Author Topic: What's Going On In Your Empire: C# Edition  (Read 73821 times)

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Offline nakorkren

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Re: What's Going On In Your Empire: C# Edition
« Reply #270 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.

  • For the Agothans (squid-like creatures), it's the first alien race they've run into that didn't immediately try to kill them, so kind of a big deal. Also, this alien civ established a stable JP in this newly discovered system, which the Agothans have only done for themselves fairly close to Agoth to support colonization. They're now mulling over those implications, because they found a Human asteroid mining colony only four jumps from Agoth. They're not panicked quite yet, and will reserve judgement until they figure out how far away the alien home world and any related colonies really are. Maybe space, like their home ocean, is big enough to share? There aren't any super-valuable systems between them and this new alien civ's outpost, so they're not too concerned about setting a border somewhere in there, as long as it provides some defensive depth. They're also excited to learn they're not alone in what has so far been a very hostile universe.
  • For the humans, it's their third neutral alien culture, and they're now trading partners with the first two, so normally it would be just another day... Except the "Squids" showed up next to the largest single off-planet mining operation in Palestro, the system right freaking next to Sol. Hence the Humans too are a little uneasy about the ramifications on this recent encounter. The humans already have one alien civ immediately living in a system adjacent to Sol with not one but TWO beautifully habitable systems, which they've been eying with envy despite trading with them. It's possible they may become friendly with the Agothans hoping that later they can team up to conquer that adjacent civ, in exchange for a favorable negotiation of border systems ownership. Or they may play it more standoffish, we'll see.

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.
  • The Agothans are focusing on carriers with 10cm railgun fighters and a few particle beam FACs for kiting, plus heavily armored and fast 4kton boarding ships for anything worth stealing, e.g. 8 Raider destroyers so far.
  • The humans are focusing on missiles and large caliber lasers, with the intent to go heavy on ECM/ECCM and shields as well.

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.
« Last Edit: September 01, 2022, 12:20:32 AM by nakorkren »
 
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Offline ranger044

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Re: What's Going On In Your Empire: C# Edition
« Reply #271 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
 

Offline db48x

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Re: What's Going On In Your Empire: C# Edition
« Reply #272 on: September 03, 2022, 08:18:08 PM »
The Space Terran Empire just had a brilliant idea: disposable active sensor probes mounted on missiles!



Also, a gallicite crunch.
« Last Edit: September 03, 2022, 08:21:20 PM by db48x »
 

Offline d.rodin

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Re: What's Going On In Your Empire: C# Edition
« Reply #273 on: September 07, 2022, 01:40:53 PM »
1 bln km radius Aether Rift.
Is it going to grow more?
 
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Offline GodEmperor

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Re: What's Going On In Your Empire: C# Edition
« Reply #274 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.
."I am Colonel-Commissar Ibram Gaunt. I am known as a fair man, unless I am pushed.
You have just pushed me."
 

Offline superstrijder15

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Re: What's Going On In Your Empire: C# Edition
« Reply #275 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...
 
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Offline GreatTuna

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Re: What's Going On In Your Empire: C# Edition
« Reply #276 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.
 

Offline Steve Walmsley

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Re: What's Going On In Your Empire: C# Edition
« Reply #277 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.

 
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Offline nuclearslurpee

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Re: What's Going On In Your Empire: C# Edition
« Reply #278 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?  ;)
 

Offline Steve Walmsley

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Re: What's Going On In Your Empire: C# Edition
« Reply #279 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
« Last Edit: October 24, 2022, 06:48:52 AM by Steve Walmsley »
 
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Offline nuclearslurpee

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Re: What's Going On In Your Empire: C# Edition
« Reply #280 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!
 

Offline Steve Walmsley

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Re: What's Going On In Your Empire: C# Edition
« Reply #281 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
 
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Offline nuclearslurpee

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Re: What's Going On In Your Empire: C# Edition
« Reply #282 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
 

Offline Steve Walmsley

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Re: What's Going On In Your Empire: C# Edition
« Reply #283 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
 
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Offline Drgong

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Re: What's Going On In Your Empire: C# Edition
« Reply #284 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.
Check out or Join my Community Game
http://aurora2.pentarch.org/index.php?board=235.0
Also check out my stories, including Interactive tales.
http://aurora2.pentarch.org/index.php?board=239.0