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tactical information is shared between all ships in a star system, so you can have one ship with very powerful active sensors sit way, way back and paint the targets, while several other ships sneak up into range with their sensors off, and lock their fire controls onto the illuminated enemy... I may even decide to design a specific class of "battle management" ships for this very role.

awacs
 
I like the idea of a fleet command ship in the back of the formation coordinating everything. Makes me think of what generals do sitting behind directing everything with maps and such.

Will be following mr. Emu, and if I could get captainized I would appreciate it.
 
Since you refused to give me any tip I demand to have a governor named after me!

You can be the Governor of our first Asteroid Mine.

I'm pretty well done designing our starting Military ships... we won't be needing an AWACS design yet... and ready to start on the Civilian ships.

It's worth designing a good range of Civilian ships, because even if you don't build any, private companies might do so... as long as suitable designs exist.

Here's a list of all the ship designs that I've made so far.

=========== ========== ============= ===========

Geologist class Geosurvey Ship 5,100 tons 503 Crew 896.4 BP TCS 102 TH 160 EM 0
3137 km/s JR 3-50 Armour 1-26 Shields 0-0 Sensors 6/1/0/2 Damage Control Rating 5 PPV 0
Annual Failure Rate: 41% IFR: 0.6% Maint Capacity 549 MSP Max Repair 289 MSP Est Time: 2.52 Years

J5100(3-50) Military Jump Drive Max Ship Size 5100 tons Distance 50k km Squadron Size 3
Nuclear Pulse Engine E8 (8) Power 40 Fuel Use 80% Signature 20 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 88.2 billion km (325 days at full power)

Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
Geological Survey Sensors (2) 2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

========== ============ ========== ========== =========

Astronomer class Gravsurvey Ship 5,100 tons 503 Crew 896.4 BP TCS 102 TH 160 EM 0
3137 km/s JR 3-50 Armour 1-26 Shields 0-0 Sensors 6/1/2/0 Damage Control Rating 5 PPV 0
Annual Failure Rate: 41% IFR: 0.6% Maint Capacity 549 MSP Max Repair 289 MSP Est Time: 2.52 Years

J5100(3-50) Military Jump Drive Max Ship Size 5100 tons Distance 50k km Squadron Size 3
Nuclear Pulse Engine E8 (8) Power 40 Fuel Use 80% Signature 20 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 88.2 billion km (325 days at full power)

Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
Gravitational Survey Sensors (2) 2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

============ ============ ============== ===========

Town class Destroyer 8,000 tons 870 Crew 1575.4 BP TCS 160 TH 200 EM 0
2500 km/s JR 3-50 Armour 1-35 Shields 0-0 Sensors 18/1/0/0 Damage Control Rating 9 PPV 15
Annual Failure Rate: 56% IFR: 0.8% Maint Capacity 1108 MSP Max Repair 900 MSP Est Time: 1.58 Years
Magazine 67

J9000(3-50) Military Jump Drive Max Ship Size 9000 tons Distance 50k km Squadron Size 3
Nuclear Pulse Engine E8 (10) Power 40 Fuel Use 80% Signature 20 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 42.2 billion km (195 days at full power)

15cm C2 Near Ultraviolet Laser (3) Range 48,000km TS: 2500 km/s Power 6-2 RM 3 ROF 15 6 6 6 4 0 0 0 0 0 0
Fire Control S01 24-1250 (1) Max Range: 48,000 km TS: 1250 km/s 79 58 38 17 0 0 0 0 0 0

Size 1 Missile Launcher (3) Missile Size 1 Rate of Fire 10
PD Missile Fire Control FC4-R1 (1) Range 4.3m km Resolution 1
Size 1 Anti-missile Missile (67) Speed: 13,000 km/s End: 8.6m Range: 6.7m km WH: 1 Size: 1 TH: 86 / 52 / 26

Active Search Sensor MR14-R100 (1) GPS 2400 Range 14.4m km Resolution 100
Thermal Sensor TH3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

=========== ========== ============= ===========

Star class Missile Destroyer 8,000 tons 846 Crew 1601.4 BP TCS 160 TH 200 EM 0
2500 km/s JR 3-50 Armour 1-35 Shields 0-0 Sensors 6/1/0/0 Damage Control Rating 7 PPV 15
Annual Failure Rate: 73% IFR: 1% Maint Capacity 876 MSP Max Repair 900 MSP Est Time: 1.17 Years
Magazine 143

J9000(3-50) Military Jump Drive Max Ship Size 9000 tons Distance 50k km Squadron Size 3
Nuclear Pulse Engine E8 (10) Power 40 Fuel Use 80% Signature 20 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 42.2 billion km (195 days at full power)

Size 4 Missile Launcher (3) Missile Size 4 Rate of Fire 40
Size 1 Missile Launcher (3) Missile Size 1 Rate of Fire 10
Missile Fire Control FC21-R100 (1) Range 21.6m km Resolution 100
PD Missile Fire Control FC4-R1 (1) Range 4.3m km Resolution 1
Size 1 Anti-missile Missile (47) Speed: 13,000 km/s End: 8.6m Range: 6.7m km WH: 1 Size: 1 TH: 86 / 52 / 26
Size 4 Anti-ship Missile (24) Speed: 9,400 km/s End: 50m Range: 28.2m km WH: 5 Size: 4 TH: 59 / 35 / 17

Active Search Sensor MR14-R100 (1) GPS 2400 Range 14.4m km Resolution 100
Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

=========== ========== ============= ===========

Spitfire class Fighter 351 tons 6 Crew 44.54 BP TCS 7.01 TH 12 EM 0
3423 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3.96
Annual Failure Rate: 3% IFR: 0.1% Maint Capacity 20 MSP Max Repair 8 MSP Est Time: 10.78 Years
Magazine 12

FTR Nuclear Pulse Engine E800 (1) Power 24 Fuel Use 8000% Signature 12 Armour 0 Exp 25%
Fuel Capacity 10,000 Litres Range 0.6 billion km (52 hours at full power)

Size 4 Missile Launcher (33% Reduction) (3) Missile Size 4 Rate of Fire 2400
Missile Fire Control FC15-R100 (1) Range 15.1m km Resolution 100
Size 4 SRAM Anti-ship Missile (3) Speed: 10,600 km/s End: 26.5m Range: 16.8m km WH: 4 Size: 4 TH: 77 / 46 / 23

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and maintenance purposes

=========== ========== ============= ===========

Insect class Escort Carrier 11,950 tons 1049 Crew 2633.8 BP TCS 239 TH 260 EM 0
2175 km/s JR 3-50 Armour 1-46 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 12 PPV 7
Annual Failure Rate: 95% IFR: 1.3% Maint Capacity 1653 MSP Max Repair 1600 MSP Est Time: 1.04 Years
Hangar Deck Capacity 2000 tons Magazine 167

J12000(3-50) Military Jump Drive Max Ship Size 12000 tons Distance 50k km Squadron Size 3
Nuclear Pulse Engine E8 (13) Power 40 Fuel Use 80% Signature 20 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 28.2 billion km (150 days at full power)

Size 4 Missile Launcher (1) Missile Size 4 Rate of Fire 40
Size 1 Missile Launcher (3) Missile Size 1 Rate of Fire 10
Missile Fire Control FC15-R100 (1) Range 15.1m km Resolution 100
PD Missile Fire Control FC4-R1 (1) Range 4.3m km Resolution 1
Size 4 SRAM Anti-ship Missile (25) Speed: 10,600 km/s End: 26.5m Range: 16.8m km WH: 4 Size: 4 TH: 77 / 46 / 23
Size 1 Anti-missile Missile (67) Speed: 13,000 km/s End: 8.6m Range: 6.7m km WH: 1 Size: 1 TH: 86 / 52 / 26

Active Search Sensor MR28-R100 (1) GPS 4800 Range 28.8m km Resolution 100

Strike Group
5x Spitfire Fighter Speed: 3423 km/s Size: 7.01

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

=========== ========== ============= ===========

Attitude class Light Cruiser 12,000 tons 1278 Crew 2712.8 BP TCS 240 TH 360 EM 0
3000 km/s JR 3-50 Armour 1-46 Shields 0-0 Sensors 18/1/0/0 Damage Control Rating 13 PPV 19
Annual Failure Rate: 88% IFR: 1.2% Maint Capacity 1837 MSP Max Repair 1600 MSP Est Time: 1.15 Years
Magazine 179

J12000(3-50) Military Jump Drive Max Ship Size 12000 tons Distance 50k km Squadron Size 3
Nuclear Pulse Engine E8 (18) Power 40 Fuel Use 80% Signature 20 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 37.5 billion km (144 days at full power)

Size 4 Missile Launcher (4) Missile Size 4 Rate of Fire 40
Size 1 Missile Launcher (3) Missile Size 1 Rate of Fire 10
Missile Fire Control FC21-R100 (1) Range 21.6m km Resolution 100
PD Missile Fire Control FC4-R1 (1) Range 4.3m km Resolution 1
Size 1 Anti-missile Missile (51) Speed: 13,000 km/s End: 8.6m Range: 6.7m km WH: 1 Size: 1 TH: 86 / 52 / 26
Size 4 Anti-ship Missile (32) Speed: 9,400 km/s End: 50m Range: 28.2m km WH: 5 Size: 4 TH: 59 / 35 / 17

Active Search Sensor MR28-R100 (1) GPS 4800 Range 28.8m km Resolution 100
Thermal Sensor TH3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

========= == =============== ============ ==============

Now to design some Freighters, Colonizers, Luxury Liners, etc.
 
Sure... you'll be seeing early action that way, since our limited combat forces will be on training manoevers for the first few years. I'm playing with "Crew Training" enabled, and untrained crews are next to useless. Our Survey ships (Grav and Geo) will be out hunting for Jump points and resources right from the start of the game.

Do you want the ship or the captain named after you?

Both, captain Avernite of the Avernum? :D

Preferably: the ship.
 
Private companies? Could they get exploration ships and explore for you? Do they compete for resources? Can you make your empire a gigantic corporate entity ruling the markets?
 
I just caught up and this game looks interesting. I will be following...
 
Private companies? Could they get exploration ships and explore for you? Do they compete for resources? Can you make your empire a gigantic corporate entity ruling the markets?

No, no and no, respectively. They will, however, establish mines and trade with your colonies. You can make extra money by taxing private companies.

Edzako said:
Can I be captain on any kind of military ship, please ?

Sure.

Before moving on to Civilian designs, I've created a couple of Planetary Defense Complex designs (called PDCs in-game).

============= ============== ========= ==============

Airfield class Fighter Base 6,600 tons 333 Crew 783.2 BP TCS 132 TH 0 EM 0
Armour 5-31 Sensors 18/84 Damage Control Rating 0 PPV 12
Hangar Deck Capacity 4000 tons Magazine 172

Fuel Capacity 50,000 Litres Range N/A
PDC Size 2 PD Missile Launcher (6) Missile Size 2 Rate of Fire 10
PD Missile Fire Control FC4-R1 (2) Range 4.3m km Resolution 1
Size 2 Anti-missile Missile (86) Speed: 12,500 km/s End: 15m Range: 11.2m km WH: 2 Size: 2 TH: 83 / 50 / 25

Active Search Sensor MR50-R100 (1) GPS 8400 Range 50.4m km Resolution 100
Thermal Sensor TH3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km

Strike Group
11x Spitfire Fighter Speed: 3423 km/s Size: 7.01

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 3 sections

============= ============= =============== ============ ===========

Norad class Missile Base 6,000 tons 767 Crew 829.4 BP TCS 120 TH 0 EM 0
Armour 5-29 Sensors 18/84 Damage Control Rating 0 PPV 60
Magazine 540

Fuel Capacity 50,000 Litres Range N/A
PDC Size 2 PD Missile Launcher (6) Missile Size 2 Rate of Fire 10
PDC Size 8 Missile Launcher (6) Missile Size 8 Rate of Fire 40
PD Missile Fire Control FC4-R1 (2) Range 4.3m km Resolution 1
Missile Fire Control FC54-R100 (2) Range 54.0m km Resolution 100
Size 8 Anti-ship Missile (48) Speed: 9,400 km/s End: 87.5m Range: 49.3m km WH: 8 Size: 8 TH: 56 / 33 / 16
Size 2 Anti-missile Missile (78) Speed: 12,500 km/s End: 15m Range: 11.2m km WH: 2 Size: 2 TH: 83 / 50 / 25

Active Search Sensor MR50-R100 (1) GPS 8400 Range 50.4m km Resolution 100
Thermal Sensor TH3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 3 sections

============= ============== ========= ==============

Since these are Planetary Defenses, I can give them absolutely monstrous Active Sensors... I'm not too worried about giving away the location of my planet, after all. They can probably SEE it.
 
Cool, glad to see someone else has found Aurora. I started a game using the wiki guide a couple of weeks ago, but gave up when it came to designing your own ships.
 
Cool, glad to see someone else has found Aurora. I started a game using the wiki guide a couple of weeks ago, but gave up when it came to designing your own ships.

Designing ships is easy. Designing ships that actually FUNCTION and won't blow up, run out of gas or get vaporized by the first bug-eyed monster that you meet... that's a bit harder.

EDIT: made a small change to the Town-class Beam Destroyer design... I had forgotten that Beam Weapons require a Power Plant. Fixed now... good thing I haven't built any yet!

EDIT again... added extra fuel storage to the Fighter Base PDC. Fighters will need fuel...
 
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Is there some reason your geosurvey ships have thermal sensors? Is it just something you've put on all ships?

I gave them the cheapest, weakest, lightest (only one Hull Square) Thermal Sensors. My rationale is this: they will be exploring unknown planets, and mapping them from low orbit. What if Aliens live on one of the planets that they come across? Geological sensors won't even see them. Thermal sensors will. From low orbit, even the cheapest Thermal sensors should spot them.
 
No, no and no, respectively. They will, however, establish mines and trade with your colonies. You can make extra money by taxing private companies.

Ah, thank you. When I get home today Ill play around a bit with it methinks.
 
Good news... I have indeed managed to come up with a Civilian design that makes good use of those three stupid 16000-ton Civilian shipyard slips. As expected, it's simply not possible to design a useful Freighter or Colonizer on that displacement... but it is indeed possible to build a 16000-ton Sorium Harvester to scoop-mine fuel from the atmosphere of Gas Giants. This capability will be quite useful, since we are critically short of Sorium at the start of this game.

My Civilian designs:

============= ============== ============== ============

Gas Station class Fuel Harvester 15,950 tons 238 Crew 371.4 BP TCS 319 TH 400 EM 0
1253 km/s Armour 1-56 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Capacity 15 MSP Max Repair 60 MSP
Fuel Harvester: 2 modules producing 56000 litres per annum

Nuclear Pulse Engine E0.8 (4) Power 100 Fuel Use 8% Signature 100 Armour 0 Exp 1%
Fuel Capacity 300,000 Litres Range 422.9 billion km (3906 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

============= ============== ============== ============

Tramp class Freighter 15,900 tons 248 Crew 331.4 BP TCS 318 TH 800 EM 0
2515 km/s Armour 1-56 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Capacity 13 MSP Max Repair 25 MSP
Cargo 5000 Cargo Handling Multiplier 10

Nuclear Pulse Engine E0.8 (8) Power 100 Fuel Use 8% Signature 100 Armour 0 Exp 1%
Fuel Capacity 50,000 Litres Range 70.7 billion km (325 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

============= ============== ============== ============

Mayflower class Colony Ship 55,700 tons 699 Crew 1745.2 BP TCS 1114 TH 1300 EM 0
1166 km/s JR 2-25(C) Armour 1-129 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Capacity 20 MSP Max Repair 625 MSP
Colonists 50000 Cargo Handling Multiplier 10

JC56K Commercial Jump Drive Max Ship Size 56000 tons Distance 25k km Squadron Size 2
Nuclear Pulse Engine E0.8 (13) Power 100 Fuel Use 8% Signature 100 Armour 0 Exp 1%
Fuel Capacity 400,000 Litres Range 161.4 billion km (1602 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

============= ============== ============== ============

Mule class Freighter 46,600 tons 482 Crew 675.2 BP TCS 932 TH 1600 EM 0
1716 km/s Armour 1-115 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Capacity 9 MSP Max Repair 25 MSP
Cargo 25000 Cargo Handling Multiplier 10

Nuclear Pulse Engine E0.8 (16) Power 100 Fuel Use 8% Signature 100 Armour 0 Exp 1%
Fuel Capacity 200,000 Litres Range 96.5 billion km (651 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

============= ============== ============== ============

Titanic class Luxury Liner 31,450 tons 867 Crew 1028.8 BP TCS 629 TH 1600 EM 0
2543 km/s Armour 1-88 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Capacity 20 MSP Max Repair 25 MSP
Passengers 1000 Cargo Handling Multiplier 10

Nuclear Pulse Engine E0.8 (16) Power 100 Fuel Use 8% Signature 100 Armour 0 Exp 1%
Fuel Capacity 200,000 Litres Range 143.0 billion km (651 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

============= ============== ============== ============

Out of all those designs, only the Mayflower Class Colony Ship is Jump-capable... on a 56,000-ton displacement, it just isn't possible to design a useful Freighter that can (a) Jump from star to star, (b) carry a useful cargo, which requires five holds, and (c) actually move around in the new star system at a reasonable speed, and (d) still have enough fuel to get home again. The Jump-point might be thirty AU out from the colony world, after all. I'll have to formate Freighters with Colony Ships when I want to move them from one system to another. No big deal... they would usually travel together anyway, since each added bunch of Colonists will need Infrastructure to support them, and a job to do on the new world (factory, mine, whatever). The Freighter can carry that crap while the Colony Ship carries the dudes.

I'm not planning to build any Titanics, and only one or two Tramps. Those designs are for the private sector (your private companies won't build ships unless you've designed some suitable ones).
 
OK... so that's fourteen new ship designs, including both Military and Civilian spaceships, Fighters and Planetary Defense Centers.

Jeeze... another ten or twelve updates and we'll actually be ready to START this game!

Now that I've got my designs more-or-less finalized, I can work on setting up my orders to the shipyards.

Each shipyard can be commanded at two levels... first, you can give it orders regarding which class of ship you want it to build. To switch to building a different class, it has to tool up first, which takes most of a year; but at game-start there is no tooling-up delay since it is assumed that the shipyard has already been producing some of that ship-type. Second, you can tell the shipyard itself what you want it to do... add another ship construction slip, expand the existing slips, re-tool for a different ship-type, and so on.

At the beginning of the game, you need to choose your ship-types and set the tooling first, before giving the shipyard any other orders (such as "expand all existing slips by 5000 tons" or "add a third construction slip"). Otherwise, if you give it the orders in the other order (expand then re-tool) you will lose your free game-start re-tooling bonus.

Our existing shipyards are:

A Naval Shipyard with three slips, each having 6000-ton capacity
A Naval Shipyard with one slip, having 8000-ton capacity
A Naval Shipyard with two slips, each having 9000-ton capacity
A Naval Shipyard with one slip, having 10000-ton capacity
A Naval Shipyard with three slips, each having 12000-ton capacity

... those yards can only build Naval vessels. Also:

A Commercial Shipyard with three slips, each having 16000-ton capacity
A Commercial Shipyard with two slips, each having 56000-ton capacity
A Commercial Shipyard with two slips, each having 88000-ton capacity

... those yards can only build Commercial (Civilian) vessels.

I'll think a bit about what I want tool the yards up to build. We can also decide which yards should get additional slips, and which should expand their existing slip tonnage.