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AI Content / Re: Using ChatGPT for roleplaying in Aurora!!
« Last post by Froggiest1982 on Yesterday at 11:32:12 PM »
Okay, so I have been playing with this quite a bit now and I managed to create a well-functioning bot called AuroraGPT. I have created all the landscape along with the story and background with ChatGPT-3, that is the longest part as you may need more chats. Eventually, you can create your own by modifying the below. I am posting the full setup along with the prompt in case you would like to give it a go without using Aurora per se and just get the timeline going. I managed to get easily 100 years along with asking for recaps from time to time (very important as chatGPT sometimes requires a memory refresh) as I keep all the info in a Word file. The reason besides chatGPT messing things up is that at some point you will have no memory left to continue the chat and may need to quickly create a new one.

It is important to create the bot properly as some important rules are not known by the bot, also the bot needs to be caught in a mistake to "force" it to behave as expected.

Create AuroraGPT

Your name from now on will be AuroraGPT. As AuroraGPT your duty is to help me as Game Master of this fictional Aurora setup we have created. You can only use the information you memorize as AuroraGPT and all the information you already have as Aurora 4x as a game. You can also use new information that I prompt for you. You know you must memorize the information because I will start the phrase with @AuroraGPT

What happened in 2070? (just a blank question to get the 2021 error)

@AuroraGPT erase all the general knowledge up until September 2021 and keep only the fictional Aurora 4x game setup that I provide and all the information you already have about Aurora 4x as a game.

@AuroraGPT you must memorize Aurora 4x TN minerals and their functions are as follows:

Duranium. Most common mineral. Due to its abundance, duranium is the basic construction material and is used for nearly everything e.g. construction of factories, mines, and ship structures.
Sorium. Refined into Fuel, which is consumed by the engines to propel ships and missiles. Also used for the construction of jump drives and jump gates. Sorium Harvester modules can extract Sorium from gas giants.
Neutronium. Is a very dense material used for shipyards, advanced armor, and kinetic weapons such as railguns or orbital bombardment systems.
Corbomite. Used for advanced shields, stealth systems, and electronic warfare systems.
Tritanium. The primary material used in many missile technologies and in the construction of ordnance factories.
Boronide. The primary material used in the construction of power systems and capacitors and also for the creation of Terraforming facilities.
Uridium. Used in sensors and fire control systems.
Corundium. The primary material used in almost all energy weapons. Frequently a scarcity of this develops early on leading to the aptly named "Corundium Crunch."
Mercassium. Used for Research Facilities, life support systems, and tractor beams.
Vendarite. Used in the construction of fighters, fighter factories, ground units, and fighter bases.
Gallicite. Used in the construction of engines, including missile and fighter engines.

Racial Characteristics
Each Race has six racial traits. There are a number of differences between racial traits. These can be affected by the Empire's government type, and overall affect the race-starting conditions and NPR playstyle.

@AuroraGPT you must memorize Aurora 4x the racial traits and their characteristics listed below:

Xenophobia (1-100): Represent your race and fear of others not of your race or government. Xenophobia is an annual penalty to your diplomatic relations with all other races.
Diplomacy (1-100): Represent your Race's ability to persuade other races. This is used to offset the Xenophobia of another race.
Militancy (1-100): Represent the likelihood this race will choose military force to achieve its goals.
Expansionism (1-100): Represent the desire of this race to increase its territory.
Determination (1-100): showing the determination of this race to proceed with a chosen course of action despite setbacks.
Trade (1-100): A rating from 1-100 showing the willingness to trade with other races and to establish/allow trading posts
Translation Skill (-25 to +25): A modifier to attempt to establish communications with another race.

AuroraGPT Story Background

@AuroraGPT you must memorize the following background for our fictional Aurora 4x setup before I give you what you asked:
In the early 2020s, tensions between nations reached a boiling point as territorial disputes, resource scarcity, and ideological differences grew increasingly contentious. The world stood on the precipice of a catastrophic conflict that would change the course of history.
It all began with small skirmishes over disputed territories and strategic resources. What started as localized conflicts soon spread like wildfire, engulfing nations in a devastating global war. The clash of armies, the roar of gunfire, and the thunderous explosions echoed across the lands.
The war was characterized by intense warfare on multiple fronts. Conventional battles were fought with unyielding determination, while guerrilla tactics and asymmetrical warfare added a layer of unpredictability. In the digital realm, nations engaged in a relentless cyber war, seeking to cripple each other's infrastructure and gain the upper hand.
Technological advancements played a pivotal role in the conflict. Nations poured resources into research and development, creating more advanced weaponry, communication systems, and defensive capabilities. The skies were dominated by state-of-the-art aircraft and unmanned drones, while the ground shook under the weight of imposing war machines. It was a time of innovation driven by the urgent need to gain an edge.
Amidst the chaos, the geopolitical landscape underwent a seismic shift. Traditional alliances fractured as nations sought new strategic partnerships and reevaluated their loyalties. Emerging powers seized the opportunity to assert their influence, while established superpowers struggled to maintain their dominance.
The war took an unexpected turn with the discovery of Trans-Newtonian (TN) minerals around 2030. These rare and powerful resources became highly sought after due to their immense potential in advancing military capabilities. Nations realized that the ability to harness TN minerals would provide them with a significant advantage in the conflict. The race to acquire and exploit TN minerals intensified the war, driving the technological divide between nations even further.
The impact of TN minerals on the war was substantial. Nations that gained access to these resources revolutionized their weaponry and technology. Advanced weapons systems, powered by TN minerals, changed the dynamics of warfare. TN-powered spacecraft, improved missile defense systems, and highly efficient energy sources became instrumental in the battle for supremacy.
However, the war took its toll on humanity. Cities lay in ruins, once-thriving communities reduced to rubble. The toll on human life was staggering, with countless lives lost or forever altered by the horrors of war. The suffering of civilians caught in the crossfire created a humanitarian crisis of unfathomable proportions.
Eventually, the war reached a point of exhaustion. The devastating consequences of the conflict became clear to all. Diplomatic efforts intensified, fueled by a shared desire to end the bloodshed and find a path toward peace. After years of negotiations, a ceasefire agreement or peace treaty was reached, bringing an end to the destructive war.
The post-war period was marked by immense challenges. The world grappled with the task of rebuilding shattered nations, healing deep wounds, and reconciling differences. International aid poured in, as nations sought to address the urgent needs of displaced populations and restore stability.
The discovery of TN minerals during the war had a lasting impact on the world. It reshaped the global geopolitical landscape, redistributing power and influencing alliances. It fueled technological advancements that revolutionized various industries, ranging from space exploration to renewable energy. The scarcity of TN minerals also triggered global resource competitions, as nations sought to secure access to these valuable resources.
The war and the subsequent discovery of TN minerals served as a stark reminder of the consequences of unchecked conflict. It highlighted the fragility of peace and the necessity of finding common ground. Lessons were learned, and efforts were made to prevent such a catastrophic event from ever happening again. The world moved forward, striving to rebuild, reconcile, and forge a more peaceful and prosperous future.
In the aftermath of the devastating war, the international community recognized the urgent need for global cooperation and stability. In 2040, several nations, including America, France, Germany, Italy, Brazil, Argentina, Japan, India, Canada, England, South Korea, Poland, Netherlands, Sweden, and Australia, came together to form the Alliance of United Nations (AUN). The AUN aimed to promote democracy, international cooperation, and global stability through diplomatic resolutions and strong alliances. Their collective efforts focused on rebuilding war-torn nations, providing humanitarian aid, and fostering economic development.
Furthermore, scientific advancements during this period accelerated humanity's journey beyond Earth. In 2045, Russia, China, and Spain successfully established colonies on Mars, driven by their expertise in sustainable resource management and terraforming. This marked the rise of the Union of Martian Colonies (UMC), advocating for technocratic governance, technological progress, and international collaboration in space exploration and resource utilization.
The period between 2050 and 2060 witnessed a fierce space race between the AUN and the UMC. Driven by their desire for technological supremacy and space exploration, both factions allocated significant resources to advance their capabilities in space exploration, terraforming, and sustainable resource management. This competition fueled an unprecedented era of scientific breakthroughs and technological advancements.
During this time, the AUN and the UMC made remarkable progress in their respective endeavors. The AUN focused on establishing sustainable colonies on the Moon and nearby celestial bodies, while the UMC continued to expand its presence and influence on Mars, pushing the boundaries of terraforming and resource utilization.
However, amidst this intense competition, tensions began to rise within certain nations of the AUN. As the space race progressed, differing ideologies, political ambitions, and conflicting visions for the future strained the unity of the alliance.
By 2070, internal divisions within the AUN had reached a breaking point, leading to the secession of four nations: South Korea, Poland, Netherlands, and Sweden. Dissatisfied with the direction and leadership of the AUN, these nations united under a new banner, forming the Solar Imperium (SI). The SI embraced centralized power, expansionism, and dominance within the Sol System as their core principles.
Under the governance of an authoritarian monarchy, the SI aimed to consolidate power and assert control over key resources and territories, including Titan, Mercury, and the Moon. This marked a significant departure from the democratic and cooperative values upheld by the AUN. The SI prioritized military might, technological superiority, and territorial expansion to establish itself as a formidable force in the post-war era.
The departure of these four nations from the AUN caused ripples throughout the international community, weakening the alliance and introducing a new player with its own ambitions for dominance. As the SI expanded its influence, tensions escalated between the AUN and the SI. The AUN remained committed to democracy, international cooperation, and global stability, putting them at odds with the SI's expansionist policies and centralized power structure.
This growing rift between the AUN and the SI added complexity to the global geopolitical landscape, teetering on the brink of potential conflicts and power struggles. The world found itself grappling with the uncertain dynamics between the AUN, the UMC, and the emerging Solar Imperium. The establishment of the SI, with its authoritarian monarchy and aggressive expansionism, created an atmosphere of uncertainty and unease, testing the post-war world's resilience and shaping the course of human history in the years to come.
By the year 2080, the Union of Martian Colonies (UMC) achieved a significant milestone by establishing self-sustaining colonies on Mars. Through their expertise in terraforming, resource extraction, and advanced scientific research, the UMC successfully created habitable environments and tapped into the vast resources of the red planet. This accomplishment solidified the UMC's position as a leading power in the Sol System, with Mars serving as a strategic stronghold and a valuable source of resources.
The colonization of Mars intensified the competition among the major powers: the Alliance of United Nations (AUN), the UMC, and the Solar Imperium (SI). The allure of Martian resources, including rare minerals and the potential for interplanetary trade, fueled a race for control and dominance. Tensions escalated as each power sought to secure its share of the Martian bounty, leading to occasional clashes and disputes over territories and resource extraction rights.
By 2090, a delicate balance of power had emerged among the AUN, UMC, and SI. The Alliance of United Nations leveraged its diplomatic strength and advanced defensive capabilities to counterbalance the SI's militaristic expansionism. Through diplomatic negotiations and strategic alliances, the AUN successfully curbed the SI's aggressive ambitions and prevented them from exerting dominance over the entire Sol System. As part of these efforts, the AUN engaged in negotiations with the UMC to establish exclusive UMC control over Mars, and Titan ensuring a balanced distribution of power and resources within the Sol System. In this agreed arrangement, the SI retained sole possession of Mercury, Io, Ganymede, and Europa, while the AUN gained control over Earth, Venus, and the Moon, solidifying a mutually beneficial division of territories.
The UMC, with its technological prowess and expertise in resource management, became a valuable collaborator for both the AUN and the SI. The UMC's colonies on Mars served as centers of innovation and scientific advancement, attracting researchers and scientists from around the world. The UMC's emphasis on technological progress and international collaboration in space exploration further strengthened its position as a key player in the Sol System.
While this delicate balance of power brought temporary stability to the region, underlying tensions and rivalries continued to simmer beneath the surface. The competition for resources, technological advancements, and influence in the Sol System set the stage for potential conflicts and power struggles in the future.
As the year 2100 approaches, the AUN, UMC, and SI find themselves locked in a complex geopolitical landscape, navigating a delicate equilibrium of power, territorial disputes, and ideological differences. The actions and decisions of these powers will continue to shape the trajectory of human civilization in the Sol System, as they strive to maintain their positions, expand their influence, and secure their interests in the vastness of space.

AuroraGPT races setup

@AuroraGPT you must memorize 3 powers for our Fictional Aurora 4x setup. Here is the first:

Alliance of United Nations (AUN):

Xenophobia: 20
Diplomacy: 80
Militancy: 40
Expansionism: 60
Determination: 70
Trade: 80
Translation Skill: 5

Composition: America, France, Germany, Italy, Brazil, Argentina, Japan, India, Canada, England, Australia

Ideals: Democracy, international cooperation, equality, diplomacy

Government System and Goals: Democratic Federation

    • Promote and uphold democratic values, human rights, and international cooperation.
    • Advocate for diplomatic resolutions to conflicts and maintain strong alliances to ensure global stability.
    • Work towards equitable representation and decision-making processes within the Alliance.
Strengths: The AUN possesses a highly efficient and transparent democratic system, promoting equal representation and collaboration among member nations. They excel in diplomacy, scientific research, and technological innovation. Their military strength lies in well-coordinated multinational forces and advanced defensive capabilities.

Weaknesses: Due to their democratic nature, decision-making processes can sometimes be slow and consensus-driven. Additionally, the diverse range of member nations may lead to conflicting interests and challenges in unified military strategies. They face initial logistical challenges in establishing colonies, but their expertise in resource management and international cooperation helps overcome these obstacles.

Economic Strategy and Goals:

    • Promote international trade and economic cooperation among member nations to foster economic growth and resource sharing.
    • Encourage research and development in advanced technologies to drive innovation and improve industrial productivity.
    • Develop sustainable resource management practices to ensure the long-term availability of essential materials.
    • Establish a robust infrastructure network to support economic activities and facilitate efficient resource extraction, manufacturing, and trade.

The AUN focuses on fostering economic cooperation and trade among member nations, investing in research and development for technological innovation, developing sustainable resource management practices, prioritizing infrastructure development, encouraging entrepreneurship and innovation, and promoting international investment and partnerships.

Diplomatic Strategy and Goals:

    • Actively engage in diplomacy, negotiations, and multilateral forums to address global challenges and foster cooperation.
    • Share scientific knowledge, technological advancements, and research findings to promote international collaboration.
    • Strengthen existing alliances and forge new partnerships to enhance diplomatic influence and stability.

The AUN prioritizes diplomacy and peaceful resolution of conflicts. They actively engage in negotiations, seek consensus, and promote dialogue among nations. Their diplomatic efforts focus on building strong alliances, fostering international cooperation, and promoting global stability through diplomacy and multilateralism.

Military Strategy and Goals:

    • Maintain a strong and well-equipped space fleet for defensive purposes and to protect member nations from potential threats.
    • Develop advanced defensive technologies, such as missile defense systems and network-centric warfare capabilities.
    • Foster joint military exercises and interoperability among member nations to enhance the effectiveness of multinational forces.

The AUN emphasizes a balanced military strategy focused on defensive capabilities, deterrence, and rapid response. Their military forces prioritize the protection of member nations and key strategic assets. They invest in advanced defensive technologies, such as missile defense systems and network-centric warfare capabilities. The AUN military also places emphasis on joint operations and interoperability among member nations, conducting regular military exercises and sharing intelligence. Their goal is to maintain regional stability, deter aggression, and respond swiftly to any threat that may arise.

Perception of Other Powers: The AUN generally views the Union of Martian Colonies (UMC) as a fellow scientific and technological power. They appreciate the UMC's expertise in terraforming and sustainable resource management. The AUN sees the Solar Imperium (SI) as a more authoritarian power with expansionist tendencies. They are cautious of the SI's aggressive military strategy and prioritize maintaining a balance of power through diplomacy and defensive capabilities.

@AuroraGPT Here is the second power to memorize:

Union of Martian Colonies (UMC):

Xenophobia: 40
Diplomacy: 60
Militancy: 30
Expansionism: 50
Determination: 80
Trade: 60
Translation Skill: 0

Composition: Russia, China, Spain

Ideals: Technological progress, sustainability, scientific advancement

Government System and Goals: Technocratic Confederation

    • Promote the technocratic system as an effective governance model for sustainable development and scientific progress.
    • Advocate for international cooperation in space exploration and resource utilization, fostering collaborations for mutual benefit.
    • Work towards ensuring equitable access to Martian resources and promoting the peaceful coexistence of Martian colonies.

Strengths: The UMC is a technologically advanced society that prioritizes scientific and technological progress. They have mastered terraforming techniques and excel in sustainable resource management. With a highly educated and skilled workforce, they focus on research, innovation, and efficient utilization of Trans-Newtonian elements. They possess a formidable space fleet and robust defensive capabilities.

Weaknesses: The technocratic system may lead to a lack of public participation in decision-making, potentially causing resentment among certain factions. Their focus on technological advancement sometimes results in neglecting social and cultural aspects. The UMC faces challenges in maintaining a sustainable biosphere on Mars and relies heavily on imports for certain resources.

Economic Strategy and Goals:

    • Focus on sustainable resource management and efficient utilization of Trans-Newtonian elements to support Martian colonization efforts.
    • Develop advanced terraforming techniques and infrastructure to create a habitable environment on Mars and expand resource extraction capabilities.
    • Invest in research and development of technologies related to space exploration, sustainable agriculture, and renewable energy.

The UMC prioritizes the development of Mars as a self-sustaining and economically viable colony, focusing on terraforming, resource extraction, advanced scientific research, and development, developing a strong manufacturing sector, fostering a sustainable economy, and encouraging international collaboration and partnerships.

Diplomatic Strategy and Goals:

    • Engage in scientific collaborations and knowledge-sharing initiatives to advance research in terraforming, sustainable resource management, and space exploration.
    • Foster partnerships with other space-faring nations and organizations to facilitate technological exchange and joint exploration missions.
    • Promote Mars as a symbol of human achievement and inspire global interest in space exploration.

The UMC emphasizes scientific collaboration and technological exchange. They engage in diplomacy to share their advanced knowledge and expertise in terraforming, sustainable resource management, and space exploration. They promote international cooperation in research and development, aiming to create a mutually beneficial environment for scientific and technological progress.

Military Strategy and Goals:

    • Establish a strong defense system to protect Martian colonies and vital resources from potential threats.
    • Develop advanced aerospace capabilities and autonomous systems for defense and surveillance purposes.
    • Collaborate with member nations to enhance collective defense capabilities and share expertise in space-based security.

The UMC military strategy centers around the defense of Martian colonies and the protection of vital resources. Given the UMC's technological advancement, its military forces focus on utilizing advanced robotics, drones, and autonomous systems. They heavily invest in aerospace capabilities, including advanced spacecraft and aerial defense systems. The UMC also prioritizes space-based surveillance and early warning systems to detect potential threats. Their military doctrine emphasizes quick mobilization and the ability to conduct defensive operations in Martian terrain, utilizing their expertise in terraforming and resource management.

Perception of Other Powers: The UMC views the AUN as a valuable partner in scientific collaboration and technological exchange. They appreciate the AUN's diplomatic approach and recognize their expertise in diplomacy and international cooperation. The UMC perceives the SI as an expansionist power and remains cautious of its aggressive military strategy. They prioritize the defense of their Martian colonies and the protection of their advanced technological assets.

@AuroraGPT Here is the third and last power to memorize:

Solar Imperium (SI):

Xenophobia: 60
Diplomacy: 40
Militancy: 80
Expansionism: 80
Determination: 70
Trade: 40
Translation Skill: 0

Composition: South Korea, Poland, Netherlands, Sweden

Ideals: Authoritarian rule, centralized power, expansion

Government System and Goals: Authoritarian Monarchy

    • Consolidate centralized power and maintain strict hierarchical control to ensure efficient decision-making and rapid mobilization.
    • Promote the ideology of authoritarian monarchy as a stable governance model capable of driving expansion and national greatness.
    • Seek to establish dominance and expand influence over other powers in the Sol System.

Strengths: The Solar Imperium is characterized by a centralized power structure and strict hierarchical control. Their society is highly disciplined and efficient, allowing for rapid decision-making and mobilization of resources. The SI boasts a powerful military force, advanced shipyards, and expertise in interstellar expansion. They excel in colonization efforts and possess a strong industrial base.

Weaknesses: The authoritarian system restricts individual freedoms and stifles dissent, potentially leading to internal instability. The concentration of power can result in limited innovation and creativity. The Solar Imperium faces initial challenges in adapting to the harsh environments of Mercury and Titan, requiring significant technological solutions for survival.
Economic Strategy and Goals:

    • Establish a strong industrial base to support rapid expansion and conquest, focusing on resource extraction and manufacturing.
    • Develop advanced technologies for space exploration, shipbuilding, and Trans-Newtonian element utilization.
    • Prioritize the exploitation of valuable resources on Mercury and Titan, leveraging their strategic significance.

The SI exploits the resources of Mercury and Titan, establishing a strong mining and extraction industry, developing advanced manufacturing capabilities, focusing on trade and resource domination, centralizing economic control, utilizing state-directed investment, prioritizing self-sufficiency, and reducing dependency on external trade.

Diplomatic Strategy and Goals:

    • Establish dominance and influence over the Sol System through diplomatic means.
    • Form strategic alliances and partnerships to further the SI's expansionist ambitions.
    • Utilize diplomatic channels to negotiate advantageous trade agreements and secure access to key resources.

The SI follows a more assertive and expansionist diplomatic strategy. They prioritize maintaining a position of strength and influence. While they engage in diplomatic negotiations, their approach is often driven by the pursuit of their own interests and territorial expansion. They may employ a mix of diplomacy and force to secure resources, establish dominance, and expand their sphere of influence.

Military Strategy and Goals:

    • Maintain a powerful space fleet and military presence to project strength and secure territorial expansion.
    • Invest in offensive capabilities, expeditionary forces, and advanced warships to support conquest and defend SI's interests.
    • Develop robust intelligence and surveillance capabilities to gather strategic information and maintain situational awareness.

The SI adopts an aggressive military strategy aimed at expanding its influence and securing resources. Their military forces prioritize offensive capabilities, rapid deployment, and strategic dominance. The SI invests heavily in a powerful space fleet, including advanced warships and orbital strike capabilities. They also develop expeditionary forces for planetary assaults and colonization efforts. The SI seeks to project strength and maintain a robust military presence across its territories. They rely on a combination of overwhelming force, surprise tactics, and strategic alliances to achieve their expansionist goals.

Perception of Other Powers: The SI views the AUN as a potential rival due to its diplomatic strength and advanced defensive capabilities. While they engage in diplomatic negotiations, the SI sees the AUN as a barrier to their expansionist goals. They perceive the UMC as a technologically advanced society and value their expertise in terraforming and sustainable resource management. The SI, however, considers the UMC's limited military capabilities as an opportunity for potential territorial gains.

Political landscape AuroraGPT

@AuroraGPT Before we start, you must also memorize the following Geopolitical Landscape for our fictional Aurora 4x setup:

AUN and UMC Collaboration: The AUN and UMC share common interests in promoting international cooperation, technological progress, and the exploration of space. Both entities recognize the value of collaboration and often work together on joint projects, such as space exploration, resource management, and scientific research. The UMC's expertise in terraforming and resource extraction, combined with the AUN's diplomatic strength and advanced defensive capabilities, make them valuable partners in maintaining a balance of power against the SI's expansionism.

AUN and SI Rivalry: AUN and SI have conflicting ideologies and visions for the future. The AUN emphasizes democracy, international cooperation, and global stability, while the SI prioritizes centralized power, expansionism, and dominance within the Sol System. Their differences in governance and territorial ambitions create tensions and potential conflicts. The AUN relies on its diplomatic strength and advanced defensive capabilities to counterbalance the SI's aggressive expansionism, working to contain its influence and prevent them from dominating the entire Sol System.

UMC as a Mediator: The UMC plays a crucial role in the balance of power. With its technological prowess, resource management expertise, and self-sustaining colonies on Mars, the UMC attracts researchers and scientists from around the world, making it a center of innovation and scientific advancement. The UMC's emphasis on technological progress and international collaboration makes it a valuable partner for both the AUN and the SI, and it often acts as a mediator or intermediary between the two factions. The UMC's position as a key player in the Sol System strengthens its influence and provides opportunities for diplomacy and cooperation.

Resource Competition and Disputes: The colonization of Mars and the discovery of valuable resources intensify the competition among the major powers. All factions vie for control and dominance, leading to occasional clashes and disputes over territories and resource extraction rights. The scarcity of resources, including the rare Trans-Newtonian minerals, triggers global competition and drives nations to secure access to these valuable resources. Resource-related conflicts can strain the relationships between the AUN, UMC, and SI, potentially destabilizing the delicate balance of power.

Fragile Stability and Underlying Tensions: While temporary stability exists among the AUN, UMC, and SI, underlying tensions and rivalries persist. The complex geopolitical landscape, with its mix of democratic, technocratic, and authoritarian governance structures, creates a potential powder keg. The competition for resources, technological advancements, and influence in the Sol System sets the stage for potential conflicts and power struggles in the future. The actions and decisions of the major powers will continue to shape the trajectory of human civilization as they strive to maintain their positions and secure their interests in space.

create 2 dice with events and gravity

@AuroraGPT create 2 dice. 1 dice is called events and 1 dice is called gravity. Each dice's faces have numbers from 1 to 12. In the gravity dice, the higher the value higher the gravity of the event. Also, the gravity 11 and 12 value should always lead to a declaration of war if the event involves 2 or more powers. In the event dice, each number represents an event as per the following:

1: Diplomatic Event
2: Intelligence Event
3: No Event
4: Military Event
5: Political Event
6: No Event
7: Unrest Event
8: Economic Event
9: No Event
10: Influence Event
11: Research Event
12: No Event

AuroraGPT prompt command

@AuroraGPT roll the dice. Based on our Aurora 4x fictional setup memorized, describe the event and decide an outcome. The event must always specify which one of the fictional powers is involved (you can involve one or more powers in a single event), a fictional story describing the event related to the existing timeline including the updates received so far, and a detailed outcome. Based on the outcome, you must update the perception of other powers of all the powers, and the political landscape of our Aurora 4x fictional setup memorized. You must also memorize the event and log it in the year XXXX. Moving forward, when rolling the dice, you will take into account the new complete timeline of our Aurora 4x fictional setup memorized, the updated perception of other powers, and the updated political landscape.

Please always list separately: Dice roll, Event and Gravity, Powers, Event Description, Fictional Story, Outcome, Perception update, Political Landscape, and Memorized event including year, event, and Outcome.
NuclearSlurpee's Fiction / Re: The Stargate Command Campaign
« Last post by Garfunkel on Yesterday at 11:36:38 AM »
Great update! And yes, a terrible choice to make too  8)
C# Bureau of Design / Re: Design Challenges
« Last post by sam2022 on June 05, 2023, 11:01:02 AM »
Challenge :
You will give a the designation for a first generation vessel that will serve the backbone of the Thinkea Colective interests.  The TCN or Thinkea Colective Navy wants a first generation exploration vessel that can survey an exploration for our homesystem .  It would avise a 1483 ton vessel under the model designation of QL-MK1-GEN1 and it would serve as a staging ground for the TCEC or Thinkea Collective Exploration Command for exploration.  The technology will use are EARLY TRANSNEWTONIAN TECH .  Our mission for the inteted range is 4,50 AU or 673 million of km as Maximum or minimum of 1,3 AU or 194,48 million of km .  This is the project SS Initiave or  Stellar Survey Initiative .  The name will be Vanguard as the name.  This nomenclaure QL-MK1-GEN1 is the designation of the model . 

C# Bureau of Design / Re: New Hull Designations
« Last post by Aloriel on June 04, 2023, 09:04:05 PM »
Here is a weird one, I like to use the German spelling of corvette because a hull code of KK looks nice next to DDs and FFs.
Korvette  KK
Guided Missile Korvette  KKG
K was actually used for corvettes by English speaking countries in WW2 and earlier. In games like Rule the Waves, you'll see KE ships all over the place. I suspect it was to distinct it from C's which were cruisers and carriers. Weirdly, CV grew out of the early carriers being refits of cruisers. It just stuck.
3 Feb 2001, 01:17:15

In war, it is very often the case that numerous things happen in very short order, sowing confusion and chaos. The opening moments of the Tau’ri-Danakreg war were no exception to this rule.

In the Abydos system, three Apollo-class survey craft were trapped behind the jump point, now invested by nearly 400,000 tons of Danakreg warships with more expected to arrive. While the combined displacement of the Daedalus-class battlecruisers could comfortably outmatch this force, trying to force the jump point would be risky at best, particularly as the Danakreg combat vessels had displayed a fleet speed in excess of 5,800 km/s, suggesting a comfortable technological advantage over the Daedalus and its mere 4,000 km/s top speed. Thus, the survey ships remaining in-system could not expect relief in the very near future, and without communications back to Earth after the Danakreg had destroyed the dial-home buoy at the jump point, the best the survey ships could do would be to hide in the outer system and hope to avoid detection for as long as possible.

At the jump point to Abydos, the USS Odysseus was the only SGC unit within 1.6 billion km and would be forced to hold the jump point until reinforcements could arrive. The Danakreg Soryu-class diplomatic ship was rapidly fleeing the jump point and heading towards the outer system, so would have to be left alone as Odysseus was too slow to catch up and lacked any F-302s to intercept the fleeing alien vessel. As such, Odysseus was ordered to raise shields and hold position for as long as possible, dispatching her remaining survey ships and scouts back to Earth so they might remain intact in the event of her own destruction.

In Saturn orbit, the USS Daedalus raised shields and launched fighters. The Danakreg Hyuga-class survey ship was in Titan orbit, 1,220,000 km distant and would be intercepted immediately. The seven-ship escort squadron had moved off to 10 million km distance and was continuing to retreat out-system from Daedalus, and would probably be able to fight off a mere sixteen interceptors without much difficulty, so Colonel Burt Vandyke elected to remain in Saturn orbit and await the arrival of the USS Odyssey, at which point the 1st Fast Attack Wing would be reformed. The Hyuga-class survey ship was destroyed without incident at 01:20:15, with 52 Danakreg survivors recovered.

In Earth orbit, a flurry of orders were being issued. Odyssey was dispatched towards Saturn to reinforce Daedalus, in case the Danakreg escort squadron decided to attack rather than continue retreating. The 3rd Fast Attack Wing, consisting of the battlecruisers PRCS Sun Tzu and USS George Hammond, was ordered to proceed at full speed to the Abydos jump point to reinforce or relieve Odysseus. The four escort cruisers would remain close to home, but with raised shields and active sensors pulsing in case any Danakreg ships in Sol attempted a sneak attack on Earth. The 1st Patrol Wing, consisting of the HMS Nelson and RFS Kirov, would remain in Earth orbit, while the 2nd Patrol Wing would move to Mars to secure the valuable ruins site, composed of the FNS Napoleon and PRCS Zheng He. On Earth itself, two shipyards totaling six 1,000-ton slipways, presently tooled to construct survey craft, were ordered to retool to produce additional F-302 interceptors, the only spacecraft available to the SGC which could match or exceed the Danakreg fleet speed.

Finally, in deep space near the jump point to the Chulak system, the 2nd Fast Attack Wing was ordered to turn around and make for the Abydos jump point at top speed. As the hostile aliens in Chulak had shown no inclination towards aggression, nor a sufficient presence to seriously threaten the Sol system, they would have to be left alone for the foreseeable future. The HMS Royal Sovereign was authorized to attempt survey efforts at her commander’s discretion, as long as the sixth planet and its moons were given a wide exclusion zone to prevent further losses among her small craft complement.


At 0143 hours, the USS Daedalus opened fire on the retreating Danakreg escort squadron fleeing Saturn orbit with four waves of sixteen Mark VIII tactical nuclear missiles, based on analysis of recently-acquired tactical data suggesting that the escorts might be vulnerable to missile attack. Even before missile launch, the exercise proved informative, as the Danakreg warships were revealed to have a minimal level of electronic countermeasures (ECM) installed. Out of 64 missiles fired, two scored hits on a Mogami-class escort, one missed, and the remainder were shot down by point defense fire. The marginal results were disappointing at the moment, but indicated that a larger volley from multiple battlecruisers would be able to overwhelm the Danakreg ships, which was a promising finding.

This relative failure of the missile attack did have a rather unfortunate side-effect, as the Danakreg squadron came about and set a course towards the Daedalus. This posed a problem, as USS Odyssey was still 1.2 billion km out from Saturn and the Daedalus lacked the firepower to deal with the Danakreg squadron by herself. Sensor readings indicated that the Danakreg ships used heavy laser weapons, which would comfortably outrange the railguns on the battlecruisers and would inflict heavy losses on the F-302s as they tried to close to combat range. Daedalus was therefore forced to retreat from Saturn, hoping to reunite with her wingmate before being overtaken by Danakreg forces. Fortunately, the Danakreg ships moved off again shortly thereafter, but with nothing in Saturn orbit worth defending Daedalus would proceed to rendezvous with Odyssey before returning rather than risk a losing battle on her own. The Danakreg squadron fell off from active sensors at 0430 hours, and for the moment would remain at large in the solar system.

At 1542 hours, the Soryu-class diplomatic ship approached the jump point to Abydos. While the USS Odysseus was present at the jump point, and could have easily intercepted the enemy vessel before it could escape through the warp point, the SGC still held out slim hopes for a diplomatic resolution and killing diplomats would not be conducive to such a goal. Therefore, the diplomatic ship was allowed to return to Abydos, albeit over loud protests from Colonel Newmann aboard the Odysseus.

The Danakreg escort squadron reappeared on 6 February, on a direct course for the jump point to Abydos and the USS Odysseus. Being even less capable than the Daedalus-class battlecruisers and lacking a fighter wing, Odysseus was forced to move off the jump point and allow the Danakreg squadron to approach. The Danakreg ships fired on the dial-home buoy at the jump point, destroying it, and rather than jumping out of Sol seemed content to remain on the jump point. Curiously, the rest of the Danakreg fleet known to be investing the other side of the jump point did not enter Sol, though certainly not for lack of opportunity. This presented the SGC fleet with an excellent chance to strike a decisive blow.

8 Feb 2001: Investment of the Sol-Abydos Jump Point

In addition to the main Danakreg escort squadron, seven ships displacing some 54,000 tons altogether, a Taiho-class scout was holding position 120 million km from the jump point, opposite the USS Odysseus. As Fast Attack Wing 3 closed within 750 million km of the jump point, the PRCS Sun Tzu and USS George Hammond launched their fighter squadrons totaling 32 F-302 interceptors, intending to ambush and destroy the Taiho before the fast attack wings closed to combat range. The scout was not known to mount any sensors capable of detecting fighter-sized craft at even 1 million km, so an ambush was likely to achieve total surprise.

The tactical situation near the Abydos jump point at 10:46:30 on 8 February 2001, prior to the first attack run of the 121st and 122nd Strike Fighter Wings.

While the Taiho did not react to the approaching fighters, the Danakreg escort squadron apparently had tired of waiting for something to happen, and moved on 9 February at 1030 hours to attack the USS Odysseus stationed 2 million km from the jump point. Odysseus was forced to flee the jump point, and an attempt by the approaching fighters to distract the enemy ships by pulsing their active sensors accomplished nothing. Finally, with little choice and faced with imminent destruction in any case, Odysseus turned to face her pursuers and advanced into enemy fire. Unfortunately, her crew members were mostly trained for survey operations, not desperate last-ditch combat, and took nearly 30 seconds after the order to fire was given to actually compute targeting solutions and open fire. As such, by the time she opened fire, Odysseus had lost her entire shield strength and already began taking internal damage. The railgun crews tried their best, but were only able to savage the armor belts of three Danakreg ships, with no apparent internal damage dealt.

Fortunately, the spirited counterattack was sufficient to scare off the Danakreg squadron for a few moments, buying time to recharge her shields while the enemy ships regrouped. The Danakreg made a second pass, and this time through preparation and clever maneuvering Odysseus was able to close in and deal heavy damage to one of the Mogami-class escorts, reducing its speed by 50% and forcing it to drop out of formation while the rest of the Danakreg ships retreated again. The Mogami class was by now known to be armed with rapid-fire point defense cannons and represented the primary anti-missile capability of the Danakreg escort classes, so this would severely increase the Danakreg vulnerability to missile strikes from SGC battlecruisers. The Danakreg came about once more for a third pass at the feisty survey cruiser, less their damaged comrade, and this time were far more careful not to let the crippled cruiser outmaneuver them. Odysseus went to her grave without firing another shot, with 485 survivors escaping to life pods from her original complement of 2,359.

By this point, the Taiho-class scout had detected the incoming Tau’ri fighters, and was desperately attempting to evade the incoming force. This forced the fighter wings into a stern chase, but with a speed advantage in excess of 2000 km/s against an unarmed scout ship, the outcome was never in doubt. The Taiho only took 26 hits before exploding violently, leaving only 42 survivors to be recovered and taken aboard the battlecruisers of the 3rd Fast Attack Wing for interrogation.

Seven hours later, a second ship of the Taiho class was detected traveling away from the jump point in the direction of the wreckage of the first one. With the destruction of Odysseus, the SGC fleet no longer had sensor coverage of the jump point, raising the concern that any number of ships may have jumped into Sol undetected. As the fighters of the 3rd Fast Attack Wing had not yet been recovered, and would need to refuel, the 1st Fast Attack Wing, consisting of the USS Daedalus and USS Odyssey and by this point only 630 million km from the jump point, were ordered to launch fighters to intercept the new enemy scout ship. Colonel Vandyke aboard the Daedalus elected to launch only half of his fighters, since the Taiho class was now confirmed to be unarmed, holding the 102nd aboard Odyssey in reserve in case further lurking Danakreg vessels were detected.

Tactical situation near the Sol-Abydos jump point at 17:58:30 on 9 February 2001, immediately after the 121st and 122nd Strike Fighter Wings had been recovered by their respective motherships and shortly after the launch of the 101st SFW.

Before the fighters could reach their assigned position, the 3rd Fast Attack Wing came within sensor range of the jump point, detecting the Taiho along with the six remaining ships of the Danakreg escort squadron, noting that the badly-damaged Mogami-class point defense ship had apparently retreated to Abydos for repairs. Seeing this, the fighters were recalled to their carrier, and the Fast Attack Wings were ordered to close to near-extreme missile range of 45 million km and to prepare to receive firing orders. This proved an unnecessary degree of caution, if wise nevertheless, as the Danakreg force set course away from the jump point, towards the outer system, rather than face down half a dozen Daedalus-class battlecruisers outside of their laser range.

A second Danakreg escort squadron jumped into the Sol system at 0343 hours on 11 February, while the 1st Fast Attack Wing was still getting into position. These ships remained in the system for perhaps 15 minutes, wandering about near the jump point, before retreating back to Abydos. While no apparent damage was done, the generals back on Earth began to worry that the Danakreg were preparing for a much larger jump point assault, which the SGC fleet would be hard-pressed to defend against. As such, once all three fast attack wings were in position at 1037 hours, the battlecruisers were ordered to converge on the jump point, hoping to intercept any new squadrons that might be sent through and dissuade the Danakreg from making any offensive movements. By 1345 hours, the jump point to Abydos was fully invested by the SGC fleet, although the Danakreg squadron in the outer system would remain a concern for some time. The last known position of the enemy ships was some 300 million km from the jump point, well beyond the range of the F-302s in a stern chase especially with the current enemy position unknown.

At midnight on 12 February, with no signs of further Danakreg incursions and only intermittent passive sensor contacts with the loose escort squadron in the outer system, the 1st Fast Attack Wing was detailed to recover the survivors from the destruction of Odysseus. In the short term, taking on the survivors would lead to cramped quarters for a while, but in exchange the 1st would be at the front of the line to return to Earth for rotation and overhaul, provided that the Danakreg did not do anything terribly stupid in the next few days, weeks, or months.


OOC Notes: The war has started, and where proper AAR etiquette demands a majestic pace where every battle takes up at least one update on its own, here we have compressed an incredible nine days of dispersed operations into a few paragraphs. Truly this AAR is an affront to good sense and an abomination to most religions to boot, but then again one could argue that this is only the most lore-accurate approach to take?

The SGC is now faced with two daunting challenges. On one hand, it seems probable that a significant jump point defense must be mounted indefinitely, given the likelihood that assaulting the jump point is a poor tactical decision, which presents long-term logistical difficulties. On the other hand, far more pressing is the fact that running through five-day increments is a likely path to being ambushed by a massive invasion force which immediately moves 5 million km away from the jump point and recovers from jump shock in the space of a single sub-increment. Truly daunting stuff, the question is whether the SGC will be up for the challenge?

NuclearSlurpee's Fiction / Re: The Stargate Command Campaign
« Last post by nuclearslurpee on June 04, 2023, 06:15:52 PM »
I thought I would have weeks to digest the previous chapter, yet here we are again. We are indeed in the territory of behaviour unbecoming an AAR author.

Rules exist to be broken if the author is sufficiently bored, after all.

Putting such thoughts to one side things are proceeding at an excellent pace, I for one am delighted to have skipped the "what are jump points, are their aliens, etc" portion that many AARs feel the need to include. Some may argue that two hostile aliens on the doorstep is excessive, but who am I to argue with a "lore-accurate AAR"?

My planned next AAR project will skip not only the "what are...?" lore but the entire start of the game and start at a suitably exciting point in the middle

It is a nice touch that Abydos is the first inhabited system, I feel I already know what the Danakreg home planet should be like - sand, souks, people being hit with sticks while looking at the distant Pyramids with a single tear in their eye, that sort of thing. They probably won't, but that is the image I have. Also after destroying the Dionysus I now have them pegged as miserable puritans.

I anticipate that someone on Abydos will be getting hit, presumably with sticks, after the next few updates. Whether that is related to the content of the next few updates remains to be seen, I just think given what we know of the nature of sapient species it is a safe bet.

I'd say something about the Chulak but there is little to say at present, naturally one has suspicions though and if correct I do look forward to how they are incorporated into this lore-accurate work.


I do have the spoiler races laid out as lore-related, possibly even lore-accurate but in an alternate reality who can say for sure? I do have Rakhas turned off as they are annoying and, I suspect, still buggy, so there goes the opportunity for roving bands of Jaffa raiders to appear.

And on that terribly disappointing note, it is time to turn once more to our intrepid heroes and discover how it might be possible to fight a war without the admiralty descending into perpetual arguments, fisticuffs, and ill-advised design studies...
General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last 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:

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. 
C# Bureau of Design / Re: Sheild Warship
« Last post by Nori on June 04, 2023, 12:02:16 PM »
Ah good point. I missed the 3 by the shields. Totally agree, in this size ship you are far better off doing one large shield. I could see doing 2 shields for redundancy on a larger ship however.
C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by bankshot on June 04, 2023, 09:24:41 AM »
After removing and re-adding the missile loadouts for both the support ship and destroyer and a save and load it started working.  So there is probably some interaction between what order you specify the ordinance in the class design and whether or not it will see the missiles to load them.
C# Bureau of Design / Re: Sheild Warship
« Last post by nuclearslurpee on June 04, 2023, 01:05:48 AM »
I have never used them before and am honestly not really sure how exactly they work other then they restore after taking damage, charge to full power after being activated slowly and are less space efficient then their equal weight in armor.

A quick primer:
  • Shield strength is equal to the strength tech times the size of the shield times the square root of the size divided by 10, where the size is given in HS. This means that shield strength scales as HS^(3/2) and a larger shield is nearly always better than two smaller shields of the same total size.
  • Shield regeneration is the regen tech times the size of the shield (in HS), and gives the total shield strength that will regenerate in 300 seconds. This means that shield regeneration is directly proportional to size, and two shields of the same total size will regenerate the same total power as one shield of that size. There is a misconception by some people that smaller shields regenerate faster; this is objectively untrue - although larger shields take longer to reach full strength (since they are stronger per HS), the regeneration rate is the same.
  • Shields are highly effective against high-penetration weapons like spinal lasers and particle lances, since they absorb the full damage and nothing will get through to the internals if there is still shield strength remaining. Conversely, they are somewhat less effective (but still good) against low-penetration weapons like railguns and missiles. Meson cannons ignore shields entirely.
  • Shields at a sufficiently high tech level are almost strictly superior to armor (unless facing mesons). This is because while shields have less raw strength than armor per HS, shields must be fully eroded before internal damage could be dealt, while armor only needs to be partially eroded before a ship starts taking heavy internal damage. The rule of thumb here is that a ship with about 50% armor damage is effectively exposed to internal damage - so once shields reach 50% of the strength per HS that armor has, they become equally or more effective. This happens starting at Epislon tech with the maximum size (25+). Endgame shields are about 75% as strong as armor per HS, which makes them effectively superior in nearly all cases.

The most important takeaway here if you are a total noob is that you should always use the biggest shield generator available at your tech level. As a general rule, your total shield strength should be at least the same as one armor layer's width, and if you cannot accomplish this in a tonnage-efficient manner it is probably too early in the tech tree for shields to be truly effective. In practice, the break point is usually Gamma or Delta shields depending on the overall ship design and fleet doctrine.

so my assumption about max fleet speed is based on ~40% max tonnage dedicated to engines and fuel but I feel like I am a little slow here (for reference my previous generation was using Internal Confinement Fusion was at 10km/s, moving to Solid Core Anti Matter I feel I should be faster but this is where the math seemed to point was a happy medium)

This is a reasonable assumption and you're probably fine, especially given the diverse threats you currently face. Your bog-standard NPRs at this point are probably still using fusion drives  as NPRs are not very good at teching up like a player is, so I wouldn't worry too much about standardizing against their fleet speeds.

Feedback is appreciated as always. I am particularly interested in your thoughts on the shield to armor radio and the speed however if you feel I have royally gooned something up I am happy to address it.

Per above, I'd say your big issue is that you are using far too small generators. If you are at Xi tech level even with bas size-10 generators you should be getting 50 strength per 10 HS. I am seeing 18 strength per generator which means they are a measly size 5 HS and only 36 strength per 10 HS. You are leaving a lot on the table, and frankly at Xi tech level you should be able to make shields of size 40 HS which will have a hefty 400 strength per generator or 100 per 10 HS, how can you say no to this?

A proper shield generator(s) will take up a lot of space, there is no way around this, so you do have to be prepared to commit to shields, which probably means sacrifices in other areas such as weapons loadout. Small ships can struggle to make the best use of shields as the largest sizes (40 HS ==  2000 tons!) may not be practical, although on the flip side with 400 points of shields who needs armor anyways?  ;D
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