Author Topic: What's Going On In Your Empire: C# Edition  (Read 72220 times)

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Offline Steve Walmsley

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Re: What's Going On In Your Empire: C# Edition
« Reply #285 on: October 29, 2022, 12:25:00 PM »
Explored two jump points in a system on the edge of my Empire in my WH40k campaign. One led to the fourth Hive Fleet (Swarm Race) I have encountered so far. The second led to a Necron (Precursor) system that also contained a second Aether Rift. Base probably required near here :)
 
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Offline lumporr

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Re: What's Going On In Your Empire: C# Edition
« Reply #286 on: November 21, 2022, 01:12:31 PM »
Currently running a 30% research speed game with three Sol-based player races - the Second United Nations (based on Earth), the Martian Republic (based on Mars), and the Jovian Concordat (based on Ganymede and a partially terraformed Calisto, Europa and Io). In addition, a neutral human race of six billion was generated on Earth, as well as a single NPR who has yet to show themselves.

The SUN started in financial crisis, with a quarter of the expected financial centers, and runs a fighter/carrier and missile doctrine. They have the best armor in the system, and are the only power to mount missiles in any real capacity. They have recently made the switch to box launchers over regular launchers after an initial conflict with the Jovians resulted in a stunning defeat-in-detail of SUN Frigate Squadron 01, Corvette Squadron Leo, Destroyer Squadron 01, and auxiliary forces (12 corvettes, 11 frigates, and 5 destroyers totalling 129,000 tons) - though the same conflict saw the capture of nearly all shared-body Jovian mining sites due to an enormous ground advantage (compressed carbon armor and plasma rifles vs laminate composite and particle beams). With the change to box launchers, as well as a new model of strikefighter capable of matching speed with the Jovians, the SUN leaders hope they have achieved parity in fleet effectiveness. If not, the situation may be dire for Earth going forward. They have two extra-solar colonies in development, though both lack critical minerals for expansion and are multiple-week journeys from Earth. The research for terraforming has been slow and of low-priority in the face of immediate threats, and the colonies have been left to languish somewhat. Most areas of activity have begun to stall in fact, as leaders begin to make key decisions about where fuel and minerals can be allocated. Only a single survey group is active at this time, and its findings have been lackluster. A sense of latent desperation spreads across Earth, and some look to military expansion as a way to alleviate their concerns.

The main workhorses for Earth:
Off-Topic: Dione II class Missile Destroyer • show
Dione II class Missile Destroyer      10,000 tons       152 Crew       1,150.5 BP       TCS 200    TH 1,250    EM 0
6250 km/s      Armour 1-41       Shields 0-0       HTK 32      Sensors 0/0/0/0      DCR 8      PPV 78
Maint Life 1.52 Years     MSP 635    AFR 100%    IFR 1.4%    1YR 310    5YR 4,647    Max Repair 625 MSP
Magazine 440   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 2 months    Morale Check Required   

Boeing N1250 'Titan' I-Drive (1)    Power 1250    Fuel Use 18.97%    Signature 1250    Explosion 10%
Fuel Capacity 162,000 Litres    Range 15.4 billion km (28 days at full power)

Lagos Island D40-50 Plasma Cannon (1)    Range 80,000km     TS: 6,250 km/s     Power 40-4     RM 10,000 km    ROF 50       
Northrop R80-T6 Targeting Computer (1)     Max Range: 80,000 km   TS: 6,000 km/s     88 75 62 50 38 25 12 0 0 0
GE-K M-Fusion Reactor 4 (1)     Total Power Output 4    Exp 7%

SOL S5 Missile Tube (88)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
SOL R100-33m Missile Computer (1)     Range 33.1m km    Resolution 100
SOL S5-9 Thermonuclear Missile (88)    Speed: 21,680 km/s    End: 23.1m     Range: 30m km    WH: 9    Size: 5    TH: 166/99/49

D-Net A11-R400 'Anti-Jovian' Sensor (1)     GPS 4480     Range 31.1m km    Resolution 400

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

Off-Topic: Triton class Corvette • show
Triton class Corvette      2,000 tons       21 Crew       317.5 BP       TCS 40    TH 375    EM 0
9375 km/s      Armour 3-14       Shields 0-0       HTK 13      Sensors 0/0/0/0      DCR 0      PPV 12
Maint Life 2.59 Years     MSP 194    AFR 43%    IFR 0.6%    1YR 41    5YR 612    Max Repair 187.5 MSP
Captain    Control Rating 1   BRG   
Intended Deployment Time: 3 days    Morale Check Required   

Boeing N375 'Triton' I-Drive (1)    Power 375    Fuel Use 116.91%    Signature 375    Explosion 15%
Fuel Capacity 60,000 Litres    Range 4.6 billion km (5 days at full power)

Lagos Island D40-50 Plasma Cannon (1)    Range 80,000km     TS: 9,375 km/s     Power 40-4     RM 10,000 km    ROF 50       
Lockheed R80-T6 Targeting Computer (1)     Max Range: 80,000 km   TS: 6,000 km/s     88 75 62 50 38 25 12 0 0 0
GE-K M-Fusion Reactor 4 (1)     Total Power Output 4    Exp 7%

Off-Topic: Styx class Strikefighter • show
Styx class Strikefighter      500 tons       4 Crew       104.4 BP       TCS 10    TH 105    EM 0
10508 km/s      Armour 3-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 4
Maint Life 2.42 Years     MSP 13    AFR 20%    IFR 0.3%    1YR 3    5YR 46    Max Repair 52.5 MSP
Flight Officer    Control Rating 1   
Intended Deployment Time: 1 days    Morale Check Required   

Boeing F150 'Styx' I-Drive (1)    Power 105    Fuel Use 1437.10%    Signature 105    Explosion 28%
Fuel Capacity 15,000 Litres    Range 0.38 billion km (9 hours at full power)

Lagos Island D6-10 Plasma Cannon (1)    Range 51,200km     TS: 10,508 km/s     Power 6-3     RM 10,000 km    ROF 10       
Northrop R51-T10 Targeting Computer (1)     Max Range: 51,200 km   TS: 10,000 km/s     80 61 41 22 2 0 0 0 0 0
GE-K M-Fusion Reactor 3 (1)     Total Power Output 3    Exp 7%

D-Net A2-R1 Sensor (1)     GPS 2     Range 1.6m km    MCR 143.6k km    Resolution 1

Off-Topic: Swift class Interceptor • show
Swift class Interceptor      500 tons       5 Crew       127.4 BP       TCS 10    TH 150    EM 0
15009 km/s      Armour 1-5       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0      PPV 3
Maint Life 5.51 Years     MSP 80    AFR 20%    IFR 0.3%    1YR 4    5YR 67    Max Repair 75 MSP
Flight Officer    Control Rating 1   
Intended Deployment Time: 1 days    Morale Check Required   

Boeing F200 'Swift' I-Drive (1)    Power 150    Fuel Use 1478.85%    Signature 150    Explosion 30%
Fuel Capacity 21,000 Litres    Range 0.51 billion km (9 hours at full power)

BAE D4-5 Railgun (1x4)    Range 10,000km     TS: 15,009 km/s     Power 3-3     RM 10,000 km    ROF 5       
Lockheed R64-T16 Targeting Computer (1)     Max Range: 64,000 km   TS: 16,000 km/s     84 69 53 38 22 6 0 0 0 0
GE-K M-Fusion Reactor 3 (1)     Total Power Output 3    Exp 7%

D-Net A2-R1 Sensor (1)     GPS 2     Range 1.6m km    MCR 143.6k km    Resolution 1

Off-Topic: Hydra class Bomber • show
Hydra class Bomber      500 tons       1 Crew       68.6 BP       TCS 10    TH 64    EM 0
6378 km/s      Armour 1-5       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 6
Maint Life 6.83 Years     MSP 38    AFR 20%    IFR 0.3%    1YR 1    5YR 21    Max Repair 31.875 MSP
Magazine 40   
Flight Officer    Control Rating 1   
Intended Deployment Time: 1 days    Morale Check Required   

Boeing F150 'Charon' I-Drive (1)    Power 63.8    Fuel Use 412.77%    Signature 63.75    Explosion 17%
Fuel Capacity 6,000 Litres    Range 0.52 billion km (22 hours at full power)

SOL S5 Missile Tube (8)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
SOL R10-7m Missile Computer (1)     Range 6.9m km    Resolution 10
SOL S5-12 Thermonuclear Torpedo (8)    Speed: 28,040 km/s    End: 2.4m     Range: 4.1m km    WH: 12    Size: 5    TH: 196/117/58

D-Net A3-R10 Sensor (1)     GPS 32     Range 4.9m km    Resolution 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

Off-Topic: Titan class Carrier • show
Titan class Carrier      50,000 tons       916 Crew       6,080.7 BP       TCS 1,000    TH 5,000    EM 0
5000 km/s      Armour 2-120       Shields 0-0       HTK 239      Sensors 12/5/0/0      DCR 48      PPV 0
Maint Life 1.97 Years     MSP 3,648    AFR 417%    IFR 5.8%    1YR 1,241    5YR 18,610    Max Repair 625 MSP
Hangar Deck Capacity 20,000 tons     
Commander    Control Rating 4   BRG   AUX   ENG   PFC   
Intended Deployment Time: 12 months    Flight Crew Berths 400    Morale Check Required   

Boeing N1250 'Titan' I-Drive (4)    Power 5000    Fuel Use 18.97%    Signature 1250    Explosion 10%
Fuel Capacity 2,179,000 Litres    Range 41.3 billion km (95 days at full power)

D-Net T12 Sensor (1)     Sensitivity 12     Detect Sig Strength 1000:  27.4m km
D-Net E5 Sensor (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km


The Martian Republic struggled with a lack of initial fuel reserves, compounded by a dearth of planetary refineries, but has since made up for these shortfalls by researching and deploying sorium stations around Uranus. Their fleets have proven to be without equal in Sol, mounting large railguns and impressive Epsilon shields. Their engine tech is on par with Earth, though they have generally been found to be more maneuverable than the SUN's carrier groups due to a higher uniform fleet speed. Further, they are so far the only humans to have encountered precursors, and though they have been forced to retreat with every engagement, they are uniquely practiced in anti-missile warfare. Further, though they are significantly slower than their Jovian counterparts, their shields and superior range have caused past engagements to tip uniformly in favor of Martian forces. Even further still, Martian capital ships universally carry a complement of boarding-capable marines who have proven invaluable in the capture of crippled Jovian ships as well as raiders encountered in the colonies. Martian fleet superiority in Sol at this point in time is simply a fact - a fact that Mars enjoys, as the other human nations struggle to implement counterstrategies. This is not the only area that the red planet finds itself preeminent in, however - Mars has four total extra-solar colonies, with an additional three planned. The most populous of these, Gradivus, has in total more minerals of every kind than Mars, Earth, or Ganymede combined, and is nearly entirely terraformed. The second, Oceanus, is home to a ruined outpost of a former civilization, as well as a similar glut of minerals. These colonies have been developing independently after initial shipments of automines and construction sites, and so far, neither the SUN or the Jovian Concordat are aware of their existence.

The backbone of Martian naval forces:
Off-Topic: Archer class Escort Frigate • show
Archer class Escort Frigate      8,000 tons       248 Crew       1,362.8 BP       TCS 160    TH 1,000    EM 0
6250 km/s      Armour 6-35       Shields 0-0       HTK 42      Sensors 0/0/0/0      DCR 6      PPV 36
Maint Life 1.93 Years     MSP 665    AFR 82%    IFR 1.1%    1YR 232    5YR 3,479    Max Repair 500 MSP
Navigator Second-Class    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months    Morale Check Required   

Maximinius Naval Class Ion Engine (1)    Power 1000    Fuel Use 24.75%    Signature 1000    Explosion 10%
Fuel Capacity 213,000 Litres    Range 19.4 billion km (35 days at full power)

Malchus 107mm Kinetic Driver (12x4)    Range 50,000km     TS: 6,250 km/s     Power 3-3     RM 50,000 km    ROF 5       
Polybius-Vedrix Point Defense Computation Block (2)     Max Range: 80,000 km   TS: 6,300 km/s     88 75 62 50 38 25 12 0 0 0
Sylla-Magnus 12-Point Magnetic Turbine (1)     Total Power Output 36.3    Exp 5%

Gallicus GRADAR S1.2 (1)     GPS 2     Range 1.5m km    MCR 136.2k km    Resolution 1

Off-Topic: Thunderous class Destroyer • show
Thunderous class Destroyer      16,000 tons       516 Crew       2,415.4 BP       TCS 320    TH 2,000    EM 2,550
6250 km/s      Armour 4-56       Shields 85-850       HTK 88      Sensors 0/0/0/0      DCR 18      PPV 64
Maint Life 1.91 Years     MSP 1,721    AFR 112%    IFR 1.6%    1YR 609    5YR 9,142    Max Repair 1000 MSP
Troop Capacity 250 tons     Boarding Capable   
Navigator First-Class    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 3 months    Morale Check Required   

Maximinius Capital Class Ion Engine (1)    Power 2000    Fuel Use 17.50%    Signature 2000    Explosion 10%
Fuel Capacity 317,000 Litres    Range 20.4 billion km (37 days at full power)
Primanus Epsilon Deflector Grid (1)     Recharge Time 850 seconds (0.1 per second)

Malchus 257mm Kinetic Driver (8x4)    Range 250,000km     TS: 6,250 km/s     Power 15-3     RM 50,000 km    ROF 25       
Polybius-Vedrix Capital Computation Block (1)     Max Range: 256,000 km   TS: 6,300 km/s     96 92 88 84 80 77 73 69 65 61
Sylla-Magnus 8-Point Magnetic Turbine (1)     Total Power Output 24.1    Exp 5%

Gallicus GRADAR S1.2 (1)     GPS 2     Range 1.5m km    MCR 136.2k km    Resolution 1

Off-Topic: Justicar class Cruiser • show
Justicar class Cruiser      32,000 tons       923 Crew       4,773.1 BP       TCS 640    TH 4,000    EM 5,100
6250 km/s      Armour 6-89       Shields 170-850       HTK 177      Sensors 8/6/0/0      DCR 38      PPV 96
Maint Life 1.99 Years     MSP 3,547    AFR 216%    IFR 3.0%    1YR 1,194    5YR 17,907    Max Repair 1000 MSP
Troop Capacity 250 tons     Boarding Capable   
Navigator First-Class    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Maximinius Capital Class Ion Engine (2)    Power 4000    Fuel Use 17.50%    Signature 2000    Explosion 10%
Fuel Capacity 1,552,000 Litres    Range 49.9 billion km (92 days at full power)
Primanus Epsilon Deflector Grid (2)     Recharge Time 850 seconds (0.2 per second)

Malchus 257mm Kinetic Driver (12x4)    Range 250,000km     TS: 6,250 km/s     Power 15-3     RM 50,000 km    ROF 25       
Polybius-Vedrix Capital Computation Block (2)     Max Range: 256,000 km   TS: 6,300 km/s     96 92 88 84 80 77 73 69 65 61
Sylla-Magnus 12-Point Magnetic Turbine (1)     Total Power Output 36.3    Exp 5%

Gallicus GRADAR S1.2 (1)     GPS 2     Range 1.5m km    MCR 136.2k km    Resolution 1
Gallicus TDAR C8 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
Gallicus EMDAR C6 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

Off-Topic: Sentinel class Escort Cruiser • show
Sentinel class Escort Cruiser      32,000 tons       907 Crew       4,994.3 BP       TCS 640    TH 4,000    EM 5,100
6250 km/s      Armour 6-89       Shields 170-850       HTK 165      Sensors 8/6/0/0      DCR 38      PPV 96
Maint Life 2.04 Years     MSP 3,711    AFR 216%    IFR 3.0%    1YR 1,187    5YR 17,810    Max Repair 1000 MSP
Troop Capacity 250 tons     Boarding Capable   
Navigator First-Class    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Maximinius Capital Class Ion Engine (2)    Power 4000    Fuel Use 17.50%    Signature 2000    Explosion 10%
Fuel Capacity 1,656,000 Litres    Range 53.2 billion km (98 days at full power)
Primanus Epsilon Deflector Grid (2)     Recharge Time 850 seconds (0.2 per second)

Malchus 107mm Kinetic Driver (32x4)    Range 50,000km     TS: 6,250 km/s     Power 3-3     RM 50,000 km    ROF 5       
Polybius-Vedrix Point Defense Computation Block (2)     Max Range: 80,000 km   TS: 6,300 km/s     88 75 62 50 38 25 12 0 0 0
Sylla-Magnus 32-Point Magnetic Turbine (1)     Total Power Output 97.6    Exp 5%

Gallicus GRADAR S12 (1)     GPS 12     Range 4.8m km    MCR 430.9k km    Resolution 1
Gallicus TDAR C8 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
Gallicus EMDAR C6 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

Off-Topic: Divinity class Battleship • show
Divinity class Battleship      48,000 tons       1,442 Crew       7,368.2 BP       TCS 960    TH 6,000    EM 10,200
6250 km/s      Armour 9-117       Shields 340-850       HTK 249      Sensors 8/6/0/0      DCR 58      PPV 160
Maint Life 2.02 Years     MSP 5,574    AFR 318%    IFR 4.4%    1YR 1,819    5YR 27,283    Max Repair 1000 MSP
Troop Capacity 250 tons     Boarding Capable   
Commandant    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 3 months    Morale Check Required   

Maximinius Capital Class Ion Engine (3)    Power 6000    Fuel Use 17.50%    Signature 2000    Explosion 10%
Fuel Capacity 894,000 Litres    Range 19.2 billion km (35 days at full power)
Primanus Epsilon Deflector Grid (4)     Recharge Time 850 seconds (0.4 per second)

Malchus 257mm Kinetic Driver (20x4)    Range 250,000km     TS: 6,250 km/s     Power 15-3     RM 50,000 km    ROF 25       
Polybius-Vedrix Capital Computation Block (2)     Max Range: 256,000 km   TS: 6,300 km/s     96 92 88 84 80 77 73 69 65 61
Sylla-Magnus 20-Point Magnetic Turbine (1)     Total Power Output 60.2    Exp 5%

Gallicus GRADAR S1.2 (1)     GPS 2     Range 1.5m km    MCR 136.2k km    Resolution 1
Gallicus TDAR C8 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
Gallicus EMDAR C6 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km


The Jovians are the odd ducks of the Solar system. Nearly all of their initial research went into maximizing engine output, and of the rest, most of that went into particle lances, even at the expense of jump drives. As such, they have been confined to Sol far more tightly than their counterparts, though they have used the time to concentrate and consolidate power through aggressive maneuvering and bold posturing. Of the four major conflicts in Sol, three were started by gung-ho Jovian officers, and in their skirmishes major and minor, they have only lost a single engagement. This attitude is a necessity - they have by far the lowest population of the three powers, and although they have finally finished terraforming the last major Jovian moon of Io, they still have quite a ways to catch up. Due to the loss of their private mining colonies to the SUN and a lack of extra-solar exploitation, as well as extensive naval race to catch up to their rivals, they have been feeling the mineral crunch hardest, and are actively looking for a juicy colonial prize to snatch from their human brethren. Relations between Jupiter and Earth have been soured past the point of reparation, though both powers fear the growing hegemony of Mars, and may look to each other as the only way to stand against the greater threat. That being said, tensions between Mars and Ganymede have been lessening as of late, with trade even resuming in some parts of the system. If this is the opportunity to cut Earth's shipyards out of the sky, the Jovians would be more than ready to take it.

The Jovian fleet is comprised entirely of these two ships, with a third, much smaller patrol vessel about to enter service:
Off-Topic: Maderexian Monolith class Hunter • show
Maderexian Monolith class Hunter      20,000 tons       552 Crew       4,203.3 BP       TCS 400    TH 3,000    EM 0
10000 km/s      Armour 4-65       Shields 0-0       HTK 88      Sensors 0/0/0/0      DCR 21      PPV 63
Maint Life 1.06 Years     MSP 2,801    AFR 151%    IFR 2.1%    1YR 2,505    5YR 37,576    Max Repair 2500 MSP
Sorcerer Sanguine    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 2 months    Morale Check Required   

Urgosian Cylinder First Pattern (1)    Power 4000    Fuel Use 14.00%    Signature 3000.00    Explosion 10%
Fuel Capacity 310,000 Litres    Range 19.9 billion km (23 days at full power)

Zsingi Sunlance First Pattern (3)    Range 200,000km     TS: 10,000 km/s     Power 37-3.75    ROF 50       
Zsingi Intervener First Pattern (5x4)    Range 10,000km     TS: 10,000 km/s     Power 3-3     RM 10,000 km    ROF 5       
Zsingi Celeritous Eye of Judgement First Pattern (2)     Max Range: 256,000 km   TS: 10,500 km/s     96 92 88 84 80 77 73 69 65 61
Zsingi Wellspring of Maderex First Pattern (1)     Total Power Output 27    Exp 7%

Temirian Eye of Triangulation First Pattern (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1

Off-Topic: Amberlight class Drakar • show
Amberlight class Drakar      25,000 tons       812 Crew       5,104.9 BP       TCS 500    TH 3,000    EM 0
8000 km/s      Armour 6-76       Shields 0-0       HTK 147      Sensors 8/6/0/0      DCR 38      PPV 94
Maint Life 1.84 Years     MSP 4,849    AFR 132%    IFR 1.8%    1YR 1,809    5YR 27,132    Max Repair 2500 MSP
Sorcerer Sanguine    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Urgosian Cylinder First Pattern (1)    Power 4000    Fuel Use 14.00%    Signature 3000.00    Explosion 10%
Fuel Capacity 913,000 Litres    Range 47 billion km (67 days at full power)

Zsingi Sunlance First Pattern (4)    Range 200,000km     TS: 8,000 km/s     Power 37-3.75    ROF 50       
Zsingi Intervener First Pattern (10x4)    Range 10,000km     TS: 8,000 km/s     Power 3-3     RM 10,000 km    ROF 5       
Zsingi Eye of Judgement First Pattern (2)     Max Range: 256,000 km   TS: 8,100 km/s     96 92 88 84 80 77 73 69 65 61
Zsingi Amberlight Wellspring First Pattern (1)     Total Power Output 45.1    Exp 7%

Temirian Eye of Triangulation First Pattern (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Temirian Eye of Rhythm First Pattern (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Temirian Eye of Warmth First Pattern (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

Off-Topic: Godray class Monitor • show
Godray class Monitor      2,000 tons       58 Crew       461.3 BP       TCS 40    TH 250    EM 0
6250 km/s      Armour 3-14       Shields 0-0       HTK 17      Sensors 0/0/0/0      DCR 1      PPV 16
Maint Life 3.58 Years     MSP 216    AFR 21%    IFR 0.3%    1YR 26    5YR 390    Max Repair 195 MSP
Sorcerer Aurum    Control Rating 1   BRG   
Intended Deployment Time: 1 months    Morale Check Required   

Urgosian Fractional Cylinder First Pattern (1)    Power 250    Fuel Use 109.38%    Signature 250    Explosion 12%
Fuel Capacity 70,000 Litres    Range 5.8 billion km (10 days at full power)

Zsingi Sunlance First Pattern (1)    Range 200,000km     TS: 6,250 km/s     Power 37-3.75    ROF 50       
Zsingi Point of Judgement First Pattern (1)     Max Range: 256,000 km   TS: 5,100 km/s     96 92 88 84 80 77 73 69 65 61
Zsingi Godray Wellspring First Pattern (1)     Total Power Output 3.8    Exp 7%


Right now, Sol stands on a precipice. Mars and Earth, having both recently completed research and deployment of salvage ships, are posturing aggressively over old SUN wreckage. Battle fleets have left orbit on both sides. The largest Jovian hunter group ever mobilized has been dispatched towards the conflict zone, and incidentally, towards Earth. Private mining colonies have been reinforced by ground troops on all fronts. Fourteen billion people hold their breath across a dozen different worlds.

Honestly, I'm really unsure of how to proceed next. I am afraid that the coming battle will result in one or two of the races losing their navy and shipyards, which would perhaps mean hegemony for the survivors. However, the alternative of concessions and perhaps partial surrender might also be similarly dooming at this stage of mineral crunch. I tend to quit games and start anew when I get too stressed about minerals, and it might be entering that stage for the SUN and the Jovians, though the Martians are doing so well that I really want to play this out. I've thought about surrendering the wrecks as the SUN and Mars forcefully remove the salvage ships and tech from Earth if they win a major engagement, which is harsh (especially given the research invested) but isn't certain doom. Though, that still leaves the Jovians to deal with. I've run "simulations" of the conflict a few times, and things with Earth and Jupiter go either way depending on decisions made in the conflict. I'm just not sure how to play it, honestly. Anyone with multiple player races have any advice when you're not sure which way to go with things? Also, feel free to share general thoughts about ships or naming conventions or anything! Map screenshots, further ship designs, population numbers etc. can all be provided upon request ;D
« Last Edit: November 22, 2022, 01:45:05 AM by lumporr »
 
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Offline Garfunkel

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Re: What's Going On In Your Empire: C# Edition
« Reply #287 on: November 21, 2022, 10:43:17 PM »
Use the RP traits of leaders as guidance and then roll a dice to decide. Remember, a defeated power can always make a comeback a decade down the line if an opportunity presents itself.
 
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Offline StarshipCactus

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Re: What's Going On In Your Empire: C# Edition
« Reply #288 on: November 22, 2022, 02:19:12 AM »
Yeah, you could do some rng type stuff to decide between any good options.
 
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Offline Vandermeer

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Re: What's Going On In Your Empire: C# Edition
« Reply #289 on: December 01, 2022, 01:34:25 PM »
In classic Aurora I always saved big on maintenance costs by storing garrison fleets and also my main big ships in planetary hangars when not using them, since there was no maintenance costs for military hangars on ground installations.

Since I seem to always struggle with building up enough maintenance capacity and supplies in C# now, I finally came around to testing today whether this could still be a viable strategy if I replaced those ground-hangars with orbital stations. ...After all, in VB Aurora, carriers were super efficient with maintenance by themselves already ('cause hangars don't break), so there might be saving in having expensive ships stored in other, cheaper "ships".

Using this as a station:
Code: [Select]
Philadelphia DY class Dockyard      500,000 tons       6,028 Crew       50,337.5 BP       TCS 10,000    TH 0    EM 0
1 km/s      Armour 3-561       Shields 0-0       HTK 2302      Sensors 8/8/0/0      DCR 185      PPV 0
Maint Life 1.08 Years     MSP 11,640    AFR 10811%    IFR 150.1%    1YR 10,120    5YR 151,806    Max Repair 250 MSP
Hangar Deck Capacity 420,000 tons     Magazine 1,600   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Flight Crew Berths 8,400    Morale Check Required   

Fuel Capacity 15,272,000 Litres    Range N/A

Pleiades Program Gradar r.24m-res6.5k-1 (1)     GPS 1560     Range 24.3m km    Resolution 130
Pleiades Program Navigation Sensor r.430k/4.7m-1 (1)     GPS 12     Range 4.8m km    MCR 430.9k km    Resolution 1
Civil Aviation Computer EM8-1 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
Civil Webb Spectroscope TH8-1 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
And 8 of those as parasites:
Code: [Select]
Kodiak EW class Destroyer      40,000 tons       967 Crew       4,732.1 BP       TCS 800    TH 1,920    EM 450
2400 km/s      Armour 6-104       Shields 15-300       HTK 252      Sensors 32/32/0/0      DCR 25      PPV 208.96
Maint Life 2.06 Years     MSP 1,848    AFR 512%    IFR 7.1%    1YR 581    5YR 8,711    Max Repair 240 MSP
Magazine 2,000   
Commander    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 12 months    Morale Check Required   

EP480 Kodiak P2 Ion Thruster (4)    Power 1920    Fuel Use 28.58%    Signature 480    Explosion 10%
Fuel Capacity 1,961,000 Litres    Range 30.9 billion km (148 days at full power)
Magnetic Burst Shield (s15-300r-500t) (1)     Recharge Time 300 seconds (0.1 per second)

Twin Flak Cannon Turret (6x-20k) (3x6)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Bridge Tactical Control r.192k-12kps (1)     Max Range: 192,000 km   TS: 12,000 km/s     95 90 84 79 74 69 64 58 53 48

600mm Barrel Repetier (4/0.4-600r) (100)     Missile Size: 4    Rate of Fire 600
600mm Kodiak Artillery Cannon r.158m-res6.5k-400t (2)     Range 158.4m km    Resolution 130
600mm "Hvy Thumper" Cannon Shell (500)    Speed: 9,600 km/s    End: 273.9m     Range: 157.8m km    WH: 4    Size: 4    TH: 44/26/13

Two-Point LR Gradar System r.151m-res16k-16 (1)     GPS 61440     Range 151.2m km    Resolution 320
Kodiak Project Perimeter Net r.1.4m/15.6m-8 (1)     GPS 96     Range 15.6m km    MCR 1.4m km    Resolution 1
TH32-4 Destroyer Telescope Sights (1)     Sensitivity 32     Detect Sig Strength 1000:  44.7m km
EM32-4 Destroyer Intelligence Suite (1)     Sensitivity 32     Detect Sig Strength 1000:  44.7m km

ECCM-1 (2)         ECM 10
There are also some strikecraft around, which cost maintenance, but I should now be able to see whether this works by looking at differences in MSP consumption. The numbers came out as this:
1) Dockyard and 8 Destroyers around Earth: very exactly 400MSP per 5day
2) Dockyard around Earth, 8 Destroyers docked on it: 270MSP per 5day (yay, so docking does confirmed save costs of things inside)
however:
3) Dockyard somewhere else, 8 Destroyers around Earth: 220MSP per 5day

...So the dockyard costs 180MSP per 5day, while the destroyers cost 130. I could store 2.5 more, but even then I would at best save 170MSP, so still a negative.
The overhauls and repairs are free in this thing of course, which is nice, but sadly it doesn't seem to alleviate the huge investment.(large shipyard+build costs+extra MSP upkeep+80kt more tonnage to maintain)

Maybe it would fare better with only high consuming parasites, but that was not what I came to test. I wanted a fleet harbor, but it seems not even plausible with these relatively high cost/maintenance 0-1 system range defender ships.


The cause for that might be of course that hangar decks now seem to have significant maintenance upkeep. Other than 2 magazines and 4 size-1 sensors, there is after all nothing else on these dockyards, yet even 185 engineering sections give it barely 1 year expected lifetime.
All is not lost however. The magazines are a flaw, and if I have learned anything in VB Aurora, then that the moon is made of cheese, so next I will test this:
1 Strip the expensive magazine components, so that max-repair comes down to 16MSP.
2 Then the Dockyard will sit at the moon without support, so it will deteriorate.
3 Since there can't be more components breaking than 1 at once, there will never be a higher MSP order than 16 per 5days.
4 Whatever the life clock says is irrelevant at that point. If it still says 1 year, good sir, I must correct you, for 11640MSP/16 = 727 '5days', also known under his snazzy artist's name '10years'.
5 Hangars still operate normally, thus 400k fleet support + repair and overhaul for the low low price of ~20MSP a week. 8)


Well, I will test it. I confirmed this worked in VB Aurora, because my Star Swarm/Caravan race game was built on this strategy where the huge 10mt mothership could last 70 or perhaps over 100 years without refill or something. It all depended on whether saving MSP through docking was possible at all. I already confirmed it wasn't working using civil hangars, so my morale was low. ..But since savings appear for military hangars now, chances are high this goes through after all.
Let's see if there is a god out there that will stop me.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Laurence

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Re: What's Going On In Your Empire: C# Edition
« Reply #290 on: December 01, 2022, 08:06:57 PM »
Let's see if there is a god out there that will stop me.

If there is, I suspect his name is Steve.  ;D
 

Offline misanthropope

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Re: What's Going On In Your Empire: C# Edition
« Reply #291 on: December 02, 2022, 10:23:12 AM »
it's like the vb6 "death star" cheese, only you're using it to make an abusive... warehouse?
 

Offline Vandermeer

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Re: What's Going On In Your Empire: C# Edition
« Reply #292 on: December 02, 2022, 12:22:30 PM »
If there is, I suspect his name is Steve.  ;D
Ahh, the man in the moon that takes all the cheese away. But if that happens, I don't mind. Aurora gets better, and there will always be another quirk to test.

it's like the vb6 "death star" cheese, only you're using it to make an abusive... warehouse?
Good one. ;D But well, you know, in war, amateurs think strategy, while professionals cudgel you with their beefed up megaton warehouse logistics.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Jorgen_CAB

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Re: What's Going On In Your Empire: C# Edition
« Reply #293 on: December 02, 2022, 02:31:34 PM »
Cost saving for storing ships in a hangar is basically the difference in cost of the hangar and what you store in it. This means that with early game ships hangars is more expensive and with really advance technology you will save quite allot of MSP storing them inside a hangar.

The caveat is then ofcourse that you need more production capacity as you will need to basically have twice the tonnage of "ships"... at the end it will be very difficult to make this strategy very effective in the current version of Aurora.

You are probably better off dismantling ships and store the components and re-build them if you need them later, that probably save you more logistically in the long run but you lack strategic flexibility for a read fleet, but economically over time you will likely benefit from this. You don't need to build a gigantic fleet but rather store components to quickly asseble ships when a war is near or is forced upon you. In my campaign even older components is stored for some time as they can be used later on if there is a need for them rather than scrap them.
 

Offline Vandermeer

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Re: What's Going On In Your Empire: C# Edition
« Reply #294 on: December 28, 2022, 02:10:23 PM »
I found this interesting Gas Giant, which also happens to be my current best (albeit still bad) fuel source:



The dot display doesn't really capture the true size of the planetary body, so I drew the blue circle to show it practically scrape-surfs the sun for a couple minutes on its grand 2.8 hour year. I could make a calculation with the data available, but even without I am pretty sure that this lays way within the Roche-limit of the planet, and surely causes some disastrous tides on the star itself as well.
With this knowledge I am tempted to rename it into something that makes its relationship with the star clearer, because to me it just appears like perhaps a gigantic solar flare that formed into a temporary moon-like amorphous shapeshifting blob/starchild, soon to be reabsorbed. Coincidentally this also matches with the observed stellar class temper of red dwarf stars, who are prone to violent outbursts and power fluctuations. ..Maybe it just coughed too hard one time, and now there is this aberration.

How we have the tech to actually maintain a mining platform there, hui. I'd like to think they actually wait some distance away and simply catch Sorium that the star expels from its innards on every scraping near-merger. I could imagine some hefty rich solar winds focused into scoop-able rings from the satellites gravity just behind.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 
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Offline Garfunkel

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Re: What's Going On In Your Empire: C# Edition
« Reply #295 on: December 29, 2022, 05:22:11 AM »
Whoa  8)
 

Offline StarshipCactus

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Re: What's Going On In Your Empire: C# Edition
« Reply #296 on: January 05, 2023, 02:34:33 AM »
You could SM the gas giant a bit further away to make it less weird. Even just another 100K KM.
 

Offline Vandermeer

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Re: What's Going On In Your Empire: C# Edition
« Reply #297 on: January 05, 2023, 02:58:48 AM »
You could SM the gas giant a bit further away to make it less weird. Even just another 100K KM.
I would never do that! Space's curiosities is what we came for in the first place. This is like a Star Trek episode. ;)
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline sneer

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Re: What's Going On In Your Empire: C# Edition
« Reply #298 on: January 09, 2023, 10:37:19 AM »
returning to aurora after a while
6bn pop and 2bn industry Earth with death spiral disaster current year 2104
Some time ago I got rolled an NPR with higher tech ( propulsion and missiles) with fleet heavily into missiles and with something like 1.5 mil tonnage in warships
620 size 4 and 300+ size 1 missiles per salvo earned them some respect and as their homeworld was close to JP they were always ready to fight my entering
I have lost in some attempts few 50k cruisers and decided to let them be. they were 6 transits from earth and I have put heavy minefields on JPs
Quite recently I went into long short intervals periods which made game far from fun. I decided to finish problem ( other fleets than mine roaming in space)
It took 2 years of preperations. I have build some 80k heavily tanked ships for spearhead and jumped with rest of my beam mostly fleet ( above  1mil total tonnage)
Battle took me something like 3 hours to complete and system is cleared of enemy in space. troops are packing into transports and this chapter of my Empire history will be soon closed
epic moment :)
 

Offline sneer

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Re: What's Going On In Your Empire: C# Edition
« Reply #299 on: January 10, 2023, 04:37:08 PM »
long story short
My 450k sized assault army did have a long life
I must say planetary assault may be a higher challenge than space domination in aurora