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Oh, cool! I'm not sure I've ever seen this functionality before!

Ground-based (as opposed to Orbital) Geo-Survey of a mineral-rich planet in Barnard's Star System. :

View attachment 879628
It's been in the game, but the ground-based surveys are so terrible, that you never get anything good from them usually.

I almost only consider them worth doing for the roleplay, I'm not sure I've ever seen a body become worthwhile because of the ground survey.

We have completed (100%) all geo-survey and grav-survey searches of our own solar system and its four neighbors, and have found lots of minerals plus nine new jump points for further exploration. According to the new game settings, we can't trigger any of the hazards (Precursors, Swarm, Raiders, etc) until we have at least ten explored systems. So we can explore four more systems (total = nine) without risk.

I think.

We'll explore once in each of the four directions... then think it over.
Explore all nine jump points. At once. Cowards. I need proof of concept to get moar funding for mah laserz
 
We have finished research on a three-barreled Gauss Cannon PD Turret. In theory, we could now design our first warships... but we have another round of research underway for jump engines and reaction engines, so perhaps we'll wait a few more years before laying down any keels.
 
Our current fleet (still no warships) :

RFTS_030.jpg
 
We have finished research on a three-barreled Gauss Cannon PD Turret. In theory, we could now design our first warships... but we have another round of research underway for jump engines and reaction engines, so perhaps we'll wait a few more years before laying down any keels.
Every gun is just stealing resources from the civilian economy. Prosperity first!
 
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With a combination of tech advance, job creation programs and new financial institutions, we've finally turned the corner financially and can now afford to build plenty of new research labs.
 
And thus soon...a real battle fleet...
 
I'm quite favorably impressed with the mineral deposits that we've found within two jumps of Earth (ie: within the range that we can exploit without setting off the Precursors, the Swarm, the Raiders, etc).

Here's a comet in the Epsilon Horologi system, for instance:

RFTS_031.jpg


... and our new colony planet (actually, a moon of a gas giant) in the Alpha Centauri system:

RFTS_032.jpg
 
... and our new colony planet (actually, a moon of a gas giant) in the Alpha Centauri system:

RFTS_032.jpg
Those are legitimately homeworld-level minerals. Are we sure there wasn't an NPR that got stealthily deleted?
 
Those are legitimately homeworld-level minerals. Are we sure there wasn't an NPR that got stealthily deleted?
I set the "closest NPR" range far too high for that to be the case. Alpha Centauri is only 4 Light-Years from Earth, and I set the cut-off at 50.

(Unless the game engine handles that "closest NPR" limit by deleting the ones that are too close?)

The Barnard's Star system should have a (non-colonizable) planet nearly as impressive... one of the already-high-mineral worlds in that system received FIVE +mineral results on that ground-based Geo-survey that I posted earlier.
 
(Unless the game engine handles that "closest NPR" limit by deleting the ones that are too close?)
I don't think this is how it works so you are probably just an incredibly lucky bugger. ;)
 
How does this look for Ion-engine tech level?



Weapon class Battlecruiser 18,750 tons 344 Crew 2,541.9 BP TCS 375 TH 2,250 EM 0
6000 km/s Armour 11-62 Shields 0-0 HTK 96 Sensors 6/11/0/0 DCR 14 PPV 29.64
Maint Life 1.88 Years MSP 1,228 AFR 194% IFR 2.7% 1YR 444 5YR 6,657 Max Repair 375 MSP
Captain Control Rating 1 BRG
Intended Deployment Time: 18 months Morale Check Required

Ion Drive EP750.00 60 HS 1985 (3) Power 2250 Fuel Use 28.58% Signature 750 Explosion 10%
Fuel Capacity 2,590,000 Litres Range 87 billion km (167 days at full power)

Twin 15.0cm C3 A4 Visible Light Laser 1979 Turret (2x2) Range 120,000km TS: 10000 km/s Power 12-6 RM 20,000 km ROF 10
Beam Fire Control R192-TS10000 1981 (1) Max Range: 192,000 km TS: 10,000 km/s 95 90 84 79 74 69 64 58 53 48
Magnetic Mirror Fusion Reactor R12 (1) Total Power Output 12.1 Exp 5%

Active Search Sensor AS8-R1 1985 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
CIV Active Search Sensor AS39-R100 1985 (1) GPS 2100 Range 39.8m km Resolution 100
EM Sensor EM1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Thermal Sensor TH1.0-6.0 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km

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




It has no PD, so it would need to be paired with a dedicated PD vessel. Efficient in mass, but helpless without a PD escort.
 
Or maybe this? Less effiient than two seperate dedicated Gun and dedicated PD designs, but more flexible since it combines both roles:



Battle class Battlecruiser 18,750 tons 364 Crew 2,669.7 BP TCS 375 TH 2,250 EM 0
6000 km/s Armour 10-62 Shields 0-0 HTK 102 Sensors 6/11/0/0 DCR 14 PPV 44.68
Maint Life 1.89 Years MSP 1,290 AFR 194% IFR 2.7% 1YR 463 5YR 6,938 Max Repair 375 MSP
Captain Control Rating 1 BRG
Intended Deployment Time: 16 months Morale Check Required

Ion Drive EP750.00 60 HS 1985 (3) Power 2250 Fuel Use 28.58% Signature 750 Explosion 10%
Fuel Capacity 1,937,000 Litres Range 65.1 billion km (125 days at full power)

Twin 15.0cm C3 A4 Visible Light Laser 1979 Turret (1x2) Range 120,000km TS: 10000 km/s Power 12-6 RM 20,000 km ROF 10
Triple Gauss Cannon R300-100 T20k 1981 Turret (1x9) Range 30,000km TS: 20000 km/s Power 0-0 RM 30,000 km ROF 5
Beam Fire Control R192-TS10000 1981 (1) Max Range: 192,000 km TS: 10,000 km/s 95 90 84 79 74 69 64 58 53 48
Beam Fire Control R96-TS16000 1981 (1) Max Range: 96,000 km TS: 16,000 km/s 90 79 69 58 48 38 27 17 6 0
Magnetic Mirror Fusion Reactor R12 (1) Total Power Output 12.1 Exp 5%

Active Search Sensor AS8-R1 1985 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
CIV Active Search Sensor AS39-R100 1985 (1) GPS 2100 Range 39.8m km Resolution 100
EM Sensor EM1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Thermal Sensor TH1.0-6.0 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
 
And a fast Point Defense vessel:



Animal class Escort Cruiser 18,750 tons 342 Crew 2,615.2 BP TCS 375 TH 2,250 EM 0
6000 km/s Armour 10-62 Shields 0-0 HTK 102 Sensors 6/11/0/0 DCR 14 PPV 59.72
Maint Life 1.78 Years MSP 1,264 AFR 194% IFR 2.7% 1YR 492 5YR 7,378 Max Repair 375 MSP
Captain Control Rating 1 BRG
Intended Deployment Time: 15 months Morale Check Required

Ion Drive EP750.00 60 HS 1985 (3) Power 2250 Fuel Use 28.58% Signature 750 Explosion 10%
Fuel Capacity 1,650,000 Litres Range 55.4 billion km (106 days at full power)

Triple Gauss Cannon R300-100 T20k 1981 Turret (2x9) Range 30,000km TS: 20000 km/s Power 0-0 RM 30,000 km ROF 5
Beam Fire Control R96-TS16000 1981 (1) Max Range: 96,000 km TS: 16,000 km/s 90 79 69 58 48 38 27 17 6 0

Active Search Sensor AS8-R1 1985 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
EM Sensor EM1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Thermal Sensor TH1.0-6.0 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
 
How does this look for Ion-engine tech level?



Weapon class Battlecruiser 18,312 tons 344 Crew 2,464.1 BP TCS 366 TH 2,250 EM 0
6143 km/s Armour 10-61 Shields 0-0 HTK 95 Sensors 6/11/0/0 DCR 14 PPV 29.64
Maint Life 1.93 Years MSP 1,219 AFR 185% IFR 2.6% 1YR 426 5YR 6,394 Max Repair 375 MSP
Captain Control Rating 1 BRG
Intended Deployment Time: 18 months Morale Check Required

Ion Drive EP750.00 60 HS 1985 (3) Power 2250 Fuel Use 28.58% Signature 750 Explosion 10%
Fuel Capacity 2,500,000 Litres Range 86 billion km (162 days at full power)

Twin 15.0cm C3 A4 Visible Light Laser 1979 Turret (2x2) Range 120,000km TS: 10000 km/s Power 12-6 RM 20,000 km ROF 10
Beam Fire Control R192-TS10000 1981 (1) Max Range: 192,000 km TS: 10,000 km/s 95 90 84 79 74 69 64 58 53 48
Gaseous Fission Reactor R12 (1) Total Power Output 12.2 Exp 5%

Active Search Sensor AS8-R1 1985 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
CIV Active Search Sensor AS39-R100 1985 (1) GPS 2100 Range 39.8m km Resolution 100
EM Sensor EM1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Thermal Sensor TH1.0-6.0 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km

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



It has no PD, so it would need to be paired with a dedicated PD vessel.
Personally, I dislike it. For my money, if you have 18,000 tons of warship you can fit more than four lasers on it. I won't argue about the speed, because while I personally would not use quite so much space for engines (1) I know many players prefer it to guarantee superior speed against the NPRs, and (2) if we're coming from behind in a conventional start it probably makes sense. I always play TN roleplay starts so my priorities are a little different.

However the fuel is simply excessive, you probably don't even need 1/3 of that range for a good warship. If you want longer range I say use tankers, this is a warship and that tonnage should be going into weapons. Personally I would also probably settle for maybe 8 layers of armor but that is to taste.

In addition to more guns I think an AUX would be good to put on, it's only 1 HS, costs merely 2000 RP to develop, gives our low-rank officers something to do, and helps with crew training quite a bit. Otherwise the design looks reasonable for the job.

Or maybe this? Less effiient than two seperate dedicated Gun and dedicated PD designs, but more flexible since it combines both roles:
I actually prefer to put at least one PD turret or a couple 10cm railguns on every ship for redundancy, you don't want to lose your PD escorts in a JP assault and then be stuck waiting for new construction because your battleships can't defend against the NPR missile salvos.

Otherwise same general thoughts about all three ships. Main thing to change is cut off a bunch of fuel and add more weapons of both offensive and PD types. We could get more firepower per ton using non-turret lasers but that's a question of taste I think.
 
Personally, I dislike it. For my money, if you have 18,000 tons of warship you can fit more than four lasers on it. I won't argue about the speed, because while I personally would not use quite so much space for engines (1) I know many players prefer it to guarantee superior speed against the NPRs, and (2) if we're coming from behind in a conventional start it probably makes sense. I always play TN roleplay starts so my priorities are a little different.

However the fuel is simply excessive, you probably don't even need 1/3 of that range for a good warship. If you want longer range I say use tankers, this is a warship and that tonnage should be going into weapons. Personally I would also probably settle for maybe 8 layers of armor but that is to taste.

In addition to more guns I think an AUX would be good to put on, it's only 1 HS, costs merely 2000 RP to develop, gives our low-rank officers something to do, and helps with crew training quite a bit. Otherwise the design looks reasonable for the job.


I actually prefer to put at least one PD turret or a couple 10cm railguns on every ship for redundancy, you don't want to lose your PD escorts in a JP assault and then be stuck waiting for new construction because your battleships can't defend against the NPR missile salvos.

Otherwise same general thoughts about all three ships. Main thing to change is cut off a bunch of fuel and add more weapons of both offensive and PD types. We could get more firepower per ton using non-turret lasers but that's a question of taste I think.
I was aiming for 60 m-km cruising range. I'll try re-designing for 30 m-km range instead. If that's still too tight, I'll try 20 m-km.

RE: Turret vs non-Turret - I turreted my big Lasers to raise the engagement speed.

You take speed penalties if the target's speed exceeds :

The lesser of ( fire control speed OR the greater of ( your ships speed OR your turret tracking speed ) )

... so regardless of FC speed, without the turrets I would take penalties vs a target moving faster than 6,000 kps. With the turrets, the cut-off is 10,000 kps.
 
How about this?

Three two-gun Laser turrets (36 points of damage per salvo) plus a Gauss PD turret. Armor of 8, with a apeed of 6000 kps.

Battle II class Battlecruiser 18,750 tons 412 Crew 2,676 BP TCS 375 TH 2,250 EM 0
6000 km/s Armour 8-62 Shields 0-0 HTK 121 Sensors 6/11/0/0 DCR 13 PPV 74.32
Maint Life 1.64 Years MSP 1,159 AFR 216% IFR 3.0% 1YR 510 5YR 7,648 Max Repair 375 MSP
Captain Control Rating 1 BRG
Intended Deployment Time: 15 months Morale Check Required

Ion Drive EP750.00 60 HS 1985 (3) Power 2250 Fuel Use 28.58% Signature 750 Explosion 10%
Fuel Capacity 1,001,000 Litres Range 33.6 billion km (64 days at full power)

Twin 15.0cm C3 A4 Visible Light Laser 1979 Turret (3x2) Range 120,000km TS: 10000 km/s Power 12-6 RM 20,000 km ROF 10
Triple Gauss Cannon R300-100 T20k 1981 Turret (1x9) Range 30,000km TS: 20000 km/s Power 0-0 RM 30,000 km ROF 5
Beam Fire Control R192-TS10000 1981 (1) Max Range: 192,000 km TS: 10,000 km/s 95 90 84 79 74 69 64 58 53 48
Beam Fire Control R96-TS16000 1981 (1) Max Range: 96,000 km TS: 16,000 km/s 90 79 69 58 48 38 27 17 6 0
Magnetic Mirror Fusion Reactor R6 (1) Total Power Output 6.2 Exp 5%
Magnetic Mirror Fusion Reactor R12 (1) Total Power Output 12.1 Exp 5%

Active Search Sensor AS8-R1 1985 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
CIV Active Search Sensor AS39-R100 1985 (1) GPS 2100 Range 39.8m km Resolution 100
EM Sensor EM1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Thermal Sensor TH1.0-6.0 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km

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

EDIT:
And the Escort ... more dakka.

Animal II class Escort Cruiser 18,750 tons 370 Crew 2,673 BP TCS 375 TH 2,250 EM 0
6000 km/s Armour 8-62 Shields 0-0 HTK 118 Sensors 6/11/0/0 DCR 13 PPV 89.58
Maint Life 1.53 Years MSP 1,158 AFR 216% IFR 3.0% 1YR 562 5YR 8,429 Max Repair 375 MSP
Captain Control Rating 2 BRG AUX
Intended Deployment Time: 14 months Morale Check Required

Ion Drive EP750.00 60 HS 1985 (3) Power 2250 Fuel Use 28.58% Signature 750 Explosion 10%
Fuel Capacity 761,000 Litres Range 25.6 billion km (49 days at full power)

Triple Gauss Cannon R300-100 T20k 1981 Turret (3x9) Range 30,000km TS: 20000 km/s Power 0-0 RM 30,000 km ROF 5
Beam Fire Control R96-TS16000 1981 (1) Max Range: 96,000 km TS: 16,000 km/s 90 79 69 58 48 38 27 17 6 0

Active Search Sensor AS8-R1 1985 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
EM Sensor EM1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Thermal Sensor TH1.0-6.0 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m 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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Much better designs I think. Would still prefer more armament but our strategy here is clearly to go all-in on speed and that has its price. The good news is that we should never have to fight a battle we cannot win.
 
Much better designs I think. Would still prefer more armament but our strategy here is clearly to go all-in on speed and that has its price. The good news is that we should never have to fight a battle we cannot win.
In a year and a half, we'll be able to design Fire Control capable of shooting at 20,000 kps targets with no penalty (our Turret Tracking Speed is already set at 20,000 kps; compared to our current no-penalty FC cut off of 16,000 kps). Think it's worth waiting another 18 months for that improvement in accuracy against incoming missiles? We have time, certainly... it's not as if we have any potentially hostile contacts yet.
 
The terraforming of Mars is complete! It is now a class-0 world.

RFTS_033.jpg
 
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