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What's advanced damage control?
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Damage control attempts to repair shot-up or malfunctioned components.

It's a tech line that comes in several levels. We started with Basic, then Improved, and now we're up to Advanced Damage Control.

Ships can repair even if they carry no Damage Control hull section, but it is much slower and relies on luck.

Researching the tech and devoting some ship's tonnage to a Damage Control section will greatly improve repair rate.
 
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Monster class Battlecruiser (P) 39,960 tons 1,258 Crew 28,542.6 BP TCS 799 TH 1,613 EM 14,400
16817 km/s Armour 4-104 Shields 480-720 HTK 291 Sensors 24/24/0/0 DCR 69-17 PPV 228.3
Maint Life 1.64 Years MSP 24,910 AFR 328% IFR 4.5% 1YR 10,899 5YR 163,481 Max Repair 8400 MSP
Magazine 0 / 60
Captain Control Rating 5 BRG AUX ENG CIC FLG
Intended Deployment Time: 12 months Morale Check Required

2032 Solid Core AM Drive EP6720.00 HS-140 B-150 (2) Power 13440 Fuel Use 18.41% Signature 806.40 Explosion 15%
Fuel Capacity 3,000,000 Litres Range 73.4 billion km (50 days at full power)
2030 Omicron S480 / R720 Shields HS-40 (1) Recharge Time 720 seconds (0.7 per second)

52.50cm C10 Soft X-ray Laser (1) Range 480,000km TS: 16,817 km/s Power 72-10 RM 60,000 km ROF 40
Quad 2009 30cm C8 Soft X-ray Laser Turret (3x4) Range 480,000km TS: 12500 km/s Power 96-32 RM 60,000 km ROF 15
Quad 2030 DP 20cm C10 X-Ray Laser RoF-5 Turret (1x4) Range 480,000km TS: 32000 km/s Power 40-40 RM 70,000 km ROF 5
2021 Quad 2021 Gauss Cannon R500-100 Turret (1x20) Range 50,000km TS: 25000 km/s Power 0-0 RM 50,000 km ROF 5
Beam Fire Control R480-TS16000 (SW) (10%) (1) Max Range: 480,000 km TS: 16,000 km/s ECCM-5 98 96 94 92 90 88 85 83 81 79
2030 Beam Fire Control R480-TS16000 (10%) (1) Max Range: 480,000 km TS: 16,000 km/s ECCM-5 98 96 94 92 90 88 85 83 81 79
Beam Fire Control R480-TS32000 (SW) (10%) (2) Max Range: 480,000 km TS: 32,000 km/s ECCM-5 98 96 94 92 90 88 85 83 81 79
Solid-core Anti-matter Power Plant R89 (1) Total Power Output 89.3 Exp 5%
Solid-core Anti-matter Power Plant R40 (1) Total Power Output 40.4 Exp 5%
Solid-core Anti-matter Power Plant R18 (1) Total Power Output 17.9 Exp 5%

Size 20 Decoy Launcher (3) Decoy Size: 20 Hangar Reload 223 minutes MF Reload 37 hours

2027 CIV PD Search Sensor AS19-R1 (1) GPS 48 Range 19.1m km MCR 1.7m km Resolution 1
2027 CIV Search Sensor AS88-R100 (1) GPS 4800 Range 88.9m km Resolution 100
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



A Spinal Laser that fires once every 40 seconds and does 72 points at point blank.
Three Quad-barrelled 30cm (Emotion-calibre) turrets, firing once every 15 seconds for 24 points per hit at point blank.
One 20cm DP Quad-barreled Turret firing every 5 seconds and doing 10 points per hit at point blank.
One Quad-barreled Gauss PD turret that fires (in total) 20 shots per five-second impulse, at incoming missiles.
Fire Controls for all of the above.

Has all the usual bells and whistles - ECM-6, ECCM-5, launchers for three 40,000-ton decoys, a 480-point shield and four layers of armor.
Lots of command facilities. Bridge, Auxilliary Control, Main Engineering, Combat Information Center and Flag Bridge.
Awe. Some.

You sir, are a hero.

Can I get one named "The Dragon"?
 
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We now have 144 Partystarters (eighteen squadrons of eight ships each), capable of putting up an alpha strike of 846 size-6 strength-16 SRAMs.

The build continues. We're aiming for a target Partystarter strength that can defeat TWICE the force that we saw at the jump point. To allow for his builds.

Awe. Some.

You sir, are a hero.

Can I get one named the Dragon.

Certainly. You could even pick a color if you felt like it, to allow for sister ships. Gold Dragon, for example.

Lots of possible monster names for the sister-ships of the class. Balrog. Godzilla. Sandworm. Jormungandr (that's the World Worm from Norse mythology).
 
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How does this look?

Monster class Battlecruiser (P) 39,960 tons 1,258 Crew 28,542.6 BP TCS 799 TH 1,613 EM 14,400
16817 km/s Armour 4-104 Shields 480-720 HTK 291 Sensors 24/24/0/0 DCR 69-17 PPV 228.3
Maint Life 1.64 Years MSP 24,910 AFR 328% IFR 4.5% 1YR 10,899 5YR 163,481 Max Repair 8400 MSP
Magazine 0 / 60
Captain Control Rating 5 BRG AUX ENG CIC FLG
Intended Deployment Time: 12 months Morale Check Required

2032 Solid Core AM Drive EP6720.00 HS-140 B-150 (2) Power 13440 Fuel Use 18.41% Signature 806.40 Explosion 15%
Fuel Capacity 3,000,000 Litres Range 73.4 billion km (50 days at full power)
2030 Omicron S480 / R720 Shields HS-40 (1) Recharge Time 720 seconds (0.7 per second)

52.50cm C10 Soft X-ray Laser (1) Range 480,000km TS: 16,817 km/s Power 72-10 RM 60,000 km ROF 40
Quad 2009 30cm C8 Soft X-ray Laser Turret (3x4) Range 480,000km TS: 12500 km/s Power 96-32 RM 60,000 km ROF 15
Quad 2030 DP 20cm C10 X-Ray Laser RoF-5 Turret (1x4) Range 480,000km TS: 32000 km/s Power 40-40 RM 70,000 km ROF 5
2021 Quad 2021 Gauss Cannon R500-100 Turret (1x20) Range 50,000km TS: 25000 km/s Power 0-0 RM 50,000 km ROF 5
Beam Fire Control R480-TS16000 (SW) (10%) (1) Max Range: 480,000 km TS: 16,000 km/s ECCM-5 98 96 94 92 90 88 85 83 81 79
2030 Beam Fire Control R480-TS16000 (10%) (1) Max Range: 480,000 km TS: 16,000 km/s ECCM-5 98 96 94 92 90 88 85 83 81 79
Beam Fire Control R480-TS32000 (SW) (10%) (2) Max Range: 480,000 km TS: 32,000 km/s ECCM-5 98 96 94 92 90 88 85 83 81 79
Solid-core Anti-matter Power Plant R89 (1) Total Power Output 89.3 Exp 5%
Solid-core Anti-matter Power Plant R40 (1) Total Power Output 40.4 Exp 5%
Solid-core Anti-matter Power Plant R18 (1) Total Power Output 17.9 Exp 5%

Size 20 Decoy Launcher (3) Decoy Size: 20 Hangar Reload 223 minutes MF Reload 37 hours

2027 CIV PD Search Sensor AS19-R1 (1) GPS 48 Range 19.1m km MCR 1.7m km Resolution 1
2027 CIV Search Sensor AS88-R100 (1) GPS 4800 Range 88.9m km Resolution 100
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



A Spinal Laser that fires once every 40 seconds and does 72 points at point blank.
Three Quad-barrelled 30cm (Emotion-calibre) turrets, firing once every 15 seconds for 24 points per hit at point blank.
One 20cm DP Quad-barreled Turret firing every 5 seconds and doing 10 points per hit at point blank.
One Quad-barreled Gauss PD turret that fires (in total) 20 shots per five-second impulse, at incoming missiles.
Fire Controls for all of the above.

Has all the usual bells and whistles - ECM-6, ECCM-5, launchers for three 40,000-ton decoys, a 480-point shield and four layers of armor.
Lots of command facilities. Bridge, Auxilliary Control, Main Engineering, Combat Information Center and Flag Bridge.
Im certain that the first ship build of this kind would have my name written on it somewhere.
 
I guess I should elaborate here… my take is that if going shield heavy, ships should mostly be the smallest sensible size to carry the shields, and you should make more ships rather than bigger ships.

I’m not convinced three levels vs four levels of armour makes that much difference: any enemy hitting hard enough to get through the shields is likely to penetrate the armour anyway. (Missiles are of course the weapon where it makes the biggest difference)
 
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Two emotions gives us twice the shield though. Which also means twice the shield regeneration.
True.

But you can't build two Emotions in a 40,000 ton slip (or in any other single slip). One slip, one ship.

I guess I should elaborate here… my take is that if going shield heavy, ships should mostly be the smallest sensible size to carry the shields, and you should make more ships rather than bigger ships.

I’m not convinced three levels vs four levels of armour makes that much difference: any enemy hitting hard enough to get through the shields is likely to penetrate the armour anyway. (Missiles are of course the weapon where it makes the biggest difference)

I agree with all of this.

But big ships are COOL.
 
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Rule of cool is a fair point, but is less effective.

I thought a 20,000 ship would build twice as fast on a 40,000 slipway? Or at least hopefully sufficiently faster that the end result is about two ships in the same time.
 
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I've been using the Tugs for the war effort so intensively that they've fallen far behind in their civilian infrastructure duties.

There are seventy-two (!) Grinders stacked up in parking orbits at Earth awaiting deployment to mining sites. Plus other Grinders stacked at worked-out and depleted mining sites, awaiting redeployment.

Meanwhile, our Gallicite supply is dropping. Still above 200,000 tons, but dropping. Not surprising, with a third of our Grinders idle.

I'm just going to HAVE to stop and straighten this mining mess out.

Rule of cool is a fair point, but is less effective.

I thought a 20,000 ship would build twice as fast on a 40,000 slipway? Or at least hopefully sufficiently faster that the end result is about two ships in the same time.

I think it might be marginally faster... but maybe not even that. It's just a larger space in which to work.
 
Lots of possible monster names for the sister-ships of the class. Balrog. Godzilla. Sandworm. Jormungandr (that's the World Worm from Norse mythology).
Sounds like we'll be causing a true crisis for any foe meeting our monsters.
Perhaps one ship, possibly a different class, should be the Crisis, then?
So they'll see the Crisis and then the monsters come.
Or is that too silly a pun?
 
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Straightening out the (a) idle Grinders and (b) failing Gallicite supply issues:

sc-3337.jpg


The only mineral I really care about at this point is Gallicite. Unfortunately many of these nice mining sites in the list above are in useless places.

110 Aquarii is three jumps outside our border and would require us to occupy three new star systems and build three new Naval bases and Sabre TRP squadrons in order to safeguard the mineral route. We'll call that a last resort.

TW Pisces Austrinis is on the other side of the Bork. Forget that.

Rho Librae is on the other side of the Black Hole star system. Forget that too.

There are, however, at least three nice mining sites high in the list that are in excellent locations.

We already control (and already patrol) the star systems of Kapteyn's Star, P Eridani and Prixhome.

So those mining sites cause no additional logistical burden.
 
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Certainly. You could even pick a color if you felt like it, to allow for sister ships. Gold Dragon, for example.

Bahamut, then. The lawful good God of dragons in D&D. And a golden dragon in his own right.

Lots of possible monster names for the sister-ships of the class. Balrog. Godzilla. Sandworm. Jormungandr (that's the World Worm from Norse mythology).

Definitely.

Rule of cool is a fair point, but is less effective.

I thought a 20,000 ship would build twice as fast on a 40,000 slipway? Or at least hopefully sufficiently faster that the end result is about two ships in the same time.

No, that's not how this works. Bigger Shipyards are also bigger factories. I can't look it up right now but if I recall the build speed increases much more slowly than the tonnage does, percentage wise.

Also, the armor layers may be less deep but it's also much wider, bigger components are harder to kill, and more components means more redundancy.

From a shield standpoint you are right though.
 
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Long live archive.org:

Ship Construction Rates​

The length of time is takes to build a ship depends on several factors. The primary one is the cost in build points. If there are two ships of the same size and the first costs fifty percent more than the second, it will also take fifty percent longer to build. The rate of ship construction is also affected by the actual size of a ship. The basis of this is that while a supertanker costs perhaps 1000x more than a fishing boat, it doesn't take 1000x as long to build. The larger shipyard needed for the supertanker can work on many more things at once than the small shipyard needed for the fishing boat. However, the reason the change in construction rate is based on ship size and not shipyard size is that it would hardly be efficient to build fishing boats in the shipyard intended for the supertanker.

The base racial Shipbuilding Rate applies to ships of size 100 (5000 tons). If a ship is a different size, the rate of shipbuilding will be:

Normal shipbuilding rate x (1+(((Class Size / 100) - 1)/2))

This is less complex than it looks. What it means is that the class size is divided by 100 to get a multiple of the base class size of 100. So a class of size 150 (7500 tons) would have a multiple of 1.5. This multiple is then reduced (or increased if less than 1) to half the distance between the multiple and 1. So for the size 150 ship, the final multiple would be 1.25.

So if the shipbuilding rate for a size 100 ship was 1000 BP per annum, the annual shipbuilding rate for a size 150 ship (7500 tons) would be 1250, for a 10,000 ton ship it would be 1500 and for a 15,000 ton ship it will be double (2000 BP per annum). A 25,000 ton ship will be built at triple the normal rate and a huge 125,000 ton Star Destroyer will be built at 12.5x the normal rate. Bear in mind that these ships will still cost the same as before and require the same resources. The shipyard will just use up wealth and resources at a faster rate.

Smaller ships will take longer than the racial shipbuilding rate would suggest. Still assuming a Racial Shipbuilding Rate of 1000 BP, a 2000-ton ship is 0.4x the size of a 5000-ton ship. Half the difference takes it to 0.7, so its annual construction rate will be 700 BP. A 1000-ton ship will be built at 600 BP per annum.

The rate at which each ship is being constructed is shown on the list of shipyard tasks and the estimated completion dates reflect the build rates. This enables large ships and very large ships to be constructed in a reasonable time while still taking longer than small ships. Of course you still need to build the shipyards capable of constructing monster ships.

The same general principles apply to shipyard modifications so you can increase the size of large shipyards more quickly. So if you want to add extra capacity to a 10,000 ton shipyard, you can do it 50% faster than adding extra capacity to a 5000-ton shipyard. Adding extra capacity to a 15,000 ton shipyard can be done at twice the rate of a 5000-ton shipyard. This applies to adding capacity, adding slipways or retooling. This means that very large shipyards become possible as their rate of size increase will escalate. Modification costs remain the same, you can just make the modification more quickly.

Note that this is different from the Shipyard Operations tech, which reduces the overall cost of modifying Shipyards. A combination of the two, reducing cost and increasing modification rates, will allow very large shipyard complexes to be built in a reasonable amount of time.
 
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Plugging 24.000 and 40.000 tons into that formula yields multipliers of 2.9 and 4.5 for build speed. So per ton the 40.000 ton ship builds almost 1.6 times more quickly. It will in total still take longer than two 24.000 tonners but not by that much.
 
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May 9th, 2032.

Another polite suggestion. Diplo +169.8

sc-3338.jpg


We've finished our first construction factory build queue.

We added a few hundred each of missile factories and fighter factories, plus several Ground Forces Training Centers.

Now what?... the same again?
 
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sc-3339.jpg
 
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We've finished our first construction factory build queue.

We added a few hundred each of missile factories and fighter factories, plus several Ground Forces Training Centers.

Now what?... the same again?

Dunno. Plenty of stuff to build. Ship components. Automines. Deep Space tracking stations.

How about Naval Academies? We appear to be having an officer shortage and if we don't, we can raise the starting crew quality.


Not bad. Shield regeneration rate is a good thing to improve.
 
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May 15th, 2032.

We no longer have any presence in Ze Nootrahl Zoon-a except for our Diplo ship.

There was no polite suggestion this time! Diplo +171.2

Nikolai II researches the Practicals for our most modern Beam Weapon Fire Controls, intended for the new generation of shielded warships.

sc-3340.jpg
 
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Great! Now it's just a matter of time before we get a trade treaty with them.
 
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Great! Now it's just a matter of time before we get a trade treaty with them.
Yeah, this is a real load off my mind.

We'll have to keep building up our claim in AX Microscopii. And fortify it defensively.
 
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