Aurora 4x

C# Aurora => General Discussion => Topic started by: JustAnotherDude on April 26, 2020, 12:32:20 PM

Title: What's Going On In Your Empire: C# Edition
Post by: JustAnotherDude on April 26, 2020, 12:32:20 PM
Didn't see an equivalent for the VB6 thread so I thought that I'd start it up.

Recently the Solar Dominion began it's expansion into three of it's neighboring systems, allocating two Gaia class terminating stations to a single planet in each system. All of these planets are host to a number of different mineral deposits, notably Alpha Centauri A-1 which has 5 million tons of accessibility .8 Gallacite. In anticipation of the increased demand for naval garrisons shipbuilding has sped up, with 4 Minotaur Heavy Cruisers being laid down along with 12 Gemini Destroyer Escorts that will be spread among the growing colonies. Current fleet tonnage is around 180,000, most of it in the aforementioned Minotaurs, which mix an impressive missile salvo depth of 25 size 8 SERAPH anti-ship missiles and a passable point defense suite. In the event of a actual battle, however, it's armor is it's greatest asset. 12 layers of protection make the occasional missile leak essentially irrelevant, making operations independent of escorts viable. In the event of a war it is expected that these cruisers will form the bulk of Dominion force projection. A light cruiser design, designed to harass in enemy territory before the main force of the fleet arrives, has begun to be considered as well, though no shipyard is capable of beginning construction for at least a year. Given the inflexibility of current fleet doctrine, which is simply using the large salvoes of Minotaur to deal as much damage to opposing fleets before Gladius Destroyers, armed with lasers, clean up the rest, the NAV-WAR office considers it essential that new avenues be explored as quickly as possible.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: DoctorDanny on April 26, 2020, 02:39:22 PM
Well, it seems that Humanity's expansion in my universe is slow but steady.
Earth's natural resources have been depleted, but several nearby systems now house proud humans that supply the homeworld with a steady stream of minerals.

The strong state is supported by numerous private companies that mine the astroids of Sol, Proxima Centauri and Cygnus.
Three planets, including Mars have been terraformed to better support human settlers.

The true challenge for humanity comes in the form of the Hershell 5173 System though.
No less than SEVEN worlds that are capable of supporting humans with little or no terraforming required.
Couple that with 5 low gravity worlds that also look very hospitable and you have a veritable New Eden for humanity.

The only trouble in paradise are the pesky aliens that seem to inhabit the sixth moon of the third planet.
These egotistical bastards are truly unreasonable and refuse to share their system with us.
What's more, their technology seems to be leaps ahead of ours.

The proud human navy was sent back to Sol in tatters and the High Admiral has been imprisoned for his incompetance.
A new fleet, with long range missiles is being assembled right now...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: SpaceMarine on April 26, 2020, 02:41:16 PM
What is going on in my empire is a lot of testing for this mysterious god known as "youtube" but in all seriousness, I have unfortunately not been able to do another AAR or game due to the need for tutorials and IRL, I hope to start up a new AAR in 1.9
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Bremen on April 26, 2020, 03:05:48 PM
The first system I explored out of Sol had deserted intact cities from a tech level 4 civilization.

(https://i.imgur.com/6e7i6ZH.png)

Still over 1500 installations left to recover. I don't expect this to be a challenging start :P
Title: Re: What's Going On In Your Empire: C# Edition
Post by: DoctorDanny on April 26, 2020, 03:08:11 PM
What is going on in my empire is a lot of testing for this mysterious god known as "youtube" but in all seriousness, I have unfortunately not been able to do another AAR or game due to the need for tutorials and IRL, I hope to start up a new AAR in 1.9

And don't you dare stop making them ;)
I still have lots to learn regarding combat.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: SpaceMarine on April 26, 2020, 03:17:08 PM
I blame this on serbeardian, I told him if he didnt do a tutorial series I will have to, now I have the curse of the content creator, always a slave to my viewers hahaha
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ardis on April 26, 2020, 07:16:32 PM
After a period of "ohgodwereallgonnadie" that followed the discovery that there was an entire squadron of hostile alien warships sitting in a system right next door from Sol while I not only had no armed ships, but hadn't even researched any military technologies, the Terran Dominion can finally feel itself secure enough.  Luckily, the xenos didn't bother to survey that one system more, which gave me the time to close the tech gap and build a fleet.  Now, however, the Dominion is learning that crossing interstellar distances in the blink of an eye, harnessing the energies of stellar cores and confronting armadas of ships that could obliterate entire worlds are all rather trivial pursuits next to the challenge of moving some dudes and their stuff around.  The 18000-tonners that can keep space free of even the mightiest alien vessels are dwarfed by the monsters I need to make sure that ground troops land safely under fire from STO batteries.  Over fifty thousand tons of dropship are required to move a single battalion, and I need five of those blasted things for a brigade.  It'll take years just to build enough maintenance facilities to keep them from falling apart.  And in the process of designing my ground troops I realised just how much supplies a brigade consumes.  If the fighting takes more than two weeks, my soldiers will be down to finger pistols and shouting "bang!".  I could make a large "supply dump"-type HQ, but it won't fit in a dropship.  I'd have to make the ship even bigger, but a) that would be an engineering challenge (make it fast enough, durable enough, spacious enough), b) it'd take yet more time to expand the shipyards and build the darn thing.  I could set up a series of smaller supply HQs, but that makes for a really ugly command chain and doesn't save me from building a lot of additional dropship tonnage anyway.  And all this for a single brigade.  What must it look like when you drop multiple divisions to take a hostile homeworld?! Ugh.  Logistics while the enemy has anti-orbital firepower are a female dog.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: JacenHan on April 26, 2020, 07:23:58 PM
After a period of "ohgodwereallgonnadie" that followed the discovery that there was an entire squadron of hostile alien warships sitting in a system right next door from Sol while I not only had no armed ships, but hadn't even researched any military technologies, the Terran Dominion can finally feel itself secure enough.  Luckily, the xenos didn't bother to survey that one system more, which gave me the time to close the tech gap and build a fleet.  Now, however, the Dominion is learning that crossing interstellar distances in the blink of an eye, harnessing the energies of stellar cores and confronting armadas of ships that could obliterate entire worlds are all rather trivial pursuits next to the challenge of moving some dudes and their stuff around.  The 18000-tonners that can keep space free of even the mightiest alien vessels are dwarfed by the monsters I need to make sure that ground troops land safely under fire from STO batteries.  Over fifty thousand tons of dropship are required to move a single battalion, and I need five of those blasted things for a brigade.  It'll take years just to build enough maintenance facilities to keep them from falling apart.  And in the process of designing my ground troops I realised just how much supplies a brigade consumes.  If the fighting takes more than two weeks, my soldiers will be down to finger pistols and shouting "bang!".  I could make a large "supply dump"-type HQ, but it won't fit in a dropship.  I'd have to make the ship even bigger, but a) that would be an engineering challenge (make it fast enough, durable enough, spacious enough), b) it'd take yet more time to expand the shipyards and build the darn thing.  I could set up a series of smaller supply HQs, but that makes for a really ugly command chain and doesn't save me from building a lot of additional dropship tonnage anyway.  And all this for a single brigade.  What must it look like when you drop multiple divisions to take a hostile homeworld?! Ugh.  Logistics while the enemy has anti-orbital firepower are a female dog.

Maybe a little late for this, but troop transport bays (including drop-capable ones) are commercial components, so you can build maintenance-free transport ships to build in commercial shipyards.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kof on April 26, 2020, 07:42:49 PM
I have encountered two alien races. Both of which are pot smoking and totally peace lovin'. I have fondly name them "the Puddy cats" and "Questionable Morals" (given the numerous reports of their communal orgasmic inclinations). We have all been serenely sharing the galaxy - like a perfect marriage, zero talk - for the last 25 years.

My recently completed drop ship fleet of 12 vessels are about to disabuse them of their naieve and childish notions - peace and goodwill my puckered sphicnter! Humanity knows only destruction and pillage and we're about to show our true colours.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ardis on April 26, 2020, 10:54:40 PM
Quote from: JacenHan link=topic=11100. msg128416#msg128416 date=1587947038
Maybe a little late for this, but troop transport bays (including drop-capable ones) are commercial components, so you can build maintenance-free transport ships to build in commercial shipyards.
It'd never even have occurred to me that drop bays of all things may be commercial.  Alright, this changes a lot.  Thanks!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: the obelisk on April 26, 2020, 11:07:44 PM
Despite having explored several jumps in every direction, the United Nations of America's biggest challenges so far have been inadequate maintenance facilities, making sure the survey ships return before breaking, a fuel shortage, and a colonized planet's water freezing the moment terraforming started, dropping the temperature drastically.  Things lately have largely focused on expanding that colony, up until the placement of some planetary sensors revealed the existence of an alien population on another moon orbiting the same gas giant as the colony.  Based on ELINT analysis, the population is believed to be pre-Transnewtonian, and the newly refurbished and expanded American army will be employed as a peacekeeping force when the moon is interested as a new American territory.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: mike2R on April 27, 2020, 03:14:39 AM
The Terran Federation has become increasing dysfunctional, as the date of a doomsday prophecy which foretells the end of reality itself, and is known only as "One Point Nine", is imminent.

Most ignore it, considering it a conspiracy theory, like the panicked rumours of One Point Eight that circulated a few decades previously. 

But others note that many high church ministers, and even the Vicar of One Point Seven Point Three himself, have secluded themselves in prayer and contemplation.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Vasious on April 27, 2020, 05:25:55 AM
My Empire is but notes in a note book at present awaiting the leave that will allow time for the narrative to begin
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Tunsku on April 27, 2020, 05:49:49 AM
After a period of "ohgodwereallgonnadie" that followed the discovery that there was an entire squadron of hostile alien warships sitting in a system right next door from Sol while I not only had no armed ships, but hadn't even researched any military technologies, the Terran Dominion can finally feel itself secure enough.  Luckily, the xenos didn't bother to survey that one system more, which gave me the time to close the tech gap and build a fleet.  Now, however, the Dominion is learning that crossing interstellar distances in the blink of an eye, harnessing the energies of stellar cores and confronting armadas of ships that could obliterate entire worlds are all rather trivial pursuits next to the challenge of moving some dudes and their stuff around.  The 18000-tonners that can keep space free of even the mightiest alien vessels are dwarfed by the monsters I need to make sure that ground troops land safely under fire from STO batteries.  Over fifty thousand tons of dropship are required to move a single battalion, and I need five of those blasted things for a brigade.  It'll take years just to build enough maintenance facilities to keep them from falling apart.  And in the process of designing my ground troops I realised just how much supplies a brigade consumes.  If the fighting takes more than two weeks, my soldiers will be down to finger pistols and shouting "bang!".  I could make a large "supply dump"-type HQ, but it won't fit in a dropship.  I'd have to make the ship even bigger, but a) that would be an engineering challenge (make it fast enough, durable enough, spacious enough), b) it'd take yet more time to expand the shipyards and build the darn thing.  I could set up a series of smaller supply HQs, but that makes for a really ugly command chain and doesn't save me from building a lot of additional dropship tonnage anyway.  And all this for a single brigade.  What must it look like when you drop multiple divisions to take a hostile homeworld?! Ugh.  Logistics while the enemy has anti-orbital firepower are a female dog.

How big are your batallions? Or brigades?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: SpikeTheHobbitMage on April 27, 2020, 08:11:10 AM
I finished grav-surveying Sol.  It isn't the first time I've seen a system with only one jump point, but it is the first time I've seen one out by Pluto.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on April 27, 2020, 08:31:44 AM
After a period of "ohgodwereallgonnadie" that followed the discovery that there was an entire squadron of hostile alien warships sitting in a system right next door from Sol while I not only had no armed ships, but hadn't even researched any military technologies, the Terran Dominion can finally feel itself secure enough.  Luckily, the xenos didn't bother to survey that one system more, which gave me the time to close the tech gap and build a fleet.  Now, however, the Dominion is learning that crossing interstellar distances in the blink of an eye, harnessing the energies of stellar cores and confronting armadas of ships that could obliterate entire worlds are all rather trivial pursuits next to the challenge of moving some dudes and their stuff around.  The 18000-tonners that can keep space free of even the mightiest alien vessels are dwarfed by the monsters I need to make sure that ground troops land safely under fire from STO batteries.  Over fifty thousand tons of dropship are required to move a single battalion, and I need five of those blasted things for a brigade.  It'll take years just to build enough maintenance facilities to keep them from falling apart.  And in the process of designing my ground troops I realised just how much supplies a brigade consumes.  If the fighting takes more than two weeks, my soldiers will be down to finger pistols and shouting "bang!".  I could make a large "supply dump"-type HQ, but it won't fit in a dropship.  I'd have to make the ship even bigger, but a) that would be an engineering challenge (make it fast enough, durable enough, spacious enough), b) it'd take yet more time to expand the shipyards and build the darn thing.  I could set up a series of smaller supply HQs, but that makes for a really ugly command chain and doesn't save me from building a lot of additional dropship tonnage anyway.  And all this for a single brigade.  What must it look like when you drop multiple divisions to take a hostile homeworld?! Ugh.  Logistics while the enemy has anti-orbital firepower are a female dog.

How big are your batallions? Or brigades?

For me a brigade is a little less than but no more than 100k tons, a company is 3000-3500 depending on type, battalions at most 15000 and regiments 30 to 40k tons. The largest organization ive made is a division which is about 500k tons total. I need around 34 30k ton armoured transports in order to carry the whole thing. Transport convoys get really big really fast unless you want to have 200k ton behemoths.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: the obelisk on April 27, 2020, 11:54:23 AM
After a period of "ohgodwereallgonnadie" that followed the discovery that there was an entire squadron of hostile alien warships sitting in a system right next door from Sol while I not only had no armed ships, but hadn't even researched any military technologies, the Terran Dominion can finally feel itself secure enough.  Luckily, the xenos didn't bother to survey that one system more, which gave me the time to close the tech gap and build a fleet.  Now, however, the Dominion is learning that crossing interstellar distances in the blink of an eye, harnessing the energies of stellar cores and confronting armadas of ships that could obliterate entire worlds are all rather trivial pursuits next to the challenge of moving some dudes and their stuff around.  The 18000-tonners that can keep space free of even the mightiest alien vessels are dwarfed by the monsters I need to make sure that ground troops land safely under fire from STO batteries.  Over fifty thousand tons of dropship are required to move a single battalion, and I need five of those blasted things for a brigade.  It'll take years just to build enough maintenance facilities to keep them from falling apart.  And in the process of designing my ground troops I realised just how much supplies a brigade consumes.  If the fighting takes more than two weeks, my soldiers will be down to finger pistols and shouting "bang!".  I could make a large "supply dump"-type HQ, but it won't fit in a dropship.  I'd have to make the ship even bigger, but a) that would be an engineering challenge (make it fast enough, durable enough, spacious enough), b) it'd take yet more time to expand the shipyards and build the darn thing.  I could set up a series of smaller supply HQs, but that makes for a really ugly command chain and doesn't save me from building a lot of additional dropship tonnage anyway.  And all this for a single brigade.  What must it look like when you drop multiple divisions to take a hostile homeworld?! Ugh.  Logistics while the enemy has anti-orbital firepower are a female dog.

How big are your batallions? Or brigades?

For me a brigade is a little less than but no more than 100k tons, a company is 3000-3500 depending on type, battalions at most 15000 and regiments 30 to 40k tons. The largest organization ive made is a division which is about 500k tons total. I need around 34 30k ton armoured transports in order to carry the whole thing. Transport convoys get really big really fast unless you want to have 200k ton behemoths.

Would you mind giving a rough breakdown of your formations?  I've tried basing my formations off of US Army formations, and my companies are only about over 1k, with Battalions around 5k and Brigades around 25k.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Pedroig on April 27, 2020, 12:45:47 PM


Would you mind giving a rough breakdown of your formations?  I've tried basing my formations off of US Army formations, and my companies are only about over 1k, with Battalions around 5k and Brigades around 25k.

That seems really low.  I use companies as bottom level OOB and even infantry only are hard to keep much under 2k, Battalions are impossible under 10k once you add supporting elements into the mix and the need to have 3-5 companies under a battalion.  Brigades are thus hard to keep under 50k.

Typical U.S. Army Infantry Squad:
5 PW Inf (Squad leader plus 4 riflemen)
4 PWI Inf (2 grenadiers and 2 automatic rifles)
1 Inf LOG-S

Typical U.S. Army Weapons Squad:
2 LAV (Dragon/Tow/Javelin) crews
3 CAP (MMG) crews
1 Inf LOG-S

Typical U.S. Army Platoon:
3 Infantry Squads, 1 Weapon Squad
2 LV LOG

Typical U.S. Army Company:  This is where I typically start, the above is to give framework. 
1 HQ
4 LV-LOG
Mortar Section:
2 LB (Light Mortar)
3 Platoons

Typical U.S. Army Battalion:
1HQ
8 LV-LOG
Mortar Battery:
8  MB (Heavy Mortar open apc)
4 MAA (Linebackers)
3 Companies

Typical U.S. Army Infantry Brigade Combat Team:
1 HQ
16 LV LOG
Brigade Fire Support:
16 HB (155 Field Artillery)
8 HAA (Patriots)
Engineers:
4 MV CON CON
3 Battalions plus one Cav Squadron
Cav Squadron:
2 Inf Squad with 1 LV MAC each
1 Inf Weapon Squad with 2 LV MAC
4 LV MAC
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ardis on April 27, 2020, 04:31:02 PM
Quote from: Tunsku
How big are your batallions? Or brigades?
Mechanised infantry battalions are ~11k, plus a supporting artillery company 2. 5k, armoured battalions are ~7k, plus a similar artillery company.  3 mech infantry battalions and 1 armoured battalion per brigade.  Although each battalion carries some 1. 5-2k organic supply, so the actual amount of fighting hardware is lower.

But I'll be changing that into some simple "tanks + HQ" units, because I'm up against an enemy that can only be defeated with overwhelming amounts of brute force.

I was aware that attacking fortified ground troops would be difficult, but. . .  Damn.  I dropped the above brigade on some 16k enemy forces.  I needn't have worried about supply.  One battalion of mine was being wiped out every 8h.  I could barely hit anything (1200 shots, 60 hits), let alone inflict casualties.  Dug-in enemy + slight tech disadvantage = absolute slaughter.  I'm going to need Space Marines and heavy tanks.


On the flip side, it turns out STOs are blind and can't fire if there are no friendly ships to provide sensors, so once you eliminate the enemy space assets, you can safely approach the planet and don't actually need armour or shields on your dropships. Or maybe it's just the AI that can't handle this situation? Don't know.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Morrigi on April 27, 2020, 09:55:47 PM


On the flip side, it turns out STOs are blind and can't fire if there are no friendly ships to provide sensors, so once you eliminate the enemy space assets, you can safely approach the planet and don't actually need armour or shields on your dropships. Or maybe it's just the AI that can't handle this situation? Don't know.
If they have no ground-based tracking stations either, it would make some level of sense.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on April 28, 2020, 05:41:59 AM
Early on I came across some hostile ships in a nearby system. I thought it was star swarm but it turns out it was a regular NPR. I left the system alone for two decades, and then returned to test out my new ships. They got absolutely demolished by the NPR as they had way more ships than anticipated - including a different set of weapons.

It seems I have to step up my design game and prepare for all out invasion. Hopefully I can also get to try out ground combat.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: IanD on April 28, 2020, 08:40:07 AM
Sol is in a mineral poor sector of the galaxy. So building thigs if difficult with very few deposits of Galicite or Uridium of more than 100,000 tons. Shipbuilding is complicated by the civilian CMC which occupied the massive Duranium deposits on Mercury before the Concordiat could plant its flag.

Some 30 odd years ago a peaceful geo survey vessel was destroyed by hostile aliens in Gliese 884. Within a few months a scratch force of Concordiat warships were ignominiously chased from the system by half-a-dozen alien ships which outranged (and out massed) the Concordiat force by a good 30 million kilometres.

Today in 2064 the Concordiat Navy returned to the system with a weapons system that should significantly outrange these warmongers. The Task Force moved into range of the alien home world, although no EM signature was detected, and found a considerably larger fleet, consisting of a battlecruiser, ten cruisers (or orbital structures) and seven destroyers. The nine missile cruisers of the fleet unleashed their barrage, 59 salvos of 117  size 5 missiles, with a few follow up salvos of 60 missiles each.

The wait seemed interminable, but at last the missile tracks coincided with the alien fleet. and then …..  nothing! All missiles were utterly destroyed by alien energy weapons fire. They did not even bother to attack the Concordiat Task Force, just ignored it as beneath contempt. The Corcordiat Task Force, all but 72 missiles expended, was left to return home with its tail between its legs!

P.S. Anybody got a spare fleet they're not using?

Ian
Title: Re: What's Going On In Your Empire: C# Edition
Post by: DoctorDanny on April 28, 2020, 09:40:20 AM
I can relate Ian. My first real combat was against a tiny fleet of 4 precursor ships.
I seriously underestimated them and my first fleet of 6 ships was annihilated.
Then came back ten years later with the future equivalent of the Spanish Armada.

It was the very last salvo that finally ended them.
Think I used over 2k missiles in total :)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on April 28, 2020, 04:30:16 PM
Sol is in a mineral poor sector of the galaxy. So building thigs if difficult with very few deposits of Galicite or Uridium of more than 100,000 tons. Shipbuilding is complicated by the civilian CMC which occupied the massive Duranium deposits on Mercury before the Concordiat could plant its flag.

Some 30 odd years ago a peaceful geo survey vessel was destroyed by hostile aliens in Gliese 884. Within a few months a scratch force of Concordiat warships were ignominiously chased from the system by half-a-dozen alien ships which outranged (and out massed) the Concordiat force by a good 30 million kilometres.

Today in 2064 the Concordiat Navy returned to the system with a weapons system that should significantly outrange these warmongers. The Task Force moved into range of the alien home world, although no EM signature was detected, and found a considerably larger fleet, consisting of a battlecruiser, ten cruisers (or orbital structures) and seven destroyers. The nine missile cruisers of the fleet unleashed their barrage, 59 salvos of 117  size 5 missiles, with a few follow up salvos of 60 missiles each.

The wait seemed interminable, but at last the missile tracks coincided with the alien fleet. and then …..  nothing! All missiles were utterly destroyed by alien energy weapons fire. They did not even bother to attack the Concordiat Task Force, just ignored it as beneath contempt. The Corcordiat Task Force, all but 72 missiles expended, was left to return home with its tail between its legs!

P.S. Anybody got a spare fleet they're not using?

Ian

How fast were your missiles flying? If enemy point def is your point of failure consider investing in missile ECM.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on April 28, 2020, 04:32:11 PM
I can relate Ian. My first real combat was against a tiny fleet of 4 precursor ships.
I seriously underestimated them and my first fleet of 6 ships was annihilated.
Then came back ten years later with the future equivalent of the Spanish Armada.

It was the very last salvo that finally ended them.
Think I used over 2k missiles in total :)

How big are your ASM warheads? If a single missile can't pen enemy armour you can end up "sandpapering" enemy armour, giving the enemy maximum utility.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on April 28, 2020, 04:46:44 PM
After a period of "ohgodwereallgonnadie" that followed the discovery that there was an entire squadron of hostile alien warships sitting in a system right next door from Sol while I not only had no armed ships, but hadn't even researched any military technologies, the Terran Dominion can finally feel itself secure enough.  Luckily, the xenos didn't bother to survey that one system more, which gave me the time to close the tech gap and build a fleet.  Now, however, the Dominion is learning that crossing interstellar distances in the blink of an eye, harnessing the energies of stellar cores and confronting armadas of ships that could obliterate entire worlds are all rather trivial pursuits next to the challenge of moving some dudes and their stuff around.  The 18000-tonners that can keep space free of even the mightiest alien vessels are dwarfed by the monsters I need to make sure that ground troops land safely under fire from STO batteries.  Over fifty thousand tons of dropship are required to move a single battalion, and I need five of those blasted things for a brigade.  It'll take years just to build enough maintenance facilities to keep them from falling apart.  And in the process of designing my ground troops I realised just how much supplies a brigade consumes.  If the fighting takes more than two weeks, my soldiers will be down to finger pistols and shouting "bang!".  I could make a large "supply dump"-type HQ, but it won't fit in a dropship.  I'd have to make the ship even bigger, but a) that would be an engineering challenge (make it fast enough, durable enough, spacious enough), b) it'd take yet more time to expand the shipyards and build the darn thing.  I could set up a series of smaller supply HQs, but that makes for a really ugly command chain and doesn't save me from building a lot of additional dropship tonnage anyway.  And all this for a single brigade.  What must it look like when you drop multiple divisions to take a hostile homeworld?! Ugh.  Logistics while the enemy has anti-orbital firepower are a female dog.

How big are your batallions? Or brigades?

For me a brigade is a little less than but no more than 100k tons, a company is 3000-3500 depending on type, battalions at most 15000 and regiments 30 to 40k tons. The largest organization ive made is a division which is about 500k tons total. I need around 34 30k ton armoured transports in order to carry the whole thing. Transport convoys get really big really fast unless you want to have 200k ton behemoths.

Would you mind giving a rough breakdown of your formations?  I've tried basing my formations off of US Army formations, and my companies are only about over 1k, with Battalions around 5k and Brigades around 25k.

My military organization goes down to the company level which are the actual combat units. An infantry division looks like this:

Division HQ (500k)
  3x Infantry Brigade (100K)
    2x Infantry Regiment (40k)
      2x Infantry Battalion (15k)
        1x Spec-ops company (ATK-3250)
        3x Infantry company (DEF-3250)
        1x Support artillery section (SUP-1500)
    1x Motorized Regiment (40k)
      2x Motorized Battalion (15k)
        1x Mechanized company (ATK-3500)
        3x Motorized company (ATK-3500)
  1x Mechanized Brigade (100k)
     3x Mechanized regiment (40k)
       5x Mechanized Battalion (15k)
         4x Mechanized company (ATK-3500)
       1x Light Mechanized Battalion (15k)
         2x Mechanized company (ATK-3500)
         2x Motorized company(DEF-3500)
  1x Armoured Regiment (40k)
    2x Armoured Battalion (15k)
      1x Mechanized Company (ATK-3500)
      2x Armoured Company (ATK-3500)
      1x Medium artillery Battery (SUP-3500)
  1x Artillery Regiment (40k)
    2x Artillery Battalion (15k)
      1x Heavy Artillery Battery (REAR-3500)
      2x Medium Artillery Battery (SUP-3500)
      1x Motorized Company (ATK-3500)
  4x Logistics Battalion (LOG-15k)

Note that because of the way the brigades are designed they can be detached from the main division hierarchy and still function properly - with a defensive and offensive line. The numbers in brackets are HQ ratings and for combat units their size and typical field position. The actual size of a division on average hovers around 450k so individual support components such as the armoured and artillery regiment can be slotted in order to steer the division in a particular direction or kink.

If you are trying to base your formations off of real ones - do not do it through tonnage, do it by the no. of men. I just looked at the "military organization" wikipedia page and saw that companies had anywhere between 80-250 men. So I aimed at 250 men and a size of 3250 tons came about relatively naturally.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: karax268 on April 30, 2020, 03:32:06 AM
The citizens of luna watch in amazement as the domes that had kept then save for so many years were being dismantled. 

Along with the terraforming installations they were loaded on the armada of civilian freighters.  The terraformers were going to mars. 
The domes would go a bit further.  The NNI had found a suitable world on a far away system. 
Soon the human race will expand beyond their own Solar system. 
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Corvus on April 30, 2020, 11:48:54 PM
The Commonwealth of Nova Australis stumbled on a ridiculous amount of minerals in Sol, including 56. 6 millions tons of Sorium on Jupiter.   But that was back in 1. 8.   1. 9 needs to make an appearnace now.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Drgong on April 30, 2020, 11:52:16 PM
Ran a 1.8 game for about 20 years as a test run.

Now the plan is to run a game in 1.9 and start a AAR when I start exiting sol...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Second Foundationer on May 01, 2020, 06:00:23 AM
After five years in government, United Planets President Simona Marcolini has been deposed by a vote in the Solar Assembly and exiled to a mining colony on Tempel 1.  She belongs to the minority, isolationist Nationalist movement [represented by a 0 promotion point "medal"] and had suspended the entire UN/UP fleetbuilding program after taking office.  Earth has a growing force of post-Einsteinian ground troops, but the only true spaceships mankind possesses are four survey ships, five ancient sorium-guzzling, slow cryo-equipped Luna Express freighters, one troop transport and one tug.  Ten giant Ceres terraforming stations exist, now in orbit around Mars, several more, five Jupiter harvesting platforms and a wormhole stabilization platform are under construction.

Our new president Lee, a Federalist [another faction affiliation "medal"], has ordered a stopgap plan to design and construct two Hydra orbital weapon stations patched together with what weapon technology we have and has reiinitiated the starfleet building program, but now, it will not fully begin before the breakthrough into Enhanced Quantum Engines [name for designed Ion Engines in this universe].  The Unionists vehemently disagree and demand that at least some armed ships be built immediately.  Meanwhile, ex-President Marcolini's sympathizers in the Ground Forces are beginning to make secret, long-term plans for taking over government by force [represented by a conspirator "medal"; it may come to nothing, then I only lost a few clicks a year in the commanders window; or it may induce my first venture into multi-faction Aurora if 1. 9. x continues to show no serious bugs].

In other news, the survey ship Aristoteles sent to neighbouring Athena will have to stay there for a while as it has no jump-capability of its own and must wait for the Newton or the Galilei to transit; when it does, it will have great discoveries to report to the Extrasolar Forces HQ [found a cold, almost habitable planet with at least some low grade minerals, plus 70% Defence research bonus and the solution to the corundium shortage on a hot, but decently massive 2. 0 colony cost dwarf planet].  And Luna's atmosphere is still thin, but now breathable, the anti-escape domes no longer need to be airtight and the emergency oxygen stations along the magnetic boot safety rails become unnecessary.  [These humans have a grav tolerance of >0. 2; nice C# improvement: wealth bonus for admins has become a bit more meaningful with LG infra because you have no free "pool" at home for civilians to draw from and 40 or 50 infra per year for free can make a difference. ]

The cracks that have emerged in the leadership look increasingly as if they could eventually lead to civil war or at least a secession here or there.  Earth is almost running out of corundium while humanity hasn't even left Sol in earnest.  And there may be other things lurking out there. . .

(A micro-AAR glimpse into my current Aurora universe, just for the variety, you understand. )
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Father Tim on May 02, 2020, 12:15:33 AM
Taxes.  Lots of taxes.

Now that that's done, hopefully I'll have time to get really stuck in to a 1.9 game.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ehndras on May 02, 2020, 01:53:49 AM
Started writing a new AAR series today called 2100: Phoenix Rising - about the rebirth of Human civilization as we rise from the ashes of a dying world and reach for the stars. 

---

After a series of plagues and famines lead to global economic collapse, Mankind dances on the brink of extinction as tensions culminate in full-scale thermonuclear war.

By the year 2100, all major cities on Earth have ceased to exist, and a new world order is born from the ashes of a dying world.  Our descendants inherit a devastated and depopulated world where once-great nations have long-since crumbled.

Our grandchildren's generation numbers less than a billion souls, spread across what we once considered the edges of civilization.  The third-world nations and fringe territories we once dismissed now form the essential backbone of Humanity's industrial might.

On the wings of a newborn fervor, survivors pool their resources to create 4 continental powers from what little escaped nuclear armageddon:

The United American Alliance, the Indo-Asiatic Federation, the New European Union, and the Pan-African Accord.

From the irradiated ruins of a broken world, they look skyward to Mars and stars beyond.

A second Space Race thus born: as metallic angels burn bright across the skies of planet Earth, carrying the hopes and dreams of all Mankind.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Second Foundationer on May 02, 2020, 03:46:19 AM
Brief United Planets follow-up: [As pessimists and Aurora veterans may have expected] Galilei had been sent to begin a gravsurvey in the outer Athena system when it suddenly stopped receiving the com beacon from Aristoteles in the inner system.  Visual long-range observation records told of several simultaneous explosions that tore the ship apart in an instant.  As it has itself only very limited sensors and no armament, Galilei's commander, under the standing rules of engagement for extrasolar missions, has to give the grim order to ignore the lifepods and rush home to report.  Unionists, Nationalists and Sapientists are bound to gain new supporters in the ranks. . .

(Funny thing is: As I have tried to avoid reading any related posts in the C devlog, and don't know what may have changed, it creates as much suspense as in my first VB Aurora encounter.  Aristoteles was a ship designed for intra-solar use, absolutely blind.  Even the Second Foundation=event log saw nothing but the explosion.  Do I panic-build defences with dwindling corundium? Any point in tugging the brand-new first Hydra on its own to the jump point? Those are what president Lee will order anyway. )
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Silverkeeper on May 02, 2020, 04:50:59 AM
Made quick work on colonising our solar system but now I`m stuck for 6 hour turns and don`t know why. Any Ideas?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Father Tim on May 02, 2020, 08:23:57 AM
Made quick work on colonising our solar system but now I`m stuck for 6 hour turns and don`t know why. Any Ideas?

Somebody else is colonizing their solar system.  #:-]

Try a six hour turn yourself.  Try a few five minute turns with five second sub-pulses.  Keep trying shorter and shorter increments until you nail down exactly how long the interrupts are.  Five seconds is almost certainly a battle.  Five minutes is probably jump-point-related.  Two hours plus is likely someone going in and out of sensor range repeatedly.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ardis on May 03, 2020, 04:07:10 AM
Made quick work on colonising our solar system but now I`m stuck for 6 hour turns and don`t know why. Any Ideas?
I've had this happen to me twice. Both cases lasted several months and concluded in long bursts of 5-second increments. So my guess is you just need to persevere until the filthy xenos finally get into that fight they're after.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on May 05, 2020, 10:27:48 AM
This is turning out to be one of the strangest maps I have yet had to experience. With random jump points in Sol, I ended up with three. One was a dead end immediately, and recently it turns out the second was also a dead end, but with a longer chain. It's really a huge shame, because HIP 103096 has a lot of minerals, including a few good geo survey sites and almost habitable moons, so I had planned to make turn it into a nearly self-sufficient system.

I'm really tempted to just add two jump points and resurvey it, since being at the bottom of a dead end system chain makes it worth very little. Groombridge 34 and Luyten 726-B gives me plenty of minerals for the forseeable future... Still debating that with myself. If Barnard's Star at the top turns out to be a candidate for extensive colonization, it might take the place of HIP 103096 in my long term plans.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on May 06, 2020, 07:57:52 AM
...being at the bottom of a dead end system chain makes it worth very little.

Why so? Because it takes a long time to move minerals/ships/colonists back to Sol?

But there are other uses.
Move all your research there, and devote more of your Sol workforce to manufacturing.
Also, once you have the gates built, you have a nice long chain of systems that civilians will ship to, making you lots of money, and you don't need to spend a nickel on defensive fleets for the entire corridor.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on May 06, 2020, 08:16:05 AM
Why so? Because it takes a long time to move minerals/ships/colonists back to Sol?

Mostly this. You are of course right that there are uses for it, but most of that can be accomplished in other, easier ways. If I want a research planet, it is easier and faster to colonize Mercury - perhaps slower to terraform, but that will be outweighed by the much, much shorter route of the colony ships, and I have plenty of infrastructure. Or just move it to Callisto, which is already being terraformed and has an MK anomaly and a handful of research facilities.

If I want to utilize the minerals anyway, I believe (but might take another look) that there are sufficient amounts in the nearby systems, and at this point, it makes little difference if I have access to 4 million or 24 million duranium. I can't mine either amount fast enough for it to matter for my current production levels.

I will probably want to colonize it eventually for the minerals once production levels increase, but if it had had more jump points, it would have been an invaluable investment as a staging point for further exploration with own shipyards, maintenance facilities and ground unit construction. But mostly I was just dissapointed that I couldn't do that, more than disparaging the usefulness of it entirely :) My last great game in VB6 died while I was preparing for such a satellite colony with the intention of giving it indepence when it was sufficiently developed and start a civil war. Looks like that'll happen in another system :)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Father Tim on May 06, 2020, 08:32:46 AM
Don't worry; as you continue to explore you will find (technically, create) closed wormholes into your supposedly safe backwater.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on May 06, 2020, 08:33:58 AM
Don't worry; as you continue to explore you will find (technically, create) closed wormholes into your supposedly safe backwater.

Yeah, that's what I'm hoping for  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Second Foundationer on May 06, 2020, 09:28:28 AM
One of my two 1.8 starts looked somewhat similar at first, only with four starting JPs and at maximum a four-jump dead end (roughly as if your Proxima were Sol). But later, I discovered a link back (almost immediately after I had finally managed to establish a functional forward refuel/resupply base...). Soon another elsewhere. And yet another, so it turned out well-connected. As Father Tim said: just keep exploring for a while.

And if it should stay that way for some reason. Entirely a matter of taste, of course, but my way to look at it would be: A nice beginning to a story. Humanity emerging from a dark, almost empty dead-ended corridor.... And it gives you a good reason to develop forward bases quickly. So far, there is only one way to go.

(Your secession/civil war plans appeal to me. I'd love to read how it goes if you should go through with them. I case you do I'd appreciate just a brief follow-up post here, if you have no plans for anything longer. I never really dared to go for controlling full-fledged multiple empires in VB with this Nuclear Thermal computer and the interface being what it was. But I plan to in C#. As posted before, my 1.9 universe is already headed that way. It began with an almost "vanilla" we-are-all-one-federation near future low-intensity setup in case any major bugs should still lurk around and spell doom. But after spending a while in an Aurora universe, I can't help but aim for some texture.... Once it happens I'll first hunt for suitable ideas and potentially: things to avoid in AARs and here.)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on May 06, 2020, 11:06:36 AM
On September 4th 2049 the last terraforming installation on Moon Market were dismantled. The once cold desert landscape of Luna had been transformed into a sub-tropical paradise serving as a preferred vacation spot and economic centre of the Terran Federation. While the few spots of oases could have been extended, with benefits, the decision was made to relocate industry and terraforming installations to other colonies, more desperately in need of the support the federation could provide. With the greater size of Callisto and the developing colonies in Groombridge 34 and Luyten 726-8, it is expected to demand a much greater effort to achieve similar results.

One of my two 1.8 starts looked somewhat similar at first, only with four starting JPs and at maximum a four-jump dead end (roughly as if your Proxima were Sol). But later, I discovered a link back (almost immediately after I had finally managed to establish a functional forward refuel/resupply base...). Soon another elsewhere. And yet another, so it turned out well-connected. As Father Tim said: just keep exploring for a while.

And if it should stay that way for some reason. Entirely a matter of taste, of course, but my way to look at it would be: A nice beginning to a story. Humanity emerging from a dark, almost empty dead-ended corridor.... And it gives you a good reason to develop forward bases quickly. So far, there is only one way to go.

(Your secession/civil war plans appeal to me. I'd love to read how it goes if you should go through with them. I case you do I'd appreciate just a brief follow-up post here, if you have no plans for anything longer. I never really dared to go for controlling full-fledged multiple empires in VB with this Nuclear Thermal computer and the interface being what it was. But I plan to in C#. As posted before, my 1.9 universe is already headed that way. It began with an almost "vanilla" we-are-all-one-federation near future low-intensity setup in case any major bugs should still lurk around and spell doom. But after spending a while in an Aurora universe, I can't help but aim for some texture.... Once it happens I'll first hunt for suitable ideas and potentially: things to avoid in AARs and here.)

Thanks. I'll be sure to follow up if it gets to that. I've never really tried a multi-faction campaign before, and the one time I tried it in VB6 it halted to a grind very fast due to the slow speed of VB6 - and it was a bit daunting to design multiple factions. I feel that this way is more managable, because the second faction enters a story already in progress without the need to design it from the bottom up. Although it does take a lot more game time to get a satellite colony developed far enough for a declaration of indepence to make sense.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Second Foundationer on May 07, 2020, 05:05:37 PM
I've never really tried a multi-faction campaign before, and the one time I tried it in VB6 it halted to a grind very fast due to the slow speed of VB6 - and it was a bit daunting to design multiple factions. I feel that this way is more managable, because the second faction enters a story already in progress without the need to design it from the bottom up.

Almost exactly my own experience and conclusion.

But, it seems our civil war ideas must wait. I should have checked before. But only a post by Father Tim made me realize that it's impossible to transfer ships or colonies or almost anything to another race in C# Aurora 1.9.5 ; the only workaround I can think of is to create the second race, then use SM to duplicate exactly what you want transferred, and finally delete the original. Rather tedious, and things like ship experience or commander history would be lost. I doubt these things will be added soon, and almost certainly not in a db-compatible update. I think I have already seen a changes for 1.10 thread pop up. So, most likely in another universe then.....
Title: Re: What's Going On In Your Empire: C# Edition
Post by: JustAnotherDude on May 13, 2020, 10:22:49 AM
I have just committed my first spot of orbital genocide. Semi-large NPR population got set up in a jungle and I decided it wasn't worth the trouble and nuked it.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: liveware on May 13, 2020, 03:12:31 PM
By 1997, The Aegis Corporation was slowly expanding it's reach beyond the Sol System, with the foundation of it's first extrasolar mining colonies.

The corporation was originally founded as a gold mining operation in 1853 in order to capitalize on the ever increasing mineral wealth being discovered in the southwestern portion of the young United States of America. However, the Aegis prospectors found far more than gold beneath the desert wasteland. In 1863, a massive subterranean complex was discovered near what would later become the site of the Hoover Dam. Prospectors were amazed to discover what seemed to be functional industrial machinery buried in tunnels deep underground. Under a veil of secrecy, the corporation slowly explored and studied the buried complex over the next several years. Their studies were extremely profitable and resulted in hundreds of new patents for novel new technologies. Among these fantastic technologies was a drug which prolonged human life by decades. The scientists were stunned by this discovery (among many others). The industrial complex itself was a marvel of technological innovation and the fact of it's very existence was bewildering to most people with knowledge of it. It was not well understood who built the complex, or even when, however it was speculated to be thousands of years old using C-14 dating methods.

Eventually, corporate scientists discovered something truly remarkable. Hidden in a particularly deep cavern, which appeared to have been deliberately sealed off in ancient times, an unusual crystal was discovered. By exposing this crystal to a particular wavelength of light, the crystal was found to contain what appeared to be a map. A very unusual map. It appeared to identify the location of mineral deposits on worlds other than the Earth.

It took nearly 100 years for corporate scientists, engineers, laborers, and front men to complete the development of the necessary vehicular technology to explore the mineral deposits identified on the map. But they proved accurate, and when the Aegis Corporation landed it's first survey ship on Alpha Centauri A I, it was not a surprise that valuable minerals were found to be present in abundance in the planet's crust.

But the map found under the desert showed far more distant resource deposits than Alpha Centauri. The Aegis Corporation had only begun to scratch the surface of this most valuable of claims...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on May 13, 2020, 07:30:48 PM
This is turning out to be one of the strangest maps I have yet had to experience. With random jump points in Sol, I ended up with three. One was a dead end immediately, and recently it turns out the second was also a dead end, but with a longer chain. It's really a huge shame, because HIP 103096 has a lot of minerals, including a few good geo survey sites and almost habitable moons, so I had planned to make turn it into a nearly self-sufficient system.

I'm really tempted to just add two jump points and resurvey it, since being at the bottom of a dead end system chain makes it worth very little. Groombridge 34 and Luyten 726-B gives me plenty of minerals for the forseeable future... Still debating that with myself. If Barnard's Star at the top turns out to be a candidate for extensive colonization, it might take the place of HIP 103096 in my long term plans.

To me the weirder thing is the overwhelming amount of empty systems
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on May 20, 2020, 03:38:39 PM
To me the weirder thing is the overwhelming amount of empty systems

It gets worse. Finally, after cranking the NPR generation chance up to 75%, I have found my first enemy after almost 40 years. Quickly vacating the Van Briesbroeck system, the exploration ship turned on different fields and the central navy began touring towards the oerceived enemy. The 20b km was a bit far for the old navy, but thankfully we had already established a survey support base in Procyon, which served as a refuelling station on the way.

Unfortunately, the navy had not undergone any upgrades since it was first launched, so they were totally crushed. A single salvo for each of the 8 missile cruisers and three escort cruisers. Next time, they encounter an unknown enemy, they will be sure to scout and gather intel before rushing in. The vast space is dangerous. But this time their sacrifice would at least provide sufficient intel to begin rebuilding for the war.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Borealis4x on May 20, 2020, 10:14:20 PM
I thought I'd doomed Earth by accidentally shipping off the last Mass Driver to the automines, but luckily that 'features' seems to have been removed. It never did make sense why you needed a Mass Driver to 'catch' packets. I always assumed they'd shoot them into the ocean or something.

In other news, I sank resources into building a pair of frigates that were obsolete and useless as soon as they left the dock and its been 30 years and I haven't even surveyed a grav-point yet.

Thats okay tho, I like to take it sloooooow. I didn't spawn any NPR's at the start cause I know they'd have my way with me if I did. I'll see about adding them once I'm nice and ready thank you very much.

EDIT: I've also just learned that the colony ships I've had in dock for 10 years actually are full of people in stasis. They're going to have a rude awakening...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Graymane on May 20, 2020, 10:45:42 PM
I have not figured out how to conquer the race that identifies itself as "research just one more tech before I build something significant".
Title: Re: What's Going On In Your Empire: C# Edition
Post by: liveware on May 21, 2020, 01:37:20 AM
It never did make sense why you needed a Mass Driver to 'catch' packets. I always assumed they'd shoot them into the ocean or something.

I would imagine that lacking a 'catcher' would create a rather catastrophic tsunami or two? Nothing like a relativistic impact event to create the impetus for a new society I suppose....
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Borealis4x on May 21, 2020, 01:43:01 AM
It never did make sense why you needed a Mass Driver to 'catch' packets. I always assumed they'd shoot them into the ocean or something.

I would imagine that lacking a 'catcher' would create a rather catastrophic tsunami or two? Nothing like a relativistic impact event to create the impetus for a new society I suppose....

But how does the Mass Driver 'catch' the packet? Is it literally shot into its barrel? Thats a Hell of a target to hit on a rapidly spinning Earth from 100m KM away.

Maybe it somehow slingshots around our orbit and gets caught and then captured somehow.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: liveware on May 21, 2020, 10:27:43 AM
I'm not sure about the exact MD mechanics. Something something trans-newtonian something something I imagine. Or maybe they function more like warp gates?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on May 21, 2020, 10:49:02 AM
Throw a bunch of 'slow down' mass at the front of the incoming packet? There are ways to rig that up so that it might avoid generating a packet-shattering kaboom.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: liveware on May 21, 2020, 10:55:53 AM
Anyway, back on topic:

The Aegis Corporation continues to thrive into the 22nd century. By 2127, the colonies in Alpha Centauri were thriving and Sol was well supplied from the abundant mineral wealth found there. However, new threats had been discovered by Aegis scouts in distant systems.

In 2027, first contact between humanity and an alien race occurred in FL Virginis. The encounter was brief and violent. The scout carrier Columbus IID was ambushed shortly after transiting through to the unexplored system by a fleet of a dozen hostile ships. A missile barrage crippled the ship before it could escape through the jump point, and it was subsequently destroyed at close range by hostile energy weapon fire. A rescue party was launched shortly after the encounter, but no survivors were found despite comms traffic indicating that several life boats were launched. The space around the jump point has since been monitored continuously and several dozen hostile ships of various sizes have been sighted. All appear well armed.

Aegis corporate headquarters immediately shifted the focus of the research and development department to focus on developing new and more capable ships. After several decades of research and testing, Aegis was able to field a small fleet of carriers armed with several varieties of fast attack boats as well as a full compliment of marine boarding detachments. These new ships and theirs crews have yet to see combat, but they will soon be put to that most ultimate of tests in the FL Virginis system...

In addition to the FL Virignis threat, unconfirmed reports have emerged of possible alien contacts in the Barnard's Star system. Despite heavy sensor presence, nothing but an occasional sensor flicker has yet emerged, and fortunately no hostile encounters have yet occurred. Only time will tell if the Aegis corporation will become ensnared in a test of arms with a second alien race.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: SpikeTheHobbitMage on May 22, 2020, 09:00:21 PM
Almost 30 years in to my current campaign and I finally poked my nose out of Sol's sole jump point.  Eleven planets, eight of which are gas giants, and the third rock is a nice juicy terrestrial world.  Fuel problems solved forever right?  Difficulty:  That third rock is nearly as far out as Pluto and the second gas giant is out past Sedna.  Planet XI?  A quarter light-year.  2397 billion km.  My poor tug would take 446 years to drag a gas mining station all the way out there.  :(

I'm naming this system Texas.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: the obelisk on May 22, 2020, 11:47:29 PM
While swarms of short-ranged, tiny missiles repulsed the Royal Navy in the First Battle of Shako, which nevertheless inspired great confidence in the Solar Kingdom's kinetic-based naval doctrine, humanity returned with an expanded, more modern fleet.  Most of the machine's forces word smashed apart in the second battle at the cost of only a few of his majesty's own ships.  The Admiralty's new chief concern is dealing with the system's first planet, hosting a ground force of essentially unknown capabilities and a number of STO systems.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Spartus001 on May 25, 2020, 07:30:48 PM
I started playing Aurora almost 10 years ago, playing the VB version through numerous updates now in C#.   Its got to the ultimate 'one more turn' game for me.   The hours I have sunk into this game in both of its version, I cannot even dare to guess.   It kept me sane during my years posted up in Northern Saskatchewan, where their is little do other than work and fish (best fishing you can find!).   Thanks Steve, for keeping me occupied!

In VB I think my longest game was almost 80 years, before it slowly ground to an unplayable halt.   Even knowing I could not get a game to last much longer than that, I continuously found myself coming back to Aurora when disappointed by the likes of Civ VI and Gal Civ 3.   Stellaris held my attenion for a couple years, but I still kept checking in to the forums here hoping for a sniff of news on Aurora II and eventually C#.   Between the spoiler races and the occasional well established NPR, I learned a lot of lessons in playing the game, designing ships and components and managing colonies. . . . most of them the hard way before there was a decent wiki.   

The improvements in C# have been really fantastic.   My most recent go with 1. 9. 5 has gone 110 years now and is still quite playable, though it has slowed down to about 20 seconds for a 5 day increment.   In fairness I think the slowdown may be partly due to the 400+ mineral packets that are flying from the mining colony orbiting the tertiary star of Ophiuchi C to my main colony orbiting Ophiuchi A, 655 Billion kms away.   Another lesson learned. . . double check your packet destinations BEFORE you send ten years worth of them on the scenic route!.    But with over 1100 civilian ships in service, a couple hundred of my own creations, 24 colonies in over a dozen systems, and a population of almost 10 billion, its still light years ahead of VB.   This is the farthest I have ever been able to get along in the tech tree, so in that respect its been pretty cool too.   The unit design has given my WH40K themed empire some real flavour, with Imperial Guard, Space Marines and awesome Baneblade style super heavy tanks.   

The only beef I can even mention is that I cant find any bad guys in this go around!  I have all but the Invaders turned on, and NPRs at the default settings, but other than a minor NPR next door to Sol that I squished right off the hop, the universe has been silent.   65 systems fully surveyed, and not a peep.   No wrecks, no ruins, nothing.   Is this normal in C#?  It seems so odd to still be flying the same two survey ships (greatly upgraded over the years) that I laid down almost 90 years ago.   In my previous games I don't think I ever upgraded my survey ships.   I just kept them flying till they ran into something that jumped out and chewed them up when they showed up in a unsuspecting spoiler system.   My battle fleets cruise around eyeing the far flung colonies, and each other, with suspicion, hoping for a chance for some action.   

Even with no baddies around, its still fun exploring, terraforming, building ships and managing my vast empire.   I cant help but hope though, that the next new system my Survey ship jumps into, it gets blasted to bits.   That doesn't make me a bad ruler does it. . . . ?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Gabethebaldandbold on May 25, 2020, 07:52:36 PM
I have just committed my first spot of orbital genocide. Semi-large NPR population got set up in a jungle and I decided it wasn't worth the trouble and nuked it.
welcome to the club my friend.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Hawkeye on May 25, 2020, 11:57:10 PM
"War of the Worlds" setup.

After some 20 years of holding back the Martians, the United Earth fleet finally pretty much wiped out the Martian fleet using a combination of long-rang missile bases in Earth orbit, a large number of small, fast missile-boats and a fleet of larger DDs and CLs (very costly victory with Earth's fleet reduced to just a handful of ships - the bases are untouched though).
Now rebuilding the fleet while also building up enough ground troops for an invasion - which will doubtlessly go absolutely swimming  ;)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: DFNewb on May 26, 2020, 02:58:13 AM
69 years in a conventional start game, I am warring my first NPR, I have captured 3 of their ships, about to capture a lot more now. Destroyed about 5.

My Space marines and their boarding shuttles are doing wonders. It's weird how I am ahead in tech vs the NPR even though I did a conventional start. Perhaps these are just their older tech ships and their stronger stuff is at their home base.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: vorpal+5 on May 26, 2020, 07:10:51 AM
Nice sitrep :)

Can you calculate the odds it happened? If you left NPR generation chance at 30%, then how many systems did you find with colonies within acceptable limits? If you found 10, then the odd to find no one would be 0.7^10 so 2.8% I think ...

Because that's not the first report I see and if there is a bug, then it should be inspected before 1.10 is out and 1.10 is around the corner.

(..)
The only beef I can even mention is that I cant find any bad guys in this go around!  I have all but the Invaders turned on, and NPRs at the default settings, but other than a minor NPR next door to Sol that I squished right off the hop, the universe has been silent.   65 systems fully surveyed, and not a peep.   No wrecks, no ruins, nothing.   Is this normal in C#?  It seems so odd to still be flying the same two survey ships (greatly upgraded over the years) that I laid down almost 90 years ago.   In my previous games I don't think I ever upgraded my survey ships.   I just kept them flying till they ran into something that jumped out and chewed them up when they showed up in a unsuspecting spoiler system.   My battle fleets cruise around eyeing the far flung colonies, and each other, with suspicion, hoping for a chance for some action.   

Even with no baddies around, its still fun exploring, terraforming, building ships and managing my vast empire.   I cant help but hope though, that the next new system my Survey ship jumps into, it gets blasted to bits.   That doesn't make me a bad ruler does it. . . . ?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: stabliser on May 26, 2020, 07:46:34 AM
Theres a big party on Planet Shayou V.  It rained there for the first time in 1000s of years yesterday when the temperature suddenly rose from -28 to +16
Some of the popualtion had to swim from their infrastructure as the water covers nearly the whole surface, but since they no longer need infrastructure nobody(not me anyway) is too upset.

40,000 infrastructure going cheap. buyer collects...

Now for the real business: Extracting the 34m Corundium at availability 1.0  :)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: SpikeTheHobbitMage on May 26, 2020, 01:33:06 PM
Theres a big party on Planet Shayou V.  It rained there for the first time in 1000s of years yesterday when the temperature suddenly rose from -28 to +16
Some of the popualtion had to swim from their infrastructure as the water covers nearly the whole surface, but since they no longer need infrastructure nobody(not me anyway) is too upset.

40,000 infrastructure going cheap. buyer collects...

Now for the real business: Extracting the 34m Corundium at availability 1.0  :)
40k infrastructure is enough to seed 400 colonies with 100 each.  Sweet.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on May 31, 2020, 12:04:55 PM
Last "month" my Empire found a planet capable of supporting 21 Billion humans... :) A stretch to get it habitable but still, then in the last system there is a planet supporting 29 billions and one that support slightly over 32 billions... :o This is going to take time to fill up. ::) And checking a new unexplored wormhole there is a mountains planet that can support 62 billions...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on June 01, 2020, 04:51:10 AM
On April 14th 2070 we finally made our second foray into the infested system of Van Biesbroeck. It had been nearly a decade since we lost our entire fleet and have since then dedicated almost all capacity to rebuilding. This time with 5 brand new 45 kT battleships and 8 15 kT escort cruisers with a small set of 3 7,5 kT beam frigates to hunt down stragglers. Entering the system confirmed previous reports that the fleet was sitting idle on the main planet, but not defenseless at all.

AMM systems seem to have been depleted since no nuclear contacts could be detected before impact, before their PD systems were still intact and highly efficient. No breaches could be detected even with total salvos of 100 missiles. Fire power was simply not enough, so the fleet was ordered to return to home base while a new set of offensive missile destroyers has begun development. Fortunately, our defensive systems proved their worth as we did not lose a single ship and only one battleship took structural damage. The hostile still possessed medium range missile systems, whose approximate range has now been estimated to 40-50 m km.

In other news we have uncovered our second anomaly in Ross 780. A destroyed outpost has been detected and a Sensors and Control Systems anomaly providing a 60% bonus. Unfortunately, the planet is extremely heavy with a gravity of 2,74, so we will need to build orbital habitats on site. Xeno archeology teams have already been dispatched.
Numerous deep space colonization options have been detected, though Van Biesbrock still has priority. We can't start sending people out there with such an enemy uncontested.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ardis on June 01, 2020, 09:51:57 PM
I made a new 100-size game with 5 starting NPRs and SMed a sixth with a much larger population and maximum militancy, expansion, determination and xenophobia, so that it - hopefully - behaves like a nice, big swarm of all-consuming space bugs and makes a strong opponent to face later on. But that's far away in the future. Right now it's less than 30 years in and I'm your perfectly average,  unassuming, peaceful spacefaring race - a few systems explored, some mines set up on Mercury and Venus, and that's about as far as I got in terms of expansion. And I've just received a message that another NPR has rejected my claim on Sol.


 [peaceful exploration                   TOTAL WAR OF EXTERMINATION]
                                    \       
                                     \       
                                      \   
                                       \   
                                        \
                                          .

 [peaceful exploration                  TOTAL WAR OF EXTERMINATION]
                                   -------->  /
                                                /
                                               /
                                              /
                                             /
                                            .


;D

./~ Let's be xenophobic, it's really in this year... ./~
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on June 02, 2020, 12:44:09 AM
15 years in, I'm starting the run-up to one of several dubious plans for an entirely unprovoked assault on a couple of what seem to be cryptic alien space stations.

Armored assault transports that can hopefully stand up to the station's point-defense artillery are designed. Next-gen infantry development will delay the jumping-off by another year or so, which I'm using to polish off a last few technologies for the upcoming military jump-ship. And to develop my battery of dreadful plans for dealing with the problem of there being two space stations...

Hopefully the transports' armor will suffice to crash in and put troops aboard both stations. But if the troops get control of one station before the other, the unconquered station will likely turn its guns on its counterpart, and point-blank beam fire might make short work of my prize. So I've got two ill-considered plans that I'm aiming to field in concert - primitive microwave beams to try to blind one of the two stations, and an armored tug to seize a captured platform and drag it out of harm's way.

Will all this be a fiasco or an anticlimax? I'll see in two or three years...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Borealis4x on June 02, 2020, 01:27:22 AM
I got in my first fight with aliens who had a bazillion missiles on their planet. I spent what felt like ten minutes just clicking the 5 sec. interval button waiting for them to run out. Then when I sent my 6 bomber wings to attack 6 different targets, they hit them with some more missiles. Luckily it wasn't much and I only lost a few bombers, but they only took out 1 out of six targets. I'm not sure if the other missiles even hit. And then once they got back to the Carrier, they lost their sub-fleet organization I painstakingly did and were just absorbed into the main fleet.

Kinda doubting my Carrier Fleet doctrine right now, which is a bummer...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: vorpal+5 on June 02, 2020, 02:05:30 AM
I made a new 100-size game with 5 starting NPRs and SMed a sixth with a much larger population and maximum militancy, expansion, determination and xenophobia, so that it - hopefully - behaves like a nice, big swarm of all-consuming space bugs and makes a strong opponent to face later on. But that's far away in the future. Right now it's less than 30 years in and I'm your perfectly average,  unassuming, peaceful spacefaring race - a few systems explored, some mines set up on Mercury and Venus, and that's about as far as I got in terms of expansion. And I've just received a message that another NPR has rejected my claim on Sol.


 [peaceful exploration                   TOTAL WAR OF EXTERMINATION]
                                    \       
                                     \       
                                      \   
                                       \   
                                        \
                                          .

 [peaceful exploration                  TOTAL WAR OF EXTERMINATION]
                                   -------->  /
                                                /
                                               /
                                              /
                                             /
                                            .


;D

./~ Let's be xenophobic, it's really in this year... ./~

Nice! How do create a NPR so that it is more powerful than the randomly generated ones? I know the method of creating NPR and customizing them, but you have to set them on a planet, so it means usually on Sol ...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kashada on June 02, 2020, 04:10:52 AM
I'm playing a conventional start with research, terraforming and surveying at 10% and earth minerals boosted to 1000%

It has been 107 years since the Solar Empire discovered TN minerals and Sol system is starting to look like the home of a real space-faring civilization.  There are 7 off world colonies housing just under 600m people (which is more than earth had 100 years ago, so that is nice) and 1,320 automated mining complexes spread across 33 government outpost but oddly no civilian mining.

That said the civilian shipping is thriving with around 102 vessels transporting goods/colonist between colonies.  Added to this traffic is the 70 odd mixed government support vessels ranging from haulers to tug and 52 military vessels.

Jupiter station is up and running providing a stead supply of fuel despite the low accessibility of it's Sorium.  In addition the station is providing a good test bed for operating a naval base away from planet based maintenance facilities.

The SE's current plans are to continue expanding but building colonies on the low gravity bodies which might take a back seat after another decade or so if the theorized jump drive works as advertised.  There are also plans to deploy search & rescue stations across Sol system to provide passive sensor coverage and somewhere to launch rescue shuttles from. 

in short I'm likely super far behind anything else out there and will get trashed the second I come into contact with them but Sol doesn't feel like some undeveloped backwater.  The pace also feels nicer to me 100 years in and I'm still using nuclear pulse engines so every tech feels kinda special.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: vorpal+5 on June 02, 2020, 04:35:43 AM
Did you add NPR at start? If not, you are still alone in the universe ...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ardis on June 02, 2020, 06:59:21 AM
Nice! How do create a NPR so that it is more powerful than the randomly generated ones? I know the method of creating NPR and customizing them, but you have to set them on a planet, so it means usually on Sol ...
I used SM to create an additional system (took me a few rerolls to get a decent one), modified a planet to be habitable and created a race on it. I haven't reached this system yet so I don't know if it actually worked, but I followed SpaceMarine's tutorial, so I assume it did.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on June 02, 2020, 07:26:02 AM
I'm playing a conventional start with research, terraforming and surveying at 10% and earth minerals boosted to 1000%

It has been 107 years since the Solar Empire discovered TN minerals and Sol system is starting to look like the home of a real space-faring civilization.  There are 7 off world colonies housing just under 600m people (which is more than earth had 100 years ago, so that is nice) and 1,320 automated mining complexes spread across 33 government outpost but oddly no civilian mining.

That said the civilian shipping is thriving with around 102 vessels transporting goods/colonist between colonies.  Added to this traffic is the 70 odd mixed government support vessels ranging from haulers to tug and 52 military vessels.

Jupiter station is up and running providing a stead supply of fuel despite the low accessibility of it's Sorium.  In addition the station is providing a good test bed for operating a naval base away from planet based maintenance facilities.

The SE's current plans are to continue expanding but building colonies on the low gravity bodies which might take a back seat after another decade or so if the theorized jump drive works as advertised.  There are also plans to deploy search & rescue stations across Sol system to provide passive sensor coverage and somewhere to launch rescue shuttles from. 

in short I'm likely super far behind anything else out there and will get trashed the second I come into contact with them but Sol doesn't feel like some undeveloped backwater.  The pace also feels nicer to me 100 years in and I'm still using nuclear pulse engines so every tech feels kinda special.

Awesome!
Could you post your econ stats? I'm particularly curious about how much income you generate from civilians in this situation.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on June 02, 2020, 07:29:06 AM
Nice! How do create a NPR so that it is more powerful than the randomly generated ones? I know the method of creating NPR and customizing them, but you have to set them on a planet, so it means usually on Sol ...
I used SM to create an additional system (took me a few rerolls to get a decent one), modified a planet to be habitable and created a race on it. I haven't reached this system yet so I don't know if it actually worked, but I followed SpaceMarine's tutorial, so I assume it did.

To add on to this: the game randomly selects a strength for the new race in the usual range for new nprs (within some multiple of your own, like 0.5x to 3x), but you can modify it before the race is finalized and placed on the planet. Just change the initial population, and everything else scales with it.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Rince Wind on June 02, 2020, 09:43:45 AM
Humans have been slowly expanding across the universe, some roads blocked by alien vessels, all from the same, robotic race.   People call them the "guardians" though what they guard is beyond us.   We first met them in Kruger 60, only 2 jumps from our home.   Our first military foray ended in desaster.   Half our analysts commited suicide after looking at the sensor data.   Back then we didn't know they don't ever leave their systems.   120 of what are probably sorium harvesters, and about the same number of combat ships, give or take a dozen.   82 of what we just found out are AMM ships with 23 AMM launchers each.   Another 8 of what we know are PD ships.   3 of them destroyed an 80 missile salvo without breaking into a sweat.   The former are about 16kt, the latter huge
We have left Kruger 60 in peace, for now.   But we have been preparing.   Most labs were devoted to developing faster engines.   Our first ships went more than 2600km/sec a dazzling speed, or so we thought.   We couldn't get the next generation above 5000km/sec without sacrificing too much.   Decent for home defence, but too slow to take on the guardians, if only by about 100km/sec.   Now the eggheads developed something called magneto plasma drives and they allow us to go 6400km/sec with basically the same layout.   
New, bigger lasers and matching fire controls have been developed as well, our first fleet was hunted down by a small subfleet of beam armed ships with the three mentioned PD ships as escorts.   
Missiles are going to be useless with how much defence against those they have.   
We still only have 7500kt frigates, we'll wait for bigger spinal weapons before we build bigger ships. 

It takes time to build ships though, so the fleet of 2nd gen ships (upgrading would have been more expensive than building, and we can still use them as system defence craft) went to another guarded system.   We had been there before and wasted some missiles on their PD.   But we only ever saw a few ships, and we had new missiles that were finished long before the new ships.   
They waited for us at the jump point.   Not the ones we had seen here earlier either.   10 ~8000kt ships and two 16kt ones that had so many brethren in Kruger 60.   Here we found out that those were AMM ships when they started shooting us with their small missiles. 
The ships were old, but the crews knew them in and out, and mere seconds after jumping all ten missile frigates launched their payloads.   One of the PD ships exploded and by now we new that all the other ships were missiles ships as well, peppering us with size 5 missiles.   Our missiles are a little smaller at size 4, but they hit just as hard.   They are still slower, but that didn't matter much, here.   We lost 4 beam frigates with their 5 15cm lasers and 1 18.  75cm spinal laser and one of the frigate leaders which provide most of the sensor coverage.   But we took down all of their ships, and we even have about 20% of our missile stocks remaining! The damaged ships and any that reversed course to come to us were picked off by the beam ships. 
So we traded 37.  5kt for more than 100kt.   With obsolete ships on the wrong side of an ambush.   We'll pick up the survivors and call that a win, though we know there are more enemies here. 


Edit: And as soon as the victorious fleet returned to Sol the fleet commander retired.  :D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kashada on June 02, 2020, 01:07:10 PM
Quote from: vorpal+5 link=topic=11100. msg135830#msg135830 date=1591090543
Did you add NPR at start? If not, you are still alone in the universe . . .

Yeah I started alone but i'm also pretty sure when it decides how strong my first NPR is its not gonna go easy on me just because it took me 130 years of messing around in SOL doing stuff like building a police navy with basic first level tech and secret military stations.

Additionally I don't think running into any spoiler is going to end well at my tech level.

I know it sounds like I'm complaining but i'm actually pretty excised .  .  .  being massively out classed in technology is a classic sci-fi trope and I look forward to trying to deal with it.  (I might actually see it this game as the last few times I have tried I started with a 7B population which should seemed like cheating so I lost interest)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on June 02, 2020, 04:41:48 PM
Well, bloody fiasco it is. In what really shouldn't have come as a surprise, it turns out those cryptic alien space stations are crammed with AMMs with something like 2mkm range. They swatted down my microwave attack fighters and then punched out the three assault ships. I never even detected the missiles since I had the fighters flying with their active sensors off. Not sure why the aliens held fire as long as they did before wasting the fighters, since they were able to hit the assault ships at nearly twice the distance where the fighters died...

My clever plan to heavily armor the assault ships meant that all of them were still flyable after the first round of missiles hit, though only one got through without suffering internal damage and losing the troop bay. That didn't save anyone though, it just drew out a few more missiles before they were blown to dust bunnies.

I lobbed a couple missiles back and it looks like the stations didn't even bother shooting them down - they were fried by beam weapons, but the beam weapons weren't detected as coming from the stations. Probably there's an STO installation on the planet that I can't pick up with the sensors I've been using.


Up-side is, I've now got data for how many missiles I need to be able to stop to assault those stations. Though I'm going to need to arrange a probing attack to learn how fast they are. Hopefully that probing attack won't entail hundreds more casualties.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Vortex421 on June 02, 2020, 06:02:36 PM
I'm on my second or third go with 1.11.  The last game I wound up with a massively long corridor of systems before stumbling on an NPR.  Unfortunately, it was something like 8 or 9 jumps to get to a decently habitable system so I decided to do a fresh run.  The new game is only 10ish years in, humanity has just discovered jump drives, and soon we'll start looking for jump points in Sol...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Second Foundationer on June 03, 2020, 01:10:21 PM
[The Republic didn't know, but it was founded only to test a new version of god's universe creation device Genesis Aurora, especially deep space survey support bases I had been looking so much forward to as a C# feature. Those work beautifully now, one sits in Razmara in the screenshot. The RU soon became alive and interesting enough to shelve a 1.9.5 future that became too dark for me (unless they gave me a very good reason before, bombing defenceless planets aggressively often depresses me after while.), and it lives on into its 8th decade now.]

The 1st.11th Republic had a lucky start, bumbling out slowly, but still unprepared from a conventional directoire start and then finding an NPR just three short jumps away in Alpha Centauri before ever building a spaceborne weapon. The Ramanathapuram look not unlike a certain robotic menace we've encountered later, but fortunately, they are totally different in that they are very benevolent. By the time we did have a fleet, we had established a dialogue with them, trade relations, and they even withdrew their claim on the system neighbouring Alpha Cent which they had gently, but persistently made every five days since we first met.
A few decades later, we are allied and explore the neighbourhood together. Much of it is a jump highway network they built early on while we didn't even dare to claim Sol, and we were emergency building a jump point defence fleet from scratch, namely two large space stations heavily armed with ... something akin to large muskets and ballistic cannonball throwers, and a dozen 2kt Britannia class gauss gunboats prepared by our loyal subjects from the Britannic League. Rama ships are faster than our first AMMs were, so we wouldn't have stood a chance if they had turned out to be aggressive. They still out-tech us by far: we are still working to research ion engines, they have magnetic fusion; but they just announced to share their future research with us. And we have found and activated a 100% propulsion bonus ancient construct on Montgomery in the Powys system. [Invaders are off for now, I will activate them later.]

Recently, on the outer fringes of the Republic, in the terreur memorial arm (I think I shall label it "Arm of Terror" on the map), an experienced Polish survey commander just found one of the weirder systems we've discovered so far. I can't remember ever having seen such distant orbits for planets around such a small star.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on June 04, 2020, 07:34:36 PM
In mid-2050 the Protectorate navy and marine company (not corps, there's literally one company of them in the entire galaxy) has struck a decisive blow against...uh...aliens who were really just minding their own business. But anyway, moving right along...

The probing attack with the first six 8000-ton Aciel-class battleships was a measured success - all six ships made it back out of range of the rain of missiles, with only a little internal damage. And the Protectorate learned that they needed a bit more than twice as much point defense to weather that storm.

Adding nine new Aciel II battleships with faster tracking, revolutionary new magneto-plasma drives, and augmented armor was calculated to suppress the bombardment. It almost worked. Many enemy salvos were harmlessly shot down by the Gauss batteries (and occasionally the spinal lasers), but by some perversity the leakers were almost entirely concentrated on the lead ship Aciel 001. Over the course of the approach they battered down the shields and hammered away much of the armor, but their time ran out first and the fleet's 25cm spinal lasers smashed the missile station into a debris field before the battleship suffered real damage.

Then, of course, somebody needed to figure out what the other station was about, since it had just sat by and observed the assassination of its counterpart. Moving the fleet in closer revealed that what it was about was a disturbing number of highly advanced Gauss cannon. All of which were unloaded into Aciel 001. Which in a display of double-edged fortune somehow managed to absorb the barrage on intact regions of its armor and perhaps especially resilient internal structures, losing only an empty fuel tank and the point defense fire control assembly.

Then the battleships hammered that station blind, and the marines went in. Their powered armor and heavy use of automatic weapons worked as planned to let them punch far above their weight against the defenders, leaving the Protectorate the proud owners of a huge, inconveniently located, mostly-wrecked slab of advanced alien technology. And perhaps more importantly of the rich and well-positioned Byrd system.

(Yes, 8000 ton battleships. I know by most standards those are more like destroyers or even frigates, but they're the Protectorate's heavy battle element for now.)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Akhillis on June 04, 2020, 09:30:00 PM
(Yes, 8000 ton battleships. I know by most standards those are more like destroyers or even frigates, but they're the Protectorate's heavy battle element for now.)

That's pretty realistic. Size inflation is a common feature (https://en.wikipedia.org/wiki/Daring-class_destroyer) of ship classes...

Daring-class Destroyer (1893) - 292 tons
Daring-class Destroyer (1949) - 3,820 tons
Type-45 (Daring) Destroyer (2006) - 9,400 tons
Title: Re: What's Going On In Your Empire: C# Edition
Post by: amram on June 04, 2020, 10:06:34 PM
https://en.wikipedia.org/wiki/Ship_of_the_line#/media/File:Weight_Growth_of_RN_First_Rate_Line-of-Battle_Ships_1630-1875.svg (https://en.wikipedia.org/wiki/Ship_of_the_line#/media/File:Weight_Growth_of_RN_First_Rate_Line-of-Battle_Ships_1630-1875.svg)

British First Rate ships and early dreadnoughts.  They were the big stick of their time, yet puny by the standards of the second world war, where the big sticks were 15 to 20 times more massive.

HMS Victory is only 3500 tons, smaller than the 1949 Daring class mentioned by Akhillis.

HMS Dreadnought was five times victory's displacement, and Vanguard, the last of the British battleships was nearly three times that of dreadnought.

An 8,000 ton battleship?  HMS Monarch comes to mind - https://en.wikipedia.org/wiki/HMS_Monarch_(1868) (https://en.wikipedia.org/wiki/HMS_Monarch_(1868)). 80 years later the Japanese would employ the 70,000 ton yamato.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Rince Wind on June 06, 2020, 03:44:41 PM
Unchecked migration has reduced the once proud colony of New York from around 90 million inhabitants to 8.5 million. Still more than enough for the installations on site, luckily, as New York is barely more than a glorified gas station with a garage to overhaul survey ships. Those don't here anymore though, as all possible routs of exploration are blocked by spoilers. Most of the former New Yorkers seem to be in neighbouring Sao Paulo, which has most minerals and supports a budding construction industry. Both systems are home to a small fleet of outdated frigates.
(If you can afford the flight into orbit, admission to the ships is 5 spacedollars, most areas can be visited, only the Hecate II class frigate leader is off limits as its sensors are still in use for scanning the space around New York.)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ardis on June 08, 2020, 01:34:55 PM
The AI is trying to exploit game mechanics against me. I swear.

There's a group of Swarm ships camped less than 1 hour's flight from Earth. As long as I use 20 minute intervals or shorter, they keep going back and forth a few million km. If I try to use a 1 hour interval or longer, they immediately pounce on my fleet parked in orbit.

And this isn't a case of some order loop they can't get out of, because if I send a big enough force after them, they run away, and when I break off, they go right back to harassing me.

Not that much of a problem in itself, but at such short time intervals, production cycles seem not to be updated, so I can't wait them out. Were it not for ammo creation through SM, I think they'd actually shut me down this way.

#edit: I knew it had to be a decision loop. Once I got rid of them, another group started an identical back-and-forth, only they were on a different bearing and at a different distance. Once I increased the interval sufficiently, they zipped past Earth towards a Lagrange point. The original group was after the same LP, but Earth was directly in their way and they attacked it as a target of opportunity. But damn, they had me fooled.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Borealis4x on June 10, 2020, 02:07:40 AM
Crab People are attacking! They were waiting the system right over from Sol and are currently subjecting me to a purgatory by parking on Mercury and aiming at me with fire controls, slowing the game down to 5 second intervals that take 7 seconds to load. Whats worse is they never actually attack, so I'm just stuck like this...Forever...

This is the game punishing me for giving Sol 1000% more resources...

I really have to get to building military ships earlier. I usually hold off until as far as Magnetic Confinement Fusion since technology moves rather quickly until you get to the 100k RP range.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: liveware on June 12, 2020, 03:00:37 PM
After the complete and utter destruction of the Aegis Corporation's primary battle fleet during the Battle of the Fallen Sky and the subsequent Burning of Terra, humanity fell into a dark age. All contact with former Aegis colonies was lost, and the secrets of extracting trans-Newtonian elements were forgotten. The human population on Terra underwent a dramatic reduction, from nearly 14 billion souls, to less than a few thousand. The survivors kept what records they could, but much of what once was was lost forever.

After nearly ten thousand years, humans are again beginning to discover how to work with the trans-Newtonian elements. With only legends of a golden age in Terra's distant past to guide them, human mining corporations, smiths, financiers, and industrialists have organized themselves into the Terran Mercantile Guild, and have grown wealthy and strong in recent centuries. The recent re-discovery of the trans-Newtonian elements has led to a massive effort to explore the Sol system and locate new mineral deposits. With the errors of the ancient past forgotten, a new generation prepares itself to explore new worlds, not knowing the dangers that lurk there...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: liveware on June 12, 2020, 04:08:58 PM
Crab People are attacking! They were waiting the system right over from Sol and are currently subjecting me to a purgatory by parking on Mercury and aiming at me with fire controls, slowing the game down to 5 second intervals that take 7 seconds to load. Whats worse is they never actually attack, so I'm just stuck like this...Forever...

This is the game punishing me for giving Sol 1000% more resources...

I really have to get to building military ships earlier. I usually hold off until as far as Magnetic Confinement Fusion since technology moves rather quickly until you get to the 100k RP range.

I also tend to hold off on my military designs. I find fighters are a good 'early' response and then sticking your fighters on carriers can usefully extend their range later on.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Second Foundationer on June 13, 2020, 02:37:46 PM
[Although occasionally thrown back by an unexplained save bug, the low-tech, spread out Universal Republic of Mankind that is at least two tech levels behind its NPR neighbours, one allied, one hostile, had become too cool a scenario to abandon. So, I continue with frequent saving and hope for the best. Thank you so much for C# Aurora, this is really starting to become what I consider grand epic fun. At times, it's wreck-splattered !fun!, too.]

The front in Sirius has quieted down. Five armed jump point defence stations, a surrendered and repaired enemy 22kt battlecruiser and one of its escorts, a small ragtag of our older and some new ships and a support fleet of maintentance/supply/fuel/collier/recreational stations/ships have finally sealed off distant battlefield Sirius for now against what we suspect to be the Kingdom of Grandeel home system. A single recent foray by two Grandeel (presumed: survey) ships was quickly ended by our forces and the small Rama detachment that has joined our fleet in the task. Our iron allies have sent a high-tech fleet in several years ago, little of it returned. So, we assume that the other side of the jump point is at least as guarded as ours. We know of only one armed Grandeel ship stranded on our side, several partly unstable jumps away; with the distances involved in and around Sirius, fuel distribution becoming an issue and our main fleet not yet jump-capable, we are not chasing it; it will break down eventually as it has probably used up much of its supplies in the battles of Sirius and Psaroulakis.

In the heart of the Republic, the reconstruction of our fleet has made progress, including a new line of missile cruisers and our first few ships protected by shielding technology. Thanks to salvage operations after the great battles of Sirius of the early 1880s and now six ancient constructs, we are closing the research gap a little, have jumped two reactor levels, hope to complete Laminate Composite Armour in 1890/91 and Magneto-plasma drives in the mid- to late 1890s. In a few years, our ships may be able to literally catch up to the ships of our enemies, and our allies, before they have passed us to go shoot at each other, or at least our missiles may... Some of the few surviving, highly decorated veterans of Sirius are now becoming admirals, even without the political cronyism that is otherwise usually a major factor in our military bureaucracy. The lost crews will eternally be remembered for their sacrifice: Sirius is where the arsenal of freedom has drawn the line and held fast against the feudal Grandeel tyranny.

On the outskirts: After only a brief contact and months without any further trace of them except for some of their stabilized jump points, our jump-capable forward intelligence and diplomacy ships have found a ship from the elusive Pennsylvania aliens again, communication attempts resume. On our closest, yet most open frontier, Rama intelligence section reports and old survey ship Saraswati have begun to shed light onto the long-neglected Australian arm. Saraswati discovered a link to the Infinity sector, making development of that area, including several mineral-rich worlds much easier. Our huge, in large parts unguarded territory may be open to easy attack by any new aggressor; but as "anchor" worlds in several directions start to develop their own independent industrial infrastructure, our options to mitigate any surprise attack increase.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Andrew on June 15, 2020, 05:56:14 AM
The Roman Empire has just discovered why their Fuel Harvesters and Gate Stabilisation ships seemed unwilling to obey orders to go anywhere. It seems someone had forgotten to fit engines to them

This is unfortunate as the Amiga aliens 2 jumps from Earth just blew up our diplomats, starting the war before our stable jump lines were in place and we could launch our surprise attack
Title: Re: What's Going On In Your Empire: C# Edition
Post by: liveware on June 16, 2020, 03:21:05 PM
The Terran Mercantile Guild continues to expand human civilation to new star systems. After the defeat of hostile aliens at the bloody battle of Eta Cephei-A II and the discovery of an abandoned alien colony in the NN-3727 system, Guild Central Command has decreed that several systems near Sol are safe enough to establish new mining colonies in order to provide much needed resources to Sol Sector industries. The fuel harvesting colony Ares, a small moon in orbit of the gas giant Zeus in the HH Andromedae system is well established and has recently completed construction of the first extrasolar Guild sector command.

Guild Central Command is now focused on developing the colony of Picon in the BR Picis system. Picon will serve as a strategic mineral reserve for Sol and her colonies, and has convenient jump points to several other nearby systems which the Guild will eventually develop into additional mining colonies, owing to their significant mineral wealth.

Guild scout ships continue to scour the frontiers of known space in search of new mining sites and are ever vigilante for threats posed by hostile alien life. With a powerful and recently modernized navy, the Terran Mercantile Guild looks optimistically toward a brighter future than the dark and savage legends of it's ancient past.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on June 16, 2020, 04:14:58 PM
The Protectorate exploration carriers have finally pushed out far enough to discover the most precious of astrographic resources: dead ends. Where the known galaxy a few years ago threatened to be an endlessly branching tree in all directions, there is now a single, narrow frontier behind which all currently exploited systems are secure. The one frontier system, with its one outbound jump point, is already anchored by the oldest extrasolar colony (currently building a hydrosphere as the final stage of terraforming) with its orbital fighter base and STO artillery.

Considering the Protectorate's tendency to build warships only when faced with a clear need, the situation can hardly be declared secure, but it presents a strong possibility to push forward the main naval anchorage and actually have a credible chance of protecting the civilian economy and the colonies if they manage to find anything dangerous in the stars that knows how to move objects bigger than 2.5 tons.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Second Foundationer on June 22, 2020, 04:59:17 PM
An then it became official: No more hide and seek with our helpless blind civilian ships and the too slow patrols, the Republic is now at war on three fronts. All three enemies are technologically superior, and with the latest we don't even know where they come from or how they got into our territory with such a large fleet past our Heliographs that were patched together in the late 1880s to sit on key entry jump points...

Code: [Select]
Heliograph class Sensor Outpost      1,000 tons       20 Crew       138 BP       TCS 20    TH 23    EM 0
1500 km/s      Armour 1-8       Shields 0-0       HTK 8      Sensors 49/8/0/0      DCR 1      PPV 0
Maint Life 10.91 Years     MSP 86    AFR 8%    IFR 0.1%    1YR 1    5YR 20    Max Repair 49.5 MSP
Lieutenant de vaisseau    Control Rating 1   
Intended Deployment Time: 120 months    Morale Check Required   

Chantiers de Flandres CF84UCL Capriodrive (2)    Power 30    Fuel Use 88.68%    Signature 11.25    Explosion 8%
Fuel Capacity 350,000 Litres    Range 71 billion km (548 days at full power)

Venturini Systems V86 Navigator (1)     GPS 2016     Range 37.8m km    Resolution 120
SEG Descartes Radiographe C64 (1)     Sensitivity 8.8     Detect Sig Strength 1000:  23.5m km
SEG Descartes Thermographe M79 (1)     Sensitivity 49.5     Detect Sig Strength 1000:  55.6m km

An attached experiment: I have little experience and no specialized tools to edit images, but I tried to put together a map showing all three fronts. It's pretty big although it still leaves out large chunks of known space beyond Revelation/Infinity, recent discoveries from Carasco and the Australian Arm, and a long chain behind Sirius.
Where to focus our defences is the question our admirals grind their brains about; my preliminary answer: Doesn't really matter much until we have halfway decent ships or at least decent missiles in the 1900s. Our jump point defence stations seem to be enough to guard the Jump points in Sirius and Ohio for now; offensive operations on the other side are out of the question anyway.
The Grandeel would shred us to pieces with railguns and gauss cannons instantly, the Agrigento would be more patient and more cruel by showering us with uncountable amounts of missiles. Uncountable? Well, ..., we may test that latter question one day; together with the turret-laser corvettes plus the same turrets one can see on the light cruisers [turret upgrades are in the research pipeline, FC upgrades are already mounted on some of the CTs], our ASM-armed missile frigates and cruisers may actually not do so badly once they are loaded with sufficiently fast missiles; and with better offensive missiles, the missile destroyers and cruisers might land enough shots to do the job. If we jump in the short-ranged but durable stations as well and those are targeted first, we could actually win.

Once it's out of a long overhaul, we'll probably send the 2nd Fleet to chase this new aggressor. – It's called "2nd" Fleet for historical reasons, but it contains most capital ships we have left these days, except for a small squadron in Sirius [or "1st Fleet" if the crew want to show off during planetary leave; but they don't get any, they are docked to a fully self-sustaining suite of stations, the only contact to outsiders are the supply convoys coming in periodically from Altair], a few light carriers stuffed with beam paper fighters and their few escorts, the Defiance [an old surrendered Grandeel railgun battlecruiser], and one surrendered Agrigento "escort cruiser" that carries tons of ASMs that are fast enough they'd be able to serve as ship engines in our fleet... –; but success is very uncertain without luck or our Rama allies coming to aide us...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Andrew on June 26, 2020, 09:45:45 AM
That momet when you realise that the save game you just loaded was before you set up all your point defense weapons, and those missiles you think are gong to be harmlessly shot down are instead about to hit your ships. Good job for strong shields
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Marski on July 19, 2020, 05:48:20 AM
I was looking who to assign for naval office position, when I noticed this man's history.
Climbed his way to the top, he's earned his spot.
(https://i.imgur.com/VLIR61Z.png)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: non sequitur on July 23, 2020, 05:13:17 PM
The Third Viroconium Campaign is going well for the Roman Empire after the disaster of the first campaign and the strategic withdrawal in the second. After losing several ships including a geosurvey ship, two scouts, three cruisers, and a jump battle-cruiser the Classis Vulcani has finally achieved space supremacy. Two Caesar class battleships shelled the STO emplacements on Viroconium IV. Emperor Titus has ordered the 16th legion under the command of Flavius Salvius Adepphius to land on Vircononium IV and eliminate the rest of hostile ground forces. Assuming all goes well Emperor Titus plans on awarding Navarch Lucius Helveticus a triumph upon his return to Rome.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Dawa1147 on July 23, 2020, 05:46:07 PM
The Hemdom Consciousness is in a very sticky position:
The year is 5092, and have spent the last decade in critical Gallacite shortage. During our explorations, we finally found a planet with workable sources, but we also encountered the LaMut Republic. Their claimed territory ends just shy of the critical supply line bringing precious minerals to our core worlds. Luckily they seem friendly... for now.
Their nosyness and their proximity right on the lifeline have kept tensions high, as any expansion towards us would let them claim the system our freighters have to pass through. With the Gallacite just now being mined and shipped, we have not been able to construct our usual custom of large, advanced vessels, and will not be able for a long time.
This has let to a radical change in doctrine, as we cannot be allowed to be unprepared should our tenious alliance break. We have developed slow, stealthy wolfpacks to annihilate the enemy supply lines without the expense of powerful engines, sacrificing speed and survivability for stealth and maximum firepower.
We have mapped and prepared our own supplylines, measouring out how much fuel a campaign would take and were to set our refuel ships, and who will defend them.
Just as we felt ready to defend our worlds and strike back in case of war, we have discovered a new system with two different alien races inside it. They have not yet declared open war, but their threats have been recieved with great caution.
They reside on the opposite side of our core worlds, and very close by too (only 15 billion km to Earth), trapping us in a potential two front war! If that was not bad enough, they have a connection to a system we had surveyed, giving them mobility we cant trace.
Maybe if we can play the two new races againt each other, or play the LaMut Republic against the two newcomers, we can make it through this after all...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Froggiest1982 on July 23, 2020, 10:59:58 PM
Enjoying my new what if project
Setup
Survey 5%
Research 10%
Alien Chance Gen Player 75%
Alien Chance Gen NPR 30%
0 NPR at Start
1b people

In this setup I start Conventional for Installations and gave me the TN tech afterwards and the what if is: What if the TN minerals were discovered outside Earth?
Earth No Minerals
Mars and Luna surveyed only

You can start as you please but you need to plan in advance making sure you have all you need for your first steps.
Fuel and Maintenance supplies are pretending to be achieved with pre TN techs and minerals and you can give yourself some but not too much. Same goes for eventual Ships.

I have started with Geo Probes Missiles to be sent from Earth trying to find mineral deposit. Knowing my effort would have been not on Earth I have spent all my tech and building points on logistic and orbital capabilities plus bonuses on mineral and fuel production along with shipbuilding economy and research plus the ability to colonize and the geological teams. I have build 5x5k freighters and 1 tug. 3 Orbital stations with one module only (one per kind: mining, harvesting and habitat). I game myself the transport tech with small bay for a small shuttle to carry around geological teams.

Short sad story: 80 years in. still not discovered Geological sensors as it would be a waste considering the priority number one was to find and collect minerals nearby with less fuel consumption as possible or at least use that fuel to transport the resources. Some of the new tech went into new engines and fuel consumption. More than half my industry hasn't been converted yet and I really need more harvesting stations and a tanker hat actually uses less fuel than the one it transports back to Earth.

We are slowly colonizing Mars to use the minerals as good base for our development, the civvies are helping lots with this. Actually the civilians are the real life saver in this setup, you need their "no fuel" capability to do a lot of the heavy lifting and logistic.

I think it's too hard, but I like the pain. I might fight first aliens with rocks and sticks, but it will be an honorable death.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: liveware on July 25, 2020, 08:07:27 PM
Enjoying my new what if project
Setup
Survey 5%
Research 10%
Alien Chance Gen Player 75%
Alien Chance Gen NPR 30%
0 NPR at Start
1b people

In this setup I start Conventional for Installations and gave me the TN tech afterwards and the what if is: What if the TN minerals were discovered outside Earth?
Earth No Minerals
Mars and Luna surveyed only

You can start as you please but you need to plan in advance making sure you have all you need for your first steps.
Fuel and Maintenance supplies are pretending to be achieved with pre TN techs and minerals and you can give yourself some but not too much. Same goes for eventual Ships.

I have started with Geo Probes Missiles to be sent from Earth trying to find mineral deposit. Knowing my effort would have been not on Earth I have spent all my tech and building points on logistic and orbital capabilities plus bonuses on mineral and fuel production along with shipbuilding economy and research plus the ability to colonize and the geological teams. I have build 5x5k freighters and 1 tug. 3 Orbital stations with one module only (one per kind: mining, harvesting and habitat). I game myself the transport tech with small bay for a small shuttle to carry around geological teams.

Short sad story: 80 years in. still not discovered Geological sensors as it would be a waste considering the priority number one was to find and collect minerals nearby with less fuel consumption as possible or at least use that fuel to transport the resources. Some of the new tech went into new engines and fuel consumption. More than half my industry hasn't been converted yet and I really need more harvesting stations and a tanker hat actually uses less fuel than the one it transports back to Earth.

We are slowly colonizing Mars to use the minerals as good base for our development, the civvies are helping lots with this. Actually the civilians are the real life saver in this setup, you need their "no fuel" capability to do a lot of the heavy lifting and logistic.

I think it's too hard, but I like the pain. I might fight first aliens with rocks and sticks, but it will be an honorable death.

Cool start scenario. I'm a bit of a masochist when it comes to Aurora... my typical games go for at least 300 earth years before I encounter a hostile NPR. I might give this starting setup a go next time around.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: liveware on July 25, 2020, 08:48:21 PM
In the First Era, the Terran Mercantile Guild grew vast and powerful. It spanned nearly 500 star systems and knew no enemies but those it created for itself. Those internal enemies proved to be it's ultimate downfall. Guild historians assert that the Guild had existed for nearly a millennium before it's downfall. Crimson Dawn and other sources place it's age at closer to 500 terran years at the time of the Great Collapse.

Near the end of the First Era, a separatist faction known as the Crimson Dawn gained notoriety. They appeared wherever the Guild police and military presence was weak, and cultivated malcontent amongst Guild colonies. Arguing for increased independence of Guild colonies from the central command based at Terra, they found widespread support throughout Guild space. The Dawn argued for a decentralized government, with greater independence from Terra than had ever existed in Guild history.

Guild political leadership was not wholeheartedly opposed to independence of at least some the outlying colonies. Resource shortages were straining the economy and the newfound unrest propagated by Dawn separatists was an unwelcome nuisance. Many distant colonies had been established haphazardly, with a priority placed on growing the influence of the Guild rather than long-term colonial stability. Unfortunately for the Dawn, the Guild, and all human colonies thus affiliated, the Guild had not developed it's colonies to support a decentralized economy as was envisioned by the Crimson Dawn. All roads led to Terra, and without the support of Guild super-freighters, any rebellious colony would be cut off from the Guild economic system. Dawn paramilitary forces continued to see continually improving recruitment rates in spite of this well known fact.

When it finally occurred, the Great Collapse was thought impossible, foolish, and unrealistic. Dawn paramilitary forces ultimately resorted to a viral attack upon Guild communication systems as a prelude to conventional ground and naval assaults. These viral attacks prevented Guild forces from coordinating effective counter attacks throughout the wide-spread Guild colonies. Thus was the start of the Collapse. With many Guild fleets and ground formations left isolated, blind and confused and without support or supply lines, they were forced to surrender. Some Guild forces refused surrender, and fought honorably to the last man against Dawn rebel forces, discerning what the Dawn had perpetrated. Notable Guild holding actions which survive in modern historical records took place at Alpha Centauri A-III, Sirius B-I, Sol A-V, and Typhus A-VII. The limitations imposed by post-Collapse lightspeed communication mask an estimated 347 additional fleet and ground actions which are assumed to have occurred in accordance with standard Guild protocol at the time of the Collapse. However, aside from the colonies mentioned above, no communication has been received from any Guild colonies since the onset of the Collapse. The results of fleet actions at distant colonies remains uncertain.

On Terra, the Collapse resulted in widespread starvation and a drastic reduction in global population. Pre-Collapse Guild census records indicate a maximum Terran population of nearly 26 billion citizens. Following the Collapse and the re-establishment of the Guild during the Reformation, census records indicate an upper limit on Terran population of approximately 100 million citizens (+0/-1 million citizens). It remains a matter of speculation as to how other colonies faired following the Collapse. The loss of interstellar transportation and communication capability was perhaps the most important result of the Collapse. Colonies which had formally enjoyed profitable trade lines were suddenly isolated, and it is assumed that many, such as Terra, which were dependent on off-world food shipments, suffered greatly.

Nearly 500 years after The Great Collapse, the reformed Terran Mercantile Guild is currently working diligently to re-establish it's galactic presence. Advancements in mineral enrichment technologies have allowed Guild industrialists to exploit previously unprofitable resource deposits on Terra and other bodies in the Sol system. This has allowed for a resurgence in Guild interplanetary mining efforts. With the first interstellar survey ships in several centuries departing for distant star systems, the Guild is preparing for the possibility of an interstellar conflict with former Crimson Dawn separatists. The children of those who survived the Collapse on Terra have not forgotten the horror of that age, and hold little regard for those responsible for causing it...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: db48x on July 29, 2020, 04:29:54 AM
Well, the Marsies are getting restless, so it's time to launch humanity's first proper Battleship. The Boromir class is 20 kt, the speed came out to a perfect round 5000 km/s, and it's bristling with weapons. 30 weapons. 30 12-cm infrared lasers, because that's all we've got.

Boromir class Battleship      20,000 tons       727 Crew       1,814.6 BP       TCS 400    TH 2,000    EM 0
5000 km/s      Armour 1-65       Shields 0-0       HTK 133      Sensors 50/60/0/0      DCR 16      PPV 120
Maint Life 2.39 Years     MSP 907    AFR 200%    IFR 2.8%    1YR 217    5YR 3,251    Max Repair 250 MSP
Troop Capacity 250 tons     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

John & Reeves Interstellar EP500 40HS INPE (4)    Power 2000    Fuel Use 69.88%    Signature 500    Explosion 12%
Fuel Capacity 1,525,000 Litres    Range 19.6 billion km (45 days at full power)

Dutka Precision Arms 12cm C1 Infrared Laser (30)    Range 40,000km     TS: 5,000 km/s     Power 4-1     RM 10,000 km    ROF 20        4 2 1 1 0 0 0 0 0 0
Piner Warning & Control R40-TS5000 Beam Fire Control (1)     Max Range: 40,000 km   TS: 5,000 km/s     75 50 25 0 0 0 0 0 0 0
Achenbach Turbines R10 IPBR (3)     Total Power Output 30.3    Exp 5%

Piner Warning & Control AS45-R100 Active Search Sensor (1)     GPS 5000     Range 45.4m km    Resolution 100
Piner Warning & Control AS4-R1 Active Search Sensor (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
JPL EM Sensor EM10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  61.2m km
JPL TH10-50 Thermal Sensor (1)     Sensitivity 50     Detect Sig Strength 1000:  55.9m km

Maybe they'll be laughing, but at least they'll stop rioting.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Rince Wind on July 29, 2020, 09:24:35 AM
It has no armor!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Black on July 29, 2020, 09:30:10 AM
Well civilians are dumb, so they will look at all the weapons and will be content. Just don't send it to fight anything.  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Dawa1147 on July 29, 2020, 12:16:29 PM
Sooo, the two NPRs in the new system have identified themselves as the Morrow Councel and the Empire of Tenbi.
Just as we thought established communications might cool the situation, they attacked us.
The good news is that our paranoia paid off, and our fleets were nearby. We even managed to assault through the jump point before they could direct their fleets there.
The bad news is they have a combined tonnage of 55+ million tons. We have 8.3mt naval tonnage. Even with most of the enemy being civilian crafts, this is most worrysome.
Additionally, we do not have the gallacite to expand our fleet, and our wolfspacks were the ones they attacked while the wolfspacks were moving towards the main fleet.
At least the planet would have a lot of value to conquer - should we be able to land anything: probing atacks showed several dozens attacks by 110x1dmg energy weapons.
Even then we would have to contend with 4 million tons of garrison on jungle mountains.

These are worrysome times indeed for the Hemdom Consciousness...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: db48x on July 29, 2020, 03:05:39 PM
It has no armor!

Oops!

If ion engines work as well as our scientists say, perhaps they'll be small enough to leave room for some armor in the block 2 battleships…
Title: Re: What's Going On In Your Empire: C# Edition
Post by: vorpal+5 on July 30, 2020, 03:04:40 AM
It has no armor!

You don't need armor when you have the right with you!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: mtm84 on August 01, 2020, 06:21:12 PM
It has no armor!
300 teaches us that you don't need armor as long as you do an insane amount of crunches.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Black on August 01, 2020, 07:19:21 PM
So I just wiped 94% of alien population during ground war on their homeworld, whoops. Over 3000 facilities remain on the planet, as well as over 1mil capacity of shipyards, but there is basically no one to operate them. Unfortunately their physiology is so different that the planet cannot be terraformed for humans without killing rest of the original inhabitants. Lets hope that the new members of the Federation have high birthrate.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Lord Solar on August 02, 2020, 10:25:20 PM
Similar, but I didn't kill that many, they just had way more stuff than they could man. ~3m tons of ground troops turned into ribbons for my officers. I had about 200k, 10% loses, a few dead officers.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: GenJeFT on August 04, 2020, 11:34:04 PM
I am using the forum username option for officer names. Its neat seeing my user name pop up.

Downside is I have NOTHING for me to do.

*edit

Ah ha! I just got Steve as a scientist.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Froggiest1982 on August 05, 2020, 02:45:41 AM
I just got Steve as a scientist.

Now you need to create an insanely huge project, call it Aurora C#, assign him 1 lab and wait for it to be completed!

Don't forget to check every now and then if we there yet.

Any resemblance to real events and/or to real persons, living or dead, is purely coincidental...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Rince Wind on August 05, 2020, 04:32:08 AM
In my game Steve gave his name to spoiler AMM bases.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: GenJeFT on August 05, 2020, 09:37:04 PM
I just got Steve as a scientist.

Now you need to create an insanely huge project, call it Aurora C#, assign him 1 lab and wait for it to be completed!

Don't forget to check every now and then if we there yet.

Any resemblance to real events and/or to real persons, living or dead, is purely coincidental...

Done. Its going to take another 900 years.

(I cant figure out how to post the picture so a link will have to do).

https://imgur.com/a/Amd9Pb9
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Hydrofoil on August 06, 2020, 03:59:40 AM
The year is 2039 and Earth mounted its first serious attempt to protect its only extra solar colony against the biological scourge that has been picking off its survey vessels and slowly spreading closer and closer to the Sol System. The attempt resulted in utter failure and loss of all hands. 2 missile frigates and 4 beam corvettes a total of 18 Thousand tonnes of ships were destroyed by craft smaller than our active sensors could reliable lock onto. Immediate work has been put into a new Active sensor that is able to detect these tiny ships to allow us to fight this threat. Things look bleak but the United Star Commonwealth will over come this foe!


Note: I started on a conventional start.

 
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Dawa1147 on August 06, 2020, 05:00:20 AM
Against all odds, we managed to defeat the Empire of Tenbi and the Monnow Council (two NPRs in the same system). It will take time to finish conquering their homeworld, and we will need to bring infrastructure&terraformers as 38.000 dust is trying to cool it to 0°K. But when its done, we will have two homeworlds for the price of one!
As an added bonus, in the wake of the war the two NPRs seem to suddenly declare war on each other, as we found the Empire attacking Council transport ships, this should make our job easier and let them take care of cleanup by themselves.
With the lessons lernt, we will use the time we need to rebuild our armies to make them stronger, as the next war may come soon...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on August 06, 2020, 08:00:29 AM
I just got Steve as a scientist.

Now you need to create an insanely huge project, call it Aurora C#, assign him 1 lab and wait for it to be completed!
...

Done. Its going to take another 900 years.

Worth it.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Barkhorn on August 06, 2020, 05:14:29 PM
I just won my first planetary invasion.  25k ton infantry division vs 7.5k ton defenders, who I suspect were precursors.  The mechanized battalion did best, barely suffered any losses and constantly made breakthroughs.  Next best I think was the artillery battalion.  Didn't kill that much, but suffered no losses.  The two infantry battalions did kinda bad and had to be pulled off the line.  They did decent in terms of kills, but suffered pretty heavy casualties.  Orbital support does next to nothing, at least from full-size ships.  Maybe fighters would be better.  One thing I found strange was when the enemy's mechs, which I believe were medium vehicles, survived hits from orbital weapons.  Even 25cm spinal lasers.  The orbital fire support was only able to kill infantry.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on August 07, 2020, 05:59:48 AM
I just won my first planetary invasion.  25k ton infantry division vs 7.5k ton defenders, who I suspect were precursors.  The mechanized battalion did best, barely suffered any losses and constantly made breakthroughs.  Next best I think was the artillery battalion.  Didn't kill that much, but suffered no losses.  The two infantry battalions did kinda bad and had to be pulled off the line.  They did decent in terms of kills, but suffered pretty heavy casualties.  Orbital support does next to nothing, at least from full-size ships.  Maybe fighters would be better.  One thing I found strange was when the enemy's mechs, which I believe were medium vehicles, survived hits from orbital weapons.  Even 25cm spinal lasers.  The orbital fire support was only able to kill infantry.

Yes, I think orbital support is too under-powered at the moment. I will probably adjust at some point.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Jorgen_CAB on August 07, 2020, 07:13:53 AM
I just won my first planetary invasion.  25k ton infantry division vs 7.5k ton defenders, who I suspect were precursors.  The mechanized battalion did best, barely suffered any losses and constantly made breakthroughs.  Next best I think was the artillery battalion.  Didn't kill that much, but suffered no losses.  The two infantry battalions did kinda bad and had to be pulled off the line.  They did decent in terms of kills, but suffered pretty heavy casualties.  Orbital support does next to nothing, at least from full-size ships.  Maybe fighters would be better.  One thing I found strange was when the enemy's mechs, which I believe were medium vehicles, survived hits from orbital weapons.  Even 25cm spinal lasers.  The orbital fire support was only able to kill infantry.

Yes, I think orbital support is too under-powered at the moment. I will probably adjust at some point.

I don't think people have actually tried using ships specifically designed for orbital support. They can be surprisingly effective and not very expensive. You can even make very cheap orbital platforms that you tug along using a tractor beam with your assault transports.

In my opinion general beam ships should not be that effective for bombardment support. If you make them effective you might also make dedicated bombardment platforms overpowered instead.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on August 09, 2020, 02:40:39 AM
I wonder if my placement of 3 Battlestations at the wormhole jump point, gave the spark to war...  ???
But they wouldn't see 3 60k battlestations as a prelude to war, would they?  ::)
Of course not!  ::)
They planned for war all the time, we were lucky to manage to place the first 3 of 6 planned, mere hours before broke out... :o

To date, after 16 days of war we have managed to destroy 31 destroyer sized warships and 39 light/heavy cruiser variants, but the last incursion were to big to destroy, so now gateway system have 9CL/CA and 4 DDs enemy on the lose, luckily they are targeting the point defences, the battlestations heavy shielding is still capable of withstanding all missile fire.

We are in the process of developing a new missile, short ranged but capable of destroying a cruiser in one or 2 hits, smaller ships will not stand a chance.

In the planning of these defences, there were to be a carriere version of battlestation, the Gotland class, a small group of fighters/interceptors for mopping up damaged ships, still no one built due to war broke out way to early.

Over Faraway colony, ground based lasers/railguns have killed 2 destroyers that got to close. After 36 hours of ground war their colony were taken by our superior forces.

Enighten (Unity) class Battlestation

Quote
Enigheten class Battlestation      59 992 tons       1 890 Crew       15 654.9 BP       TCS 1 200    TH 0    EM 76 800
1 km/s      Armour 20-136       Shields 2560-480       HTK 520      Sensors 14/14/0/0      DCR 159      PPV 264.35
Maint Life 8.78 Years     MSP 21 039    AFR 223%    IFR 3.1%    1YR 489    5YR 7 336    Max Repair 768 MSP
Magazine 2 898   
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 36 months    Morale Check Required   

Haynes Defence Technologies Theta S320 / R480 Shields ( 8 )     Recharge Time 480 seconds (5.3 per second)

Schofield & White Armaments 30cm C5 X-Ray Laser (10)    Range 480 000km     TS: 8 000 km/s     Power 24-5     RM 70 000 km    ROF 25       
Warner Armaments Twin Noble Weapon Systems Gauss Cannon R400-100 Turret (5x8)    Range 40 000km     TS: 10000 km/s     Power 0-0     RM 40 000 km    ROF 5       
Newton-Ball Gauss Defence Calculator (5)     Max Range: 48 000 km   TS: 20 000 km/s     79 58 38 17 0 0 0 0 0 0
Williamson-Potts Electronic Systems Long Range Beam Calculator (1)     Max Range: 384 000 km   TS: 20 000 km/s     97 95 92 90 87 84 82 79 77 74
Byrne-White Beam Fire Control R480-TS32000 (1)     Max Range: 480 000 km   TS: 32 000 km/s     98 96 94 92 90 88 85 83 81 79
Cartwright & Matthews Aircraft Engine Co Large Stellarator Fusion Reactor R72 (1)     Total Power Output 71.6    Exp 5%

Johnson Precision Arms Standard Missile Launcher (15)     Missile Size: 6    Rate of Fire 15
Henderson-Duncan Missile Fire Control FC103-R100 (5)     Range 103.7m km    Resolution 100
Bell Electronics Missile Fire Control FC22-R1 (1)     Range 22.3m km    Resolution 1
Frost-Rowley ASM Maverick MkII (483)    Speed: 55 000 km/s    End: 12.7m     Range: 41.8m km    WH: 12    Size: 6    TH: 348/209/104

Matthews Warning & Control Standard Early Warning Radar (1)     GPS 140     Range 25m km    MCR 2.2m km    Resolution 1
Price Electronics Industries Standard EM Sensor (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
Doyle-Owen Defence Industries Standard Thermal Sensor TH1.0-14.0 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

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

This design is classed as a Military Vessel for maintenance purposes

Gotland class

Quote
Gotland class Battlestation- Carrier      59 948 tons       1 583 Crew       12 235.8 BP       TCS 1 199    TH 0    EM 76 800
1 km/s      Armour 15-136       Shields 2560-480       HTK 460      Sensors 14/14/0/0      DCR 159      PPV 119.74
Maint Life 8.14 Years     MSP 16 456    AFR 223%    IFR 3.1%    1YR 442    5YR 6 631    Max Repair 520 MSP
Hangar Deck Capacity 9 000 tons     Troop Capacity 750 tons     Magazine 2 898    Cryogenic Berths 2 000   
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 36 months    Flight Crew Berths 180    Morale Check Required   

Haynes Defence Technologies Theta S320 / R480 Shields (8)     Recharge Time 480 seconds (5.3 per second)

Warner Armaments Twin Noble Weapon Systems Gauss Cannon R400-100 Turret (2x8)    Range 40 000km     TS: 10000 km/s     Power 0-0     RM 40 000 km    ROF 5       
Newton-Ball Gauss Defence Calculator (2)     Max Range: 48 000 km   TS: 20 000 km/s     79 58 38 17 0 0 0 0 0 0

Johnson Precision Arms Standard Missile Launcher (15)     Missile Size: 6    Rate of Fire 15
Henderson-Duncan Missile Fire Control FC103-R100 (5)     Range 103.7m km    Resolution 100
Bell Electronics Missile Fire Control FC22-R1 (1)     Range 22.3m km    Resolution 1
Frost-Rowley ASM Maverick MkII (483)    Speed: 55 000 km/s    End: 12.7m     Range: 41.8m km    WH: 12    Size: 6    TH: 348/209/104

Matthews Warning & Control Standard Early Warning Radar (1)     GPS 140     Range 25m km    MCR 2.2m km    Resolution 1
Price Electronics Industries Standard EM Sensor (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
Doyle-Owen Defence Industries Standard Thermal Sensor TH1.0-14.0 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

Strike Group
16x Wasp Interceptor   Speed: 22978 km/s    Size: 5.22
8x Mosquito Beam Fighter   Speed: 18915 km/s    Size: 8.46

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

This design is classed as a Military Vessel for maintenance purposes

Wasp

Quote
Wasp class Interceptor      262 tons       10 Crew       138.8 BP       TCS 5    TH 42    EM 0
22978 km/s      Armour 1-3       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 1.5
Maint Life 6.43 Years     MSP 33    AFR 5%    IFR 0.1%    1YR 1    5YR 21    Max Repair 105 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Hawkins Thrust Interceptor Drive (1)    Power 120    Fuel Use 1394.27%    Signature 42.00    Explosion 30%
Fuel Capacity 51 000 Litres    Range 2.5 billion km (30 hours at full power)

Donnelly-Russell Weapon Systems Fighter Gauss (1x4)    Range 30 000km     TS: 22 978 km/s     Accuracy Modifier 25.00%     RM 40 000 km    ROF 5       
Brady Electronics Industries Interceptor FC (1)     Max Range: 30 000 km   TS: 5 000 km/s     67 33 0 0 0 0 0 0 0 0

Payne & Franklin Interceptor Radar (1)     GPS 56     Range 12.2m km    Resolution 10

This design is classed as a Fighter for production, combat and planetary interaction

Mosquito

Quote
Mosquito class Beam Fighter      423 tons       18 Crew       230.7 BP       TCS 8    TH 56    EM 0
18915 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 2
Maint Life 3.26 Years     MSP 34    AFR 14%    IFR 0.2%    1YR 5    5YR 73    Max Repair 70 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Hawkins Thrust Fighter IF Drive (2)    Power 160    Fuel Use 505.96%    Signature 28.00    Explosion 20%
Fuel Capacity 30 000 Litres    Range 2.5 billion km (37 hours at full power)

Cox & Hodgson Fighter Laser (1)    Range 120 000km     TS: 18 915 km/s     Power 6-0.25     RM 70 000 km    ROF 120       
Newton-Barlow Fighter Laser FC (1)     Max Range: 120 000 km   TS: 2 500 km/s     57 52 47 42 36 31 26 21 16 10
Hopkins-Howarth Fighter Reactor (1)     Total Power Output 6    Exp 5%

Payne & Franklin Interceptor Radar (1)     GPS 56     Range 12.2m km    Resolution 10

This design is classed as a Fighter for production, combat and planetary interaction

Now we are only waiting for the 2 battle fleets that are in transit, in total some 70 combat ships, from the giant carriers to the small, old but still capable Napoleon destroyers, soon we will invade the contact system, 2 tank divisions is also being transported to Gateway system, with other support units in transit from Terra, Mars and Luna.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Barkhorn on August 09, 2020, 01:48:20 PM
Your tracking speeds need some work if you plan on making more of these stations.  For instance, your Enigheten's gauss turrets only track 10000km/s, while their fire controls can do 20000km/s.  You should increase the turret's tracking speeds.

Similar issue with your fighters, their fire controls have really low tracking speed compared to their own speed.  You can get much higher accuracy if they're the same.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on August 11, 2020, 08:31:26 AM
Yea, had some turrets in starage, saved som time. The upgrade will have faster turrets, a new generatiln of shields and a short range missile with a strenght 48 blast...

The fighters suffer the same cause as the gauss, old equipment, or older fighters. Got a small fieldtest and 12 of them blew a destroyer to bits, not sure if that one was an empty missile or couldnt se my fighters.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: idefelipe on August 14, 2020, 06:06:52 AM
It is going nice, fortunately... although my game has an extreme particularity: Sol is in a dead end route!!

It has only one jump point to Alpha Centaury, where I stablished a new colony and will be my first defensive line in case of any attack... and then there is a "void" of two systems until next system with planets (Luytens with one terrestrial planet and 3.01 Colony Cost).

I found an agressive race on Gliese (three jumps from AC, one from Groombridge), so I started a navy campaign (inspired in the Imperium of Man written by Steve) and I think I will test the cloaking systems... maybe I can make a small fleet of invisible fighters that can hit one time hard.

Once my colony at AC is developed (it is around 80% developed) I will think if I create another colony there... or if I launch a special mission to colonise Luytens :)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Aurex on August 16, 2020, 10:48:56 AM
The Terran Confederation is doing pretty okay, all things considered.   
We had a relatively early first contact with a hostile species (immediately opened fire against our Constellation-class science vessel and destroyed it) while we were still exclusively researching construction techs and building up our industrial base and our shipyards.   

Thanks to the Constellation's EM sensors, we were able to get an estimate of the tech level of the other species - sadly much higher than ours, with 32. 000 km/s missiles while we were kick-starting our own missile research with the first magneto-plasma engines just coming into production.    Thankfully they didn't seem too interested to reach our nearby colony (with 19 million corundium, 1. 0 accessibility.   ) I left that JP alone for two years while I built up three separate fleets and kept exploring in other directions.   

Eventually we made contact with them again in a completely different system, on our "northern" border (the opposite one from the first contact system) that's probably linked to their homeworld.    Fifteen confirmed warships over 14k tons, four 22k tons warships and twenty-nine 7. 4k tons warship, that's what they have in this new system, with a small colony of 7m "souls. " With guarded jump points and a lot of STO defending our planets, I went in with a collier, a tanker and a 14-strong fleet.  120m range size 8 missiles, 5600km/s speed. . .  but no PD whatsoever.  Risky, but it payed off.   

The screenshot is from that first foray in the alien-controlled system.   Thankfully their missiles have a largely inferior range to our own and the first engagement saw them run after losing four ships.    No hits received on our end, and more than 70% of ordnance remaining, we press on to see if we can hit the planet.   There we spot another approaching fleet: apparently a large number of civilian ships possibly taking colonists/infrastructure to the alien planet.   Managed to destroy two of them, but the escorts seemed to have an almost overwhelming PD system and 56 missiles weren't enough to get more than 2 hits per salvo.    We then proceeded to fire against the now "sieged" planet where the civilian ships had taken refuge (possibly committing some kind of war crime in the process) but their STOs were so overwhelmingly numerous that not even a single missiles went past their net.    We eventually retreated from the system and awarded a lot of medals for destroyed tonnage.   We're already planning another offensive, this time in both their systems and with a new class of Point Defense Escorts.   

Title: Re: What's Going On In Your Empire: C# Edition
Post by: db48x on August 24, 2020, 02:31:37 AM
Map is getting complicated:

(http://db48x.net/Aurora/conventional%20start%20in%202020%20with%20v1.11/galaxy%20map%202232.png)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: vorpal+5 on August 24, 2020, 12:07:03 PM
Internally, are the solar systems disposed on a square grid? Perhaps a kind of automagical button could place them in their proper square. I know it would definitively give some informations on the map layout, but then, IRL we know the positions of all stars, so ...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: db48x on August 24, 2020, 02:17:50 PM
No, the connections between systems are completely random. In fact they're not even determined until someone flies a ship through a jump point. The game does keep track of the 3D coordinates of every star, at least in a "Real Stars" game, but as far as I know it doesn't do anything with that information.

Edit: in fact, because the connections are random, there's no guarantee that the map can "lie flat" in 2D. In fact, you can be pretty sure that they'll never lie flat; it's probably quite improbable.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: drejr on August 25, 2020, 03:41:06 AM
(https://i.imgur.com/TNGlzpo.png)

Northern Commonwealth and TransPacific Alliance forces slug it out during the Battle of Earth.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Marski on August 25, 2020, 12:41:35 PM
A Motorstrelki regiment after two weeks of combat on a contested mountainous planet against spoiler, reinforced with a mountain infantry (gornostrelki) company and supported by attack dropships and fleet in orbit.
Regiment HQ and artillery battalion HQ destroyed by enemy artillery. 3rd battalion combat ineffective and used to reinforce 1st and 2nd battalion. Tank battalion reduced from 125 tanks to 40 tanks and quarter of those are damaged.

Enemy ground forces reduced to 800 tons.

(https://i.imgur.com/dRfX4tH.png)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on August 26, 2020, 04:30:06 AM
Construction forces have finally landed on Ross 780-A II. It's been half a year since the hostile troops were vanquished (though not without losses) and the team can now begin construction of a spaceport. The process will take about ten years unless supported by further construction, so this will be a prospect for the future. Unfortunately, the gravity of the planet is simply too high for any kind of colonization, so orbital habitats will have to be constructed on-site to serve the working forces needed to research the anomaly on the planet.

Soon a xenoarchaeological team will arrive to begin the research process and explore the destroyed outpost.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Froggiest1982 on August 26, 2020, 09:55:49 PM
I don't know yet, but my generator has decided that Earth is pretty much doomed! ahahahah
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Lapoleon on August 29, 2020, 02:10:57 PM
The European Union's economy and research rates have crashed.  Production is at a standstill and their omniscient deity immediately suspects that something has gone wrong with number separators.  Instead it seems that the war between the United Socialists of America and the Nippon Alliance has left much of planet earth a radioactive waste. 

With only a small colony on Europa and no serious terraforming infrastructure in place it seems as if the EU and the other nations of earth are doomed to perish due to the slow but steady heating up of the sun.  At least all the dust and fallout has blocked out some of the bright sunlight.


It seems my game has suddenly taken a very interesting turn.  It was intended to become a race to find a new earth due to solar heating (1% annually).  Now with production ground to a standstill and only two minor offworld colonies it's going to be very interesting.  There are 3 NPR's on earth with me, with Russia being friendly towards me and the USA and Nippon in a drawn out war.

Assets:
Colonies:
- Earth: 820 M pops, 1% political stability and almost 1500 radiation.  If I understand correctly that basically makes it useless for the rest of the game.
- Europa: 24 M pops
- Oumuamua (comet): 0,4 M pops (due to experiments with low grav living)
- Some great terraforming candidates in Luyten 762-8, including a Nitrogen/Oxygen moon with 0. 45 atmosphere.  Jump gate network to this system is almost complete.

Ships:
Cargo Fleet: 5 freighers, total capacity of 375,000 ton
Colony Fleet: 4 colony ships.  1. 1 M pop capacity.
3 multi purpose survey frigates
One outdated battle fleet.
2 Tankers
2 Gatebuilders/Salvagers
Assorted other useless ships I started out with.

Other:
4000 infrastructure currently lying around on earth.  And 14. 000 keeping Europa alive.
11 Terraforming modules prebuild which were part of my scheme to build a giant towable terraforming station.


My current thinking is to move some factories to Europa and ship the infrastructure there as well.  Use the population in Europa to construct terraformers which can terraform Europa at 15x the base speed to free the infrastructure there for use in the new system.


Title: Re: What's Going On In Your Empire: C# Edition
Post by: db48x on August 29, 2020, 02:44:07 PM
I don't know yet, but my generator has decided that Earth is pretty much doomed! ahahahah

That's a pretty crazy scenario. Does your generator create the game for you, or do you have to set it up yourself?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Froggiest1982 on August 29, 2020, 03:09:21 PM
I don't know yet, but my generator has decided that Earth is pretty much doomed! ahahahah

That's a pretty crazy scenario. Does your generator create the game for you, or do you have to set it up yourself?

It does for me so unless there are pretty crazy things (rarely) I leave it as it is otherwise I reroll.

There are few different thongs in but it is possible to add more eventually.

EDIT: It's not completely random, there are percentages for any event to happen.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: the obelisk on November 06, 2020, 09:04:24 AM
I've explored almost 70 systems, and have still yet to find an NPR, spoilers, or any sign of alien life save one single ruin.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Arwyn on November 06, 2020, 10:04:34 AM
I am on yet another game after getting slagged by an annoying spoiler race that I ran into 3 jumps from Sol.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ektor on November 06, 2020, 11:42:32 AM
I just set up a colony two jumps from my Homeworld. So far no stabilised network, so it's pretty isolated. I make a massive run every couple years with new colonists, minerals and installations. It's pretty cool. I now finally have stabilisation technology, but given this colony is already populated by about 3 million people, I'm going to use my civilian network to place colonies on three other systems, which will be my priority in stabilising.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: non sequitur on November 06, 2020, 01:56:22 PM
Breathing a sigh of relief after my main fleet finished overhaul and returned to guarding the jump point to alpha cenaturi. A very hostile alien race keeps trying to make incursions into Sol and the home fleet is the only thing that stands between them and invasion.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on November 06, 2020, 02:14:23 PM
Breathing a sigh of relief after my main fleet finished overhaul and returned to guarding the jump point to alpha cenaturi. A very hostile alien race keeps trying to make incursions into Sol and the home fleet is the only thing that stands between them and invasion.

I would make some sort of maintenance base at a waypoint at or near the jump point. Bonus points if you add recreational facilities. it sounds like you'll be defending that point for years to come.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: non sequitur on November 06, 2020, 03:54:36 PM
Yeah, that's the next thing on the the to do list. I just finished building a series of monitors armed with railguns to guard the jump point as my fleet was heavily dependent on missiles and expending the ordinance was getting expensive. There are two convenient asteroids relatively near the jump point so I think I'm going to turn one of them into a resupply station.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Erik L on November 06, 2020, 05:30:13 PM
Yeah, that's the next thing on the the to do list. I just finished building a series of monitors armed with railguns to guard the jump point as my fleet was heavily dependent on missiles and expending the ordinance was getting expensive. There are two convenient asteroids relatively near the jump point so I think I'm going to turn one of them into a resupply station.

I would get into a shoot-out, go to resupply my missiles and then end up upgrading them half-way through the rearming effort. :(
Title: Re: What's Going On In Your Empire: C# Edition
Post by: non sequitur on November 06, 2020, 05:53:04 PM
Yeah, that's the next thing on the the to do list. I just finished building a series of monitors armed with railguns to guard the jump point as my fleet was heavily dependent on missiles and expending the ordinance was getting expensive. There are two convenient asteroids relatively near the jump point so I think I'm going to turn one of them into a resupply station.

I would get into a shoot-out, go to resupply my missiles and then end up upgrading them half-way through the rearming effort. :(

I couldn't really afford that. In the last three months there has been close to 200,000 tons of warship that have come through the jump point (after a pretty disastrous first contact). No time for upgrades.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on November 08, 2020, 09:58:30 AM
Third battle for 40-Eridani

The Swedish fleet has entered the system for the third time, the first time we lost 4 survey ships, the second probe with 16 FACs, losing 12 of them, only 4 got back, damaged.
Between the first probes there have been both space and ground actions against the enemy in the Xi Boötis  system.
Calling themselves, Guiyang Commonality and they have been at war with a third race, called the Xi. The Xi having lost their colonies in Xi Boötis to Guiyang Commonality soon saw the the good fortune of having us as allies, that we apparently have taken over the good planets in Xi Boötis havnt seemed to be a problem
Now 38 months after the first confrontation, the combined fleet of Terra is ready to take the war to the enemy…

Terran Battle Fleet

Four second generation battleships: HMS Estland, HMS Finland, HMS Livland, HMS Sverige
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Sverige B class Slagskepp      71 053 tons       1 686 Crew       26 024.5 BP       TCS 1 421    TH 1 200    EM 10 320
5277 km/s      Armour 20-152       Shields 344-645       HTK 547      Sensors 4/4/0/0      DCR 101      PPV 424.36
Maint Life 2.88 Years     MSP 16 253    AFR 569%    IFR 7.9%    1YR 2 887    5YR 43 302    Max Repair 1406.25 MSP
Magazine 180   
Flottiljamiral    Control Rating 4   BRG   AUX   ENG   FLG   
Intended Deployment Time: 18 months    Morale Check Required   

SAAB Ericsson Stor Militär MF Motor Typ 2 (6)    Power 7500    Fuel Use 209.63%    Signature 200.00    Explosion 25%
Fuel Capacity 22 250 000 Litres    Range 26.9 billion km (58 days at full power)
Asea Energi Stor Epsilon Sköld Generator (2)     Recharge Time 645 seconds (0.5 per second)

Bofors 600mm Skrov kanon (1)    Range 600 000km     TS: 8 000 km/s     Power 94-8     RM 80 000 km    ROF 60       
Bofors Triple Bofors 400mm Standard Laser Kanon Turret (6x3)    Range 600 000km     TS: 7500 km/s     Power 126-24     RM 80 000 km    ROF 30       
SAAB Bofors 350mm Magnetkanon för skepp (5x4)    Range 600 000km     TS: 8 000 km/s     Power 27-8     RM 70 000 km    ROF 20       
Twin Bofors Gauss Standard 60kkm Kanon Turret (2x12)    Range 60 000km     TS: 20000 km/s     Power 0-0     RM 60 000 km    ROF 5       
ASEA Beam Fire Control R80-TS20000 (1)     Max Range: 80 000 km   TS: 20 000 km/s     88 75 62 50 38 25 12 0 0 0
Ericsson Stor Eld Dator (2)     Max Range: 600 000 km   TS: 8 000 km/s     98 97 95 93 92 90 88 87 85 83
Svensk Kraft Nät, SKN ICF Reaktor (15)     Total Power Output 192    Exp 5%

Bofors Typ 6 Klusterbox (30)     Missile Size: 6    Hangar Reload 122 minutes    MF Reload 20 hours
Ericsson MARIL (1)     Range 49.1m km    Resolution 100
Bofors Missil System RBS Bamse B (30)    Speed: 25 000 km/s    End: 14.1m     Range: 21.1m km    WH: 30    Size: 6    TH: 258/155/77

ASEA Elektroniska EM Sensor EM0.5-4.0 (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km

ECM 10

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

The four heavy battlecruisers: BCH Svenska Lejonet C: HMS Carolus XI, HMS Makalös, HMS Svenska Lejonet, HMS Ömheten
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Svenska Lejonet C class Tung Slagkryssare      40 945 tons       1 072 Crew       12 280.4 BP       TCS 819    TH 2 400    EM 10 320
5861 km/s      Armour 12-105       Shields 344-645       HTK 254      Sensors 4/0/0/0      DCR 59      PPV 242.04
Maint Life 3.00 Years     MSP 5 436    AFR 462%    IFR 6.4%    1YR 908    5YR 13 624    Max Repair 620.5 MSP
Magazine 600   
Kommendör    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 18 months    Morale Check Required   

SAAB IF Motor (8)    Power 4800    Fuel Use 77.94%    Signature 300.0    Explosion 15%
Fuel Capacity 5 250 000 Litres    Range 29.6 billion km (58 days at full power)
Asea Energi Stor Epsilon Sköld Generator (2)     Recharge Time 645 seconds (0.5 per second)

Bofors 600mm Skrov kanon (1)    Range 600 000km     TS: 8 000 km/s     Power 94-8     RM 80 000 km    ROF 60       
Bofors Laser 255mm Laser Kanon (10)    Range 600 000km     TS: 8 000 km/s     Power 16-8     RM 60 000 km    ROF 10       
SAAB Bofors 350mm Magnetkanon för skepp (2x4)    Range 600 000km     TS: 8 000 km/s     Power 27-8     RM 70 000 km    ROF 20       
Twin Bofors Gauss Standard 60kkm Kanon Turret (2x12)    Range 60 000km     TS: 20000 km/s     Power 0-0     RM 60 000 km    ROF 5       
ASEA Beam Fire Control R80-TS20000 (2)     Max Range: 80 000 km   TS: 20 000 km/s     88 75 62 50 38 25 12 0 0 0
Ericsson Stor Eld Dator (2)     Max Range: 600 000 km   TS: 8 000 km/s     98 97 95 93 92 90 88 87 85 83
Vattenfall Standard Hjälp Reaktor (17)     Total Power Output 108.8    Exp 5%

Bofors Typ 6 Klusterbox (100)     Missile Size: 6    Hangar Reload 122 minutes    MF Reload 20 hours
Ericsson MARIL (5)     Range 49.1m km    Resolution 100
Bofors Missil System RBS Bamse B (100)    Speed: 25 000 km/s    End: 14.1m     Range: 21.1m km    WH: 30    Size: 6    TH: 258/155/77

Asea Anti Missil Radar (1)     GPS 105     Range 21.6m km    MCR 1.9m km    Resolution 1
ASEA Ericsson Stor Radar station (1)     GPS 56000     Range 262.9m km    Resolution 100
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km

ECCM-2 (2)         ECM 10

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

9 newly constructed battle crusiers: HMS Bernardo, HMS Fortinbras, HMS Francisco, HMS Gertrude, HMS Guildenstern, HMS Marcellus, HMS Ophelia, HMS Osrick, HMS Rosencrantz
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Örnen C class Torped Kryssare      44 748 tons       1 193 Crew       15 537.5 BP       TCS 895    TH 3 000    EM 12 000
6704 km/s      Armour 10-112       Shields 400-1000       HTK 372      Sensors 4/4/0/0      DCR 79      PPV 242.88
Maint Life 3.09 Years     MSP 10 633    AFR 327%    IFR 4.5%    1YR 1 672    5YR 25 086    Max Repair 1372.8 MSP
Magazine 180   
Kommendör    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 18 months    Morale Check Required   

SAAB IF Motor (10)    Power 6000    Fuel Use 77.94%    Signature 300.0    Explosion 15%
Fuel Capacity 6 250 000 Litres    Range 32.3 billion km (55 days at full power)
Ericsson Energi Stor Xi Sköld (1)     Recharge Time 1000 seconds (0.4 per second)

Bofors 600mm Skrov kanon (1)    Range 480 000km     TS: 8 000 km/s     Power 94-8     RM 80 000 km    ROF 60       
Bofors Triple Bofors 400mm Standard Laser Kanon Turret (4x3)    Range 480 000km     TS: 7500 km/s     Power 126-24     RM 80 000 km    ROF 30       
Bofors 40mm Kanon (2x12)    Range 1000 km     TS: 32 000 km/s     ROF 5       
Asea Elektroniska Laser EC Dator (5)     Max Range: 480 000 km   TS: 6 250 km/s     98 96 94 92 90 88 85 83 81 79
Svensk Kraft Nät, SKN ICF Reaktor (10)     Total Power Output 128    Exp 5%

Bofors Typ 6 Klusterbox (30)     Missile Size: 6    Hangar Reload 122 minutes    MF Reload 20 hours
Ericsson MARIL (1)     Range 49.1m km    Resolution 100
SAAB Dynamics Torped 613 (6)    Speed: 36 000 km/s    End: 13.7m     Range: 29.6m km    WH: 50    Size: 20    TH: 312/187/93

ASEA Ericsson Medium Radar station (1)     GPS 28000     Range 185.9m km    Resolution 100
ASEA Elektroniska EM Sensor EM0.5-4.0 (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km

ECCM-3 (2)         ECM 30

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

8 old Torpedo cruisers, mostly used for locale defence but now pressed into the battle fleet: HMS Claudius, HMS Cornelius, HMS Hamlet, HMS Horatio, HMS Laertes, HMS Polonius, HMS Voltimand, HMS Örnen
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TorpK HMS Claudius  (Örnen class Torped Kryssare)      22 380 tons       627 Crew       5 687.4 BP       TCS 448    TH 1 680    EM 450
5004 km/s      Armour 8-70       Shields 15-300       HTK 176      Sensors 4/4/0/0      DCR 34      PPV 127.6
Maint Life 2.99 Years     MSP 2 223    AFR 286%    IFR 4.0%    1YR 372    5YR 5 578    Max Repair 219 MSP
Magazine 120   
Kommendör    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 18 months    Morale Check Required   

Ericsson Stor Magnet/Plasma Militär motor (7)    Power 2240    Fuel Use 28.28%    Signature 240.00    Explosion 10%
Fuel Capacity 1 250 000 Litres    Range 35.5 billion km (82 days at full power)
SAAB Ericsson Beta Sköld (1)     Recharge Time 300 seconds (0.1 per second)

Bofors Elektroniska Skrov laser 375mm (1)    Range 192 000km     TS: 8 000 km/s     Power 37-6     RM 60 000 km    ROF 35       
Bofors Laser 255mm Laser Kanon (10)    Range 192 000km     TS: 8 000 km/s     Power 16-8     RM 60 000 km    ROF 10       
Bofors Twin Bofors Gauss Kanon Turret (1x8)    Range 40 000km     TS: 20000 km/s     Power 0-0     RM 40 000 km    ROF 5       
ASEA Vapen kontroll Dator (1)     Max Range: 192 000 km   TS: 3 000 km/s     71 67 63 59 55 52 48 44 40 36
ASEA Beam Fire Control R80-TS20000 (2)     Max Range: 80 000 km   TS: 20 000 km/s     88 75 62 50 38 25 12 0 0 0
Vattenfall Standard Hjälp Reaktor (21)     Total Power Output 134.4    Exp 5%

SAAB Dynamics Torpedtub 613  (6)     Missile Size: 20    Hangar Reload 223 minutes    MF Reload 37 hours
Ericsson MARIL (1)     Range 49.1m km    Resolution 100

ASEA Aktiv Radar (1)     GPS 8000     Range 77.7m km    Resolution 100
ASEA Elektroniska EM Sensor EM0.5-4.0 (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km

The fourteen light cruisers: HMS Braxen, HMS Draken, HMS Gripen, HMS Hajen, HMS Halland, HMS Helsingfors, HMS Köpenhamn, HMS Najad, HMS Riga, HMS Sjöbjörnen, HMS Spiggen, HMS Stockholm, HMS Tre Kronor, HMS Vargen

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Tre Kronor class Lätt Kryssare      18 694 tons       656 Crew       7 769.4 BP       TCS 374    TH 1 200    EM 0
6419 km/s      Armour 8-62       Shields 0-0       HTK 150      Sensors 4/4/0/0      DCR 43      PPV 119
Maint Life 3.12 Years     MSP 3 376    AFR 215%    IFR 3.0%    1YR 521    5YR 7 819    Max Repair 620.5 MSP
Kommendör    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 18 months    Morale Check Required   

SAAB IF Motor (4)    Power 2400    Fuel Use 77.94%    Signature 300.0    Explosion 15%
Fuel Capacity 2 500 000 Litres    Range 30.9 billion km (55 days at full power)

Bofors 600mm Skrov kanon (1)    Range 600 000km     TS: 8 000 km/s     Power 94-8     RM 80 000 km    ROF 60       
SAAB Bofors 350mm Magnetkanon för skepp (10x4)    Range 600 000km     TS: 8 000 km/s     Power 27-8     RM 70 000 km    ROF 20       
Ericsson Stor Eld Dator (2)     Max Range: 600 000 km   TS: 8 000 km/s     98 97 95 93 92 90 88 87 85 83
ASEA Beam Fire Control R80-TS20000 (1)     Max Range: 80 000 km   TS: 20 000 km/s     88 75 62 50 38 25 12 0 0 0
Vattenfall Standard Hjälp Reaktor (14)     Total Power Output 89.6    Exp 5%

ASEA Ericsson Medium Radar station (1)     GPS 28000     Range 185.9m km    Resolution 100
Asea Anti Missil Radar (1)     GPS 105     Range 21.6m km    MCR 1.9m km    Resolution 1
ASEA Elektroniska EM Sensor EM0.5-4.0 (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km

Two upgraded Västergötland -B destroyers redesigned to escort destroyers: HMS Illern, HMS Södermanland

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Västergötland -B class Escort Jagare      15 972 tons       380 Crew       4 502.3 BP       TCS 319    TH 900    EM 5 160
5635 km/s      Armour 6-56       Shields 172-645       HTK 117      Sensors 4/4/0/0      DCR 9      PPV 80.6
Maint Life 1.93 Years     MSP 1 585    AFR 227%    IFR 3.1%    1YR 554    5YR 8 310    Max Repair 620.5 MSP
Kommendör    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 18 months    Morale Check Required   

SAAB IF Motor (3)    Power 1800    Fuel Use 77.94%    Signature 300.0    Explosion 15%
Fuel Capacity 3 500 000 Litres    Range 50.6 billion km (103 days at full power)
Asea Energi Stor Epsilon Sköld Generator (1)     Recharge Time 645 seconds (0.3 per second)

Bofors 600mm Skrov kanon (1)    Range 480 000km     TS: 8 000 km/s     Power 94-8     RM 80 000 km    ROF 60       
Bofors Quad Gauss Kanon Turret (2x24)    Range 60 000km     TS: 20000 km/s     Power 0-0     RM 60 000 km    ROF 5       
Asea Elektroniska Laser EC Dator (1)     Max Range: 480 000 km   TS: 6 250 km/s     98 96 94 92 90 88 85 83 81 79
ASEA Beam Fire Control R80-TS20000 (2)     Max Range: 80 000 km   TS: 20 000 km/s     88 75 62 50 38 25 12 0 0 0
Vattenfall Standard Hjälp Reaktor (2)     Total Power Output 12.8    Exp 5%

ASEA Ericsson Medium Radar station (1)     GPS 28000     Range 185.9m km    Resolution 100
Asea Anti Missil Radar (1)     GPS 105     Range 21.6m km    MCR 1.9m km    Resolution 1
ASEA Elektroniska EM Sensor EM0.5-4.0 (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km

6 older Spica escort destroyers: HMS Borga, HMS Falköping, HMS Farsund, HMS Morastrands, HMS Seinajoki, HMS Vaasa

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Spica class Escort Jagare      11 258 tons       252 Crew       2 479 BP       TCS 225    TH 720    EM 0
6395 km/s      Armour 6-44       Shields 0-0       HTK 70      Sensors 0/0/0/0      DCR 39      PPV 22
Maint Life 2.98 Years     MSP 1 238    AFR 113%    IFR 1.6%    1YR 209    5YR 3 130    Max Repair 360 MSP
Magazine 898   
Kommendörkapten    Control Rating 1   BRG   
Intended Deployment Time: 18 months    Morale Check Required   

SAAB Internal Fusion Drive  EP480.00 (3)    Power 1440    Fuel Use 44.62%    Signature 240.0    Explosion 12%
Fuel Capacity 1 250 000 Litres    Range 44.8 billion km (81 days at full power)

Robotlavett Type 1 (20)     Missile Size: 1.1    Rate of Fire 5
Asea Ericsson Anti Missil Dator (5)     Range 12.2m km    Resolution 1
Bofors Missil System Robotsystem 1 Viggen (814)    Speed: 61 818 km/s    End: 0m     Range: 0.1m km    WH: 1    Size: 1.1    TH: 494/296/148

Asea Anti Missil Radar (2)     GPS 105     Range 21.6m km    MCR 1.9m km    Resolution 1

ECM 10

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



Eight older Västergötland destroyers: HMS Abborren, HMS Gäddan, HMS Neptun, HMS Sjöhästen, HMS Sjölejonet, HMS Springaren, HMS Svärdfisken, HMS Tumlaren
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Västergötland class Jagare      10 556 tons       285 Crew       2 441.2 BP       TCS 211    TH 480    EM 450
4547 km/s      Armour 6-42       Shields 15-300       HTK 98      Sensors 4/4/0/0      DCR 17      PPV 82.4
Maint Life 2.74 Years     MSP 1 011    AFR 127%    IFR 1.8%    1YR 193    5YR 2 902    Max Repair 360 MSP
Kommendör    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 18 months    Morale Check Required   

SAAB Internal Fusion Drive  EP480.00 (2)    Power 960    Fuel Use 44.62%    Signature 240.0    Explosion 12%
Fuel Capacity 500 000 Litres    Range 19.1 billion km (48 days at full power)
SAAB Ericsson Beta Sköld (1)     Recharge Time 300 seconds (0.1 per second)

Bofors Elektroniska Skrov laser 375mm (1)    Range 192 000km     TS: 8 000 km/s     Power 37-6     RM 60 000 km    ROF 35       
Bofors Twin Bofors Gauss Kanon Turret (4x8)    Range 40 000km     TS: 20000 km/s     Power 0-0     RM 40 000 km    ROF 5       
ASEA Vapen kontroll Dator (1)     Max Range: 192 000 km   TS: 3 000 km/s     71 67 63 59 55 52 48 44 40 36
ASEA Beam Fire Control R80-TS20000 (2)     Max Range: 80 000 km   TS: 20 000 km/s     88 75 62 50 38 25 12 0 0 0
Vattenfall Standard Hjälp Reaktor (1)     Total Power Output 6.4    Exp 5%

ASEA Aktiv Radar (1)     GPS 8000     Range 77.7m km    Resolution 100
ASEA Elektroniska EM Sensor EM0.5-4.0 (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
ASEA Elektroniska Thermal Sensor TH0.5-4.0 (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km

The main fleet element is the sixtytwo frigates, latest D version: HMS Alfhild, HMS Alingsås, HMS Aslög, HMS Astrid, HMS Balder, HMS Björn, HMS Borlänge, HMS Borås, HMS Carlsund, HMS Claes Horn, HMS Claes Uggla, HMS Clas Fleming, HMS Disa, HMS Dristigheten, HMS Drotting Victoria, HMS Edda, HMS Ehrensköld, HMS Fenris, HMS Fidra, HMS Flygia, HMS Freja, HMS Gävle, HMS Göteborg, HMS Jönköping, HMS Kalmar, HMS Karlskoga, HMS Karlskrona, HMS Kungälv, HMS Landskrona, HMS Lerum, HMS Lidingö, HMS Luleå, HMS Lund, HMS Motala, HMS Norrköping, HMS Nyköping, HMS Psilander, HMS Ragnar, HMS Rota, HMS Saga, HMS Sandviken, HMS Sigird, HMS Sigur, HMS Skagul, HMS Skellefteå, HMS Skuld, HMS Skäggald, HMS Sköld, HMS Sundsvall, HMS Svea, HMS Svensksund, HMS Sölve, HMS Tapperheten, HMS Thor, HMS Thule, HMS Trelleborg, HMS Trollhättan, HMS Tumba, HMS Uddevalla, HMS Varberg, HMS Ängelholm, HMS Östersund

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Kaparen D class Frigate      8 919 tons       222 Crew       2 780.8 BP       TCS 178    TH 600    EM 0
6727 km/s      Armour 5-38       Shields 0-0       HTK 63      Sensors 0/0/0/0      DCR 36      PPV 62.52
Maint Life 2.79 Years     MSP 1 169    AFR 106%    IFR 1.5%    1YR 218    5YR 3 269    Max Repair 620.5 MSP
Magazine 180   
Kommendörkapten    Control Rating 2   BRG   AUX   
Intended Deployment Time: 18 months    Morale Check Required   

SAAB IF Motor (2)    Power 1200    Fuel Use 77.94%    Signature 300.0    Explosion 15%
Fuel Capacity 1 500 000 Litres    Range 38.8 billion km (66 days at full power)

Bofors 600mm Skrov kanon (1)    Range 480 000km     TS: 8 000 km/s     Power 94-8     RM 80 000 km    ROF 60       
Twin Bofors Gauss Standard 60kkm Kanon Turret (1x12)    Range 60 000km     TS: 20000 km/s     Power 0-0     RM 60 000 km    ROF 5       
ASEA Beam Fire Control R80-TS20000 (1)     Max Range: 80 000 km   TS: 20 000 km/s     88 75 62 50 38 25 12 0 0 0
Asea Elektroniska Laser EC Dator (1)     Max Range: 480 000 km   TS: 6 250 km/s     98 96 94 92 90 88 85 83 81 79
Vattenfall Standard Hjälp Reaktor (2)     Total Power Output 12.8    Exp 5%

Bofors Typ 6 Klusterbox (30)     Missile Size: 6    Hangar Reload 122 minutes    MF Reload 20 hours
Ericsson MARIL (3)     Range 49.1m km    Resolution 100
Bofors Missil System RBS Bamse B (30)    Speed: 25 000 km/s    End: 14.1m     Range: 21.1m km    WH: 30    Size: 6    TH: 258/155/77

Asea Anti Missil Radar (1)     GPS 105     Range 21.6m km    MCR 1.9m km    Resolution 1

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

The small carrier group consist of 3 carriers of the Gotland class: HMS Gotland, HMS Karlsö, HMS Tjörn

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Gotland B class Attackskyttelskryssare      113 785 tons       1 673 Crew       17 637.5 BP       TCS 2 276    TH 6 900    EM 0
6064 km/s      Armour 4-209       Shields 0-0       HTK 445      Sensors 0/0/0/0      DCR 131      PPV 61.6
Maint Life 3.04 Years     MSP 9 784    AFR 1025%    IFR 14.2%    1YR 1 584    5YR 23 762    Max Repair 560 MSP
Hangar Deck Capacity 10 000 tons     Troop Capacity 1 000 tons     Magazine 3 504   
Flottiljamiral    Control Rating 4   BRG   AUX   ENG   PFC   
Intended Deployment Time: 18 months    Flight Crew Berths 200    Morale Check Required   

SAAB IF Motor (23)    Power 13800    Fuel Use 77.94%    Signature 300.0    Explosion 15%
Fuel Capacity 50 250 000 Litres    Range 102 billion km (194 days at full power)

Bofors Quad Gauss Kanon Turret (2x24)    Range 60 000km     TS: 20000 km/s     Power 0-0     RM 60 000 km    ROF 5       
Bofors 40mm Kanon (4x12)    Range 1000 km     TS: 32 000 km/s     ROF 5       
ASEA Beam Fire Control R80-TS20000 (2)     Max Range: 80 000 km   TS: 20 000 km/s     88 75 62 50 38 25 12 0 0 0

Bofors/Volvo RBS 50 Thors Hammare (1401)    Speed: 24 000 km/s    End: 8.5m     Range: 12.2m km    WH: 10    Size: 2.5    TH: 328/196/98

ASEA Ericsson Stor Radar station (1)     GPS 56000     Range 262.9m km    Resolution 100
Asea Anti Missil Radar (1)     GPS 105     Range 21.6m km    MCR 1.9m km    Resolution 1

ECM 30

Strike Group
30x A-1 Valkyria Attack Skyttel   Speed: 22954 km/s    Size: 6.53

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


Quote
A-1 Valkyria class Attack Skyttel      327 tons       9 Crew       208.5 BP       TCS 7    TH 24    EM 0
22954 km/s      Armour 1-4       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 1.9
Maint Life 0 Years     MSP 0    AFR 65%    IFR 0.9%    1YR 27    5YR 400    Max Repair 168.75 MSP
Magazine 12.5   
Örlogskapten    Control Rating 1   
Intended Deployment Time: 9 days    Morale Check Required   

Volvo Motor Jaktskepp MF Motor (1)    Power 150    Fuel Use 1045.71%    Signature 24.00    Explosion 30%
Fuel Capacity 50 000 Litres    Range 2.63 billion km (31 hours at full power)

Bofors Vapenbalkar (5)     Missile Size: 2.5    Hangar Reload 79 minutes    MF Reload 13 hours
Ericsson Tors Hammare Eld Dator (1)     Range 48.7m km    Resolution 100
Bofors/Volvo RBS 50 Thors Hammare (5)    Speed: 24 000 km/s    End: 8.5m     Range: 12.2m km    WH: 10    Size: 2.5    TH: 328/196/98

Ericsson Jakt Skepp Sökradar (1)     GPS 360     Range 24.3m km    Resolution 100

ECM 10

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

Fourty FACs of the Xi Boötis defence forces are also allocated for the attack.

Quote
Patrullbåt class Fast Attack Craft      998 tons       18 Crew       447.4 BP       TCS 20    TH 48    EM 0
15042 km/s      Armour 1-8       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0      PPV 9
Maint Life 3.16 Years     MSP 70    AFR 32%    IFR 0.4%    1YR 11    5YR 158    Max Repair 168.75 MSP
Magazine 60   
Örlogskapten    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Volvo Motor Jaktskepp MF Motor (2)    Power 300    Fuel Use 1045.71%    Signature 24.00    Explosion 30%
Fuel Capacity 200 000 Litres    Range 3.45 billion km (63 hours at full power)

Bofors Typ 6 Klusterbox (10)     Missile Size: 6    Hangar Reload 122 minutes    MF Reload 20 hours
Ericsson MARIL (1)     Range 49.1m km    Resolution 100
Bofors Missil System RBS Bamse B (10)    Speed: 25 000 km/s    End: 14.1m     Range: 21.1m km    WH: 30    Size: 6    TH: 258/155/77

Ericsson Jakt Skepp Sökradar (1)     GPS 360     Range 24.3m km    Resolution 100

ECM 20

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

The system defence FAC group has 40 FACs in it and with the 90 torpedobombers is being used as baits for the defending fleet in 40-Eridani to hunt, the main fleet will jump into the system after 2 minuts have passed. When the first wave passes thru, their is nothing on the other side, spreadin ot and searching, 2 minutes after the first wave the fleet arriwes and 10 minuts past that the 3 carriers and their few escort jumps in. Still no enemy found... Then the fleet moves into the system system.

After moving for almost 49 hours we detects a large population on the fourth planet the having a EM strenght of almost 462 000 wich would translate to around 5 or 6 billion inhabitants, if they are like us...

Their is a swedish survey wreck above all four inner planets, not knowing what destroyed them we will pass near them if possible while we move towards the large enemy population.

(Yea, I know, my fleet is woefully slow... But not finding a enemy moving faster than almost 4300 km/s we have not felt that we need to invest in speed, atleast for fleet units, FACs and fighters usaly are faster 3-5 times as should be. We have faster engines but that would cost a lot to upgrade and increase of fuel capacity and fuel have become a expensive comodity... Thats why we still havent made a new AMM missile from the old Viggen, that seems to be slightly short ranged...  ::) )
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on November 08, 2020, 01:37:56 PM
Mars 11 1852 05:41:10
Contact! Enemy ships! 20, 30... oh God its over a 100 hulls! 67 light cruiser sized, between 14800 to 15800 tons, 40 heavy cruiser hulls, from 18000 to 22000 tons of weight, there is also 10 destroyers or possible small bases around 8000 ton

Mars 11 1852 11:48:10
Ground buildings on planet 1, very heavy power supply, possible groundbased (STO) weapons... Seems to be fractionally under 40000 tons

Mars 11 1852 12:33:10
New contact, classed civilian colony on planet 1

Mars 11 1852 19:33:45
Fleet reaches 67 M/km from planet 4, Admiral Johan Silverstierna orders that the advance shall continue, to 20-21 M/km were we can launch our missiles...

Mars 11 1852 20:46:05
Incoming!! Suddenly some 129 missiles slams into the fleet, no warning at all and HMS llern is targeted and is hit by 83 missiles and is blown to pieces. HMS Morastrand is hit by 13, armor boils at several places but no penetrating hits. But there is NO defensive fire at all... Computer or human error?
 
A new wave is detected 1.04 M/km after the first, 12 salvos of 6 size 4 missiles.

Mars 11 1852 20:46:15
Admiral Johan Silverstierna orders a 180 degree turn to give our weapons more time to engage the missiles, 130 missiles should not be able to hit us at all!

Mars 11 1852 20:46:30
Suddenly the autofire system kicks in on HMS Gotland, its Gauss cannon turrets starts to track and fire, seconds after the fleet start to fire hundreds of Gauss salvos, hitting many enemy missiles, joined by railgun pellets and laser bolts, only one missile penetrates that wall of fire, diving towards HMS Gotland only to be stopped by the 40mm Bofors CIWS at less than 10000 km... There is no more waves.. Only 2 attacks... The Admiral still orders the retreat to continue...

Mars 11 1852 21:08:35
22 minutes after the last wave 2 new waves are detected one of 13 groups of 6 size 4 missiles and some 20 seconds after there is a smaller group of only 4 groups...?
This is strange, either they have less missiles than we think or might it be a trap? The retreat continous...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: TheTalkingMeowth on November 08, 2020, 07:32:15 PM
15 January 2081 (7:39PM)

The UNSS Maarten Gerristz Vries under the command of Captain Hou Yong E discovered the star system of GJ 1002 just 5 jumps from the UN's primary extrasolar colony of Terra Nova. Initial sensor returns indicate that the first planet, a massive tidally locked terrestrial world, would be readily habitable to species outside the human norm. As per SOP following the disastrous first encounters with the Silent (apparently automated warships that defend many habitable worlds across the galaxy), Captain Yong ordered his ship to close to 800 million kilometers with actives off, then launch an active/EM probe at the planet while holding position.

20 January 2081 (9:39AM)

The Maarten Gerristz Vries reaches its standoff position and launches a single Northrup-Grumman S2E0.08A0.12R100 Probe towards the system's crown jewel.

22 January 2081 (3:45PM)

The probe detects a massive electromagnetic signature coming from the first planet of the system. The strength 425,853 contact is almost 3 times the signature of Earth herself, and far larger than the signatures of the homeworlds of any other known race. Captain Hou Yong is listed for the next round of SETI Awards.

22 January 2081 (3:47PM)

The probe detects a SECOND electromagnetic signature from the same planet, only marginally smaller at 401,215. This contact is evidently from a different polity entirely, though it beggars belief that two sentient species could have evolved simultaneously on the same planet.

22 January 2081 (4:47PM)

Hou Yong orders his vessel to come about and make for the warp point to Luhman 16. Once there, he plans to go active and turn on his transponder, inviting the system inhabitants to come out to meet him. This approach is informed by the sad fate of the first contact team for the Dewas Monarchy, which chose to enter orbit around the alien homeworld while translation was attempted. This offended the Orions, who demanded the ship leave once communications were established...then destroyed it mere minutes before it made the jump out.

.
.
.
We'll see what happens. I just blew most of my fuel and all my missiles trying to brute force a Silent outpost with 60xROF10 AMM launchers and 180 point defense shots, so I really hope these guys are friendly. 25% research speed certainly keeps things interesting, since every NPR you meet is likely to be more advanced than you. I'm still on INP engines, and all three original NPRs seem to have Ion drives. Relations are good with them at least.

EDIT:
30 March 2081 (6:24AM)
The Dukambia Combine translates UN communication protocols and establishes two-way comms. They immediately demand the Maarten Gerritsz Vries leave the system.

4 April 2081 (6:24AM)
The United Nations decipher the communications protocols of the remaining GJ 1002 society, which introduces itself as the Nicosia Imperium. They too demand the UN exit the system. Fearing a repeat of the Orion Incident, Yong orders his ship to drop a passive sensor buoy and depart. A diplomatic vessel was dispatched from Earth as soon as command learned of the new contact, but will take months to arrive.

Following the Nicosian preference, the UN Astrographics Committee dubs the system Samhradh.

EDIT 2:

8 September 2081 (12:25PM)
The sensor buoy dropped by Yong before his departure detects hundreds of energy weapon impacts and secondary explosions in orbit of the shared homeworld and a moon of an outer-system gas giant. In the first moments of battle more than two dozen ships are destroyed. Hundreds of thousands of tons of wreckage, all belonging to the Dukambia Coalition, litter the system and life pod beacons beg for help from any who are listening.

In the Luhman 16 system, no violence occurred immediately. Both powers had escort ships protecting what ONI believes to be jump point stabilizers, but the Imperium moved their vessels away from the jump point rather than engaging.

In the following seconds the one sided battle continues with countermissile detonations and continuing energy fire. It spreads across the system as more and more far flung outposts and drawn into combat. The stabilized jump point network means the United Nations receives this information in real-time, and their dubious view of government secrecy means the news networks also have access to the feed. Billions of humans across the 7 Worlds watch in horror as thousands of people die in seconds.

The slaughter is completely one-sided at first, but by 12:30 the apparently surprised Dukambians begin to strike back amidst the moons of the third planet. A series of countermissile detonations moves steadily outward, with power system detonations and Nicosian wrecks revealing the target.

A running battle amidst the moons ensues, with nuclear detonations and energy weapon strikes dancing wildly amidst the cluttered orbit. Wrecks of massive 50,000 ton battleships begin to pop up on sensors as all fighting in the rest of the system dies down.

As the conflict in Samhradh ends, missile exchanges in Luhman 16 begin. The Nicosian surprise attack was brutally effective, inflicting horrific and nearly one-sided losses on the Dukambians in the first 10 minutes of combat. In contrast, the missile exchanges in Luhman 16, despite being the first to involve large anti-ship warhead detonations, appears to have been inconclusive. At least, the sensors of the UN diplomatic vessel Flavius Josephus stops detecting weapons fire in Luhman by 12:38PM, with no wrecks visible and no conflict between the jump stabilization groups. The battle in orbit of Samhradh's third planet continues, reduced in scope from its peak. It too appears to end by 12:40PM, in an apparent (and isolated) victory for the Dukambian Coalition. The rest of the system is littered almost exclusively with Coalition life pods and wrecks, but amidst the moons the Coalition graves are joined by Imperials as well.

How do I get images to appear inline?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: db48x on November 09, 2020, 01:27:55 AM
How do I get images to appear inline?

Superb storytelling!

Host your images on line, perhaps on your own personal web page, and then use an [img] tag containing the url of an image. You can use the width property to scale it down to fit on the page; my screenshots are 1920×1080, so I usually use width=960 to show them at half size. (Of course that means that they get scaled down even for people viewing this forum on their 4k monitors, but it's the best one can do at the moment.)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on November 09, 2020, 11:24:28 AM
You can use imgur.com - it's a free image hosting site and quite good for the purpose fo Aurora screenshots.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on November 11, 2020, 02:00:49 AM
That was disappointing ???  :o

2500 fast missiles launched at the enemy fleet... 16 heavy torpedo's, old and slow... 1 torpedo gets throe... and kills a destroyer...

I lose 3 old armoured cruisers, 2 escort destroyer's, with several ships having armor damage, from carriers, battleships down to frigates this was a battle lost...

Strangely enough 2 damaged old armored cruisers manages to repair their old engines and gets home to New Livland and the colony Riga. They were to be destroyed by 48 enemy missiles, but they ran out of fuel 15 seconds from impact and no enemy ship was sent to destroy them with guns either... ???
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on November 11, 2020, 04:35:54 AM
The Terran Federation has become increasing dysfunctional, as the date of a doomsday prophecy which foretells the end of reality itself, and is known only as "One Point Nine", is imminent.

Most ignore it, considering it a conspiracy theory, like the panicked rumours of One Point Eight that circulated a few decades previously. 

But others note that many high church ministers, and even the Vicar of One Point Seven Point Three himself, have secluded themselves in prayer and contemplation.

What is this fabled 1.9 curse? This is the second mention in this thread alone
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on November 11, 2020, 01:16:03 PM
Version number.

When Steve makes changes to the .exe file, the version number to change is the third one: 1.9.4 -> 1.9.5 for example. This does not affect ongoing games.

When Steve makes changes to the .db file, the version number to change is the second one: 1.9.5 -> 1.10.0 for example. This means that ongoing games are lost.

Porting a game is relatively straightforward, if time-consuming if you're still in Sol. Recreating jump lines is almost impossible so the more massive the game, the less chance of a player bothering to port it to a new database.

Thus it means that the campaign gets abandoned, in other words, "the prophecy of One Point Nine" means that the campaign is being played on version 1.8 and he's about to update to 1.9 and starting a new game.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on November 11, 2020, 01:30:30 PM
Thus it means that the campaign gets abandoned, in other words, "the prophecy of One Point Nine" means that the campaign is being played on version 1.8 and he's about to update to 1.9 and starting a new game.

If you were going to bother porting wouldn't you want to port from 1.8 to 1.12.0? Unless it becomes exponentially harder the longer the jump of course.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on November 11, 2020, 02:09:27 PM
If you were going to bother porting wouldn't you want to port from 1.8 to 1.12.0? Unless it becomes exponentially harder the longer the jump of course.

Well, sure, but I think when the player posted that originally 1.8 or 1.9 was the current version. Not sure exactly but the quote is dated 27 April so sounds about right.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on November 11, 2020, 05:04:10 PM
If you were going to bother porting wouldn't you want to port from 1.8 to 1.12.0? Unless it becomes exponentially harder the longer the jump of course.

Well, sure, but I think when the player posted that originally 1.8 or 1.9 was the current version. Not sure exactly but the quote is dated 27 April so sounds about right.

Oh I didn't check the dates
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Second Foundationer on November 23, 2020, 10:47:40 PM
After a chain of events in an insignificant parallel universe had caused a long time freeze in the real Auororaverse, the Second Foundation found it very hard to force its immersion back into the 1.11th Republic. So, it decided to move on to the 1.12th dimension... where it promptly found itself on an Earth where the US and its allies had "won" WWIII in the late 20th century, only to be eventually swept away by a global communist revolutionary wave in the post-apocalyptic chaos. After a drawn-out recovery from nuclear devastation, united, and fledglingly "trans-Newtonian" humanity in the 23rd century was under the rule of a Solar Soviet whose planned economy had managed to set off a serious Duranium shortage before founding any exoplanetary colony.
[Conventional start, moderately reduced research, survey and terraforming speeds, plus: a rather prohibitive gravity tolerance of >0.4g which means that it took a while to find any halfway decent place to colonize; Venus is inhabited as the only non-LG rock in the solar system besides the third planet; Boronide has become the next scarcest thing after duranium as LG infrastructure was initially needed for everything else.]

Following a solar perestroika under pressure from the first colonies, especially Io (100% Energy research bonus!), the subsequent lifting of all restrictions on private enterprise, and three decades of nuclear-pulse-ingly slow expansion to far-away places, the mineral crisis seems to have come under fragile control. But now, in the advanced ion age, enemies pop up on several fronts to blow up our audacious explorers: We just finished construction on the exploration pocket cruiser 'Curiosity'. It is already the fourth ship of that, by now: ill-omened name, but the Central Committee stubbornly insists that the vanguard and pride of the survey fleet accurately reflects humanity's (or its own) insatiable desire to explore the galaxy ever further. Curiosity can be dangerous in more than one way: In several systems, including Luyten's Star, Sol's gateway to half the galaxy, spatial rifts of an unknown nature have opened...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: db48x on December 05, 2020, 10:46:06 AM
Ouch, one of my ships was just shredded by 25× Strength 96 Energy Weapon impacts from surface emplacements; I guess that system is off-limits for a few more centuries.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: TheTalkingMeowth on December 05, 2020, 12:40:50 PM
Ouch, one of my ships was just shredded by 25× Strength 96 Energy Weapon impacts from surface emplacements; I guess that system is off-limits for a few more centuries.
There's always nukes....
Title: Re: What's Going On In Your Empire: C# Edition
Post by: db48x on December 05, 2020, 01:51:17 PM
Ouch, one of my ships was just shredded by 25× Strength 96 Energy Weapon impacts from surface emplacements; I guess that system is off-limits for a few more centuries.
There's always nukes....

True.

Of course using nukes would risk the extensive ruins and the ideal environment. But it's a possibility worth considering.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: TheTalkingMeowth on December 05, 2020, 08:03:31 PM
I didn't think nukes threatened ruins?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: db48x on December 13, 2020, 05:23:48 PM
I've discovered that Captain Devin Chaidez is the dumbest captain in my entire space navy. For some reason, he decided that any time anyone noticed that they had been deployed longer than their scheduled tour he would simply drop whatever they were working on and pick another survey target. After their six-year tour was up, they spent the next three years just idly passing the time doing not very much until their jump drive broke, and some of their grav sensors broke, and Main Engineering was a wreck, some of the quarters were damaged, and one of their two engines was offline. He finally relented, or the maybe the XO finally wised up, and the ship headed for the nearest depot. It was that week that the second engine broke. It was another 34 days before a tug could reach them and three weeks more to reach port. The Auxilliary Control room went down half way to safety.

Lt Devin Chaidez is now driving in the motor pool at the new naval headquarters on GJ 1286-A I.

Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on December 13, 2020, 06:13:13 PM
I've discovered that Captain Devin Chaidez is the dumbest captain in my entire space navy. For some reason, he decided that any time anyone noticed that they had been deployed longer than their scheduled tour he would simply drop whatever they were working on and pick another survey target. After their six-year tour was up, they spent the next three years just idly passing the time doing not very much until their jump drive broke, and some of their grav sensors broke, and Main Engineering was a wreck, some of the quarters were damaged, and one of their two engines was offline. He finally relented, or the maybe the XO finally wised up, and the ship headed for the nearest depot. It was that week that the second engine broke. It was another 34 days before a tug could reach them and three weeks more to reach port. The Auxilliary Control room went down half way to safety.

Lt Devin Chaidez is now driving in the motor pool at the new naval headquarters on GJ 1286-A I.

"But sir, I was just following orders..."
Title: Re: What's Going On In Your Empire: C# Edition
Post by: db48x on December 14, 2020, 07:34:00 PM
EnterElysium had something very dramatic go down in his empire:

I think that it's worth watching even if you don't ordinarily watch "Let's Play" videos.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: RougeNPS on December 14, 2020, 08:09:18 PM
I watched that. Scary stuff that they just kept appearing as he explored. And usually with more hits too.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: pwhk on December 15, 2020, 10:55:29 PM
Game 70 years in with quartered research/survey/terraforming speed with 3 NPRs.

At first we found a perfectly breathable world if a bit dry, not were there are some Rakhas on it. And for some reason it just, hm... disappeared. Shooting some missiles on it and nothing happened.

Now there are precusor threats. At one point I thought they were other NPRs but their growth rate is too slow to be a full NPR.

Empire now spreads to 4 systems. Now in a Corundium crunch... (and you realize that mines need Corundium...)

And the kicker is, now the game is locked into 6 hours interval for some reason, and running slowly... :(


Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on December 16, 2020, 12:42:57 AM
Game 70 years in with quartered research/survey/terraforming speed with 3 NPRs.

At first we found a perfectly breathable world if a bit dry, not were there are some Rakhas on it. And for some reason it just, hm... disappeared. Shooting some missiles on it and nothing happened.

Now there are precusor threats. At one point I thought they were other NPRs but their growth rate is too slow to be a full NPR.

Empire now spreads to 4 systems. Now in a Corundium crunch... (and you realize that mines need Corundium...)

And the kicker is, now the game is locked into 6 hours interval for some reason, and running slowly... :(

Rakhas are bugged and disappear when you save and reload, fixed for 1.13 I think.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Froggiest1982 on December 16, 2020, 01:48:07 AM
Game 70 years in with quartered research/survey/terraforming speed with 3 NPRs.

At first we found a perfectly breathable world if a bit dry, not were there are some Rakhas on it. And for some reason it just, hm... disappeared. Shooting some missiles on it and nothing happened.

Now there are precusor threats. At one point I thought they were other NPRs but their growth rate is too slow to be a full NPR.

Empire now spreads to 4 systems. Now in a Corundium crunch... (and you realize that mines need Corundium...)

And the kicker is, now the game is locked into 6 hours interval for some reason, and running slowly... :(

Rakhas are bugged and disappear when you save and reload, fixed for 1.13 I think.

Yes, unfortunately, that is true. Going through my database I could see that they have been generated but they are not there anymore.

I cannot see the fix in 1.13 changelog though
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Second Foundationer on December 21, 2020, 05:39:03 AM
Salvagers [or in another universe: goblinite haulers] had already been our most important propulsion researchers for more than a decade. (Neighbours at war with each other can be very profitable, and more recently, Cygnites and Rifters have served the Union's scientific community admirably.) Now, they are also becoming the most important gallicite miners alongside the rapidly expanding mining colony on Luna. (Ninnyhammers! We had spent years trying to ship in gallicite to Earth from ever more distant systems along increasingly unsafe supply lines, when we finally remembered that the solution to that problem lies little more than a light-second away. Albeit buried deep under Luna's craters at 0.3 overall accessibility, there are 1.6 megatons of the stuff in orbit of Earth...) The rich asteroid belt of Kalil can now serve Canelones again, as was initially intended. There and in Sol, with only minor delays, the first fusion-powered warships have entered service in recent weeks.

However, if the next Rifter incursion should be bigger than the last, Sol may be doomed anyway. Plans for an offensive against the United Kingdom in the Vallejo Frontier areas have been suspended. Until the time when (make that: if) our fusion-fleet building program is complete, the few ships and stations we have left must guard the center. The jump point from Luyten's to Sol may become our last line of defence, it sits between the asteroid belt and the orbit of Mars or in other words: right above our heads. These days, no scout can be spared to observe whatever might be emerging from the Void in MuCas, only some static sensor outposts that haven't been vapourized yet may herald an attack a few days before it strikes if we're lucky, and who knows how large a force Luyten's Abyss may spit out tomorrow to wreak havoc right in our heartland. Last year, we lost an entire group of terraformers in Barnard's on top of a string of destroyed commercial ships and substantial damage to one of our mining colonies. One bright spot in a sea of gloom: Our experimental microwave fighter design proved its usefulness in a first, successful mission; ten brave "Roaster" class fighters were ultimately all destroyed, but we lost no other ships to that roasted Rifter flotilla before it was eventually digested by a salvager. The believers have it wrong: If we should be able to survive until we find the "Ancients", we will have learned to deal with the incursion. We ourselves shall BE the Ancients.

Having inadvertently broken this thread twice in recent days with attachments for forum software reasons I don't understand, this time, I'll not attempt to show you a bunch of wrecks around a jump point near a friendly little rift in your neighbourhood or, as much of our new fusion-powered generation of exploration ships has lunged one step further into the unknown, a map of our now >400-system-encompassing ball of galactic wool. Simply try to imagine a navy blue, exceptionally ugly mess engraved with green goblin drawings of a drawing goblin and decorated with incoherent scribblings of various colours.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on December 21, 2020, 12:34:39 PM
Having inadvertently broken this thread twice in recent days with attachments for forum software reasons I don't understand, this time, I'll not attempt to show you a bunch of wrecks around a jump point near a friendly little rift in your neighbourhood or, as much of our new fusion-powered generation of exploration ships has lunged one step further into the unknown, a map of our now >400-system-encompassing ball of galactic wool. Simply try to imagine a navy blue, exceptionally ugly mess engraved with green goblin drawings of a drawing goblin and decorated with incoherent scribblings of various colours.

For images it is probably better to host them on a third site like Imgur and paste them into the post with image links. More tedious to do but it works more reliably.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Bremen on December 30, 2020, 03:55:35 PM
The 1st Destroyer Squadron had been dispatched to the Stevenage system, after an unarmed exploration ship detected three of the robotic vessels known to sometimes attack explorers. Dealing with them had become routine by this point, and the rest of the fleet was needed elsewhere.

Even before it reached the coordinates of the previous contact, a single vessel was detected near one of the system's Lagrange points. It immediately began to flee and the fleet pursued; even though they were slower than the hostile vessel, perhaps it would lead them to its fellows. Then, as the fleet approached the Lagrange point, everything went wrong.

(https://i.imgur.com/i9S1fyg.png)

An enormous fleet of enemy vessels abruptly jumped into the Lagrange Point well inside missile range. It was far larger than the paltry three vessels the squadron was expecting, and outmassed the ships many times over. The Squadron immediately started rapid launching their missiles while coming around and running for the jump point. They could return later with reinforcements, if they survived the next few minutes.

Soon incoming missiles were detected as well, over one hundred and eighty missiles per salvo again far outnumbering the squadron's measly thirty six launchers.

(https://i.imgur.com/DnzPHwA.png)

The first Terran salvos to reach their target proved mostly ineffective against the massed point defense, but the followup salvos used MIRV missiles designed specifically to thwart those defenses. First, though, the squadron had to deal with their own incoming.

Fortunately, the advanced tech of the squadron seemed up to the challenge. Of the 182 missiles, 80 were shot down by point defense and only 26 of the remaining 102 hit, no doubt due in large part to the advanced ECM systems they carried. Each missile was also less than half as powerful as the warheads carried by Terran missiles, and the 26 hits hardly scratched their target.

The first 36 Morningstar missiles reached the designated distance from their target and split into 144 small Dart missiles that began closing in at over a sixth the speed of light; they would be much harder targets.

(https://i.imgur.com/vl5LInF.png)

Not only did the results thoroughly quash any hopes of turning the tables, they also convinced the squadron commander to abandon any thoughts of coming about and closing for a beam engagement.

Additional missile contacts, suddenly appearing after several minutes of quiet, also proved that the first salvos had just been an attempt to gauge the fleet's missile defenses.

(https://i.imgur.com/aTbEY34.png)

Once again, the squadron performed beyond expectations against the missiles - each time, nearly half were shot down and three quarters of the remainder failed to hit their targets, but that still left more than two dozen successful impacts every few seconds, and every single missile homed in on the squadron's only jump ship. It was unlikely their foes realized it was the jump ship, of course, but they may have detected it was the source of most of the squadron's point defense fire. For whatever reason, the enemy fleet launched over a thousand missiles with it as the sole target.

The first four salvos took down the shields. Three more salvos and a lucky hit penetrated the armor, taking out the ship's jump drive and stranding the squadron in the system. But that wasn't the end of it, and after two more salvos the ship catastrophically exploded. The rest of the missiles vanished from the squadron's sensors, having lost their target.

With sensors clear of more incoming, the remaining ships of the squadron stopped to pick up lifepods and then moved to disengage, the enemy fleet appearing slightly slower and seemingly unwilling to detach faster ships to engage them. They had no way out of the system, but if they could disengage they simply needed to wait for reinforcements to arrive. At the very least, they were alive.


(I just want to thank Steve for an AI that truly surprised me several times. Despite a large disparity in tech and ships designed specifically to deal with them, the AI managed to turn the tables on me and inflict a serious reversal.)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Borealis4x on December 30, 2020, 05:57:56 PM
Somehow adding greenhouse gases to Mars made the temperature worse and my colonists are dying.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: pwhk on December 30, 2020, 06:54:23 PM
One occasion when I add oxygen it causes all the water (100%!!) on the planet to evaporate instantly turning the planet into a 158 degree C world  :(
I definitely should have removed those CO2 first :-\
Title: Re: What's Going On In Your Empire: C# Edition
Post by: RougeNPS on December 30, 2020, 07:22:11 PM
The 1st Destroyer Squadron had been dispatched to the Stevenage system, after an unarmed exploration ship detected three of the robotic vessels known to sometimes attack explorers. Dealing with them had become routine by this point, and the rest of the fleet was needed elsewhere.

Even before it reached the coordinates of the previous contact, a single vessel was detected near one of the system's Lagrange points. It immediately began to flee and the fleet pursued; even though they were slower than the hostile vessel, perhaps it would lead them to its fellows. Then, as the fleet approached the Lagrange point, everything went wrong.

(https://i.imgur.com/i9S1fyg.png)

An enormous fleet of enemy vessels abruptly jumped into the Lagrange Point well inside missile range. It was far larger than the paltry three vessels the squadron was expecting, and outmassed the ships many times over. The Squadron immediately started rapid launching their missiles while coming around and running for the jump point. They could return later with reinforcements, if they survived the next few minutes.

Soon incoming missiles were detected as well, over one hundred and eighty missiles per salvo again far outnumbering the squadron's measly thirty six launchers.

(https://i.imgur.com/DnzPHwA.png)

The first Terran salvos to reach their target proved mostly ineffective against the massed point defense, but the followup salvos used MIRV missiles designed specifically to thwart those defenses. First, though, the squadron had to deal with their own incoming.

Fortunately, the advanced tech of the squadron seemed up to the challenge. Of the 182 missiles, 80 were shot down by point defense and only 26 of the remaining 102 hit, no doubt due in large part to the advanced ECM systems they carried. Each missile was also less than half as powerful as the warheads carried by Terran missiles, and the 26 hits hardly scratched their target.

The first 36 Morningstar missiles reached the designated distance from their target and split into 144 small Dart missiles that began closing in at over a sixth the speed of light; they would be much harder targets.

(https://i.imgur.com/vl5LInF.png)

Not only did the results thoroughly quash any hopes of turning the tables, they also convinced the squadron commander to abandon any thoughts of coming about and closing for a beam engagement.

Additional missile contacts, suddenly appearing after several minutes of quiet, also proved that the first salvos had just been an attempt to gauge the fleet's missile defenses.

(https://i.imgur.com/aTbEY34.png)

Once again, the squadron performed beyond expectations against the missiles - each time, nearly half were shot down and three quarters of the remainder failed to hit their targets, but that still left more than two dozen successful impacts every few seconds, and every single missile homed in on the squadron's only jump ship. It was unlikely their foes realized it was the jump ship, of course, but they may have detected it was the source of most of the squadron's point defense fire. For whatever reason, the enemy fleet launched over a thousand missiles with it as the sole target.

The first four salvos took down the shields. Three more salvos and a lucky hit penetrated the armor, taking out the ship's jump drive and stranding the squadron in the system. But that wasn't the end of it, and after two more salvos the ship catastrophically exploded. The rest of the missiles vanished from the squadron's sensors, having lost their target.

With sensors clear of more incoming, the remaining ships of the squadron stopped to pick up lifepods and then moved to disengage, the enemy fleet appearing slightly slower and seemingly unwilling to detach faster ships to engage them. They had no way out of the system, but if they could disengage they simply needed to wait for reinforcements to arrive. At the very least, they were alive.


(I just want to thank Steve for an AI that truly surprised me several times. Despite a large disparity in tech and ships designed specifically to deal with them, the AI managed to turn the tables on me and inflict a serious reversal.)

Terrifying.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Drgong on January 03, 2021, 10:18:33 PM
Started a new game today.  40% research/scanning and so on/

9 years in a conventional start.

- colonized Luna and Mars
- Set up some mining outposts in Sol
- Sol is fully geo-scanned

Built 4 divisions (120k) of ground troops

Built 4 dinkly 4500 ton frigates (railgun ships), and have a tanker fleet, 4 geo survey ships, and 2 colony ships.

Now my conversions are finishing from conventional industries, so the next ten years will be me doing some desperatly needed research then start poking my way out of Sol.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Rince Wind on January 24, 2021, 09:46:04 AM
I had forgotten just how bad early tech is is. Lost a lot of ships because I thought my Marines would be able to take a precursor station. They couldn't, I should have killed it immediately. RIP 1000t of Marines and RIP around 70kt of ships.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: db48x on January 24, 2021, 01:38:27 PM
I had forgotten just how bad early tech is is. Lost a lot of ships because I thought my Marines would be able to take a precursor station. They couldn't, I should have killed it immediately. RIP 1000t of Marines and RIP around 70kt of ships.

F
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ZimRathbone on February 11, 2021, 08:04:33 PM
TLDR: Its been great fun.  Thanks Steve for 20-odd years of "Just ONE more turn"

Having a lot of fun with the current campaign.  Random Stars (as always) and LOT of habitables compared to usual.  Startup system was a binary but the B component was a bit far away to use until I could set up LP to it (which became a bit of a priority once I noticed that there were Alien Ruins out there).  Discovered two separate races in one line of systems, and the other appeared to dead end, so that meant a bit of turtling as the first race blew away my explorer/diplomat as their first greeting and it took a while to build a fleet to cope with them - only to find that they had disappeared (Rakashas as it turned out).  Race 2 were a bit more talkative, in fact a bit too much as they started demanding we leave the ex Rakasha system which was our only remaining exit from the Homeworld.

This rather quickly degenerated to policy discussions by means of Fusion warheads, but while reducing their fleet was a interesting challenge, occupying their homeworld was going to be a very difficult problem (ground forces in the six figure range) so the next several years was spent building up our ground forces (largely Militia, but with twenty or so Armoured Divisions and a similar amount of Heavy Infantry) and then transporting them to one of the other T-type planets in the alien system using the Divisional Transports which increased from one to over a dozen in the period.

After the initial battle (which took about 6 months to reduce the defending forces to near zero - last few holdouts took forever to eliminate) and some radiation and a lot of dust in the atmosphere I discovered that we needed even more troops to force a surrender - another big increase in militia brigades (basically 15,000 troops with personal weapons, no HQ or other fancy stuff).

Then comes the clean-up after the pop surrenders - Terraformers in to pump aestium into the atmosphere to negate the 43c temp drop due to dust, vast quantities of infrastructure to protect the existing pop - in the four years it took to get back to Col Cost 0 they lost about 40% of their population, but due to the very heavy ground forces left even after I started to withdraw the Regular Army and just left the Territorials they quickly moved up the Conquered-Occupied-Candidate-Imperial track having just become fully contributing members of the Imperium.  I think that there is still some remnants out there somewhere tho.  I just finished a shortish battle pinning down a bunch of 9 CLE's and associated destroyers and Troop Transports (and using my first ever boarding action) and got a brief contact report from one of my surveyors on another force. 

One peculiarity was that civilian craft kept suddenly appearing in the system adjacent to the alien homeworld and sitting peacefully over one of my colonies there. I had turned the alien status to neutral so the planetary defences left them alone.  Eventually discovered that there was an alien 0 pop colony on the body when it surrendered after the battle with the CLE group (which was four systems away on the other side of their homeworld).

So now I have at least three more alien races on my borders to deal with (would have been four but one turned out to be another set of self destructing Rakashas) at least two of which appear to be well in advance of me if their speed of Jump Point Stabilisation is anything to go by, two thirds of the fleet is in urgent need of refitting, some of them three generations behind the latest designs (particularly the beam ships).  The proportion of habitables is way higher than my usual experience, and a lot of good terraforming prospects that only need marginal tweaking when I can get the fleet that was sitting over the alien homeworld to relocate  (They're a bit slow c 500Km/s) after my tugs have finished briging in the marginal ships from the recent battles I'll get them right on it.

Title: Re: What's Going On In Your Empire: C# Edition
Post by: TMaekler on March 01, 2021, 12:43:10 AM
Being annoyed at the firepower of precursor races. Fired a volley of 144 AMMs at a planet to test their capability of planetary defence - and they shot down ALL of them in ONE blast of some kind of beam weapon... . Need to get a bigger fleet over there... .
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on March 01, 2021, 12:46:25 AM
Being annoyed at the firepower of precursor races. Fired a volley of 144 AMMs at a planet to test their capability of planetary defence - and they shot down ALL of them in ONE blast of some kind of beam weapon... . Need to get a bigger fleet over there... .

Once you've triggered their STOs to fire, you should be able to target them with longer-ranged beam weapons. Probably easier than just sending more missiles downrange.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: TMaekler on March 01, 2021, 05:00:19 AM
Once you've triggered their STOs to fire, you should be able to target them with longer-ranged beam weapons. Probably easier than just sending more missiles downrange.
Yeah, I had hoped something like that would appear. They do have two ships in orbit (well, bases to be exact), which seem to shoot down all of my missiles. And the sensors didn't pick up any planet based STO... .
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on March 01, 2021, 10:58:16 AM
Once you've triggered their STOs to fire, you should be able to target them with longer-ranged beam weapons. Probably easier than just sending more missiles downrange.
Yeah, I had hoped something like that would appear. They do have two ships in orbit (well, bases to be exact), which seem to shoot down all of my missiles. And the sensors didn't pick up any planet based STO... .

In this case lasers are your friend. Or particles beams. Or any railguns over 60k range. Basically anything that isn't a missile and keeps you out of range of their PD guns.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: TMaekler on March 14, 2021, 05:51:57 PM
 :o :o Oh no, what did my terraformers do...  :o :o

(https://i.ibb.co/1KxNcMC/Arrakis.jpg) (https://ibb.co/QnGV0kW)

Is that the end of space travel as we know it?  :'(

 ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: StarshipCactus on March 14, 2021, 09:14:18 PM
No more flowing spice.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Borealis4x on March 21, 2021, 12:56:55 AM
I name my capital ships after famous battles.

Looking forward to inaugurating and commissioning the UNS Bulge.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on April 19, 2021, 04:58:44 AM
Ohh my! This is going to take some time, 30ish planets and moons, ok thats fine, but 816 asteroids... :o
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on April 19, 2021, 02:58:55 PM
Looking forward to inaugurating and commissioning the UNS Bulge.

I'm sure the enemy will take notice
Title: Re: What's Going On In Your Empire: C# Edition
Post by: idefelipe on April 26, 2021, 04:08:10 AM
I have started a new game (1.13) and I have the very very very best start I ever have in Aurora 4x. The configuration is unknown systems, 5% survey, 15% research, 1 NPR, Spoilers on (except one). Some tech points and build points and 350 million of people.

I created a new system to start in a different system than Sol (I have named it, in a display of originality, Terra), then I created the race (same as human) and removed the original human. So I am somewhere in the galaxy. I have the system geosurvey completed to simulate the first stage of exploration and survey, so I directly moved onto the galactic exploration phase.

My five survey cruisers (they have both, geo and grav sensors) discovered two jump points (Levinor and Macharia).

The Levinor system has more than 1000 asteroids and some near habitable planets (the most important with more than 43 millions of tons of duranium acc. 0.8 + level 2 of geosurvey). So Levinor will be, for sure, one of the most important colonies in my empire. Now I'm surveying the rest of the system and I hope to find a good sorium source in one of the giant gas planets.

(https://i.imgur.com/vrG5iD7.jpg)

The Macharia system is.. well, simply amazing. When the survey cruiser entered it detected a 100% habitable planet!! Ok, red alerts, possibly spoilers ahead, so I approached cautious with all the pasive sensors at limit and, nothing! A free habitable system!!

I have surveyed it and found a Partially Intact Colony with a bunch low acc. minerals. Fortunately other planet has more low acc. minerals, not enough to be self suficent, but enough to make a good infraestructure around that colony.

(https://i.imgur.com/AyrF6OQ.jpg)

I'm now roleplaying the news from Macharia (new alien colony, people eager to move there, military generals crazy to send a detachment..). Also, I'm playing a WH40k inspired game, so the randomly name of Macharia is perfect because there is an official medal for the Macharian Cross. I'm really excited to play with this empire!!

EDITED: The Macharian ruins were part of an ancient civilization named Ryerson Oligarchy (TL5 - Tech Level 5?). And they left 237 installations... wow.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on April 26, 2021, 09:58:51 AM
Quick, go buy a lottery ticket!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on May 03, 2021, 01:59:06 PM
Gacutil

-Sir, we just received the Unex Report from Commander Blakeley.

-On screen.

A few quiet button clicks. Blakeley's well-worn face appears on the main screen of the command room at JumpOps HQ.

-Admiral, it is my pleasure to report that we have successfully transited JP GAB-2.
-The jump connects to a new single-star system with quite a bit of promise.
-By previous agreement, this system is now known as Gacutil.
-Good news: one habitable planet, terrestrial, with 91% water coverage. Just 10 degrees warmer than home, gravity 90% of nominal, covered in a thick jungle.
-And she's a big one--even accounting for all the water, we estimate the planet could safely hold five billion colonists.
-And more: there's another planet with nominal gravity, but needs a little work. Needs to warm up by ten degrees, and needs to lose half of her oxygen to be breathable. Surface is one third water, the rest mountains and forests.
-She's even bigger than the first. As in, half again the diameter. She'll hold more than 25 billion with plenty of leg room for everyone.
-Being that size, of course, means it will take a while to do the work. Not too bad, though. Three HoneyBees working together would be done in less than a century.
-Those are the highlights. There are also four gas balls: two of them are merely large, the other two are enormous. If any of the lot tests positive for fuel mats, we'll be having a jubilee.
-Two other small planets, low grav, very cold. One of them has a significant ice sheet. If she has minerals, we can park a single HoneyBee there for a couple decades and she'd be warm enough for standard LGI without any insulation. She'll hold near a billion herself. Wouldn't be the worst place for the Prospectors to have a little luck.
-We also count 131 asteroids, the large majority of them warm enough for single-insulated LGI. Most of the rest would need three extra layers or less. With any luck, we could end up with a dozen or two live-mining colonies out here. About a dozen are too far out, too cold. Half of those can be struck from orbit. If the larger ones need digging, we'd be doing it with bots.
-Oh, also: 89 moons, all told. Twelve of the fourteen around the gas ball closest in are suitable for LGI+1 or better. The largest of these has room for nearly two billion. The rest of them combined would hold maybe half that.
-So there you have it. One planet habitable as-is for five Bs. Another one can go domeless for a not-too-great investment, and hold 25 Bs. And a plethora of further possibilities for mines and colonies.
-We are now en route to the prime planet, to scan for thermal and EM signatures.
-You can expect our next report in--oh, that reminds me: the star is about twenty times the mass of our own, so everything is very spread out. The prime planet is second-closest in. From the JP, it's 50 billion clicks. So, we'll let you know what we find in about 18 months.
-Blakeley out.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on May 03, 2021, 03:06:18 PM
in about 18 months.

Oh dear!  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on May 04, 2021, 05:05:03 PM
in about 18 months.

Oh dear!  ;D

Admiral Tamu was not amused.

Typical Blakeley, burying the lede.
At least he spared us his self-satisfied smirk as he fed us all those promising data points, knowing all the time that everything is just too far away to be useful.
Well, there's a reason he's still a survey commander. Always too interested in keeping himself amused, and less interested in being useful to others.

My god, that planet is 50bk from the JP? That makes it 58 from Thul.
That would be, what, 13, 14 months for a Collie. One way. Not that it has enough fuel. We'll need a new design with five, six times the fuel tanks.
Or build a bunch of those new Tankies and set up a couple refueling spots along the route. That way we don't spin up a yard for an over-fueled Collie offshoot that we won't ever use again. We'll find another use for a few dozen Tankies at some point. Or just leave those refueling spots there permanently.

But this is all beside the point.
A star this massive has an incredibly strong grav field.
We're talking ten or more jump points, almost certainly.
This system will probably connect us to completely new segments of the galaxy.
That's a much more important finding than a planet large enough to hold every single Thuldanin that has ever lived.

I should recommend to Fleet Ops that we reallocate all available MiniMap surveyors to this system.
It will take a long time to survey it all, of course.
1800 survey points per location? Incredible.
Times thirty locations. The combined grav sensors of the entire survey fleet would need...four plus years just to accumulate the data--nevermind the transit time between locations...my god, it's 9 billion klicks from each to each, and that's just the inner ring. A Mini needs nearly five months to cross that. And then a year and a half sitting there gathering the data. Longer if the commander is lackluster, like so many of the recent Academy products.
Hell, even if each Mini had a Blakeley in the big seat, by the time it travels to a JP from the closest garage, and then scans that JP, it will almost be time for the next overhaul.

Forget redesigning the Collies. We're gonna need an entirely new survey fleet doctrine.
Which means...Caroline.


-Ensign.
-Sir!
-Send a tight to Survey HQ, c/o Vice Admiral Muthee. Include the Gacutil report. Instruct to contact me ASAP. Route the reply to my quarters.
-Sir!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Nori on May 04, 2021, 07:44:02 PM
My game has been pretty tame. 57 years in and the only thing that has happened on my end is a survey ship and a scout ship got blown up by probably spoilers. I ran out of Corundium very early, but the custom system I started in has a large 0.8 deposit on a nearby planet, so I've been carting mines over there. Someone is having more fun than me if the occasional bout of 5s increments are anything to go by.  :P
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on May 04, 2021, 08:06:15 PM
Someone is having more fun than me if the occasional bout of 5s increments are anything to go by.  :P

Point a survey ship in the direction of the nearest thermonuclear explosion and go say hi.  :P
Title: Re: What's Going On In Your Empire: C# Edition
Post by: stabliser on May 05, 2021, 10:29:14 AM
I started as aliens in a binary system.  The game was slowing down after 50 years, I was blaming the civilian ships... until I switched on view mineral packets !

Doh! mineral packets dont use Lagrange points!!!

It'll be a few years before all these reach home.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on May 05, 2021, 11:26:40 AM
I started as aliens in a binary system.  The game was slowing down after 50 years, I was blaming the civilian ships... until I switched on view mineral packets !

Doh! mineral packets dont use Lagrange points!!!

It'll be a few years before all these reach home.

As someone who also has a binary start this does not bode well in the slightest. How far is your secondary from the primary? For me its quite close at 1.8bn
Title: Re: What's Going On In Your Empire: C# Edition
Post by: stabliser on May 05, 2021, 12:27:50 PM
261bn  :'(

So quite far.

Only 5 days through fortuitous LPs but it might be 10 years for the slowest packet to arrive.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on May 06, 2021, 01:32:45 AM
Ehhh, thanks for the target practice...  ::)

But jumping 6-8 000 000 tons of civilian ships into a warzone?? Oki, I know the computer isn't the best tactician. On the other hand my salvagers will be occupied for years to come ::)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on May 06, 2021, 10:12:18 AM
And another 200 freighter/colony ships appears... 7.6m tons...  :o sitting on the warppoint... If there were warships to I wouldnt mind it, atleast somekind of tactics...

Hmmmm Would it bee better to use the Starfire size of warppoints? or a max tonnage, or another idea...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on May 06, 2021, 10:44:17 AM
And another 200 freighter/colony ships appears... 7.6m tons...  :o sitting on the warppoint... If there were warships to I wouldnt mind it, atleast somekind of tactics...

Hmmmm Would it bee better to use the Starfire size of warppoints? or a max tonnage, or another idea...

This behavior seems to happen when the NPR gets savaged in a war and their systems are marked as hostile/dangerous due to the combat going on, so the commercial/civvie ships have nowhere to go and wind up stacking at a JP waiting for something to do.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on May 06, 2021, 11:40:13 AM
Yeah, the problem isn't that the AI is too dumb, though that happens too, of course, the problem is that the AI has no safe place to run to so they are committing suicide by running through your fleet. Something worse than Space Sweden is on the other side!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on May 06, 2021, 01:33:53 PM
Yeah, the problem isn't that the AI is too dumb, though that happens too, of course, the problem is that the AI has no safe place to run to so they are committing suicide by running through your fleet. Something worse than Space Sweden is on the other side!

Strange thou, jumped throe and had a little look, my sensors did not reach their world but I saw some 200 more civvies spread around the entrypoint, most far away, and a large fleet of warships, some 30 from destroyer up to battlecruisers (8000-35000 tons), they managed to wound 14 of my ships before I turned back, but no loss of ship...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: TheBawkHawk on May 15, 2021, 01:42:08 PM
I just encountered my first c# star swarm... and holy moly they do not mess around. After losing my initial survey ship and 150ktons of ships I sent to deal with them, I thought I was safe at least for a few years as they were 5 jumps down from any of my populated systems. NOPE. Just a bit over 3 months and they've just popped up in my space. I don't know if they're just really fast surveyors or if they shadowed the surviving members of the fleet back home. This would be no issue if I wasn't only 25 years into a 50% tech game, and still on Ion engines. Well done on making them a menace!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Demetrious on May 17, 2021, 12:55:53 AM
I'm in a bit of a pickle.

During my initial exploration away from Sol phase I found no fewer than three NPRs, two of which I managed to avoid revealing myself to. All of them were only a few jumps out of Sol. The third one, however, not only made me upon initial detection, but soon moved into Alpha Centauri (immediately adjacent to Sol) and not only dropped an automine colony in the system, but did it on the moon of my recently terraformed planet. Then they had the temerity to start issuing the strongest threat of all - "leave or be fired upon."

However many STO's they had on that moon, it wasn't enough to win the surface-to-surface duel; and their warships/mining platforms in orbit didn't fare much better. That kicked off a major war I was ill-equipped to deal with. I had to kick ship production into overdrive; during which time my colony in Alpha Centauri defeated two more bombardments, the second one an attempted troop drop that was only narrowly defeated at the cost of 2 million lives lost to AMMs that managed to zoom through the STO CIWS coverage.

Eventually I was able to engage and defeat a small marauding fleet in Alpha Centauri and reclaim nominal control over the system, but I had another problem - Exploration Group Able had been exploring the warp chain past the alien's home system when hostilities began, and were now stranded on the far side of alien space. Fortunately their ships were built for almost ten years of constant operations and had plenty of time left to wait, but I was more worried about relentless alien expansion eventually finding them. About one and a half years after hostilities first began, I finally had the fleet I needed to attempt a breakthrough and rescue - mainly due to the launch of my first two 25,000 ton heavy cruisers of the "Salem" class; railgun ships with 25cm main guns and 10cm PD/close in batteries. With two heavily armored commercial hull, military-JD tenders, I conducted a jump point assault on the Goombridge 34/Alpha Centarui jump point and prevailed in an ugly point-blank scrap. My strike fleet went three jumps onward without meeting opposition, linked up with the exploration fleet, and returned - only for fleet scouts to detect yet another, larger, more powerful fleet camping the Goombridge 34/Alpha Centarui jump point.

The following fight was a close-run thing, and took every missile in my fleet's 50,000 ton carrier flagship, plus the threat of my powerful gunships to successfully fend off the guarding fleet - I didn't destroy even a quarter of their tonnage. After narrowly extracting my exploration fleet and warships without taking a loss, I've wiped out one more moderate-sized task-force (beelining from Goombridge 34 to the Sol jump point, presumably to teach me a lesson,) and intercepted an awful lot of their traffic moving towards systems adjacent to Alpha Centauri, which they'd already moved into. Since my main combat ships all carry small marine teams in boarding bays (as much for anti-boarding defense as anything) all this fighting ended with me in possession of no small number of their ships. Unfortunately, the majority of captured warships are missile ships.

Since the last task force in Alpha Centarui was destroyed, the "Cronulla Star Empire" has declined to send more than the occasional scout through the Goombridge 34 JP - but in the meantime, the other two NPR's have finally reached me with their exploration ships. One has just had a scout jump into a system adjacent to Alpha Centarui, and on another warp chain, I have another empire that's already set up a mining platform colony in Altair (only two jumps out of Sol via 61 Hydrae) and is now picketing the 61 Hydrae/Sol jump point with warships as if they own the place. They flatly refused my polite suggestion to leave Altair, despite a decently well developed colony of mine already in the system. It seems I will have to "show some tonnage" soon.

And now the pickle enters the equation - the wealth crunch has finally bit hard. The few years of maximized production to meet the Cronulla Empire threat and secure Alpha Centarui drained my substantial wealth buffer; given that I had to build carriers, fighters for the carriers, and missiles to arm the fighters. At present my fleet stands at no fewer than three 50,000 ton Independence-class carriers, all loaded with their full strike wings of sixty 250-ton torpedo bombers and ten 500-ton railgun fighters, with their magazines (two reloads) stocked full - but years of missile production were only enough to keep pace with ship production. I haven't a single reload on Earth to offer them, should they expend any in battle. I've four alien AMM escorts, a few missile destroyers and no fewer than four fairly decent missile cruisers (around 20-22k tonnage) but it'll take two years production of the cluster missiles I designed for them to fill their magazines so I can put them to work, to say nothing of the AMM ships. I need more of everything - more ordinance factories, more mines, more infrastructure, more fuel harvesters - but for the foreseeable future, up to a year straight, I can do nothing but build finance centers.

I really, really hope that those aliens who don't want to budge from Altair will be impressed by me slapping the full length and girth of my battle fleet against their sensors, because if they aren't, I have neither the fuel nor munitions to drive them out of Altair and also deal with an incursion from the Cronulla empire or the third, unknown factor moving up on Alpha Centauri.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on May 17, 2021, 04:55:21 AM
Sounds like a very fun game :)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Demetrious on May 17, 2021, 05:08:38 AM
Sounds like a very fun game :)

Hands-down the best game of Aurora I've ever played... which is why I'm still playing it at 6AM.

Thanks.  :)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on May 17, 2021, 09:15:37 AM
I'm in a bit of a pickle.
...
[absolutely delicious grand strategy history and outlook]
...
I need more of everything - more ordinance factories, more mines, more infrastructure, more fuel harvesters - but for the foreseeable future, up to a year straight, I can do nothing but build finance centers.

I love it. Situations like these are what make Aurora so compelling. Keep us updated!

My one bit of advice about wealth won't do you much good right now, because it takes many, many years to pay off. It is this:

The best way to grow income over the long term is to expand your shipyards.

Why? Three reasons.

First, adding slipways or capacity to a shipyard adds more jobs per cost than building installations (except for financial centers).
Most installations add 50k jobs for a cost of 120 (or an equal multiple of those).
For the same cost, adding capacity to a shipyard gives 125k jobs.
(Financial centers, of course, are better still: they provide 50k jobs plus a 500% bonus.)

Second, it doesn't require industrial capacity.
While your factories are building financial centers, they aren't build anything else.
But expanding your shipyards leaves your factories free to build things that let you increase your impact on the galaxy.

Third, it is easier to specialize a planet for wealth creation with shipyards than with financial centers.
A wealth creation provides optimal output by using all of its workers to make money.
That means you have to build the financial centers somewhere else and haul them in.
That costs fuel and shipping capacity, and delays the return on your investment while the fincens are in transit.
But shipyards expand themselves. You tug one shipyard to the planet one time, and set it to continual capacity expansion. The bigger it gets, the faster it grows.
You only need to provide Duranium and Neutronium, and you need far less fuel and hauling capacity for this than for hauling installations around. Or you can just do it with mass drivers.

If you need to grow wealth even faster, you need to bring in another yard.
Increasing your wealth growth rate is occasionally necessary, but be aware that the cost of the new yard is steep: 2400 for 250kjobs--that's 10x the cost of adding that many jobs via expanding an existing yard.

Financial centers have two relative advantages over using yards:
1) More bang for your buck, obviously. 50k workers plus the tax equivalent of 250k workers is a 500% bonus over the normal rate. Expanding a yard provides just a 150% bonus on jobs per build cost. And expanding a yard doesn't give you more money per worker, just more money per build cost. If you are constrained by available workers, then fincens might be a better choice.

2) Shipyards require Duranium and Neutronium, which have many other uses (Neutronium is in construction factories, Duranium is in almost everything). Fincens require only Corbomite, which doesn't have any other significant uses. You probably have plenty of Corbomite lying around, but having a surplus of Duranium is unusual.

EDIT: Corrected the above point to reflect that Fincens use only Corbomite (not Corbomite and Duranium)




Title: Re: What's Going On In Your Empire: C# Edition
Post by: serger on May 17, 2021, 09:38:55 AM
The best way to grow income over the long term is to expand your shipyards.

That's why I cannot even imagine myself doing such thing.
Current taxation model in Aurora is rather weird and illogical, and just building shipyards to get more wealth is an absurd obviously. If you want more money - it will be much easier to just add more money in the DB, instead of this long and obvious exploit.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on May 17, 2021, 09:51:30 AM
The best way to grow income over the long term is to expand your shipyards.

That's why I cannot even imagine myself doing such thing.
Current taxation model in Aurora is rather weird and illogical, and just building shipyards to get more wealth is an absurd obviously. If you want more money - it will be much easier to just add more money in the DB, instead of this long and obvious exploit.

It's hardly an exploit. Logically it does make sense to boost financial output by creating jobs which creates a larger tax base, maybe the actual tax rates are a bit unrealistic but as the present game balance works pretty well I think it is reasonable, and certainly we are always building and expanding shipyards anyways so it hardly impacts the decision.

Financial centers are still the best producers of wealth per BP and are obviously the most efficient beneficiaries of a +Wealth Generation governor. Frankly I don't agree with the point about specialization because in practice the better way to specialize is to have a few dozen factories on the financial hub planet to produce financial centers at a constant rate, which elides the whole shipping logistics problem.

However the other big thing about financial centers that was mentioned but should be emphasized is population efficiency, no other building gives basically 6x wealth per population point and while this is not important in the early game when you have tens of millions of unemployed workers it does become important in any situation where population is the bottleneck. This notably makes FinCens the best long-term option for primary wealth generation as population is increasingly a constraint as the game goes on especially as you need so much of it to run shipyards and research labs.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: serger on May 17, 2021, 10:03:32 AM
It's national (non-commercial) yards, so you'll create jobs, you must pay for too. It's some sort of financial perpetuum mobile.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on May 17, 2021, 10:12:28 AM
It's national (non-commercial) yards, so you'll create jobs, you must pay for too. It's some sort of financial perpetuum mobile.

I always took the cost of the ships built to be this payment, though I admit that I have no idea if this actually comes out to a net cash sink on balance.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Arwyn on May 17, 2021, 11:04:27 AM
My newest game is kind of a mixed bag. Its been empty of NPR's other than Precursors, but I have had some fantastic systems. One habitable world two jumps from Sol, one 3 jumps away. The two jump system has a ruined colony on it as well. Also had a couple of great systems with terraforming potential, so I am up to 10 colonies.

79 systems explored so far but, still no npr's though....
Title: Re: What's Going On In Your Empire: C# Edition
Post by: serger on May 17, 2021, 11:24:11 AM
I always took the cost of the ships built to be this payment
But you pay for these ships too.
You can run through this circle again and again, and there is no wealth there - you pay for yards, you pay for minerals, you pay for ships, you pay for crews... that's your empire expenses, not wealth.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on May 17, 2021, 11:24:28 AM
It's national (non-commercial) yards, so you'll create jobs, you must pay for too. It's some sort of financial perpetuum mobile.

I always took the cost of the ships built to be this payment, though I admit that I have no idea if this actually comes out to a net cash sink on balance.

Shipbuilding is much costlier than the tax income generated by the workers.

Shipbuilding occurs at your shipbuilding rate, modified by a factor that increases with ship size (0.5 + Tons/10000).
For commercial ships, it's 0.5 + Tons/40000.
For a 5000 ton military ship, the factor = 1.
Starting racial rate is 400.

So, at the starting racial rate, building 5000-ton military ships or 20000-ton commercial ships costs 400 wealth per year.

A 5000-ton military shipyard needs 1250k workers. At the base tax rate, that's 125 wealth per year, resulting in a net cost (after tax income) of 275 wealth per year.
A 20000-ton commercial shipyard needs 500k workers. At the base tax rate, that's only 50 wealth per year, resulting in a net cost (after tax income) of 350 wealth per year.

Even small ships are a net deficit.
A theoretical size-0 ship has an annual build rate of 200.
To make that much in taxes, you need an 8000-ton military shipyard or an 80,000-ton commercial shipyard.

Both the build rate and the tax income increase linearly with ship size.

Each additional 1000 tons of military ship size increases the build rate by 40 per year.
Each additional 1000 tons of military yard size increases tax income by 25 wealth per year.

Each additional 1000 tons of commercial ship size increases the build rate by 10 per year.
Each additional 1000 tons of commercial yard size increases tax income by 2.5 wealth per year.

So, the bigger the ship, the bigger the gap between the rate of build cost and the rate of tax income.


Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on May 17, 2021, 12:18:42 PM
It's national (non-commercial) yards, so you'll create jobs, you must pay for too. It's some sort of financial perpetuum mobile.

I always took the cost of the ships built to be this payment, though I admit that I have no idea if this actually comes out to a net cash sink on balance.

Shipbuilding is much costlier than the tax income generated by the workers.

Shipbuilding occurs at your shipbuilding rate, modified by a factor that increases with ship size (0.5 + Tons/10000).
For commercial ships, it's 0.5 + Tons/40000.
For a 5000 ton military ship, the factor = 1.
Starting racial rate is 400.

So, at the starting racial rate, building 5000-ton military ships or 20000-ton commercial ships costs 400 wealth per year.

A 5000-ton military shipyard needs 1250k workers. At the base tax rate, that's 125 wealth per year, resulting in a net cost (after tax income) of 275 wealth per year.
A 20000-ton commercial shipyard needs 500k workers. At the base tax rate, that's only 50 wealth per year, resulting in a net cost (after tax income) of 350 wealth per year.

Even small ships are a net deficit.
A theoretical size-0 ship has an annual build rate of 200.
To make that much in taxes, you need an 8000-ton military shipyard or an 80,000-ton commercial shipyard.

Both the build rate and the tax income increase linearly with ship size.

Each additional 1000 tons of military ship size increases the build rate by 40 per year.
Each additional 1000 tons of military yard size increases tax income by 25 wealth per year.

Each additional 1000 tons of commercial ship size increases the build rate by 10 per year.
Each additional 1000 tons of commercial yard size increases tax income by 2.5 wealth per year.

So, the bigger the ship, the bigger the gap between the rate of build cost and the rate of tax income.

This post belongs in a wiki
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on June 23, 2021, 01:08:55 PM
2062-Jan-01

The excavation of the abandoned city on Abacus-A3 has propped up the empire's economy for nearly two decades.

For the ten years from 2052 through 2061, our average annual operational deficit (non-ruins income minus all expenditures) was 25% of operational income.
That is to say, we were spending each year 25% more wealth than we were generating with sustainable sources.
The wealth from the ruins allowed this pattern of overspending; on average, excavated wealth made up 21.5% of the 25% gap annually.

Nevertheless, our saved wealth balance has decreased by 24k over 10 years, to the present level of 69k.

In the year just ended, we spent a total of 101.6k wealth while generating 83.3k excluding excavations, for an operational deficit of 18.3k.

Abacus City will be fully excavated in another year and a half.
If the rate of wealth excavation meets the ten-year average, and our expenditures and sustainable income both rise at the anticipated 2.5% annual rate, we can expect, in a year and a half, to have a remaining wealth balance of ~63k and an annual operational deficit of about 19k.

In other words, with average excavation luck, our present wealth will last ~4.3 years from today.

So, today we begin taking drastic measures to rectify our budget deficit.
We have already established Babbit-A2, a colony focused on wealth generation, only 6.1bkm from Prime.
BabA2 has a present population of 33m operating 110 financial centers.
We need to add 420 fincens over the next 4 years.

The new centers will be built on Prime.
This effort will require 42.8% of Prime's industrial output.
The required 50kt of Corbomite is already on hand.

The new centers will require 21m new workers on BabA2.
To add that many workers to BabA2, we need to increase the population from 33m to 165m.
At present pop levels, BabA2 creates 2.5m pop per year, Prime creates 22.8m, and Cabbage-B1 (9.6bkm from BabA2) creates another 9.9.
That gives a combined total of 35.2m per year, which is more than enough to reach the 132m growth target over 4 years.
(As we move new pop from Prime and CabB1 to BabA2, the growth rate on the feeders will remain constant, while the growth rate on BabA2 will drop in percentage terms, but will rise in absolute terms. Therefore we can be certain that we will have enough new population in time.)

This population requires infrastructure.
At col cost 2.0, we will need 26.4k infra.
Building this infra on Prime over 4 years will require 44.7% of Prime's industrial output.
The needed Duranium is already on hand. We will need 10k Mercassium brought in, which is easy enough to source--we have that much on the ground already on AbaA3, and also among the asteroids in Cadbury, which are due for a mule run anyway.

We will need to move 105 fincens and 6.6k infra from Prime to BabA2 each year.
That's 765 standard holds making a 12.2bkm round trip, for a net 9333bkmholds.
Unfortunately, the freight capacity of our entire navy amounts to just over 6300, which means we will need to supplement with commercial shipping contracts.
The total tonnage of the commercial shipping lines is slightly higher than the total tonnage of empire-owned commercial ships, so we expect that they should be able to keep up with the demand.

Unfortunately, we probably do not have enough colonist shipping capacity.
Our total capacity is ~170bkmMpop, but we will need more than that just to handle Prime (278bkmMpop per year). The pop from CabB1 will require another 190bkmMpop.
Doubling our pop moving capacity would require at least 7 years without using industry to produce the components.
Using industry could reduce the time needed to 2 years, at a cost of 24.6k industrial capacity per year.
That's 83.3% of Prime's output. We simply don't have enough factories to do that while also building the fincens and the infrastructure.

Okay, I've reached the point where analysis fatigue is setting in.
Make this an eight year plan.
Cut production rate of fincens and infra by half.
Use the difference on ship components for colony ships.
That should roughly double colonist carrying capacity over 4 years, which will allow me to move all necessary pop by the end of year 8.
As a side benefit, I will be able to handle all freight shipping with owned ships, which saves me the cost of civilian contracts and keeps the shipping lines busy doing things that generate tax income.
In the meantime, I will keep an eye on the budget deficit after the ruins run dry. If I am headed for negative wealth territory, I will shift production on Prime back to FinCens, and just leave them on Prime to operate. They will make almost as much money there as on BabA2 (the only difference being the 15% Wealth Creation governor on BabA2).




Title: Re: What's Going On In Your Empire: C# Edition
Post by: El Pip on June 23, 2021, 05:51:53 PM
The main thing going on in my Empire is that I have one again. Due to the nefarious actions of nuclearslurpee, a thousand curses upon his name, I have been dragged back in despite thinking I was out. So the British Space Empire is back in business and developing inefficient ships that do not suit the current Aurora 'meta' but are nevertheless very characterful.

British scientists are currently investigating the potential to expand small-craft ECM beyond that which is considerer natural (i.e. modding) in order to make beam fighters a practical proposition. There will be Star Destroyers full of TIE-analogues and they will have a Union Jack on them.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on June 23, 2021, 10:18:38 PM
There will be Star Destroyers full of TIE-analogues and they will have a Union Jack on them.

(https://i.imgur.com/xSQFmqh.png)

I make no apologies, not least for the poor quality of the work.  :P
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on June 23, 2021, 10:36:02 PM
There will be Star Destroyers full of TIE-analogues and they will have a Union Jack on them.

(https://i.imgur.com/xSQFmqh.png)

I make no apologies, not least for the poor quality of the work.  :P

This needs to be a hull image
Title: Re: What's Going On In Your Empire: C# Edition
Post by: El Pip on June 24, 2021, 03:07:03 AM
I make no apologies, not least for the poor quality of the work.  :P
Why would you possibly apologise for that, it was wonderful. :D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Arwyn on June 25, 2021, 11:25:32 AM
There will be Star Destroyers full of TIE-analogues and they will have a Union Jack on them.

(https://i.imgur.com/xSQFmqh.png)

I make no apologies, not least for the poor quality of the work.  :P

Or how to make the "evil empire" that much more evil! (Sorry, couldnt resist! :D)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: db48x on June 26, 2021, 11:14:05 PM
So, the bigger the ship, the bigger the gap between the rate of build cost and the rate of tax income.

I believe the point was just that you don’t have to build ships at every shipyard, but that in an emergency you can. In the mean time the workers are just “working” in the shipyard.

2062-Jan-01

The excavation of the abandoned city on Abacus-A3 has propped up the empire's economy for nearly two decades.

[…]

Unfortunately, we probably do not have enough colonist shipping capacity.
Our total capacity is ~170bkmMpop, but we will need more than that just to handle Prime (278bkmMpop per year). The pop from CabB1 will require another 190bkmMpop. Doubling our pop moving capacity would require at least 7 years without using industry to produce the components. Using industry could reduce the time needed to 2 years, at a cost of 24.6k industrial capacity per year.

That's 83.3% of Prime's output. We simply don't have enough factories to do that while also building the fincens and the infrastructure.

Okay, I've reached the point where analysis fatigue is setting in.
Make this an eight year plan.
Cut production rate of fincens and infra by half.
Use the difference on ship components for colony ships.
That should roughly double colonist carrying capacity over 4 years, which will allow me to move all necessary pop by the end of year 8.

Very nice analysis; I’ve never gone that deep into it, though I do optimize my freighters to improve bkmholds.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kiero on July 07, 2021, 05:00:58 AM
It turned out that my scout ship was stuck in a hostile aliens system. The way back was blocked by several enemy ships guarding the jump point.
The plan was as follows: The scout ship would fly up to the jump point (fortunately there were a few buoys with thermal detectors left in the area, most had been destroyed by the enemy). When the enemy detects it and follows it, a rescue fleet will jump into the system and engage the enemy ships.
The plan succeeded, the scout ship returned to safe space and the enemy ships retreated. It was not without cost, the enemy had the advantage in a number of ships. But my navy turned out on top.

Here's the fleet commander who led the mission (My most decorated officer):


Title: Re: What's Going On In Your Empire: C# Edition
Post by: kks on July 07, 2021, 11:09:54 AM
So, I did find an asteroid which is curiously near (inside) the star. \'-'/
I imagine it to be an ideal world for those of you who are always cold:
At stunning 6234 °C it is hotter than the surface temperature of the star it orbits, I think.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Neophyte on July 07, 2021, 03:08:56 PM
So, I did find an asteroid which is curiously near (inside) the star. \'-'/
I imagine it to be an ideal world for those of you who are always cold:
At stunning 6234 °C it is hotter than the surface temperature of the star it orbits, I think.

 :o

BTW this is higher than the boiling point of every element and also tungsten carbide!  There may be a compound that would remain fluid at that temp (and could be considered a "body") but a quick Google failed to show me one.

Is this in vanilla 1.13?  This might be a good reason for including a sanity check in 1.14 on max body temperatures and/or where bodies are allowed to occur - eg, not inside a star!  8)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on July 07, 2021, 03:53:47 PM
Is this in vanilla 1.13?  This might be a good reason for including a sanity check in 1.14 on max body temperatures and/or where bodies are allowed to occur - eg, not inside a star!  8)

We actually needed a similar sanity check for the cold end of things with Anti-greenhouse gasses so I'm surprised that a similar sanity check doesn't exist for the hot end. I guess it's because there isn't a theoretical limit on how hot something can get but there is a limit on how cold.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Froggiest1982 on July 07, 2021, 06:48:05 PM
Cold War start.
3 powers: NATO, CSAT, China.

The only available Sorium is a 0.4 Deposit on Neptune and does contain only 98,000 tons. With a 5% research rate and 5% survey rate I think that Nuclear annihilation is closer than I thought when I started this campaign.

 ;D ;D ;D

Also

So, I did find an asteroid which is curiously near (inside) the star. \'-'/
I imagine it to be an ideal world for those of you who are always cold:
At stunning 6234 °C it is hotter than the surface temperature of the star it orbits, I think.

Post in bugs. There should be a string a code to allow asteroids belts to be generated only to a minimum distance of the star with an average radius of half of that distance to avoid this to happen. I believe there is already a similar one to deal with planets-asteroids paths.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: non sequitur on August 23, 2021, 08:05:46 PM
The Soviet Union has had to develop a whole new series of warships to deal with the incursions of Lethe Empire. So far nearly 284,000 tons of Lethe warship have been destroyed with another 210,000 captured. While Soviet warships are holding their own missile stocks have run nearly entirely empty. Soviet production cannot produce enough missiles to keep up with the rate at which they are being used and presently only 50 P-1000 Vulkans remain. Fleet doctrine maintains that soviet warships are required to be armed with secondary railguns, but there are not nearly enough guns to hold off the Lethe if another incursion is mounted. Soviet fleet designers have designed a whole new series of battlecruisers and standard cruisers with all railgun armament in order to ease the crisis.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kiero on September 20, 2021, 08:51:07 AM
In anticipation for 2.0, I started a new game. After several decades, in the third system I entered, I discovered an alien race.
Their level of technology was not much different than mine. Not very comfortable, but acceptable.

A few days later I came across another ship, but belonging to a different race. Hm... In a system with four suns, that's not impossible.

What was my surprise when I discovered the third race in this system?

Do you think that's the end of this?

Well, two of those three races lived on the same planet!!!

Aurora always has a surprise for me when I play.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on October 10, 2021, 09:22:35 AM
We are well on the way to refitting the entire fleet of attack craft, even before they have seen a single day of battle. This means 25 2000t Prowlers and 75 1000t Condors. While not ideal, the tech gained from exploring and excavating a nearby abandoned colony of some ancient, alien race has resulted in numerous major breakthroughs that were not anticipated in the planning of the fleet. This does delay the expected forays into nearby systems to secure them from hostiles and enable further exploration, but they will be the better equipped for it. Some of the findings we do not quite understand yet, but give it time. The admirality also looks with anticipation on the first prototypes of cloaking devices. They need more research to find their place in the fleet, but hopefully they will be ready after the first few missions of the main fleet.

Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kashada on October 13, 2021, 09:03:15 AM
I'm about 140 years into my high pop and high earth minerals game.

Following the unification of Earth under the flag of the Terran Alliance a number of simulations (past games) were run exploring the possible paths of development following the discovery of trans-Newtonian elements. The results of which showed that early expansion into space was unnecessary which Earth having just large reserves of the new elements and expanding without a solid technological base would cause problems down the line.

As such the first 60 years after the discovery were dominated by an "Earth First" policy, the goal of which was to drastically increase the industrial capacity of the planet resulting in a much higher quality of life for all. While the population of Earth climbed ever closer to the maximum sustainable limit the Terran Alliance government quietly grow the orbital construction capacity against future needs while carrying out extensive research projects designing a standard set of components for every ship system in a number of sizes, in addition to designing a full set of ships to meet every need.

This first 60 years saw not a single ship launched into space however as space on Earth started to dwindle public interest in exploring space increased. At this point the Terran alliance opened the flood gates by triggering it's "Sol Second" policy that called for the massive shipyards to begin construction of ships ranging from personnel shuttles to entire carrier groups. First of the line were a small fleet of highly capable survey cruiser which made short work of exploring the Sol system.

An intact alien city was found on Mars and a second ruined city found on Mercury, while these ruins were explored they remained off limits to the public forcing colonization to focus on luna, Ganymede and Europa. Government mining operation spread to 30 bodies across the system, although there need was minimal due to Earths reserves. Mankind's largest engineering project was completed with the successful construction of 5 terraforming stations each around 2.5m tons which quickly transformed Mars, Mercury, luna, Ganymede and Europa into perfect Earth like worlds.

Following the exploration of both ruins and the Terraforming of the best worlds for Mankind attention was turned to the specialization of each world.

Earth - Construction and shipbuilding capital
Mars - Research World
Mercury - Ground Forces training World
Luna - Financial World
Ganymede - Ordnance production World
Europa - Small craft/fight production world

Meanwhile the small fleet of Survey Cruisers explored 20 systems on the other side of Sol's only jump point, finding the galaxy much more favorable to human colonization than expected with atleast 30 bodies found with a colony cost of 2.0 or less which the Terran Alliance had already shown to be terraformable. Due to the presence of two ruins in the Sol system of which one had been clearly been destroyed from orbit every system that contained a planet science considered even remotely habitable had an active probe launched at it from extreme range to ensure any first contact situation would be conducted at a distance. This exploration doctrine resulted in much slower exploration but seemed to be validated when in the Gathalon system 5 jumps from Sol 2 functioning space stations of alien design were discovered.

A diplomatic mission was sent to make contact however these aliens refused to establish communications in any form. Over the 20 years of attempted contact the population of the Terran Alliance began to refer to the enigmatic aliens as "Precursors" mainly due to the apparent age of the stations. The diplomatic and later surveillance ships never closed to within 10m KM of the alien world and the alien stations made no aggressive moves after shooting down the original probe launched at their world. As such the Terran Alliance moved on with it's life cycling diplomatic and later surveillance ships as needed incase the aliens decided to make contact and having their escorts remain outside the system at the point point incase needed.

The enigma of the Precursors only grew when 20 years after first contact, active probes found identical alien stations in orbit of another world called Tarantis also 5 jumps from Earth in the complete opposite direction. In addition to the previous discovered station a new station design and multiple frigate sized ships (7-10k ton) were found in this new system. The presence of ships excited the Terran Alliance as the possibility of actual communication was deemed higher in this new system, as such a new diplomatic mission was launched. This new fleet would be escorted into the system with a number of PD Patrol Cruisers with the hope the aliens would be less threatened by the relatively slow purely defensive ships while not leaving the diplomates defenseless, ASM equipped Patrol Cruisers would remain just outside the system incase required.

The traditionally unresponsive Precursors displayed a strong but equally enigmatic to the presence of the diplomatic mission. Passive sensors detected all 7 Precursors frigates charging at the fleet, they refused all attempts to communicate and would not break off their rapid advance. Their max speed was shown to be around 20% higher than that of the ships in the Terran Alliance combat fleets and as such was around 5 times faster than that of the patrol ships.

The decision was made for the escorts to continue on towards the Precursors fleet while the diplomatic burned for the jump point and the surveillance ship would burn for the black before cutting engines to rely on stealth while the ASM Cruisers would jump in to provide cover. Just before the Precursors frigates would enter active sensor ranges their signal completely disappeared without warning, all ships except the surveillance ship (which remained to gather intel) successfully evacuated the system with no shoots fired. Naval command is still unsure how the frigates disappeared like that as it is believed even with stealth systems they should have been visible at that range.

The Terran Alliance has decided this was an attempt by the Precursors to communicate Human presence in their systems is no longer welcome and any future systems found to have a Precursor presence will be avoided.



 
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on October 22, 2021, 01:20:23 AM
Colonization of Ciutric is finally underway, decades after finishing the construction of a jump gate. The encounter of hostile forces in neighboring systems put colonization efforts to a halt as it was a little too close for comfort. However, since the successful second foray into Lankashiir with a new generation of attack crafts, the mobile hostile ships has been dealt with and it seems safe for the time being to start shipping the infrastructure. This will provide a much needed boost in corundium for our mining efforts.

Meanwhile, the fleet has undergone a much needed, complete overhaul. Recent breakthroughs in propulsion technology has paved the way for a new generation of engines.

Diplomatic endeavours with the Tarsis Empire is progressing at a steady pace. Diplomatic ships from each side have met at the Dorin-Pakuuni jumppoint and a temporary neutral ground has been established until embassies can be set up. We are considering expanding the network of jumpgates to meet the Tarsis efforts and allow for trade access. However, this will require the thorough elimination of the Palanhi aliens. Hostile from the beginning, they repelled our first efforts to subdue them, but once we have finished training the new set of elite raiders, designed specifically to fight in the cold, desert landscape of Palanhi-A III, we will set out once again. This time we even have the aid of the mighty Frost Wyrms, captured on our own poles and tamed for battle. This will be a spectacle for a generation.

Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on June 24, 2022, 06:45:56 PM
Trying a new layout for galaxy map this time. As you can see, Terran Confederation has not ventured outside of Sol yet, except for survey operations. I thought this would make jump paths easier to see, with them on the "same" level but it is getting really crowded. I'll probably have to go back to the usual spiderweb style.

(https://i.imgur.com/fHfHOFU.png)

Sol itself is a pretty busy place even with civilians hidden! There's a big mining operation strip-mining Oumuamua bare and Jupiter is providing fuel. Cloud City floating just above Venus is a prime tourist spot. Jump Stations monitor the outgoing JPs while construction ships are stabilizing inter-system jump points to make the outer system more accessible. Jupiter and Saturnus already have their LPs, and Uranus and Neptune will soon have theirs. It will take a couple of year before Venus and Earth get theirs.

(https://i.imgur.com/Y9FGYxb.png)

With a new generation of engines on the horizon, the TCN will soon have to go through a series of upgrades. I'm also trying a new method of organizing the navy, using class-specific divisions and then, as needed, swapping ships from these to the two Task Groups for detachment if necessary. Otherwise, the Task Force of course operates as a single entity.

(https://i.imgur.com/L1HLSJc.png)

Colonization of Sol is about to enter its final phase with Titan being terraformed. With humans living on Mars and in the clouds of Venus, plus large colonies on the moons Luna, Europa, Io, Ganymede and Callisto, the large moon of Saturn will be the last body to be terraformed in Sol. The first target for extra-Solar expansion has been identified as Barnard's Star system with two planets and four moons as promising candidates. This operation will start once Titan colony is up and running and the Terran Confederation Navy is confident of being able to defend the colonists.

(https://i.imgur.com/tiZZvAs.png)

This is my "time-waster" campaign while waiting for 2.0 as I don't want to make the situation in my Aurora 1890 campaign any more complicated as I will have to manually recreate it in Aurora 2.0 once that comes out.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on June 24, 2022, 11:54:28 PM
Trying a new layout for galaxy map this time. As you can see, Terran Confederation has not ventured outside of Sol yet, except for survey operations. I thought this would make jump paths easier to see, with them on the "same" level but it is getting really crowded. I'll probably have to go back to the usual spiderweb style.

(https://i.imgur.com/fHfHOFU.png)

A very visually interesting approach, though sadly like you say I don't think it would be viable for much longer. Even leaving aside that the galactic map tends to expand as 2^N as you get N jumps from Sol, at some point you're going to have to deal with things like a closed warp point from 116 Herculis to 61 Hydrae, or some such.

I've always rather liked how Steve's maps turn out, somehow he has a nice balance of the default map placement settings and just enough human adjustment as new loops and nexus systems are discovered.

Quote
This is my "time-waster" campaign while waiting for 2.0 as I don't want to make the situation in my Aurora 1890 campaign any more complicated as I will have to manually recreate it in Aurora 2.0 once that comes out.

Since you're still in one system that's probably reasonable, but personally my plan for Duranium Legion is to keep it in 1.12 - updates are slow but I do intend to keep it updated even if/when I start a 2.0 AAR.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on June 25, 2022, 02:07:20 AM
And not just one system but the fact the only colonies are extremely small and on Luna, with very small fleets and ground forces. That makes it doable, even if it's still going to be a PITA. No way would I ever try to recreate an ongoing campaign with multiple systems active.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on June 25, 2022, 05:47:40 AM
Found a system with multiple planets for relative easy terraforming, in total some 350+ billions can inhabit that system... Our Empire total population is less than 22 billions now...
And a ruin...
And lots of raw materials...
Just need to build infrastructures to that system, train troops and build weapons to safeguard any population...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on June 25, 2022, 07:17:13 AM
Trying a new layout for galaxy map this time....

A galactic tree map! I love it.

Bonus points if you keep the entire thing sorted by system name.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Viridia on July 17, 2022, 07:04:52 AM
I started playing C# in earnest a few months ago after upgrading to a bigger monitor and finally had my first hostile contact. One of the planets I was surveying was home to a large force of Rakhas.

I knew I was going in with a smaller force, but with all the orbital bombardment support upstairs from two assault ships and two destroyers, plus a preliminary bombardment of 120 missiles, I thought I had it handled. Boy was I wrong.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/72a84c7d-4a2e-41f7-827c-8c0bd816bcae/df9el81-93aadf04-9d71-4361-9950-5c1c8f8ee0a6.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzcyYTg0YzdkLTRhMmUtNDFmNy04MjdjLThjMGJkODE2YmNhZVwvZGY5ZWw4MS05M2FhZGYwNC05ZDcxLTQzNjEtOTk1MC01YzFjOGY4ZWUwYTYucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.MaVHw7CVy6JLKUj8vDnKa7UhAVoEdRHa0nbJRU8y36c)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on July 17, 2022, 08:26:07 PM
I started playing C# in earnest a few months ago after upgrading to a bigger monitor and finally had my first hostile contact. One of the planets I was surveying was home to a large force of Rakhas.

I knew I was going in with a smaller force, but with all the orbital bombardment support upstairs from two assault ships and two destroyers, plus a preliminary bombardment of 120 missiles, I thought I had it handled. Boy was I wrong.

Welcome to the Show, kid.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on July 18, 2022, 06:33:32 AM
I knew I was going in with a smaller force, but with all the orbital bombardment support upstairs from two assault ships and two destroyers, plus a preliminary bombardment of 120 missiles, I thought I had it handled. Boy was I wrong.

Orbital bombardment really isn't effective unless you bring a large mass of fire. A large railgun-based fleet usually works pretty well once you take out any STOs.

Even then, it usually will work better as preliminary bombardment, since for ground forces support the ships only fire one per GC tick so the rate of fire is still very low and not impactful.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on July 25, 2022, 12:46:52 AM
Oh crap!  8)

The menace dubbed Hive Fleet Behemoth have landed troops at our outpost on one of the moons of 67 Andromeda.

Estimations are around 25000 enemy troops, after a tense 7 minute battle of our static space defenses we managed to kill their transports and escorting ships, sadly that's some 6 minutes to late for the ground assault units that were dropped onto the moon.

The human defenses, located in a valley with high mountain walls at their flanks and back has 4 lines of static bunker defenses, in total 24 antipersonnel bunkers and 8 antitank bunkers, each line supported by a infantry battalion, in turn supported by 3 regiments of the newest infantry units, new order battalions and some tanks, in total some 25000 infantry, a 20 tanks and several 100 IFVs, after a tense 5 hour wait, they came running over the the open terrain in front of the human defenders, they opened up with everything they got 1st throe 3rd line were more or less overrun, by the enemy swarming foot soldiers, then suddenly from underground and from above other units started to appear inside the human defenses, killing wherever they could...

In the first hour of fighting we seems to have lost some 5000 defenders, a few of the bunkers seems to have been destroyed or at least silenced, then they pulled back, strangely enough they seems to attack our IFVs, most of them are in a supply units, and are supposed to resupply the units in the frontlines, almost 120 have been killed, now some 90 remains...

Giving us the opportunity to reorganize and search for wounded, there were few, very few wounded humans, most were hacked or torn to pieces...

There were few, almost none of the enemy dead's at the battle site, perhaps 50 bodies, many riddles with wounds that would have killed a human 10 or 20 times over...

Now we wait for the next attack
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on July 25, 2022, 01:53:01 AM
4 more waves hit us and our defenses are falling apart, falling back towards the main base and its space cannons, no one is giving commands, it seems that General Markson have been killed with all his staff, but suddenly the a voice is heard over the com net!

"This is General Fortunato Tirado to all surviving units, fall back to main base perimeter, we will try and use our remaining space guns  to target the enemy units with, we need clear lines of fire!"

Less than 6000 men and women's are alive at this point... 

Nothing works the enemy is killing our troops, when a new voice is heard over the com net, the troop transport TFN Dufilho has returned over the planet, its empty after leaving several small colony defense cannons on the planet 24 hours earlier.

"To all Terran soldiers defend the spaceport, we are landing our shuttles, only troops are being lifted of this planet, when embarking leave your weapons and ammunition to the defenders, we will try and get you all off this hell hole!"

After several landings, there is no more to do, in the last wave everything is loaded, survivors, equipment and ammunition, the last part is dropped on the still fighting bunkers, a few preciously defender is buying time for the rest to get away. Several shuttles are lost to enemy flak's but at 10 minutes past eight in the evening, 2225 they leave orbit, with less than 1600 demoralized survivors, in less than 30 hours this proud army has been totally routed.

Enemy losses have been estimated to less than 500 of all types, their Swarm warriors, had a thick carapace that gave them an standard armor value of 180...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: StarshipCactus on July 26, 2022, 03:23:06 AM
Enemy losses have been estimated to less than 500 of all types, their Swarm warriors, had a thick carapace that gave them an standard armor value of 180...

It sounds like a dedicated AT Battalion is required. Either that or a serious tech up.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on July 26, 2022, 11:19:51 AM
Enemy losses have been estimated to less than 500 of all types, their Swarm warriors, had a thick carapace that gave them an standard armor value of 180...

It sounds like a dedicated AT Battalion is required. Either that or a serious tech up.


Yea most of my army is infantry based, some ATs in the units, but its the armored and mechanized units that were supposed to have the punch... but not against the Swarm, or as they have been dubbed Tyranids, and so on... 180 in armor is a lot for infantry based weapons, so yes more heavy tanks will be needed... But that takes time, so I will have to bomb that small moon to dust, when I can spare a fleet...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Black on August 07, 2022, 02:14:09 PM
Well my first game if 2.0 is exciting from the beginning.

First survey cruiser discovered Alpha Centauri and the orbits are mess, there are some planets with nitrogen-oxygen atmospheres, but the temperature varies between 42°C and 65°C for first planet and -47°C and 30°C for the second one. My head hurts just thinking about terraforming those. I need some tool to do this (I don't think that the second one can be terraformed to reach CC 0).

Star system discovered by the second survey cruiser caused great excitement. Not only is Tau Ceti III world with CC 0, despite its eccentric orbit with over 20°C difference between perihelion and aphelion, but it is also home of deserted intact colony. To make it even more exciting, Tau Ceti IV has very interesting "moon", it has same diameter as the planet. Nice orbit with low eccentricity makes them easy to terraform.

Wait for Aurora 2.0 was long, but now we can all spend uncounted hours playing it.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on August 07, 2022, 05:58:39 PM
Star system discovered by the second survey cruiser caused great excitement. Not only is Tau Ceti III world with CC 0, despite its eccentric orbit with over 20°C difference between perihelion and aphelion, but it is also home of deserted intact colony. To make it even more exciting, Tau Ceti IV has very interesting "moon", it has same diameter as the planet. Nice orbit with low eccentricity makes them easy to terraform.


IIRC the "moon" is actually a twin planet, but Steve implemented them as moons with the same size as the 'primary' planet.

Quote
Wait for Aurora 2.0 was long, but now we can all spend uncounted hours playing it.

Unfortunately for me the 2.0 release has fallen in the middle of a job transition and moving house, so I have taken the approach to wait for the most annoying and game-breaking bugs before starting any campaigns. I am hoping to do a multi-faction campaign influenced by the old Starfire AARs but we will see.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Black on August 08, 2022, 02:32:24 AM
Unfortunately for me the 2.0 release has fallen in the middle of a job transition and moving house, so I have taken the approach to wait for the most annoying and game-breaking bugs before starting any campaigns. I am hoping to do a multi-faction campaign influenced by the old Starfire AARs but we will see.

Good luck with the new job! Looking forward to your new AAR, I greatly enjoyed the Duranium Legion AAR.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ICELAG on August 08, 2022, 02:51:54 PM
Space Mines/Loiter Missiles work in 2. 0.  These are the the mines I am using hoping they work against raiders.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on August 08, 2022, 09:32:57 PM
Good luck with the new job! Looking forward to your new AAR, I greatly enjoyed the Duranium Legion AAR.

Your use of past tense is premature. ;-)

I do at least intend to finish the Naval Conference eventually, after that I have not decided but will probably keep it running occasionally as my single-faction campaign.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: El Pip on August 09, 2022, 06:21:49 AM
Your use of past tense is premature. ;-)
Hurrah!

I do at least intend to finish the Naval Conference eventually, after that I have not decided but will probably keep it running occasionally as my single-faction campaign.
The culmination of the Naval Conference will be the Lord High Admirals finally snapping and attacking each other until none are left alive. Then light refreshments will be served.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on August 09, 2022, 10:57:09 PM
The culmination of the Naval Conference will be the Lord High Admirals finally snapping and attacking each other until none are left alive. Then light refreshments will be served.

Well, now the ending is spoiled.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Andrew on August 10, 2022, 06:50:18 AM
Brain Eating Zombie Lord High Admirals. May be hard to tell from the normal ones, and solves the difficult problem of what snacks to serve. Brains
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nakorkren on August 10, 2022, 09:27:16 AM
With 2.0 out, I started a new game with 2 NPRs somewhere out there, and two player races in two different home systems, unaware of each other and so far unconnected.

Humanity just got out of Sol, having stablized three of the four jump gates in Sol and jumped across each to see what bodies are in the new systems, when alien ships started showing up at the 4th, unstabilized gate! Communication has been established, and they don't seem hostile, but the Sol government is still in the awstruck phase of realizing we're not alone in the galaxy, and hasn't yet asked the aliens to respect their claim to Sol. That may or may not go well, since it seems likely that the alien homeworld may be right next door.

Then a scout ship investigating a perfectly habitable world in one of three newly accessible neighboring systems off Sol met a 2nd new alien civilization! Now humanity has at least one, possibly two immediately adjacent neighbors, and no idea what to do about it.

The Agothans, an aquatic species, are located in a system with another sizeable and near-habitable planet, which has been colonized and is in the process of being terraformer. While the planets have lackluster mineral resources, there is both an inner ring of asteroids at a typical distance and a vast outer ring of asteroids roughly 100B km in radius, likely a planet destroyed eons ago. As a result, there are several hundred asteroids, many with small but rich mineral deposits. The Agothans have identified three jump gates, but are waiting for another level of jump drive size efficiency before exploring outwards, while they focus on developing their new colony/sister planet and establishing a combat capability based on railgun fighters and small boarding ships.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on August 15, 2022, 05:59:43 AM
By late 2048, the Zamlann Empire had discovered 201 systems.
Note: this is a 1.13 game with these settings:
Local System Generation Chance 75%
Local System Generation Spread 30

(https://www.dropbox.com/s/92fctpud4lbcyjw/skoormit_201systems_2048_75-30.png?raw=1)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Destragon on August 15, 2022, 11:41:46 AM
By late 2048, the Zamlann Empire had discovered 201 systems.
How long is a LONG jump route?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on August 15, 2022, 01:41:11 PM
By late 2048, the Zamlann Empire had discovered 201 systems.
How long is a LONG jump route?

From the home system, the most distant system is Laaso at 51.5bkm from primary star to primary star (and only 5 hops).
But it is very much an outlier.
It is on the far side of a MASSIVE system, Bubba. More than half (26.7bkm) of that route's distance is required just to traverse Bubba.
(There's another system even more massive than Bubba, but I haven't bothered to survey it, and I doubt I ever will.)

The next furthest system is Glar, at 41.7bkm over 11 hops (longer routes to Glar exist with fewer hops).

Here's a breakdown of system count by distance of shortest possible route:

BkmSystems
<1014
10-2074
20-3065
30-4035
40+3

Two known systems don't have any known route.
They were "discovered" via espionage, and so far no connection has been found from a known system.

The median bkm per hop for the shortest route to each system is 3.33bkm.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: paolot on August 16, 2022, 09:00:06 AM
I am playing with 2.0.3.
Sol system has one jump point; it goes to a system that has only this jump. I.e., my galaxy has 2 stars only.
Has anyone seen this before?
I attach the game information that I chosen.
How can I resolve this situation?
Can I add some jump points using SM, or shall I start another match?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on August 16, 2022, 09:04:42 AM
I am playing with 2.0.3.
Sol system has one jump point; it goes to a system that has only this jump. I.e., my galaxy has 2 stars only.
Has anyone seen this before?
I attach the game information that I chosen.
How can I resolve this situation?
Can I add some jump points using SM, or shall I start another match?

Yes, use SM mode to add a few jump points.
If it were me, I'd add 2 to both systems.

Note that your race will not detect the new jump points automatically.
You will either need to survey the systems again, or click the "Full Grav Survey" button (in each system).
Title: Re: What's Going On In Your Empire: C# Edition
Post by: paolot on August 16, 2022, 09:21:24 AM
Quote
Yes, use SM mode to add a few jump points.

Thank you!
I spent several years in this match, already, so I would be sorry to leave it.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: paolot on August 16, 2022, 05:47:20 PM
I am facing another issue!
I have two fuel harvesters, designated also as tankers, that by mistake I sent to a wrong destination and they went out of fuel.
So, I sent a full tanker to them, and cancel every standing orders for both the fleets.
I order to the harvesters to refuel from the stationary tanker.
The events say that harvesters fleet has completed the order, but it is not: nothing happens.
I tried to join the tanker to the harvesters fleet and refuel them, but again nothing.
Attached, the specifications of these ship types.
With other types of ships (geo and grav survey ships), refuelling succeeded.
Which is the mistake?
Thank you of your help!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ranger044 on August 16, 2022, 08:49:50 PM
I am facing another issue!
I have two fuel harvesters, designated also as tankers, that by mistake I sent to a wrong destination and they went out of fuel.
So, I sent a full tanker to them, and cancel every standing orders for both the fleets.
I order to the harvesters to refuel from the stationary tanker.
The events say that harvesters fleet has completed the order, but it is not: nothing happens.
I tried to join the tanker to the harvesters fleet and refuel them, but again nothing.
Attached, the specifications of these ship types.
With other types of ships (geo and grav survey ships), refuelling succeeded.
Which is the mistake?
Thank you of your help!

I'm not quite sure what the issue is, I've never actually ran out of fuel on my fleets as I tend to eaayyyyyy overdo the fuel supply. I would suggest using the SM to partial refuel them, enough to give them a couple days worth, and see if they follow orders properly then. It could be an issue of them not actually being close enough to transfer or something.

That being said, however, I would consider switching to commercial engines for at least the harvesters. You don't necessarily need to get to the harvest point quick and you would save a lot of fuel cost - thereby massively increasing range - while also not having to worry about maintenance. My fuel harvesters tend to either be stationary platforms that I collect every few months on a cycle, or slow moving behemoths that succc gas giants dry.

Edit: Doubling down on the suggestion of switching engines. I don't know how far away the harvest point is from your planet, but with only 96 days of fuel at 1m liters you're likely burning a massive part of your harvest just getting there and back. You have enough harvesters for a year long operation, but how much of that is lost just transferring it back to the colony? Ideally you would spend an extra week, or even a couple months, getting there but save basically all of it.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Black on August 17, 2022, 12:00:47 AM
I am facing another issue!
I have two fuel harvesters, designated also as tankers, that by mistake I sent to a wrong destination and they went out of fuel.
So, I sent a full tanker to them, and cancel every standing orders for both the fleets.
I order to the harvesters to refuel from the stationary tanker.
The events say that harvesters fleet has completed the order, but it is not: nothing happens.
I tried to join the tanker to the harvesters fleet and refuel them, but again nothing.
Attached, the specifications of these ship types.
With other types of ships (geo and grav survey ships), refuelling succeeded.
Which is the mistake?
Thank you of your help!

Paolot, you should be posting questions here, Questions Not Worth Their Own Thread: C# Edition: http://aurora2.pentarch.org/index.php?topic=11545.0
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Vandermeer on August 19, 2022, 08:16:36 AM
Trying to completely survey Sol. ...A 100+ year mission and 7qm (that is quadrillion) of travel.
(https://abload.de/img/screenshot2022-08-191ohfaw.jpg)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on August 19, 2022, 11:34:20 AM
Trying to completely survey Sol. ...A 100+ year mission and 7qm (that is quadrillion) of travel.
(https://abload.de/img/screenshot2022-08-191ohfaw.jpg)

Isn't that 7 trillion? Not quadrillion.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Vandermeer on August 19, 2022, 11:38:54 AM
Trying to completely survey Sol. ...A 100+ year mission and 7qm (that is quadrillion) of travel.
(https://abload.de/img/screenshot2022-08-191ohfaw.jpg)

Isn't that 7 trillion? Not quadrillion.
=7 quadrilion meters ;)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: misanthropope on August 19, 2022, 05:31:39 PM
or a smidge over 400 quindecillion planck lengths.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Vandermeer on August 20, 2022, 01:19:52 AM
or a smidge over 400 quindecillion planck lengths.
..and in the underlying continuum that is practically an infinity of extremely high cardinality!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Doc on August 30, 2022, 10:27:11 PM
My empire just got wrecked, is what’s going on in my empire.  Some aliens I never even got a good look at pranced into Sol, stopped by the moon to kill everything in orbit, then visited earth and did the same.  I’ve been playing this game for a good while, never had that happen.  Not once in probably 3 years has an alien entered the Sol system.  I realize it was my fault for not preparing, but I’d never even seen it happen.  Is it normal for aliens to visit Sol and eat you after a century or so?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Black on August 31, 2022, 12:16:38 AM
My empire just got wrecked, is what’s going on in my empire.  Some aliens I never even got a good look at pranced into Sol, stopped by the moon to kill everything in orbit, then visited earth and did the same.  I’ve been playing this game for a good while, never had that happen.  Not once in probably 3 years has an alien entered the Sol system.  I realize it was my fault for not preparing, but I’d never even seen it happen.  Is it normal for aliens to visit Sol and eat you after a century or so?

Possibly new spoiler race. Do you play on the last version, 2.1.0? There was a bug on previous versions that caused them to basically spawn right from the start of the game.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Doc on August 31, 2022, 08:23:51 AM
Quote from: Black link=topic=11100. msg161818#msg161818 date=1661922998
Quote from: Doc link=topic=11100. msg161817#msg161817 date=1661916431
My empire just got wrecked, is what’s going on in my empire.   Some aliens I never even got a good look at pranced into Sol, stopped by the moon to kill everything in orbit, then visited earth and did the same.   I’ve been playing this game for a good while, never had that happen.   Not once in probably 3 years has an alien entered the Sol system.   I realize it was my fault for not preparing, but I’d never even seen it happen.   Is it normal for aliens to visit Sol and eat you after a century or so?

Possibly new spoiler race.  Do you play on the last version, 2. 1. 0? There was a bug on previous versions that caused them to basically spawn right from the start of the game.

I did play on the new version, but I had been playing for a while turtling in the Sol system.  Perhaps it was these raiders I've been reading about on the forums today.  I didn't realize I should be expecting visitors, but honestly I like it! Means I have to pay close attention to my defenses from the start.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on August 31, 2022, 07:44:20 PM
I've had Earth wiped out by spoilers and NPRs in the past - if the RNG hates you, it is very much possible to have them spawn at a strength level that you cannot defeat if you haven't really built up your forces.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nakorkren on September 01, 2022, 12:18:49 AM
My two player races just bumped into each other for the first time! This is my first multi-player-race game and I had them start in different systems, so I'm really excited they finally connected. It's only 2035 in game, so earlier than I'd feared. I am playing at 100% research but using the reduced lab admin option, which I'm quite liking! As a side note, I may play my next game at more like 80% research with reduced lab admin, as I suspect the sweet spot for me is somewhere around there.


Both have successfully fended off Raiders and then had a large part of their fleets beat to smeg by another spoiler I won't mention, so neither has much of a navy atm.

In the long run I'm considering having them team up for a bit to divide the universe then have a falling out, because no one hates each other like allies who feel betrayed. On the other hand, perhaps they will have a long simmering England/France relationship. TBD. I'm going to stop for the night and think through how they would each react in this situation in the short term before playing any further.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ranger044 on September 01, 2022, 09:08:16 AM
Still on day one in my current game. Struggling to settle on a starting situation as I continue to flesh out the backstory. So far, my empire has been a united Earth, a alt-history modern day split between multiple player races, and has also been an enslaved colony of a superior alien race. Narrative writing is fun, but boy is it tedious  :P
Title: Re: What's Going On In Your Empire: C# Edition
Post by: db48x on September 03, 2022, 08:18:08 PM
The Space Terran Empire just had a brilliant idea: disposable active sensor probes mounted on missiles!

(http://db48x.net/temp/Screenshot%20from%202022-09-03%2008-50-12.png)

Also, a gallicite crunch.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: d.rodin on September 07, 2022, 01:40:53 PM
1 bln km radius Aether Rift.
Is it going to grow more?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: GodEmperor on September 10, 2022, 03:23:41 AM
1 bln km radius Aether Rift.
Is it going to grow more?
Damn this is some Eye of Terror crap right here.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: superstrijder15 on September 27, 2022, 03:37:47 PM
I had a pretty interesting structure on the galactic map early game, with a line of 6 systems (Lacaille on the map to Altair) being a line with no branches, with Sol near one end. I decided to colonize a world in Altair and make a base there to protect the entire pipe. I've been working on that for a bit now (though the distance means only 1 trip a year per freighter so it takes a while to build something) and I was looking to see if I could get fuel for an eventual stationed fleet from a gas giant in that system or a neighbour. Turns out... all but 1 sorium giants in the entire explored galaxy are on the left of the red line. And that last one only has 140k sorium. So I will have to run tankers I guess...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: GreatTuna on October 05, 2022, 10:34:18 AM
After traveling for 10+ years my jump construction ship finally stabilized one of the lagrange points around the third star in my home system (I play as humans in a three-star system instead of Sol). This is very nice for me, because it shortens the distance my ships need to travel to said third star from up to 800b kilometers to just 300-400 million kilometers.

There are also 4 nice, colonize-able planets that can be easily terraformed. 2 of them even have minerals! Lots of them, but with very low accessibility...

My deep listening outpost in one of the remote systems also detected an alien ship. I suspect it's a geosurvey vessel, because it flies around system bodies and stops at each of them for a while, but I can't be too sure. Better make some more STOs and divisions just in case.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on October 23, 2022, 11:47:23 AM
I'm playing a WH40k campaign without recording it. Here is the current map. Currently fighting three different Tyranid Hive Fleets (swarm races), preparing to meet Chaos (the invaders) as they come through an Aether gate and trying to sneak salvage ships into NPR home systems, amid several dire warnings, to loot the many wrecks from an NPR war. Also taken out about six Necron (Precursor) systems. The map has a LOT of loops :)

2b pop start with limited admin. Started in Jan 4000 with gas core engines, but through a combination of research at a 70% propulsion construct and salvage, I have just researched magnetic fusion in August 4014. The swarm and the Tau already have that unfortunately.

(http://www.pentarch.org/steve/Screenshots/GothicIII.png)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on October 23, 2022, 01:57:47 PM
I'm playing a WH40k campaign

Called it!

Quote
without recording it.

Damn.  :P

That is a fantastic map and I want to play on it. I also can't help but notice the proximity of Cadia to the Eye of Terror - fortuitous happenstance or obligatory name-change, Steve?  ;)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on October 24, 2022, 03:44:03 AM
I'm playing a WH40k campaign

Called it!

Quote
without recording it.

Damn.  :P

That is a fantastic map and I want to play on it. I also can't help but notice the proximity of Cadia to the Eye of Terror - fortuitous happenstance or obligatory name-change, Steve?  ;)

Name change. I also met the Tyranids in Tyran :)

I built up a nice defensive position in Cadia, then discovered that the Balhaut system linked to the existing system of Anphelion, so now I am building a base on the lone planet in Balhaut and using Cadia as a fallback position.

I'm defending against the Tyranids with Hydra class bases and Faustus class interceptors, with one or two Stormbirds per base. Behemoth is quiet. I just won a battle against Leviathan attack craft and I am going to go on the offensive there with major warships. Kraken has just attacked and seems to have more advanced tech as their attack craft lasers have a range of 210,000 km. Also building up to attack a huge Necron fleet in the Hagia system.

Hydra class Interceptor Base      9,750 tons       162 Crew       1,266.9 BP       TCS 195    TH 0    EM 0
1 km/s      Armour 1-40       Shields 0-0       HTK 74      Sensors 0/33/0/0      DCR 12-12      PPV 0
Maint Life 11.89 Years     MSP 3,474    AFR 63%    IFR 0.9%    1YR 45    5YR 680    Max Repair 105 MSP
Hangar Deck Capacity 6,000 tons     
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 120 months    Flight Crew Berths 120    Morale Check Required   

Fuel Capacity 451,000 Litres    Range N/A

MK II Light Cruiser Active Augur Array (1)     GPS 12600     Range 94.6m km    Resolution 120
MK II Cloak Detection Array (1)     GPS 315     Range 21.1m km    Resolution 15
MK II Very Large Electromagnetic Augur Array (1)     Sensitivity 33     Detect Sig Strength 1000:  45.4m km

Strike Group
6x Faustus III Interceptor   Speed: 18248 km/s    Size: 19.99

Faustus III class Interceptor      1,000 tons       17 Crew       410.1 BP       TCS 20    TH 365    EM 0
18248 km/s      Armour 1-8       Shields 0-0       HTK 6      Sensors 0/0/0/0      DCR 0-0      PPV 6
Maint Life 1.53 Years     MSP 400    AFR 200%    IFR 2.8%    1YR 195    5YR 2,922    Max Repair 182.4 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Ravenor AC-365-DB Attack Craft Drive (1)    Power 364.8    Fuel Use 894.06%    Signature 364.8    Explosion 30%
Fuel Capacity 24,000 Litres    Range 0.48 billion km (7 hours at full power)

Valentinian-Ventris V6-240-B Lance Battery (1)    Range 240,000km     TS: 18,248 km/s     Power 15-5    ROF 15       
MK II Faustus Fire Control (1)     Max Range: 256,000 km   TS: 15,000 km/s     96 92 88 84 80 77 73 69 65 61
R-5B Tokamak Fusion Reactor (1)     Total Power Output 5.1    Exp 15%

MK II Fury Augur Array (1)     GPS 3     Range 2.7m km    MCR 244k km    Resolution 1

Stormbird class Assault Transport      1,000 tons       8 Crew       238.9 BP       TCS 20    TH 365    EM 0
18248 km/s      Armour 1-8       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0-0      PPV 1.65
Maint Life 1.30 Years     MSP 69    AFR 80%    IFR 1.1%    1YR 43    5YR 648    Max Repair 182.4 MSP
Troop Capacity 350 tons     Boarding Capable   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 0.9 days    Morale Check Required   

Ravenor AC-365-DB Attack Craft Drive (1)    Power 364.8    Fuel Use 894.06%    Signature 364.8    Explosion 30%
Fuel Capacity 35,000 Litres    Range 0.7 billion km (10 hours at full power)

MK II Lascannon (1x2)    Range 40,000km     TS: 18,248 km/s     Power 1.5-1.5     RM 40,000 km    ROF 5       
MK II Fury Fire Control (1)     Max Range: 44,800 km   TS: 12,000 km/s     78 55 33 11 0 0 0 0 0 0
R-1B Stellarator Fusion Reactor (1)     Total Power Output 1.5    Exp 15%

MK I Fury Augur Array (1)     GPS 2     Range 2m km    MCR 181.7k km    Resolution 1
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on October 24, 2022, 08:41:47 PM
I'd love to see a selection of what your ships look like this time around. Every time I try a WH40K setup my ship designs change - although the last setup I did in 1.13, I really liked, so I may copy that into a 2.x version someday if/when my current AAR finishes - and I can hold off on my dozens of other ideas, of course!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on October 25, 2022, 08:19:44 AM
I'd love to see a selection of what your ships look like this time around. Every time I try a WH40K setup my ship designs change - although the last setup I did in 1.13, I really liked, so I may copy that into a 2.x version someday if/when my current AAR finishes - and I can hold off on my dozens of other ideas, of course!

Here is the evolution of my light cruiser class over time.

Dauntless class Light Cruiser      18,750 tons       582 Crew       2,969.5 BP       TCS 375    TH 1,500    EM 2,760
4000 km/s      Armour 6-62       Shields 92-368       HTK 117      Sensors 12/16/0/0      DCR 12-6      PPV 93.32
Maint Life 2.05 Years     MSP 1,187    AFR 234%    IFR 3.3%    1YR 378    5YR 5,677    Max Repair 375 MSP
Hangar Deck Capacity 300 tons     
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Flight Crew Berths 6    Morale Check Required   

Ravenor Drive Systems RDS-750B Gas-Core Drive (2)    Power 1500    Fuel Use 49.92%    Signature 750    Explosion 12%
Fuel Capacity 980,000 Litres    Range 18.8 billion km (54 days at full power)
Valentinian-Stern VS-46 Void Shield (2)     Recharge Time 368 seconds (0.3 per second)

Valentinian-Ventris V4-200 Lance Battery (3)    Range 200,000km     TS: 5,000 km/s     Power 10-3.5    ROF 15       
Astaroth Kinetics AK-20 Weapons Battery (8x4)    Range 160,000km     TS: 5,000 km/s     Power 12-4     RM 40,000 km    ROF 15       
Dominus-Varnus DV-2 Defence Turret (1x6)    Range 20,000km     TS: 16000 km/s     Power 0-0     RM 20,000 km    ROF 5       
MK I Defence Turret Fire Control (1)     Max Range: 64,000 km   TS: 16,000 km/s     84 69 53 38 22 6 0 0 0 0
MK I Energy Weapon Fire Control (4)     Max Range: 256,000 km   TS: 4,000 km/s     96 92 88 84 80 77 73 69 65 61
R-14 Gaseous Fission Reactor (3)     Total Power Output 43.2    Exp 5%

MK I Torpedo Detection Array (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
MK I Light Cruiser Active Augur Array (1)     GPS 9600     Range 70.4m km    Resolution 120
MK I Large Thermal Augur Array (1)     Sensitivity 12     Detect Sig Strength 1000:  27.4m km
MK I Large Electromagnetic Augur Array (1)     Sensitivity 16     Detect Sig Strength 1000:  31.6m km

Strike Group
1x Aquila Lander   Speed: 3007 km/s    Size: 4.99

Dauntless II class Light Cruiser      18,750 tons       580 Crew       3,273.3 BP       TCS 375    TH 1,875    EM 4,260
5000 km/s      Armour 6-62       Shields 142-426       HTK 116      Sensors 12/16/0/0      DCR 12-6      PPV 90.32
Maint Life 1.88 Years     MSP 1,309    AFR 234%    IFR 3.3%    1YR 473    5YR 7,100    Max Repair 468.75 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Ravenor Drive Systems RDS-940B Ion Drive (2)    Power 1875.0    Fuel Use 49.92%    Signature 937.5    Explosion 12%
Fuel Capacity 885,000 Litres    Range 17 billion km (39 days at full power)
Valentinian-Stern VS-71 Void Shield (2)     Recharge Time 426 seconds (0.3 per second)

Valentinian-Ventris V6-240 Lance Battery (3)    Range 240,000km     TS: 5,000 km/s     Power 15-4    ROF 20       
Astaroth Kinetics AK-20 Weapons Battery (8x4)    Range 160,000km     TS: 5,000 km/s     Power 12-4     RM 40,000 km    ROF 15       
Dominus-Varnus DV-2 Defence Turret (1x6)    Range 20,000km     TS: 16000 km/s     Power 0-0     RM 20,000 km    ROF 5       
MK I Defence Turret Fire Control (1)     Max Range: 64,000 km   TS: 16,000 km/s     84 69 53 38 22 6 0 0 0 0
MK II Energy Weapon Fire Control (3)     Max Range: 256,000 km   TS: 5,000 km/s     96 92 88 84 80 77 73 69 65 61
R-14B Magnetic Mirror Fusion Reactor (3)     Total Power Output 44    Exp 5%

MK I Torpedo Detection Array (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
MK I Light Cruiser Active Augur Array (1)     GPS 9600     Range 70.4m km    Resolution 120
MK I Large Thermal Augur Array (1)     Sensitivity 12     Detect Sig Strength 1000:  27.4m km
MK I Large Electromagnetic Augur Array (1)     Sensitivity 16     Detect Sig Strength 1000:  31.6m km

ECM 10

Dauntless II-E class Light Cruiser      18,750 tons       586 Crew       3,304 BP       TCS 375    TH 1,875    EM 4,260
5000 km/s      Armour 6-62       Shields 142-426       HTK 116      Sensors 8/11/0/0      DCR 12-6      PPV 90.32
Maint Life 1.89 Years     MSP 1,321    AFR 234%    IFR 3.3%    1YR 476    5YR 7,133    Max Repair 468.75 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Ravenor Drive Systems RDS-940B Ion Drive (2)    Power 1875.0    Fuel Use 49.92%    Signature 937.5    Explosion 12%
Fuel Capacity 820,000 Litres    Range 15.8 billion km (36 days at full power)
Valentinian-Stern VS-71 Void Shield (2)     Recharge Time 426 seconds (0.3 per second)

Valentinian-Ventris V6-240 Lance Battery (3)    Range 240,000km     TS: 5,000 km/s     Power 15-4    ROF 20       
Astaroth Kinetics AK-20 Weapons Battery (8x4)    Range 160,000km     TS: 5,000 km/s     Power 12-4     RM 40,000 km    ROF 15       
Dominus-Varnus DV-2 Defence Turret (1x6)    Range 20,000km     TS: 16000 km/s     Power 0-0     RM 20,000 km    ROF 5       
MK I Defence Turret Fire Control (1)     Max Range: 64,000 km   TS: 16,000 km/s     84 69 53 38 22 6 0 0 0 0
MK II Energy Weapon Fire Control (3)     Max Range: 256,000 km   TS: 5,000 km/s     96 92 88 84 80 77 73 69 65 61
R-14B Magnetic Mirror Fusion Reactor (3)     Total Power Output 44    Exp 5%

MK II Torpedo Detection Array (1)     GPS 21     Range 8.6m km    MCR 771.7k km    Resolution 1
MK II Light Cruiser Active Augur Array (1)     GPS 12600     Range 94.6m km    Resolution 120
MK II Thermal Augur Array (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
MK II Electromagnetic Augur Array (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

ECCM-1 (1)         ECM 10

Dauntless II-M class Light Cruiser      18,750 tons       586 Crew       3,566.5 BP       TCS 375    TH 2,400    EM 4,260
6400 km/s      Armour 6-62       Shields 142-426       HTK 116      Sensors 8/11/0/0      DCR 12-6      PPV 90.32
Maint Life 1.72 Years     MSP 1,426    AFR 234%    IFR 3.3%    1YR 584    5YR 8,757    Max Repair 600 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Ravenor RDS-1200-B Magneto-Plasma Drive (2)    Power 2400    Fuel Use 35.66%    Signature 1200    Explosion 12%
Fuel Capacity 820,000 Litres    Range 22.1 billion km (39 days at full power)
Valentinian-Stern VS-71 Void Shield (2)     Recharge Time 426 seconds (0.3 per second)

Valentinian-Ventris V6-240 Lance Battery (3)    Range 240,000km     TS: 6,400 km/s     Power 15-4    ROF 20       
Astaroth Kinetics AK-20 Weapons Battery (8x4)    Range 160,000km     TS: 6,400 km/s     Power 12-4     RM 40,000 km    ROF 15       
Dominus-Varnus DV-2 Defence Turret (1x6)    Range 20,000km     TS: 16000 km/s     Power 0-0     RM 20,000 km    ROF 5       
MK I Defence Turret Fire Control (1)     Max Range: 64,000 km   TS: 16,000 km/s     84 69 53 38 22 6 0 0 0 0
MK II Energy Weapon Fire Control (3)     Max Range: 256,000 km   TS: 5,000 km/s     96 92 88 84 80 77 73 69 65 61
R-14B Magnetic Mirror Fusion Reactor (3)     Total Power Output 44    Exp 5%

MK II Torpedo Detection Array (1)     GPS 21     Range 8.6m km    MCR 771.7k km    Resolution 1
MK II Light Cruiser Active Augur Array (1)     GPS 12600     Range 94.6m km    Resolution 120
MK II Thermal Augur Array (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
MK II Electromagnetic Augur Array (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

ECCM-1 (1)         ECM 10

Dauntless II-MF class Light Cruiser      18,750 tons       591 Crew       3,636.1 BP       TCS 375    TH 2,400    EM 4,260
6400 km/s      Armour 6-62       Shields 142-426       HTK 117      Sensors 8/11/0/0      DCR 13-6      PPV 90.32
Maint Life 1.96 Years     MSP 1,575    AFR 216%    IFR 3.0%    1YR 540    5YR 8,094    Max Repair 600 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Ravenor RDS-1200-B Magneto-Plasma Drive (2)    Power 2400    Fuel Use 35.66%    Signature 1200    Explosion 12%
Fuel Capacity 782,000 Litres    Range 21.1 billion km (38 days at full power)
Valentinian-Stern VS-71 Void Shield (2)     Recharge Time 426 seconds (0.3 per second)

Valentinian-Ventris V6-240 Lance Battery (3)    Range 240,000km     TS: 6,400 km/s     Power 15-4    ROF 20       
Astaroth Kinetics AK-20 Weapons Battery (8x4)    Range 160,000km     TS: 6,400 km/s     Power 12-4     RM 40,000 km    ROF 15       
Dominus-Varnus DV-2 Defence Turret (1x6)    Range 20,000km     TS: 16000 km/s     Power 0-0     RM 20,000 km    ROF 5       
MK II Defence Turret Fire Control (1)     Max Range: 64,000 km   TS: 20,000 km/s     84 69 53 38 22 6 0 0 0 0
MK III Energy Weapon Fire Control (3)     Max Range: 256,000 km   TS: 6,500 km/s     96 92 88 84 80 77 73 69 65 61
R-15 Stellarator Fusion Reactor (3)     Total Power Output 46.4    Exp 5%

MK II Torpedo Detection Array (1)     GPS 21     Range 8.6m km    MCR 771.7k km    Resolution 1
MK II Light Cruiser Active Augur Array (1)     GPS 12600     Range 94.6m km    Resolution 120
MK II Thermal Augur Array (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
MK II Electromagnetic Augur Array (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

ECCM-1 (1)         ECM 10

Dauntless II-MF2 class Light Cruiser      18,750 tons       593 Crew       3,645.3 BP       TCS 375    TH 2,400    EM 4,260
6400 km/s      Armour 6-62       Shields 142-426       HTK 118      Sensors 8/11/0/0      DCR 14-7      PPV 90.32
Maint Life 2.13 Years     MSP 1,701    AFR 201%    IFR 2.8%    1YR 501    5YR 7,513    Max Repair 600 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Ravenor RDS-1200-B Magneto-Plasma Drive (2)    Power 2400    Fuel Use 35.66%    Signature 1200    Explosion 12%
Fuel Capacity 765,000 Litres    Range 20.6 billion km (37 days at full power)
Valentinian-Stern VS-71 Void Shield (2)     Recharge Time 426 seconds (0.3 per second)

Valentinian-Ventris V6-240 Lance Battery (3)    Range 240,000km     TS: 6,400 km/s     Power 15-4    ROF 20       
Astaroth Kinetics AK-20 Weapons Battery (8x4)    Range 160,000km     TS: 6,400 km/s     Power 12-4     RM 40,000 km    ROF 15       
Dominus-Varnus DV-2 Defence Turret (1x6)    Range 20,000km     TS: 16000 km/s     Power 0-0     RM 20,000 km    ROF 5       
MK II Defence Turret Fire Control (1)     Max Range: 64,000 km   TS: 20,000 km/s     84 69 53 38 22 6 0 0 0 0
MK III Energy Weapon Fire Control (3)     Max Range: 256,000 km   TS: 6,500 km/s     96 92 88 84 80 77 73 69 65 61
R-15 Tokamak Fusion Reactor (3)     Total Power Output 46.3    Exp 5%

MK II Torpedo Detection Array (1)     GPS 21     Range 8.6m km    MCR 771.7k km    Resolution 1
MK II Light Cruiser Active Augur Array (1)     GPS 12600     Range 94.6m km    Resolution 120
MK II Thermal Augur Array (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
MK II Electromagnetic Augur Array (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

ECCM-1 (1)         ECM 10

Dauntless III class Light Cruiser      18,750 tons       611 Crew       4,219.4 BP       TCS 375    TH 2,400    EM 5,100
6400 km/s      Armour 6-62       Shields 170-510       HTK 123      Sensors 11/11/0/0      DCR 13-6      PPV 90
Maint Life 2.05 Years     MSP 1,828    AFR 216%    IFR 3.0%    1YR 580    5YR 8,702    Max Repair 600 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Ravenor RDS-1200-B Magneto-Plasma Drive (2)    Power 2400    Fuel Use 35.66%    Signature 1200    Explosion 12%
Fuel Capacity 763,000 Litres    Range 20.5 billion km (37 days at full power)
Valentinian-Stern VS-85 Void Shield (2)     Recharge Time 510 seconds (0.3 per second)

Valentinian-Ventris V12-240 Heavy Lance Battery (2)    Range 240,000km     TS: 6,400 km/s     Power 37-5    ROF 40       
Astaroth Kinetics AK-25 Weapons Battery (6x4)    Range 250,000km     TS: 6,400 km/s     Power 15-5     RM 50,000 km    ROF 15       
AK-10 Defence Battery (6x4)    Range 50,000km     TS: 6,400 km/s     Power 3-3     RM 50,000 km    ROF 5       
MK III Energy Weapon Fire Control (3)     Max Range: 256,000 km   TS: 6,500 km/s     96 92 88 84 80 77 73 69 65 61
R-15 Tokamak Fusion Reactor (4)     Total Power Output 61.8    Exp 5%

MK II Torpedo Detection Array (1)     GPS 21     Range 8.6m km    MCR 771.7k km    Resolution 1
MK II Light Cruiser Active Augur Array (1)     GPS 12600     Range 94.6m km    Resolution 120
MK II Cloak Detection Array (1)     GPS 315     Range 21.1m km    Resolution 15
MK III Thermal Augur Array (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
MK II Electromagnetic Augur Array (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

ECCM-1 (1)         ECM 10
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on October 25, 2022, 10:56:15 PM
I like seeing the incremental evolution over time instead of the big generational leaps most campaigns tend to feature. I imagine the reduced scientist admin helps push that as well.

Also looks like a consequence of these upgrades has been a very pressing need for empire-wide fuel logistics!

I dug up my last 1.13 WH40K setting just for comparison. The CL class is not too much different I think, although I try to hew a bit closer to the original BFG rules RE: armor, shields, etc. I think the main difference is really the sensor suite oddly enough.
Off-Topic: Dauntless class Light Cruiser • show
Dauntless class Light Cruiser      20,000 tons       580 Crew       3,087.9 BP       TCS 400    TH 2,000    EM 2,130
5000 km/s      Armour 5-65       Shields 71-426       HTK 125      Sensors 24/24/0/0      DCR 16      PPV 85.16
Maint Life 3.92 Years     MSP 2,543    AFR 200%    IFR 2.8%    1YR 263    5YR 3,945    Max Repair 250 MSP
Hangar Deck Capacity 250 tons     
Lord-Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 18 months    Flight Crew Berths 5    Morale Check Required   

Jupiter Pattern Class 6.2 Plasma Drive (4)    Power 2000    Fuel Use 30.0%    Signature 500    Explosion 10%
Fuel Capacity 1,051,000 Litres    Range 31.5 billion km (72 days at full power)
Delta Pattern Mark IV Void Shield Generator (1)     Recharge Time 426 seconds (0.2 per second)

Mars Pattern Mark IV Macrocannon (8x4)    Range 160,000km     TS: 5,000 km/s     Power 12-4     RM 40,000 km    ROF 15       
Titanforge Mark IV Lance Weapon (3)    Range 200,000km     TS: 5,000 km/s     Power 10-3.5    ROF 15       
Mark III Twin Defence Turret (1x6)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 30,000 km    ROF 5       
Trajan Systems Mark IV Battery Fire Control (3)     Max Range: 256,000 km   TS: 4,000 km/s     96 92 88 84 80 77 73 69 65 61
Trajan Systems Mark IV Single Turret Fire Control (1)     Max Range: 64,000 km   TS: 16,000 km/s     84 69 53 38 22 6 0 0 0 0
Vulcan Pattern Mark VI Plasma Reactor R11 (1)     Total Power Output 10.6    Exp 5%
Vulcan Pattern Mark VI Plasma Reactor R16 (2)     Total Power Output 32.6    Exp 5%

Ultima Pattern X-55M Mark III Augur Array (1)     GPS 6000     Range 55.3m km    Resolution 125
Ultima Pattern X-1000K Mark III Warning Array (1)     GPS 48     Range 11.1m km    MCR 995k km    Resolution 1
Ultima Pattern T-39M Mark III Passive Thermal Array (1)     Sensitivity 24     Detect Sig Strength 1000:  38.7m km
Ultima Pattern E-39M Mark III Passive EM Array (1)     Sensitivity 24     Detect Sig Strength 1000:  38.7m km

Strike Group
1x Aquila Lander   Speed: 4001 km/s    Size: 5

Actually I think the bigger difference would be the frigate classes, from your last WH40K AAR I think you run them at 9,375 tons whereas I chose to run at 12,500 tons.
Off-Topic: Sword class Frigate • show
Sword class Frigate      12,500 tons       323 Crew       1,926.3 BP       TCS 250    TH 1,250    EM 2,130
5000 km/s      Armour 5-47       Shields 71-426       HTK 79      Sensors 8/8/0/0      DCR 8      PPV 44.32
Maint Life 3.69 Years     MSP 1,275    AFR 156%    IFR 2.2%    1YR 146    5YR 2,185    Max Repair 156.25 MSP
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 18 months    Morale Check Required   

Jupiter Pattern Class 6.1 Plasma Drive (4)    Power 1250.0    Fuel Use 37.95%    Signature 312.5    Explosion 10%
Fuel Capacity 844,000 Litres    Range 32 billion km (74 days at full power)
Delta Pattern Mark IV Void Shield Generator (1)     Recharge Time 426 seconds (0.2 per second)

Mars Pattern Mark IV Macrocannon (4x4)    Range 160,000km     TS: 5,000 km/s     Power 12-4     RM 40,000 km    ROF 15       
Mark III Twin Defence Turret (2x6)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 30,000 km    ROF 5       
Trajan Systems Mark IV Battery Fire Control (2)     Max Range: 256,000 km   TS: 4,000 km/s     96 92 88 84 80 77 73 69 65 61
Trajan Systems Mark IV Turret Fire Control (1)     Max Range: 64,000 km   TS: 16,000 km/s     84 69 53 38 22 6 0 0 0 0
Vulcan Pattern Mark VI Plasma Reactor R8 (2)     Total Power Output 16.6    Exp 5%

Ultima Pattern X-55M Mark III Augur Array (1)     GPS 6000     Range 55.3m km    Resolution 125
Ultima Pattern X-1000K Mark III Warning Array (1)     GPS 48     Range 11.1m km    MCR 995k km    Resolution 1
Ultima Pattern E-22M Mark III Passive EM Array (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
Ultima Pattern T-22M Mark III Passive Thermal Array (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

I think I had the most fun designing the cruiser classes. The BFG rules of course split all the ships into several speed categories, I decided for gameplay's sake to slim that down to just two benchmarks, so the cruisers and capitals (not that I have any...) have a slower top speed than the CLs and escorts. Otherwise, I made one concession to practicality by assigning weapons as "batteries" instead of number of guns, which basically meant doubling the number of particle beams - otherwise it would be impossible to keep all the cruisers the same size (damn Gothic class...). It was a good concession though as it yielded the most cohesive set of designs I've come up with in a Warhammer setting so far.
Off-Topic: Lunar class Cruiser • show
Lunar class Cruiser      37,500 tons       1,105 Crew       5,684.9 BP       TCS 750    TH 3,000    EM 4,260
4000 km/s      Armour 6-99       Shields 142-426       HTK 247      Sensors 24/24/0/0      DCR 36      PPV 176.32
Maint Life 3.99 Years     MSP 4,916    AFR 312%    IFR 4.3%    1YR 494    5YR 7,411    Max Repair 375 MSP
Hangar Deck Capacity 500 tons     Magazine 864   
Lord-Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 18 months    Flight Crew Berths 10    Morale Check Required   

Jupiter Pattern Class 6.3 Plasma Drive (4)    Power 3000    Fuel Use 24.49%    Signature 750    Explosion 10%
Fuel Capacity 1,769,000 Litres    Range 34.7 billion km (100 days at full power)
Delta Pattern Mark IV Void Shield Generator (2)     Recharge Time 426 seconds (0.3 per second)

Titanforge Mark IV Lance Weapon (8)    Range 200,000km     TS: 4,000 km/s     Power 10-3.5    ROF 15       
Mars Pattern Mark IV Macrocannon (8x4)    Range 160,000km     TS: 4,000 km/s     Power 12-4     RM 40,000 km    ROF 15       
Mark III Twin Defence Turret (2x6)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 30,000 km    ROF 5       
Trajan Systems Mark IV Battery Fire Control (4)     Max Range: 256,000 km   TS: 4,000 km/s     96 92 88 84 80 77 73 69 65 61
Trajan Systems Mark IV Turret Fire Control (1)     Max Range: 64,000 km   TS: 16,000 km/s     84 69 53 38 22 6 0 0 0 0
Vulcan Pattern Mark VI Plasma Reactor R14 (2)     Total Power Output 28.3    Exp 5%
Vulcan Pattern Mark VI Plasma Reactor R16 (2)     Total Power Output 32.6    Exp 5%

Mark IV Torpedo Launcher (6)     Missile Size: 8    Rate of Fire 25
Trajan Systems Mark III Torpedo Fire Control (2)     Range 90.3m km    Resolution 125
Standard Plasma Torpedo Mark V (108)    Speed: 28,700 km/s    End: 41.7m     Range: 71.8m km    WH: 9    Size: 8    TH: 114/68/34

Ultima Pattern X-78M Mark III Augur Array (1)     GPS 12000     Range 78.2m km    Resolution 125
Ultima Pattern X-1400K Mark III Warning Array (1)     GPS 96     Range 15.6m km    MCR 1.4m km    Resolution 1
Ultima Pattern E-39M Mark III Passive EM Array (1)     Sensitivity 24     Detect Sig Strength 1000:  38.7m km
Ultima Pattern T-39M Mark III Passive Thermal Array (1)     Sensitivity 24     Detect Sig Strength 1000:  38.7m km

Strike Group
2x Aquila Lander   Speed: 4001 km/s    Size: 5

Also, starting off with 200,000-ton mass conveyors and pilgrim ships is a blast.  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on October 26, 2022, 05:19:37 AM
The Lunar followed a similar progression to the Dauntless, except I removed the torpedoes on some of the later versions in exchange for more weapon batteries and lances. I have a 220,000 ton Universe class Mass Conveyor and a similar size Jericho class Colony Ship.  The Cetaceous class Troop Transport is 228,000 tons.

The campaign is also creating some interesting niche designs. I am sneaking in and out of the home system of the Baku host to conduct salvage missions on a lot of Tau wrecks near a jump point. However, I can't take in any mass conveyors due to their thermal signature and even with my normal salvage ship and a regular size (Carrack class) freighter, I am being detected for part of the 208-day orbit of the Baku home world. Which has led me to a design for a self-contained Stealth Salvager, with thermal reduction commercial engines.

Surprise class Salvager      47,389 tons       211 Crew       1,135.7 BP       TCS 948    TH 800    EM 0
1688 km/s      Armour 1-116       Shields 0-0       HTK 41      Sensors 11/11/0/0      DCR 1-0      PPV 0
MSP 14    Max Repair 300 MSP
Cargo 25,000    Cargo Shuttle Multiplier 2   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Salvager: 1 module(s) capable of salvaging 500 tons per day

Commercial-THR Magneto-plasma Drive (2)    Power 1600    Fuel Use 2.80%    Signature 400.0    Explosion 5%
Fuel Capacity 750,000 Litres    Range 101.9 billion km (698 days at full power)

MK II Commercial Active Augur Array (1)     GPS 2520     Range 42.3m km    Resolution 120
MK II Electromagnetic Augur Array (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
MK III Thermal Augur Array (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Drgong on October 26, 2022, 09:08:36 PM
Well played my first Aurora game in about a year.

I screwed up a lot of stuff but now sorta remember how to play, will start a new game soon and have that as a AAR.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley 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 :)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: lumporr 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
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel 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.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: StarshipCactus on November 22, 2022, 02:19:12 AM
Yeah, you could do some rng type stuff to decide between any good options.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Vandermeer 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.(https://www.greensmilies.com/smile/smiley_emoticons_ben_twisted.gif)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Laurence on December 01, 2022, 08:06:57 PM
Let's see if there is a god out there that will stop me.(https://www.greensmilies.com/smile/smiley_emoticons_ben_twisted.gif)

If there is, I suspect his name is Steve.  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: misanthropope 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?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Vandermeer 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.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Jorgen_CAB 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.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Vandermeer 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:

(https://abload.de/img/hotgas2yxd28.jpg)

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.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on December 29, 2022, 05:22:11 AM
Whoa  8)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: StarshipCactus 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.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Vandermeer 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. ;)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: sneer 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 :)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: sneer 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

Title: Re: What's Going On In Your Empire: C# Edition
Post by: Vandermeer on January 12, 2023, 10:59:31 AM
I think I can finally conclude this one:

[...]
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.(https://www.greensmilies.com/smile/smiley_emoticons_ben_twisted.gif)

I built a different version of those dockyards, and even though there is a component failure on each of them every construction interval, the numbers are as such:
(https://abload.de/img/dockyardsjxf7f.jpg)

That is around 20% of MSP storage lost after 25 years without any refill. Given that there is some initial fairweather period, that makes these dockyards last for around 120 years instead of the 5.5 that their design letter promotes.
This is also interesting because I could not suppress the max-repair below 100 as I initially planned, and what I did in VB-Aurora. It was some time ago, but I think the military hangars are now 100MSP to repair, so there is no way past this. Yet, interestingly the 5 day cost actually still come as the ~17MSP that were planned.

So the test is a positive. The old cheese tactic still works in C#, although you have to use off-base military hangars instead of planetary ones now. That makes the setup more difficult to achieve, because firstly, only planets with moons can really deploy this. (or perhaps you are fine with having your fleet harbor/base at some distance location to begin with, in which case this is fine)
Secondly, of course, building such a large military shipyard is quite difficult and more of a mid-game thing unless you push it strongly like I did here. You can start with smaller ones, but of course, the more you have, the more MSP are consumed, because maintenance is per unit for this setup, not per mass.
Even with only a simple one that can store the costly parasite garrison however, one can already save a lot without needing too large a hangar and subsequent shipyard, so that would be a compromise.

All in all, it is still easy enough to do to become my standard tactic, because otherwise maintenance costs are killing the usual 'large ship'(tm) playstyle that I followed in VB. On top, C# makes organizing the hangars much easier. Easy to launch and land, and very sightly:
(https://abload.de/img/hangarsetupaifa8.jpg)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Jorgen_CAB on January 12, 2023, 07:56:41 PM
To be honest this is a complete abuse of the machanic and you would be just easier to SM in orbital maintenance facilities and dump a few million MSP on a moon and call is a mothball station. Much simpler and you would not go insane from the maintenance failure messages.

Hangars does not have maintenance failures the same as a few other components, so in this instance only the magazines do... You could probably get away with an armoured 50t magazine and get even less MSP cost. This magazine have the 1 HTK needed so maintenance failures does not cascade through the station as that is the only module that get failures... more or less.

I don't see abusing the mechanic is any better than just using SM and produce the same results in a different way just simpler. You could build those orbital maintenance facilities on the moon and just spawn all the MSP you would ever need to station ships there.... or build the hangar base and then spawn the maintenance needed to remove the failures... the MSP would be free anyway in this case. You then just role play that the station is free of maintenance.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Vandermeer on January 14, 2023, 04:12:18 AM
To be honest this is a complete abuse of the machanic and you would be just easier to SM in orbital maintenance facilities and dump a few million MSP on a moon and call is a mothball station. Much simpler and you would not go insane from the maintenance failure messages.
I blocked those after the third dockyard, but yes, in C# you can't do this without maintenance spam, which is a new downside. (or you just have to build a single really big one)
By calling it cheese, I think I already expressed that I realize that this is mechanic abuse, but there is still a big difference in straightforward cheating and just using exploits that the system allows to get the game you want. I have seen some don't understand that difference emotionally, but that is ok. If you have ever seen Youtube channels like Spiffing Brit though, you will know that there is a special joy for many to be able to manipulate within the rules, though I also don't claim to understand why that is so much more fun.

Quote
Hangars does not have maintenance failures the same as a few other components, so in this instance only the magazines do...
Actually, it is the sensors. The dockyard design doesn't even have any magazines.

Quote
You could probably get away with an armoured 50t magazine and get even less MSP cost. This magazine have the 1 HTK needed so maintenance failures does not cascade through the station as that is the only module that get failures... more or less.
I must say I have never noticed magazines breaking, not in VB nor C#, so I am not sure this works. It would be similarly troublesome to handle as hangars after all, since these are filled which causes a slew of follow up questions upon failure of what to do with the insides.
But maybe they do, I just can't recall any incident.

Anyway, installing magazines would not be an upgrade. Small sensors (could actually be smaller than the size-1 used here) are already the cheapest maintenance option, as proven by real practice in VB.

///Edit:
I don't see abusing the mechanic is any better than just using SM and produce the same results in a different way just simpler. You could build those orbital maintenance facilities on the moon and just spawn all the MSP you would ever need to station ships there.... or build the hangar base and then spawn the maintenance needed to remove the failures... the MSP would be free anyway in this case. You then just role play that the station is free of maintenance.
Again on this, because I remembered a VB argument from 8 years ago about this: You can also see this as an alternative mode of maintenance payment, since contrary to cheating, all this dockyard setup by far doesn't come for free. You pay for the dockyards to be built and much more you pay for their huge shipyards to be built. The shipyards employ millions of workers constantly, even when they don't actually produce, which is 90+% of the time in this case.
So you could argue in RP this was just an investment in some sort of bigger recycling or sourcing facility that manages to work in near autarky. Perhaps they fish the little TN elements they need out of dust or crumpet sized asteroids that aren't viable for industrial mining or something.
Point is, this is an expensive setup, but the large front cost lead to an industry that doesn't need to consume much in the longer run. I think even in VB I once calculated that the break-even point was only decades into usage. Now we also have millions of population doing work to hold all this up.

Far from simply cheating it in as you suggest, even though this was clearly not intended.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Jorgen_CAB on January 14, 2023, 06:51:21 AM
Again on this, because I remembered a VB argument from 8 years ago about this: You can also see this as an alternative mode of maintenance payment, since contrary to cheating, all this dockyard setup by far doesn't come for free. You pay for the dockyards to be built and much more you pay for their huge shipyards to be built. The shipyards employ millions of workers constantly, even when they don't actually produce, which is 90+% of the time in this case.
So you could argue in RP this was just an investment in some sort of bigger recycling or sourcing facility that manages to work in near autarky. Perhaps they fish the little TN elements they need out of dust or crumpet sized asteroids that aren't viable for industrial mining or something.
Point is, this is an expensive setup, but the large front cost lead to an industry that doesn't need to consume much in the longer run. I think even in VB I once calculated that the break-even point was only decades into usage. Now we also have millions of population doing work to hold all this up.

Far from simply cheating it in as you suggest, even though this was clearly not intended.

I was not really saying abusing the mechanic in a negative way... I understand this is role play and I see no difference in SM or just house ruling stuff in general... it is the same thing to me.

What I meant was that there is an easier way to do this and ignoring the maintenance messages. You can build the hangar stations normally and tractor them to a moon... you then SM in the orbital maintenance facilities (requires no population) and all the MSP you would ever need to stop the station from ever causing a maintenance facility. From an RP perspective those orbital maintenance facilities or MSP is not even there... these are just to sidestep the mechanics for the sake of RP.

In Aurora there is no difference in using SM or abusing loopholes in the mechanics... there are many loopholes you can abuse in Aurora if you wish. Many people probably do the reverse and add additional rules for the sake of role play AND use SM for some stuff at the same time. I know because I do that all the time.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 14, 2023, 07:06:37 PM
Im finding that the universe my favorite terran consensus inhabits is sadly lacking in habitable planets, minerals and excitement.  Admittedly i understand excitement to be a BAD thing in a space exploitation game, but still.

the closest system for minerals is 4 jumps away, just explored my 8th system, which consists of 10 comets and a star.  yay!

the standing orders are shaky, because i set them to end of deployment head to entry jump point and the survey ships go "huh?"
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on January 14, 2023, 07:14:46 PM
Im finding that the universe my favorite terran consensus inhabits is sadly lacking in habitable planets, minerals and excitement.  Admittedly i understand excitement to be a BAD thing in a space exploitation game, but still.

the closest system for minerals is 4 jumps away, just explored my 8th system, which consists of 10 comets and a star.  yay!

the standing orders are shaky, because i set them to end of deployment head to entry jump point and the survey ships go "huh?"

The Real Stars setting tends to create galaxies like this, because of the large number of red dwarves and smaller stars which are unlikely to produce habitable planets, compared to random stars which is a more even distribution (but currently broken :sob:).  To partially compensate, I usually set Sol to have at least four jump points at game start, so that there are more avenues of exploration and thus a higher chance to find Alpha Centauri systems with habitable worlds within 25 light years.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 15, 2023, 04:11:46 PM
woops! interrupted alien meet and greet with my scouts.  hightailed it outa there, problem is 1i tend to research for a long time before i start building warships.  I have 10 DDs in the yard with 2 years still to build.

here's hoping i broke contact quick enough.  they are 7 systems down the chain, and i never got around to stabilising the JPs that far down either.

welp, the alieans have jump drives. a ship just popped out of the JP scaring my pickets.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 15, 2023, 04:44:59 PM
and they just blew up a scout. gotta go.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 15, 2023, 07:04:57 PM

my diplomat corps seems to be dealing with the aliens pretty well, DR is -137 down from  -200 or so. well have to see. the 1st squadron of DDs are deployed, second should be coming soon. Light cruiser is designed but I wont be able to lay keels for a few years yet, what with increasing shipyard cap.

started colonizing a planet a few systems over with the intent of making it a sector HQ. towed 2 each of the shipyards there, working on those and the colonists are building factories etc.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Andrew on January 16, 2023, 05:03:03 AM
The DR is your opinion of them and does not necessarily mirror their opinion of you
Title: Re: What's Going On In Your Empire: C# Edition
Post by: sneer on January 16, 2023, 05:32:11 AM
Space is big
You have your time :)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 16, 2023, 08:03:31 AM

a second alien race has shown up and my scouts ran like theyre supposed to. the fearless diplos went to work and so far so good. they havent even left their home system. i think thats their home system.

im going for a 3rd dd squadron; the light cruiser thats been designed is 72kt, and we dont have shipyards that can build that. when i told the designers that youd think id kicked their puppy, an yes a 70cm spinal laser is awesome, but we dont have a ship for it or a yard that can build it... more puppies kicked.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 16, 2023, 09:54:05 AM

we are war.

the first discovered alien race suddenly turned and savaged a cargo group, half of them managed to get to the JP and alert the DD squadrons nearby. The colony ships that were headed to the system under attacked was thankfull rerouted to a nearby colony and unloaded their precious cargo there.

the two DD squadrons raided shield and sensors and made the jump into the now hostile system finding 4 alien ships, 21kt down to 6kt, scavenging the cargo ship wrecks.

50 missiles went out and obliterated the enemy. life pods were picked up and the salvage ships were sent in.

Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 16, 2023, 10:19:34 AM
another enemy fleet showed up, began attacks and the game crashed. 5 years of sweat, satisfaction and terror gone, just gone.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 16, 2023, 10:49:57 AM

5 years gone. A time anomaly, did we go back in time? obviously. do i repeat history, or knowing what i know, aliens and whatnot, do i have the right to change "history"?

yep
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 16, 2023, 01:28:58 PM



what the devil is a type "R" shipyard?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on January 16, 2023, 02:00:40 PM
what the devil is a type "R" shipyard?

It is a repair yard, which can be expanded cheaply and serves no other purpose than repairing ships so that your other shipyards don't have to stop construction to fix your fleet after a battle. You probably don't need very many of them, especially if resource crunches limit construction anyways, but it is a nice feature to have.

As a side note, you might find some benefit in posting updates with slightly lower frequency but greater length per update, as usually this will be a more effective way to get engagement from your fellow forum-goers.  :)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 16, 2023, 05:58:19 PM


The repair shipyards appeared on their own; i didnt do it. I'm not sure i approve of a game that makes decisions on its own. that way lays skynet......

I dunno about adjusting my post frequency, that implies prior planning that im generally p*ss poor at.

Ill try tho.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: sneer on January 17, 2023, 01:50:56 AM
if you made repair ship then its repairing capability is in shipyard tab
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 17, 2023, 05:37:31 PM

Knowing that this is an alternate time line is liberating. I know where the two alien races are, diplomats are dealing with them and im staying far way.

Going to have to put the scout ships back on the drawing board, since they dont have enough range to reach new systems with enough fuel to explore. I could make them bigger, but i was hoping to stealth them and theyre nearly too big to stealth.

Terraforming is a problem too. I cant seem to get those last few habitability points to zero, so infrastructure is required.
we breed like rabbits (long cold alien nights, yknow), and rapidly outgrow the infrastructure. Building it on site isnt quick enough and the freighters are taking forever to build. time time time, need a time turner.

Destroyers are starting to come online, but they need maintenance and time on station is, once again, limited.

The work force is a problem, aint enough of them. If only there were automated factories, my life would be alot easier. Drop auto mines and factories, come back in a few years to a ready to colonize planet.



Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on January 17, 2023, 06:07:27 PM
The work force is a problem, aint enough of them. If only there were automated factories, my life would be alot easier. Drop auto mines and factories, come back in a few years to a ready to colonize planet.

You can sometimes free up workers by moving unused or unimportant facilities to a random unpopulated body for "deep storage". For example, if you don't use missiles then ordnance factories can be moved or even just scrapped if you'd rather have the 30% minerals back. Fighter factories and fuel refineries are other tempting targets, as are shipyards you're not really using at the moment (you need a tug to move those).

If you're talking more in terms of getting workers to colonies, the civilian shipping lines are a big help if you know how to use them. Set contracts to deliver infrastructure by setting supply (at Earth, etc.) and demand (at target colony), and the civilians will use freighters to move the infrastructure, and then automatically the colony ships will jump in as well. Doing this is also how you can grow your civilian shipping, so if you don't have a lot of them you'll need to start doing this to help them make money and build up a fleet.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on January 18, 2023, 11:20:31 AM
The work force is a problem, aint enough of them. If only there were automated factories, my life would be alot easier. Drop auto mines and factories, come back in a few years to a ready to colonize planet.

You can sometimes free up workers by moving unused or unimportant facilities to a random unpopulated body for "deep storage". For example, if you don't use missiles then ordnance factories can be moved or even just scrapped if you'd rather have the 30% minerals back. Fighter factories and fuel refineries are other tempting targets, as are shipyards you're not really using at the moment (you need a tug to move those).

If you're talking more in terms of getting workers to colonies, the civilian shipping lines are a big help if you know how to use them. Set contracts to deliver infrastructure by setting supply (at Earth, etc.) and demand (at target colony), and the civilians will use freighters to move the infrastructure, and then automatically the colony ships will jump in as well. Doing this is also how you can grow your civilian shipping, so if you don't have a lot of them you'll need to start doing this to help them make money and build up a fleet.

I just scrapped 400 refineries in my campaign to address this exact issue.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: boolybooly on January 23, 2023, 09:35:14 AM
The year is 2060 and spoilers have destroyed all shipyards in Sol, new shipyards were built. Subsequent to further preparations, a large spoiler attack force was defeated.

See spoilers forum post for previously reported details. http://aurora2.pentarch.org/index.php?topic=13030.msg161610#msg161610

The security situation requires efficacious defence against unpredictable attacks of unknown origin. Initial missile/STO doctrine gave way to a first generation of long range particle cannon FACs.

Quote
Crimson Rainbow class Fast Attack Craft      1,584 tons       44 Crew       281.4 BP       TCS 32    TH 168    EM 0
5304 km/s      Armour 2-12       Shields 0-0       HTK 10      Sensors 0/0/0/0      DCR 0      PPV 7
Maint Life 3.19 Years     MSP 252    AFR 80%    IFR 1.1%    1YR 37    5YR 561    Max Repair 77.5 MSP
Adept    Control Rating 1   BRG   
Intended Deployment Time: 35 months    Morale Check Required   

Starfield Mag5 P168 (1)    Power 168    Fuel Use 16.74%    Signature 168    Explosion 7%
Fuel Capacity 30,000 Litres    Range 20.4 billion km (44 days at full power)

Heaviest Particles (1)    Range 240,000km     TS: 6,250 km/s     Power 10-5    ROF 10       
Divine Light (1)     Max Range: 384,000 km   TS: 5,500 km/s     97 95 92 90 87 84 82 79 77 74
Satori (1)     Total Power Output 5    Exp 5%

Sentinel (1)     GPS 38     Range 7.1m km    Resolution 18

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

Currently however Sol is heating at 1% per year.

The primary objective of the New Order of the Velvet Glove (NOVGLOV) is to locate, defend and populate habitable planets before Earth becomes uninhabitable. A key tech of this era is terraforming. A large 5x terraforming station is being produced in quantity but must be defended. It keeps Earth cool and prepares other planets for the exodus.

Quote
Temple Sunrise class Terraforming Station      126,913 tons       520 Crew       2,791.2 BP       TCS 2,538    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 71      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 13    Max Repair 500 MSP
Tractor Beam     
Seeker    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Terraformer: 5 modules producing 0.003 atm per annum

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
This design is classed as a Terraformer for auto-assignment purposes

Terraforming 0.0006 has been completed. Colonisation tech 10% is currently being researched and 5% is complete, 1 year to go. Thereafter Terraform 0.00075 will be researched.

1097m people currently inhabit Earth. Several candidates for new colonies have been discovered, any within two jumps range are being prepared. Civilian shipping is not permitted because after the spoiler attacks NOVGLOV consider stable jump points to be a security risk and use race controlled portal stations instead.

An adjacent system Lalande has a habitable planet with a ruined city, which is responding to terraforming at x2.67 rate and has 897m max pop so can be a refuge for over half the Earth's population. A sizeable 25kt engineering corps is being assembled to exploit the ruins. Six terraforming stations are in orbit, adding water vapour to an atmosphere which they have already made breathable to improve hydrographic extent, colony cost is reducing and it shouldn't be long before it reaches zero. It is a refuelling post and defence base with 15kt of mixed LV inf tier6 troops. Currently a small 3xFAC fleet comprised of Crimson Rainbows Orange, Red and Turquoise (S.I.G.) defends the planet, backed up by 10 upgraded missile interceptors and a recon craft, all supported by manned planetside maintenance facilities.

Quote
FB-16 Lennon Karma 016  (Lennon Karma Teacher class Fighter-bomber)      565 tons       4 Crew       62.7 BP       TCS 11    TH 54    EM 0
4814 km/s      Armour 1-6       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 5.2
Maint Life 11.01 Years     MSP 101    AFR 26%    IFR 0.4%    1YR 2    5YR 23    Max Repair 23.12 MSP
Magazine 34   
Seeker    Control Rating 1   
Intended Deployment Time: 37 months    Morale Check Required   

Starfield Mag5 P54 (1)    Power 54.4    Fuel Use 52.66%    Signature 54.4    Explosion 8%
Fuel Capacity 30,000 Litres    Range 18.1 billion km (43 days at full power)

Hard Point (20)     Missile Size: 1.7    Hangar Reload 65 minutes    MF Reload 10 hours
Pointer (2)     Range 14.2m km    Resolution 18
Tyrant's Teacher (20)    Speed: 41,177 km/s    End: 0.3m     Range: 0.7m km    WH: 6    Size: 1.7    TH: 301/181/90

Sentinel (1)     GPS 38     Range 7.1m km    Resolution 18

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

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a FAC for auto-assignment purposes

One jump beyond Lalande, Crimson Rainbow Orange FAC fleet began its illustrious career by successfully defended the Alpha Fornacis system against a spoiler attack.

Alpha Fornacis A-II is a planet with col cost 190/m and a massive max pop 49,854m but will terraform at only x0.24 rate. It has been designated a desirable location and a defence colony established with similar fleets but the system is shared with two other alien (NPR) races inhabiting asteriod outposts. Concentrations of their defence ships have been located elsewhere and diplomatic stations deployed. One race is the Hassad Hierachy, designated "Spiders", which appears to be very xenophobic with zero diplomatic progress. Another race the Orryxia Commonality designated "Beetles" has warmed to NOVGLOVs diplomatic initiative with a positive rating of 141.

(https://imgur.com/lgXu1K3.jpg)

The system 88 Eridani, two jumps beyond leads to Hassad spider territory and contains a zero colony cost world with 4bn max pop. Unfortunately it is claimed by the spiders and has a ground force of unknown loyalty on it. The indications are of a significant battle which the spiders apparently lost as their ships retreated from the planet and the wrecks are of both spider and spoiler ships. The spider fleet guards the jump point to Gliese 564 which could not be surveyed but appears to contain their homeworld. Although the planet in 88 Eridani is very desirable NOVGLOV preach an overtly ethical philosphy and profess a desire not to add war to their other difficulties. After several warnings from the spiders to stay out of 88 Eridani the indications are that trying to colonise it would be repulsed with force. NOVGLOV are monitoring the situation but prioritise the saving of humanity from extinction. The intelligence arm of military operations is considering deploying a covert ELINT ship using parts from a captured spoiler ship but it is as yet only a plan on the drawing board and far from ready. Some believe the Hassad Heirarchy is genetically obliged to be instinctively hostile due to its evolutionary history and war is an inevitability. NOVGLOV are committed to winning it if it starts but will not start it and 60kt of troop drop modules have been built for the tug fleet, as a precaution.

A complicating factor has been the discovery of an ancient construct in a system adjacent to 88 Eridani. Psi Coronae Borealis is not claimed but reaching it means travelling through spider space which could be the last straw if detected. NOVGLOV intend to discover its purpose and possibly activate it but will take pains to avoid the inner system of 88 Eridani where a deep space tracking station is believed to be in operation. The 9m max pop at the construct planet will limit its potential.

Proxima Centauri is another system adjacent to Sol. A small planet with x63 terraform and 37.8m max pop is being terraformed and equipped as a defence post to support long term terraforming on two other less habitable candidates in the system. 25 Ursa Minoris leads from Proxima to V1216 Sagittarii, where another construct was discovered and although it breaks the two jump rule this is being prepared for terraforming and defence and the Xenoarcheology expedition is currently trying to translate the alien language and decipher the operating system of this construct.

Further afield other colonising opportunities have been discovered but not without losses as a hostile force destroyed the survey scout Cosmic River Sadu in a system containing another low colony cost world. NOVGLOV consider the efficacy of operation exodus requires focussing terraforming resources at this time and plan to build more, which will require resources. Consequently an automining operation to provide key minerals, especially corundium, is being set up in 25 Ursa Minoris to enable the expansion of automining to provide sufficient boronide for terraforming to proceed on a hitherto unseen scale.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 24, 2023, 01:09:35 AM
And here i thought i had problems.....well, i do!

Started a new game, this time newest version, yay me. it is now may 0111 TN in the new calendar. Two alien races were discovered and are now fast friends/allies. the oldest contacted race is now offering grav and science information which is great, now if i can figure out how they do the mapping....

a third race popped up a few years ago, oddly enough in my home system of Sol, so of course they were designated [SOL] which is really irritating. Aggravated, blew them to dust bunnies.
a year later another showed, again, bunnies. then they ambushed a cargo fleet in the next system over, destroying half of the fleet before they could Jump. Sent 2 DesRons in and lost contact.
a year later, another ambush on the cargo fleet. DesRon 1 and 2 destroyed 3  of the aggressors but lost track of them.
currently a colony fleet was lost with all hands while the LCrusRon and DesRon hurried to help, then the aliens disappeared. no trace can be found.

they reappear when the military has to go home to resupply and are gone again when they return.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 25, 2023, 05:59:21 PM

Spent several years chasing the aliens around the system. as soon as the FC locked up, they'd break contact.

So i built SS's, towed them into the system, and put them around 3 of the colony planets and one on each of the JP's. System's been alien free (other than me) since then. The maintenance ships designed to do the overhauls failed, so now i use tugs to bring them to the colony, overhaul, refuel, etc, then take them back to their positions. Not how i planned it, but oh well.

Actually terraformed a planet to colony cost 0, its really hard to do in the C+ version. the hydrographic extent seems to be a major factor, but since its a GM only action, not sure what to do with it.

I will find the [SOL] home world and gonna glass it.....
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on January 26, 2023, 04:42:51 AM

Spent several years chasing the aliens around the system. as soon as the FC locked up, they'd break contact.

So i built SS's, towed them into the system, and put them around 3 of the colony planets and one on each of the JP's. System's been alien free (other than me) since then. The maintenance ships designed to do the overhauls failed, so now i use tugs to bring them to the colony, overhaul, refuel, etc, then take them back to their positions. Not how i planned it, but oh well.

Actually terraformed a planet to colony cost 0, its really hard to do in the C+ version. the hydrographic extent seems to be a major factor, but since its a GM only action, not sure what to do with it.

I will find the [SOL] home world and gonna glass it.....

If you add water vapour to the atmosphere it will condense into water, or ice, depending on the temperature.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 26, 2023, 05:03:40 PM

water vapor,  yay.

what does the (F) mean next to a planetary atmosphere gas?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on January 26, 2023, 05:57:49 PM

water vapor,  yay.

what does the (F) mean next to a planetary atmosphere gas?

Frozen - the gas has turned to a solid and is lying on the ground rather than being part of the atmosphere.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 29, 2023, 07:03:55 AM

finally found the [SOL] homeworld....chased the rats back to their hole.  very nice planet, lots of minerals,etc. Not gonna glass it.

Took out the PDCs; had to build a bigger ship with bigger missiles and beams. took out the army on the planet, some 300K tons.

Now i have terraformers over the planet and turning it into something my peoples can use....

Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kiero on January 30, 2023, 09:31:25 AM
Have you even bothered to decipher their language?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: gamemonger56 on January 30, 2023, 10:29:16 PM

Nope, my rage knows no bounds. they werent interested in talking, and after losing some 30 ships to them, including a colony group, im not either.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on February 05, 2023, 10:11:25 AM
Run away!!

(http://www.pentarch.org/steve/Screenshots/RunAway.PNG)

Managed to shoot down 319. Was hit by 113. Second wave scored 131 hits. Now out of range. I was testing the AMM capabilities of an NPR home world.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on February 06, 2023, 06:58:05 AM
Classic GRAND FLEET behaviour!  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Akhillis on February 20, 2023, 12:08:54 AM
I just lost four (of six total) colony ships, and another two civilian colonist vessels, to a lone Raider. Over a million dead, so I fear some heads will have to roll in the United Navy High Command.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Wiggles on February 21, 2023, 02:30:17 PM
My Union for Cooperation in the Cosmos (U. C. C. ) has just lost our first brave space explorers due to maintenance malfunctions.   :'(
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on May 26, 2023, 05:32:15 AM
After a 10 year build up, I am finaly launching the invasion of the enemy homeworld, they seems to have some 307000 tons of groundforces, we drops some 1.5 million tons, mostly generation 1 or 2 stuff, but the latest killer robots have 2 battalions of stuff...   Almost my entire combat fleet is guarding the entire transport capabilities of the Empire... Some 2.4 million tons of ships... 1x Bc Bismarck: HMS Kaiser Barbarossa
1x CA Köpenhavn MkII: HMS Inchon
1x SC Lucette Rådström: Lucette Rådström
9x CL Göteborg -MkIV: HMS Falun, HMS Gävle, HMS Halmstad, HMS Jönköping, HMS Lund, HMS Skellefteå, HMS Sollentuna, HMS Uddevalla, HMS Örnsköldsvik
27x DDG Småland MkIII: HMS Astrid, HMS Balder, HMS Drotting Victoria, HMS Estland, HMS Gustav den store, HMS Halland, HMS Konung Karl, HMS Makalös, HMS Mode, HMS Nyckeln, HMS Prins Carl Fredrik, HMS Rigaordstjernan, HMS Saga, HMS Skäggald, HMS Sköld, HMS Sparrt, HMS Svärdet, HMS Urd, HMS Viktoria, HMS Ylva, HMS Äpplet, Småland MkIII 019, Småland MkIII 020, Småland MkIII 021, Småland MkIII 022, Småland MkIII 023, Småland MkIII 024
25x DD Halland MkIV: HMS Edda, HMS Ehrensköld, HMS Fenris, HMS Gefle, HMS Gotland, HMS Göta Lejon, HMS Hildur, HMS Hogeland, HMS Hugin, HMS Niord, HMS Nordenskjöld, HMS Oden, HMS Orädd, HMS Psilander, HMS Rota, HMS Skagul, HMS Skuld, HMS Svea, HMS Tapperheten, HMS Thor, HMS Verdande, HMS Wachtmeister, HMS Waria, HMS Wrangel, HMS Äran
1x DD Soleil Royal MkII: HMS Le Redoutable
3x DDE Dalsland MkIII: HMS Claes Horn, HMS Manligheten, HMS Sverige
19x TT Norrköping MkIII - Tung
14x TT Norrköping MkIII
3x TT Söderköping
29x TT Norrköping MkII
5x TT Norrköping
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on May 26, 2023, 07:49:49 AM
Let's hope this is not a repeat of Pultava/Poltava for Space-Sweden!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on May 26, 2023, 10:45:21 AM
After a 10 year build up, I am finaly launching the invasion of the enemy homeworld, they seems to have some 307000 tons of groundforces, we drops some 1.5 million tons, mostly generation 1 or 2 stuff, but the latest killer robots have 2 battalions of stuff...

Careful! The active signature of ground forces you detect from space could be 3x to 6x larger in reality since the signature is reduced by fortification. You might not have enough forces, and may even be outnumbered!  :o
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on May 27, 2023, 11:08:27 PM
Well I did win, in about a month, but managed to move my 2nd army command, without any commander in to my 1st army with a commander in and something hiccuped... Had to go back a few years, got to save more often...

And remember to place the bloody HQ's in Rear Echelon...  ::) >:(


Anyway: Training troops and especially high level HQ's are time consuming, 12 years to train an army HQ :o and that's only a staff off 20 men...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on June 03, 2023, 07:15:27 AM
2 August 1831, 04:11:20 Gamma Scorpii system, Search sensor activates, almost on top of the destroyer squadron Klas Horn, they are classified as 3xAbadan, Heavy Cruisers and 4xAshdod, Destroyers, then they fire taking out HMS Klas Horns, bridge and Engineering stations, the ship blows up in seconds, few reaches its life pods, at the same time HMS Decidee and HMS Eveille goes the same way, in less than 5 seconds, 3 human destroyers are destroyed, the Asdads have heavy laser armaments, a massive laser bellygun, delivering a 94 megaton hit as well as 3 twin heavy laser turrets, doing 42 megatons of damage, each, the poor human ships hit don't stand a chance...
A few seconds later the Ashdods fire at the 4 remaing human destroyers, their crews scrambling to their battle stations, few make there, in the next 10 seconds the remaing 4 Terran destroyers are blown apart by massiv Ashdod fire, they are armed with 13 twin light lasers, firing every 5 seconds...  HMS Tonnarre is hit hard by some 20 hits, blowing up, HMS Ville de Marseille gets a broadside of being hit badly by enemy fire but stioll alive, more or less fire from bow to stern, firing defiantly at the enemy, trying to cover the remaing destroyers escape, but next to Marseille HMS Arquebuse is blown in two halves then the engine detonates, at almost the same second HMS Arc is also hit, by a single beam, a huge explosion follows and the ship is gone. In a last effort the Ville de Marseille fires its last lasers, penetrating an enemy ship, to no appearant effect, then it detonates, HMS Dupleixe is destroyed as the last ship only some 15 seconds after the battle began...

Their "Black boxes" sends out the Omega code in al direction, after an hour its picked up be the Imperial Gate Network and sent on-wards, less then 8 hours after the Destroyer squadron, Klas Uggla, 2 jumps away gets the news and turns around, the scarce information on the enemy ships, but Commodore Theo Gustafsson believes he can get there in less than 9 days, his ship are slightly slower than the enemy, 110 km/s but having some 100000 km longer weapon ranges should keep them safe...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on June 04, 2023, 12:51:16 PM
Having wrapped up my Starfire campaign, I'm getting back into Aurora in preparation for starting an Aurora campaign, but it is slow going.  But I'm getting there.  I thought I'd post a short message on my progress getting back into Aurora. 

I started with a conventional start, just so I get the hang of researching stuff, particularly the ground unit stuff, from the start.  There have been a lot of changes since the last time I played Aurora, so there were a lot of false starts, dead-ends, and more than a little frustration, but I've mostly got it worked out, I think.  At least the basics.  I successfully converted my civilization to TN, explored the solar system and set up extra-planetary mines, then researched and developed jump tech, and built interstellar survey ships.  I explored several jumps out from Sol and set up interstellar outposts and one colony on a promising site two jumps from Earth. 

During all of this, I built up a smallish navy with six 6,000 ton frigates, two 15,000 ton light cruisers, and two 20,000 ton jump cruisers, all armed with various lasers.  Fleet speed was 2,000 kps as this is an early fleet.  Also, I built some light infantry troops and successfully integrated them into higher level organizations, and then focused on building anti-ship STO units with my best beam weapon, as I thought the whole STO concept is very cool. 

Then an NPR ship appeared in the Solar System, shocking me.  I panicked and sent my fleet out to intercept, but it didn't head for Earth, it just flitted around from system-body to system-body, and I quickly realized two things.  First, it wasn't an immediate threat, and second, it was more than twice as fast as my fleet at 4,400 KPS.  I sent the fleet home and settled for watching it move around. 

At this point I decided I had learned about as much as I was going to from this run-through, but I wanted to get some experience in combat.  So, I designed and built some 1,000 ton missile boats for when the aliens returned.  I had built four by the time they came back, so I sent them out to attack the perfidious aliens.  After much experimentation with the fire control settings, I managed to launch my missiles at the dastardly aliens, and although it took all thirty-two of the attack group's missiles, I did manage to destroy it.  I congratulated myself on my prowess and sent my ships back to reload. 

A few days later another enemy ship showed up, and I sent my interceptors out again.  This time they were destroyed short of the target by a second group of small (>1000 ton) enemy ships that appeared out of nowhere.  This was familiar to me from the old days.  My sensors aren't very good at this early stage, and the enemy ships went from being undetected to within firing range in one too-large time advance.   The short story is - my valiant interceptors were destroyed by the back-stabbing alien aggressors.  So, I sent out my main fleet to teach a lesson to the aliens. 

This is the result:
(https://i.imgur.com/cEV0TQC.png)

As you can see, my fleet did not survive.  The alien ships then went on to attack Earth, destroying my shipyards and the civilian ships in orbit.  At that point I remembered that I had STO ground forces, so I figured out how to use them and they opened fire.  They proved to be very effective and destroyed the aliens in short order.  I had a lot of them because I mostly kept my ground construction centers building STO units. 

The aliens obligingly sent a second fleet to their deaths over the Earth, and then a third.  Which I thought was foolish and perhaps a problem with the program.  But they did try to take out my STO's and they did do some damage.  It was only after the death of the third fleet that I realized the sneaky and dastardly aliens had managed to land a ground force on Earth!  So, I figured this was my chance to get some experience with ground combat, so I "Instant Builded" a ground force based on light ground vehicles with crew-served anti-personnel weapons and we were off to the war. 

The fighting taught me a bit about the ground combat system, and more about the aftermath of replacements and series and things like that.  At this point I'm going to move on to a new Aurora campaign with two player races in the same system, with a set up designed to have them battle over control of a third location, perhaps a rich mining site.  This campaign will be focused on ground combat to the exclusion of all else, as this is where I feel I'm the weakest. 
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on July 16, 2023, 06:38:46 PM
I'm setting up a Star Wars themed campaign to test the new changes. Came up with this fairly scary, low tech fighter. This is Gas Core engine tech, 64,000 km, 4000 km fire control tech, basic active tech and a 25cm plasma carronade.

TIE/I class Interceptor      500 tons       6 Crew       116.5 BP       TCS 10    TH 65    EM 0
6505 km/s      Armour 1-5       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0-0      PPV 4
Maint Life 2.87 Years     MSP 105    AFR 100%    IFR 1.4%    1YR 19    5YR 280    Max Repair 32.50 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1.5 days    Morale Check Required   

TW-64-DB Fighter Engine (1)    Power 65.0    Fuel Use 1356.63%    Signature 65.00    Explosion 25%
Fuel Capacity 14,000 Litres    Range 0.37 billion km (15 hours at full power)

BC-25 Blaster Cannon (1)    Range 160,000km     TS: 6,505 km/s     Power 16-4     RM 10,000 km    ROF 20       
MK I Interceptor Fire Control (1)     Max Range: 192,000 km   TS: 6,400 km/s    ECCM-0     95 90 84 79 74 69 64 58 53 48
GF-4-B Power Reactor (1)     Total Power Output 4    Exp 15%

TM-1 Short-Range Sensor (1)     GPS 2     Range 1.4m km    MCR 124.4k km    Resolution 1
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Impassive on July 16, 2023, 07:24:06 PM
I'm setting up a Star Wars themed campaign to test the new changes. Came up with this fairly scary, low tech fighter. This is Gas Core engine tech, 64,000 km, 4000 km fire control tech, basic active tech and a 25cm plasma carronade.

TIE/I class Interceptor      500 tons       6 Crew       116.5 BP       TCS 10    TH 65    EM 0
6505 km/s      Armour 1-5       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0-0      PPV 4
Maint Life 2.87 Years     MSP 105    AFR 100%    IFR 1.4%    1YR 19    5YR 280    Max Repair 32.50 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1.5 days    Morale Check Required   

TW-64-DB Fighter Engine (1)    Power 65.0    Fuel Use 1356.63%    Signature 65.00    Explosion 25%
Fuel Capacity 14,000 Litres    Range 0.37 billion km (15 hours at full power)

BC-25 Blaster Cannon (1)    Range 160,000km     TS: 6,505 km/s     Power 16-4     RM 10,000 km    ROF 20       
MK I Interceptor Fire Control (1)     Max Range: 192,000 km   TS: 6,400 km/s    ECCM-0     95 90 84 79 74 69 64 58 53 48
GF-4-B Power Reactor (1)     Total Power Output 4    Exp 15%

TM-1 Short-Range Sensor (1)     GPS 2     Range 1.4m km    MCR 124.4k km    Resolution 1

Really wouldn't want to go up against that fighter en mass early game haha!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Neophyte on July 17, 2023, 11:14:52 AM
Gotta go fast!  Hope you don't run into any fighters with deflectors though!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on July 19, 2023, 04:51:54 PM
The first engagement of my new test campaign is underway. As it features some of the new missile combat, I thought I would share.

Eight Star Destroyers of the Empire (Seven Victory class and a jump-capable Valiant) were approaching a planet guarded by two Automata (precursor) bases, both of which were 28,000 tons (in line with the wider range of NPR hull sizes in v2.2).

Victory class Star Destroyer      62,500 tons       1,480 Crew       8,293.5 BP       TCS 1,250    TH 4,000    EM 8,520
3200 km/s      Armour 6-140       Shields 284-426       HTK 322      Sensors 15/15/0/0      DCR 40-6      PPV 224.32
Maint Life 1.61 Years     MSP 3,817    AFR 781%    IFR 10.9%    1YR 1,726    5YR 25,896    Max Repair 500 MSP
Hangar Deck Capacity 8,500 tons     Troop Capacity 2,000 tons     Magazine 578 / 0   
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Flight Crew Berths 170    Morale Check Required   

KDY-1000-M Gas Core Drive (4)    Power 4000    Fuel Use 22.14%    Signature 1000    Explosion 10%
Fuel Capacity 1,507,000 Litres    Range 19.6 billion km (70 days at full power)
Delta-71 Shield Generator (4)     Recharge Time 426 seconds (0.7 per second)

Twin TX-20-A Turbolaser Turret (8x2)    Range 256,000km     TS: 8000 km/s     Power 20-7     RM 40,000 km    ROF 15       
Twin LX-12-A Laser Cannon Turret (8x2)    Range 160,000km     TS: 16000 km/s     Power 8-8     RM 40,000 km    ROF 5       
Point Defence Laser (8x4)    Range 30,000km     TS: 4,000 km/s     Power 3-3     RM 30,000 km    ROF 5       
MK I Laser Cannon Fire Control (2)     Max Range: 128,000 km   TS: 16,000 km/s    ECCM-0     92 84 77 69 61 53 45 38 30 22
MK I Turbolaser Fire Control (2)     Max Range: 256,000 km   TS: 8,000 km/s    ECCM-0     96 92 88 84 80 77 73 69 65 61
MK I Point Defence Laser Fire Control (2)     Max Range: 64,000 km   TS: 4,000 km/s    ECCM-0     84 69 53 38 22 6 0 0 0 0
GF-30 Power Reactor (5)     Total Power Output 151.1    Exp 5%

MK I Proton Torpedo (48)    Speed: 25,000 km/s    End: 9.7m     Range: 14.6m km    WH: 12    Size: 12    TH: 83/50/25

Halcyon-75 Primary Sensor (1)     GPS 17280     Range 74.7m km    Resolution 120
Halcyon-10-M Missile Detection Sensor (1)     GPS 72     Range 10.7m km    MCR 963.4k km    Resolution 1
TH-15 Thermal Sensor (1)     Sensitivity 15     Detect Sig Strength 1000:  30.6m km
EM-15 Passive Sensor (1)     Sensitivity 15     Detect Sig Strength 1000:  30.6m km

Strike Group
8x TIE/SA Bomber   Speed: 6405 km/s    Size: 9.99
4x TIE/IN Interceptor   Speed: 6505 km/s    Size: 9.99
8x TIE/LN Fighter   Speed: 8010 km/s    Size: 4.99
1x Lambda Shuttle   Speed: 2402 km/s    Size: 9.99

The AMM base opened fire at 1.5m with salvos of 100x size-1 AMMs with a speed of 77,000 km/s. The Star Destroyers were not particularly well-suited to energy PD (compared to WH40k and BSG-themed ships), so they deployed their TIE fighters to help. Two Star Destroyers, Devastator and Implacable, came under fire from alternative salvos, losing about 20-25% of their shields with each one.

TIE/LN class Fighter      250 tons       2 Crew       49.5 BP       TCS 5    TH 40    EM 0
8010 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0-0      PPV 1.65
Maint Life 4.17 Years     MSP 35    AFR 50%    IFR 0.7%    1YR 3    5YR 48    Max Repair 20 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1.2 days    Morale Check Required   

TW-40-DB Fighter Engine (1)    Power 40    Fuel Use 1729.37%    Signature 40    Explosion 25%
Fuel Capacity 10,000 Litres    Range 0.42 billion km (14 hours at full power)

LX-5-A Twin Laser Cannon (1x2)    Range 30,000km     TS: 8,010 km/s     Power 1.5-1.5     RM 30,000 km    ROF 5       
MK I Fighter Fire Control (1)     Max Range: 64,000 km   TS: 8,000 km/s    ECCM-0     84 69 53 38 22 6 0 0 0 0
GF-1-B Power Reactor (1)     Total Power Output 1.5    Exp 15%
TM-1 Short-Range Sensor (1)     GPS 2     Range 1.4m km    MCR 124.4k km    Resolution 1

To distract the bases, the Star Destroyers launched a total of 56 TIE Bombers, which begin syncing a launch of three size-12 proton torpedoes each. The proton torpedoes were 25,000 km/s, with strength-12 warheads and five decoys each.

TIE/SA class Bomber      500 tons       1 Crew       66.4 BP       TCS 10    TH 64    EM 0
6405 km/s      Armour 1-5       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0-0      PPV 5.4
Maint Life 1.22 Years     MSP 15    AFR 100%    IFR 1.4%    1YR 10    5YR 157    Max Repair 32 MSP
Magazine 36 / 0   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1.5 days    Morale Check Required   

TW-64-B Fighter Engine (1)    Power 64    Fuel Use 700%    Signature 64    Explosion 20%
Fuel Capacity 18,000 Litres    Range 0.93 billion km (40 hours at full power)

Proton Torpedo Launch Rail (3)     Missile Size: 12    Hangar Reload 173 minutes    MF Reload 28 hours
TF-1 Torpedo Fire Control (1)     Range 13.6m km    Resolution 120
MK I Proton Torpedo (3)    Speed: 25,000 km/s    End: 9.7m     Range: 14.6m km    WH: 12    Size: 12    TH: 83/50/25
TA-12 Short-Range Sensor (1)     GPS 432     Range 11.8m km    Resolution 120

Before the sync was complete, the AMM base changed targeting to the bombers, hitting ten at once with ten AMMs each. The first salvo destroyed one bomber, inflicted internal damage on eight and caused armour damage to the tenth. Two of the damaged bombers managed to land. All the rest were ordered to launch immediately, regardless of sync. Forty-three intact bombers launched three torpedoes each, plus one of the damaged bombers. Four intact bombers did not launch due to inexperienced crews, but launched within the next 20 seconds as small follow-up salvos.

The next AMM salvo, already in space, also attacked the bombers. Four were destroyed, five suffered internal damage and one armour damage. Thirty-eight bombers were left in the main body. The proton torpedoes without active fire control self-destructed.

A third salvo attacked the bombers, destroying six with existing damage and causing internal damage to two more. At this point, the Fleet was 1.15m from target and the torpedo wave at 820k from target. There were approximately 110-115 torpedoes still in flight.

The defensive missiles switched targets to the surviving inbound salvos. Each proton torpedo had five decoys, making them hard to destroy. The Automata achieved 117 successful AMM interceptions and 49 successful energy PD hits from the bases. However, most of these were against decoys so 79 torpedoes survived to attack their targets.

The two bases both deployed ship decoys, which drew fire from 42 of the inbound torpedoes. The other 37 hit their targets (which were stationary and therefore auto-hits) with strength-12 warheads. 11 armour hits were scored on one base, with 16 armour and 10 penetrating hits on the other.

Three small waves of inbounds remained, comprising three, six and three torpedoes respectively, arriving at five second intervals. One torpedo from the first wave, two from the second and one from the third were destroyed by AMMs, with the other eight hitting the base with internal damage. There was no energy PD fire, so the damaged base was assumed to have been the source of that fire.

By this time, the two Star Destroyers that were the target of AMM attacks were both at 70% shields and the fleet was 1m km from the planet. The intact TIE Bombers landed on their motherships. The Automata resumed AMM attacks on the Imperial fleet, destroying the crippled bombers and then targeting the star destroyers once more. Due to the bomber attack disrupting the defence, the missile waves were alternatively 10 and 90 AMMs.

The Star Destroyers continued closing through the heavy and apparently endless AMM barrage. By the time they reached 300k from the planet, Implacable had lost her shields and suffered major armour damage. Devastator had moderate armour damage. Most of the Star Destroyers were below 80% MSP due to laser repairs during point defence fire, while Devastator was at 50%. Once the Star Destroyers moved within range of their turbolasers, they quickly blew apart the two bases.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on July 19, 2023, 08:07:29 PM
approaching a planet guarded by two Automata (precursor) bases, both of which were 28,000 tons (in line with the wider range of NPR hull sizes in v2.2).

I can already hear the crying and wailing of players encountering the New! Improved! 50% Larger Salvo Size! AMM Spam!!   :o :o :o

Of course, I shall endeavor to solve the problem by building even bigger warships.  ;D

Interesting to see that the new missile mechanics mean small salvos can still have some chance to penetrate the AMM screen under the right circumstances. Decoys seem very effective. Have you yet had some chance to observe if this affects the balance between launcher sizes - I'm sure large salvos from box/small launchers are the king at least in a single engagement, but perhaps larger, launchers have some useful niches now?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on July 20, 2023, 06:06:11 AM
approaching a planet guarded by two Automata (precursor) bases, both of which were 28,000 tons (in line with the wider range of NPR hull sizes in v2.2).

I can already hear the crying and wailing of players encountering the New! Improved! 50% Larger Salvo Size! AMM Spam!!   :o :o :o

Of course, I shall endeavor to solve the problem by building even bigger warships.  ;D

Interesting to see that the new missile mechanics mean small salvos can still have some chance to penetrate the AMM screen under the right circumstances. Decoys seem very effective. Have you yet had some chance to observe if this affects the balance between launcher sizes - I'm sure large salvos from box/small launchers are the king at least in a single engagement, but perhaps larger, launchers have some useful niches now?

Its very early in testing. I think larger missiles are a LOT more viable now and we should see a much greater variety in missile design. I have gone for size-12, which is something I would never have considered before. I think much larger missiles are viable.

Mass salvos are less effective than previously, due to the effect of ship decoys. Smaller salvos are more effective when missile decoys are present. That said, a larger salvo is always going to be more effective than a smaller salvo - all the changes are doing is reducing the overall rate of change in effectiveness to create more interesting decisions.

One thing I have found so far is that I am not automatically going to 0.4x, or 0.3x for launchers. Larger missiles, with the benefits of decoys and other to-hit and survivability mods, are much slower to launch, so if you plan multiple salvos in a battle, then 0.6x is a better option.

Box launchers are still an issue for large ships due to the chance of a missile exploding on-board, but missile-armed fighters are still fine and probably gain a little vs beam-armed - which I think is correct as I think energy fighters were a better option before.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: SpaceMarine on July 20, 2023, 06:50:17 AM
approaching a planet guarded by two Automata (precursor) bases, both of which were 28,000 tons (in line with the wider range of NPR hull sizes in v2.2).

I can already hear the crying and wailing of players encountering the New! Improved! 50% Larger Salvo Size! AMM Spam!!   :o :o :o

Of course, I shall endeavor to solve the problem by building even bigger warships.  ;D

Interesting to see that the new missile mechanics mean small salvos can still have some chance to penetrate the AMM screen under the right circumstances. Decoys seem very effective. Have you yet had some chance to observe if this affects the balance between launcher sizes - I'm sure large salvos from box/small launchers are the king at least in a single engagement, but perhaps larger, launchers have some useful niches now?



One thing I have found so far is that I am not automatically going to 0.4x, or 0.3x for launchers. Larger missiles, with the benefits of decoys and other to-hit and survivability mods, are much slower to launch, so if you plan multiple salvos in a battle, then 0.6x is a better option.

Box launchers are still an issue for large ships due to the chance of a missile exploding on-board, but missile-armed fighters are still fine and probably gain a little vs beam-armed - which I think is correct as I think energy fighters were a better option before.

Really? most players i have interacted with and my own experience says otherwise that beam fighters are just overall worse than missile fighters, this is usually because of the large size of beam weapons requiring significantly cut down capability, either in speed, weapon shots or elsewhere not to mention the size of the BFC which has to still be big even with single weapon fire control due to the need for high range to achieve high accuracy, missile tubes are cheap small and allow fighters to pack significantly more firepower in a smaller package
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on July 20, 2023, 07:38:50 AM
Box launchers are still an issue for large ships due to the chance of a missile exploding on-board, but missile-armed fighters are still fine and probably gain a little vs beam-armed - which I think is correct as I think energy fighters were a better option before.

Really? most players i have interacted with and my own experience says otherwise that beam fighters are just overall worse than missile fighters, this is usually because of the large size of beam weapons requiring significantly cut down capability, either in speed, weapon shots or elsewhere not to mention the size of the BFC which has to still be big even with single weapon fire control due to the need for high range to achieve high accuracy, missile tubes are cheap small and allow fighters to pack significantly more firepower in a smaller package

It's been debated a lot. I think many players dismiss energy fighters because they take losses, where missile fighters generally don't.

However, this is a recent campaign based on energy-armed fighters as the main striking force. They have a huge force-multiplier once you generate a large enough wave of fighters, plus they are very good at point defence - which missile fighters can't do at all. Also, the cost of their losses compares favourably with the cost of expenditure of ordnance by missile fighters.

http://aurora2.pentarch.org/index.php?topic=12909.0

EDIT: Also, energy-armed fighters also got a boost in v2.2 with the new plasma carronade rules.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on July 20, 2023, 08:17:54 AM
Really? most players i have interacted with and my own experience says otherwise that beam fighters are just overall worse than missile fighters, this is usually because of the large size of beam weapons requiring significantly cut down capability, either in speed, weapon shots or elsewhere not to mention the size of the BFC which has to still be big even with single weapon fire control due to the need for high range to achieve high accuracy, missile tubes are cheap small and allow fighters to pack significantly more firepower in a smaller package

Beam fighters do require a bit of tech to get up to snuff, but once they do they are extremely competitive. Steve has linked his BSG AAR, which is arguably the definitive exposition of C# beam fighters. This was discussed a lot in the comment thread for that AAR, but the general outcome was that for a sufficient mass of beam fighters the cost of replacing losses among the fighters is significantly less than the cost of re-arming missile bombers, since only some beam fighters are lost whereas every missile fired must be replaced.

BFCs really do not have to be as large as you imagine, since beam fighters should usually be fighting at fairly close range. For railgun-armed fighters, 2xSpeed/1xRange is sufficient which comes out to 25 tons as a single-weapon BFC. If you use lasers or plasma, you may want longer range (but this is questionable, you probably still want to close to point-blank for maximum damage per shot) but you also can use a lower speed multiplier since point defense may not be so important, there are options to keep BFC size down. Since lasers/plasma fighters are also probably bigger than railgun fighters, you have a bit more tonnage that can be used for a bigger BFC.

The catch with beam fighters is that you really do need to have enough of them, a critical mass to overcome either AMM spam or long-range enemy beam fire. A dozen railgun fighters as fleet escorts will not do very much (except maybe against some spoiler races that play differently). With the 2.2 changes it seems like this is something missile fighters will become useful for, since a smaller salvo of missiles can still be very effective in some circumstances. WH40K-style hybrid carriers with a squadron of bombers could be a useful fleet addition in this case, whereas in <2.1 versions this is kind of a waste of tonnage. On the other hand, if you play with multiple player races and use a lot of sensor screens, beam fighters can remain as useful interceptors against such missile bomber tactics.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: SpaceMarine on July 20, 2023, 08:22:19 AM
"BFCs really do not have to be as large as you imagine, since beam fighters should usually be fighting at fairly close range. For railgun-armed fighters, 2xSpeed/1xRange is sufficient which comes out to 25 tons as a single-weapon BFC."

The catch for this though is the you need high range on the BFC for accuracy versus missiles and targets because of how range effects accuracy in terms of scaling if your railgunr ange is 10,000km you need a 96,000km range bfc to get the majority of the accuracy out of it, a 48,000km bfc for example would mean accuracy drops to around 75% at 10,000km

also you want to be using the maximum extent of your tracking capability with fighters since thats the advantage fighters have speed, this means if i have a 3000km/s racial tracking i want my fighters going 12kkm/s
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on July 20, 2023, 08:51:02 AM
The catch for this though is the you need high range on the BFC for accuracy versus missiles and targets because of how range effects accuracy in terms of scaling if your railgunr ange is 10,000km you need a 96,000km range bfc to get the majority of the accuracy out of it, a 48,000km bfc for example would mean accuracy drops to around 75% at 10,000km

It's actually closer to 80%, but if you double the range (and BFC size) you gain only +10% accuracy so there is a diminishing returns aspect. Similar to ship-based PD, there is a point at which you benefit more from adding extra weapons than from using the same tonnage for bigger BFCs, and this applies for fighters as well, especially since doubling the BFC size doesn't just mean adding 25 tons of BFC, but also the needed engines to maintain desired speed, armor/fuel/etc. to match, and so on.

This also becomes less difficult as tech increases. In Steve's BSG AAR, he started with 64k km/4k km/s BFC techs which I would say is an early-to-mid-game tech level, fairly reasonable to achieve before you start mass-producing supercarriers. In this case, the difference between 1x and 2x range is 84% vs 92%, only a +8% difference which is even more of a diminishing return. It does depend a lot on tech level, but I don't think anyone is advocating for beam fighters at very low tech levels, it is clear you do need a minimum tech base for them to be effective (including engine boosting, capacitor and reactor techs, armor, etc.).

Finally, it's important to note that one of the major advantages for beam fighters is flexibility. If you want PD, you will always do better to build large, dedicated PD ships with the best BFCs, AMM systems, etc. Beam fighters are honestly not great for PD, even if you design them purely as PD units they will not be better than a larger ship class, but beam fighters can be a useful augment for your fleet's PD and an equally capable offensive striking arm in the same package. If we evaluate them solely or even primarily on their PD efficiency, we are missing a large fraction of the point IMO.

Quote
also you want to be using the maximum extent of your tracking capability with fighters since thats the advantage fighters have speed, this means if i have a 3000km/s racial tracking i want my fighters going 12kkm/s

This isn't a requirement unless you are trying to compete with a much higher-tech opponent. If you have 3000 km/s racial tracking, but your enemies are flying around with ion engines at ~4500 km/s, you don't need more than 1.5x tracking modifier on your BFCs. In this case maybe you want 2x for future-proofing but there is no a priori requirement for beam fighters to have the same tracking speed as their flight speed. The exception is if you want to design your beam fighters for PD, but again this is wasteful IMO as dedicating beam fighters to pure PD requires a lot more compromises the make them less flexible and effective in other roles, when larger ships are more effective for PD anyways.

I highly recommend to look closely at the fighter designs in the BSG campaign Steve linked, which show that you can develop very effective beam fighters without having to make them "perfect" with maximum possible speed, range etc. and yet they are still extremely effective.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: SpaceMarine on July 20, 2023, 09:20:09 AM
Railguns cannot be turreted however fighters can go the speeds of turrets in terms of tracking making railguns as effective in terms of tracking as gauss weapons while not being anywhere near the size of a gauss weapon, combined with flexibility to attack in swarms against enemy shipping (If you accept casualities) and the mobility of PD it provides the systems become very effective, the reason i advocate for 4x tracking is for this PD role imo theres no point in having fighters do PD especially railgun onces if your not making use of the platform ie speed of the fighter, this usually leads me to build 500t beamfighters with railguns 3 or 4 shot at speeds matching tracking the purpose of which is PD, swarm attacks and their overall flexibility.

what id ideally like is the ability to make multirole fighters that can swarm in attacks, use missiles and provide point defense however this is of course very difficult to say the least due to all the systems you have to cram in, my usual is larger more expensive fighters capable of more missions atleast thats the goal while something like steves BSG fighters are cheap small and planned for one primary purpose and doesnt excel at anything but does a couple things alright, and thats perfectly valid.

Title: Re: What's Going On In Your Empire: C# Edition
Post by: xenoscepter on July 20, 2023, 12:17:15 PM
 --- Beam Fighters are great. Not sure why people would think otherwise. ???
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Panopticon on July 20, 2023, 03:52:12 PM
Wasn't there a big to do with people whining about how the Meson changes would kill beam fighters in C#?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on July 20, 2023, 10:33:26 PM
Wasn't there a big to do with people whining about how the Meson changes would kill beam fighters in C#?

Beam weapons were weaker in general in VB6, so the overpowered mesons of that era were pretty much the only way beam fighters could be a serious threat. There's been a lot of changes in the last several major updates that have made beam fighters more viable, and more diverse, but losing mesons was a definite short-term hit.

Speaking of beam weapon-related buffs to small craft, look out for the constant-size particle beams in 2.2+, I expect to see the higher tech levels deployed as pretty devastating FAC weapons and you'll be able to fit some high-damage Particle Lances on ships in the 1,500 to 2,000-ton range.  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on July 21, 2023, 04:10:17 AM
Speaking of beam weapon-related buffs to small craft, look out for the constant-size particle beams in 2.2+, I expect to see the higher tech levels deployed as pretty devastating FAC weapons and you'll be able to fit some high-damage Particle Lances on ships in the 1,500 to 2,000-ton range.  ;D

Like this one? From my previous test campaign.

Faustus V class Interceptor      2,000 tons       22 Crew       886.6 BP       TCS 40    TH 806    EM 0
20164 km/s      Armour 1-14       Shields 0-0       HTK 14      Sensors 0/0/0/0      DCR 0-0      PPV 12
Maint Life 1.15 Years     MSP 1,150    AFR 400%    IFR 5.6%    1YR 878    5YR 13,169    Max Repair 403.125 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 1.5 days    Morale Check Required   

Ravenor AC-800-DB Attack Craft Drive (1)    Power 806.2    Fuel Use 166.02%    Signature 806.25    Explosion 21%
Fuel Capacity 198,000 Litres    Range 10.7 billion km (6 days at full power)

Valentinian-Ventris V12-240 Heavy Lance Battery (1)    Range 240,000km     TS: 20,164 km/s     Power 37-5    ROF 40       
MK III Faustus Fire Control (1)     Max Range: 320,000 km   TS: 15,000 km/s     97 94 91 88 84 81 78 75 72 69
R-5B Inertial Confinement Fusion Reactor (1)     Total Power Output 5.1    Exp 20%
MK III Fury Augur Array (1)     GPS 3     Range 3.5m km    MCR 317.9k km    Resolution 1
Title: Re: What's Going On In Your Empire: C# Edition
Post by: kilo on July 22, 2023, 12:06:55 AM
So this little bastard of 2000 tons is armed with a 12 damage particle lance. Am I right about that? It makes it a nasty little ship killer and pretty inconvenient to kill with beam weapons. I like the thought that Aurora gets more viable ship types with each iteration.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on July 22, 2023, 04:12:32 AM
So this little bastard of 2000 tons is armed with a 12 damage particle lance. Am I right about that? It makes it a nasty little ship killer and pretty inconvenient to kill with beam weapons. I like the thought that Aurora gets more viable ship types with each iteration.

Yes, that's right. It proved very effective :)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on July 22, 2023, 10:47:56 AM
Depending on how much of this filters to the NPRs, we are fast approaching the point where anti-fighter doctrine will be almost as important as anti-missile doctrine.  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: kilo on July 22, 2023, 12:05:28 PM
It will be hard to engage such a vessel at distance with beam weapons, but a missile with retargeting capabilities might do the trick. A high hit chance per encounter is not necessary anymore. A semi capable missile with WH 4 should be cost effective at keeping small crafts away or force them to bring anti missile weapons of their own.

It will be fun to engage these new ships. A lot of crewman will buy realestate when you neglect recon.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on July 22, 2023, 04:24:28 PM
Depending on how much of this filters to the NPRs, we are fast approaching the point where anti-fighter doctrine will be almost as important as anti-missile doctrine.  ;D

NPRs wouldn't design the above yet, but it will be more straightforward to add new NPR designs after the changes to NPR generation in v2.2, so I will get around to it at some point.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nakorkren on July 23, 2023, 04:15:50 PM
Box launchers are still an issue for large ships due to the chance of a missile exploding on-board, but missile-armed fighters are still fine and probably gain a little vs beam-armed - which I think is correct as I think energy fighters were a better option before.

Really? most players i have interacted with and my own experience says otherwise that beam fighters are just overall worse than missile fighters, this is usually because of the large size of beam weapons requiring significantly cut down capability, either in speed, weapon shots or elsewhere not to mention the size of the BFC which has to still be big even with single weapon fire control due to the need for high range to achieve high accuracy, missile tubes are cheap small and allow fighters to pack significantly more firepower in a smaller package

It's been debated a lot. I think many players dismiss energy fighters because they take losses, where missile fighters generally don't.

However, this is a recent campaign based on energy-armed fighters as the main striking force. They have a huge force-multiplier once you generate a large enough wave of fighters, plus they are very good at point defence - which missile fighters can't do at all. Also, the cost of their losses compares favourably with the cost of expenditure of ordnance by missile fighters.

http://aurora2.pentarch.org/index.php?topic=12909.0

EDIT: Also, energy-armed fighters also got a boost in v2.2 with the new plasma carronade rules.

If I did the math right, a 15cm plasma carrodnade will do 6 damage every 5 seconds (once you hit Cap tech 6) and take up 125 tons. While an expensive weapon to put on an expendable fighter, and no good at PD compared to a rail fighter, it will do 50% more damage as an anti-ship weapon than a 4-shot 10cm railgun which takes up 150 tons, ignoring shock effects. HIGHLY potent. Also likely to decimate enemy FACs and fighters.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Viridia on August 14, 2023, 04:31:42 PM
The Battle of Codalus was the United Council's first intra-species engagement, fought on the 3rd of November, 2092CE. Following the destruction of UCSS Voyager in late August of the same year, the Council had voted to begin communication efforts with the vessels that had blasted it out of the void, whilst ordering a show of force, comprising Carrier Strike Group-02, formed of a Burtonwood-class Carrier with a squadron of F-20 'Starspray' fighters, two Fortunate-class Destroyers, a Basilisk-class Cruiser, and a Hoplite-class Cruiser, in addition to the First Battle Squadron, composed of all four of the Lion-class Battlecruisers and two Arrow-class Escort Cruisers, to make their way into Codalus to show that Humanity was not to be trifled with.

The reports were farcast through the jump-gate of Codalus into the Sligo system, where a jumpgate construction ship broadcast them back through the network towards Earth. Despite a valiant showing, wave after wave of missiles, larger than the UCN's own ship-killers, burned their way through the engagement zone of the battle-squadron's lasers, claiming UCMS Lion and UCMS Tiger within fifty seconds. The UCMS Leopard was crippled, all three engines offline, and was scuttled shortly afterwards. All four battlecruisers had only managed to fire a single salvo before the destruction had been wrought, but UCMS Bolt and UCMS Arrow kept hurling salvoes of RM-19 interceptor missiles at the oncoming fury.

UCMS Panther, as the surviving capital ship, put up a valiant front, managing to fire a second time. Alas, the results were no more successful, and the hulk was joined by the Arrow swiftly. Crippled, the Bolt began to limp back towards the nearby Lagrange point to make an intra-system jump before it too joined the rest of the squadron in death. Over thirty million kilometre's to the rear, CSG-02 had already begun to make their own way back to the same Lagrange point, but the enemy (Named temporarily as the Codalans) swiftly came into range, destroying first the UCMS Manticore, and the UCMS Burtonwood. The Burtonwood's strikegroup had already launched and began to try to close the distance in an effort to intercept some of the incoming fire.

Their small size seemed to save them, albeit at the cost of the rest of the carrier group succumbing to the enemy's seemingly limitless missiles, but this was not to be. Over two hours and forty minutes later, the enemy's scanners seemed to pick up the minute craft, bringing them to an end in a manner eerily reminiscent of the charge of the famed Light Brigade. Within the span of eight hours, two-thousand, seven-hundred and seventy-four crew of the UCN had been killed or left to capture, and over one hundred thousand tons of warships rendered to scrap.

Plans are already in full effect by the UCN to step up the production of more escort vessels, and plans are being mooted for armoured monitors designed to take the brunt of the enemy fire and allow other vessels to close in for the kill. Whether or not this comes to fruition remains to be seen, with the rest of the UCN's warships docked in Earth orbit and no obstacles between the two sides in all the connecting star systems except for the unprotected colony worlds of Epsilon Eridani and Shaka.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/72a84c7d-4a2e-41f7-827c-8c0bd816bcae/dg5r6te-e1aad91b-316b-48cc-930e-28834a0f5402.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzcyYTg0YzdkLTRhMmUtNDFmNy04MjdjLThjMGJkODE2YmNhZVwvZGc1cjZ0ZS1lMWFhZDkxYi0zMTZiLTQ4Y2MtOTMwZS0yODgzNGEwZjU0MDIucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.p7IYWWmHYbb-HoeHB0c-u0y4lWzPJqPOb7DhcjJTHgw)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on August 14, 2023, 08:12:23 PM
Classic ouchie moment  :o
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Viridia on August 15, 2023, 01:04:58 AM
I know I wanted to bring in the spirit of pre-carrier naval warfare into my game, but I didn't realise the first actual non-spoiler I encountered in a game (the Hydrans in my Space Race game don't count as the Soviet NPR is leading the war against them) would be so brutally efficient. The UCN will have to up its game! (Or hopefully peacefully negotiate with them)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on August 15, 2023, 04:38:33 PM
Commonwealth of Earth Nations

***Warning: Combat against a Spoiler Race is detail below.  Do not read if you don’t want info about one of the spoilers!




September 24, 2091:
While surveying the Alexandria system, a geo-survey ship is suddenly attacked and destroyed while over the third planet.  This planet has an oxygen nitrogen atmosphere at 26% of Earth’s standard pressure, and an average surface temperature of -46.4 degrees.  The survey ship’s captain, Commander Taubler, reported that his ship was taking ground fire from multiple ground emplacements, and then the transmission was cut off.  Captain Leigers, the Survey Group Commander aboard the Jump Ship Adams County stationed at the jump point, immediately recalled the remaining three survey ships.  When the three remaining survey ships return, Captain Leigers plans to return to the Solar System to report this disaster.  It will take 29 days to return to the solar System. 

October 22, 2091: The survey group returns to the Solar System and broadcasts a warning and the report of the destruction of their survey ship. 

The report electrifies the Admiralty and shocks the citizens of Earth, and their representatives in the Parliament.  Rear Admiral Engels, commander of the Home Fleet (and thus the entire Navy), immediately requests permission to take the fleet out to investigate the Alexandria system.  The Parliament immediately denies this request, but under pressure from the mining corporations and the colonial representatives of New Washington, ultimately agrees to allow Engels to dispatch a squadron of ships to the Alexandria system.  Working under the limitations placed on him by the Parliament, Admiral Engels dispatches a squadron of three ships, composed of the Mothership Vinsoth and two Wenhedinae class frigates to investigate.  The Vinsoth is allowed to embark five 1,000 ton interceptors for offensive striking power.  The squadron will take some time to prepare, and will depart as soon as possible.  It will be accompanied by the Jump Ship Adams County, which will provide jump capability. 

Rear Admiral Segundo, the mission commander, has been given clear and unequivocal orders to approach Alexandria III cautiously and attempt to open communications.  He has been forbidden to initiate hostilities, and his current rules of engagement only allow him to fire offensive weapons in direct defense of his ships, meaning he can only engage alien units if they are a clear threat to his command. 

January 6, 2092: The Vinsoth battlegroup jumps into the Alexandria system with its sensors and shields active, accompanied by the Adams County.  After spending a day probing the surrounding area, the task group sets out for Alexandria III.  Admiral Segundo plans to approach the planet and standoff at 1.5 million kilometers, far beyond the range of any known beam weapon. 

January 23, 2092: At a range of 15.2 million kilometers, the Vinsoth’s sensors pick up signs of ground units on Alexandria III.  The alien forces seem to be present in divisional strength, although Admiral Segundo’s intelligence officer cautions him that the sensor readings may be misleading or incomplete.   

One hour later the task group comes to a halt at 1.5 million kilometers from the third planet.  This proved to be too close when the ground batteries opened fire, overwhelming the Vinsoth and killing it and its five interceptors almost immediately.  Later analysis would show that thirty-four emplacements on the surface fired on the Vinsoth. 
The two escorting frigates wasted no time in retreating from the planet, all the while sending panicked messages to the jump cruiser sitting at the jump point.  They somehow managed to get out of range of the ground batteries before they fired again, and retreated to fifteen million kilometers before stopping to take stock of the situation. 

Unknown to them, the Jumpship Adams County jumps out immediately after receiving the panicked messages from the frigates.  The two frigates eventually set out for the system’s innermost planet, where they will await rescue. 

April 12, 2092: Task Force Balint arrives at the jump point to the Alexandria system and refuels from prepositioned tankers.  The transports carrying the ground force are still fifteen days out.  There is no enemy activity on either side of the jump point.  Once in Alexandria Captain Balint orders his ships to send an omni-directional pulse that will be recognizable by any surviving forces in the system.  One hundred and seventy minutes later a response is received from the two frigates from the first expedition.  They survived!   Captain Balint orders them to the jump point to join his fleet. 

April 28, 2092: The transports arrive, and the group jumps into the Alexandria system and sets out for the assembly point fifteen million kilometers from planet III. 

May 14, 2092: The fleet is assembled off of Planet III, and the Mothership Chevin launches its four interceptors, which immediately move to the launch point, two point six million kilometers from the planet.  The lead interceptor opens fire immediately after reaching the firing point, targeting the alien STO’s.  The twelve missiles apparently obliterate the STO’s.  Not wishing to risk his transports if there are hidden STO’s, Captain Balint orders four frigates to join the interceptors, and for the whole group to close to 1.5 million kilometers from the planet. 

Four minutes and thirty seconds later the interceptors and frigates were on station, one point five million kilometers from the planet.  Every crew person was tensely watching their screens and controls, ready for an attack that never came.  After several minutes passed without a response from the planet, Captain Balint ordered the group to proceed closer to the planet.  When there was still no response from the planet, Captain Balint ordered the ships to proceed to orbit over the planet. 

Two minutes later, as the ships reached 74,000 kilometers from the planet, previously undetected STO’s opened fire, targeting the interceptor squadron, destroying three of the small ships and seriously wounding the fourth.  The escorting frigates immediately opened fire with their AMM launchers, targeting the newly revealed STO’s.  There was some delay, but two of the frigates got their missiles off within five seconds.  In the meantime, the squadron turned back towards its last waypoint.  The first salvo off twenty AMM’s streaked in and hit the planet, but the results were disappointing. 

By now all ships were launching against the STO’s, but the results continued to be disappointing as the small missiles were having problems penetrating the STO’s armor.  Before the frigates could escape, the STO’s fired again, wiping out the damaged interceptor and getting several hits on a frigate’s shields.  The enemy seems to have two kinds of STO’s left, one heavy beam emplacement with a range of approximately 75,000 kilometers, and a second, lighter beam weapon with a range of approximately 350,000 kilometers. 

With the frigates beyond the range of the remaining STO’s Captain Balint orders them to cease fire.  Between them, the frigates launched over two hundred AMM’s, but estimates are that they killed only three enemy STO’s. 

With the interceptors gone, Captain Balint decides that the task force can no longer complete its mission.  The alien STO’s have not been suppressed, and therefore the troops cannot be landed.  Therefore, Captain Balint orders the task force to return to Earth. 



Campaign Note: This was my first encounter with defending STO's.  Quite the education for me.  I will post more encounters, as you will see, this was not my last encounter with this particular problem. 
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on August 15, 2023, 08:14:07 PM
I'm a little confused how an STO could have 1.5m km range. The maximum BFC range in the game is something like 1.4m km, and that's at the absolute limit of MaxTech which spoiler races... shouldn't be at?  ???

I know STOs get a BFC range bonus for being planet-bound but that still requires the second-highest BFC tech level in the game which I've never seen a spoiler race even come close to.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Viridia on August 16, 2023, 02:00:57 AM
Campaign Note: This was my first encounter with defending STO's.  Quite the education for me.  I will post more encounters, as you will see, this was not my last encounter with this particular problem.

I have always found fighting STO's in general a painful and relatively prolonged experience, especially when you think you've already wiped them out. Great read, but may I suggest building some energy-armed ships? I've found that these tend to do better at suppressing STO's and save on having to restock missiles.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on August 16, 2023, 03:20:31 AM
Campaign Note: This was my first encounter with defending STO's.  Quite the education for me.  I will post more encounters, as you will see, this was not my last encounter with this particular problem.

I have always found fighting STO's in general a painful and relatively prolonged experience, especially when you think you've already wiped them out. Great read, but may I suggest building some energy-armed ships? I've found that these tend to do better at suppressing STO's and save on having to restock missiles.

You'll also not irradiate the planet and render it unuseable. Dust settles much quicker.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on August 16, 2023, 09:53:57 AM
I'm a little confused how an STO could have 1.5m km range. The maximum BFC range in the game is something like 1.4m km, and that's at the absolute limit of MaxTech which spoiler races... shouldn't be at?  ???

I know STOs get a BFC range bonus for being planet-bound but that still requires the second-highest BFC tech level in the game which I've never seen a spoiler race even come close to.

You are probably right.  I forgot when I posted this, but this is when I discovered that the "Follow at X" command didn't work the way I thought it did.  I set the task force to follow the planet at 1.5 million kilometers, and it blew right past that because I think it either doesn't work on system bodies, or works differently.  Anyway, my task force blew right past the supposed stop point and got picked apart. Hard to explain in a story though. 
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on August 16, 2023, 09:56:07 AM
Campaign Note: This was my first encounter with defending STO's.  Quite the education for me.  I will post more encounters, as you will see, this was not my last encounter with this particular problem.

I have always found fighting STO's in general a painful and relatively prolonged experience, especially when you think you've already wiped them out. Great read, but may I suggest building some energy-armed ships? I've found that these tend to do better at suppressing STO's and save on having to restock missiles.

You'll also not irradiate the planet and render it unuseable. Dust settles much quicker.

Campaign Note: This was my first encounter with defending STO's.  Quite the education for me.  I will post more encounters, as you will see, this was not my last encounter with this particular problem.

I have always found fighting STO's in general a painful and relatively prolonged experience, especially when you think you've already wiped them out. Great read, but may I suggest building some energy-armed ships? I've found that these tend to do better at suppressing STO's and save on having to restock missiles.

Exactly my plan.  However, closing through the engagement range of the STO's hurts.  I was surprised how ineffective missiles were.  They did the job, but not well. 
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on August 18, 2023, 11:06:20 AM
The next set of battles from my learning campaign.



******Warning!  All action is taking place against spoilers!  If you don't want to know anything about them, stop here!****


As we join the campaign, the Earth Commonwealth has sent a fleet to engage the STO's on Abyss, and a ground force composed of two division and elements of a third to engage the ground forces once the STO's are neutralized.  Orbital sensor readings show the aliens to be present in divisional strength (50,000 tons), and Earth has sent approximated 120,000 tons of ground units to engage them. 

July 19, 2095: The Assault Fleet was poised two million kilometers from The Abyss.  So far there had been no ground fire.  The Fleet was divided into three groups.  The Battlecruiser Assault Group consisted of three 20,000 ton Palanhi class battlecruisers.  The escort group consisted of two FFE’s, and the carrier group consisted of two motherships, six interceptors, and twenty-two fighters.  After raising shields and activating their sensors, the battlecruiser group moved towards the planet. 

The battlecruisers came under fire at 538,000 kilometers range, consistent with the last attack.  They continued forward, attempting to reach 150,000 kilometers range, as that would put them within their own range of the ground batteries. 

One minute later the ground batteries attack again, but the two targeted BC’s shield are holding at 93 and 99 percent.  A minute later and the battlecruisers have reached their range.  Before they can fire they are hit by another salvo, this time by more ground based batteries, but again their shields shrug the incoming fire off.   

The Eather BC’s open fire, but the STO’s are hard to hit and they do little or no damage.  To improve their odds, Captain Seelig orders the battlecruisers to close on the planet.  Finally, twenty-five seconds later, one of the battlecruisers destroys an STO with a lucky hit from one of its 8 inch lasers.  Over the next ten seconds the battlecruisers destroyed several more STO’s, but then the ground batteries launched an incredible onslaught of fire, including several salvoes from what had to be heavy plasma weapons that cut right through Captain Seelig’s shields and destroyed the command battlecruiser.  The second battlecruiser was reduced to fifty percent shields, and the third lost her shields and took a hit to her armor.  The two remaining battlecruisers turned away from the planet and began retreating, and Captain Balint ordered a missile strike from the interceptors. 

The battlecruisers quickly retreated out of range while the interceptors prepared to fire.  By the time the battlecruisers were out of range sixty Standard III ASM’s were on their way towards the planet.  Just as the leading missile salvo passed the retreating battlecruisers they were hit by one last salvo of long range fire from the ground batteries, but they hit the BC that still had shields, doing no real damage. 

The leading missile strike lost eight missiles to the ground batteries, but the remaining four destroyed three STO’s.  The following waves of missiles did additional damage.  There were still active STO’s on the planet, so Balint ordered a second strike by half of the fighters.  This strike does the trick and all identified STO’s have been destroyed.  Captain Balint orders the BC’s, which have recharged their shields, to return to the planet.  The BC’s reach orbit without being attacked.  Captain Balint orders the motherships to recover their squadrons to rearm and refuel them, and then settles in to wait for the transports with the ground troops.  The transports arrive on the 7th of August, and begin dropping their troops from orbit.  Within an hour two full armored divisions and elements of a third are on the ground. 

The assault and armored brigades went on the attack as soon as they were on the ground, and the two remaining BC’s and the two motherships in orbit began supporting them with orbital fire support.  The assault was a complete disaster.  The alien’s armor was too heavy to be penetrated by all but the heaviest human weapons.  Only the Rapier Heavy tank had any success in penetrating the alien armor, but the aliens were not having the same problem with human armor.  The alien weapons were taking horrible tolls of the human troops, killing hundreds at a time. 

After sixteen hours it was clear that the invasion was a failure, with the humans having suffered over thirty percent casualties and the aliens having lost two tanks, three APC’s, seven armored troopers, and two supply vehicles.  The result is unavoidable, and in a matter of days the human divisions are wiped out.  Captain Balint orders a missile strike from the two remaining battlecruisers, before the fleet departs for Earth. 

Note: I noticed during the battle that my artillery and orbital ships were not contributing to the battle.  I have since discovered the problem, and remedied it.  Basically, I did not know how to assign higher level units to support lower level units, and missed that part in the reading I had done.  My HQ units had quite a bit of arty capability, but none of it was used in this battle.  Wouldn’t have made a difference, though, I lost badly. 

August 26, 2095: As the Assault Fleet is passing through the Washington system en route to the Solar System, the colony on Washington I sends a contact warning.  The colony’s sensors have detected a single alien ship just inside the orbit of Washington II, moving at 4,067 kps.  The fleet is diverted to support the colony but is in the outer system and too far away to affect whatever is going to happen.  It soon becomes clear that the alien ship is moving towards the colony.  The colony is defended by two older STO laser batteries containing a total of fifty-eight emplacements, and five interceptors mounting older missiles.  The batteries are placed on alert and ordered to fire only in defense of the colony, and the interceptor group is ordered to hold their fire.  The Assault Fleet is still over a month away at this point. 

The contact approaches to eight million kilometers from the colony and then turns away, much to the relief of the colonists.  Unfortunately, after moving away from the colony for a bit, it turns back.  When it reaches 500,000 kilometers it becomes clear that the ship is very small, massing around 707 tons, again much to the relief of the colonists.

At 0937 hours on August 26th, the alien ship moves to point blank range and opens fire on one of the interceptors, completely destroying it.  The STO’s are ordered to open fire, and the interceptors are ordered to open their range to the alien.  The STO’s begin engaging the alien ship, scoring some hits, but the alien ship fires again, taking out another interceptor.  The commander of the remaining interceptors orders his remaining ships to open fire.  There is some delay as the interceptors ready their weapons, during which the aliens continue to pound one of the interceptors, but now that they are beyond point-blank range the alien’s weapons are doing reduced damage and so far, while the interceptor has sustained serious damage, it is still moving.  Finally, one of the interceptors manages to launch its missiles, which race towards the alien ship.  Eleven of the twelve missiles hit the target, completely destroying it.  It is clear at this point that the alien ship mounts some sort of jamming or cloaking tech that obscures its actual size. 

Captain Balint orders one of his frigates to proceed directly to Earth with a warning, while the rest of his fleet proceeds to New Washington. 

Note: Obviously, this ground force was way too small to effectively engage the aliens.  Worse, they were lower tech as well, making the result a foregone conclusion.  I learned a lot from the battle, though, as this was really my first ground-force engagement in Aurora. 
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kiero on August 18, 2023, 12:44:36 PM
The next set of battles from my learning campaign....

I love it!
I think this deserves its own thread...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on August 18, 2023, 01:35:36 PM
More fun stuff, Kurt! It's always fun to read about the times when things don't go so well, and of course how such setbacks can be dealt with.  ;D

A couple notes on mechanics in case they are helpful:
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on August 18, 2023, 05:11:11 PM
More fun stuff, Kurt! It's always fun to read about the times when things don't go so well, and of course how such setbacks can be dealt with.  ;D

A couple notes on mechanics in case they are helpful:
  • It's not clear from the reporting, but the sensor signature you detect from orbit may be several times smaller than the actual force due to fortification. If the detected signature was 50,000 tons I would guess you're actually fighting more like 150,000 tons which is a much harder battle to win.
  • Artillery could actually help a lot as they do have a bit more penetration than PW/CAP weapons and could at least have an easier time penetrating the infantry units. Probably still a lost battle but you might have killed more of them in the process.
  • As far as I know, there is no effect on ship-to-ground fire accuracy from distance, but there is an effect for damage the same as in ship-to-ship combat. So the only reason to close the range is if you need to do more damage to guarantee that a hit will kill the STO. Not sure what weapons you were using so I can't say if it mattered - if you're using particle beams, it definitely doesn't matter so you can hold the range open.

Yeah, I noticed during the battle that my artillery didn't seem to be firing, but it wasn't until after that I figured out I had to assign higher level units to support lower level units.  Same with orbiting ships. 

As for distance for ships engaging the STO's, I didn't know the chance to hit remained the same, but they were using lasers, so closing the range was definitely the right choice as they needed to penetrate the STO's armor.  Unfortunately, when they closed to point blank range, the ground forces unmasked their heavy hitters, which I assume are plasma batteries, which then gutted one of my battlecruisers.  Fortunately, that was their last gasp. 

As for the detected size rating not being accurate, I am aware.  I'm also aware that combat against their forces is heavily weighted by their entrenchment as well.  I was pretty sure my invasion force was going to get wiped, but I really wanted to get the experience of fighting through a ground battle.  I learned a lot, and I'm hoping my Bolo CSU's fair better against the enemy. 
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on August 18, 2023, 05:13:11 PM
The next set of battles from my learning campaign....

I love it!
I think this deserves its own thread...

I'm glad you like it.  I've been keeping notes on this, but not to the level I usually do, as I've been treating this as a learning campaign.  I plan on posting the more interesting bits here, but after I get everything I can from it I'm going to move on to another campaign, which I'll post in my area. 
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on August 19, 2023, 11:42:25 AM
This contact takes place almost immediately after the last posted story.  As always, this involves spoilers, so if you don’t want to know, don’t read!




August 30, 2095: A second group of hostile alien ships is detected 150 million kilometers from New Washington.  This group is composed of three small contacts identical to the first ship, and one different contact.  New Washington now has only her STO’s to defend the colony, as the interceptors were dispatched back to the Solar System for repair and reloading. 

The alien squadron heads first to the wreckage of their ship.  After a short time, the alien ships turn towards the colony.  As they approach the colony the ground-based sensors determine that the new ship type is nearly the same tonnage as the others, 701 tons compared to 707 tons.  When the aliens cross an invisible line in space the ground batteries open up with their 6 inch lasers, even as the aliens open fire on the surface.  The aliens are attacking the colony as well as the STO’s, and casualties begin to mount.  40,000 colonists are killed immediately, and the planet’s infrastructure is damaged.  One surface-based laser is killed, but the ground batteries get multiple hits on two of the alien ships. 

Ten seconds later the new ship in the alien fleet fires again, this time destroying four laser batteries on the ground and killing thousands of colonists.  Finally, after taking more damage from the ships, the ground batteries fire again after taking 30 seconds to recharge.  Once again, they get multiple hits on two of the alien ships, which don’t seem affected.  By the third time the batteries fire they have been reduced to nearly half strength.  This time, though, there is a result.  The targeted alien ship explodes when the third salvo hits it.  The next salvo thirty seconds later destroys the second alien ship. 

The aliens are now down by half their fleet, but the STO’s on the ground are at half strength as well.  The next salvo destroys the third alien ship, reducing the alien fleet to one ship.  Thirty seconds later the last ship was destroyed by the ground batteries. 

The two intact interceptors of the defense group return to New Washington, much to the relief of the people below.  Even though only one of the interceptors has missiles, they are much better than nothing.  The Assault Fleet is still over thirty days away in the outer system, and the detached frigate is six and a half days from the jump point to Sol. 
 
September 9, 2095: The frigate detached by Captain Balint jumps into the solar system and immediately sends a message to the inner system.  The message causes dismay in both Naval HQ and the Parliament.  The failure of the invasion of Alexandria III and the attack on New Washington is an unmitigated disaster.  There is no way the government can hide the fact that nearly a million colonists were killed during the surface to orbit fight for control of the colony. 

The Parliament was right to be concerned.  The news leaks out almost immediately, and by the time the government finally admits what happened less than twelve hours after receiving the message, they are already being accused of a coverup.  There is unrest across the globe, and in the end an uprising in the Parliament ends with a vote of no confidence and a call for a general election.  In the ensuing upheaval the PM and most of his cabinet lose their seats, as do a majority of representatives.  The public was emphatic, they wanted the government to take the defense of the home planet and the colonies seriously, and would throw out anyone who tried to talk about ‘getting along’, or “talking to” genocidal aliens that had no interest in talking to humans. 

In the meantime, things begin happening almost immediately.  Transports are dispatched to New Washington with three additional STO batteries.  These are two heavy laser batteries and a point defense battery.  Additionally, the Commonwealth’s research priorities are changed.  Development of new heavy armored units are moved to the front of the queue, and development of a salvage module, that will allow the navy to field a ship to recover technology from the destroyed alien ships, is begun.  Once that work is finished, research assets will begin working on developing a heavy plasma weapon that could be deployed in a new STO battery to defend Earth and her colonies. 

Industrial priorities are changed as well, but the Commonwealth finds itself with many competing needs.  The Commonwealth desperately needs more ordnance factories to supply missiles for its growing fleet.  It also needs infrastructure to expand the New Washington colony to accommodate the additional naval assets that will be deployed there.  Also, it needs additional ground force training facilities to build the STO’s needed to defend the colonies and the armored units needed to defeat the aliens in the Alexandria system. 

October 6, 2095: The Assault Fleet, now re-designated Task Force Balint, is now in orbit over New Washington.  There is intense relief on New Washington at the arrival of the fleet.  With the fleet in orbit, and the arrival of the new ground-based defenses, the people of New Washington are beginning to feel safer. 

November 17, 2095: There has been no sign of the aliens, and Captain Balint has received orders to return to the Solar System.  Before departing he detaches all six of his interceptors to bolster New Washington’s defenses, and perhaps as important, he leaves behind all of his ASM’s as reloads for the interceptors.  New Washington will now have eight interceptors in its defense group, along with the new STO’s on the surface. 
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on August 23, 2023, 11:43:17 AM
Another battle by Commonwealth Forces

As before, the battles involve spoilers and my flailing attempts to deal with them, so if you don't want to know, don't read.





June 4, 2098: The planetary sensors located on one of the inner moons of Los Angeles II, a large gas giant, detected a ship just over 250 million kilometers away.  The ship is headed inwards, towards the inner system.  Alerts are sent to the other three mining outposts, all of which are located on moons of the same gas giant.  An alert is also sent to the eighteen fuel harvesters in low orbit over the gas giant, and to the six interceptors aboard their base in orbit over the Los Angeles Moon Base.  The interceptor crews scramble, and in short order the 1,000 ton interceptors are out-bound towards the alien ships.  By that time the sensor crews have determined that the alien ships are consistent with the raiders that attacked the Washington system.  Fortunately, the interceptors are 50% faster than the alien ships.  Finally, the contact report is sent to a group of troop transports in the outer system.  The transports had just dropped off reinforcements for the garrison on the moon base, and were headed back to Earth.  They would carry the word back to Fleet HQ of the alien attack force. 

Six hours and ten minutes later the interceptors have closed to twenty million kilometers, just outside of maximum missile range.  The group commander wants to close to ten million kilometers before activating his sensors and firing.  Unfortunately, at just over eleven million kilometers range the alien ships turn away, and the chase was on.  Another ten minutes allowed them to close to ten million kilometers.  The Standard III ASM’s that the interceptors were carrying had a powered range of thirteen and a half million kilometers against the fleeing alien ship, so they were well within range.  Unfortunately, the interceptor’s fire controls wouldn’t lock on to the alien ship, so the interceptors continued to close.  Finally, the interceptors were close enough to lock on to the alien ships, and ten seconds after the group commander gave the command, two interceptors launched six missiles each at the alien ship. 

Even as the missiles left the interceptor’s tubes, two additional contacts appeared 1.7 billion kilometers from the moon base orbiting the gas giant.  That was alarming, but they were too far away to affect the events transpiring in the inner system.  Seven minutes and forty-five seconds later the missiles slammed into the alien ship.  The alien ship intercepted two before they hit, and three missed, leaving seven to hit the desperately dodging alien ship.  The missiles did severe damage and left the alien ship drifting.  The interceptors turned towards the new contact and, as they began accelerating away, they launched three additional missiles at the drifting alien ship.  Lt. Commander Cotman, the CO of the squadron, didn’t want to leave an enemy behind him while he engaged the new contacts.  All three missiles hit the damaged alien ship, eliminating it. 

In the meantime, while the squadron was eliminating the damaged ship, the other alien ships moved out of the planetary base’s sensor range.  Lt. Commander Cotman ordered his ships to return to base rather than chase enemies he could no longer see. 

Thirty-nine hours later, a new alien ship was detected in-bound 1.4 billion kilometers out-system.  This ship was much slower, moving at 1,641 km/s and the thermal signature indicated that this alien ship was much bigger than the previous contacts.    Lt. Commander Cotman’s squadron was launched with orders to intercept this contact. 

Forty-four hours later, as the interceptor group closed on the contact 1.18 billion kilometers from the planetary base, a new contact appeared in between the interceptors and the base just 350 million kilometers out.  It was too late to turn the interceptors back as they were nearing missile range. 

Just over four hours later the interceptors’ sensors determined that the contact was 114,229 tons, making it either a massive warship or a commercial vessel.  Not wanting to take a chance, Commander Cotman ordered his squadron to attack.  The alien ship continued plodding ahead, as if the human ships weren’t there.  Commander Cotman ordered his lead interceptor to launch twelve missiles at the alien ship when they reached thirteen million kilometers range. 

Shortly after launching a second ship appeared next to the massive contact, this one similar to the alien warships encountered before.  Commander Cotman ordered a second launch against this new contact.  Even as the interceptor group prepared to fire at the new contact, three more contacts appeared on the interceptor’s sensors, all consistent with the alien warships previously encountered.  Commander Cotman ordered three more interceptors to engage the alien warships, leaving one interceptor in reserve.  Unfortunately, the new warship’s ECM made it impossible for the interceptor’s fire control systems to lock on to them, so they were forced to close on the contact.  Finally, at 9.5 million kilometers the interceptor’s sensors managed to burn through the interference and lock on, allowing them to launch their missiles against the four warships. 

Four minutes later the first salvo targeted on the massive ship in the center of the formation closed in on its target.  Only two managed to get through the point defense fire from the four warships to hit their target.  Both penetrated the target’s hull, but there was no observable change to the massive ship’s behavior. 

Just over four minutes later the forty-eight missiles targeted on the four warships arrived.  The warships managed to intercept sixteen, and eight missed, leaving twenty-four to hit their targets.  Two of the warships were destroyed outright, while the other two were reduced to minimal power.  The massive ship at the center of the formation cut its speed to remain with its escorts.  With the warships disabled Commander Cotman was tempted to launch his remaining twelve missiles against the big ship, but there was still an alien contact in the inner system and if he launched on the big alien ship he wouldn’t have anything left to engage that alien ship.  Therefore, he ordered his ships to turn back towards the alien contact in the inner system. 

As the interceptor group turned away, the big alien ship began advancing towards the inner system again, once again moving at 1,641 km/s.  One of the remaining warships was escorting it, while the other was drifting.  Once again Commander Cotman was tempted to launch his remaining missiles at the two ships, but he resisted the temptation.  They were moving at a quarter of his ship’s speed, and they would have plenty of time to return with their launchers reloaded, if they could eliminate the remaining contact in the inner system. 

Forty minutes later the contact in the inner system disappeared from the ground base’s sensors.  It reappeared soon thereafter, hovering at the edge of detection.  Eventually the alien contact turned in-system again, and when it reached 280 million kilometers from the moon base four additional contacts appeared in close escort of the original contact.  The four new contacts were consistent with the alien warships previously encountered. 

Fourteen hours later the five alien ships merged with the wreck of the alien warship destroyed first by the interceptors.  After hovering there briefly the five alien warships turned inwards.  After proceeding inwards for an hour they suddenly turned away, towards the interceptors racing towards them from the outer system.  It soon became clear that they were not moving towards the interceptors, but rather out-system on a course generally towards the interceptors.  Lt. Commander Cotman ordered his squadron to deactivate their active sensors in an attempt to reduce their profile, so that they could avoid the alien warships and return to base to reload their launchers. 

Once the alien warships moved beyond 280 million kilometers from the ground base the four smaller warships disappeared from sensors, leaving just the original contact.  The alien warships appeared to be moving towards the other two alien ships that were off sensors but were presumed to be moving in system behind the interceptors.  Hours later the interceptors had reloaded their launchers and departed again.  The alien ships were not on sensors, but their approach vector was known.  The interceptors moved out towards a waypoint two hundred and thirty million kilometers from the base, which would put them in a good position to strike at the alien force once they appeared on sensors again.  Thirteen hours later they were on station. 

June 15, 2098: At 4:58 PM the Los Angeles moon base picked up a single alien ship at 400 million kilometers.  The interceptor group was hovering 245 million kilometers from the moon base, so were much closer to the alien ship.  Lt. Commander Cotman ordered his group to close on the alien ship, which he suspected was actually the entire alien squadron.  The contact was moving at 4,049 km/s, which meant that it likely did not contain the large ship they had detected before.  Four hours later the interceptors had closed to the point that the alien ship was on their active sensors, and it was resolved as being 1,419 tons.  If its hull was made out of the same cloaking materials as the other warships, this meant that it was 14,190 tons, or twice as large as the other warships.    Twenty-seven minutes later the squadron’s active sensors picked up two additional contacts, both consistent with the warships detected before.  At this point the alien warships were twelve million kilometers from the interceptors.  Seconds later the interceptor’s sensors picked up two additional alien warships, bringing the total to five. 

Lt. Commander Cotman ordered his group to open fire at 7.7 million kilometers.  He assigned one interceptor to each of the smaller warships, and two to fire on the larger ship.  Twenty seconds later the missiles were away.  The interceptors immediately turned away and began opening the distance on the alien warships, which were now pursuing them.   The strike was devastating.  Thirty-two missiles were intercepted short of their targets, and five missed, leaving thirty-five out of seventy-two missiles to hit their targets.  Two of the alien ships were destroyed outright, including the largest one, and all of the other ships were hit.  Unfortunately, the three remaining warships were still capable of 4,049 km/s, but as the interceptors came about to return to base, the three remaining alien ships turned away from the inner system and began moving away.  After a short time spent moving away, they apparently changed their mind and turned inwards, in pursuit of the retreating interceptors.  The interceptors were faster, though, and soon left the pursuing alien ships behind.  The pursuing alien ships were soon off the group’s sensors. 

In the end the aliens dropped off all sensors and did not pursue the interceptors into the inner system.  The interceptor group returned to base, but after so many sorties there weren’t enough missiles to reload their launchers.  This was alarming as there were at least four known functional alien ships remaining in the system.   
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Marski on August 27, 2023, 06:13:37 PM
Carrying out opposed planetary landing to put a foothold in the system in a mad race with USA (NPR I share homeworld with) to grab the juiciest habitable, low-cost terraforming planets in 100-lightyear range.
(https://i.imgur.com/PMw0qWl.png)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on August 28, 2023, 03:31:55 AM
That's a lot of wrecks, seems it has been an interesting case!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Marski on August 28, 2023, 06:14:01 AM
That's a lot of wrecks, seems it has been an interesting case!
Oh yeah, me and USA been taking turns throwing ships into this meat grinder. It took me two battles to finally clear the space, losing total of 19 ships which was about 70% of my total fighting force. Now I'm rushing with the invasion even thought I'm not ready because american ships are already sending scouts into the system. The two motorized rifle regiments gotta hold the bridgehead until reinforcements arrive.
(https://i.imgur.com/er4M4hb.png)

Poor Bloody Infantry holding the line
(https://i.imgur.com/uM4dCMb.png)

Severe losses due to technologically very advanced adversary. In just 5 days of war, one of the two motorstrelki regiment HQ's were destroyed by artillery and it's units were wholly used for replacements for 2nd Motorstrelki Regiment. Several battalions and companies exist merely on paper and some tank companies have the strength of a single squad.

Here's what intact Motorized Rifle Regiment looks like;
(https://i.imgur.com/YS1BnDj.png)

Here's what the one on the planet looks like;
(https://i.imgur.com/gPr4kMr.png)

By January 1st I was forced to begin evacuating the remaining troops or risk losing all of them as it became apparent that the beachead was going to get overrun. In the night of witherin cold winter where temperatures sometimes dropped to -42 Celsius, soviet troops began retreating to the sole troop transport left behind as precaution.

There's the dudes that got off the planet in 4th of January;
(https://i.imgur.com/KTlBVEn.png)

New assault began with 5th Motorized Rifle Regiment, 6th Mechanized Rifle Regiment, supported by 1st Guards Tank Battalion equipped with T-80BVM main battle tanks, with 4th Motorized Rifle Battalion as source of replacements. Heavy orbital bombardments provided by 6 frigates of the 2nd Missile Brigade. After several days of heavy shelling, the maintenance supplies ran too low and using gauss cannon artillery became unsustainable and as such missile frigate "Vnusmegelny" deployed all 20 of it's nuclear-tipped missiles against the enemy ground forces with minimal effect due to the heavy foliage of the forests covering the planet. Which was rectified by the nuclear fire which soon afterwards changed the terrain from "pine forests" to "mountaneous".

Despite all this, it's still a rough going. However the aliens rate of losses are increasing with each attack.
(https://i.imgur.com/K1yPDjp.png)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on August 29, 2023, 12:01:42 PM
Earth Commonwealth Forces slated for the invasion of Abyss

Ground Force:
Crusher Heavy Tank: 156 tons, Armor 60, HP 60, 1x Hvy Anti-Vehicle, 1xHvy Autocannon
Bolo Mk II: 340 tons, armor 90, HP 120, 2xSHvy Anti-Vehicle, 1xHvy Autocannon

Hvy Tank Brigade: 55xCrusher, 12xFFD Team, 2xBolo IIC command Unit
SHvy Tank Brigade: 25xBolo Mk II, 12xFFD Team, 2xBolo Mk IIC

An Armored Division includes three heavy tank brigades, a superheavy tank brigade, and an HQ unit that includes anti-air, artillery, and supply units.  A Corps includes four divisions, and the corps HQ includes additional artillery and AA support, along with supply.  So, all told, a Commonwealth Armored Assault Corps included 660 heavy tanks and 100 super heavy tanks.  Because of minor variations in units, and the inclusion of two additional superheavy brigades, which replaced heavy brigades at the last minute, the entire assault force consisted of 1946 heavy tanks and 356 superheavy tanks, along with almost 1900 HQ and support units.  The artillery were a mix of medium and heavy vehicles, with medium and heavy artillery. 

Space Force
The Commonwealth Navy is primarily designed for engaging the Enigma raiders, not planetary bombardment.  However, the entire assault fleet will be assigned orbital support duties during the invasion.  The invasion support fleet consists of a Strike Carrier, five Motherships, four battlecruisers, four monitors, four destroyers, six missile defense frigates, twelve interceptors, eleven heavy fighters, and thirty-nine ground attack fighters.  The fleet mounts the following weapons:

19xTriple 4.7 inch laser turrets ROF 5, 4 pts of damage
13x10 Inch Spinal Laser ROF 20, 16 damage
48x8 Inch UV Laser ROF 15, 10 damage
4x11.8 Inch Plasma Cannon, ROF 25, 24 damage
12xGunship Plasma Cannon, ROF 10, 6 damage
11x4 Inch Meson Cannon, ROF 5, 1 damage
39xFighter Autocannon Pod, Shots 3, Damage 24, Penetration 38

In addition, the fleet mounts the following missile launchers, although they were not used in support of the assault:
21xASM-10 launcher (Falcon II standoff missiles) ROF 25
80xAAM launcher (Streak II AAM’s) ROF 10

Falcon II standoff missiles: WH 24
Streak II AAM: WH 1
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on August 29, 2023, 01:13:08 PM
The Final Battle, Commonwealth vs Spoilers

Note, this battle involves spoilers, so if you don't want to know about them, avoid please!

March 6, 2108:  This is a momentous day!  On this date the Assault Fleet sets out for Abyss, escorting the last ground troops assigned to the invasion force.  It will take two months for the force to arrive at the base on Alexandria II, where they will refuel and load the other ground troops assigned to the invasion.  All told, twenty-six warships, twelve interceptors, eleven heavy fighters, thirty-nine ground attack fighters, and fourteen divisional transports are assigned to the assault.  The ground invasion force is composed of three entire corps of heavy and superheavy armored units, approximately 720,000 tons all told.  In addition, seven smaller troop transports accompany the force, carrying replacement units that can be fed into the frontline units as needed.  It has taken the Commonwealth thirteen years to complete this massive military buildup. 

June 11, 2108: Finally, the day has arrived.  At 15:45 hours the landings on Abyss begin.  The first on the ground are the leading elements of the three armored corps, dropped from the orbiting transports.  The replacement and reserve units will arrive later. 

Estimated Enemy force (Beginning):
Battlewagon 371
Combatwagon: 223
AA Tank 60
HQ 23
Warrior: 5929
Anti-V team: 110
AA Team: 150

From the very first the Commonwealth’s losses were heavy.  Even the superheavy Bolo Mk II tanks were being taken out at an alarming rate.  It very quickly became clear that the orbital support and artillery were not performing as expected, and the heavily dug in enemy was largely proof against their fire.  Only direct fire by the heavy and super heavy tanks were having an effect, and they were taking immense casualties in taking the fight to the enemy. 

By the 13th it was clear that the invasion was in trouble.  The three assault-corps have been reduced to 50% strength and the enemy’s attacks are unrelenting.  Now would be the time to commit reinforcements, but there are none.  Everything was committed to the initial assault. 

By the 17th, the invasion had failed.  Most of the heavy and superheavy tanks have been destroyed, and the enemy is now cutting into the headquarters formations, slaughtering everyone they find.  Captain Pohlen, CO of the Assault Fleet, acting on orders from Earth, orders her fleet to switch from ground support to wide-spread bombardment of the planet and the defending forces.  Her orders were clear, If the invasion were to fail, the planet will be glassed.  Captain Pohlen was appalled when she received the orders, finding the thought of bombarding the surface of a habitable planet repellent, but after watching the decimation of the ground force over the last several days her hesitation had dropped away.  The aliens were evil and would be destroyed, at any cost. 

The bombardment is intense.  Beam weapons of all descriptions, from heavy plasma weapons to point defense lasers, lash out at the ground targets.  They accomplish little.  The ground targets are small, and evasive, and there are few hits.  The missiles, though, began carving a swath through the enemy ground forces. 

After thirty seconds Captain Pohlen ordered the beam bombardment stopped, as the continuous use of the beam weapons is causing failures in the equipment that are growing increasingly concerning, and their bombardment has been almost useless.  The missile bombardment continues, though, and intensifies as she orders the anti-missile frigates to join in. 

The carnage on the ground is terrible.  The enemy infantry bears the brunt of the orbital assault, and many are killed.  Unfortunately, relatively few of the enemy tanks are killed by the missile attack.  Eventually, with missile stocks depleted, Captain Pohlen orders the rest of the fleet to cease fire, while her flagship, the Star class strike carrier Pride of Sol, continues the bombardment alone. 

Finally, after what seemed like forever, the bombardment ended.  Captain Pohlen had drained her flagship’s magazines of both the larger standoff missiles and the smaller standard missiles carried for the ship’s fighters and interceptors.  There was nothing left.  Below, the planet’s atmosphere was choked with dust and the surface temperature had dropped one hundred degrees.  The planet was effectively uninhabitable for the near and medium future.  In spite of this the carnage on the surface continued as the rear area human forces were cut down mercilessly.  It finally ended a day and a half later when the last human forces surrendered. 

Summary
Invasion started on June 11, 2108

Best estimate enemy ground forces (40% error) Early in battle
620xTank, 210xCombat car, 38xAA Tank, 11xTank HQ, 5061xWarrior, 129xAV team, 80xAA team, 3xPL Def HQ

Human losses
8xGS Fighter, 1946xHvy Tank, 356xSHvy Tank, 545xFFD team, 337xAA tank, 270xHvy aRty Tank, 86xSHcy HQ, 7xInf HQ, 183xHvy AA, 413xMed Arty, 12xCorps HQ, 24xArm Div HQ, 3xInf HQ

Alien Combat losses
224xTank, 59xCombat car, 155xWarrior, 38xAA Tank, 6xAA Team, 3xAT Team, 1xTank HQ, 2xPl Def HQ

Alien Losses to orbital bombardment
33xTank, 9xCombat Car, 906xWarrior, 1xAA Team, 2xAA Tank, 6xAA Team, 17xAT Team, 1xTank HQ,

Best estimate of enemy strength towards the end of the battle (9% error)
388xTank, 147xCombatwagon, 29xAA Tank, 12xTank HQ, 4623xWarrior, 93xAT Team, 74xAA Team, 2xPlanetary HQ, 7xWarrior HQ

13 years of preparation, 30 Ground Force Construction Complexes

The invasion was a disaster.  Three heavy armored corps were lost, a planet was irradiated.  Worse, the enemy was defiant, broadcasting taunts as the fleet pulled away. 

This single event caused a change in humanity’s course.  The Commonwealth’s government fell when the word of the defeat made it back to Earth, and riots and dissention rocked the planet and the Solar colonies.  For weeks civilization tottered on the brink, and then finally, when all else had failed, an officer took action.  On August 23, after the mobs stormed and burned the government capital complex in New York and killed most of the ministers that had stayed to try to deal with the defeat and its aftermath, Brigadier General Hans Blackstone ordered his marines into action.  General Blackstone, along with several other generals and colonels, had tried to convince the government to allow them to put down the unrest, to no avail.  The Parliament had insisted that the people would see reason, after being allowed to “blow off steam”, and had refused all efforts by the generals to secure governmental operations.  After the burning of the New York complex, the generals commanding the divisions that had remained on Earth fell to arguing among themselves, and General Blackstone was left to act.  His was the smallest command on Earth at the time, but the marines were the elite of the ground forces. 

The Marine EVA Regiment was composed of four marine boarding platoons and four marine EVA battalions.  Each marine was equipped with the latest heavy powered armor and heavy crew served ant-personnel weapons.  A marine in heavy armor could walk through a bonfire untouched, and nothing short of a military class armor-piercing weapon could penetrate their armor.  General Blackstone unleashed his marines on New York, and in a matter of hours the rioters had been put down.  No marines were killed in the action, although the death toll among the rioters was high.  At that point no one cared.  The people were tired of the unrest, and were ready to follow anyone who could restore order. 

With a fragile peace achieved in and around New York, General Blackstone ordered his marines to round up every government official who had survived.  In the meantime, General Blackstone ordered the other generals commanding Earthside units to move into the nearest cities and restore order.  Although he wasn’t technically authorized to issue such orders, most of the generals had been waiting for just such an order and they leapt to obey, especially as Blackstone’s assurance that no one was going to look very closely at how they restored order accompanied the orders. 

Within a week order was largely restored across the planet, although several brigades refused to obey orders and had to be forcefully confronted before they backed down.  Only fourteen members of parliament had been found alive, and neither the Prime Minister or his ministers survived.  At Blackstone’s urging, they formed an Emergency Council two weeks after the riots were put down.  Their first official act was to appoint General Blackstone head of the emergency government and military. 

Over the next year General Blackstone spearheaded the reconstruction of Earth and the colonies, and exactly one year after the fall of the Commonwealth he crowned himself Hans the First, Emperor of Mankind, vowing vengeance on the aliens who had threatened humanity. 


Final Notes: The orbital support was relatively useless.  The beam weapons had a very hard time hitting the dug-in ground units, and when they did hit they largely didn't penetrate their armor.  My ground support fighters were steadily whittled down and also had little effect.  As others have said, my AA units were useless, as the enemy didn't use air units at all.  My artillery was also not particularly useful.  I believe this is largely because I didn't update it when I updated my tanks to the latest tech, so they were older and smaller than they should have been, and had a hard time penetrating the enemy's armor. 

My strategy was largely developed after my first disastrous attempt.  My plan was to confront the enemy with heavy and super heavy tanks with the heaviest armor and weapons I could field, as I needed to penetrate the enemy's armor, which was significantly boosted by fortification.  The heavy and super-heavies were equipped with auto-cannons to make them at least somewhat capable of engaging the enemy infantry.  Unfortunately, the enemy proved to be more than capable of engaging even my super heavies, and my tanks, while capable of destroying enemy units, couldn't do it at a rate that would make a difference.  My tanks outnumbered the enemy's by almost four to one, but completely failed to destroy the enemy tank force.  I didn't include infantry this time because they so completely failed to deal with the enemy's infantry last time.  This was probably a mistake. 

If I could go back and do it again, I'd include heavy infantry and more advanced heavy and super heavy artillery.  At this point I think I'd need a force at least twice as big, maybe three times, to defeat this enemy.  That would be 1.4 to 2.1 million tons of troops. 

At this point I'm considering moving on from this campaign.  I feel like I've learned what I can at this point. 

Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on August 29, 2023, 06:48:03 PM
In addition, seven smaller troop transports accompany the force, carrying replacement units that can be fed into the frontline units as needed.

I assume this was because you're using this as a learning campaign? Mechanically I don't think there's any reason to use replacement units as there's no mechanic to take advantage of reserves, which is a change from VB6.


Quote
Now would be the time to commit reinforcements, but there are none.  Everything was committed to the initial assault. 

 ??? ??? ???


Quote
Final Notes: The orbital support was relatively useless.  The beam weapons had a very hard time hitting the dug-in ground units, and when they did hit they largely didn't penetrate their armor.

I've found railguns are usually the most effective for this since they get so many shots, lower damage per shot but you don't need too much to shred lighter units. Also they are usually relatively cheap so MSP consumption is not as crippling. That said, you really need a large fleet of them to get much benefit and I'm not sure the MSP use is worth it compared to just building a couple more artillery brigades.

Quote
If I could go back and do it again, I'd include heavy infantry

I'd actually consider light infantry (light as in without power armor). They're very cheap to build which means you can build a lot of them and they can eat a lot of anti-tank weapon fire to keep your tanks alive longer. One of the big downsides to a tanks-only force is that if the enemy can reliably penetrate their armor, there's not very many of them so you lose a lot of your force very quickly. A basic rifleman can eat a 203mm tankbuster shell to the face and you only lose 5 tons of units, way better than 150 or 340 tons gone in one shot.


Quote
At this point I'm considering moving on from this campaign.  I feel like I've learned what I can at this point.

I'd say the only consideration besides that is if you want to hold out for 2.2, although conversely I'm sure another learning campaign with a different focus would also be useful if you want to hold off starting a big, complicated AAR of some sort. Maybe something with a lot of NPRs in close proximity to play with diplomacy, I think that's also revamped from VB6?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on August 30, 2023, 03:33:12 PM
In addition, seven smaller troop transports accompany the force, carrying replacement units that can be fed into the frontline units as needed.

I assume this was because you're using this as a learning campaign? Mechanically I don't think there's any reason to use replacement units as there's no mechanic to take advantage of reserves, which is a change from VB6.

This is roleplaying more than anything else.  I had a bunch of cast-off units left after fiddling with the designs, and intended to use these to feed additional units into the frontline units as they suffered losses.  It didn't really work out, but more because I didn't handle it right for out-side the game reasons. 

Quote
Quote
Now would be the time to commit reinforcements, but there are none.  Everything was committed to the initial assault. 

 ??? ??? ???

Again, roleplaying.

Quote
Quote
Final Notes: The orbital support was relatively useless.  The beam weapons had a very hard time hitting the dug-in ground units, and when they did hit they largely didn't penetrate their armor.

I've found railguns are usually the most effective for this since they get so many shots, lower damage per shot but you don't need too much to shred lighter units. Also they are usually relatively cheap so MSP consumption is not as crippling. That said, you really need a large fleet of them to get much benefit and I'm not sure the MSP use is worth it compared to just building a couple more artillery brigades.

Quote
If I could go back and do it again, I'd include heavy infantry

I'd actually consider light infantry (light as in without power armor). They're very cheap to build which means you can build a lot of them and they can eat a lot of anti-tank weapon fire to keep your tanks alive longer. One of the big downsides to a tanks-only force is that if the enemy can reliably penetrate their armor, there's not very many of them so you lose a lot of your force very quickly. A basic rifleman can eat a 203mm tankbuster shell to the face and you only lose 5 tons of units, way better than 150 or 340 tons gone in one shot.


Quote
At this point I'm considering moving on from this campaign.  I feel like I've learned what I can at this point.

I'd say the only consideration besides that is if you want to hold out for 2.2, although conversely I'm sure another learning campaign with a different focus would also be useful if you want to hold off starting a big, complicated AAR of some sort. Maybe something with a lot of NPRs in close proximity to play with diplomacy, I think that's also revamped from VB6?

That's an idea.  I have little to no experience with diplomacy.   
Title: Re: What's Going On In Your Empire: C# Edition
Post by: sneer on October 03, 2023, 05:13:49 AM
I am dropping towel after 70 years of very nice play and around 150 systems surveyed
Game is unplayable for me at this stage
I did a sneak into database and found 16 NPRs ( zero starting - only 3 visible to me) and 29! Swarms out of which 3 neighboring me are decimated but not that this bring any change
I guess early Invaders scouts went deep into my universe starting cascade of new entities emerging

Any good idea how to extend the "playable" period of game ?

Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on October 03, 2023, 10:27:37 AM
Any good idea how to extend the "playable" period of game ?

You can go into the DB and set some or all of these races to human control (table FCT_Race, set "NPR" to 0/false) and then open the game and delete them (do NOT try to delete them from the DB directly, do this in-game). I seem to recall there is also some secret key command that lets you view NPRs in SM mode but I can't remember what it is - this could be another way to select and delete races which are not currently relevant to your player race.

In the game settings, set the probability of new NPR generation by NPRs to zero and turn off Swarms. This should prevent the Invader scouts from generating a lot of new races and slowing down the game again. Turning off spoiler races should leave any ships or races they currently have intact, just FYI, so any spoilers you are currently facing will remain in-game and you should not see any continuity errors.  ;)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: sneer on October 03, 2023, 11:58:57 AM
turning off swarms seems to take major opponent out as NPRs are rarely as agrressive and technically competitive in early to mid game
Basicly the only idea I see new generation of NPR by NPR to zero but question is if when I discover the system already scouted by other entity will there be any NPR roll ???
I fear lots of empty space this way...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on October 03, 2023, 12:07:51 PM
turning off swarms seems to take major opponent out as NPRs are rarely as agrressive and technically competitive in early to mid game

If you turn off swarms, any which already exist will remain in play, so as long as you don't delete all of them there will still be some aggressive opponents.

Quote
Basicly the only idea I see new generation of NPR by NPR to zero but question is if when I discover the system already scouted by other entity will there be any NPR roll ???

No. New NPR rolls only happen at system discovery/generation.

Quote
I fear lots of empty space this way...

Keep in mind that you don't need the game to last forever, because at some point you will be stronger than any NPR you might run into. If you defeat the Invaders and the various swarms already present, you probably are stronger than any regular NPR you might generate after that. If your goal is to extend the current game, this is very much possible, but there's not a certain solution to extend the game indefinitely.

If you really want indefinite, very long games my recommendation is to get comfortable with multiple player races. It takes getting used to but this is the most reliable way to keep a game running almost indefinitely (at least until the tech tree ends) since NPRs are not really able to keep up past some point. Plus this way, you have more control over the galaxy state and can always add more races if the game starts to get stale.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Velociranga on October 03, 2023, 11:55:54 PM
I am currently playing around with ChatGPT and the government simulator Froggiest created. My current plan is to do a multi player race conventional start in Sol. With chat gpt running a couple of the races and then porting it over too the new update is released. I figure a conventional start will keep me in Sol until then. Still trying to work out how the government simulator is going to work with Chatgpt
Title: Re: What's Going On In Your Empire: C# Edition
Post by: sneer on October 04, 2023, 03:35:26 AM
I think this question is actually valid
1.With universe this big I have not seen any serious Invaders threat in my controlled space ( and I have few rifts and dense observation network - they seem to go after space beyond my reach )
2.Without Swarms it doesn't make sense to me as I am experienced ( from old VB6 times ) player and any setup without them is pointless as it is too easy
3.With limited NPR generation there will be vast empty parts of space -which will lead to pointless expansion later
 
so how to solve perfect setup to achieve longer game more centered around player space and less outside ?
I have played few multi nations at SOL ( in old VB6 times when I had master password :) ) new C+ version seems more difficult here to operate this way
Most games I played ended from technical reasons around 100-150 known systems 50-80 years from start when my empire has 4-8 colonies in 3-4 jump range from Sol
tbh it is a early game from strategic game point of view, everything really heroic starts here :)

 
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on October 04, 2023, 09:07:02 PM
1.With universe this big I have not seen any serious Invaders threat in my controlled space ( and I have few rifts and dense observation network - they seem to go after space beyond my reach )
2.Without Swarms it doesn't make sense to me as I am experienced ( from old VB6 times ) player and any setup without them is pointless as it is too easy
3.With limited NPR generation there will be vast empty parts of space -which will lead to pointless expansion later


Quote
so how to solve perfect setup to achieve longer game more centered around player space and less outside ?

There is no perfect setup... at some point, even the improved C# Aurora has technical limitations and we have to work around them or just accept them and click "Next Turn".

Workaround ideas you can try, some may be repeated from before:

Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kiero on October 05, 2023, 01:20:10 AM
...
  • Unfortunately this is true as there is no way to stop NPRs from exploring.
...

What about changing the race "Expansion" parameter to 0?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on October 05, 2023, 08:35:08 AM
What about changing the race "Expansion" parameter to 0?

Doesn't do anything as far as I know. NPRs build/have a number of survey ships set by their ship design theme (I think this is the same for all of them, actually) and the survey ships operate basically autonomously.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: boolybooly on October 06, 2023, 06:56:06 AM
My current game is 200 known stars with no civilian harvesters or freighters and no NPR spawn but 5 existing NPRs which can spawn spoilers, except for rakhas and invaders ... until now. As I have just ticked the boxes for invaders and aether rift and NPR trigger so am preparing for trouble to threaten my lightly defended empire.

I have explored 108 stars now and only encountered two other NPRs and have tried to be friendly and non threatening as my empire is the hippy empire of previous posts, NOVGLOV (new order of the velvet glove) and for roleplaying purposes they proceed with a peaceful "do no evil" policy. One interesting tale which arose in this universe is the tragedy of 88 Eridani.

In the 'south west' of known space the NPRs known as the beetles and spiders appear to be at war with each other, especially in relation to the mysterious and beautiful planet 88 Eridani II which was originally a verdant Eden (habitable with zero colony cost) but which the ravages of war despoiled and made less habitable. It is surrounded by a halo of wreckage, judging from which the battles appear to involve both NPRs and a third party, spoiler raider forces.

(https://imgur.com/9uLFB2n.jpg)

The planet's allure was evident from early reconnaisance, over two thirds ocean it seemed like another Earth, a blue pearl in the darkness offering refuge from the solar heating disaster in Sol. But this fabulous prize carried a curse more like the fabled Borgia Pearl, destroying the lives of all who drew near, its beauty attracting contestants, bound for mutual annihilation.

It was a moment of political crisis for NOVGLOV in banning any colonisation attempt on the planet, human actors driven by rapacious greed opposed the ban but were defeated because of the ominous warnings issuing from the spiders who claim the system. Their clicks and screeches, played across terrestrial media, convinced the population of Earth. So humanity continues to search for new homes elswhere.

A single diplomatic station is tolerated and monitors the comings and goings of the spider fleet at the JP where the system joins their empire. Consequently NOVGLOV are aware the spiders have some surprisingly fast ships and have engineered recon fighters and "Georgia Rain" class particle beam fast attack destroyers with missile defence turrets and railguns, to outperform them, just in case.

A network of sensor buoys monitor proceedings across most known jump points. Wrecks crop up from time to time in other systems along with escape pods, some of which were recovered to a neutral planetoid known simply as "Asteroid #72" in the Alpha Fornacis system, the only body where populations of both known alien races (Spiders and Beetles) were detected and where a human diplomatic mission is supported and this is where survivors are repatriated. Occasionally some do not survive and their corpses are of great interest to Earth scientists.

Another matter of import for NOVGLOV was a spoiler incursion at the other end of the empire of swarm FACs which influenced the exploration effort. A Cosmic River class exploration vessel was lost with all hands in a distant system beyond the Epsilon Eridani outpost colony. Its final transmissions were harrowing even for hardened veterans of the earlier raider wars in Sol. They warned of entities which analysts predicted could threaten the existence of the human race. While much of the history of this remains classified top secret, what can be said is that a desperate battle was fought and the final analysis was a victory for humanity. The threat posed by the enemy was existential and incorrigible and thus could not be tolerated, so the surviving enemy were hunted down and extinguished as a top military priority by  wings of highly specialised recon and missile fighters.

This lead to a policy of comprehensive sensor deployment and this in turn lead to detections which spurred long chases through many new systems which were subsequently explored. This revealed new potential colonies and gave the destroyer fleet a raison d'etre in making these systems safe by removing automated precursor defences, which required much reconnaisance and planning.

A gigantic heavily armoured and CIWS defended commercial mothership "Ocean Blue" was commissioned to support the destroyer fleet. This is assisted by a civilian hangar module in bringing short range missile platforms to bear on defensive stations.

Code: [Select]
AT-01 Ocean Blue  (Ocean Blue class Assault Transport)      142,040 tons       1,271 Crew       12,319.5 BP       TCS 2,841    TH 10,080    EM 0
7096 km/s      Armour 15-242       Shields 0-0       HTK 273      Sensors 14/14/0/0      DCR 1      PPV 0
MSP 4,054    Max Repair 486 MSP
Troop Capacity 3,000 tons     Boarding Capable    Cargo Shuttle Multiplier 6    Tractor Beam     
Teacher    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 3 months   

Beautiful Elephant II (14)    Power 20160    Fuel Use 1.36%    Signature 720.0    Explosion 4%
Fuel Capacity 3,225,000 Litres    Range 300.8 billion km (490 days at full power)
Refuelling Capability: 60,000 litres per hour     Complete Refuel 53 hours

Mithril (16x10)    Range 1000 km     TS: 32,000 km/s     ROF 5       
Observer (1)     GPS 28     Range 11.2m km    MCR 1m km    Resolution 1
Deepest Heat (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
Yin (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Troop Transport for auto-assignment purposes

Code: [Select]
Georgia Rain II class Fast Attack Craft      6,000 tons       145 Crew       1,828 BP       TCS 120    TH 513    EM 0
8551 km/s      Armour 8-29       Shields 0-0       HTK 33      Sensors 0/0/0/0      DCR 1      PPV 30.32
Maint Life 2.19 Years     MSP 1,455    AFR 192%    IFR 2.7%    1YR 406    5YR 6,092    Max Repair 365.5125 MSP
Adept    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Nova MCF4 k 1350 P513 T 0.214 (2)    Power 1026    Fuel Use 21.41%    Signature 256.5    Explosion 9%
Fuel Capacity 102,000 Litres    Range 14.3 billion km (19 days at full power)

Heavier Particles II (1)    Range 320,000km     TS: 8,551 km/s     Power 15-5    ROF 15       
Just Precaution Empowered 1.5.7 (2x4)    Range 70,000km     TS: 8,551 km/s     Power 3-3     RM 70,000 km    ROF 5       
Peace Protest II (1x10)    Range 50,000km     TS: 32000 km/s     Power 0-0     RM 50,000 km    ROF 5       
Mahamudra II (1)     Max Range: 120,000 km   TS: 32,000 km/s     92 83 75 67 58 50 42 33 25 17
Divine Light IV (1)     Max Range: 480,000 km   TS: 8,000 km/s     98 96 94 92 90 88 85 83 81 79
Epiphany II (2)     Max Range: 210,000 km   TS: 8,000 km/s     95 90 86 81 76 71 67 62 57 52
Starbright (1)     Total Power Output 6.1    Exp 7%
Ring (1)     Total Power Output 5.1    Exp 5%

Crystal (1)     GPS 9     Range 6.1m km    MCR 550.6k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

Code: [Select]
Crystal Blossom class Orbital Defence Platform      1,000 tons       1 Crew       97.1 BP       TCS 20    TH 0    EM 0
1 km/s      Armour 2-8       Shields 0-0       HTK 0      Sensors 0/0/0/0      DCR 0      PPV 18.2
Maint Life 12.68 Years     MSP 71    AFR 80%    IFR 1.1%    1YR 1    5YR 12    Max Repair 2.8 MSP
Magazine 119   
Seeker    Control Rating 1   
Intended Deployment Time: 64 months    Morale Check Required   


Hard Point (70)     Missile Size: 1.7    Hangar Reload 65 minutes    MF Reload 10 hours
Honeyguide (2)     Range 5.4m km    Resolution 1
Sentinels Release (70)    Speed: 72,000 km/s    End: 0.7m     Range: 3.1m km    WH: 6    Size: 1.7    TH: 264/158/79

Karna (1)     GPS 3     Range 3.5m km    MCR 317.9k km    Resolution 1

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

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a FAC for auto-assignment purposes
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on October 29, 2023, 08:15:08 AM
I'm playing a conventional test campaign that started in 2100, playing as a Starfire-style Terran Federation.

(http://www.pentarch.org/steve/Screenshots/TF001.PNG)

I overbuilt construction factories at the start, with 1800 from my initial 3200 conventional industry and only about 600 mines. Unfortunately, I hadn't allowed for my relatively small starting deposit of Corundium and therefore maxed out at 1100 mines. By 2115, I was desperately searching for a Corundium deposit. I found quite a few on LG worlds, but I had no Automated mines. Finally, I found Orphicon II.

Orphicon II Survey Report
Duranium:   88,258,898   0.60
Corbomite:   20,484,676   0.10
Tritanium:   51,179,716   0.10
Boronide:   9,853,321   0.10
Mercassium:   21,316   0.40
Vendarite:   19,184,400   0.10
Sorium:   32,421,636   0.10
Corundium:   14,969,161   0.90
Gallicite:   30,780,304   0.10

Orphicon II was colony cost 2.00 and already had water, a nitrogen-oxygen atmosphere of 1.48 atm, including 0.04 atm of oxygen and a stable orbit. An ideal solution to my economic issues.

Unfortunately, my 1000-ton survey vessel was destroyed shortly thereafter by Precursors based on Orphicon III. They comprised five ships, which a probe confirmed as a 24,000-ton Asmodeus, a 24,000-tons Hecate, a 24,000 ton Tiamat and two Myrkuls of unknown size, but probably small FACs as the probe was destroyed a million km from the planet. The three large vessels had strength-476 shields.

Double unfortunately, as this was a Terran Federation run I hadn't built any warships, although I had developed most of the tech for a gas core level beam-armed ship and I also had developed hangar bays. After some assistance from industry in building components, I launched a carrier and a couple of 18,000-ton cruisers a year later.

In the meantime, I managed to get a freighter into the inner system to place a deep space tracking station on Orphicon II to monitor the Precursors. The second planet orbits between 86m and 92m and Orphicon III orbits between 156m and 159m. I ran the freighter in while the planets were at opposite sides of the Sun. As that succeeded, I also moved in a couple of STO batteries. About the same time, a new alien race (which I named the Khanate of Orion) appeared in Orphicon and lost a couple of 9000-ton ships to the Precursors. I detected the first ship only by the appearance of wreckage, while the second was detected by the newly placed tracking station before it too was destroyed. Both were lost in orbit of Orphicon III.

With another alien race in the scene and Orphicon II vital to my economy, I decided to try emplacing a colony on the planet, both as a base to attack to Precursors and to claim the system. The Precursor ships had still not left Orphicon III so I assumed they were all bases. I sent in a large freighter and colony ship convoy with support from three of my beam cruisers and my carrier with forty 275-ton railgun fighters. This proceeded without incident and a colony was setup. Finally, I brought in a couple of terraforming stations. By November 2117, the planet had a pop of 800k and infrastructure for 1.4m

Just as I thought everything was running smoothly, the planets reached almost the closest point in their orbits, about 70m km apart, and the Precursors launched a missile attack. A single wave of 45 size-11 missiles, moving at 30,000 km and equipped with multiple ECM-2 decoys. I had three Nelson class light cruisers, with a total of 12x 20cm lasers, 24x 15cm lasers, 24x 10cm railguns, plus forty F-1A Falcon fighters, each with 2-shot railguns, eight Skyhawk attack fighters with 15cm plasma carronades and a further 24 20cm lasers on the planet.

Nelson class Light Cruiser      18,000 tons       579 Crew       2,595.2 BP       TCS 360    TH 1,440    EM 2,760
4000 km/s      Armour 5-61       Shields 92-460       HTK 114      Sensors 8/8/0/0      DCR 12-6      PPV 88
Maint Life 2.12 Years     MSP 1,081    AFR 216%    IFR 3.0%    1YR 323    5YR 4,847    Max Repair 360 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Rolls-Royce RR-720-B Gas-Core Drive  (2)    Power 1440    Fuel Use 51.52%    Signature 720    Explosion 12%
Fuel Capacity 947,000 Litres    Range 18.4 billion km (53 days at full power)
Garvis-Vetere GV-46 Shield Generator (2)     Recharge Time 460 seconds (0.2 per second)

Lawrence-Vaughan LV-20A Ultraviolet Laser (4)    Range 256,000km     TS: 4,000 km/s     Power 10-2.5     RM 40,000 km    ROF 20       
Lawrence-Vaughan LV-15A Ultraviolet Laser (8)    Range 240,000km     TS: 4,000 km/s     Power 6-3     RM 40,000 km    ROF 10       
Weston-Davis 10cm PD Railgun (8x4)    Range 20,000km     TS: 4,000 km/s     Power 3-3     RM 20,000 km    ROF 5       
FN/SPG-10B Laser Fire Control (2)     Max Range: 256,000 km   TS: 4,000 km/s    ECCM-2     96 92 88 84 80 77 73 69 65 61
FN/SPG-11B Point Defence Fire Control (2)     Max Range: 64,000 km   TS: 4,000 km/s    ECCM-2     84 69 53 38 22 6 0 0 0 0
R-20 Gaseous Fission Reactor (3)     Total Power Output 60.8    Exp 5%

FN/SPS-14D Large Active Search Sensor (1)     GPS 11520     Range 77.1m km    Resolution 120
FN/SPD-15D Missile Detection Sensor (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
FN/SQR-5C Thermal Sensor (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
FN/SER-4C EM Sensor (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

Electronic Warfare Jammers:   Sensor 1    Fire Control 1    Missile 2   

I hit 28 decoys, but only 10 missiles. The rest blew a 130,000 ton terraforming station to pieces. I will need to pull back my ships for now and return with a larger force, although that will take a while due to mining issues. I suspect the second terraforming station is also toast as I won't get a tug there in time. I will continue to try to sneak in colony ships and additional ground forces when the planets are further apart (orbital period of Orphicon II is six months). It will also be interesting to see if there are any more visits from the Khanate.

(http://www.pentarch.org/steve/Screenshots/TF003.PNG)

(http://www.pentarch.org/steve/Screenshots/TF005.PNG)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on October 29, 2023, 08:55:45 AM
Thirty minutes after the above attack, a new wave of missiles took out the second terraformer. A third wave of missiles wiped out the colony, killing everyone, destroying the tracking stations, all the infrastructure and half the STO weapons.

Vengeance will be mine! (Eventually)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on October 30, 2023, 10:51:40 AM
Thirty minutes after the above attack, a new wave of missiles took out the second terraformer. A third wave of missiles wiped out the colony, killing everyone, destroying the tracking stations, all the infrastructure and half the STO weapons.

Vengeance will be mine! (Eventually)
Just curious - do you know what tipped off the Precursors? Could stealth terraforming ships be the answer to 'peaceful' cohabitation of the system, or did the colony itself get too large, so that they were able to fire on it?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on October 30, 2023, 11:59:50 AM
Thirty minutes after the above attack, a new wave of missiles took out the second terraformer. A third wave of missiles wiped out the colony, killing everyone, destroying the tracking stations, all the infrastructure and half the STO weapons.

Vengeance will be mine! (Eventually)
Just curious - do you know what tipped off the Precursors? Could stealth terraforming ships be the answer to 'peaceful' cohabitation of the system, or did the colony itself get too large, so that they were able to fire on it?

My guess is that the Precursor AI decided the warships could potentially run and get outside the missiles' maximum range, but the terraformers couldn't, and even that was only true when the planets were at their closest point. I created a deep space population about 100m outside the orbit of Orphicon III and set up a maintenance base there, so I could keep the warships in the system. I also managed to sneak in another DSTS and some 10cm railgun STOs to the planet.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Nori on October 31, 2023, 04:19:50 PM
Oh man that is rough.  I'm assuming the planet is irradiated now and it'll be harder to recolonize.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Froggiest1982 on October 31, 2023, 06:04:36 PM
Oh man that is rough.  I'm assuming the planet is irradiated now and it'll be harder to recolonize.

Maybe not, thanks to these 2 new additions:

https://aurora2.pentarch.org/index.php?topic=13090.msg162180#msg162180

https://aurora2.pentarch.org/index.php?topic=13090.msg162140#msg162140

Hopefully we can get them soontm  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Nori on October 31, 2023, 11:10:30 PM
Oh man that is rough.  I'm assuming the planet is irradiated now and it'll be harder to recolonize.

Maybe not, thanks to these 2 new additions:

https://aurora2.pentarch.org/index.php?topic=13090.msg162180#msg162180

https://aurora2.pentarch.org/index.php?topic=13090.msg162140#msg162140

Hopefully we can get them soontm  ;D
Ah yeah I forgot about those. Since ya know, I read them, darn it's been a year now crazy. Super excited to get to try all the new stuff out.
In any case, even with that I'm guessing he'll have a few years of clean up...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on December 01, 2023, 09:46:56 AM
This is why you should always put sensors on all ships:

(https://imgur.com/wVzDhBq.png)

For some reason my initial surveys (including geo survey) had not detected any hostile forces, but when I dropped off a geo surveying unit, there was a little nasty surprise waiting.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on December 01, 2023, 12:06:47 PM
Huh, enemies using microwave beams? Interesting.

I wonder if this is actually a mobile enemy instead of STO weapons, since I can't think why STO would have spared the survey but mobile units might have been somewhere else.

Could it be raiders?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on December 01, 2023, 12:30:20 PM
Huh, enemies using microwave beams? Interesting.

I wonder if this is actually a mobile enemy instead of STO weapons, since I can't think why STO would have spared the survey but mobile units might have been somewhere else.

Could it be raiders?

Raiders are not active for 2.2.1, but you are right that this is a mobile enemy. I had originally thought that it might have been an NPR colonizing after my geo survey, since it had been probably around a decade, but when I sent a frigate squadron to the site with active sensors on, they saw nothing. It's kinda freaky, actually. Almost like a ghost. And I don't know if they are still lurking somewhere else in the system or if they are already gone  :o
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on December 01, 2023, 12:45:51 PM
Since the next patch is a DB update and this was meant as a test game anyways, I may as well share this really great galaxy I had in my 2.2.1 test game.

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=11100.0;attach=7767;image)

Notably there is a group of nine systems which constitute an incredible four loops in the jump point network, which is something I haven't seen before - my 1.12 Duranium Legion game had two nested loops and I thought that was impressive but this takes the cake! It gets better, the jump point out of Epsilon Horologii leading off the top of the map is a dormant jump point into NPR territory, that's five dormant jump points in 36 systems, really 26 since I haven't explored the JPs in about ten systems.

It's a shame to abandon this map but now it is onward to 2.3, if nothing else we must continue to contribute bug reports for Steve to ensure that we have a stable game version for AAR projects taking advantage of all the new missile and EW changes!  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on December 03, 2023, 05:26:28 AM
I don't remember ever seeing so many dead ends in a known stars system map. There are essentially three strands of exploration available, all of which lead back for a circular core that can be shut off from the 'outside'. There is still a chance for new jump points to lead back into the galactic core, so patrols still need to be set up to prevent surprises.

(https://imgur.com/rzgeFqX.png)

After more than one and a half decade of exploration, focus must shift to expansion and exploitation. Small steps have been taken at first to establish a presence in nearby systems, but current plans will eventually lead to the establishing of two sector. One in Sol and one in 56 Cassiopeiae. With the exception of corundium and boronide, each sector is capable of being entirely self sufficient with minerals, but there are high hopes that the system of 7 Centauri will be the saviour. So far, only half of the system's bodies has been surveyed in an already very mineral rich system. However, its sheer size makes it impossible to continue further geological ventures until a lagrange point has been stabilized in the inner system. A construction is currently working its way across the core, so for now the colonizing efforts are centered around the Sol sector until further notice.

(https://imgur.com/KQ5qTmY.png)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on December 03, 2023, 08:57:48 AM
I don't remember ever seeing so many dead ends in a known stars system map. There are essentially three strands of exploration available, all of which lead back for a circular core that can be shut off from the 'outside'. There is still a chance for new jump points to lead back into the galactic core, so patrols still need to be set up to prevent surprises.

I've also noticed an uptick in dead-ends which were less common in 2.1. I think Steve made some revisions to the code that tries to prevent players from being locked in a galaxy with no jump points, which was previously messing with the galaxy map generation, so in 2.2+ it has been much more robust and fun.  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on December 10, 2023, 03:07:43 PM
Is this what a smorgasbord look like?

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=11100.0;attach=7833)

Somehow I don't think it was a good idea to leave a transit system undefended 😅
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on December 10, 2023, 03:17:19 PM
In about five seconds this is going to be what performance improvement looks like from all those civvies not clogging up the pathfinding anymore.  :P
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on December 10, 2023, 03:21:11 PM
In about five seconds this is going to be what performance improvement looks like from all those civvies not clogging up the pathfinding anymore.  :P

Always look on the bright side ;)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on December 10, 2023, 03:28:57 PM
In about five seconds this is going to be what performance improvement looks like from all those civvies not clogging up the pathfinding anymore.  :P

Always look on the bright side ;)

Monty Python taught us well  ;)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: BAGrimm on December 11, 2023, 02:33:15 AM
What an oddly sized comet. . . . .
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on December 11, 2023, 02:40:42 AM
What an oddly sized comet. . . . .
Captured rogue planet maybe?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: BAGrimm on December 11, 2023, 03:18:35 AM
Quote from: Ulzgoroth link=topic=11100. msg166982#msg166982 date=1702284042
Quote from: BAGrimm link=topic=11100. msg166980#msg166980 date=1702283595
What an oddly sized comet.  .  .  .  .
Captured rogue planet maybe?

That would be as good an explanation as any.  I think I'll go with it.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on December 11, 2023, 04:17:18 AM
Quote from: Ulzgoroth link=topic=11100. msg166982#msg166982 date=1702284042
Quote from: BAGrimm link=topic=11100. msg166980#msg166980 date=1702283595
What an oddly sized comet.  .  .  .  .
Captured rogue planet maybe?

That would be as good an explanation as any.  I think I'll go with it.

Yes, that is exactly what it is. Comets have a very small chance to be planet-sized.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: captainwolfer on December 12, 2023, 02:46:22 AM
So, I just dropped 200,000 tons of troops onto about 60,000 tons of ground forces, my forces being a 50/50 mix of PA infantry and medium tanks. They got shredded to pieces. The enemy infantry's armor is 15, whereas my infantry guns are only penetration 6. The enemy has like 1,200 machine gun infantry. Not sure if I should make heavy armor infantry (so my armor would be 16 instead of 12 vs enemy AP of 10) or abandon infantry and go for entirely heavy tanks, since the enemy only has around 100 tanks on the planet. I only killed about 100 infantry and 10 tanks in exchange for loosing 10,000 infantry and 672 tanks
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on December 12, 2023, 04:45:15 AM
After many years alone with the Raiders, my explorers finally stumbled into somebody else's jumpgate chain. The happy friendly Hydralisk of the Windorah Empire seem to be running a chain of outposts one way down the path. The other, though, has a completely different set of aliens who don't talk and seem to be hanging around a planet with too little signature to be a serious colony, and attack my scouts that come too close with heavy but seeminly not too technically superior ASM.

Both directions have raider wrecks, but the second also has a multitude of large unidentified wrecks. Perhaps they've been killing the Windorah? I can't tell yet.
So, I just dropped 200,000 tons of troops onto about 60,000 tons of ground forces, my forces being a 50/50 mix of PA infantry and medium tanks. They got shredded to pieces. The enemy infantry's armor is 15, whereas my infantry guns are only penetration 6. The enemy has like 1,200 machine gun infantry. Not sure if I should make heavy armor infantry (so my armor would be 16 instead of 12 vs enemy AP of 10) or abandon infantry and go for entirely heavy tanks, since the enemy only has around 100 tanks on the planet. I only killed about 100 infantry and 10 tanks in exchange for loosing 10,000 infantry and 672 tanks
Wouldn't those 10,000 infantry only be 30,000 tons? It sounds like they were using PWL...

If the terrain is viable for armor, a bunch of medium or heavy vehicles with HCAP and probably HAV seems appropriate.

Remember that planetary defenders will be entrenched, likely to the maximum possible for their type, while your attack force won't.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Andrew on December 12, 2023, 11:53:31 AM
So, I just dropped 200,000 tons of troops onto about 60,000 tons of ground forces, my forces being a 50/50 mix of PA infantry and medium tanks. They got shredded to pieces. The enemy infantry's armor is 15, whereas my infantry guns are only penetration 6. The enemy has like 1,200 machine gun infantry. Not sure if I should make heavy armor infantry (so my armor would be 16 instead of 12 vs enemy AP of 10) or abandon infantry and go for entirely heavy tanks, since the enemy only has around 100 tanks on the planet. I only killed about 100 infantry and 10 tanks in exchange for loosing 10,000 infantry and 672 tanks
Your sensors also tend to underestimate the strength of ground forces based on how dug in they are , It seems likely there were nearer 200,000 tons of enemy troops of higher tech level so 1-1 odds vs entrenched troops with better weapons and armour, I supect you needed at least 600,000 tons of your troops
Title: Re: What's Going On In Your Empire: C# Edition
Post by: captainwolfer on December 12, 2023, 03:15:40 PM
So, I just dropped 200,000 tons of troops onto about 60,000 tons of ground forces, my forces being a 50/50 mix of PA infantry and medium tanks. They got shredded to pieces. The enemy infantry's armor is 15, whereas my infantry guns are only penetration 6. The enemy has like 1,200 machine gun infantry. Not sure if I should make heavy armor infantry (so my armor would be 16 instead of 12 vs enemy AP of 10) or abandon infantry and go for entirely heavy tanks, since the enemy only has around 100 tanks on the planet. I only killed about 100 infantry and 10 tanks in exchange for loosing 10,000 infantry and 672 tanks
Your sensors also tend to underestimate the strength of ground forces based on how dug in they are , It seems likely there were nearer 200,000 tons of enemy troops of higher tech level so 1-1 odds vs entrenched troops with better weapons and armour, I supect you needed at least 600,000 tons of your troops
No, the ground force contact was 18,000 tons. I assumed they had a fortification of 3, although now that I think of it the infantry probably was entrenched to 6
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on December 13, 2023, 03:54:52 PM
I suppose I found my new production center for construction facilities and mines:

Code: [Select]
Zeta-1 Reticuli III
     Duranium 31,490,048   Acc 0.6
     Neutronium 23,990,404   Acc 0.7
     Tritanium 19,927,296   Acc 0.1
     Vendarite 1,245,456   Acc 1
     Sorium 12,489,156   Acc 0.7
     Corundium 13,380,964   Acc 0.9

Now, all I need to handle is the 28.60 CC due to the venusian 114 atmospheric pressure.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on December 13, 2023, 03:57:33 PM
I suppose I found my new production center for construction facilities and mines:

Code: [Select]
Zeta-1 Reticuli III
     Duranium 31,490,048   Acc 0.6
     Neutronium 23,990,404   Acc 0.7
     Tritanium 19,927,296   Acc 0.1
     Vendarite 1,245,456   Acc 1
     Sorium 12,489,156   Acc 0.7
     Corundium 13,380,964   Acc 0.9

Now, all I need to handle is the 28.60 CC due to the venusian 114 atmospheric pressure.

Can you say "Ark Module metropolis"?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: smoelf on December 13, 2023, 04:26:58 PM
Can you say "Ark Module metropolis"?

Indeed! Although, certain spoilers have made me very scared of relying too heavily on Ark modules (we don't talk about all the terraforming stations I lost because I forgot to accompany it with a garrison with STO's...) so it will need heavy protection to be safe.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on December 13, 2023, 04:58:22 PM
Can you say "Ark Module metropolis"?

Indeed! Although, certain spoilers have made me very scared of relying too heavily on Ark modules (we don't talk about all the terraforming stations I lost because I forgot to accompany it with a garrison with STO's...) so it will need heavy protection to be safe.

As long as you have good tech, a couple light cruisers and a DSTS should do the job.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: captainwolfer on December 14, 2023, 01:17:22 AM
So, I'm currently at year 2037. I thought I had been doing pretty well with about 380,000 tons of dedicated combat ships as my main offensive fleet. I just sent a probe into a system where a survey ship got destroyed, and found 524,000 tons worth of enemy ships (and 6 defensive stations) above a planet. I'm not sure if I'm unlucky or if I should have had a bigger fleet by now
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on December 14, 2023, 01:59:02 AM
So, I'm currently at year 2037. I thought I had been doing pretty well with about 380,000 tons of dedicated combat ships as my main offensive fleet. I just sent a probe into a system where a survey ship got destroyed, and found 524,000 tons worth of enemy ships (and 6 defensive stations) above a planet. I'm not sure if I'm unlucky or if I should have had a bigger fleet by now
Are you only counting ships with military engines there? Because obviously it doesn't take that big a stack of commercial ships to fill out a tonnage like that. Even less so for a stack of space stations!

(Also it might not be a normal NPR.)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: captainwolfer on December 14, 2023, 03:19:30 AM
So, I'm currently at year 2037. I thought I had been doing pretty well with about 380,000 tons of dedicated combat ships as my main offensive fleet. I just sent a probe into a system where a survey ship got destroyed, and found 524,000 tons worth of enemy ships (and 6 defensive stations) above a planet. I'm not sure if I'm unlucky or if I should have had a bigger fleet by now
Are you only counting ships with military engines there? Because obviously it doesn't take that big a stack of commercial ships to fill out a tonnage like that. Even less so for a stack of space stations!

(Also it might not be a normal NPR.)
I know its the defensive spoiler, just trying to minimize spoilers for new players.

Anyway, instead of attacking that system, I decided to attack a different system that had the same spoiler race, just less of them. It ended up being a draw, because I spread my fire too much and the first two waves didn't penetrate the enemy shields, so I ran out of ammo before killing anything (I could have kept firing, but after 4 salvos 1/3 of my ships were down to older missiles, and the older missiles were slower). The next two salvos after that did get through shields, but the defensive bases deployed decoys that seduced half of my missiles from each salvo that got through, which meant the bases only took 4 penetrating hits each. Time to spend about 3 years replacing the missiles I expended, I guess.

On the bright side, the missile combat was way less "all or nothing" than it used to be. Retargeting AMMs and gauss turrets handled most of the incoming missiles, but there were still leakers. One of my cruisers took 22% armor damage, plus a few hits on a couple other ones. The next version of my cruisers will probably trade armor to mount a shield generator, as that way leaks get regenerated
Title: Re: What's Going On In Your Empire: C# Edition
Post by: DrBladeSTEEL on December 14, 2023, 01:05:09 PM
Bernard's star is just one jump from Sol, and BSII is an absolute gold mine of resources on a world that just needs a . 08atm more oxygen to be ideal.  Just stabilized the jump points and am working on spreading my empire's wings as I get ready for phase two of naval set up.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on December 15, 2023, 01:53:31 AM
Mildly amusing coincidence, I was designing an infantry battalion based on the USMC infantry battalions, and by sheer coincidence it happened to come out to 811 soldiers following the crewing rules I am using. Amusing coincidence since this is the (current?) infantry battalion size under the Force Design 2030 plan.

Art attachment for anyone interested and also as proof, not that I really need to prove this but I thought I would share since I amused myself.  :)

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=11100.0;attach=7861;image)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: captainwolfer on December 20, 2023, 08:25:17 PM
I don't think Cruiser Squadron 5 is going to make it out of the enemy's homeworld system. Unless I get lucky and that was the only salvo launched by the 35 enemy ships, since I do have a 500 km/s speed advantage. 315 missiles in one salvo, which were size 9 and seemed to have 3-4 decoys per missile.

Turns out I shouldn't have detached them to chase down some civilian ships.

Edit: nope, they are dead
Title: Re: What's Going On In Your Empire: C# Edition
Post by: missile on January 01, 2024, 07:01:16 PM
'Tis a sad day for humanity.  A majority of the crew upon the Hans Bethe died after being locked into a ship.  The shipyard's crews tried their hardest to open up crew compartments, but were too slow to save all but eleven people.  LCDR Reginald Javens, science officer aboard the ship was found with his lips blue and heart stopped.  The government pledges better safety protocols and making evacuations out of ships easier. 
Anyways, I learned that I should probably resupply ships before they undergo repair and/or add emergency cryopods to keep crews from dying.  Why the ships aren't emptied of crew before being put under repair is a mystery to me, but lessons learned.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: captainwolfer on January 01, 2024, 07:30:27 PM
'Tis a sad day for humanity.  A majority of the crew upon the Hans Bethe died after being locked into a ship.  The shipyard's crews tried their hardest to open up crew compartments, but were too slow to save all but eleven people.  LCDR Reginald Javens, science officer aboard the ship was found with his lips blue and heart stopped.  The government pledges better safety protocols and making evacuations out of ships easier. 
Anyways, I learned that I should probably resupply ships before they undergo repair and/or add emergency cryopods to keep crews from dying.  Why the ships aren't emptied of crew before being put under repair is a mystery to me, but lessons learned.
Was the shipyard not at a maintenence location?

You could also have put the ship in overhaul to prevent maintenance failures
Title: Re: What's Going On In Your Empire: C# Edition
Post by: LuuBluum on January 07, 2024, 05:42:43 PM
Mildly amusing coincidence, I was designing an infantry battalion based on the USMC infantry battalions, and by sheer coincidence it happened to come out to 811 soldiers following the crewing rules I am using. Amusing coincidence since this is the (current?) infantry battalion size under the Force Design 2030 plan.

Art attachment for anyone interested and also as proof, not that I really need to prove this but I thought I would share since I amused myself.  :)

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=11100.0;attach=7861;image)
If you don't mind me asking, did you just drum this up in Paint.net or whatever else, or did you use some sort of dedicated program? Planning on a multi-player-race campaign once the next bugfix is out and I imagine I'll be making a few of these sorts of images to satisfy my desire for a fully-detailed organizational hierarchy since on a technical level my base formations will be brigade-sized.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on January 07, 2024, 06:15:35 PM
If you don't mind me asking, did you just drum this up in Paint.net or whatever else, or did you use some sort of dedicated program? Planning on a multi-player-race campaign once the next bugfix is out and I imagine I'll be making a few of these sorts of images to satisfy my desire for a fully-detailed organizational hierarchy since on a technical level my base formations will be brigade-sized.

Paint.net is the answer.  :)

I'll attach the set of org symbols that I use in case it is helpful to you, though I did originally design these for somewhat more-detailed OOB modeling so they are a little bit smaller than I'd like for simpler diagrams. I should probably make a set of bigger ones for legibility. I have a few different colors of these but it is pretty easy to change the black to whatever you want so I don't think I need to add all of those.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: LuuBluum on January 07, 2024, 06:17:07 PM
Ooh, much appreciated! If nothing else it gives me a solid base to work with once I start fiddling with them on my own.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on January 07, 2024, 06:23:17 PM
Ooh, much appreciated! If nothing else it gives me a solid base to work with once I start fiddling with them on my own.

I pretty much ripped them from Niehorster although they are pretty standard icons for the most part. There are a few custom designs as well like the alien head for Xenoarcheology units.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on January 08, 2024, 12:25:40 PM
We met our first Raider ship the other day, and it nearly kicked humanity back into the stone age.

Humanity's combat-capable ships were limited to their exploration ships (which were out-of-system at the time) and a single, brand-new destroyer - 6,000 tons of ion-powered lasers - four 10cm mounts (firing every 5 seconds) and two 12cm mounts (firing every 10 seconds). When the Raider showed up on Terra's deep space network, the destroyer was dispatched to intercept.

By sheer coincidence, the destroyer was marginally faster than the raider - by about 200 km/s - allowing it to close to engagement range. What followed was a bloody point-blank knife fight, as our destroyer's weapons repeatedly punched through the raider's hull - to absolutely no effect. Our ship had three layers of armor protecting it, which were enough to soften the mass driver blows coming in, but all too soon they buckled, and - unlike the raider - when they did, internal systems started failing.

The destroyer exploded, and the raider, despite taking upwards of a dozen penetrating hits, had not been reduced in either speed or rate of fire. It proceeded to waltz over to Terra and blow-up hundreds of thousands of tons of commercial shipping.

When it started taking pot shots at my shipyards, I had enough, and ruled that the second destroyer that was under construction was put into emergency service (read: I SM'd in a ship). That destroyer was able to take out the raider in just a couple volleys, suffering only minor armor damage in the exchange.

Terra now has a full flight of fighters as well as STO units guarding it, so hopefully will not see a repeat performance.

As a final FU from the Raiders, their shenanigans in Sol caused the automatic refueling / resupplying conditionals for all my exploration ships to freak out, so until the danger level clears itself, I need to manually guide them back, while they spam me with "unable to find a route" messages every couple days.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on January 08, 2024, 03:13:27 PM
Cannot sufficiently emphasize the value of some STO batteries, especially if you don't want to invest heavily in warships. Those things are dumb enough to sail right into the teeth of a mass of ground-based lasers rather than keeping away and picking off your shipping.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on January 10, 2024, 11:10:59 AM
I just found a twin planet. Two Earth-sized bodies in a close orbit (one is the moon of the other), both with liquid oceans and breathable atmospheres. My joy was somewhat short-lived though when I realised their eccentricity was 0.65, the orbit ranged from 61m to 289m km and they had a 300 degree temperature range! Grrr!

EDIT: Also the moon has 34m tons of accessibility 1.0 Duranium!

Athena-A III Survey Report
Duranium:   7,840,800   0.60
Neutronium:   33,732,864   0.10
Corbomite:   15,681,600   0.10
Tritanium:   41,835,024   0.10
Boronide:   5,963,364   0.10
Mercassium:   627,264   0.10
Vendarite:   7,322,436   0.10
Sorium:   7,322,436   0.10
Uridium:   16,744,464   0.10
Corundium:   5,963,364   0.10
Gallicite:   3,415,104   0.20

Athena-A III - Moon 1 Survey Report
Duranium:   34,249,398   1.00
Neutronium:   6,608,498   0.10
Tritanium:   9,828,225   0.90
Boronide:   34,736,878   0.10
Corundium:   12,772,761   0.10
Title: Re: What's Going On In Your Empire: C# Edition
Post by: BwenGun on January 10, 2024, 11:32:43 AM
I just found a twin planet. Two Earth-sized bodies in a close orbit (one is the moon of the other), both with liquid oceans and breathable atmospheres. My joy was somewhat short-lived though when I realised their eccentricity was 0.65, the orbit ranged from 61m to 289m km and they had a 300 degree temperature range! Grrr!

The obvious answer is to build a big enough set of engines to slowly change their orbit to a more normal and palatable one. Plus replace the oceans with sorium to power the things for however many decades it takes to complete!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on January 10, 2024, 04:26:57 PM
I just found a twin planet. Two Earth-sized bodies in a close orbit (one is the moon of the other), both with liquid oceans and breathable atmospheres. My joy was somewhat short-lived though when I realised their eccentricity was 0.65, the orbit ranged from 61m to 289m km and they had a 300 degree temperature range! Grrr!

EDIT: Also the moon has 34m tons of accessibility 1.0 Duranium!


That is an amazing find and completely frustrating due to the eccentricity.  I ignored the eccentricity early in my last campaign, much to my later dismay.  Now, I've learned to pay close attention and to think it through before throwing around terraformers. 
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on January 10, 2024, 08:23:20 PM
Please remember guys that Eric created the Spoiler sub-forum specifically so that any discussion about certain topics can be kept away from the 'regular' sub-forums and threads. Don't be afraid to use it! I know we have the spoiler tags too but if something is going to create back-and-forth discussion, it should be kept to the Spoiler sub-forum. Remember, it might be something ordinary and common to you, but still remain as mysterious and extraordinary for other players.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: kks on January 11, 2024, 01:19:06 PM
So. I finally finished my first invasion of an enemy home world. I severly underestimated the time and forces needed for that operation. While my ships effortlessly cleared the enemy space forces the ground incasion took eight years to defeat the enemy forces. I think it was one of the new NPCs restriced to one system with a population of >600m. I had quite an edge in tech.

I had some idea that the active senor ground force signature is way lower than the actual weight from previos encounters with spoilers and calculated accordingly. But only when I was well into the campaign did I look into the exact mechanics.

Didn't help that it was an Alpine Grasslands although I did some (total 1000 dmg) missile bombardment after the first two attacking divisions were wiped out. Seems like I accidentaly did drop an reverse "Agent Orange" that way since it changed to Mountains and soon to boreal Mountain forests...

My battleships did destroy circa between 50k and 100k tons of STO in preparation, which showed as 20k. I estimate the enemy 70k ground force signature as somewhat between 500k and 1m tons. Might have been even more. There were some ~50k of Infantry and supporting vehicles.

All in all I commited eight divisons of ~45k tons for the fight, plus two(one of which was mainly STO) which arrived only after the fights and were needed for occupation. About 70k Reinforcement and supply were delivered during the fight, too.

The first two divisions were completly wiped out before the second wave arrived, as I underestimated the travel times of my slow divisional transports. I learned and assembeld the next 4 in system and dropped them de facto simultanously.
Another two division joined the fight after two years when they were finally assembeld.

Only the first two and one of the reinforments were of the new type which featured power armour and terrain capabilities. So the brunt of the work was done by my starting designs of simple infantry and artillery with medium tank support, but all without terrain capabilities.

I however am sure my ample supply with combat engineers helped, as soon after the second wave causalities on both sides plummeted as supply ran out and units dug in. In the end, thanks to that and reinforcement of new and old infantry my divisons managed to stay at 1/2 to 3/4 their full strength while the heavy tanks and arty slowly killed off the enemy, which was largely devoid of AT at that point.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on January 11, 2024, 01:29:43 PM
That sounds like an absolutely brutal ground campaign and I love it!  ;D

Seems like I accidentaly did drop an reverse "Agent Orange" that way since it changed to Mountains and soon to boreal Mountain forests...

I can't believe I've never thought of using orbital bombardment to change the terrain type... not that I've ever needed to, but that would be a good way to reduce defender fortification advantages in specific cases, e.g. converting Jungle Mountains to ordinary Mountains.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on January 11, 2024, 05:03:53 PM
In a previous campaign I used about 40k MSP in energy weapon repairs to drop the temperature of a hostile world by about 80 degrees and reduce an enemy Jungle planet to cold desert. I also timed my ground invasion when it was furthest from the star :)

There were two mutually hostile races on the planet with 2b+ populations when I started. In the end, one was about 300m and the other less than 100m when I finally conquered it.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on January 11, 2024, 05:57:39 PM
In a previous campaign I used about 40k MSP in energy weapon repairs to drop the temperature of a hostile world by about 80 degrees and reduce an enemy Jungle planet to cold desert. I also timed my ground invasion when it was furthest from the star :)

There were two mutually hostile races on the planet with 2b+ populations when I started. In the end, one was about 300m and the other less than 100m when I finally conquered it.

Funny coincidence that you used 40k MSP  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: kks on January 11, 2024, 08:15:25 PM
In a previous campaign I used about 40k MSP in energy weapon repairs to drop the temperature of a hostile world by about 80 degrees and reduce an enemy Jungle planet to cold desert. I also timed my ground invasion when it was furthest from the star :)

There were two mutually hostile races on the planet with 2b+ populations when I started. In the end, one was about 300m and the other less than 100m when I finally conquered it.

Ouch. At that point, straight out exterminating nuking the planet might be cheaper. Nothing but minerals to get from there anyway, then.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on January 11, 2024, 08:31:36 PM
In a previous campaign I used about 40k MSP in energy weapon repairs to drop the temperature of a hostile world by about 80 degrees and reduce an enemy Jungle planet to cold desert. I also timed my ground invasion when it was furthest from the star :)

There were two mutually hostile races on the planet with 2b+ populations when I started. In the end, one was about 300m and the other less than 100m when I finally conquered it.

Ouch. At that point, straight out exterminating nuking the planet might be cheaper. Nothing but minerals to get from there anyway, then.

I mean, 400m pop is nothing to sneeze at, that's probably a solid 10-20% addition to your race once pacified, and I'm sure some valuable installations survived as well.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on January 14, 2024, 05:31:36 PM
I am researching a new 'British Empire in 1890' campaign and I was considering some sort of 'assault transport' design, but I don't recall the Royal Navy of the period having anything similar to a space marine strike cruiser. I looked into it anyway and I was surprised to find the following:

https://en.wikipedia.org/wiki/Armed_boarding_steamer

This has manifested in my new campaign as the River class armed boarding vessel. This is totally different than my usual 'fast transports mounted on a carrier' approach, but I thought it would be interested to see if I could make it work. This ship will only be able to safely board hostile vessels with a speed of 800 km/s or less, but it does carry 200 Royal Marines with power armour and crew-served weapons and a very light armament (to slow down potential targets). It might also be sufficient to take hostile outposts, especially if two or more ships combine their forces. The River class is extremely vulnerable to damage, but then the historical ships were too. I think the best operational uses might be as a commerce raider, hunting for hostile survey ships, or moving in post-battle to board any cripples. I'll adjust based on combat results.

River class Armed Boarding Vessel      6,000 tons       116 Crew       512.3 BP       TCS 120    TH 480    EM 0
4000 km/s      Armour 1-29       Shields 0-0       HTK 24      Sensors 0/0/0/0      DCR 2-3      PPV 6
Maint Life 0.80 Years     MSP 106    AFR 144%    IFR 2.0%    1YR 133    5YR 1,994    Max Repair 240 MSP
Troop Capacity 2,500 tons     Boarding Capable   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 6 months    Morale Check Required   

Parsons PN-480 Triple Expansion Gas-Core Drive (1)    Power 480.0    Fuel Use 55.21%    Signature 480.00    Explosion 12%
Fuel Capacity 289,000 Litres    Range 15.7 billion km (45 days at full power)

4-inch QF Railgun (2x4)    Range 20,000km     TS: 4,000 km/s     Power 3-3     RM 20,000 km    ROF 5       
Barr and Stroud MK I Railgun Fire Control (1)     Max Range: 80,000 km   TS: 4,000 km/s    ECCM-1     88 75 62 50 38 25 12 0 0 0
R-6 Gaseous Fission Reactor (1)     Total Power Output 6.3    Exp 5%
Maxwell MX-30 Navigation Sensor   (1)     GPS 1920     Range 31.5m km    Resolution 120

Ground Forces
1x Royal Marine Company

I've taken a different approach to my other combat vessels too. As usual, I have based on them on designs of the time, but this time the battleships and destroyers have only 6 months endurance, the heavy cruisers and light escort cruisers have 12 months while the light patrol cruisers have 24 months. I've also gone for a turreted approach for the primary armament, but only with a tracking speed of 8000 km/s. That allows better targeting of faster alien ships, gives me a flexible anti-missile capability while keeping down turret and fire control size. It might prove to be a bad idea, but it works with the theme and I haven't tried this before. For example:

Surface warship design in the latter half of the 19th century had focused on flexible armaments, able to inflict damage at long range while maintaining sufficient fast-firing secondary weapons that could deal with the threat from smaller, faster combatants. This experience was evident in the early spacecraft designs, with armaments that included several different calibres of energy weapons. The 10-inch, 8-inch and 6-inch lasers were for ship-to-ship engagements and mounted by battleships, heavy cruisers and light cruisers respectively, while 4-inch railguns provided anti-missile defences. The small fast-firing lasers in 4-inch and 5-inch calibres were flexible weapons that could perform both roles.

The Royal Sovereign class Battleship was the embodiment of this philosophy, known as the ‘triple-12’ design. The armament comprised twelve twin 10-inch laser turrets, twelve twin 5-inch laser turrets and twelve 4-inch railguns. The battleship was intended to operate at the heart of the battle fleet, combining with its sister ships to overwhelm any foe with massed energy weapon fire. As the Royal Sovereign would only be deployed for decisive engagements against substantial enemy forces, it had lower endurance than the cruiser classes. A single Avro 500 was embarked for long-range scouting duties.


Royal Sovereign class Battleship      60,000 tons       1,862 Crew       10,116.8 BP       TCS 1,200    TH 4,800    EM 8,520
4000 km/s    JR 3-50      Armour 6-136       Shields 284-426       HTK 347      Sensors 18/24/0/0      DCR 31-5      PPV 375.84
Maint Life 1.50 Years     MSP 5,766    AFR 929%    IFR 12.9%    1YR 2,883    5YR 43,248    Max Repair 750 MSP
Hangar Deck Capacity 250 tons     
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 6 months    Flight Crew Berths 5    Morale Check Required   

Tesla TM-600 Jump Drive     Max Ship Size 60000 tons    Distance 50k km     Squadron Size 3
Parsons PN-1200 Triple Expansion Gas-Core Drive (4)    Power 4800.0    Fuel Use 34.92%    Signature 1200.00    Explosion 12%
Fuel Capacity 1,775,000 Litres    Range 15.2 billion km (44 days at full power)
Krupp KD-71 Shield Generator (4)     Recharge Time 426 seconds (0.7 per second)

Twin 10-inch Laser Turret (12x2)    Range 256,000km     TS: 8000 km/s     Power 32-8     RM 50,000 km    ROF 20       
Twin 5-inch QF Laser Turret (12x2)    Range 200,000km     TS: 8000 km/s     Power 8-8     RM 50,000 km    ROF 5       
4-inch QF Railgun (12x4)    Range 20,000km     TS: 4,000 km/s     Power 3-3     RM 20,000 km    ROF 5       
Barr and Stroud MK I Primary Laser Fire Control (2)     Max Range: 256,000 km   TS: 8,000 km/s    ECCM-1     96 92 88 84 80 77 73 69 65 61
Barr and Stroud MK I Railgun Fire Control (2)     Max Range: 80,000 km   TS: 4,000 km/s    ECCM-1     88 75 62 50 38 25 12 0 0 0
R-48 Gaseous Fission Reactor  (5)     Total Power Output 240.6    Exp 5%

Maxwell MX-110 Active Search Sensor (1)     GPS 23040     Range 109.1m km    Resolution 120
Maxwell MX-15S Small Craft Detection Sensor   (1)     GPS 192     Range 15.1m km    Resolution 10
Maxwell MX-6M Missile Detection Sensor   (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
Rutherford RE-24 Passive Sensor (1)     Sensitivity 24.00     Detect Sig Strength 1000:  38.7m km
Rutherford RT-18 Passive Sensor (1)     Sensitivity 18.00     Detect Sig Strength 1000:  33.5m km

Electronic Warfare Jammers:   Fire Control 1    Missile 1   

Strike Group
1x Avro 500 Scout   Speed: 4001 km/s    Size: 5
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on January 14, 2024, 07:46:55 PM
I've taken a different approach to my other combat vessels too. As usual, I have based on them on designs of the time, but this time the battleships and destroyers have only 6 months endurance, the heavy cruisers and light escort cruisers have 12 months while the light patrol cruisers have 24 months.

Interesting approach. I've never been brave enough to do something like this, mostly because I expect my ships to have to camp out on a jump point at some time or another so having disparate deployment times (and maintenance lives) would make that complicated to say the least. I have tried setting different fuel ranges for cruisers vs system craft for example.

Let us know how this unusual doctrine works!  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on January 14, 2024, 10:38:37 PM
Made my first engagement against a Rakhas controlled world.

Luckily, initial sensor scans were close enough to true that when we showed up with 64k of ground troops, we weren't instantly overwhelmed. According to Intelligence, it looks like their average infantry carries armor that's roughly on-par with our light vehicles, and weapons that are twice as strong.

Which makes it a good thing that I anticipated that something like this might be the case, and so each of my invasion armies were composed of 300 units of Heavy Anti-Personnel Tanks and 270 Anti-Tank Jeeps. The 2xCAP of the tanks is a little anemic against their armor, but the several thousand shots and several hundred hits usually result in a couple dozen kills. The jeeps are one-shot-one-kill... but they're only hitting a handful of enemies a round.

Losses in our tanks are low. Jeeps are manageable. Averaging roughly 3 or 4 to 1 kills/losses.

Looking promising to clear this world without further forces. Very glad I didn't send powered armor (or gods-forbid) regular infantry; as I can only imagine that casulties would be grim.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on January 14, 2024, 10:54:59 PM
I just hit a world held by a different and perhaps squishier spoiler.

I had little idea how much defense force I'd find - I don't know whether I didn't bother to do an active scan or what, but all I knew was that there was a warm and hostile presence randomly situated on Promethia II.

So I dropped 10k tons of heavy battle tanks on them.
Code: [Select]
Flamberge Assault Tank - 2059
Transport Size (tons) 104     Cost 12.48     Armour 108     Hit Points 108
Annual Maintenance Cost 1.6     Resupply Cost 45
Heavy Anti-Vehicle:      Shots 1      Penetration 90      Damage 90
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 22      Damage 15
It turned out they were all infantry, heavily equipped but with greatly inferior tech. They might have enough firepower to run roughshod over the 'military police' battalions that make up my only planetary defense forces, but against the assault tanks they might as well have been unarmed, scoring numerous hits but not disabling a single vehicle. I neglected to bring replacement logistics for the assault formations so they ran out of ammo about the same time they ran out of things to shoot.

It turned out, not too surprisingly, that all I'd captured was a handful of automines. Not much, still worth the exercise.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on January 14, 2024, 11:07:41 PM
Your tanks have three times the armor, twice the HP, and weapons somewhere between 2 and 3 times more effective than my own.

I would very much like to have a squad of your ground units around, I must say.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: captainwolfer on January 15, 2024, 12:09:38 AM
I just hit a world held by a different and perhaps squishier spoiler.

I had little idea how much defense force I'd find - I don't know whether I didn't bother to do an active scan or what, but all I knew was that there was a warm and hostile presence randomly situated on Promethia II.

So I dropped 10k tons of heavy battle tanks on them.
Code: [Select]
Flamberge Assault Tank - 2059
Transport Size (tons) 104     Cost 12.48     Armour 108     Hit Points 108
Annual Maintenance Cost 1.6     Resupply Cost 45
Heavy Anti-Vehicle:      Shots 1      Penetration 90      Damage 90
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 22      Damage 15
It turned out they were all infantry, heavily equipped but with greatly inferior tech. They might have enough firepower to run roughshod over the 'military police' battalions that make up my only planetary defense forces, but against the assault tanks they might as well have been unarmed, scoring numerous hits but not disabling a single vehicle. I neglected to bring replacement logistics for the assault formations so they ran out of ammo about the same time they ran out of things to shoot.

It turned out, not too surprisingly, that all I'd captured was a handful of automines. Not much, still worth the exercise.
I think you are fighting an NPR, not a spoiler. I could be wrong though
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on January 15, 2024, 12:17:44 AM
I just hit a world held by a different and perhaps squishier spoiler.

I had little idea how much defense force I'd find - I don't know whether I didn't bother to do an active scan or what, but all I knew was that there was a warm and hostile presence randomly situated on Promethia II.

So I dropped 10k tons of heavy battle tanks on them.
Code: [Select]
Flamberge Assault Tank - 2059
Transport Size (tons) 104     Cost 12.48     Armour 108     Hit Points 108
Annual Maintenance Cost 1.6     Resupply Cost 45
Heavy Anti-Vehicle:      Shots 1      Penetration 90      Damage 90
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 22      Damage 15
It turned out they were all infantry, heavily equipped but with greatly inferior tech. They might have enough firepower to run roughshod over the 'military police' battalions that make up my only planetary defense forces, but against the assault tanks they might as well have been unarmed, scoring numerous hits but not disabling a single vehicle. I neglected to bring replacement logistics for the assault formations so they ran out of ammo about the same time they ran out of things to shoot.

It turned out, not too surprisingly, that all I'd captured was a handful of automines. Not much, still worth the exercise.
I think you are fighting an NPR, not a spoiler. I could be wrong though

Given that his tech level is quite high, I can see how it could be at least one of the spoiler races which would certainly be outteched in this case.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on January 15, 2024, 12:51:07 AM
It is most definitely a spoiler, not a regular NPR. You might not be able to infer that from the battle report I gave, and I couldn't have inferred it from the invasion itself, but I'm quite familiar with the faction in question.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: captainwolfer on January 15, 2024, 02:16:50 AM
It is most definitely a spoiler, not a regular NPR. You might not be able to infer that from the battle report I gave, and I couldn't have inferred it from the invasion itself, but I'm quite familiar with the faction in question.
I didn’t think any spoilers used automines
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on January 15, 2024, 03:05:29 AM
It is most definitely a spoiler, not a regular NPR. You might not be able to infer that from the battle report I gave, and I couldn't have inferred it from the invasion itself, but I'm quite familiar with the faction in question.
I didn’t think any spoilers used automines
It's possible that the automines were put there by an NPR and then taken over by the spoilers. I don't have any way to know the history, but it is a place where the Windorah Empire might have set up a mining outpost.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on January 15, 2024, 05:35:00 AM
I've taken a different approach to my other combat vessels too. As usual, I have based on them on designs of the time, but this time the battleships and destroyers have only 6 months endurance, the heavy cruisers and light escort cruisers have 12 months while the light patrol cruisers have 24 months.

Interesting approach. I've never been brave enough to do something like this, mostly because I expect my ships to have to camp out on a jump point at some time or another so having disparate deployment times (and maintenance lives) would make that complicated to say the least. I have tried setting different fuel ranges for cruisers vs system craft for example.

Let us know how this unusual doctrine works!  ;D

I'm trying to replicate an early 1900s approach where the cruisers do most of the work and the battleships remain in port until called upon to fight a major battle. In this scenario, the battleships would not be engaged in any jump point defence, or picket duties. They will leave port to engage in battle and then return. That's the plan anyway :)

Besides, during that period, some cruisers were the same size or larger than the pre-dreadnought battleships of the time. They were designated for different roles with different armament and capabilities, rather than designated by size as tended to be the case in the 20th century.

For example, the Powerful class cruisers of 1894 were 14,200-tons. The Drake class cruisers launched in 1899 were 14,150-tons. The contemporary battleships were the Majestic class of 14,560-tons (nine ships in 1894), Canopus 13,150 tons in 1896, London 14,500 tons in 1899 and Duncan 13,270-tons in 1899.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Andrew on January 15, 2024, 06:12:26 AM
The Size of large cruisers and battleships being the same continues until the 1930's fast battleships. Before then the Battlecruisers (or Dreadnought Armoured Cruisers) were the same size or larger as their Dreadnought Battleship contempories. Historically its down to the extra speed of the cruisers requiring a lot more machinery than the Battleships had so if you wanted any reasonable firepower and protection combined with speed you got something the same size as a Battleship
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on January 15, 2024, 11:38:08 AM
Minted a new discretionary medal for extraordinary feats after crushing a huge spoiler incursion, again out in Windorah space.

The first round was significant but hardly legendary - my best cruiser squadron (4x 7.5 kt cruisers, 1x 10kt command cruiser) plowed through about twice their tonnage in enemy ships including two never-before-seen larger types. Didn't scratch the paint, though they almost managed to knock down the command cruiser's shield and one of the cruisers consumed all its MSP and burned out a laser cannon.

Then as the squadron made its way home to resupply and offload rescuees, it turned out there was another enemy squadron sneaking around in the dark.

And they rather one-sidedly massacred a Windorah force. A bit strange to see the weapons discharges, it seemed like a lot fewer Windorah ships were contributing to the fight than were dying. Maybe a range thing, I had no units able to see details beyond weapon discharges and wrecks appearing.

So I picked out the one cruiser that had managed to make it through the first phase with full MSP and sent it back alone (and also dispatched a second cruiser squadron, but that one would be a considerable distance behind and arrive too late to do anything so far.) With careful use of range control and shield regeneration, the solitary 11-year-old cruiser took on four semi-comparable warships at once and destroyed them all in the course of 10 minutes with only minor armor damage.

...All while carrying triple its own crew count in survivors rescued from the Windorah lifepods, who were subsequently safely delivered to one of my outer colonies.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on January 23, 2024, 10:57:45 AM
My empire has spent the better part of a decade trying to figure out how to deal with size 8 ASMs that are moving at 30,000 km/s with multiple decoys.

After my explorer's first encounter ("Hey! There's a ship over there! It appears to be holding distance! Incoming Missiles! Full power to guns!" *Sound of five lasers missing* *SPLAT*) we've gradually been improving our designs.

In fact, you can see the progression in the lines of wrecks that are all spaced roughly five minute's travel time from each other!

For instance, we discovered that the tracking speed of your fire controls is really, really important. Turns out that just bringing those up from 2,000 km/s to 6,000 km/s tripled our to-hit% (who'd have guessed?). Now, on the fourth run into the hostile system, our latest fleet is our heaviest armored (going from 3 or 5 layers to 5/7), most well-armed, and most numerous. We're also trying out anti-missile jamming.

If this doesn't work, we're playing around with some turreted quad-lasers with the gearing needed so that they can track as quickly as the missiles move. We're avoiding that for the moment, because it will require an entirely new ship design - and probably a large one, at that, since both the turrets and the beam fire controls that they'll need are huge.

Normally I'd probably also go with trying to develop some AMMs and/or mass gauss defenses, but my empire has somehow literally never produced a single missile scientist, so I'm roleplaying that we're morally against such weapons ("dishonorable to strike at an enemy that's not at the space version of knife-fighting range.")

In other news, my starmap plot is a complete mess. For a good long while I was able to shift things around so that nothing overlapped. But then my explorers managed to find a link between the extreme far end of one of my lines and a system that's inside of two other loops. There's simply no way to rearrange the plot so that I don't have at least one system line crossing - it distresses me greatly (but not quite enough to SM out the offending connection.)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nakorkren on January 23, 2024, 12:33:16 PM
My empire has spent the better part of a decade trying to figure out how to deal with size 8 ASMs that are moving at 30,000 km/s with multiple decoys.

A few hard-earned tips:

My personal preference for this situation is large (~50k ton) ships (however many are needed based on how big the enemy's force is) which a lot of shielding, a decent complement of turreted 10cm lasers for quasi-effective and very flexible PD (also good for high DPS at lower tech levels), and larger non-turreted lasers for fighting other beam ships if/when you get into beam range.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on January 23, 2024, 05:24:27 PM
  • Speed of the missile when trying to hit it is based on closing distance, so if you run away from the missiles, your ship speed is subtracted from the missile speed, which helps hit chance. If your ship is 5k km/s, that reduces the effective missile speed from 30 to 25k km/s, which is not nothing. In general the faster your ship, the less likely you are to be hit AND the more likely your non-turreted weapons are to hit, so ship speed is important.

Do you have a source for this? I've never heard of this and it sounds extremely suspect, but I'm assuming you're not pulling this out of nowhere.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: captainwolfer on January 23, 2024, 05:46:26 PM
I've been playing with fast particle beam/gauss PD battleship, and I haven't seen running away from missiles improve hit chance beyond what would be expected of the base missile speeds.

There is only 3 things that affects PD hit chance as far as I've seen
1. Speed of missile vs PD tracking speed
2. Tactical bonus from ship CO or tactical officer
3. The tech line that gives a percentage bonus to tracking speed the longer a missile is tracked, up to a cap determined by tech.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nakorkren on January 23, 2024, 11:10:59 PM
You're right that I've never seen it in patch notes or other gospel. I remember coming up with the experiment using a FAC with a speed comparable to that of an NPC missile, and I thought I remembered it working, but I guess I can't swear to it. Note that it should also apply to forward motion, so... if I was right, I'd think folks would've noticed something was up with moving vs stationary to-hit effectiveness being off. Seriously starting to doubt myself on that point, now.

That said, should be an easy experiment to do (or re-do?); I'll check it out this weekend and report back.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on January 24, 2024, 04:06:19 AM
The hit chance vs missiles is not affected by the relative speed vs the target.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Zax on January 24, 2024, 10:51:30 AM
No, the relative speed doesn't matter, BUT!
If you retreat from a missile, it DOES increase your TRACKING time! (up to limits of course)
so that it could APPEAR to be decreasing the missile's hit chances.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on January 24, 2024, 12:43:55 PM
No, the relative speed doesn't matter, BUT!
If you retreat from a missile, it DOES increase your TRACKING time! (up to limits of course)
so that it could APPEAR to be decreasing the missile's hit chances.

Yes, true. It also increases the time between the arrival of different salvos so you may get more total shots due to weapons recharging. Running away is part of my standard "Wow, I didn't expect that many missiles" strategy :)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on January 24, 2024, 12:47:33 PM
Running away is part of my standard "Wow, I didn't expect that many missiles" strategy :)

I believe the military term is "Tactical Kiting"
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on January 25, 2024, 02:45:51 AM
Trying to figure out a good way to defend fuel extractors against invasive pests.

In some cases, a heavy STO (or perhaps better simply a large DST setup) on a moon of the gas giant works to cover them, but some Sorium giants don't have moons. Which means my easy-operation sensor and weapon options won't be reliably close by. And I've demonstrated that the travel time of even fighters leans too long to do more than avenge my installation.

I may need to park an anchorage station right out on the gas giant...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: StarshipCactus on January 25, 2024, 05:15:07 AM
Trying to figure out a good way to defend fuel extractors against invasive pests.

In some cases, a heavy STO (or perhaps better simply a large DST setup) on a moon of the gas giant works to cover them, but some Sorium giants don't have moons. Which means my easy-operation sensor and weapon options won't be reliably close by. And I've demonstrated that the travel time of even fighters leans too long to do more than avenge my installation.

I may need to park an anchorage station right out on the gas giant...

If you have other colonies in the system, you could try stationing a few ships from the local garrison above the gas giant and just cycle them out every 9 months or year or whatever. They can get overhauls, resupply and shore leave from the colony. If there is no colony nearby, it might be worth investing in some kind of maintenance station or even commercial hanger station. I've always liked the idea of a maintenance station, although that won't deal with shore leave.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Droll on January 25, 2024, 07:22:27 AM
Trying to figure out a good way to defend fuel extractors against invasive pests.

In some cases, a heavy STO (or perhaps better simply a large DST setup) on a moon of the gas giant works to cover them, but some Sorium giants don't have moons. Which means my easy-operation sensor and weapon options won't be reliably close by. And I've demonstrated that the travel time of even fighters leans too long to do more than avenge my installation.

I may need to park an anchorage station right out on the gas giant...

If you have other colonies in the system, you could try stationing a few ships from the local garrison above the gas giant and just cycle them out every 9 months or year or whatever. They can get overhauls, resupply and shore leave from the colony. If there is no colony nearby, it might be worth investing in some kind of maintenance station or even commercial hanger station. I've always liked the idea of a maintenance station, although that won't deal with shore leave.

You can just build a recreational facility, the station will be somewhat large but you can separate the stations out into "modules" to make tugging them easier.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on January 25, 2024, 07:48:08 AM
For harvester protection, I usually park a small colony on a moon, or use a DSP with an Ark Module, then add one or more stations with maintenance modules and some MSP. Instant base.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on January 25, 2024, 10:25:19 AM
I already have a station design with maintenance facilities and 10,000 tons of commercial hangar space which I've been using to deploy small garrisons, I'd probably just lay out another one.


My current warships have too little endurance to make cycling guardships tolerable, though maybe the upcoming class of patrol cruisers will change that when I have enough to consider actually using them for patrols. (I first built an instance of the anchorage bases because there was a spot in deep space that needed to be garrisoned and keeping even a scoutship on station was driving me to distraction.)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nakorkren on February 04, 2024, 10:16:11 AM
I'm very, very excited to have just encountered a wild Star Swarm colony for the first time in several years of playing Aurora. I may shortly be much less excited, since this encounter occurred 4 systems from Sol, but TBD. My obsolete survey ship was immediately boarded and the crew was presumably eaten alive/subsumed into the hive mind.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ExChairman on February 23, 2024, 12:16:08 AM
Old Aurora game, year 89: 595 civillian ships, never had this much, cant say it slows the game down, but having problems with "to fast" ships so they are jumped lagged at next stop...
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nakorkren on February 24, 2024, 01:26:19 PM
I'm very, very excited to have just encountered a wild Star Swarm colony for the first time in several years of playing Aurora. I may shortly be much less excited, since this encounter occurred 4 systems from Sol, but TBD. My obsolete survey ship was immediately boarded and the crew was presumably eaten alive/subsumed into the hive mind.

Update: We are merrily kicking each other's teeth in. I destroyed something like 80k-tons of FACs with laser fire while they chewed through the shields of three 50k-ton battleships. Then their (main?) fleet of 14x 20k-ton cruisers showed up to the party, who after one salvo convinced me their tech was superior and I was not going to win that fight. Particularly since one of my battleships was out of commission due to microwave damage destroying both BFCs. Note to self, overhaul with microwave-hardened BFCs and have more of them. Ultimately had to retreat through the unstabilized jump point, but still almost lost one battleship due to continuing acid damage from hull damage taken from the parasite craft in the first half of the battle. I'm trying very hard not to lose any ships in a place I can't prevent the enemy from harvesting the wreck, as I suspect that's how they get resources to... reproduce?.

Now I'm building minelayers to set up minefields, as well as carriers with fast scouts and missile fighters to take the fight to the enemy at speeds they can't keep up with. We'll see if that helps. Meanwhile they just popped up in a new system on the complete other side of my empire, which is... highly concerning. So far still having fun. Hasn't yet graduated to Dwarf Fortress level "FUN", but it's escalated rapidly over the last few months of game time.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kurt on February 25, 2024, 10:07:26 AM
For harvester protection, I usually park a small colony on a moon, or use a DSP with an Ark Module, then add one or more stations with maintenance modules and some MSP. Instant base.

I usually establish a ground base with some DSTS's and STO's on a nearby moon.  If alien ships are detected the harvesters can move to the moon and shelter under the STO's guns.  Also, the moon base can serve as a handy fuel dump where the harvesters can unload when full, rather than have to go all the way to an inhabited planet. 

Kurt
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on February 27, 2024, 01:01:16 AM
This is the system of GJ 3323.

It is home to two terrestrial worlds which are acceptable terraforming candidates and a gas giant with 21 moons. Minerals unknown.

It is our empire's white whale; it is our folly. It is a graveyard to 477,000 tons of military shipping and 15,000 souls.

4 generations of technical innovation; years of construction... scrap floating on the stellar breeze.

...

We're confident that this generation of ships has what it takes.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on February 27, 2024, 01:48:25 AM
Oh wow  :-X

Good luck.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kaiser on February 29, 2024, 08:39:19 AM
So, I have discovered a system with 3 stars, 2 of them rotate around the first which is close to the JP, one of them, which is the one with planets and stuff, is 700billion Km distant from the jump point. The LP1 is located in this star, but since the other 2 are planetless, there's no way to create another LP. Is there anything I can do to avoid a travel of 700billion away?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on February 29, 2024, 09:39:07 AM
So, I have discovered a system with 3 stars, 2 of them rotate around the first which is close to the JP, one of them, which is the one with planets and stuff, is 700billion Km distant from the jump point. The LP1 is located in this star, but since the other 2 are planetless, there's no way to create another LP. Is there anything I can do to avoid a travel of 700billion away?

If you're willing to 'cheat' a little, you can go into SM mode, add a gas giant to one of the closer stars, and stabilize a LP.

Other than that, you're pretty much limited to going into SM mode and deleting the third star, since it's otherwise going to be useless. AFAIK, jump points will only ever show up around the primary star, so you can't even hope that a second JP into the system will pop up over there.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kaiser on February 29, 2024, 10:29:26 AM
So, I have discovered a system with 3 stars, 2 of them rotate around the first which is close to the JP, one of them, which is the one with planets and stuff, is 700billion Km distant from the jump point. The LP1 is located in this star, but since the other 2 are planetless, there's no way to create another LP. Is there anything I can do to avoid a travel of 700billion away?

If you're willing to 'cheat' a little, you can go into SM mode, add a gas giant to one of the closer stars, and stabilize a LP.

Other than that, you're pretty much limited to going into SM mode and deleting the third star, since it's otherwise going to be useless. AFAIK, jump points will only ever show up around the primary star, so you can't even hope that a second JP into the system will pop up over there.

Thanks, no I do not like game-cheating, so I am going to survey the stuff there and if there is something interesting, well, let's see, I'll create super fast cargo eventually.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on February 29, 2024, 04:25:02 PM
Dude, 700 bn km distance is too much. Even if you create a super-long-distance surveyor, it will take ages for it to get there. Using SM is not cheating, per se, it is meant for helping storytelling and facilitating gameplay. As AlStar said, the best option is to create a gas giant to orbit the primary star so that you can then use a stabilization ship to create a LP that you can then use for intra-system jumps.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Ulzgoroth on February 29, 2024, 10:16:23 PM
Yeah, if you're not going to edit in a lagrange anchor, you're probably best off just ignoring the place.

In VB Aurora you might have been able to do something with hyperdrive, but lacking that that distance is extremely impractical.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kaiser on March 01, 2024, 05:12:08 AM
Dude, 700 bn km distance is too much. Even if you create a super-long-distance surveyor, it will take ages for it to get there. Using SM is not cheating, per se, it is meant for helping storytelling and facilitating gameplay. As AlStar said, the best option is to create a gas giant to orbit the primary star so that you can then use a stabilization ship to create a LP that you can then use for intra-system jumps.

Yeah, I totally understand, but that's how I play everygame, no cheats that facilitate or give advantages, I take whatever comes during the gameplay.

I like to think that this scenario might be real in the universe one day, at that point it is not that we will pop up a gas giant from nowhere, so if Steve did not add any solution to the game to avoid a 700billion travel, he might have had his reasons to do that and I like this as it is.

That being said, there's a 2 colony cost planet there and from the storytelling point of view, I could sent there 100000 people only in an eternal voyage with a colony ship and some infra, then they will live there forever isolated from the rest of the universe  ::)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on March 01, 2024, 05:58:52 AM
Yeah, that's a valid choice. I did not want you waste time & effort trying to exploit the secondary star system, only to realize that it is impossible without an LP. But that sort of Exodus thing would be pretty cool. You can play all sorts of political & religious schisms and so on for it.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on March 01, 2024, 07:19:24 AM
I'd be worried that all my civilian ships would get stuck on the 10+ year voyage to drop off colonists / trade goods there.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kaiser on March 01, 2024, 07:22:35 AM
I'd be worried that all my civilian ships would get stuck on the 10+ year voyage to drop off colonists / trade goods there.

Military restricting the planet shoudl avoid that, shoudln't it?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Garfunkel on March 01, 2024, 08:19:32 AM
Yeah, you can either make the entire system restricted or the colony/colonies you create specifically, if you need to use the system as a transit point.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on March 03, 2024, 09:33:41 AM
I'm playing a WH40k campaign, but started conventional. Eighteen years in and I haven't launched a warship yet, although I finally have a few building. I also haven't created any out-system colonies yet, mainly because I have never seen an early map with so many empty systems. The two most promising ones (Orpheus and Sigma Draconis), both have hostile aliens. So far, I have been using fighter-sized survey ships, but I just launched my first pair of full-size survey ships. They are unarmed, but carry two fighters, two scout shuttles and an assault transport.

Tempest class Survey Frigate      15,000 tons       339 Crew       2,284 BP       TCS 300    TH 750    EM 0
2500 km/s    JR 3-50      Armour 1-54       Shields 0-0       HTK 88      Sensors 5/8/5/5      DCR 20-13      PPV 0
Maint Life 6.13 Years     MSP 2,403    AFR 90%    IFR 1.2%    1YR 110    5YR 1,647    Max Repair 225 MSP
Hangar Deck Capacity 2,000 tons     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 60 months    Flight Crew Berths 40    Morale Check Required   

RM-150 Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-750-ME (1)    Power 750.0    Fuel Use 7.05%    Signature 750.00    Explosion 6%
Fuel Capacity 1,303,800 Litres    Range 221.8 billion km (1026 days at full power)

MK I Frigate Active Augur Array (1)     GPS 7200     Range 61m km    Resolution 120
MK II Electromagnetic Augur Array (1)     Sensitivity 8.0     Detect Sig Strength 1000:  22.4m km
MK I Thermal Augur Array (1)     Sensitivity 5.0     Detect Sig Strength 1000:  17.7m km
Geological Survey Sensors (5)   5 Survey Points Per Hour
Gravitational Survey Sensors (5)   5 Survey Points Per Hour

Strike Group
1x Thunderhawk Assault Transport   Speed: 9500 km/s    Size: 20
2x Fury Interceptor   Speed: 10001 km/s    Size: 6
2x Aquila Scout   Speed: 2500 km/s    Size: 4

(http://www.pentarch.org/steve/Screenshots/GothicConv002.PNG)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on March 04, 2024, 09:32:16 AM
That southern branch of your starmap is depressing - just billions of kms of emptiness (not that the eastern branch is much better!)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Zax on March 04, 2024, 09:46:28 PM
Is that "real stars" but some are renamed? or is there a name theme that has real stars?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Steve Walmsley on March 05, 2024, 05:12:34 AM
Is that "real stars" but some are renamed? or is there a name theme that has real stars?

Yes, its real stars, but I renamed some using a WH40k theme. I have a WH40k spreadsheet with c300 ship names arranged by class, c300 system names and c500 ground formation names. I shade the cells as I use them, then just remove all the shading for the next campaign
Title: Re: What's Going On In Your Empire: C# Edition
Post by: nuclearslurpee on March 05, 2024, 08:56:13 AM
spreadsheet

Bah! Steve and his fancy technology! Real servants of the Imperium use plain text files with brackets [ ] for checkboxes as the Emperor intended!  ;D
Title: Re: What's Going On In Your Empire: C# Edition
Post by: vorpal+5 on March 06, 2024, 01:08:10 AM
(https://i.imgur.com/R00Jv6a.jpeg)
Title: Re: What's Going On In Your Empire: C# Edition
Post by: TheBawkHawk on March 06, 2024, 01:18:31 AM
(http://www.pentarch.org/steve/Screenshots/GothicConv002.PNG)

I may have missed it in the patchnotes, but what are those orange x's next to Sigma Draconis and Orpheus? I can't recall seeing them before.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: vorpal+5 on March 06, 2024, 02:09:36 AM
Wrecks?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Kaiser on March 06, 2024, 03:19:40 AM
Those are the wrecks in that system.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on March 13, 2024, 10:09:20 AM
We've finally managed to turn a corner in our ship designs - our fleet was able to overcome the Precursor base that had been giving us problems for decades; then was able to take on another (admittedly smaller) outpost later the next year with minimal losses - without even having to run them out of ASMs by using ablative warships!

Initial ground combat was disappointing - the ~120,000 tons of troops that I had used to take out a Rakhas nest about a decade ago (and thus were rather out-of-date) were able to defeat their infantry units fairly easily, and when I saw hundreds dying every 8 hours, I was feeling good about our chances. Unfortunately, as the numbers of infantry dwindled, I was forced to accept that we weren't killing the heavier units at anything near sustainable levels - trading dozens of tanks for a single heavy mech.

Four companies were merged down to two, then merged again. The survivors were forced to retreat back to the transports.

That pushed back the timetable, but a second landing with up-to-date weapons and armor tech finally cleared the planet, revealing both a ruined city as well as a 100% sensor technology artifact site - a worthy prize for all our blood and tears.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Veneke on March 16, 2024, 03:28:41 AM
50 years in after a conventional start and the galactic map has had to be redrawn several times to account for unexpected loops of jump connections. Exploration of the Barnard's Star and Lalande branches look strange now, and the Barnard's Star connection effectively forks off into its own sector. Exploration and exploitation of both though made sense at the time.
 
Unexpected variety in spoilers compared to my quick test game prompted a rush for a much faster system defence corvette than had been initially planned. Even that redesigned initial corvette was still too slow though. In spite of that, the Battle class corvettes been in service now for 20+ years, and remained in production until about 5 years ago. Of the 40 built, 6 have been lost - although probably the same again or even more have had to be repaired almost from scratch after engaging the enemy. They're now slowly being phased out by faster, but more importantly turreted, system defence corvettes. System defence frigates of twice their size will probably replace both though in the years ahead. The raiders in my game move at approx. 6250km/s, and apparently at some point they'll research better engines? I thought for sure my second generation would outpace them easily. Instead I'm just able to reach their speed so I'm probably still going to have to do some kind of a pincer move to bring them into range. Research is slowly getting to the point where I can start designing an offensive fleet, which will eventually be armed with missiles. I'm not sure if it's the conventional start, poor luck in scientists, changes in the game, or me being rusty but everything feels much slower than I remember. Not in terms of performance, but research / construction.
 
First system defence corvette
Off-Topic: show
Battle class Corvette      5,985 tons       161 Crew       815.8 BP       TCS 120    TH 600    EM 0
5013 km/s      Armour 4-29       Shields 0-0       HTK 40      Sensors 8/8/0/0      DCR 2-3      PPV 15
Maint Life 1.88 Years     MSP 370    AFR 143%    IFR 2.0%    1YR 134    5YR 2,007    Max Repair 150 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 7 months    Morale Check Required   

Korolev M300-30 Nuclear Gas-Core Engine (2)    Power 600    Fuel Use 51.96%    Signature 300    Explosion 10%
Fuel Capacity 250,000 Litres    Range 14.5 billion km (33 days at full power)

Clayton-Zweibel 19cm NUV Spinal Laser (1)    Range 192,000km     TS: 5,013 km/s     Power 9-3     RM 30,000 km    ROF 15       
Clayton-Zweibel 10cm QF NUV Laser (3)    Range 90,000km     TS: 5,013 km/s     Power 3-3     RM 30,000 km    ROF 5       
Rowley Gun Battery Fire Control R96-TS5100 (1)     Max Range: 96,000 km   TS: 5,100 km/s    ECCM-0     90 79 69 58 48 38 27 17 6 0
Rowley Spinal Gun Fire Control R192-TS5100 (SW) (1)     Max Range: 192,000 km   TS: 5,100 km/s    ECCM-0     95 90 84 79 74 69 64 58 53 48
Korolev Gaseous Fission Reactor R4 (3)     Total Power Output 12    Exp 5%

G-Class Small Active Missile Detector Mk2 (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
G-Class Large Active Search Sensor Mk2 (1)     GPS 8000     Range 66.2m km    Resolution 100
G-Class Small EM Sensor Mk2 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
G-Class Small TH Sensor Mk2 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km


Upgraded system defence corvette
Off-Topic: show
Weapon class Corvette      5,988 tons       170 Crew       1,120.8 BP       TCS 120    TH 750    EM 0
6263 km/s      Armour 4-29       Shields 0-0       HTK 36      Sensors 11/11/0/0      DCR 3-5      PPV 15.65
Maint Life 2.24 Years     MSP 638    AFR 76%    IFR 1.1%    1YR 171    5YR 2,564    Max Repair 375 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 6 months    Morale Check Required   

Korolev M750-60 Ion Drive (1)    Power 750    Fuel Use 24.49%    Signature 750    Explosion 10%
Fuel Capacity 150,000 Litres    Range 18.4 billion km (34 days at full power)

Single CZ 20cm UV Laser Turret (1x1)    Range 256,000km     TS: 16000 km/s     Power 10-4     RM 40,000 km    ROF 15       
Twin CZ 10cm QF Laser Turret (1x2)    Range 120,000km     TS: 16000 km/s     Power 6-8     RM 40,000 km    ROF 5       
Rowley Gun Battery SR-TSW Fire Control Mk1 (1)     Max Range: 128,000 km   TS: 16,000 km/s    ECCM-1     92 84 77 69 61 53 45 38 30 22
Rowley Gun Battery LR-TSW Fire Control Mk1 (1)     Max Range: 256,000 km   TS: 16,000 km/s    ECCM-1     96 92 88 84 80 77 73 69 65 61
Korolev Magnetic Mirror Fusion Reactor R5 (3)     Total Power Output 15    Exp 5%

G-Class Small Missile Detector Mk3 (1)     GPS 21     Range 8.6m km    MCR 771.7k km    Resolution 1
G-Class Large Active Search Sensor Mk3 (1)     GPS 10500     Range 89m km    Resolution 100
G-Class Small TH Sensor Mk3 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
G-Class Small EM Sensor Mk3 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km


Ground forces have been growing over time and in 2-3 years I expect to have 2 million tonnes which I'll be able to use to launch an invasion of a Rakhas held planet. Hopefully that's enough. Work will continue on a much larger force to - in time - invade the homeworld of the Iota Ursae Majoris aliens. They haven't yet left their home system presumably they're a minor race - I don't think that there's a way to tell? Honestly though for performance I might just set NPRs to 100% minor races.. A survey ship maintains a lonely picket of the known jump point into their home system while design work continues on a more long-term solution. The lack of available shipyard space preventing construction currently is particularly concerning as very large shipyards (18k tonnes and above) have sat idle for decades awaiting a decision on the battle fleet.


I haven't played in about 2 years and it's been a real pleasure to get back into it. I'm 50 years in and very much looking forward to the next 50!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: shalis on March 26, 2024, 01:55:38 PM
Hadn't played in a few years, and only had a couple cursory games in the C# version.

Decided it was time to dwelve deeply into it and see what magic Steve had done with it.

First game, conventional start, everything going great. .  except i forgot that i had left the # of systems until -FUN- at default. .  As i finished exploring my 22 system it dawned on me that i was woefully unprepared for any of the spoilers, and i wasn't even sure if they had changed much from the VB6 version.

Immediately recalled all explorers and hunkered down in Sol as i tried to get a semblance of a armed navy going.  It was too late thou, first SOL Aliens (not really but thats where they showed up almost immediately as my last geo survey ship docked on earth) showed up within days of exploratory fleet returning to earth.  They did not respond to any hails.  A missile cruiser was sent to escort them through the system, but they promptly shot at it damaging some armor.  A long series of skirmishes continued for the better of a year, with the result of over 15 of the alien's ships struck down across 3 different classes.  No losses for Earth's fleet.  Curiously, it was noted that the aliens left no lifepods and showed no signs of atmosphere within their ships.  They were faster than our original tech at 5500km/s, but during the course of the conflict we surpassed them.  Currently our slowest combat ships are at 6200km/s (missile escorts, cruisers and FAC tenders), while our close engagers (laser cruisers, destroyers and scouts) clock, what we thought was, a mighty 8000km/s.  In a way the Earth Federation was glad for the conflict, as it was low risk and provided a benchmark from whence the navy was optimized and improved to a functional and quite powerful state.  By the end of the conflict the navy was comprised of a 80k ton class FAC tender, 40 1k ton FACs (30 in a defense base over earth, 10 in the tender), 4 Close range Laser cruisers, 6 close range laser destroyers, 8 missile destroyers, 6 AMM Cruiser escorts, 2 Heavy missile cruisers, dedicated scout and diplomacy ships, supply ships, tankers, colliers, and the ground infrastructure to support it all. 

Just as the first aliens were dealt  with 2 more showed up in AX Micro and Iota Ursae.  The jump chain is SOL - AX Micro - Iota Ursae.  The AX Micro aliens turned out to be eager to speak to us, and with the use of a diplomacy ship we quickly started communications.  The ones in Iota on the other hand seemed to enjoy nothing but slaughter. 

We had established a colony on Planet I of Iota Ursae, the Earth Federation was heavily invested in it and had allocated more resources to it than any other colony asides from Mars.  The reason for such was the presence of a alien artifact that gave a massive boost to EW research as well as a small alien outpost.  On top of that the colony had a comparable cost to Mars at 2. 0 and after a land geo survey was conducted by an engineer corps, proved to have a diverse and rich mineral profile.  The earth federation had been shipping infrastructure, colonists and facilities for several years now.  In place were also 2 planetary defense regiments, 2 geological teams and 2 xenoarchaelogy teams.   In space, there was a fuel harvester fleet mining a nearby gas giant, and a diplomacy ship had been sent over to attempt to communicate with the aliens. 

The diplomacy ship followed the alien fleet to the second star of the system where within one of its planets its sensors picked up dozens of ships from the same species.  It was also noted that these ships were extremely fast at 13250km/s even thou their thermal signatures made them out to be fairly large ships.  Nothing in our navy could compare.  As our diplomacy ship got closer, the entirety of the alien fleet burst into action towards it.  Orders were given to withdraw, but it was too late.  The ships immense speed allowed them to catch the hapless unarmed diplomacy ship within seconds and it was quickly turned into scrap.  Orders were given to a nearby GeoSurvey ship to move into system in case it would be safe to collect the life pods.  But shortly after the whole wreck disapeared from the scanners. .  And the aliens werent done, in a few days they were spotted again.  This time right by the WH into AX Micro, a slow lumbering transport fleet were caught and completely destroyed as well as their cargo meant for the colony, a few days were allowed to pass and orders were given for the geosurvey ship on standby on the other side of the WH to transit and grab the lifepods. .  this was a mistake.  The aliens laid in ambush and the geo ship was quickly destroyed. 

Content with their destruction, they proceded to "eat" the wrecks. .  every single one of which disapeared from our scanners.  This was problematic. .  the transport ships were over 100k tons in size each. .  and they had just salvaged 5 of them plus the smaller ships they had taken out in system.  In the colony everyone was starting to panic. .  it was obvious that no more help would be coming through that WH for awhile.  And sure enough within a week the aliens themselves showed up in orbit of Iota Ursae I.  The STOs did they best to keep the enemy at bay, but they were simply too fast.  Most shots missed, those that hit did slight armor damage that didn't even phase the invaders.  In return every single STO was hit with orbital bombardment and destroyed.  What came next was completely unexpected. .  but perhaps it shouldn't had been.  The aliens made land fall, the earth Federation had about 30k tons of troops in the planet, heavily entrenched and defended but the aliens drop down almost 400k tons of their own in response.  It was at this time that we finally discovered the identity of what we were facing. .  The Swarm.  A massive army of heavily armoured and armed insects swarmed towards the colony, the marines did their best to hold ground but in the end there was just too many of them and they were too heavily armoured.  Every single colonist and marine in Iota Ursae I was slaughtered and became bug food. The colony was lost.  All travel to the system was forbidden, a picket was placed on the AX Micro side of the WH and the earth federation is taking their time to lick their wounds and figure out what they can do.  Not only is the enemy more powerful and technologically advanced, but now they have a huge amount of resources to grow from due to their complete obliteration of the earth forces in the system.  Things aren't looking good.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: vorpal+5 on March 27, 2024, 07:22:13 AM
Do aliens tend to glass or invade smaller outposts / listening stations?
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on March 27, 2024, 07:32:04 AM
In the 73rd year of the Steel Federation's ascendancy, there are grave questions about Terra's place in the Empire. While the undisputed birthplace of Humanity, the Sol system lies in an unenviable position in galactic space: of the three links to the galaxy at large, only one has any planets of note - Bernard's Star; once hailed as a new Terra, is even more isolated, with only links to Sol and the useless void of Luhman 16.

Ship captains complain of the ten to fifteen billion kilometers needed to drag minerals from the rich outer systems back to Sol. They point to the dual worlds of Kruger Prime and Kruger Secondus, which still team with buried minerals, as well as being a mere two billion kilometers away from the vast asteroid mines of 70 Eridani. While the old guard elites on Earth, Luna, and Mars argue against this impropriety; even now, a massive fleet of tugs and cargo vessels ready themselves for the greatest transfer of production facilities ever witnessed.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on March 31, 2024, 08:21:00 AM
So, I've managed to unlock a new fear: massed - massed- AMMs.

We were clearing out a new Precursor outpost, and were feeling kind of invincible with our newest generation of ships. We'd finally managed to get shield technology to a good place, and so everything was equipped with the newest 85 point shield. Even though this was - by far - the largest number of Precursor ships I'd ever encountered in one place before (I believe there were about three dozen, of a variety of different classes), we were handling their ASMs pretty well - just very minor armor damage upon approaching the planet.

Then we closed within about 500,000 km of the planet.... Well, let me post a screenshot.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Andrew on March 31, 2024, 08:40:40 AM
Sadly thats fairly normal. Massed AMM launchers are common around a lot of planets. You need a large fleet with good shields and lots of guns
Title: Re: What's Going On In Your Empire: C# Edition
Post by: ISN on April 07, 2024, 09:40:06 PM
After watching Star Trek for the first time recently I was inspired to play a Star Trek-based game of Aurora. This has been something of a challenge as Aurora sadly isn't really set up for a Star Trek universe, so I've had to push the game quite a bit.

I'm using Real Stars with two NPRs, Klingons and Romulans. No Rakhas, Invaders, or Precursors; Aether Raiders are reskinned as the Orion Syndicate, and the Star Swarm are reskinned as the Borg. Ruins are set at 15% and minor races at 100%; the first minor race I came across I reskinned as the Vulcans.

One compromise I made is that unlike the Federation, I need dedicated warships. Rather than have every starship serve as both an exploration vessel and a combat vessel, I have a fleet of dedicated warships plus a few exploration cruisers meant to both conduct survey missions and hold their own in a fight. These are 32.5k ton vessels with a relatively small armament of phasers (particle beams) and photon torpedoes (short-range ASMs), shields and a deflector array (Gauss cannons) for defense, a 2.5 year deployment time, some probes, two shuttles to conduct gravitational surveys, and a geological survey sensor. (I conduct most geological surveys with small, dedicated science vessels; the geological sensor is just to allow the ship to check out particularly interesting planets without waiting for them to show up, and to give the science officer something to do.) Inefficient? Absolutely. But so far I've been able to keep a handful of these in service without breaking the bank, and being able to bring them back from survey missions to serve as flagships in larger fleet battles is really fun.

What about all the alien worlds that make up the Federation? Here I've had to abuse the game a little -- sorry, Steve. I wrote a small database editing script that lets you absorb another race into your empire, transferring over populations, ships, techs, etc. I wouldn't dare running this on anything but a minor race, and it definitely has issues -- e.g. every attempt to modify the FCT_RaceJumpPointSurvey table seems to corrupt all my unexplored jump points, so I've just left that alone -- but I just successfully formed a union with Vulcan, so I'm pretty happy with it. (Steve, plz implement!)

But to give it more of the feel of Star Trek I've had to go a bit outside the boundaries of the game. Every so often when exploring a new system I'll use an AI to roleplay some sort of encounter -- an alien vessel, a strange energy reading, whatever. (Claude is a pretty good GM, even with the free tier; ChatGPT and Gemini somewhat less so but generally still passable.) I use the ship's officers' stats to make skill checks, and depending on how it goes I might use SM mode to give myself some technology, add a ruin or construct, damage the ship, kill an officer, or even spawn an alien ship and get into a fight. It's been rather fun getting to know the crews just a little bit, like the science officer with a survey skill of only 5% who I couldn't get rid of, or watching officers rise through the ranks. To some extent I'm using Aurora as a framework and building my own game around it -- and it's fantastic that Aurora is flexible enough to allow that.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: Andrew on April 10, 2024, 04:21:56 AM
The staff officers of the Roman Navy have been sent for re-education after a missile salvo flew through the defenses of the fleet and destroyed a Bireme without being engaged and without the Bireme raising its shields.
It turns out when you refit ships to a new design they obvously lose their pre-existing weapon set ups and the new shields default to off, every ship in that fleet had just finished the e2 or e2 g1 refits and so not one of them had their weapons set up to fire or their shields on.Of course pre refit that fleet had been set up properly and I did not think to revisit that
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on April 17, 2024, 10:08:28 PM
It's the 84th year of the Imperium, and I just thought I'd celebrate the Exploration Ship EX-01 Great White.  Constructed in August of 2033, the Great White has somehow managed to survive over 50 years.

In that time, it has travelled 1,515 billion km, discovered 132 bodies with minerals, 23 jump points, 1 ruin, and 15 star systems.

That crew must have the luck of the Irish going on, because my explorer hull numbers go EX-1, EX-5, EX-8, EX-10, EX-11, EX-15, then EX-17 through EX-19.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: vorpal+5 on April 20, 2024, 08:34:52 AM
In other news, Lieutenant Commander Thomas Landsberg found 1 Vendarite on Moon AC B-XXVIII. Accessibility is 1 though, so that's something!
Title: Re: What's Going On In Your Empire: C# Edition
Post by: skoormit on April 20, 2024, 11:54:03 AM
In other news, Lieutenant Commander Thomas Landsberg found 1 Vendarite on Moon AC B-XXVIII. Accessibility is 1 though, so that's something!

Quick, send a guy with a shovel.
Title: Re: What's Going On In Your Empire: C# Edition
Post by: AlStar on April 29, 2024, 12:10:17 PM
We just participated in the largest battle in our empire's history to date - roughly 300,000 tons of Precursor ships, plus STOs on the planet below against a roughly equal tonnage of my own ships.

Something I don't think I ever appreciated before was just how devastatingly quick beam combats can be. The design philosophy I've been following in this game is massed laser weapons - 10cm turrets for primarily anti-missile operations, then 12cm or 15cm for higher damage and more range. Everything with the capacitor technology needed to fire every 5 seconds.

Once our fleet got within beam range of the planet - close enough that everything I had could fire, but far enough away that the (50!) STOs were only hitting for 1 point of damage; missing often - the entire combat took less than three minutes. I know this, because about halfway through the fight, some of the damaged Precursors came after us - either because they had run out of missiles and were going to ram, or because they wanted to get within range of their mass drivers; I'm not sure. In any case, I knocked the engines out on one of them, and deployed assault troops mid-fight. That combat - which ticks every minute - only got a single round off before the shooting stopped.

Roughly 400,000 tons of combat ships (100% of their force, ~30% of mine) vaporized in minutes.