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The last required prototype component has been researched, and the Sabre IV is now live.



Sabre IV class Fast Attack Craft 1,898 tons 44 Crew 488.9 BP TCS 38 TH 420 EM 0
11069 km/s Armour 3-13 Shields 0-0 HTK 12 Sensors 0/0/0/0 DCR 0-0 PPV 8
Maint Life 3.12 Years MSP 715 AFR 115% IFR 1.6% 1YR 110 5YR 1,654 Max Repair 210 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 1 months Morale Check Required

1998 Magnetic Fusion Drive B-150 EP420.00 HS-14 (1) Power 420 Fuel Use 116.45% Signature 420 Explosion 15%
Fuel Capacity 250,000 Litres Range 20.4 billion km (21 days at full power)

Spinal 25.00cm C4 Ultraviolet Laser 1981 (1) Range 320,000km TS: 11,069 km/s Power 16-4 RM 40,000 km ROF 20
1998 Beam Fire Control R320-TS10000 (SW) (1) Max Range: 320,000 km TS: 10,000 km/s ECCM-1 97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor R4 1996b (1) Total Power Output 4 Exp 5%

1992 CIV PD Sensor AS11-R1 (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes



Speed of over 11,000 kps. Firing range of 320,000 km.

We are now retooling our Sabre shipyards for Sabre IV. Five weeks to retool.
 
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I'm going to see if I can design an 11,000 kps Point Defense vessel, to formate with the Sabres.

That would be a terrifying combination... hard for the enemy to kill either with missiles or gunfire.

It wil probably be ten times the size of a Sabre, though. PD is bulky.
 
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The way that I've been achieving these hilariously high speeds - more than doubling our battle-line's speed, our Sabres moving at 11,000 kps, etc - is as follows:

I researched five levels of Fuel Efficiency, reducing our fuel consumption (for newly-designed engines) by 50%. While doing that, I also researched larger engines, which receive a Fuel Efficiency bonus proportional to their size. By now, I'm building 7,500-ton engines (and also smaller ones of course, for smaller vessels) and gaining a substantial Fuel Efficiency bonus added on top of the 50% from research.

Then I design a super-charged or boosted engine, with the same mass as the old engine but much higher thrust. These super-charged engines are terrible fuel hogs... but I have already allowed for that by researching Fuel Efficiency and Engine Size as fast and as deeply as I can. Overall, the fuel consumption stays about the same.

That little trick, plus a new level of Engine tech, allowed the huge speed increase.
 
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Designing our faster Navy.



The Carrier holds the same sized air group as before... 8000 tons of Strike Fighters. Same missile magazines as before. The missiles actually carried will be Rapiers... those Broadswords are just place-holders so that I can design the Carrier without waiting for the missiles to be researched. Speed of 6600 kps.



Constellation II class Carrier 25,000 tons 376 Crew 3,433.5 BP TCS 500 TH 3,300 EM 0
6600 km/s Armour 2-76 Shields 0-0 HTK 101 Sensors 8/14/0/0 DCR 13-5 PPV 0
Maint Life 2.19 Years MSP 7,515 AFR 385% IFR 5.3% 1YR 2,098 5YR 31,475 Max Repair 1650 MSP
Hangar Deck Capacity 8,000 tons Magazine 384 / 0
Commander Control Rating 3 BRG AUX PFC
Intended Deployment Time: 23 months Flight Crew Berths 160 Morale Check Required

1998 Magnetic Fusion Drive HS-150 PWR-110 EP-3300.00 (1) Power 3300 Fuel Use 16.38% Signature 3300 Explosion 11%
Fuel Capacity 4,000,000 Litres Range 175.8 billion km (308 days at full power)

Broadsord ASM 4-22k-73m-25th 1978 (64) Speed: 22,000 km/s End: 55.3m Range: 73m km WH: 4 Size: 6 TH: 73/44/22

1992 CIV PD Sensor AS11-R1 (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
1993 EM Sensor EM1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m 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
This design is classed as a Carrier for auto-assignment purposes



The AWACS vessel has improved sensors as well as the 6600 kps speed.



Admiral II class Command Cruiser 25,000 tons 505 Crew 4,779.1 BP TCS 500 TH 3,300 EM 0
6600 km/s JR 4-100 Armour 6-76 Shields 0-0 HTK 92 Sensors 56/98/0/0 DCR 14-5 PPV 12
Maint Life 2.07 Years MSP 7,047 AFR 357% IFR 5.0% 1YR 2,199 5YR 32,984 Max Repair 1650 MSP
Magazine 492 / 0
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required

J25000(4-100) Military Jump Drive 1978 Max Ship Size 25000 tons Distance 100k km Squadron Size 4

1998 Magnetic Fusion Drive HS-150 PWR-110 EP-3300.00 (1) Power 3300 Fuel Use 16.38% Signature 3300 Explosion 11%
Fuel Capacity 5,500,000 Litres Range 241.7 billion km (423 days at full power)
Refuelling Capability: 80,000 litres per hour Complete Refuel 68 hours

Size 1 Missile Launcher 1978 (12) Missile Size: 1 Rate of Fire 10
Missile PD Fire Control FC34-R1 1978 (4) Range 34.3m km Resolution 1
Hoplite AMM 1-61k-4m-61th 1987 (492) Speed: 61,600 km/s End: 1.1m Range: 4.2m km WH: 1 Size: 1 TH: 205/123/61

1992 Active Sensor AS40-R1 HS-13 (1) GPS 364 Range 40.3m km MCR 3.6m km Resolution 1
1992 Active Sensor AS254-R100 HS-24 (1) GPS 67200 Range 254m km Resolution 100
Thermal Sensor TH7-56 1976 (1) Sensitivity 56 Detect Sig Strength 1000: 59.2m km
1993 EM Sensor EM7-98 (1) Sensitivity 98 Detect Sig Strength 1000: 78.3m 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
This design is classed as a Warship for auto-assignment purposes



Our Scientists are still researching engines for the smaller fleet vessels such as Laser PD, Gauss PD, Ammo Tender, AMM PD, etc.
 
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The Engine and Beam Fire Control are prototypes, not yet ready for production.



Storm II class Frigate (P) 6,660 tons 135 Crew 1,071.4 BP TCS 133 TH 880 EM 0
6606 km/s Armour 3-31 Shields 0-0 HTK 45 Sensors 8/14/0/0 DCR 6-9 PPV 34.71
Maint Life 5.32 Years MSP 2,003 AFR 59% IFR 0.8% 1YR 118 5YR 1,776 Max Repair 440.00 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required

Magnetic Fusion Drive EP880.00 (1) Power 880.0 Fuel Use 31.73% Signature 880.00 Explosion 11%
Fuel Capacity 1,350,000 Litres Range 115 billion km (201 days at full power)

Quad Gauss Cannon R300-100 Turret 1977 (1x12) Range 30,000km TS: 20000 km/s Power 0-0 RM 30,000 km ROF 5
1996 Beam PD Fire Control R128-TS20000 (SW) (1) Max Range: 128,000 km TS: 20,000 km/s ECCM-0 92 84 77 69 61 53 45 38 30 22

1992 CIV PD Sensor AS11-R1 (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
1992 CIV Sensor AS51-R100 (1) GPS 2800 Range 51.8m km Resolution 100
1993 EM Sensor EM1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
 
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Did you want a character? The Sabres are seeing a lot of action.
Oh, if you need a red shirt, feel free to enlist me :D Pick whatever role you need when you like it.

I'll follow this, though I'm not absolutely sure when or even if i'll play Aurora once again - it's quite time-consuming, there's a bit of a new UI and changes, and it's always a tricky game to master.
I actually installed the 2.5.1 and just tried to launch it just to do a basic beginning (surveying solar system, finding jump points and having fun seeing what the linked systems are and look like, without bothering more than designing the 2 types of survey ships. Let's just say that I didn't manage to have my grav survey surveying potential jump points, it got stuck despite correct orders and having gravitational sensors (basically copy-paste of the geo ship, and switching sensors) :D I should also check where log messages appear because I missed them. and for whatever reasons the bodies/minerals side-windows never updated and I had to repeatedly hit the Refresh button to see how wealthy this Solar system was.
I think I'm probably going to play a Stellaris game since reading your AAR makes me want to go exploring the galacy again, and probably in several months (if not years) I'll try to seriously get into Aurora again. (the same way I'd like to have a go at Dwarf Fortress again, but it always stays hypothetical - though at some point I might buy it on Steam since the UI is probably vastly improved)
 
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Our newest Naval Base is being constructed in the 25 Ursae Minoris system, where we are setting up a network of comet mines to supply the Empire with Uridium. The only real duty of this Naval Station is to host a squadron of Sabres to protect the mines and shipping lanes.

sb-624.jpg


The Naval Base already has an AWACS module, a Beam Weapon Station, four Maintenance modules, and an Ark module to provide shore leave facilities.
 
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Our newest Naval Base is being constructed in the 25 Ursae Minoris system, where we are setting up a network of comet mines to supply the Empire with Uridium. The only real duty of this Naval Station is to host a squadron of Sabres to protect the mines and shipping lanes.

View attachment 1099827

The Naval Base already has an AWACS module, a Beam Weapon Station, four Maintenance modules, and an Ark module to provide shore leave facilities.
Will we keep the base after the mines are depleted, to keep a presence in the system?
 
Will we keep the base after the mines are depleted, to keep a presence in the system?
I would prefer to keep it, yes... just to patrol our lines-of-communications. I don't like leaving unguarded areas within my Empire.
 
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More research completes.

sb-625.jpg


A new super-charged engine sized for Destroyers (10,000 to 13,000 ton ships); and our new AMM (anti-missile missile). Slower than the previous version (54,000 kps instead of the previous 61,000 kps) but now it's a smart weapon, with a homing head that tracks incoming enemy missiles.
 
How old am I by now, and am I still active?
You are 67, and your Health is described as "Fair"... the top two categories are "Excellent" and "Good".

You are currently researching your sixteenth research project... an improved refueling system that will speed up refueling by 25%.

sb-626.jpg
 
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This whole fleet thing is a boondoggle draining resources from what we really need - more fast ships to defend the vastness of space.

Fighters schmiters. Get more Sabres!
 
This whole fleet thing is a boondoggle draining resources from what we really need - more fast ships to defend the vastness of space.

Fighters schmiters. Get more Sabres!
I am beginning to think that GUNS are the new meta. Maybe we should switch from a Carrier-centric doctrine to a Laser-centric doctrine.

I'm going to see if it's possible to design a reasonably large ship (say 15,000 to 25,000 tons, somewhere in that range) that moves at over 10,000 kps, carries very thick armor, and also packs a serious Laser punch. A sort of Uber-Sabre.

If you're going to fight Gun actions, there are a few things you absolutely NEED.

1) Protection from enemy missiles. Gauss PD and/or dedicated Laser PD would be best.
2) THICK armor. A minimum of six layers, and ten or twelve would be better.
3) Very high speed. You first need to CATCH your prey, and then you want to be fast enough to stand off at your most effective distance while you wreck it.
4) ECM and ECCM if you got them.

Combining all of those things on a single platform is almost impossible at our tech level... but I wonder how close we can come to it? That might guide our research.
 
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I am beginning to thing that GUNS are the new meta. Maybe we should switch from a Carrier-centric doctrine to a Laser-centric doctrine.

I'm going to see if it's possible to design a reasonably large ship (say 15,000 to 25,000 tons, somewhere in that range) that moves at over 10,000 kps, carries very thick armor, and also packs a serious Laser punch. A sort of Uber-Sabre.

If you're going to fight Gun actions, there are a few things you absolutely NEED.

1) Protection from enemy missiles. Gauss PD and/or dedicated Laser PD would be best.
2) THICK armor. A minimum of six layers, and ten or twelve would be better.
3) Very high speed. You first need to CATCH your prey, and then you want to be fast enough to stand off at your most effective distance while you wreck it.
4) ECM and ECCM if you got them.

Combining all of those things on a single platform is almost impossible at our tech level... but I wonder how close we can come to it? That might guide our research.
Souns nice and all, but the glass cannons have more than shown their worth ;)
 
Counter-Point:

To be fair, we've only actually FOUGHT the Aether Raiders. And they are Stealth / ECM / ECCM oriented, with massive PD.

Our experience in this game so far is perhaps not typical (except, typical of the Raiders).
 
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Souns nice and all, but the glass cannons have more than shown their worth ;)
I am in fact FLOODING out Sabres. We've built about sixteen more in the year that's passed since the Battle of Tau Ceti, there's another eight under construction, and we're now retooling for that improved Sabre IV version.

EDIT:

We should bear in mind the Sabre's limitations, though.

Fuel for only 25 days. Enough spare parts for only a few hours fighting. No defense at all against missiles or Fighters. Only three layers of armor.

The Sabres have proven amazingly effective against the Raiders... but they were DESIGNED immediately after we were first attacked by the Raiders, in Alpha Centauri. They were designed specifically to fight these particular opponents. There's no guarantee that they will be remotely as effective against opponents who adhere to a different Naval doctrine.
 
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An updated Laser PD vessel, with a Sabre-like Spinal Laser for offense and three quad-Laser turrets for Point Defense.



Blaze III class Destroyer (P) 12,174 tons 272 Crew 2,186.1 BP TCS 243 TH 1,650 EM 0
6777 km/s Armour 6-47 Shields 0-0 HTK 82 Sensors 0/0/0/0 DCR 6-4 PPV 61.25
Maint Life 4.65 Years MSP 8,173 AFR 198% IFR 2.7% 1YR 617 5YR 9,259 Max Repair 825 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required

1998P Magnetic Fusion Drive EP1650.00 (1) Power 1650 Fuel Use 23.17% Signature 1650 Explosion 11%
Fuel Capacity 1,750,000 Litres Range 111.7 billion km (190 days at full power)

Spinal 25.00cm C4 Ultraviolet Laser 1981 (1) Range 320,000km TS: 6,777 km/s Power 16-4 RM 40,000 km ROF 20
Quad 10cm C3 Near Ultraviolet PD Laser Turret 1978 (3x4) Range 90,000km TS: 20000 km/s Power 12-12 RM 30,000 km ROF 5
1998 Beam Fire Control R320-TS10000 (SW) (1) Max Range: 320,000 km TS: 10,000 km/s ECCM-1 97 94 91 88 84 81 78 75 72 69
1996 Beam PD Fire Control R160-TS20000 (SW) (3) Max Range: 160,000 km TS: 20,000 km/s ECCM-1 92 84 77 69 61 53 45 38 30 22
Tokamak Fusion Reactor R41 (1) Total Power Output 40.5 Exp 5%

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes



Fleet speed. Eight thousand spare parts on-board. A power reactor large enough to run all thirteen guns simultaneously. Six layers of armor.
 
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Happycat has discovered the new star system of P Eridani.

sb-627.jpg


Another large, sprawling star system like Alpha Centauri. Fortunately, the B-star has no planets (or asteroids, or comets) so only the A-star's planetary system needs to be considered.

sb-628.jpg


Only the innermost planet is in the goldilocks zone. The second planet might be habitable if not for that poisonous NO2 (Nitrogen Dioxide) atmosphere.

Happycat will explore for minerals or hostiles.
 
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