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GroFAZ
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MSG ESN Avernum @ Gliese 205 to Fleet Ops Survey
New Procyon Jump Point leads to Gliese 205 system
Five planets, one rocky two rock-balls two Gas Giants
No Habitable planets, no sign of life
Returning to Procyon to continue search
- Cmdr Hellvink out
MSG ends XXXXX


BTW how's my sorium mining going?

The last time Arjyla's Battle Fleet refueled, it was directly from your ships, using fuel that you had scooped from Saturn.

EDIT: Known Space:

G_034_Galaxy.jpg
 
Last edited:

Taklagarn

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Which systems that we know can support human life at our tech level?
 

Gen.Schuermann

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awesome that i found a system, a shame that it is a useless one... am i looking for further jump points now?
Oh and if possible, you could name my leader just Schürmann/Schuermann, no need for the Gen. unless i am a General :)
 

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Which systems that we know can support human life at our tech level?

Only Earth, Mars, and that planet with the alien archeological dig-site on it.

Gen.Schuermann said:
... am i looking for further jump points now?

Yes. Since all of Sol's jump points have now been located, you have been ordered to remain in the Proxima Centauri system and search for exit jump points. Hellvink and Lord Blekinge are searching for more exits from the Procyon system.

Gen.Schuermann said:
Oh and if possible, you could name my leader just Schürmann/Schuermann, no need for the Gen. unless i am a General

Done
 

Bossemanden

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I can hereby confirm that painting our reactors in "Nuclear Pulse" is a real bad idea...
Meanwhile repairs to the labstructure is proceeding to plan.
My next experiment will focus on using a thinned out concentration of "Nuclear Pulse" paint
in the cooling fluid. Im CERTAIN I can make it go.... well... not boom,
while still retaining the FASTER effect.
 

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I would like a fighter role then, if you do not mind.

Lieutenant-Commander Boris ze Spider is now commanding the sixth Space Fighter in Squadron #1 (Wildcards, CO Felix Sylvestris) based on Nellis AFB under Base Commander Marius Balle. Your Fighter is armed with three size-4 SRAM (Short Range Attack Missiles) on hull-mounted hard-points... our Fighters carry no reloads and after launching missiles they must return to base (or to their Carrier) to be rearmed.

Like the rest of your outfit, your current mission is to protect Earth.
 

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9th October. 2025. Our first two ship construction jobs have finished... two new Mule Freighters for supporting the colonization and mining programs. They have been formed into Cargo Task Force #2 and assigned to support the Mars colony while Stuckenschmidt and his Cargo Task Force #1 continue ferrying automated mines out to the comet. I have ordered that shipyard to begin construction of another two Mules.

There has been one worrying trend, which has continued all year. Since January, we have been spending money about 50% faster than we are making it. The planetary treasury has not yet dropped to the danger point, but this trend can't continue much longer or the whole solar system will go bankrupt. After this round of shipyard expansions, we will have to hold off on expanding the construction slips any further, until new funds become available. Similarly, once our current ordinance production programs have finished, further construction of Missiles and Fighters will be postponed. We have enough of both to last us for a couple of years, anyway... unless we suddenly find ourselves at war.
 

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14th October, 2025. Three more ships come off the ways... Gas Station class Scoop-Mining Tankers. In view of the financial crisis, those three slips have been allowed to go idle, pending a decision by the council on whether to re-tool for a line of Jump-Gate Construction vessels.
 

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Welcome to Earth's Best, Boris! Damn, we might get the squad filled up with Paradoxians... unless those military ships are finished any time soon :p.
 

Taklagarn

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How long until we get to the danger zone with money?
 

blue emu

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Do you have any plans to set up some kind of survey stations in the neighboring systems, to alert if any aliens approaches ?

Eventually, yes. We'll either need a Tug designed (and built) to drag PDCs or Orbital Space Stations out there, or we'll need to design and build a small, cheap, long-endurance Early Warning Scout Ship and fly it out there and just park it in orbit near the Jump Point.
 

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How long until we get to the danger zone with money?

We have about $25,000 and we're losing about $3,300 per month. A bit more than half a year. Deficit spending is quite possible in-game... you can allow your treasury to drop below (negative $1,000,0000) if you like... but it has penalties and I'd prefer to stay in the black if we can.

I've already let three slips go idle... they can only build civilian designs anyway... and our stockpile of Missiles and Fighters is high enough that we can shut down those factories soon without any problems. That won't be nearly enough to balance our budget, unfortunately. Not nearly.
 

humancalculator

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I have a couple of questions after trying to learn this game for a few hours.

1. How do I discover jump points? Do I just leave random ships in survey locations indefinitely? Or do I do something else?

2. How do I build/design missiles? And how do I design fighters? I figured out how to build them, but I can't figure out how to design them.
 

sbr

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I have a couple of questions after trying to learn this game for a few hours.

1. How do I discover jump points? Do I just leave random ships in survey locations indefinitely? Or do I do something else?

2. How do I build/design missiles? And how do I design fighters? I figured out how to build them, but I can't figure out how to design them.

There is a general Aurora thread here: http://forum.paradoxplaza.com/forum/showthread.php?533990-Anyone-playing-Aurora so we don't clutter this thread up with general questions. :)

Fighters are designed on the same screen as any other ships, they have to be less than 500 tons to be considered fighters. I think that is the only thing that seperates them from any other ship, the fighter specific engine may as well but I'm not sure.

The missile design screen is at the bottom on the Population and Production screen.
 

humancalculator

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There is a general Aurora thread here: http://forum.paradoxplaza.com/forum/showthread.php?533990-Anyone-playing-Aurora so we don't clutter this thread up with general questions. :)

Fighters are designed on the same screen as any other ships, they have to be less than 500 tons to be considered fighters. I think that is the only thing that seperates them from any other ship, the fighter specific engine may as well but I'm not sure.

The missile design screen is at the bottom on the Population and Production screen.

Thank you, I didn't see that thread. :eek:o

Still, I must thank you blue emu, for introducing me to this game!