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Wait... what? That wasn't in Alpha Centauri... it was in 61 Hydrae, a "barren" system (no planets, just a Red Dwarf and some comets) adjacent to Sol.
Yeah, I did notice the other system when you posted it initially.
Did you actually have a marker on that comet?

Hopefully it is the Jerx there too.

I guess we have to create LP points between the Sol jump gate and our colonies for quicker travel in the future?
I was thinking the same.
 
This is getting out of hand now they're in two systems. :eek:

I guess we have to create LP points between the Sol jump gate and our colonies for quicker travel in the future?
Won't help.

LPs can only be created in positions that are 60 degrees behind a planet of appropriate mass. They are created in the planet's orbit and trail along behind it.

We will need to base small squadrons of naval vessels in every important system, with a larger reserve in the Sol system. This will in turn require maintenance facilities and fuel-and-ammunition facilities in every important system. Plus, of course, Garrisons and STO guarding every inhabited planet and all important mining operations.

We are temporarily embarassed simply because the nasties hit us only a few years after we first began building ground troops, STO and warships. We weren't ready for this... and to be honest, ALL of this is new features that I've never encountered before, so I wasn't expecting it either.

Give us a dozen years, and we'll have our defenses fully tightened up.

So what will we need?

Build some more Maintenance facilities, and send them out to the colonies. Same with fuel and ammo facilities (pumps and handling gear). Figure out how large a defensive squadron should be, and send enough maintenance, supplies fuel, ammo etc to support that force.

Design some ships specifically for colony defense and trade route protection. Build, base (and support...) some of them in the new colonies.

Re-evaluate our colonization doctrine (carpet colonization vs strongpoints only) and update it. I don't think I'm going to abandon carpet colonization, but the doctrine will have to be modified in light of these Bandit raids.
 
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Yeah, I did notice the other system when you posted it initially.
Did you actually have a marker on that comet? - Yes. Civilian companies will claim anything valuable within your star gate network, so I "mark" anything I don't want the civvies to take. Losing the marker is no big deal. Cost us seven bucks.

Hopefully it is the Jerx there too. - Agreed.

I was thinking the same. - Can't be done. See above.
 
More things we need:

Build more Ground Forces Training Centers, so that we can pump out ground troops and STO more quickly.

Build more Naval dockyards, so we can start building vessels specifically designed for colony defense.
 
Any suggestions on ship design for colony defense and trade protection?

The phrase "ship design" includes space stations, of course.

How about an armored space station containing our best sensors, and another one containing a squadron of Fighters? Park one of each in orbit around any important colony, and put enough maintenance facilities (and population to run them) on the planet below.
 
Use colonial space stations as anti-ship platforms and give patrol ships two roles PD and eyes and ears for the anti-ship stations. As soon as an enemy appears tell the patrol ships to turtle up near the station and hold until the cavalry arrives. Of course the downside of this is that colonial forces cannot actively hunt down enemy ships, only the main fleet can do it.
 
Colony space stations...

The sensor station. 5,000 tons, our best anti-ship and anti-missile sensors, plus a prototype anti-Fighter sensor.



Sentry class Orbital Defence Base (P) 4,977 tons 169 Crew 1,624.9 BP TCS 100 TH 0 EM 0
1 km/s Armour 3-25 Shields 0-0 HTK 19 Sensors 56/77/0/0 DCR 3-6 PPV 0
Maint Life 2.87 Years MSP 1,112 AFR 66% IFR 0.9% 1YR 198 5YR 2,976 Max Repair 525 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required

Fuel Capacity 50,000 Litres Range N/A

Active Search Sensor AS199-R100 HS-25 1976 (1) GPS 52500 Range 199m km Resolution 100
Active Search Sensor AS33-R1 HS-15 1976 (1) GPS 315 Range 33.2m km MCR 3m km Resolution 1
Active Search Sensor AS60-R4 (1) GPS 1680 Range 60.9m km Resolution 4
EM Sensor EM7-77 1976 (1) Sensitivity 77 Detect Sig Strength 1000: 69.4m km
Thermal Sensor TH7-56 1976 (1) Sensitivity 56 Detect Sig Strength 1000: 59.2m km

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



And a Fighter base. Rather big (15,000 tons) but holds a full squadron of strike-fighters and two reloads.



Airfield class Fighter Base 14,996 tons 146 Crew 1,453.5 BP TCS 300 TH 0 EM 0
1 km/s Armour 3-54 Shields 0-0 HTK 70 Sensors 8/11/0/0 DCR 4-2 PPV 0
Maint Life 2.40 Years MSP 1,242 AFR 450% IFR 6.2% 1YR 295 5YR 4,431 Max Repair 100 MSP
Hangar Deck Capacity 8,000 tons Magazine 480 / 0
Commander Control Rating 1 BRG
Intended Deployment Time: 23.7 months Flight Crew Berths 160 Morale Check Required

Fuel Capacity 2,650,000 Litres Range N/A

Broadsord ASM 4-22k-73m-25th 1978 (80) Speed: 22,000 km/s End: 55.3m Range: 73m km WH: 4 Size: 6 TH: 73/44/22

CIV Search Sensor AS39-R100 1976 (1) GPS 2100 Range 39.8m km Resolution 100
CIV PD Search Sensor AS8-R1 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
EM Sensor EM1.0-11.0 1976 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km

Strike Group
35x X-Wing Strikefighter Speed: 13720 km/s Size: 4.56

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Carrier for auto-assignment purposes
 
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I wonder how many Box Launchers we can stuff into a 8,000-ton ship? Or a 4,000-ton ship. Or 2,000 tons.

Box launchers only take up 1/6th the usual amount of space, but they take two hours to reload and can only be reloaded on a planetary airfield or in a Carrier's hangar. Our fleet Carriers have 8,000 tons of hangar space. They could, in theory, either service a squadron of Fighters, or eight 1,000-ton attack craft, or 4 2,000-ton attack craft, or 2 4,000-ton missile boats, or a single 8,000-ton missile boat. All with Box Launchers, of course.
 
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Since the Bandits seem to have buggered off, I have given the crews of the 2nd Striking Force shore leave on the raided planet of Nike. The sight of our Carriers and Frigates overhead should help to reassure the population of Nike that we have not abandoned them.
 
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I'm afraid I've decided to interrupt that massive Lab build we were undertaking. We brought the total up to 79 Labs, anyway, from an initial 41.

It's more important to build Ground Forces Training Facilities, so that we can pour out STO in a continuous stream.

EDIT:

More things we need:

Fighter factories and Missile factories to increase production rate. Maybe some Construction Factories, to speed up our builds.
 
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This is where the Jerx were when we lost conract with them:

sb-271.jpg


To put that into context, it is inside the A-star / B-star orbital ellipse:

sb-272.jpg
 
Now sending enough Maintenance Facilities to support 20,000 tons of military stations or ships on Nessus.
 
Can you set a new market without having to go there with a ship?

We will need to base small squadrons of naval vessels in every important system, with a larger reserve in the Sol system. This will in turn require maintenance facilities and fuel-and-ammunition facilities in every important system. Plus, of course, Garrisons and STO guarding every inhabited planet and all important mining operations.
I guess that does make the game more realistic, though. Like, teh British empire did have small squadrons and naval bases all over teh World, after all.
Or do you normally do that, but only later game?

Re-evaluate our colonization doctrine (carpet colonization vs strongpoints only) and update it. I don't think I'm going to abandon carpet colonization, but the doctrine will have to be modified in light of these Bandit raids.
I do think that you can make many colonies in a single system at least. Like, if there already is a squadron then having lots of colonies shouldn't really matter. Though, in cases where you have an A and a B star far away, and the two can't be connected by LPs, then you might need two squadrons. But like, between GTO, etc. then I think having lots of colonies in a single system won't necesssarily be bad. In fact, might be better to have many in a single system than having many across many systems.
 
Still discussing what modifications should be made to our colonization and mining strategies...

Will every important mining colony and terraforming operation need to be guarded against Bandits appearing and shooting the place up?

What about Jump Point blockades? Putting heavily-armed space stations right on top of jump points has some major advantages... and also big disadvantages.

Advantages:

1) We catch the opponent at practically point blank range, while he is still in jump shock. We might kill half of his ships before his computers are back online.
2) A jump point is a bottle-neck. We only need to cover a point, not a zone millions of kilometers across.
3) Since our ambushing force can be mostly or entirely space stations, we don't need to devote tonnage to engines, fuel or jump engines. More armor and guns.

Disadvantages:

1) Military ships require maintenance. So how do we maintain these things?
1a) Set up a deep space population right on the jump point, large enough to run all the maintenance facilities required. This increases our investment significantly.
1b) Build duplicate sets of space stations, and cycle them with tugs... with one set on-station at the jump point while the other set is being overhauled. Again, this increases our investment (and needs more Tugs).
2) Another drawback is that if we lose, we lose everything (including the deep space population, if we went that route). Ships might scatter and flee. Stations cannot.
 
Can you set a new market without having to go there with a ship? - Yes. No problem there.

I guess that does make the game more realistic, though. Like, teh British empire did have small squadrons and naval bases all over teh World, after all.
Or do you normally do that, but only later game? - Later on, yes. And I agree that these new rules give better role-play.

I do think that you can make many colonies in a single system at least. Like, if there already is a squadron then having lots of colonies shouldn't really matter. Though, in cases where you have an A and a B star far away, and the two can't be connected by LPs, then you might need two squadrons. But like, between GTO, etc. then I think having lots of colonies in a single system won't necesssarily be bad. In fact, might be better to have many in a single system than having many across many systems. - Yes... but I like to access minerals in many systems. Popping out STO like candies out of a Pez dispenser sounds like the answer to protecting mining operations.
 
I think the Sol => Alpha Centauri jump point is vital enough that it makes sense to spend resources fortifying it... perhaps even stationing a deep space population there, to maintain the orbital fortresses.

Even if we ended up losing the whole thing, a million people is even less than the population of Nike.
 
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In view of the Bandit raids, I have decided to convert those last 700 Conventional (1940s) industry to construction factories so that we will build everything more quickly. I had resisted this idea earlier because I didn't WANT ways to spend minerals more quickly... Earth is running out. But now we need the production.
 
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Only important jump points should be protected, there is a case to be made for protecting terraforming stations as they're orbiting future colony sites anyway but priorities should be on colonies first. Just sacrifice mineral stations, unless our stockpiles are that bad.
 
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I am building STO in sets of three... one Laser anti-ship unit (three Quad turrets, 12 barrels altogether), one Laser PD unit (four Quad turrets, 16 barrels altogether) and one Gauss Cannon PD unit (two Quad turrets, 8 barrels altogether).

The first set stayed on Earth.

The second set went to Nessus in Alpha Centauri.

The third set was intended for Claymore in Luhman 16... but perhaps I should send it to Nike in Alpha Centauri instead, so that we can resume terraforming operations.
 
How does this look for a Squadron to guard an important system like Alpha Centauri:

sb-273.jpg


One AWACS, one Carrier with a Fighter Squadron aboard, one Ammunition Tender for the Carrier, one Laser PD gunship (with a spinal 18.75cm boomer), one AMM Missile PD Frigate and two Gauss PD Frigates. About 90,000 tons of warships in total (requiring 45 Maintenance Facilities on the planet below).

Does that sound reasonable for anti-Bandit protection? Too much? Too little? Add a Tanker?
 
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