To begin with, each empire will initially have access to models of corvettes and cruisers.
Why? because with the addition of the supplying system, the corvettes would have low range due to supplying, they would be suitable for homeland defense and for adjacent combat, but might have problems on long expeditions away from friendly starbases .
The cruisers would have a much greater range for long missions, but they would also have their disadvantages.
Later, we will be able to unlock the destroyers which would have an “medium” autonomy and the battleships which would have a very great autonomy.
Supplying :
Starbases will passively generate Supply depending on their level. Anchorages increase supply production, but they do not increase naval capacity, but the effect of Naval Logistics Office is increased to +4 naval capacity from Anchorages .
Starbases can store a limited amount of Supply depending on their level. The Resource Silo building increases the maximum amount of supply that can be stored in a starbase.
Supply is managed individually for each ship in a fleet. You can activate an option to authorize the sharing of supplies: autonomous or manual? By manual, I mean you have to click on the option, not that you have to manually distribute the supply between each ship.
This can be useful in mixed fleets where cruisers and battleships could allow corvettes (and destroyers) to benefit from a better autonomy.
Each ship consumes part of its supply each day (or month?).
Factor that increases supply consumption:
- moves;
- is not in Allied territory;
- is in combat.
Factor that decreases the supply consumption:
- is around an allied starbase;
- is around an allied starbase equipped with a Crew Quarters;
- is in Mothballing*.
As in EU4, a fleet can be mothballing around a starbase. This greatly reduces its supply consumption, but also the value of its hull and armor. The reactivated ships will therefore have to be repaired before being fully operational depending on the capacity of the starbase and the needs of the fleet in supply, supplying the fleet could also take some time.
Yes, in combat, ships consume more supply. Ships can therefore run out of supplies in combat ... Long fights or repeated fights can therefore cause problems. A ship without supply suffers heavy penalties for its armament, shield and propulsion, and it cannot self-repair, but it remains “functional”.
Starbases occupied during a war have a production and supply storage capacity reduced by 50%. One can imagine an option to allow the victorious fleet to recover supplies after a battle (by recovering battle debris): automatic or manual (therefore which takes 1 month or 2, which immobilizes the fleet). Perhaps also be able to recover supplies by bombarding a planet, the amount of supply would depend on the level of development of the planet, to put it simply, we can base ourselves on the level of the planetary capital or its energy consumption for example.
The Juggernaut could possibly also produce Supply.
We can also imagine a new auxiliary components which increase the supplying capacity of the ship.
Accuracy, Tracking and Evasion :
The tracking would have a maximum value depending on the size of the weapon:
- S and H: 90
- M and G: 70
- L: 50
- X: 30
- T: 10
So even with good technology and components, large guns retain limited accuracy. Basically, we can say that regardless of sighting systems, a large weapon is less maneuverable and therefore more difficult to aim quickly and correctly.
The Accuracy would have a maximum value depending on the type of ship. However, this maximum value does not affect H and G weapons:
- Corvette: 100
- Destroyer: 90
- Cruiser: 80
- Battleship: 70
- Titan and other large ships: 60
Or this value could be dynamic and depend on the type of the two ships. For example, the maximum accuracy of a titan attacking another ship:
- Titan and other large ships: 100
- Battleship: 90
- Cruiser: 80
- Destroyer: 70
- Corvette: 60
We can keep the same logic of a loss of 10 in maximum Accuracy against each lower level.
Large ships will therefore have a harder time hitting small ones, even with smaller weapons, except with G and H weapons.
Putting this limit on ship type reduces the accuracy of large ships without directly affecting the accuracy of large weapons for smaller ships.
For example, a battleship will have more difficulty hitting a Destroyer with an L or X weapon, regardless of the Destroyer's escape, while a Destroyer with an L weapon will have no penalty (apart from tracking maximum due to the size of the weapon).
And this will not affect the accuracy of two battleships fighting each other, unlike the fixed example where the maximum accuracy of battleships is 70.
New ship section :
With technologies, we can unlock new sections for ships, which can allow new strategies and adapt to the appearance of new ships etc. I'm thinking of adding new tech, but that these new sections will be unlocked by already existing tech that affects these ships.
Corvette section :
Standardized Corvette Patterns :
- Core :
Improved Corvette Hulls :
- Core :
- Core :
Destroyer section :
Standardized Destroyer Patterns :
- Bow :
- Stern :
Improved Destroyer Hulls :
- Bow :
- Stern :
- Bow :
- Stern :
Cruiser section :
Standardized Cruiser Patterns :
- Bow :
- Core :
- Stern :
Improved Cruiser Hulls :
- Bow :
- Core :
- Stern :
- Bow :
- Core :
- Stern :
Battleship section :
Standardized Battleship Patterns :
- Bow :
- Core :
- Stern :
Improved Battleship Hulls :
- Bow :
- Core :
- Stern :
- Bow :
- Core :
- Stern :
Why? because with the addition of the supplying system, the corvettes would have low range due to supplying, they would be suitable for homeland defense and for adjacent combat, but might have problems on long expeditions away from friendly starbases .
The cruisers would have a much greater range for long missions, but they would also have their disadvantages.
Later, we will be able to unlock the destroyers which would have an “medium” autonomy and the battleships which would have a very great autonomy.
Supplying :
Starbases will passively generate Supply depending on their level. Anchorages increase supply production, but they do not increase naval capacity, but the effect of Naval Logistics Office is increased to +4 naval capacity from Anchorages .
Starbases can store a limited amount of Supply depending on their level. The Resource Silo building increases the maximum amount of supply that can be stored in a starbase.
Supply is managed individually for each ship in a fleet. You can activate an option to authorize the sharing of supplies: autonomous or manual? By manual, I mean you have to click on the option, not that you have to manually distribute the supply between each ship.
This can be useful in mixed fleets where cruisers and battleships could allow corvettes (and destroyers) to benefit from a better autonomy.
Each ship consumes part of its supply each day (or month?).
Factor that increases supply consumption:
- moves;
- is not in Allied territory;
- is in combat.
Factor that decreases the supply consumption:
- is around an allied starbase;
- is around an allied starbase equipped with a Crew Quarters;
- is in Mothballing*.
As in EU4, a fleet can be mothballing around a starbase. This greatly reduces its supply consumption, but also the value of its hull and armor. The reactivated ships will therefore have to be repaired before being fully operational depending on the capacity of the starbase and the needs of the fleet in supply, supplying the fleet could also take some time.
Yes, in combat, ships consume more supply. Ships can therefore run out of supplies in combat ... Long fights or repeated fights can therefore cause problems. A ship without supply suffers heavy penalties for its armament, shield and propulsion, and it cannot self-repair, but it remains “functional”.
Starbases occupied during a war have a production and supply storage capacity reduced by 50%. One can imagine an option to allow the victorious fleet to recover supplies after a battle (by recovering battle debris): automatic or manual (therefore which takes 1 month or 2, which immobilizes the fleet). Perhaps also be able to recover supplies by bombarding a planet, the amount of supply would depend on the level of development of the planet, to put it simply, we can base ourselves on the level of the planetary capital or its energy consumption for example.
The Juggernaut could possibly also produce Supply.
We can also imagine a new auxiliary components which increase the supplying capacity of the ship.
Accuracy, Tracking and Evasion :
The tracking would have a maximum value depending on the size of the weapon:
- S and H: 90
- M and G: 70
- L: 50
- X: 30
- T: 10
So even with good technology and components, large guns retain limited accuracy. Basically, we can say that regardless of sighting systems, a large weapon is less maneuverable and therefore more difficult to aim quickly and correctly.
The Accuracy would have a maximum value depending on the type of ship. However, this maximum value does not affect H and G weapons:
- Corvette: 100
- Destroyer: 90
- Cruiser: 80
- Battleship: 70
- Titan and other large ships: 60
Or this value could be dynamic and depend on the type of the two ships. For example, the maximum accuracy of a titan attacking another ship:
- Titan and other large ships: 100
- Battleship: 90
- Cruiser: 80
- Destroyer: 70
- Corvette: 60
We can keep the same logic of a loss of 10 in maximum Accuracy against each lower level.
Large ships will therefore have a harder time hitting small ones, even with smaller weapons, except with G and H weapons.
Putting this limit on ship type reduces the accuracy of large ships without directly affecting the accuracy of large weapons for smaller ships.
For example, a battleship will have more difficulty hitting a Destroyer with an L or X weapon, regardless of the Destroyer's escape, while a Destroyer with an L weapon will have no penalty (apart from tracking maximum due to the size of the weapon).
And this will not affect the accuracy of two battleships fighting each other, unlike the fixed example where the maximum accuracy of battleships is 70.
New ship section :
With technologies, we can unlock new sections for ships, which can allow new strategies and adapt to the appearance of new ships etc. I'm thinking of adding new tech, but that these new sections will be unlocked by already existing tech that affects these ships.
Corvette section :
Standardized Corvette Patterns :
- Core :
Armored interceptor :
- Weapon Slot : 1M
- Utility Slot : 4S, 1A
Improved Corvette Hulls :
- Core :
Torpedo boat :
- Weapon Slot : 2G
- Utility Slot : 2S, 1A
Advanced Corvette Hulls : - Core :
Artillery :
- Weapon Slot : 1L
- Utility Slot : 2S, 1A
Destroyer section :
Standardized Destroyer Patterns :
- Bow :
Protector:
- Weapon Slot : 2P
- Utility Slot : 6S, 1M, 1A
- Stern :
Second engine :
- Weapon Slot : none
- Utility Slot : 1M, 1A
Improved Destroyer Hulls :
- Bow :
Hangar :
- Weapon Slot : 1H
- Utility Slot : 6S, 1A
- Stern :
Missile :
- Weapon Slot : 1G
- Utility Slot : 1A
Advanced Destoyer Hulls : - Bow :
Heavy Artillery :
- Weapon Slot : 2L
- Utility Slot : 2S, 1A
- Stern :
Protector :
- Weapon Slot : 1P
- Utility Slot : 1S, 1A
Cruiser section :
Standardized Cruiser Patterns :
- Bow :
Armored torpedo:
- Weapon Slot : 1G
- Utility Slot : 5M
- Core :
Interceptor :
- Weapon Slot : 2S, 2P
- Utility Slot : 5M
- Stern :
Second engine :
- Weapon Slot : none
- Utility Slot : 1M, 2A
Improved Cruiser Hulls :
- Bow :
Artillery-torpedo :
- Weapon Slot : 1L, 2G
- Utility Slot : 2M
- Core :
Heavy Torpedo :
- Weapon Slot : 4G
- Utility Slot : 3M
- Stern :
Protector :
- Weapon Slot : 1P
- Utility Slot : 1S, 2A
Advanced Cruiser Hulls : - Bow :
Spinal Mount :
- Weapon Slot : 1X
- Utility Slot : 2M
- Core :
Heavy Artillery :
- Weapon Slot : 2L
- Utility Slot : 3M
- Stern :
Auxiliary engine:
- Weapon Slot : none
- Utility Slot : 3A
Battleship section :
Standardized Battleship Patterns :
- Bow :
Armored hangar:
- Weapon Slot : 1H
- Utility Slot : 4L
- Core :
Interceptor :
- Weapon Slot : 2S, 2M, 2P
- Utility Slot : 4L
- Stern :
Second engine :
- Weapon Slot : none
- Utility Slot : 1L, 2A
Improved Battleship Hulls :
- Bow :
Bomber :
- Weapon Slot : 2L, 1H
- Utility Slot : 2L
- Core :
Bomber :
- Weapon Slot : 3L, 1H
- Utility Slot : 2L
- Stern :
Protector :
- Weapon Slot : 2P
- Utility Slot : 1M, 2A
Advanced Battleship Hulls : - Bow :
Glass cannon :
- Weapon Slot : 2X
- Utility Slot : 1L
- Core :
Mothership :
- Weapon Slot : 4H
- Utility Slot : 2L
- Stern :
Auxiliary engine:
- Weapon Slot : none
- Utility Slot : 4A