Ad Astra! ... an Aurora Forum Game, run by blue emu

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It is certainly worth replacing our Fighter losses and bringing the Squadrons back up to strength.

Excellent news. Perhaps if you choose to expand the number of squadrons, the surviving (player) characters be put in charge of their own squadrons. In any case, the surviving squadron needs some sort of name! 'Boomers', 'Numbskulls', 'Sluggers', 'Stingers' or something like that :D And of course, their own badge!
 
I'm open to suggestions as to what to research next.

ECM and ECCM in my opinion. I don't know how much they cost to research but I would think they would be among the most cost and time efficient changes we could make right now.

EDIT: Added missing words.
 
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As for research: IMO ECCM/Active Grav Sensor/EM Sensor/ECM, depending on which is cheaper. Also of course better FC/Sensor designs once available.
 
I'd suggest prioritising command modules as labs become available, then using them to crew new fighter designs which should make them lighter, faster and cheaper. Depending on what level our mining tech is currently at, boosting that might be a good way to quickly increase mineral output.
 
One thing I've been considering, especially after this battle: Wouldn't it be benefitial if the military shipyards were upgraded a notch or two, so we can create a bit bigger ships?

Ofcourse this would have to wait until after the resource crisis is solved, but to me it seems to be every bit as prudent as anything else in regards to strengthening the navy?
 
Lots of good suggestions so far... keep them coming, and then we'll tabulate and digest them.

EDIT: Regarding the earlier financial crisis: we now have 36,000 bucks in the bank. Of course, that's with the shipyards nearly idle.
 
Hail blue emu, Dictator of Earth and Protector of Humanity! After careful consideration, I was hoping to appeal for your benevolent favor in granting me the chance to have my replacement character serve in the scout ship fleet with an eye towards eventual fleet ship command!
 
<personal log>
Boy, what a night! Turned out I was the last man behind the moon not knowing about the Prix battle! When those crazy people in front of my house found out about that, they rolled on the floor laughing - and gifted me a telemedia communication device! Some guy even brought a firearm and shot salvoes into the sky... We went through Geneva singing and dancing, celebrating as if there was no tomorrow. Come to think about it, I do hope there is no tomorrow... It's now six in the morning and I'm still nowhere near asleep. My first day at the lab will be pretty bad...
<entry closed>

Good job, great leader of mine! I know you just gave the headlines of all current research projects, but could you please post a screenshot of them? I'd love to know who's working on which tech and what the progress is. :)
 
Lots of good suggestions so far... keep them coming, and then we'll tabulate and digest them.

Ah what a pity you have so few labs and so many things to research... :(

Suggestions:

a) in the long term getting "Research Rate 500 RP" will be the most beneficial, but I think you cannot allow it right now, I guess.

b) among the current researches I would focusing your effort on the following ones:

-1- "Far Ultraviolet Laser" and later on "Turret Tracking 5000 kps, Capacitor Recharge Rate 3" to allow you building an effective all turrets PD only cruiser ( similar to the "Dinosaur" you showed few days ago but neither AMM nor CIWS).
-2- "Delta Shields, Shield Regen Rate 2.5, Ceramic Composite Armor," will allow you to have better speed for same protection ( or the inverse of course).
-3- "Fast Attack Craft Engine" .....well for FAC and Mini-Rocks :p
-4- "Active Grav Sensor 16" you need longer range sensors and FCs.
-5- "Command Module" for fighters
-6- "Nuclear Pulse Drone Engine" for Recon- & Decoy-drones, also usefull for very long range MIRVed ASM
I would postpone the rest even if Meson techs are interesting too.

c) among the researches you haven't started yet I would focusing exclusively on:

-1- "Electronic Warfare" and then "ECM, ECCM" up to level 2 each at least.

Then go for increasing Research Rate as much as you can ( except if you are at war and you urgently need improvement somewhere else ) it will repay itself.

Hope this can help :)

EDIT: I think that salvaging those Prix wrecks would be your number one objective, granting a nice boost to your techs
 
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While we are discussing the battle and digesting the lessons learned from it, we can hold a parallel discussion on a somewhat broader topic: Fleet Strategy and Tactics, and Ship Design Philosophy.

These two topics are inter-related. Ships should be designed to fill a particular role in your intended tactical use of the fleet.

Designing ships is like designing tanks... it means seeking a balance between Speed, Firepower and Protection... and these three elements are to some extent mutually exclusive. The more armor and PD defense you put on a ship, the slower it will move and the fewer offensive weapons it can carry.

My original philosophy was predicated on the fact that in the early game, we won't be able to afford either the cash or the minerals for very many ships, so I wanted to create a compact fleet of multi-role vessels, rather than a larger fleet of more efficient but more specialized vessels. This necessarily means sacrificing some efficiency... if I equip all of my ships with both offensive armament and PD armament (rather than two separate specialized ship-types), then they all need to carry two types of active sensors, two types of fire control, and so on; which reduces the tonnage available for engines, armor and offensive weapons. On the other hand, it makes my ships better able to operate on their own, either in detached squadrons or to continue fighting even if I lose a few ships. A squadron of specialized ships becomes very vulnerable if they lose their PD ships, or their sensor ships, or whatever... break any link in the chain, and the fleet falls apart.

Multi-role ships avoid that danger, but they have their own drawbacks. I have to make compromises in other areas, such as armor and speed. So I chose to create a homogeneous 4000 kps battle-line, which would not fall apart if one or two key ships were disabled (since all are multi-role), and which all carried at least six PD launchers. This design philosophy naturally dictates my tactics (rather than having it the other way around)... I keep them all in one big mob, so that my Point Defense interlocks and each ship can protect the others; and I tend to fire full fleet salvos at individual enemy ships, rather than each ship picking a target and firing at will.

Are there any comments or criticisms of this design philosophy or its implementation?

Bear in mind that once we have the resource crisis solved and can greatly expand our Navy, I intend to shift from multi-role to purpose-built designs, with specialized PD ships, alpha-strike ships, bombardment vessels, Battle-Management (AWACS) vessels, and so on.

Hail blue emu, Dictator of Earth and Protector of Humanity! After careful consideration, I was hoping to appeal for your benevolent favor in granting me the chance to have my replacement character serve in the scout ship fleet with an eye towards eventual fleet ship command!

Sure, that's no problem.
 
Pal said:
Good job, great leader of mine! I know you just gave the headlines of all current research projects, but could you please post a screenshot of them? I'd love to know who's working on which tech and what the progress is.

G_214_Prix.jpg

G_215_Prix.jpg

G_216_Prix.jpg
 
Is it working well to employ all scientist? I know that there is a chance they gain skills. But I see five scientist researching energy weapons and another five on defensive systems. Wouldn´t it be better to take away a few of those and concentrate on some more projects instead?
 
Note that we only have enough labs to research one tech at a time at full speed.
There's no real "full speed" for research, just a number of labs a scientist can work with, that increases with his skill. I've got a couple of guys that can manage 60 labs at the same time - though I don't even that much lab at my disposal.
(then, I don't follow your approach to techs; having 5-6 scientists for most if not each research field would mean abysmally slow progress if everyone had a lab, so I just have my best guy researching one thing - progress is good until he dies, then it's quite slow obviously; but that's probably not as good as your way in the long run)

Now, for future research, we have to take into account the fact that we'll find some goodies in the wrecks. Not a full tech probably, but boost of XX% for a few techs - armor, sensors, weapons I guess.
Enemy outposts are better, since you can - rarely - find a new tech (and not "1000" points for tech X); for instance I just gained 2 tech levels in "XXXX tons mining per year". But do we have a Prix outpost in this system? Considering that the anti-missile launcher fled the battle, I wouldn't be surprised if he actually fled to a defended outpost, probably on the most habitable planet of the system. Which will bring us to another funny problem: are there ground-based defenses, like PCDs, in this system, and how to best spot them without having the entire fleet shot down? Scouts or Rocks should spot them / absorb a good deal of the planet-based PCDs.


About the economy, how many financial centres do we have? Considering you were building them massively some time ago, I suppose 15 to 20 would be a good guess, but I'm curious.
 
Regarding specialised over multi-role ships. It may well require more thought even than that. For example, do you want to go down a path whereby most fleets will be a mix between direct combatants and carriers or have the fleet centred almost exclusively around Carriers and the Fighter Wings they carry? If the former then at least three ship types will be needed, Missile Ships, PD Ships and Carriers. Whilst if you'd rather go for a fleet based solely around large numbers of Carriers with their attendant fleet of escorts then you could reasonably build a fleet with only two major combatants, Carriers and PD ships. Which would free up yard space for other more specialised ships like Munitions Ships. Whilst even leaving some yards entirely inactive and thus able to undergo expansion in terms of tonnage capacity and slipways.
 
GaiusC said:
About the economy, how many financial centres do we have? Considering you were building them massively some time ago, I suppose 15 to 20 would be a good guess, but I'm curious.

Fifteen to twenty? :rofl: Try one hundred and twenty-five.

Is it working well to employ all scientist? I know that there is a chance they gain skills. But I see five scientist researching energy weapons and another five on defensive systems. Wouldn´t it be better to take away a few of those and concentrate on some more projects instead?

Bear in mind that it's still very early in the game... it's only February 2035. This early on, I'm concentrating on developing the skills of my research teams (and several of them have indeed gained Skill levels and Admin levels). A bit later on, we can start using that bonus to rush specific techs. What's the hurry? We won't impliment any new techs in time to use them against that Prix outpost, and there's nothing else on our schedule at the moment.
 
If you are going to full speed only one project at a time then it should be under the scientist with the highest bonus in that field. If you took those labs from cloneof and put them under Amadeus he would get an extra 224 research per annum out of them, per lab (even only able to control 20 labs rather than 25, he would still output 12,320 RP per year, and you'd get to put some RP from the 5 spare labs too). You can always cancel and then recreate projects with out losing progress if Far UV is the particular priority.
 
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If you are going to full speed only one project at a time then it should be under the scientist with the highest bonus in that field. If you took those labs from cloneof and put them under Amadeus he would get an extra 224 research per annum out of them, per lab (even only able to control 20 labs rather than 25, he would still output 12,320 RP per year, and you'd get to put some RP from the 5 spare labs too). You can always cancel and then recreate projects with out loosing progress if Far UV is the particular priority.

Actually Enkhuush does even better, because he could run those 25 labs at 200% efficiency (counts as 50), whereas Amadeus could only run 20 of them at 220% efficiency (counts as 44). This inefficiency is a result of allocating new projects as the last project finishes... I'm normally deeply involved in something else at the time (such as a battle or a colonizing project) so I don't bother to cancel the whole list and re-distribute the points in the most efficient manner, instead I just give the guy that finished some new work to do.

Thanks for the reminder... I'll put Enkhuush in charge of that project.

EDIT: Yeah, under Enkhuush it's four months faster. Thanks.
 
I agree, Amadeus or Enkhuush would make more sense to lead your main project.

I owe my current beam tech to one Owen Day, EW45%/35 labs. :)

30cm C10 Soft X-ray Laser
Damage Output 24 Rate of Fire: 15 seconds Range Modifier: 6
Max Range 1,440,000 km Laser Size: 9 HS Laser HTK: 4
Power Requirement: 24 Power Recharge per 5 Secs: 10
Cost: 293 Crew: 90
 
OK... there's another big decision that we need to make regarding the Wolf 294 system.

We fought hard to destroy those Prix, and I don't want someone else to just waltz in and scavenge those wrecks. They belong to us! :mad:

On the other hand, to judge by the field of seven wrecks in orbit around that planet, there might be a pretty nasty ground-based PDC defense system there, and we really aren't equipped to handle it. None of our ships has the sensor range or missile range to take it out from a safe distance, nor the defenses to safely approach it.

So my current trend of thought... after we've repaired our damaged armor, overhauled and re-munitioned... is to go back in escorting a bunch of wreckers and freighters, and dismantle the eight wrecks that we ourselves created in that epic battle. We should be safe enough from the planetary PDC (assuming that one even exists), since it didn't shoot at us last time, and we will just be returning to the same area as before... the volume of space in which our epic battle was fought.

We can leave the other wrecks under the "protection" of the planetary PDC, and only come back for them once we've put together a force that can safely knock it out.

Discuss.