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Thanks to the help of Wilford Vanterpool with filtering white noise and setting up a priority algorithm for shaping raw data into a readable output, Paul Urrea covered Freezing Point I within the frequently scanned zone. Icebreakers Prime would have a bit of trouble jumping there in case of an emergency quickly enough, but with instant problem detection reaching even beyond this node it's been estimated Icebreakers would launch themselves as node's instances soon enough to prevent any serious damage, meanwhile it was the best database in the whole area. A small datamining program has been written - a self-containing, floating nano database wrapped in portable installation script, allowing for quick deploy or uninstall coupled with compressing stored data into one nice plug and play package. These procedures took their ticks to complete, but on the upside the process was fully automated, requiring netrunner (or AI assistant) to only specify the amount and type of data to download, upload or transfer and a specific order of these operations to occur. The program was supposed to just unpack with a bunch of data filtering executables in the depths of Freezing Point I and start sending the output back to Node Prime.


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Cyber Highway class Floating Database      100 000 MB       280 Threads       1 343,4 BP       TCS 2 000    TH 2 000    EM 0
1000 GB/s      ICE res 1-191       ICE Shields 0-0       HTK 82      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 8    Max Reconfig 100 MSP
DB storage 75 000 TB    I/O Buffer 26 GB   
Netrunner    Control Rating 1   BRG   
Intended Deployment Time: 12 ticks   

Cyberspace Gliding Protocol  EP400,0 (5)    Power 2000    CPU Use 4,74%    Cybernetic Signature 400    Critical Fault 5%
Cache Capacity 4 055 000 MB   Range 153,9 billion micronodes (1780 microticks at full power)

This design is classed as a Non-offensive Program for integrity maintenance purposes
This design is classed as a Portable Database for autonomous running purposes


For safety reasons, due to the worm buried within Node Prime, initially all gathered and processed data was to be held at Freezing Point I and to prevent cybersignature of datamining reaching the worm's sensors netrunners set up their own quarantine just so the data would appear as untouched to any observer outside the mined node. However, as soon as first qbits have been extracted roughly at he center of mass of the authorization cluster, a lone Quarantine ICE popped out, soon to be followed by more as Icebreakers started dissolving first instances:





Already proven as not that dangerous, the Icebreakers kept dealing with them, however Isidor Martinex commited one fatal flaw - he assumed this piece of software had already been defeated by simply having it classified and even decompiled to some extent. But it took only a few ticks for the combined group of Quarantine instances to strip one of the Icebreakers completely from its obfuscation and started injecting its sripts for isolating, shutting down and consuming program's modules. Shortly afterwards they alll dissolved in cyberspace's void, but it's been a valuable lesson - with ratio of instances being roughly 1:1, the Quarantine ICE was still a dangerous and potent countermeasure and while slightly weaker, nowhere near weak and potentially devastating. Should more of them arrive, the situation could go south in a matter of microticks.

Besides Freezing Point I, early scans had also identified Freezing Point V as a good datamining spot. At first more instances of Cyber Highway were supposed to reach this node and start extracting and preparing information for transfer in a similar fashion to Freezing Point I operation, but upon closer inspection the node turned out to be some type of exotic database itself, rendering Cyber Highway incompatible with it. In some way this node type could be interpreted as a more sophisticated, properly designed Cyber Highway - a mature, fleshed out software and not cheap module assembled under pressure of infiltrating alien cyberspace. Extracting any info from it was no easy job, because the whole database schema had been imprinted onto a complex quantum matrix, with the data collapsing upon observation into either the correct data or random nonsense depending on the angle from which it was viewed, with the proper sequence of observations fulfilling the role of an authentication process. While cracking this code could take a few ticks and then a few more, comparing the signature of pre-collapse data with first batches of extracted Freezing Point I packets revealed that these quantum matrix-based storage systems were responsible for keeping metadata of the cyberspace. Gaining insight into their content could provide description of the purpose, maintenance, architecture, transfer protocols, security, ICE, installed software, configuration, hardware specifics and all insights into this virtual reality that could ever be useful during the run.

To solve the access problem, PURGE operatives deployed their own simple quantum matrix, carefully tuned to be able to interact with Freezing Point V. The advantage of using own quantum matrix was that it allowed to extract the data bypassing the authentication, the downside that albleit extracted, it'd still exist in unintelligible format, preventing netrunners from reading it, making working with obtained metadata a nightmare. But the "nightmare" part applied only to humans. It was expected that the programs could still benefit from having the metadata injected into their configurations, provided they'd have at least some basic rulesets for dynamic cyberspace navigation programmed, making them better at navigating cyber void. Not the most powerful application of the contained knowledge, but it had to do for the time being. Better something than nothing.


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Quantum Monitor class Data Harvester Station      150 000 MB       160 Threads       3 197,8 BP       TCS 3 000    TH 0    EM 0
1 GB/s      No ICE res       ICE Shields 0-0     HTK 137      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 13    Max Reconfig 2400 MSP
Netrunner    Control Rating 1   BRG   
Intended Deployment Time: 12 ticks   
Quantum Harvester: 15 modules downloading 1 200 000 Megaqbits per tick
Quantum Matrix - Capable of storing and processing multiple configurations simultaneously

Cache Capacity 11 401 000 MB    Range N/A

This design is classed as a Non-offensive Program for integrity maintenance purposes
This design is classed as a Static Database for deployment purposes
This design is classed as a Quantum Harvester for autonomous running purposes


In addition to the main program, a small helper had been prepared, intended to work as an installer for the data harvester, but in addition also outfitted with the feature of transferring data in quantum state for all kinds of purposes.


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Proxy class Installer      50 000 MB       290 Threads       1 860,5 BP       TCS 1 000    TH 4 000    EM 0
4000 GB/s      ICE res 1-120       ICE Shields 0-0       HTK 165      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 23    Max Reconfig 200 MSP
Installing script     
Netrunner    Control Rating 1   BRG   
Intended Deployment Time: 12 ticks   

Cyberspace Gliding Protocol  EP800,0 (5)    Power 4000    CPU Use 2,24%    Cybernetic Signature 800    Critical Fault 5%
Cache Capacity 22 731 000 MB    Range 3 659,6 billion micronodes (10589 microticks at full power)
Metadata Injecting Capability: 80 000 MB per microtick     Complete Injection 284 microticks

This design is classed as a Non-offensive Program for integrity maintenance purposes
This design is classed as an Installer for autonomous running purposes


Soon the Database Prime operation was up and running on Freezing Point V, extracting metadata to fuel gliding of netrunners and their programs alike. In the future it was hoped authentication code would get cracked and the metadata would be studied to full extent, revealing all the aces Trappist-1 cyberspace kept hidden in its virtual sleeves. Proxy was automated to keep running all the time, strenghtening the whole operation tick after tick. In the meantime more Quarantine instances appeared, but Icebreakers, this time more carefully guided, handled them without any significant trouble.



As ticks passed by, Freezing Point slowly started to become too narrow. With the current understanding of this particular network, netrunners couldn't think about any additional ways of extracting more out of their sandbox node cluster. It'd still serve as a testing ground for new designs and proofs of concept, but there was hardly any point in limiting themselves to this one region anymore. And Quarantine attacks slowly grew in scale, but to mount better counter-counterintrusion measures more processing power was needed, as well as more data. And more space to control was always nice. And the whole point of the run was to simply extract as much data as possible.

Each cluster of nodes should be connected to its neighbours by hyperglide lanes. According to basic netrunning knowledge, they could either require authentication or be free to pass through, stable for any entity to traverse them or require a running transfer shield to prevent entity's data from being fragmented and dissipated, irreversibly terminating its existence. In each cluster there should be a set of jump points for accessing each lane, problem was they remained hidden from the unauthorized intruders. Waypoints from which Quarantine ICE kept spewing its intsnaces, but chances were these were just integrated ICE storage units containing them, not lanes for general-purpose travel. With enough persistence PURGE team could crack the passwords to turn off the alarm and reveal all the jump points, but the tense situation has been dragged off for too long and at this point they must've already burned all cyberbridges and the mechanisms for entering these passwords were most likely to be permanently locked for them in some other clusters, clusters they could not travel to without knowing the location of jump points. The only alternative would be to use quantum metadata. This gave limited insight into the search and exploration processes because each obsevration would screw up quantum state and thus validity of used metadata, but at least the results of this search aka jump point coordinates should be accessible after their reveal just fine.

In addition the program used for mapping the local architecture should be capable of traversing hyperglide lanes as to not limit its usefulness just to Freezing Point. That itself was easy enough to do, because while the exact technology for long-distance travel inside this particular network might remain a mystery, the consequences of unprepared jump point entry were not and a couple of standard shielding algorithms were more than enough to prepare the program for most likely failure scenarios in case of data fragmentation. A little skill on the netrunner's side would suffice for adjusting the jump procedure as needed upon encountering uncovered and odd cases, creating some sort of symbiosis: the program instance had a chance to fail each transit without supervision, but netrunners would just fry their brains attempting to cross unstable lanes without support of proper software.

But preparing the lane-detection module to also serve as intercluster exploration vessel posed a new set of problems, all boiling down to one: the unknown of cyberspace beyond Freezing Point. There were only two possibilities: corrupt, useless regions (and too much whacky bits interfering with a netrunner's brain was dangerous in itself) or meaner ICE. The explorer should be able to defend itself (and definitely its user) from basic attacks, but then going in blind meant not much could be prepared in terms of this. The only reliable option was to attempt to hide the software from detection via seamlessly syncing explorer's structure with the static of cyberspace, since that approach could be properly tested within Freezing Point. The approach agreed upon, the one simple enough to pull off without wasting too much time, was to simply bloat the code with scripts for simulating white noise synced with Trappist-1 cyberspace and make them run alongside valid command. This of course had negative impact on performance, since the exploration suite was now heavier and for each valid command had to run dozens of, from the perspective of its pure functionality and purpose, useless commands imitating juts a dead static at coords it would happen to touch.


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Neo Glider class Architecture Mapper      30 000 MB       794 Threads       8 366,6 BP       TCS 600    TH 480    EM 13 740
5000 GB/s    JR 3-500      ICE res 5-86       ICE Shields 458-536       HTK 195      Sensors 140/180/6/6      DCR 45      PPV 0
Maint Life 5,29 macroticks     MSP 7 843    AFR 160%    IFR 2,2%    1YR 468    5YR 7 017    Max Reconfig 720 MSP
Netrunner    Control Rating 2   BRG   SCI   
Intended Deployment Time: 60 ticks    Integrity Check Required   

J30000,0(3-500) Hyperglide Jump Drive     Max Program Size 30000 MB    Distance 500k nodes     Instance Size 3

Cyberspace Gliding Protocol  EP600,00 (5)    Power 3000    CPU Use 69,71%    Signature 96,00    Critical Fault 15%
Cache Capacity 5 573 000 MB    Range 48 billion micronodes (111 microticks at full power)
Theta S229 / R536 ICE Shields (2)     Recharge Time 536 nanoticks (0,9 per nanotick)

CIWS-200 (2x10)    Range 1000 micronodes     TS: 20 000 GB/s     ROF 5       
Hostile Construct Identification Sensor AS158-R15 (1)     GPS 10800     Range 158,4m micronodes    Resolution 15
ICE Signature Sensor EM10-180 (1)     Sensitivity 180     Detect Sig Strength 1000:  106,1m micronodes
Cyberspace Disturbance Sensor TH10-140 (1)     Sensitivity 140     Detect Sig Strength 1000:  93,5m micronodes
Improved Jump Point Detection Sensors (3)   6 Survey Points Per Tick
Improved Cyberspace Sensors ( 3 )   6 Survey Points Per Tick

This design is classed as an Offensive Program for integrity maintenance purposes
This design is classed as an Architecture Mapper for autonomous running purposes


Some parts of its design, namely the cloaking protocols, appeared crude, but they should be good enough to get the job done. Design philosophy was to make it an exploration program mapping network from a safe distance, blending with the fabric of cyberspace and hopefully gliding fast enough to escape detection range should some ICE sniff it out. It even had some primitive counter-counterintrusion disintegrators should some encountered ICE be capable of triggering attacks that skip distance without launching program having to glide closer. They were likely to be overwhelmed in any serious combat, but hopefully they would stop at least some instances of these long-range attacks from leaking through. In addition its ICE resistance got sacrificed in favour of ICE shields, a weaker but regenerative defence layer, in addition isolating the program's core from impacts which could give additional benefits in specific scenarios. That way even if it got hit multiple times it should be able to recover quickly after escaping imminent danger and continue mission without the need for reconfig.

When everything was finally ready, first instance of Neo Glider was loaded into a cyberdeck, booted up and sent into the unknown, set up for identifiying hyperglide lanes and exploring the network at large so that PURGE team might at last start unearthing its ancient secrets.
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Cyberspace pulsated with its own cybernetic life. Staring at the visualization of complex software streaming data through a massive network had the same hypnotizing power as staring at the stream of flying cars moving so smoothly through air corridors, up high in the clouds pierced by megatowers, endpoints sending and receiving packets like neons glittering from the walls, their content like holograms floating above suspended plazas. Easily accessible information like top levels receiving sunlight during the day and then extensive metadata, hidden behing ICE blockades like lower levels where the poor coexisted, with no sunlight and no hope. It was a great philosophical question whether cyberspace had been modeled after cities to provide users with some familiarity and ease their navigation learning processes or whether it existed simply as it'd always been bound to exist by the laws of computing and it was humans who came closer and closer to merge meat- and cyberspace into one coherent plane of existence as technology developed and flesh fused with machine.

"Enough is enough" thought Isidor Martinex as he returned to methodically assembling first Trappis 1 cyberspace-compatible icebreaker that was to be released in an absence of quarantine protocols and help gain a foothold around Freezing Point. Datamining in Node Prime was a hopeless operation, but studying the changes made to infromation stored there helped prepare a set of basic responses and protocols for dealing with other entities attempting to read or modify it. For starters, netrunners needed something capable of breaking quarantine before the demonic entities could dissolve the intruder program into meaningless datachunk. Something powerful enough and survivable for long enough. Padding the main code with some obfuscation and "decoy instructions" should help instances of the new program withstand a direct countermeasure action without getting overloaded like it happened to Overloaders, but without any solid information about local security preparing actual counter-countermeasures was doomed to fail. And so at its core the attack program was just a payload of corrupt, crash-inducing operations wrapped around with random nonsense scrapped from Node Prime. Designated "Icebreaker Prime" - an obvious and not fancy at all name for an obvious and not fancy at all approach - this cybernetic weapon was supposed to be spawned initially in 5 instances with the possibility to scale if too many quarantine instances would show up at the same time, tasked with watching over the closest vicinity of Node Prime, but being potentially capable of intervening within the whole domain of Freezing Point.


Quote
Icebreaker Prime class Assault Program      15 000 MB       458 Threads       2 818,8 BP       TCS 300    TH 2 400    EM 0
8000 GB/s      ICE res 10-54       ICE Shields 0-0       HTK 83      Sensors 0/0/0/0      DCR 26      PPV 60
Maint Life 3,07 macroticks     MSP 1 879    AFR 112%    IFR 1,6%    1YR 300    5YR 4 502    Max Reconfig 600 MSP
Netrunner Virtual Assistant    Control Rating 1   BRG   
Intended Deployment Time: 2 ticks Integrity Check Required   

Cyberspace Gliding Protocol  EP1200,00 (2)    Power 2400    CPU Use 180,74%    Cybernetic Signature 1200    Critical Fault 20%
Cache Capacity 1 081 000 MB    Range 7,2 billion micronodes (10 microticks at full power)

20 C2,5 Focused ICE Destroyer (10)    Range 256 000micronodes     TS: 8 000 GB/s     Power 10-2,5     RM 40 000 km    ROF 20       
Dataflow Control R256-TS8100 (1)     Max Range: 256 000 micronodes   TS: 8 100 GB/s     96 92 88 84 80 77 73 69 65 61
Stream health monitoring subsystem R25 (1)     Total Data Output 25,3 GB   Critical Fault 5%

Hostile Construct Identification Sensor AS84-R100 (1)     GPS 21000     Range 84,9m micronodes    Resolution 100

ECCM-1 (1)         This design is classed as a Simple Program for integrity maintenance purposes
This design is classed as an ICE Punctuator for autonomous running purposes


With first meaningful, autonomous Icebreakers assembled it became possible to look into exploring data on Freezing Point I and analyze logs from the cluster in between the former and Node Prime to gain insights into the authentication systems. Problem was, everything leaves virtual trace. Cybernetic footpring of Icebreakers was there, glowing like a huge neon for all countermeasures, drawing them towards Node Prime like synthetic blood would attract android sharks displayed in one of Synthcity's zoos. And instances of Icebreaker Prime didn't even attempt to hide their presence. But oddly enough, shortly after their launch only a single instance of Quarantine ICE appeared. And it looked weak in comparsion, gliding twice as slow as what Isidor wielded. Not having any sophisticated AIs for automatically resolving combat for him and not trusting the unknown environment, PURGE member had set up his software to only notify him upon enemy detection and then give him full control for the counter-counter attack run. The main flaw of Quarantine was its signature being also bright as nighttime Neo Tokyo and severely impacting the flow of data around since it was essentially a tight firewall, marking it as easy target. Icebreaker Prime had no trouble following the origin of this disturbance, ready to crash it.



Miliseconds passed, simulating countless ticks. Icebreakers were gliding towards the lone Quarantine block, hopelessly attempting to cut off all communication from Node Prime, preparing to strike. To much surprise, before Isidor could notice what was going on despite his next-gen brain amplifying chip, patterns of Quarantine signature shifted in a barely noticeable way. A few bits exchanged between the actual location of the ICE and its surrounding firewall, temporarily sending Icebreakers off tracks. As they scanned virtual void, Quarantine launched its cleanup protocols and damaged the inegrity of one instance.



The core functionality still executed and brief checksum validation confirmed the payload remained secure and prepared. Construct Identification Sensors did their job and pinpointed the origin of counterintrusion. It was time to retaliate. Sparks of excitement got simulated for Isidor's brain as Icebreakers overwhelmed Quarantine ICE with large portions of corrupt or invalid inputs it had to process. When its threads cracked under pressure, identification sensors of Icebreakers had no trouble decompiling and scanning Quarantine's source and identifying a shutdown sequence. One simple request later the hostile ICE vanished., leaving only some logs of stopping correctly. And obviously more suspicious traces of cybernetic combats from a few ticks before.



That was one small step for a netrunner, bug a giant step for Trappist-1 Run. Isidor managed to copy and isolate most of Quarantine ICE source code. He realized it wasn't meant to fight off serious incursion in the first place. It was designed to just stall the opponent for as long as possible (and completely defeat wannabe hackers constituting for 90% of all security incidents), at the same time notifying proper response systems. In the light of new information, tight lockdown followed by a moment of silence started to look more coherent. Quarantine demons isolated the problem, gathered some info about it, neutralized its attempts to push through and delegated the issue to properly outfitted ICE, whatever that might be. Quarantine wasn't a problem anymore. A real battle was coming. Still, PURGE operatives had a couple of ticks of less intense activity around their turf. The priority, aside from a general one of amassing and processing as much data as quickly as possible, has been decided to focus on the cluster of small nodes near the center of Freezing Point. Wilford Vanterpool, the best data scientist among the team, was supposed to come up with a solution to anaylze the cluster without exposing the operation too much beyond what had already been exposed.

His response was a spiritual successor to Sand Crawler, a program capable of not only indexing, but downloading, storing and filtering the information for anything usable. Due to time and resource constraints, again no sophisticated AI assistant had been used, with Wilford trusting his ability to forumlate queries manually and verifying the results.


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Dataminer class Datamining Platform      100 000 MB       700 Threads       2 518,6 BP       TCS 2 000    TH 2 000    EM 0
1000 GB/s      ICE res 1-191       ICE Shields 0-0       HTK 143      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 15    Max Reconfig 120 MSP
Storage 25 000 GB    I/O Buffer 2 GB   
Netrunner    Control Rating 1   BRG   
Intended Deployment Time: 12 ticks    Integrity Check Required       
Dataminer: 11 modules processing 176 GB per microtick

Cyberspace Gliding Protocol  EP400,0 (5)    Power 2000    CPU Use 4,74%    Cybernetic Signature 400    Critical Fault 5%
Cache Capacity 4 095 000 MB    Range 155,4 billion micronodes (1798 microticks at full power)

This design is classed as a Non-offensive Program for integrity maintenance purposes
This design is classed as a Dataminer for autonomous running purposes

At first two instances had been spawned, but depending on (lack of) hostile response more could always follow. One had obviously been sent to explore the cluster, meanwhile other glided closer to the ICE barriers encapsulating Freezing Point to scan more uncharted territory. In the meantime most of the team stayed on Node Prime, busy improving the design of corruption payload delivery protocols as well as the robustness and profile of the payload itself. The most notable idea was to, instead of building a cybernetic weapon from scratch and using it to deal damage, repurpose bits of quatantine code to manipulate nearby datastreams, materializing and dissolving weapons out of enemy's surroundings at a whim. If solid enough, such design could in theory bypass most, if not all, counter-countermeasures (at least for a short while before the trick gets ultimately detected and the defending program absorbs it and learns based on it), since the weapon would be not an alien construct, but a creation based on already authorized routines. At first ticks the target wouldn't even register something attacking it, let alone muster up some defences. The most difficult part of this plan was presumably altering data to make it dangerous enough, but at the same time similar enough to let it slide past error detections. Or rather not slide, but get classified as a minor warning that's safe to ignore when facing an actual intruder.

Simulatneously Paul Urrea started setting up listeners on Node Prime to build up the capability of broad monitoring any movement within Freezing Point. Besides having a general notification system, main concern was about second Dataminer heading to less known territory. Without being launched soon enough, Icebreakers would have a hard time catching up to it in time, but keeping the programs active all the time created needless strain on resources and generated stronger cybernetic signature. He almost panicked when, long before covering the intended space, first listener blinked instantly upon deployment, displaying hostile signatures right at Node Prime. Quarantine ICE was a bit more complex at the end of the day, because it must'd left a worm right in the center of PURGE operations without the worm itself or the act of plugging being detected. Visualization software generated its image as a solid, grey, perfectly-shaped cube, buried deep within the node structure, but fitting so perfectly it looked like it was just its native part that, if removed, would make it cease working. In first reaction Paul reached for Icebreakers and unleashed their payloads at the entity. They were able to do damage, but it was barely of any significance. Most puzzling was the damage pattern displayed on visualization, though. With each scored hit the cube lost a smaller, also perfectly-shaped, cube cut directly out of the edge of the worm. Quick glance at generated logs confirmed the program was prepared for such trivial attempts and while it couldn't last indefinitely, it had complex algorithms to keep it almost fully operational and control the loss of data and instructions to prevent significant functional disruptions until most of the construct would be stripped away.



There was no harm in waiting for Icebreakers to finish the cleanup, except it didn't take long to notice their blasts were corrupting more of a healthy node structure than the actual virus. Eventually it'd be destroyed, but there wouldn't be much of a node left to continue serving as a base of operations. Some netrunners threw some crappy, but precisely targeted scripts at it in a hassle and suceeded in cutting out more cubes, but that too was a waste of time when dozens of spawned instances ceased to exist two microticks after launching the attack. As unfortunate as it looked like, PURGE had to move on with a mysterious Pandora Box of some sort right at the virtual doorstep with no easy ways to get rid of it or learn its purpose and operation methods, preferably all of it at the same time. Ticks passed, but besides defending itself the worm didn't attempt to disrupt the run. Maybe it just couldn't. Problem was, it might as well be capable of monitoring activity within Node Prime and send the logs somewhere to something, in particular early conceptual sketches of materializing weapons out of chunks already authorized by the targets it was meant to be used against. Due to the concept being too promising and time and resources needed for proper implementation non-existent, it was decided that the best course of action would be to just stop working on it alltogether until the worm exists no more, focusing mostly on datamining and expanding - info about performing these types of actions in the processors of enemy was mostly harmless.

3
General C# Fiction / Re: Terran Union escapades...
« Last post by Jorgen_CAB on January 16, 2023, 07:47:03 AM »
Battle of Namars point in Sol, 2135

1.57 AM, Jan 17 - 2135
The station in the Nevada dessert on Earth registered a foreign object moving from the asteroid belt towards Earth on a direct collision course. It was only an hour or so before the object was identified as an unknown type of ship engine, never before seen or registered. The ship was moving in very high speed at almost 4200km/s, much faster than any Union vessels.

3.23 AM, Jan 17 - 2135
First patrol squadron of Sparrow class patrol ships was ordered by rear admiral Bethany Cook to intercept and identify the incoming object. The senior commander Iseki Shuichi of the two ships was ordered to not fire unless they were fired upon and try to establish communication with the incoming vessel if possible.

10.42 AM, Jan 17 - 2135
The two patrol ships USS Hussar and USS Middlesbrough had closed with the alien vessel and deployed their gravitation radar on the and precluded the size of the vessel was surprisingly small at roughly 894 tons. Commander Shuichi ordered the two ships to edge closer to get a better reading of the ship as the size seemed odd and might not really be correct for the IR signal or match the engine profile, something was odd so it required a closer inspection.

9.48.55 PM, Jan 17 - 2135
The two ships now was quite close to the alien vessel, perhaps a few hundred thousand kilometres only when The Hussar detected several energy surges from the vessel after which several heavy impact was registered on the hull of the ship. Shuichi immediately broke off formation and started retreating while ordering commander Charlotte Norman of the Middlesbrough for arm their weapon and close in and fire their railguns.

After only a handful of second a second barrage of metal slugs ripped into the Hussar, but still the armour was holding it together, but for how long.

The Middlesbrough had now managed to close in on the enemy vessel and opened up fir with their own railguns and its shot impacted the enemy ship. More time passed and several times the Hussar was hit and started taking sever damage... the Middlesbrough was now chasing the enemy vessel and the Hussar launched their lifeboat vessel and started to prepare for abandoning ship. But in order to give Middlesbrough time to engage commander Shuichi  ordered to stand their ground and the ship suddenly exploded and some survivors managed to get to the rescue pod but Shuichi died standing on the bridge.



Several more seconds passed and Middlesbrough launched another salvo at point blank range and suddenly the alien vessel stopped cold, apparently severely damaged from the attack... but apparently it's weapons was still functional and a frantic salvo at close range simply pulverised the Middlesbrough . Some of the crew including it's captain managed to reach the escape pods. Luckily the Hussar managed to deploy their lifeboat who picked up the survivor of both ships and quickly exited the area.

Lieutenant Waylon Mickens, commander of the lifeboat was later awarded the medal of honour for his quick action and saving the surviving crew crew of both ship.

A few hours later, the mineral hauler USS Amber was dispatched to asses the damage of the alien vessel that now had disappeared from the sensors of Erath tracking equipment. It managed to make contact a few hours later and discovered that indeed the alien vessel was damaged and it's engines seemed to have been disabled. The ship stayed there for several days trying to make contact, but it was more or less impossible as the ships crew seemed to refuse any such attempts. later on a small probe was left to just monitor the ships thermal signature.

Nov 7, 2125
The two newest patrol ships had now been deployed from the Earth shipyards with four more being constructed or planned. A new mission to engage the damaged alien vessel had been planned and this time a veteran of the space navy called Kubota Toshiyuki had been appointed as the commander. How ever, he was know for his aggressive stance and doing things his own way, was he the best choice?

The two ships was dispatched and soon they started the approach of the the alien vessel with their weapons ready. The hope was that the alien ship had lost most if it's ability to defend itself from the last salvo of the Middlesbrough . But soon several shots was ripped into one of the patrol ships as Toshiyuki ordered a general charge... sadly this did not go so well. One of the ships did manage to open up fire on the alien ship but only do minor damage before both ships were destroyed. Although, most of the crew could be saved, Toshiyuki himself died standing on the bridge pressing the railgun fire button in a fit of rage and madness.

If he survived he probably would have been court-martialled for disobeying orders and recklessly endangering the crew and his ship for no good reason.

A new attempt with four patrol ship was later done to try and approach the alien vessel surrounding it from four different direction... but every time the alien vessel was frantically defending itself from any approach and even this attempt was abandoned as not to risk any further unnecessary losses.

The union politician now argued how to best solve this situation. They know that some technological new weapons needed to be developed to deal with this threat and there also was the issue of where it came from. None of the the jump points in Sol was directly monitored by the union so some form of monitoring station had to be considered, then there was the issue of defending Earth. The Union had basically no real army, fleet or orbital defences in place... no one even contemplated there could be some intelligent threat out there besides other humans.

This was a GAME CHANGER in terms of policy and strategic focus of the Union and a wake up call of a new reality!!!
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General C# Fiction / Re: Terran Union Naval designs...
« Last post by Jorgen_CAB on January 11, 2023, 07:22:30 PM »
How did you get 80 Cryogenic Berths on the Nemo-Class Lifeboats?

Modded database... ;)

Basically made the 50 ton emergency into a 5 ton that carry 20 people instead of 200.
5
General C# Fiction / Re: Terran Union Naval designs...
« Last post by xenoscepter on January 11, 2023, 07:09:06 PM »
 How did you get 80 Cryogenic Berths on the Nemo-Class Lifeboats?
6
General C# Fiction / Terran Union Naval designs...
« Last post by Jorgen_CAB on January 11, 2023, 06:18:13 PM »
Year 2100-2134

Obsolete designs

Polaris class Geological Survey Vessel
The Polaris was an early survey ship deployed by the Union for the initial survey of Sol system, they employed a total of five such ships but no one of them remain in 2134. This ship was really small in comparis to the more modern survey ships that now survey other star systems.
Code: [Select]
    1,000 tons       19 Crew       136.7 BP       TCS 20    TH 25    EM 0
1250 km/s      Armour 1-8       Shields 0-0       HTK 5      Sensors 1/1/0/1      DCR 0      PPV 0
Maint Life 4.09 Years     MSP 42    AFR 16%    IFR 0.2%    1YR 4    5YR 60    Max Repair 100 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 24 months    Morale Check Required   

Nuclear Radioisotope Engine  EPN-25/10 (1)    Power 25    Fuel Use 17.68%    Signature 25    Explosion 5%
Fuel Capacity 38,000 Litres    Range 38.7 billion km (358 days at full power)

EM Detection Sensor  EMX-10/20 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
Thermal Sensor  THX-10/20 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
Geological Survey Sensors (1)   1 Survey Points Per Hour

Commercial Ships

Amethyst class Cargo Ship
This is mainly a mineral hauler that is built to more minerals where there are no massdrivers and to supply minerals for populated colonies. The union currently operate three such ship of which only one is in active use.
Code: [Select]
      12,357 tons       82 Crew       223.4 BP       TCS 247    TH 300    EM 0
1213 km/s      Armour 1-47       Shields 0-0       HTK 28      Sensors 1/1/0/0      DCR 1      PPV 0
MSP 11    Max Repair 25 MSP
Cargo 5,000    Cargo Shuttle Multiplier 1   
Lieutenant    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Nuclear Radioisotope Engine  EPC-2000/100 (3)    Power 300    Fuel Use 7.95%    Signature 100    Explosion 5%
Fuel Capacity 200,000 Litres    Range 36.6 billion km (349 days at full power)

Graviton Radar  ASX-10  R500/17m (1)     GPS 1200     Range 17m km    Resolution 500
Graviton Radar  ASX-10  R1/192k (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
EM Detection Sensor  EMX-10/20 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
Thermal Sensor  THX-10/20 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km

Ant class Cargo Ship
The Ant class is a medium sized cargo ship, their role is general to take in more specialized missions or conduct transfer of cargo and good within one star system. The Union corrently operates two Ant class cargo ships and more are planned to be built.
Code: [Select]
      47,960 tons       235 Crew       572.4 BP       TCS 959    TH 1,000    EM 0
1042 km/s      Armour 1-117       Shields 0-0       HTK 73      Sensors 1/1/0/0      DCR 1      PPV 0
MSP 7    Max Repair 50 MSP
Cargo 25,000    Cargo Shuttle Multiplier 2   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Nuclear Radioisotope Engine  EPC-2000/100 (10)    Power 1000    Fuel Use 7.95%    Signature 100    Explosion 5%
Fuel Capacity 500,000 Litres    Range 23.6 billion km (261 days at full power)

Graviton Radar  ASX-10  R1/192k (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Graviton Radar  ASX-10  R500/17m (1)     GPS 1200     Range 17m km    Resolution 500
EM Detection Sensor  EMX-10/20 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
Thermal Sensor  THX-10/20 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km

Bulwark class Cargo Ship
The Bulwark is the main workhorse of the Union fleet to deploy infrastructure and equipment in between starsystem. The ship is large and havy and take five times the cargo of that of the Ant class. The Union currently operate six Bulwark class cargo ships and anther one is about to become operational in 2134.
Code: [Select]
     203,877 tons       770 Crew       1,743.4 BP       TCS 4,078    TH 3,600    EM 0
882 km/s      Armour 1-308       Shields 0-0       HTK 248      Sensors 1/1/0/0      DCR 1      PPV 0
MSP 5    Max Repair 200 MSP
Cargo 125,000    Cargo Shuttle Multiplier 2   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months   

Nuclear Radioisotope Engine  EPC-2000/100 (36)    Power 3600    Fuel Use 7.95%    Signature 100    Explosion 5%
Fuel Capacity 2,000,000 Litres    Range 22.2 billion km (290 days at full power)

Graviton Radar  ASX-10  R1/192k (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Graviton Radar  ASX-10  R500/17m (1)     GPS 1200     Range 17m km    Resolution 500
EM Detection Sensor  EMX-10/20 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
Thermal Sensor  THX-10/20 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km

Serenity class Colony Ship
The Serenty class colony ship is the only of its kind, the union only operate one ship. It can carry half a million colonists in cry stasis.
Code: [Select]
      204,583 tons       1,255 Crew       6,684.1 BP       TCS 4,092    TH 3,600    EM 0
879 km/s      Armour 1-309       Shields 0-0       HTK 309      Sensors 1/1/0/0      DCR 1      PPV 0
MSP 20    Max Repair 100 MSP
Cryogenic Berths 500,000    Cargo Shuttle Multiplier 2   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months   

Nuclear Radioisotope Engine  EPC-2000/100 (36)    Power 3600    Fuel Use 7.95%    Signature 100    Explosion 5%
Fuel Capacity 2,000,000 Litres    Range 22.1 billion km (290 days at full power)

Graviton Radar  ASX-10  R1/192k (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Graviton Radar  ASX-10  R500/17m (1)     GPS 1200     Range 17m km    Resolution 500
EM Detection Sensor  EMX-10/20 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
Thermal Sensor  THX-10/20 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km

Atlas class Tug
This ship is still on the drawing board, it is yet to start construction. The main purpose of the Atlas is to deploy the planned orbital platforms in the Sol system.
Code: [Select]
     99,521 tons       985 Crew       1,826.3 BP       TCS 1,990    TH 4,800    EM 0
2411 km/s      Armour 1-191       Shields 0-0       HTK 325      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 11    Max Repair 100 MSP
Tractor Beam     
Lieutenant Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months   

Nuclear Radioisotope Engine  EPC-2000/100 (48)    Power 4800    Fuel Use 7.95%    Signature 100    Explosion 5%
Fuel Capacity 250,000 Litres    Range 5.7 billion km (27 days at full power)


Science Vessels

Myrmidon class Geological Survey Vessel
The Union currently operates two Myrmidon class survey vessels. These together with the Newton class is the Unions primary survey vessels.
Code: [Select]
      12,000 tons       327 Crew       1,526.3 BP       TCS 240    TH 200    EM 0
833 km/s    JR 3-50      Armour 1-46       Shields 0-0       HTK 78      Sensors 18/18/0/4      DCR 16      PPV 0
Maint Life 5.42 Years     MSP 1,526    AFR 72%    IFR 1.0%    1YR 87    5YR 1,306    Max Repair 396.8 MSP
Hangar Deck Capacity 200 tons     
Commander    Control Rating 3   BRG   ENG   SCI   
Intended Deployment Time: 48 months    Flight Crew Berths 4    Morale Check Required   

Jump Drive  JDM-12k/04     Max Ship Size 12000 tons    Distance 50k km     Squadron Size 3

Nuclear Radioisotope Engine  EPC-2000/100 (2)    Power 200    Fuel Use 7.95%    Signature 100    Explosion 5%
Fuel Capacity 600,000 Litres    Range 113.1 billion km (1571 days at full power)

Graviton Radar  ASX-10  R1/192k (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Graviton Radar  ASX-10  R500/17m (1)     GPS 1200     Range 17m km    Resolution 500
EM Detection Sensor  EMN-150/18 (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
Thermal Sensor  THN-150/18 (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
Geological Survey Sensors (4)   4 Survey Points Per Hour

ECM 10

Strike Group
2x Boa Lifeboat   Speed: 1000 km/s    Size: 2

Newton class Gravitational Survey Vessel
The Union currently operates three Newton class survey vessels and are the sister ship of the Myrmidon class. Both ships chare the same hull type and are produce in the same place and by the same company.
Code: [Select]
     12,000 tons       327 Crew       1,526.3 BP       TCS 240    TH 200    EM 0
833 km/s    JR 3-50      Armour 1-46       Shields 0-0       HTK 78      Sensors 18/18/4/0      DCR 16      PPV 0
Maint Life 5.42 Years     MSP 1,526    AFR 72%    IFR 1.0%    1YR 87    5YR 1,306    Max Repair 396.8 MSP
Hangar Deck Capacity 200 tons     
Commander    Control Rating 3   BRG   ENG   SCI   
Intended Deployment Time: 48 months    Flight Crew Berths 4    Morale Check Required   

Jump Drive  JDM-12k/04     Max Ship Size 12000 tons    Distance 50k km     Squadron Size 3

Nuclear Radioisotope Engine  EPC-2000/100 (2)    Power 200    Fuel Use 7.95%    Signature 100    Explosion 5%
Fuel Capacity 600,000 Litres    Range 113.1 billion km (1571 days at full power)

Graviton Radar  ASX-10  R1/192k (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Graviton Radar  ASX-10  R500/17m (1)     GPS 1200     Range 17m km    Resolution 500
EM Detection Sensor  EMN-150/18 (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
Thermal Sensor  THN-150/18 (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
Gravitational Survey Sensors (4)   4 Survey Points Per Hour

ECM 10

Strike Group
2x Boa Lifeboat   Speed: 1000 km/s    Size: 2


Utility Crafts

Boa class Lifeboat
Standard craft for carrying ant crew in case of a catastroffic event onboard any Union flagged starship. These are currently in service on the servey cruisers.
Code: [Select]
     100 tons       1 Crew       13.2 BP       TCS 2    TH 2    EM 0
1000 km/s      Armour 1-1       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 0 Years     MSP 0    AFR 19%    IFR 0.3%    1YR 0    5YR 4    Max Repair 5 MSP
Cryogenic Berths 200   
Lieutenant    Control Rating 1   
Intended Deployment Time: 8 months    Morale Check Required   

Nuclear Radioisotope Engine  EPX-25/20 (1)    Power 2    Fuel Use 230.40%    Signature 2    Explosion 8%
Fuel Capacity 7,000 Litres    Range 5.5 billion km (63 days at full power)

Nemo class Lifeboat
The Nemo class rescue shuttle was designed to be stationed in the much smaller hangars of the Sparrow class patrol ships. Otherwise they fulfill the same role as the Boa class. They do have a newer engine design and is faster than the older Boa class. There are plans to upgrade the Boa class to a new type with newer a engine. But as everything the Boa class fulfills that role just fine and there simply have been no finances to start this project yet.
Code: [Select]
      50 tons       1 Crew       9.1 BP       TCS 1    TH 1    EM 0
1454 km/s      Armour 1-1       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 0 Years     MSP 0    AFR 9%    IFR 0.1%    1YR 0    5YR 2    Max Repair 5 MSP
Cryogenic Berths 80   
Lieutenant    Control Rating 1   
Intended Deployment Time: 8 months    Morale Check Required   

Nuclear Thermal Engine  EPX-15/14 (1)    Power 1.4    Fuel Use 196.88%    Signature 1.44    Explosion 7%
Fuel Capacity 5,000 Litres    Range 9.2 billion km (73 days at full power)


Industrial designs

Stellar class Stabilisation Ship
The Union have produce one Stellar calss ship who is currently finishing the stabilization of the gravitation points between Sol and Proxima Centauri
Code: [Select]
      48,481 tons       240 Crew       1,100.2 BP       TCS 970    TH 1,000    EM 0
1031 km/s      Armour 1-118       Shields 0-0       HTK 76      Sensors 1/1/0/0      DCR 1      PPV 0
MSP 14    Max Repair 600 MSP
Lieutenant    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Jump Point Stabilisation: 360 days

Nuclear Radioisotope Engine  EPC-2000/100 (10)    Power 1000    Fuel Use 7.95%    Signature 100    Explosion 5%
Fuel Capacity 2,250,000 Litres    Range 105 billion km (1178 days at full power)

Graviton Radar  ASX-10  R1/192k (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Graviton Radar  ASX-10  R500/17m (1)     GPS 1200     Range 17m km    Resolution 500
Thermal Sensor  THX-10/20 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
EM Detection Sensor  EMX-10/20 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km



Military ships

Sparrow class Patrol Vessel
Due to rising tention among the colonists on Luna and Mars as gang lords and rouge nations on Earth started to construct space ships the Union decided to build a few policing ships and deply them on patrol around Luna, Mars and Earth. They also protect any civilian mining operations going on in Sol. The Union currently have two such ships in service.
Code: [Select]
     2,500 tons       68 Crew       242.6 BP       TCS 50    TH 144    EM 0
2881 km/s      Armour 3-16       Shields 0-0       HTK 17      Sensors 8/8/0/0      DCR 0      PPV 15
Maint Life 1.08 Years     MSP 30    AFR 100%    IFR 1.4%    1YR 26    5YR 389    Max Repair 72 MSP
Hangar Deck Capacity 50 tons     
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 1 months    Flight Crew Berths 1    Morale Check Required   

Nuclear Thermal Engine  EPN-750/144 (1)    Power 144    Fuel Use 180.0%    Signature 144    Explosion 15%
Fuel Capacity 74,000 Litres    Range 3 billion km (11 days at full power)

12cm Railgun  V20/C1 (3x4)    Range 40,000km     TS: 3,000 km/s     Power 6-1     RM 20,000 km    ROF 30       
Main Beam Fire-control   R96-TS3000 (1)     Max Range: 96,000 km   TS: 3,000 km/s     67 59 52 44 36 28 20 12 5 0
Pressurised Water Reactor  R3-PB10 (1)     Total Power Output 3.2    Exp 7%

Graviton Radar  ASX-10  R1/192k (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
EM Detection Sensor  EMN-50/8 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
Thermal Sensor  THN-50/8 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

ECCM-1 (1)         Strike Group
1x Nemo Lifeboat   Speed: 1454 km/s    Size: 0.99






7
General C# Fiction / Re: Terran Union escapades...
« Last post by Jorgen_CAB on January 11, 2023, 05:36:49 PM »
Year 2135

New project starting in early 2134

Colonization of Arcadia in Proxima Centauri
The Arcadia project is expected to last about 7-8 years.

Arcadia
Size: 12800km diameter
Temperature: -17 to +7 C
Terrain: Coniferous Forest
Gravity: 0.88
Atmosphere: Nitrogen-Oxygen (0.09) 0.79 atm
Distance for sun: 19m
Tidal locked: Yes (max pop 2417m)

Neutronium......36,864.........Acc 0.1
Tritanium.........17,842,176...Acc 0.7
Boronide..........2,359,296....Acc 0.1
Vendarite.........7,541,504....Acc 0.1
Sorium............28,217,344...Acc 0.5
Corundium.......4,194,304....Acc 1.0

Project resources
1x Serenity class colony ship
5x Bulwark class cargo ships

Yearly efforts
900k colonists
270x infrastructure
9x terraforming plants

Project costs
1620x Duranium / Year
1350x Boronide / Year
270x Mercassium / Year
15m Liters Fuel / Year
3240 UC / Year

Industry projects going on for the next 5 years

50%   Colonization & mining
20%   Research
10%   Economic expansion
5%    Industrial expansion
15%   Other minor projects

New ship building projects planned

New civilian engine is projected to ease the fuel efficiency of the commercial fleets which currently is too inefficient.

New design of major cargo and colony ship might happen in 2135-40 with upgrading the current fleet with new engine types, this might cause issues with the Arcadia project. The discussions in congress is ongoing on how this should be solved as fuel consumption of the Arcadia project is just too high as it consumes about 15m liters of fuel and Earth producion is about 4.5m a year currently.
Any hope of take advantage of fuel extraction on Jupiter is at least a decade away before being realized and the only option right now is expansion of Earths refineries and build more efficient engines for the colonization fleet.

A new orbital mining platform at about 200kt is planned to be deployed in Sol by 2140.
8
General C# Fiction / Re: Terran Union escapades...
« Last post by Jorgen_CAB on January 11, 2023, 05:29:04 PM »
Year 2134

Earth construction focus
20%  Research expansion
20%  Mining equipment (Auto & Standard)
15%  Infrastructure    (Low & Standard)
10%  Economic  expansion   
10%  Terraforming equipment
5%    Industrial expansion
20%  Other projects   


Current running projects

Terraforming equipment for Mars
1x Ant “Cargo Ship”
5x Terraforming plants per year

Costs
Fuel: 700k Liters of fuel/year
750x Duranium / year
750x Boronide / year
1500 UC / year

Infrastructure for Mars & Luna
1x Ant “Cargo Ship”
360 Infrastructure per colony each year

Costs
Fuel: 500k Liters of fuel/year
720x Duranium / year
720x Mercassium / year
720x Boronide / year
2160 UC / year


Mining equipment for Mercury
1x Bulwark “Cargo Ship”
15x Mining plants per year

Costs
Fuel: 500k Liters of fuel/year
3600 Corundium / year
3600 UC / Year
9
General C# Fiction / Re: Terran Union escapades...
« Last post by Jorgen_CAB on January 11, 2023, 05:20:41 PM »
Year 2100 to 2134

Earth
Population:   1.605m
Wealth:   49.8b UC (Union Credits)
Construction:   19796 BP
Refining:   5.62m   Liters/year
Naval Supplies:   10800   MSP/year

Strategic reserves
Fuel:   135.2m Liters
Naval supplies:   158k MSP

Naval construction
Military:   21k ton
Yards/Slipways   4 / 5

Commercial   620k ton
Yards/Slipways   6 / 6   


Luna
Population:   23.4m

Mars   
Population:   21.6m
Wealth:   507 UC
Terraformers:   3.25m workers


Noteworthy mineral resources in Sol

9m / 0.8 – Duranium – Mercury
17m / 1.0 – Sorium – Jupiter
10
General C# Fiction / Terran Union escapades...
« Last post by Jorgen_CAB on January 11, 2023, 05:19:10 PM »
This is just me sharing my current notes of a new single player campaign I decided to start as I wait for the next version to take me down the road a more complex multi faction campaign. The story of this one is rather boring... but basically there was a large devastating conflict on Earth in the late 21st century and almost half of the Erath population perished in one way or another. The terran Union was born out of the victorious nations from the remnants of the United Nations charter. The Union had about one billion people and another 3 billion was living in missreable no mans land, goverened by marauding states or just gangs and lords. The union was basically erecting large walls and fences until they could recolonize and help the rest of the world population.

I have played about 35 years of this campaig starting at roughly conventional start and the more interesting bit have just started so I start the description of this campaign from here.

Overview
Setup specifics

25% Research
50% Terraforming speed
5% Survey speed

1b People on Earth
3b Neutral population



Year... 2100-2134... http://aurora2.pentarch.org/index.php?topic=13181.msg163628#msg163628
Year... 2134... notes... http://aurora2.pentarch.org/index.php?topic=13181.msg163629#msg163629
Year... 2134... ship designs... http://aurora2.pentarch.org/index.php?topic=13182.msg163631#msg163631
Year... 2135... notes... http://aurora2.pentarch.org/index.php?topic=13181.msg163630#msg163630
Battle at Namars point!  http://aurora2.pentarch.org/index.php?topic=13181.msg163674#msg163674
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