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So I'll want to send at least three more sets of STO to the Alpha Centauri system ( :D ) ... one to each of the rich comets we're mining, and one to our NEXT colonization target after Nike.

But of course there are other assets that require protecting, including some in the Sol system as well as outlying colonies and outposts.
 
We have made our first breakthrough in Cloaking theory!

At the moment, stealth ships are rather impractical, since it would require HALF of our vessel's displacement to carry the cloaking device. But as our tech advances, stealthed ships (especially stealthed scout ships) become more practical.
 
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So... does anyone have any comments or suggestions on the way the game is going?

At the moment, we have paused our explorations... mostly because it's going to take us a decade or two just to start exploiting what we've already discovered. The name of the game is consolidation (eg: Garrisons, STOs and Defense Squadrons) and exploitation (Grinders, Refineries, Terraformers, etc).
 
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I think we're still in shock from the raiders. :p There is no point in exploration or defeating the precursors if we constantly get harassed by the raiders so I think your approach for the best.
 
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) Regardless, the extra range of a Spinal Mount (240,000 km instead of 180,000 km) might be very handy against all opponents, not just the big ones.
Will we upgrade rhe GTO to that?

allowing slave transports to collect life pods or colonists and salvage ships to loot the wreckage before heading back through the gate.
I guess they'd planned on taking all out people, then.
I guess the Lucan was a slave ship.
I've got about 120,000 tons worth of maintenance facilities either on, or en-route to, Nessus.

Now that we have STO on both Nessus and Nike, I am withdrawing the fleet for shore leave and overhaul.

With a refueling station transferred to Nessus, I am sending several tankers to transfer millions of liters of space fuel to their storage tanks.

This can support operations in-system.
looks good.

So I'll want to send at least three more sets of STO to the Alpha Centauri system ( :D ) ... one to each of the rich comets we're mining, and one to our NEXT colonization target after Nike.

But of course there are other assets that require protecting, including some in the Sol system as well as outlying colonies and outposts.
How do you have GTO without a colony?

So... does anyone have any comments or suggestions on the way the game is going?

At the moment, we have paused our explorations... mostly because it's going to take us a decade or two just to start exploiting what we've already discovered. The name of the game is consolidation (eg: Garrisons, STOs and Defense Squadrons) and exploitation (Grinders, Refineriesn Terraformers, etc).
Seems like we're doing well.
 
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Will we upgrade rhe GTO to that? - No, both types have their strong points. The Spinal weapon is longer ranged and harder hitting. But it has only a single barrel and has a hard time lining up on fast moving enemies (Tracking Speed = 5,000 kps). The turreted weapon does less damage but has four barrels and a tracking speed of 10,000 kps.

I guess they'd planned on taking all out people, then.
I guess the Lucan was a slave ship. - That was my impression. It followed the Gunship (the Jerkmobile) without firing, then picked up the life-pod from one of the destroyed terraformers (slaves!) then fled when our fleet showed up. A slaver ship sounds about right.
looks good.

How do you have GTO without a colony? - A colony is just a place that you've designated that can hold population, facilities (mines etc) and defenders (Garrisons, STO). It doesn't require each of those things... it doesn't actually NEED any colonists in order to be counted as a colony.

Seems like we're doing well. - We're getting there. slowly.
 
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Will we add a spinal mount GTO to our batallions then, as a supplement? - STO are individual units. I might add one per colony.

Don't you need life suport to host GTO, though? - No. Not for ground troops. They are accustomed to fighting in any environment, so they include their own life support.
 
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We now have 42 terraformers in orbit around Nike. This time they are protected.
 
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So... does anyone have any comments or suggestions on the way the game is going?

At the moment, we have paused our explorations... mostly because it's going to take us a decade or two just to start exploiting what we've already discovered. The name of the game is consolidation (eg: Garrisons, STOs and Defense Squadrons) and exploitation (Grinders, Refineries, Terraformers, etc).
I personally think you don't need to overdo the exploitation phase before returning to discovery - but some consolidation (setting up that military) is probably for the best.

Garrisons against slavers is also needed, but doesn't need to interfere with exploration.
 
I personally think you don't need to overdo the exploitation phase before returning to discovery - but some consolidation (setting up that military) is probably for the best.

Garrisons against slavers is also needed, but doesn't need to interfere with exploration.
I'm building about five STO per year (that's a function of their high cost and our low productivity). My colonial STO batteries are three units (Laser A/S, Laser PD, Gauss PD) so it takes about 7 months to get a colonial STO battery ready for transport. That should speed up a bit as we build more ground forces training centers. After we get our important stuff protected (including any large stack of Grinders or Terraformers) we can start cautiously exploring again.

Bear in mind that each type of Hazard (except the Precursors) only gets triggered when you reach a certain number of discovered star systems. For the Precursors, I think the number is 1 (they might possibly be found as soon as you poke your nose out of the Sol system) but for the others it's 10 star systems, 20 star systems, etc. It seems that we've activated both the Precursors and the Aether Raiders... but so far, no sign of the Swarm.

I would also like to set up some forward refueling, repair and overhaul bases for our scout ships before we really start exploring again. Right now, our scout ships need to jump through three or four explored systems before they even reach the unexplored frontier... and of course this reduces their time-on-station.
 
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So where would we like to place Forward Bases for our scout ships?

sb-229.jpg


The 61 Cygni system is not yet "Secure" because at our tech level we cannot reach the B-star to search it for Hostiles. So I would rather not try to set up a forward base in that system.

The Tau Ceti system offers a decent spot for a forward base (Tau Ceti A-I moon 10) and there are good mineral sites in the star system.

Luyten's Star offers a good colony site as well (and has a gas giant for Refineries) and while the colony is barren there are lots of minerals elsewhere in the system.

AX Microscopii needs to be linked into our star gate network, but it has an excellent colony+mineral site (with ten of the eleven TN minerals).

Other forward areas tend to be bare stars with comets, requiring Low-Gravity Infrastructure or Arks if we want to set up a colony.
 
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Here are my thoughts on the topic of forward scout bases:

sb-281.jpg


Circled in red are the two exits from known space that are only approachable by passing through multiple "barren" systems without planets.

Circled in orange are the three exits from known space that are in or adjacent to decent colony sites.

Circled in yellow are the two spots that I recommend for forward scouting bases... Luyten's Star and Tau Ceti.
 
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Laser A/S
Took me a while to get what you meant here, as A/S means stock company in Danish. So initialyl I read it as Laser Ltd, basically.

Btw, why was there crew int he terraformers? I thought those were unmanned.

So where would we like to place Forward Bases for our scout ships?

View attachment 1078892

The 61 Cygni system is not yet "Secure" because at our tech level we cannot reach the B-star to search it for Hostiles. So I would rather not try to set up a forward base in that system.

The Tai Ceti system offers a decent spot for a forward base (Tau Ceti A-I moon 10) and there are good mineral sites in the star system.

Luyten's Star offers a good colony site as well (and has a gas giant for Refineries) and while the colony is barren there are lots of minerals elsewhere in the system.

AX Microscopii needs to be linked into our star gate network, but it has an excellent colony+mineral site (with ten of the eleven TN minerals).

Other forward areas tend to be bare stars with comets, requiring Low-Gravity Infrastructure or Arks if we want to set up a colony.
Well, you'll obviosly need one in each direction you can explore. For the Luytens dirtection then Luytens would make a lot of sense, as it's basically a crossroad.
 
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Circled in yellow are the two spots that I recommend for forward scouting bases... Luyten's Star and Tau Ceti.
I think those two are good.
And the two red ones probably too, if we're exploring in that direction.
 
Took me a while to get what you meant here, as A/S means stock company in Danish. So initialyl I read it as Laser Ltd, basically. - Is there a standard abbreviation for Anti-Ship? Anti-Submarine Warfare is ASW, for example.

Btw, why was there crew int he terraformers? I thought those were unmanned. - Ground-based terraformers require A QUARTER OF A MILLION POPS to operate each one (eg: a stack of 20 ground-based terraformers requires five million pops). Ship-based terraformers require 100 crew per module (instead of 250,000). By comparison, they ARE unmanned. I would assume that it's mostly monitoring and maintenance personnel.

Well, you'll obviosly need one in each direction you can explore. For the Luytens dirtection then Luytens would make a lot of sense, as it's basically a crossroad. - Yup.
I think those two are good.
And the two red ones probably too, if we're exploring in that direction. - Yeah... but those are all micro-gravity environments. Might want to put it off until we have factories free for building Arks.
 
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> Took me a while to get what you meant here, as A/S means stock company in Danish. So initialyl I read it as Laser Ltd, basically. - Is there a standard abbreviation for Anti-Ship? Anti-Submarine Warfare is ASW, for example.
No idea, and A/S is no problem. It was just that I'm used to it meaning a stock company, so initally I was a tad confused. But it's no problem and it's clear what you mean, so just use A/S.

> Btw, why was there crew int he terraformers? I thought those were unmanned. - Ground-based terraformers require A QUARTER OF A MILLION POPS to operate each one (eg: a stack of 20 ground-based terraformers requires five million pops). Ship-based terraformers require 100 crew per module (instead of 250,000). By comparison, they ARE unmanned. I would assume that it's mostly monitoring and maintenance personnel.
Do we have any ground based terraformers?
 
> Took me a while to get what you meant here, as A/S means stock company in Danish. So initialyl I read it as Laser Ltd, basically. - Is there a standard abbreviation for Anti-Ship? Anti-Submarine Warfare is ASW, for example.
No idea, and A/S is no problem. It was just that I'm used to it meaning a stock company, so initally I was a tad confused. But it's no problem and it's clear what you mean, so just use A/S. - Cool

> Btw, why was there crew int he terraformers? I thought those were unmanned. - Ground-based terraformers require A QUARTER OF A MILLION POPS to operate each one (eg: a stack of 20 ground-based terraformers requires five million pops). Ship-based terraformers require 100 crew per module (instead of 250,000). By comparison, they ARE unmanned. I would assume that it's mostly monitoring and maintenance personnel.
Do we have any ground based terraformers? - No, I always use space stations. Not just because it saves Pops for other jobs, but also because it makes the terraformers easier to MOVE... just send a Tug, instead of dozens of Freighters.
 
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