Update postedOh joy! With my internet stable and some time on my hands, it's time for the next insta--
Update postedGood God man.

Anyways, getting caught up here...
The alien frigate moves at a speed of 8k km/s, faster than any known Qian vessel, faster than the PRL navy and definitely faster than the scout squadron.
That's a bit frightening. The Qian I think were operating somewhere north of 5000 km/s, which places these guys at least two tech levels advanced over them. Given that human ships are still not quite up to parity with the Qian (the PRL is close with the Jack Rabbits but not on a fleetwide basis just yet) this is concerning, particularly if the "BNV" aliens are hostile rather than meerly, hmm, "armed and curious".
Yay! A new map connection that doesn't require large rearrangements of the map!
Truly such things are worth their weight in
gold gallicite.
Japan still has a bone to pick with Callisto over Venus. [...] The operation is a gamble, but the prevailing notion is that this opportunity with the CAL main fleet away must be seized.
This seems to be almost entirely politically/nationalistically driven rather than by any good sense. But it's okay, since when has starting a war they weren't prepared for against a superior power with a surprise attack while low on minerals with amorphous goals at best and for largely moral gains ever gone badly for...Japan? Oh. Oh no...
Their exact travel time is 65 hours, with a 370m km distance and 1576km/s speed. The distance from Callisto to Encke is 1150m km, but the thrust modules loaded up with missile launch modules have a speed of 7922km/s - 40 hours. That leaves an entire day for preparation, and that will be needed as the missile launch modules are only partially loaded with ammo.
"Missiles? $10 billion. Fuel? $25 billion. Being able to anticipate the enemy plan, intercept them, and have over 24 hours advance preparation time besides? Priceless.
"Some things in space are priceless. For everything else, there's SpaceMasterCard."
And so it is done, the distance is closed to 19m km and the ships Metis and Thebe unleash the ordnance loaded into their missile modules, then retreat back towards Callisto.
This strikes me (heh) as a major miscalculation. While it would have been more costly in life to wait, not waiting for the Japanese to fire first (or at least issue a threat) cannot look good for international relations. Callisto is likely to be seen as an aggressive neighbor here, which given their relative stature is not a position they want to be in.
In any case, it is not expected that another strike will come in the next two days, as the enemy would have to return to Callisto and reload, so the task group will lay siege to Encke. Little do they know that this was only a quarter of the Callistoan fire volume.
"Surely we got them all. What could possibly have happened, we somehow missed an entire carrier fleet that will come back to haunt us in six months?"

There may have been some screaming when the second strike came on sensors.
The Great Encke Turkey Shoot.
The Callistoan side also attributes the survival of the Japanse fleet to them opening the distance, highlighting again that speed is key, in both warships and missiles. They begin their trek back to Callisto to reload for an eventual third strike, but that does not seem necessary as the Japanese task force makes no further movement towards Encke, staying in position only until a tug can retrieve their most damaged ship. As far as Callisto is concerned, the mission is accomplished, their outpost safe.
Good thing no one decided to start a world war or something this time around, eh?
The destroyer Ryujo will be scrapped as it has lost all it's engines, and the budget is too tight to restore last-generation ion drives.
I was almost tempted to say that this could be
cheesed handled by using MSPs instead of shipyard repairs, however MSPs cost Gallicite so this is probably not ideal anyways, though it might have been cheaper depending on the exact engine details.
Smolensk Operation Sol Operation Smolensk Operation

A bit of overkill, perhaps, but better than embarrassingly failing to achieve a kill.
There is no "overkill." There is only "open fire" and "reload."
Okay, is this just a bug where they move at 1km/s, thinking they're ships?
What the actual frell is wrong with your game??
Seeing how the Krivak missile frigates have no armor to speak of, they don't dare to go any closer.
Not sure I understand the thinking of Callisto's commanders here. Whatever the enemy weapon range is, the only recourse is going to be a missile barrage until the entire STO battery lies in shambles, as Callisto does not really have any other weapons of comparable efficiency. Thus, the call is either to bombard them now, or call home for a fleet of size-1 missiles to do the job instead.
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2146 - Mining Comparison
Oh, good, just a short one here, I can catch up.

But Gallicite, the mineral required for the construction of engines, is considered to be the gold of the 22nd century
Called it!
The INL has a relatively high income of secondary minerals, but a low Gallicite flow at the moment. They have established no less than five distant mining outposts on various Gallicite-bearing bodies, some of which are still ramping up production.
These guys seem to have a good handle on the economics side of things, though of course they are only a secondary power militarily. This bodes well for their continued ascension.
The arms race is considered to have been won by the PRL, who now have 600k tons of military ships in service compared to the Consortium's 457k. The Consortium's ascendence to a great power in recent decades was bought with stored up minerals and potential and seems to have reached it's zenith, while the PRL's industrial investments into mines, more mines, and even more mines is paying off exponentially.
One candidly wonders whether the PRL can be held in check or if they will simply run away with things as their lead lengthens.
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#AuroraWoes: AMMs only fire onto specifically hostile incoming missiles, not neutral ones. Also, they only fire from fire controls set to open fire, but the "open fire all" button only works for fire controls that have a target set! So you have to manually click on each and every AMM fire control in the fleet to set them to open fire. Or you can manually assign targets to each, I guess.
This is why I play with low number games (4 instead of 40 ships), and save often.
Does "Open Fire Fleet" work? I swear the last time I used AMMs I had the opposite problem, entire fleets would be popping off their AMMs before I remembered to tell them not to!
