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Damn, those systems are annoying.

I read on the aurora forum there's a new game option to limit the size of generated systems. In development, sadly.

What is the range on your construction vessels anyway? At some point we could build a faster, longer ranged version of the old stuff we have there.... Somewhere way down the queue :rofl:

Our construction vessels were made using "Stone Knives and Bearskins" technology.
 
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Their range is close to infinite (over 12,500 days fuel on-board) because I configured them as a Tanker as well as a Stabilization Ship.

... they only move at 400 kps, though.

It won't actually take forever for them to reach a destination 40 billion km away.

It will just SEEM like forever.
 
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There is no Lagrange access to the B star... although an artificial Lagrange point could easily be constructed there, if a construction ship could REACH the site.
One of the first Jump Gate Builder ship variant I made in my current game is called a Long Range variant that can travel for over 100 b km in a reasonable time frame so that it can reach Planet #9 and build an artificial Lagrange point at one of the moons. It took 5 years to reach the planet and another 5 years to create the LP but sadly enough the investment was worthless as the planet #9 system had poor resources but the long range variant is still useful for systems like these.

- And I know this is a really dumb question, but I'm overwhelmed by the research options... How do you know what you need to research for what's coming down the line? It seems like only game after game of experience will help with that when you hit a point of critical failure because you didn't know to plan properly? And so perhaps you get wiped and so you start again trying to correct that mistake? Rinse and repeat on down the line?
Ask yourself what you're going to do next and then focus on researching the techs that matches that goal. Usually it's only a few techs most of it are not useful for the time being.
- Keep at least two researches focused on construction techs to improve your research/construction/mining output
- First focus on getting your first exploration ship up and running so that's engine tech (skip the first engine tech and immediately go for the second one) and appropriate sensors techs.
- Then focus on getting your techs to have freighters. colony ships and troop transports up and running.
- Then focus on getting techs to have orbital mining/terraforming/refinery station and tugs to move them. So that's orbital modules and the tractor beam.
After that you can start thinking about extra solar system exploration so that means jump tech but also improving sensors and engines.

It's a bit of a simplification and I'm technically not saying what techs to research but most techs have a specific role, you can for example ignore weapon techs and beam fire control techs because you're not building weapons in the early game anyway. And if you forget to research something, which will happen, so what? Just research it what you need and accept that your plans get delayed a little bit it's not the end of the world*.

*Unless you're getting invaded by filthy xenos of course. :p
 
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The first serial of Whetstone class FACs comes off the ways.

sb-789.jpg


They are the fast Repair Depots intended to accompany the Sabre Squadrons.



FAC-132 Whetstone 002 (Whetstone class Fast Attack Craft) 1,997 tons 35 Crew 309.6 BP TCS 40 TH 420 EM 0
10519 km/s Armour 1-14 Shields 0-0 HTK 9 Sensors 0/0/0/0 DCR 0-0 PPV 0
Maint Life 7.18 Years MSP 3,024 AFR 128% IFR 1.8% 1YR 103 5YR 1,542 Max Repair 210 MSP
Cargo Shuttle Multiplier 3
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 2 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 320,000 Litres Range 24.8 billion km (27 days at full power)

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
 
The prototypical Sabre Squadron is now one Eyeball AWACS FAC, one Whetstone Resupply FAC and six Sabre Gunships. The Sabres will be Sabre VI.

sb-790.jpg


That totals 15,400 tons of warships.

Each of our Gadget class maintenance modules can support 16,000 tons of Naval vessels.
 
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A modern Gate Constructor would be two and a half times faster than our obsolete model.



Gate II class Stabilisation Ship 69,181 tons 211 Crew 1,750.3 BP TCS 1,384 TH 1,500 EM 0
1084 km/s Armour 1-150 Shields 0-0 HTK 31 Sensors 11/18/0/0 DCR 1-0 PPV 0
MSP 15 Max Repair 1000 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Jump Point Stabilisation: 180 days

CIV Magnetic Fusion Drive EP1500.0 PWR-50 2007 (1) Power 1500.0 Fuel Use 1.83% Signature 1500.0 Explosion 5%
Fuel Capacity 10,000,000 Litres Range 1,425 billion km (15214 days at full power)
Refuelling Capability: 60,000 litres per hour Complete Refuel 166 hours

CIV Active Search Sensor AS66-R100 2004 (1) GPS 3600 Range 66.7m km Resolution 100
CIV EM Sensor EM1.0-18.0 2004 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
Thermal Sensor TH1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Stabilisation Ship for auto-assignment purposes
 
A thousand kilometers per second actually sounds do-able.

We could send one to Planet X in Sol, and another to this place.

EDIT:

Retooling now.
 
Happycat has finished his geological survey of the newly discovered 62 Hydrae star system. The planets hold no great treasures, but the comets are rich in ores... with seven of them holding deposits over 100,000 tons of one ore or another.

Comet #1
Neutronium 11,012 Acc 0.7
Mercassium 27,967 Acc 0.5
Vendarite 55,874 Acc 0.6
Sorium 27,635 Acc 1

Comet #2
Neutronium 37,830 Acc 0.5
Vendarite 164,422 Acc 0.8

Comet #3
Duranium 150,403 Acc 0.7
Vendarite 92,004 Acc 0.8

Comet #4
Neutronium 10,456 Acc 0.6
Vendarite 27,366 Acc 0.9
Uridium 39,809 Acc 0.6

Comet #5
Gallicite 265,692 Acc 0.7

Comet #6
Tritanium 74,562 Acc 0.7
Sorium 77,454 Acc 0.6

Comet #7
Duranium 248,211 Acc 0.9
Neutronium 46,942 Acc 0.8
Corbomite 33,550 Acc 0.8

Comet #8
Neutronium 6,548 Acc 0.6
Corbomite 11,518 Acc 0.5
Uridium 9,169 Acc 0.7

Comet #9
Duranium 293,991 Acc 0.8
Neutronium 66,421 Acc 0.8

Comet #10
Duranium 37,962 Acc 0.8
Corbomite 12,699 Acc 0.6
Tritanium 101,565 Acc 0.8
Mercassium 74,742 Acc 0.9
Vendarite 48,606 Acc 1
Sorium 120,377 Acc 1
Uridium 97,794 Acc 1

Happycat will use his remaining time-on-station to begin the search for jump points out.
We may be aged but we're reliable. The ESNS Charles Darwin isn't a retirement home quite yet.
 
The first four Mountain class Gunship Tenders have been launched.

Each Mountain can hold any combination of two General class Gunships or Quality class Escorts.



Mountain class Fleet Support Vessel 29,979 tons 407 Crew 3,587 BP TCS 600 TH 3,300 EM 0
5504 km/s Armour 1-85 Shields 0-0 HTK 117 Sensors 0/0/0/0 DCR 11-3 PPV 0
Maint Life 2.19 Years MSP 10,822 AFR 654% IFR 9.1% 1YR 3,042 5YR 45,637 Max Repair 1650 MSP
Hangar Deck Capacity 12,000 tons Cargo Shuttle Multiplier 3
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Flight Crew Berths 240 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 5,050,000 Litres Range 185.1 billion km (389 days at full power)
Refuelling Capability: 100,000 litres per hour Complete Refuel 50 hours

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Carrier for auto-assignment purposes
 
A thousand kilometers per second actually sounds do-able.

We could send one to Planet X in Sol, and another to this place.

EDIT:

Retooling now.

Back of the envelope, 347 days for 30 billion km. Looks manageable to me too.
 
Does intended deployment time matter for these?
 
Jesus H Christ...

sb-791.jpg


... well, THAT was over quickly. A Jerkmobile showed up OUT OF NOWHERE at Nike, fired at a Civilian Freighter (knocking out one engine), then the defensive turrets fired back and one-shotted the Jerkmobile in the first combat round.

Where did he come from? Range 0 km it says! How did he get so close without being spotted?

sb-792.jpg


sb-793.jpg


Have they opened a Rift directly onto Nike's orbit?
 
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Does intended deployment time matter for these?
Not for Civilian, no. It affects morale.

If Civilians start taking morale checks then they must be under fire and they SHOULD be fleeing.
 
So that Pirate raid was over in five seconds.

I wonder how he snuck up to point blank range like that? It actually said "Range: 0 km" on the shot.

They must have opened a Rift directly onto Nike's orbit.

The Sabre flotilla is still stationed at the DSP, half-way down the trade route.

I'm reluctant to launch it without a target, since our endurance is so limited.
 
These are almost always worth looking into... once the star system is secure.

sb-794.jpg
 
Glad I didn't launch the TRP Sabres after that Jerkmobile hit us.

The life-support endurance would be expiring right about now, to no purpose. There was no second wave.
 
The first four Quality class Light Cruisers have been launched. They are high-speed, heavily-armored Gauss PD Escorts for the Laser-armed Gunships.



CL-01 Quality 001 (Quality class Light Cruiser) 5,995 tons 99 Crew 2,054.2 BP TCS 120 TH 302 EM 0
10508 km/s Armour 6-29 Shields 0-0 HTK 37 Sensors 8/14/0/0 DCR 2-3 PPV 33.7
Maint Life 2.52 Years MSP 3,828 AFR 144% IFR 2.0% 1YR 840 5YR 12,607 Max Repair 1260 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 1 months Morale Check Required

Magnetic Fusion Drive EP1260.00 PWR-150 HS-42 (1) Power 1260 Fuel Use 53.79% Signature 302.40 Explosion 15%
Fuel Capacity 440,000 Litres Range 24.6 billion km (27 days at full power)

Quad Gauss Cannon R400-100 2001 Turret (1x16) Range 40,000km TS: 25000 km/s Power 0-0 RM 40,000 km ROF 5
1998 PD Beam Fire Control R160-TS20000 (1) Max Range: 160,000 km TS: 20,000 km/s ECCM-1 94 88 81 75 69 62 56 50 44 38

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



They can be carried to the battle zone, in pairs, inside Mountain-class Gunship Tenders.



Typical names for Quality class Light Cruisers would be Valiant, Invincible, Dauntless, Xenocidal, and so on.
 
... I'm still annoyed at those Pirates for Rifting in at zero km range and opening fire.

A dirty bit of cheating, in my opinion. Or at least, sharp practice.
 
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Yvanoff in the ESNS Richard Feynmann has found a nice mineral deposit. Gallicite is our next "mineral crisis of the month" candidate.

sb-795.jpg