).

Yeah, when I compiled that I realized that the Bjering had a significant advantage.  But then, the Mintek have consistently been punching up.  And the Bjering really don't want a war, even one they have an advantage at. 

Also, the Mintek military is stretched to the brink of breaking at this point, and they know it.  They have tried to cover all of their weak points, or threat axis, but in doing so have ensured that the deployed forces will almost certainly be too weak to deal with the actual threat, should it arise.  It is a perilous time for them. 
Title: Re: Cold War Comments Thread
Post by: Migi on February 16, 2022, 10:47:50 AM
As the Villers system seems likely to be a hotspot, could we have a map of the surrounding territory?
Also IIRC the Alliance knows of another entrance to the Mintek Home system, have they built similar defences around that warp point?
Title: Re: Cold War Comments Thread
Post by: Kurt on February 16, 2022, 11:19:41 AM
As the Villers system seems likely to be a hotspot, could we have a map of the surrounding territory?
Also IIRC the Alliance knows of another entrance to the Mintek Home system, have they built similar defences around that warp point?

The map is a good idea, I'll post later today.

The Alliance knows of three contact points with the Mintek, if I remember correctly. 

The original contact point, leading to the Mintek home world, is the location that the D'Bringi originally discovered the Mintek, and it is in the Phyriseq system.  The Alliance has fortified the warp point with bases, fighters, automated weapons, and a nearby fleet, and believes that the Mintek have done the same.  That is a reasonable belief given the fact that the warp point is located in their home system. 

The second contact point is in the Kure system, which is only two jumps from the Rehorish home world.  While the Alliance knows there is a closed warp point in the system, they don't have the precise location and so cannot fortify it.  They have a sensor network and a fleet in that system, and fortifications in the next system up-stream, towards the Rehorish home world.  Until and unless the Mintek use the closed warp point the Alliance will not be able to localize it. 

The third contact point is in the Juath system, which used to be a Mintek frontier colony.  The Alliance discovered a closed warp point into the system and launched an invasion that captured the frontier colony, but then discovered that the Mintek warp line into the system was also closed, meaning that they couldn't find their way back to the Mintek empire unless they followed a Mintek ship.  The Mintek, who couldn't face the Alliance at that time, cut off the colony and retreated, denying the Alliance a route into their empire. 

This has resulted in a standoff.  Neither side dares waste their fleet in a direct assault on established warp point defenses, fearing that their remaining units would be too weak to face the fleet of their opponent after taking out the fixed defenses.  And neither side will try to exploit the closed warp points they know about, because doing so would open them up to counter-invasion if their attack fails. 
Title: Re: Cold War Comments Thread
Post by: TheTalkingMeowth on February 23, 2022, 02:54:02 PM
The D'Bringi's mysterious benefactors make their move!
Title: Re: Cold War Comments Thread
Post by: Black on February 23, 2022, 03:39:46 PM
The D'Bringi's mysterious benefactors make their move!

We certainly have interesting times ahead of us, both in Alliance and Colonial Union.
Title: Re: Cold War Comments Thread
Post by: Migi on February 23, 2022, 07:35:20 PM
Great update!
It seems clear that the whole government network is compromised by a highly sophisticated and reactive adversary.

If they shut down or limit use of the ICN, how quick are courier drones compared with courier ships like corvettes? Do courier drones have a cost?

Apparently I was wrong to request a map of the area surrounding Villers, I should have asked for an updated Rehorish map. :P
Title: Re: Cold War Comments Thread
Post by: Kurt on February 23, 2022, 09:41:37 PM
Great update!
It seems clear that the whole government network is compromised by a highly sophisticated and reactive adversary.

If they shut down or limit use of the ICN, how quick are courier drones compared with courier ships like corvettes? Do courier drones have a cost?

Apparently I was wrong to request a map of the area surrounding Villers, I should have asked for an updated Rehorish map. :P

Courier drones move as fast as corvettes, or faster, without risk of burnout.  But, they rely on positioning data from a navigation buoy every time they jump through a warp point, or they might get lost.  And if the ICN is compromised, can the nav systems, which are built into the same comms buoy, be trusted? 

Courier drones don't have a cost.  Each colony has a limited number of drones, depending on size, if I remember correctly, and they automatically are replenished every month.  No cost. 
Title: Re: Cold War Comments Thread
Post by: Migi on February 25, 2022, 12:26:26 PM
Some fleets were sending messages via courier drones early in the campaign, I assume they were loaded from planets? Do they take transport space like fighters and pinnaces? Is remembering to carry them a massive pain and a good reason to use the ICN (at least in normal times)?   ;D
Presumably small ships stationed at every warp point could act as a relay, either by sending messages directly or catching and forwarding drones?
From the shipyards section, if MSY is a mobile shipyard, what is MS?

Quote
All of that means that the Alliance’s massive commitment of ships languishes in the Villiers system, waiting, while the Zir apparently dither
...
the Zir cannot come to grips with either the Alliance’s constant pushing to take action, or indeed, on what action to take
I think the correct phrase to use is "smeg, or get off the pot".

Quote
the Alliance Navy has decided to push forward with a massive program of refits to modernize the fleet
...
The Rehorish high command has gone on alert, and no new refits will be started
Someone on the D'Bringi side is going to notice this at some point.

Quote
The Kingdom has mothballed a significant percentage of the fleet now that it is clear that the Alliance is no threat, and is focusing on expanding its territory and economy.
For their sake, I hope this information was kept off the Alliance ICN.

The Mintek have almost as many shipyards as the CU and Bjering have put together, despite having less income than either. I thought they preferred large hulls because they used Dreadnoughts early on. That said, they seem to have a bit of an advantage because they've upgraded their whole fighter force, whereas the other major powers are still in progress or not started.

The Alliance seems by far the strongest side in terms of income and military, but they seem to be at risk of over-extension and paralysis, because of the number of races they are maintaining as associate members.

Assuming it isn't a spoiler, could you put the current tech level of the Aurarii, Chirq, Doraz, Lothar, Torqual and Zir, and also the Major Races?
Title: Re: Cold War Comments Thread
Post by: Andrew on February 25, 2022, 01:04:22 PM
Some fleets were sending messages via courier drones early in the campaign, I assume they were loaded from planets? Do they take transport space like fighters and pinnaces? Is remembering to carry them a massive pain and a good reason to use the ICN (at least in normal times)?   ;D
Presumably small ships stationed at every warp point could act as a relay, either by sending messages directly or catching and forwarding drones?
From the shipyards section, if MSY is a mobile shipyard, what is MS?
All ships carry courier drones for free, about 1 per 5 hs. However as Kurt said they are dependent on nav beacons at each JP , and those beacons are probably compromised so courier drones cannot be expected to reach their desination. They are also much slower than the ICN which is light speed. You could replace the beacons with ships but thats expensive.
MS is machine shop smaller than a SY and capable of only some of its functions such as assembling components and I think repairs no construction though
Title: Re: Cold War Comments Thread
Post by: Kiero on February 25, 2022, 02:17:08 PM
Do courier drones have a range?
Title: Re: Cold War Comments Thread
Post by: Paul M on February 26, 2022, 02:16:33 AM
CDs are approximately fighter sized robotic space craft carried by military ships at 1/10 HS and freighters at 1/40 HS, I believe each colony has 1 CD per 50 PU.  The ship can carry more as cargo for 2MC and 8 csp.  They can be carried on XO racks with 10 XO racks required.  There are also short ranged reusable CDs that are used in "dsb-c" and "dsb-ncd" and (CC) a communication system that can be used to communicate in system and between systems when set up near a WP.

CDs have 3 possible speed settings: 12, 8, 6.  At those settings its range is limited to 3 STMP, 8 STMP, and 12 STMP respectively.  The endurance value is actually given in days but the STMPs are more relevant for determining how far they can travel.  It usually takes 1 STMP to travel from one system to another.  So 3 STMP means the CD has a range of 3 systems.  But in a critical situation I'd break out the maps and used the endurance in days and actual speed/distance to see when it arrives.

A CD requires a "dsb-n" or "dsb-ncd" on the WP to re-orient after a jump so if on is present there is a 70% chance the CD is lost.  So if you send enough CDs on a short enough journey likely some will arrive.  This is used in the book "In Death Ground" also they talk about omega drones or drones released when a ship suffers sudden destruction. 

CDs are slower than a light speed communications network (the ICN) and also suffer from the fact they are pre-programmed.  So a CD programmed to go to planet 1 of system X and transmit its message will not transmit it before it arrives unless it is communicated with by someone who can order it to (all military ships of that star nation).  One reason I use bases with (CC) on a lot of warp points since at least then someone sees the message sooner.

MS is machine shop.  It is a very limited facility that can repair damaged ships/bases, assemble pre-fabricated components and uncrate fighters/de-mothballed ships.  Due to a boo-boo in SFA it was able conduct refits which the rules preclude but most people allow.  I build them specifically for that purpose as refits are very shipyard intensive acts.
Title: Re: Cold War Comments Thread
Post by: Kurt on February 26, 2022, 12:22:26 PM
Some fleets were sending messages via courier drones early in the campaign, I assume they were loaded from planets? Do they take transport space like fighters and pinnaces? Is remembering to carry them a massive pain and a good reason to use the ICN (at least in normal times)?   ;D
Presumably small ships stationed at every warp point could act as a relay, either by sending messages directly or catching and forwarding drones?
From the shipyards section, if MSY is a mobile shipyard, what is MS?

I won't answer the courier drone questions, as I think those have already been answered very capably by others.  In the early days of the campaign, all inter-system comms were by either courier drone or ship.  The fastest method of comms would have been to station small ships with communications modules on both sides each warp point along a critical warp chain, which would result in near light-speed comms.  that's pretty expensive, though, especially in reduced-growth, reduced construction speed campaign. 

MSY's are indeed mobile shipyards and are smaller and somewhat less capable than regular SY's.  MS are machine shops, and are capable of repairing and refitting ships, but not construction. 

Quote
Quote
All of that means that the Alliance’s massive commitment of ships languishes in the Villiers system, waiting, while the Zir apparently dither
...
the Zir cannot come to grips with either the Alliance’s constant pushing to take action, or indeed, on what action to take
I think the correct phrase to use is "smeg, or get off the pot".

Quote
the Alliance Navy has decided to push forward with a massive program of refits to modernize the fleet
...
The Rehorish high command has gone on alert, and no new refits will be started
Someone on the D'Bringi side is going to notice this at some point.

Something is seriously wrong with the Alliance's communications, I'd say. 

Quote
Quote
The Kingdom has mothballed a significant percentage of the fleet now that it is clear that the Alliance is no threat, and is focusing on expanding its territory and economy.
For their sake, I hope this information was kept off the Alliance ICN.

The Mintek have almost as many shipyards as the CU and Bjering have put together, despite having less income than either. I thought they preferred large hulls because they used Dreadnoughts early on. That said, they seem to have a bit of an advantage because they've upgraded their whole fighter force, whereas the other major powers are still in progress or not started.

I just noticed that as well.  That is an artifact of my not paying attention to details.  The Mintek have not come close utilizing all of their home system's shipyards at any point, and really should have mothballed a lot of them at some point, given the economic crunch they've been under at various times.  In addition, they successfully seized the shipyards over both the Alowan and the Bedu home worlds, further bolstering their yard capacity. 

As for the fighter advantage, the difference between an F1 and an F0 is not huge.  The F1 can carry 50% more external ordnance, 3 weapons instead of 2 for the F0, but has the same loaded speed.  The F1 does have twice the endurance of the F0, and better sensor range, though.  Having a homogenous force of F1's will be an advantage but will not make up for being seriously outnumbered. 

The Alliance intends to significantly boost its shipyard capacity, but it is currently locked into major round of refits.  Both the Alliance and the Colonial Union believe that they have under-invested in shipyards and will seek to change that in the future, but there are many other commitments as well. 

Quote
The Alliance seems by far the strongest side in terms of income and military, but they seem to be at risk of over-extension and paralysis, because of the number of races they are maintaining as associate members.

Assuming it isn't a spoiler, could you put the current tech level of the Aurarii, Chirq, Doraz, Lothar, Torqual and Zir, and also the Major Races?

Mintek Universal Union is HT-9, on its way to HT-10
Bjering Consolidate is HT-9, well on their way to HT-10
Colonial Union is HT-8, just starting out on R&D for HT-9
Alliance is HT-9, just starting out on R&D for HT-10

Alliance partners and treaty members:
Aurarii Republic is HT-9, working on developing HT-9 systems
Bir Meritocracy is HT-1. on its way towards HT-2 with assistance from the Alliance
Chirq Cooperative is HT-3, just starting out R&D in HT 4
Doraz Contingency is HT-7, well on its way to HT-8
Kingdom of Lothar is HT-10, on its way to HT-11 (Note, the Kingdom has gone to lengths to conceal its true tech level from the Alliance, and has successfully convinced them that they are at the same tech level)
Torqual Free State is HT-7, currently developing HT-7 systems
The Zir Contemplative Union is HT-7, on its way towards HT-8

The upshot is that the Mintek have a small tech lead over the Alliance, and a bigger tech lead over the Colonial Union, but is slightly behind the Bjering.  Of the Alliance member races, the most militarily and economically important are the Zir, Torqual, and Doraz, and all of these are HT-7, which is pre-fighter.  All three are advancing relatively quickly, though, as the Alliance is assisting their R&D efforts. 
Title: Re: Cold War Comments Thread
Post by: misanthropope on February 27, 2022, 10:52:48 AM
please
  please
    please
      please
let it be the death snots behind the sabotage of the alliance
Title: Re: Cold War Comments Thread
Post by: Kurt on February 27, 2022, 11:50:51 AM
please
  please
    please
      please
let it be the death snots behind the sabotage of the alliance

Now, now, no spoilers  ;D
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on March 18, 2022, 09:13:17 AM
Re: Amalgenation

For the Thebans, it has basically 2 major benefits and a minor one.
a) a lot more benign worlds for one race, I can by now basically settle all T-Type worlds as benign (cheaper colonisation)
b) More spreading centers in the low income and low pop growth game. Having amalgenated 3 other races, I have now 6 fully settles planets in 4 systems allowing me to ship 600 PTU each turn from 4 locations without reducing my income. Basically pushing the cheap to colonise envelope from 4 places instead of one.
c )Time saved, only 1 race to do research, refits etc. with instead of 4. Refits is actually the big one here, its time intensive chasing down all the ships and making new designs.

Drawbacks: Gotta chase down all thos  ships, and they come from 4 different lines of design philosophies. And some are worth keeping around for variety, making the theban fleets more unpredictable. But again, doig it on 4 separate races would be even worse, as the thembans have been able to consolidate soem similar ship designs into one (Especially with smaller ships like FG, DD, CL, CA.).
4 home systems to protect, and the overall income is not high enough to have  alot of ships outside he home systems without exposing them unecessary. As the campaign currently stands, each home system should have at least 15 SD and 6 CV to cover it adequately against a bug incursion, and I can't afford that. One reason the Thebans are probably the biggest users of bases in the galaxy, with about half their maintenance sunk into bases.
The theban have more commitments than they can cover adequately, and its a matter of luck whether or not the bugs manage to exploit the resulting weaknesses. (They haven't so far, as they are stuck with trying to subjugate the seals and cannon cartell unsuccesfully. The bugs also suffer the too many fires not enough pails issue.)
Title: Re: Cold War Comments Thread
Post by: Garfunkel on April 18, 2022, 07:05:54 PM
Looks like things are about to heat up!
Title: Re: Cold War Comments Thread
Post by: Migi on April 19, 2022, 02:06:32 PM
I wasn't expecting an update on the Humans.
Maybe that means humans have been doing all the sneaky manipulation!
Or maybe they'll be the next target...

Looking at the new map, the human territory is very linear, so if they lose control of a system they lose access to all the colonies behind it.
Also what do the blue and red bars mean?
Title: Re: Cold War Comments Thread
Post by: Kurt on April 20, 2022, 07:33:02 AM
I wasn't expecting an update on the Humans.
Maybe that means humans have been doing all the sneaky manipulation!
Or maybe they'll be the next target...

Looking at the new map, the human territory is very linear, so if they lose control of a system they lose access to all the colonies behind it.
Also what do the blue and red bars mean?

The depict the supply status of the fleet stationed in that system. 
Title: Re: Cold War Comments Thread
Post by: Andrew on April 25, 2022, 12:28:18 PM
Looks like someone has used their compromise of the communication network to try and start a war. I am also sure that everyone will believe the Rehorish when they try and explain this after all they have never decieved and betrayed the humans before :(

One wonders why the 3rd party wants a war and what they will gain from it
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on April 25, 2022, 01:35:43 PM
One wonders why the 3rd party wants a war and what they will gain from it

Taking things at face value, so far as we know (and I remember!), it would seem that the new D'Bringi force is a rogue actor trying to re-establish the D'Bringi as separate from the new Alliance structure, by taking new territory for the D'Bringi while at the same time destabilizing the Alliance.

On the face of it this is at least reasonable, if not plausible by itself - still a third party must be supporting this splinter group, at the least if not outright puppeteering it.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on May 22, 2022, 01:47:54 AM
If the misunderstandings are not resolved, there could be actual war between the powers again, something the Mintek would quite like.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on June 02, 2022, 12:45:22 PM
So, I have to hand it to the Keepers - they basically pulled off the perfect coup. Control of almost all major D’Bringi colonies and most of the military while pointing the Humans at the Rehorish to keep them tied up. They can then enslave the T’Pau and sit pretty to raid whoever loses worst in the coming war.
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on June 02, 2022, 02:04:49 PM
Quite dramatic. I await the Alliance response to this turn of events, it seems clear that most of the D'Bringi have gone over to the side of the Keepers and the old Empire, while Skull-Splitter and the 4th Fleet may be mighty they cannot by themselves win a civil war without a strong economic base. However, does the rest of the Alliance have sufficient cause to interfere with an "internal D'Bringi affair"? Particularly if war with the Union may be on the horizon once again.

Still, the identity of the D'Bringi mysterious benefactors remains unknown for the moment. I maintain that this could not have been accomplished without such outside help, and indeed such benefactors have some reasons to act against the Alliance although we only know the barest hint about those reasons - something about Commercial Engines I recall...

The big winners of this are likely to be the Mintek, if they can somehow find sufficient economic balance to stabilize their empire the remaining Alliance fleets may be in for a severe testing if the Mintek catch wind of these new developments. The Bjering also once again will come out ahead simply by remaining uninvolved militarily, although if the Mintek prove to become sufficiently distracted the Bjering may discover a long-lost militaristic streak in their racial DNA.
Title: Re: Cold War Comments Thread
Post by: Kurt on June 02, 2022, 07:31:52 PM
Quite dramatic. I await the Alliance response to this turn of events, it seems clear that most of the D'Bringi have gone over to the side of the Keepers and the old Empire, while Skull-Splitter and the 4th Fleet may be mighty they cannot by themselves win a civil war without a strong economic base. However, does the rest of the Alliance have sufficient cause to interfere with an "internal D'Bringi affair"? Particularly if war with the Union may be on the horizon once again.

Still, the identity of the D'Bringi mysterious benefactors remains unknown for the moment. I maintain that this could not have been accomplished without such outside help, and indeed such benefactors have some reasons to act against the Alliance although we only know the barest hint about those reasons - something about Commercial Engines I recall...

The big winners of this are likely to be the Mintek, if they can somehow find sufficient economic balance to stabilize their empire the remaining Alliance fleets may be in for a severe testing if the Mintek catch wind of these new developments. The Bjering also once again will come out ahead simply by remaining uninvolved militarily, although if the Mintek prove to become sufficiently distracted the Bjering may discover a long-lost militaristic streak in their racial DNA.

The Mintek are absorbed by events transpiring elsewhere.  As you will see. 

The Bjering are quite militaristic, but not militaristically-expansionist.  In other words, they believe in a strong defense, but peaceful expansion. 

As for the Benefactors, well, that's another story...
Title: Re: Cold War Comments Thread
Post by: Migi on June 03, 2022, 09:36:54 AM
However, does the rest of the Alliance have sufficient cause to interfere with an "internal D'Bringi affair"?
That's basically my question: to what extent do the 'core' Alliance governments have an obligation not to interfere with the internal affairs of the others?

The Alliance didn't directly intervene when the Torqual government decided to murder and exile a large portion of its citizens, although IIRC they did provide indirect support to the rebels.

However the Torqual were only associate members, not full members, and IIRC this was before any integration started, so I assume that different prohibitions and obligations apply.

The new D'Bringi Emperor just performed an extrajudicial execution of an important Alliance individual, on the equivalent of live TV. On the one hand, if he was worried about the foreign policy implications he probably wouldn't have broadcast it to the other governments.

On the other hand, because they are allied and somewhat integrated, it seems likely that they have some obligation to protect an allied incumbent government against violent internal threats. I think it would be very easy to apply that classification to this new proto-government, and therefore be under an obligation to intervene rather than a non-interference obligation.


If a strong non-interference obligation does exist, I can think of 2 ways around that.
First, the execution and murder of various high-ranking D'Bringi and the interference with the Alliance ICN (and related systems like the Rheorish naval intelligence databases) constitutes an attack against the Alliance. This would justify removing the D'Bringi from the Alliance, and consequently remove any obligations to support the new government or refrain from interfering in internal affairs.

Secondly the Rheorish and T'Pau could determine that the D'Bringi Empire is not a legitimate successor to the old D'Bringi government, and therefore the Alliance would have an obligation to support the remains of the old government against the Imperial upstarts.


Of course, none of this matters if the Rheorish and T'Pau decide to take a see-no-evil approach.
Title: Re: Cold War Comments Thread
Post by: Black on June 03, 2022, 12:16:41 PM
Well, Skull-Splitter is alive so he could claim to be representative of legitimate D'Bringi government and request assistance from the remaining Alliance members.

I think that Durant is an old timer from before rise of New Dawn, so she may be willing to listen to reason and prevent full scale war between Alliance and Colonial Union. I wonder if mysterious benefactors have their hands in Colonial Union as well and will attempt to eliminate Ruston or Semenov to cause more chaos.
Title: Re: Cold War Comments Thread
Post by: Kurt on June 03, 2022, 12:45:48 PM
However, does the rest of the Alliance have sufficient cause to interfere with an "internal D'Bringi affair"?
That's basically my question: to what extent do the 'core' Alliance governments have an obligation not to interfere with the internal affairs of the others?

The Alliance didn't directly intervene when the Torqual government decided to murder and exile a large portion of its citizens, although IIRC they did provide indirect support to the rebels.

However the Torqual were only associate members, not full members, and IIRC this was before any integration started, so I assume that different prohibitions and obligations apply.

The Alliance, while apparently powerful when viewed from the outside, is a careful balancing act between the interests of its core powers.  All had something to gain from the formation of the Alliance, but none wanted to give up any internal autonomy.  Obviously, to make something like a multi-racial federation work, they'd have to give up some, but the treaties that created the Alliance gave it numerous powers to deal with inter-species relations and foreign situations, but almost no powers to regulate or interfere with the internal issues of its member states.  Given the immense power of the Alliance, it could do almost whatever it wants, regardless of the desires of a single member race, or what the laws or its creating documents actually say.  However, since its start the Alliance and its ruling council have bent over backwards to create a custom of not interfering in the internal affairs of member races, which is why they were so conflicted and limited in dealing with the Torqual. Because the Torqual were an associate race, the Alliance Council could have easily come up with a rational for supporting whomever they wanted, but, directly interfering in the Torqual situation would have created a precedent for meddling and direct military intervention.  This would have had two direct results - first, it would have created an almost overwhelming desire to do it again, given the power available to the Alliance Council, and secondly, it would have created great distrust amongst the member races, as each began to fear that it would be next.  The Alliance Council rightly feared that taking action in the Torqual situation would eventually lead to the destruction of the Alliance through fear and mistrust. 

Quote
The new D'Bringi Emperor just performed an extrajudicial execution of an important Alliance individual, on the equivalent of live TV. On the one hand, if he was worried about the foreign policy implications he probably wouldn't have broadcast it to the other governments.

On the other hand, because they are allied and somewhat integrated, it seems likely that they have some obligation to protect an allied incumbent government against violent internal threats. I think it would be very easy to apply that classification to this new proto-government, and therefore be under an obligation to intervene rather than a non-interference obligation.

If a strong non-interference obligation does exist, I can think of 2 ways around that.
First, the execution and murder of various high-ranking D'Bringi and the interference with the Alliance ICN (and related systems like the Rheorish naval intelligence databases) constitutes an attack against the Alliance. This would justify removing the D'Bringi from the Alliance, and consequently remove any obligations to support the new government or refrain from interfering in internal affairs.

Secondly the Rheorish and T'Pau could determine that the D'Bringi Empire is not a legitimate successor to the old D'Bringi government, and therefore the Alliance would have an obligation to support the remains of the old government against the Imperial upstarts.

Of course, none of this matters if the Rheorish and T'Pau decide to take a see-no-evil approach.

The new D'Bringi emperor fears exactly this.  He was confident that his coup would work, and that the general population, which he believes longs for the old days, would support him.  His biggest worry was intervention by the other Alliance powers.  Thus the misdirection by the ICN, and the raids on the Colonial Union.  The D'Bringi have a long tradition of raiding, and as a traditionalist, the new emperor doesn't see them as an act of war.  He understood that the humans would be upset, and would demand repayment, and would threaten war to get the reparations, but in his world-view raids are a legitimate tool of diplomacy and cultural expression, and he does not understand how the Colonial Union will view them.  The new emperor knew he would need time to consolidate his rule to become the sole choice for the Alliance to represent the D'Bringi, and temporarily crippling the ICN and provoking the humans were intended to get him that time.  Being focused almost entirely on internal matters, he may be failing to understand how the other races are taking this. 

The Rehorish and the T'Pau are coming to understand that all of this is a result of the actions of the D'Bringi Empire, and when the human problem explodes into their awareness, they will immediately tie that in with the ICN issues and be able to blame the D'Bringi.  They are critically aware of the vulnerabilities of the Alliance now that communications are compromised, and, if pushed far enough, will decide that the D'Bringi have become a threat to the Alliance. 

The saving grace for the Alliance in all of this is that none of their enemies or competitors know this is happening.  Even the associate members of the Alliance have little idea of the disruption within the Alliance. 

If it comes down to war with the rest of the Alliance, the D'Bringi are in a completely compromised position.  As a race that prefers ST type planets, their colonies are scattered through the Alliance, surrounded by the more numerous colonies of the Rehorish and the T'Pau.  The Alliance has colonized 28 type ST planets, compared with 141 type T planets.  And, although the D'Bringi plotters were able to begin moving their ships before the rest of the Alliance races, this was in aid of their misdirection plan, not in preparation for fighting a civil war.  Indeed, most of the crews and officers of the various D'Bringi crewed ships don't even know about the plot, just that the government back home has changed.  That means they really haven't been asked to choose a side yet.  If the emperor manages to consolidate power and eliminate rivals, then they will be presented with a done deal and have no real choice.  If forced to choose between the Alliance and their race, most of them would choose their race, probably.  They haven't been asked that question yet, though.  For now, most of the D'Bringi officers are taking a wait-and-see attitude. 

Even worse for the D'Bringi, their home world is isolated in a dead-end system, with the T'Pau standing guard over their one access point with the rest of the Alliance.  If the D'Bringi had been planning for civil war, that is where they would have concentrated their strength. 

Still, while the D'Bringi aren't really in a good position to fight a war, neither are the other two members of the Alliance.  While they could undoubtedly beat the D'Bringi, what then.  Conquering them and forcing them to remain members of the Alliance while they are rehabilitated is more of the old-D'Bringi way of doing things, rather than the more 'enlightened' Alliance approach.  Letting them leave the Alliance is problematic as well, given how interpenetrated their territories are.  Letting them remain as they are, after causing all of these problems is problematic as well.
Title: Re: Cold War Comments Thread
Post by: Kurt on June 03, 2022, 12:48:08 PM
Well, Skull-Splitter is alive so he could claim to be representative of legitimate D'Bringi government and request assistance from the remaining Alliance members.

I think that Durant is an old timer from before rise of New Dawn, so she may be willing to listen to reason and prevent full scale war between Alliance and Colonial Union. I wonder if mysterious benefactors have their hands in Colonial Union as well and will attempt to eliminate Ruston or Semenov to cause more chaos.

Eerie music plays in the background...

Foreshadowing!
Title: Re: Cold War Comments Thread
Post by: Garfunkel on June 05, 2022, 07:35:24 PM
Yes, the plot thickens once more!  8)
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on June 07, 2022, 04:02:12 PM
The Rehorish and T'Pau are right to continue viewing the ICN with suspicion. As long as the D'Bringi plotters continue to be able to modify ICN messages however subtly, secure communications are compromised. The question is if it can be proven that this is indeed what happened and is still happening, to justify the appropriate response.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on June 18, 2022, 10:27:16 PM
It's all balancing on a knifes edge, hopefully the CU admiral can figure out that something is weird about the lack of a blockade or any traps and holds off from doing anything stupid and hopefully the Alliance does not try to shoot the CU ships just yet. If they can communicate properly they can explain whats up and maybe these Keeper fellows can be thrown off their new thrones. If not, the CU might be firing shots into an alliance that is already splitting down the middle, which will either drive them further apart or together briefly. If the Mintek find out about this they'll almost certainly want to take advantage.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on June 24, 2022, 07:10:07 AM
I think the Keepers are shooting themselves in the foot. Their continued manipulation of the ICN network is blunt and hamfisted. If they kept themselves to only minor changes then it’d have been much harder to catch them at it.

I also see them attacking the T’Pau homeworld system to force passage and kicking off with the Alliance that way.
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on June 24, 2022, 09:34:05 AM
I think the Keepers are shooting themselves in the foot. Their continued manipulation of the ICN network is blunt and hamfisted. If they kept themselves to only minor changes then it’d have been much harder to catch them at it.

It is indeed blunt and hamfisted, but it only needs to work just long enough for a shooting war to kick off between the Alliance and CU. Not all of the Rehorish or T'Pau fleets or colonies are yet aware of the full situation, all it takes is a few places where the people are behind the times and react badly to CU counter-aggression. The tricky part is whether they are more likely to believe the CU admiral or the D'Bringi, in the absence of the critical video evidence. All it takes is someone in the right place saying "hey, the D'Bringi have been a bit chaotic lately, let's check out what this hoo-man is telling us before we do anything hasty" and the whole thing collapses in on the Keepers.

Quote
I also see them attacking the T’Pau homeworld system to force passage and kicking off with the Alliance that way.

Probably less likely if only because the D'Bringi fleets are still distributed throughout Alliance space and not in position for a general war, especially with Skull-Splitter and his fleet supporting the Alliance. The Keepers seem more interested in surviving than fighting, hence overtures to the rest of the Alliance trying to reassure them.
Title: Re: Cold War Comments Thread
Post by: Andrew on June 25, 2022, 04:17:31 AM
A lot is also going to depend on what resources the Keeper's benefactors have and what they want. They have played their trump card for the Keepers control of the Alliance ICN, once used the Alliance will stop trusting the ICN until they have built a new ICN with new software which the D'Bringi don't have access to the software code of. So if the benefactors want anything except the restoration of the clan system in the D'Bringi this is their time to act , possibly after they have done more to push war between the Alliance and CU or Mintek or anyone else to cause chaos. But if they have any objectives they want to use force for they need to do it in the next year or so before the ICN is replaced.
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on July 07, 2022, 10:44:57 AM
A short update, but ominous. The Keepers have created a situation in which natural action and reaction has led to a fragile balance, where any misunderstanding could cause the whole galaxy to go up in flames.

Meanwhile the Bjering will probably continue to win by not doing anything. (https://i.imgur.com/Z3wSg01.gif)
Title: Re: Cold War Comments Thread
Post by: Garfunkel on July 15, 2022, 10:03:49 PM
D'Bringi civil war flares up for real!
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on August 13, 2022, 06:47:13 AM
Nice to find out the Mintek are controlled by a Precursor AI. While there is a grim humor in the Mintek struggling with a technological assimilation hostile, I think the AI will win and they’ll become an even bigger threat by showing up, offering performance implants that directly brainwashes new civilizations.
Title: Re: Cold War Comments Thread
Post by: Andrew on August 16, 2022, 04:08:17 PM
This also gives us a suggestion for what is packing the De'bringi seperatists with the ability to hack the ICN
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on August 28, 2022, 04:27:00 AM
This could easily turn into a disaster if the Union government decides to attack. Hopefully they keep out of it and let the Alliance fix itself and get rid of the empire. If both factions fight, there will be a great loss of ships to the gain of the Mintek, which is something the galaxy does not need.
Title: Re: Cold War Comments Thread
Post by: Shinanygnz on August 29, 2022, 03:16:22 AM
This could easily turn into a disaster if the Union government decides to attack. Hopefully they keep out of it and let the Alliance fix itself and get rid of the empire. If both factions fight, there will be a great loss of ships to the gain of the Mintek, which is something the galaxy does not need.

The Mintek look like they have problems of their own, going to be interesting to find out there.  I'm hoping for their imminent demise, but I'm biased against religious nut jobs
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on August 31, 2022, 04:27:35 AM
We'll have to see if Senator Semenov can get home in time to head off the New Dawn government's attempt to kick off a war that humanity wouldn't be able to win.

Also looks like the New D'Bringi Empire is in dire straits unless the idiots on the Human side can manage to start the war for them. With their fleet on the border destroyed or captured and the 6th Fleet now clearly declared for the Alliance, their chance of retaining power is badly diminished.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on September 03, 2022, 09:10:09 AM
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The loot taken from the Chirq home world might also explain, at least in part, how well funded the Imperial D’Bringi rebellion had been.

Wew, that puts a very different perspective on the Imperials for the alliance huh? I wonder what the Union government would say if they heard about this? I imagine this story would help everybody accept that the Imperials are entirely at fault and the Alliance are innocent. After all, they attacked an associate of the Alliance just to fund a rebellion! Very rude. Very uncivilised!
Title: Re: Cold War Comments Thread
Post by: Kurt on September 04, 2022, 03:24:36 PM
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The loot taken from the Chirq home world might also explain, at least in part, how well funded the Imperial D’Bringi rebellion had been.

Wew, that puts a very different perspective on the Imperials for the alliance huh? I wonder what the Union government would say if they heard about this? I imagine this story would help everybody accept that the Imperials are entirely at fault and the Alliance are innocent. After all, they attacked an associate of the Alliance just to fund a rebellion! Very rude. Very uncivilised!

Yeah, before this the Alliance only had suspicions, which was enough to begin moving pieces around the board, but not enough to take effective action.  Now, though, the gloves are off. 
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on September 05, 2022, 07:49:06 AM
Gloves are off and the Union is out of the picture, facing internal difficulties for the time being, although this will be for the better in the long run. Sunlight is the best disinfectant after all. I'd say the Alliance and D'Bringi Loyalists can handle this upstart empire in short order.

I think this particular arc has been very critical for the future of this universe. Whilst it might seem anti-climactic on the surface, it leaves the major players in a very strong position in relation to the Mintek. If they had been weakened by a large war, the Mintek would have had the breathing room to prepare themselves for a conflict with the Alliance, or at least recover from any economic difficulties they face. With the New Dawn party in shambles and revelations about how they almost started a dangerous war and oppressed the Tarek out in the open, there is a good chance the next government will be more cooperative with the Alliance and others. Maybe some of the Unions mistakes can be righted and they can work with the Alliance against the Mintek or anything else that might crop up.

Rest in Peace Special Ambassador and former Admiral Ruston. One of the most notable figures in this story. He was a good man, it's a shame he went out like that.
Title: Re: Cold War Comments Thread
Post by: misanthropope on September 05, 2022, 02:52:55 PM
only a matter of time before the death snots reveal themselves as the shadowy Final Boss in the galaxy
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on September 10, 2022, 10:56:11 AM
Caught up on this and wow - quite a lot of action in just one month, and with really only a couple of relatively smaller-scale fleet engagements, much of the action was political in nature.

Kurt, I do wonder, how much of this was ordained from the beginning, and how much came down to one of your famous hidden dice rolls? Could the confrontation between the Alliance and Union have boiled over into all-out war with just one bad roll?
Title: Re: Cold War Comments Thread
Post by: Kurt on September 10, 2022, 02:05:58 PM
Caught up on this and wow - quite a lot of action in just one month, and with really only a couple of relatively smaller-scale fleet engagements, much of the action was political in nature.

Kurt, I do wonder, how much of this was ordained from the beginning, and how much came down to one of your famous hidden dice rolls? Could the confrontation between the Alliance and Union have boiled over into all-out war with just one bad roll?

Very little was ordained from the beginning, however, I set up both the D'Bringi and the Humans with weaknesses and or divisions that would become problems over time depending how things went.  How that would turn out I had no idea, it had to develop naturally with the story. 

As for hidden dice rolls <G>, there were a few.  For instance, two name two, the success or failure of the D'Bringi coup depended on two things, how much support it could gain from the D'Bringi population, and how successful it was in provoking the humans.  For the first, I rolled against the D'Bringi racial outlook, modified, and found that the coup had actually very little support from the general population.  That was always the most likely outcome, since the old system suppressed most of the population and limited their choices, so they were always unlikely to embrace a return to the old ways, but it was possible.  As for provoking the humans, that largely depended on the human admiral in charge of the fleet that responded to the invasion.  A New Dawnist, or even a younger admiral, would be more likely to be willing to act on the government's prodding towards an aggressive reaction to the D'Bringi provocations, however, an older cold-warrior, who remembered the last war, and how close run it was, would be less willing to provoke a war with the Alliance when they didn't have to.  The officer assigned to the Union fleet sent to the Alliance was just that sort of person, and so acted prudently.  Things still could have gone badly, if the Imperial D'Bringi forces in the Dether system were stronger than the pro-Alliance D'Bringi forces, but for various reasons they weren't, and so the coup failed on almost all levels.   

If the Imperial D'Bringi forces in Dether had been stronger and had managed to inflict serious losses on the Union force, even the Union's new government wouldn't have been able to stop the storm of public opinion that would have forced them to attack the Alliance, which the Alliance would have had to respond to, and would have started a general war. 
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on September 12, 2022, 09:20:53 PM
Always nice in such a chaotic and avaricious galaxy to come across a few good D'Bringi who are just doing their jobs as best they possibly can with no thought of selfish ambition.  :)
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on September 17, 2022, 01:21:31 PM
So, the Lothari… speedbump or utter roadkill?
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on September 17, 2022, 01:42:11 PM
So, the Lothari… speedbump or utter roadkill?

Probably speedbump that takes out a couple of patrol squadrons and maybe commits a small bit of genocide in a neighboring system just for fun.

Seems to be one of the things about Starfire AARs, when a generated race is naturally aggressive the mechanics pretty much force them to eventually declare a suicidal war against a major power even if it's not the most rational thing to do - although Kurt always justifies these silly choices well enough in his narratives! Though it does seem like it has been less common in NCW for some reason...
Title: Re: Cold War Comments Thread
Post by: Kurt on September 17, 2022, 04:00:06 PM
So, the Lothari… speedbump or utter roadkill?

Probably speedbump that takes out a couple of patrol squadrons and maybe commits a small bit of genocide in a neighboring system just for fun.

Seems to be one of the things about Starfire AARs, when a generated race is naturally aggressive the mechanics pretty much force them to eventually declare a suicidal war against a major power even if it's not the most rational thing to do - although Kurt always justifies these silly choices well enough in his narratives! Though it does seem like it has been less common in NCW for some reason...

The Lothari are a mighty power in the galaxy!  As all will realize at some point!

The Starfire rules do push NPRs into wars with large races on a regular basis.  In the early game this might be problematic for a player race, but in the mid to later games they are barely speed bumps, even if they do have advanced tech.  In the phoenix campaign I remedied this by allowing the minor races to get together and talk to each other, and plot, under the auspices of the ASR.  This allowed the aggressive NPR's to try to work together against the major races, although in the end it didn't work out well for them. 

The Alliance doesn't really work the same way, though.  I have mostly ignored results that require minor races to declare war on major races.  Instead, I either make then irredeemably hostile to further contact, or have them bide their time, waiting for an opportunity. 
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on September 24, 2022, 11:02:08 PM
Finally we meet the mysterious Benefactors, and... well, now there are even more questions. Indeed, with such incredible power and advanced technology, it is even more unclear what the goal is for these beings, since if their goal was simply galactic domination they would have no need to go about it in such a sneaky, roundabout manner. Unless they are, somehow, not as powerful as they appear, in which case the question is why they appear so powerful.

I'm assuming this race operates well beyond the printed rules of Starfire, of course? There's no veteran players nodding sagely in the background, thinking "Ah, yes, these are the Zyxnyphlorxynknytixans from Appendix P of the Galactic Secrets Errata to the High-Tech Addendum to the Imperial Starfire rules", right?  :P
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on September 25, 2022, 01:14:49 AM
I think its a case of Abusive Precursors that have ascended but continue to screw around with meatspace for the lulz.

Could they single-handedly conquer the universe? Surely, but that’s only fun the first few times.
Title: Re: Cold War Comments Thread
Post by: Andrew on September 25, 2022, 03:18:35 AM
I'm assuming this race operates well beyond the printed rules of Starfire, of course? There's no veteran players nodding sagely in the background, thinking "Ah, yes, these are the Zyxnyphlorxynknytixans from Appendix P of the Galactic Secrets Errata to the High-Tech Addendum to the Imperial Starfire rules", right?  :P
All the equipment on the large ships and the large ships themselves are High tech starfire equipment , including cloaking devices. The question of why they are not using direct invasion is much more complicated, at the moment it could be they would lose against the combined power of the alliances but at the start of the campaign they would have walked over the D'Bringi and Humans . Probably story related reasons based on their real origins
Title: Re: Cold War Comments Thread
Post by: Paul M on September 26, 2022, 12:48:13 PM
As Andrew says they are using high tech stuff (TL12+) but one consideration with high tech in starfire...quantity has a quality of its own.  So a TL15 CL might be very powerful but it costs the world and if you have a limited income then you can afford 3 TL15 CLs but for the same price the others get 15 TL7 CLs.  The speed either comes from home rules, super advanced engine tuners, or tactical engines...depending on if that was a monitor or else something larger and depending if I interpreted the description right.

Starfire has several break points technology wise.  And the tech level of the various races is at the cusp of one of them...being HT7-9 and fighting a race with HT10-12 is very brutal.  You may not have AM missiles and they have AAM...so your nuclear armed standard missiles do 1 damage their missiles do 3, and it gets worse for capital missiles.  They ignore your ECM theirs is still effective.  Their point defence is harder to overwhelm.  Their shields may reset, their passive armour belt is both thicker or else can do a serious number on your laser weapons.  In fighter to fighter combat F0 against F2+ is a joke.  The F2 can outfly the F0 to the point the F0 can't engage unless they are sitting on the target itself.

What they want...given the vorlon vibe I assume this is some war in heaven scenario sorta kinda thing.
Title: Re: Cold War Comments Thread
Post by: Kurt on September 27, 2022, 09:09:05 AM
As Andrew says they are using high tech stuff (TL12+) but one consideration with high tech in starfire...quantity has a quality of its own.  So a TL15 CL might be very powerful but it costs the world and if you have a limited income then you can afford 3 TL15 CLs but for the same price the others get 15 TL7 CLs.  The speed either comes from home rules, super advanced engine tuners, or tactical engines...depending on if that was a monitor or else something larger and depending if I interpreted the description right.

Starfire has several break points technology wise.  And the tech level of the various races is at the cusp of one of them...being HT7-9 and fighting a race with HT10-12 is very brutal.  You may not have AM missiles and they have AAM...so your nuclear armed standard missiles do 1 damage their missiles do 3, and it gets worse for capital missiles.  They ignore your ECM theirs is still effective.  Their point defence is harder to overwhelm.  Their shields may reset, their passive armour belt is both thicker or else can do a serious number on your laser weapons.  In fighter to fighter combat F0 against F2+ is a joke.  The F2 can outfly the F0 to the point the F0 can't engage unless they are sitting on the target itself.

Yep.  A fully loaded F2 is faster than a loaded F0 and can carry enough weapons to have both anti-fighter or anti-ship capability, while the F0 pretty much is either/or.  The expense does go way up, though. 

Quote
What they want...given the vorlon vibe I assume this is some war in heaven scenario sorta kinda thing.

Good catch.  B5 was pretty much my favorite science fiction series, along with the Expanse, and has snuck into more than one of my campaigns.  I was wondering if anyone would pick up on that. 
Title: Re: Cold War Comments Thread
Post by: Paul M on September 27, 2022, 12:51:32 PM
B5 hooked me when during the pilot episode I saw the starfuries fire thrusters to spin, fire thrusters to stop spinning and then fly backwards firing on their targets.  Then the pheromonal story arcs where little things in one episode would show up later.  I must admit that while I liked Sheridan, I thought Sinclair was the better character.  Episodes like Sigma 957, were just a cut above the usual SF show fare.  Huge fan...have all the shows on DVD!  I like the Expanse as well, but have not had a chance to binge on it.

Starslayer and I added in advanced beam weapons as, at least I felt, that beam weapons for smaller ships (CAs and smaller in our game can't mount capital weapons) needed something.  I think a change like this is necessary else every ship smaller than a SD under most circumstances is armed with Wa only.   

Fighters are a rich mans weapon system.  The trouble is that you either have enough to obliterate the enemy in a single firing pass or else not enough to do anything of significance, rarely are you in a middle ground.  So either you go carrier heavy and have problems with things like warp point assaults or else you have to accept that your fighters are situationally valuable.  What makes the second option painful is that when you don't have enough fighters that means that you are significantly weaker as the carriers are nothing but targets, the fighters will die with poor exchanges and your fleet lacks the weapons it otherwise would have if it didn't have any carriers with them.  Starslayer would add in the cost of gunboats is also not trivial and they die in job lots and the replacement costs (MCr and shipyards) is significant.
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on September 27, 2022, 10:40:44 PM
Quote
The Aurarii commander, Lord Major Vintari, ordered the Doraz force to surrender or be destroyed.  Warleader Grogan, the CO of the Doraz force, sent back a rudely worded reply that implied that the Centauri commander had had relations with his own mother. 

Truly the legacy of the Zaphorozhian Cossacks lives on, even amongst those peoples who have never heard of such a people.  ;D
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on September 28, 2022, 05:01:20 AM
Quote
Warleader Grogan, the CO of the Doraz force, sent back a rudely worded reply that implied that the Centauri commander had had relations with his own mother.
Absolute GigaChad move.
Title: Re: Cold War Comments Thread
Post by: Kurt on September 29, 2022, 09:00:55 AM
B5 hooked me when during the pilot episode I saw the starfuries fire thrusters to spin, fire thrusters to stop spinning and then fly backwards firing on their targets.  Then the pheromonal story arcs where little things in one episode would show up later.  I must admit that while I liked Sheridan, I thought Sinclair was the better character.  Episodes like Sigma 957, were just a cut above the usual SF show fare.  Huge fan...have all the shows on DVD!  I like the Expanse as well, but have not had a chance to binge on it.

Starslayer and I added in advanced beam weapons as, at least I felt, that beam weapons for smaller ships (CAs and smaller in our game can't mount capital weapons) needed something.  I think a change like this is necessary else every ship smaller than a SD under most circumstances is armed with Wa only.   

Fighters are a rich mans weapon system.  The trouble is that you either have enough to obliterate the enemy in a single firing pass or else not enough to do anything of significance, rarely are you in a middle ground.  So either you go carrier heavy and have problems with things like warp point assaults or else you have to accept that your fighters are situationally valuable.  What makes the second option painful is that when you don't have enough fighters that means that you are significantly weaker as the carriers are nothing but targets, the fighters will die with poor exchanges and your fleet lacks the weapons it otherwise would have if it didn't have any carriers with them.  Starslayer would add in the cost of gunboats is also not trivial and they die in job lots and the replacement costs (MCr and shipyards) is significant.

Interesting about limiting capital weapons to larger ships.  I'll have to think about that. 

Your last paragraph summarizes the problems and advantages of the swarm, whether its fighters or corvettes.  A swarm either wins big or loses big, there is no in between with a swarm.  With a corvette swarm, if it out-masses an opposing fleet by 1.5 or more it will likely win the battle, if it is near equivalent tech.  If it is under 1.5, then it is going to lose, and the loss will be total while the opposing fleet might not suffer any losses at all.  If it is more than 1.5 then it will likely win, but even then it will suffer significant losses.  The swarm has countervailing advantages to offset that reality.  It is quicker to build a bunch of corvettes than it is to build a battlecruiser or superdreadnought.  Corvettes are faster, both tactically and strategically.  However, a swarm, either fighters or corvettes, are bad at warp point assault. 

I don't have any races in the Cold War campaign that use the corvette swarm tactic.  The Alliance uses a lot of corvette-carriers, which are arguably the ultimate swarm, but they are used to dominate the scouting role rather than as an actual swarm.  The Alliance associate member state of Zir uses the swarm approach, but has never tested it and the Alliance, which is loss sensitive as it is an 'advanced' society with a public that would react poorly to heavy losses, is trying to convince the Zir that they should change their approach to a more standard fleet layout.  In the Phoenix Campaign I had a minor aggressor race that used swarm corvettes very successfully during the initial stages of their war against the largest and most powerful race in the game, however, the tide was turning against them by the time the campaign came to an end. 

Kurt
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on October 02, 2022, 10:13:06 PM
Quote
The negotiations begin promptly, with the governor demanding reinstatement of the D’Bringi home world into the Alliance, with himself as leader and his choice of candidate placed into the D’Bringi position on the Council.
The balls on that guy! Still, I guess you might as well ask for everything right? The worst they'll do is laugh at you. I wonder if the populations of the alliance have some equivalent to memes that they might share. You can imagine this convo getting leaked and turned into either a joke about how stupid you can get or how much of a boss you have to be to ask for that after they brought a fleet and blockaded you lol.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 03, 2022, 10:02:56 AM
Quote
The negotiations begin promptly, with the governor demanding reinstatement of the D’Bringi home world into the Alliance, with himself as leader and his choice of candidate placed into the D’Bringi position on the Council.
The balls on that guy! Still, I guess you might as well ask for everything right? The worst they'll do is laugh at you. I wonder if the populations of the alliance have some equivalent to memes that they might share. You can imagine this convo getting leaked and turned into either a joke about how stupid you can get or how much of a boss you have to be to ask for that after they brought a fleet and blockaded you lol.

When you're teetering on the brink of disaster, go big or go home.  If you win it was always your destiny, if not, well, you tried.  I think a lot of politicians embrace this line of thought. 
Title: Re: Cold War Comments Thread
Post by: Voltbot on October 04, 2022, 05:06:57 AM
Quote
The negotiations begin promptly, with the governor demanding reinstatement of the D’Bringi home world into the Alliance, with himself as leader and his choice of candidate placed into the D’Bringi position on the Council.
The balls on that guy! Still, I guess you might as well ask for everything right? The worst they'll do is laugh at you. I wonder if the populations of the alliance have some equivalent to memes that they might share. You can imagine this convo getting leaked and turned into either a joke about how stupid you can get or how much of a boss you have to be to ask for that after they brought a fleet and blockaded you lol.

When you're teetering on the brink of disaster, go big or go home.  If you win it was always your destiny, if not, well, you tried.  I think a lot of politicians embrace this line of thought.

That is one way of thinking... However if he just wanted to save himself (and possibly his comrades) from whatever is done there to people like him (should I call it a terrorist, traitor or an enemy of the race?), he might just asked for a deal, that they give won't fight the alliance and would give them control over the system, for an amnesty.
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on October 05, 2022, 05:33:31 AM
Well, lessons learned from the fights in pauls and my campaign, for the bugs, was that if you have the tech advantage, push. The first battles vs Undines adn allies saw the bugs infilct attriciously onesided battles, even in warp point assaults, obliterating whole fleets. And they would have been able to push faster, except....
time and cost to replace 6ßß+ gunboats... the smaller, frontier shps yards didn#t have enough capacity to fill them back up quickly, and the home world ship yards didn't have enough money available to do so, and round trips.. so it was, destraoy a fleet, go back, repair and restock, come back to face a new fleet. So its the knife vs the grindstone...  instead of the sledgehammer vs the eggshell. And the allies by ow have caught up to TL 10 gearwise... but the bugs reached TL 11 and finished refitting. Future will be interersting again, especially attacking bug systeems will be a pita for anyone die to massive cloaked fleets.
How a TL10 Undine fleet fared vs a cloaked bug fleet.. 10 BCs anihilatda  complete undinefleet, as when the opened fire they were in almost sprint range with AAM Wa...  + launched gunboats, vs foes wich had to make readyness rolls.

There's still fight in the creeply-crawlies..
Title: Re: Cold War Comments Thread
Post by: Kurt on October 05, 2022, 08:28:17 AM
Well, lessons learned from the fights in pauls and my campaign, for the bugs, was that if you have the tech advantage, push. The first battles vs Undines adn allies saw the bugs infilct attriciously onesided battles, even in warp point assaults, obliterating whole fleets. And they would have been able to push faster, except....
time and cost to replace 6ßß+ gunboats... the smaller, frontier shps yards didn#t have enough capacity to fill them back up quickly, and the home world ship yards didn't have enough money available to do so, and round trips.. so it was, destraoy a fleet, go back, repair and restock, come back to face a new fleet. So its the knife vs the grindstone...  instead of the sledgehammer vs the eggshell. And the allies by ow have caught up to TL 10 gearwise... but the bugs reached TL 11 and finished refitting. Future will be interersting again, especially attacking bug systeems will be a pita for anyone die to massive cloaked fleets.
How a TL10 Undine fleet fared vs a cloaked bug fleet.. 10 BCs anihilatda  complete undinefleet, as when the opened fire they were in almost sprint range with AAM Wa...  + launched gunboats, vs foes wich had to make readyness rolls.

There's still fight in the creeply-crawlies..

The lag caused by the need to deal with the aftermath of a battle is something that both the Alliance and the Colonial Union have noted and are trying to deal with, although the Alliance is more motivated given its size.  The need to send damaged ships back to yards, with trips that often take months, followed by one or more months in the yards, followed by the return trip to the front, is galling and can stall an offensive or crippled a defense.  Same for empty carriers.  The Alliance actually prepared for this by building and deploying squadrons of machine-ship ships capable of repairing damage, accompanied by freighters with crated fighters, however, these were all out of position given the way the piecemeal fleet deployments have gone in response to first the D'Bringi insurrection and then the invasions by the minor powers. 

The tech advantage/disadvantage is powerful but can only make up for so much.  In the old Phoenix Campaign, the bugs fielded very powerful fleets, but the ASR was learning the secret to bleeding them dry.  Retreat and give up systems in exchange for bleeding the bug fleets.  Retreat to the next system, throw up a warp point defense as best you can, and reinforce it as quickly as possible.  Given the fleet sizes available on both sides, the defenses quickly got to the level that the bugs had to use a simul-transit to break the defenses, which they were perfectly willing to do.  However, every time they did that, they lost around 30% of the committed fleet just to interpenetrations, aside from battle damage.  Losing 30% of your fleet for every system you take quickly becomes intolerable, as the bugs were quickly realizing. 

And that is without cloaking tech.  If I remember correctly, there was one smaller race that had cloaking tech in the Phoenix Campaign, but it was not in general use. 
Title: Re: Cold War Comments Thread
Post by: misanthropope on October 05, 2022, 10:50:30 AM
it feels immoral to build shipyard capacity that you won't even use on a recurring basis.  but between tech level 2 and 6 (ish), yards go from being very expensive to very cheap, relative to the fleets they produce.  building 6 yards that you will literally never use to guarantee you will have one yard right where you want it in a crisis, generally worth it for bigger/ more advanced polities.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 05, 2022, 05:17:07 PM
it feels immoral to build shipyard capacity that you won't even use on a recurring basis.  but between tech level 2 and 6 (ish), yards go from being very expensive to very cheap, relative to the fleets they produce.  building 6 yards that you will literally never use to guarantee you will have one yard right where you want it in a crisis, generally worth it for bigger/ more advanced polities.

Yes, exactly.  Smaller races would have to divert a disproportionate share of their income to develop these capabilities, but for the majors, it will be seen as a sound investment in offensive expeditionary capability.  For example, the Alliance, based on its recent experiences, wants an expeditionary support squadron available in several different locations across their territory to support fleet operations.  Probably one per sector (they have three), plus extras at the home worlds.  Each expeditionary support squadron would have some repair ships equipped with machine shops, which are smaller than shipyards, and less capable, but can perform repairs and unbox fighters as replacements.  There would also be freighters carrying boxed fighters, supply ships with stored maintenance supplies, and ammunition ships with magazine reloads.  All of these would give an Alliance fleet unparalleled capabilities in sustaining long range operations, unmatched by any race in the game.  Just how many of each kind of ship there would be in each squadron is open to debate, and dependent on the time and resources the Alliance wants to sink into the project. 

The problem is, shipyard ships, or even machine shop ships, tend to get pulled into other operations.  For instance, machine shops can be used to refit existing units, and when refit time comes around, it can be very tempting to pull those ships off-station to support the nation's efforts to refit their bases and ships.  This is a reasonable use of existing resources, especially in peace time, but if something kicks off unexpectedly, that means that those machine shop ships might not be where they are needed.  This happened to the Alliance.  They had several squadrons of machine shop ships and mobile shipyards, for supporting fleet operations, but when the need to fortify the Zir Villiers system came up they all got sucked into that mission, and then were retasked from that to begin refitting the 6th Fleet's ships.  When first the D'Bringi, and then the Lothari and Aurarii troubles kicked off, none of them were available to support operations, as they were in a distant location beyond the frontier of the Alliance.   
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on October 07, 2022, 02:14:10 PM
So gunboats are stupidly overpowered. What’s the counter to them - more gunboats?
Title: Re: Cold War Comments Thread
Post by: Andrew on October 07, 2022, 03:16:01 PM
1) They are very expensive, replacing those casualties will not be cheap.
2) Fighters can be very effective against them. Particularly when they know what they are fighting and don't have lots of enemy fighters around
3) They are vulnerable to ship launched weapons, again a prepared fleet can inflict nasty losses on them. Their point defense is as effective as ships but 1 hit kills them so concentration of Advanced missile launcher fire or spreading out the fire to get maximum benefit from each leaker. At closer range sprint mode advanced missiles get a very high kill rate per hull space and if they are goinf for the lethal fighter rocket attack then they have to get very close.

I suspect those two fleets were slightly in favour of the Lothari by cost and that was a pyrhhic victory gutting the Lothari fleet and they will find it harder to replace than the alliance , if they win every battle that way they lose the war badly
Title: Re: Cold War Comments Thread
Post by: Kurt on October 07, 2022, 03:47:58 PM
1) They are very expensive, replacing those casualties will not be cheap.
2) Fighters can be very effective against them. Particularly when they know what they are fighting and don't have lots of enemy fighters around
3) They are vulnerable to ship launched weapons, again a prepared fleet can inflict nasty losses on them. Their point defense is as effective as ships but 1 hit kills them so concentration of Advanced missile launcher fire or spreading out the fire to get maximum benefit from each leaker. At closer range sprint mode advanced missiles get a very high kill rate per hull space and if they are goinf for the lethal fighter rocket attack then they have to get very close.

I suspect those two fleets were slightly in favour of the Lothari by cost and that was a pyrhhic victory gutting the Lothari fleet and they will find it harder to replace than the alliance , if they win every battle that way they lose the war badly

#1 - Correct, and the Lothari have limited resources, compared to the Alliance. 
#2 - True, although gunboats carrying AFM's can be a good counter to fighters, but now that the Alliance knows that they exist they will be better at countering them, or at least expect them.  And if the gunboats are carrying AFM's, they aren't carrying anti-matter close attack missiles to attack the opposing fleet. 
#3 - Very true, and the Alliance knows it now. 

A real limitation to the gunboats was the difficulty they had reloading them, and that's something I hadn't anticipated.  The ships trying to reload the gunboats had to drop their drive fields, and with their limited cargo transfer capabilities it took forever to reload the damned things.  As it was, the Lothari didn't have enough time to reload them completely. 

Kurt
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on October 07, 2022, 04:09:04 PM
I suspect those two fleets were slightly in favour of the Lothari by cost and that was a pyrhhic victory gutting the Lothari fleet and they will find it harder to replace than the alliance , if they win every battle that way they lose the war badly

From what I've read in SF fiction, this is usually how things go. The attacker always take heavy losses against a prepared WP defense and unless they have a massive economic advantage, or an ace in the hole like the first in-universe SBM-HAWKS or a closed WP into the enemy capital system (Phoenix Campaign says hello!), the attacker will either have to settle for and consolidate limited gains or will run out of steam and get pushed back to zero or worse after some time.
Title: Re: Cold War Comments Thread
Post by: Andrew on October 07, 2022, 04:33:14 PM
With smaller fleets and open space battles you can get decisive victories in open combat, particularly with a tech advantage. A fleet with a range advantage can inflict one sided casualties and if their opponents do not have enough ships to get to close range the loss rate can be very one sided but that has to be the right tech advantage to work out. Smaller fleets can also contribute to impressive victories as with initiative and firepower you may be able to cripple the enemies ability to fight , were larger fleets mean that each kill is a smaller proportion of the enemies ability to fire back
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on October 08, 2022, 06:40:57 AM
Damn, Admiral Tai-sa G’Tak didn't deserve that, he was a good guy. Hopefully the Alliance will send enough firepower to smash these guys and take the Homeworld or where ever they are going to keep the prisoners. Mount a good old rescue mission. Assuming the spooks don't kill all of them by then.
Title: Re: Cold War Comments Thread
Post by: Paul M on October 09, 2022, 05:15:15 AM
The alliance ships in our campaign are optimized to destroy gunboats and it is the Wa that is the reaper.  24 HS of weapons 8 Wa or 6 F shows the huge effectiveness of the Wa (N beams should get a bonus to hit actually) and the 2 salvos of 16 sprint mode missiles is what does the gunboats in.  But it has taken several battles and hideous losses by the insane seals (in the view of the Shanirian's) to produce the gunboat killer.

If you haven't done the same change we made to the prototype gunboat they can't carry missiles.  The pGB has only 2x4 rows rather than 2x4 columns.  When the shanirian's developed the pGB I said that I wanted that as the Shanirian's are a lot more loss sensitive than bugs...  I also can't fathom why the pGB is like this when every advanced GB just adds columns so you would think the pGB just removes 2. 

Starslayer has also optimized his loadouts...he can likely give some pointers.  I have only started to deploy the pGB and a firm doctrine has not been developed.

The other thing is that is clear is that EM by fighters/gunboats is pointless as virtually any ship engaging them can negate it with their ECCM.  Though only on a squadron basis per ECCM system.  Fc is also a good gunboat killer and E/N beams leave them to be captured (useful to get the technology).  Firing either standard or capital missiles is only good for annoyance factors.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 09, 2022, 10:40:56 AM
The alliance ships in our campaign are optimized to destroy gunboats and it is the Wa that is the reaper.  24 HS of weapons 8 Wa or 6 F shows the huge effectiveness of the Wa (N beams should get a bonus to hit actually) and the 2 salvos of 16 sprint mode missiles is what does the gunboats in.  But it has taken several battles and hideous losses by the insane seals (in the view of the Shanirian's) to produce the gunboat killer.

If you haven't done the same change we made to the prototype gunboat they can't carry missiles.  The pGB has only 2x4 rows rather than 2x4 columns.  When the shanirian's developed the pGB I said that I wanted that as the Shanirian's are a lot more loss sensitive than bugs...  I also can't fathom why the pGB is like this when every advanced GB just adds columns so you would think the pGB just removes 2. 

Starslayer has also optimized his loadouts...he can likely give some pointers.  I have only started to deploy the pGB and a firm doctrine has not been developed.

The other thing is that is clear is that EM by fighters/gunboats is pointless as virtually any ship engaging them can negate it with their ECCM.  Though only on a squadron basis per ECCM system.  Fc is also a good gunboat killer and E/N beams leave them to be captured (useful to get the technology).  Firing either standard or capital missiles is only good for annoyance factors.

If I remember correctly, the Alliance has noted the effectiveness of the Wa as a gunboat killer.  And, because of the advent of anti-matter warheads, ships designed to escort carriers and capital ships are increasingly equipped with Wa as it is effective out to medium ranges and does a good amount of damage.  Also, they are now aware of the AFM, although they did not get scans of it, unfortunately. 
Title: Re: Cold War Comments Thread
Post by: Kurt on October 09, 2022, 10:43:37 AM
I suspect those two fleets were slightly in favour of the Lothari by cost and that was a pyrhhic victory gutting the Lothari fleet and they will find it harder to replace than the alliance , if they win every battle that way they lose the war badly

From what I've read in SF fiction, this is usually how things go. The attacker always take heavy losses against a prepared WP defense and unless they have a massive economic advantage, or an ace in the hole like the first in-universe SBM-HAWKS or a closed WP into the enemy capital system (Phoenix Campaign says hello!), the attacker will either have to settle for and consolidate limited gains or will run out of steam and get pushed back to zero or worse after some time.

Finding a closed warp point into an enemy's home system is the holy grail and is extremely unlikely.  And yet, it has happened in one form or another in many of my campaigns. 
Title: Re: Cold War Comments Thread
Post by: Paul M on October 09, 2022, 02:07:56 PM
The Shanirian's, largely for cost reasons, stayed with the Ra as they thought there would always be a target for the missiles so the close range issue wasn't one more so as their ships carry E beams for close quarters fighting.  But the reports coming to them via their trade partners plus their military intel efforts forced the SCN to rethink this and swap over to the Wa for their ships...regardless of what it did to their budget.  But I can assure you the real gunboat killers of the insane seal's are their CAs...they just destroy the GBs in job lots.  Starslayer has been procrastinating about writing up the last battle...but I think I killed about 600 pGBs plus for the first time bug capital ships got hit hard...this is the first time our "alliance races" actually had a solid fleet and defenses...their fighters were not so effective but CSP is going to suffer big time when the capitals transit in and dump about 100 pGBs on the WP.  But the bug capitals also went down and this is really a first.
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on October 13, 2022, 01:11:04 PM
Initially my bugs carried a lot of reloads for their gunboats, to cover situations and so on... costing about 4k MCr for each SD for the magazine alone (more now with AAM).
But experience showed that launched gunboats, unlike in the fiction, usually didn't make it back anyway to reload. so each loadout is about only once.

Currently I had half my pGBs loaded with an AFM in Rack 1 and fL and 3* fRAAM in the other. The otehr ones just go with 2* fL and 6 fRAAM.

For true GB I would go with either 4* fL and 12 fRAAM. Use fL while closing in, and drop adn ripple fire at point blank range.
Or 16* fM-a. Or a defense setup with AFMs. DM-bs might also work, but a salvo of 16 only helps really vs corvettes.

On shipyard fleets.. i am by now trying to keep 12 SYs or MSs for each fleet, as 6 of eitehr just don#t cut it in terms of turnaround.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on October 30, 2022, 03:10:34 AM
Does the Colonial Union have any avenues for expansion? Are they still exploring new space or are they just colonising the territory they already know?
Title: Re: Cold War Comments Thread
Post by: Kurt on October 30, 2022, 11:04:33 AM
Does the Colonial Union have any avenues for expansion? Are they still exploring new space or are they just colonising the territory they already know?

The Colonial Union is still exploring and expanding via colonization.  They continued to explore and colonize during the recent unpleasantness with the Alliance, nearly unabated, although two of their three survey groups were pulled in to support the Battle Fleet.  On the other hand, exploration and colonization came to a complete halt for quite a while in the Alliance, given the breakdown in communications and the confusion caused by the D'Bringi coup and countercoup.  The Alliance had a pretty big lead to begin with, though, and three home worlds with very large populations, while the Colonial Union doesn't have any planets with populations larger than medium.

Exploration by the Alliance has largely come to a halt as well.  This is for two reasons.  Partly this is due to the difficulties the Alliance has recently suffered through, which caused exploration fleets to be called back to support military ventures.  It also is because the Alliance has decided to standardize and modernize its exploration fleets, reducing its reliance on explorer class ships, which are too small to defend themselves or carry long-range sensors.  This modernization program got interrupted by the Alliance's current difficulties, and although the D'Bringi unpleasantness is largely over, the other wars occupying the Alliance's attentions will cause more than a little diversion as well.  The modernization program will likely be delayed until the Alliance reaches HT-10, which they hope will be soon. 
Title: Re: Cold War Comments Thread
Post by: Kurt on October 30, 2022, 03:06:02 PM
For those who aren't familiar with Starfire, or who haven't played in a while, I thought I would post a little refresher on how Starfire colonization works. 

The basis of production in Imperial Starfire is the Population Unit (PU).  A PU is modified by the mineral wealth or lack thereof of its planet, and the race's tech level, and other modifiers, to find out how much mega-credits it produces a month.  A planet, moon, or asteroid can have varying numbers of PU's, with asteroid having the lowest upper limit of 16, and benign planets having the highest limit of 3,200.  It seems pretty straight forward, and it is.  Except, this is Starfire, so everything has to be complicated.  The complication comes with how many actual people the PU represents.  A PU can represent anywhere from 50,000 to 22,500,000 people.  This varies based on the number of PU's located on a planet/moon/asteroid.  Mostly, you can ignore this, as it has no effect on the game, as PU's are the basis of production, not people.  The only place this becomes important is in terms of colonization.  All costs for colonization are calculated by Population Transport Unit, or PTU.  One PTU equals 50,000 people.  So, for smaller populations, one PTU = one PU.  For a very large population, one PTU equals four hundred and fifty PTU's.  This is how the economics of colonization work in Imperial Starfire.  It doesn't make any sense to draw from a planet with a size of small, settlement, colony, or outpost, because it would deplete that population rapidly.  Generally, planets with populations of the size medium, or 400+ PU's, are considered suitable for supporting colonization, as at that size one PU equals 18 PTU's, so drawing PTU's from a medium population for a full sized 150 PTU colonization mission would only reduce the medium population by just over 8 PU's.  That's a winner for the colonizing race, as it is losing 8 PU's at the source population and gaining 150 PU's at the destination.  You can boost a colony's population over 150 but doing so rapidly becomes very expensive.  To boost a small population of 150 PU's to a medium of 400 PU's would take 650 PTU's to gain 250 PU's, whereas those 650 PTU's could be sent to five different habitable planets to gain 650 PU's of income. 

Because of speed limitations, it is most effective to colonize systems within four jumps of your colonization-source.  Anything farther than that increases the cost of colonization, and the duration that the cargo and quarters capacity is tied up.  Colonizing more than four jumps out can be done, but in my standard Starfire campaigns it was rare. 

That briefly is the economics of colonization in Imperial Starfire.  In the Cold War campaign, I have drastically reduced the population growth rate to 20% of normal, if I remember correctly.  This has affected the economics of colonization a lot, and in ways I didn't expect.  Under the standard rules, generally by the time I had colonized the worlds within four jumps of my main colonization-supporting planets, some of the new colonies had grown to medium size and were thus able to support colonies themselves, extending the range at which colonies would be placed.  This is not true in the Cold War campaign.  Only after about 200 turns have colonies planted in the early days of the game grown enough to support colonization.  This means that all of the major races were discovering planets in the 5-8 jumps area, or even the 9-12 jumps area, that they cannot cheaply colonize, because their only source of colonization remained their home planet.  I soon realized that I was going to have to colonize planets in the 5-8 jump range band, and that I was going to have to force-grow colonies to medium size to support colonization efforts by shipping in PTU's to grow the population, rather than relying on growth.  All of my races have been engaged in this practice, some more effectively than others. 

Generally, there are three kinds of colonization taking place in the Cold War campaign. 

The first is in-system colonization, where a medium size population ships PTU's to the other planets, moons and asteroids in the same system.  This is cheap and effective, because each system will support a limited amount of free in-system colonization based on its productivity, and this can greatly increase the wealth generated by the system.  For example, the Rehorish Home Planet produces 12,357 MCr's per month.  The Rehorish Home System, which is fully colonized, produces 17,872 MCr's.  The real drawback of this form of colonization is the time requirement it forces on the player in real life.  Even with Starfire Assistant to help, it is probably the most time-consuming part of each turn, except for actual battles. 

The second is standard colonization of newly discovered planets with 150 PU/PTU colonies.  Both the Alliance and the Colonial Union have been forced by slow population growth to colonize in the 5-8 jump range-band, and sometimes even farther out than that. 

The third is population-boosting colonization, which the races are using to boost the population of existing colonies to and past the 400 PU level so that it can support both in-system colonization, and the colonization of nearby habitable planets.  This is very expensive and resource intensive, since it ties up large amounts of the race's freighters and colony transports.  Generally, my races have reserved this type of colonization for benign/very-rich planets, or strategically or economically important systems. 

The slow population growth in this campaign has really caused a problem for the humans in the campaign.  Since Earth was largely bombed out early in the campaign, they lost their source of nearly limitless colonization, and this has affected all human successor states.  Because this is the first time I've used the slower growth rates I did not anticipate how it would affect humanity.  The Colonial Union ruthlessly plundered the remaining population on Earth to fund a massive colonization spree in the aftermath of the war, and this was effective, but has depleted Earth's population to the point where it is no longer the largest population in the Colonial Union. 
Title: Re: Cold War Comments Thread
Post by: Starslayer_D on October 31, 2022, 03:43:49 AM
Seems your races are in the medium range of colonisation possibilities.

The lower range are races with not fully grown Homeworlds or low income, who have simply not the capacity to ship as much as they should.
The middle range are races with a 3600 PU homeworld wich get 100 PTU free each turn adn can afford to ship that.
The upper range are races with multiple fully grown worlds and the income to ship all the PTU each turn, like the Thebans in Paul and my campaign.
or the bugs, who due to only paying 1/4 od the Q and H .. just don't care.
Those high end races can afford to force colonisation. The bugs routinely just dump 800 PTU on a world, catapulting it to medium and ti the 50% bonus income stage.. well, each round. They ran out of worlds to do that on now, though.
The thebans can afford to send colonisation into the 9-12 jumps range, as their income is high enough to support such a huge ICN that typing up a few thousand H and Q for several turns doesn't matter. Also, it often was cheaper to boost a closer world to 800 and gain anew colonisation source than to settle directly. At least the thebans did that for VR worlds and systems with a lot of asteroid belts (income multiplier).
What we removed was colonising asteroids, as that is a very efficient way to boost income. A system with 4 Belts is as good as several habitable worlds in a system. Thus we removed a huge money bloat.
If we hadn't, I wouldn't look at 280k income, but at a million. Bugs would not be able to copete with that when they only settele habitable worlds.
Title: Re: Cold War Comments Thread
Post by: Kurt on October 31, 2022, 03:26:39 PM
Seems your races are in the medium range of colonisation possibilities.

The lower range are races with not fully grown Homeworlds or low income, who have simply not the capacity to ship as much as they should.
The middle range are races with a 3600 PU homeworld wich get 100 PTU free each turn adn can afford to ship that.
The upper range are races with multiple fully grown worlds and the income to ship all the PTU each turn, like the Thebans in Paul and my campaign.
or the bugs, who due to only paying 1/4 od the Q and H .. just don't care.
Those high end races can afford to force colonisation. The bugs routinely just dump 800 PTU on a world, catapulting it to medium and ti the 50% bonus income stage.. well, each round. They ran out of worlds to do that on now, though.
The thebans can afford to send colonisation into the 9-12 jumps range, as their income is high enough to support such a huge ICN that typing up a few thousand H and Q for several turns doesn't matter. Also, it often was cheaper to boost a closer world to 800 and gain anew colonisation source than to settle directly. At least the thebans did that for VR worlds and systems with a lot of asteroid belts (income multiplier).
What we removed was colonising asteroids, as that is a very efficient way to boost income. A system with 4 Belts is as good as several habitable worlds in a system. Thus we removed a huge money bloat.
If we hadn't, I wouldn't look at 280k income, but at a million. Bugs would not be able to copete with that when they only settele habitable worlds.

I would say that the Alliance is in the upper range, while the Colonial Union and the Confederated Sentient Races are in the middle. 

If I did this again, I'd probably remove the asteroid colonization as well.  It is very time consuming for me, and like you said, an economy bloat.  Still, with the changes I did make the Cold War campaign has lasted quite a few more turns than the Phoenix Campaign did, so I count that as a success. 
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on October 31, 2022, 09:13:50 PM
If I did this again, I'd probably remove the asteroid colonization as well.  It is very time consuming for me, and like you said, an economy bloat.  Still, with the changes I did make the Cold War campaign has lasted quite a few more turns than the Phoenix Campaign did, so I count that as a success.

I wonder if maybe instead of removing them entirely it would make some sense to simplify them mechanically. I'm thinking of the population limits in Aurora which are usually quite small for asteroids, to the point where one might say that a single colonization mission to create 150 PUs on an asteroid, or whatever the limit is, is the extent of the matter, there is no natural growth beyond that. I'm not at all familiar with Starfire mechanics, but I think that ought to reduce the bookkeeping to multiplying the total number of asteroid colonies by whatever multiplier gives the income per asteroid.

Of course since I know nothing of the Starfire mechanics aside from what I glean from this thread and other AARs, I could be way off base here?
Title: Re: Cold War Comments Thread
Post by: Kurt on November 01, 2022, 11:21:56 AM
If I did this again, I'd probably remove the asteroid colonization as well.  It is very time consuming for me, and like you said, an economy bloat.  Still, with the changes I did make the Cold War campaign has lasted quite a few more turns than the Phoenix Campaign did, so I count that as a success.

I wonder if maybe instead of removing them entirely it would make some sense to simplify them mechanically. I'm thinking of the population limits in Aurora which are usually quite small for asteroids, to the point where one might say that a single colonization mission to create 150 PUs on an asteroid, or whatever the limit is, is the extent of the matter, there is no natural growth beyond that. I'm not at all familiar with Starfire mechanics, but I think that ought to reduce the bookkeeping to multiplying the total number of asteroid colonies by whatever multiplier gives the income per asteroid.

Of course since I know nothing of the Starfire mechanics aside from what I glean from this thread and other AARs, I could be way off base here?

There are a couple of issues here.  The maximum population on an asteroid is 16 PU, but an asteroid belt can contain anywhere from 6 to 54 (I think) outposts.  At 16 PU per outpost, that's up to 864 PU's for a large asteroid belt, which is the equivalent of a medium-large population.  A system with four of these asteroid belts, although unlikely, would have the equivalent of a very large population planet. 

This creates several issues relating to game mechanics.  The first is income bloat, which is what some of the house rules I'm using are intended to prevent or at least delay.  Colonizing asteroid belts willy-nilly causes income to go up faster, which kills strategic starfire games.  The Phoenix Campaign, my last major campaign, ended in the 140-150 turn range because the major races had gotten so big that it was taking excessive amounts of time to finish each game turn, and fleets had become so large that battles were unmanageable.  The Cold War campaign is now at turn 216 and still going strong, largely because I've limited population growth. 

the second issue is balance, which was mentioned by Starslayer.  The primary threat race in many campaigns are the bugs, a hive mind.  In Starfire, the bugs get several advantages, like greatly accelerated population growth, cheap colonization, and bonus income for larger populations, if I remember correctly.  However, they have several off-setting weaknesses.  One of which is that they can only colonize habitable planets.  This means that asteroid belts are off-limits for them, which gives non-bug races a big advantage. 

The other issue, in my mind, is the time requirement imposed on the player to manage in-system colonization.  For an individual system this time is negligible, but for an empire with dozens of colonial systems, many of which are eligible for in-system colonization, the time management requirement goes up dramatically for the player.  This is because each system's in-system colonization capacity, which is free, is fairly limited, even for richer systems.  This capacity might be anywhere from 10 to 15 PU's per turn, maybe more if there is a larger population present, or if much of the system has been colonized.  At the rate of 15 PU's per turn, it is going to take a long time to colonize the whole system, and that means that every single turn the player is going to have to manage the in-system colonization for that system.  Starfire Assistant handles the actual mechanics and calculations, but the player has to handle selecting the population source and the destination, and has to do it every turn. 


Title: Re: Cold War Comments Thread
Post by: Paul M on November 01, 2022, 04:20:50 PM
Each hex can have up to 5 outposts and so for a extremely large asteroid belt (72 hex's) you can have: 16 PU/outpost*5 outposts/hex*72 hexs = 5760 PU and that can have 2880 IU as well.  Admittedly 72 hexs is huge but even a system with 18 hexs (rather typical) is 1440 PU and 720 IU which is a nice chunk of change.  Also they are automatically rich so that is 125%.  It beats easily anything but a benign world.  And after a certain point the growth from the asteroid colonies themselves are non-trivial in terms of in system colonization.

What you say about in system colonization is true.  The Shanirians and the other races I run I do that extensively and it takes an eternity to go through each system shovel the 2 PU to moon x and so on.  But the Shanirian's especially I need to do this as they are "green" so they limit their investment in IU on benign worlds to 100 IU.

As for as colonization goes, I force grow to medium on any world either benign or else that is normal or better wealth.  Unlike the bugs I can't do it in one go but it doesn't take that long when you are shipping a 100 PU per turn or more to the planet.  The RM have the capability to do it fast when they so choose.  Also breaking down a few PU on a Large pop planet is usually worth it.  It is important to be clear that in starfire there are no bad investments.  The only question is if you have a better alternative, but when the answer is "nope" then shipping PU 20 jumps to a normal ice ball moon will still give you a net income increase when the colonists arrive.  There is no way an investment can lose money...the only question is the number of turns it will take to pay for itself.  There is no break to the rich get richer faster and faster that usually kills the game.  The only way I can see to do it is to make a lot of the stuff that in the game has no maintenance (as basically no one likes the bookkeeping) have maintenance...then there is a cost as your empire gets larger.  And make the cost scale somewhat with size...or do something that makes adding a system cost more than the system can make so that people think about if they want to expand.  Stellaris does this but even so in that game there is relatively little dis-incentive to expanding.  It is this cost of empire that has gotten virtually every real world empire I know of...eventually the empire expands to the point it is no longer economically viable to maintain it.  Then an internal or external event triggers it to break down.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on November 03, 2022, 09:46:28 AM
Neither one of the minor powers were more than a roadbump, which we could expect. Of the two, I found the Lothari reasoning more 'logical' (in the sense of 'the crazy dictator's secret police will torture and kill my family, their family, their extended family, everyone who knew anyone on those lists, and anyone who sees them while they're busy with the above if I surrender or retreat') than the Aurarii. Was it just a case that in both cases the minor empire didn't really believe they were next to a big multi-species empire that couldn't just bury them in hulls if needed?
Title: Re: Cold War Comments Thread
Post by: misanthropope on November 03, 2022, 10:43:59 AM
single system NPRs succumb quickly to the deadliest diseconomy of all:  they have low story significance relative to the amount of SM effort they demand.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 03, 2022, 10:57:45 AM
Neither one of the minor powers were more than a roadbump, which we could expect. Of the two, I found the Lothari reasoning more 'logical' (in the sense of 'the crazy dictator's secret police will torture and kill my family, their family, their extended family, everyone who knew anyone on those lists, and anyone who sees them while they're busy with the above if I surrender or retreat') than the Aurarii. Was it just a case that in both cases the minor empire didn't really believe they were next to a big multi-species empire that couldn't just bury them in hulls if needed?

The Lothari do indeed have an insane dictator, which requires periodic re-rolls of all relationships.  This is exactly what happened here, and it was just the Lothari's luck that their crazy dictator decided to start a war while the Alliance was still recovering from major internal disruptions. 

The Aurarii were a little different.  They are arrogant and difficult to get along with, and would have gone to war with the Doraz, who originally discovered them, if it wasn't for the Alliance making it clear that it was a bad idea and then moderating negotiations towards a friendly relationship.  The problem the Aurarii had was that their system has only one warp point in or out, and it's the one the Doraz discovered them through.  So, they had no route for expansion.  This is a potentially volatile situation for any race, and one of the few things that I consider a valid reason for a smaller NPR to go to war over.   The Alliance negotiated an agreement between the Doraz and the Aurarii for the Doraz to give them some otherwise useless territory, which had one open warp point for them to explore.  Unfortunately, that open warp point led to two new systems, neither of which had habitable planets, and then petered out.  This left the Aurarii, who consider themselves one of the pre-eminent races of the galaxy, isolated in a small pocket of systems with no route for growth. 

Once this happened war was practically inevitable, for several reasons.  First, they tried to negotiate with the Alliance for additional access to open warp points but were ignored.  Unknown to them the Alliance was preoccupied with their internal problems and had lost contact with their outer territories.  Once they received no answer to their entreaties for negotiations, their dysfunctional internal politics took over and war was inevitable.  This war, for the Aurarii, was always more about their internal politics rather than external relationships, no matter what the excuse was.

Ironically, even had the Alliance been on the ball and answered their calls for negotiation, they wouldn't have gotten what they wanted.  The Doraz themselves are facing a dramatic decrease in open warp points available for exploration and are considering asking the Alliance for access to any nearby areas in Alliance territory that they could explore.  The few remaining open warp points that the Doraz have access to are far away from the Aurarii system and it would be impractical to give access to them.  Of course, the Aurarii never asked the Doraz, so they had no way of knowing that. 
Title: Re: Cold War Comments Thread
Post by: Kurt on November 03, 2022, 10:58:09 AM
single system NPRs succumb quickly to the deadliest diseconomy of all:  they have low story significance relative to the amount of SM effort they demand.

Hah!
Title: Re: Cold War Comments Thread
Post by: Shinanygnz on November 03, 2022, 11:43:22 AM
single system NPRs succumb quickly to the deadliest diseconomy of all:  they have low story significance relative to the amount of SM effort they demand.

Hah!

Well, some handy training for the Alliance fleets, hopefully some crew grade increases ready for dealing with Mintek loonies :D
Title: Re: Cold War Comments Thread
Post by: Kurt on November 04, 2022, 10:06:50 AM
single system NPRs succumb quickly to the deadliest diseconomy of all:  they have low story significance relative to the amount of SM effort they demand.

Hah!

Well, some handy training for the Alliance fleets, hopefully some crew grade increases ready for dealing with Mintek loonies :D

As you will see soon, it didn't quite work out that way for the Alliance.  In fact, they just lost some of their most experienced ships, which is what happens when you go up against an enemy that has higher technology than you do, and the bulk of your ships are older, un-refitted designs.  Losing those ultra-elite cruisers hurts, but I will say this, they went down swinging. 
Title: Re: Cold War Comments Thread
Post by: TheTalkingMeowth on November 04, 2022, 06:57:52 PM
Are the casualties in Liawak the worst civilian loss of life since Earth nuked itself?
Title: Re: Cold War Comments Thread
Post by: Kurt on November 05, 2022, 08:25:57 AM
Are the casualties in Liawak the worst civilian loss of life since Earth nuked itself?

Yes.  The Alliance-Human war was relatively civilized, as the D'Bringi were raiders intent on stealing, and the Rehorish saw no reason to provoke anyone with a massacre.  And the Alliance-Mintek clashes have been relatively bloodless as far as civilians are concerned, because the Mintek want to convert everyone.  Even the battles have been relatively 'civilized', at least between everyone but the Lothari, as damaged ships are usually allowed to retreat or surrender, and when it became clear one side had the clear advantage the other usually either withdrew or surrendered.  That has made the battles with the Lothari somewhat shocking, as entire Alliance battle groups have been wiped out, and after the Liawak incident, Alliance fleets are not asking for or granting surrender.
Title: Re: Cold War Comments Thread
Post by: Voltbot on November 05, 2022, 10:22:13 AM
I'm getting afraid (not really, they kinda deserve it.), that after getting to Lothari home system, crews won't listen to commanders and will just throw as much missles as possible into Lothari capital.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 05, 2022, 12:36:42 PM
I'm getting afraid (not really, they kinda deserve it.), that after getting to Lothari home system, crews won't listen to commanders and will just throw as much missles as possible into Lothari capital.

Don't worry, the Lothari Supreme Leader has a plan for that.  He definitely isn't insane, so there is nothing to worry about.  Trust the Leader!
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on November 07, 2022, 10:27:47 AM
So, what do the Auraii have left to defend the system?

And what do the 'light' monitors mean for the Alliance? Those are a couple sizes larger than anything they field. Can they repair, refit and field them themselves?
Title: Re: Cold War Comments Thread
Post by: Kurt on November 07, 2022, 12:28:05 PM
So, what do the Auraii have left to defend the system?

And what do the 'light' monitors mean for the Alliance? Those are a couple sizes larger than anything they field. Can they repair, refit and field them themselves?

The Aurarii have their Home Fleet, however, if I remember correctly it is smaller than the ships they sent to the Doraz system. 

Light Monitors are the next size class up from Superdreadnoughts.  The Alliance has deployed several squadrons of battleships and has two squadrons of superdreadnoughts under construction.  They are capable of building light monitors, from a tech standpoint, but have not yet done so.  The Alliance's primary striking arm continues to be fighters and battlecruisers, although this will probably slowly change over the coming years. 
Title: Re: Cold War Comments Thread
Post by: Voltbot on November 10, 2022, 04:44:02 PM
Short question:
Is there any guide as to how read Starfire ships designs?
Title: Re: Cold War Comments Thread
Post by: Kurt on November 11, 2022, 06:58:40 AM
Short question:
Is there any guide as to how read Starfire ships designs?

I'll try to give you a quick go-by using this as a guide:
Code: [Select]
NARAITHSOL  class ML  AM2 33 XO Racks 165 Hull TL 8
[3]S0x16Aix16HQ(IIIII-It)H(IIIII-It)(IIIII-It)QWaWa(BbS)FcWaWaFcMgWaWaFcWaWa MgWaFcWaWaFcDzQMgDzWaDzDzWaDzDzFcZiDzWaDzDz!2WaDzMgXr?2LhQFcM7(IIIII-It)[4]
165 RCP  35 MCP    Trg:8  Bmp +4  Tem -2     Cost = 4816/722.4
HTK 105 S0x16  Aix16  Dzx10  Fcx7  Wax15  Mgx4 
400x SM, 400x SM-a

The first line is mostly obvious, I think. 

The second line is the ship design.  The number at the start is the ship's turn mode, or how far it has to move before turning.  The number at the end is the ship's movement speed.  The stuff in between is the ship's systems, with each letter representing a weapon, defense, or system of some sort.  For example, in this case (IIIII-It) indicates an engine room with an engine-tuner, while Wa is an advanced gun-missile launcher. 
 
The third line has a bunch of abbreviations: RCP=regular crew points, MCP=marine crew points, Trg=number of ships this unit can target, BMP=bonus movement points generated by ECM (for fire confusion only), TEM=amount this unit's ECCM will reduce enemy's engine modulation.

The fourth line also has an abbreviation: HTK=hits to kill, or the amount of damage needed to destroy the ship.  In addition, this line gives a quick listing of the ship's passive and active defenses, and weaponry. 

The last line in this design gives the ship's magazine load-out, in this case 800 standard missiles, half with regular warheads, and half with anti-matter warheads (SM-a).
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on November 12, 2022, 01:11:35 PM
I think there was some miscommunication between the Senator and Emperor there.

Emperor: “So you mean for me to be a figurehead still.”

Senator: “No, we simply plan to sharply limit your power.”

Emperor: “One: Power. Ha! That was a good one. Second: what exactly do you think being a figurehead means?”
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on November 13, 2022, 05:35:04 AM
She probably means officially limit the power of the Emperor. I guess at the current time, the Emperor theoretically has a lot of power but is constrained by the Court and later of course the Admirals. Still, overall it's not a bad deal. The other option might have you dead and who knows what the Alliance might do if they invade.
Title: Re: Cold War Comments Thread
Post by: Hawkeye on November 13, 2022, 08:40:45 AM
Ah, Emperor Vir... B5 vibes intensify   ;D
Title: Re: Cold War Comments Thread
Post by: Kurt on November 13, 2022, 03:42:34 PM
Ah, Emperor Vir... B5 vibes intensify   ;D

 8)
Title: Re: Cold War Comments Thread
Post by: Voltbot on November 23, 2022, 12:09:07 PM
So... That's an interesting result of a battle.
I was thinking, does the Alliance has any noticable ship reserves?

And if they were loosing severily, would they ask someone (maybe Colonial union...) for help?
Title: Re: Cold War Comments Thread
Post by: Kurt on November 23, 2022, 01:03:23 PM
So... That's an interesting result of a battle.
I was thinking, does the Alliance has any noticable ship reserves?

And if they were loosing severily, would they ask someone (maybe Colonial union...) for help?

The Alliance was caught off-guard by a larger than expected Lothari fleet.  They thought they had them beat.  The Lothari tech advantage, particularly the anti-fighter missiles, really helped them a lot, and about two thirds of the Alliance fleet were older designs that hadn't been refitted.  That hurt, a lot. 

The Alliance is vast, compared to the Kingdom of Lothar, so this defeat shouldn't be fatal.  Or even a big deal in the larger scheme of things.  While the Alliance doesn't have much of a mothball reserve, their total navy is much larger than that of the Lothari, its merely a question of how much they feel they can strip from other areas of the Alliance without exposing themselves too much.  Indeed, heavy reinforcements are almost at the front lines, and thus will be able to make up the losses fairly quickly. 

On the other hand, the Lothari have a large mothball reserve, which they have been steadily reactivating.  This is where a good portion of the ships that surprised the Alliance fleet came from.  Still, their resources are limited compared to the Alliance, which has an income many times that of the Lothari. 

If they need help, the Alliance will first turn to their associate members.  They have three associate members that are relatively powerful, the Torqual, the Doraz, and the Zir.  Unfortunately, none of them have fielded fighters yet.  Also, the Doraz are focused on the Aurarii, and suffered heavy casualties during the war.  The Torqual remain relatively powerful, and have a moderately large fleet, but are also focused on the Aurarii and would need time to re-deploy against the Lothari.  And the Zir are, well, the Zir.  They are pacifists that believe in a strong defense and have declined to send ships to aid the Alliance at this time.  The Alliance has allowed this to happen without comment because Zir territory is under threat from the Mintek and having the Zir fleet at home helps the entire Alliance.  The Alliance's various other associate members are too small and too low-tech to really contribute anything significant. 

After the associate members, the Alliance could in theory turn to the Colonial Union or the Confederated Sentient Races.  However, it is unlikely to do so except in the most extreme circumstances.  After all, they just fought a border war with the Colonial Union that was entirely their fault, so the CU would be unlikely to help.  And the Confeds have been deeply distrustful of the Alliance from the start, which is understandable given the manner of their first encounters.  The two members of the CSR, the humans and the Bjering, met the Alliance after two of its founding races launched an unprovoked invasion of human space, with the Rehorish actually violating a defense treaty it had with the human states to do so.  The Confeds have a trade relationship with the Alliance but are unlikely in the extreme to form a closer relationship. 

Title: Re: Cold War Comments Thread
Post by: Voltbot on November 23, 2022, 04:36:40 PM
It looks like I wasn't understanding Alliance politics fully.
I genuinely thought, that Torqual, Doraz and Zir already became Alliance internal members.
That changes a lot.
Title: Re: Cold War Comments Thread
Post by: Andrew on November 23, 2022, 04:50:37 PM
I can see the response from any human governemnt to an alliance request for help
"So you want us to send a fleet into your territory , were it will be vulnerable to being cut of and destroyed and you pinkie swear you won't backstab us like last time we trusted you?"
Followed by rolling around on the floor laughing
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on November 24, 2022, 04:18:44 AM
I'm just worried the Mintek will start something soon, the Alliance will need a bit to recover from all this recent drama and the Mintek I think are recovering from their economic troubles. The last thing the galaxy needs is the Mintek stomping the Alliance easily.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 24, 2022, 08:10:05 AM
It looks like I wasn't understanding Alliance politics fully.
I genuinely thought, that Torqual, Doraz and Zir already became Alliance internal members.
That changes a lot.

I haven't done an update in a while, so I probably haven't made this clear.  The Torqual, Doraz, and Zir are all HT-8 right now, and all three recently achieved that tech level.  The Alliance recently reached HT-10.  To be amalgamated into the Alliance, the associates have to be at an equivalent tech level, so it will be some time before they can be integrated.  The Alliance is helping all three with their research efforts, but even so it will take time. 
Title: Re: Cold War Comments Thread
Post by: Shinanygnz on November 24, 2022, 10:51:07 AM
I haven't done an update in a while, so I probably haven't made this clear.  The Torqual, Doraz, and Zir are all HT-8 right now, and all three recently achieved that tech level.  The Alliance recently reached HT-10.  To be amalgamated into the Alliance, the associates have to be at an equivalent tech level, so it will be some time before they can be integrated.  The Alliance is helping all three with their research efforts, but even so it will take time.

I always used the house rule that was suggested somewhere of when you uplift a low tech race (pre-ind, ind1 or ind2) you bring them to your tech level otherwise they were pointless fluff, and GFFP kicks in (for the uninitiated that's Genocide For Fun and Profit - basically wipe hem out and steal their stuff and planet).  The rational being why teach them transistors when you can teach molycircs.

Can't remember the official rules for a helping a HT race, but I'd probably do something similar, either a direct bump up or otherwise massively accelerated R&D, otherwise the time it takes can be longer than a normal game.
Title: Re: Cold War Comments Thread
Post by: Kurt on November 24, 2022, 02:02:23 PM
I haven't done an update in a while, so I probably haven't made this clear.  The Torqual, Doraz, and Zir are all HT-8 right now, and all three recently achieved that tech level.  The Alliance recently reached HT-10.  To be amalgamated into the Alliance, the associates have to be at an equivalent tech level, so it will be some time before they can be integrated.  The Alliance is helping all three with their research efforts, but even so it will take time.

I always used the house rule that was suggested somewhere of when you uplift a low tech race (pre-ind, ind1 or ind2) you bring them to your tech level otherwise they were pointless fluff, and GFFP kicks in (for the uninitiated that's Genocide For Fun and Profit - basically wipe hem out and steal their stuff and planet).  The rational being why teach them transistors when you can teach molycircs.

Can't remember the official rules for a helping a HT race, but I'd probably do something similar, either a direct bump up or otherwise massively accelerated R&D, otherwise the time it takes can be longer than a normal game.

The current rules allow a higher tech race with a trade or better relationship to assist the tech research of the lower tech race, giving them a 150% research rate.  They still have to research items at each tech level, though.  The Alliance will likely be able to amalgamate the Torqual and the Doraz in a reasonable amount of time at this point, but their other associates are so low tech that I don't think it can be done in a reasonable number of turns. 

I understand your points, but for a solo campaign being heavily role-played, like the Cold War campaign, I can find all sorts of reasons to avoid GFFP for most of my races. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Andrew on December 10, 2022, 05:47:07 PM
So either the Lothari are crazy/incompetent or they think they have a gamechanger given time. Or both.
I can't think of a tech advance which could be a game changer, and I think the Lothari were in a dead end so new ally /Closed warp point seems unlikely , so looks bad for them
Title: Re: Cold War Comments Thread
Post by: Kurt on December 11, 2022, 08:27:22 AM
So either the Lothari are crazy/incompetent or they think they have a gamechanger given time. Or both.
I can't think of a tech advance which could be a game changer, and I think the Lothari were in a dead end so new ally /Closed warp point seems unlikely , so looks bad for them

Or they are led by a crazy dictator, who thinks he can continue to manipulate the entire universe.  <G>
Title: Re: Cold War Comments Thread
Post by: Andrew on December 11, 2022, 01:49:39 PM

Or they are led by a crazy dictator, who thinks he can continue to manipulate the entire universe.  <G>
The  Crazy/incompetent option it is. If I was the diplomat for the mad great dictator I would keep talking as long as possible rather than admit failure
Title: Re: Cold War Comments Thread
Post by: Warer on December 13, 2022, 08:41:50 AM

Or they are led by a crazy dictator, who thinks he can continue to manipulate the entire universe.  <G>
The  Crazy/incompetent option it is. If I was the diplomat for the mad great dictator I would keep talking as long as possible rather than admit failure
I would agree with that but narratively that likely isn't the case. Recall that the D'bringi Empire got help from some sus aliens so maybe he's waiting for help from them? Or some other glorious wunderwaffe. Possibly they're just slathering their home WP in minefields, that'd be my guess.
Title: Re: Cold War Comments Thread
Post by: Andrew on December 13, 2022, 10:24:38 AM

Or they are led by a crazy dictator, who thinks he can continue to manipulate the entire universe.  <G>
The  Crazy/incompetent option it is. If I was the diplomat for the mad great dictator I would keep talking as long as possible rather than admit failure
I would agree with that but narratively that likely isn't the case. Recall that the D'bringi Empire got help from some sus aliens so maybe he's waiting for help from them? Or some other glorious wunderwaffe. Possibly they're just slathering their home WP in minefields, that'd be my guess.
They had a lot of Gunboats and fighters to repalce which is expensive and explains some delay's  but mining the wp and other defenses are not enough to give them any real chance for victory so either the Great Leader expects diplomacy to work because he says so! and the ambassador is stalling for his own interests , or as you suggest intervention by an outside power is a possibility we have seen no sign of that and the Lothari are in a cul-de-sac so a new arrival or strategic breakthrough is unlikely.
The most likely is the Glorious Leader has a GREAT PLAN and they are setting that up which is probably doomed
Title: Re: Cold War Comments Thread
Post by: Kurt on December 13, 2022, 04:53:16 PM

Or they are led by a crazy dictator, who thinks he can continue to manipulate the entire universe.  <G>
The  Crazy/incompetent option it is. If I was the diplomat for the mad great dictator I would keep talking as long as possible rather than admit failure
I would agree with that but narratively that likely isn't the case. Recall that the D'bringi Empire got help from some sus aliens so maybe he's waiting for help from them? Or some other glorious wunderwaffe. Possibly they're just slathering their home WP in minefields, that'd be my guess.
They had a lot of Gunboats and fighters to repalce which is expensive and explains some delay's  but mining the wp and other defenses are not enough to give them any real chance for victory so either the Great Leader expects diplomacy to work because he says so! and the ambassador is stalling for his own interests , or as you suggest intervention by an outside power is a possibility we have seen no sign of that and the Lothari are in a cul-de-sac so a new arrival or strategic breakthrough is unlikely.
The most likely is the Glorious Leader has a GREAT PLAN and they are setting that up which is probably doomed

Mining the warp point, or even moving bases to defend the warp point would be defeatist and might cause the people to question the Leader's conduct of the war.  Can't have that!
Title: Re: Cold War Comments Thread
Post by: Andrew on December 13, 2022, 04:57:48 PM
Truly the Great Leader will lead us to victory with his Brilliant and offensive plans, we should not doubt his glorious victory. Or his secret police
Title: Re: Cold War Comments Thread
Post by: Kurt on December 14, 2022, 10:21:17 AM
Truly the Great Leader will lead us to victory with his Brilliant and offensive plans, we should not doubt his glorious victory. Or his secret police

Now you're getting it!  All hail the Great Leader!
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on December 17, 2022, 02:13:46 AM
All hail the Great Leader!
Title: Re: Cold War Comments Thread
Post by: Andrew on January 02, 2023, 11:59:58 AM
Admiral Weber defeated by a massed missile pod attack of very long range missiles, how ironic
Title: Re: Cold War Comments Thread
Post by: Shinanygnz on January 02, 2023, 03:08:34 PM
IIRC Kurt, you were going to experiment with a system to deal with these huge small craft battles - how'd it go?
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on January 03, 2023, 07:42:46 AM
So, is there a tactical counter to SBM pod spam? Because basically 15 destroyers wiped out an entire fleet on their own - if they had a full complement of pods, it would have been a total wipe.
Title: Re: Cold War Comments Thread
Post by: Andrew on January 03, 2023, 09:29:45 AM
1) Kill the destroyers
2) Kill the pods with a small craft strike

The pods also cost a LOT, the fleet did not have full loads for the destroyers. It is likely that the pod strike cost as much as half a dozen battlecruisers. They are also now unavailable to destroy WP defenses. Also in this case the fighters of the Alliance fleet would probably have been enough to win the battle.
From what I recall deployment and activation is somewhat slow so if the enemy don't attack a fixed point you are defending then using them is hard. They also have targeting limitation unless under direct control of the ship launching them, which limits the number you can deploy,
Title: Re: Cold War Comments Thread
Post by: Kurt on January 03, 2023, 09:33:52 AM
IIRC Kurt, you were going to experiment with a system to deal with these huge small craft battles - how'd it go?

Well, I simplified it, but as usual, when you simplify these things it loses flavor.  Still experimenting. 
Title: Re: Cold War Comments Thread
Post by: Kurt on January 03, 2023, 09:44:00 AM
So, is there a tactical counter to SBM pod spam? Because basically 15 destroyers wiped out an entire fleet on their own - if they had a full complement of pods, it would have been a total wipe.


You are correct, but a couple of notes.  Using pod ships like that requires pre-planning and the enemy sticking to your plan.  The pods have to be deployed from drive-field down ships, then activated, at which time they follow their program.  If the Lothari had done something unexpected, it would have resulted in wasting some or all of the pods.  Also, if the Lothari had been able to send in enough fighters to overwhelm the Alliance's fighter force, they could have kept their own fleet out of range of the pods and used their fighters to pick them off, or damage or destroy the Alliance fleet. 

Basically, the Alliance had the perfect setup for the use of the pod ships.  The Lothari weren't expecting them and had never used them themselves, so they weren't watching for them in spite of the fact that they knew what they existed.  The Lothari were coming for the Alliance fleet, allowing the Alliance to sit on the defensive, which gave the pod ships time to deploy their pods and program them.  The Lothari then acted predictably, which the Alliance took advantage of. 

In a more fluid situation, where the enemy is aware of the existence and use of pod-layers, it becomes much more difficult to use them effectively.  If this was a meeting battle in deep space, then the enemy would have seen the pod-laying destroyers drop their drive fields and would have been able to react.  The only plausible reason for this activity in deep space would have been to either arm/rearm gunboats or deploy cargo from a cargo hold.  This would allow the enemy to retreat from the pod-layers, or to vector in fighters to attack the drive-field down ships. 

I generally try to avoid having everything go right for one side, but in this case the Lothari are arrogant and convinced of their superiority, and desperate as well.  They fell right into the trap.

Kurt
Title: Re: Cold War Comments Thread
Post by: Kurt on January 03, 2023, 09:51:42 AM
1) Kill the destroyers
2) Kill the pods with a small craft strike

The pods also cost a LOT, the fleet did not have full loads for the destroyers. It is likely that the pod strike cost as much as half a dozen battlecruisers. They are also now unavailable to destroy WP defenses. Also in this case the fighters of the Alliance fleet would probably have been enough to win the battle.
From what I recall deployment and activation is somewhat slow so if the enemy don't attack a fixed point you are defending then using them is hard. They also have targeting limitation unless under direct control of the ship launching them, which limits the number you can deploy,

The pods in this case cost almost as much as twelve fully loaded missile battlecruisers of the latest Alliance design.  They are quicker to build, of course, and don't cost anything to support, which is a significant concern for the Alliance as their maintenance percentage is currently at 42%, which isn't excessively high, but when it gets over 50% it becomes difficult to do everything they need to do.  And, as you note, they are difficult to use effectively and it is entirely possible that you could waste a lot of them if the enemy does something unexpected. 

You are also correct to point out that there is an opportunity cost involved.  The primary use of SBM pods is to eliminate or weaken warp point defenses, and by using them here the Alliance won't have them to penetrate the Lothari warp point.  However, the Alliance is vast and there are a lot of pods being shipped to the front lines, some of which will be ready for use next month.   
Title: Re: Cold War Comments Thread
Post by: Garfunkel on January 22, 2023, 06:28:16 AM
Wonder whether it'll be a coup or a racial suicide for the Lothari.
Title: Re: Cold War Comments Thread
Post by: Kurt on January 22, 2023, 10:34:39 AM
Wonder whether it'll be a coup or a racial suicide for the Lothari.

So far their military has been willing to commit suicide rather than disobey orders. 
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on January 23, 2023, 02:37:15 AM
They don't have much of a military left at this point lol. Well, ground forces aside. Can you bombard ground forces from orbit and avoid killing civilians? I wonder what % of the population or military you need to kill to make them surrender?
Title: Re: Cold War Comments Thread
Post by: Kurt on January 31, 2023, 02:26:44 PM
Everyone, there is going to be a bit of an interruption in the Cold War Campaign.  I have some health issues that have to be dealt with and I won't have access to my computer for a while.  I should be back in about a week or so, maybe a bit longer. 

I fully intend to return to writing this campaign, but it may be a while before I can sit at the computer for any length of time. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Andrew on January 31, 2023, 06:36:10 PM
Best wishes for a speedy recovery
Title: Re: Cold War Comments Thread
Post by: ZimRathbone on January 31, 2023, 09:42:46 PM
Take care of yourself Kurt - we'll still be here when you recover!
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on February 01, 2023, 01:31:21 AM
Sorry to hear that - get well soon!
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on February 01, 2023, 02:24:04 AM
Best wishes for your health.
Title: Re: Cold War Comments Thread
Post by: Zed 6 on February 01, 2023, 10:30:54 AM
Get well soon.  Great fiction!
Title: Re: Cold War Comments Thread
Post by: Hawkeye on February 01, 2023, 01:15:15 PM
Take care, your health comes first - always!
Title: Re: Cold War Comments Thread
Post by: Kurt on February 06, 2023, 07:47:16 PM
Everyone, I'm back home and doing well, although my mobility is limited and I can't sit at the computer for any length of time. 

Over the next several weeks I expect to be able to spend increasing amounts of time in front of the computer and should be able to get back to posting at some point. 

Thanks for the well-wishing.  I appreciate the support!

Kurt
Title: Re: Cold War Comments Thread
Post by: Voltbot on February 11, 2023, 07:06:48 AM
Well... It escalated quite quickly. I'm afraid that it's gonna work out the same as with WW2 German population. Even after surviving mass bombardment they didn't revolt. Only troops in the streets of Berlin finally stopped the war.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on February 16, 2023, 03:36:53 AM
Well that can't be good. I hope one of those hidden Jump Points the Colonial Union has leads to their space so they can launch an attack if the new threat declares on the Alliance.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on April 09, 2023, 03:39:44 AM
I'm glad to see the % spent on maintenance is lower than 50% at the moment, the CU needs to focus on the economy and refitting to prepare for the future, at least in my opinion.
Title: Re: Cold War Comments Thread
Post by: Kurt on April 09, 2023, 09:46:17 AM
I'm glad to see the % spent on maintenance is lower than 50% at the moment, the CU needs to focus on the economy and refitting to prepare for the future, at least in my opinion.

Yep.  Something that's become very clear is that once a government's maintenance percentage goes over 50%, they are in trouble.  At that point it becomes difficult to fund colonization and tech increases, and it increasingly becomes necessary to sell off industry to fund things that need to be done, which causes income to decrease, exacerbating the situation. 

Kurt
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on April 11, 2023, 03:48:21 AM
Ah, Humanity keeps on shooting itself in the foot over and over.

So if Sligo goes ahead and succeeds, how much of the Fleet goes with them, and how much of the Union's budget does it lose? Also most importantly, do they threaten the Union's access to El Dorado?
Title: Re: Cold War Comments Thread
Post by: Kurt on April 11, 2023, 11:29:15 AM
Ah, Humanity keeps on shooting itself in the foot over and over.

So if Sligo goes ahead and succeeds, how much of the Fleet goes with them, and how much of the Union's budget does it lose? Also most importantly, do they threaten the Union's access to El Dorado?

The Sligo District represents almost half of the Union's income, as although it is not as populous, it has been the Union's primary expansion and colonization site for some time.  Right now it is unclear how the fleet would shake out.  The Humanity First group has risen to replace the New Dawn Party, and Sligo and the other systems in the District are more or less solidly Humanity First.
 The Union Assault Corps was solidly pro-New Dawnist, and is now pro-Humanity Firsters in Sligo, in spite of attempts by the fleet to dilute this.  The rest of the fleet is more or less evenly balanced, however, the Union Fleet has been successful in ensuring that no one planet's population dominates any of the crews of the larger vessels. 

El Dorado is solidly in the Sol District, however, there are several other potential trouble spots.  Earth was a New Dawn stronghold, and remains solidly in the Humanity First camp, but lies within the Sol Sector, obviously.  And the Tlatelolco, who are very nearly members of the Union themselves, are in the Sligo District.  They know what the Sligo-led Humanity First party would do to them, as they had a taste of it during the New Dawn rule.  They are solidly Reform-Progressives, like the bulk of the Sol District. 
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on April 12, 2023, 02:19:38 AM
So basically, it fully guarantees a destructive civil war that invites the other major players to step in and take over the adjacent human systems to them.

Ah humanity, never change...
Title: Re: Cold War Comments Thread
Post by: Kurt on April 12, 2023, 08:44:49 AM
So basically, it fully guarantees a destructive civil war that invites the other major players to step in and take over the adjacent human systems to them.

Ah humanity, never change...

Humanity has not faired well in this playthrough.  I guess that's what happens when you nuke your home world. 
Title: Re: Cold War Comments Thread
Post by: misanthropope on April 15, 2023, 01:51:58 PM
i for one welcome our doom snot overlords.
Title: Re: Cold War Comments Thread
Post by: Voltbot on April 16, 2023, 04:49:49 PM
I don't know why, but this update reminded me of the time when another race backed by some unknown power, invaded one of the Alliance associate races (I think it was Doraz, but I'm not sure). By the way, do you plan for us to hear about this power (I assume that this is the same power as the imperial D'Bringi backer) anytime soon?
Title: Re: Cold War Comments Thread
Post by: Kurt on April 16, 2023, 05:27:32 PM
I don't know why, but this update reminded me of the time when another race backed by some unknown power, invaded one of the Alliance associate races (I think it was Doraz, but I'm not sure). By the way, do you plan for us to hear about this power (I assume that this is the same power as the imperial D'Bringi backer) anytime soon?

The was just before the start of the D'Bringi civil war.  It was actually part of the plot.  The plotters needed resources, and they needed to divert Alliance attention.  To this end, they infiltrated the D'Bringi contingent of the Alliance team to the Chirq Cooperative and influenced them away from establishing contact with a race that they had just discovered, the Khozun.  The plotters then established contact themselves, using one of the three D'Bringi corvette-carriers assigned to the Chirq Patrol Group.  They promised the Khozun, a backward race even lower tech than the Chirq, a rich reward if they raided or conquered the Chirq.  And then they funneled resources they had pirated from Alliance frontier freighters that had 'disappeared', along with tech, to help the Khozun prepare. 

The Khozun obligingly sent off their entire fleet to attack the Chirq home world, which they conquered and looted.  The D'Bringi plotters then intercepted the loot-laden freighters on their way back to Khozun, destroyed their escorts, and pirated the proceeds of the conquest.  They then visited the Khozun home world, destroyed the infrastructure they helped build, and dropped a nuke on the Khozuni capital to eliminate any evidence they were there.  The proceeds of the conquest of the Chirq home world, while not large on the scale of the Alliance budget, were immense on the scale of a band of plotters intent on suborning individual officers in the D'Bringi fleet, or in the home world government. 

The success of the Chirq-Khozun operation funded the plotter's successful takeover of the D'Bringi government.  However, it did not entirely work out as they would have wanted.  The Alliance sent a small squadron of ships to investigate once they figured something was going on, not a large fleet, as the plotters had hoped.  The Rehorish were already on alert that something was going on, and although they didn't immediately link this to the plot, it increased their uneasiness with the deteriorating situation in the Alliance and prompted them to react decisively when it became clear that the plotters were behind much or all of what had been happening. 
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on April 17, 2023, 03:30:07 AM
I guess fear finally made the Lothari wake up from their cult. Or more accurately, it made the majority who kept quiet and toed the line realise they had more to lose if they stayed quiet than if they stood up and said they were sick of the government. It probably looks a bit like parts of Eastern Europe as they were standing up against the USSR after tolerating it out of fear for so long.
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on April 22, 2023, 04:04:16 AM
Oh wow, the difference between the CU and Alliance is pretty big, although the Alliance do have a lot of territory to protect so can't deploy everything easily. If the CU and Alliance fight, the CU had better hope they can gain a tech advantage, tactical advantage or have allies who can take some of the pressure off.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on April 22, 2023, 04:31:41 AM
The Alliance had more or less hit the point where they’ve ‘won’ and all that’s left is clearing the board. You see it in games like Stellaris a lot where outside special mechanics there’s nothing left that can challenge your snowball.
Title: Re: Cold War Comments Thread
Post by: Andrew on April 22, 2023, 11:02:23 AM
Not necessarily we know there is a high tech 3rd party out there, an attack by them could hurt the Alliance very badly. They have a closed WP into one of the core Alliance systems taking out that world and its nearby colonies would cripple the Alliance.
A Close alliance of the 2nd and 3rd powers would be close to or superior to the Alliance, particularly if was a planned war with the 2 allied powers surge buidling a fleet before the war. I also did not recognise the Mintek alliance in that chart , while probably smaller than the Alliance they also had a tech superiority and have probably still got a small one.
Finding a closed WP into a critical area of the enemy is always a game changer if the attacker can seize core worlds cutting the economy and shipyard advantage of the larger power and maybe catching a major fleet by suprise and concentrating a bug force against it
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on April 22, 2023, 04:02:52 PM
Sure, but that’s all meta. None of the races are likely to jump the Alliance together like that, and their free budget almost equals the next race’s total budget. All that money goes towards continued expansion and ever-accelerating research.
Title: Cold War
Post by: Kurt on May 13, 2023, 10:22:39 AM
Okay, so here is where we're at.  The Cold War Campaign is getting more and more time consuming to move forward, as the races have grown and the turns take longer to process.  While still not as large as the Phoenix Campaign was, it has gotten to the point where I have to force myself to sit down and work through each turn.  I could continue, if I wanted, but I feel like I'm at the point of diminishing returns. 

As Gyrfalcon noted, the Alliance is now the dominant power in known space.  Even if all of the other powers in known space joined together against them it's not clear they could defeat them, as the Alliance also has the highest technology, and the other powers would have to attack independently, without being able to coordinate, for the most part.  The Mintek, the primary aggressor race in the campaign at this point, was not shown in the recent comparison post, but if they had been it would be clear they are outmatched.  Their income is approximately equal to that of the CSR, which means it is half that of the Alliance, and their fleet is at a similar disadvantage.  Worse, they have no friends, and if/when they launched their final assault on the Alliance, they would rapidly find themselves under attack from at least the CSR, if not the Colonial Union as well. 

All of this means that I am considering calling a halt to the Campaign at this point.  The Campaign is over three years old at this point, and that's longer than I thought I would be running it.  I'll let you all know what I decide shortly. 
Title: Re: Cold War Comments Thread
Post by: Kiero on May 16, 2023, 08:45:40 AM
Maybe the time has come for a brand new campaign?
Title: Re: Cold War Comments Thread
Post by: Kurt on May 16, 2023, 06:52:10 PM
Maybe the time has come for a brand new campaign?

I thought I'd post some cleanup for this campaign, wrapping some things up, then start on an Aurora campaign.  It has been a long time since I did anything more than dabble with Aurora, though, so it'll take me some time to re-learn how it works. 
Title: Re: Cold War Comments Thread
Post by: nuclearslurpee on May 16, 2023, 10:13:14 PM
Maybe the time has come for a brand new campaign?

I thought I'd post some cleanup for this campaign, wrapping some things up, then start on an Aurora campaign.  It has been a long time since I did anything more than dabble with Aurora, though, so it'll take me some time to re-learn how it works.

I too am sorry to hear this is coming to a close. I lost track of the thread a while back and just started re-reading from the beginning, so perhaps by the time I get to the end it will be concluded.

However I would be very excited to see a new Kurt Aurora AAR, it's been a long time since the VB6 ones and Steve is not holding up his end of the fiction forum so someone has to.  :P  I also look forward to seeing you put to test the supposition that a long-running campaign with 100s of systems is not doable in Aurora, mind you I am not expecting you to disprove the notion, just to test it very thoroughly.  ;D
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on May 17, 2023, 06:51:08 AM
Maybe the time has come for a brand new campaign?

I thought I'd post some cleanup for this campaign, wrapping some things up, then start on an Aurora campaign.  It has been a long time since I did anything more than dabble with Aurora, though, so it'll take me some time to re-learn how it works.
A lot has happened in this campaign and there have been a few good places to end things, I think just post D'Bringi schism is a pretty good place to end things. We'll just have to imagine the how the CU and Alliance fight the Mintek and whoever their masters are and hopefully live mostly happily ever after. I'm sure they could work something out. Although I guess the Alliance can stomp the Mintek by themselves with that kind of economy lol.

If you plan on having several playable races, I would recommend you familiarise yourself with the DB. I've found I need to do a lot of DB editing, especially to simulate trading and stuff. If you just have 2 rival races it probably won't be an issue.
Title: Re: Cold War Comments Thread
Post by: Kurt on May 17, 2023, 07:18:59 AM
My plan, at least initially, is to watch some of the Aurora videos on Youtube, and experiment with some simple starter campaigns, to get a feel for the various aspects of the game that have changed since I last played.  I may post write-ups for those campaigns, but they are likely going to be short and targeted on one or two aspects of the game that I want to familiarize myself with before starting a larger campaign.  I will be posting some stuff to wrap up the Cold War Campaign over the next week or so. 
Title: Re: Cold War Comments Thread
Post by: Zed 6 on May 17, 2023, 07:52:25 AM
Thanks for your fiction. It was a most enjoyable read.
Title: Re: Cold War Comments Thread
Post by: Gyrfalcon on May 17, 2023, 02:49:44 PM
Was anyone going to meet the D’Bringi Benefactors in game?
Title: Re: Cold War Comments Thread
Post by: Kurt on May 20, 2023, 11:12:50 AM
Thanks for your fiction. It was a most enjoyable read.

Thanks, I appreciate it.  I plan to continue campaign write-ups in the future, although it may be some time before I start a new campaign as I have to relearn Aurora. 
Title: Re: Cold War Comments Thread
Post by: Kurt on May 20, 2023, 11:14:02 AM
Was anyone going to meet the D’Bringi Benefactors in game?

I was going back and forth on that.  I will explain in the next several wrap-up posts how I thought things would progress, and that includes the benefactors. 
Title: Re: Cold War Comments Thread
Post by: doublerobz23 on May 27, 2023, 10:42:57 AM
Hey Kurt,

Long time reader, first time commentor here.   Just wanted to say thank you for all the hard work that has gone into this campaign.   It has been a joy to read over the years!

I was wondering if, now that the Campaign is winding down, would it be possible to add some updated maps of the universe to the maps thread? It would be fascinating to see the scale of everything!

Cant wait to read whatever your next play through ends up being.   
Title: Re: Cold War Comments Thread
Post by: StarshipCactus on May 28, 2023, 04:00:57 AM
Sounds like a very nice way to wrap everything up. Nothing like a massive schism and then a huge war to get everybody to be friends, or at least put everybody into a cooperative mood.
Title: Re: Cold War Comments Thread
Post by: Kurt on May 29, 2023, 12:28:15 PM
Thanks to all who have expressed an interest in the Campaign!  It warms my heart to know that there are people out there that enjoy my campaigns.

Gyrfalcon: Yes, they would have made an appearance at some point in the late game.  I forgot to put that into the "future" post that I recently uploaded, so I'll do one more that will cover that. 

Doublerobz23: Thanks, I really appreciate it.  I like your idea of the maps and I'll upload them over the next couple of days. 

StarshipCactus: Nothing like the threat of destruction to convince you to get along with your neighbors!
Title: Re: Cold War Comments Thread
Post by: Shinanygnz on May 31, 2023, 02:16:02 PM
Thanks for the campaign write-up Kurt.  Your work is always a great read  :)