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As Minister of Plenty, I have discovered paperwork seems to come in such stacks that I never get any reasonable suggestions out while they would still be worth processing, thus I request captains position around orbit of Uranus, then I'll atleast have an excuse for my sloppy paper work and delays...
 
As Minister of Plenty, I have discovered paperwork seems to come in such stacks that I never get any reasonable suggestions out while they would still be worth processing, thus I request captains position around orbit of Uranus, then I'll atleast have an excuse for my sloppy paper work and delays...

Our Empire needs more Ordnung. :)
 
*updates his paperwork*
See now, I feel we have strayed too far into favoring power over fuel efficiency in our original geo scout...
Geologist class Geological Survey Vessel 2,200 tons 42 Crew 281.625 BP TCS 44 TH 62 EM 0
1409 km/s Armour 1-15 Shields 0-0 Sensors 1/1/0/2 Damage Control Rating 1 PPV 0
MSP 80 Max Repair 100 MSP
Intended Deployment Time: 11 months Spare Berths 5

62.5 EP Commercial Nuclear Thermal Engine (1) Power 62.5 Fuel Use 13.26% Signature 62.5 Exp 5%
Fuel Capacity 50,000 Litres Range 30.8 billion km (253 days at full power)

Geological Survey Sensors (2) 2 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

The fuel efficiency board has updated their records and points out that following design would have been much more enviromentally friendly...

Warlock class Geosurvey Ship 3,000 tons 32 Crew 177.6 BP TCS 60 TH 60 EM 0
1000 km/s Armour 1-18 Shields 0-0 Sensors 1/1/0/1 Damage Control Rating 1 PPV 0
MSP 37 Max Repair 100 MSP
Intended Deployment Time: 30 months Spare Berths 0

60 EP Commercial Nuclear Thermal Engine (1) Power 60 Fuel Use 2.37% Signature 60 Exp 3%
Fuel Capacity 50,000 Litres Range 126.6 billion km (1465 days at full power)

Geological Survey Sensors (1) 1 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

P.S. I don't remember what tech we actually had when the geo scout was first built, since I had 10 lab max on my transnewtonian researcher, I got to 0,30 power/efficiency and 0,8 fuel consumption before I managed to design first engine.
 
I don't think that there was any at start. So it was the standard size 25 - 50% boost - 100% Fuel consumption that was used.
 
Yeah, we were trying to get a Geo-scout slapped together as quickly as possible, so we would know what sort of minerals were present at Sol and could make some long-range plans... aggressive expansion or turtle and tech up.
 
Sorry to ask right after the last guy, but mind uploading my stats.

Age 34, Crew Training Rating 75, Fleet Initiative 140, Logistics +30%, Calm, Wealthy Family, Impoverished. Determined.

Excellent. Can I rename the freighter Birds of War? Also, can I use my wealth for purposes?

I can add it to the end of the "Mule 017" name... but I try to use names that will immediately tell me what class the vessel is, when the name pops up in a report. Eg: if I get a report about ESN Rigel, that's a Star class Destroyer (because Rigel is a star), or if a report mentions ESN Agincourt, that's a Battle class Heavy Cruiser (because Agincourt was a famous battle). That makes things a lot simpler during combats, when I typically get flooded with reports and it's important to know immediately what each notification refers to.

Your ship is now renamed "Mule 017 Birds of War".
 
Aye, however, having done that design... It seems to be MORE fuel efficient than any of my scouts were in previous versions of aurora, so this power/efficiency tech might be worth using in future for freight and such...
 
I also humbly request a ship, so that I may train to be a warship captain. If it pleases the Avian Overlord, of course.

You are in command of Mule 004. Age 21, Crew Training 50, Fleet Initiative 358 (!), Fighter Ops +15%, Diplomacy +10%, Dynamic, Rleiable, Musician.

Pity that my position as fleet's C in C doesn't allow me to get down and dirty and command anything less than carrier.

Actually, once we have a ship carrying a Flag Bridge (aka Admiral's Bridge), that would be a suitable command for you until a Carrier is ready.
 
January 1st, 1963. Progress continues. We have established a second colony, this one on Ganymede, the largest of Jupiter's moons. All four of the Galilean satellites of Jupiter are semi-habitable and have the potential to be eventually terraformed up to class-0, although only Ganymede has mineral deposits worth exploiting. The environment is far harsher than Mars, though... each colonist requires three times as much life-support Infrastructure here on Ganymede as they would on Mars, and a greater percentage of each million colonists must work in life-support, leaving a smaller fraction to work in factories or mines. The Wheeler Corporation civilian company has been supplying so much Infrastructure to Mars lately that it is simpler and cheaper for the new Ganymede colony to buy its Infrastructure on Mars, rather than having it shipped out from Earth.

Our first three Jump Point Defense Fortresses will be ready in a few more months, with three more being delivered every seven months thereafter. That averages about one new defense installation every seventy days, or more than five per year. Meanwhile, work is pressing ahead on Missile armament, and on Power and Propulsion research; while our military shipyards continue to expand towards the tonnage required for laying down major warships.

Our industrial conversion efforts are also making good progress. More than half of our 1940's-technology Conventional Industry have now been converted to space-age equivalents... most importantly, we now have 1600 TN Construction Factories, which has raised our output from the original (1948) total of around 6,000 production, up to today's total of over 25,000 production. This huge increase in our industrial strength allows us, for example, to build a new research lab or naval shipyard in only one month instead of four. Whenever other concerns allow, we have been churning out new research labs and adding and expanding new shipyards, to support our intended Battle Fleet expansion. We now have 33 research labs (a 50% increase) with more building, and from our original total of a single 1,000 ton Naval yard with one slipway, we have expanded to a total of 9 yards and 23 slipways, ranging in size up to 12,000 tons (Naval) and 102,000 tons (Commercial).
 
Wheeler Corporation terrifies me. We must ensure decent competition, or else one day....
 
Commodore Stuckenschmidt was sitting at his desk. Again. Should he feel bad about it? Well, not really. He and Captain Telesien had discovered the astonishing amount of six stable wormholes in this solar system, leading to unknown other systems. Of course this was an exciting find. But, on the other hand...

The activities of the IESA came almost to a full stop, after these phenomena had been discovered. Since then, the Agency was performing a lot of training missions, surveying even the smallest dust speck in the system to keep the crews busy. But other organizations did work their asses off.

Last week, he had a talk with some Officers in the R&D-Department of the nearby Carl Friedrich Gauß Institute and the Logistic Department of the Navy HQ. The Empire was investing huge sums into weapon and defense systems with the intent to "close the borders", as someone said. Simultaneously, the Navy created and discarded dozens of warship designs, from small fighters to cruisers.

Stuckenschmidt could almost smell, or even grab the caution and fear among the Leadership. The wormholes opened the door to the infinity of space. But this also worked vice versa. The tabloids and sometimes even serious papers were full of alien stories, preparing to invade earth and exterminate all human life on the planet. Paranoia? Fearmongering? Maybe both.

In fact, these wormholes probably existed for millions of years now and so far no small greenish creatures were to be seen. Being cautious was always a good idea, but hiding oneself away could not be the solution. It was time to do the next step and leave the cradle, for that`s what space travelling was about.
 
Commodore Stuckenschmidt will get his wish... our first interstellar exploration mission will take place later this year.
 
Now that we are nearly ready to explore the first wormhole... our first set of fortresses will be ready in a few months... we should settle on the best method.

The SAFE way to do it would be for us to deploy the fortresses to cover the chosen wormhole, then have a jump drive-equipped Grav-scout position itself on the Sol end of the wormhole and use its jump drive to assisted-jump a cheap expendable Geo-scout through into the alien system, while the much more expensive Grav-scout waits in safety at our end of the connection. The Geo-scout could then explore the new star system, use its EM sensor to search for alien planets or ships, and use its Geo-sensor to check for mineral deposits and alien ruins. Once we are fairly sure that the system is secure, we could send in more scouts, including Grav-scouts, to speed up the Geo-scouting and begin the search for additional exits. We could also re-deploy the Fortresses to the next unexplored wormhole, and repeat the procedure.

... or we could try some riskier but quicker approach.

Comments?
 
Commodore Stuckenschmidt will get his wish... our first interstellar exploration mission will take place later this year.

Splendid

captain_kirk-706211.jpg
 
Go with risk unless there's a high risk planet in the system we enter.... (As in, 'this looks too good to be true' colonizable planet -> geo scout that before committing to grav scouting, if the place looks like crap, well, onwards with grav scouting as well)
 
With three brand-new Laser Fortresses waiting behind it at the Jump Point, I presume.

Now that we are nearly ready to explore the first wormhole... our first set of fortresses will be ready in a few months... we should settle on the best method.

The SAFE way to do it would be for us to deploy the fortresses to cover the chosen wormhole, then have a jump drive-equipped Grav-scout position itself on the Sol end of the wormhole and use its jump drive to assisted-jump a cheap expendable Geo-scout through into the alien system, while the much more expensive Grav-scout waits in safety at our end of the connection. The Geo-scout could then explore the new star system, use its EM sensor to search for alien planets or ships, and use its Geo-sensor to check for mineral deposits and alien ruins. Once we are fairly sure that the system is secure, we could send in more scouts, including Grav-scouts, to speed up the Geo-scouting and begin the search for additional exits. We could also re-deploy the Fortresses to the next unexplored wormhole, and repeat the procedure.

That's basically what I proposed.
A tad riskier would be to send the grav scout through as well - which is fine with me, as long as we have fortresses there. We aren't building those for no reason :)
 
So who wants to be the first man (or woman) to explore an alien star system? It means accepting a certain level of risk, of course... the Galaxy is not a friendly place. If nobody is eager to give their virtual lives for the Terran Empire, we could always send in an NPC instead.
 
I'll do it. If I die, make sure my son has a scholarship to the naval academy. ;)
 
Actually, once we have a ship carrying a Flag Bridge (aka Admiral's Bridge), that would be a suitable command for you until a Carrier is ready.

Good to know. Could you, please, post "my" skills too ?

Also I vote for more quicker and agressive scouting. It's not like we lack good, brave men waiting in line to become spaceship captains in place of their deceased companions.
 
I'll do it. If I die, make sure my son has a scholarship to the naval academy. ;)

Done. You will be taking the Geologist-II class Geo-Scout ESNS Russel through the wormhole roughly six months from now.

Good to know. Could you, please, post "my" skills too ?

Also I vote for more quicker and agressive scouting. It's not like we lack good, brave men waiting in line to become spaceship captains in place of their deceased companions.

Age 41, Crew Training 200, Fleet Initiative 243, Survey +20%, Fighter Combat +10%, Operations +5%, Intel +35%, Conservative, Courageous.