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Like, how does that effect work? How can you retool tools you're actively using yo build ships.

In real life a real shipyard can't just start building something. It takes planning and equipment, workers to be hired, design schematics, a construction plan detailing what to build when, discussing things with suppliers, and on top of that things like cranes and machinery to be build and delivered at just the right time.

None of that requires a clear slipway.

Think of a shipyard as a sprawling complex of cottage industries and factories surrounding a central hub and you get a much clearer picture.


For invaders wouldn't it then only help of their root happened to form just at the JP with the Fortress, though? Otherwise it'd be out of range and useless.
The troops wot run out of supplies?

I think they can just jump into the middle of systems using some other travel method.
But that's conjecture from my end.
 
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Hmmm. How old is my scientist character? Old enough to have a son or daughter (the game doesn't track gender anymore, right?) that is old enough to be a prospective CAPTAIN of a Winged Hussar ?!?!?!?
Your Scientist is now 62. If they had a child while in their 20s, that child would now be in their late 30s.

How do you feel about being a biased, cowardly drug addict?

sc-3318.jpg


Look at those stats!

Crew Training +30%. Tactical +25%. Reactions +15%. Engineering +5%. Communications +25%. Logistics +20%.

Engineering helps prevent breakdowns.
Reaction speeds up recovery from jump shock.
Tactical increases your odds of moving last (ie: to see the other guy's move first before choosing your own move).
 
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I thought the Fortress in rafisnt would be placed at jp, not planet, though.

Doesn't retoolijg involve calibrating machines too?


Speaking of planets, did the LP to planet x ever get done? If so, was the planet then useful for anything?
 
I thought the Fortress in rafisnt would be placed at jp, not planet, though. - This module has a range of 135 million km with its missiles. Other modules are shorter ranged. But even just defending the planet will stabilize the situation until a task force from Earth arrives.

Doesn't retoolijg involve calibrating machines too? - The game assumes that your critical work-flow path doesn't need that done until later in the construction process. You can't install the propulsive machinery until you've got the chassis or frames mostly done, for example. And that requires an empty slip.


Speaking of planets, did the LP to planet x ever get done? - Yes - If so, was the planet then useful for anything? - No, it was pretty much a dud.
 
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Nice!

82,200 research points from the Vosges.

sc-3319.jpg
 
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Nice!

82,200 research points from the Vosges.

View attachment 1301950
That's huge.
How many Vosges do we have?

Also,.what happens if we get the drive before the power plant? Or can we wait with using those drive points until we have the plant?
 
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That's huge.
How many Vosges do we have?

Also,.what happens if we get the drive before the power plant? Or can we wait with using those drive points until we have the plant?
That was a wreck. There are several more. But we've already dismantled some and windfalls like that one are very rare.

Not sure if there would be any problem with getting the drive tech first... you can't RESEARCH it first, though.
 
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Look at those stats!

Crew Training +30%. Tactical +25%. Reactions +15%. Engineering +5%. Communications +25%. Logistics +20%.

Engineering helps prevent breakdowns.
Reaction speeds up recovery from jump shock.
Tactical increases your odds of moving last (ie: to see the other guy's move first before choosing your own move).

Just out of interest, how is my character doing at the moment? When he started off he was quite similar to this if I recall, but after all those years of active service?

Nice!

82,200 research points from the Vosges.

View attachment 1301950

Damn. That's ridiculous. 25200 for the power plants and 57000!!!! towards the drives? At this rate we'll have that engine tech in no time. Especially once we start disassembling them..
 
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Just out of interest, how is my character doing at the moment?
Still in Excellent health.

The rest of us are shrivelled-up old fossils.

sc-3320.jpg
 
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March 2nd, 2032.

Another polite suggestion. Diplo +153.3

Four Chimera jump point defense stations are launched and another four laid down. These modules compliment the Griffon, Manticore and Basilisk jump point defense modules, and are incredibly destructive at short range (up to 2 million km) firing the bare upper stage of our Equalizer missile 40 at a time at ten second intervals.

The Winged Hussars should pop out next build cycle.

Other than that... same old same old.



EDIT:

Re-tooling for Hoplite

Hoplite class Battlecruiser 22,521 tons 625 Crew 8,966.9 BP TCS 450 TH 7,680 EM 14,400
17050 km/s Armour 4-71 Shields 480-720 HTK 138 Sensors 24/24/0/0 DCR 21-9 PPV 94.68
Maint Life 3.05 Years MSP 18,725 AFR 193% IFR 2.7% 1YR 3,015 5YR 45,222 Max Repair 3840 MSP
Captain Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 10 months Morale Check Required

2021 SCAM Drive EP7680.00 HS-150 B-150 (1) Power 7680 Fuel Use 20.67% Signature 7680 Explosion 15%
Fuel Capacity 1,400,000 Litres Range 54.1 billion km (36 days at full power)
2030 Omicron S480 / R720 Shields HS-40 (1) Recharge Time 720 seconds (0.7 per second)

2021 Quad 2021 Gauss Cannon R500-100 Turret (3x20) Range 50,000km TS: 25000 km/s Power 0-0 RM 50,000 km ROF 5
2016 PD Beam Fire Control R240-TS25000 (20%) MW (3) Max Range: 240,000 km TS: 25,000 km/s ECCM-3 96 92 88 83 79 75 71 67 62 58
2027 SCAM Power Plant R100 (1) Total Power Output 100.5 Exp 5%

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

Electronic Warfare Jammers: Sensor 6 Fire Control 6 Missile 6

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



Carries three of our most modern quad-barrelled Gauss turrets (so... 12 barrels in total) for 60 shots per five-second increment, per Hoplite.
480 points of shield. Slightly faster than an Emotion II or a Winged Hussar III.
 
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Time for some fast, heavily shielded Point Defense.

Those two shipyards just recently reached 25,000 tons, and having produced (or have under construction) nine fortress components each (nine Chimerae and nine Griffons) are now both retooling for Hoplite class PD Battlecruisers.

sc-3321.jpg
 
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March 7th.

Another polite suggestion. Diplo +154.6

Four Winged Hussar III Battlecruisers are launched. Anybody want one?

I was about to lay down another four when I noticed that a shipyard tooled for Winged Hussars can also build Hoplites at no re-tooling penalty. So I laid down four of those, instead.

Other than that, just the usual.
 
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That's my line!

Are you reading off my cue card?
 
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Still in Excellent health.

The rest of us are shrivelled-up old fossils.

View attachment 1301954

Gotta love that list of kills - too long to fit the window - and the kill stats.

21 ships destroyed. 146.000 ton of commercial shipping and 138.616 tons of military hardware destroyed across the Jerx, the Prix, and the Modron. 56 missiles intercepted and Emotions are not even designed for point defense. 6357 ton of ground hardware killed -- ditto.

45% crew training but other than that SteveZAX's new character has probably slightly better or at least very comparable stats while 16 years younger and a lot less action under his belt.
I agree, that's a very good character.


Time for some fast, heavily shielded Point Defense.

Those two shipyards just recently reached 25,000 tons, and having produced (or have under construction) nine fortress components each (nine Chimerae and nine Griffons) are now both retooling for Hoplite class PD Battlecruisers.

View attachment 1301973

Good choice, the fast fleet needs PD.

Looks like we can start thinking about what we want a 40.000 ton design to look like when we complete that engine research, too.
 
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What command were you using to let the Partystarters fire after jump by the way?

It is currently possible to break through JP blockades with ease because the Fire at Will command negates jump shock almost entirely. Not only it makes it much easier to assault JPs with regular mass squadron jumps (spoilers, also spoilers) or even squadron-capable missile boxes, but even standard-jumping a blob of fighters would be a valid tactic, as they'd experience minimal, if any, delay. I consider this to be a pretty serious bug and really hope it gets fixed in the next version

 
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We have transferred nearly 200,000 tons of (rather obsolete) military ships to Bugeyes in AX Microscopii.

That should further disuade the Bork from attempting to claim anything beyond the ZNZ.
When you leave ZNZ, would there be a point to setting it to "very politely suggest leave" so they only put own diplomats or civilians there (and don't get tempted to build up against AX Microscopii and start get tiffy about that one anyway).
 
Damn. That's ridiculous. 25200 for the power plants and 57000!!!! towards the drives? At this rate we'll have that engine tech in no time. Especially once we start disassembling them..

By the way, you can transfer recovered components from a salvager to a freighter and ship it back home, right? Is that possible with tech data, too? Does it even require a ship with a cargo hold?
 
When you leave ZNZ, would there be a point to setting it to "very politely suggest leave" so they only put own diplomats or civilians there (and don't get tempted to build up against AX Microscopii and start get tiffy about that one anyway).

No. We can't support that claim so they'll just refuse and that will hurt relations.
Aside from the comets we were mining there isn't much of value in there though. It's practically empty if I recall correctly.
 
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