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Missiles/drones are apparently affected by jump shock. I didn't expect that.

No, they can't jump. That's something different.
They have no jump drive, cannot enter stabilized jump points and cannot be jumped by anything.
Jump shock affects ships. Who then can't launch missiles because of jump shock.
 
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No, they can't jump. That's something different.
They have no jump drive, cannot enter stabilized jump points and cannot be jumped by anything.
Jump shock affects ships. Who then can't launch missiles because of jump shock.
I misread the reply over at Aurora. He said if they could jump or use a gate. Somehow I missed the "if". Lol. I was thinking drones might be the answer here, but if they can't jump we are back to rocks. Or what John ringo calls "assault vectors" basically heavily armored/shielded super battleships.
 
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I misread the reply over at Aurora. He said if they could jump or use a gate. Somehow I missed the "if". Lol. I was thinking drones might be the answer here, but if they can't jump we are back to rocks. Or what John ringo calls "assault vectors" basically heavily armored/shielded super battleships.

The Wild Weasel will work as well. Especially with those missile decoys.
 
How much do we need to spend to face immediate threats and how much can be spend on boosting the economy?
I could be wrong but it seems our biggest need atm are more bottoms and the ability to build them more quickly. I don't recall if we have any resource shortages. Iirc, we are capped out on money so should invest it quickly. More and bigger shipyards, maybe? Lots of financial centers. What else?
 
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I could be wrong but it seems our biggest need atm are more bottoms and the ability to build them more quickly. I don't recall if we have any resource shortages. Iirc, we are capped out on money so should invest it quickly. More and bigger shipyards, maybe? Lots of financial centers. What else?

1) More and larger shipyards, with more slipways.
2) Lots of Financial Centers. For validating claims.
3) More Freighters. Faster Freighters. Larger Freighters, perhaps? Larger and faster Tugs. MORE Tugs. Many more.
4) Spaceports in more places. We currently have one on Earth, one on Ishmael in Tau Ceti, and one on Nessus in Alpha Centauri. Need more.
5) Drop-ships. Lots and lots of drop-ships. Big ones.
6) Our Navy needs a total make-over. Shields. Speed. Lots more PD.
7) We need a specific antidote to the Modron missile storms. Investigate the possibility of Rocks and Wild Weasels.
8) ???
 
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1) More and larger shipyards, with more slipways.
2) Lots of Financial Centers. For validating claims.
3) More Freighters. Faster Freighters. Larger Freighters, perhaps? Larger and faster Tugs. MORE Tugs. Many more.
4) Spaceports in more places. We currently have one on Earth, one on Ishmael in Tau Ceti, and one on Nessus in Alpha Centauri. Need more.
5) Drop-ships. Lots and lots of drop-ships. Big ones.
6) Our Navy needs a total make-over. Shields. Speed. Lots more PD.
7) We need a specific antidote to the Modron missile storms. Investigate the possibility of Rocks and Wild Weasels.
8) ???
Does Gauss PD fire when in jump shock?

Why no “more research labs” in the list of things needed? Aren’t they a good way to burn off money?
 
As for the Modron missile storms, enough PD seems to work, perhaps you need to consider getting the Hoplite design onto the slipways and just chain building them as a high priority? (The fast Gauss PD cruiser, I am not sure a pure Gauss PD ship really counts as a battle cruiser!)
 
I'll post a few "current state of the Empire" screen-shots so that we can discuss our shift from a civilian to a war economy.

You might feel that I've left that rather late, but remember that a typical game increment during battle is only five seconds. The past four months of our playing time only represents two in-game weeks, and nearly all of that was just played recently.

Current mineral stockpiles:

sc-3068.jpg


The only mineral in really short supply is Corundium, because of our recent focus on building masses of Grinders.

We'll be re-purposing those shipyards to build Freighters, Tugs and Drop-Ships anyway, so the Corundium stockpile will have a chance to recover.

We have over a million tons of Vendarite. It is the main mineral required to construct Ground Forces.

As usual, Gallicite is a continuing concern since it is required for maintenance supplies and repair parts (of a Navy that will be expanding) as well as for building space ships, especially the faster ones. The Emotion II class is nearly 40% Gallicite.

Mercassium is used mostly for Research Labs. Corbomite for Financial Centers.
 
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1) More and larger shipyards, with more slipways.
2) Lots of Financial Centers. For validating claims.
3) More Freighters. Faster Freighters. Larger Freighters, perhaps? Larger and faster Tugs. MORE Tugs. Many more.
4) Spaceports in more places. We currently have one on Earth, one on Ishmael in Tau Ceti, and one on Nessus in Alpha Centauri. Need more.
5) Drop-ships. Lots and lots of drop-ships. Big ones.
6) Our Navy needs a total make-over. Shields. Speed. Lots more PD.
7) We need a specific antidote to the Modron missile storms. Investigate the possibility of Rocks and Wild Weasels.
8) ???
8) Armies :)
9) improved and more fighters

Does Gauss PD fire when in jump shock?

CIWS does because it's fully automated. Regular gauss PD does not.

Why no “more research labs” in the list of things needed? Aren’t they a good way to burn off money?

Opportunity costs. We only have so many construction factories.
We want more labs, but it's a lower priority.

As for the Modron missile storms, enough PD seems to work, perhaps you need to consider getting the Hoplite design onto the slipways and just chain building them as a high priority? (The fast Gauss PD cruiser, I am not sure a pure Gauss PD ship really counts as a battle cruiser!)

Laser PD ships as well so we can use them in a dual role.
 
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Does Gauss PD fire when in jump shock?

Pretty sure it doesn't.

Why no “more research labs” in the list of things needed? Aren’t they a good way to burn off money?

Sure. We can add more Labs.

I'm expecting to use most of our available Factory time for pre-builds, though, to speed up the Naval construction. So the order for more Labs might just sit in the queue for years while we build ship components for on-orbit assembly.

As for the Modron missile storms, enough PD seems to work, perhaps you need to consider getting the Hoplite design onto the slipways and just chain building them as a high priority? (The fast Gauss PD cruiser, I am not sure a pure Gauss PD ship really counts as a battle cruiser!)

So many things we want to build...

Our smaller shipyards are already expanding, though, so we'll soon be able to run more construction serials at a time.
 
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Updating our commercial vessels:

The first thing we'll need is more and better Salvagers, to digest the 200+ wrecks.



Here is our current Salvager:

Scrapyard II class Salvager 45,375 tons 178 Crew 1,187.7 BP TCS 907 TH 2,400 EM 0
2644 km/s Armour 1-113 Shields 0-0 HTK 31 Sensors 18/18/0/0 DCR 1-0 PPV 0
MSP 16 Max Repair 600 MSP
Cargo 25,000
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Salvager: 1 module(s) capable of salvaging 500 tons per day

2021 CIV SCAM Drive EP2400.0 HS-150 P-50 (1) Power 2400 Fuel Use 1.37% Signature 2400 Explosion 5%
Fuel Capacity 2,000,000 Litres Range 579.3 billion km (2535 days at full power)

CIV PD Active Search Sensor AS14-R1 2004 (1) GPS 36 Range 14.4m km MCR 1.3m km Resolution 1
CIV Active Search Sensor AS66-R100 2004 (1) GPS 3600 Range 66.7m km Resolution 100
CIV Thermal Sensor 2012 TH1.0-18.0 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
CIV EM Sensor EM1.0-18.0 2004 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Salvager for auto-assignment purposes



Moves at 2,644 kps, and can digest 500 tons of wreck per day.



Here is an updated design:

Scrapyard III class Salvager 62,174 tons 333 Crew 2,318.8 BP TCS 1,243 TH 4,800 EM 0
3860 km/s Armour 1-139 Shields 0-0 HTK 51 Sensors 24/24/0/0 DCR 1-0 PPV 0
MSP 23 Max Repair 600 MSP
Cargo 25,000
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Salvager: 2 module(s) capable of salvaging 2700 tons per day

2021 CIV SCAM Drive EP2400.0 HS-150 P-50 (2) Power 4800 Fuel Use 1.37% Signature 2400 Explosion 5%
Fuel Capacity 1,000,000 Litres Range 211.4 billion km (633 days at full power)

2027 CIV Search Sensor AS88-R100 (1) GPS 4800 Range 88.9m km Resolution 100
2027 CIV PD Search Sensor AS19-R1 (1) GPS 48 Range 19.1m km MCR 1.7m km Resolution 1
2018 CIV EM Sensor EM1.0-24.0 (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km
2025 CIV Thermal Sensor TH1.0-24.0 (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Salvager for auto-assignment purposes



Moves 50% faster, and chews up wrecks more than five times faster (2700 vs 500).
 
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New Freighters.



Here is our current Freighter, the Mule V

Mule V class Freighter 34,865 tons 118 Crew 1,007.5 BP TCS 697 TH 2,400 EM 0
3441 km/s Armour 1-95 Shields 0-0 HTK 28 Sensors 18/18/0/0 DCR 1-0 PPV 0
MSP 18 Max Repair 600 MSP
Cargo 25,000 Cargo Shuttle Multiplier 10
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 16 months

2021 CIV SCAM Drive EP2400.0 HS-150 P-50 (1) Power 2400 Fuel Use 1.37% Signature 2400 Explosion 5%
Fuel Capacity 500,000 Litres Range 188.5 billion km (633 days at full power)

CIV Active Search Sensor AS66-R100 2004 (1) GPS 3600 Range 66.7m km Resolution 100
CIV PD Active Search Sensor AS14-R1 2004 (1) GPS 36 Range 14.4m km MCR 1.3m km Resolution 1
CIV Thermal Sensor 2012 TH1.0-18.0 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
CIV EM Sensor EM1.0-18.0 2004 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Freighter for auto-assignment purposes



Moves at 3,441 and carries 25,000 tons of cargo.



Here is an updated design, the Clydesdale I

Clydesdale I class Freighter 106,436 tons 573 Crew 4,943.1 BP TCS 2,129 TH 16,800 EM 0
7892 km/s Armour 1-200 Shields 0-0 HTK 112 Sensors 24/24/0/0 DCR 1-0 PPV 0
MSP 29 Max Repair 600 MSP
Cargo 50,000 Cargo Shuttle Multiplier 10
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months

2021 CIV SCAM Drive EP2400.0 HS-150 P-50 (7) Power 16800 Fuel Use 1.37% Signature 2400 Explosion 5%
Fuel Capacity 1,250,000 Litres Range 154.4 billion km (226 days at full power)

2027 CIV Search Sensor AS88-R100 (1) GPS 4800 Range 88.9m km Resolution 100
2027 CIV PD Search Sensor AS19-R1 (1) GPS 48 Range 19.1m km MCR 1.7m km Resolution 1
2018 CIV EM Sensor EM1.0-24.0 (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km
2025 CIV Thermal Sensor TH1.0-24.0 (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Freighter for auto-assignment purposes



Carries twice as much cargo, moves more than twice as fast.

Of course, it's three times bigger, five times more expensive, costs four times more in minerals, takes twice as long to build, etc.
 
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The first thing we'll need is more and better Salvagers, to digest the 200+ wrecks.





Moves 50% faster, and chews up wrecks more than five times faster (2700 vs 500).

The smallest military ships are 7000 tons. Two weeks for each one. 6 for a missile boat.
.. yeah, new ones are a must have or we'll be salvaging this for decades. Still might be.

New Freighters.





Carries twice as much cargo, moves more than twice as fast.

Of course, it's three times bigger, five times more expensive, costs four times more in minerals, takes twice as long to build, etc.

Twice the loading and unloading time since the cargo shuttle modifier is the same.
Don't think that matters though.

We may have to update these mid-construction with new engines though.
 
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Just because I was curious.
We killed what, 60 freighters or so? At rough ballpark, 40.000 tons each.

So 2.4 million tons of freighter wrecks. With everything else added together I would not be surprised if we have more than 3.000.000 tons of wrecks in Harmony.
Salvaging that takes 6000 days with the old design. 20 years for a single old school salvager. We really want to do it in a lot less than that.
 
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Twice the loading and unloading time since the cargo shuttle modifier is the same.
There's room in the design for increased shuttles.
 
New Freighters.



Here is our current Freighter, the Mule V

Mule V class Freighter 34,865 tons 118 Crew 1,007.5 BP TCS 697 TH 2,400 EM 0
3441 km/s Armour 1-95 Shields 0-0 HTK 28 Sensors 18/18/0/0 DCR 1-0 PPV 0
MSP 18 Max Repair 600 MSP
Cargo 25,000 Cargo Shuttle Multiplier 10
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 16 months

2021 CIV SCAM Drive EP2400.0 HS-150 P-50 (1) Power 2400 Fuel Use 1.37% Signature 2400 Explosion 5%
Fuel Capacity 500,000 Litres Range 188.5 billion km (633 days at full power)

CIV Active Search Sensor AS66-R100 2004 (1) GPS 3600 Range 66.7m km Resolution 100
CIV PD Active Search Sensor AS14-R1 2004 (1) GPS 36 Range 14.4m km MCR 1.3m km Resolution 1
CIV Thermal Sensor 2012 TH1.0-18.0 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
CIV EM Sensor EM1.0-18.0 2004 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Freighter for auto-assignment purposes



Moves at 3,441 and carries 25,000 tons of cargo.



Here is an updated design, the Clydesdale I

Clydesdale I class Freighter 106,436 tons 573 Crew 4,943.1 BP TCS 2,129 TH 16,800 EM 0
7892 km/s Armour 1-200 Shields 0-0 HTK 112 Sensors 24/24/0/0 DCR 1-0 PPV 0
MSP 29 Max Repair 600 MSP
Cargo 50,000 Cargo Shuttle Multiplier 10
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months

2021 CIV SCAM Drive EP2400.0 HS-150 P-50 (7) Power 16800 Fuel Use 1.37% Signature 2400 Explosion 5%
Fuel Capacity 1,250,000 Litres Range 154.4 billion km (226 days at full power)

2027 CIV Search Sensor AS88-R100 (1) GPS 4800 Range 88.9m km Resolution 100
2027 CIV PD Search Sensor AS19-R1 (1) GPS 48 Range 19.1m km MCR 1.7m km Resolution 1
2018 CIV EM Sensor EM1.0-24.0 (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km
2025 CIV Thermal Sensor TH1.0-24.0 (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Freighter for auto-assignment purposes



Carries twice as much cargo, moves more than twice as fast.

Of course, it's three times bigger, five times more expensive, costs four times more in minerals, takes twice as long to build, etc.
We should take some factories to Harmony so they can build some of their own infrastructure with resources from the ships in orbit. Iirc that should also let us collect our RPs quicker by dropping off resources and slave labor there.
 
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The past four months of our playing time only represents two in-game weeks
Cue (nonexistent) song: “Time Slows Down When I Think of You.” :p Part of the “Songs of Destruction” album.
 
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