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Posted by: Nori
« on: June 13, 2021, 07:24:45 PM »

My current game is my longest running in a long long time. About 126 years I think. This is a random stars start. I'm not overly far with colonizing because my starting system only has 3 jump points, one goes to a series of empty systems, one goes to a useless deadend system and the last one goes to a decent system, but then another empty one. I have far to travel to get to any decent systems.

I have population on 4 planets in my starting system and two planets outside of it.
Posted by: Steve Walmsley
« on: June 13, 2021, 10:04:26 AM »

Not that I have ever noticed and if its a BigInt 9000 is a pretty tiny number, Also of course no game is going to make it 9000 years .
Starting year apparently does have to be between 1 and 9000, however year 9001 is no problem so no game end at 9000

The maximum year is 9999, as that is the max value of the .NET Date/Time object.
Posted by: Andrew
« on: June 13, 2021, 08:31:22 AM »

Not that I have ever noticed and if its a BigInt 9000 is a pretty tiny number, Also of course no game is going to make it 9000 years .
Starting year apparently does have to be between 1 and 9000, however year 9001 is no problem so no game end at 9000
Posted by: Blogaugis
« on: June 13, 2021, 08:16:58 AM »

Game start year is purely cosmetic, there is no end date for the game , year 1 and year 40,000 are the same
Wasn't there a limit that the Year 9000 is... when the game can't go on?
Posted by: Andrew
« on: June 13, 2021, 08:06:52 AM »

Game start year is purely cosmetic, there is no end date for the game , year 1 and year 40,000 are the same
Posted by: Blogaugis
« on: June 13, 2021, 07:08:47 AM »

All these posts saying their huge empire only had a couple of billion people total are really making me feel bad for starting with 12 billion on Earth at the start...

In my defense, thats how many people we are projected to have in 2100, and I like the idea of starting with a Sol in desperate need of living space. Unfortunately, no one seems to be very bothered about the lack of elbow space and will wait patiently for me to dick around with conventional tech hauling a couple hundred people to Mars every month.

My biggest empire probably hasn't been larger than 3 jumps from Sol in all directions. I haven't even gotten into a real fight save one with some precursors. Either I feel overwhelmed with management and lag or I feel like I've done something wrong and want a fresh start; I've never gotten to the endgame!

My plan though is to establish and empire 10 jumps out from Sol through ever direction I can and THEN enable NPRs. No fun in encountering them when you aren't ready imo.
I didn't even managed to leave Sol.
Probably due to lack of patience and realization that there are other things to play.

I go for a compromise between 500m start and this 12b - 10b population start.
In a save long ago, terraformed the moon (Luna), and was about to terraform Mercury with ruins...

In the current game, 2 NPRs are up at the game start, Precursors and Invaders are also enabled. Known star systems settings up.
I think I doubled the range of NPR spawning. That setting at start with Light Years.
Also, I change the start year from 2025 to 0001 - In order to maximize the potential amount of time possible in the game.
I've also left the instant ship build points at 0, while research points at just 2000 - this probably gives an advantage to the NPRs, but maybe with time I'll catch up to them.
So far, using 3 survey ships to geosurvey as much the Sol as possible. Often building research facilities - 1 built every 3 building cycles - thanks to 8000 starting construction factories...

I used to leave the civilian mining colonies to generate wealth out of resources, but I think I'll try to buy every last bit of resource I can get my hands on in this one, after reading so many sad stories about resource shortages...
This raises an interesting point whether or not the policing requirements of a planetary population should increase as the planet becomes more full above a certain threshold. For example, when the space taken is at least 50% the policing requirements start to increase more than usual, with the increase being more extreme as the space used approaches 100%.
I don't think so. I don't think Aurora4X should put much attention to the population policing, unless we can customize it, of course.

EDIT: I've also set the academy training level on 5 (maximum quality), for now, since I don't plan on building military ships so early in the game, hence, have nowhere to put the navy officers (except built a 120 fighters with no weapons). Ground forces, however, have a shortage of officers, partially due to poor command structure (1000 point HQ unit, will have to upgrade to at least 2500) and due to the size of a single formation (250 was the standard platoon, but now moved to 500 ton sized High-platoons, might need to upgrade to 750)...
Posted by: Droll
« on: April 25, 2021, 09:28:09 AM »

Unfortunately, no one seems to be very bothered about the lack of elbow space and will wait patiently for me to dick around with conventional tech hauling a couple hundred people to Mars every month.

This raises an interesting point whether or not the policing requirements of a planetary population should increase as the planet becomes more full above a certain threshold. For example, when the space taken is at least 50% the policing requirements start to increase more than usual, with the increase being more extreme as the space used approaches 100%.
Posted by: Froggiest1982
« on: April 25, 2021, 03:58:46 AM »

My largest empire is always the next one

 ;)
Posted by: Borealis4x
« on: April 25, 2021, 01:25:18 AM »

All these posts saying their huge empire only had a couple of billion people total are really making me feel bad for starting with 12 billion on Earth at the start...

In my defense, thats how many people we are projected to have in 2100, and I like the idea of starting with a Sol in desperate need of living space. Unfortunately, no one seems to be very bothered about the lack of elbow space and will wait patiently for me to dick around with conventional tech hauling a couple hundred people to Mars every month.

My biggest empire probably hasn't been larger than 3 jumps from Sol in all directions. I haven't even gotten into a real fight save one with some precursors. Either I feel overwhelmed with management and lag or I feel like I've done something wrong and want a fresh start; I've never gotten to the endgame!

My plan though is to establish and empire 10 jumps out from Sol through ever direction I can and THEN enable NPRs. No fun in encountering them when you aren't ready imo.
Posted by: d.rodin
« on: April 07, 2021, 03:07:01 AM »

Progress so far:
Posted by: liveware
« on: April 06, 2021, 08:42:25 PM »

Sorry I missed an order of magnitude with commercial tonnage.

Commercial tonnage: 1.6M tons

Even with 1.6M tons of shipping that's still pretty small.My current 3 colony star trek themed empire has 900k tons of shipping

At the time I had a poor understanding of how civilian contracts worked and thus manually controlled my commercial transports. This resulted in a fairly wide empire. The wideness necessitated commercial engined capital ships (carriers especially) which led to some interesting situations which worked out surprisingly well.

In my newer campaign I have similar commercial shipping numbers with only about 10 (populated) colonies which seems to be working much smoother.
Posted by: Vivalas
« on: April 04, 2021, 03:31:16 PM »

Sorry I missed an order of magnitude with commercial tonnage.

Commercial tonnage: 1.6M tons

Even with 1.6M tons of shipping that's still pretty small.My current 3 colony star trek themed empire has 900k tons of shipping
Posted by: Droll
« on: March 12, 2021, 09:13:18 PM »

Quote from: Droll link=topic=12478. msg149775#msg149775 date=1615568391
Quote from: clew link=topic=12478. msg149774#msg149774 date=1615565373
Quote from: Droll link=topic=12478.  msg149756#msg149756 date=1615476236
My latest 1.  12 save has around 18bn humans across 20 populated systems and around 5bn aliens across a small subset of those systems. 

I have around 200+ 5k ton frigates, 6 60k ton BBs, 4 45k ton BCs, 2 70k ton CVs, 4 30k ton CVLs, around 100 or so DDs, 40 CLs, 2 CGs and 8 CA/CSs.   It obviously could be a much bigger fleet but the only part I'm really constantly expanding are the frigate and destroyer patrols to defend the large amount of space my empire takes.   However, the larger offensive elements will also be expanding since I take a very modular approach to my empire, with each administrative sector having complete self-sufficiency with mines, shipyards, refineries and both defensive and offensive fleets.   

But I think this is the largest population count I've ever reached in any Aurora game. 

How do you manage hundreds of ships like that? The largest I got in a previous build was 8 populated planets with half a dozen rotating task forces and even that was getting unwieldy.

The vast majority of fleets have their assigned systems.  Each system gets its own frigate patrol group and each sector gets a destroyer squadron.  Particularly developed sectors also build battlegroups of various types which are the only fleets that go into enemy territory.  Each sector with offensive fleets also has a ground army which it can use to defend or invade, with troop transports to boot.  The idea being that each sector is autonomous and like its own nation state.

Because of this, most of those ships don't ever really need to move around even during war time but if I need to defend I have the option of bringing tons of reinforcements from other sectors while also being able to put up a defense anywhere in the empire in a pinch. 

Having the modular sector design really helps because I don't need to have super long logistical lines of freighters moving resources as there is usually a mining world with mass drivers nearby to supply the local shipyard and factories so I don't have to keep track of frigates constantly moving across the entire empire.

Edit: I should also mention that formations are your friend.  Each battlegroup is split into multiple fleets with a defined primary fleet that all others are sub-fleets to.  Using formations I can easily split up various groups meant to do specific combat tasks without needing to worry too much for micro.  In particular this is helpful to automatically fan out parasite scouts.

How did you get each hub set up? Just build gigantic amounts of construction facilities and transport them everywhere?

The mining infrastructure comes before that, once you have what you need to start building construction facilities, all you need is around 50-100 construction factories and then the sector can just build itself up. This means that your industry more or less develops alongside the sector population.

When time comes to build more varied facilities it can be a problem that a specific mineral is lacking in a sector. These result in instances were inter-sector trade occurs and you set up freighters to move the needed minerals to the sectors that don't have any. This hasn't been a massive headache for me since you can usually expect to find lots of minerals somewhere in a sector.

The system with the admin typically has a large planet that can sustain a large population. This planet becomes the sector capital that also hosts the shipyards. It is the point where most of the sectors resources will be pooled so it simplifies creating inter-sector trade routes a lot since you don't have to worry about every single planet. On the other hand, shipping mines around can get tedious but that honestly isn't any different from not having these autonomous sectors.
Posted by: clew
« on: March 12, 2021, 11:43:07 AM »

Quote from: Droll link=topic=12478. msg149775#msg149775 date=1615568391
Quote from: clew link=topic=12478. msg149774#msg149774 date=1615565373
Quote from: Droll link=topic=12478.  msg149756#msg149756 date=1615476236
My latest 1.  12 save has around 18bn humans across 20 populated systems and around 5bn aliens across a small subset of those systems. 

I have around 200+ 5k ton frigates, 6 60k ton BBs, 4 45k ton BCs, 2 70k ton CVs, 4 30k ton CVLs, around 100 or so DDs, 40 CLs, 2 CGs and 8 CA/CSs.   It obviously could be a much bigger fleet but the only part I'm really constantly expanding are the frigate and destroyer patrols to defend the large amount of space my empire takes.   However, the larger offensive elements will also be expanding since I take a very modular approach to my empire, with each administrative sector having complete self-sufficiency with mines, shipyards, refineries and both defensive and offensive fleets.   

But I think this is the largest population count I've ever reached in any Aurora game. 

How do you manage hundreds of ships like that? The largest I got in a previous build was 8 populated planets with half a dozen rotating task forces and even that was getting unwieldy.

The vast majority of fleets have their assigned systems.  Each system gets its own frigate patrol group and each sector gets a destroyer squadron.  Particularly developed sectors also build battlegroups of various types which are the only fleets that go into enemy territory.  Each sector with offensive fleets also has a ground army which it can use to defend or invade, with troop transports to boot.  The idea being that each sector is autonomous and like its own nation state.

Because of this, most of those ships don't ever really need to move around even during war time but if I need to defend I have the option of bringing tons of reinforcements from other sectors while also being able to put up a defense anywhere in the empire in a pinch. 

Having the modular sector design really helps because I don't need to have super long logistical lines of freighters moving resources as there is usually a mining world with mass drivers nearby to supply the local shipyard and factories so I don't have to keep track of frigates constantly moving across the entire empire.

Edit: I should also mention that formations are your friend.  Each battlegroup is split into multiple fleets with a defined primary fleet that all others are sub-fleets to.  Using formations I can easily split up various groups meant to do specific combat tasks without needing to worry too much for micro.  In particular this is helpful to automatically fan out parasite scouts.

How did you get each hub set up? Just build gigantic amounts of construction facilities and transport them everywhere?
Posted by: Droll
« on: March 12, 2021, 10:59:51 AM »

Quote from: Droll link=topic=12478. msg149756#msg149756 date=1615476236
My latest 1. 12 save has around 18bn humans across 20 populated systems and around 5bn aliens across a small subset of those systems.

I have around 200+ 5k ton frigates, 6 60k ton BBs, 4 45k ton BCs, 2 70k ton CVs, 4 30k ton CVLs, around 100 or so DDs, 40 CLs, 2 CGs and 8 CA/CSs.  It obviously could be a much bigger fleet but the only part I'm really constantly expanding are the frigate and destroyer patrols to defend the large amount of space my empire takes.  However, the larger offensive elements will also be expanding since I take a very modular approach to my empire, with each administrative sector having complete self-sufficiency with mines, shipyards, refineries and both defensive and offensive fleets. 

But I think this is the largest population count I've ever reached in any Aurora game.

How do you manage hundreds of ships like that? The largest I got in a previous build was 8 populated planets with half a dozen rotating task forces and even that was getting unwieldy.

The vast majority of fleets have their assigned systems. Each system gets its own frigate patrol group and each sector gets a destroyer squadron. Particularly developed sectors also build battlegroups of various types which are the only fleets that go into enemy territory. Each sector with offensive fleets also has a ground army which it can use to defend or invade, with troop transports to boot. The idea being that each sector is autonomous and like its own nation state.

Because of this, most of those ships don't ever really need to move around even during war time but if I need to defend I have the option of bringing tons of reinforcements from other sectors while also being able to put up a defense anywhere in the empire in a pinch.

Having the modular sector design really helps because I don't need to have super long logistical lines of freighters moving resources as there is usually a mining world with mass drivers nearby to supply the local shipyard and factories so I don't have to keep track of frigates constantly moving across the entire empire.

Edit: I should also mention that formations are your friend. Each battlegroup is split into multiple fleets with a defined primary fleet that all others are sub-fleets to. Using formations I can easily split up various groups meant to do specific combat tasks without needing to worry too much for micro. In particular this is helpful to automatically fan out parasite scouts.