Author Topic: Zen Nomadic Hive Fantasy  (Read 9982 times)

0 Members and 1 Guest are viewing this topic.

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Zen Nomadic Hive Fantasy
« on: June 20, 2014, 03:57:52 PM »
Hello, so I've been having an idea for a more fantastic game of Aurora, where basically the common way to play it (realism, efficiency etc.) doesn't matter and everything is made to serve the theme or style first.

This specific game will start with a custom race of mine trying to build a huge military design with ridiculous large maintenance life and mostly made out of hangar space. It will work as some sort of mothership that my race uses as the center of a mobile home swarm fleet, so that it can abandon its former home and completely convert the race to a swarm like nomadic life between the stars.

You may know that I built really large space battlestations in the past, where essentially a military and a x50 sized commercial ship were bound together by tractor beams to form a fake compound supership cacpable of sustaining itself in the void without the need of maintenance, shore leave, or any kind of resupply or rearming. This here will not be one of these games, though similar. The military center ship will have a lifetime -large, but limited-, which means it has to be scrapped and rebuilt eventually as overhaul is really uneffective for around a decade+ old ships. The mothership will be accompanied by a larger swarm fleet of commercial support vessels. Those carry around all the necessities to ensure life in the void, containing habitats, huge mineral and equipment storage, terraformers, gate builders, asteroid miners, shipyards and fuel refineries.(but no maintenance modules this time) The capital vessel will contain all the military capability of the fleet in hibernation. It will not just house fighters and bombers (/or my equivalent of those), but also the fleets defensive "turrets", engine-less to be tractored weapon platforms of varying purpose, which are the only real weapon carriers that protect the fleet on position. The idea is that as long as those are not needed they stay encased in their hangars, so they won't require any maintenance and will still be cared for, while the huge mothership itself does only age very slowly, essentially eliminating maintenance need and mineral upkeep in some sense. Should enemies close in or be detected by smaller scout crafts that help sighting any new system, the mothership may "engage battle mode" and swing out the number of defences it sees necessary.

Another thing that is very special about this game is that research will be forbidden. There will be a backstory about how the race unlocked a number of essential technologies that make such a nomad fleet possible at all (which I will list below), and also I will get the usual 30k starting tech points to decide to spend on engines, weapons, armor, sensors and such, yet nothing beyond that. Research labs can still be used as a development department, so I can put together known tech into the components I need, but I am disallowed to research hard theory. The only way to gain advanced tech therefore is for the mothership and the swarm fleet to explore ancient ruins, or salvage and eventually conquer alien technology on its way. Whenever the advances become great enough through this method, the swarm will undergo a time of reconstruction to integrate the new technology.

The goal of the hive is therefore primarily to find and "integrate" new technology, and secondarily to mine and store enough resource on the way to be able to afford the constant update and growth phases. Ultimately the whole galaxy (1000 jump linked stars) should be surveyed and unified in a massive high tech hive.(though it is unlikely to ever get this far) I will hold myself open the option that if I should have discovered a couple of endgame technologies already, or the story becomes redundant through repetition, I may end it ahead of time.
I could also lose the game pretty quickly, since literally all my military in the beginning will be very low tech and be kept in the mothership. There are ways an enemy could out-tech you that no mass advantage will ever save you, so it could all fall to dust on the next corner. ...Especially since Invaders are on.(maybe I should reserve that to later points?)

Also, since I opened a topic about conventional fleet doctrines recently where I somewhere made a remark about thinking to document how enormous ship sizes are easy to do in any standard game: This is not this game, nor do I really intend to do that with how busy this here will make me. I will try to accumulate enough minerals to start this mothership and its support fleet as early as possible, but given that I have the tech headstart, and then the no research restriction, ..it will not prove anything.


Ok, now a list of the technologies that I will have at the start, sorted into 3 categories: 1.Freely Unlocked ones up to the hypothetical maximum tech grade. 2. Automatically Progressing ones that improve by one level for every civilization I subjugate.(to compensate that certain technology is just not found in wrecks and thus near impossible to be discovered by any other means). 3. And of course such that I bought at start.
Generally I have any technology unlocked to be able to build the most simple component. This means I get no engine tech, as you can have the simplest engine (chemical) at start, but I do get a Pressurized Water Reactor, as otherwise won't have any means to build a reactor. For weapons I unlocked simplest lasers, carronades, railgun, gauss and particle beams, yet no meson or microwave tech. Another exception are shields and jump engines, which I will have to find to obtain.

Freely Unlocked
-Sorium Harvester
-Asteroid Miner
-Habitat Module
-All Troop Transport and
Drop Module tech
-Boat Bay and Hangar
-Cryo Transports
-Terraform Modules
-Genome Sequence + Full
Temp. Range tech, as well
as one new sub species
-Flag Bridge
-All engineering sections
-All conventional fuel
storage techs
-Cargo Handling System(1st level)
-Tractor Beam
-Jump Theory
-All different Ground Forces
-Active Sensor Strength 10
-Beam Control Range 10k
-Shipyard Operations (full -50%!)
-Level 1 for Magazine Feed Efficiency,
Magazine Ejection Chance, Gauss
Velocity, Gauss Fire Rate, Railgun
Velocity, Railgun Fire Rate, Plasma
Carronade, Laser Focal, Laser
Wavelength, Particle Beam Range,
Particle Beam Strength
-Electronic Warefare Unlock
-Spinal Mount (both techs)
-Pressurized Water Reactor
-All Engine Power Factors
Automatically Progressing (+1 per NPR)
-Armor Tech
-Salvage Module (1st level free)
-Geo and Grav Sensors (1st free)
-Launcher and Laser Size Reduction
-Jump Gate Contructor (1st and small one free)
-Cloaking techs (theory already unlocked, but
no base tech known yet)
-Colonization Cost Reduction
-Enhanced Radiation Warheads
-Thermal Dampening
-Construction, Refinery, Fighter, Mining,
Ordnance, Shipbuilding, Economy and
Research (starting at ~1.6 the base value)
-Terraform Rate (starting at 0.002)
-Planetary Sensor Strength (starting at 400)
-Ground Force Strength (starting at 20)
-Turret Tracking, but following the Fire Control
Speed instead of advancing per NPR
-Eventually Fuel Efficiency depending on if the
technology can be found or not (never seen it)
-Missile Tracking Bonus
-Generator Power Factor
Purchased
-Duranium and High Density Duranium Armor
(3k - A headstart since armor would be too big
for a beginner ship otherwise)
-Capacitor Recharge 2 and 3 (6k)
-Nuclear Thermal Engine (2.5k)
-Fuel Efficiency 0.7 (7k)
-Implossion Fission Warhead (2k)
-Gauss Fire Rate 2 (3k)
-Particle Beam Range 100k (2k)
-Particle Beam Strength 3 (4k)
-Thermal Dampening 25% (1.5k)

I notice I come to 31k by the purchased ones, but I didn't want to waste the last 500, and there was nothing in this price class around anymore. I selected a little head start for thermal dampening on top, because it costs 1.5 and would lead to a full 10 number (*OCD*).

Ok, all this in preparation to the first post, because there I will always write like "in character" for the race, and thus not be able to explain any concept anymore.

///Edit: I greatly welcome any comment and discussion, but I also want this thread to be consistent and only about actual story. This is why I created a comment/discussion section here: http://aurora2.pentarch.org/index.php/topic,7303.0.html
« Last Edit: June 28, 2014, 06:39:12 PM by Vandermeer »
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #1 on: June 26, 2014, 02:44:32 AM »
Music to accompany the intended atmosphere :): https://www.youtube.com/watch?v=TZMoS2QBc8U&t=9m30s













playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #2 on: June 28, 2014, 06:37:26 PM »






playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #3 on: June 29, 2014, 03:21:09 PM »





Code: [Select]
Pluton class Geosurvey Probe    500 tons     15 Crew     133.4 BP      TCS 10  TH 5  EM 0
500 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 0     PPV 0
Maint Life 11.87 Years     MSP 100    AFR 3%    IFR 0%    1YR 1    5YR 20    Max Repair 100 MSP
Intended Deployment Time: 60 months    Spare Berths 0    

5 EP Liquid Metal Nuclear Cell (1)    Power 5    Fuel Use 12.13%    Signature 5    Exp 5%
Fuel Capacity 15,000 Litres    Range 44.5 billion km   (1030 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour



Before Ground Survey:


After Ground Survey:
« Last Edit: June 29, 2014, 04:19:10 PM by Vandermeer »
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #4 on: July 01, 2014, 04:27:55 PM »



Main Ship:
Code: [Select]
Aristarch class Module Ship    1,400,000 tons     9554 Crew     33133 BP      TCS 28000  TH 42000  EM 0
1500 km/s     Armour 10-1114     Shields 0-0     Sensors 5/5/0/0     Damage Control Rating 7     PPV 0
MSP 104    Max Repair 100 MSP
Intended Deployment Time: 60 months    Spare Berths 0    
Tractor Beam    
Jump Gate Construction Ship: 180 days
Recreational Facilities

100 EP Redox Nuclear Generator (420)    Power 100    Fuel Use 3.54%    Signature 100    Exp 4%
Fuel Capacity 68,695,000 Litres    Range 249.5 billion km   (1925 days at full power)

Thermal Wake Receiver TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Wake Receiver EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

Operation Modules:
Code: [Select]
Vault class Cargo Module    1,400,000 tons     1645 Crew     15971.2 BP      TCS 28000  TH 0  EM 0
1 km/s     Armour 9-1114     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 30     PPV 0
MSP 214    Max Repair 200 MSP
Intended Deployment Time: 60 months    Spare Berths 0    
Cargo 1250000    Cargo Handling Multiplier 420    
Salvager: 5 module(s) capable of salvaging 2500 tons per day
Code: [Select]
Orchard class Harvest Module    1,400,000 tons     5624 Crew     36707 BP      TCS 28000  TH 0  EM 0
1 km/s     Armour 10-1114     Shields 0-0     Sensors 5/5/0/0     Damage Control Rating 3     PPV 0
MSP 49    Max Repair 30 MSP
Intended Deployment Time: 60 months    Spare Berths 0    
Recreational Facilities
Fuel Harvester: 410 modules producing 13120000 litres per annum

Fuel Capacity 136,500,000 Litres    Range N/A

Synchronized Slug Gun Turret (50x4)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Thermal Wake Receiver TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Wake Receiver EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Code: [Select]
Terraria class Colonization Module    1,400,000 tons     6253 Crew     68181.5 BP      TCS 28000  TH 0  EM 0
1 km/s     Armour 10-1114     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 0
MSP 167    Max Repair 25.5 MSP
Intended Deployment Time: 60 months    Spare Berths 0    
Cryogenic Berths 5000000    Cargo Handling Multiplier 335    


Synchronized Slug Gun Turret (55x4)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Code: [Select]
Mistral class Terraforming Module    1,400,000 tons     5661 Crew     43304.3 BP      TCS 28000  TH 0  EM 0
1 km/s     Armour 11-1114     Shields 0-0     Sensors 5/5/0/0     Damage Control Rating 26     PPV 0
MSP 507    Max Repair 500 MSP
Intended Deployment Time: 60 months    Spare Berths 0    
Terraformer: 50 module(s) producing 0.1 atm per annum


Synchronized Slug Gun Turret (52x4)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Thermal Wake Receiver TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Wake Receiver EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Code: [Select]
Oasis class Tank Module    1,400,000 tons     583 Crew     64256 BP      TCS 28000  TH 0  EM 0
1 km/s     Armour 10-1114     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 11     PPV 0
MSP 330    Max Repair 25.5 MSP
Intended Deployment Time: 60 months    Spare Berths 0    

Fuel Capacity 1,280,000,000 Litres    Range N/A

Synchronized Slug Gun Turret (52x4)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit







« Last Edit: July 01, 2014, 06:41:47 PM by Vandermeer »
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #5 on: July 06, 2014, 03:31:16 PM »






playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #6 on: July 18, 2014, 04:42:32 AM »






The Divisions:
Code: [Select]
D - 1st Regular Division: "Yamamoto"
    GB - 1st Gear Brigade
        1st Lunamista: "Hildegard"
        MA - 1st Persephone Squad
        MA - 2nd Persephone Squad
        MI - 1st Macchiosa Stalker Company
    GB - 2nd Gear Brigade
        2nd Lunamista: "Aqushi"
        MA - 3rd Persephone Squad
        MA - 4th Persephone Squad
        MI - 2nd Macchiosa Stalker Company
    GB - 3rd Gear Brigade
        3rd Lunamista: "Muspel"
        MA - 5th Persephone Squad
        MI - 3rd Macchiosa Stalker Company
        MI - 4th Macchiosa Stalker Company
    GS - 1st Support Brigade
        AB - 1st Strike Bomber Wing
        AB - 2nd Strike Bomber Wing
        AI - 1st Interceptor Wing
        ASu - 1st Support Craft Wing

D - 2nd Special Forces Division: "Sui-Feng"
    CB - 1st Commando Brigade
        C - 1st Commando Battalion
        C - 2nd Commando Battalion
        Co - 1st Covert Ops Battalion
        Sc - 1st Scout Force Battalion
    CB - 2nd Commando Brigade
        C - 3rd Commando Battalion
        C - 4th Commando Battalion
        Co - 2nd Covert Ops Battalion
        Sc - 2nd Scout Force Battalion
    CoB - Covert Ops Brigade
        Co - 3rd Covert Ops Battalion
        Co - 4th Covert Ops Battalion
        Co - 5th Covert Ops Battalion
        Sc - 3rd Scout Force Battalion
    ScB - 1st Scout Brigade
        Co - 6th Covert Ops Battalion
        Sc - 4th Scout Force Battalion
        Sc - 5th Scout Force Battalion
        Sc - 6th Scout Force Battalion

D - 3rd Regular Division: "Gin"
    GB - 4th Gear Brigade
        4th Lunamista: "Ajax"
        MA - 6th Persephone Squad
        MA - 7th Persephone Squad
        MI - 5th Macchiosa Stalker Company
    GB - 5th Gear Brigade
        5th Lunamista: "Hiperne"
        MA - 8th Persephone Squad
        MA - 9th Persephone Squad
        MI - 6th Macchiosa Stalker Company
    GB - 5th Gear Brigade
        6th Lunamista: "Rachion"
        MA - 10th Persephone Squad
        MI - 7th Macchiosa Stalker Company
        MI - 8th Macchiosa Stalker Company
    SB - 2nd Support Brigade
        AB - 3rd Strike Bomber Wing
        AB - 4th Strike Bomber Wing
        AI - 2nd Interceptor Wing
        ASu - 2nd Support Craft Wing

D - 4th Support Division: "Unohana"
    MB - 1st Medical Brigade
        IM - 1st Medical Headquarters
        IM - 2nd Medical Headquarters
        MR - 1st High Threat Rescue Company
        MR - 2nd High Threat Rescue Company
    SB - 3rd Support Brigade
        AB - 5th Strike Bomber Wing
        AB - 6th Strike Bomber Wing
        AI - 3rd Interceptor Wing
        AI - 4th Interceptor Wing
    SuB - 1st Supply Brigade
        AI - 5th Interceptor Wing
        ASu - 3rd Support Craft Wing
        ASu - 4th Support Craft Wing
        IL - 1st Logistic Headquarters
    SuB - 2nd Supply Brigade
        AI - 6th Interceptor Wing
        ASu - 5th Support Craft Wing
        ASu - 6th Support Craft Wing
        IL - 2nd Logistic Headquarters

D - 5th Regular Division: "Aizen"
    GB - 7th Gear Brigade
        7th Lunamista: "Zoisite"
        MA - 11th Persephone Squad
        MA - 12th Persephone Squad
        MI - 9th Macchiosa Stalker Company
    GB - 8th Gear Brigade
        8th Lunamista: "Enel"
        MA - 13th Persephone Squad
        MA - 14th Persephone Squad
        MI - 10th Macchiosa Stalker Company
    GB - 9th Gear Brigade
        9th Lunamista: "Klurikon"
        MA - 15th Persephone Squad
        MI - 11th Macchiosa Stalker Company
        MI - 12th Macchiosa Stalker Company
    SB - 4th Support Brigade
        AB - 7th Strike Bomber Wing
        AB - 8th Strike Bomber Wing
        AI - 7th Interceptor Wing
        ASu - 7th Support Craft Wing

D - 6th Regular Division: "Kuchiki"
    GB - 10th Gear Brigade
        10th Lunamista: "Edo"
        MA - 16th Persephone Squad
        MA - 17th Persephone Squad
        MI - 13th Macchiosa Stalker Company
    GB - 11th Gear Brigade
        11th Lunamista: "Galan"
        MA - 18th Persephone Squad
        MA - 19th Persephone Squad
        MI - 14th Macchiosa Stalker Company
    GB - 12th Gear Brigade
        12th Lunamista: "Hajabusa"
        MA - 20th Persephone Squad
        MI - 15th Macchiosa Stalker Company
        MI - 16th Macchiosa Stalker Company
    SB - 5th Support Brigade
        AB - 10th Strike Bomber Wing
        AB - 9th Strike Bomber Wing
        AI - 8th Interceptor Wing
        ASu - 8th Support Craft Wing

D - 7th Regular Division: "Komamura"
    GB - 13th Gear Brigade
        13th Lunamista: "Brinhold"
        MA - 21st Persephone Squad
        MA - 22nd Persephone Squad
        MI - 17th Macchiosa Stalker Company
    GB - 14th Gear Brigade
        14th Lunamista: "Primorde"
        MA - 23rd Persephone Squad
        MA - 24th Persephone Squad
        MI - 18th Macchiosa Stalker Company
    GB - 15th Gear Brigade
        15th Lunamista: "Llanfair"
        MA - 25th Persephone Squad
        MI - 19th Macchiosa Stalker Company
        MI - 20th Macchiosa Stalker Company
    SB - 6th Support Division
        AB - 11th Strike Bomber Wing
        AB - 12th Strike Bomber Wing
        AI - 9th Interceptor Wing
        ASu - 9th Support Craft Wing

D - 8th Regular Division: "Shunsui"
    GB - 16th Gear Brigade
        16th Lunamista: "Uzit"
        MA - 26th Persephone Squad
        MA - 27th Persephone Squad
        MI - 21st Macchiosa Stalker Company
    GB - 17th Gear Brigade
        17th Lunamista: "Faergortia"
        MA - 28th Persephone Squad
        MA - 29th Persephone Squad
        MI - 22nd Macchiosa Stalker Company
    GB - 18th Gear Brigade
        18th Lunamista: "Geish"
        MA - 30th Persephone Squad
        MI - 23rd Macchiosa Stalker Company
        MI - 24th Macchiosa Stalker Company
    SB - 7th Support Brigade
        AB - 13th Strike Bomber Wing
        AB - 14th Strike Bomber Wing
        AI - 10th Interceptor Wing
        ASu - 10th Support Craft Wing

D - 9th Defense Division: "Tosen"
    GB - 19th Gear Brigade
        19th Lunamista: "Sidhe"
        MA - 31st Persephone Squad
        MA - 32nd Persephone Squad
        MI - 25th Macchiosa Stalker Company
    GB - 20th Gear Brigade
        20th Lunamista: "Archon"
        MA - 33rd Persephone Squad
        MA - 34th Persephone Squad
        MI - 26th Macchiosa Stalker Company
    GB - 21st Gear Brigade
        21st Lunamista: "Temple"
        MA - 35th Persephone Squad
        MI - 27th Macchiosa Stalker Company
        MI - 28th Macchiosa Stalker Company
    SB - 8th Support Brigade
        AB - 15th Strike Bomber Wing
        AB - 16th Strike Bomber Wing
        AI - 11th Interceptor Wing
        ASu - 11th Support Craft Wing

Dn - 10th Regular Division: "Toshiro"
    GB - 22nd Gear Brigade
        22nd Lunamista: "Selfer"
        MA - 36th Persephone Squad
        MA - 37th Persephone Squad
        MI - 29th Macchiosa Stalker Company
    GB - 23rd Gear Brigade
        23rd Lunamista: "Vindegar"
        MA - 38th Persephone Squad
        MA - 39th Persephone Squad
        MI - 30th Macchiosa Stalker Company
    GB - 24th Gear Brigade
        24th Lunamista: "Remis"
        MA - 40th Persephone Squad
        MI - 31st Macchiosa Stalker Company
        MI - 32nd Macchiosa Stalker Company
    SB - 9th Support Brigade
        AB - 17th Strike Bomber Wing
        AB - 18th Strike Bomber Wing
        AI - 12th Interceptor Wing
        ASu - 12th Support Craft Wing

Dn - 11th Assault Division: "Kenpachi"
    AgB - 1st Assault Gear Brigade
        0-Zero Lunamista: "Mephisto"
        MA - 41st Persephone Squad
        MI - 33rd Macchiosa Stalker Company
        MI - 34th Macchiosa Stalker Company
    AgB - 2nd Assault Gear Brigade
        MA - 42nd Persephone Squad
        MI - 35th Macchiosa Stalker Company
        MI - 36th Macchiosa Stalker Company
        MI - 37th Macchiosa Stalker Company
    AgB - 3rd Assault Gear Brigade
        MA - 43rd Persephone Squad
        MI - 38th Macchiosa Stalker Company
        MI - 39th Macchiosa Stalker Company
        MI - 40th Macchiosa Stalker Company
    AgB - 4th Assault Gear Brigade
        MA - 44th Persephone Squad
        MI - 41st Macchiosa Stalker Company
        MI - 42nd Macchiosa Stalker Company
        MI - 43rd Macchiosa Stalker Company

Dn - 12th Expedition Division: "Kurotsuchi"
    GB - 25th Gear Brigade
        25th Lunamista: "Elmon"
        MA - 45th Persephone Squad
        MA - 46th Persephone Squad
        MI - 44th Macchiosa Stalker Company
    GB - 26th Gear Brigade
        26th Lunamista: "Melchior"
        MA - 47th Persephone Squad
        MI - 45th Macchiosa Stalker Company
        MI - 46th Macchiosa Stalker Company
    GB - 27th Gear Brigade
        27th Lunamista: "Gideon"
        MA - 48th Persephone Squad
        MI - 47th Macchiosa Stalker Company
        MI - 48th Macchiosa Stalker Company
    SB - 10th Support Brigade
        AB - 19th Strike Bomber Wing
        AB - 20th Strike Bomber Wing
        AI - 13th Interceptor Wing
        ASu - 13th Support Craft Wing

Dn - 13th Regular Division: "Ukitake"
    GB - 28th Gear Brigade
        28th Lunamista: "Upsilon"
        MA - 49th Persephone Squad
        MA - 50th Persephone Squad
        MI - 49th Macchiosa Stalker Company
    GB - 29th Gear Brigade
        29th Lunamista: "Realm"
        MA - 51st Persephone Squad
        MA - 52nd Persephone Squad
        MI - 50th Macchiosa Stalker Company
    GB - 30th Gear Brigade
        30th Lunamista: "Zuse"
        MA - 53rd Persephone Squad
        MI - 51st Macchiosa Stalker Company
        MI - 52nd Macchiosa Stalker Company
    SB - 11th Support Brigade
        AB - 21st Strike Bomber Wing
        AB - 22nd Strike Bomber Wing
        AI - 14th Interceptor Wing
        ASu - 14th Support Craft Wing

Rukongai - Construction Corps
    DC - 1st Construction Division
        1st Construction Brigade
        2nd Construction Brigade
        3rd Construction Brigade
        4th Construction Brigade
    DC - 2nd Construction Division
        5th Construction Brigade
        6th Construction Brigade
        7th Construction Brigade
        8th Construction Brigade
    DC - 3rd Construction Division
        10th Construction Brigade
        11th Construction Brigade
        12th Construction Brigade
        9th Construction Brigade
    DC - 4th Construction Division
        13th Construction Brigade
        14th Construction Brigade
        15th Construction Brigade
        16th Construction Brigade

SbB - 1st Shipboard Brigade
    IS - 1st Marine Battalion
    IS - 2nd Marine Battalion
    IS - 3rd Marine Battalion
    IS - 4th Marine Battalion
SbB - 2nd Shipboard Brigade
    IS - 5th Marine Battalion
    IS - 6th Marine Battalion
    IS - 7th Marine Battalion
    IS - 8th Marine Battalion
SbB - 3rd Shipboard Brigade
    IS - 9th Marine Battalion
    ISn - 10th Marine Battalion
    ISn - 11th Marine Battalion
    ISn - 12th Marine Battalion
SbB - 4th Shipboard Brigade
    ISn - 13th Marine Battalion
    ISn - 14th Marine Battalion
    ISn - 15th Marine Battalion
    ISn - 16th Marine Battalion
SbB - 5th Shipboard Brigade
    ISn - 17th Marine Battalion
    ISn - 18th Marine Battalion
    ISn - 19th Marine Battalion
    ISn - 20th Marine Battalion
SbB - 6th Shipboard Brigade
    ISn - 21st Marine Battalion
    ISn - 22nd Marine Battalion
    ISn - 23rd Marine Battalion
    ISn - 24th Marine Battalion
SbB - 7th Shipboard Brigade
    ISn - 25th Marine Battalion
    ISn - 26th Marine Battalion
    ISn - 27th Marine Battalion
    ISn - 28th Marine Battalion
SbB - 8th Shipboard Brigade
    ISn - 29th Marine Battalion
    ISn - 30th Marine Battalion
    ISn - 31st Marine Battalion
    ISn - 32nd Marine Battalion
SbB - 9th Shipboard Brigade
    ISn - 33rd Marine Battalion
    ISn - 34th Marine Battalion
    ISn - 35th Marine Battalion
    ISn - 36th Marine Battalion
SbBn - 10th Shipboard Brigade
    ISn - 37th Marine Battalion
    ISn - 38th Marine Battalion
    ISn - 39th Marine Battalion
    ISn - 40th Marine Battalion
SbBn - 11th Shipboard Brigade
    ISn - 41st Marine Battalion
    ISn - 42nd Marine Battalion
    ISn - 43rd Marine Battalion
    ISn - 44th Marine Battalion
SbBn - 12th Shipboard Brigade
    ISn - 45th Marine Battalion
    ISn - 46th Marine Battalion
    ISn - 47th Marine Battalion
    ISn - 48th Marine Battalion
SbBn - 13th Shipboard Brigade
    ISn - 49th Marine Battalion
    ISn - 50th Marine Battalion
    ISn - 51st Marine Battalion
    ISn - 52nd Marine Battalion
SbBn - 14th Shipboard Brigade
    ISn - 53rd Marine Battalion
    ISn - 54th Marine Battalion
    ISn - 55th Marine Battalion
    ISn - 56th Marine Battalion
SbBn - 15th Shipboard Brigade
    ISn - 57th Marine Battalion
    ISn - 58th Marine Battalion
    ISn - 59th Marine Battalion
    ISn - 60th Marine Battalion
SbBn - 16th Shipboard Brigade
    ISn - 61st Marine Battalion
    ISn - 62nd Marine Battalion
    ISn - 63rd Marine Battalion
    ISn - 64th Marine Battalion
SbBn - 17th Shipboard Brigade
    ISn - 65th Marine Battalion
    ISn - 66th Marine Battalion
    ISn - 67th Marine Battalion
    ISn - 68th Marine Battalion
SbBn - 18th Shipboard Brigade
    ISn - 69th Marine Battalion
    ISn - 70th Marine Battalion
    ISn - 71st Marine Battalion
    ISn - 72nd Marine Battalion
SbBn - 19th Shipboard Brigade
    ISn - 73rd Marine Battalion
    ISn - 74th Marine Battalion
    ISn - 75th Marine Battalion
    ISn - 76th Marine Battalion
SbBn - 20th Shipboard Brigade
    ISn - 77th Marine Battalion
    ISn - 78th Marine Battalion
    ISn - 79th Marine Battalion
    ISn - 80th Marine Battalion
SbBn - 21st Shipboard Brigade
    ISn - 81st Marine Battalion
    ISn - 82nd Marine Battalion
    ISn - 83rd Marine Battalion
    ISn - 84th Marine Battalion
SbBn - 22nd Shipboard Brigade
    ISn - 85th Marine Battalion
    ISn - 86th Marine Battalion
    ISn - 87th Marine Battalion
    ISn - 88th Marine Battalion


« Last Edit: July 18, 2014, 05:02:05 AM by Vandermeer »
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #7 on: July 26, 2014, 02:07:05 PM »

Code: [Select]
Stratos class Void-Gear    500 tons     12 Crew     60.275 BP      TCS 10  TH 44.25  EM 0
5900 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 2.02 Years     MSP 8    AFR 20%    IFR 0.3%    1YR 3    5YR 39    Max Repair 36.875 MSP
Intended Deployment Time: 0.5 months    Spare Berths 0   

59 EP Boiling Tank Active Nuclear Cell (1)    Power 59    Fuel Use 1004.44%    Signature 44.25    Exp 29%
Fuel Capacity 50,000 Litres    Range 1.8 billion km   (3 days at full power)

cal.3 Gear Plasma Rifle (3d-30k-15r) (1)    Range 10,000km     TS: 5900 km/s     Power 3-1     RM 1    ROF 15        3 0 0 0 0 0 0 0 0 0
Gear Pilot Reaction Machinery (10k-6.25kps) (1)    Max Range: 10,000 km   TS: 6250 km/s     0 0 0 0 0 0 0 0 0 0
experimental Nuclear Magazine Cell (1)     Total Power Output 1    Armour 0    Exp 5%
Code: [Select]
Gades class Void-Gear    500 tons     12 Crew     60.275 BP      TCS 10  TH 44.25  EM 0
5900 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 2.02 Years     MSP 8    AFR 20%    IFR 0.3%    1YR 3    5YR 39    Max Repair 36.875 MSP
Intended Deployment Time: 0.5 months    Spare Berths 0   

59 EP Boiling Tank Active Nuclear Cell (1)    Power 59    Fuel Use 1004.44%    Signature 44.25    Exp 29%
Fuel Capacity 50,000 Litres    Range 1.8 billion km   (3 days at full power)

cal.1 Mag-Rifle (4x1d-10k-15r) (1x4)    Range 10,000km     TS: 5900 km/s     Power 3-1     RM 1    ROF 15        1 0 0 0 0 0 0 0 0 0
Gear Pilot Reaction Machinery (10k-6.25kps) (1)    Max Range: 10,000 km   TS: 6250 km/s     0 0 0 0 0 0 0 0 0 0
experimental Nuclear Magazine Cell (1)     Total Power Output 1    Armour 0    Exp 5%
Code: [Select]
Quaestor Project class Void-Gear    500 tons     20 Crew     77.275 BP      TCS 10  TH 44.25  EM 0
5900 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 2.29 Years     MSP 10    AFR 20%    IFR 0.3%    1YR 3    5YR 39    Max Repair 36.875 MSP
Intended Deployment Time: 1 months    Spare Berths 0    
Magazine 17    

59 EP Boiling Tank Active Nuclear Cell (1)    Power 59    Fuel Use 1004.44%    Signature 44.25    Exp 29%
Fuel Capacity 60,000 Litres    Range 2.2 billion km   (4 days at full power)

Seismic Flare Dispenser (2)    Missile Size 1    Rate of Fire 30
Quaestor Pilot Lock-on Aid (1)     Range 2.2m km    Resolution 14
Seismic Nuclear Flare (17)  Speed: 15,000 km/s   End: 4.8m    Range: 4.4m km   WH: 1    Size: 1    TH: 65/39/19






« Last Edit: July 26, 2014, 04:57:26 PM by Vandermeer »
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #8 on: July 27, 2014, 03:17:48 PM »


playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #9 on: August 02, 2014, 02:14:27 PM »


Data from de Bernai's last evaluation checkup:






Code: [Select]
Laputa class Skybase    500,000 tons     8656 Crew     39763.8 BP      TCS 10000  TH 1350  EM 0
180 km/s     Armour 10-561     Shields 0-0     Sensors 5/5/0/0     Damage Control Rating 1139     PPV 0
Maint Life 36.8 Years     MSP 56611    AFR 1756%    IFR 24.4%    1YR 81    5YR 1221    Max Repair 6.25 MSP
Intended Deployment Time: 60 months    Flight Crew Berths 804    
Hangar Deck Capacity 100000 tons     Magazine 2730    
Recreational Facilities

50 EP Pondering Shielded Generator (36)    Power 50    Fuel Use 0.63%    Signature 37.5    Exp 2%
Fuel Capacity 55,000,000 Litres    Range 3142.9 billion km   (202087 days at full power)

Seismic Nuclear Flare (2730)  Speed: 15,000 km/s   End: 4.8m    Range: 4.4m km   WH: 1    Size: 1    TH: 65/39/19

Thermal Wake Receiver TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Wake Receiver EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
« Last Edit: August 02, 2014, 02:24:26 PM by Vandermeer »
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #10 on: August 05, 2014, 06:17:52 PM »

Ships of the Archipel Swarm
Gagazet
The main corpus of Archipel Swarm with 14 ships in its class, but planned to eventually even grow to 30 in distant future. Instead of a turret, two Gagazets actually have smaller shipyards attached to their mounts - the Epochia Shipwright, a two slipway 100kt capacity module that assembles and maintains the fleet defense turrets, and the Oracle Replicator, an eight slipway 30kt module capable of manufacturing any kind of support design.
Code: [Select]
Gagazet class Superfreighter    50,000,000 tons     91743 Crew     464088.4 BP      TCS 1000000  TH 181800  EM 0
181 km/s     Armour 10-12089     Shields 0-0     Sensors 5/5/0/1     Damage Control Rating 51     PPV 0
MSP 299    Max Repair 100 MSP
Intended Deployment Time: 120 months    Spare Berths 0    
Cargo 25000000    Cargo Handling Multiplier 5000    Tractor Beam    
Recreational Facilities
Fuel Harvester: 4052 modules producing 129664000 litres per annum

37.5 EP Sleeper Nuclear Generator (4848)    Power 37.5    Fuel Use 0.3%    Signature 37.5    Exp 1%
Fuel Capacity 1,040,000,000 Litres    Range 1242.5 billion km   (79452 days at full power)

Synchronized Slug Gun Turret (100x4)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Thermal Wake Receiver TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Wake Receiver EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Geological Survey Sensors (1)   1 Survey Points Per Hour
Sirocco
A unique ship in the fleet that may be complemented with a design for fine tuning of atmospheres in the future. Incorporates all remaining terraforming components of the underground vaults.
Code: [Select]
Sirocco class Terraformer    50,000,000 tons     175613 Crew     983304.4 BP      TCS 1000000  TH 181800  EM 0
181 km/s     Armour 10-12089     Shields 0-0     Sensors 5/5/0/1     Damage Control Rating 77     PPV 0
MSP 953    Max Repair 500 MSP
Intended Deployment Time: 120 months    Spare Berths 0    
Tractor Beam    
Recreational Facilities
Fuel Harvester: 3926 modules producing 125632000 litres per annum
Terraformer: 1000 module(s) producing 2 atm per annum

37.5 EP Sleeper Nuclear Generator (4848)    Power 37.5    Fuel Use 0.3%    Signature 37.5    Exp 1%
Fuel Capacity 1,040,000,000 Litres    Range 1242.5 billion km   (79452 days at full power)

Synchronized Slug Gun Turret (100x4)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Thermal Wake Receiver TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Wake Receiver EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Geological Survey Sensors (1)   1 Survey Points Per Hour
Ocean
The Oceans integrated most of the cryogenic storage found at the deepest levels in the corridors. Since it was not doable to house enough Zenit even in the million counting ships, they rotate between dream state on the 2 Oceans and wake time on the Refugium classes, except of course if a suitable planet for shore leave has been found. Amongst all the passengers are also the 5 ancient Zenit that had been discovered along with the cryogenic technology.
Code: [Select]
Ocean class Colony Ship    50,000,000 tons     194258 Crew     1517827.4 BP      TCS 1000000  TH 181800  EM 0
181 km/s     Armour 10-12089     Shields 0-0     Sensors 5/5/0/1     Damage Control Rating 38     PPV 0
MSP 730    Max Repair 100 MSP
Intended Deployment Time: 120 months    Spare Berths 0    
Cryogenic Berths 100000000    Cargo Handling Multiplier 10000    Tractor Beam    
Recreational Facilities
Fuel Harvester: 3810 modules producing 121920000 litres per annum

37.5 EP Sleeper Nuclear Generator (4848)    Power 37.5    Fuel Use 0.3%    Signature 37.5    Exp 1%
Fuel Capacity 1,040,000,000 Litres    Range 1242.5 billion km   (79452 days at full power)

Synchronized Slug Gun Turret (100x4)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Thermal Wake Receiver TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Wake Receiver EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Geological Survey Sensors (1)   1 Survey Points Per Hour
Refugium
The main living spaces of the swarm. As long as a Zenit is not in his half awake dream phase, he can enjoy all the comforts that these ships have to offer, which is mainly entertainment, education, sports and relaxation. They also have space for a multi-storage botanical module, including some peaceful wildlife from Younger Ecstat. These ships are important to keeping culture alive on these likely years lasting voyages. Too much alien environment would surely lead to corruption or degeneration of the same.
Code: [Select]
Refugium class Resort Ship    50,000,000 tons     80278 Crew     414478.4 BP      TCS 1000000  TH 181800  EM 0
181 km/s     Armour 10-12089     Shields 0-0     Sensors 5/5/0/1     Damage Control Rating 32     PPV 0
MSP 168    Max Repair 100 MSP
Intended Deployment Time: 120 months    Spare Berths 0    
Habitation Capacity 5,000,000    Tractor Beam    
Recreational Facilities
Fuel Harvester: 4115 modules producing 131680000 litres per annum

37.5 EP Sleeper Nuclear Generator (4848)    Power 37.5    Fuel Use 0.3%    Signature 37.5    Exp 1%
Fuel Capacity 1,040,000,000 Litres    Range 1242.5 billion km   (79452 days at full power)

Synchronized Slug Gun Turret (100x4)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Thermal Wake Receiver TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Wake Receiver EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Geological Survey Sensors (1)   1 Survey Points Per Hour
Lorkhan
Currently a singular ship, the "Secunda", that might become a twin later on. Since the design is meant to eventually delve deep into promising asteroid belts, the debris defense was doubled. There it sends out swarms of mining drones to systematically and quickly filter out any valuable material. These ships are also able to assemble the jump point infrastructure from nothing but collected surrounding material.
Code: [Select]
Lorkhan class Asteroid Miner    50,000,000 tons     375173 Crew     1376297.4 BP      TCS 1000000  TH 181800  EM 0
181 km/s     Armour 10-12089     Shields 0-0     Sensors 5/5/0/1     Damage Control Rating 161     PPV 0
MSP 2778    Max Repair 120 MSP
Intended Deployment Time: 120 months    Spare Berths 0    
Tractor Beam    
Jump Gate Construction Ship: 180 days
Recreational Facilities
Asteroid Miner: 6746 module(s) producing 107936 tons per mineral per annum

37.5 EP Sleeper Nuclear Generator (4848)    Power 37.5    Fuel Use 0.3%    Signature 37.5    Exp 1%
Fuel Capacity 1,040,000,000 Litres    Range 1242.5 billion km   (79452 days at full power)

Synchronized Slug Gun Turret (200x4)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Thermal Wake Receiver TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Wake Receiver EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Geological Survey Sensors (1)   1 Survey Points Per Hour
Wonderwork Assembly
Even under the main swarm ships, this ship is huge. About 3 times the size of a Gagazet, it is little less than the main assembly factory of the Vaults lifted asky. This ship is unique and invaluable, which is why it holds some extra protection. Should it ever go lost, there is nothing that can be done to retain it, and with it would go the ability to assemble and repair the fleet's ships, as well as probably the chance to ever understand library technology.

Code: [Select]
Wonderwork Assembly class Shipyard    50,000,000 tons     143947 Crew     548016.4 BP      TCS 1000000  TH 540000  EM 0
540 km/s     Armour 10-12089     Shields 0-0     Sensors 5/5/0/1     Damage Control Rating 71     PPV 0
MSP 490    Max Repair 100 MSP
Intended Deployment Time: 120 months    Spare Berths 0    
Tractor Beam    
Recreational Facilities
Fuel Harvester: 3976 modules producing 127232000 litres per annum

37.5 EP Sleeper Nuclear Generator (14400)    Power 37.5    Fuel Use 0.3%    Signature 37.5    Exp 1%
Fuel Capacity 2,145,000,000 Litres    Range 2574.0 billion km   (55169 days at full power)

Synchronized Slug Gun Turret (200x4)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Thermal Wake Receiver TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Wake Receiver EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Geological Survey Sensors (1)   1 Survey Points Per Hour
Pulseheart Library
Another massive shipyard ship, though only 40% larger than a Gagazet, but no less invaluable as the Wonderworks. It consists of most of the computational processing power that laid around KonVeira and made manufacture of an extravagant shell possible. Without it, the means to repair this shell, as well as the maintenance of the future mothership's main defensive mechanism will become impossible.

Code: [Select]
Pulseheart Library class Shipyard    50,000,000 tons     141644 Crew     666579.4 BP      TCS 1000000  TH 252000  EM 0
251 km/s     Armour 10-12089     Shields 0-0     Sensors 5/5/0/1     Damage Control Rating 99     PPV 0
MSP 825    Max Repair 200 MSP
Intended Deployment Time: 120 months    Spare Berths 0    
Cargo 7500000    Cargo Handling Multiplier 1500    Tractor Beam    
Jump Gate Construction Ship: 180 days
Recreational Facilities
Fuel Harvester: 8608 modules producing 275456000 litres per annum
Salvager: 5 module(s) capable of salvaging 2500 tons per day

37.5 EP Sleeper Nuclear Generator (6720)    Power 37.5    Fuel Use 0.3%    Signature 37.5    Exp 1%
Fuel Capacity 2,145,000,000 Litres    Range 2563.8 billion km   (118220 days at full power)

Synchronized Slug Gun Turret (200x4)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Thermal Wake Receiver TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Wake Receiver EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Geological Survey Sensors (1)   1 Survey Points Per Hour










Zodiark Main Section:
Code: [Select]
Zodiark class Mothership    10,000,000 tons     304603 Crew     1288632.2 BP      TCS 200000  TH 37100  EM 0
185 km/s     Armour 10-4134     Shields 0-0     Sensors 250/250/5/1     Damage Control Rating 47956     PPV 500
Maint Life 25.83 Years     MSP 3862806    AFR 16680%    IFR 231.7%    1YR 11147    5YR 167210    Max Repair 500 MSP
Intended Deployment Time: 60 months    Flight Crew Berths 100007    
Flag Bridge    Hangar Deck Capacity 2400000 tons     Cryo Drop Capacity: 443 Battalions    Magazine 360500    Cargo Handling Multiplier 2215    Tractor Beam    

100 EP Redox Nuclear Generator (371)    Power 100    Fuel Use 3.54%    Signature 100    Exp 4%
Fuel Capacity 450,000,000 Litres    Range 228.2 billion km   (14276 days at full power)

Synchronized Slug Gun Turret (100x4)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Planetary Bombardement Hatch (5)    Missile Size 100    Rate of Fire 3000
Smart Bomb Guidance System (1)     Range 3.1m km    Resolution 17
Seismic Nuclear Flare (80000)  Speed: 15,000 km/s   End: 4.8m    Range: 4.4m km   WH: 1    Size: 1    TH: 65/39/19
Size 12 Nuclear Cluster Torpedo (15000)  Speed: 8,300 km/s   End: 267.8m    Range: 135.2m km   WH: 0    Size: 12    TH: 27/16/8
Anti Planetary Nuclear Drop Bomb (505)  Speed: 600 km/s   End: 86.6m    Range: 3.1m km   WH: 291    Size: 100    TH: 2/1/0

LR Gravitic Wave Interferrometer (285m-130res) (1)     GPS 65000     Range 285.0m km    Resolution 130
Stellar Cartography Lab (559m-500res) (1)     GPS 250000     Range 559.0m km    Resolution 500
Sand Grain Precision Premonitor (25m-1res) (1)     GPS 500     Range 25.0m km    MCR 2.7m km    Resolution 1
MR Gravitic Navigation Array (93.5m-14res) (1)     GPS 7000     Range 93.5m km    Resolution 14
Thermal Observatory TH50-250 (1)     Sensitivity 250     Detect Sig Strength 1000:  250m km
EM Observatory EM50-250 (1)     Sensitivity 250     Detect Sig Strength 1000:  250m km
Gravitational Survey Sensors (5)   5 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour
Zodiark Machinery:(same taskgroup)
Code: [Select]
Zodiark Machinery class Mothership Engine    10,000,000 tons     32592 Crew     193364.2 BP      TCS 200000  TH 37088  EM 0
185 km/s     Armour 10-4134     Shields 0-0     Sensors 5/5/0/0     Damage Control Rating 150     PPV 0
MSP 1813    Max Repair 100 MSP
Intended Deployment Time: 120 months    Spare Berths 0    
Cargo 250000    Cargo Handling Multiplier 250    Tractor Beam    
Jump Gate Construction Ship: 180 days
Recreational Facilities
Fuel Harvester: 2225 modules producing 71200000 litres per annum

37.5 EP Sleeper Nuclear Generator (989)    Power 37.5    Fuel Use 0.3%    Signature 37.5    Exp 1%
Fuel Capacity 1,000,000,000 Litres    Range 5985.8 billion km   (374484 days at full power)

Synchronized Slug Gun Turret (100x4)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Thermal Wake Receiver TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Wake Receiver EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

The whole fleet at its start
« Last Edit: August 05, 2014, 06:50:56 PM by Vandermeer »
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #11 on: August 15, 2014, 06:47:44 PM »






Arrival Ceremonies (24th September 356)
The jump point infrastructure worked as expected, and after a moment that felt like nothing, we arrived at what was seems to be the nearby binary system of Yaga Minor. Though the uncommon gravitics of the system with its close orbiting secondary star do pose a bit of a disappointment to the navigation, it was nonetheless a beautiful sight and true accomplishment. I will not lie that I feel another form of disappointment as well, concerning that nothing really exceptional happened directly after the jump. If one considers the immense build up - how many Zen had lived and worked, how much problems had to be solved, and the decades of material gathering and forging. All that. ..And it all lead up to this point - a fraction of a moment in history - and then... Not even fireworks.
We guess one cannot feel other than this when so much pressure accumulated beforehand. Not to mention jumping itself sounded like a spectacular experience in itself already. I will cite from minds: "For a brief moment you get completely severed from the 3 dimensional universe as we know it by 'stepping aside' in a sweep like manner and coming back slightly off, only to find you had moved lightyears in just a couple of steps." One may think this could be moving moment in more than just one sense, yet in the end, there really wasn't much too it. Some distorted lights, a split-second of zero gravity, some graunching of material, and then it is over, and the stars have changed. No outer body experience, no strange sightings from contact with other spacial dimensions, and no travel sickness. It seems almost awfully mundane.
...Even if the universe itself may not have prepared a celebration, we surely do. This evening, all will be awake and it will be overcrowded everywhere you go.^^ To make it even bigger, all the visual relays across the ships hold real time contact to parades and scenes all around Elder Phantasm. It seems very unlikely, but if Yaga Minor turns out to be inhabited by someone with the same means as ours, they will surely be disturbed by the sudden appearance of us strangelings with their big ships, that started partying in flashing colors the instant they arrived.
Haha, I will have to tell that one to Meliadus. I bet that will grow him yet another level of wrinkles. I think an episode of Far Trek should start like this.

A thing that will happen at this celebration too, is that Dinas will pass on his insignia along with his rank to me. I don't know how it will happen, and he forbid me to ASK. It is troublesome to look forward to all the changes that come along with it. I know I have nothing to fear as far as the lending of my talent goes, but just as many others before me, I think I have gotten comfortable with the status qnouw. Things will change, and I don't have to like that.




I expected Dinas to do it in a discrete and secretive way, but the old prankster fooled me yet another time. I feel I should keep the details to myself, but it was worth many of kisses. Now, already on the bridge, it was my honor to respond to the consensus and issue my very first voiced order by letting the sensor phalanx run into active mode.




The holography is quite a sight, to say it with a pun. We can completely render every ships position and see every error in maneuvering plastic without having to run any calculations. There were slight inaccuracies coming from not perfectly synchronized travel speeds, but they have been addressed. Next and as planned, we sent out our automated drones to provide detailed information over anything mass related. Our observatories were still working on focusing the resolution up to standard, when a morsed signal hit us and jumped our interest.
It was obvious that no one on the bridge could on its own properly respond to such baffling surprises, so I, Dinas, Beaumains and Meliadus collected a vista. The immediate answer was unison that we were highly likely receiving an SOS. The nature of the signal was repeating, and hold short enough to limit potential misreadings of its content, just how an SOS should be structured.
Of course we were excited. Finally there was this dramatic moment that we missed. Either we found further hints concerning our own puzzle, or the very first signs of other intelligent life as us. We had to wait for the observatory to complete its focusing routine before proceeding however.














.

.

.

.

.

.

.

.

.

.

.



When the map and pictures of the system were becoming more clear, the evidence grew that we had not found a ship in distress, or even a colony, but that the signal was automatically being transmitted from a within a small debris field, in which not only many tiny asteroids, but also wrecked remains of former ships could be found. It is hard to judge the original size of the vessels, as all we could find was not simply destroyed, but straightforwardly blasted into pieces, leaving only some scorched floating compartments around. Judging from the distance, it is unlikely that anything over there is still alive. The signal could have been here and working for millennia if it is anything like ours.
Nonetheless, this is an exciting find. Who knows what we will be able to find in this perfectly conserving graveyard? Dinas remarked that it would be likely be too dangerous, as well as inefficient use of resource in our dried out state to fly the whole fleet over there, and I have to agree. Since we were yet inadequately prepared for deep space salvage operations at this early stage however, WE came to concur to wait with the investigation until our fleets new Aristarch class support ship, the Dante, had finished its training operations and caught up to us.

- memoria screening, Vice Admiral Laudine Feu, now Fleet Admiral
« Last Edit: August 15, 2014, 06:50:16 PM by Vandermeer »
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #12 on: August 22, 2014, 01:29:33 PM »
Two-edged survey
The gravitic survey drones brought back quite mixed results. Though it appears that Yaga Minor has very little to offer in terms of solid resources, our very first find was that the close orbiting gas giant here had deposited high enrichment of nuclear fuel sources. Though they are buried in the third shell which will be difficult to get to, we AGREED that this was a perfect opportunity to test out our refinery capacity, and maybe ease out our fuel shortage a little. I issued the fleet to set course on A II, where we will arrive in a couple months.


On the other hand there is some exciting mystery concerning the origin of the wrecked vessels in their graveyard. The gravitics of the two close orbiting stars of Yaga Minor have been proven to be indeed too turbulent to accommodate further jump points. In fact it seems like a little statistical miracle that one of the few points that were valid, turned out to have a working connection to another star.
However, since we had to establish the infrastructure ourselves that will make our own return to Asur Solziat possible, it raises the question how those ships got here in the first place. There are only a few possibilities:
1. They could have originated here, but none of the planets appear to be life supporting, and no traces of any civilization could be found.
2. The infrastructure could since have been destroyed by aging, but for that to happen without leaving a trace, it would likely also have degraded those wrecks in the same way.
3. Maybe there is another way to travel between stars that we do not know of yet. Given the spacious information gaps in the libraries, it is entirely possible for us to not know about such measures yet.
4. The ships could have arrived via sub-light engines. We assume that civilizations who did not gain the same privilege as us that jump start the brane collapse technology, will instead have an extended age of sub-light travel in their history, where even those incredibly long voyages may seem acceptable for a time. This seems about the most likely explanation to us. We are excited to analyze components of such an age, as they will be vastly different to our approach. Hopefully there is still enough left. When the Dante arrives in the next days, Beaumains will personally lead the expedition and we will know more.


playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #13 on: November 21, 2014, 04:03:54 PM »
Theories of Techno Lingo
Our analysis of the found computer core is taking incredibly long, though we are not exactly sure what the problem is. In theory, every computer language should fulfill some demands on logic and structure that should make it relatively easy to decode with our advanced means, yet whenever we make a little progress, the language seems to adapt and become opaque again. Even when we cut of most of the databases, leaving only a not actively running afterimage of a program in the memory, it would still morph towards another symbol structure. ...As far as our knowledge goes, this behavior should be utterly impossible. Either we are facing computer technology developed so far that we cannot even guess the direction of where the advancement came, or the hardware is simply corrupted despite its functional looking appearance (a erase/self-destruct mechanism after the ships demise probably?).
Lieutenant Madoc also suggested another possibility: Maybe the computer systems of those ships can defend themselves from unwanted access by disturbing the connected machine. Such a measure could attack and rewrite code, or give commands that lead to ever repeating protocols and overload. We find it however unlikely, as the computer systems of Archipel are all linked towards library infrastructure, and thus should intelligently regenerate any possible corruption. If KonVeira could digest and recover from my very first programming attempts, then what can possibly go wrong?

We analyzed the situation however - just in case -, but nothing other than the translation attempts seems to show any shady behavior, so it appears we are fine. Since this is going nowhere on the other hand, we can do little but to set the endeavor on hold. The logs, an image, and the (daunting) insights of our translation are stored back at case lbrb.03r for the time being.

What else?.. The fuel extraction doesn't go very well so far, even though this was expected. In hindsight, given that we have to fly back anyway, it was not the best choice to leave the jump point and approach A II, but we could not know in advance of course. We will stay here and see to get the fleet to about 12% of its energy storage, but then we must follow the laws of statistics to a likely more promising opportunity.

....I foresee a common endeavor, an urge rising in the fleet. It is time.. . Lunch!





The narrow spaces - Belasco
It appears the worries of data corruption were not quite unjustified. After another year of travel towards our second jump objective, we saw some unusual behaviors in our systems - mainly occasional flashing screens, temporarily unresponsive data banks, or command delay. It is almost as if the library has a slight virus infection, even though it only consists of transceivers and circuit malfunctions. We will have to watch this. However, since no real loss of functionality existed, WE decided there was no reason to cancel the anticipated tourist cruise event at our second crossing of Asur Solziat. It would have been a shame to have to turn them down after they spent over a month in transit to meet with us.

[...]

At the end of the two month tourist event, Lieutenant Madoc unpredictably decided to resign from service.
We have been working close for years now, and he seemed to enjoy his position very much, especially after we made this historical alien finding which he helped greatly understanding. Now he suddenly decided to move back with one of the liners ships, and didn't even stand us answer for doing so. I know already that whoever gets assigned to me instead, I will not like for at least two weeks.

[...]

We made it again, and broke the barrier to a whole new star and environment! This time we landed at the star system system which we identified as the nearby Belasco, a brighter one in the Goo-Vase star sign. Seven planets orbit its central body, but most impressive are the two gigantic asteroid belts, which...
[entry hold].




[continue//]Correction: Avalloc just identified another asteroid belt and an eighth planet so far out the center, that being there would probably make it difficult to tell apart their central star from all the others in the background. As far I understand our fuel situation, we should not be able to go there, or not? ...Yes, they nod(/t).^^
Well, I fear, being the second time, we will not have a party for this occasion, so we will directly prepare the teams in the next days. They will have to be ready for a lengthy investigation mission away from the swarm it seems. Soo maany asteroids.

[...]


Two months later
We finally spotted our first extra-asurian jump point that probes confirmed to lead into the direction of curved, gravity rich environment - another star. The bridge wasn't sure whether to directly fly there or wait for more results, but Brahma believed there is no point in waiting if we are only going to take one route anyway, so we set course.



Meanwhile a recent medical report listed a statistical peak in fatalities for the recent month. Since we are many millions out here, there are a few deaths on any day of course, and we would probably have ignored it as a mere anomaly, but collected Wisdom throughout the fleet suggested deeper lying reasons. I dispatched Captain Eisa for both, investigation and kitchen.

Another point: On our daily conjuring we heard a voice telling us that the Stratos and Gades Gears' servo apparatus needs to be reworked. Apparently there is some design mistake present that would blockade the firing mechanism of their gun when being in the influence area of a stronger brane collapse (such as a powerful and relatively massive ship). The theory is not verified since we cannot manufacture the required high energy grade propulsion to test it, but we felt that it was better to be sure and installed the necessary adjustments.






Normally the days are full of minor business and many spare time here, even on the bridge, but today two concluding reports landed on my WiiFlat. First, Avalloc had listed in oversight the sources of minerals we came across during our analysis. Although writing respectfully non-decisive, it seems he already has a strong opinion in what we should do, as he often marked bodies as not being worth the exploitation, and even criticizing the rich first planet as "too hostile".
Well, I must confess many here might be biased concerning this system, as it has special value being so close to our original home. It would be a dream to have great resources so close in the neighborhood, and many here seem not yet quite comfortable with living eternally in space. Settling for A I would mean regular travels and visits in nearby Asur Solziat for at least as long, as our storages are filled, which would be a generation project. However, there is really no way other than letting Brahmavista decide, even if that answer goes against the explorer instincts of some.
I personally have no opinion on the matter. For me there is nothing different in living either in an apartment in space, or on ground. The view is different, but we have screens, and work is pretty much half holiday anyway, as everything progresses so slowly in interstellar travel. I will take on whatever is decided.
[end]


[Continue//]Oh, wait ..., the second report. Well, it appears Belasco featured a strange particle emission that grievously consisted of trans dimensional elements, so they were able to pierce both, the BC-generators' shielding, and occasionally the hull. Being relatively rich, we should have expected that the sun might also hold its own fair treasure of elements under the boiling surface. Captain Eisa listed that the additional deaths are explainable by a certain number having their bodies slightly but very evenly irradiated. The theory goes that only on certain parts of the hull, where the elements were thinner, a distant flare of the sun may sometimes have sent a beam of radiation through, in some sense cooking those unfortunate souls that were in these places. Apparently the radiation was only deadly to old people, as none of the radiated fatalities were younger than 70. Eisa ordered checks of any crew member to identify further radiated people, but it seems the effects wore of quickly in living bodies as none were found.

We concluded that additional shielding was at hand and reinforced the (few) endangered areas of every swarm ship with additional duranit-glass. Also, the sun's activity is now being closely monitored by a satellite in orbit between the center and A I. Thanks for our instantaneous communication, it will warn us of any emission long before the light and particles have a chance to reach us.
No further radiated victims have been found in the last months however, which likely happened since our voyage to the jump location took us a little further out and thinned the emission enough to become non-lethal.
This issue is closed, though We should be more cautious in the future. Life protection is the foremost priority.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Zen Nomadic Hive Fantasy
« Reply #14 on: November 29, 2014, 10:20:08 AM »
Pioneers in Space and Knowledge
The great poll had been carried out, and an overwhelming number agreed to carry on our search. Brahma hinted urges for knowledge have been stronger than those for secured logistics and soothing the homesickness. Avalloc was happy, but there was some reason for concern that I shared with Beaumains. He confirmed the notion - the last conjuring carried a veiled and crude understanding of the Yaga Minor wreck computer with it. Since it was not really part of the question, we only saw faint hints that basically listed -amongst other reasons for carrying on- also the wish to find out (even) more about the wreck by exploring other regions. Following this hunch, we investigated the brb-library file, and it indeed showed numerous openings and visits. ...It seems some souls in Archipel had made it their free-time hobby to toy around with the language problems, and actually made progress without reporting.
Painted question marks were showing on the bridge staff's faces when we came back and announced a second official counseling, but we continued without explaining too much. The result was not really what we had expected. There was actually no one that had made real progress at all, speaking in terms of actually translating some code, but some Zen had managed to assemble snippets of an interface prototype that simply let the library do the advanced decrypting job in much the same manner as it decrypts our mundanely formulated requests. As such, a working prototype could be used much in the same way, so that we ask questions and receive answers.
It is all (brilliant) theory as about now, but based on the vista, we believe that the convergence of the made efforts could quickly lead to a success. I ordered thus a delay on carrying out the jump that was decided upon, and invited the character that showed most progress with this idea to a meeting.


[...]

[private audio logs]

Huuh, so we just finished counseling with Galiene Bondeville, the one that WE identified as promising due to her success, but also the whole 'entourage' she brought along.  ...Those are two hours I will never get back of my life.
*sigh* Where do I begin?
So this lady lieutenant basically entered the lounge with her full assigned staff, having a whole presentation of the subject already prepared - obviously couching for some time for this to happen, instead of bringing it up by herself, and then she has the nerve to open with words as "it took you long to notice Admiral", or "we waited for you to be not so ..busy anymore", whatever it was, I don't remember. Basically she smirks and talks as if being the only one important around. Never in my life have I seen someone this incredibly self absorbed.
I mean, at first I was kind of curious only, because her way of talking was kind of unique, and seemed like a funny act, because it was just that ridiculous. ..It just couldn't be real, ok? So I giggled here and there.
But then we got into arguments about what she actually presented, and it became obvious that she actually personifies that caricature, that believes everything she does superior. Yet, what she brought up was utterly stupid. The introduction which she prepared already blew all logic out of the window. Something about empathic energies, intuition, deus ex machina, and finding "the will to believe". I waited patiently and kind of perplexed until something came up that I could discuss. She started describing computers made of brane-crossing affine elements, that would actually reach out into the other dimensions, and how that would lead to very 'organic' calculations etc. yadada. Nonsense. This is absolute 101: No matter extends beyond our 3 dimensions, ok? The affine elements only communicate over the one great connector, which is gravity very efficiently. There might be some concept similar to matter out there, which might explain obscure mass and energy, but neither does that touch us, nor we touch this. It has been proven in experiments again and again, and the argument for this actually quite simplistic and convincing.
So that is where I interrupted. I thought she might eventually bait me into bringing up the standard argument, so me, slowly realizing the actual size of her 'self', didn't want to give her that satisfaction and asked instead how she would plan to 'build' in a dimension that cannot even be perceived. She then had something that was actually quite interesting about gravitic scans for illumination and self organizing structures for the actual building process, so there I gave her a point and nodded. ...She immediately was like "ahaha, see? you are learning.", and that is where I lost it.

You know missy, I had my share of science education as well. I puzzled together my first labyrinthian programs with age 9, and had mastered calculating spacial warpings with hubbleton-mechanic's energy conservation principle by 11.
Yes, in a world where conventional mass pierces through the dimensions, your nice ideas about how the higher perceivable ones could be molded, are not entirely trash. Bare-bone hypothesis, but not entirely trash. However, what does that get you if it is A.) proven to be false in the beginning, and B.) does not even bring any benefits, even it was true, which it is not.
What do computers with a reach into other dimensions add to the equation, seriously? For all we know, we could form pretty much two dimensional computers right here, and it would be no different. All that a second dimension adds for example, is making the whole thing much more compact for us. So, miniaturization? ...It has nothing to do with what a computer is actually capable of, from beginning to end.
[some seconds of silence]
So I confronted her about that nothing she had brought up so far had anything to do with explaining the potential decryption. Galiene then claimed that those alien computers, as well as the labyrinthian systems had already been built this way, and that must be why they managed to understand each other where our direct attempts did not cause reaction. But we used accustomed library programs for those attempts as well, so what would really be different this time, I asked. Belief, intuition, being closer with the machine to realize the flow of "arcane" energy it seems. Aha. I am sold.
Since I was at that point really curious how she would also evade the core question, which is debunking the proofs that all the crossing affine elements have all their mass in our 3 ones (easily doable by counting the atoms here and then measuring the gravity up there, mind you), she only had a line like "if I wasn't right, then how come I succeeded" or something. Yeah, I thought she wanted to play clever games with me, but she apparently wasn't even smart enough for that.
Well, so I declared the presentation to be over - I am sure she had a lot more made up graphs and such prepared. Her entourage knew that this was coming, as they politely held back in the arguments, and only acknowledged points that Galiene asked them to. In between doors there was also some vindictive remark like "great minds fare new seas" or something. Sure that, sure. That is what we do, but then you had to come with us as well.

As little as I like it, something has still to be done about this affair. A difficult to handle situation, but I will definitely see to put her somewhere back in this. See how she likes being fifth wheel.



[Official memoria screening]
The Admirals and the specialists department have now reviewed the progress that had surprisingly been made concerning the translation of the found Yaga Minor wreck's computer technology. It was found however, that the underlying concept has yet to mature, and does at the moment not produce any revisable theory. However, the advances cannot be denied, and to find the sources, a research team will be called into duty, led by Lieutenant Gal...
...ahault Jubert.

As the running length of the project cannot be foreseen at date, the upcoming jump is issued for as of tomorrow.


[private audio log - same day, evening]

I have a confession to make and some interesting information to log. So this evening two of Galienes team members came to my quarter and apologized for her attitude, while bringing me a rose too! I have pity on those guys, but someone has to work with her, as she demonstrated quite the CTR for one of her age at some point. The two explained to me that Galiene just changed when she stumbled among these successes, and that she had been quite humble before.
I must admit that I immediately believed them somehow, although I cannot say why. Too trusting with nice people maybe.*sigh*

This also got me interested further, so I secretly summoned a focused session for myself, to figure out what the general opinion and evaluation of her and her work was, based on judgements of those around. There wasn't anything out of the line concerning the parts that I had already been told, but then I noticed something strange. Galiens own opinion was missing the entire time. It was subtle, as concentrated individual opinions cannot really be filtered, but must be recognized by wits and tricky 'questions'. Even if one decides to not take part in current requests, there is still a way to at least recognize that a denial happened.
I tried what I could, but it is as if she is just not there. The only way I could imagine how this could be is that she figured out some greater way of controlling the Omnisciets. ..Which could eventually mean that she has greater potential than me, hmmm.
This women raises my suspicion in all the ways, good and bad.

Anyway, I thought it might be worth logging this, bye away my late night listener ...s.



It speaks what should be silent
( Late addition: Hah, I thought I might give this part a fancy headline, even though only the beginning part contains actual report instead of document
- Fl.Admiral Laudine )




The third jump in Zenit history, and hello would we have missed out on something if we had stayed. After the usual unspectacular fade event of the jump, suddenly there was light and cosmic dancing. Aikhibba is a beautiful constellation of two twin sets of stars circling each other, making it a system of four married suns - a rarity amongst rarities. Freeing myself from nostalgia, I can easily admit that the beauty here is greater than that of our very home. I try myself in poetry, ahem, "Here a Zenit can be reborn Zenit again", "see Aikhibba and awaken the twofold Zenit"...[pause]

[continue//]Ha ha, ok, so Avalloc meant I sounded as if advertising a tourist cruise already, so I will stop. Hmm, but I might in the future. There are some pictoresque swaths of nebula, enhancing every planets panorama, and the central star is just so immensely bright and clear...



And we already made out a potentially habitable planet, so this will definitely mean our first extra-asurian exploration and shore leave is at hand. I get thrills just thinking of all the neat organization that will cause. We will need shelters, an automatic analyzer and medic lab, organized exploration and sightseeing tours... . We will also get to test out Sirocco's systems for the first time and see how fast Elder Phantasm may have once been converted.

A very interesting and convenient thing about Aikhibba is that the smaller pair of twins is actually gravitationally massive enough to be considered an elongation of the first, meaning there is a point just outside of the second suns orbit radius, where we can jump towards the second pair, using pretty much the standard shift, except that we do not even need the infrastructure over such short distances. The system is like a natural wonder, leaving us to riddle why we were raised here maybe?

Anyway, the survey teams are already eager and on their way. We must have some patience before, *hugh?* [interrupt]



.

.

.

.

.

.

.

.




playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy