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First Human Stellar Empire Redux - New Playthrough

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ranger044:
My last little AAR series ended early due to my potato of a computer not handling NPRs all too well. I will however say for those that read through the few posts I made: the Canmore's lasted another two generations, we captured two Precursor Worlds, and the last emperor to reign before my potato quit - Hector II - nuked a NPR homeworld personally from orbit. Good times, good times. Now onto this redux of a similar theme.

With the release of Crusader Kings III's expansion - Royal Court, I naturally lost several hours of sleep playing and experimenting. I had a playthrough with a custom house that motivated me to convert my save file into Europa Universalis IV and continue on. The von Farenholm dynasty survived from 1066 through to 1820. But why stop there? I'm not too terrible at modding Victoria II, and converters never quite satisfy, so I basically did some light editing to bring the von Farenholm dynasty through the Victorian era.... and then Hearts of Iron 4 happened. Up to this point, the main "nation" of the dynasty was still quite monarchial. WW2 started in 1938 and ended in 1942, with WW3 starting in 1944 and ending in 1950. In both massive wars with massive death tolls, the main combatants were all of the *ahem* von Farenholm dynasty. Essentially, imagine real life WW1 except all the royals still carried the same family names and ties. Needless to say, the millions of dead would lead the world to perhaps not want a pure monarchy anymore.

What does this have to do with Aurora? Well, I'm continuing this story into the space age. I love Stellaris, but porting files from HoI4 never really works out that well and I think Aurora is a much better story teller anyway.

So on to the actual game this forum is for!



Starting Parameters:

# of Systems - 1000
Local Chance - 50
Local Spread - 10 (I like slightly tighter clusters)
Difficulty - 100
Research - 20
Terraforming - 10
Survey - 20
NPR Chance - 0
NPR Chance by NPR - 10
Ruin Chance - 25 (Cool RP moments, but I don't want to go overboard)

NOT Known Star Systems (I really like Aurora's random generation)
No Invaders
NPRs can spawn everything except Invaders
Add Commander Political Bonuses

Year - 2100
Starting NPRs - 0 (I have a pretty well worked out randomization system that I spawn them in with after exploring a little bit. I just like taking my time in the early game and RPing a lot, so it's annoying - but not game ruining - when NPRs either spawn in ridiculously overpowered or the starting one basically eats everything before I can get anywhere)
Minimum Sol Jumps - 4 (A lot of people have recommended more, but I think 4 is a really good balance)
Add Planet X (Gotta give Minerva some love)


Race Settings:

Human Stellar Empire
Human
Earth

Normally I would go with a conventional start, but I'm continuing the story of the von Farenholm's and beginning in 2100. So -

Det. 64
Dip. 58
Exp. 46
Mil. 56
Trd. 70
Tra. 5
Xen. 32
( I don't know how much any of the traits actually effect the game but I still like to RP with them. I am pretty sure militancy does something to protection requirements).

Population - 2b
Shipyards - 10 (Although I may SM some changes to them and/or add/remove some)
Research Facilities - 40
Con. Factories - 800
Ord. Factories - 100
Fighter Factories - 50
Mines - 800
Auto Mines - 100
Refineries - 100
Financials - 400
Maintenance - 200
Ground Force Complexes - 5
DSTS - 5
Academies - 5
Fuel-Build points unchanged


House Rules:

1. Part of my starting build points will be used to build "conventional" armies. Obviously these will quickly become outdated, but not as fast or as bad as an actual conventional starting force. They'll be used to represent various nations from previous games and eventually be colonial garrisons.

2. Fully Fleshed out and maintained OOBs for space and ground.

3. Researchers can always use up to 5 labs for a project, but only may go up by 1 per every 5 levels of skill. Example - Science Boy A can use 5/5, but he can only go to 6 once the cap is at 10.
5/5 good
6/12 good
7/18 good
6/9 bad
7/14 bad.
I've seen a lot of discussion on rp/flavor/mechanics regarding research and I think this layout works well for me. Research is still massively cut back, but this allows for focused and rushing of key techs when needed. All the while this system forces me to spread out my researches and use more scientists. More so with later techs when the number of labs far outstrips the abilities of my scientists.

4. Part of my initial research points will go towards a CIWS. Every ship (not fighters or FACs) will be required to have a CIWS, or PD Turrets for true military, as well as emergency cryo-transports. Theoretically, every ship in real life has some form of armed security and lifeboat collection capacity befitting the size of the ship. Obviously a little fishing boat probably doesn't have a bunch of armed guards or transport bunks, but a vessel with 100 crew transporting cargo across the pacific probably has both.

5. Planets that are being colonized can only use auto mines until they have been terraformed enough to drop below 1.75 CC. Local populations are permitted to work in terraformers and financial centers no matter what. Places like Luna and Mars will be quick, but Mercury will take awhile. This will force me to be more picky about colony development, outside of a few mass drivers and auto mines flinging rocks across the cosmos.




First Human Stellar Empire
c. 2100CE - ?
"Steadfast Honor, Hell or High Water." - House von Farenholm motto.

nuclearslurpee:
I remember liking the previous entry in this series so I will try to follow this new version as well.


--- Quote from: ranger044 on February 28, 2022, 09:05:32 PM ---Det. 64
Dip. 58
Exp. 46
Mil. 56
Trd. 70
Tra. 5
Xen. 32
( I don't know how much any of the traits actually effect the game but I still like to RP with them. I am pretty sure militancy does something to protection requirements).

--- End quote ---

DET/MIL/XEN have several in-game effects for various mechanics, often but not always based on the mean value of the three. Things like police requirement, surrender threshold, ELINT effectiveness, and other things. Usually these are fairly secondary or minor mechanics and you won't notice the effects, especially if the values are within +/- 25% of the middle.

DIP obviously affects diplomatic relations, and TRA affects how quickly you can learn an alien language, both of these can turn out to be quite significant and noticeable particularly for more extreme values. As far as I know, TRD and EXP are purely flavor although they may influence the NPR behavior.


--- Quote ---Shipyards - 10 (Although I may SM some changes to them and/or add/remove some)

--- End quote ---

I always do this in a roleplay campaign, to ensure I can build and repair all of my starting ship classes.

ranger044:
Imperial Census Report
01 January 2100
Second year in the reign of Großkaiser Markus Felix XII von Farenholm
"Steadfast Honor, Hell or High Water"Vom Volkssenat angenommen

By order of Grand Emperor Markus Felix XII, and the People's Senate, this survey of Imperial extent and might is hereby adopted.
Economic Sector:

Total Adult Citizen Population: ~2,000,000,000.

Current State of the Coffer: ~30,500 Königliche-Franken.

Research and Development: 40 Research Academies and Facilities.

Royal Universities: 5, totaling ~2,575 graduates per annum with 25 qualifying for high posting.

Trans-Newtonian Mineral Richness: 7.8:70,200 tons per annum. Expected shortages of Neutronium and Tritanium within the decade. Reserves of Corundium, Sorium, and Boronide expected to last twice the former, with Corundium stretching four times.




Army Sector:

Following the military drawback at the conclusion of the 3rd Volkssezesion conflict, 2083-2096, current standing military is as follows.

Eurasian Theme:
Two Field Armies

- Field Army I commanded by Palatinus Generale Burian Vinogradov.
-- Corps I commanded by Scholares Generale Andreas Fritsch.
--- Legions I, II, III.
-- Corps II commanded by Scholares Generale Nicholas Kelly.
--- Legions IV, V, VI.

- Field Army II commanded by Palatinus Generale Gustav Lehner.
-- Corps III commanded by Scholares Generale Billy Tumball.
--- Legions VII, VIII, XI.
-- Corps V commanded by Scholares Generale Alfred van Haaren.
--- Legions X, XII, XX.

North American Theme:
One Field Army

- Field Army commanded by Palatinus Generale Kristofer Turk.
-- Corps IV commanded by Scholares Generale Danielle Letomeur.
--- Legions IX, XIII, XIV.
-- Corps VIII commanded by Scholares Generale Stephan Gigatino.
--- Legions XVII, XVIII, XXVII.

South American Theme:
One Field Army

- Field Army commanded by Palatinus Generale Liu Hong Peng.
-- Corps VII commanded by Scholares Generale Yao Yong Bi.
--- Legions XIX, XXI.
-- Corps X commanded by Scholares Generale Karolina Büchner.
--- Legions XXV, XXVI.

African Theme:
One Field Army

- Field Army commanded by Palatinus Generale Georgieva Shchedrin.
-- Corps IX commanded by Scholares Generale Tsang Xian Ting.
--- Legions XXIII, XXIV.

Oceanic Theme:
One Field Army

- Field Army commanded by Palatinus Generale Gene Jeffers.
-- Corps VI commanded by Scholares Generale Anne-Cecilie Frank.
--- Legions XV, XVI, XXII.

Total Active Composition:

3,150,000 tons

120,000 Riflemen
21,700 MG Teams
11,000 Supply Vehicles
8,000 Embedded Supply Caches
5,800 Towed Artillery Pieces
5,700 AP Support Trucks
5,400 Anti-Tank Teams
4,900 Mortar Teams
2,700 HMG Emplacements
2,500 AT Support Trucks
1,800 HMG Teams
1,650 Assault Vehicles
1,300 Towed Anti-Tank Pieces
1,200 SP-Artillery Vehicles
1,100 Scout Sections
900 Main Battle tanks
200 Infantry Regiment Officers
75 Brigadier Command Centers
50 Cavalry Regiment Officers
30 Armoured Regiment Officers
27 Legionary Headquarters
10 Corps Headquarters
6 Field Army Headquarters


Naval Sector:

Department of the Navy:
1st Imperial Fleet

- 1-1 Flotilla
-- 1-1 Primary Task Group
3x Von Marsen Class Battleships
1x Colmar Class Heavy Cruiser
4x Raleigh Class Light Cruisers
6x Bavaria Class Destroyers
4x Essex Class Corvettes
--- 1-1 Support Tasking
1x Colmar Class Heavy Cruiser
1x Raleigh Class Light Cruiser
3x Bavaria Class Destroyers
2x Essex Class Corvettes

Naval Military Police

- Sol Police
6x Essex Class Corvettes

New Worlds Initiative

-1st Survey Group
2x Genesis Class Survey Craft


Von Marsen Class Battleship

Von Marsen class Battleship      20,000 tons       509 Crew       2,744.6 BP       TCS 400    TH 1,500    EM 0
3750 km/s      Armour 8-65       Shields 0-0       HTK 117      Sensors 40/30/0/0      DCR 23      PPV 87.92
Maint Life 3.05 Years     MSP 1,615    AFR 246%    IFR 3.4%    1YR 260    5YR 3,907    Max Repair 250 MSP
Cryogenic Berths 200   
Capitaine de vaisseau    Control Rating 3   BRG   ENG   FLG   
Intended Deployment Time: 12 months    Morale Check Required   

Halbach-Friedberg Aeromarine Capital Class Ion Engine 2k-500 (3)    Power 1500    Fuel Use 40.0%    Signature 500    Explosion 10%
Fuel Capacity 3,008,000 Litres    Range 67.7 billion km (208 days at full power)

Estrup & Vester Armoury 20cm Broadside Cannon (8x4)    Range 96,000km     TS: 4,000 km/s     Power 12-3     RM 30,000 km    ROF 20       
Twin Saint-Pierre-LeClerc Kinetics Heavy Kinetic System Turret (1x6)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 30,000 km    ROF 5       
Quad Saint-Pierre-LeClerc Kinetics Light Kinetic System Turret (2x12)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 30,000 km    ROF 5       
Saint-Pierre-LeClerc Kinetics Point Defence Targetting System (1)     Max Range: 12,000 km   TS: 16,000 km/s     17 0 0 0 0 0 0 0 0 0
Estrup & Vester Armoury Broadside Control System (2)     Max Range: 96,000 km   TS: 8,000 km/s     90 79 69 58 48 38 27 17 6 0
Wollesen-Lindgren Gas-Cooled Fast Reactor R9 (3)     Total Power Output 27.6    Exp 5%

Lundin Electronics Industries Command Search Sensors (1)     GPS 24000     Range 88.5m km    Resolution 200
Lundin Electronics Industries Command Thermal Sensors (1)     Sensitivity 40     Detect Sig Strength 1000:  50m km
Lundin Electronics Industries Command Passive Sensors (1)     Sensitivity 30     Detect Sig Strength 1000:  43.3m km


Colmar Class Heavy Cruiser

Colmar class Heavy Cruiser      17,500 tons       438 Crew       2,402.6 BP       TCS 350    TH 1,500    EM 0
4285 km/s      Armour 6-60       Shields 0-0       HTK 111      Sensors 24/18/0/0      DCR 22      PPV 62.32
Maint Life 2.98 Years     MSP 1,329    AFR 204%    IFR 2.8%    1YR 224    5YR 3,364    Max Repair 250 MSP
Magazine 198    Cryogenic Berths 200   
Untercapitän zur See    Control Rating 3   BRG   ENG   FLG   
Intended Deployment Time: 12 months    Morale Check Required   

Halbach-Friedberg Aeromarine Capital Class Ion Engine 2k-500 (3)    Power 1500    Fuel Use 40.0%    Signature 500    Explosion 10%
Fuel Capacity 2,747,000 Litres    Range 70.6 billion km (190 days at full power)

Estrup & Vester Armoury 20cm Broadside Cannon (2x4)    Range 96,000km     TS: 4,285 km/s     Power 12-3     RM 30,000 km    ROF 20       
Estrup & Vester Armoury 15cm Dual Cannon (4x2)    Range 90,000km     TS: 4,285 km/s     Power 4-3     RM 30,000 km    ROF 10       
Quad Saint-Pierre-LeClerc Kinetics Light Kinetic System Turret (2x12)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 30,000 km    ROF 5       
Saint-Pierre-LeClerc Kinetics Point Defence Targetting System (1)     Max Range: 12,000 km   TS: 16,000 km/s     17 0 0 0 0 0 0 0 0 0
Estrup & Vester Armoury Broadside Control System (1)     Max Range: 96,000 km   TS: 8,000 km/s     90 79 69 58 48 38 27 17 6 0
Estrup & Vester Armoury Dual Cannon Targetting System (1)     Max Range: 72,000 km   TS: 8,000 km/s     86 72 58 44 31 17 3 0 0 0
Wollesen-Lindgren Gas-Cooled Fast Reactor R9 (2)     Total Power Output 18.4    Exp 5%

Sommerfeld Precision Arms Hellhound Launcher (2)     Missile Size: 9    Rate of Fire 30
Sommerfeld Precision Arms Hellhound Missile Control (1)     Range 64.1m km    Resolution 300
Danilov Advanced Defence Systems Hellhound Cruise Missile (22)    Speed: 28,689 km/s    End: 1.1m     Range: 1.9m km    WH: 9    Size: 9    TH: 162/97/48

Lundin Electronics Industries Secondary Command Search Sensors (1)     GPS 12000     Range 62.6m km    Resolution 200
Lundin Electronics Industries Secondary Command Passive Sensors (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
Lundin Electronics Industries Secondary Command Thermal Sensors (1)     Sensitivity 24     Detect Sig Strength 1000:  38.7m km


Raleigh Class Light Cruiser

Raleigh class Light Cruiser      14,000 tons       324 Crew       1,801.8 BP       TCS 280    TH 1,238    EM 0
4419 km/s      Armour 5-51       Shields 0-0       HTK 88      Sensors 8/6/0/0      DCR 18      PPV 52.6
Maint Life 2.75 Years     MSP 893    AFR 196%    IFR 2.7%    1YR 170    5YR 2,555    Max Repair 206.25 MSP
Magazine 198    Cryogenic Berths 200   
Untercapitän zur See    Control Rating 2   BRG   ENG   
Intended Deployment Time: 12 months    Morale Check Required   

Halbach-Friedberg Aeromarine Screen Class Ion Engine 1.5k-412.5 (3)    Power 1237.5    Fuel Use 58.62%    Signature 412.5    Explosion 11%
Fuel Capacity 2,956,000 Litres    Range 64.8 billion km (169 days at full power)

Estrup & Vester Armoury 15cm Dual Cannon (6x2)    Range 72,000km     TS: 4,419 km/s     Power 4-3     RM 30,000 km    ROF 10       
Twin Saint-Pierre-LeClerc Kinetics Heavy Kinetic System Turret (1x6)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 30,000 km    ROF 5       
Estrup & Vester Armoury Dual Cannon Targetting System (1)     Max Range: 72,000 km   TS: 8,000 km/s     86 72 58 44 31 17 3 0 0 0
Saint-Pierre-LeClerc Kinetics Point Defence Targetting System (1)     Max Range: 12,000 km   TS: 16,000 km/s     17 0 0 0 0 0 0 0 0 0
Wollesen-Lindgren Gas-Cooled Fast Reactor R9 (2)     Total Power Output 18.4    Exp 5%

Sommerfeld Precision Arms Hellhound Launcher (2)     Missile Size: 9    Rate of Fire 30
Sommerfeld Precision Arms Hellhound Missile Control (1)     Range 64.1m km    Resolution 300
Danilov Advanced Defence Systems Hellhound Cruise Missile (22)    Speed: 28,689 km/s    End: 1.1m     Range: 1.9m km    WH: 9    Size: 9    TH: 162/97/48

Stein-Wagner Active Search Sensor AS22-R100 (1)     GPS 1200     Range 22.2m km    Resolution 100
Stein-Wagner EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Stein-Wagner Thermal Sensor TH1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km


Bavaria Class Destroyer

Bavaria class Destroyer      10,000 tons       201 Crew       1,237.6 BP       TCS 200    TH 825    EM 0
4125 km/s      Armour 4-41       Shields 0-0       HTK 64      Sensors 8/6/0/0      DCR 14      PPV 33.12
Maint Life 1.76 Years     MSP 409    AFR 200%    IFR 2.8%    1YR 162    5YR 2,426    Max Repair 206.25 MSP
Magazine 336    Cryogenic Berths 200   
Untercapitän zur See    Control Rating 2   BRG   ENG   
Intended Deployment Time: 12 months    Morale Check Required   

Halbach-Friedberg Aeromarine Screen Class Ion Engine 1.5k-412.5 (2)    Power 825.0    Fuel Use 58.62%    Signature 412.5    Explosion 11%
Fuel Capacity 2,167,000 Litres    Range 66.5 billion km (186 days at full power)

Quad Saint-Pierre-LeClerc Kinetics Light Kinetic System Turret (2x12)    Range 12,000km     TS: 16000 km/s     Power 0-0     RM 30,000 km    ROF 5       
Saint-Pierre-LeClerc Kinetics Point Defence Targetting System (1)     Max Range: 12,000 km   TS: 16,000 km/s     17 0 0 0 0 0 0 0 0 0

Sommerfeld Precision Arms Swarmer Launcher (4)     Missile Size: 4    Rate of Fire 20
Sommerfeld Precision Arms Swarmer Missile Control (2)     Range 56m km    Resolution 200
Danilov Advanced Defence Systems Swarmer Rocket (84)    Speed: 31,150 km/s    End: 1.6m     Range: 2.9m km    WH: 1    Size: 4    TH: 218/130/65

Stein-Wagner Active Search Sensor AS22-R100 (1)     GPS 1200     Range 22.2m km    Resolution 100
Stein-Wagner EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Stein-Wagner Thermal Sensor TH1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km


Essex Class Corvette

Essex class Corvette      5,000 tons       93 Crew       617.1 BP       TCS 100    TH 600    EM 0
6000 km/s      Armour 2-26       Shields 0-0       HTK 35      Sensors 8/6/0/0      DCR 2      PPV 17.12
Maint Life 2.18 Years     MSP 254    AFR 100%    IFR 1.4%    1YR 71    5YR 1,072    Max Repair 150 MSP
Cryogenic Berths 200   
Corvettencapitän    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Halbach-Friedberg Aeromarine Patrol Class Ion Engine 1k-300 (2)    Power 600    Fuel Use 89.23%    Signature 300    Explosion 12%
Fuel Capacity 1,233,000 Litres    Range 49.7 billion km (95 days at full power)

Quad Saint-Pierre-LeClerc Kinetics Light Kinetic System Turret (2x12)    Range 12,000km     TS: 16000 km/s     Power 0-0     RM 30,000 km    ROF 5       
Saint-Pierre-LeClerc Kinetics Point Defence Targetting System (1)     Max Range: 12,000 km   TS: 16,000 km/s     17 0 0 0 0 0 0 0 0 0

Lundin Electronics Industries Missile Detection Sensor (1)     GPS 24     Range 6.8m km    MCR 609.3k km    Resolution 1
Stein-Wagner Thermal Sensor TH1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
Stein-Wagner EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km


Genesis Class Survey Craft

Genesis class Survey Craft      5,000 tons       115 Crew       774.4 BP       TCS 100    TH 300    EM 0
3000 km/s      Armour 1-26       Shields 0-0       HTK 37      Sensors 8/6/0/2      DCR 14      PPV 0
Maint Life 7.91 Years     MSP 887    AFR 50%    IFR 0.7%    1YR 25    5YR 377    Max Repair 150 MSP
Cryogenic Berths 200   
Untercapitän zur See    Control Rating 3   BRG   ENG   SCI   
Intended Deployment Time: 36 months    Morale Check Required   

Halbach-Friedberg Aeromarine Patrol Class Ion Engine 1k-300 (1)    Power 300    Fuel Use 89.23%    Signature 300    Explosion 12%
Fuel Capacity 1,672,000 Litres    Range 67.5 billion km (260 days at full power)

Saint-Pierre-LeClerc Kinetics CIWS-160 (1x6)    Range 1000 km     TS: 16,000 km/s     ROF 5       
Stein-Wagner Active Search Sensor AS22-R100 (1)     GPS 1200     Range 22.2m km    Resolution 100
Stein-Wagner EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Stein-Wagner Thermal Sensor TH1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
Geological Survey Sensors (2)   2 Survey Points Per Hour

ranger044:
Ranking Theme:

Army:

O-1 OLT Oberstleutnant
O-2 O Oberst
O-3 RT Reiter
O-4 SG Scholares Generale
O-5 PG Palatinus Generale
O-6 DX Dux
O-7 UNK Unterkaiserling
O-8 OBK Oberstkaiserling
O-9 CON Consul

Army OOB lowest to highest:

3x Line Regiments + 1x Artillery Support -> Brigade
3x Brigade + 1-2x Supply Convoy + 1x Engineer Company + 1x Field Artillery Battery -> Legion
3x Legion + 1-2x Supply Convoy + 1x Field Artillery Battery -> Corps
2x Corps + 1-2x Supply Convoy + 1x Engineer Company -> Field Army
1-5x Field Army -> Planetary Command
1-5x Planetary Command -> System Command
1-5x System Command -> Sector Command
1-3x Sector Command -> Imperial Marshal

The starting forces are set in a way that not every Field Army is at full strength and nothing above Field Armies exists yet. Can't really have system/sector commands when it's just little old Earth. Furthermore, this is limited by research. Pioneers (engineers) haven't been researched yet, same with Field Artillery (LB). The line regiments are based on a system of Infantry/Cavalry (Motorized/Mechanized)/Armour. Each regiment varies a little in overall size, with infantry being sub-9k tons and armour being just shy of 10k. The idea was that each regiment would contain anywhere from 2-4 battalions or simply exist on their own. Usually I go down to that level, but I decided to try something a little different this time. Essentially, imagine each regiment as containing anywhere from 2k-3k personnel and then translate that into vehicles/special weapon teams. A rifleman is literally just a rifleman, but a mortar team is one boom boom tube with a couple rifleman wrapped into one, a main battle tank could be anywhere from 2-5 people, where a towed artillery piece could be anything from 4-10.

Navy:

O-1 CLT Capitäleutnant
O-2 CRV Corvettencapitän
O-3 UCAP Untercapitän zur See
O-4 CAP Capitaine de vaisseau
O-5 CAM Contre-Amiral
O-6 UVAM Untervice-Amiral
O-7 VAM Vice-Amiral
O-8 AM Amiral
O-9 SKM Stellar-Kaisermach

I tried to blend German and French ranking themes as in the previous games the von-Farenholm dynasty was mostly German, but adopted a great deal of Frankish and later French culture. Add in a few dashes of Slavic and Norse and that basically represents what the empire eventually became. I added in a decent portions of large populations for the naming theme (like China and India). The US was never formed but I include that naming system as A.) I live there and it's recognizable/easier for me, B.) It holds a decent smattering of several other naming themes on top of the base Anglo set.

ranger044:
Imperial Census Report
01 January 2110
Twelfth year in the reign of Großkaiser Markus Felix XII von Farenholm
"Steadfast Honor, Hell or High Water"Vom Volkssenat angenommen

By order of Grand Emperor Markus Felix XII, and the People's Senate, this survey of Imperial extent and might is hereby adopted.
Economic Sector:

Total Adult Citizen Population: ~2,335,000,000

- Steady and controlled growth over the last decade. Cities and industrial centers continue to grow, strengthening the Empire.

Current State of the Coffer: ~13,700 Königliche-Franken.

- Public funds dropped by 50% over the last decade. Civilian wealth remains stable, but if Imperial coffers continue to deplete this situation may quickly spiral out of control. Recommend expansion of current industrial capacity alongside financial center development and centralization.

Research and Development: 40 Research Academies and Facilities.

- No major breakthroughs in the last decade. Our science officers continue to work diligently to achieve glory for the Empire. Andreea Grigoriev is pursing what she refers to as "Jump Point Theory" and believes it holds the key to humanity's next step.

Royal Universities: 5, totaling ~2,575 graduates per annum with 25 qualifying for high posting.

- Unchanged per last census report.

Trans-Newtonian Mineral Richness: 5.33:47,970 tons per annum.

- Nearly a 33% decrease in output from last census. Minerals continue to flow from the Earth, but issues are starting to be felt. Neutronium, Corbomite, and Tritanium continue to increase in rarity. Field experts believe we will face a crisis soon if we cannot find additional sourced.

-- Scans of the inner and outer solar system prove to be less than exciting. Minerva, the far outer system, and the inner Oort Cloud remain unscanned.

--- Mars: 1.1 Accessibility -> Mercassium: 0.5/340k. Duranium 0.2/171k. Other minerals only present in extremely low abundance or accessibility. 

--- Venus: 1.0 Accessibility -> Vendarite: 0.8/23.5m. Other minerals only present in extremely low abundance or accessibility.

--- Triton: 1.2 Accessibility -> Tritanium: 0.4/846k. Uridium: 0.8/80k. No other minerals present.

--- Pluto: 2.9 Accessibility -> Neutronium: 0.7/83k. Corbomite: 1.0/212k. Tritanium: 0.5/345k. Corundium: 0.7/809k. No other minerals present.

---- Barring a few various comets and asteroids, Sol seems devoid of mineral wealth. Recommend immediate colonization of Mars and Pluto.



Army Sector:

Following the 2100 Census Report, 2 Brigades have been recruited with full compliment of regiments and support units. Additionally, 4 infantry regiments and one cavalry regiment have been recruited to fill in vacant positions at various locations.

Eurasian Theme:
Two Field Armies

North American Theme:
One Field Army

South American Theme:
One Field Army

African Theme:
One Field Army

Oceanic Theme:
One Field Army

Total Active Composition:

3,290,000 tons

128,500 Riflemen
23,250 MG Teams
11,200 Supply Vehicles
8,500 Embedded Supply Caches
6,000 AP Support Trucks
5,900 Towed Artillery Pieces
5,800 Anti-Tank Teams
5,200 Mortar Teams
2,750 HMG Emplacements
2,600 AT Support Trucks
1,875 HMG Teams
1,725 Assault Vehicles
1,350 Towed Anti-Tank Pieces
1,250 SP-Artillery Vehicles
1,200 Scout Sections
960 Main Battle tanks
207 Infantry Regiment Officers
77 Brigadier Command Centers
51 Cavalry Regiment Officers
32 Armoured Regiment Officers
27 Legionary Headquarters
10 Corps Headquarters
6 Field Army Headquarters


Naval Sector:

Minor levels of rearming done to the Imperial Fleets. Survey fleet mothball and awaiting new designs. Civilian led fleets reorganized and brought under the Office of the Imperial Marshal.

Department of the Navy:

1st Imperial Fleet

- 1-1 Flotilla
-- 1-1 Primary Task Group
4x Von Marsen Class Battleships
2x Colmar Class Heavy Cruiser
5x Raleigh Class Light Cruisers
9x Bavaria Class Destroyers
6x Essex Class Corvettes
--- 1-1 Support Tasking
1x Colmar Class Heavy Cruiser
2x Raleigh Class Light Cruiser
3x Bavaria Class Destroyers
3x Essex Class Corvettes

Naval Military Police

- Sol Police
7x Essex Class Corvettes

New Worlds Initiative:

-1st Survey Group
2x Genesis Class Survey Craft (Mothballed)

-Colonial Flotilla
--1st Colony Group
3x Normandie Class Colony Ships

Imperial Department of Stellar Transportation:

-1st Cargo Fleet
10x Rheinland Class Cargo Ships


Normandie Class Colony Ship

Normandie class Colony Ship      35,000 tons       211 Crew       1,453.9 BP       TCS 700    TH 600    EM 0
857 km/s      Armour 1-95       Shields 0-0       HTK 44      Sensors 8/6/0/0      DCR 1      PPV 0
MSP 25    Max Repair 100 MSP
Cryogenic Berths 100,000    Cargo Shuttle Multiplier 8   
Capitäleutnant    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Genda-Tani Engines Limited Commercial Ion Drive  EP300.00 (2)    Power 600    Fuel Use 3.30%    Signature 300    Explosion 4%
Fuel Capacity 601,000 Litres    Range 93.5 billion km (1262 days at full power)

Saint-Pierre-LeClerc Kinetics CIWS-160 (1x6)    Range 1000 km     TS: 16,000 km/s     ROF 5       
Stein-Wagner Thermal Sensor TH1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
Stein-Wagner EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

Rheinland Class Cargo Ship

Rheinland class Cargo Ship      35,000 tons       106 Crew       472.9 BP       TCS 700    TH 600    EM 0
857 km/s      Armour 1-95       Shields 0-0       HTK 36      Sensors 8/6/0/0      DCR 1      PPV 0
MSP 8    Max Repair 60 MSP
Cargo 25,000    Cryogenic Berths 200    Cargo Shuttle Multiplier 6   
Capitäleutnant    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Genda-Tani Engines Limited Commercial Ion Drive  EP300.00 (2)    Power 600    Fuel Use 3.30%    Signature 300    Explosion 4%
Fuel Capacity 1,201,000 Litres    Range 186.9 billion km (2523 days at full power)

Saint-Pierre-LeClerc Kinetics CIWS-160 (1x6)    Range 1000 km     TS: 16,000 km/s     ROF 5       
Stein-Wagner EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Stein-Wagner Thermal Sensor TH1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

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