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The ESNS Aristarchus has been laid down. Due to be launched in late April 1975 (two years from now).




Any preferred posting?

We have Garrison Brigades (each of one HQ and four Garrison Battalions) on Earth, Mars, Europa and the comet Tempel-1. We have two Mobile Infantry Brigades (each of one HQ and four Mobile Infantry Battalions) in reserve on Earth. More forces are building.
I guess the Mobile Infantry Brigades.
 
High Colonel Hyme is now the CO of the 1st Mobile Infantry Brigade (composed of four battalions plus the HQ troops).

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Any favorite field of research? So far I've been giving most of the labs to Power and Propulsion, but we've pretty well turned the corner on that, and we're going to start ramping up our weapon and sensor tech.
No real preferences, I just want a lot of labs and funding and to boss the junior scientists around. :D

But Fighters are another matter. They are attrition weapons anyway, so "surviving everything the enemy can throw at you" isn't really relevant. "Chasing the enemy down" (the other main requirement) is also much less of an issue, since Fighters are DESIGNED to be as fast as practical anyway. Even the short range of Laser weapons is not quite as great a handicap for Fighters, since even when armed with Missiles they rarely fire from maximum range.
It's also worth noting that there are better options for fighters than lasers, in fact railguns are pretty damn good with the reduced size options. 10cm railguns are also a fine beam PD option for a fleet which requires virtually no research (especially compared to Gauss). Actually lasers in general are a pretty average beam weapon, they can do anything in a multipurpose way but they don't excel at anything in particular aside from roleplaying.

On the subject of beam-armed large ships, once you've teched up it's really a question of how much space you dedicate to engines to build up enough speed to catch up to any enemy you encounter. Missile-armed NPRs are pretty easily handled with decent point defense, and against beam-armed NPRs the variables are speed, range, and sometimes armor depending on the first two. I actually think missile fleets (non-fighter based) are rather tactically underpowered unless you use box launchers which is usually considered cheesy, it's hard to beat AMMs + beam PD without overwhelming firepower and the cost of missiles adds up very quickly especially in gallicite. With beam fleets you have to pay more upfront for the premium capabilities (gallicite == speed) but those resources remain effective indefinitely if you don't get them all killed (which is a big if).
 
Scientist Nuclearslurpee has completed research on 12cm Lasers and has started work on Visible Light Lasers.

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We're going to go with Railguns for Fighters, Gauss Cannon for Point Defense, and Lasers as a one-size-fits-all solution for everything else.

Our first Tug has been launched, and it is currently repositioning our four Orbital Fuel Refineries in Jupiter orbit. It turned out that three of our four gas giants (Jupiter, Saturn and Uranus) all had Sorium deposits in their atmosphere, but only Jupiter has better than 30% concentration.

Orbital Terraforming Stations are also under construction, and we have all the techs done (but no free shipyard) for Orbital Mining Stations.

Our first interstellar scout ship should be ready in about a year and a half.
 
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Two Colony Ships, seven Freighters, three Troop Transports, one Tug, and two Geo-Survey craft (all at Earth), plus four Orbital Fuel Refineries (at Jupiter).

None of those vessels has Jump drive, of course; our first Jump-capable vessel is under construction.
 
Our first Interstellar scout ship, the ESNS Aristarchus, has been launched.

GSV-01 ESNS Aristarchus (Astronomer class Gravitational Survey Vessel) 5,489 tons 146 Crew 832.1 BP TCS 110 TH 250 EM 0
2277 km/s JR 3-50 Armour 1-27 Shields 0-0 HTK 36 Sensors 6/6/2/2 DCR 3 PPV 0
Maint Life 2.59 Years MSP 284 AFR 80% IFR 1.1% 1YR 60 5YR 895 Max Repair 125 MSP
Captain Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required

J5500.0(3-50) Military Jump Drive 1973 Max Ship Size 5500 tons Distance 50k km Squadron Size 3

Military Nuclear Gas-Core Engine EP250.00 25 HS 1970 (1) Power 250 Fuel Use 50.60% Signature 250 Explosion 10%
Fuel Capacity 950,000 Litres Range 61.6 billion km (312 days at full power)

CIV Active Search Sensor AS22-R100 1966 (1) GPS 1200 Range 22.2m km Resolution 100
EM Sensor EM1.0-6.0 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km
Thermal Sensor TH1.0-6.0 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km
Geological Survey Sensors (2) 2 Survey Points Per Hour
Gravitational Survey Sensors (2) 2 Survey Points Per Hour

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

Who wants it?
 
Orbital Terraforming Stations are also under construction, and we have all the techs done (but no free shipyard) for Orbital Mining Stations.
Could we build the OMSs with planetary industry?
 
Could we build the OMSs with planetary industry?
Yes, any of our three Station types could be built with planetary industry.

At the moment, though, planetary industry is an even more limited resource than shipyards. We still have nearly half a billion pops unemployed (470 million, to be precise), and they don't pay taxes unless they have jobs. Since each Financial Center provides the same income as a million employed pops, just getting jobs for those 470 million people will have the same effect as adding 470 Financial Centers... and of course, we can actually employ some of them in newly built Financial Centers.

That income will support more research, and so on. Bottom line: I'd rather build my Stations in shipyards this early in the game, and switch to factories later.
 
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Built two more research labs (new total: 45), and AGAIN it dropped me from +30 megabucks per day down into negative cash flow.

Ye Gods, those labs are expensive to operate. Each one costs about 32 megabucks per day to keep running. More Financial Centers under construction.
 
Captain Avernite has so far discovered two jump points exiting the Sol system... one just outside Saturn's orbit, and one just outside Uranus' orbit. He will continue to search for more exits before exploring any of them.

We now have three slipways constructing Astronomer-class interstellar scout ships.

Our constellation of fuel harvesting stations in Jupiter orbit is up to eight stations, with three more under construction. Our terraforming project on Mars is up to two orbital terraforming stations, with two more building. A shipyard is being retooled to build orbital mining platforms.
 
Our shipbuilding capacity has grown to four Naval shipyards (half of them of 20,000 tons each) and six Commercial shipyards (half of them of 110,000 tons each).

Our technology is still far from adequate for building Naval vessels, though. As long as we don't encounter any aliens, that's not a major problem.
 
A second interstellar scout, the ESNS Brahe, has been launched.

The Sol system has been completely analyzed for gravitational anomalies, and a total of four jump points have been found.

The scout ships will first overhaul at Earth and swap out their obsolete sensors for a more modern set, then they will attempt to geo-survey the remaining objects in the Sol system that were beyond the operating range of the primitive first-generation geo-scouts... and after a second overhaul, they will explore the jump points.
 
A third interstellar scout ship has been launched, and a fourth, fifth and sixth laid down.
 
A third interstellar scout ship has been launched, and a fourth, fifth and sixth laid down.
Do we need that many? Don't you risk spawning enemies by exploring too fast?
 
Do we need that many? Don't you risk spawning enemies by exploring too fast?
We won't go above nine explored systems until we have some sort of Navy. Six exploring ships should be enough... they are both Grav- and Geo- capable.
 
Captain Avernite has taken the ESNS Aristarchus through the closest jump point (just outside Saturn's orbit) and found the double-star system of Alpha Centauri. It has two gas giants, four other planets, six comets, five asteroids and 18 moons. Many of the low-gravity bodies (asteroids, moons) are within the star's habitable zone.

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Avernite will now assisted-jump one of the non-jump Geo-Scouts through to search the system for minerals, while he goes on to explore the next jump point.
 
Exploring the second jump point, Avernite has discovered the new star system of Barnard's Star. Two rocky planets, three gas giants, 38 moons, 151 asteroids and six comets. There are no useful colony sites.

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The Alpha Centauri system has 15 potential colony sites that are more habitable than Mars.

... unfortunately, 14 of them are low-gravity environments (asteroids or small moons) which will require expensive low-G infrastructure.

Prospecting them for minerals now.